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[PI] New skills for Planetary Interaction

Author
nikar galvren
Hedion University
Amarr Empire
#21 - 2014-07-29 15:14:01 UTC
Ryan Leonard Thorne wrote:
You snipped the important part concerning prices. Of course prices would drop if there's simply more PI goods on the market. But then you end up with nearly the same ISK as before for more goods as before. Compensation by increasing material needs in manufacturing to keep prices nearly at the same level would be needed, and that would mean that everything that's produced with PI goods will be more expensive as you simply need more units per product. So prices for PI goods will remain at nearly the same level, but everything that contains PI goods will become more expensive. As long as there's no new use for PI goods like completely new product BPs that need PI goods or PI goods used as "fuel" for something. Or NPC corps buying them at fixed prices.

You're assuming that CCP would want to step in and manipulate the material requirements to keep per-unit costs the same. Honestly, I can't imagine a valid reason why they would want to do that.
De'Veldrin
Republic University
Minmatar Republic
#22 - 2014-07-29 15:22:27 UTC
Major Spag wrote:
De'Veldrin wrote:
Major Spag wrote:
I'd made a suggestion similar to this in the past and was told that this would increase the entry level skill bar too high for people.


Can you expand on that? That's exactly the scenario I am trying to avoid - this suggestion shouldn't alter the entry level at all - all the base costs remain the same. What this does (what it's intended to do anyway) is to allow those of us who have reached that maximum throughput to expand our operations without the need of resorting to YAA (Yet Another Alt) if we don't want to. I am trying to enable advanced PI folks to squeeze every last drop of production from their planets, while still keeping it profitable for entry level folks by leaving the inherent profit per widget untouched.


https://forums.eveonline.com/default.aspx?g=posts&t=87893


Honestly, I don't agree. I'm not sure I would have supported all your suggested changes, but I don't see any of them as being necessary to break in to PI. That's like saying you can't PvP until you have Tech 2 guns. Sure they help - some - but they're not a requirement.

Similary, the changes I am proposing here (and most of the ones I saw you propose) will help increase the profit generated by PI, but they don't make your products more profitable than a newbies.

Frankly, if anything, Custom Code Expertise practically became a necessity to anyone who wants to do PI, because without it, your profit margins plummet like a stone, unless you can move to a place where it doesn't matter - and that IS a bigger hinderance to the new player because they are far less likely to have the support structure necessary to do so.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Fer'isam K'ahn
SAS Veterinarians
#23 - 2014-07-29 15:24:01 UTC  |  Edited by: Fer'isam K'ahn
Thx for the math.

My rebuttle to the 'entry level skill bar too high for people' would be first: it's about perception, not about introduction and effectiveness and a strawman argument in itself.

As an example, if you make L2 sec missions impossible to run with frigs and destroyers and need L4 skilled and Meta 4 fit cruisers to run them, then you set the entry bar higher. Adding skills for cruiser size weapons etc. to be able to run them faster and gain more from running them faster doesen't mean that it's now more difficult to start running L2s in general.

Of course the overall payout will be better for advanced players, but it does not mean lower skilled players will run them slower or not at all. It just means that in comparison they are not as effective anymore, which still doesn't block anything, just disappoints maybe some expectations. But that can already be achived by watching bombastic titan fights on youtube, downloading the game and undocking for the first time in your rookie ship Roll


Secondly, and which would be a point I wanted to make anyway, maybe some of those skill requirements could be lowered to L4 to unlock, which means some lower skill chars could access some of the (lesser important ones to block support for multiple alts) skills for some early support (maybe not yield) benefits.

But again, 'me no PI yet', so treat with greatness of mind Blink
De'Veldrin
Republic University
Minmatar Republic
#24 - 2014-07-29 15:29:35 UTC  |  Edited by: De'Veldrin
Fer'isam K'ahn wrote:
Thx for the math.

Secondly, and which would be a point I wanted to make anyway, maybe some of those skill requirements could be lowered to L4 to unlock, which means some lower skill chars could access some of the (lesser important ones to block support for multiple alts) skills for some early support (maybe not yield) benefits.

But again, 'me no PI yet', so treat with greatness of mind Blink


It's possible, but I went with the standard approach that CCP seems to have of "Advanced skills require level 5 to unlock"

Advanced Weapon Upgrades -> Weapon Upgrades V for example.

The only skill I don't see as really an advanced skill is the efficient dispatching. This is more like a branching skill, which is why it only requires Command Center Upgrades 3.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

5n4keyes
Sacred Templars
Fraternity.
#25 - 2014-07-29 15:45:26 UTC
There is a lot that needs to be done to PI long before more skills are added. That being said, more skills would be nice.

More planets, yep I can see this as a thing, and would certainly help, however in doing this, your also going to decrease the price of PI products pretty heavily, if everyone who does PI was able to do another 5 planets, then this could be an issue. Again with better fitting, the more you can do on the planet, then easier it is to make products, thus devaluing things overall. Basically you would train a lot of skills, and do a lot more work, to get the same net result.

So, if your looking at PI skills to add, we really want something that makes management a lot more simple, a lot more easy, but without majorly boosting the quantity of end product.

