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Thread Statistics | Show CCP posts - 1 post(s) |
Useless alt
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Posted - 2009.02.11 16:32:00 -
[91]
Originally by: Zach Donnell Title: Control Panel Underlay
Category: UI
Description: A simple opaque underlay behind the main control buttons at the bottom-center of the screen [See screenshot for better description]
Goal: While this may not be experienced in PvP that often, many times in PvE settings the surrounding environment makes the buttons and whole control panel VERY hard to read. (think, trying to open cargohold button while on massive white dustcloud) This could be an option that could be turned on, or off, to add clarity to the control panel if desired.
Screenshot
[Note: Screenshot demonstration is a quick throw together, courtesy of Caiman Graystock, as I am unable to snap my own at the moment]
Or of course kill the ugly backgrounds that are often way to bright to even give a feeling of being a part of space. (white fluffy clouds!?!?!) But yes please CCP make these buttons easier to see, it is quite often very hard to see if a module is activated simply because the background is so bright.
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AshtarDJ
Filthy Scum Scum Alliance
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Posted - 2009.02.11 16:59:00 -
[92]
* Title: Take away skill loss from losing a T3 ship
* Category: T3/Gameplay
* Description: Nowadays with 50k players online it is really easy to get mindless blobbed while jammed by 5 falcons. Losing the isk for the ship and fittings is penalty enough for not being careful/smart enough to evade that terrible death. Losing skillpoints will be too big of a penalty.
* Goal: From a PvP perspective, I thought Eve's goal was to have as many players as possible using, risking and losing their ships all the time. T3 ships won't be cheap to buy and fit and the fact that you lose sp if you lose the ship, will only make people treat them more like shiny "special case" ships (more then faction ships are today) instead of something that you don't mind using and losing as long as you have some LOLz with it.
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BiggestT
Caldari Resurrection Skunk-Works
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Posted - 2009.02.11 17:33:00 -
[93]
Edited by: BiggestT on 11/02/2009 17:33:37 Title: Missile effects Topic: Effects Idea: Please update the out-dated missile effect. Assuming dev's ever play other games than EVE (shock horror), please make them look like the missile effects on a game like supreme commander (or almost any modern game with missiles in it). Edit: To clarify, my current biff is that they all often spawn as one shiny orb, and appear from no-where.
E,G Supreme Commander: You know when a Soul Ripper fires AA missiles? Looks cool eh? Imagine a drake or nighthawk doing that(epic fun and win).
To help you picture what I mean..
Plz plz do not say "its too hard!"
EVE history
t2 precisions |
Anneke Goulet
CUTLASS CORPORATION
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Posted - 2009.02.11 18:05:00 -
[94]
Edited by: Anneke Goulet on 11/02/2009 18:07:07 Title: Fitting Screen
Category: UI
Description: My 09 Feb 2009 bugreport was directed to be hollered here. It's same Fitting window blabbering that's already been mentioned in this thread.
Bugreport 69525
Goal: Less fitting screen whines and more beer for devs at fanfest from happy users.
EDIT: Added goal
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Carniflex
Caldari StarHunt Systematic-Chaos
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Posted - 2009.02.11 20:10:00 -
[95]
Edited by: Carniflex on 11/02/2009 20:13:37 Title: Scanning Probes: UI, moving probes Category: Scanning Description: Currently scanning probes uses same cube with six arrows as POS modules. It is very hard to use if there is many probes near each other.
For best results one reduces scan range and will try to put several probes around one red dot. In that case probes usually overlap and itĘs difficult to move them. It is especially annoying that often, when you try to click arrow you pick up instead probe resizing.
Proposal would be letting us drag probes around by just clicking at their marker in space, in horizontal plane this might work out quite nice, but for vertical movement something additional might be needed, perhaps control key to move the probe in z axsis direction. Ability to focus on target signature instead of probe would be helpful also, with perhaps something similar like current tactical overlay around it, just with AU's instead of km. Probes, when moved into range on that tactical overlay would poject a dot into the plane and display visual bar (similar to current tactical overlay for targeted objects) to ease understanding it's relative location to target signature.
