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Author |
Thread Statistics | Show CCP posts - 24 post(s) |

Urgg Boolean
Center for Advanced Studies Gallente Federation
60
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Posted - 2012.05.22 14:28:00 -
[1] - Quote
It all works, but I have a list of annoyance factors:
Too much space in the shift-clicked windows is eaten up by the filtering tools and pricing info. Please make those optional.
I really do not want to see pricing info, unless I am actually pricing stuff. And even then, I'll use the market tools we already have to make sure I'm buying/selling for a good price.
And why do we need filtering tools on a shift-clicked window? Sorting by header (as it used to be) is fine if you have pre-filtered and shift-clicked a window open.
Salvaging ops now suXXors. Way slower than before. The window mechanics are very inefficient. I have not found a way open multiple loot windows and have them stack such that I can rapidly hit "loot all" on a stacked array of loot windows.
Also, it is annoying that when you click "loot all" the main inventory window reverts to the cargo hold, which I already have open via shift-clicking, so this is redundant. The code should acknowledge the fact that you have a particular window shift-clicked open, and not auto-pop-up the main inventory window after every operation.
It is also incredibly annoying to have the main inventory window pop open after jumping and docking. Or, if you leave it open and jump, it toggles closed, then on the next jump, it toggles open. Is really this the way you designed it?
The oricing info is way off from regioanl average - I found a difference between cargo window info and market info of 70K on an item that sells for 96K. That's too much error and goes well beyond any misinterpretation of data.
More to follow as I review this stuff.
Bottom line for me: 1) Make the filtering and pricing optional so we get our window real estate back. 2) Fix the inefficient window mechanics as ANY and ALL tasks requiring the inventory are nor far more click intensive. 3) This seems like yet another time when the player base must "get used to it". Certainly you have enough brain power at CCP to design a more efficient system. Use your brains to make things better, because your customers should never have to "get used to it". Failing to do that causes serious annoyance.
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Urgg Boolean
Center for Advanced Studies Gallente Federation
61
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Posted - 2012.05.22 15:08:00 -
[2] - Quote
Bloodpetal wrote:@ Unified Inventory - I LOVE IT, Thank you. @ Those who Do not like Unified Inventory.ON THE TOP LEFT, there are a set of LEFT POINTING CHEVRONS. Click on this, Unified Inventory Index goes away, and you never have to use it again. MAJOR BUG :Trying to do an INDUSTRY INVENTION from the Corporate hangars is failing to find the items. This means I can't work from my POS at all, not to mention it's broken and makes me  . Please fix, bug report incoming in game. Interesting how you state emphatically that you love the new inventory system. Then a few sentences later you state it is broken and makes you sad. I apologize, but that seems either contradictory or very fickle.
The problem is that all the inefficiency we see now is inherent to the design. It's not bugs, per se. CCP had the chance to fix this based upon player feedback in a lengthy thread, and they didn't listen. They published what you see now. So will they fix it? Who knows... |

Urgg Boolean
Center for Advanced Studies Gallente Federation
62
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Posted - 2012.05.22 16:14:00 -
[3] - Quote
One tiny thing that would make salvage ops more streamlined would be an auto-loot-all option. This one function would eliminate all the window pop-ups and insane clicking now mandatory to actually loot a container. Knowing how the EvE player base typically thinks, there is probably some political reason why we can't have an auto-loot-all function. But based upon the new Unified Insanitorium , an auto-loot-all function would make (at least) salvage ops more bearable and hopefully faster than waiting for the window refreshes to finally show the loot all button .... |

Urgg Boolean
Center for Advanced Studies Gallente Federation
62
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Posted - 2012.05.22 16:22:00 -
[4] - Quote
Callidus Dux wrote:The UI is horrible sh!t. I want two or many more seperate windows (WHITHOUT any shift or something crap) to move items from the hangar into my ship. It was possible to stack all windows into one before this UI crap. But no one did this. Now you force all people to live with this crap. Please roll back the UI or make it optional. It is not user friendly.
Especially the Inventory I want into SEVERAL independent windows to be able to drag and drop things around. I hate the idea to use the shift key every time to open a own window. lol - tell us what you really think. |

Urgg Boolean
Center for Advanced Studies Gallente Federation
63
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Posted - 2012.05.22 17:15:00 -
[5] - Quote
Ayame Tao wrote:I can't drag and drop items from cargo to floating containers if they're nested in the same window. e.g.
- pop out a jet-can in space
- click on it to open it
- swear loudly that it steals focus and has replaced your cargo hold
- re-open cargo hold
- swear loudly that it has closed the previously open container
- shift-click cargo hold - move and resize window
- shift-click container - drag window onto title bar of cargo hold, dock as a nested window... cool
- drag item from cargo to container name tab in nested window... nothing.
- swear loudly
- undock nested window to a seperate window
- drag item from hold window to container window
- success!
- buy 70 inch monitor to accomodate amount of shift clicked indivdual windows required
Jet-can mining, in-space resupply and POS operations are seriously annoying with this window behaviour. :( Not to mention salvaging or anytime you have to open an array of windows.
If there is some secret ways to use this new system that are highly efficient, I'd sure like to know about them. But nobody from the UI team is in here posting with any insights. |

