Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 .. 12 :: one page |
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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Shasz
Angels of Anarchy
13
|
Posted - 2012.01.21 11:58:00 -
[271] - Quote
Tea Spoon wrote:Two small things that would make probing a little less frustrating:
-When the shift button is pressed the popup of celestial objects does not happen, nor can celestial objects be selected -When the alt button is pressed you always select the probe arrows and not the range spheres.
Already liked this - requoting for more emphasis! |
Morar Santee
13
|
Posted - 2012.01.21 12:11:00 -
[272] - Quote
Please fix the behaviour of the "Lock target" hotkey. This key is traditionally CTRL, for good reason. Here are the things that should happen when you press control:
1. Overview freezes 2. CTRL+mouseclick -> Lock target (this is the hotkey functionality) 3. Nothing else!!
Putting a third - upstroke - functionality on that key is bad, mmkay? I do not want my client to randomly lock up **** just because I let go of a key, and Overview happens to be the selected window. Really, I don't. Make this upstroke functionality separate, with its own keybind, in case anyone really wants it. Then make it possible to put it on the same hotkey, and people can have the best of both worlds.
Please, please for the love of all you hold dear: Fix this! |
Averyia
6
|
Posted - 2012.01.21 22:45:00 -
[273] - Quote
Creating bookmarks in the IGB is awkward. The remove button is where the add button should be, when i'm adding a bookmark i instinctively look at the bottom for a button and click, only to find that the add button is somewhere else and i may have just deleted a bookmark. And the remove button is in the center instead of over to the side. And why is there a close button at the bottom? It doesn't do anything special. |
Bloodpetal
Mimidae Risk Solutions
336
|
Posted - 2012.01.22 16:52:00 -
[274] - Quote
When uncloaking you receive a warning that you can't lock for a few seconds afterwards, it's not very clear and can be confusing (and causes you to spam the damned button over and over)
Also, it does not make it clear enough between the warning that "YOU CAN NOT LOCK SOMETHING BECAUSE YOU ARE CLOAKED" to "YOU HAVE A LOCKING DELAY FROM UNCLOAKING". I've had a few times where I thought I uncloaked but really hadn't yet, and was waiting to be able to lock... ideally, a better way to communicate that to the player as well.
It can be confusing and unclear - perhaps we can have a better way to communicate this to the EVE Player when dealing with cloaking delays and cloaks.
Mimidae Risk Solutions Recruiting |
Nalha Saldana
Eternity INC. Goonswarm Federation
104
|
Posted - 2012.01.22 21:43:00 -
[275] - Quote
Holding down "Toggle lock target" and clicking broadcasts should not unlock it if you already have it targeted, makes it worthless in big fleets. |
Morfig
De Re Metallica Epsilon Shimmy Alliance
0
|
Posted - 2012.01.23 11:51:00 -
[276] - Quote
Perhaps the Map needs some love.
It is taking about a minute to build the map the first time I load it. This is very annoying when you can't click on anything else because the client is all choked up with getting the map ready.
I haven't done extensive testing on this to find out what causes this (I suspect different map data might play a part), but it is annoyingly slow.
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Aamrr
241
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Posted - 2012.01.23 14:45:00 -
[277] - Quote
Please let us change the ammunition/script in active modules. Let me explain with an example:
- Abaddon pilot has fitted a tracking computer to his midslot. He has placed an optimal range script into the module and has activated it.
- He decides he would prefer a tracking bonus, instead. Without deactiating it, he right clicks the module, scrolls down to the tracking speed script, and left clicks it.
- The module completes its current cycle with the optimal range script effect functioning as normal.
- At the end of the cycle, the module automatically changes scripts and resumes with the new script.
In effect, this lets us "queue" the change ammunition action until such time that it can be carried out successfully. Particularly in laggy situations, deactivating the module for an ammunition change can leave us without the benefit for almost a full cycle. This will make "instant" ammo switching actually function as advertised.
Even better, this kind of functionality will combine three server requests (deactivate module, switch ammunition, reactivate module) into one request, which should reduce server load.
