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Author |
Thread Statistics | Show CCP posts - 38 post(s) |
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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 -
[361] - 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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Hannott Thanos
Notorious Legion
48
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Posted - 2012.05.04 09:06:00 -
[362] - Quote
I feel its a bit annoying to change ships. I always have my hangar open in the bottom right corner which makes it superfast and easy to change ships, just drag them in to the middle and done. It would be awesome if you could keep the "Ships [10]" window separate. Or if not separate, maybe a button on the neocom that works as if I had shift-clicked the ships in the new inventory.
Also, I generally love the new inventory. :) |
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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 -
[363] - 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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Pierced Brosmen
Priory Of The Lemon
63
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Posted - 2012.05.04 09:11:00 -
[364] - Quote
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) |
Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
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Posted - 2012.05.04 09:27:00 -
[365] - 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.
Get |
Rammix
FreeWorkers
4
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Posted - 2012.05.04 09:36:00 -
[366] - 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 ) Double-click is bad because of possible lag, mouse glitches, hurry and so on.
About two hands, I'd love to see in eve implemention of simultaneous usage of two mice, i.e. for both hands (there is some video on youtube about compiz (window manager for linux), if interested), and you're saying 'just one hand'. OpenSUSE 12.1, wine 1.5 |
Swantu
Das zweite Konglomerat The Initiative.
1
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Posted - 2012.05.04 09:51:00 -
[367] - Quote
Sweet, I like the changes quite a lot!!
I also have an request, which does annoy me in the inventory these days and that i think a lot of people woul approve to be changes:
* May we please be allowed to creat contracts or sell orders directly out of the containers? Its really annoying to move it form the storage container to the main inventory, then find it in the inventory, then sell/contract the item.
cheers and keep the updates rolling Swantu |
Aghira
Sonnenlegion
11
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Posted - 2012.05.04 11:27:00 -
[368] - Quote
Take the inventory system from TQ, add the tree view and filters to station hangar and leave the other windows (ship hangar, cargo hold, drone bay, etc.) untouched and you're good to go.
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Baneken
Hyvat Pahat ja Eric The Polaris Syndicate
118
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Posted - 2012.05.04 12:07:00 -
[369] - Quote
I like the inventory but for usability I feel that the ship hangar should remain in it's own separately opened window.
Also new inventory view feels kind of sluggish and unresponsive at times but that might be because my computer is getting old. Also the new side bar takes a lot screen estate which makes the entire screen feel more crowded then before when you handle the inventory. |
Shandir
Indigo Archive
124
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Posted - 2012.05.04 12:29:00 -
[370] - Quote
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. |
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Chickenhunter
Veiled Identities
0
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Posted - 2012.05.04 12:47:00 -
[371] - Quote
Plz plz plz... let us search/filter Fittings from the fitting manager. So only the Items used in the fitting appear...
I mean I have alot of fitting ans ships repackaged, including the modules required for the fittings. It would be so usefull to just search for that fitting in your inventory. |
Logan Revelore
EC Riders
5
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Posted - 2012.05.04 13:03:00 -
[372] - Quote
Hmm, what can I say?
[b]I FRICKIN FRACKING LOVE IT!!!![/b ]
One thing to add, under filters, will there be support for creating a filter with specific items added?
Say I want a filter that only shows me:
150mm 'Scout' Gun Invulnerability Field II . . . . Small Antimatter Charge
I hope this will be possible. Make it easy to add to the filter through a right click on the item perhaps, so we don't have to type in the names in the filter entries.
Btw, awesome work guys, the inventory+filter UI has been my single biggest annoyance in EVE. |
Logan Revelore
EC Riders
5
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Posted - 2012.05.04 13:08:00 -
[373] - 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?
I hope not lol... Perhaps give us the option of not having wrecks appear in the tree at all, and handle them like it was in the old system..
Or give us the option to "loot all" on all containers within 2500m that are legal to loot :P I would LOVE LOVE LOVE LOVE that function. |
Logan Revelore
EC Riders
5
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Posted - 2012.05.04 13:09:00 -
[374] - Quote
Kenneth Skybound wrote:This looks fantastic. I can't wait to see it in action.
