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Author |
Thread Statistics | Show CCP posts - 62 post(s) |
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CCP Phantom
C C P C C P Alliance
1394

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Posted - 2012.06.04 19:12:00 -
[1] - Quote
Our developers are working hard to ready another round of Unified Inventory improvements, this time focusing on ramping up the performance of the Inventory considerably.
Follow Lead Game Designer CCP Soundwave, explore his latest dev blog "Next Unified Inventory Update" and learn more about the future improvements.
We welcome your feedback as always! CCP Phantom - German Community Coordinator |
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CCP Explorer
C C P C C P Alliance
526

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Posted - 2012.06.04 19:56:00 -
[2] - Quote
I wanted to expand a bit on CCP Soundwave's comment in his dev blog that "doing frequent updates isnGÇÖt really healthy and canGÇÖt be maintained for longer periods of time" from a technical perspective. In this particular case then the frequent Inferno 1.0.x releases are starting to press against the staging process of the next main deployment.
Let me explain a bit what I mean by that:
We use a source code revision control system to manage the source code for EVE Online (we use a system called Perforce). We develop each expansion in a code branch called MAIN but shortly before deployment we copy the code (port it) into a different branch for the final fixes; isolating the code being deployed so that future development can continue uninterrupted in MAIN for the future deployments thereafter.
After a deployment we hotfix the server and deploy client patches from the staging branch until the subsequent staging branch is created. The reason why we only have one staging branch active at each time is that code fixes made in a old staging branch can't be ported directly to the new staging branch, but rather must be ported through the MAIN branch, potentially picking up extra/new code in the process that is intended for a later release.
In this diagram you can see the staging branches for Inferno 1.0.x (called DEBBY) and the upcoming Inferno 1.1.x (called ERNESTO):
http://cdn1.eveonline.com/www/newssystem/media/62833/1/Branches_H2_2012_v6a_small.png
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
529

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Posted - 2012.06.04 21:28:00 -
[3] - Quote
Panhead4411 wrote:CCP Explorer wrote:I wanted to expand a bit on CCP Soundwave's comment in his dev blog that "doing frequent updates isnGÇÖt really healthy and canGÇÖt be maintained for longer periods of time" from a technical perspective. In this particular case then the frequent Inferno 1.0.x releases are starting to press against the staging process of the next main deployment.
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog. So is this the real reason the new Inventory was initially PUSHED onto TQ? I understand and appreciate that you have in house dealines, but you seem to not be understanding that your customers would prefer a fully functional system before you try to work on something new. Unless i've misread most of the feedback given in all the major threadnaughts thus far. This is not the reason. We honestly thought we were ready. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
529

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Posted - 2012.06.04 21:29:00 -
[4] - Quote
Sarmatiko wrote:CCP Explorer wrote:In this diagram you can see the staging branches for Inferno 1.0.x (called DEBBY) and the upcoming Inferno 1.1.x (called ERNESTO): http://cdn1.eveonline.com/www/newssystem/media/62833/1/Branches_H2_2012_v6a_small.pngWe were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog. Thanks for great explanation. So we will probably get minmatar ships in ERNESTO branch in June?  Yes, you will. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
529

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Posted - 2012.06.04 21:33:00 -
[5] - Quote
Fearless M0F0 wrote:CCP Explorer wrote:We use a source code revision control system to manage the source code for EVE Online (we use a system called Perforce). Perforce?, ouch, I feel your pain  You guys should look into some 21st century source control like Git or Mercurial, each team working on its own branch until is ready to merge into the mainline. While Perforce has many shortcomings it excels at large-file management. Other systems have better change-set management but can't cope with our art assets. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Soundwave
C C P C C P Alliance
1314

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Posted - 2012.06.04 21:42:00 -
[6] - Quote
Maul555 wrote:I would like to congratulate CCP on getting this thing under control enough to get my mining workflow back to mostly normal. I am still dealing with a lack of right click options on my orca, having to instead open all of my bays from 3 different locations... The windows remembering themselves is making this tolerable. The shift+click nonsense is still frustrating me, and I really really really wish you guys would abandon it altogether for more conventional methods, like double click. I am looking forward to more fixes and I dearly hope that my concerns are among them.
oh yeah; and tabs!
Yeah, we'll make it easier to use. Added to what you're talking about, we're looking at adding bays to the neocom, so if you drag the drone bay to the neocom, you can access it from there when it's available, it's kind of cool. Anyway, on it  |
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CCP Soundwave
C C P C C P Alliance
1314

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Posted - 2012.06.04 21:43:00 -
[7] - Quote
Edington Trent wrote:I just hope it fixes the annoying problem of the game slowing down to about 0.2 fps every time i try to move my giant stack of mission loot into or out of a station container.
This should be better this week. |
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CCP Soundwave
C C P C C P Alliance
1314

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Posted - 2012.06.04 22:42:00 -
[8] - Quote
Zeronic wrote:Hey CCP Soundwave (or any other CCP wants to try),
When I drop item in to another Corperation Corperation Hanager Array, in say the first division it just gives me this error "You have been denied access for the following reason: This office does not belong to your corporation." Yes it is another Corporation PoS structured but before the new UI system we could still drop in. The function needs to be restored or improved.
I keep missing the thread shift and these seems to be on deaf ear.
I'll check this one out in the morning. |
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CCP Soundwave
C C P C C P Alliance
1317

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Posted - 2012.06.04 23:46:00 -
[9] - Quote
Ramman K'arojic wrote:Soundwave,
Given the vast number of thread-naughts with comments and suggestions from every pod and his dog ; is there are definitive complete authoritative list of improvements that will be made at some point between UI - say between now and end of the year ?
Ramm
Not definitive, we have a long list that we're constantly adding to. You'll very likely see us iterating based on feedback till late in the year if needed, so this feature is definitely not being left behind :) |
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CCP Goliath
C C P C C P Alliance
487

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Posted - 2012.06.05 16:39:00 -
[10] - Quote
Guys, the team isn't stopping working on fixes and improvements, they are changing their release cadence. Next release in 2 days, then another one 12 days after that. The 12 days (7 days development time) isn't going to spent doing no work! Please, I understand that you are angry, upset, etc. Your vitriolic hate is doing you no good - we don't listen harder because you call us worse names. To those who are still keeping it constructive, thanks, and we are working! CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
487

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Posted - 2012.06.05 16:54:00 -
[11] - Quote
Sarina Berghil wrote:CCP Goliath wrote:Guys, the team isn't stopping working on fixes and improvements, they are changing their release cadence. Next release in 2 days, then another one 12 days after that. The 12 days (7 days development time) isn't going to spent doing no work! Please, I understand that you are angry, upset, etc. Your vitriolic hate is doing you no good - we don't listen harder because you call us worse names. To those who are still keeping it constructive, thanks, and we are working! I remember similar statements refering to the PI UI which still has shortcut inconsistencies, unclear/undocumented data, and is generally a PITA to use. But when the release cadence changed the issues with that UI transformed into working as intended. I think some of us has the expectation that when the rate of fixes is slowing down, we will have to settle with what we got or wait years for a fix.
I follow the expectations set out by Soundwave and Game of Drones, and expect nothing beyond what they say, nor do I extrapolate based on what was a different feature, different team, different development methodology, different release cadence and frankly different company. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
490