Urgg Boolean
Center for Advanced Studies Gallente Federation
63
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Posted - 2012.05.22 17:18:00 -
[6] - Quote
Kamuria wrote:Since you made some major changes to the datacores, it would only be fair to give the chance to those who invested time in those skills to refund their skills. When you decide to train datacore skills + grinding the standings, you base that decision on the parameters set by CCP. Those parameters are changed, so you should give us a chance to change our mind based on the new conditions. ^^^ I'll second that.
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Urgg Boolean
Center for Advanced Studies Gallente Federation
63
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Posted - 2012.05.22 17:29:00 -
[7] - Quote
Vokanic wrote:Mentet wrote:
If that isn't bad enough I just foolish undocked an Orca, used to be I had a small window for hold/corp hangers/ore hold/ship bay now I have to look at each 1 at a time. Clearly CCP thought that too much of an eye strain.
Give me my old inventory system back .......................................................................................................................................
Shift click the things you want in their own window. What's so bloody hard about that? please correct me if I'm wrong, but you have to ALWAYS start wit the main tree window and shift-click from there to open cargo, drones, etc. This represents a lot of extra clicking and time to do what used to be a single click on the cargo icon.
I'm still waiting for grand insights in how to use this new UI efficiently. So far, it is proving to be very inefficient. |

Urgg Boolean
Center for Advanced Studies Gallente Federation
154
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Posted - 2012.06.01 18:49:00 -
[8] - Quote
... and the complaints about the "new and improved" UI continue to flood in ...
I thought I was reading old posts, but I see a large number of new posts about this issue, even after all of the tuning and performance tweaks. This does not bode well.
I've been spending more time on SiSi than I have in TQ trying to adapt and find ways to use the new UI efficiently. I have been unsuccessful.
The player consensus truly tells it all in plain generic language: laggy, inefficient, and frustrating.
At this point, the specifics are almost irrelevant because the UI fails in so many areas. But looks like we are stuck with it, that and the painful process of satisfying everyone's complaints based upon how CCP prioritizes the "to do list".
You can literally see the inefficient code when stacking items in a container : it fires hot triggers that activate the subroutines to display changes to cargohold-contents-volume as it handles the array processing needed to sort the list, i.e., stack all items. This could be a background process disconnected from GUI mechanics and hot triggers, which all take time to execute, thus slowing everything down badly. I guess I use this example, because during a sort/merge operaiton, the total volume in the cargohold remains unchanged, and yet, the system displays the cargohold volume changes incurred during the sort/merge operation. It is stupidly inefficient.
Anyway, it's a mess, and not getting better fast enough to satisfy most of the players. CCP already knows what's wrong. Specifics at this point are almost irrelevant. |

Urgg Boolean
Center for Advanced Studies Gallente Federation
154
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Posted - 2012.06.02 12:41:00 -
[9] - Quote
Sorry if this is a double post, but I quoted Crosi previously and my post seems to be vaporized ...
CCP :: make a tutorial vid showing how you intended us to use the new UI.
Either we are so stupid that we can't figure out how to use it, or it is a piece of junk that cannot be used efficiently no matter how much we try. |

Urgg Boolean
Center for Advanced Studies Gallente Federation
154
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Posted - 2012.06.02 20:31:00 -
[10] - Quote
I hate to post again so soon, but the UI seems to be going backward:
1) My in-station windows do not remember their locations and open in a default state. They revert to the default state every time you disembark from the station, and must be configured again upon entering the station. This definitely worked (for me) prior to the Friday patch.
2) Sort-merge / transfer / trading lag is once again HORRIBLE after what seemed like very positive improvements. It is semi-random from a completely frozen screen, to a drop in FPS down to somewhere near 5, to a series of quick freeze-ups of three or four pulses. This is way worse than prior to the patch. Trading is the worst as you incur lag during the initial xfer to the trade window, again upon xfer from trade window to items hangar, and yet again when you xfer from items to final destination.
And I have read that there have been more bugs introduced with the Friday patch.
I'm trying to reconcile your words:
CCP Soundwave wrote:I'd just like to confirm that "winferno" is indeed going to be awesome. with your actions that are manifest in the ongoing and seemingly retrograde patching process.
There are irreconcilable differences.
For the love of God, you guys, the time has come to get this right. |
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Urgg Boolean
Center for Advanced Studies Gallente Federation
160
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Posted - 2012.06.08 13:09:00 -
[11] - Quote
Performance is improved.
Windows: object inheritance is still utterly borked. - Windows still do not remember their positions. - Windows do not behave as unique objects and still cross-inherit attributes from unrelated windows of a similar nature (or not). - Similar windows (like wrecks) should/need to inherit "last position" - they don't.
This makes me think that there is no engineering specification to drive development, or if there is, nobody is following it. The picture originally painted for the Unified Inventory was (essentially) access to everything from anywhere. What we have now is not even close to the originally published specifications.
SiSi: I have actually had my CEO (my main's corp) go to SiSi and set up the corp role for me to deploy a POS. I set up two POSes in two different null sec systems on SiSi with various POS mods to reach max power/cpu limits. I could not set up a jump array for my Thanatos cuz I don't have Sov.
Now I see what everyone is complaining about. Trying to manage a large number of buckets laid out in a linear descending tree is a royal PITA. Without the object inheritance fixed, managing large numbers of container type objects is NOT FUN - it is laborious, tedious, grueling, and represents the best definition of drudgery I've seen in a long time - for a game that is supposed to be fun. The "descending tree" is visually deficient, therefore, unintuitive, as we humans are visual creatures. Using the descending tree format is akin to playing 3D chess without a visual representation of board in front of you. Far too abstract, and insufficiently visual to be in line with human usage patterns.
Overall: The repairs so far feel like a version of "Trickle Down Theory". I do apologize for any lack of sympathy for how hard these fixes are. But you fine people created this mess on your own by boldly ignoring the reports from SiSi tests that I and many others posted. |
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