Goal: better star map & probe scanning UI usability
Edit: If ability to see actual location of target signature would seem overpowered then I'm sure grapix department would be quite happy to create some particle effect displaying as 'propability cloud' for your target, changing color and getting smaller in size the better signal you get.
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Daelin Blackleaf
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Posted - 2009.02.11 21:06:00 -
[96]
* Title: Remove the Sansha/Blood/Gurista standings lock-out
* Category: NPC corp standings
* Description: Either alter the standings of one, two, or all of these factions to allow players to work their way into their good favor again via raising standings with another corp or introduce a mechanic for reducing negative standings.
* Goal: It is possible to recover from low standings with any faction bar these three, they like only each other. This is a problem compounded by the fact that mission running for Amarr or Caldari will lower standings to all three. Many players find themselves locked out of these factions before they are aware that these standings cannot be regained.
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Cryten Jones
Gallente Eldritch Storm The Matari Consortium
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Posted - 2009.02.11 22:19:00 -
[97]
Title: Ship scale and bumping
Category: Space Flight
Description: To make a ships mass and speed count when calculating collisions so that ships don't bounce around each other. Something like ship (Ship1 mass * ship1 speed) - (ship2 mass * ship2 speed) = reaction
If reaction is -ve the ship1 will react if +ve ship2 will react. reaction value is a modifier on how much the ship reacts.
Goal: More 'correct' use of bumping but mainly to stop the silly dancing of ships
Downsides: Probably heavy on the calculation side
Other options: make the impact have damage effects so that ramming a BS in a frig at 7km/s majorly damages the frig and dents the BS.
-CJ
Originally by: Nogap toosmall
and your understanding of probability is on par with a radish.
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ResearchBunny Beatrix
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Posted - 2009.02.12 02:39:00 -
[98]
Originally by: Major Stallion
Originally by: Heroldyn * Title: Add Antialising Option to ingame Settings.
* Category: Graphical Settings
* Description: Allow people to enable AA through the client.
* Goal: People will have a nicer eve and dont have to struggle around with third party tools like nhancer.
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Rika I
Caldari Tomoe Laboratories Celestial Imperative
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Posted - 2009.02.12 06:19:00 -
[99]
This is an alternate suggestion to Daan Sai's post.
Title: Severely Limit Character Stat Respec'ing
Category: Char/Skills
Description: This just breaks the idea of individuality of chars, their strengths and weaknesses, and above all reduces the consequences of the player's choices. I hope it isn't a knee-jerk reaction to other games that allow it.
Example, pumping up charisma to skill leadership skills, and then dumping the points back into will/perc once the skills are done. This just waters down the compromises set up by the original skill/characteristics system.
While a re-spec system is nice for people who started with very bad stats without knowing what they did, allowing it freely every 6 months is too easy to abuse as said above. Instead, give 1 free re-spec so new players can set their stats and old players can fix their mistakes. After that, change future re-specs to once a year and make it so that it costs 100m ISK for every stat point moved (so moving a couple points is ok but completely changing from per/will to int/mem is expensive) along with a loss of about 1m SP (taken from skills of your new lowest attribute).
Goal: Retain consequences for choices, keep it so that there isn't a mini-max solution and if you want to be good in one area then you are going to always have to compromise others. This makes the different chars more individual, not just plastic cookie cut clones.
----------------------------- Rika, the Uber Researcher! |
Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2009.02.12 09:22:00 -
[100]
I have to say I'm kinda on the fence about the respec thing. It's good for starting players, but the flexibility is too great for older players IMO. A few suggestions:
The first couple soon after character creation of respec's should be really cheap, as now. And the time limits seem quite ok. However, please make the cost exponentially more expensive in terms of isk, as the character gets more skillpoints and has done more respecs.
This ensure that you don't get people fine-tuning their skilling for 6 month periods.
Next, make it more expensive according to how many skillpoints you move around.
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SirFett
Best Path Inc. Ethereal Dawn
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Posted - 2009.02.12 11:31:00 -
[101]
Title: UI Enhancement to greatly improve handling of weapon grouping in the form of a single button/icon
Category: UI
Description: A single button should be place in the in space ship control interface. Specificaly above the overload rack buttons next to the high slots. Upon pressing this button high slot modules that are capable of grouping should automaticaly be grouped together or incase the modules are already grouped the groups should be disbanded.