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Posted - 2012.06.05 17:35:00 -
[12] - Quote
Glarbl Blarbl wrote:CCP Goliath wrote:Guys, the team isn't stopping working on fixes and improvements, they are changing their release cadence. Next release in 2 days, then another one 12 days after that. The 12 days (7 days development time) isn't going to spent doing no work! Please, I understand that you are angry, upset, etc. Your vitriolic hate is doing you no good - we don't listen harder because you call us worse names. To those who are still keeping it constructive, thanks, and we are working! Thanks for this, Goliath, it wasn't clear to a lot of us that development would continue on the UI. I think the problem a lot of us have is that this seems like a pattern now, releasing features that many of the playerbase don't seem to want in a half-working state. I started playing Eve about a month before Incarna was released and I'm having some powerful flashbacks now. Would it be possible for you to write a devblog detailing how CCP decides when a new feature is TQ-ready? I for one would greatly appreciate an inside view of the decision making process. I've considered logging into SISI to check out upcoming features and provide my input -- but as it seems that any feedback given about SISI is ignored, what incentive do I have to do so? Keep in mind that since we pay to play this game we feel like we have a certain amount of ownership here. It's really frustrating to be in the position of shelling out dollars when you don't know if you're going to enjoy the experience you're paying for.
I'll talk to some people about getting a/some devblog(s) written about our development processes and go into what you asked for. Don't fall into this trap of thinking that Sisi feedback is ignored though - plenty of feedback received on Sisi results in changes being made and plenty is taken on board but not implemented, for good and for bad. Look at the recent Incursion rebalancing and the continual input Affinity and team Five-0 had from seasoned incursion runners - they made a number of iterations based on that feedback. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
490

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Posted - 2012.06.05 17:37:00 -
[13] - Quote
DazedOne wrote:Chokichi Ozuwara wrote:DazedOne wrote:Just like how we believed Soundwave when he said that we would have weekly patches until this was fixed. Funny how that has suddenly changed.... Things change, I can understand and appreciate that. I think that CCP doesn't realize how much resentment and mistrust people have for them right now. It's better if they say less and do more, than the other way around. Arguing with us, or talking about release schedules isn't an essential part of fixing this problem. The problem has to be fixed in the game, not the forums. CCP is not giving us a timeline for that reason, they do not want to see a massive unsub from their playerbase while we wait for this to be fixed.
Don't put words in our mouths. Firstly, we have given a timeline (please see massive outrage when we updated said timeline). We haven't said when it's going to be complete because we don't know. As Soundwave said (this is a paraphrase) "until you are happy with it". CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
490

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Posted - 2012.06.05 17:43:00 -
[14] - Quote
DazedOne wrote:CCP Goliath wrote:Glarbl Blarbl wrote:CCP Goliath wrote:Guys, the team isn't stopping working on fixes and improvements, they are changing their release cadence. Next release in 2 days, then another one 12 days after that. The 12 days (7 days development time) isn't going to spent doing no work! Please, I understand that you are angry, upset, etc. Your vitriolic hate is doing you no good - we don't listen harder because you call us worse names. To those who are still keeping it constructive, thanks, and we are working! Thanks for this, Goliath, it wasn't clear to a lot of us that development would continue on the UI. I think the problem a lot of us have is that this seems like a pattern now, releasing features that many of the playerbase don't seem to want in a half-working state. I started playing Eve about a month before Incarna was released and I'm having some powerful flashbacks now. Would it be possible for you to write a devblog detailing how CCP decides when a new feature is TQ-ready? I for one would greatly appreciate an inside view of the decision making process. I've considered logging into SISI to check out upcoming features and provide my input -- but as it seems that any feedback given about SISI is ignored, what incentive do I have to do so? Keep in mind that since we pay to play this game we feel like we have a certain amount of ownership here. It's really frustrating to be in the position of shelling out dollars when you don't know if you're going to enjoy the experience you're paying for. I'll talk to some people about getting a/some devblog(s) written about our development processes and go into what you asked for. Don't fall into this trap of thinking that Sisi feedback is ignored though - plenty of feedback received on Sisi results in changes being made and plenty is taken on board but not implemented, for good and for bad. Look at the recent Incursion rebalancing and the continual input Affinity and team Five-0 had from seasoned incursion runners - they made a number of iterations based on that feedback. The key difference here is if the incursion runners didn't like the feature they don't have to use it. For instance the incursion runners were not happy and as a result decided to do other things in eve. Now with the UI everyone has to deal with it in some frame or fashion and just waiting for our input to be added to salvage this mess is getting annoying. Right click options, double click options. Getting rid of shift clicks, more windows etc. You've read it all. Your comparison is like comparing apples to ornages.
It wasn't a comparison though, it was an example to illustrate my point about player feedback. At no point did I compare Unified Inventory and Incursions.
CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
491

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Posted - 2012.06.05 18:05:00 -
[15] - Quote
Senarian Tyme wrote:CCP Goliath wrote:Guys, the team isn't stopping working on fixes and improvements, they are changing their release cadence. Next release in 2 days, then another one 12 days after that. The 12 days (7 days development time) isn't going to spent doing no work! Please, I understand that you are angry, upset, etc. Your vitriolic hate is doing you no good - we don't listen harder because you call us worse names. To those who are still keeping it constructive, thanks, and we are working! We aren't asking for heads on a spike here (yet), we want stuff working at least as well as before "winferno" went live. If customers demanding a quality product is "vitriolic hate" to you then you are in the wrong business. If you wish to avoid such reactions you should really think before you and release beta products onto your production server. Your current implementation still does not meet standards. The fact your teams have been working so hard after release shows just how much additional work is still needed to make it a half way presentable product. If you really want people to stop being so upset, you are going to need to make amends. Simply fixing the system to the point it SHOULD have been at on the day it went live, is not doing this, its least amount of effort. Offering discount resubscriptions is likely to earn some partial good will. But why are we paying at all to do your beta work? I can say you wont be getting another dime out of me (or the vast majority of my corp either) until this is brought back up to a satisfactory level of interaction and performance.
I wish you were speaking for everyone but a fair section of the reponses, even just in this thread, have gone beyond the boundaries of respectability. Customers demanding a quality product is fine, customers demanding hard working peoples' jobs, or calling their personal integrity, skill and commitment into question, isn't in my book. As to the current implementation, that has been addressed numerous times throughout this thread and in the dev blog that the thread comes from so I won't repeat myself and others further. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
491

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Posted - 2012.06.05 18:14:00 -
[16] - Quote
E6o5 wrote: - when i drag item into the container i want them to be unlocked if i have the container configured that way -> doesn't work at the moment, wtf - windows for containers i opened should still be open when i dock and redock -> doesn't work at the moment, wtf
This is just one use case that is currently broken in so many ways, and you dare to complain that we complain...
Btw. as a SCRUM team you are responsible for the quality. How many automatic tests of any kind have you created when implementing this feature and how many already did exist beforehand?
Both the issues you have listed are defects, they are known to the team and they will be fixed.
I don't have an issue with complaints, I have an issue with the manner of complaining.
I can't really answer your last question as it doesn't make much sense. Do you think that I am on team Game of Drones? I'm not on any team (see signature). When you ask about automated tests, how much do you know about our codebase and development practises so far? What question are you really trying to ask? CCP Goliath | QA Director | @CCP_Goliath |
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CCP Explorer
C C P C C P Alliance
543

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Posted - 2012.06.06 14:55:00 -
[17] - Quote
MailDeadDrop wrote:CCP Explorer wrote:We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
543

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Posted - 2012.06.06 16:49:00 -
[18] - Quote
MailDeadDrop wrote:CCP Explorer wrote:MailDeadDrop wrote:CCP Explorer wrote:We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June. Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th? (Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.) Sorry for the confusion; yes, there are deployments on 7 June (tomorrow) and then on 19 June. It's Inferno 1.0.9 and then Inferno 1.1. Both deployments will contain fixes to Unified Inventory. Inferno 1.1 primarily contains updated Minmatar ships (continuing the so-called V3 Project).
After 19 June there will further releases, Inferno 1.1.x, as needed and as promised, for Unified Inventory. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Mannbjörn
C C P C C P Alliance
12

