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Author |
Thread Statistics | Show CCP posts - 31 post(s) |
Elindreal
Republic Military School Minmatar Republic
21
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Posted - 2011.11.18 23:30:00 -
[361] - Quote
*shamelessly plugs for more UI enhancements*
https://forums.eveonline.com/default.aspx?g=posts&m=324508#post324508
team papercuts, if you have time can you find a solution to the alphabetical sorting of roman numerals? it doesn't make sense, if you use roman numerals to order planets, they should display in order, not alphabetically!
the point being, having planet/moon 9 appear between planets/moons 4 and 5 is silly. as well as planets/moons 10-19 appearing between planets/moons 1 and 2. |
Dark Abyssius
WTF is protus
0
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Posted - 2011.11.19 07:26:00 -
[362] - Quote
While I recognize that you guys still have a lot to do, and time is very short, I would still like to recommend three changes I would like to see.
1. Could you guys tweak the orientation of the stargates so they aren't all on a single plane? Eve is a three-dimensional game, proudly at that, and looking at the star map it's easy to see if a system is above or below you. Is this something that could be done?
2. Also regarding stargates, would it be possible to add a separate effect for incoming ships rather than using the same effect for both incoming and outgoing. Something that looks like the gate is actually capturing an incoming ship?
3. Could you smooth out the way ships warp? It just seems kind of weird that you have to accelerate to close to your full speed before your warp engines can kick in, but when they do your ship momentarily stops before going into warp. If a ship starts warp from a standstill, why do we have to accelerate too close to our maximum velocity? Could it just rather accelerate directly when it reaches the speed necessary to reach warp?
I know you guys are pretty busy, and likely won't even see this post, but I just think these are three things that should have been done long ago. Just my humble opinion.
After having spent some time on Singularity the last few days, I'm liking what I'm seeing in this expansion. I'm very glad to see that some things that have needed changes for years are finally getting some attention. And that all my blaster and railgun training wasn't a complete waste. |
Rema Dach
Unour Heavy Industries
0
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Posted - 2011.11.19 07:33:00 -
[363] - Quote
I just logged on to post on this thread and tell Team Papercuts from the bottom of my heart, thank you. Thank you.
That is all, have a good day! |
muhadin
The Inevitable Corp Black Legion.
13
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Posted - 2011.11.19 08:01:00 -
[364] - Quote
Do more of this, create a permanent Team Papercuts, and fix all the annoying things eve has accumulated in the past 5 years. |
Daenna Chrysi
Omega Foundry Unit Shadows Of Betrayal
4
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Posted - 2011.11.19 09:28:00 -
[365] - Quote
I was just wondering, how hard would it be to display the dmg% of the module or ammo or say drone or ship on the icon of the item? that way it would be easier to judge what needs repairs? |
Garo Hertee
Eclipse Industrials Quantum Forge
11
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Posted - 2011.11.19 10:35:00 -
[366] - Quote
Dark Abyssius wrote:1. Could you guys tweak the orientation of the stargates so they aren't all on a single plane? Eve is a three-dimensional game, proudly at that, and looking at the star map it's easy to see if a system is above or below you. Is this something that could be done?
I think this devblog answers that. Lots of goodness coming in this winter expansion. |
TheLostPenguin
Surreal Departure
0
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Posted - 2011.11.19 11:32:00 -
[367] - Quote
Great blog and bar the removal of the mouseoverlookat feature it all looks pretty awesome, probaly steals ahead of new backgrounds as my fav incoming feature/change please CCP do this every expansion, either with these guys or as others have suggested let devs working on other stuff volunteer for a tour at the papercuts desk.
And a small side note to those griping about their drones not working right, turn on focus fire, set to passive and don't issue a new command to them after a target dies untill you see the first of them go Idle (usually within1-3 seconds of target popping) and they'll be perfectly behaved 99% of the time. (At least for me this works) It seems when they pop something drones need to get out of their attack cycle before they can accept another command, if you send the command the moment the ship pops you 'catch' the last couple of drones that'd fired but miss a couple others that were just about to fire prior to target exploding and are still getting out of their attack cycle, yes I'd love to see this work perfectly so you could send drones onwards instantly but a fraction of patience makes it work pretty well without need to spam engage. |
John McCreedy
Eve Defence Force Fatal Ascension
16
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Posted - 2011.11.19 11:53:00 -
[368] - Quote
Thank you for your contribution. It's little things like these that make day-to-day playing easier |
DJ Xaphod
Eve Radio Corporation
5
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Posted - 2011.11.19 13:51:00 -
[369] - Quote
Awesome work team Papercuts!
