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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Emma Royd
Maddled Gommerils
81
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Posted - 2012.02.19 11:41:00 -
[31] - Quote
I would like to see a Dev ask the Science & Industry forum for suggestions instead of a player starting the subject off
The whole pos thing needs some serious love. Some have already been suggested, but here's my list.
- Role control for cancelling jobs - Add a new role so they can cancel a job, even their own installed jobs, since they could be building on behalf of the corp and cancel a big expensive job.
- Location Saving - Why do I have to enter the location of where I'm building (Station, System, Constellation, Region) EVERY time I set a job going
- Don't display Offline Modules as available to use, or at least have a tickbox so you can show/hide offline modules, as it is now, I need to rename modules that are offline so I don't try and build at them, and then hunt through the list for the online ones.
- Intelligent array selection - When you click to build from a blueprint, only display the arrays the item can be built from, i.e. if I want to build some Trauma Torpedo's, it brings up the Ammunition Arrays and not the Drone Arrays, Component Arrays, Ship Arrays etc.
- Give Ammo Arrays some extra space, 150k m3 isn't much when you're building good sized batches, you need to have someone at the array to keep topping it back up, should be 300k at least.
Along with some of the others suggested, c'mon CCP give the industrialists some love, and for gods sake, don't listen to any nullsec entity crying how industry should be low & nullsec only, do that at your peril, just think of the subscriber numbers that would quit
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Elise Randolph
Habitual Euthanasia Pandemic Legion
472
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Posted - 2012.02.19 17:10:00 -
[32] - Quote
I do follow the S&I threads very closely, as a closet high-sec inventor I feel the plight of industrialists are often forgotten.
In my mind, the order of the most pressing issues goes like this: 1) BATCH INVENTION (oh god my fingers, so much clicking) 2) A "repeat least action" button on blueprints for manufacturing/copying 3) A specific role for cancelling corp builds
I'm happy to move things around as I'm sure you guys have more insight than I do, so please feel free let me know!
Thinks like like the capacity for ammo arrays, a problem I wouldn't normally run into but I have now noted as significant. |
Jastra
Black Thorne Corporation Black Thorne Alliance
0
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Posted - 2012.02.19 18:42:00 -
[33] - Quote
Skippermonkey wrote:I think a major issue here is that POSes need a MAJOR revamp
I'd much prefer the POS to have ONE hangar, where items were placed, such as decryptors, datacores and invented BPC's live, with each POS module 'attached' to the POS in some modular fashion.
I think this next CSM term should take a long hard look at the ancient POS system currently in place
And yes, reducing amount of clicks is rather important. I'm only a small scale inventor and it drives me nuts, i dont know what it must do you those of you with more than 2 alts working on it.
and Alliance/corp copy slots should be on the list - seriously we need to share stuff in a corp easily....
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Fraa Bjorn
Cell 317
39
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Posted - 2012.02.20 10:11:00 -
[34] - Quote
* Increase the range to access the POS-module hangars from 3km to 5km... Seriously, have you tried placing 7 arrays and 5 labs so you can access them all at the same time? (and yes, we do need to access them all the time to move material around)
* Any array should be able to automatically take material from the Corporate Hangar Array. Say you're building 10 guns in an array, and that array lacks 123 Tritanium. If you have a corporate hangar with at least 123 trit in it, then those should be used automatically. It's sooo tiring to start a job, to find some material missing in that specific array, and then having to fly around to get within range and move materials around
* Show me how many jobs I have running (research & prod). I find myself way way too many times finding out that I'm at my limit just after going through all the hoops of setting up a job. It'd be much nicer if S&I window showed this -- similar to how the wallet shows how many market-orders you have!
All games have QQ, but only Eve has Q.Q |
Revolution Rising
Gentlemen of Better Ilk
60
|
Posted - 2012.02.22 11:11:00 -
[35] - Quote
Influenca Pandemik wrote:Fire Stone wrote: * When putting in a manufacturing job automatically select the slot with the lowest queue/leave the ability to select a different queue thou.
for invention: select more then 1 blueprint, allow to queue up the blueprints across the available slots (my most wanted feature atm) Fire Stone wrote:* When putting in a manufacturing job remember the last input and output hangers selected
The "S&I Interface -> Settings -> I/O Settings -> defined by user " Setting does that for me ? Fire Stone wrote:* Automatically deliver build jobs once complete vs having to click a button for each
Highlight one finished job (either invention or build) to get the "deliver" button, ctrl+a, press deliver -> all done.