I'm wondering about how exactly the valuation will work - on a per region basis, galaxy basis or set values I wonder.
Filter suggestion? Reprocesses into > [mineral] > [Min Amount](Set 0 for any)
Digging through items to where I can scrap up a bit of megacyte can be a pain at times making this a valuable tool indeed.
Would love to see support for a filter that filters on reprocessing of items. |
Logan Revelore
EC Riders
5
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Posted - 2012.05.04 13:15:00 -
[375] - 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.
+1
You can set up predefined rules perhaps, say you'll sell all stacks at 1% lower than the current lowest entry on the current market. So probably basically along the same lines of what you're suggesting, but let us define the % deviation to both the average value, maximum value and minimum value on the market. |
Logan Revelore
EC Riders
5
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Posted - 2012.05.04 13:27:00 -
[376] - Quote
Iron Hammer wrote:Looks darn sweet!
For a next update I would love to see just more filter options ex #run remaining on a BPC. As a manufacturer it's a pain in the ass to look for that one BPC with only 1 run left on it.
Keep up the good work, Iron
Supporting this.
Basically, more filter options :P |
Logan Revelore
EC Riders
5
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Posted - 2012.05.04 13:42:00 -
[377] - Quote
Bienator II wrote:(wrote that already in some feedback thread) overall great, but my main usability problem is as follows:
you have two different "workflows", a few large windows in station and one or two small windows in space.
in space you could have: - one small cargo window on the bottom right to check charges or for looting - another window which pops up while looting
in station you have: - one large one for items, one smaller one for ships
the problem is that window location and state does not persist. If you undock with your station layout you get N cargo windows, when you redock they are still cargo windows. If you close the windows in space and dock you have to click you the windows again together.
The new system is a HUGE improvement, HOWEVER the old one had at least window sizes and state persisted between space mode and station mode (even between ships for the cargo window). Please add that back.
Agreed. Station and Space setups need to be individual and remembered, and not shared. |
Marcel Devereux
Aideron Robotics Darkmatter Initiative
108
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Posted - 2012.05.04 14:10:00 -
[378] - Quote
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!
WHAT! This is the lamest excuse from a programmer I have ever heard. How about you do the pass once to calculate the capacity and remaining capacity and store that. Then when something is moved out of a container you recalculate and update the data structure. Other than the initial scan this should be free as you are already updating the remaining capacity of the open container. The only time this would be more costly if something was dragged from a open container to another container. |
Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
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Posted - 2012.05.04 14:32:00 -
[379] - 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" ?
Get |
Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
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Posted - 2012.05.04 14:36:00 -
[380] - 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.
Get |
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
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Posted - 2012.05.04 14:42:00 -
[381] - 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.
Get |
Lady Zarrina
Republic Military School Minmatar Republic
23
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Posted - 2012.05.04 14:55:00 -
[382] - Quote
Eve keeps getting better every day. Very nice stuff Allocate resources to FiS |
Malice Redeemer
Redeemer Group Joint Venture Conglomerate
5
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Posted - 2012.05.04 15:01:00 -
[383] - Quote
Ytamii Arval wrote:What I spend more time doing than any other single activity is: fitting ships, with both the Fitting window and a container window open next to each other. Just tested this, and it cannot be done with the new giant-ass inventory window. Having to manually drag out windows to simulate the way I've always worked is a poor workaround for the following reasons:
Takes much longer to accomplish the same thing. Have to setup the UI from scratch every single time=fail.
There's far more UI lag than ever before (and it was already terrible). [In the past I've found that everything works much faster on test than live, so this bodes ill.]
Breaks what little immersion remains; there's no justification or explanation for such an interface. Containers are reduced to being merely folders, and probably will see little use going forward. Likewise, ships are reduced to mere folders--nothing feels 'real' anymore; it is indeed like using an OS for file management, instead of like playing an MMORPG. I don't pay $15 a month to role play 'outer space file clerk.'