Now, I've played about on SiSi and noticed what might be a bit of a usability issue with the "jump" command. I misclicked and hit the wrong stargate by mistake and clicked jump, then realised what I'd done wrong but too late to cancel warp. I didn't appear to get an opportunity to cancel the jump at all. I'd suggest having the jump icon highlight and actually be a toggle while you're en route; same for dock I guess. EVE Radio, bringing music to the masses; http://eve-radio.com
Purple Sabbath, with Xaphod; Sunday 12:00 game time.-á Now including the Lemmings Leap |
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CCP Kepler
C C P C C P Alliance
31
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Posted - 2011.11.19 14:28:00 -
[370] - Quote
DJ Xaphod wrote:Now, I've played about on SiSi and noticed what might be a bit of a usability issue with the "jump" command. I misclicked and hit the wrong stargate by mistake and clicked jump, then realised what I'd done wrong but too late to cancel warp. I didn't appear to get an opportunity to cancel the jump at all. Thanks for the head's up.
CCP Conrad and CCP Soulblighter have identified and fixed this issue. You will now able to prevent jumping (or docking at at station) while in warp using the current method of stopping your ship (for example, cntl-space). We are a little late to get the UI change in, but I'll make sure it's passed onto the Eve designers. It's a neat idea.
Thanks again.
Engineering Manager CCP NA |
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Garo Hertee
Eclipse Industrials Quantum Forge
11
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Posted - 2011.11.19 14:40:00 -
[371] - Quote
CCP Kepler wrote:CCP Conrad and CCP Soulblighter have identified and fixed this issue.
37 minutes to read a concern on the forum, pinpoint the problem, implement a fix and post a reply. I'm feeling faint!
You guys are setting quite a standard for the other dev teams to live up to. |
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CCP Kepler
C C P C C P Alliance
32
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Posted - 2011.11.19 14:43:00 -
[372] - Quote
Garo Hertee wrote:CCP Kepler wrote:CCP Conrad and CCP Soulblighter have identified and fixed this issue. 37 minutes to read a concern on the forum, pinpoint the problem, implement a fix and post a reply. I'm feeling faint! You guys are setting quite a standard for the other dev teams to live up to. To be totally fair, our outstanding QA (CCP Conrad) identified a related issue yesterday and began the process for fixing it. As a result, this issue gets fixed too. The credit goes to him. He kicks ass.
Engineering Manager CCP NA |
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Bentakhar
Minmatar Death Squad Broken Chains Alliance
10
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Posted - 2011.11.19 16:38:00 -
[373] - Quote
Congratz to team papercuts! All the features on Sisi are fantastic!
Idea for the road ahead: Give us immersive, fun drone control :
DRONE HUD AND DRONE FORMATIONS |
Mjana
Switzerland EVE Corp.
1
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Posted - 2011.11.19 17:57:00 -
[374] - Quote
EDIT: forum ate my post agaaaaain, reposting now... |
Mjana
Switzerland EVE Corp.
1
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Posted - 2011.11.19 18:09:00 -
[375] - Quote
Dark Abyssius wrote:2. Also regarding stargates, would it be possible to add a separate effect for incoming ships rather than using the same effect for both incoming and outgoing. Something that looks like the gate is actually capturing an incoming ship? LIKE! If it's easy in code to tell jump-ins from jump-outs, you could quickly try out how it looks using a reversed jump-out effect for the jump-ins. If it looks good, there's no need to get the art department involved
CCP Kepler wrote:Garo Hertee wrote:CCP Kepler wrote:CCP Conrad and CCP Soulblighter have identified and fixed this issue. 37 minutes to read a concern on the forum, pinpoint the problem, implement a fix and post a reply. I'm feeling faint! You guys are setting quite a standard for the other dev teams to live up to. To be totally fair, our outstanding QA (CCP Conrad) identified a related issue yesterday and began the process for fixing it. As a result, this issue gets fixed too. The credit goes to him. He kicks ass. Still awesome! Fixing critical bugs and quickly communicating the fixes on the forum is a really nice thing to see
Not long ago, I wouldn't have been surprised if this bug went live. Again, there would have been tons of tears about lost ships from unwanted jumps into gatecamps, lots of flaming on the forums about obvious bugs not getting fixed, despite being reported early and more people ragequitting ^^
Didn't plan to go to next fanfest at first, but I start feeling the urge to go there to shower some devs (especially from Team Papercuts, BFF and Gridlock) with beer, swiss chocolate or whatever else they prefer. |
Geksz
The Fountain
3
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Posted - 2011.11.19 19:46:00 -
[376] - Quote
Thx for these long awaited changes!