If you can make it function for turrets and missiles, it'll be even better -- imagine firing scorch at your target, selecting conflag, and then have your turret resume firing with that crystal at the next cycle. If I'm switching ammunition, it's obviously because I want to shoot another ammo, not because I want to stop shooting. |
Atum
Eclipse Industrials Quantum Forge
17
|
Posted - 2012.01.23 19:33:00 -
[278] - Quote
Revolution Rising wrote:I hope you guys realise that inventories all over are borked.
Cans while mining don't update. Inventory freezes while mining filling the cargohold and you don't realise until it's full and your lasers turn off. No ore appearing in cargo even after that.
Pls fix quickly.
+1 And the related issue of dumping materials into some other container (jet can, orca hold, etc) and the material somehow seemingly being double-counted, but not, resulting in silly things like 31221 / 27500 m3 in a jet can. The longer any particular container survives (Orcas being the most obvious), the more likely the chance for this bug to occur / stack. |
Averyia
9
|
Posted - 2012.01.24 02:26:00 -
[279] - Quote
Problem: Warp to gate in freighter. Hit gate, bump off gate, have to warp again.
Annoyance: Warp to gate in small ship, drop out of warp 500m away from jump range.
Annoyance: Warp to gate while cloak using jump button, ship fails to jump because ship is in that sweet range where they are close enough to jump but too far to be uncloaked.
Problem: Start client with sound turned off, turn sound on, have to restart client because sound won't start.
Problem: Turn on world sound to hear combat, forced to turn off world sound because of annoying ambiance.
Issue: No plated skirts available for women avatars.
Problem: Open show info. Shield hit points at the top, armor hit points somewhere in the middle, shield resistance all over the place. Its not even alphabetical.
Suggestion: Would like a notification, similar to ones when mail is received, of a transaction that just went through, such as a buy order being completed, but not for when I'm selling instantly. |
Morfig
De Re Metallica Epsilon Shimmy Alliance
1
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Posted - 2012.01.24 11:44:00 -
[280] - Quote
Ok got another one today.
Running courier missions like crazy to get a storyline and lift my faction standings. I get to the destination station and start a conversation with the agent. There is a good 5 seconds between when the agent mission window pops up and when clicking on the "Complete Mission" button will do anything.
- Honestly, I'd like the window to pop up as soon as I ask for it and the button to work immediately. However in an imperfect world I would accept the "complete mission" button to be unavailable until it was ready to do something. It's like showing up for work on time only to have a cigarette break before you sit down!
To add to my confusion; the agent mission window "does a little dance" between when it shows up and the buttons are ready. (I think this is when the scroll bar decides to show up for work or something like that). Anyway, it "changes" somehow.
So if you've been spamming the "complete mission" button because you're in a hurry (and not looking too closely), you miss the fact that you actually haven't handed the mission in at all. I've undocked several times only to realise I still have the mission cargo, or mission info is still shown and I have to spin around, re-dock and give the "complete mission" button a real hammering until it dies and goes away, (or goes for another cigarette break).
*disclaimer - don't smoke kids it really bad for you.
TD;DR? The "Complete mission" doesn't do anything for the first 5 seconds of its life - it's annoying - don't smoke. |
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Star Nove
Blueprint Haus Get Off My Lawn
0
|
Posted - 2012.01.24 12:14:00 -
[281] - Quote
As some people above have no doubt mentioned (i've not read the whole thread apologies if this is a dupe..) Titan Bridging is a nightmare.. An idea to improve that and perhaps improve the gameplay/realism of Eve as follows.
Make Mass have an impact on Jumping time.. Whether it's a jump bridge, a stargate or a titan/blops bridge. Add a timer to it that says for every X amount of mass add N milliseconds per LY of the Jump multiplied by the amount of other people using the same gate/bridge at the same time....
This way. when you do a titan bridge not everyone will hit jump at the same time. The system would be throwing small ships in first (battlecruisers logi's etc) with the Battleships following a few seconds later.. It woujld help us as the players have a better experience when bridging and help your servers cope by staggering the arrival of a load of new players on a new node..
For regular stargate travel, it will make a little more exciting if you are in a BS being chased by small ships and it takes you 2 seconds longer to travel from one constellation to the next and even longer from one region to the next...