If these changes were put in, I would re-start my t2 manufacturing (all my alts ;)) corp. Right now it's so work intensive, you basically need to retire in real life to do any kind of semi-serious t2 manufacturing.
Put graphic sigs back in you cheap assholes. |
Ten Bulls
Sons of Olsagard
77
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Posted - 2012.02.22 11:30:00 -
[36] - Quote
I hate it when queuing up jobs, it warns you that the job wont start straight away, and you have to do 'yet another click'.
Have an option to disable warnings about job queues
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Revolution Rising
Gentlemen of Better Ilk
60
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Posted - 2012.02.22 13:58:00 -
[37] - Quote
CCP Phantom wrote:Calladad wrote:So many good things in this thread I dont even know where to begin.
Now to get Dev attention!! Agreed. Another example why the EVE Community is the best community!
I wonder if you guys will actually fix this stuff? It's only been 6 years that I've seen...
Put graphic sigs back in you cheap assholes. |
Zathryon
Amarr General Drilling and Construction
0
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Posted - 2012.02.22 15:04:00 -
[38] - Quote
I can see about 1 hour of fixing some code resulting in about 50 hours saved on my end as far as invention and manaufacturing goes.
most of it has already been said but how about this:
I have a POS in a system with no station I have 4 manufacturing arrays I right click on a BPC in one of those manufacturing arrays and manufacture something
which installation is the one my BPC is in?
this is an ENDLESS source of frustration!!!
please fix this stuff! take a tour through manufacturing, research, invention etc. and streamline. Its a one week project for team papercuts. You would make SOO many people happy!
I love you CCP! Please listen! |
Revolution Rising
Gentlemen of Better Ilk
62
|
Posted - 2012.02.22 22:27:00 -
[39] - Quote
Elise Randolph wrote:I do follow the S&I threads very closely, as a closet high-sec inventor I feel the plight of industrialists are often forgotten.
In my mind, the order of the most pressing issues goes like this: 1) BATCH INVENTION (oh god my fingers, so much clicking) 2) A "repeat least action" button on blueprints for manufacturing/copying 3) A specific role for cancelling corp builds
I'm happy to move things around as I'm sure you guys have more insight than I do, so please feel free let me know!
Thinks like like the capacity for ammo arrays, a problem I wouldn't normally run into but I have now noted as significant.
Elise, I had no idea we had a CSM member who was an inventor tbh.
Can I ask why it's never been mentioned in the CSM minutes that I recall for changes to these things anyhow? If it was there it certainly wasn't anyone's priority (doesn't stick in my mind).
Indy needs an expansion so bad it's terrifying. The market COULD (not saying it WILL) implode if they don't at least LOOK at how the past few expansions have changed some things and made other things completely unplayable.
Invention needs some love, mining, moon goo, t2 ship market... lots of things could be made more accessible/friendlier to everyone.
Put graphic sigs back in you asshats. People want personalised ships, you think they don't want sigs?
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Scrapyard Bob
EVE University Ivy League
707
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Posted - 2012.02.22 22:48:00 -
[40] - Quote
Streamlining, yes (make dialogs default to sensible choices).
Batching - no. Adding the ability to batch up invention / manuf / research jobs lowers the bar too much in my mind. There's a balance here where if you push T2/T3 industry too far towards "easy" that you'll end up with margins like we have on T1 products. Where the only profits possible are via "trade" profits by getting your materials for less then market sell price (in which case you may as well just sell the mats for a quick profit). Being able to queue up multiple invention jobs is probably too much. |
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Dasola
Rookies Empire Rookie Empire
10
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Posted - 2012.02.23 08:05:00 -
[41] - Quote
I suport this thread. Reason why i gave up industry stuff was all these fixes needed to make it playable. Heck if even half of these fixes would be implemented i would seriously reconsider starting doing industry stuff again (Manufacturing, invention, t2 stuff..)
And then some people wonder why i think devs dont really play this game, they dont. Or maybe they use some better client then rest of us.
Scinece&industry need so desperatly developer love its not even funny.
While your at it could you consider makeing pos structures manufacturable at pos? After all we can manufacture titans (Size of small moons and cause tidal shift on oceans in planets) on pos but not pos sturctures that are much much smaller.
heck desing new manufacturing array for it if you have to. [Insert something funny or smart here] |
Ironlenny
Providential Holdings
0
|
Posted - 2012.02.23 21:25:00 -
[42] - Quote
Scrapyard Bob wrote:Streamlining, yes (make dialogs default to sensible choices).
