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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Seismic Stan
116
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Posted - 2012.05.30 12:01:00 -
[61] - Quote
May O'Neez wrote:Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME.
I agree, this would be superb. It gives those who preferred having a direct hangar and item buttons the opportunity to put it back and much more besides. Freebooted - Tech4 News - Incarna: The Text Adventure - Guild Launch EVE Correspondent |
Tippia
Sunshine and Lollipops
7494
|
Posted - 2012.05.30 12:04:00 -
[62] - Quote
Lord Azori wrote:Shpenat wrote:would it be possible to let mouse wheel scroll the window part the cursor is hovering above?
example: I have long list of containers in tree view. I grab some stuff from one container, move it to the tree view to drop it there ... oh crap, the correct container is somewhere on the bottom... Now I need to release mouse button, click tree view, scroll down, and drop to correct container.
Would it be possible to improve this? This would be an excellent fix. We need the ability to scroll down the tree while having an item grabbed. For example, if I take something from my hanger, and need to scroll the UI tree up to my active ship, I should be able to do this by holding the grabbed item over the scroll up button, or by rolling my mouse wheel up. GǪor do it in the conventional way: hover the item at the top/bottom of the list to scroll up and down, respectively.
Conventions are good for you. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Shift-click does nothing GÇö why the Unified Inventory isn't ready for primetime. |
TravelBuoy
Imperial Academy Amarr Empire
28
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Posted - 2012.05.30 12:05:00 -
[63] - Quote
Ken Kyoukan wrote:Oh and quick UI question, anyone know why my Private convo windows stick together, as do my Common chat ones but if I link the two the next private chat window is separate again?
Something occurred to me. This merged inventory with treepanel same thing, as if somebody want to merging the all chats to one merged windows. :P
Left side a treepanel with selectable chatrooms and right side a single combined windows with rambling mess of Babel. This file inventory panel it's a same thing.
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May O'Neez
Flying Blacksmiths
16
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Posted - 2012.05.30 12:06:00 -
[64] - Quote
Seismic Stan wrote:May O'Neez wrote:Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME. I agree, this would be superb. It gives those who preferred having a direct hangar and item buttons the opportunity to put it back and much more besides.
Imagine that: direct button to DRONE BAY. And to to sub-container-#12-of-your-dammit-freigther-you-allways-forget-where-you-put-this-stupid-package. And another for station container, ... no need anymore for right clicks ! |
TravelBuoy
Imperial Academy Amarr Empire
28
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Posted - 2012.05.30 12:07:00 -
[65] - Quote
May O'Neez wrote:Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME.
Yes this is my old idea. But the cargohold need to be always the active ship cargohold. Customizable separated windows if someone not want to using the treepanel because he want to use the old handy inventory concept with resizeable,moveable,separated windows. |
Catho Sharn
Don't Die Interstellar Enterprises
40
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Posted - 2012.05.30 12:14:00 -
[66] - Quote
Have you addressed the inconsistent behavior of double-click in the inventory window? Double-click on a container in the right pane opens, double-click on a ship makes it active.
The actions in inventory control should not change ship status. |
Knug LiDi
N00bFleeT Numquam Ambulare Solus
56
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Posted - 2012.05.30 12:34:00 -
[67] - Quote
I'm ok with the ongoing work on the inventory.
Nope, not ideal for reactions or POS inventory shuffling, but we're big kids, we can handle that.
What I :love: to find is the rolling tears from the mission and mining botters that their programs don't work!
Keep changing the inventory to keep those vermin frustrated. Given enough downtime, they may give it all up.
If only we could fall into a woman's arms
without falling into her hands |
Zagdul
Clan Shadow Wolf Fatal Ascension
783
|
Posted - 2012.05.30 12:42:00 -
[68] - Quote
First and foremost: so far so good!
Thank you for focusing attention to this.
Awesome changes so far: Corporate hangar tree not closing when I click on it. Overall performance of the inventory tree feels as though it's drastically improved. It remembered that I had my corporate hangar open on my carrier when I un-docked! I can access a corp hangar from a carrier at a POS again, thanks for this!
Issues/Requests: 1. Inventory still doesn't remember which corporate hangar (or container for that matter) you had open when you re-dock. Reproduce by docking up, opening a container or corporate hangar, undock then dock back up again. It defaults back to your ship inventory. Remembering which corporate hangar division, or if I had multiple divisions open is pretty vital to day-to-day logistics.