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Posted - 2012.06.06 18:03:00 -
[19] - Quote
Maul555 wrote:CCP Explorer wrote:MailDeadDrop wrote:CCP Explorer wrote:MailDeadDrop wrote:CCP Explorer wrote:We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June. Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th? (Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.) Sorry for the confusion; yes, there are deployments on 7 June (tomorrow) and then on 19 June. It's Inferno 1.0.9 and then Inferno 1.1. Both deployments will contain fixes to Unified Inventory. Inferno 1.1 primarily contains updated Minmatar ships (continuing the so-called V3 Project). After 19 June there will further releases, Inferno 1.1.x, as needed and as promised, for Unified Inventory. Is there going to be a blog about the new minmatar ships? This is new to me, and I usually keep up to date with the dev blogs... I am very interested in the V3 project, as I am ready to hand CCP real money for the chance to give my Orca a cool paint job.
It is good hear that there is interest in the V3 project. I'm sorry to say that there are no plans to make a Minmatar DEV blog right now that I know off but that might change now that we are getting closer to delivery. |
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CCP Explorer
C C P C C P Alliance
544

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Posted - 2012.06.06 19:01:00 -
[20] - Quote
MailDeadDrop wrote:CCP Explorer wrote:Sorry for the confusion; yes, there are deployments on 7 June (tomorrow) and then on 19 June. It's Inferno 1.0.9 and then Inferno 1.1. Both deployments will contain fixes to Unified Inventory. Inferno 1.1 primarily contains updated Minmatar ships (continuing the so-called V3 Project).
After 19 June there will further releases, Inferno 1.1.x, as needed and as promised, for Unified Inventory. Ok; thanks for the clarification. So I renew my earlier request: where are the patch notes for Inferno 1.0.9? I would think that they would be available at least 24 hours prior to deployment. The build is made at 04:00 GMT and the patch notes are collected in the morning. This is the process we have for the point patches (the 1.0.x patches). Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
544

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Posted - 2012.06.06 19:01:00 -
[21] - Quote
Sarmatiko wrote:CCP Mannbj+¦rn wrote:It is good hear that there is interest in the V3 project. I'm sorry to say that there are no plans to make a Minmatar DEV blog right now that I know off but that might change now that we are getting closer to delivery. Well dev blog about new .black format instead of .red should be kinda interesting. There must be reasons why this new format was implemented - maybe it's for client performance optimization brought by Team Gridlock, or maybe this is first step to ship customization (like user modified RGB values for ship material/masks/lights). We don't know this, but you do!  I'll talk to Team Gridlock. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Mannbjörn
C C P C C P Alliance
12

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Posted - 2012.06.06 19:17:00 -
[22] - Quote
Maul555 wrote:CCP Mannbj+¦rn wrote:
It is good hear that there is interest in the V3 project. I'm sorry to say that there are no plans to make a Minmatar DEV blog right now that I know off but that might change now that we are getting closer to delivery.
Where can I find any information about it? I don't need a dev blog... What ships?
All Minmatar sub-capitals excluding the Tech-3 ships are getting the V3 treatment.
- Battleship
- BattleCuiser
- Cruiser
- Frigate
- Industrial
- Shuttle
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CCP Mannbjörn
C C P C C P Alliance
13

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Posted - 2012.06.06 20:02:00 -
[23] - Quote
salfun wrote:Davina Sienar wrote:hehehe
SO talking bout V3 brings #numbers of Dev's answering while all Threadnoughts bout basic fail did.. eh wait
ok then grafix:
why is ama stuff no longer the shiny golden fleet ? why is all calda stuff just dark(er)
moar dark = moar good ? Diffrent devs lol I think its a shader that will get fixed in the 1.1 release need the rest of the sub-caps to be v-3ed
It is true that we are in a bit of transition state while adding the V3 materials to all of our content. With the upcoming release we have also brightened all previously V3'ed ships including the new Minmatar.
The gold on Amarr was a design decision and as we have seen before it can be very difficult to please all pilots when changing something like the look of your spaceship. We try our best and we try to stay true to the vision of Eve.
We have not finished iterating on the material changes and we hope we can get better and better result with the new shader system as it evolves and of course that we the developers get better at using it.
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CCP Mannbjörn
C C P C C P Alliance
14

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Posted - 2012.06.06 20:35:00 -
[24] - Quote
Maul555 wrote:CCP Mannbj+¦rn wrote:Maul555 wrote:CCP Mannbj+¦rn wrote:
It is good hear that there is interest in the V3 project. I'm sorry to say that there are no plans to make a Minmatar DEV blog right now that I know off but that might change now that we are getting closer to delivery.
Where can I find any information about it? I don't need a dev blog... What ships? All Minmatar sub-capitals excluding the Tech-3 ships are getting the V3 treatment.
- Battleship
- BattleCuiser
- Cruiser
- Frigate
- Industrial
- Shuttle
Awesome, thanks...
Just a quick update. There will be a blog about Minmatar V3 probably around the middle of next week for those that are interested. |
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CCP Mannbjörn
C C P C C P Alliance
14

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Posted - 2012.06.06 20:45:00 -
[25] - Quote
Salpun wrote:CCP Mannbj+¦rn wrote:salfun wrote:Davina Sienar wrote:hehehe
SO talking bout V3 brings #numbers of Dev's answering while all Threadnoughts bout basic fail did.. eh wait
ok then grafix:
why is ama stuff no longer the shiny golden fleet ? why is all calda stuff just dark(er)
moar dark = moar good ? Diffrent devs lol I think its a shader that will get fixed in the 1.1 release need the rest of the sub-caps to be v-3ed It is true that we are in a bit of transition state while adding the V3 materials to all of our content. With the upcoming release we have also brightened all previously V3'ed ships including the new Minmatar. The gold on Amarr was a design decision and as we have seen before it can be very difficult to please all pilots when changing something like the look of your spaceship. We try our best and we try to stay true to the vision of Eve. We have not finished iterating on the material changes and we hope we can get better and better result with the new shader system as it evolves and of course that we the developers get better at using it. Cap ships get V-3ed when 
No date yet for delivery but we are progressing towards getting them in. We will probably try and finish the sub -capitals first while the tech is prepared for the capital ships. So to sum it up no firm date but on our radar. |
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CCP Goliath
C C P C C P Alliance
510

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Posted - 2012.06.07 09:57:00 -
[26] - Quote
Kasriel wrote:ZaBob wrote: Your regular release schedule should be on hold right now, to clear the decks for fixing this. The rest of the team can test new stuff on Duality in the meantime, but anyone involved should be focusing on this, and there shouldn't even BE a release schedule until it's addressed.
this. a million times this.
The team involved are only focusing on this, while the rest of the development teams work on their own things (with the exception of some extra manpower that has been loaned to the Uni Inv team while this is ongoing). Duality is unfortunately not an option at the moment as we have accidentally it.  CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.07 11:09:00 -
[27] - Quote
Dream Five wrote:RasKarpas wrote:ZaBob wrote:
Developers ALWAYS hate to roll back stuff. Myself included.
This is precisely why it's not the developer's decision. There are control mechanisms for quality developing, which obviously fail time after time. Yep. This. Good devs and managers need to learn to admit their mistakes and bury their egos. Team/company success should be the driving force always, and customer satisfaction ultimately determines that.
I feel that mistakes have already been admitted, and I don't feel that anyone is really showing ego about this. We've been as frank and open in communication channels as possible, and have, are and will continue to react to the feedback we are receiving. As I stated earlier in the thread, Explorer and I will be collaborating on a devblog explaining out development process as all current external literature on it is outdated and there seems to be a great deal of interest in it (along with some statements of fact about it that are incorrect). CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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511

