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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Accurate Stereotype
Imperial Academy Amarr Empire
2
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Posted - 2011.11.18 15:36:00 -
[871] - Quote
Just one simple little thing, please give me tabs in my personal hanger like I get in the corp hanger. You will make me happier than a swarm of Goons in an ice belt with a fleet of miners..... |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
116
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Posted - 2011.11.18 15:37:00 -
[872] - Quote
We need better 'brackets' to identify ship-type both in the overview and in space. The current ones are almost useless for anything but seeing that there's another ship on grid.
There already was a new set tested out on SISI several months ago. It was removed for some unknown reason despite being a significant improvement on what we have now on TQ.
Please bring those back or make better ones. Thanks. |
Xenial Jesse Taalo
Tactical Nyan Cat Attack Force OMNIMODUS ALLIANCE
29
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Posted - 2011.11.18 15:43:00 -
[873] - Quote
Ten really simple changes:
Hotkeys:
1. Hotkey: Show info 2. Hotkey: Market details 3. Hotkey: Overheat selected module (so you hold the key and click). 4. Hotkey: Set as interest 5. Allow us to assign more than 1 hotkey to commands. Or at least make mouse buttons add to, instead of replace, keyboard hotkeys. This is because if a laptop user is playing lightly without the mouse, some commands are then absent. (For me this means I have to open the HUD or right-click for cargo, I have to point to the little cross on every window to close, and I can not use push-to-talk without remapping.)
Buggy:
6. Don't pop up an error about repositioning turrets on a ship already holding max turrets. Just reposition the turret. 7. Don't pop up an error about filling weapons with charges. Just fill it with the charges. 8. Change targeting range so it doesn't display to the tenth decimal place in the fittings window. 9. Change targeting range error so it doesn't display to the tenth decimal place with passive targeters. 10. Don't allow passive targeters to activate on already targeted ships. Let them either not work, or start flashing, primed, as they wait for you to select a new untargeted object.
Of these 10 suggestions, I would wager 8 could be done in a day. |
matarkhan
ConHugeCo KUGUTSUMEN.
4
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Posted - 2011.11.18 16:19:00 -
[874] - Quote
Little thing: Keyboard focus when new windows pop up.
Pretty much any window (people and places, assets, market, etc) that has a Search textbox should have keyboard focus go to the search textbox when it opens.
This shouldn't break anything, as it seems that right now, there is no keyboard focus whatsoever. I will not make jokes about this, as it's better when you make them up in your own head, but still -- it's a little thing that would add a lot of usability and polish in very little time. |
Mr LaForge
Deep Core Mining Inc. Caldari State
127
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Posted - 2011.11.18 16:29:00 -
[875] - Quote
Fleet Align option. PLEASE. I Support the Goons! |
Jake Rivers
Senex Legio Get Off My Lawn
41
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Posted - 2011.11.18 16:36:00 -
[876] - Quote
Destination SkillQueue wrote:Drones don't follow your orders. They don't focus fire even when the option is selected and they randomly drop targets. This happens in both aggressive and passive mode. Point being the current AI makes relying heavily on drones a very frustrating exercise in cat herding. Either fix the AI or take it behind the shed and shoot it. On second thought better just shoot it anyway and make a totally new AI from the beginning. That way there is no risk of porting over bugs from the old AI.
This |
Adamant Stehl
Red Federation RvB - RED Federation
0
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Posted - 2011.11.18 16:48:00 -
[877] - Quote
Player run Tournament system in High-sec |
Smoking Blunts
Zebra Corp BricK sQuAD.
144
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Posted - 2011.11.18 16:53:00 -
[878] - Quote
how about reverting the multiple clients, control targeting issue. it was ctrl, click target(client 1). keep holding down ctrl click target (client 2) now its click client 1, ctrl target, release ctrl. click client 2, ctrl target.