Goal: Easy of use, easy of access, avoidance of unecesary steps, freeing up of righclick menus, simply and easy to use improvement
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H Zebra
Dark Ashes
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Posted - 2009.02.12 13:49:00 -
[102]
Title : fitting screen form over function or give us teh choice to use teh old one Category : UI Description : playing on anything other than full screen teh fitting window covers most of teh screen, covering channels, station info and all hanger windows. this change will take away peoples options to window eve and play mulityply clients on teh same pc, which will no doubt hurt eve's bottom line in teh long run.
bug report 70043
let us have teh choice to use teh old one if we wish and dont force us to use this if it takes away from our gaming experance, as it will from many many people i have spoken to in game
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Rip Striker
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Posted - 2009.02.12 14:25:00 -
[103]
Edited by: Rip Striker on 12/02/2009 14:27:38
Title: Keeping skillpoints
Category: T3 Ships
Description: Losing a small amount of skill points for each T3 ship loss can seem rather insignificant. However, the "insignificance" is relative.
For a veteran (older than lets say 4 years), who already has maxed out all relevant skills and is now only training to get some odd skills to level 5, spending 1 day each week or every other week re-training a rank 1 skill is insignificant.
For a non-veteran (less than 4 years), who still has alot planned out to train and is far from maxing out skills, spending 1 day each week or every other week re-training a rank skill 1 is significant.
To me it is clear that the gap in skillpoints of relevant skills between new and old players will increase even more with T3 ships.
Hence, I suggest that no skill points are lost when losing your T3 ships. However, if CCP really feels compelled to implement this feature, how about making it so that several ship losses are needed for a sub-system skill to drop 1 level?
Goal: Preventing or slowing down the increase in gap of skillpoints of relevant skills between veteran and not-yet-veteran players.
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sarako
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Posted - 2009.02.12 15:57:00 -
[104]
explorer/surveyor class ships with more ability to opperate self suficiently
a support craft with deticated repair and hanger bay for servicing below capital ships.
a small factory ship capable of crafting certain modules
an ore processor ship
either this or some type of mobile support station.
weapons will be a huge problem with no resuply effectivly means the only viable weapon is the lazer??? this puts the other 3 races at disadvantage.
how are these "systems" going to be much different from an instanced system?
sounds like just more 0,0 space only available to the medium and large pvp corps which will exclude all non-pvpers and casual players from enjoying this expansion unless they enjoy being a glowing pile of hauler or miner wreckage. |
sarako
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Posted - 2009.02.12 16:10:00 -
[105]
friendly and enemy targets seperate
UI
support ships have had a long anoying problem that targets are not decerned between friendly and enemy even when grouped with the friendly ship this means that when support ships target a friendly ship to proform repairs or buffing they are seen by the friendly ship as an attacking enemy??? and on the support ship both the friendly and enemy targets are clumped together and very often swap and shift positions making accidental attacks on friendly ships and possible reprisal by comsec a huge risk. for suposidly being futuristic FTL space craft they sure are retuarded.
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sarako
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Posted - 2009.02.12 16:17:00 -
[106]
readjust nav computer
when you comand your ship to approach another ship or an astroid the ship ALLWAYS fails to stop as per the navcom and bounces off what it was supose to be approaching the ship should be slowing down earlier to actually be at 0 speed at the selected approach range, not decide to stop AFTER it has allready past this point.
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sarako
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Posted - 2009.02.12 16:33:00 -
[107]
skill interface:
the ability to shift and s skills so that the player can place high priority skills in one place and low priority skills in another id have a default setting and a custom setting for example
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sarako
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Posted - 2009.02.12 16:35:00 -
[108]
interface
manual manuver controls for turning pitching and speed control please
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sukio
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Posted - 2009.02.12 16:51:00 -
[109]
UI
sort options for courior and market such things as limiting bond or size or security so if i want to search for cargos with only a 2mill bond or less and a cargo not exceeding 10k its possible
oh yes REVAMP THE WHOLE COURIER SYSTEM its been a useless mess full of EXPLOITS for years EVE PVP is out of control and is hurting EVE and CCP |
Gabi Angel
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Posted - 2009.02.12 20:05:00 -
[110]
Devs,
I have an improvement to request. :)
When you click in a BP and select invent you need to select a lab with the "Pickup Installation" button.