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Posted - 2012.06.07 16:23:00 -
[28] - Quote
Haifisch Zahne wrote:Looting is STILL broken. Open a container in space, separate window (shift-click since dragging container off UI doesn't work), open another loot jetcan, press Loot ALL, window closes, and any further containers opened only open in main UI window. This broken behavior is still present after your June 7 "we saved up all the goodies and you won't have another for weeks" grand patch.
I will not re-subscribe for ONE MONTH for EACH WEEK that UI is broken.
If you opened all the containers in separate windows, they should maintain in separate windows. I have just done this so let me know exact steps if it's not working for you. Bug report would be best but here is fine in a pinch. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.07 16:39:00 -
[29] - Quote
Salpun wrote:CCP Goliath wrote:Haifisch Zahne wrote:Looting is STILL broken. Open a container in space, separate window (shift-click since dragging container off UI doesn't work), open another loot jetcan, press Loot ALL, window closes, and any further containers opened only open in main UI window. This broken behavior is still present after your June 7 "we saved up all the goodies and you won't have another for weeks" grand patch.
I will not re-subscribe for ONE MONTH for EACH WEEK that UI is broken. If you opened all the containers in separate windows, they should maintain in separate windows. I have just done this so let me know exact steps if it's not working for you. Bug report would be best but here is fine in a pinch. Its the steps exactly as stated verse old functionality. Old fuctionality would stack jet cans and wrecks with a tab showing what each was in the same window. Now you have to drag each new container/ wreck off the main inventory window to your looting window by your overview. We want a window we can lock which works this way "if I access wreck/container it opens here not in the main window.
Shift click the overview - opens in new window. You have the option to stack or handle new windows and the game will remember this by type (e.g. wreck, cargo container). Also in tree view, if you open them all, you can just rattle Loot All til they're all gone. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.07 18:04:00 -
[30] - Quote
Salpun wrote:Haifisch Zahne wrote:I seriously hope you are not saying there is a SHIFT-RIGHT CLICK menu vs a RIGHT CLICK menu. Not to mention this inane SHIFT-CLICK nonsense? Salpun wrote:Bug report/ missing features. 138040 With out a shift click fuction showing in the right click menu shift click fuctionality is not apperant to open wrecks or cargos, there is no way to open wrecks in a secondary window from the overview. Wrecks are not show ing up in the index any more if they are in range so you have to open then via a right click menu and then open them via the shift click right click menu. Opening a second wreck using the shift click fuctionality or right click drop down fuctionality closes the prevousely open window which has a wreck in it. It does not open that wreck in the same window as the prevous wreck.
Shift double click works but is not documented well. Every thing put out by the new devblogs is shift single click No while all the fuctionality on the new Inventory window is shift single click. All like fuctionality is shift double click when useing the overview. There is not a shift double click line in the overview right click menu or a loot all icon in the right click drop down menu so people do not have to move there mouse a million miles while looting.
Pretty much this. It's the exact same functionality as before, except you hold down shift if you want it in a separate window as oppose to using the tree view. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
511

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Posted - 2012.06.07 18:06:00 -
[31] - Quote
Smoking Blunts wrote:functionality is not the same with this new ui as with the old.
4 corp hangers at a pos.
old system, right clcik 4 times all 28 hangers in 4 stacked windows. change to corp division 1, click each corp hanger wondow and you can see whats in all 4 hangers corp division 1 with 4 click, rinse repeat with all 4 corp hangers, division after division
new system shift click 28 times. 28 windows, now try to search through 4 corp hanger division 1's... go on, try. now try division 2, 3 4, 5, 6 and 7...
oh it gets better, warp away( all 28 windows become your cargo window and dont auto close), come back.... do it again and again and again... i bet you jsut give up as its a nightmare
why have you removed right click menus that actually have a function ccp?
I might be reading this wrong, but I don't see why you aren't using the tree view for this - it gives you the same functionality as before, but in one window (or 4 if you prefer one for each hangar) and you just 1 click to each division. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
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Posted - 2012.06.07 18:08:00 -
[32] - Quote
Haifisch Zahne wrote:YOU ARE IN*ANE. SHIFT-RIGHT CLICK?! Get serious. CCP Goliath wrote:Salpun wrote:Haifisch Zahne wrote:I seriously hope you are not saying there is a SHIFT-RIGHT CLICK menu vs a RIGHT CLICK menu. Not to mention this inane SHIFT-CLICK nonsense? Salpun wrote:Bug report/ missing features. 138040 With out a shift click fuction showing in the right click menu shift click fuctionality is not apperant to open wrecks or cargos, there is no way to open wrecks in a secondary window from the overview. Wrecks are not show ing up in the index any more if they are in range so you have to open then via a right click menu and then open them via the shift click right click menu. Opening a second wreck using the shift click fuctionality or right click drop down fuctionality closes the prevousely open window which has a wreck in it. It does not open that wreck in the same window as the prevous wreck.
Shift double click works but is not documented well. Every thing put out by the new devblogs is shift single click No while all the fuctionality on the new Inventory window is shift single click. All like fuctionality is shift double click when useing the overview. There is not a shift double click line in the overview right click menu or a loot all icon in the right click drop down menu so people do not have to move there mouse a million miles while looting. Pretty much this. It's the exact same functionality as before, except you hold down shift if you want it in a separate window as oppose to using the tree view.
When did I ever say Shift right click? To open a container via overview you double click it under the old system. Now that opens it in the tree view. If you want it open in a separate window, shift double click it.
CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
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Posted - 2012.06.07 18:10:00 -
[33] - Quote
Par'Gellen wrote:CCP Goliath wrote:Smoking Blunts wrote:functionality is not the same with this new ui as with the old.
4 corp hangers at a pos.
old system, right clcik 4 times all 28 hangers in 4 stacked windows. change to corp division 1, click each corp hanger wondow and you can see whats in all 4 hangers corp division 1 with 4 click, rinse repeat with all 4 corp hangers, division after division
new system shift click 28 times. 28 windows, now try to search through 4 corp hanger division 1's... go on, try. now try division 2, 3 4, 5, 6 and 7...
oh it gets better, warp away( all 28 windows become your cargo window and dont auto close), come back.... do it again and again and again... i bet you jsut give up as its a nightmare
why have you removed right click menus that actually have a function ccp? I might be reading this wrong, but I don't see why you aren't using the tree view for this - it gives you the same functionality as before, but in one window (or 4 if you prefer one for each hangar) and you just 1 click to each division. Have you ever even used a corp hangar?
Yes in my player activity I have had repeated exposure to corp hangars. I still do, and have not had a large degree of trouble adjusting to the new inventory, this is why I'm asking what specific troubles you are having so that I can help you. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
511

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Posted - 2012.06.07 18:11:00 -
[34] - Quote
Haifisch Zahne wrote:The tree view is horrible when looting. I have to drag the MAIN UI off a convenient bar of other windows usually left near top of screen EVERYTIME I loot. And, it remembers nothing. And, I have to resize it, position it, and make it transparent, or I can't move and loot at the same time. SHIFT-RIGHT CLICK!!! Tell me one other REAL piece of software that does this kind of nonsense. CCP Goliath wrote:Smoking Blunts wrote:functionality is not the same with this new ui as with the old.
4 corp hangers at a pos.
old system, right clcik 4 times all 28 hangers in 4 stacked windows. change to corp division 1, click each corp hanger wondow and you can see whats in all 4 hangers corp division 1 with 4 click, rinse repeat with all 4 corp hangers, division after division
new system shift click 28 times. 28 windows, now try to search through 4 corp hanger division 1's... go on, try. now try division 2, 3 4, 5, 6 and 7...
oh it gets better, warp away( all 28 windows become your cargo window and dont auto close), come back.... do it again and again and again... i bet you jsut give up as its a nightmare
why have you removed right click menus that actually have a function ccp? I might be reading this wrong, but I don't see why you aren't using the tree view for this - it gives you the same functionality as before, but in one window (or 4 if you prefer one for each hangar) and you just 1 click to each division.
None that I know of, including EVE Online. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
511