Remote POCO management for example, would be amazing, having it so you can empty a planet to the POCO remotely, each skill level boosting the range until you get to region wide. This is something that would be amazingly helpful, and potentially a huge improvement to PI. Especially if this skill allowed you to do POCO related stuff via station.

A feature/skill that allows you to see how heavily an area of a planet is being harvested, this could be skill related, or something they could add to PI as a whole, allowing you to pick better places on the planet to mine.

Other things that would help so damn much, would simply be a better PI interface, rather than having to zoom into planets to see what is going on, maybe even allowing us to restart ECUs. Speaking of ECUs, can we please get them to vary in colour. Having more than 1 on a planet and you cannot tell which pins are which!
Ryan Leonard Thorne
Pointed Sticks Improvement Inc.
#26 - 2014-07-29 16:18:59 UTC
nikar galvren wrote:
Honestly, I can't imagine a valid reason why they would want to do that.


Me neither. But you and everybody else will want them to do so if you have to do 80% more clicking around for just 5% more ISK ore even less. Because that is what happens when everybody has the chance to have more planets and get more units of everything per hour.
Phoenix Jones
Small-Arms Fire
#27 - 2014-07-29 17:45:34 UTC
There has to be a little less clicking involved also. I would suggest two changes.

1) reset all extractors. 2 clicks, all are reset on all planets. Usually we are not moving heads back and forth every day, but once a week or so. So a mass reset all extraction for all planets should be an option. Rightclick planet in PI window , click (reset all extractors on all planets), click yes

2) we should no longer need to be in system to launch materials to a poco. Just click on launch pad, launch to poco. Doesn't matter where we are

Yaay!!!!

De'Veldrin
Republic University
Minmatar Republic
#28 - 2014-07-29 17:49:19 UTC
Phoenix Jones wrote:
There has to be a little less clicking involved also. I would suggest two changes.

1) reset all extractors. 2 clicks, all are reset on all planets. Usually we are not moving heads back and forth every day, but once a week or so. So a mass reset all extraction for all planets should be an option. Rightclick planet in PI window , click (reset all extractors on all planets), click yes

2) we should no longer need to be in system to launch materials to a poco. Just click on launch pad, launch to poco. Doesn't matter where we are


I'm not against those changes, or any changes that make the UI less of a clickfest.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Jur Tissant
Garoun Investment Bank
Gallente Federation
#29 - 2014-07-29 18:46:23 UTC  |  Edited by: Jur Tissant
I think 6 planets per character is pretty fair (and honestly the most I can keep up with) so I wouldn't hold my breath for that one.

However it'd be nice to see some skills like the ones you mentioned which give you a bit of an edge on powergrid. I always thought a skill which could offload some PG usage to your CPU would be handy, since I practically never see the CPU get close to full.

And then, anything to make links less of a PITA would be much appreciated. A skill to increase extractor radius wouldn't go amiss either.
Major Spag
State War Academy
Caldari State
#30 - 2014-07-29 20:33:31 UTC
Saving your own planetary setups would be nice.
5n4keyes
Sacred Templars
Fraternity.
#31 - 2014-07-29 22:34:56 UTC
Major Spag wrote:
Saving your own planetary setups would be nice.



This would be great, tho I think technically limited, this would be due to every planet being a different size, sometimes you can get the pins super close, other times not so much.
Nevyn Auscent
Broke Sauce
#32 - 2014-07-30 00:45:28 UTC
Way against this. PI is passive income basically. This is just more passive income.
Please explain why more income for not being in space is a good thing.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#33 - 2014-07-30 00:49:23 UTC
Nevyn Auscent wrote:
Way against this. PI is passive income basically. This is just more passive income.
Please explain why more income for not being in space is a good thing.


It's passive until you try to move it...and you need to be in losec at least for decent profitability. Risk and reward works fine with pi right now for me.
Nevyn Auscent
Broke Sauce
#34 - 2014-07-30 00:58:22 UTC  |  Edited by: Nevyn Auscent
Blockade Runners. Enough said on that aspect.
When I as an EVE player have a mechanic which allows me to boot anyone including NPC corp players off my planets, then PI has actual risk/reward.

Of course, I also maintain the entire system of PI should be redone to be a high/med/low slot based system like everything else is, and connected with the dust/legion style of socket based map design.
De'Veldrin
Republic University
Minmatar Republic
#35 - 2014-07-30 02:22:47 UTC
Nevyn Auscent wrote:
Way against this. PI is passive income basically. This is just more passive income.
Please explain why more income for not being in space is a good thing.


PI Is really only semi passive. Unlike truly passive sources, like Research Agents, you can't accumulate PI forever intil you decide to spend it. Eventually the storage fills up or the raw materials run out, so it does require periodic minding, and as my math illustrates, the profit margins don't scale through the roof just because you add more planets.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

James Nikolas Tesla
Tesla Holdings
#36 - 2014-07-30 04:12:21 UTC
I love the idea of all those skills except for the Advanced Interplantary Consolidation. It would flood the market with more PI (especially with those PI only alts) therefore devaluing a fairly profitable type of industry.

+1

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

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