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Thread Statistics | Show CCP posts - 1 post(s) |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.18 05:48:00 -
[1]
We can now start hammering the new neocom as seen in the dev blog by CCP Optimal.
For activating it: 1) hit [ESC] 2) 'general settings' tab 3) left pane under 'experimental features', click [enable] button 4) client will restart
I like: - adjustable height of neocom - direct access to training queue via 'currently trained skill feature' - current location/autopilot waypoints seem to be sitting on separate canvases/containers/windows already.. I guess they'll be moveable soon (woooot) - submenus only extend when clicked and stay open (can we get this for context/map submenus too?)
I've got problems/don't like: - character sheet icon doesn't close character sheet when clicked again - character sheet also opens when clicking on portrait (me: not a fan of redundancy) - character portrait in neocom (don't want it there) - neocom is BELOW other windows - blinking icons are annoying (highlight with 1px wide frame would suit me) - station panel doesn't have an icon from the get go as the chat channel windows or any other window (imho get rid of the station window please) - chat channel icons behave differently too.. irritating - playing around I managed to break the autohide function (created some new menus, dropped other windows in them, deleted menus, moved menus into each other..) - vertical position of HUD is bound to neocom height - might as well put the 'chat' icon to where the 'ship/itemhangar' and 'undock' icons sit, as those aren't removable either
I wish for: - local time - hover for skill-feature, 'ETA' optional in 'DD HH:MM:SS' instead of just 'HH:MM:SS' - custom icons for custom menus - custom icons for all icons - chat channels without opt out option are fast to get up again, others like 'help' or 'blueprints' for example have to brought back via 'open channel' window.. please give option to close them, but keep them in the chat submenu
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.18 10:18:00 -
[2]
Did I mention that the neocom needs the option to be vertical? Must have slipped me somehow.. 
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.18 17:37:00 -
[3]
Originally by: Tippia *snip* Have they managed to keep the "mile high button" functionality? I.e. is there a gap anywhere between the neocom buttons and the edge of the screen? *snip*
I was looking at it very closely and the button(s) react until the arrow turns into the ms-window-seizer (for vertically resizing the window). So, yeah.. they didn't copy windows there.
Though, looking at my Win7 Taskbar I can't see that fault. The cursor is right at the last pixel of the screen and hovering buttons still highlights them (or gets them activated when clicked). Looks like Win7 managed to get rid of that.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.19 04:59:00 -
[4]
Originally by: Aeo IV Has anyone ever actually complained about the neocom? I always thought it was a very decent design.
Nope, but I assume CCP builds a new corified interface for it to work with the stuff that WoD uses (they'll need a neocom too I guess). So, welcome to the lab-rats-club. 
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.20 11:19:00 -
[5]
*bump*
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Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.12.21 06:56:00 -
[6]
Edited by: Tres Farmer on 21/12/2010 07:07:45 Edited by: Tres Farmer on 21/12/2010 06:59:18
Originally by: Siigari Kitawa
Originally by: Sader Rykane
Originally by: Jay Wareth I never noticed it either, but I went and checked earlier. I'll be damned if she isn't right. 
I don't doubt he isn't correct. I'm just wondering why we're making mountains out of specks of sand.
Because everybody knows if you build a castle on a mountain made of sand, it will sink. Much like the quality control is doing when they haven't finished or refined one thing before they launch off to work on something else.
I propose they fix the FEW bugs/issues with the current Neocom and make it 100% functional in all ways before they make another one. The house built on a solid foundation will last through weather. The one built on sand will crumble.
They simply can't. Don't you get it? CCP is corifying EVERYTHING now. Be it context-menus, be it the neocom, be it the server nodes.. everything gets corified. CCP will never ever again touch the code of the old Neocom to get it 100% working. They will make a new one, which then can also be used for WoD and what the hell else they got in their minds. Deal with it.
