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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Ford Perfekt
Deadly Influence ZADA ALLIANCE
0
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Posted - 2012.08.09 15:39:00 -
[211] - Quote
I love new Mission Overlay. and I have an idea how it could be even better It would be nice to have mission objectives statuses on the same overview so one could check if the objactives were met with only one cllick.
And I have to say that tab Skill-required for is an really great add-on that was missing til now. Thanks! |
Cyxopyc
hirr Against ALL Authorities
4
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Posted - 2012.08.09 15:56:00 -
[212] - Quote
Allow tooltips to be disabled. After my first 6 months of playing EVE I've rarely found them useful and quite often found them in the way.
Also please:
- fix the Tactical Overlay so it always displays properly after jumping systems with it on. - fix player standings so they always display properly. For example, when I log in and see many players in local as neutral when they aren't neutral and after players jump systems and appear to me as neutral when they aren't neutral. (The second one is is rather good at producing unreimbursable losses) - allow us to move or disable the view blocking display of notifications top center on the client while still allowing these notifications to be shown in the Log. - allow Strategic Cruisers to have their cargo bay opened when they are not in use. - fix the fleet window so it displays correct information and doesn't become broken requiring the fleet members to form a new fleet so they can receive leadership bonuses. - allow background graphics such as the sun and nebula clouds to be disabled. The stars are fine and don't hinder game play.
Thank you |
Bienator II
madmen of the skies
830
|
Posted - 2012.08.09 16:07:00 -
[213] - Quote
can you make the tooltips of the reactive armor hardener show how its currently adjusted? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Jean D'Hon
State War Academy Caldari State
1
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Posted - 2012.08.09 17:11:00 -
[214] - Quote
CCP Fear wrote:Regarding the module tool-tip:
We will be adding an option to disable them and possibly a delay as well in a patch very very soon! (Can't say specific dates yet I'm afraid)
When you do, I would like to ask that the "Active" pop-up be revived.
For those of us on scout duty, covertly looking at targets/gates/whs it is comforting to know (by hovering) that the cloak is on. I know it's supposed to glow but in some cases it's not clearly visible (at least to a color impaired noob like me). I prefer to look at my targets than my ship to make sure it's safe... |
Misati
Rhea Industries
0
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Posted - 2012.08.09 17:21:00 -
[215] - Quote
Did anyone notice that they removed the Neural Ports on our Backs? |
Khoul Ay'd
Khoul's Space Dogs
2
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Posted - 2012.08.09 18:00:00 -
[216] - Quote
Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk.
Define "better". If you mean largest ore hold, then yes, Mackinaw is better. If you mean yield, Hulk is still king of all mining. |
Mr Beardsley
Royal Amarr Institute Amarr Empire
7
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Posted - 2012.08.09 18:02:00 -
[217] - Quote
Idris Helion wrote:DazedOne wrote:Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguesorecargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap Well if you are not working with other people in the game your wrong!!!!!!!!!!!!!!!!!!!!! What do you not understand that the Hulk is now a fleet ship. Learn what the new roles are of the ships and maybe just maybe you'll appreciate the changes like those of us that understand simple things appreciate. The Hulk always was a fleet ship. People who flew a cargo-maxed Hulk, even in Empire, were doing it wrong. It's just that with the cargo/yield math of the old Hulk, it was a no-brainer to skill for it no matter your mining profile. It rendered other mining ships useless (like the lowly Procurer). Now you have to think a little bit about how you're going to do your mining, and that's obviously cheesing the AFK crowd off. (Though AFK in Empire is now easier than ever with the cavernous Mack ore hold.) Given the Hulk's enormous cost, flying a Hulk maxed for cargo rather than yield was a silly way to use it. And outside of Empire space, it was just madness to fly a Hulk untanked (even inside Empire during Hulkageddon). I don't think the complainers have really run the numbers on the advantages the Mack's huge cargo bay will grant to solo miners -- you lose a bit of yield, but make fewer trips back to station. In the end, I'll bet the trade-off will be negligible, or even in favor of the Mack. Yeah, it sucks that your expensive Hulk is now worth half of what it was a week ago. But if you had a Mack, it's now worth about twice or three times what it was before, so it evens out.
And if you DON'T own a mack then it doesn't, so what's your point?
