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Tippia
Sunshine and Lollipops
8160
 |
Posted - 2012.06.25 23:02:00 -
[151] - Quote
Ok, first full session after the patch.
GG*and all I can say is that my view on the Unified Inventory took a sharp 360-& turn and remained on the same course.
This UI has been live for less than a month, and you've had roughly two months of feedback, and you're already adding huge kludges to fix problems that shouldn't have been there to begin with. This whole mess about GG#primaryGG% and GG#secondaryGG% inventory windows you've introduced only results in one thing: more windows, more duplication, more clicking, less intuitiveness.
Yes, you added back some rclick items to open special bays. Good job. Too bad they don't open in any kind of remotely sane location. They all go into the GG#primaryGG% window, which means the functionality is completely redundant. The reason to have them in a rclick menu is to gain quick access to the bays GGv what happens now is that they act as a mechanism to slow down your access to other stuff, because opening them that way means you reset a window that is (probably) already being used for something else. The same goes for the cargo hold button GGv it opens my cargo hold in the GG#primaryGG% window, completely overwriting what I had set it up to show.
None of these buttons are even remotely aware of the fact that I already have windows set up to show these locations, and they will happily open new instances/reset an existing window rather than focus on the window already showing what I'm after.
The old UI never had these problems because every inventory was its own window. Opening the inventory in question opened the associated window. Since the two are now disassociated, you will never really be sure of what will open where unless you do everything very deliberately and entirely manually (going through the whole shift-click-and-place-into-stack rigmarole), which is far more cumbersome under the new system than under the old one.
This amount of kludginess at this stage of the development phase GGv when you're still adding lost basic functionality back in GGv only points to one thing: the underlying design concept is fundamentally flawed. This is the kind of mess you'd see after years and years of quick-patching surprising edge cases (cf. CrimeWatch), not something you should see right out the gate, and definitely not something you should see as a result of just trying to make the core functionality work. You haven't even begun to touch on the edge cases, and we're already seeing end-of-life feeping creaturism and function confusion.
I've tried to stay away from the GG#roll backGG% line of thinking, but if the state of the code is this bad, maybe it's an option you should start to exploreGG* or if not that, then declare this code path dead, much like how you did with the GG#Old New NeoComGG% (the one that got shelved because CoreUI was around the corner) and try again, this time with the first-line goal of simply being able to do what the old UI could do.  GG#If you're not willing to fight for what you have in GkmvGkm you don't deserve it, and you will lose it.GG%
CONCORD spawns: quick enough to save you?
|

Certis
Spaced Cowboys
9
 |
Posted - 2012.06.25 23:03:00 -
[152] - Quote
Shoog wrote:Get rid of the unified inventory... STUPID STUPID STUPID IDEA!!!!!!!! Want it back the way it was!!!! Or give us the option to put SHIP HANGER and ITEMS HANGER windows in the side panel like it was.
Unified Inventory... what a joke.
You said it all. This is still a bloody annoying mess - ditch it and go back to the way it was and stop wasting time fixing things that aint broke. |

Krell Kroenen
Miners In Possession
25
 |
Posted - 2012.06.25 23:40:00 -
[153] - Quote
Well my feedback so far centers around how ghastly the T1 Matar ships look like now. I can't quiet even put my finger on what is wrong persay, It's not just the tan color it's the texture as well. Like they were stamped out of a single color plastic mold and given a touch up paint job on some of the parts. And the Vaga should not have lost it's wings, not with out a new model. Now it's just a Stabber with a different color to it. |

Silly Slot
Phoenix Evolved Part Duo
35
 |
Posted - 2012.06.25 23:47:00 -
[154] - Quote
FOR THE LOVE OF ALL THAT IS HOLY
STOP ASKING FOR ROLLBACKS
THE OLD INVENTORY BACKEND WAS BROKEN! END OF STORY
That said, give constructive criticism for gods sake, whats not working how you would expect it, give them bullet points so they can try to adapt the new system to fit the varied use cases.. why is this so f*Cking hard for people to understand...
Its gotten much better since it was first release, yes it should have been tested more on SISI first but honestly get over it at this point and comment.
As for the whole "I WANT MY VAGA SAILS BACK" they know, they've said already they will be doing more "custom models" soon since the v3ing is coming to an end for the ship models, i mean whats left? NPC assets / Stations and .. Capitals... no biggy really.... So the new t2 models will come eventually with the little wingys back lol This was said in a devblog recently.
I 100% agree about the matari ships WTF why are they cardboard? where is the red tone to the paint? its supposed to be rusty / grungy it always has been "IN RUST WE TRUST D*MN IT!" |