You could maybe even then allow (non super) capital ships to use stargates in the future safe in the knowledge that it would probably take 10 minutes to get from one system to another that way and the more they jump through, the longer it will take... Obviously concord would deny them access to high sec . Whilst it would make it possible to get caps into a jammed system in nullsec you'd at least (with good intel) know they were coming and be able to defend...! |
Cherry Stripe
Robot Socialist Republic
2
|
Posted - 2012.01.24 13:00:00 -
[282] - Quote
search function for evemail.
sorry if dupe couldn't stand everyone complaining about 5 seconds of lag... |
Scrapyard Bob
EVE University Ivy League
635
|
Posted - 2012.01.24 14:02:00 -
[283] - Quote
Cherry Stripe wrote:search function for evemail.
Ah, that reminds me - more UI elements which present lists should have the little "filter" box like containers have.
- EVE Mail, let the little filter box quickly search subject lines & sender name, so it allows you to quickly filter down to just EVE mails from a particular person.
- People & Places, let me quickly filter contacts based on corp name, alliance name or player name. Same thing with agents. Bookmarks would need to be filterable based on either region / constellation / system or bookmark name.
- Science & Industry - Jobs List - quick filter on either the system, character, or item being produced name.
- S&I - Blueprints / Corp Blueprints - quick filter on the blueprint name
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Pilk
Evolution
4
|
Posted - 2012.01.24 14:08:00 -
[284] - Quote
Gilbaron wrote:it takes several minutes to load ~250 bms from a container and move them to my own BMs Can we move bookmarks fully client-side, albeit with a server-generated salted hash to guarantee authenticity? This would mean you can copy tens of thousands of bookmarks trivially from client to client, with zero load on the server. The hash, meanwhile, prevents someone from editing a bookmark's location and trying to use that; an edited bookmark wouldn't match its hash. This also allows some cool things like client-side programs to mass-rename or folder-ize bookmarks according to their properties. It also optionally allows all of your alts on a given account, regardless of corporation, alliance, etc., to share the same set of bookmarks.
To answer some likely responses:
- Under this proposal, it is not possible to create deep safes or similar actions simply by firing up a hex editor; even if given the complete hashing algorithm, without the server's secret salt, nobody can create or edit bookmarks outside of the game.
- This doesn't increase load on the server to verify all the hashes; instead, only when a bookmark is used is the hash verified.
- Yes, this will potentially cause people to share massive numbers of bookmarks. However, unlike now, there's no server-side cost for this. And in terms of balance, this does very little that the corporation bookmarks folder didn't already do. If anything, it allows for a corp bookmark folder that's alliance-wide. However, at least in its first iteration, corp bookmarks would likely remain on the server.
- Creating a bookmark voucher item in-game, suitable for transfer to someone else, would be essentially unchanged. This just adds another way to move bookmarks around.
- Even if you disagree with moving bookmarks between characters in this way, the only change needed to prevent that would be to add the CharacterID to the hash string. Then, bookmarks are still character-locked, but are nonetheless stored client-side.
--P |
Pilk
Evolution
4
|
Posted - 2012.01.24 14:14:00 -
[285] - Quote
Biggest annoyance for me: the default market "Details" tab view has incorrect column sorting. It should sort in the same way as the Group tab effectively does when selecting a sell order for its immediate buy order: by price, then by number of jumps, so that the lowest-priced item in the same station shows up first, even if there's an even lower-priced item ten jumps away. Buy orders would ideally be sorted by applicability, then by price, descending, but since there's not currently an applicability column (that is, a column that has a 1 if the buy order matches your current station and a 0 if it does not), simply by price would be an improvement over the current default.
Regardless, the idea is that, in most circumstances, the top order in each half of the details screen should be the one to which you are likely to sell or from which you are likely to buy--PoLA.
--P |
Atum
Eclipse Industrials Quantum Forge
20
|
Posted - 2012.01.24 14:49:00 -
[286] - Quote
Star Nove wrote:As some people above have no doubt mentioned (i've not read the whole thread apologies if this is a dupe..) Titan Bridging is a nightmare.. An idea to improve that and perhaps improve the gameplay/realism of Eve as follows.
Make Mass have an impact on Jumping time.. Whether it's a jump bridge, a stargate or a titan/blops bridge. Add a timer to it that says for every X amount of mass add N milliseconds per LY of the Jump multiplied by the amount of other people using the same gate/bridge at the same time....