the extra step is anoying as hell, ctrl is still pressed and im clicking the 2nd overview why are you not targeting you pile of crap arrararararrararara CCP-áare full of words and no action. We will watch what they are doing, for now
|
Zirse
Brutor Tribe Minmatar Republic
154
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Posted - 2011.11.18 17:13:00 -
[879] - Quote
When I mouse over my guns, put their adjusted optimal and falloff in the description. Opening up the attributes or the tactical overlay can be a pain. |
Ilarra
GoonWaffe Goonswarm Federation
11
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Posted - 2011.11.18 17:34:00 -
[880] - Quote
Crossposting this from the "papercuts" comment thread:
On the same note as the "activate acceleration gate" change, is there any chance of jump queuing with stargates upon exiting warp? For example, it's common for pilots to start hammering on the "jump" button as soon as they start coming out of warp on top of an acceleration gate when warping to zero, only to receive an error message along the lines of "You cannot do that while warping." Due to occasional delays in server/client synch, it sometimes even takes a couple of seconds after the "warp drive active" message disappears before you jump. It would be nice to just have to click the jump button once, and have the jump operation queue up to execute automatically as soon as your ship leaves warp, similarly to the way autopilot will ensure you automatically jump if you're in range of the gate.
Also, having to reselect an item from the overview to reenable the command buttons is quite irritating. For example, if you have a station selected in the overview and you are about to click on the "warp to zero" button, if you lose your ship before selecting the button you have to select something else in your overview and then reselect the station because the buttons deactivate when you enter your pod - this often adds a few extra seconds of delay which can spell the difference between getting podded or getting away safely. The interface shouldn't need to disable the active overview buttons just because you've lost your ship. |
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Aradiaa
Chaostick Dead On Arrival Alliance
0
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Posted - 2011.11.18 18:38:00 -
[881] - Quote
I would love the ability to enter a dscan range in AU. In fact, being able to toggle between AU and km would be even better. Please? |
El 1974
Bendebeukers Green Rhino
23
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Posted - 2011.11.18 19:14:00 -
[882] - Quote
I created a new alt yesterday and started doing tutorials again to get some free skillbooks. Made me think of a fun game: 1. pick a random guy from the street 2. pull a few of your devs from behind their computers and give them a notebook and two pencils each 3. let the guy play the tutorial 4. whichever dev spots the most things that need to be improved/cleared up wins (my score is 53)
Please check the tutorial regularly, at least after every major expansion. |
MeBiatch
Republic University Minmatar Republic
109
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Posted - 2011.11.18 19:17:00 -
[883] - Quote
fix gallente and hybrids please... all ccp tallest did was dress up in leather and collectively spank all of us with his "hybrid" boost...
Please i am not into S&M so can you just fix blasters and stop teasing me... |
BlindFury
Genbuku. Nulli Secunda
1
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Posted - 2011.11.18 19:26:00 -
[884] - Quote
When a person in your address book comes online, it notifies you at the bottom right with their name and picture. Please make it so you can right click that picture and interact with it (show info, give money, etc)
BF |
Qorra Djembe
Friendship is Podding Test Alliance Please Ignore
0
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Posted - 2011.11.18 19:27:00 -
[885] - Quote
Combine the character sheet skills tab and the skill queue windows. |
Ilarra
GoonWaffe Goonswarm Federation
12
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Posted - 2011.11.18 19:31:00 -
[886] - Quote
Crossposted from the Features and Ideas forum - not sure if it falls under the category of "little things" or not:
Currently in order to tell who is in space in the same solar system, we have the "local" menu. A couple years back CCP added overview tags which made it possible to tell whether there are hostiles in the same system from a quick scroll through the menu, and this was a dramatic improvement. However, the interface is still unwieldy. In both empire and nullsec, it is common to enter situations where you occupy a system with hundreds of other pilots. Trying to identify the numbers of friendlies, neutrals, wardecs, etc. is troublesome and annoying, as the user has to scroll through the entire list counting icons. It is common for fleet commanders to ask volunteers to count the number of hostiles in local by scrolling through the list - a tedious and annoying task. Want to figure out if there are any wardecs in Jita? Have fun scrolling through 700 names. Want to figure out if your fleets are overmatched in a fleet battle? Hope you have volunteers to do some careful counting.