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Posted - 2012.06.07 18:13:00 -
[35] - Quote
Par'Gellen wrote:CCP Goliath wrote:To open a container via overview you double click it under the old system. Now that opens it in the tree view. If you want it open in a separate window, shift double click it. Swap that around and some of us would be happy. Why does this abominiation of a UI try to take control of everything I do unless I hold up the holy cross (shift key)?
The default behaviour is now to use the tree view. For people that are not a fan of this, shift click is implemented to enable them to use separate windows. If you like I will ask the team if mapping these as shortcuts that individual users can customise is an option? (Note, even if this is possible, it will not change the default behaviour) CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.07 18:15:00 -
[36] - Quote
Par'Gellen wrote:CCP Goliath wrote:Yes in my player activity I have had repeated exposure to corp hangars. I still do, and have not had a large degree of trouble adjusting to the new inventory, this is why I'm asking what specific troubles you are having so that I can help you. Fair enough. My specific troubles are that the corp hangar does not open in a tabbed hangar view exactly like the old one with a single click of a single button. I should not have to spin my chair and hold keys down to get what I had before with a simple single click.
Well, I would argue that it does, it's just that the tabs are now to the left of the window rather than at the top of the window. Would I be fair in saying that? Yes, it's not exactly the same, but surely we can compromise here in that the functionality has been retained. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.07 18:16:00 -
[37] - Quote
Rock Kicker wrote:CCP Goliath wrote:Salpun wrote:Haifisch Zahne wrote:I seriously hope you are not saying there is a SHIFT-RIGHT CLICK menu vs a RIGHT CLICK menu. Not to mention this inane SHIFT-CLICK nonsense? Salpun wrote:Bug report/ missing features. 138040 With out a shift click fuction showing in the right click menu shift click fuctionality is not apperant to open wrecks or cargos, there is no way to open wrecks in a secondary window from the overview. Wrecks are not show ing up in the index any more if they are in range so you have to open then via a right click menu and then open them via the shift click right click menu. Opening a second wreck using the shift click fuctionality or right click drop down fuctionality closes the prevousely open window which has a wreck in it. It does not open that wreck in the same window as the prevous wreck.
Shift double click works but is not documented well. Every thing put out by the new devblogs is shift single click No while all the fuctionality on the new Inventory window is shift single click. All like fuctionality is shift double click when useing the overview. There is not a shift double click line in the overview right click menu or a loot all icon in the right click drop down menu so people do not have to move there mouse a million miles while looting. Pretty much this. It's the exact same functionality as before, except you hold down shift if you want it in a separate window as oppose to using the tree view. Except Shift-clicking on a pos array structure, either visually or from the overview does nothing. Shift-double-click causes you to approach the array only. Shift-click (and shift-dbl-click) from the tree on an array either expands or collapses the divisions. Only way I have found to open multiple inventory windows is to shift-double-click cans I carry in my cargobay. So I get an inventory window for my ship caargo, and then one for each can. Then I have to keep the damn tree active (or expand it out each time) on each one so i can change divisions as I move minz, etc around between arrays to run jobs. I generally have a minimum of 4 windows open at one time when sitting at my tower doing work. This UI has made working at a pos an absolute PITA.
I was referring to wrecks and cargo containers in my earlier post. I am not aware of the intended functionality of this as fits POSes, but will check out the old behaviour on a reference server tomorrow along with current behaviour as you describe. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.07 18:17:00 -
[38] - Quote
Par'Gellen wrote:CCP Goliath wrote:Par'Gellen wrote:CCP Goliath wrote:To open a container via overview you double click it under the old system. Now that opens it in the tree view. If you want it open in a separate window, shift double click it. Swap that around and some of us would be happy. Why does this abominiation of a UI try to take control of everything I do unless I hold up the holy cross (shift key)? The default behaviour is now to use the tree view. For people that are not a fan of this, shift click is implemented to enable them to use separate windows. If you like I will ask the team if mapping these as shortcuts that individual users can customise is an option? (Note, even if this is possible, it will not change the default behaviour) And you just pointed out the biggest problem with the whole mess. Thank you.
Which I assume you mean to be that you do not want to use the tree view at all on basic principle? The team are doing everything they can to make this of minimal impact to you, but the tree view itself is not going anywhere so I hope that you can come to terms with it in some way. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.07 18:19:00 -
[39] - Quote
Haifisch Zahne wrote:CCP Goliath, you want to make a hundred thousand-- or more-- Eve users happy? Make an option to reverse SHIFT CLICK and CLICK. This *should* get the functionality of the old Inventory back to normal, assuming you get all the presistence problems worked out. Of course, I think this entire UI nonsense is only to let the soon-to-come masses of Dust bunnies be comfortable with what they already know-- Windows Explorer. Damned be the old users of Eve. CCP Goliath wrote:Par'Gellen wrote:CCP Goliath wrote:To open a container via overview you double click it under the old system. Now that opens it in the tree view. If you want it open in a separate window, shift double click it. Swap that around and some of us would be happy. Why does this abominiation of a UI try to take control of everything I do unless I hold up the holy cross (shift key)? The default behaviour is now to use the tree view. For people that are not a fan of this, shift click is implemented to enable them to use separate windows. If you like I will ask the team if mapping these as shortcuts that individual users can customise is an option? (Note, even if this is possible, it will not change the default behaviour)
You're wrong about DUST, but we do think the new system is more intuitive or user-friendly to newer players yes. FYI when you said make an option to reverse shift click and click, that is exactly what I was referring to when I said " If you like I will ask the team if mapping these as shortcuts that individual users can customise is an option?" CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.07 18:21:00 -
[40] - Quote
Par'Gellen wrote:CCP Goliath wrote:Well, I would argue that it does, it's just that the tabs are now to the left of the window rather than at the top of the window. Would I be fair in saying that? Yes, it's not exactly the same, but surely we can compromise here in that the functionality has been retained. You can say whatever you want. Nothing changes the fact that it's harder now. It's more clicks now. It's not intuitive. For God's sake it even requires keyboard input now to do things that before were a single left click of the mouse. If I only open one inventory window a day I could live with that. Multiply it a thousand fold and bask in the glow of the worst UI in the universe.
We're now getting into opinion, but as I say, I will ask the team if rebinding the shift click to be normal click as a shortcut option (note - not default behaviour) is possible.
That's all for me this evening folks. Fly safe. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.08 11:40:00 -
[41] - Quote
So I spoke to the team about the shortcut option I referred to earlier in the thread. They are going to look into the feasibility of this now and seemed pretty positive about it. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.08 12:40:00 -
[42] - Quote
Makari Aeron wrote:Rengerel en Distel wrote:CCP Goliath wrote:So I spoke to the team about the shortcut option I referred to earlier in the thread. They are going to look into the feasibility of this now and seemed pretty positive about it. Any chance you guys could lock these threads, and just communicate in the threads after each patch? Since all feedback will be based on what has been done, it would make it a lot easier on everyone i believe. Agreed. And CCP Goliath, for the crap you had to put up with in this thread, I think you deserve a cookie. Sadly, I don't think shipping food Internationally is smiled upon.
It would certainly be pretty mashed up by the time it got to me :) CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.08 12:49:00 -
[43] - Quote
Konstantin Panfilov wrote:CCP Goliath wrote:So I spoke to the team about the shortcut option I referred to earlier in the thread. They are going to look into the feasibility of this now and seemed pretty positive about it. About shortcut to DEV wrote in May 23-24 (in forum). Today on June 8. Passed 2 weeks. Nice....
I wrote about it yesterday CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
C C P C C P Alliance
512

