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[Crius] Starbase feedback

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Author
Alain Kinsella
#21 - 2014-06-10 20:49:07 UTC
@ Steve - my home base is in Yuzier (Derelik), Big smile and still don't have much ISK to waste yet, even on a spare clone (gave most of it to VV on the way out for his PLEX Charity fund).

Getting to the seed station (still in northern Null?) will be easy enough (CovOps ftw). Going back in an Orca will be the kicker...

Obviously if I go forward with this on live, I'll open a new secondary base. Ammatar space has loads of dead ends, and (0.9 in Yuzier notwithstanding), I feel uncomfortable having a POS on a high-traffic route.

PS - any chance on adjusting clone costs? They are getting pretty steep now, which is a discouragement when considering semi-casual PvP. My clone is now 10x cost of my preferred ship (Thrasher).

"The Meta Game does not stop at the game. Ever."

Currently Retired / Semi-Casual (pending changes to RL concerns).

Anarchist4000
Thunderwaffe
Goonswarm Federation
#22 - 2014-06-10 21:07:13 UTC
I'm not sure if this is the right thread for problems related to outposts but I didn't see a specific thread for those.

When upgrading a station it is possible to put too much of a certain material into the "Access Resources" hangar after the outpost upgrade is anchored. Once I clicked "Build" it consumed the required materials and left the extra materials in the hangar and started throwing a "Notify The item is not yours to take" error if I attempted to remove the excess materials. Maybe that happens without clicking build, I'm not sure.

There is no notification that "Build" completed successfully when upgrading a station. The only way to tell is to see if the materials in the hangar disappeared. The option to build still exists after clicking "Build" as well.

Would it be possible to have a UI window similar to the POCO upgrade window for station upgrades? That would likely fix the two problems I mentioned.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#23 - 2014-06-10 21:13:41 UTC  |  Edited by: Steve Ronuken
Arronicus wrote:
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?



You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining)

Edit: Checking on the other forum topic, yes, it's build cost. Not materials.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#24 - 2014-06-10 21:14:44 UTC
Rivr Luzade wrote:
Steve Ronuken wrote:

You might notice something else too.

You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.


You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs?


Yes.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Rivr Luzade
Coreli Corporation
Pandemic Legion
#25 - 2014-06-10 21:41:13 UTC
Steve Ronuken wrote:
Rivr Luzade wrote:
Steve Ronuken wrote:

You might notice something else too.

You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.


You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs?


Yes.


Does this also work now for Marketing and Daytrade?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Arronicus
Caldari Provisions
Caldari State
#26 - 2014-06-10 22:10:43 UTC
Steve Ronuken wrote:
Arronicus wrote:
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?



You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining)

Edit: Checking on the other forum topic, yes, it's build cost. Not materials.


There's something very funky going on with material cost then heh.
Cpt King
VotingBooth
#27 - 2014-06-10 22:31:25 UTC
Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots?


Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#28 - 2014-06-10 22:36:48 UTC  |  Edited by: Steve Ronuken
Arronicus wrote:
Steve Ronuken wrote:
Arronicus wrote:
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?



You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining)

Edit: Checking on the other forum topic, yes, it's build cost. Not materials.


There's something very funky going on with material cost then heh.



No example needed. Just checked it myself. yes, there's something funky going on there.

I've tried it in an array with 5 others anchored and online, getting 25% discount. However, with them put offline, I get the same numbers, so it looks like something else. (I can't actually submit the job, as it throws an error, but I beleive that's known)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Multiple Mus
Hounds of War.
Deepwater Hooligans
#29 - 2014-06-10 23:01:02 UTC
I like the removal of remote BPO usage (it really was to safe) but it would be handy to be able to use a BPO/BPC from anywhere within a POS force-field without having to move it to the required assembly array (i have asked in another topic about viewing BPO/BPCs in the manufacturing tab from corp hanger) then a corp could keep a small supply of BPOs for use within the POS and in one area (much tidier)

Also (this may have been asked before, but i can't find it) what will happen to remote jobs that are ongoing when the update kicks in?
Circumstantial Evidence
#30 - 2014-06-11 00:18:11 UTC
Arronicus wrote:
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?
See this post by CCP Greyscale: https://forums.eveonline.com/default.aspx?g=posts&m=4696697#post4696697 POS's and their costs are closely related interests... some cross-posting seems inevitable.
mufasa73
Universalis Imperium
The Bastion
#31 - 2014-06-11 00:31:36 UTC  |  Edited by: mufasa73
Just tried an Intensive Refining Array...well, I set one up, onlined it and put compressed ore in there to try and refine....I right clicked on the array, within 2000m, and didn't find any way to Refine/Reprocess at all. I was doing this as corp CEO.

nvm, figured out that you have to right click on the actual item to compress or reprocess, depending on type of array. Makes sense, but different than I remember for refining.
Arronicus
Caldari Provisions
Caldari State
#32 - 2014-06-11 02:15:28 UTC
Steve Ronuken wrote:
Arronicus wrote:
Steve Ronuken wrote:
Arronicus wrote:
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?



