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Thread Statistics | Show CCP posts - 6 post(s) |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 13:11:11 -
[1] - Quote
Suggestion: Keep Folder - Containing Item In Market List - Open After A Market Transaction Keywords: Market window, UI Note: When i buy an item in the Market Window the Folder - that contains that item - closes and the list re-sorts, meaning I need to find and open the folder again if i want to select a new item in that folder. |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 13:17:51 -
[2] - Quote
Suggestion: Depreciate the 'Scan Overlay' and mention the 'Probe Window listing' Instead in the New Player Experience Keywords: NPE, New Player Experience, Scanning Tutorial, Rookie Help Note: In the help channel one of the most common questions is 'Where/what/how do I find the Overlay"? . The NPE requires its use, but does not explain it. New players will notice the overlay down the road but will 99% of the time actually use the Probe Window List to find sites - not the overlay. So could this be changed to Probe Window instead of Overlay? |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 13:29:39 -
[3] - Quote
Suggestion: Mention In New Player Experience That Ammo is Required for All Non-Civilian Weapons Keywords: NPE. New Player Experience, Rookie Help, Ammo Note: Another VERY common questions is "Do I need ammo/Why do my guns not work/How Do I Load Ammo"? This is a basic part of the game that is not mentioned or illustrated to new players since they use civilian weapons in the tutorials.
There is much more that they are confused about (or even 1st think its a bug) but this depends on if they are from a another game or 1st timers in such games as ours. The warping to sites using Aura's click boxes vs using the overview -- or the other options that are used outside the tutorials comes to mind as an example. |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 13:36:07 -
[4] - Quote
Suggestion: Make The Drag Region Larger For Window Edges Keywords: Window Sizing, UI Comment: I usually end up grabbing the bottom corner to resize a window (its bigger) rather than spend fruitless time trying to grab the edge - since it is so narrow I must try repeatedly to find that magic place where the grab icon shows.
This may be an issue for some but not for others, since it may depend on the combination of Mouse resolution (mine is high) and resolution of the client (not so high).
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Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 13:41:48 -
[5] - Quote
Suggestion: Make Grab Area for Columns Wider Keywords: UI, Overview, Windows Comment: Related to grab handles for windows is the ability to grab columns in order to widen or narrow them. Especially in the overview. Once again I need to be real fiddly to capture the grab handle. |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 14:10:58 -
[6] - Quote
Suggestion: Using Selection Box to Select Targets from the Overview Keywords: Target Selection, Overview, Selection Box Comment: if u select the targeting key and drag a box u can currently select objects in space, but in many cases You want more control over what is selected (Especially not selecting your own things like mobile depot, wrecks, etc).
Discussion: you currently cannot drag overview entries so is it possible change the behavior to be able to select multiple entries at one time instead of multiple clicking?
Implementations: Which rely on the games current state where you cannot drag items in the overview.
1. Allow a selection box to be started in space (Just outside the Overview) and then - IF it is dragged into the overview - to start locks on all included entries. [This is likely the hardest to achieve]
And/Or
2. Pressing target key and then clicking an entry on the overview (which will start a target lock as normal) but then allow us to drag the mouse up or down to select the entities above of below as well?
And/Or
3. Allow a 'Select By Type' and/or 'Target By Type'' shortcut key -- Which when used would select all nearby 'same' items (or in direction of drag) up to the target locks available? This would help immensely when salvaging or when Selcting frigates from cruisers (etc) in PvE.
NOTE: I am all for NOT changing the game just because doing something is hard, involved, or can be a 'click fest' since nothing that pays off should be easy - don't want a 'I Am Lazy' button to creep into the game. But on the other hand the above suggestions are for people who play a lot (especially manufacturing and PI) and risk wearing out the mouse with all the clicking involved. I once counted over 400 clicks/dbl clicks just to retool ONE planet in a 45 planet PI Chain. mouse is used in Many applications out side the game too, so mouse wear is a thing to keep in mind - replacing a $10 mouse is one thing, a $80 mouse is something else. |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 14:38:33 -
[7] - Quote
Suggestion: For PI allow saving of 'Templates' or Fits For Layout creation/modification Keywords: PI, Planetary Interaction, UI Comments: Allow a layout on a planet to be saved (including connections and Schematics) to a 'Fitting window style'
Discussion: As mentioned earlier, clicks are way more numerous than they should be. Allowing a finished (Or even a partially finished) layout to be saved to named 'fitting style' list can help when building the same/similar layouts on other planets.
1. If used on an unimproved planet the entire configuration applies and is built and you are asked if you wish to pay the cost of such (great for figuring out costs too)
2. if used on a partially improved planet then the individual units characteristics are applied to identical units on the planet.
