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Author |
Thread Statistics | Show CCP posts - 73 post(s) |
Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.23 15:05:00 -
[1] - Quote
CCP Phantom wrote:EcthelionStrongbow wrote:Have the details of the barge updates been posted and if so where? If not, can they be posted? We are working to bring you the details of the changes as soon as possible. Due to vacation time and sickness we were not able to publish the details right away. Changes in build 8942?
Need them for the Sisi change thread. |
Salpun
Paramount Commerce Masters of Flying Objects
351
|
Posted - 2012.07.23 15:38:00 -
[2] - Quote
Psycho Shaishi wrote:Will there be a list of the new alchemy reactions? There was a devblog last week with all the first draft versions of the changes. Beaten to it lol |
Salpun
Paramount Commerce Masters of Flying Objects
351
|
Posted - 2012.07.23 15:40:00 -
[3] - Quote
Wu Jiaqiu wrote:Alright, I hate to say it but the features page sucks. It sucks balls. Its nothing pictures. Theres nothing written really detailed about the patch or changes at all. That is what devblogs are for. |
Salpun
Paramount Commerce Masters of Flying Objects
351
|
Posted - 2012.07.23 17:32:00 -
[4] - Quote
Selas Rega wrote:Still no fixes for the inventory? Right click options are back and the drag out windows are on Sisi. |
Salpun
Paramount Commerce Masters of Flying Objects
351
|
Posted - 2012.07.23 17:35:00 -
[5] - Quote
Komen wrote:CCP Phantom, any word on whether the problems with inventory induced lag in POSes is being further addressed? I know we're a small segment of the population but it's a really frustrating problem
I'm sure other wormhole dwellers, and probably 0.0 POS dwellers, would like to know. Only way to know is to build a pos on Sisi and find out. Sadly |
Salpun
Paramount Commerce Masters of Flying Objects
351
|
Posted - 2012.07.23 17:46:00 -
[6] - Quote
KIller Wabbit wrote:Salpun wrote:Komen wrote:CCP Phantom, any word on whether the problems with inventory induced lag in POSes is being further addressed? I know we're a small segment of the population but it's a really frustrating problem
I'm sure other wormhole dwellers, and probably 0.0 POS dwellers, would like to know. Only way to know is to build a pos on Sisi and find out. Sadly Would that even be a good test? Where's the lag coming from, client or server? Sisi, being lightly loaded most of the time, wouldn't be a good test if server side. I'm betting on server side, btw. how many pos do you use and where?
Is the issue large ammont of items in the pos or is it lots of mudules? |
Salpun
Paramount Commerce Masters of Flying Objects
352
|
Posted - 2012.07.23 20:38:00 -
[7] - Quote
Steijn wrote:CCP Punkturis wrote:Steijn wrote:CCP Punkturis wrote: when we realized we made a mistake when we saw all the feedback it was added back in as soon as possible.. as posted slightly above, most of these tree (UI/Inventory/Lagfest, call if what you will) issues, were mentioned in the SiSi feedback thread and were simply ignored. Soundwave mentioned that he knew they had made a mistake, but he also said this would be worked upon until we were happy. Hate to say this, but by the time you lot decide to mend it, the ones who disliked it wont be here.......or is that his idea? why didn't you quote my whole paragraph where it said I wasn't talking about the unified inventory but took an example of the windows being locked while pinned CCP Punkturis wrote: I wasn't talking about the unified inventory because I wasn't involved in it but if you want an example then here's one: when we removed the option to lock windows when pinned.. when we realized we made a mistake when we saw all the feedback it was added back in as soon as possible.
will you please not take my words out of context? I'll say it again, I'm not involved in the unified inventory I can't and won't comment on it. my point was that members of CCP are not reading from the same hymn sheet. You were quite willing to consider the feedback and then roll-back an option when you understood that the change was wrong (which is commendable). Soundwave on the other hand, admits the UI was flawed, but continually tries to apply band-aids to it when to be perfectly honest, you will never get the true functionality of the old system back by continually patching it up.
Until some one besides Punkturis starts talking to us lets thank her and let her get back to her vacation.
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Salpun
Paramount Commerce Masters of Flying Objects
353
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Posted - 2012.07.24 18:32:00 -
[8] - Quote
The UI devblog for the 1.2 patch is not out yet. Until it does stop complaining please. Two of the main issues for the United Inventory is addressed on Sisi there are some corner cases not addressed but it is closer to what people want. With those 2 changes on Sisi there should be time for one more fix before this update goes live. I just hope all the bug reports get fixed also |
Salpun
Paramount Commerce Masters of Flying Objects
357
|
Posted - 2012.07.25 13:30:00 -
[9] - Quote
CCP Explorer. Even a quick dev post saying what has been pushed to Sisi for testing from a dev working on the issue would be enough.