And yeah, I'm pretty sure we'll get windows with adjustable font sizes too for this.. And know why? Because they CORIFY it. The actual window engine can't handle other fonts as it can't react/adjust to bigger fonts (otherwise we would have it, it's a simple matter of borders not resizable).. or whatever the user sets. The OLD code isn't that flexible.
Without WoD we wouldn't even talking about this.
Please start to adjust your view and see the whole picture. The Devs here aren't working for EVE-Spaceships alone any more. They work for Dust/WoD too. Everything that benefits ALL 3 games will have the biggest chance of being worked on.
And yeah, this means we're guinea-pigs. 
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Tres Farmer
Gallente Federation Intelligence Service
|
Posted - 2010.12.22 03:07:00 -
[7]
Originally by: Ytamii Arval Amazing how annoying the Neo becomes when positioned at the bottom of the screen; it's those damned blinking icons!
I'm with ya sister. Don't like the blinking either.. a simple highlighted border (no blinking would be enough to signal needed attention). Would prefer this to be disable for certain buttons then too.
Originally by: Ytamii Arval Not to mention that items on the "start" menu aren't even alphabetized.
I think you'll be able to arrange them how you want it later on. Put it on a [WANTED] list to make sure CCP Optimal puts it on his list.
Originally by: Ytamii Arval Not to mention the clumsiness of multi-level cascading menus.
Most needed buttons can be drag+dropped where you want them. Again, make it a [WANTED] list.
Originally by: Ytamii Arval Not to mention that you have to reduce the height of Station Information to not have overlap.
I hope this friggin window goes the way of the Dodo. As far as I can see it was bound into the new neocom as everything else.. didn't worked as other windows minimized in the new neocom, more like the chat-channels..
Originally by: Ytamii Arval I just can't understand why any dev time is being wasted like this. The UI has so many problems, why redesign one of the few parts that isn't broken?
Cause CCP is programming for WoD too now. Everything they do that isn't really related to EVE-Spaceship alone any more will be coded under the Carbon Architecture.
This means: WoD needs a brandnew Neocom to interface to the brandnew client. Eve has got a stone old hardcoded Neocom, that interfaces the client directly. Eve will be corified more and more and parts of the code won't belong directly to either WoD nor Eve alone. The new Neocom from WoD will have to interface to those corified parts of the code. Eve's old Neocom won't be rewritten to be able to do that. We'll get a new Neocom for Eve as it will be the Neocom code WoD will be using. We will be guinea pigs. 
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.12.23 08:21:00 -
[8]
Originally by: CCP Atropos *snip* You're mostly correct about what the Carbon architecture means, but you're a little off base by saying that this new Neocom is being developed because WOD requires one. *snip*
Roger. I'll stop posting that 'we're guinea pigs' and that the new neocom was solely based on WoD needing it. 
Besides that thanks for your reply. At least some feedback from you guys. CCP Optimal could have shown his face too from time to time, ya know? Or is he already on his way home for Christmas? In that case, have a good holiday, I guess.
It's just.. I mean.. every 5th post did ask for a vertical neocom, but nothing has been said from your side. We provide feedback, but we have no idea if this feedback reaches you. We could as well talk to a wall sometimes. Is it too much asked, that the Dev in charge of something that is on Sisi or in a Devblog takes 15 minutes out of his daily routine and tries to answer some posts/threads on forums that relate to his work? Everyone of us here is providing valuable feedback to you guys, investing brain, thought and whatnot into helping you do your job.
There are good examples among you CCP blokes too.. look at CCP Masterplan and his replies to the comments thread to his 2 fold blog. That's what I would expect as the norm from you guys.
It's simple: you put out a blog and/or a feature for us to hammer on. You want our opinion and our testing. We provide feedback, now you should provide feedback on our feedback too, otherwise we will get no feedback and get an idea what you're thinking about our thinking.
At the moment this whole preocess feels like it's running on a car with half pulled handbrake in the first gear driven from the backseat. 15 minutes is all I ask for. Daily as soon as there is a feature/devblog of said Dev/Group out there. Call it forum duty or what you want. It's important feedback FOR US.
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