ITTigerClawIK
Galactic Rangers
126
 |
Posted - 2012.06.25 23:52:00 -
[155] - Quote
omg so many folks just do not like change at all, i do not find anything wrong witht he currany unified inventory and have been useing it for a while now. |

Operative X10-4
The Rejected Ones
3
 |
Posted - 2012.06.25 23:52:00 -
[156] - Quote
The new minmatar tech II skins are cool but those tech I are FUGLY.. minamatar ships lost all that rusty iron feeling, now they are just a ugly poop brown scheme... bring new tech I skins.. IN RUST WE TRUST! :3 |

Scaugh
Blue Republic RvB - BLUE Republic
24
 |
Posted - 2012.06.25 23:56:00 -
[157] - Quote
CCP I have to ask this one simple question.
Why have you added the Right Click option to open corporate hangars to the orca when all it does it replace your cargoholds window?
Ok i've played around with the options/settings etc.. for this improved feature and I'm at at a loss to the Right click options purpose.
Methods of posible use I've looked at.
Rclick - open corpate hangar - and use UI tree. Use: We are back to your intended use for UI. Issue: Working as intended with 3/4 of my screen used up while I'm in space with enemies lurking about. Opening a small cargohold window is no longer an option if you ever intend on using an Orcas corporate hangars.
Rclick - Shift+click the divisions Use: Able to open different smaller tabbed windows and to drag and drop from orehold, division or cargohold. The way is used to be before UI was launched. Issue: If you ever close this setup the divisions DO NOT remember when opened again that they were seperated from your cargohold.
Shift+click Cargohold Icon Use: Again able to open different smaller tabbed windows and to drag and drop from orehold, division or cargohold. The way is used to be before UI was launched. Issue: Same as above. Divisions Do not remember their position.
What I'm really trying to say here is you've start to make changes. "GOOD". But for the love of all that makes sense. Why does the corporate divisions not remember thier set location? |

Haifisch Zahne
HZ Corp
60
 |
Posted - 2012.06.25 23:56:00 -
[158] - Quote
I can second this, although with prior versions. Haven't checked what mess the new shaders cause. I turned shader stuff low. Otherwise, with shader settings high, my ships were black in glowing red space (yes, I'm in Minnie space now).
May O'Neez wrote:OK, I will check with different Shader settings, then ...
EDIT/ LOL of the day: the ships look nicer on my PC with low shader settings. High = lower quality. Medium = start to be brighter, Low = higher quality, with brighter textures and ... reflexion of environment on the ship (which is absent on the 2 other settings).
Could someone test on his side and confirm, please ? This is really puzzling.
EDIT2/ Solar pannel look flat in "Low" setting, so it not so of an inversion of the settings, but still very strange fact ...
|

Tippia
Sunshine and Lollipops
8168
 |
Posted - 2012.06.26 00:00:00 -
[159] - Quote
Silly Slot wrote:That said, give constructive criticism for gods sake, whats not working how you would expect it, give them bullet points so they can try to adapt the new system to fit the varied use cases.. why is this so f*Cking hard for people to understand... Why is it so f*cking hard to understand that we've been doing this for two months and the results have been next to nil. That's why more and more people are calling for rollbacks: because it increasingly seems to be the only way forward.
The backend has not changed (and neither is, nor was, broken). The window classes might have done so, but they were not broken before and are becoming more and more broken right nowGG* so there's little point in keeping them.
They are frantically trying to ugly-patch big honking holes in the UI GGv holes that should never have been there in the first place. It's becoming obvious that they're building a house on top of quick-sand, and at that point rolling back is the right solution. If they can't, they should a) get a better versioning system and b) get to work on building a Inventory 3.0 and let the current abomination die a lonely death behind the shed.
ITTigerClawIK wrote:omg so many folks just do not like change at all This has nothing to do with not liking change. Spouting that kind of nonsense only exposes the cluelessness and abject and wilful ignorance of the poster. People would love to see the UI changeGG* to something that actually works, this time. GG#If you're not willing to fight for what you have in GkmvGkm you don't deserve it, and you will lose it.GG%
CONCORD spawns: quick enough to save you?
|