Idris is absolutely right about one thing: the size differences in the barge models do seem totally out of sync with thei stats. And YOU are wrong about the "you're doing it wrong", because EVE is a *SANDBOX* as CCP so clearly markets it. This is esp. true for miners who have no friends..try getting someone to haul for you or provide security. See how loyal your precious corp buddies are then. But I have a more important question: WTF is this "AFK mining" people keep mentioning? I'd love to know how you do that, because I've mined with everything and unless you're botting it requires constant attention. On a fully mine-fit Hulk (pre-patch) you could typically hold 2 cycles worth of high-sec ore. Whether you'e alone, dual boxing or have a friend helping there's no "AFK" to it. |
Khoul Ay'd
Khoul's Space Dogs
2
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Posted - 2012.08.09 18:15:00 -
[218] - Quote
MortisLegati wrote:So when is the ORE Frigate coming out? I would have expected it to flank the release of revamped mining barges, especially since the Amarr actually lack a mining frigate.
Actually, I'm expecting they'll release the ORE mining frigate when the current mining frigates get revamped later this fall. See this DevBlog for more info. |
Urgg Boolean
Center for Advanced Studies Gallente Federation
204
|
Posted - 2012.08.09 18:24:00 -
[219] - Quote
Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it... |
Urgg Boolean
Center for Advanced Studies Gallente Federation
204
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Posted - 2012.08.09 18:25:00 -
[220] - Quote
Khoul Ay'd wrote:MortisLegati wrote:So when is the ORE Frigate coming out? I would have expected it to flank the release of revamped mining barges, especially since the Amarr actually lack a mining frigate. Actually, I'm expecting they'll release the ORE mining frigate when the current mining frigates get revamped later this fall. See this DevBlog for more info. In chat the morning of the patch, the Devs said "winter" for the ORE frigate. |
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Dirch Passer
State War Academy Caldari State
14
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Posted - 2012.08.09 18:48:00 -
[221] - Quote
I'm happy about most of the improvements in this patch! No doubt about that. I do, however, feel a bit disappointed about the Unified Inventory. As much as it helps to spawn new windows from Mother Tree, I could have sworn that CCP Arrow promised us a way to glue the shortcuts to the Neocom. Was that a false promise? |
Nitinol
Appetite 4 Destruction
10
|
Posted - 2012.08.09 18:54:00 -
[222] - Quote
CCP Greyscale wrote:Nitinol wrote:CCP Greyscale wrote:James Selkirk wrote:Rapid patch deployment: check Client patched cleanly: check Patch works: check "Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added) So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into. From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID. This is an unacceptable, and condescending response. Normal user's don't care about the structure of your data tables or whether a row's key has changed. What I care about, and what James Selkirk cares about, is that you have changed the purpose of a core skill. If you had changed the gunnery skill to affect mining there would be riots in Jita again. Just because the impact is smaller, does not make the error trivial. I want the SP back for the skill I trained, which no longer exists. period. I'm just trying to explain why the patchnotes say what they do. We understand that some players will be unhappy with this as they feel that some skills they've trained are less useful to them. This is however something that happens pretty much every time we make any serious balance changes, and it's been long-standing policy that we don't reimburse skill points due to this kind of change. We appreciate that this is not to everyone's liking but we currently feel it's the best way to deal with these situations overall.
Thank you for responding CCP Greyscale. I decided to go back through the old patch notes and see how many times a skill has been removed and/or replaced, while characters were forced to take a new unrelated skill. I wanted to see if there was a precedent, and to be absolutely sure that I'm not not talking out of my ... well, here's what I found:
This seems to be the first time in the history of eve that one skill magically became a different unrelated skill. I'm not sure the *policy* should apply. I do think that it is a better method of handling it than letting the unusable skill exist only as a collectors item; however, the removal of the learning skills and modifications to connection skills seem to have set a precedent.
The wall of text below are the similar changes found in old patch notes, displayed to illustrate my point.
###
Build 3364: The following skills have had their bonuses changed to capacitor need reduction: Electronic Warfare, Sensor Linking, Weapon Disruption, Propulsion Jamming.
Surely the propulsion jamming skill still effected propulsion jamming modules.
Build 31460: The Salvage Drone Operation skill was incorrectly added to TQ as a mission reward, and has been removed.
I don't know the impact of this. Were characters able to train the skill before it was removed, or was the listed mission reward simply incorrect? It's not mentioned in the forum thread linked from the patch notes.