The following window already save your previous selection of Activity, Location and Type, but do not save the Range previous selection.
So every time i start a new invention, I need to change the Range value from Current Blueprint Location to Current System or Current Region.
Its so annoying and doing this i loose almost 10 minutes to set up a entire batch of 10 invention jobs.
Can you forward this request to help my life and other inventors in EVE?
When anyone asks what I hate most about Eve, the select installation interface is my answer.
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Gabi Devil
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Posted - 2009.02.12 20:10:00 -
[111]
Edited by: Gabi Devil on 12/02/2009 20:12:16 * Title: select Installation Interface
* Category: Invention, Manufacturing, Researching and Copy
* Description: The current interface doesnt remember the last location selected. You need to change the Location in all new jobs (e.g. Location: Current Region) all the times
* Goal: Less stress, more productivity, eliminate repeated efforts in this annoying step.
edit: Selected the wrong char... sorry :)
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Malvaroth Vidaru
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Posted - 2009.02.12 20:18:00 -
[112]
* Title: Return of the magnifier.
* Category: UI
* Description: This is the perfect time to bring back the magnifying square that was part of the UI prior to the Trinity update.
* Goal: This would simplify / enable visual identification of another pilot's T3 components.
Inspired by Chribba: "WTS Ship Scanner II's in bulk."
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.12 20:54:00 -
[113]
Title: Introducing wormhole probing without wrecking current exploration/pvp scanning balance
Category: Exploration probing
Description: Label all wormholes as scantype wormhole and use the currently unused structure scangroup for them. Add a group of probes for wormhole scanning (wh specific multi through sift) with low entry scanning skill requirements and scan to result to fit design goals of it being fast.
Goal: Create an accessible probing mechanism without hurting pvp scanning and with a -insert explicit- pos -insert explicit- widget, whilst introducing players to the site exploration mechanics used without turning the exploration system into yet another mission grinding method.
Reason: The new exploration and shipscanning UI is taking us back to the old much dreaded probing mechanism but instead of the ship warping around you now don't have to warp around yourself since your probes are doing it for you. All targets are now aware of propper use of safespots where before safes were actually considered safe, players will not do away with their logoff/cloaks, i.e. the public is now educated where as the old system relied completly on players trusting their safes/lack of knowledge about being able to be found. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Potrero
Gallente Federal Navy Academy
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Posted - 2009.02.12 21:37:00 -
[114]
- Tile: Ship Balancing: Black Ops
- Description: Would request a rebalancing of the mass / lightyear calculation which currently governs the behavior of cov ops jump portals. I'm proposing a calculation which penalizes mass much more than range. The result would be the ability to carry perhaps 8 to 10 frigate-sized ships 10 jumps or more.
Would additionally like to see the restriction of allowed shiptypes to expand to include assault frigates and e-war ships
Now would also be an excellent time to implement the fuel bay
- Goal: Make BO useful as a platform for small assault frigate, stealth bomber raids across a larger number of jumps. This would radically expand the gameplay options while not making the ships too overpowered.
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:08:00 -
[115]
* Title: Allow drag and drop of characters to contract creation screen.
* Category: Contracts
* Description: When creating a private contract you have to type in the name of the character you want to send the contract to. It would be nice to be able to drag and drop a portrait to the name field instead of typing.
* Goal: To make it faster and easier to create private contracts. Also makes the interface more consistent since drag and drop woks everywhere else.
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Illectroculus Defined
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Posted - 2009.02.12 22:23:00 -
[116]
An easy one: Give the Ibis Missile Launcher Hardpoints
It's one of a tiny handful of caldari ships that can't fit missiles, and it's the first one every caldari player sees. Depending on their advancement path players can spend a lot of time training railguns before the caldari preference for missiles becomes apparent. (this especially happens to miners who progress from the Ibis into the Bantam, the only caldari frigate without missiles).
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:26:00 -
[117]
* Title: Add default enter actions where it's missing.
* Category: UI
* Description: There are many places you want to accept or go to next screen, currently you often have to use the mouse. Would be great if you could use the Enter key to accept or click next.