Haifisch Zahne
HZ Corp
60
 |
Posted - 2012.06.26 00:23:00 -
[160] - Quote
Everyone seems to ignore the fact that CCP wants UI to be impossible, in order that it is difficult for the bot programmers. It's number one design goal was to be TOTALLY UNPREDICTABLE. It met this goal with flying colors.
UI is here to stay. Horrible mess that it is. |
|

Minta Contha
Emergent Entity KONZERN
65
 |
Posted - 2012.06.26 00:40:00 -
[161] - Quote
I may be going against the tide of opinion, but I LOVE the new look Minmatar ships! Highlights for me: The Stiletto - a black Minmatar ship, yay! The Vagabond - the previous stupid sails and wingy bits didn't fit the Minmatar design, so I'm glad they've gone, and the stupid white aerials looked badly drawn and out of place - now that's been put right I like the new look ship very much and will buy one at the first opportunity  The new rotating rings on the Prowler - much better than the weird plasma waist it had before.
To be honest there's only two changes I don't like much - the Cheetah has lost its lovely green lights and the Mastodon no longer looks like a Mammoth that's been filled with molten lava as a cargo. However, they both still look good in a different way. My cooking is like my lovemaking - fast, greasy, and unsatisfying. |

Tippia
Sunshine and Lollipops
8176
 |
Posted - 2012.06.26 00:41:00 -
[162] - Quote
Haifisch Zahne wrote:Everyone seems to ignore the fact that CCP wants UI to be impossible, in order that it is difficult for the bot programmers. Yes, people have been ignoring this fiction, because that's what it is GGv not fact.
GG#If you're not willing to fight for what you have in GkmvGkm you don't deserve it, and you will lose it.GG%
CONCORD spawns: quick enough to save you?
|

Dennie Fleetfoot
EVE University Ivy League
297
 |
Posted - 2012.06.26 00:41:00 -
[163] - Quote
CCP Soundwave wrote:Davina Sienar wrote: Are You Joking ? A "few" pages about that UnifiedCraptory in Forums .... weeks went by, 100's of suggestions, feedback etc.... and ??? nothing ? Listening to memberbase ? nahh thats too silly Corphangar Icon and Tabs ? no Shiphangar Icon ? no stupid "my filter" and "shiphangar" still or even again expanded to max in that ****** tree... yes I dont see any change besides that useless star icon in corphangar sections ^^ forget it and btw the drake model is pretty uncool now What? Patch notes have tons of unified inventory changes, both in the feature list and fixes list: http://community.eveonline.com/updates/patchnotes.asp
Tons of Unified Inventory changes. Not ONE, a single one address' its main problem.
IT'S NOT AS GOOD AS THE OLD ONE!!!!
Multiple challenges to CCP, on multiple threadnaughts, to demonstrate via side by side, real-time video comparison how you guys use it in a way that's faster and more efficient than than how would use the old one.
No such undertaking has happened as yet. The reason? CCP are once again far too stubborn to admit they're wrong on this and any video that they post will simply show them up as being such.
Screens are wider than they are tall. A vertical Tree designs fails on every level because of this basic fact. Stacked, tabbed horizontally arranged, multiple boxes work better on monitors. END OF DISCUSSION.
My other two accounts remain unsubbed.
|

ISquishWorms
142
 |
Posted - 2012.06.26 00:57:00 -
[164] - Quote
Ok I am done things just seem to be getting worse around here well thats my perspective.
I am now plagued by the message "Your ship is re-aligning its magnetic field" what the hell does this mean? I never had that prior to this patch it is so fing annoying.
The inventory seems to be even more laggy when looting wrecks since todays patch. I have also had occasions when cans were marked as yellow that were clearly mine. I took from them and never got the warning about stealing well I wouldn't as the can belonged to me even though it was left yellow on overview.
So tired of this now. Are patches not meant to improve on things? 
Apparently freezing accounts is something that you don't usually do, so it is time to let my subs expire. I may return once you (CCP) start listening again as you have a great game but seem intent on ruining it. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
137
 |
Posted - 2012.06.26 01:05:00 -
[165] - Quote
please please please can i close the "space inventory" screen without it effecting the state of the "station" inventory screen?
This was asked for multiple times, from the start of the alpha testing on SiSi 2 months ago.
This was apparently working on SiSi yesterday...but i guess it did not make it into the patch?
I just want each instance Space and Station, to remember their OWN open/closed state, w/o looking to the other to determine what it should be. If closed my "space" window and dock, then leave my "station" window open when i undock, i don't want to have to close that awefully useless second larger view of my cargohold each time i undock. Just let them remember the state they were last in for both "space" and "station". PLEASE! http://blog.beyondreality.se/shift-click-does-nothing -a-a < Unified Inventory is NOT ready... |