This way. when you do a titan bridge not everyone will hit jump at the same time. The system would be throwing small ships in first (battlecruisers logi's etc) with the Battleships following a few seconds later.. It woujld help us as the players have a better experience when bridging and help your servers cope by staggering the arrival of a load of new players on a new node..
For regular stargate travel, it will make a little more exciting if you are in a BS being chased by small ships and it takes you 2 seconds longer to travel from one constellation to the next and even longer from one region to the next...
You could maybe even then allow (non super) capital ships to use stargates in the future safe in the knowledge that it would probably take 10 minutes to get from one system to another that way and the more they jump through, the longer it will take... Obviously concord would deny them access to high sec . Whilst it would make it possible to get caps into a jammed system in nullsec you'd at least (with good intel) know they were coming and be able to defend...! A curious idea, possibly worthy of future consideration. However, I shudder to think what it would mean for career freighter pilots. It's bad enough already just waiting for the bastards to align and enter warp, but to add additional time delays while jumping between gates? ::cringe:: |
Witchking Angmar
Perkele.
15
|
Posted - 2012.01.24 15:47:00 -
[287] - Quote
When you forget your probes somewhere and when you finally realize 7 of your probes are missing you go back to the previous system you were in, try to reconnect, nothing happens because you're actually in the wrong system, then the reconnect button becomes greyed out and you can't get your probes back. |
Syratus
R'lyeh Industries
1
|
Posted - 2012.01.24 18:10:00 -
[288] - Quote
Giving people different options to overheat is obviously a good idea - but sometimes lag is your enemy when you want to overheat a module and instantly use it, too. It results in you overheating a module (e.g. Shift+F1), directly followed by activation of the mod (e.g. F1), to see then... that the mod is either active, but non-overheated, or the other way round.
Thus, it would be great if you could assign a key/key+click combination that will overheat and instantly activate a module, too. Or remove the lag, but I assume it's not that easy ;) |
Gorongo Frostfyr
Shimohi Heavy Industries
25
|
Posted - 2012.01.24 20:37:00 -
[289] - Quote
1) http://i.imgur.com/hO0nW.png 2) http://i.imgur.com/Cn6mA.jpg
this is ******* annoying. shatty windows dont have to move, when i pin them. |
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CCP Masheen
C C P C C P Alliance
66
|
Posted - 2012.01.25 16:34:00 -
[290] - Quote
We've been watching this thread closely and have extracted the issues which have been reported. These issues have been filtered and are currently being tested and prioritised by CCP TomB, CCP Highlander and myself.
Some of the pressing issues that you have reported will be tackled by EVE teams such as the illustrious Team Gridlock. If you read the original Devblog carefully you may see that we were looking for a fairly specific type of performance issue, this was to help give Team Gridlock and other devs a big hint as to where they next needed to look in order to make your client run smoother than a cashmere codpiece!
However... a lot of issues reported in this thread did not fit Team Gridlock's mission or capabilities. Fear not! this is totally cool with us and we are working to distribute those issues to Feature or Foundation teams.
Thanks for participating spacebro's as your reports have helped us give our new mission a rocking kickstart
CCP Masheen (Team Synergy) |
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Bloodpetal
Mimidae Risk Solutions
378
|
Posted - 2012.01.25 16:50:00 -
[291] - Quote
I've been trying to think of things that are on your list of issues...
One of my corpmates reports a lot of delay when he closes a chat window out. Up to 1 second or more. Although his computer is somewhere between "Craptop" and "Laptop", it's something to look into for efficiency.
This is a good one
Here's one for you... When calculating a really long autopilot route, it will freeze. That needs to be looked into and stopped from a usability perspective. Allow me to cancel it, and maybe give me a progress bar (it should be pretty predictable to see how far the calculation is - since it's just an n-th to the power of whatever combinations there could be).
Seriously, this is the ONE
To apply to join an Alliance you have to LOAD that WHOLE alliance list and dig through and find the ONE ALLIANCE that you want out of thousands.
Seriously, this is the perfect intersection you're looking at between Performance and Interface that I think your team is supposed to handle. First of all it takes an age to load that Alliance list - and second, you need to go digging through a list of Thousands!