I propose an alternate implementation of the list of names in local. Rather than display every pilot in order, the list should be implemented as a series of collapsible interface elements based on standings. For example, in a system with 100 pilots, rather than see every pilot in the list with their name and overview tag, a more efficient representaiton might be as follows:
+Alliance (10) +Corporation (8) +Light Blue (6) +Dark Blue (8) +Neutral (23) +Wardec (5) +Orange (12) +Red (15) +Fleet (13)
If I want to check whether a particular pilot is in the same system, I can click on the "+" icon to see a drop-down list of all pilots in that category. This list could perhaps be configurable in the same manner as color tags to only display those statuses deemed relevant by the user. The client has this information already due to the ability to display color tags, so why not allow us a more efficient way to sort and access the data, rather than providing everything in a huge, unwieldy list? |
True Sight
Deep Freeze Industries
9
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Posted - 2011.11.18 19:34:00 -
[887] - Quote
I would like the search drop-down in the people and places menu to not have a scrollbar, there aren't that many options and its annoying having to scroll between character, solarsystem etc, i.e. make the default drop down box bigger |
Dancing Sun
Lancer Dragoon
6
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Posted - 2011.11.18 19:41:00 -
[888] - Quote
El 1974 wrote:I created a new alt yesterday and started doing tutorials again to get some free skillbooks. Made me think of a fun game: 1. pick a random guy from the street 2. pull a few of your devs from behind their computers and give them a notebook and two pencils each 3. let the guy play the tutorial 4. whichever dev spots the most things that need to be improved/cleared up wins (my score is 53)
Please check the tutorial regularly, at least after every major expansion.
This reminds me of an old list I found online: "The Top 225 Things I'd Do If I Ever Became An Evil Overlord"
# 12. One of my advisers will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
|
Vincent Gaines
Macabre Votum Morsus Mihi
129
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Posted - 2011.11.18 20:03:00 -
[889] - Quote
Ilarra wrote:Crossposted from the Features and Ideas forum - not sure if it falls under the category of "little things" or not:
Currently in order to tell who is in space in the same solar system, we have the "local" menu. A couple years back CCP added overview tags which made it possible to tell whether there are hostiles in the same system from a quick scroll through the menu, and this was a dramatic improvement. However, the interface is still unwieldy. In both empire and nullsec, it is common to enter situations where you occupy a system with hundreds of other pilots. Trying to identify the numbers of friendlies, neutrals, wardecs, etc. is troublesome and annoying, as the user has to scroll through the entire list counting icons. It is common for fleet commanders to ask volunteers to count the number of hostiles in local by scrolling through the list - a tedious and annoying task. Want to figure out if there are any wardecs in Jita? Have fun scrolling through 700 names. Want to figure out if your fleets are overmatched in a fleet battle? Hope you have volunteers to do some careful counting.
I propose an alternate implementation of the list of names in local. Rather than display every pilot in order, the list should be implemented as a series of collapsible interface elements based on standings. For example, in a system with 100 pilots, rather than see every pilot in the list with their name and overview tag, a more efficient representaiton might be as follows:
+Alliance (10) +Corporation (8) +Light Blue (6) +Dark Blue (8) +Neutral (23) +Wardec (5) +Orange (12) +Red (15) +Fleet (13)
If I want to check whether a particular pilot is in the same system, I can click on the "+" icon to see a drop-down list of all pilots in that category. This list could perhaps be configurable in the same manner as color tags to only display those statuses deemed relevant by the user. The client has this information already due to the ability to display color tags, so why not allow us a more efficient way to sort and access the data, rather than providing everything in a huge, unwieldy list?
The problem is that local is used as instant intel and CCP doesn't like this (as with many others like myself). This would only strengthen that misnomer when CCP is actually looking to replace local.
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Dancing Sun
Lancer Dragoon
7
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Posted - 2011.11.18 20:06:00 -
[890] - Quote
Cpt Greagor wrote:Magic Crisp wrote:Cpt Greagor wrote: Ability to place smaller cans into larger cans. Very helpful for organizing things.
Already happened. Crashed the cluster. The hot fix was to disable the functionality. Cpt Greagor wrote: Assets searches in cans.
It's already there. It's called PRISM in EveHQ :) I didn't know it was possible to screw quotes up that much, but I understand what you were trying to say. Hey look, you fixed those. So how about the ability to put cans in cans that doesn't crash the cluster?
If the end result you're shooting for is just to organize your stuff, perhaps a different avenue of organization would make more sense? Create folders to organize the items instead of putting them in cans?
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ILeone
School of Applied Knowledge Caldari State
3
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Posted - 2011.11.18 20:54:00 -
[891] - Quote
A right-click, Clear option on chat windows.