Dennie Fleetfoot
EVE University Ivy League
297
 |
Posted - 2012.06.26 01:09:00 -
[166] - Quote
Tippia wrote:Ok, first full session after the patch. GG*and all I can say is that my view on the Unified Inventory took a sharp 360-& turn and remained on the same course. This UI has been live for less than a month, and you've had roughly two months of feedback, and you're already adding huge kludges to fix problems that shouldn't have been there to begin with. This whole mess about GG#primaryGG% and GG#secondaryGG% inventory windows you've introduced only results in one thing: more windows, more duplication, more clicking, less intuitiveness. Yes, you added back some rclick items to open special bays. Good job. Too bad they don't open in any kind of remotely sane location. They all go into the GG#primaryGG% window, which means the functionality is completely redundant. The reason to have them in a rclick menu is to gain quick access to the bays GGv what happens now is that they act as a mechanism to slow down your access to other stuff, because opening them that way means you reset a window that is (probably) already being used for something else. The same goes for the cargo hold button GGv it opens my cargo hold in the GG#primaryGG% window, completely overwriting what I had set it up to show. None of these buttons are even remotely aware of the fact that I already have windows set up to show these locations, and they will happily open new instances/reset an existing window rather than focus on the window already showing what I'm after. The old UI never had these problems because every inventory was its own window. Opening the inventory in question opened the associated window. Since the two are now disassociated, you will never really be sure of what will open where unless you do everything very deliberately and entirely manually (going through the whole shift-click-and-place-into-stack rigmarole), which is far more cumbersome under the new system than under the old one. This amount of kludginess at this stage of the development phase GGv when you're still adding lost basic functionality back in GGv only points to one thing: the underlying design concept is fundamentally flawed. This is the kind of mess you'd see after years and years of quick-patching surprising edge cases (cf. CrimeWatch), not something you should see right out the gate, and definitely not something you should see as a result of just trying to make the core functionality work. You haven't even begun to touch on the edge cases, and we're already seeing end-of-life feeping creaturism and function confusion. I've tried to stay away from the GG#roll backGG% line of thinking, but if the state of the code is this bad, maybe it's an option you should start to exploreGG* or if not that, then declare this code path dead, much like how you did with the GG#Old New NeoComGG% (the one that got shelved because CoreUI was around the corner) and try again, this time with the first-line goal of simply being able to do what the old UI could do. 
Soundwave........, just hire Tippia.
From his videos, to his ideas and the way he explains the problems and the solutions to them, on his own time I might add, its clear to all of us that have telling you for 2 months now from the Sisi feedback to today, that he knows more about UI design than any of the guys CCP have got working on it at the moment.
Does the simple fact, that by your own admission on this very thread that there's been loads of UI fixes and it still isn't fixed tell you that maybe, just maybe it might be time to consider putting it out of our misery?
|

Merling Erquilenne
Legio XIII. Gemina
0
 |
Posted - 2012.06.26 01:15:00 -
[167] - Quote
So the Drake is the prettiest ship in the game right now, so it's it's cool   Thanks :D Don't give anything about clothes whatsoever. The inventory still has some weird things. It needs a little love i guess. Missiles look pretty damn amazing. Minmatar ships also cool.
Not cool: my framerate is damn low in some places, like fogs and clouds, please be good for all the poor people with ancient VGA-s and let me enjoy full textured my beatiful Drake and let me turn off the fancy clouds effects please please please   |

Delhaven
Crunchy Crunchy Peregrine Nation
11
 |
Posted - 2012.06.26 01:18:00 -
[168] - Quote
Posting to reinforce what's already been said about the UI:
It's laggy and makes doing anything (especially salvaging) painful. There is less memory to the positioning, so it's not remembering that I always want the filters closed down; I want the tree to stay where I left it (it's opening and closing branches seemingly at random); and I want it to remember what I had open last and how it was set up.
I'm not asking for much. I just want some consistency so I can get use to this abortion of an idea and make some use out of it.
To summarize: you're not "fixing" the UI; you're just making it worse, just as I was actually starting to adapt to it. |

