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Reader Comments (13)

Posted: Jun 13th 2010 7:30PM Shadanwolf said

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I enjoyed the article.It answered some questions I had.I look forward to more updates on the expansion.

Posted: Jun 13th 2010 9:23PM Wgraves said

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PI is interesting and definitely fun to setup, however now that all my bases are setup and running optimally, going in and manually re-activating 10 extractors x 5 Bases x 2 characters= 100 manual scan and re-activates per 23 hours...

Considering this is just producing, not even moving around and making the really high end stuff.. this is alot of nitpicky stuff that shouldn't have to be reset every day, even if there was an ability to select all the extractors at once, it would be much better.

Posted: Jun 14th 2010 12:01AM Berzerk said

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I figure I'll be able to make the components to build a small control tower or two a month with 5 planets. I've spent about 40M so far, but 1 or 2 control towers will pay that back almost immediately.

As a first step in the system, I like it.

Posted: Jun 14th 2010 3:28AM Ringu said

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PI seems to me to be typical of EVE in general, and CCP's output in particular; which is to say, very amateurish with glaring problems but somewhat offset by gaining a reputation of being 'hardcore'.

This is not a hate piece; I maintain an active subscription in EVE and have had for about five years. It's just that during that time, I think CCP have announced big system changes that have taken months and sometimes years to develop, and they have all turned out to be, well, a bit rubbish really.

As Brendan said, this isn't really what we were sold for PI, and honestly, why has this system taken so long to develop? As a professional developer, it looks to me like a couple of months would produce this sort of system; it's not overly integrated into the whole EVE infrastructure and to me it seems very unfinished.

Whenever I read about CCP not having the character movement on stations system ready because it's so complicated, I can't help but think about systems like PI and think that maybe CCP needs some new developers...

Posted: Jun 14th 2010 8:58AM (Unverified) said

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You say you find the game itself amateurish and the things CCP intros into the game rubbish yet still say you hold a five year subscription.

Either you`re lieing to make your peice look more balanced(which its not) or you`re a huge hypocrite.
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Posted: Jun 14th 2010 9:05AM Ringu said

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The two statements aren't mutually exclusive.

I think all the big system expansions EVE has introduced have all been explained badly, and have under-delivered to the point of being amateurish. I think this is an objective fact.

I do have an active five-year subscription, because I enjoy 'levelling up' my character and up to now it's one of the very few space MMOs out there. These are also facts, although I'll grant that the former of these two is very subjective.

I'm not trying to be balanced, or a hypocrite; I am, however, trying to explain that I'm not just hating on the game and I'm also not a fanboi defending it to the death. Just a reasonable opinion.
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Posted: Jun 14th 2010 11:25AM Psychotic Storm said

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So, if you critically complain about a product you are not allowed to use said product?

or complaining about some parts of the game mean you must completely abandon the entire game?
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Posted: Jun 14th 2010 12:50PM Brendan Drain said

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As an amateur game designer, I can say with some degree of confidence that I could produce a system similar to PI in a few months on my own, given that I knew the framework I was working within well. My current theory is that CCP has been focusing a lot of dev time on Incarna and are doing their best with what dev time they have. After the Apocrypha expansion came out (best CCP expansion of all time :D), I'd guess they shifted focus back to Incarna.

Incarna is likely to be truly game-changing and bring in a whole slew of new players, but it's gone way over time and budget due to the unpredicted immensity of the project. You'll note that CCP has also been working on a lot of core technology overhauls that aren't immediately obvious or even visible to players. Then there's all the development time on EVE Gate, which a lot of players just don't use but which is allegedly essential for merging EVE and DUST 514. There's probably a lot of work going on preparing EVE for DUST 514. I wouldn't be surprised if they were stretched thin lately.

Contrary to what you might get from the article, however, the issues I have with PI aren't that it's low quality game development. I think it's a great feature and keeping a team on it to balance it post-patch is exactly what everyone wants on new features. The issues I have are immersion-based. PI is 100% game mechanics and 0% flavour. The trailer instilled us with a really sci-fi sense of wonder and anticipation for finally getting to colonise and conquer planets. But when the feature was released, it failed to meet that same level of immersion.

I was looking forward to spending days scouring massive planets with a survey vessel, narrowing down material deposits and hoping to hit the jackpot. Instead, anyone can scan any planet from a distance and immediately see what's there. No scanning, no probes, no deployable satellites in orbit, not even a module for scanning planets. Hell, you don't even have to bother warping to the planet. Command centres aren't launched to the surface in some kind of rocket or lander, they magically teleport from your cargo hold to the planet, across a few dozen AU of empty space.

