Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 .. 57 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Shar Tegral
|
Posted - 2011.04.11 14:16:00 -
[1501]
Originally by: Amberlamps You blow my mind
Post with your main or you know what of mine you can blow.
Wealth, howsoever got, in Eve makes Lords of morons and gentlemen of thieves; Aptitude and intellect are needless here; 'Tis impudence and money that grants fame. |
Khana Loaris
Seidh Technologies
|
Posted - 2011.04.11 16:59:00 -
[1502]
Originally by: Reaver Glitterstim
Originally by: Khana Loaris
Originally by: NovaCat13
Originally by: Khana Loaris Edited by: Khana Loaris on 31/03/2011 19:55:19 * the Noctis is a ship designed by ORE. Why in the preview window does it refer to it as a Gallente Industrial!?
ORE is Gallentean or was... or whatever..., check their "show info."
Then why is there no Gallentean Industrial skill required to fly the Noctis??
It's as Gallentean as a car built in the USA is British. It looks British and its driver looks British. But that doesn't change the fact that you need schooling in the USA to drive it safely.
Therein lies my point. It's apparently Gallentean by default since the creating corporation is of Gallentean origin. But you need no racial skills to fly it. Same goes for the mining barges. Since all other racial ships (not including the specials from Jove & the stolen Sansha Echelon) require a racial skill to fly them, all the ORE (Gallentean) ships should logically require a Gallentean racial skill (suggestion Gallente Industrial) to fly.
And thereby my original point should be modified:
* the Noctis and mining barges are ships designed by ORE (Gallente faction). Why do they not require a Gallentean racial skill (suggestion Gallente Industrial) to fly.
|
HeliosGal
Caldari
|
Posted - 2011.04.12 09:40:00 -
[1503]
gal industrial 5 and then tech 2 skills
|
Ivon Dragomiloff
|
Posted - 2011.04.12 16:43:00 -
[1504]
Hello there. I have noticed (unfortunately) an issue in the buy/sell market. If you are in a hurry and not paying close enough attention the market will rip you off! For example. I'll use an example that has actually happened to me yesterday. I went to sell of a bunch of trit, just over 2.50 mil units worth not noticing the buyer only wanted 200k units. The market kindly paid me the proper price for the 200k of trit but it took the whole 2.5 mil units. I was not paid for the excess. I never get this back. Similarly, if you buy 10 units of whatever not noticing the seller only has 1 for sale it gives you the unit but takes the value of the 10 units you asked for from your wallet. The excess is again never refunded. I know I should be paying better attention to what I am doing but sometimes I'm in a hurry to get on with other things. Still this should not happen. The game should tell you either way that the amount is not valid and take only the amount of isk that is legitimate. I have probably noticed just after the fact that this has happened to me about a half dozen times so far.
|
Ms Michigan
Gallente Aviation Professionals for EVE
|
Posted - 2011.04.14 13:31:00 -
[1505]
I thought of a good one:
## On Employment history it should show when a character is sold/transferred.
This helps the player start anew if you bought a toon and with corp hiring to legitimize claims.
|
Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2011.04.14 13:36:00 -
[1506]
Originally by: Ivon Dragomiloff I was not paid for the excess. I never get this back.[...]Similarly, if you buy[...]The excess is again never refunded.
Worst case scenario, you should get it all back at the next downtime. If you want that to stop happening, don't use the "advanced" window when you buy/sell, use the "simple" window. _
CCP LEADERSHIP MENTALITY NEEDS TO CHANGE FAST ! "New junky features sell, old polished content doesn't" ? KILL IT WITH FIRE. |
So'Cari
|
Posted - 2011.04.15 01:22:00 -
[1507]
Edited by: So''Cari on 15/04/2011 01:23:50 Fistly, thanks go to Akita T for this thread. I was very happy reading the patch notes to Incursion 1.4 to see, by and large, a long list of minor fixes and improvements. Although I've heard pretty good things about Incursions (absent the RR teething problems), I've yet to try them out, and so far I've managed to avoid P.I. Consequently, Incursion 1.4 had more (direct) impact on my gameplay than either of the two previous 'big shiny crap' releases.
My contributions to the list (although I'm almost certain they'll have been brought up previously):
- Change T3 subsystems at a POS. In so many ways the T3 ships appear to be designed with wormholes in mind (low mass, high resists & RR bonuses, a Cov Ops subsystem, a scanning subsystem etc.) The inability to take advantage of their modularity without visiting K-space doesn't seem like a design choice.