Tippia
Sunshine and Lollipops
8183
 |
Posted - 2012.06.26 01:36:00 -
[169] - Quote
Dennie Fleetfoot wrote:Soundwave........, just hire Tippia. Hey! What did I ever do to you to deserve that kind of punishmentGG*  GG#If you're not willing to fight for what you have in GkmvGkm you don't deserve it, and you will lose it.GG%
CONCORD spawns: quick enough to save you?
|

Kim Blackstone
Booty hunter's
2
 |
Posted - 2012.06.26 01:54:00 -
[170] - Quote
Dennie Fleetfoot wrote:Tippia wrote:Ok, first full session after the patch. GG*and all I can say is that my view on the Unified Inventory took a sharp 360-& turn and remained on the same course. This UI has been live for less than a month, and you've had roughly two months of feedback, and you're already adding huge kludges to fix problems that shouldn't have been there to begin with. This whole mess about GG#primaryGG% and GG#secondaryGG% inventory windows you've introduced only results in one thing: more windows, more duplication, more clicking, less intuitiveness. Yes, you added back some rclick items to open special bays. Good job. Too bad they don't open in any kind of remotely sane location. They all go into the GG#primaryGG% window, which means the functionality is completely redundant. The reason to have them in a rclick menu is to gain quick access to the bays GGv what happens now is that they act as a mechanism to slow down your access to other stuff, because opening them that way means you reset a window that is (probably) already being used for something else. The same goes for the cargo hold button GGv it opens my cargo hold in the GG#primaryGG% window, completely overwriting what I had set it up to show. None of these buttons are even remotely aware of the fact that I already have windows set up to show these locations, and they will happily open new instances/reset an existing window rather than focus on the window already showing what I'm after. The old UI never had these problems because every inventory was its own window. Opening the inventory in question opened the associated window. Since the two are now disassociated, you will never really be sure of what will open where unless you do everything very deliberately and entirely manually (going through the whole shift-click-and-place-into-stack rigmarole), which is far more cumbersome under the new system than under the old one. This amount of kludginess at this stage of the development phase GGv when you're still adding lost basic functionality back in GGv only points to one thing: the underlying design concept is fundamentally flawed. This is the kind of mess you'd see after years and years of quick-patching surprising edge cases (cf. CrimeWatch), not something you should see right out the gate, and definitely not something you should see as a result of just trying to make the core functionality work. You haven't even begun to touch on the edge cases, and we're already seeing end-of-life feeping creaturism and function confusion. I've tried to stay away from the GG#roll backGG% line of thinking, but if the state of the code is this bad, maybe it's an option you should start to exploreGG* or if not that, then declare this code path dead, much like how you did with the GG#Old New NeoComGG% (the one that got shelved because CoreUI was around the corner) and try again, this time with the first-line goal of simply being able to do what the old UI could do.  Soundwave........, just hire Tippia. From his videos, to his ideas and the way he explains the problems and the solutions to them, on his own time I might add, its clear to all of us that have telling you for 2 months now from the Sisi feedback to today, that he knows more about UI design than any of the guys CCP have got working on it at the moment. Does the simple fact, that by your own admission on this very thread that there's been loads of UI fixes and it still isn't fixed tell you that maybe, just maybe it might be time to consider putting it out of our misery?
Is anything not broken with Eve? Even the forum ate my post. Good thing Tippia essentially posted the same thing I wanted to say. As I'm too lazy to retype my entire post, and with Tippia's elaboration, I'll summurize:
1. CCP is lost 2. Unified inventory was never a fully conceived idea before being brought into production 3. CCP needs to stop this "release first, fix later" mentality
CCP needs to: 1. Go back to the drawing board with the inventory system, draw out a fully functional inventory system in marker pen before coding it 2. Test your releases. Posting a fix in the patch notes, that takes literally 5 seconds test that it is not so, is ********. 3. Take your time before releasing. Players never gave you a deadline. I'll boldly say that most players would rather see small improvement over a long time, than seeing broken releases repeatedly.
All in all, this reflects the capacity of the current leadership in CCP. |
|

