Author |
Thread Statistics | Show CCP posts - 73 post(s) |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
89
|
Posted - 2012.07.24 21:51:00 -
[1] - Quote
2 change requests for the new Hulk: Up the Ore hold to 11k to hold 2 full cycles. Add a 2k ammo bay for the crystals or reduce the crystals to 8m3 each.
Thanks, Drox |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
90
|
Posted - 2012.07.25 15:10:00 -
[2] - Quote
azurefox wrote:Looting 101
1. Open Wreck (small Wreck window opens without tree view) 2. Click Loot All 3. Wreck window closes 4. Move to next wreck and repeat
- If I click Open Cargo Hold, then open the Cargo Hold in its own window, without tree view.
I don't think anyone uses the Index Tree Inventory in space, let alone to collect Loot, it's just so impractical it's not even funny.
I have to use the tree view to get to the different corporate hangar bays in my Orca. I wish I could have the tabs back. This is the only reason I use the tree view in normal space activities.
(In a POS on the other hand.)
Drox |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
90
|
Posted - 2012.07.25 20:30:00 -
[3] - Quote
Sizeof Void wrote:CCP Explorer wrote:If you had to choose two out of four
- not incorporate the feedback in their work, and not read on the forums
- not incorporate the feedback in their work, and not participate on the forums
- incorporate the feedback in their work, and read the forums
- incorporate the feedback in their work, and participate on the forums
then I would say that 3. and 4. would be the preferred choices. The fact is that even if we encourage devs to participate then not all have the "internet kevlar" that is sometimes needed and therefore picking only 4. for all devs is not an option. People are different. First off, choices 1 and 2 are *exactly* what many players think happens at CCP. This is the underlying reason for much player rage.
You forgot "not incorporate the feedback in their work, and participate on the forums."
But I think they're doing better. I'd be positive of better if they would explain why a Hulk's Ore hold can't hold 2 cycles of output. The whole reason I put two cargo rigs on my hulk was to give myself some error buffer. It would make the pattern of 8, 4, 2 instead of 8, 4, 1 that the current ore holds follow.
Drox
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Droxlyn
TOHA Heavy Industries TOHA Conglomerate
91
|
Posted - 2012.07.26 15:26:00 -
[4] - Quote
CCP Arrow wrote:What I meant to say was: If what currently needs Shift click is changed to work without Shift click (as an option), should that be only for the Inventory or extend to other UI elements currently used by Shift click? Example would be the Overview when opening up a Cargo hold of a wreck.
(UI is an acronym for User Interface.)
Anywhere where a shift-click would get you a new inventory window would always give you a new inventory window with this option turned on. Any other User Interface behaviors that do not involve Unified Inventory would not use this setting. The only exception would be the NeoCom since it is now an "open window" manager.
At least that is how I interpret it and would expect it to work.
And always have a button for each Ship and Items in the NeoCon while docked. Also, I can't drop ships into my station cargo window and I could do that before and have them automatically go to the right spot. This is quite annoying when emptying an Orca/Freighter or whatever that has ships and items mixed up in the cargohold and you're emptying out to the station. You now have to do two moves where one was enough.
Drox |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
101
|
Posted - 2012.07.31 15:44:00 -
[5] - Quote
CCP Arrow wrote:With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?
Yes, I didn't know I could double-click to expand it to begin with. |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
101
|
Posted - 2012.07.31 21:27:00 -
[6] - Quote
CCP Arrow wrote:[
So, an idea I want to throw out there: If we would add them into the Neocom again, would it be OK if the Items hangar and Ship hangar would be greyed out in the Neocom when they are not accessible? (while in space). That way you can still know where they are located compared to other Neocom icons, but also know that you can't click them at that time. This would mean that these two icons would behave differently from everything else in the Neocom, so kind of inconsistent, but I'm guessing you would be fine with that?
TL;DR: Users that want to have Items hangar and Ship hangar in the Neocom (even though they disappear (or grey out) on Dock/Undock) should be allowed to do so and it is in our iteration plan to allow players to move them to the Neocom root again.
Until this is fixed you can use Alt-N for Ship hangar and Alt-G for Item hangar to open them up directly as secondary windows, and because they are secondary windows, they remember their state, position, size etc. individually.
Could the ship button open up the closest SMB or SMA in space that you can use? |
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