- Stack items remotely. I can train skills to trade at a distance. I can pay other players to cart my stuff around for me. I can even (with some trickery using the contracts menu) divide said stuff into multiple stacks, which is great when I want to avoid lumping all my eggs into someone elses huge, lumbering donkey of a spaceship (now featuring oh-so-enticing 'come hither & suicide gank me' eyes). What I can't do is recombine everything into one neat pile and sell it with a single order.
- [Minor] The 'item type' box when searching wallet transactions. Although I should probably take the time to set myself up with a good 3rd-party application for wallet management, at the moment I'm using the in-game interface to view my transactions. If I want to search for a particular item type (say, 'Caldari Navy Antimatter Charge M' I have to type this into a box which can only accommodate ~10 characters. This gets annoying when I now want to search for 'Caldari Navy Plutonium Charge M' and can't easily doubleclick 'Antimatter' and edit it to 'Plutonium'. C'mon people; I'm trying to buy deadly radioactive substances here and you're making it mildly irritating!
Keep up the good work team BFF and show the rest of CCP how much can be gained by taking smaller steps on surer footing.
|
Arnakoz
|
Posted - 2011.04.15 01:36:00 -
[1508]
the fact that i can't close the lowest order of items in the market item selection screen. (i.e. open the science skill book tree and then try to get to the spaceship command section - you can only scroll down)
|
Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2011.04.16 02:02:00 -
[1509]
* In the LP-shop, an option to "Buy X times" (where X > 1) - I don't like to clickyclickclick many times to buy faction ammo * either bring back the paid character portrait swap or let us resculpt the face structure ingame too _
CCP LEADERSHIP MENTALITY NEEDS TO CHANGE FAST ! "New junky features sell, old polished content doesn't" ? KILL IT WITH FIRE. |
Calathea Sata
State War Academy
|
Posted - 2011.04.16 02:04:00 -
[1510]
bigger buttons for closing/minimizing windows
|
|
Mortania
Minmatar Kinetic Cartel
|
Posted - 2011.04.16 17:31:00 -
[1511]
Dev post vs. NEW Dev post on threads.
Just like read and unread coloring, can we have the same with dev posts. This way we can see threads that have new enlightenment from CCP.
|
Robot Robot
|
Posted - 2011.04.17 03:00:00 -
[1512]
Hey, just wanted to add my few annoyances. Some of these may honestly already be implemented or possible, in which case change my complaint to the fact that the options are so unintuitively placed that I still haven't found them at 12m SP.
1. Can't sell or reprocess items from within containers or cargoholds.
2. Can't set the Market Details screen to sort by two different criteria (i.e. show in ascending order of range, but by ascending price when the range is an exact match).
3. Can't view finished contracts in the contract search to see what prices things have actually gone for.
4. If you assign hotkeys to the arrow keys (with no modifier keys) then the action activates when you press the arrow key EVEN IF THE CHAT BOX has focus.
5. Constellation chat on by default despite the fact that no one uses it (Like, literally no one. You can sit in Jita for an hour and not see a single message in constellation chat.)
6. Why the hell do you have to pause the skill queue to clone jump, remap or plug in implants?
7. Why don't you appear in a pod when you wake up in a medical clone? It's a small thing, but the last time I got podded, I just wanted to fly somewhere in my pod and it was pretty dumb that I had to get in and back out of my reaper before I could do so.
8. I wish the manufacturing screen told you how many runs you had the materials to produce. A little "(Maximum 23)" or whatever next to the quantity query field would be amazing.
9. I always expect the "Add Waypoint" option to add an intermediary stop before my destination rather than take me somewhere else after my destination.
10. It's really frustrating that, if you accidentally scoop a drone to cargo rather than drone bay, there is no way to get it back in the drone bay without going to a station. Sometimes several jumps away. I understand the balance reasons not to want to let people refill their drone bay from cargo, but maybe there should be a warning box that says something like: "There is room in your Drone Bay for this drone. Are you sure you want to scoop it to your Cargohold instead?"
I'm sure there's more. Yeah, it feels good to get that off my chest.
|
Gharr Rhinn
|
Posted - 2011.04.17 03:43:00 -
[1513]
I'll throw in a quick one that I've never understood.
Why in fleet can you only see IF you are receiving bonuses, but not what bonuses you are receiving?
~Gharr Rhinn
|
Astroka
|
Posted - 2011.04.17 04:40:00 -
[1514]
Originally by: Gharr Rhinn I'll throw in a quick one that I've never understood.
Why in fleet can you only see IF you are receiving bonuses, but not what bonuses you are receiving?
Seconded.
====================================== "Rawr" means "I love you" in dinosaur! ====================================== |
Novee InFeldspar
|
Posted - 2011.04.17 04:51:00 -
[1515]
My Current Papercuts:
1 - Planetary Interaction: - Remote access to Customs - same way as remote setup of invention/manufacturing jobs etc.