Batching - no. Adding the ability to batch up invention / manuf / research jobs lowers the bar too much in my mind. There's a balance here where if you push T2/T3 industry too far towards "easy" that you'll end up with margins like we have on T1 products. Where the only profits possible are via "trade" profits by getting your materials for less then market sell price (in which case you may as well just sell the mats for a quick profit). Being able to queue up multiple invention jobs is probably too much.
A mechanic that is easy, repetitive, and does not add to the enjoyment of the game is a broken mechanic. Needless busy work is not how you add difficulty to a game. |
Revolution Rising
Gentlemen of Better Ilk
66
|
Posted - 2012.02.23 22:33:00 -
[43] - Quote
Scrapyard Bob wrote:Streamlining, yes (make dialogs default to sensible choices).
Batching - no. Adding the ability to batch up invention / manuf / research jobs lowers the bar too much in my mind. There's a balance here where if you push T2/T3 industry too far towards "easy" that you'll end up with margins like we have on T1 products. Where the only profits possible are via "trade" profits by getting your materials for less then market sell price (in which case you may as well just sell the mats for a quick profit). Being able to queue up multiple invention jobs is probably too much.
It depends what you mean by batching.
I am all for allowing someone to select 10 blueprints of the SAME TYPE to build/copy/research with and select the labs/factories and set the jobs up to the limit of their skills.
What I wouldn't support personally is the ability to queue up your skill queues. So sure I can only run 10 at a time, but I can batch up 100 runs worth and they will run back-to-back for the next week. No.
I don't see why t2 production should be the current mess of clicking that it is. It should be simple, and more user friendly.
The skill points and sophistication of the actual build process - let alone the necessary assets - will give many people pause when considering t2 production. I'm less afraid of that at present, as I'm not even doing it anymore because of the hassle.
I want to be able to do t2 production to help support my corp/alliance and other pilots, but not at the expense of ALL MY GAMETIME.
Having completed the skills I need for t2 production, should I then have another artificial hurdle to get over to actually be able to use them ?
Manufacturing Papercuts ***CSM Interstellar Debate - Mining Profession**
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Tau Cabalander
Retirement Retreat Working Stiffs
503
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Posted - 2012.02.24 01:13:00 -
[44] - Quote
-2 clicks: Why isn't the default range to an installation "Region"? It isn't like anything further is usable. If it could be set to default to "System" I'd be even happier.
-1 click: Selecting the lowest time slot in an installation by default would be nice. If I don't want it, I'll select another installation or cancel. |
Dersk
90040045
22
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Posted - 2012.02.24 01:33:00 -
[45] - Quote
Scrapyard Bob wrote:There's a balance here where if you push T2/T3 industry too far towards "easy" that you'll end up with margins like we have on T1 products.
t1 products like fighters and mobile warp disruptors? Oh the horror! Let's keep the obviously tedious clickfest a pain-inducing marathon so those that can tolerate it can have some recompense for their suffering. I too enjoy 40 million a week for a production and research slot with a million clicks instead of 30 million a week for 10 clicks without the research slot.
Carpal tunnel syndrome is the new black. |
Zathryon
Amarr General Drilling and Construction
1
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Posted - 2012.02.24 07:54:00 -
[46] - Quote
i would want to see some very basic batching for invention (especially). I see it only being fair in any way (for any kind of research) in POSs so that someone cant batch up 300 jobs which tie up a research installation in a station until 2035.
I want to be able to make more than one T2 BPC at once. it takes only 40 minutes to invent some BPCs, I have about 500 t1 BPCs I need to invent with. this is SO aggrivating to have to restart every 40 minutes! let me choose a single installation where you can continue to pull BPCs and datacores from wherever the last job was from and let me tell it to do that say...10 times. bingo! you cut my clicking down by 90%! a "repeat job" box (with a reasonable limit, you can only make 20 BPCs at once and thats fine) is a great idea. |
Riley Moore
Sentinum Research
378
|
Posted - 2012.02.24 10:47:00 -
[47] - Quote
Zathryon wrote:i would want to see some very basic batching for invention (especially). I see it only being fair in any way (for any kind of research) in POSs so that someone cant batch up 300 jobs which tie up a research installation in a station until 2035.
I want to be able to make more than one T2 BPC at once. it takes only 40 minutes to invent some BPCs, I have about 500 t1 BPCs I need to invent with. this is SO aggravating to have to restart every 40 minutes! let me choose a single installation where you can continue to pull BPCs and datacores from wherever the last job was from and let me tell it to do that say...10 times. bingo! you cut my clicking down by 90%! a "repeat job" box (with a reasonable limit, you can only make 20 BPCs at once and thats fine) is a great idea.