We have heard from most of the teams in my Sisi patch thread. No one from the Unified Inventory team has stoped by to communicate what the patchs are attempting to accomplish.
Soundwave finally posted up last night with the plan. Three or 4 changes now and most in the winter release. Not what the vocal segment want but enough to give ammo to the forum warriers that are trying to keep the status quo. If you give us more ammo ot fight back with we will defend you. Simple as that.
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Salpun
Paramount Commerce Masters of Flying Objects
358
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Posted - 2012.07.25 16:18:00 -
[10] - Quote
Is the fact that the new NPE does not visualyt scale well not important to CCP for this upcoming release |
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Salpun
Paramount Commerce Masters of Flying Objects
358
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Posted - 2012.07.25 16:36:00 -
[11] - Quote
CCP Greyscale wrote:Salpun wrote:Is the fact that the new NPE does not visualyt scale well not important to CCP for this upcoming release What exactly is the problem you're seeing? A bug defect was just created. When you set scaling to anyting but 100% the green out line does not match the rest of the window. When working your way thru the NPE and the linking line looks bad. Defect # 140801 |
Salpun
Paramount Commerce Masters of Flying Objects
358
|
Posted - 2012.07.25 17:05:00 -
[12] - Quote
CCP Greyscale wrote:Salpun wrote:CCP Greyscale wrote:Salpun wrote:Is the fact that the new NPE does not visualyt scale well not important to CCP for this upcoming release What exactly is the problem you're seeing? A bug defect was just created. When you set scaling to anyting but 100% the green out line does not match the rest of the window. When working your way thru the NPE and the linking line looks bad. Defect # 140801 Found it, assigned it to the relevant person Thanks There are alot of bug reports out there on the NPE that are not screened for relavance yet Please look them over. |
Salpun
Paramount Commerce Masters of Flying Objects
358
|
Posted - 2012.07.25 21:29:00 -
[13] - Quote
CCP karkur. Any chance you can look over my sisi update thread first post and state which NPE feedbacks are feature requests and which ones are bugs. So i can bug ISD to push the bug reports I already have in up as defects.
Thanks |
Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:10:00 -
[14] - Quote
CCP karkur wrote:Salpun wrote:CCP karkur. Any chance you can look over my sisi update thread first post and state which NPE feedbacks are feature requests and which ones are bugs. So i can bug ISD to push the bug reports I already have in up as defects.
Thanks Green out lines not effected by UI scaling. - bug No starter system locator in the new tutorial list. - not sure what you mean No way to find Aura in the agent finder. - by design I think, because there are actually 4 Auras (unless it's in the agent finder on TQ) NPE not be reset to a point like the old one. - by design I think Agents for the missions need to be added to the tutorial list. - what tutorial list? Link to the wiki Guides page and New Pilot 101 page need to be added to the Help window - feature request No voice overs in the NPE - by design NPE needs to mention the new Inventory system more. - feature request NPE does not mention the Circle mouse over menu. - by design, teaching people one way to do it rather than confuse them NPE does not talk about the CQ. - by design, sticking to teaching the core game play in the turorial (and CQ are not core gameplay yet) Training while in route to mission 24 could cover a few more topics. - feature request? New objective high lighting in the NPE is nice but looks unfinished. - should be finished, what's unfinished Career agent missions have not changed - normal, Five 0 was only working on the initial tutorial When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - feature request I think Affinity and Greyscale might give more info as they have been working on the tutorials and the NPE (and I've been away for over 2 weeks so i'm not sure what's going on )
Thanks clears up a lot.
The way the tutorials are set up now you have to be in an accepted mission to make sense of what the tutorial is telling you.
If you decide to access the tutorials later you run into a road block at that step.
Try redoing the tutorials on a higher level character.
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Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:25:00 -
[15] - Quote
When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - feature request I think I don't /entirely/ understand what you're saying here
The green tool tip is not consistant. once the ship gets rendered in your view the box directs you to it. But you have to look around for it first. Same thing with the gates.
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Salpun
Paramount Commerce Masters of Flying Objects
359
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Posted - 2012.07.25 22:30:00 -
[16] - Quote
CCP Greyscale wrote:Salpun wrote:When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - feature request I think I don't /entirely/ understand what you're saying here
The green tool tip is not consistant. once the ship gets rendered in your view the box directs you to it. But you have to look around for it first. Same thing with the gates.
