CCP RubberBAND wrote:
Why specifically did the loading of a carrier take five minutes? How many windows did you need. What part took you a long time? Locating the ship? Finding the Inventory windows you needed?
Depending on how many windows you needed you could open the Primary window shift click all the locations you needed and then just move the items as you would have in the old systems.
All the quality of life changes in Inferno 1.1 (now on Singularity) should make POS logistics management much, much easier. We have allowed players to rename all POS structures, they are now grouped under one of four types. Each type has a unique icon in the tree view, POS structures out of range will display gray in the tree view, to name the most prominent.
Finally as stated in the opening the old Inventory system as you knew it will not come back, but with enough open discussion and constructive debate you guys can help shape the Unified Inventory so that it is something we can all be happy to use.
Also a "+1" says nothing to us, so if you have specific use cases please elaborate. Unless each of you had EXACTLY the same problems Makalu Zarya had...
Changing a workflow some of you may have been dealing with for close to 9 years is undeniably difficult, so we will continue to iterate and build a Unified Inventory that meets the requirements you guys need.
Thanks!
The reason things take longer are pretty much covered in the points I repeated above, and more that are covered in the original thread.
Opening all the inventory windows you need is much more time-consuming now, and it involves messing with inventory on both sides of the transfers. It not only takes more time, it is less predictable, subject to frustration as the primary windows go do random unwanted things, or the secondary windows leave you guessing as to which hanger you're looking at (even though you NAMED the friggin things precisely to avoid that confusion).
By the way, yes, the ability to name things is a VAST improvement. What took so long? But I've named all my guns and things, and now when I play starbase defender, I can tell what I'm doing. See, that's what a UI improvement looks like -- making things more clear, saving steps, reducing confusion.
But please take note of this: The reason you're seeing all these 1+'s is because THESE ARE NOT EDGE CASES. These really ARE things where lots and lots of people are hitting the exact same issues, over and over and over again.
And they've been telling you about them, over and over again. And you're not listening.
You don't need people telling you more specific details. The problems have been detailed into the ground. Until you start actually responding to the details already provided, you're just annoying the customer base.
Lots and lots of us have put in CONSIDERABLE effort in giving you guys constructive, actionable feedback, both with respect to a process and communications, that won't **** off your player base, and detailed suggestions for how to properly integrate this and make it work well.
People have even gone to the trouble of making actual prototypes, and walking you through them with YouTube videos.
Frankly, I think the player community has put more thought and analysis and work into the design than you have. And I say that knowing full well what's involved in doing a UI design -- we're talking about a LOT of thought, and a lot of work in attempting to communicate these thoughts to you.
But it is plain that there's a lot of players out here who have a better handle on what the players have been telling you than you do.
This makes for an enormous amount of frustration.
And finally, please get it out of your head that the issue here is changing workflow. This isn't players resisting change. This is players struggling to work even half as efficiently with these things. And despite having been repeatedly challenged to demonstrate how the new system is even no worse than the old, CCP has repeatedly demonstrated that you cannot.
The general challenge has gone unanswered. There have been a few attempts, as you did, to suggest a parity, but on closer examination, that "parity" has been an illusion. Every. Single. Time.
There was nothing wrong with the old workflow. There was not even anything incompatible with the new inventory windows. The old model was simple and direct: To look inside something, open it.
"Too many container windows" was not a problem that needed solving, and you didn't solve it.
As detailed in the ORIGINAL dev post about this, the problem to be solved was "finding all my stuff". That's the assets window. But you veered off the track, and made it hard to get the stuff we already KNOW where is.