2. Without configuring a capital ship, people with roles can remove items from my ship. I believe previously you needed to configure the ship before members could pull from the hangar, regardless of roles. If this wasn't the case than potentially adding this in may not be a bad thing where the ship needs to be configured to have access and it doesn't behave like a normal corp hangar.
3. When accessing a carrier from space next to a POS, the POS structures show above the corporate hangar. Potentially a range based access where if my ship is closer to the capital ship, that shows above the starbase structures tree?
4. Still no option to access fuel bay, drone bay or corporate hangar from a capital ship by right clicking.
5. A 'Back' button.
6. Mouse integration. "Middle Click" = Shift+Click, Back/Forward side buttons on a mouse function as inventory navigation.
7. I've been getting complaints from alliance members that ships are disappearing from their inventory. Basically, they dock up in a ship, the ship disappears and the pilot gets themselves a shiny new n00bship. Clearing cache does not fix this. This is random and I haven't been able to find a pattern behind this.
http://i.imgur.com/V8So0.jpg
8. Alphabetical sorting of corp hangars. Currently it's sorted by division, giving the CEO the ability to re-name the hangars so that they're more dynamic would be great.
9. Made this one a few times: Sharable filters and/or corporation filters.
A list of fixes for the new inventory
Dual Pane idea clicky |
TravelBuoy
Imperial Academy Amarr Empire
28
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Posted - 2012.05.30 12:45:00 -
[69] - Quote
Knug LiDi wrote:I'm ok with the ongoing work on the inventory. Nope, not ideal for reactions or POS inventory shuffling, but we're big kids, we can handle that. What I :love: to find is the rolling tears from the mission and mining botters that their programs don't work! Keep changing the inventory to keep those vermin frustrated. Given enough downtime, they may give it all up.
Hey noob go away. No rolling tears from botters here or CCP Soundwave is a botter who wrote earlier "we are not at all happy with the state of the unified inventory. To everyone that is currently struggling with it, you have my apologies."
The new inventory it's an unfinished thing, that's why the players do not like it and everuone see it, just the idiots not. |
Rommiee
Mercury Inc.
168
|
Posted - 2012.05.30 12:47:00 -
[70] - Quote
Knug LiDi wrote:I'm ok with the ongoing work on the inventory. Nope, not ideal for reactions or POS inventory shuffling, but we're big kids, we can handle that. What I :love: to find is the rolling tears from the mission and mining botters that their programs don't work! Keep changing the inventory to keep those vermin frustrated. Given enough downtime, they may give it all up.
The number of complete idiots on these forums is staggering.
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Jerioca
The Riot Formation Get Off My Lawn
0
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Posted - 2012.05.30 12:48:00 -
[71] - Quote
I do, in principle, like the unified inventory. It took some getting used to but now for the most part I like it.
The introduction of this feels very much like the Bad Old Days of the Incarna expansion though.
A good potential improvement but a half baked implementation not fully tested against everything it was going to be used with.
This thing needed way more time in the oven and way better testing than it's currently been given.
We were told you guys had learned your lessons from the Incarna inplementation. The Unified Inventory is suggesting if you did you forgot those lessons just as quickly.
Third expansion lucky? |
Indahmawar Fazmarai
726
|
Posted - 2012.05.30 12:55:00 -
[72] - Quote
Whatever else you do, please do it in a single stride, all these UI updates are delaying the publishing of the WiS devblog. EVE is Serious Business: You shall not feel entitled to being allowed to play EVE just because you are paying it. |
Arclite Ortegana
White Tiger Republic
3
|
Posted - 2012.05.30 12:57:00 -
[73] - Quote
mkay, well it's still not gonna be as good as the old 1 but I'll live with it if i have to :) |
Logicycle
Terra Incognita Intrepid Crossing
37
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Posted - 2012.05.30 12:57:00 -
[74] - Quote
May O'Neez wrote:Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME.
Imuran wrote:Buttons on Neocom to 1) Open Item Hanger in Compact Mode 2) Open Ships Hanger in Compact Mode 3) Open Corp Hangers with a) Tree starting at Corp Hanger b) Improved performance - takes ages to work through some hangers with containers c) Rembering Last Division used
I support these ideas. If we could drag the buttons from the tree view and place them into the neocom that would be a HUGE improvement. |
Scaugh
Blue Republic RvB - BLUE Republic
10
|
Posted - 2012.05.30 13:02:00 -
[75] - Quote
Right so riddle me this......