Some places where enter currently doesn't work: Logging in a character - after login where you have your three characters I often want to login with the preselected one. Pressing enter does nothing, having it pree the "Enter Game" button would be great.
Contracts - None of the contract screens accept enter as a way to press next. Enter works if you don't click anywhere else but as soon as you change field there is no way to click next except to use the mouse. This is true for all the 4 screens of the contract creation process.
Science & Industry - After selecting one or more jobs it would be nice to use enter to deliver jobs but instead it just clicks get jobs again since that was the last clicked button. - When starting a job you have to select line to use first so would be nice if enter would open up that option but instead enter clicks Ok - an illegal action. After selecting a line to use it would be nice to use enter to accept the job but then enter clicks the change installation button instead (something you have already done).
There are probably more places but that's what I can think of right now.
* Goal: To require less mouse interaction and more possibilities to use the keyboard. Also makes many things go faster since it's easier to find the enter key then to click a small button.
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:34:00 -
[118]
* Title: Allow different configurations of the effective hitpoint calculator in the new fitting tool.
* Category: UI, fitting screen.
* Description: The new fitting screen show effective hitpoints as your total hitpoints when hit by the damage type you have weakest resist against. While this way of calculating effective hitpoints has it's uses there are other ways that are interesting as well. For example you might want to test that you can tank a doomsday by checking effective hitpoints against one damage type or how good your tank is against certain rats that deal two damage types or you want to compare it to EFT and use an even damage distribution. It should be possible to change how effective hitpoints are calculated to make the feature more useful.
* Goal: Adding more options for effective hitpoints calculation makes it more useful. It also avoids confusion when talking about effective hitpoints since some people will look at EFT and others in game making it hard to compare numbers with your friends.
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:48:00 -
[119]
* Title: Change sorting by different columns to be consistent with windows and all other programs.
* Category: UI
* Description: The game remembers the direction (ascending/descending) you sorted each individual column in last and when you change column to sort by the value is fetched and reversed. In windows and all other programs I can remember using the old direction is used instead (no reversion). For example I usually keep my market info sorted by price so I see the cheapest on top but sometimes I want to buy the closest item instead. So I click the Jumps column to sort by distance. After I'm done I want to change back to sort by price, so I click the price column and the game see that I wanted cheap items on top last time so it reverse that to show most expensive items instead forcing me to resort by price again to restore it to show cheapest items first. This means that even if I have all columns sorted the way I want to view them I still have to sort twice every time I switch column to sort by.
I can't remember any time that the eve behavior has felt better then the standard way of doing sorting.
* Goal: To make the interface more consistent with other programs like windows and save work when sorting. It should also remove some calls to the database so should be in line with the need for speed.
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.13 02:40:00 -
[120]
Edited by: Faraelle Brightman on 13/02/2009 02:46:38 Title: Refresh noob missions to match the new tutorial format better.
Category: New Player Experience
Description: This is a suggestion of new text for the very first mission a player does.
Agent eve-mail:
Greetings, <name>
You are almost ready to become a fully qualified pod pilot. Your instructors have been telling me good things about you and I'd like to offer you the chance to take part in an internship program where you will work with an agent to explore different career opportunities that New Eden has to offer.
But first, if you're ready, come talk to me and I will run you through your final flight check before you set off.
Agent mission breifing:
Hello, <name>. Ready for your flight check?
(I'm ready.)
Excelent Here are your instructions: Undock and warp to the coordinates I will load into your ship's computer. At the location you need to destroy the training drone flying around there. Retrieve the data chip from its cargo. When that's done, return and speak with me. Your ship's computer should tell you any other information you need to know.
On completion:
Excelent! Congratulations. I'll arange contact with some agents for you, come back to me in a few minutes...
Second Mission Breifing:
I've almost got everything in order but in the meantime could you do me a favor?
(What sort of favor?)
I need these documents delivered to <location>; they contain sensitive info so I can't send them electronicly. By the time you deliver them I should have the list of agents ready for you.
Goal: Because the character selection screen has been streamlined some of the background information that was presented there has been shifted to the wayside. The aim here is to give the players answers to these basic questions:
- Who am I? (A rookie pod pilot) - Where am I? (A school where you've been/are training as a pilot) - What am I doing? (Sha na na na, get a job o/') -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
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