Whatever you choose to do to fix it... it can be many different things, please this is the one thing to fix. It makes no sense and is the kind of thing that leaves a bad taste in your mouth after you apply to an alliance because of the client.
I know this doesn't hit 300,000 users every day, but it's something that you don't forget after you've done it. A few times.
ANOTHER good one
Opening Agent Missions - I think the performance on this could be better. When I talk to an agent I get a big screen that shrinks down and then loads everything. It needs to be a smoother operation - preload it, put a "Fetching data" and then display properly. I don't know why it takes a few seconds to do this, but it can be better for sure. Mimidae Risk Solutions Recruiting |
Bloodpetal
Mimidae Risk Solutions
378
|
Posted - 2012.01.25 17:14:00 -
[292] - Quote
When you dock and undock, there used to be a time and date where if you were typing in a chat buffer you wouldn't get kicked out of the chat buffer.
Now adays, when you undock you get booted from the chat buffer and have to manually go back in and select the buffer to keep typing.
Take us back to the old days of smooth operation!
At this point I'm just posting in here when I think something relevant comes up. Mimidae Risk Solutions Recruiting |
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CCP Masheen
C C P C C P Alliance
66
|
Posted - 2012.01.25 17:16:00 -
[293] - Quote
Bloodpetal wrote:Seriously, this is the ONE
To apply to join an Alliance you have to LOAD that WHOLE alliance list and dig through and find the ONE ALLIANCE that you want out of thousands.
Seriously, this is the perfect intersection you're looking at between Performance and Interface that I think your team is supposed to handle. First of all it takes an age to load that Alliance list - and second, you need to go digging through a list of Thousands!
Whatever you choose to do to fix it... it can be many different things, please this is the one thing to fix. It makes no sense and is the kind of thing that leaves a bad taste in your mouth after you apply to an alliance because of the client.
I know this doesn't hit 300,000 users every day, but it's something that you don't forget after you've done it. A few times.
ANOTHER good one
Opening Agent Missions - I think the performance on this could be better. When I talk to an agent I get a big screen that shrinks down and then loads everything. It needs to be a smoother operation - preload it, put a "Fetching data" and then display properly. I don't know why it takes a few seconds to do this, but it can be better for sure.
I like and agree with you on the alliance joining, this is clearly from a time before usability and I can think of a couple ways in which we can handle this better. I see what you mean about the agent convo loading up. Once we have established with UI Design a standard for loading notification we can consider extending it to UI windows such as this. |
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Bloodpetal
Mimidae Risk Solutions
378
|
Posted - 2012.01.25 17:37:00 -
[294] - Quote
for being a cool CCPer. Mimidae Risk Solutions Recruiting |
Liu Ellens
Blame The Bunny The Dark Nation
21
|
Posted - 2012.01.25 18:02:00 -
[295] - Quote
Have a station vault (or similar) and more than a handful items in it (30 should be enough). Select them. Press the mouse button for the context menu. Wait many (many!) seconds. Context menu finally shows up and includes the sought after "lock" or "unlock" menu items.
And that on a AMD Phenom II X6 3.2 GHz, 16GB RAM, Win7
Is the context menu running a query to the server for each one of these items whether it is locked, to provide a (to me absolutely unclear) number in the brackets after the lock/unlock menu items?
I'm a little freighter - short and stout; This is my cargo, this is my route. When I get a lock-on, I scream and shout: "Light up a cyno!" and jump on out. |
Bienator II
madmen of the skies
544
|
Posted - 2012.01.25 18:14:00 -
[296] - Quote
what would be quite epic if you could collapse the windows with a single click on the window titlebar (or a small dedicated arrow button). Expand already works with a single click
Of course you would have to make that configurable to defend yourself from bittervet troll terrorist style forum warefare. a new bounty system for eve 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 |
mkint
757
|
Posted - 2012.01.25 18:44:00 -
[297] - Quote
CCP Masheen wrote:Bloodpetal wrote:Seriously, this is the ONE
To apply to join an Alliance you have to LOAD that WHOLE alliance list and dig through and find the ONE ALLIANCE that you want out of thousands.