Particulaly in the local window, I get tired of reading the last line of chat again and again to see it its changed if I'm in a quiet system. |
BRIMTAK
Lost Warlords Tactical Infantry
0
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Posted - 2011.11.18 21:00:00 -
[892] - Quote
1. Activation timers on ship modules sometimes cycle for too long and too short, they don't quite match the times listed in the specs for the modules, is there any way to sync the activation timers so they end at the end of the visual HUD cycle.
2. When you have secure containers in say the cargo hold of an industrial ship, and you go to add items into the secure containers (in space) it gives you a message saying that it can't complete the operation because the "container is currently imploding". It takes 3 attempts until it will allow you to add the items to the secure container.
3. Sometimes wormholes can de-cloak you at random distances like 8km, and sometimes you cannot cloak when leaving a wormhole because it says you are too close to the wormhole (within 2000 meters) even though according to your overview you are much further away than that. |
E man Industries
SeaChell Productions
138
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Posted - 2011.11.18 22:01:00 -
[893] - Quote
Ship Explosions doing damage
Ships should do an AOE damage effect similar to smartbombs. This idea has been mentioned before but I believe it needs to concept to be iterated on a bit more.
Explosions should be dependent upon ship size. The bigger the ship the more damage the explosion would cause over a larger area. I would also like to see the explosion have an explosion radius value similar to missiles.(this is not the AOE but changes the dmg they do to target of a certain size. Damage type would also be by race
The amount of damage would be similar to 3-4 smart bombs of that ship sizes going off.
Battle ship explosion Area of effect=30km Damage =1500 Explosion radius of 300m
Cruiser Explosion Area of Effect =15km Damage=500 Explosion radius of 125m
Frigate explosion Area of Effect 7.5km Damage =250 Explosion Radius of 50m
So now these do less damage than a geddon with 8 smartbombs fitted so any potential ganker would be better of smart bombing.
With the explosion radiuses I doubt any ship would be one shot by these valueGÇÖs as even at full damage most frigate could survive 1500 damage. But due to their small size they will take a very small portion of that.
Also no explosions on self destruct.
Thanks for reading.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |
Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
137
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Posted - 2011.11.18 22:57:00 -
[894] - Quote
Let me set up my overview from inside a station. |
Moon Dogg
All For One
0
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Posted - 2011.11.18 23:18:00 -
[895] - Quote
Remove insurance, or drastically reduce insurance payouts for all ships destroyed by CONCORD.
I'm sure I have more, but I was exhausted by page 18 of this thread! Burn the land, boil the sea, you can't take the sky from me. |
E man Industries
SeaChell Productions
138
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Posted - 2011.11.18 23:28:00 -
[896] - Quote
Slow down heavy missiles.
they are th eonly medium range weapon able to reliably hit out to 100km with full damage.
Tengue's and drakes are far superior in PvE for this reason.
Slowing them down would add a penalty for there long range. Missile flight time would be increased.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |
dunnhill
The Legion of Libertas Beyond Ascension
0
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Posted - 2011.11.18 23:59:00 -
[897] - Quote
Different colour options for mining lasers.... dif crystals give off a diff colour? :) how about the tractor beam - having an option for it to auto power off when it gets close to your ship to save u deactivating it - would be good for salvaging. |
kmetz3
UNMU
0
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Posted - 2011.11.19 00:09:00 -
[898] - Quote
Can we have the option to choose between the old or new icons for all of the items? I'm not a huge fan of the older icons.
:/ |
annelotte
State War Academy Caldari State
0
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Posted - 2011.11.19 00:38:00 -
[899] - Quote
sry my english is not will too many word is hard for me and cant easy yo play
i hope have Tranditonal Chinese UI |
Jake Rivers
Senex Legio Get Off My Lawn
41
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Posted - 2011.11.19 01:29:00 -
[900] - Quote
When you orbit an object why can't it be an automatic focal point in your view?
I orbit stuff all the time, whether its a gate in a gate camp, or an asteroid while mining, and its so ******* annoying when the object you are orbiting moves out of your field of view. In my opinion when you orbit a object it should always be in your center view, because this is usually the object of your focus, not the empty field of space beyond it. |
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