Ok, I think I understand. It should be rendering in the side/corner of the screen as soon as you get onto the right page. I'll check it out tomorrow. Yes and I added a comment about the Double click go there option getting forgotten easily. |
Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:33:00 -
[17] - Quote
CCP Arrow wrote:Callidus Dux wrote:In case that I bother you again I have to say sorry. But no one ever answered to this proposal. The proposal is valid and I will look at ways to solve this problem, I just need to sit down with Soundwave and a UI programmers to see how much work it would be and when we could do it. We would also need to compare it to other Shift functionality regarding such an 'Esc' setting, would it only apply to the Inventory, or be a global 'Make SHIFT a primary behavior' kind of thing? etc. Callidus Dux wrote:CCP Affinity wrote:Callidus Dux wrote: *snip* Furthermore it is annoying that the window for a wreck changes to the ship's cargo hold after looting. It must close itself. The seperate looting window must close itself after looting.
I have filed a defect on this after talking with CCP Arrow Thank you very very much. I am delightfully surprised about this. Thanks CCP Affinity. We will look into this behavior, the assumption was that players that only loot one wreck at a time would want to see that it went into the Cargo hold once the 'Loot All' button was pressed. But if the Ship's Cargo hold is empty however, we have now observed users thinking nothing happened because they see no change in the content area of the Inventory window and sometimes they might not notice the focus change in the Index tree, or simply have the Index tree minimized, so this needs addressing I agree. The action should simply close the cargo window once the cargo container is empty, if the user opened a cargo container directly (as a secondary inventory window). The only question that remains is, if a user opens up the Inventory from the Neocom, and is using the Index tree, will he also want that window to close when he has pressed 'Loot all' on the last wreck in the index tree? An Arrow post We need more of these. |
Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:37:00 -
[18] - Quote
It might have gotten lost but there are BR that are not filtered by ISD becouse they cannot anwer them easily. Can a dev go thru and clear out the NPE, and UI portions of the Bug report system.
The green edge bug reprort was posted on the first Sisi build and only got noticed becouse I posted a seperate post about it and contact ISD directly to get it on the defect list. |
Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:40:00 -
[19] - Quote
CCP Affinity wrote:Salpun wrote:It might have gotten lost but there are BR that are not filtered by ISD becouse they cannot anwer them easily. Can a dev go thru and clear out the NPE, and UI portions of the Bug report system.
The green edge bug reprort was posted on the first Sisi build and only got noticed becouse I posted a seperate post about it and contact ISD directly to get it on the defect list. I can do this tomorrow :) Thanks |
Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:52:00 -
[20] - Quote
CCP Greyscale wrote:Salpun wrote:CCP Greyscale wrote:Salpun wrote:When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - feature request I think I don't /entirely/ understand what you're saying here
The green tool tip is not consistant. once the ship gets rendered in your view the box directs you to it. But you have to look around for it first. Same thing with the gates.
Ok, I think I understand. It should be rendering in the side/corner of the screen as soon as you get onto the right page. I'll check it out tomorrow. Yes and I added a comment about the Double click go there option getting forgotten easily. Not teaching double-click is intentional, you don't really *need* it at this stage so we cut out teaching it.
I can see the point but until you redo the second level tutorials. Double click means you go that way and the rosery control panel need to be mentioned. Not focused on but at least mentioned so new players do not wonder why they where not mentioned earlier.
Might be something to add to the time gap on the way to the second training system. |
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Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.26 15:55:00 -
[21] - Quote
Changes in the new build? |
Salpun
Paramount Commerce
361
|
Posted - 2012.07.28 13:43:00 -
[22] - Quote
CCP Punkturis wrote:Nalha Saldana wrote:CCP Punkturis wrote:Reginald Zebranky wrote:CCP Punkturis wrote: [...] because I at least have been making some changes to saved fittings). Oh God! are the saved-fittings changes coming in this patch? I love you. I love you sooooo much! Any chance the load-saved-fittings bugs have been fixed too? When modules or drones glitch during fitting-loading it is ever so irritating. yes they are! do you think I should write a micro dev blog on it next week when I get back from vacation so everybody notices? I don't know what but you're talking about, unfortunately, but I can take a look on Monday if there's already a bug report on it? <3 u too random man on the internet Are all the bugs with T3s and saved fits with different subsystems fixed? Thats just soooo broken atm. I don't know which bugs you are talking about either.. maybe you can give me a better description of what's broken and then I can look into it on Monday and see if it's been bug reported and/or fixed yet (I've been on vacation for 4 weeks so I don't know what's been happening at the office for a while)
Still not fixed on Sisi. A bug with CPU and Power grid checks does not allow subsystems to online in some instances BR 133243, 133235
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Salpun
Paramount Commerce
361
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Posted - 2012.07.28 13:46:00 -
[23] - Quote
For those with this issue create a new saved fitting which seems to work but the original saved fitting does not. |
Salpun
Paramount Commerce
362
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Posted - 2012.07.28 17:57:00 -
[24] - Quote
CCP Arrow wrote:Thanks everyone for your feedback regarding the Shift discussion. As pointed out here, there already is a setting in the Esc Menu related to reverting Shift behavior, so it might make sense to have this behavior tied with that setting. Hopefully those that already use that setting will also want the Inventory Shift function to be reverted. Jett0 wrote:Is it possible to base the behavior on whether or not the index tree is expanded? For example, if it's minimized (like when you're looting in space), the button text changes to "Loot / Close." This would allow you to solve both scenarios while being clear on function. Interesting point, this would solve it very gracefully. I have added it to our Iteration plan, thank you. Any update on the Orca corp inventory being openable from right click again. Thanks |
Salpun
Paramount Commerce
362
|
Posted - 2012.07.28 18:51:00 -
[25] - Quote
Not sure if docking every 31.5k m3 to empty ore bay is as effective as mining 190k m3 in Jetcans and then switching to an Orca for pickup. If you own an alt on the same account, you can even have the Orca at the same belt, you just log off for a sec and log the other character in to scoop up. Drop off at station, warp back to belt and repeat.
