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Author |
Thread Statistics | Show CCP posts - 22 post(s) |
Salpun
Paramount Commerce Masters of Flying Objects
281
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Posted - 2012.05.27 13:10:00 -
[1] - Quote
Do we need to copy over all the feed back over to this thread ?
Corp hangers need to be able to open in its own window with only corp hangers in the tree view. |
Salpun
Paramount Commerce Masters of Flying Objects
282
|
Posted - 2012.05.27 13:20:00 -
[2] - Quote
CCP Soundwave wrote:Bloodpetal wrote:Something I noticed the other day that would be a lot better :
The icons for corporation hangars is a "container" icon, just like all container icons. They really should have a unique icon, since they aren't "containers", they're hangars.
Just something to look at amidst everything.
Ah yeah, that's a good point. It would make it a lot less confusing. As long as you can pull it out in a seperate window by its self easily with all the old fuctionality. Adding Corpmates hangers grayed out if you cannot access them is a good thing and adds fuctionality but if they are grayed out everyone should not be able to look at them either. |
Salpun
Paramount Commerce Masters of Flying Objects
282
|
Posted - 2012.05.27 13:28:00 -
[3] - Quote
How hard with this new system would it be to have hold icons/ UI set up icons show up on the left side of the HUD. Added fuctionality for the win Also smaller icons view would be great to now that you have added more space around the simple window |
Salpun
Paramount Commerce Masters of Flying Objects
282
|
Posted - 2012.05.27 13:39:00 -
[4] - Quote
Sunrise Omega wrote:So are these changes going to be on Sisi first?
If I'm opening a container in space, I do not want a tree viewed of every single container within a few light years. All I want, when I click to open that container in space is a simple window that lets me click "Loot All" and then the container window goes away because the container has vanished.
If I open up a 2nd container, I want it to appear in the exact same place as the first floating container's window did. Only at that point should you consider adding that container to the tree view if I have multiple loot cans open. And frankly, I'd prefer that they just stack in a tabbed fashion like they used to.
At no point should the tree view contain floating containers that I have not specifically told it to open yet. There should definitely be a setting at the bottom of the tree view that controls how "grabby" that window is about opening up new locations. Give us at least (4) options there - (a) never open without explicit action (b) only open if within range (c) only show if within 15km (d) list everything within a few light years.
I don't want to see anything else in that window either. Stop trying to reuse existing inventory windows for things which are not alike. A floating cargo container is not the same thing as my ship's cargo. A POS lab / array / battery is not in the same category of things as my ship's cargo - I don't want them in the same window.
When I click ALT-C to open up my current ship's cargo (or if I double-click in the background of the hangar view), the only things that should be in that tree view are things directly related to my current ship - such as cargo hold, drone bay, fuel bay, corp hangars, ship bay, quafe bay.
When I click ALT-G, the only thing that should show up in the window / tree should be things related to my personal hangar. Not corp hangars, or active ships, or member hangars, or the deliveries hangar.
When I click ALT-N, the only thing that should show up in that window/tree is my ships. Sorted by type, then name, with the current ship at the top of the list. And don't just use the same generic ship icon for every single ship in that tree, it's useless at helping us to figure out which ship is which.
Bring back the Corporate Hangar button. It should open up a window that contains *just* the corp hangars in the station. Add another button for Member Hangars. Bring back the Market Deliveries button and have it open up a simple window with no tree that just displays whatever is within the Market Deliveries hangar.
Most of the Tuesday stuff is on Sisi already. Thou its not a TQ build yet. |
Salpun
Paramount Commerce Masters of Flying Objects
283
|
Posted - 2012.05.27 16:12:00 -
[5] - Quote
Current fuctionality on Sisi does to equal old fuctionality with regard to wreck and cargo windows still.
*Cargo containers and wrecks do not open in the same place.
*There is no way to tell how many containers/ wrecks you have stacked with out opening the tree view.
*Opening the wreck for the first time ie with "open Cargo" right click opens in the first window not the location it was prevousely.
*Loot all on a cargo container closes the window and the second one shows up in the main/ first window still.
I want my Main inventory window to stay ships cargo and have wrecks and containers open in a second window which has been used prevousely for that purpose. Locking a window for a purpose would be great. |
Salpun
Paramount Commerce Masters of Flying Objects
287
|
Posted - 2012.05.27 21:36:00 -
[6] - Quote
CCP Optimal wrote:So you're basically saying that you didn't enjoy the new "Find a corpmate" minigame? But yeah, that's fixed now as well. Mr PrimaX wrote:Good changes/fixes +1
I guess we get members hangars in alphabetical order in the patch after this one ? Yay an Optimal post |
Salpun
Paramount Commerce Masters of Flying Objects
287
|
Posted - 2012.05.27 23:40:00 -
[7] - Quote
CCP Optimal wrote:I've not been able to be very active on the forums for the last couple of days simple because my time is better spent fixing defects as it is.
First, on the SISI thing; it's true that we let a few issues slip us and that's regrettable, but it is simply a fact that not all issues surface on test servers. We certainly did fix a LOT of issues that we discovered through your feedback from SISI. But, not all of them sadly.
Revamping a fundamental system, used by every single player, such as the inventory system so that it will fit every player's needs and expectations from day one is a tall order to say the least. There is probably no other system within EVE that is as multidimensional as the inventory and the use cases seem to be endless. The old system had not changed much at all and most of you veterans could probably operate it at lightning speeds blindfolded. Having to waste time re-learning basic things is annoying as hell and I get it. I've been there myself. I would be pretty furious if someone forced me to use a different Python editor, and it would probably slow me down tremendously for the first couple of days or even weeks. A fitting punishment for my crimes maybe?
THE biggest complaint about the EVE UI, according to our surveys, is the number of windows needed to accomplish tasks. We identified the inventory as being one of the biggest violator and that's why we went on this journey (not because we like to spend Sunday afternoons on the EVE forums, lovely as they are, mind you!). A lot of things have changed in the world of user interfaces during the last 10 years, and I think it's safe to say that a game shipping with the old EVE inventory system EVE today would receive mixed reviews.
The old system had been brewing out in the wild for 9 years, but the new one for less than a week, so obviously it has not received the same amount of updates and fixes. We are, and will be working hard to make sure that no matter your profession in EVE, you will have an equally or faster way of doing what you need to do.
I beg you to honestly give the new system a try. If you still don't like it and you aren't able to find an equally good or better work flow for your tasks, tell us why. Many of you have already done so, and we will are already acting on that feedback, but keep it coming. Telling us that it sucks won't help anyone, and I must stretch what has already been stated that reverting the entire thing is not an option (It's also as good as technically impossible). Making it optional is also not optional (confusingly enough) as it would require us to maintain two systems side by side which would cause an exponential increase in code and interface complexity if we were to make a habit of it. It's not as simple or as good of an idea as it might seem at first.
One of the hardest part of EVE is dealing with the UI and we are constantly being asked to change it. When we do, people without exceptions ask for the old one back. Doing both is obviously impossible. There is still work to be done and work we shall. What is the best way in your view to simplify the creation of windows where we want them? If you do that you will make the Inventory system better if not people are still going to fight. Stickyness of windows is better now but still not perfect.
I always saw it as a accessablity issue with the old system not that there was to many. |
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