Why do I have the ship cargohold replaced with the wreck contents when opened?
I currently have to hold shift + click in order for the wreck to open up in a different window. This should be no more than a click in order to auto open up in a different UI than the ships cargohold.
Devs do realise you have added a a frustrating amount of additional clicking to get any sort of limited use out of the new and improved UI.
I'd also like to remind you there are more than POS tree and response issues with the current UI setup.
And is there any proposals to change this to what opening wrecks in a new window used to be? i.e A simple mouse click |
Zagdul
Clan Shadow Wolf Fatal Ascension
783
|
Posted - 2012.05.30 13:04:00 -
[76] - Quote
oh!
Right Click > "Filter By Type"
A list of fixes for the new inventory
Dual Pane idea clicky |
MidnightWyvern
Clan Shadow Wolf Fatal Ascension
8
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Posted - 2012.05.30 13:10:00 -
[77] - Quote
Perramas wrote:You deserve no thanks or kudos for doing the job you should have done before you foisted this steaming pile of **** onto the players. I want all the functionality of the old system or the old system restored.
Now -there's- a helpful attitude. Kudos to you, good sir! |
Iniquita
Dreddit Test Alliance Please Ignore
67
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Posted - 2012.05.30 13:10:00 -
[78] - Quote
Can we get the options back to right click your ships/capacitor to open the ship maint bay, corp hangar, and fuel bay |
Simvastatin Montelukast
Irregular Warfare The Jagged Alliance
27
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Posted - 2012.05.30 13:12:00 -
[79] - Quote
Mar Drakar wrote:ok now when this new UI is semi finished you better make a VIDEO telling about all shortcuts, features, switches etc...
ALSO WHERE IS BACK FORWARD buttons for the unified window? Will there be any?
Video please.... still dont know how to create a shortcut for the inventory. |
Temmu Guerra
Genco Interstellar Alcohol Conglomerate
64
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Posted - 2012.05.30 13:15:00 -
[80] - Quote
I would really like to have inventory system recognize when you eject a can from your ship to be be added to the tree so when jet can mining it makes life alot easier. Also not sure if this was mention already but it would be nice to rename cans and abandon them from the tree window as well =) everything else so far is pretty good! |
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Meytal
School of Applied Knowledge Caldari State
22
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Posted - 2012.05.30 13:18:00 -
[81] - Quote
Somewhere along the line since the Inferno patch, People and Places forgets that I had it opened at logout and does not re-open it at login like it used to do. Same with Inventory windows. Is there any chance we can have the previous behaviour of windows being re-opened at login?
Quote:When you want to open an inventory in a separate window, you can now drag and drop it out of the main window as an alternative to the shift + click way of opening it.
All very nice, but it is still more work than the old system. You still have to navigate to where the item is then drag it. What we need is the old buttons to be re-introduced. Ones for SHIPS, ITEMGÇÖs & CORP HANGER. One click to open windowGÇÖs that we use ALL the time. ThatGÇÖs the easiest way. Simple. Instead of this, allow us to drag containers (tree nodes) to the Neocom bar, so we can create our own version of the buttons that used to exist.
If we drag a container that has no sub-containers (a leaf node) to the Neocom, it should open in a separated window by default. If we drag a virtual tree node or a container with one or more sub-containers to the Neocom, it should open in a tree-view window by default.
There should be a way to tell the Neocom shortcut to open in a specific way: right-click, "Open with a tree view" or "Open in separated window".
This allows a duplication of previous functionality as well as providing new features and increased flexibility that we would expect from new code.
Please also look at dragging items to containers in the tree: they are still locking the items being dragged, regardless of container settings.
Please don't auto-sort (or auto-stack) the contents of containers when the view changes, or make that an ESC toggle option. Sometimes it's VERY helpful to know exactly which items you were just working with, particularly dealing with a large number of items or working with items that do not belong to you but are also similar to items you do own.
Can we have an option to disable the price estimates? On one character I like it, because it gives me warm fuzzies about how much I've looted and salvaged, even if it's not terribly accurate. On another character, I don't need it and it just wastes space and database queries.