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Posted - 2012.06.08 13:00:00 -
[44] - Quote
Meytal wrote:CCP still has a reference server with the old code available. They've admitted that, or at least Goliath did.
CCP doesn't believe the players when they say things were easier with the old method. This is in spite of the fact that the players play this game more than they do. They design and program the game. That's different than being an end-user.
CCP, if you really and truly want to make this a better inventory management interface, open up the reference server (or a copy of it) to players for a month or two. Disable the activation of modules, if you think people will just try to grief. Let us make images and videos of how we used to do things, and then we can make comparison images and videos of how we have to do those same things now.
Then, again assuming you aren't just stringing us along here until the noise dies down, you can see and understand what everyone is saying. Then you can understand the position players are coming from, and why this new inventory is a major step backwards.
CCP, Will you do this? Do you care about letting the players help you understand why they are complaining?
This could also call their bluff. If people are complaining just to complain, and the old inventory management interface was inferior to the new one, you could see that as well. And you could demonstrate that as well.
Note: "Can't do this" is not an acceptable answer. Virtual machines are cheap, and you already have a reference copy running as it is, so cloning that is easier than standing one up from backups. If you say this, it really means you won't bother spending the time to do it or don't think it's important enough to spend time setting this up, so just say that instead.
It wasn't an admission, we have a massive number of legacy builds because we need to test against previous functionality. It's also not a case of us not believing people, it would be naive to assume that people are actively lying to us about a system. We can't open our reference servers to the public however as they have sensitive data on them (all internal mirrors are unpruned and remirroring for a reference server would cause a bunch of conflicts). It's also not quite as simple as just whacking a VM based server up and letting that be public, you're just going to have to take my word for that. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Explorer
C C P C C P Alliance
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Posted - 2012.06.08 20:38:00 -
[45] - Quote
CCP Goliath wrote:It wasn't an admission, we have a massive number of legacy builds because we need to test against previous functionality. It's also not a case of us not believing people, it would be naive to assume that people are actively lying to us about a system. We can't open our reference servers to the public however as they have sensitive data on them (all internal mirrors are unpruned and remirroring for a reference server would cause a bunch of conflicts). It's also not quite as simple as just whacking a VM based server up and letting that be public, you're just going to have to take my word for that. The reference servers are set up to support perhaps 5-10 users; only for internal testing purposes. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Goliath
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Posted - 2012.06.13 11:13:00 -
[46] - Quote
Callidus Dux wrote:CCP has to think about it, why it was necessary to bring out two new forum rules. Sure the hate and upcoming increased personal attack on CCP employees is not tolerable. But at least obvious. It is not so, that the majority of the eve community is upset because CCP did a good job or listened to the customer. It is because they force unwanted and unfinished things that where far away from ANY usability or improvement and completely ignore ALL customers who pays to play the game and do not want to test it; or being unable to play the game any longer because of this absolute terrible UI. It is a fact that barely one loves this UI. Have a look at all the different threads in the forum. (If you are able to find all of them.) As it is now: CCP denies every statement what they will do in the FUTURE. They only let us know little things about the next week. What comes next month? What will you bring MORE to improve the UI? Just GÇ£ImprovementsGÇ¥ and GÇ£Listened feedbackGÇ¥ is not enough to calm down the player base who donGÇÖt like the unified inventory. I had a small GÇ£conversionGÇ¥ with two CCPGÇÖs in another thread. And not surprisingly; all I got was nothing constructive from them. I can not write or link the comments from them because they are deleted and a reconstruction from my memory would not give a proper picture. So I would really suggest to bring a information website where all interested people can have a look at the planned changes for this UI. I, and perhaps many others, do not need a tight fit high-tech masterplan with all details and the correct time frame. Just a list with all ideas which will come back to this UI. And an explanation why something will not come back. Denial of a right click menu or an icon at the NeoCom would be not a good idea. It would be easy to implement and would help players. Why deny this changes? That makes no sense. The DEVGÇÖs and CCPGÇÖs are under enormous pressure. But its not the fault of the paying customer. Its CCPGÇÖs and its release dogma fault. So please stop forcing and do not ban people because they feel ignored from you and want a statement from you. Say something more than just empty phrases like GÇ£ImprovementsGÇ¥ and so on. WHAT exact do you plan? Why do you not rebuild (I want not a roll back) the old UI and degrade this unified UI to the asset window as many others asked? I do not like your filters. WHY? I have containers which I can not access with this current UI. I do not like the est. price calculation. It is always wrong, not useable and causes lag and calculation time. I do not like to have elements into one window that doesnGÇÖt belong together. I do not like to have more shortcuts or SHIFT+X solutions to have my windows back! I just want double clicks and right click options and icons in the NeoCom. (without any shift) Think about it and please react. Someone in the forum stated GÇ£Please stop beginning your DevBlogs with GÇÿHello SpacefriendsGÇÖ. At this point we are no friends anymore.GÇ¥ This alone should show the mood of many players at present. Continue to act as you do since 22.05.2012 and EVE will possibly not reach the 10th anniversary. CCP is your company; EVE is your child; but without enough customers you can not pay your bills and employ your people or develop the game. I am at the point where EVE has no fun for me anymore. Sadly- but it is the hard fact. Callidus Dux (no gameplay since 22.05.2012)
At absolutely no point should any hard working developer have to suffer a personal attack for doing the oh-so-terrible-thing of communicating with their customers or changing a feature in a game. Your behaviour in the Inferno 1.1 Sisi Feedback thread was atrocious which is why your posts were deleted. You didn't bring anything but ranting and namecalling to the table, and this is why you didn't get anything constructive.
Your comment about majority is way off. This thread has 113 unique users posting in it. It's called a vocal minority and is very common on forums, and it makes it seem like far more people are angry if you get a 33 page threadnaught going, but the average posts per user in this thread is 4, and 10% of the total posts in it have been made by one user. Approximately 45% of the total posts have been made by the top 10 posters in the thread, of who I am one. Someone trolling our devblog opening is not an indication of "the mood of many players at present". I don't debate that there is a number of people who are disaffected at the moment, but your estimation of their percentage of the player base is grandly overstated.
EDIT: "(no gameplay since 22.05.2012)" All this does is tell me that you haven't tried out any of the fixes and are just soapboxing. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 12:04:00 -
[47] - Quote
Rrama Ratamnim wrote:CCP Goliath wrote:At absolutely no point should any hard working developer have to suffer a personal attack for doing the oh-so-terrible-thing of communicating with their customers or changing a feature in a game. Your behaviour in the Inferno 1.1 Sisi Feedback thread was atrocious which is why your posts were deleted. You didn't bring anything but ranting and namecalling to the table, and this is why you didn't get anything constructive.
Your comment about majority is way off. This thread has 113 unique users posting in it. It's called a vocal minority and is very common on forums, and it makes it seem like far more people are angry if you get a 33 page threadnaught going, but the average posts per user in this thread is 4, and 10% of the total posts in it have been made by one user. Approximately 45% of the total posts have been made by the top 10 posters in the thread, of who I am one. Someone trolling our devblog opening is not an indication of "the mood of many players at present". I don't debate that there is a number of people who are disaffected at the moment, but your estimation of their percentage of the player base is grandly overstated.
EDIT: "(no gameplay since 22.05.2012)" All this does is tell me that you haven't tried out any of the fixes and are just soapboxing. SLAM! Lol, and about damn time, it seems to always be a select subset of people every f*cking time theres a feature release that are just purely bitching nonstop with no constructive criticism.... And then we get people wondering why we have no f*cking devblogs, no f*cking dev to player discussions, its because EVERY TIME THEY SAY SOMETHING THIS SUBSET IS CASTRATING THEM! For the love of god file bug reports, drop notes on your thoughts on changes, and tweaks that have been made, and maybe even the suggestions, why the hell is there call for peoples jobs and other personal attacks, and **** its rediculous! For the love of god i work for an ISP and i've had a$$hole customers that have come in and got upset but even they later apologize, this group just is insanely poor mannered and idiotic, bitching and RANTING isn't going to result i anything but Goliath having to ban and erase more people and threads... how about people follow the awesome eve motto of HTFU! That said, Goliath any update when we're gonna get any devblogs on new modules, and new stuff in the pipeline?