Build 3680: The skill Astronautic Engineering has been taken off the NPC market
Build 69477: The Chief Financial Officer skill book has been removed from the market.
Build 213149: All learning skills were removed from characters, and the skill points were reimbursed.
Build 259851: Accompanying the changes to Agent Divisions, seven GÇÿConnectionGÇÖ skills will be removed. The skill books of the old connection skills will be replaced with their new equivalents which are listed below. Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.
Inferno 1.2: Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed.
### |
Khoul Ay'd
Khoul's Space Dogs
2
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Posted - 2012.08.09 19:17:00 -
[223] - Quote
Bubanni wrote:Soundwave... a patch should really not be deployed until every thing that people giving feedback about has been fixed... otherwise you really should delay the feature until you can fix it... \
Based on this rationale no patch would ever be released. In my four years in EVE I've never seen a patch that someone didn't have some issue with. Just because your pet peeve wasn't fixed to your satisfaction doesn't mean it wasn't considered, it just means you got over ruled. You can rest assured that someone loves this change. |
Lyric Lahnder
Noir. Noir. Mercenary Group
86
|
Posted - 2012.08.09 19:34:00 -
[224] - Quote
Im pretty Sure Ravenclaw is a troll trying to get miners Ire. Ignore Ravenclaw.
Any one who tries to appear that they have such little understanding of english grammar and spelling is trolling. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |
Khoul Ay'd
Khoul's Space Dogs
2
|
Posted - 2012.08.09 21:08:00 -
[225] - Quote
This is an excellent upgrade, THANK YOU CCP!!!
I offer a few of suggested tweaks for future patches:
Allow mining agents to recognize ore holds on your active ship. This should allow you to complete mining missions without having to drag the objective to your personal hanger. Cause ore looted from a jetcan to drop into the ore hold by default, instead of the cargo hold. Mining yield for mining lasers/strippers/harvesters (like the DPS for weapons) in the tool tip. |
Elayae
Re-Awakened Technologies Inc
1
|
Posted - 2012.08.09 21:58:00 -
[226] - Quote
Good work CCP.
The only downside in this patch is that my hulk, mackinaw and skiff have useless Medium Cargohold Optimization I or II in the rigs slots now, could those be unfitted and return to my hangar, please? |
Zinx IIV
Zinx Corp
0
|
Posted - 2012.08.09 22:41:00 -
[227] - Quote
CCP Greyscale wrote:James Selkirk wrote:Rapid patch deployment: check Client patched cleanly: check Patch works: check "Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added) So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into. From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID.
Seiously? This logic seems slightly flawed to me. Just because the ID number did not change, does not mean that the skill was not removed. There is no longer a skill that has to do with people joining your corporation being different races and there is now a skill that alters the cost of declaring wars.
Even though you kept the same ID number, it does not negate the fact that you altered the entire effects and attributes of the previous skill and in essence created an entirely new skill forcing well over 100,000 toons to automatically start with it even though it is not a skill that comes standard on a new account! This is quite inconsiderate to people who carefully pick the skills they would like in their character skill sheet.
Personally I would not like this skill in any of my toons save the single toon that would only be needed to declare war cheaply, but now I have it on almost all of them. I agree with the above players who are asking that CCP reconsider this change if it isn't too difficult or tedious. Unless it is planned that a player can remove a skill or recycle skill points in the near future, this change is troublesome.
I understand that this is a small issue in the big picture, but every little detail matters to some degree, especially if this is allowed and used a precedence to do it again to another more vital skill in the future without proper feedback from the community. Just my two cents.
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Knowledgeminer
Oriens Vis
8
|
Posted - 2012.08.09 22:59:00 -
[228] - Quote
I like this patch, seems an improvement and a step in the right direction overall, looting missions in particular seems to finally work as it should, but there is one thing that concerns me.