Quincy Archer
Domi Militiaeque
0
 |
Posted - 2012.06.26 02:01:00 -
[171] - Quote
Unified Inventory
1. Both Primary and Secondary windows don't remember their "Index" width each time I re-log or close and re-open them. With the exception only the Primary window in space remember their "Index" width.
2. Only Primary window remember collapsed "Index". However, if I re-open Primary window with collapsed "Index", then uncollapse "Index", the "Index" came with a new width. This happened to both station and space Primary window. Secondary windows don't remember theirs each time I re-log or close and re-open them.
3. Only Primary window remember collapsed "My filters". Secondary windows don't remember theirs each time I re-log or close and re-open them.
4. Primary window don't remember their opened state each time I re-log. Each time I re-log, I'll always need to manually open the Primary window even though the window was open the last time I logged out of the client. Only Secondary windows remembered their opened state when I re-logged.
5. Since the introduction of Unified Inventory, I used Primary window for my ships both in station and in space. Therefore each time I change ship, the Primary window should change the focus on the new ship's cargo. Currently, Primary window remain focused on the ship that I'm in the first time I re-logged in a station or docked. This is important to me because when in space, the "Cargo" button or Alt+C works only on Primary window but not on Secondary window. This alone negates the usefulness of ship's Secondary window in space.
6. Refer to the Training Queue window, the collapse button remain at the same location whether the skills list is collapsed or not. The Unified Inventory "Index" collapse button should follow the same as the Training Queue. As for the "My filters" collapse button, it's the least used for me, so no comment.
CCP, thank you for your consideration to make our lifes less miserable. |

Jonuts
The Arrow Project CORE.
224
 |
Posted - 2012.06.26 02:03:00 -
[172] - Quote
Don't even pretend you're surprised that people still hate Unified Inventory. Broken, inefficient, loss of functionality. Fixes are great and all because you people were too incompetent to get it working BEFORE shoving it down our throats, but honestly, your adamant refusal to remove the Unified Inventory from live until you can fix your **** pissed everyone off. Not only that, but your adamant refusal to do something as ******* simple as return neocom shortcuts doesn't earn you any brownie points either. Please, don't be surprised at all when people are still unhappy with your ****.
Seriously, go **** yourself. Anyways, the *MOST* important feature, using more than 1 window to drag **** between more than one location, is completely contrary to your grand vision of a ****** inventory system. Yes, we're still unhappy about your ****** concept, shittier design, and even shittier execution.
And really? Really? Are you serious? My "secondary" windows collapse into the same freaking button on the neocom? Whats the point of that? I swear, you guys have to TRY to do this poor of a job.
Also, the tree needs to die. I'm about ready to hire a lumberjack for you people.
In other news, new Minmitar ships don't look rusty enough. I can almost believe that there is more than just rust and duct tape holding these ships together now :(
Quote:Largely, the old UI wasn't easier, you were just used to it. Change for many people is difficult to manage.
I'd disagree with the first statement, and agree with the second. The UI could hardly be any easier to use without hooking it up to your brain and subconciously controlling it. Click item hangar, double click your ship, drag ammo from item hangar to ship. How is this NOT easy? As for change being "difficult" for many people, that's a no brainer, and the biggest reason you DON'T drastically change **** if it isn't broken. Change for changes sake ends poorly. If you aren't making a large improvement, you shouldn't make changes to such a fundamental portion of the game. This is basic "how to not **** off your player base 101" stuff here. You don't rip out **** that works well and replace it with something that is less efficient, less obvious, and plenty more pain in the ass.
Quote:FOR THE LOVE OF ALL THAT IS HOLY
STOP ASKING FOR ROLLBACKS
THE OLD INVENTORY BACKEND WAS BROKEN! END OF STORY
The old inventory backend was less broken than the current inventory user interface is. Ergo, rollback is still the best solution. The fact that the current inventory will require a great deal of iterations before it's really "usable" for all but the most simple of tasks. "Rollback and throw away the current code" really is the best constructive criticism that can be leveled here. It's like someone asking "what do we have to do to this go-cart to make it competitive in Formula 1 racing?". You got one answer. "Get rid of it and replace it with a Formula 1 race car!" Either way, even if you feel that "Roll it back!" isn't appropiate feedback, there's still the problem that even the friendliest feedback highlighting the issues and what needs to change has had no effect. CCP is really a wall, and the wall doesn't give a flying **** if you yell at it or whisper sweet nothings at it. It's a wall.
Quote:Everyone seems to ignore the fact that CCP wants UI to be impossible, in order that it is difficult for the bot programmers. It's number one design goal was to be TOTALLY UNPREDICTABLE. It met this goal with flying colors.
In case you haven't realized, something being a pain in the ass for the players doesn't mean it isn't anything but trivially easy for a computer to do. Bots have zero issues with this. After the change, they merely needed an update, and frankly, I'd be surprised if the updates for bots weren't ready to roll same day. |