But not everyone has a second character however, but since mining bonuses and logistics are so important to the profession, joining an industrial corporation is the best thing to do in such a situation. All that time spend doing logistics on your own to sell the ore at good profit, could have been spend mining with bonuses instead with much of the time consuming/costly work being handled for you.[
This reason alone is the reason we will never have quick change characters selection under the same log in screen |
Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 16:02:00 -
[26] - Quote
CCP Arrow wrote:Callidus Dux wrote:CCP Arrow wrote: The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.
Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012. So with the setting turned on, these things would work without holding Shift:
- Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
- Double-click on wreck in Overview, would open up a new secondary cargo window.
- Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.
Is this accurate for how the setting would function? This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree. 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? Sounds about right |
Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 16:10:00 -
[27] - Quote
CCP Arrow wrote:Salpun wrote:CCP Arrow wrote:Callidus Dux wrote:CCP Arrow wrote: The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.
Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012. So with the setting turned on, these things would work without holding Shift:
- Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
- Double-click on wreck in Overview, would open up a new secondary cargo window.
- Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.
Is this accurate for how the setting would function? This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree. 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? Sounds about right We are also adding the ability to drag tabs out of the index tree to open them as new secondary windows, that will always work, with or without this setting turned on.
Add the orca Corp hanger back to the right click and I think you have a winner. Are these changes live on Sisi? |
Salpun
Paramount Commerce
365
|
Posted - 2012.07.31 17:23:00 -
[28] - Quote
CCP Arrow wrote:Bubanni wrote:CCP Arrow, I was wondering if you could also add the ability to open Ships Hangar and Items Hangar directly from the neocom in a secondary window? Yes, I want to add it to the Neocom again. Originally the plan was to only have items in the Neocom that could always be there both in station and in space because new users got confused when Items hangar and Ship hangar disappeared from the Neocom on undock. We also got feedback from players not wanting these two buttons being locked at the bottom and so close to the Undock button so we had decided to make them behave like other Neocom buttons, that users could move around in the icons list. However, when we tried that we saw that managing their location was quite tricky when they would disappear from the Neocom Menu on undock, the list would shift making icons below it move upwards and change their position (if users didn't have them at the bottom of the icons list). If users would then change the position of other icons in the Neocom, perhaps put a new Icon at the bottom, knowing where the Items hangar and Ship hangar should appear again on docking was tricky. Some players remember the position of certain Neocom icon instead of the look of the icon itself. It became something that wasn't trivial to find a graceful and consistent solution to and we thought the shortcuts to open the Ship hangar and Items hangar directly as secondary windows would be sufficient along with the ability to open them from the Unified Inventory, but it was a wrong call and for that I'm sorry. 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. That would work. Could they disappear if you have the ships and items hanger stuck to the Station services panel.
Any word on when the secondary window icon will be changed and what it icon will look like.
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Salpun
Paramount Commerce
365
|
Posted - 2012.08.01 15:16:00 -
[29] - Quote
New rigs are still missing their bill of materials tab
BR #141823 |
Salpun
Paramount Commerce
365
|
Posted - 2012.08.02 11:12:00 -
[30] - Quote
Thanks Orca pilots thank you. Was the drone bay on right click when you do not have a drone bay defect fixed as well? |
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Salpun
Paramount Commerce
365
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Posted - 2012.08.03 16:19:00 -
[31] - Quote
Some players on sisi are getting a 1 Hz flicker on undock with the latest patch. Graphics cards FX 2700M and Nvidia 460. My client is fine though. |
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