Keep up the good work, and keep 'em comin'! |
Grey Stormshadow
Starwreck Industries
383
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Posted - 2011.11.19 21:10:00 -
[377] - Quote
devblog wrote:We also added an improved Jump command so that it behaved more like the Dock command. Currently, when you hit Dock, it will warp to or, approach the station youGÇÖre docking at, before finally docking to once youGÇÖre in the appropriate range. The same idea now applies to Jump, where you will Warp (or Approach) if youGÇÖre too far away to interact with the gate, and then jump through once you get there. The task asked for the same functionality for Acceleration Gates and Wormholes. Being a player myself, I instantly noticed the next logical step for a feature of this typeGǪ so I just kind ofGǪ did it. In addition to Dock, Jump, Activate Acceleration Gate, and Enter Wormhole you can also now request to Open Cargo, Scoop to Drone Bay, Scoop to Cargo Bay, Scoop to Ship Maintenance Bay and youGÇÖll attempt to get to the correct range and do the action. I don't like these features because they perform a series of actions - you could call them a script also. Could you please make this feature optional as a whole.
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Willl Adama
Genos Occidere HYDRA RELOADED
39
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Posted - 2011.11.19 22:55:00 -
[378] - Quote
Grey Stormshadow wrote:devblog wrote:We also added an improved Jump command so that it behaved more like the Dock command. Currently, when you hit Dock, it will warp to or, approach the station youGÇÖre docking at, before finally docking to once youGÇÖre in the appropriate range. The same idea now applies to Jump, where you will Warp (or Approach) if youGÇÖre too far away to interact with the gate, and then jump through once you get there. The task asked for the same functionality for Acceleration Gates and Wormholes. Being a player myself, I instantly noticed the next logical step for a feature of this typeGǪ so I just kind ofGǪ did it. In addition to Dock, Jump, Activate Acceleration Gate, and Enter Wormhole you can also now request to Open Cargo, Scoop to Drone Bay, Scoop to Cargo Bay, Scoop to Ship Maintenance Bay and youGÇÖll attempt to get to the correct range and do the action. I don't like these features because they perform a series of actions - you could call them a script also. Could you please make this feature optional as a whole.
what stops you from using it the way you do now? They aren't removing 'warp to' you know. Latest Video:-á-á Kill Will: Volume 4 |
GSimon
Vanguard Frontiers Intrepid Crossing
0
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Posted - 2011.11.20 08:50:00 -
[379] - Quote
Awesome job team papercuts!
One small question: will there be any Hot-key and/or Context menu (on the can) for the "LOOT ALL: button?
This is much nicer than "Select all and drag" method, but opening two dozen cans can slow down the client and therefore makes it harder to remain productive.
Keep up the good work! - GSimon |
Tiger's Spirit
Troll Hunters INC.
21
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Posted - 2011.11.20 09:10:00 -
[380] - Quote
GSimon wrote:Awesome job team papercuts!
One small question: will there be any Hot-key and/or Context menu (on the can) for the "LOOT ALL: button?
This is much nicer than "Select all and drag" method, but opening two dozen cans can slow down the client and therefore makes it harder to remain productive.
Keep up the good work! - GSimon
LOOT ALL button=botspam for cheater scripters |
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Kingston Black
Outdated Host Productions Vort3x.
0
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Posted - 2011.11.20 13:00:00 -
[381] - Quote
So...... umm.... ive read that dev blog twice now......
can we has you to works on eves full time naw please?