P.s. I hope more devs are looking at this even if they dont have the time to post...Super friends, game of drones or five-o, whoever is doing what team BFF did...please read this thread!!
A repeat option would be brilliant tbh. It's probably a lot easier to code than batches.
It's per job, and just uses the same imput/output hangars and the same job slot. So you set up 10 jobs, it's a bit clicky, but the jobs will repeat until they run out of resources.
Large volumes of highly researched Ammo, drones, charges and ship bpo's. Biggest BPO store in EVE! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524 |
Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
29
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Posted - 2012.02.24 20:53:00 -
[48] - Quote
I too would love to see the "repeat" last job functionality added.
It would be great to see an "end job at" slider / selector added as well (we are making the interface easier, right?) There are those of us that want or need our manufacturing jobs to end at or near the same time. While I'm fairly adept at this, I do occasionally make mistakes and have batches running short or long of my online times.
For example: Right now, say you queue up 1000 runs of XYZ product. It ends at a certain time. When you start queueing up subsequent jobs in non-empty slots, you need to figure out in your head when those jobs are going to end by playing with the batch size. The slider would allow you to auto-size your jobs to end at or near the same time. All your jobs could end on "friday @ 15:30" and batch sizes might range from 100 to 1000 depending on the wait in front of you. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression -á- The only way to go! |
Patri Andari
Thukker Tribe Antiquities Importer
58
|
Posted - 2012.02.25 17:39:00 -
[49] - Quote
Remote reprocessing/refining please!
Patri
Miners! Make Moar Isks Nao! |
Fire Stone
Celestial Horizon Corp. Flatline.
16
|
Posted - 2012.02.27 22:06:00 -
[50] - Quote
You have all named many other great suggestions and we even have a Dev response.. Happy days... Now we are just missing a time frame for implementation....
My biggest want right now is the change the cancel job button so only a director or above can cancel a build job. I mean this button is very rarely used and provides a huge security risk to all corporations that do heavy industry. |
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Laura Marhsal
Pure Steel Inc.
14
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Posted - 2012.02.28 00:00:00 -
[51] - Quote
Fire Stone wrote:Manufacturing paper cuts I would like to be automated/changed
* When putting in a manufacturing job automatically select the slot with the lowest queue/leave the ability to select a different queue thou. * When putting in a manufacturing job remember the last input and output hangers selected * Automatically deliver build jobs once complete vs having to click a button for each * Change the cancel job button so only a director or above can cancel a build job
+10/10 |
Laura Marhsal
Pure Steel Inc.
14
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Posted - 2012.02.28 00:01:00 -
[52] - Quote
Fire Stone wrote:You have all named many other great suggestions and we even have a Dev response.. Happy days... Now we are just missing a time frame for implementation....
My biggest want right now is the change the cancel job button so only a director or above can cancel a build job. I mean this button is very rarely used and provides a huge security risk to all corporations that do heavy industry.
+10/10 |
GalacticChounin
Daimyo Merchanting and Military
2
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Posted - 2012.02.28 08:31:00 -
[53] - Quote
I think having a modular POS setup would fix a large number of the issues plaguing everyone from scindustrialists to hardcore PvPers. The only thing that would need to change is how you place the components themselves, weapons, force field, etc. would remain unchanged. Wouldn't have to try to cram everything together so you aren't floating around trying to get materials from your corp hangar to an assembly array, and you could have that corp hangar function as the central hub for all your labs/factories, though you would need to expand the capacity to do that (obviously). This would be useful for everyone, whether trying to get ships or equipment, and cut down on some of that frustration.
As for implementation, release it such that POSes work as they do now, but newly added components are attached to the tower. Currently onlined/anchored structures could have a "reanchor" option on them, which would allow you to attach them without having to clear everything out, offline, unanchor, anchor, online, and restock.
I imagine this setup would also remove the necessity to choose which assembly array you want to use from the list of others at your POS. Instead it would be more like when you're docked at a station; if you want to make ammo, here's the list of production slots for your ammo array. There wouldn't be any need to distinguish between seperate arrays or labs, as each lab, for instance, would just add that many more research slots.