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Arco Arachni
Deep Core Mining Inc. Caldari State
7
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Posted - 2012.05.30 13:23:00 -
[82] - Quote
CCP Soundwave wrote:Andy DelGardo wrote:Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.
U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!
Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun. The POS access range isn't something that change with the unified inventory. We'll happily look into it, but right now we're looking to right some of the wrongs that came out with the inventory. Regarding the options to hide/remove stuff, we're looking at options of doing this gracefully. We haven't entirely settled upon one, but having a "favorites" type folder where you can customize stuff is what I'm leaning towards as it solves multiple issues.
I want to come back to one of Andys points, mentioned in the other threads by several players, too. Remembering, how the old system was: I opened one Lab / array, choose a division .. and any other lab opend, had the same division up. Any of the windows I opened could bee moved to one window, indicated by a tab. So i had 1 window ... with 10 Labs indicated by their tabs, and could be sure, all of them share the same division. I could happily drop things onto these tabs and managed all the labs at the same time.
Try this, with the new inventory system: Ii is impossible... I can at a maximum expand 5-6 labs at once in the list. And thats only, if they are alphabetically named directly in order. You need permanently click those things to expand / collapse them. That is a step backwards.
I do not have a solution for your new system, that covers this problem. I dont know what happens, if I simply drop something on a collapsed lab .. which division would be used. I dont know if it could be possible to get tabs for the divisions back, instead oh having them expandable under the arrays ... and of couse its a thing of remembering divisions, and visualize, if a division is empty ...
I hope you got the point, why it is not a better system, now you put the old multidimensional approach into a single dimensional tree style. |
cBOLTSON
Star Frontiers Ignore This.
65
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Posted - 2012.05.30 13:24:00 -
[83] - Quote
Ok another step in the right direction. For that im sure we all thankyou.
My corp is going through a big move at the miniute. We all quickly discovered how tedius the new inventory system is. Everyone on comms last night was getting annoyed with the inventory.
This patch should go a little ways towards helping out.
The only other main problem I can see is it would be REALLY nice if we could make our own custom buttons to go to specific areas.
I.E - A button for the ship hanger and/or item hanger. (Like we previously had)
Also is there any chance we can get short cuts to carrier bays?
Ive still got to be honest , the old system was fine. Why you changed it is beyond me. Ignore This.-á "Were not elitists, were just tired of fail" - The Sorn |
Xindi Kraid
The Night Wardens Viro Mors Non Est
13
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Posted - 2012.05.30 13:27:00 -
[84] - Quote
As always, thank you CCP for your continuing commitment to bringing us a better product and endevoring to improve the game based on our feedback.
As always, please try to incorporate feedback from the test server BEFORE releasing new features to Tranquility in a half broken state where you have to then fix it. |
Zebs Clone
ZC Industries Dark Stripes
14
|
Posted - 2012.05.30 13:32:00 -
[85] - Quote
Arco Arachni wrote:CCP Soundwave wrote:Andy DelGardo wrote:Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.
U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!
Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun. The POS access range isn't something that change with the unified inventory. We'll happily look into it, but right now we're looking to right some of the wrongs that came out with the inventory. Regarding the options to hide/remove stuff, we're looking at options of doing this gracefully. We haven't entirely settled upon one, but having a "favorites" type folder where you can customize stuff is what I'm leaning towards as it solves multiple issues. I want to come back to one of Andys points, mentioned in the other threads by several players, too. Remembering, how the old system was: I opened one Lab / array, choose a division .. and any other lab opend, had the same division up. Any of the windows I opened could bee moved to one window, indicated by a tab. So i had 1 window ... with 10 Labs indicated by their tabs, and could be sure, all of them share the same division. I could happily drop things onto these tabs and managed all the labs at the same time. Try this, with the new inventory system: Ii is impossible... I can at a maximum expand 5-6 labs at once in the list. And thats only, if they are alphabetically named directly in order. You need permanently click those things to expand / collapse them. That is a step backwards. I do not have a solution for your new system, that covers this problem. I dont know what happens, if I simply drop something on a collapsed lab .. which division would be used. I dont know if it could be possible to get tabs for the divisions back, instead oh having them expandable under the arrays ... and of couse its a thing of remembering divisions, and visualize, if a division is empty ... I hope you got the point, why it is not a better system, now you put the old multidimensional approach into a single dimensional tree style.