Andy DelGardo
72
 |
Posted - 2012.06.26 02:10:00 -
[173] - Quote
more Feedback:
1) The state of the Corp Hangar is not saved, between docks. This means i have to always re-expand the view so i can drag&drop something to the corp devisions.
2) The tree-view window should close completely if i have a container/pos/devision selected and i get out of range via warp. If i have a container open, than i don't want to see my cargo-hold just because i warp-off, i want the window to close.
3) The shortcuts should ignore window focus, so if i have my cargo-hold open via shortcut in a separated window than no matter what other window has focus, the cargo-hold should close if i hit the short-cut, not like now focus and u need to hit the short-cut again.
4) The POS in-range "highlight" feature does not update fast enough, make it update at least every 1 second. It took like 5-10 seconds in my tests.
5) Fix/save the camera between dock/undock, the same way it is now saved between warps. I don't want to rotate the camera back every time i undock from a "flipped" station like main amarr tradehub. |

Stigman Zuwadza
Repercussus RAZOR Alliance
36
 |
Posted - 2012.06.26 02:28:00 -
[174] - Quote
I had a dream... that when you jumped through a gate that you would be facing in the direction you were travelling in, I believed this would be great for continuity and immersion and alas ....there it was in the patch ....I jizzed hard. 
I'm very glad that copy / paste functionality has returned to inventory lists, I was lost for a while there, my spreadsheets were getting out of date ...I was going to sue you for lost earnings. 
Enough of the back patting...
Now, things like People & Places, Wallet, Market errrr and probably some others will remember that they where left open when you log off, ie, they'll be open when you log on ...the same cannot be said for the Inventory, why oh why does this not remember its state like a lot of the other windows. Please make it so the UI stays open if left open ...save me the 1 trillion clicks I'm likely to perform during my EvE life. 
Fly safe. o7
CCP: Cloak Hunters - CSM6: Cautiously positive - Dec 2011 Summit - Minutes (pg. 22). Cloaking Technicalities Explained - CSM7 Town Hall Meeting - May 2012 |

Crosi Wesdo
War and Order
257
 |
Posted - 2012.06.26 02:54:00 -
[175] - Quote
PinkKnife wrote: The UI has always been a breeze for me, I dislike the green outline because it looks garish and gaudy when my UI is monotone, but I understand some people felt it needed. Largely, the old UI wasn't easier, you were just used to it. Change for many people is difficult to manage.
**** you, less mouse clicks = easier. |

Araceli Gabriela
Galactic Industries Inc. BRABODEN
7
 |
Posted - 2012.06.26 02:58:00 -
[176] - Quote
I noticed a significant FPS drop since the patch. Before I'd be at an even 60 fps in every normal situation. Now it crunches down to 45 fps just looking at pos mods, or the ship preview pane, or doing anything at all (while looking at blank sky will still return the fps to 60). No other background programs, no other changes since yesterday, restarted, cleared cache, no effect.
Thought I'd share in case it was patch related. |

Crosi Wesdo
War and Order
257
 |
Posted - 2012.06.26 03:03:00 -
[177] - Quote
Salpun wrote:Nutmegpainter wrote:Well now crashing has lead to 2 deaths which i know CCP will give me some Bullsh!t excuse and i will get no reimbursement anway so posting super mad  On what OS until you include information like that CCP cannot find the problem did you bug report it?
I have an Windows 7 64bit on an i7, 3820 @ 4.6Ghz, 16Gz 2133Mhz DDR3 quad channel memory, 2 x AMD6970 Graphics cards and 2x 240Gb Force 3 SSD's.
I was reapproaching gate in my cane after being pointed by 4 drakes. My camera was fairly close to the ship and i could see the drakes missle spam hitting my ship which, while looking wonderful, slowed my machine down to less than 10fps.
This machine is about as fast as money can buy, amd 4 drakes reduced it to a crawl. The game paused when i was in half structure and luckily, the next thing i knew i was 1au from gate warping away in my pod.
If my computer cannot run this ****, nothing can. |