In summary, implementing a modular POS would simplify almost all POS activities without dumbing them down, making it easier and quicker to use with less frustration for the players. It could be effectively phased in, and has desperately needed a revamp like this for some time now. |
Emma Royd
Maddled Gommerils
84
|
Posted - 2012.02.28 08:56:00 -
[54] - Quote
I like pressing the Deliver Button , if you're building in various arrays it could be a pita flying a freighter between the arrays just to find the jobs that have finished.
The system could be improved, have auto-completion as an option, or have the job still show in the jobs list until you clear them, so you know what's been built in which array, then you can clear the jobs from the interface.
Maybe even a "Deliver All" button, after all they finally got a "Loot All" button.
I would like it however that completed jobs are taken away from your build slots used. |
Ydnari
Estrale Frontiers Project Wildfire
105
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Posted - 2012.02.28 12:42:00 -
[55] - Quote
Elise Randolph wrote:I do follow the S&I threads very closely, as a closet high-sec inventor I feel the plight of industrialists are often forgotten.
In my mind, the order of the most pressing issues goes like this: 1) BATCH INVENTION (oh god my fingers, so much clicking) 2) A "repeat least action" button on blueprints for manufacturing/copying 3) A specific role for cancelling corp builds
I'm happy to move things around as I'm sure you guys have more insight than I do, so please feel free let me know!
Thinks like like the capacity for ammo arrays, a problem I wouldn't normally run into but I have now noted as significant.
I totally support batch invention as the clickfest drives me mad.
But as a corp director I put #3 right at the top - you can work around the UI being clunky, but #3 is a showstopper for allowing us to give the access we would like to blueprints, to more junior corp members. If it were fixed, then we can use hangar access to segment off the low value, public BPOs from the high value ones and the materials used for them, and make a lot more available to corp members.
But as it stands, since giving access to any industry facility allows cancelling all industry jobs without even a trace or record of who did it, it severely limits the access we can grant. Which is very frustrating since it's just one very small step away from being workable. |
Skippermonkey
Tactical Knightmare
772
|
Posted - 2012.02.28 13:12:00 -
[56] - Quote
Brock Nelson wrote:Skippermonkey wrote:I'd much prefer the POS to have ONE hangar I don't. I would prefer if they follow a similar setup as corporate hangar at the station. Keeps everything sorted and keeps people restricted to certain hangar.
You misunderstand.
Say i have 4 mobile labs, 2 hyasyoda labs and 1 advanced mobile lab, i want them to all have input/output from ONE hangar at the POS.
I want to keep the hangar divisions like they are now, just not have to keep a toon at the POS everytime i invent because i need to shift my data interfaces, decryptors and datacores to a new lab when i use all the slots on the lab i was just on.
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Skippermonkey
Tactical Knightmare
772
|
Posted - 2012.02.28 13:27:00 -
[57] - Quote
Mnengli Noiliffe wrote:Here are a couple more things about S&I worth mentioning.. 1. Remote manufacturing/research job creation should update assets in the station where remote job was started immediately. As of now we have to wait several minutes for the assets to update in order to create contract using the items in remote station. It updates immediately sometimes but by far not always. I found that briefly changing the hangar i am viewing and then changing back to the hangar i want updates the view.
But yea, it would be nice for it to update faster
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Loose Shiv
Mute Imporium
0
|
Posted - 2012.02.28 19:34:00 -
[58] - Quote
Zifrian wrote:[...]
- R.A.M. use - Change R.A.M.s to only need the number required after damage calculated instead of 1 for each run. I.e. right now, 1 ram takes 30% damage per run can be used 2 more times but game required 3 rams, not 1.
[...] This. It used to work this way too. |
Fire Stone
Celestial Horizon Corp. Flatline.
19
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Posted - 2012.03.01 22:09:00 -
[59] - Quote
Loose Shiv wrote:Zifrian wrote:[...]
- R.A.M. use - Change R.A.M.s to only need the number required after damage calculated instead of 1 for each run. I.e. right now, 1 ram takes 30% damage per run can be used 2 more times but game required 3 rams, not 1.
[...] This. It used to work this way too.
if I remember it was an issue with how it was coded that caused the change we have today. But as technology has progressed maybe this can be reverted. |
Carlisle Perera
Buy n Large Solyaris Chtonium
0
|
Posted - 2012.03.04 10:34:00 -
[60] - Quote
Can't belive this has not been addressed:
- add the ability to place the blueprints in containers and manufacture/research them from there
Having thousands of blueprints in your hangar does not really help performance or usability ... so i always sort them into all kinds of cans. Problem is, you need to put them back to the hangar before you want to do anything with it. Its a constant mess ! |
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