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Author |
Thread Statistics | Show CCP posts - 38 post(s) |
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CCP Guard
C C P C C P Alliance
2207
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Posted - 2012.05.03 10:08:00 -
[1] - Quote
Our UI people have been on a tear lately, reshaping EVE's many interfaces and making the experience of using them a lot more pleasant.
Please read the latest on your user friendly EVE future in this blog from CCP Arrow and CCP Optimal. CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
22
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Posted - 2012.05.03 10:11:00 -
[2] - Quote
This is going to the test servers very soon. Enjoy. |
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CCP Punkturis
C C P C C P Alliance
1939
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Posted - 2012.05.03 10:17:00 -
[3] - Quote
awesome dev blog but Arrow, you're really bad at naming your ships CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP RedDawn
C C P C C P Alliance
97
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Posted - 2012.05.03 10:21:00 -
[4] - Quote
Normally I retain my 'casual corpse collecting' for real life, but this changes things.... Team Avatar |
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CCP Affinity
C C P C C P Alliance
236
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Posted - 2012.05.03 10:24:00 -
[5] - Quote
This is so awesome CCP Affinity | Team Five 0 |-á @CCP_Affinity |
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CCP Optimal
C C P C C P Alliance
65
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Posted - 2012.05.03 10:39:00 -
[6] - Quote
Gizan wrote:OH for the love of god dont force me into using MORE stuff i dont want to use. please allow this "tree stuff" to be optional..... last thing i need is more windows where you right click and they fold over on them selves from right to left...........................................................
(inserts 12312412 more lines of dots)
If you find the tree taking up too much screen space, just click the double arrows button to minimize it |
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CCP Optimal
C C P C C P Alliance
65
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Posted - 2012.05.03 10:44:00 -
[7] - Quote
BugraT WarheaD wrote:Game of Drones Team, make love to me, RIGHT NAOW -º
Careful what you wish for ... |
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CCP Optimal
C C P C C P Alliance
65
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Posted - 2012.05.03 10:46:00 -
[8] - Quote
DaiZ Do wrote:Quote:(...) and under Corporation you will see all the divisions accessible to you (the ones that you donGÇÖt have read access rights for are hidden). This is not a good practice: As a corp member I may want to move items to hangars I don't have (view) access to. This happens a lot of times.
Good point. We'll be looking into this issue. |
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CCP Arrow
C C P C C P Alliance
44
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Posted - 2012.05.03 10:48:00 -
[9] - Quote
Nathanien Indoril wrote:Also: i love the game of drones logo...
Thanks! CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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CCP Optimal
C C P C C P Alliance
65
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Posted - 2012.05.03 10:49:00 -
[10] - Quote
Evelgrivion wrote:My one source of confusion is the absence of drag and drop functionality in the "None" text highlighted in this image. Fantastic changes, otherwise!
It basically means that your ship has no sub inventory locations. It would be cleaner to just not have the ship tree entry expandable in those cases, but due to technical reasons that isn't feasible. |
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CCP Optimal
C C P C C P Alliance
65
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Posted - 2012.05.03 10:52:00 -
[11] - Quote
Perkuno Sunus wrote:Say I opened a wreck, and then I salvaged it. That used to close the cargo window. Will the same happen with the wreck in the tee - is it going to be removed automatically? To rephrase the question: will non-existent wrecks still stay in the tree, and need to be removed manually?
Yes. If you select a wreck and click the "Loot all" button, the wreck will be removed and you will automatically switch over to the next wreck you have in the tree view (if any). |
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CCP Optimal
C C P C C P Alliance
66
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Posted - 2012.05.03 10:57:00 -
[12] - Quote
Salpad wrote:One thing I'd like is to be able to sell multiple stacks at once.
Clearly that requires some form of post-action consent. One way of implementing that is to ask the user what percentage of market price he's willing to sell each stack for. For instnace 60% or 85% or 110%. The game then goes through each stacks, and sells all the items that can be sold. I envision this as sometimes taking several seconds, maybe even minutes, but the player can just go AFK while it happens. It's certainly more attractive than the huge amount of micro-management that is currently required to sell multiple stacks.
This is something we really want to do, but just couldn't fit it within the current release. We'll make it happen, hopefully sooner than later. |
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CCP Optimal
C C P C C P Alliance
66
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Posted - 2012.05.03 10:57:00 -
[13] - Quote
Aethlyn wrote:How about renaming the "None" entry then? Like "No additional holds" or something similar?
I like it. |
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CCP Optimal
C C P C C P Alliance
66
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Posted - 2012.05.03 10:58:00 -
[14] - Quote
DaiZ Do wrote:Also, right click menus on the tree-items would be awesome :) I.e. enabling to approach inventory location "pos module: laboratory 123".
That's already in there |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
23
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Posted - 2012.05.03 11:00:00 -
[15] - Quote
Raptor2022 wrote:First off let me say this. Amazing!
I am worried about 1 thing though. With wrecks in space I generally try to keep a little small block that displays only about a 3x3grid worth of loot and let them all stack in the same location. I then put my cargohold window right next to or on top of it, keeping to the same small scale window sizing. This allows me to open containers, drag and drop items to my heart's content and still see what is happening around me. I know the overview is mostly used but I am sure there could be a few instances where it could get in the way. Especially since your attention will be automatically dragged to the big window in the center of your screen instead of watching the all important overview.
Other than that worry, I think it is going to be fantastic.
We recommend you give it a go on Singularity, it is live now.
To answer your question; all in space wrecks and cargo containers will be added as a closable window to the tree view. So you could still have a small window in the corner with a list of all the wrecks you have opened as part of the tree view. Then loot them via the tree view.
The tree view in effect removes the need to have two windows opened, as you can drag items via the tree view. So you can drag and drop items to your hearts content without opening more than one window.
DaiZ Do wrote:Also, right click menus on the tree-items would be awesome :) I.e. enabling to approach inventory location "pos module: laboratory 123".
Who knows, maybe we already included all the current right click functionality on the tree view :)! |
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CCP Optimal
C C P C C P Alliance
70
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Posted - 2012.05.03 11:25:00 -
[16] - Quote
Ten Bulls wrote:"It is effectively possible to create a very simple or complex filter, depending on your needs."
How about having a way to "export" these filters, so they can be shared with other characters.
This is something we wanted and still want to do, but sadly couldn't squeeze it in this time around. At least the filters are stored on the server so you don't have to re-create them when switching between machines. |
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CCP Optimal
C C P C C P Alliance
71
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Posted - 2012.05.03 11:33:00 -
[17] - Quote
DaiZ Do wrote:Um I got another one:
Will we be able to show 2 or more inventory windows, anyway? I could imagine a few use cases where this would be handy (production for example), to minimize clicking, etc.
Yes, just SHIFT+click an inventory tree entry to open it up in a new window. This new window will open up with it's tree view collapsed by default. You can effectively have as many instances of the inventory window open as you want. |
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CCP Explorer
C C P C C P Alliance
438
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Posted - 2012.05.03 11:42:00 -
[18] - Quote
100th! Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Optimal
C C P C C P Alliance
71
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Posted - 2012.05.03 11:54:00 -
[19] - Quote
Zakurai wrote:Looks like it could be good or bad, either way I'll just have to give it a shot. The only inventory improvement I really want is the ability to be able to use ctr - A, ctr - x, ctr - v. It would speed things up immensely and not change too much in terms of coding (I think). This would make looting in space much much faster and eliminate the hassle for the people that don't want to drag and drop (while getting shot at)
Damn, we totally forgot about that. And by forgetting, I mean forgetting to mention that we've added this functionality in the blog! Sadly, some grumpy game designers didn't share my opinion that we should implement ctrl+c as well... |
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CCP Optimal
C C P C C P Alliance
73
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Posted - 2012.05.03 11:57:00 -
[20] - Quote
Vaerah Vahrokha wrote:Will the new inventory system fix my situation, when I put more than 900 items somewhere, that somewhere grinds slow to an halt.
We've drastically improved performance when dealing with multiple items, so, yes we've fixed that. |
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CCP Optimal
C C P C C P Alliance
77
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Posted - 2012.05.03 13:04:00 -
[21] - Quote
jonnykefka wrote:CCP Optimal wrote:DaiZ Do wrote:Um I got another one:
Will we be able to show 2 or more inventory windows, anyway? I could imagine a few use cases where this would be handy (production for example), to minimize clicking, etc. Yes, just SHIFT+click an inventory tree entry to open it up in a new window. This new window will open up with it's tree view collapsed by default. You can effectively have as many instances of the inventory window open as you want. Having mucked around with this on Sisi a bit, this is an INCREDIBLY useful piece of information that I really could have used yesterday. Make sure to communicate that in a tooltip or something because I almost bit through my keyboard in frustration a couple times trying to load ammo into ship cargo holds, dragging it to tiny-ass icons.
The shift+click shortcut is communicated through the tree entry right-click menu, where you can access the same functionality |
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CCP Optimal
C C P C C P Alliance
77
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Posted - 2012.05.03 13:16:00 -
[22] - Quote
Sin Pew wrote:It looks like a very neat change, might take a bit of time to change habbits (that's why most people hate changes) but it hopefully fixes one of the tedious part of the UI, with the added benefit of way less fiddling with various windows whenever the settings and cache has to be cleared.
But... making POS hangars/SMA items repackage-able and stackable? pleez? with "View content" right-click menu option for ships? (or will they work the way station ships are displayed?)
Oh and... might have missed the answer to that... estimated price based how? For those living in W-space would that mean no more jita-alt-price-checking? or is it based on regional prices (WH-dwellers screwed up)?
We're using global weighted average, so you can send your alt on vacation. |
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CCP Optimal
C C P C C P Alliance
77
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Posted - 2012.05.03 13:27:00 -
[23] - Quote
Deathwing Reborn wrote:Ok, so I haven't read through this entire thread so I don't know if anyone already commented. WTF were you thinking with the "Game of Drones"?
1. WTF does this have to do with Drones? 2. Why would you be rubbing in the fact that CCP has decided that Drones deserve no time investment to get right? 3. Why not have named a sorely needed DRONE patch with this great title? 4. Seriously WTF....
On a very unrelated side note, the inventory window does look kind of nice. I do foresee alot of misplacing of items using the tree though.
PS. So in the future are we going to get a Drone related patch named "Cleanup on aisle five"?
I'll have to be honest; scrum team naming isn't what you would call exact science
We definitely haven't forgotten about the drone UI and we have some very interesting ideas floating around. The problem is simply that there are so many worthwhile UI improvement projects and so little time! |
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CCP Arrow
C C P C C P Alliance
45
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Posted - 2012.05.03 13:43:00 -
[24] - Quote
CCP Optimal wrote:Deathwing Reborn wrote:Ok, so I haven't read through this entire thread so I don't know if anyone already commented. WTF were you thinking with the "Game of Drones"?
1. WTF does this have to do with Drones? 2. Why would you be rubbing in the fact that CCP has decided that Drones deserve no time investment to get right? 3. Why not have named a sorely needed DRONE patch with this great title? 4. Seriously WTF....
On a very unrelated side note, the inventory window does look kind of nice. I do foresee alot of misplacing of items using the tree though.
PS. So in the future are we going to get a Drone related patch named "Cleanup on aisle five"? I'll have to be honest; scrum team naming isn't what you would call exact science We definitely haven't forgotten about the drone UI and we have some very interesting ideas floating around. The problem is simply that there are so many worthwhile UI improvement projects and so little time!
The team name came out of 3 things:
- Some of us like Game of Thrones and we wanted to reference the show in some way.
- Members on the team have a passion to improve the Drone UI in the near future, and we will probably stay together for a while so we picked a team name to reference the work we want to do to keep us motivated.
- Many Scrum teams don't pick names that have anything to do with their feature work. I at least hope that Team Ass Force One didn't.
CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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CCP Explorer
C C P C C P Alliance
442
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Posted - 2012.05.03 16:28:00 -
[25] - Quote
Claire Voyant wrote:Garrvik wrote:CCP Explorer wrote:100th! Just to nit pick, you're actually 99th. See, the OP is post #1, and the "first" is reserved for the first reply, which is post #2. So, since your post is post #100, that makes you 99th. That is mind blowing. I'm amazed at the depth of this analysis... but you are right.
Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
28
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Posted - 2012.05.03 18:46:00 -
[26] - Quote
Paul Clancy wrote:So far, we have discovered two annoying Inventory bugs, which we will share here (filing proper bug reports is boring :)): 1. Creating separate windows for various entries in the Inventory index and then closing the main Inventory window results in this window becoming inaccessible from the Neocom; if you press the Inventory button, you're presented with a context menu containing the names of the separate Inventory windows you have created earlier. Of course, the button reverts to its original state once you close all these windows, but this is really inconvenient GÇö couldn't you just make the main Inventory window a part of any context menu that's being generated for the Inventory button? (If this doesn't make any sense to you, please take a look at this video to see what I'm talking about: http://www.youtube.com/watch?v=35DuqyAJ2sY ) 2. Opening a separate drone bay window and then switching ships results in this window being replaced with a cargohold window for the new ship; oddly enough, any cargohold windows stay put during these switches GÇö they even get to keep the "(active ship)" monicker in their titles. (Another helpful video can be seen here: http://youtu.be/5Wb3LH5YdS8 )
Just wanted to say, thank you for the awesome videos, much appreciated.
Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.
Also in the case of point one, would it be okay that you can expand the tree view on the remaining windows? And indeed use them as "main" windows?
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CCP Optimal
C C P C C P Alliance
135
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Posted - 2012.05.03 21:47:00 -
[27] - Quote
Just wanted to note that due to popular demand we've made changes so that the inventory window will have two sets of width, height, position and tree collapsed/expanded settings; one for stations and one for space, so you'll be able to configure it as you please for both scenarios. |
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CCP Optimal
C C P C C P Alliance
157
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Posted - 2012.05.04 08:56:00 -
[28] - Quote
Marwolaeth Arglwydd wrote:Looks and works well except when im trying to figure out which ship is which. Mine are all named and I sometimes forget what ship I named what. If we could have the ship type in brackets next to the ship name would be awesome. Just in the tree that is.
Some people had already pointed that out, and the solution you describe is the exact one we implemented. |
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CCP Optimal
C C P C C P Alliance
157
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Posted - 2012.05.04 09:10:00 -
[29] - Quote
Harrigan VonStudly wrote:
This is something we very much wanted to do, but due to server load constraints, we just couldn't do it, as it would have required us to peek inside every single inventory location (which requires expensive server calls) every time you would open up the inventory. If we ever decide to convert EVE into a single player experience, then we'll be doing it in a snap! |
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CCP Optimal
C C P C C P Alliance
164
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Posted - 2012.05.04 16:28:00 -
[30] - Quote
Shandir wrote:CCP Optimal wrote:Harrigan VonStudly wrote: This is something we very much wanted to do, but due to server load constraints, we just couldn't do it, as it would have required us to peek inside every single inventory location (which requires expensive server calls) every time you would open up the inventory. If we ever decide to convert EVE into a single player experience, then we'll be doing it in a snap! For player owned locations, this data is totally cacheable. For shared locations, not so much.
Exactly, and we do cache this stuff, but you still have to fetch the entire thing the first time you peek inside an inventory location during each client session, as you might have logged in on another machine, or some other, inventory changing external events might have happened. |
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CCP Optimal
C C P C C P Alliance
164
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Posted - 2012.05.04 16:33:00 -
[31] - Quote
Hoshi wrote:If you are going to unify why not take the opportunity and put assets under it as well. Place them under a Remote Stations header or something.
This is something we have on our backlog; either updating the look and feel of the assets window to match the new inventory, or simply merge it in. |
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CCP Arrow
C C P C C P Alliance
72
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Posted - 2012.05.15 11:37:00 -
[32] - Quote
Hey folks.
I just wanted to restate what we said in the Dev blog for the Unified Inventory that we wanted to get feedback from those that use SiSi in order to address problems that would occur. We intended on following heavily up on the feedback, doing as much as possible before launch as well as doing even further iterations and fixes in the upcoming release. Team Game of Drones is committed to a new methodology of using the principals of User Centered Design, where the User Experience of our players drives our design decisions.
Not only did we collect all feedback from the Forums, personal posts, Twitter comments and other sources but we took the issues many of you like Grey Stormshadow, Tippia and other have been pointing out and created a User Testing plan which we facilitated last week. In the sessions the whole team observed the live feed and took notes on everything the participants did. We don't do User Tests because we don't believe you when you say there is a problem, we want to address it correctly and by seeing it in action with our own eyes, we can more easily find a solution to the problems you have found.
Once we had collected all the date from the tests we created stories and design updates which have either already been submitted to the next SiSi build, or we are actively working on or have been put into our backlog of work stories which we will address as priority stories before we start working on other features for next release.