Crosi Wesdo
War and Order
257
 |
Posted - 2012.06.26 03:15:00 -
[178] - Quote
Silly Slot wrote:FOR THE LOVE OF ALL THAT IS HOLY
STOP ASKING FOR ROLLBACKS
THE OLD INVENTORY BACKEND WAS BROKEN! END OF STORY
That said, give constructive criticism for gods sake, whats not working how you would expect it, give them bullet points so they can try to adapt the new system to fit the varied use cases.. why is this so f*Cking hard for people to understand...
Its gotten much better since it was first release, yes it should have been tested more on SISI first but honestly get over it at this point and comment.
As for the whole "I WANT MY VAGA SAILS BACK" they know, they've said already they will be doing more "custom models" soon since the v3ing is coming to an end for the ship models, i mean whats left? NPC assets / Stations and .. Capitals... no biggy really.... So the new t2 models will come eventually with the little wingys back lol This was said in a devblog recently.
I 100% agree about the matari ships WTF why are they cardboard? where is the red tone to the paint? its supposed to be rusty / grungy it always has been "IN RUST WE TRUST D*MN IT!"
FOR THE LOVE OF ALL THAT HIS HOLY, go **** yourself. Seriously. And stop telling people what they can and can not ask for.
Dipshit |

Araceli Gabriela
Galactic Industries Inc. BRABODEN
7
 |
Posted - 2012.06.26 03:16:00 -
[179] - Quote
Crosi Wesdo wrote:Salpun wrote:Nutmegpainter wrote:Well now crashing has lead to 2 deaths which i know CCP will give me some Bullsh!t excuse and i will get no reimbursement anway so posting super mad  On what OS until you include information like that CCP cannot find the problem did you bug report it? I have an Windows 7 64bit on an i7, 3820 @ 4.6Ghz, 16Gb 2133Mhz DDR3 quad channel memory, 2 x AMD6970 Graphics cards and 2x 240Gb Force 3 SSD's. I was reapproaching gate in my cane after being pointed by 4 drakes. My camera was fairly close to the ship and i could see the drakes missle spam hitting my ship which, while looking wonderful, slowed my machine down to less than 10fps. This machine is about as fast as money can buy, and 4 drakes reduced it to a crawl. The game paused when i was in half structure and luckily, the next thing i knew i was 1au from gate warping away in my pod. Also, i have my vsync set to 100fps ( on 120hz monitors). The game has always been able to run both clients at this speed in all but larger fleet battles and the odd mission where theres a lot of objects. Now i decloak on a grid with just myself and the game drops to 50fps if im so much as looking at a regional gate. Constant incompetence is becoming a drag ccp. If my computer cannot run this ****, nothing can.
Seems like I have a similar issue, but unlike you, I just reported it, not whine like a little ***** too.
Stop playing if it bothers you. Thanks for your feedback.
|

Crosi Wesdo
War and Order
258
 |
Posted - 2012.06.26 04:08:00 -
[180] - Quote
Araceli Gabriela wrote:Crosi Wesdo wrote:Salpun wrote:Nutmegpainter wrote:Well now crashing has lead to 2 deaths which i know CCP will give me some Bullsh!t excuse and i will get no reimbursement anway so posting super mad  On what OS until you include information like that CCP cannot find the problem did you bug report it? I have an Windows 7 64bit on an i7, 3820 @ 4.6Ghz, 16Gb 2133Mhz DDR3 quad channel memory, 2 x AMD6970 Graphics cards and 2x 240Gb Force 3 SSD's. I was reapproaching gate in my cane after being pointed by 4 drakes. My camera was fairly close to the ship and i could see the drakes missle spam hitting my ship which, while looking wonderful, slowed my machine down to less than 10fps. This machine is about as fast as money can buy, and 4 drakes reduced it to a crawl. The game paused when i was in half structure and luckily, the next thing i knew i was 1au from gate warping away in my pod. Also, i have my vsync set to 100fps ( on 120hz monitors). The game has always been able to run both clients at this speed in all but larger fleet battles and the odd mission where theres a lot of objects. Now i decloak on a grid with just myself and the game drops to 50fps if im so much as looking at a regional gate. Constant incompetence is becoming a drag ccp. If my computer cannot run this ****, nothing can. Seems like I have a similar issue, but unlike you, I just reported it, not whine like a little ***** too. Stop playing if it bothers you. Thanks for your feedback.
So my feedback post was whining but your trolling post was feedback? Exactly how ****** up are you?
I can see from your combat record that client performance has little impact on your constant failing. Dont judge others because they rely on the game running properly. |
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