3. By multi-selection u can target certain units to receive the fitting configuration.
The above may seem haphazard and end up with unintended results (and may need to be refined - possibly by filters of what is to be used from the configuration), But, overall, by having such a feature set u can apply just those options u want from the saved configuration design, resulting in many different uses for saved configurations, but retaining the Complexity this game mode should have.
Note: This would allow many ways for PI Configurations to be saved and may be more properly a feature implemented in the PI overhaul, but some sub-features here and following in this thread can be implemented before that time.
Final Note on Pi Configurations: Allowing people to save to their computers and Load to game canl open up opportunity for more 3rd party tools and the ability for the player to do his own tweaking and simulation of layouts. thereby giving more play tools to a player and avoiding overloading the game servers. |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 14:45:19 -
[8] - Quote
Suggestion: Adding a Copy Button to an open PI Processing plant window. that copies it to subsequent selected processors. Keywords: PI, Planetary Interaction, PI Layout Comments: When a Processor's popup window is opened in the PI window, if you select the copy button and then click on other processors, it will copy that processors setting to the clicked unit.
OR after u open one processor's window you can multi-select others to allow all edits to the window to replicate into all selected units |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 14:49:45 -
[9] - Quote
Suggestion: Add back the ability to see CPU/Power use in the Fitting window when u select items in the inventory Keywords: Fitting window, Fitting Comments: You used to be able to see the effects of a module in the fitting window when u highlight a module in the inventory. This does seem to work in the simulator - but it stopped working when then the simulator is not active and is a very fast way to see if a module will fit as you mouse over them. |
Karmastat
Federal Navy Academy Gallente Federation
1
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Posted - 2017.04.27 17:56:08 -
[10] - Quote
Suggestion: In the Right-Click Menu for weapon modules (in space) please add an Ammo Counter to show remaining ammo for the loaded Ammo type (ie. the Reload Option; please indicate how many round remaining for reloading) Keywords: Ammo, Reloading, Combat, PvP, UI, Modules Comment: When in combat it would be nice to know the quantity of remaining ammo - for that which is currently set for auto reload. Its nice to know how many remain for that as well as the other ammo in the cargo hold. This way we can decide to change ammo if we are low, currently can't tell from the popup right-click menu like we can for the unloaded ammo.
Would be nice to have the same thing for all modules that can take various charges of any kind. |
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Karmastat
Federal Navy Academy Gallente Federation
3
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Posted - 2017.04.28 14:46:38 -
[11] - Quote
Suggestion: Give us a "Never Show This Again" option on the "Do U wish To Ungroup These Weapons" when we try to unfit a grouped weapon from the fitting window please Keywords: UI, Fitting, Fitting Window Comment: Uh Umm .. the answer is always YES to this popup. |
Karmastat
Federal Navy Academy Gallente Federation
7
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Posted - 2017.05.09 03:33:28 -
[12] - Quote
Suggestion: Add the 'Seller name' in the Market Window for sell orders Keywords: Market Window, Sell Orders, Botting, Bots, Eula Violations, Automation Description: Currently (Despite CCP wanting players to notify them of suspected Eula violations' regarding botting) but we can't do this when it comes to market botting. once we suspect a Bot is neing used - the ONLY way we can know (and tell CCP) who is doing it - is to Buy one of the products from the suspect, and then use transactions in the Wallet to find out who sold the product Thats fine as far as it goes, except when it comes to items of large Isk value.
Comments: Lately I have seen a nasty trend where 6-7 separate buy orders will automatically be altered to be repriced a few isk lower than the lowest price. then IF the order that caused the repricing sells, then all those order are repriced again upwards (but still a few Isk lower than the next lowest price) <-- hope that makes sense....
Okay I deleted a wall of text here due to , well come on - you guys know whats going on.
But would like to mention the real point of this.. Market manipulation and being smart in the market is hard enough. But having to deal with a situation where someone (without any effort) can deny u a sell order completely (unless u spend all day lowering ur price again and again) - relying on a buyer coming by - while ur the lowest price, is just too much to expect of players, especially if market trading IS NOT their main focus in the game.
I understand if u allow seller names in the market (and say, a Rt-Click method of reporting botting in the Char Sub-menu) that u will be flooded with names that u would have to check out. But absent u checking every name, just notify them they have been reported, when they see that - they may stop, change characters, etc. but at very least when u DO data-mine them and determine they are botting u will know they were notified of the violation and they ignored it.
The bottom line is - the Only way players have to beat a Botting Market Trader is to Bot themselves .. u need to give us Another Way.
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