I believe there is a Minmatar V3 devblog in the works, as well as my own scintillating one about development practises here at CCP. Beyond that, Guard or others would have to comment as I'm not sure. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 12:31:00 -
[48] - Quote
Gainard wrote:It may well be only 113 unique users. In this thread. I know of at least three more threads I have posted in with 50+ pages. There are probably a couple threads more. There may also be some complaints delivered via the bug reporting system. However, most players never post at all. It's the same with a bad restaurant, most people do not complain, they simply do not come back.
Of those who do post the vast majority is deeply dissatisfied with the UI and CCP's handling of it.
You can not deny there is no thread with 100+ unique users that express their happiness about the UI.
You can not deny that what has been accomplished with few clicks before now takes more clicks and takes more time than before. You can not deny that opening a second window involves the keyboard - that was not required before. You can not deny that ship cargo does not open on login as it did before. You can not deny the lag to display the windows' content when entering a station, which was not a problem before. You can not deny that the UI is buggy - OK, that counts for all new content, but that does not mean it has to be that way. You can not deny, that there is still no proper explanation as to why you forced the UI upon us. You can not deny there was no warning from the SiSi users.
You can deny to revert back to the old system - if you can make the UI work for us then these threads go dead. You may even get a thank you here and there.
You may keep the UI without addressing our suggestions and problems. But people will quit - certainly not a majority, otherwise you would have more posts here. But its a revenue cut that is easily avoidable.
In business its always easier to keep your customer happy so they come back for more (in this case stay on) than to accquire new customers.
First, the restaurant analogy. The actual analogy is GÇ£A happy customer tells one friend, and an unhappy customer tells everybody.GÇ¥ This is why you rarely get vocal minorities shouting about how something is good. The first devblog on the Unified Inventory had 25 pages of happy feedback, then 25 pages of unhappy feedback. Almost all of the happy people were unique posters and did not repost later.
I don't deny your first point but would amend it to "in some cases" as it is not the case for all, or even most use cases.
I don't deny that you need to shift-click, but would say that firstly, sometimes things change, and secondly, I have been pretty clear that I have talked with the team about making this switchable with old functionality via a shortcut if possible and they are looking into that.
I don't understand "You can not deny that ship cargo does not open on login as it did before." - do you mean login to the client if you previously had it open?
We have acknowledged that there is some lag in cases of large inventories generally featuring containers. This is being worked on as we have stated.
As for the design direction and the Sisi feedback - that is not my place to comment on. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 12:35:00 -
[49] - Quote
Crosi Wesdo wrote:Rrama Ratamnim wrote:Crosi Wesdo wrote:Rrama Ratamnim wrote:Crosi Wesdo wrote:http://www.youtube.com/watch?v=qwkqcVkmKpg please watch it and see what a botch us people who actually play the game are dealing with. good video demonstration, though you honestly go off on tangents, complaining that your cargo containers in tabs missing is annoying, its not CCP's fault you refuse to exapnd the tree and single click and use the treeview the rest is kinda funny but all good points, truely recommend the ccp devs watch it its quite descriptive. I dont really have the vertical space to use a tree view without constantly clicking and misclicking on some tarded scrollbar. Im not a mission runner. In some stations i have 40 ships from time to time. A scroll bar that is on such a short window with that many objects is unusable. umm minimize the ship tree, and click "ship hanger" when you want to see ship icons to switch ships etc... it just feels like your use of that sidebar item/ship window is you trying to force the inventory to be the old inventory rather than just adapting. saying having 100 ships is an issue is moot when you just click the - and all the ships disappear from the treeview Doesnt get around the fact that the space i have in the station window is otherwise unused. Also doesnt get around the fact that if that were gone i would have a single item height window to find everything. I would rather quit than give more space to a container window, just because it shares space with my ships.
You could also try using the "Merge Item and Ship hangar" option in the ESC menu, which will place your item hangar and ship window on the station services panel (it even looks like the old inventory!)
I also suggest using the mousewheel if you are having issues clicking the scrollbar due to window height. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 12:49:00 -
[50] - Quote
I watched it. Thanks for putting the effort in to making this. I have sent it on to the team to make sure they all have a chance to watch it too. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 12:50:00 -
[51] - Quote
Crosi Wesdo wrote:CCP Goliath wrote:
You could also try using the "Merge Item and Ship hangar" option in the ESC menu, which will place your item hangar and ship window on the station services panel (it even looks like the old inventory!)
I also suggest using the mousewheel if you are having issues clicking the scrollbar due to window height.
I have done so for years. Theres a lot of inconsistent behaviour there. But of course you would know that because you obviously watched my video.
Hadn't done when I posted, have now. See above for feedback. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 13:45:00 -
[52] - Quote
Hakaru Ishiwara wrote:CCP Goliath wrote:*snip* As for the design direction and the Sisi feedback - that is not my place to comment on. Whoa. As the lead Quality Assurance human resource, it is hard to imagine that Sisi feedback and bug generation wouldn't be absolutely critical to your work just prior to a patch release. Many of the current design challenges and bugs on Tranquility were addressed via Sisi feedback and published to Tranquility w/o change. You have hundreds of users banging away on Sisi generating defect reports + well-articulated feedback and you are disassociating yourself from that element of a patch? Something does not sound right with that scenario. I look forward to reading the dev blog(s) detailing how and when the QA personnel get involved with a project at CCP.
He wasn't referring to defect feedback, he was referring to feature requests. I'm not a designer or a coder so can't comment on them. Defects are indeed my domain, but I don't control how the teams prioritise their fixes (this will be detailed in the devblog).
CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 13:57:00 -
[53] - Quote
Rommiee wrote:Gainard wrote: You can not deny that what has been accomplished with few clicks before now takes more clicks and takes more time than before. You can not deny, that there is still no proper explanation as to why you forced the UI upon us.
Goliath, what about those questions then ?
Already answered both of them. Read my post... CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 14:39:00 -
[54] - Quote
Jackie Fisher wrote:CCP Goliath wrote:Your comment about majority is way off. This thread has 113 unique users posting in it. It's called a vocal minority and is very common on forums, and it makes it seem like far more people are angry if you get a 33 page threadnaught going, but the average posts per user in this thread is 4, and 10% of the total posts in it have been made by one user. Approximately 45% of the total posts have been made by the top 10 posters in the thread, of who I am one. Someone trolling our devblog opening is not an indication of "the mood of many players at present". I don't debate that there is a number of people who are disaffected at the moment, but your estimation of their percentage of the player base is grandly overstated. Maybe it is overstated but maybe gauging the reaction from counting forum posts is not very accurate either. From the people I know in game there are far more who think the new inventory is currently inferior to the old one to those that prefer it. Most of them appear resigned to putting up with it rather than running to the forums to moan. Obviously this is only anecdotal but I still think you are foolish if you believe the people unhappy with it are a small group. Will there be a player questionnaire on Inferno like there was on Cruicble?
That isn't how I gauge reaction, I just wanted to prove a point that metrics > hyperbole. I also didn't say they were a small group, I said they were a minority - big difference. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 14:41:00 -
[55] - Quote
Vaerah Vahrokha wrote:CCP Goliath wrote:Your comment about majority is way off. This thread has 113 unique users posting in it. It's called a vocal minority and is very common on forums, and it makes it seem like far more people are angry if you get a 33 page threadnaught going, but the average posts per user in this thread is 4, and 10% of the total posts in it have been made by one user. Approximately 45% of the total posts have been made by the top 10 posters in the thread, of who I am one. Someone trolling our devblog opening is not an indication of "the mood of many players at present". I don't debate that there is a number of people who are disaffected at the moment, but your estimation of their percentage of the player base is grandly overstated.
EDIT: "(no gameplay since 22.05.2012)" All this does is tell me that you haven't tried out any of the fixes and are just soapboxing. This is a feedback thread. As I find new issues I add more posts about them. I don't feel guilty or something for multi-posting. I did not know I also had the "perma spinning till you relog 2-3 times" bug at first so I added it later. I posted alternate solutions with screenshots about how to make the layout take less screen real estate. I actually feel I did a good thing to add such a post. I did not know my 9 seconds of wait would turn into 39 for some reason. 39 is WAY too long so here I go, I posted about it again. Not feeling guilty.