- Ability to contract material to another character from a planetary Customs station.
- See Customs stations in the Assets Window (if there's something there), just like other station. This should go for POSes too, if you have assets stored there.
- Planet installations should be visible at any range, but modifying them should be limited by range skill - the same way as manufacturing etc does now. I know, its a NERF , but it actually bugs me that you can muck with your planets all day long at 50-jumps range, but you can't call the Customs station.
- In the PI UI, the small window that pops up when you click on an installation does not come to the top - ie it stays under any existing windows as a sort of pop-under, even though it has focus.
Its annoying to have to move the small PI window if its partially obscured and the bit you want is under another window, or close/minimise the obscuring window altogether.
It should pop up on top (as other windows do).
2 - Science / Manufacturing Window Oh god, where do I start? - Start multiple jobs at once. I do 10 inventions and 10 manufacture jobs at once, and this is a real pain. - The Science/Manufacturing window should remember what jobs you have started, and - keep the currently available jobs updated at the bottom of the jobs tab. Even if this required you to click on the get jobs once per log-on. But really, the client should remember what your jobs were, what time you started them etc. There can be no cheating, since jobs are stored and 'completed' on the server, but the client should be able to calculate this info too. No additional server load. - notify you that jobs have finished (if option is checked).
Cheers,
|
KiloAlpha
Alpha Privateer Enterprises
|
Posted - 2011.04.17 05:44:00 -
[1516]
Here is another little annoyance. why cant i delete multiple bookmarks at once? I was organizing my bookmarks and it was a pain in the ass getting rid of many old ones.
|
Illwill Bill
Nifelhem
|
Posted - 2011.04.17 08:39:00 -
[1517]
I added it on the new forums (:psyduck:), so here it is again:
I would like to be able to change the default orbit and keep at current range.
Originally by: CCP Zymurgist Revenge is a dish best served with auto-cannons.
|
Legal Secretary
|
Posted - 2011.04.17 08:44:00 -
[1518]
Originally by: Robot Robot 9. I always expect the "Add Waypoint" option to add an intermediary stop before my destination rather than take me somewhere else after my destination.
Open map > Control Panel > Autopilot > Settings > Waypoints Select the "Disable autopilot at each waypoint". Not sure if this is what you meant??
|
I'thari
Minmatar
|
Posted - 2011.04.17 08:52:00 -
[1519]
I'll add few things about setting up buy contracts: hate selecting item 2 times (in case there's a blueprint for that item in game) to actually add it to the list >.<
And I dont like that you can only set buy contract for unresearched BPO/unrigged ship, etc: this really needs a change, along with lot of industry-related stuff (tho it's again UI problems, mostly). |
I'thari
Minmatar
|
Posted - 2011.04.17 08:57:00 -
[1520]
Originally by: Illwill Bill I added it on the new forums (:psyduck:), so here it is again:
I would like to be able to change the default orbit and keep at current range.
ever tried rightclicking those buttons? or selecting "set default" (or similiar) in rightclick menu where you celect those distances from the list? Won't let you keep target at current range, tho, but at least you can quickly change it to what you need. |
|
Nemiron
Amarr Viziam
|
Posted - 2011.04.17 09:00:00 -
[1521]
Set the station containers default to "unlocked".
|
Admiral Stevenson33
|
Posted - 2011.04.17 09:02:00 -
[1522]
Originally by: KiloAlpha Here is another little annoyance. why cant i delete multiple bookmarks at once? I was organizing my bookmarks and it was a pain in the ass getting rid of many old ones.
You can, just ctrl+click or shift+click to select multiple bookmarks, then right click any of them and press delete.
|
Illwill Bill
Nifelhem
|
Posted - 2011.04.17 09:12:00 -
[1523]
Originally by: I'thari
Originally by: Illwill Bill I added it on the new forums (:psyduck:), so here it is again:
I would like to be able to change the default orbit and keep at current range.
ever tried rightclicking those buttons? or selecting "set default" (or similiar) in rightclick menu where you celect those distances from the list? Won't let you keep target at current range, tho, but at least you can quickly change it to what you need.
That's the point!
I would like to select "current" as a default value, so that I can use the keyboard shortcuts to orbit at, or simply maintain current distance.
Originally by: CCP Zymurgist Revenge is a dish best served with auto-cannons.
|
Khana Loaris
Seidh Technologies
|
Posted - 2011.04.17 18:12:00 -
[1524]
Ok, so the physics in EVE isn't perfect, but can't CCP at least strive for *some* kind of consistency!?!