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Zebs Clone
ZC Industries Dark Stripes
14
|
Posted - 2012.05.30 13:40:00 -
[86] - Quote
Arco Arachni wrote:CCP Soundwave wrote:Andy DelGardo wrote:Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.
U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!
Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun. The POS access range isn't something that change with the unified inventory. We'll happily look into it, but right now we're looking to right some of the wrongs that came out with the inventory. Regarding the options to hide/remove stuff, we're looking at options of doing this gracefully. We haven't entirely settled upon one, but having a "favorites" type folder where you can customize stuff is what I'm leaning towards as it solves multiple issues. I want to come back to one of Andys points, mentioned in the other threads by several players, too. Remembering, how the old system was: I opened one Lab / array, choose a division .. and any other lab opend, had the same division up. Any of the windows I opened could bee moved to one window, indicated by a tab. So i had 1 window ... with 10 Labs indicated by their tabs, and could be sure, all of them share the same division. I could happily drop things onto these tabs and managed all the labs at the same time. Try this, with the new inventory system: Ii is impossible... I can at a maximum expand 5-6 labs at once in the list. And thats only, if they are alphabetically named directly in order. You need permanently click those things to expand / collapse them. That is a step backwards. I do not have a solution for your new system, that covers this problem. I dont know what happens, if I simply drop something on a collapsed lab .. which division would be used. I dont know if it could be possible to get tabs for the divisions back, instead oh having them expandable under the arrays ... and of couse its a thing of remembering divisions, and visualize, if a division is empty ... I hope you got the point, why it is not a better system, now you put the old multidimensional approach into a single dimensional tree style.
anoying forum ate my post.
this is the most anoying of the reductions in funtionality in this new UI. it used to be easy to navage labs, corp hangers, assemplys, now its so much of a pain its just not worth bothering with. what used to be right click each hanger/assembly you need and get all 7 tabs stacked with all teh other 7tab hangers you need at taht one time.
is now scroll, shift click, shift click, shift click, shift click, scroll shift click shift click etc etc etc etc.
can you give us this functionality back ccp. cos its sorely missed |
Paul Clancy
Korpu no Byakko Tower of Dark Alliance
8
|
Posted - 2012.05.30 13:42:00 -
[87] - Quote
Dear Soundwave, can you please do that pretty price checks optional? by different window for them, or by 'fielding' them once every DT, without constantly rechecking. At the moment this feature seems laggy, if we will be able to collapse this field (as filters and tree view), it will be great! |
Eli Strange
Strange Mining INC
5
|
Posted - 2012.05.30 13:47:00 -
[88] - Quote
I like the unified inventory. Yes, it has some issues, but I would like to see the entire User Interface revamped. The current UI is outdated and is not intuitive. If you have been playing for years and years this may not be obvious to you, but the EVE UI is in need of a revamp.
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Marcel Devereux
Aideron Robotics
111
|
Posted - 2012.05.30 13:54:00 -
[89] - Quote
CCP Soundwave wrote:Andy DelGardo wrote:Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.
U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!
Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun. The POS access range isn't something that change with the unified inventory. We'll happily look into it, but right now we're looking to right some of the wrongs that came out with the inventory. Regarding the options to hide/remove stuff, we're looking at options of doing this gracefully. We haven't entirely settled upon one, but having a "favorites" type folder where you can customize stuff is what I'm leaning towards as it solves multiple issues.
Please do. We know that the 3km change wasn't part of the unified inventory. What the new system has done is only highlight how much of a pain the 3km limit is for modules inside the shields. We have been living with it and working around it. It is a very bad game design. Under the new system more clicks have been introduced which not only makes it a horrible game design but a horrible user experience.
The offered up bandaid will make it slightly better but won't fully fix the UX problem nor will it solve the game design problem. This to me is low hanging fruit that could not only make up for the introduced click fest but actually go a long way into help POS people. |
Lyron-Baktos
Selective Pressure Rote Kapelle
208
|
Posted - 2012.05.30 13:56:00 -
[90] - Quote
I still don't see why people are crying about not having separate icons to open item hanger and ship hanger. In the past, it would take 2 clicks to get both windows open. Now you click once to get your Inventory screen open then you can shuffle between tabs. All in one window. You can drag items from the current active window to any tab you want it to. All in once easy to use window.
Are people really screaming at now you have to shift/drag to get a 2nd window open? You are still doing two actions, just like you did in the past On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton where the dripping patchouli was more than scent, It was a sun-á |
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