I was looking forward to choosing how to manage my colony. How much would I pay my workers? How much would I spend on safety to reduce worker deaths and injuries? If a neighbouring colony on the planet offers more ISK, will my workers go on strike? In nullsec and wormhole systems, might I have to import workers manually? Then I'd have to balance ongoing safety costs versus the cost and effort of replacing workers if an accident occurs. On harsh environments like lava planets and ice worlds, perhaps the occasional problem would appear that would halt production until solved. On temperate worlds, perhaps I could choose to dump toxic waste rather than pay to dispose of it, ruining an area of the planet.

There was a lot they could have done with PI to make it a bit more immersive and sci-fi. Instead, the only interaction we have with the system once it's set up is logging in every day to tell it to start harvesting again. Planet types are just an indicator of what material types can be found there. The original idea of harsher environments being more challenging to manage was apparently scrapped. Additionally, having other players on the planet simply affects the rate at which resources deplete.

Colonising planets and exploiting the local populace should feel like one of the most awesome sci-fi things but the immersion required to make it feel like that just isn't there. PI definitely needs a lot more polish if it's going to be even a fraction of what people expected.
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Posted: Jun 14th 2010 6:07AM Benicio said

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So far the only thing I've found PI good for is filling in time while travelling between systems.

Posted: Jun 14th 2010 8:57AM (Unverified) said

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Planetary Interaction is by far and large unsatisfying for the majority of EVE, it seems. A lot of people are saying that it's not profitable enough and won't be for at least a year because of certain circumstances.

I, however, have found that it is more than profitable enough for my needs, and even fills a gap that has made life a lot easier for my alliance out in 0.0.

I'm keeping away from the Starbase and T2 production and focusing my efforts entirely on production of fuel, which has proven quite easy, especially because all you need to churn out huge amounts of fuel are Storm and Plasma planets, which, between the two, covers every fuel component currently available in PI.
The best part is that these products can now be produced entirely in 0.0 (or wormhole space) so there's no need to have the stuff shipped in from highsec, which is making me a fair bit of money, and fueling my alliance's POSes without the need to pay jump fuel costs.

I'd really like to see how the rest of PI materials (and the fuel of course) stabilize on the market once the NPC orders are taken down.

Posted: Jun 14th 2010 7:23PM remover said

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I read all the guides, did the research.

Ran the math...
my initial high-sec setup will take, no joke, over 40 real life years to recoup the costs spent on setting it all up and the training books for two accounts.

Now, that will probably shrink astronomically if I keep making improvements as skills allow and setup pilot plants for further processing (currently producing middle tier goods).

But it seems pretty half-baked and ridiculous. It's a fun/neat thing to play with and could see myself spending more time "playing planets" than Eve itself if there were more features, but it's a giant money pit until they fix it.

Posted: Jun 14th 2010 8:14PM xSFx said

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All claims that there's no money in PI are meaningless until CCP stops seeding POSes and POS parts, which they said they will do soon. Rome wasn't built in a day, people. Markets take time to grow, and it's barely been a week.

Posted: Jun 17th 2010 5:17PM (Unverified) said

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I am honestly very disappointed by this article. Brenden it is obvious you don't do much production in eve, otherwise you would realize the lvl of "immersion" PI has is exactly the same as every other production thing in Eve. You log on, you set a job, you forget about it.

CCP stated from the start that PI was suppose to be able to be done by newer people as a stepping stone to other production aspects of the game. Its not like exploration, which is what you are comparing it to in your reply pretty much, CCP stated multiple times that you will be able to create a character and do it..not wait for exploration type skills and ships to make it happen. I don't know what you were exactly expecting PI to be like, but CCP designed it to be easy, which is exactly what it is. And no, you couldn't make this in a few months like your boasting, you forget that this patch came with a large amount of other things, a complete rework of the market place pretty much. Sure you can make the programing in a few months, but i quarantine you they have been running potential market numbers for months as well trying to figure out a way to balance the change in minerals, new PI items, insurance and so forth. Dont underestimate what CCP has done here when it comes to production/marketing.

As for whats the point in making these things, think about this, A new player can make pos fuels, which up in till this point was a NPC good. At current prices a single large pos consumes about 700 mil worth of former npc pos fuels a year. One character can easily make 4 P2 production items with 2 or so weeks of training, a majority of pos fuels are P2 items. If someone set PI up with say..10 characters, they would be in the position to make and produce P4 items (pos's, advanced labs, model labs, outposts) from start to finish.

Maybe you should relook at this from a producer/manufacture standpoint next time, with the idea that CCP made this as a entry lvl thing. Ive read enough PI reviews from people who cared more about blowing things then producing items and understood how production was in this game before the patch. very disappointed indeed.

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