Quote:
See section "Mass Matters" here
"Base Cruising Speed (is defined as the) maximum ship speed without the aid of active modules such as micro-warp drives or afterburners. This speed has an aphysical aspect to it, namely that it is unaffected by mass. If, for example, you add overdrives and plates to a ship, only the overdrives affect the base cruising speed. This is nonintuitive because if EVE ships had a fixed thrust, their base speed would be affected by adding plates (mass) to the ships. It seems that the design for ship movement includes a minimum base speed that is not degraded by increasing the base armor with plates and modules."
Except when AB's and MWD's are added:
"Now, if you activate an afterburner, the mass of the plates, and the mass changes from the afterburner, both affect the new top speed"
Seriously guys - if an 800mm plate is added to a ship, likewise other significantly heavy fittings such as turrets & bays, there should be a mass effect on the ship. And this is without considering any cargo that the ship is carrying!!
If you fill an industrial with a metric ****load of ore then its agility and speed *should* be affected!!
|
Tonom
|
Posted - 2011.04.17 20:07:00 -
[1525]
Edited by: Tonom on 17/04/2011 20:09:08
The ability to delete unwanted skills from my characters skill tree would be a plus.
|
Sadayiel
Caldari Silver Snake Enterprise Against ALL Authorities
|
Posted - 2011.04.17 20:17:00 -
[1526]
this idea struck my head today.
I wonder if the hangar should be 1st done client side and all the refit/ship changes should be applied when you hit the undock button.
So let me explain.
When i dock i see my current ship, i can refit it on any way i wish, or just change the ship inmediatly to any other i have in my hangar this way i can check all my ships and fittings within a few seconds. The point is only when i hit the undock button or a new (save hangar changes) button all those changes are applied so this way instead sent constant data about any small fit change to the server only is sent a little big packet at the end.
This should show the hangar a bit more alive and dynamic, especially for those who usually have several ships and rarely remember all the mods fitted on those.
|
Harpalyce Dynameos
|
Posted - 2011.04.17 20:34:00 -
[1527]
Edited by: Harpalyce Dynameos on 17/04/2011 20:35:54
Originally by: Legal Secretary
Originally by: Robot Robot 9. I always expect the "Add Waypoint" option to add an intermediary stop before my destination rather than take me somewhere else after my destination.
Open map > Control Panel > Autopilot > Settings > Waypoints Select the "Disable autopilot at each waypoint". Not sure if this is what you meant??
No no, you'll want to set your "destination" as your last waypoint ie: Rens>waypoint, Hek>waypoint, Jita>waypoint. I agree, you would think the destination would always be the last when you say to set some place as your destination. Heck I rarely use set destination anymore, it doesn't seem to do anything special over than overwrite all your waypoints should you decide eh, I just want Jita forget about the stops.
|
Logan LaMort
Gallente
|
Posted - 2011.04.17 21:02:00 -
[1528]
These are probably not problems for most people and go towards the aesthetics more than anything else but I'll list them regardless...
- Advanced camera options, like being able to set the FOV and for the game to keep settings you manually enter, for example ctrl + both mouse buttons (Moved right or left) which increase or decrease depth will always reset when you dock/jump. This dramatically improves the look for some people, but always need to be changed at every new loading screen.
(Also the option of allowing the camera to trail behind your ship pointing in the direction you're travelling perhaps? To make those autopilot journeys a bit more scenic ) This is stuff I'd expect from a game made in 2003, especially a game contstantly updated for this many years.
- Presets for different views, for example a preset for a zoomed in view, a preset for zoomed out, with different depth changes too
- Being able to raise/lower the ship control panel vertically
- Being able to offset the camera vertically too
- Shortcut keys to manipulate the in game jukebox
- Shortcut keys for the 'Double click in space to move in that direction'
- Shortcut keys to launch drones/launch different drone groups
|
Kuronaga
Kantian Principle
|
Posted - 2011.04.18 02:28:00 -
[1529]
Edited by: Kuronaga on 18/04/2011 02:28:46 This needs to replace the terrible, out-of-place stations in Stain.
That is all.
|
Gimpb
Fusion Enterprises Ltd
|
Posted - 2011.04.18 03:47:00 -
[1530]
- Not being able to continue doing stuff with the ui while undocking
- Having to stop training and leave ships to jumpclone. I heard they were working on the stop training thing... hopefully the leaving ship requirement will die as well!
- Would like a visible session change timer so you know how to time your arrival on gates
- Voluminous shapes instead of points/lines/spheres in the probing ui so you can have a feel for the error of your signatures as you scan for things.
- Inconsequential market order change costs--give it some teeth so changing your order is actually a decision worth considering!
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 .. 57 :: one page |
First page | Previous page | Next page | Last page |