Noone is trying to make you feel guilty. Multiple posting is not a bad thing, especially if you're bringing fresh material to the table each time. Posting the same argument over and over again is pretty futile though, as is getting into a slanging match with someone with a different opinion (again, not saying you've done this, just saying that it happens and has happened in this thread) CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 14:43:00 -
[56] - Quote
Rommiee wrote:CCP Goliath wrote:Rommiee wrote:Gainard wrote: You can not deny that what has been accomplished with few clicks before now takes more clicks and takes more time than before. You can not deny, that there is still no proper explanation as to why you forced the UI upon us.
Goliath, what about those questions then ? Already answered both of them. Read my post... Ummm, well not really. You did a bit of skirting around some questions but have not answered these two. Since this whole fiasco started, every single Dev has avoided the second of those questions. We have had the odd vague response about something like GÇ£it was a design decision to facilitate other featuresGÇ¥. So how about an actual answer this time ?
I'll restate my position, that as I am not a designer, nor on the team responsible for the Unified Inventory, that it would be futile for me to comment on the design choice. This is the same answer I gave above (which is no way skirting around anything - if I asked you to teach me Swahili would you be skirting around the answer if you said you were not in a position to be able to do that?). CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 14:47:00 -
[57] - Quote
Vaerah Vahrokha wrote:CCP Goliath wrote:Crosi Wesdo wrote:CCP Goliath wrote:
You could also try using the "Merge Item and Ship hangar" option in the ESC menu, which will place your item hangar and ship window on the station services panel (it even looks like the old inventory!)
I also suggest using the mousewheel if you are having issues clicking the scrollbar due to window height.
I have done so for years. Theres a lot of inconsistent behaviour there. But of course you would know that because you obviously watched my video. Hadn't done when I posted, have now. See above for feedback. I got an idea! (So much for multi-posting). Since we got this new Neocom, could you please modify the inventory button as follows: 1) You add a new menu in the Open EvE menu 2) The new menu contains icons to open current ship inventory, ships hangar, corp hangar, items hangar. Pronto, everyone are happy! New players will just hit the 1 inventory button they get when they install the game. We old players find those icons and drag them on our Neocom hot bar and are happy. Please doooo eeeet!
This is similar to something that the team is discussing as an option. Again, there are a lot of implications beyond how simple the idea may seem at face value, but they're talking about it. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 15:20:00 -
[58] - Quote
Dennie Fleetfoot wrote:...
They would also never, ever dismiss people complaining about the same thing as a vocal minority. They would ask where is it that we're doing wrong and how can we correct it.
...This group of people, this 'vocal minority' have found and highlighted so many bugs in UI, you should be thanking them for showing how lacking your QA protocols are.
...
Now Goliath, you say you can't speak as to Sisi feedback. I urge you to go and read that original feedback thread and you will see that every bug fix you've had to do since inferno with UI could've been avoided if you'd acted on it. How much of yours, Soundwaves and others time could've saved?
...
You seem to be rather insulted by the term vocal minority, which was not my intention. I don't see what's insulting about the term but I apologise to you if you feel marginalised by it. To me, a vocal minority is just that - a group of people less than the majority that are particularly vocal in their feelings.
The entire point of these devblogs and feedback threads has to been to find out what's wrong so we can make it better.
As to the comments about bugs and my department, you are not well informed on our development processes, so I encourage you to read my upcoming devblog on the topic. I would remind you that while players do indeed submit bug reports and discuss issues on the forum, we also test extensively in-house. Just because bugs get found doesn't necessarily mean there is time to fix them. Please do not make assumptions or talk down about my hardworking, talented department.
Remember the difference between bugs and feature requests. Container doesn't open when clicked - bug. Container doesn't open in a separate window when clicked - feature request.
CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 17:45:00 -
[59] - Quote
You know what I'm really enjoying right now? The high levels of interest in our development processes. I was slightly concerned that only 3 people would read the blog 
I warn you though, it's going to be pretty dry! CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.13 17:59:00 -
[60] - Quote
Dream Five wrote:ZaBob wrote:Dream Five wrote:I made an online poll here. Surprisingly it seems that CCP is still not convinced that the UI is bad, both the concept and implementation. I guess we can try to figure out the truth, since the opinion to roll back to old ui that most people here share can be dismissed as "vocal minority". http://gopollgo.com/is-inferno-unified-ui-in-eve-better-than-the-old-ui Please vote and spread the word. OK, I voted, but I don't think it's a good idea, albeit well-motivated. Mostly, it's a bad idea because of selection bias. Spreading the word may help alleviate the bias, if the spreading is relatively unbiased. Since you've gone and done it, I may try to spread it within our alliance. There's a bias there, but less than "people who come to this thread to complain". So far, the results are more positive than I would have expected; if the poll were based on a good sample, that would be even more interesting. My other problem with the poll is that it is too narrow. I voted "It's terrible", but if it were integrated with assets instead, I'd have voted positive, myself. And I'd really like to understand what people like (I might learn something I can integrate into my workflow). And it would be helpful to know which aspects people don't like. I'm going to hold off on broadcasting this, in hopes that CCP Goliath (or someone) would seek out the data in a more careful way, perhaps with more detailed questions and a random sample. I was actually contemplating suggesting it in response to his 'Metrics > Hyperbole' comment. I spammed it in Jita. Jita should be pretty unbiased i'd say. Besides what makes you think that people who post and read on forums are biased? Because they are more of power users? I agree that there is more detail to it but the basic problem right now seems to be that CCP doesn't believe that enough people out there really dislike this new UI and would rather go back to the old UI.
That is not a good poll at all. You don't even give the feature its real name, and like ZaBob has said your polling base selection leaves pretty much everything to be desired. I can say categorically right now that that poll will not feature in the slightest in any of our decision making, nor will it change my opinion about the spread of dislike for the Unified Inventory. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.14 09:28:00 -
[61] - Quote
Dream Five wrote:It appears there are some weird shenanigans going on.. first i posted a poll: http://gopollgo.com/is-inferno-unified-ui-in-eve-better-than-the-old-uii'm looking at it right now. There's 63/8/2/22 vote coming from the UK which works out to 66% fantastic :) This is the link CCP Goliath replied to. I suspect it was distributed to CCP UK office. Now if you look at this poll which i modified and it was distributed at 5 major trade hubs: http://gopollgo.com/is-unified-inventory-in-eve-inferno-expansion-better-than-the-old-inventoryThe numbers are completely different 37/55/52/80 for the UK, making it 17/25/23/36% for fantastic/better/worse/terrible The only plausible conclusion seems to be that CCP actually bothered to doctor the first poll that I posted. I'm not sure why they would bother to do that but I can't think of any other explanation..
While your theory amuses me, I would just like to note that not only did I not tell anyone about this poll, for the reasons that I told you above, but the fact that you cannot accept that anyone at all would vote for one of the good options proves why you should not be running this poll in the first place. Our Newcastle office have better things to do with their time than "doctoring your poll". Also, the fact that you made a second poll just further invalidates your first one, because once people have voted for a poll they are pretty unlikely to vote in a second, nearly identical one. CCP Goliath | QA Director | @CCP_Goliath |
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CCP Goliath
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Posted - 2012.06.14 12:24:00 -
[62] - Quote
Maul555 wrote:And for everyone else. It appears to be way past time to prod our Alliance and Corp mates into breaking their silence. I, like many of you, have heard complaints from people all over new eden, who never visit the forums. In CCP's mind, silence is approval. Quote:EVE System > Channel MOTD changed to: CCP thinks you like the new UI because of your silence. Tell them" by Maul555. I strongly urge everyone else to do the same
I'd like to clarify at this point that while I used the term "vocal minority" to describe those extremely opposed to the Unified Inventory, I did not infer that everyone who wasn't posting was in favour of it nor did I claim at any point that silence is approval. I was trying to make the point that the many repeat posters were using the term "everyone" or "almost all" to describe those against the change were using those terms erroneously. CCP Goliath | QA Director | @CCP_Goliath |
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