I haven't been affected by the ship rebalancing done so far, but I'll sure be some day, so I wonder... When you change the role/bonuses of a ship. you provide a way to replace the rigs without destroying them, right? Because if not, people might get upset with the way you handle the changes for obvious reasons, even though they might like the changes themselves, and I'm sure you wouldn't let something like that happen... |
Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
29
|
Posted - 2012.08.09 23:29:00 -
[229] - Quote
CCP Greyscale wrote:Nitinol wrote:CCP Greyscale wrote:James Selkirk wrote:Rapid patch deployment: check Client patched cleanly: check Patch works: check "Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added) So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into. From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID. This is an unacceptable, and condescending response. Normal user's don't care about the structure of your data tables or whether a row's key has changed. What I care about, and what James Selkirk cares about, is that you have changed the purpose of a core skill. If you had changed the gunnery skill to affect mining there would be riots in Jita again. Just because the impact is smaller, does not make the error trivial. I want the SP back for the skill I trained, which no longer exists. period. I'm just trying to explain why the patchnotes say what they do. We understand that some players will be unhappy with this as they feel that some skills they've trained are less useful to them. This is however something that happens pretty much every time we make any serious balance changes, and it's been long-standing policy that we don't reimburse skill points due to this kind of change. We appreciate that this is not to everyone's liking but we currently feel it's the best way to deal with these situations overall.
The last time a set of skills were removed from the game, the learning skills. We were not forced into a new skill we NEVER chose. We were reimbursed for the SP.
I'm guessing for most people this is less than a days worth of SP, and a lot of people have never trained this skill at all. Unlike learning skills. So in the grand scheme of things this is a small problem. However the precedent you are setting with this skill change I find repulsive to concept of EVE of choices having meaning. Because for us to be responsible for our choices we have to be able to make them in the first place. |
KIller Wabbit
The Scope Gallente Federation
34
|
Posted - 2012.08.10 00:44:00 -
[230] - Quote
Urgg Boolean wrote:Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it...
They hid it in each individual inventory window. Hash stack in upper left corner of the window.
I thought it was supposed to be a global switch in the Esc configuration space, but noooooo, they have to get their digs in.
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MR rockafella
Santa's Factory
44
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Posted - 2012.08.10 03:01:00 -
[231] - Quote
CCP Prism X wrote:There is no rounding bug with R.A.M. tools. This changed waay back when we were uniforming the Sience and Industry code paths. You don't have to like it or agree with it, but the design is if you want to "reuse" your RAM like that you'll have to use up more assembly lines. This here: MR rockafella wrote:The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left. Is by design. And please don't get mad at my coworkers because they do not know the reasons for something I did almost five years back (and the other people involved are sadly no longer with us). They're just trying to help where they can and they couldn't in this case.
Okay.
Thank you for responding.
You say its by design that the "Manufacture build quota window" shows a incorrect amount need, Could you please explain why that is by design because that fact is the amount show is not the "true" amount needed. I really want to understand the logic in that cause from my point of view its illogical, to my eyes it looks a poor concept design or lazyness.
I want really want to know and understand the choice behind making making a obviously design flaw in game mechanic's
Secondly i find your attitude arrogant and belittling i'm sorry i'm only a close to 10 years loyal and passionate costumer and i'm sorry that you and your coworkers doesnt find that admireable nor live up to your standards, confusing passion and frustration with being mad i guess its your arrogance and to be honest that makes me feel sorry that i've tried for about a year to get any response on information on this matter and it makes me feel that i've wasted 10 years on this game and it makes me think about if should really care about this game at all or even play it.
I'm sorry that i have asked you and your coworkers question about something that abviously dont want to answer or find beneath you to talk about.
Ill go away now and ask any more about this nor |
Logicycle
Terra Incognita Intrepid Crossing
53
|
Posted - 2012.08.10 07:51:00 -
[232] - Quote
This is an important patch fixing the technetium problem and revamping mining barges and all. It all looks good so far.
Now I'm just waiting for the single most important thing missing from EVE. - Ship Hanger, Item Hanger, & Corp Hanger Buttons on the Neocom!!!! |
blaine thepain
Die GALLIER Monkey Circus
13
|
Posted - 2012.08.10 08:15:00 -
[233] - Quote
I'm a little bit tired of writing and a little bit tired of playing EVE.
The co-workers (maybe did World of Darkness before) had no clou how EVE works. The workers who should take care that everything works fine, did in the last time a bad job (im sorry for that).
The new Inventory getting sligltly more usefull but so much things are inconsitent and not logical right now.
The mouse pointer is always miles ahead before the window (try to move a window on top of the screen). I'll have to make several trys till it's on the position i want the window to be (maybe its only my personal problem and noone else have that).