The unified is too big to be practical for anyone other than station squatters. Just another nail in the 'spreadsheet game' coffin. Who needs ships and guns when you can play with filters? The conceptualization is good; the application is unusable. It needs to be one quarter the current size, probably impossible with the new non-scalable 'improved' fonts.
Really, think about it: your solution for the screen being covered with inventory windows is to cover the screen with an inventory window??? Your own screenies condemn your efforts: the inventory window coverage in the 'after' shots are just as screen-filling as those in the 'before' shots. Plus it takes much longer to get anything accomplished. Where's the improvement? You've replaced real physical organization with increased user-effort.
Another CCP 'solution in search of a problem.' Why do I want to be annoyed with ship cargo hold contents when I'm moving items from station to container? Must do better. Less is more. [BTW, I hide the tree navigation pane in windows file explorer because it serves no purpose.] And 'estimated isk value' is worthless nonsense; not ever am I going to sell everything I own all at once--knowing it's theoretical value tells me nothing.
As it always has been--Devs fiddle while Jita burns. Drones please.
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Bloodpetal
Mimidae Risk Solutions
616
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Posted - 2012.05.04 15:15:00 -
[384] - Quote
CCP Optimal wrote: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.
I have a loot drop hangar for corp mates to drop loot from kills they don't want to keep.
Would ruin my elegant solution. Mimidae Risk Solutions Recruiting |
Rina Jenet
Royal Amarr Institute Amarr Empire
0
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Posted - 2012.05.04 15:32:00 -
[385] - Quote
This looks fantastic. Want naow! Well wanted 8 years 11 months and 10 days ago |
Thebriwan
LUX Uls Xystus
41
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Posted - 2012.05.04 16:27:00 -
[386] - Quote
I am right now on Singularity. For a tryout.
And I have to state. The way it is right now: TERRIBAD!!!11elfelf
My tested uses cases:
a) View cargohold in space: - press Button Cargo - opens Window with my cargo - view contents - press Button Cargo - closes Window with my cargo
* does not work anymore because window does not close.
b) Unload cargo into personal items on station - be docked - open cargo hold of active ship - open items on station - select all items in cargo hold (it should open where I had it the last time) when I opened my cargo hold) - drop them into items
* works. But does not feel right anymore. Because I am not dragging to a different window but a little bar. Had to change position and size of inventory window, also for seeing the items-container I had to open the tree which I had closed because I don't want that in the way when I view my cargo.
c) put things into market - be docked - open items (it should open where I had it the last time) when I opened my items) - open market window - right click item - select "sell this item" ... next
* works. Had to change position and size of inventory window.
d) can mine / looting - be in space - open cargo hold (it should open where I had it the last time) when I opened my cargo hold) - open can / wreck - drag from one into the other
* works.
f) fit ship - buy ship in market - buy some modules - open ship view by opening inventory, click on the little >>, select ships, find right ship - right click "assemble ship" - select "items" in the tree view - right click "Fit to active ship"
* works. But as I had made the window small for d) I had to change position and size or fiddle with to much things in a now to small window. Besides I like to have my ship view with icons and my item-view as list. That is now an extra click every time.
Conclusion:
The functionality is there. But the feel isn't anymore. And I have to change position, size and view-setting of the window constantly.
The feature is very nice for searching, viewing and garbage collection. But for my use cases I would need something like:
* make it possible to open certain views every time at a certain position, size and view-setting.
aka: I want a ships view, a items view, a cargo view and a container view all in extra windows and fixed positions. And sometimes I want a big all in all. |
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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 -
[387] - 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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Hoshi
Deep Core Mining Inc. Caldari State
11
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Posted - 2012.05.04 16:29:00 -
[388] - Quote
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. "Memories are meant to fade. They're designed that way for a reason." |
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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 -
[389] - 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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Metal Icarus
xHELLonEARTHx Rookie Empire
132
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Posted - 2012.05.04 16:51:00 -
[390] - Quote
I checked this out on the test server. It took a while to get used to it but as I use it, the easier it gets. No longer will I need to struggle getting drones into the drone bay rather than the cargo.
The filters is a great addition IMO.
Does this work in a pos where all POS assets and storage will all be in one window?
Would make managing them a whole lot more easier! |
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