BEST EXPANSION EVER! |
GSimon
Vanguard Frontiers Intrepid Crossing
0
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Posted - 2011.11.20 21:42:00 -
[382] - Quote
Tiger's Spirit wrote:GSimon wrote:Awesome job team papercuts!
One small question: will there be any Hot-key and/or Context menu (on the can) for the "LOOT ALL: button?
This is much nicer than "Select all and drag" method, but opening two dozen cans can slow down the client and therefore makes it harder to remain productive.
Keep up the good work! - GSimon LOOT ALL button=botspam for cheater scripters
LOL, I think that it's quite the opposite. Botters already automated the looting, this button would help the rest of us catch up!!
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Vireck
Galactic Miners Guild Damned Nation
2
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Posted - 2011.11.20 22:04:00 -
[383] - Quote
This is a great bunch of feature upgrades. It's good to see the little usability things getting attention alongside shiny stuff in what is shaping up to be a fantastic expansion that gets back to basics and improves EVE.
On the looting front we still need a shortcut key to open container and another for loot all for less clickiness and more keypressiness.
As someone else once said, 'my carpal tunnel syndrome will thank you for it'
:) |
Invictra Atreides
Toward the Terra
14
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Posted - 2011.11.20 22:55:00 -
[384] - Quote
Liang Nuren wrote:Jesus Christ man, that **** is ******* amazing. Much <3! (If you get the urge to work a bit more on the market window, please highlight my orders in a different color and let me edit my orders directly from there instead of having to go to wallet/my orders)!
-Liang ^^ || || THIS !!!!!!
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Daakar Vish Ashtadu
The Concordiat Concordiat Alliance
0
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Posted - 2011.11.21 02:47:00 -
[385] - Quote
ZOMG! I love these changes. Most of these things were serious pet peeves of mine! |
Fon Win
Fangs Of The Federation
16
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Posted - 2011.11.21 03:04:00 -
[386] - Quote
Quote: CCP Space Cadet.... I updated the Orbit & Keep-At-Range buttons to save their settings per ship-type.
Can I bear your child?
Crap... Quote:OH HAI. CCP Booster here. I made a buttonGǪ. and uh, you can click itGǪ.and it LOOTS ALL THE THINGS!!!!
you'll have to wait 9 months. |
Fon Win
Fangs Of The Federation
16
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Posted - 2011.11.21 03:40:00 -
[387] - Quote
Vincent Athena wrote:CCP, you most likely noticed the large amount of goodwill in this tread. The Team BFF efforts had the same reaction, fixing these little things had a big effect. But Team BFF seemed to get re-focued on bigger stuff, and the papercut fixes got lost, until now.
I think Team Papercuts needs to persist and be a permanent part of the CCP organization. Any Dev can sign up for a 3 week stint in it. They go in, do fixes that can be done in 3 weeks, then go back to their normal team. Make it say a three person team, one of which is replaced each week from the sign-up list. This way we get a continuous stream of these little fixes. After all, they seem to have the biggest impact to the player base.
This is a really good idea. Gives people an option to work on a pet project, or a pet peeve.
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Orion GUardian
72
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Posted - 2011.11.21 11:43:00 -
[388] - Quote
I love you guys |
Matthew Barsrallah
All Male Truck Stop Orgy
0
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Posted - 2011.11.21 11:57:00 -
[389] - Quote
great stuff, and before i get slammed with a forum re-direct....
please make a hot key shortcut to launch drones?
cant be that hard, the function call is already there in a menu, been asked for for years and understandably has always been a low priority.
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CCP Booster
C C P C C P Alliance
12
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Posted - 2011.11.21 14:37:00 -
[390] - Quote
We are in bugfix-only mode for the moment, but definitely head over to the feature request thread and ask about this there. The new small things request thread There shouldn't be too much trouble adding either of those things I think. You would still need to approach the cans and be in loot range of course :-)
GSimon wrote:Awesome job team papercuts!
One small question: will there be any Hot-key and/or Context menu (on the can) for the "LOOT ALL: button?
This is much nicer than "Select all and drag" method, but opening two dozen cans can slow down the client and therefore makes it harder to remain productive.
Keep up the good work! - GSimon
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