You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining)

Edit: Checking on the other forum topic, yes, it's build cost. Not materials.


There's something very funky going on with material cost then heh.



No example needed. Just checked it myself. yes, there's something funky going on there.

I've tried it in an array with 5 others anchored and online, getting 25% discount. However, with them put offline, I get the same numbers, so it looks like something else. (I can't actually submit the job, as it throws an error, but I beleive that's known)


I found I continued to get the discount even when I unanchored the other arrays
Angelina Duvolle
Homeworld Technologies
#33 - 2014-06-11 02:51:59 UTC
I don't see the previously discussed low sec focused array for capital ships. Is that still in development or did I miss a post?

thanks

Arronicus
Caldari Provisions
Caldari State
#34 - 2014-06-11 04:17:15 UTC
Angelina Duvolle wrote:
I don't see the previously discussed low sec focused array for capital ships. Is that still in development or did I miss a post?

thanks



Can you find the source of this? I hadn't heard any concrete evidence that they were going to add one.
Vivi Udan
Caldari Provisions
Caldari State
#35 - 2014-06-11 04:26:53 UTC
\o/
I had no intention of training Starbase Defense Management because of the level5 Anchoring prerequisite.

Thank you for changing it to level4. Although I guess it depends on which side of the POS shield you're sitting on...

The Mittani of House GoonWaffe, First of His name, King of the Goons and VFK, Master of griefing, Lord of the CFC, Warden of the West, and Protector of Deklein.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#36 - 2014-06-11 09:17:40 UTC
Arronicus wrote:
Angelina Duvolle wrote:
I don't see the previously discussed low sec focused array for capital ships. Is that still in development or did I miss a post?

thanks



Can you find the source of this? I hadn't heard any concrete evidence that they were going to add one.



It's in.

It's the Thukker component array. On the market

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

CCP Nullarbor
C C P
C C P Alliance
#37 - 2014-06-11 10:04:08 UTC
Steve Ronuken wrote:
Arronicus wrote:
Steve Ronuken wrote:
Arronicus wrote:
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?



You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining)

Edit: Checking on the other forum topic, yes, it's build cost. Not materials.


There's something very funky going on with material cost then heh.



No example needed. Just checked it myself. yes, there's something funky going on there.

I've tried it in an array with 5 others anchored and online, getting 25% discount. However, with them put offline, I get the same numbers, so it looks like something else. (I can't actually submit the job, as it throws an error, but I beleive that's known)


Putting POS modules online / offline has up to a 1 hour delay on seeing the bonuses applied.

This is only temporary however, it will be close to immediate before we go to TQ.

CCP Nullarbor // Senior Engineer // Team Game of Drones

CCP Nullarbor
C C P
C C P Alliance
#38 - 2014-06-11 10:05:42 UTC
Rivr Luzade wrote:
Steve Ronuken wrote:
Rivr Luzade wrote:
Steve Ronuken wrote:

You might notice something else too.

You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.


You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs?


Yes.


Does this also work now for Marketing and Daytrade?


No just for the industry skills.

CCP Nullarbor // Senior Engineer // Team Game of Drones

CCP Nullarbor
C C P
C C P Alliance
#39 - 2014-06-11 10:07:33 UTC
Cpt King wrote:
Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots?


You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Velicitia
XS Tech
#40 - 2014-06-11 11:17:50 UTC
CCP Ytterbium wrote:
Velicitia wrote:
Looks like the (hisec) Repro Array is misbehaving.


Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing
Batch --> 1 x veldspar (100 units)
Edit -- oh, have the 4% implant too.

POS Result -- 215
Raw Spreadsheet Result (POS) -- 311.25

For reference, stations seem to be OK:
Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses)
Overall -> "70% yield" in station, according to ingame repro window

Station Result -- 289
Raw Spreadsheet Result (Station) -- 289.67


Yes indeed, Reprocessing Arrays aren't taking skills into account yet.

Aww Cry

Well, at least you're aware then Smile.

Any timeline for kicking the POS code into behaving ... or just "soon(tm)"?

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia