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Thread Statistics | Show CCP posts - 38 post(s) |

Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1110
|
Posted - 2012.05.03 12:00:00 -
[1] - Quote
This is 3rd place I post this, but here goes any ways. At least you can't miss it :D
- After opening a container inside main inventory system, please add "back"-button to return to previous window. I found myself clicking "hide browse menu"-button by accident many times thinking that it was the "back"-button. - Neocom button should open second (new) inventory window while holding shift. - Double clicking neocom button or keyboard shortcut (alt+c) should bring up all minimized inventory windows. - Inventory window should have simple button to open another inventory window with 1 click. - "open ships cargo"-right click selection should open it to new window while holding shift. - double clicking container should open it to new window while holding shift. - Double clicking ship in main ships window should open it's cargo. - Double clicking ship in main ships window should open it's cargo to new window while holding shift. - Double clicking hangar background should open ships cargo to new window, not to main inventory window. - While in space and using inventory in compact mode (left menu hidden), there should be some hotspot where one can move single items from (loot) container to ships cargo. You don't want to "loot all"-every time and un-hiding browse menu just for this purpose is kind of an effort. You don't have to be able to move stuff back and forth, as to do this, you can always open another window and stack those. This is mainly a thing related to taking individual items from containers and moving them to your own cargo. - It would be nice if inventory system had size, position and configuration (left menu hidden or not) saved for station and for space separately. In station I want to use rather big main window + possibly additional windows but in space I want to see only 1 compact window with left menu definitely always hidden. It is quite an effort to always resize and reposition the window when undocking/docking. - Would be kewl if you could shrink the bottom bar with xxx number of items + isk value to 1 row instead of 2. Wasted space there.
and finally -> could you please make possible to drag and drop folders from "index menu" to neocom. Those buttons then should folders in main inventory window unless again if shift is being held down, they should open in new window. Opening mostly used windows directly from neocom would really convenient specially for corp windows.
Any way that is all what I could "find" after quick test run. The basic concept seems ok and most critical things have been covered well. Tweaking the stuff mentioned above should provide some further usability improvements to daily functions.
Thank you.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1113
|
Posted - 2012.05.03 12:42:00 -
[2] - Quote
CCP RubberBAND wrote: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. No - I don't want to use tree view in space either - it takes too much space and is too micromanaging to use. Read this.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1115
|
Posted - 2012.05.03 22:23:00 -
[3] - Quote
CCP Optimal wrote: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. It's a good start. Thank you.
Now keep going and tweak other stuff on this list and on other posts in this thread/test server threads. This thing is still heading towards similar end than neocom did. My quick test run revealed plenty of "minor" usability issues and I've counted at least same amount of other issues from posts around the forum. Knowing that you guys already have faction warfare assignment waiting behind corner, odds for unfinished and unpolished nightmare to reach and remain in tranq are almost there already? Fixing one or two things won't change that fact.
Who actually is responsible about these decisions in long run?
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1118
|
Posted - 2012.05.04 04:08:00 -
[4] - Quote
Malice Redeemer wrote:" I want the active ship to have a separate window for its cargo hold. I want that window in the same place both in space AND in station. I want it to stay there till I want to close it. "
And on top of this I want the windows for my ships and hanger to be tabed the way they used to be. And stay where I put them.
I find the nested list counterintuitive. The way it keeps opening to new windows in itself and not opening new ones, the way it keep changing to whatever my mouse is over, its just bad! It is not bad... it is just unfinished and unpolished.
Separate window positions for space/station they promised to fix already so that "done deal".
One of other major key issues is to get shift clicking various icons/items/labels/containers as universal way to inform the client that you should be opening new separate window. That is far from done deal at the moment.
Details here.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
|
Posted - 2012.05.04 09:27:00 -
[5] - Quote
Pierced Brosmen wrote:CCP Optimal wrote:The shift+click shortcut is communicated through the tree entry right-click menu, where you can access the same functionality I would prefer doubble click over shift+click / right-click-menu for such functionality any day (why should it require two hands or hand gestures, trying to hit the right menu option, when a simple double click could do the same  ) Naa... double click is generally an open/expand command. Shiftclicking target is the correct key combination for the feature. Just would prefer it to work everywhere and not only in main tree of some menu. Right click menu option is obviously standard stuff which should be always available.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
|
Posted - 2012.05.04 14:32:00 -
[6] - Quote
CCP Optimal wrote: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). Have you even tried looting without the tree view and assuming that you may not want to "loot all" ?
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
|
Posted - 2012.05.04 14:36:00 -
[7] - Quote
CCP RubberBAND wrote: 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.
...and I assume that you tend to sit in station a lot and barely know where the undock button is.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
|
Posted - 2012.05.04 14:42:00 -
[8] - Quote
CCP Optimal wrote: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... Yes this is very nice. In fact it was while testing ctrl-x functionality when I realized that there was not "back"-button available. Like if you wanted to take item from container and move it to another... you went to one, selected item(s), hit ctrl-x and wanted to go back to parent folder but the easy road ended there.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
|
Posted - 2012.05.04 18:09:00 -
[9] - Quote
Mr Optimal it would be really nice to get update what is going to happen to this thing next and what changes are going to be made. I know that you don't like me one bit because I've been doubting your (teams) ability to provide finished products since the neocom project, but I'm still the customer who has to deal with the stuff you upload to the server. Probably next 6-7 years in fact.
It would be great if all teams and members wanted to be proud of their work and accept not any half baked solutions. Most teams and individuals have reached this level and earner healthy amount of respect since CCP refocus and increased communication. After reading all the replies in this thread and test server thread, together with the sad history with neocom, the jury is still far out with you guys.
You may get rather positive feedback now when you have new nice devblog with nice pictures up, but when people go and actually test this thing they find out all the small but very important flaws and annoyances which are still there. The backslash will hit forums when this thing goes live - just like with neocom. That is if you leave it as it is at the moment.
You got nice feature rich update coming here which has all the basic ingredients of being awesome. How about finishing it this time and also realizing that you might have strong vision about "perfect world", but it might not be perfect for someone else.
Here is the link for your convenience again. I'm waiting for the comments why these aren't worth "fixing" if that is the case like it seems. Silence and ignorance usually just make me whine more if you haven't noticed already .)
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1120
|
Posted - 2012.05.04 23:16:00 -
[10] - Quote
Tippia wrote: Most notably, I have completely lost control over where new inventories open. Use case: I have a bunch of stuff in my indy's cargo hold and want to transfer it to various parts of a POS hangar. So I approach the hangar and out of habit click GÇ£open cargoGÇ¥ on itGǪ *bam* All my inventory windows now show the hangar(!) This not an optimal solution, because what I wanted was to have the cargo hold in one window, the hangar in another, and then drag stuff from one to the other while having both in view. Or even simpler scenario: I want to pick up some loot from a wreckGǪ approach the wreck and click open cargo, and now my cargo view shifts to show the wreck, but I wanted that window to show my cargo hold GÇö that's why i selected it.
Yep.... this is because as certain dev already said in this thread, the fundamental idea behind the new system is to have only one window open and micromanage it by drag and dropping items through folder menu. They have clearly failed to realize that most item transfers which need any amount of sorting or comparing will be most likely done with at least 2 separate windows open. Only very simple item transfers shall be done with they way they planned and navigating with one window without back button is making even that an effort. Folder structure is really slow to use.
What comes to space, no sane pilot will start to loot few cap boosters or repair paste from some container to own cargo by drag and dropping them to some small label in some (possibly rather long) folder menu. In space it is important that things are clear and easily accessible. Drag and dropping items between windows or to some static hotspot is fast. Using menu structure is not. Many also prefer to have more screen estate and have several smaller (possibly stacked) windows rather than one huge window for item management when the focus is obviously in more important flying in space stuff.
They removed bottom bar window minimizing from neocom without consulting anyone and now the original idea without most additional inventory windows seemed to be just as bright. The way they work now clearly indicates the fact that they were supposed to be used only in random occasions and that one big new shiny inventory window for space and station should replace everything and make optimal vision become reality. Now because this isn't the case, the silence has taken over again - just like with the neocom.
Dejavu feeling is strong with this one. And yes - I've had beef with mr Optimal long time so I might be bit harsh with my comments. However after knowingly forcing us to see some blinking chat icon and revealing how much he is actually willing to change his own vision, he well deserves every bit I dear to share now and in future. Did I mention that he failed to comment most of the other critique towards the project back then also.
Tippia wrote: Right now on TQ, I consistently use three different stacks for my inventory windows in all environments and an additional window for the hangar bay when in station: one is any kind of corp hangar (in station, at a POS, my Orca's corp hangar, construction platforms etc); the second is my ship cargo holds (all ship holds share the same stack); a third for GÇ£auxiliaryGÇ¥ storage (drone bays, ore bays, ship bays, deliveries, cargo cans). This gives me a neat row of role-specific windows where each inventory opens in a pre-determined slot, and it gives me way to quickly and at a glance see what's available when I want to move stuff from one place to the next, or just check on my cargo status.
Yep... your setup is very similar to mine, except that most of my containers open stacked either to same window with corp hangar or to hangar floor window. Couldn't even think about doing any serious bigger items transfers with only one window using the "explorer". It is the access point but not the correct tool for it. I wonder how many use windows, the operating system, without multible windows open for file transfers requiring any sorting or comparing.
Tippia wrote: This kind of setup is no longer possible because every item location is available in every window. In and of itself, that's not a problem because it means I can rearrange things without having to shuffle a bunch of tabs around. The problem is that the new inventory is seemingly completely unaware of the ability to have two windows open and has no sense of context of what should open where GÇö everything opens everywhere, which is most likely the exact opposite of what I want to happen. I would suggest that you either remove the GÇ£open cargoGÇ¥ button from the selected item window (worst solution), or you change the behaviour so that clicking that button opens a new window with the selected item as the default view (emulating what happens now), or (best, but most complicated solution), that I can select which inventory locations are available in each window GÇö iow, if I could turn off things like ship cargo and drone bay in one window (and conversely turn off cans in a second window) so that whenever I come across a can and open it, it will only appear in that first window, leaving the second one showing whatever it was showing before.
...but ...this is not... 1 window... good for all... ish?
Anyway I'm waiting for the next 7 years adapt or die period which will start with all the optimal fun you just described above.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1121
|
Posted - 2012.05.05 09:44:00 -
[11] - Quote
Tippia wrote: The old system was inherently a multi-pane system because that was the only way it could be done. The new system tries to be a single-pane system, much like the Windows ExplorerGǪ but the problem is that single panes are pretty useless, which is why tools like NC/TC were invented. It doesn't have everything in one place GÇö it has one thing at a time in one place, and the main advantage is that you can quickly select which GÇ£one thingGÇ¥ out of everything you want to see. There's a subtle but very important different in how those two solutions give you access to GÇ£everything at onceGÇ¥. Yes, just like Explorer, the new inventory lets you open multiple windows and thus emulate the old system (with a nice set of new features for each window), but in terms of having everything at your immediate disposal, it's no different from the old one because you still have to open all those windows. Only now, you have to shift-click a whole lot rather than have the different views you want open in new windows by default.
Now, in truth, neither system is even remotely like TC and the old one is unarguably lacking features, but at least it assumed that there would be multiple windows and you could arrange those windows in any setup you liked GÇö the new ones wants to assume that there will only be one window, but the simple fact is that there won't be because that would be horribly inefficient (and it's exactly that inefficiency that the entire line of [whatever] Commanders throughout history has solved). Unfortunately, asking them to implement n-pane split views and quick tabs for different locations to begin to approach what TC lets you do might be a bit much at this pointGǪ
Yea... I still think that this new inventory system is something I could live with as long they start to think it more like an access point or starting point to item management. In space it can be as basic as the cargo hold without side panel and with some basic functionality (ie ability to move item from loot container to parent cargo hold window*) and in station it can be something much bigger. The very basic idea behind this system however has to be that user wants to open new windows, opening them should be easy and their positions should be saved.
*) can be made possible for example by adding back button to top bar and having it behaving as hotspot for item drag and drop transfer at same time
In fact I would think outside the box and actually give users the possibility to permanently "separate" the active ships cargo hold from the unified inventory to external window. This is mainly because it is most used window, contents of it are relevant in space and in station (ammo, courier items, free space) and it even indicates in which ship you are in unless other ways visible. Double clicking hangar background should open this window just like it does now. It shouldn't mess with main unified inventory's current target (like it does in test server atm).
If you start thinking cargo hold and main unified inventory window as 2 different "entities", everything becomes much cleared and easier when separating station and space behaviour. In fact it would be really easy. Both windows have their positions and state saved. Most people will probably keep both open in station and main unified inventory window closed in space. To make things even more convenient, the cargo hold window, even when used in smallest possible size with all the extra junk hidden, could have button to open then main unified inventory window.
This together with change in think process towards the goals of having unified inventory window as starting point for more windows and you got at least my approval.
...but then again this will never happen or even be considered so why even bother writing.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1121
|
Posted - 2012.05.05 10:20:00 -
[12] - Quote
Rammix wrote:I understand that there are always people who don't like something, especially when that something is new. There is this and then there is the version of using this as excuse.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1127
|
Posted - 2012.05.05 17:44:00 -
[13] - Quote
Tippia wrote:For instance, when I think GǣinventoryGǥ, I see things like the station hangar, the corp hangar, the asset list, the corp asset listGǪ and maybe the corp delivery hangar. I do not see things like ship cargo holds, drone bays, jetcans, wrecks, etc.
Yes... I didn't quite get the part where they started to extend overview into inventory window. To be honest didn't even test this functionality much because won't never ever be using such thing.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1129
|
Posted - 2012.05.06 01:46:00 -
[14] - Quote
Here is simplified description about the project:
http://i48.tinypic.com/2vwwvva.jpg
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1131
|
Posted - 2012.05.06 09:02:00 -
[15] - Quote
Tiger... don't bother witth that guy - he has made his mind and has strong vision about it. If the new unified inventory as it is at the moment pleases him - good for him. If he really thinks that half finished stuff what gets to tranq really get major changes after that - good for him too.
Latest I've heard is this team has been assigned to faction warfare assignment as soon this "ui window"-project is finished. With luck there might come some point patches but don't expect them to be anything but tiny fixes here and there. If the core is broken it will stay broken.
Personally I don't understand why CCP allows these guys to push junk out from the assembly line. Like I said before most teams really have stepped up with really nice game enhancing updates and then there is this crew working with key elements of entire game and they deliver only half baked features and worst of all - get away with it.
This started with neocom (which is still unfinished and lacks the key features which old neocom offered) and now we're getting inventory update which will probably - as it seems now - also steam roll plenty of old good functionality and become vision of some individuals who didn't do enough research (again). Majority will realize how this affects their daily functions after main patch day as right now they just (maybe) look at the blog and go "wee - looks awesome".
I am sorry that I feel this way, but I am even more sad in behalf of the majority of devs who do commit and get their efforts buried under questionable actions provided by some selected few. My only real hope is that QA puts stop to this and sets the bar higher.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1140
|
Posted - 2012.05.08 08:50:00 -
[16] - Quote
Btw for UI related stuff I would recommend doing those user testing sessions while planning the features - not when they are already "done".
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1141
|
Posted - 2012.05.08 22:22:00 -
[17] - Quote
Alx Warlord wrote:...people will fell unconfortable about it in the beguinning, but they will like it more and more as they will use it....
I can guarantee to you that it may be case with you and many other people, but then there are people like myself and many more who are thinking just the opposite. It may be difficult to understand but it is the the cold truth to this.
If this goes to inferno without proper multi window support, there shall be plenty of tears and it will ruin good expansion from great many. If CCP fails to understand the feedback and fundamental issues behind the design of this thing at least I'm forced to think that they didn't learn anything from reasons behind failcarna.
The real question at the moment is do they have guts to pull this from the launch or shall we get some desperate last minute patch and nice speech how to adapt or die.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1145
|
Posted - 2012.05.09 11:05:00 -
[18] - Quote
I'm not trying to derail the topic too much here, but got to write this down...
For quite some time there has been certain pattern in way how these updates have been planned, created and delivered. Unfortunately it shows without any doubt that there is not enough, if any, research about player behaviour during the planning process and the will to change/fix usability issues after features have been delivered is rather limited.
I list some of the stuff here which probably explain what I'm talking about here.
Lets go back some time and start with the keyboard short cut update. It was really wonderful thing and still mostly is However there were severe problems during the implementation and several months, patches and tries were needed before it reached it's current state. Worst thing is that it still doesn't work how it should have been working and that mirrored also some problems to overview update later.
So... what went wrong with that one? It is very simple. CCP didn't study the player behaviour enough and didn't quite realize that there are 2 completely different ways players use their short cut keys. Others hold them down while clicking some function - others choose and activate the function 1st and then press the short cut key.
This would have been really easy to take into account while planning the feature update. It would had taken only one esc menu option to separate these 2 playing styles entirely, but that is not what happened. Instead thing got released broken, patched and patched and patched and finished product efficiently tries to combine these 2 playing styles under one short cut mechanism fits to all feature.
In itself there is nothing wrong in this as long it would actually work as well it did before and do nothing you don't expect it to do. However as many are aware this actually wasn't the case and those who were using method to "hold down short cut key + click function" know, that all in one solution is much worse for them than the original usability ever was. In other words new system still causes accidental activations of functions they don't want to activate.
--- continued in next post ---
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1146
|
Posted - 2012.05.09 11:06:00 -
[19] - Quote
--- continued from previous post ---
Then as I said - there is the indirect ramification factor in these things. Overview update which took place not so long ago was really nice - mostly. It followed pretty much the same pattern than keyboard SC-update. The way people select their targets and want the overview to lock was still not researched and taken into account properly. Feature was pushed to tranq and damage control took place in form of several patches when stuff was partially researched afterwards.
Again end result was one size fits for all solution, ignoring that there are 2 ways how people lock and interact with targets. Others hold some keyboard short cut key down,. expect that overview gets locked then, and click target they want to interact with. Then there is the another half who want to select targets 1st and and interact with them later. They obviously expect that their overview gets locked when scrolling the overview up and down with keys and might want it to lock also when mousing over it (just like it does now). Then again both players would most likely want to have/set optional short cut key to manually lock the overview when that key is held down/toggled.
End result with overview update was, that usability is worse again for the same group of people who got boot to the head during the keyboard short cut update. Performance of that thing increased and many other stuff looks better, but usability is not the same. It works - yes. Is it what it could have been with couple options in esc menu? Not even close.
Then we hop to neocom project. I've talked a lot about this recently and probably will continue to do so for quite obvious reasons. This was 3rd major example what happens when user interaction and reasoning behind clients functions is not researched before going for the brand new feature overhaul.
I'm not going to go too deep with this one as this post is very big wall already. I'll just do some listing about part of the issues which are still worse than they were before the entire neocom update.
- There is no task bar in bottom of the screen any more. This makes using multible chat windows and information/blinking in their labels much more inconvenient/impossible. --> People used to like their single chat windows blinking in bottom bar indication when there is new chatter waiting in any of them. You could bring the correct chat up with one click if you wanted to do so and still have choice to ignore the other unimportant blinky ones if preferred to do so. --> You could see member amounts in minimized windows, for example how many members in local or when new people log into corporation chat. --> All in all minimize buttons in windows are pretty useless now. Before you could minimize "work in progress" windows to bottom bar, keep track and cycle between them easily. - Blinking doesn't work properly and is really annoying. It activates on event, but no longer blink only couple times and leave icon highlighted. It doesn't re-blink after each new event any more either. --> the chat button blinks for all the chats and distracts even there wasn't anything important going on in the chats you need to follow in that particular moment. In other words entire button is horrible idea. --> blinking windows stop blinking when you briefly mouse over them. In other words when you press for example character sheet button at top of the neocom bar and move your mouse to undock button, none of your windows blink any more. Blink should stop when tool tip appears/icon is accessed instead (and constant blink is bad thing all in all). - Date is missing from clock. - Char name is missing and making multi client users life little harder if portrait icons look the same. - Generic "zero use" icons are appearing to bar when doing various tasks or opening windows. They are also missing labels.
...so all in all - what to expect to get from unified inventory after this. It doesn't take much to see the picture and probably explains why I'm having some negative mood and expectations.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1152
|
Posted - 2012.05.09 21:50:00 -
[20] - Quote
Fabulousli Obvious wrote:Rammix wrote:
I don't understand people who panic at first sight of a new feature. It's NEW, give it some time, it's meaningless to curse it beforehand. You must accept, it has good sides, so just turn on your patience, give feedback to CCP about what you want (without arguing through 25 pages of the topic and using offensive words) and wait until this new UI improves. I've said enough.
Use it for all of 2 MINUTES and obvious is obvious in this case. Major server update yesterday and NO CHANGES at all were based on what is posted here. It's like some kind of sick joke that never stops being told.
You mean something like http://i48.tinypic.com/34823h5.jpg ?
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1153
|
Posted - 2012.05.10 11:09:00 -
[21] - Quote
Yea... latest couple comments about this feature you can found from this thread. Apparently they are (at least pretending to) doing some user testing now, which I personally find kind of funny. With all the feedback they have it should give quite clear indication what went wrong and clear knowledge that such testing should have been done long before any code was written.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1154
|
Posted - 2012.05.10 11:45:00 -
[22] - Quote
Blue Harrier wrote:Grey Stormshadow wrote:Yea... latest couple comments about this feature you can found from this thread. Apparently they are (at least pretending to) doing some user testing now, which I personally find kind of funny. With all the feedback they have it should give quite clear indication what went wrong and clear knowledge that such testing should have been done long before any code was written. So this is the 'Official' dev blog thread where they ask for suggestions and the last thread it seems they have the inclination to reply. The funny part is I have just re-read the dev blog and almost the very first line says 'What do all EVE players have in common? They need to use Inventory windows. A lot of them... ' And then they go on to change everything to one single window! The irony :)
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1156
|
Posted - 2012.05.10 11:58:00 -
[23] - Quote
Now if you want to see something really funny, check this post out from end of january.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1214
|
Posted - 2012.05.15 11:19:00 -
[24] - Quote
Rammix wrote:...plenty of less bright words... I try to avoid any personal attack here so I just make one hypothetical question:
Do you think that all the less bright people in this thread are dev alts trying to justify the fundamental flaws in their concept ?
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1214
|
Posted - 2012.05.15 11:45:00 -
[25] - Quote
...and what kind of version are we expecting to see in tranq next week or will this project be delayed?
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1215
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Posted - 2012.05.15 14:23:00 -
[26] - Quote
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!
The internal build you're using has to have some serious super mario mushrooms in it then ;)
Anyway thanks for the enlightenment. At this point I'm really happy if these issues at least eventually will be fixed. Meanwhile I would recommend thinking why we are having this conversation week before release and is there something you guys could improve in the planning process of future UI related "improvements" to avoid this.
sidenote: If the sisi version of unification goes up as "it is" I probably will have couple weeks break rather than **** myself off with it, but that doesn't change the fact that the expansion as a whole will still be really awesome with plenty of cool stuff in it. Just don't allow this one thing to ruin that.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1218
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Posted - 2012.05.15 22:02:00 -
[27] - Quote
Aghira wrote: If you want the can/wreck to be displayed in a seperate window you have to shift-click. I would prefer the shift-click opens in the same window and normal click in a new window.
Mixing button behaviours would be generally bad thing. Shift+double click or holding shift while opening something is generally sign that you want something open to new window. As it works elsewhere like that, it shouldn't be different in other place (if there is optionality available for such selection in first place).
In this case where you talk about wrecks/cans, you would need to ask for esc menu option where you could set default behaviour. Not any change for the button behaviour.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1219
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Posted - 2012.05.16 13:50:00 -
[28] - Quote
Niko Lorenzio wrote:Urgg Boolean wrote:
The real question is : are you really listening to the players as stated within the "new and improved" player based change concept? Or, what level of player dissatisfaction needs to be expressed before you will listen and react accordingly?
kk - I'll STFU now.
I think they are listening, but I have a feeling they're reading those posts from the beginning from people who vaguely looked at it and called it "AWESOME", "COOL!!!!", and "I CANT WAIT TO USE THIS" not realizing that those people probably didn't consider the larger picture and just saw all the cool new features and sugar coating and were sold on the spot. It's like giving a kid sweet cake instead of dinner, which will make the kid very happy, but in the long run you cant replace dinner with cakes completely. You need to have both or the kid will grow fat and unhealthy and be very unhappy in the long run. This is why I said it needs to be implemented along with the old system and then data collected on how people use new vs old. Instead it's going to replace the current system and the real shitstorm will hit when majority of the people who don't even know this is coming get to try it first hand. Who knows? Maybe we are just crazy and we'll get used to it in a few days, but, if we're right... well, get the popcorn out and enjoy the show  Naa they listen and understand now all right. It is just that the feedback we were giving requires so big changes to the original concept that it would be quite impossible to fix the code in few days. At this point we have to be happy if they manage to eventually "fix" it before moving on to next project. Damage to this one has been already made and hopefully it can be prevented from happening again with better understanding and planning of the process in the future.
At the moment I'm mostly worried about will they be able to restore sticky windows for initial tranq build. All the other things could really be addressed in point patches, but if "extra" windows won't stay where you put them and restore to their previous state between between station/space sessions/jumping between systems - there will be big problem. This is really the only single thing which will cause rage fest if the feature doesn't exist from the start (IMO).
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1231
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Posted - 2012.05.18 12:34:00 -
[29] - Quote
Today's build looks much better. when you open "extra" windows in station they now remember their positions and size. They still don't reopen when you re-enter station after undocking, but still it is major improvement. I'm starting to have real faith that they actually might be able to make it usable before the launch. Just one big step remaining really - other stuff is rather trivial.
Very nice.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1232
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Posted - 2012.05.18 14:04:00 -
[30] - Quote
Tiger's Spirit wrote:Grey Stormshadow wrote:Today's build looks much better. when you open "extra" windows in station they now remember their positions and size. They still don't reopen when you re-enter station after undocking, but still it is major improvement. I'm starting to have real faith that they actually might be able to make it usable before the launch. Just one big step remaining really - other stuff is rather trivial.
Very nice. It is worthless too, if the windows closing and resizing every gatejump, re/undock and need reopen or repositioning time to time etc. The ships still merged with this inventory system, still no multipanel, still annoying handling my stuffz, still hard and slow to use inventory in battles or at POS or for a station hangar manager. Need shift+click for open another windows to capbooster cans to easy handling in pvp, but need reopen with shift+click everytime when jump over a gate. This is a crap and alpha state inventory system. Well as I said - there is only one major issue remaining - if the windows start to remember their state (open/closed), all other minor stuff is trivial and can be fixed in future patches. There is major difference between having to set up your UI once and having to set up it every time you change session.
However now that the individual windows seem to remember their size/position, I think that the crew has already managed to fix the most difficult part of the task. Making the windows remember their state shouldn't be that difficult compared to that.
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1241
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Posted - 2012.05.21 18:06:00 -
[31] - Quote
Now - at the evening - day before winferno launch - all extra windows still refuse to reopen when you re-enter station. They seem to remember their size and position, but still need to manually open all again.
Folder menu still has wrong background style as for example using desert theme colours makes the it pretty unreadable. Background should be same colour than in other menus like that (for example in market).
Opening ships cargo bay by double clicking hangar background opens cargo in inventory window. Double clicking hangar background while holding shift opens it to new window. However this only happens if inventory window is already open (should not need to be) and double clicking hangar background again (while still holding shift) opens another copy of cargo window to yet another new window. It should "activate", "bring to front" or "close if already active and in front" the previous copy instead.
Didn't even bother to test the space, looting, system change functionality any more because - well - I'm just fed up...
If someone wants to give it more in depth final verdict - be my guest.
If this goes live tomorrow, I'm heading to play diablo 3. CCP may email me with some nice reactivation offer when (and if) this has been fixed. Rather do something fun than get myself angry with something what I don't want to use in it's current form.
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