I'm sorry if people that have given us feedback have felt we didn't listen in the past few days, I hope this post has re-instated that we actually listen and act accordingly and have simply been doing nothing else since the release of our blog. In the future, when we go through the feedback and create User Testing plans, we will make sure we reply to all the different discussion threads on the forums where we read the feedback, so that you all know that the feedback has been read, noted and addressed.
Thank you all for the feedback, you help us make better features and a special thanks to those that have gone above and beyond by bringing us very detailed and accurate constructive feedback, it does make a world of a difference for us. CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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CCP Soundwave
C C P C C P Alliance
963
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Posted - 2012.05.15 13:45:00 -
[33] - Quote
Grey Stormshadow wrote:...and what kind of version are we expecting to see in tranq next week or will this project be delayed?
Going on Tranq next week! |
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CCP Soundwave
C C P C C P Alliance
963
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Posted - 2012.05.15 13:48:00 -
[34] - Quote
Smoking Blunts wrote:CCP Soundwave wrote:Grey Stormshadow wrote:...and what kind of version are we expecting to see in tranq next week or will this project be delayed? Going on Tranq next week! ccp pushing out half finished stuff with reduced functionality? again?
Smoking Blunts being overly dramatic?
Again? |
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CCP Soundwave
C C P C C P Alliance
964
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Posted - 2012.05.15 14:41:00 -
[35] - Quote
Smoking Blunts wrote:CCP Soundwave wrote:Smoking Blunts wrote:CCP Soundwave wrote:Grey Stormshadow wrote:...and what kind of version are we expecting to see in tranq next week or will this project be delayed? Going on Tranq next week! ccp pushing out half finished stuff with reduced functionality? again? Smoking Blunts being overly dramatic? Again? lol nah no weed smoked today. the system thats on sisi now has and is missing functions that teh current tq system has. ive detailed them above, check it out bud
Should be getting Sisi updates before Tranq!
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CCP Arrow
C C P C C P Alliance
73
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Posted - 2012.05.15 16:35:00 -
[36] - Quote
Tippia wrote:By the wayGǪ CCP Arrow wrote:In the sessions the whole team observed the live feed and took notes on everything the participants did. We don't do User Tests because we don't believe you when you say there is a problem, we want to address it correctly and by seeing it in action with our own eyes, we can more easily find a solution to the problems you have found. GǪaside from the slight O_o at you not believing what we say, should we interpret this as it being better to do what I did and record and actually show you the problems we find rather than just write them up in the classic test feedback way? I mean, sure, we're talking about a visual interface so visuals are probably quite handy, and if a picture is worth 1,000 words, I suppose a video is worth 24,000 words a secondGǪ but still, it's a fair bit more work so does it actually have any added value to you?
What I said was, it's not that we don't believe you when you say that there is a problem, we do believe you, but instead of acting directly on the feedback we get on the forums, we need to recreate the situation players are describing so that we see the problems in action. This allows us to make design decisions that are more accurate than trying to interpret what we read on the forums and directly implement fixes based on that.
So yes, getting videos where you both do something and say what you are doing and what you are thinking while doing it is very useful, it's exactly what we get in the User Tests. The reason we also do User Testing is so that we can compare multiple participants doing the same tasks, having different background, experience and play styles. We need to compare all those different use cases to each other to make sure we cater the solutions to as many types of players as possible. That is our goal, but it is a hard one as you can imagine.
TL;DR: We believe you CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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CCP Arrow
C C P C C P Alliance
82
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Posted - 2012.05.22 10:21:00 -
[37] - Quote
Tippia wrote:Oh myGǪ From the patch notes: GǣMarket deliveries now appear under the Corporate hangar section in the Index tree of the inventory.Gǥ GǪsoooo, has anyone checked the latest build if this means the bug remains where the corp hangar section only shows if you have an actual corp hangar in the station?
Sorry about that, it isn't correctly stated in the Patch notes, I'll have it changed to:
Market deliveries now appear as an independent entry in the index view of the Inventory, regardless of whether an office has been rented in the station
CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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CCP Guard
C C P C C P Alliance
2363
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Posted - 2012.05.23 11:36:00 -
[38] - Quote
Patch notes for today's patch.
Some fixes to the Unified Inventory issues people have been running into. I know this doesn't cover everyone's concerns, just posting this in the relevant threads so everyone is aware of the current status. CCP Guard | EVE Community Developer |-á@ccp_guard |
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