- the chances to the ORE ships seems to be good in the first look, but they have to move the rigs that are now no more needed to the hangar (maybe a one time button to move rigs out if i want to do so) - they have to build a rig for normal ore so that the hulk could be superior again - they have to reimburse the SP for the skills like all the years before - they have to think about the ship balancing -> example "Atron vs Taranis" again
My personal opinion is: Is it possible to rework the "Standings mechanic"? Because it makes me sick to grind SecStatus in High-Sec to move or build a new POS or getting the standing for jump clones for all of my Corp mates (it takes ages to long and is really frustrating when playing the same mission again and again and again and again and again .....)
Id like to make mining OP's or some PvP. And after 6 years of EVE im stuck with that SecStatus grinding.
Thanks a lot
Grettings
Blaine the pain |
Viceran Phaedra
Phaed Consortium The Watchmen.
8
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Posted - 2012.08.10 09:14:00 -
[234] - Quote
Don't be so precious, you little mining pilots. Pull the damned rigs out yourself and go pay for some new ones. Generation of princesses... you get a massive beneficial change to how mining works, and you still think the world owes you ever so much.
Harden up. ___________________ Chief Executive Officer Phaed Consortium |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
175
|
Posted - 2012.08.10 09:27:00 -
[235] - Quote
Very nice patch - I love all the rebalancing and new stuff...
However I am not pleased with most of the rookie ships being capable of making cyno tasks: - They are 100% free ships (even if people still have to purchase the cyno itself) - They can be spawned in any station (people only need to think about providing cyno + fuel on location) - Rookie ships are designed for new players (But abused by old players as free throw away cynos)
Pinky
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Donedy
Snuff Box
34
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Posted - 2012.08.10 09:42:00 -
[236] - Quote
CCP, Why did you made the targeting system subcontroller rig stack with sebos/rsebos?
I mean other RIGs doesnt stack bonuses, so why this one should? If you make it stacking, then make all the RIGs having stacking penalties.
Thats not coherent.
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CCP Punkturis
C C P C C P Alliance
3169
|
Posted - 2012.08.10 10:29:00 -
[237] - Quote
KIller Wabbit wrote:Urgg Boolean wrote:Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it... They hid it in each individual inventory window. Hash stack in upper left corner of the window. I thought it was supposed to be a global switch in the Esc configuration space, but noooooo, they have to get their digs in.
it is a global "switch" but to make it more obvious we put in the settings for the window (if you change it in one inventory window it also changes in the other). we have window based settings in this exact place for a lot of windows. Fleet window, EVEMail, Drone window, Overview to name a few so it shouldn't be a total surprise to find settings options there.
I for one, have harder time finding settings in the esc menu all the time since there are more tabs there and a bunch of settings, but if you like to be angry about the placement of this, it's fine by me. Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Freelancer117
so you want to be a Hero
35
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Posted - 2012.08.10 11:03:00 -
[238] - Quote
Knowledgeminer wrote:I like this patch, seems an improvement and a step in the right direction overall, looting missions in particular seems to finally work as it should, but there is one thing that concerns me. I haven't been affected by the ship rebalancing done so far, but I'll sure be some day, so I wonder... When you change the role/bonuses of a ship. you provide a way to replace the rigs without destroying them, right? Because if not, people might get upset with the way you handle the changes for obvious reasons, even though they might like the changes themselves, and I'm sure you wouldn't let something like that happen...
He/She that still has large rigs on smaller ships like a salvaging destroyer raise your hands \o/ Eve Radio |
Faffywaffy
Fremen Sietch DarkSide.
67
|
Posted - 2012.08.10 11:07:00 -
[239] - Quote
Categorizing the search market results is a bad idea. Think about it - when does a person use the search rather than the browse tab? When he's looking for a specific item whose name he already knows. Considering that almost all items in EVE have a corresponding bpc, having the results displayed in a category-tree means that in almost all cases one would need an extra click to find the item he's looking for. |
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CCP Explorer
C C P C C P Alliance
841
|
Posted - 2012.08.10 11:08:00 -
[240] - Quote
We updated the new module button tooltips today, Friday, in Inferno 1.2.2, based on your feedback.
Please find information on the new and updated tooltips in this post from CCP Soundwave: https://forums.eveonline.com/default.aspx?g=posts&t=142498
We'd love to hear your feedback on today's update in that thread. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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