Seriously, this is the perfect intersection you're looking at between Performance and Interface that I think your team is supposed to handle. First of all it takes an age to load that Alliance list - and second, you need to go digging through a list of Thousands!
Whatever you choose to do to fix it... it can be many different things, please this is the one thing to fix. It makes no sense and is the kind of thing that leaves a bad taste in your mouth after you apply to an alliance because of the client.
I know this doesn't hit 300,000 users every day, but it's something that you don't forget after you've done it. A few times.
ANOTHER good one
Opening Agent Missions - I think the performance on this could be better. When I talk to an agent I get a big screen that shrinks down and then loads everything. It needs to be a smoother operation - preload it, put a "Fetching data" and then display properly. I don't know why it takes a few seconds to do this, but it can be better for sure. I like and agree with you on the alliance joining, this is clearly from a time before usability and I can think of a couple ways in which we can handle this better. I see what you mean about the agent convo loading up. Once we have established with UI Design a standard for loading notification we can consider extending it to UI windows such as this. I'm not sure why ALL the UI has loading issues. It's freakin' 2 freakin' D. 2D computer graphics wer mastered in the 1980's. At least by the rest of the industry. Seriously... it's not an issue of needing "loading notification" it's an issue of the software being bad. |
Camios
Tribal Liberation Force Minmatar Republic
48
|
Posted - 2012.01.25 19:33:00 -
[298] - Quote
I really don't care if I have to wait 3 seconds to load market data, or to look into a cargohold. I care about seconds when I'm being shot by someone else.
Example: in some situations the overview does update too slowly. Think of orbiting an hurricane manually with an interceptor. You want to keep your distance beyond 13 km but you don't want to go far away because he'll track you better. When doing such things, I keep an eye on distance, angular and radial velocity and his speed but those data aren't reliable since they are updated once every second (or less but anyway it's too slow). That's really painful and can get you killed; things are even worse if you are trying to kite a fast ship.
Possibly physical data should be fetched by the instance of Destiny that is running on my computer, at a rate that I can set (in small gang/solo situation I need really fast update, while on big engagements there's little point in this). I would like to see digits moving fast like in the locking timer, changing fluidly.
On a side note: in such situations I should even be able not to look at the overview, and have ALL the relevant combat data in a little zone of the screen, or have that data in a bigger, easier to read format). |
Bloodpetal
Mimidae Risk Solutions
378
|
Posted - 2012.01.25 20:58:00 -
[299] - Quote
I agree that anything that helps the overview run smoother.
As a PVP Pilot I actually tell myself i'm 1-2km "ahead" of where I'm being told I am, both for reaction time but also because the overview update isn't very accurate in those situations.
Camios wrote:I really don't care if I have to wait 3 seconds to load market data, or to look into a cargohold. I care about seconds when I'm being shot by someone else.
Example: in some situations the overview does update too slowly. Think of orbiting an hurricane manually with an interceptor. You want to keep your distance beyond 13 km but you don't want to go far away because he'll track you better. When doing such things, I keep an eye on distance, angular and radial velocity and his speed but those data aren't reliable since they are updated once every second (or less but anyway it's too slow). That's really painful and can get you killed; things are even worse if you are trying to kite a fast ship.
Possibly physical data should be fetched by the instance of Destiny that is running on my computer, at a rate that I can set (in small gang/solo situation I need really fast update, while on big engagements there's little point in this). I would like to see digits moving fast like in the locking timer, changing fluidly.
On a side note: in such situations I should even be able not to look at the overview, and have ALL the relevant combat data in a little zone of the screen, or have that data in a bigger, easier to read format).
Mimidae Risk Solutions Recruiting |
Riffix
Synergistic Arbitrage
13
|
Posted - 2012.01.25 23:32:00 -
[300] - Quote
Apologies for being late to the party in this thread.
A lot of people have asked for ways to export settings to files for consistency across multiple clients, but I feel like there is a better solution.
I'd really rather ANYTHING that is a user-configured setting be stored server-side with a local cache. You log in, client checks local settings file modify date against server file date, if client is not up to date it downloads file and uses. Anytime settings are saved out, write to cache and server.
Can anyone tell me why this wouldn't be the best/easiest/most user-friendly thing to do? |
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