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Thread Statistics | Show CCP posts - 14 post(s) |

Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1404
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Posted - 2012.09.19 05:08:00 -
[1] - Quote
These are my top 4
1. Custom or predefined neocom shortcuts mainly to item hangar, ship hangar, corp hangar and market deliveries. Ship cargo as optional bonus.
2. Corp hangar index (root) window with tabs or default view with all hangars open as stack. Preferably so that search filter text box is same for all the stacked windows. Not different for each single one.
3. CTRL+A select all from ship cargo -> drag and drop all to item/ship hangar -> moves all items/ships to item/ship hangar automatically. Curretly this method moves only items or ships, depending where you drag them. Did not use to work like this.
4. Move the "always open to new window"-option to right click menu. Currently when you have plenty of windows stacked, you have that option's button taking third of each tabs width and you accidentally click it all the time.
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Grey Stormshadow
Starwreck Industries
1414
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Posted - 2012.09.22 08:51:00 -
[2] - Quote
ZaBob wrote:CCP Arrow wrote:Inventory Feature Iteration
- Users see a restrictions Icon in the Index Tree for the corporate hangars and containers they don't have access to
Why on earth would you even show them a hanger or container they have no access to, in the index tree? It's just an obstacle in the way of accomplishing any task.
...because some people actually want put items to hangars they don't have access to withdraw from. Couple examples would be "donation" to corp hangar or fleet mining / salvaging to orca without proper hangar permissions.
...and I think that OP meant to say "they don't have withdraw access to", because corp hangars always have deposit access by default.
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Grey Stormshadow
Starwreck Industries
1416
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Posted - 2012.09.23 08:54:00 -
[3] - Quote
CCP Arrow wrote:I have gone over the feedback and will try to address all of the subjects raised here: ---plenty of wise words---
Excellent plans and good understanding of the topics - Thank you.
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Grey Stormshadow
Starwreck Industries
1416
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Posted - 2012.09.23 09:03:00 -
[4] - Quote
Alx Warlord wrote:CCP Arrow, I would really like if you give some love for the miners...
1 - add more information for the asteroid survey scanner, now it shows ( Ore / Quantity / Distance ), it could also show ( volume ) what would be easy to calculate using the ore type and the quantity... and could also show ( time to deplete with 1 turret / time to depleet with all turrets ) it would be easily calculated using the volume and the power of the mining turret .
2 - Add Amount of ore already mined in the cycle (when you hover the mouse over the turret icon, show how much ore it would yield if deactivated ) this would make the informations given by the survay scaner a really good differential for mining ships, and a reason to don't mine afk.
Btw, you are doing a great job with the inventory UI!!! I really like it!!!
1) Everything doesn't have to be so easy. Mining is boring enough already without nerfing the only actual math you can do in background while mining. If you want to mine more efficiently - learn to think while you do it.
2) Read above. You can estimate the amount in your head already and cycle the laser in mid cycle as often your capacitor allows. If you're running out of cap, the orca is there to give you a boost. That is for what it is made..
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Grey Stormshadow
Starwreck Industries
1423
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Posted - 2012.09.25 22:48:00 -
[5] - Quote
CCP Arrow wrote: #1 We are currently working on defining the behavior and we have a use case that would be good to get input on from the players. If a player undocks from Station A with an Inventory window open showing his Corporate hangar, then that same window will of course be open when he docks to Station A again. But if the corporation has an office in Station B as well, should that inventory then also be open and look exactly the same when the user docks there? Making the Corporate hangar Inventory window between these two separate stations essentially be the same one.
Furthermore. Let's say a user has an Inventory window open showing a Station container which is located in the Corporate hangar of Station A. He undocks, and then docks into Station B, where the corporation also has an office, just like in the earlier example. But this specific Station container that was left open in Station A, isn't available in Station B. Should the Inventory window then not open up at all? Since the specific location that was open in Station A isn't available anymore. Or should it have the Inventory window open and just show the Division that the Station container from Station A was in?
The use cases between different stations and corp hangars can't really be fitted to one mold. There might or not be containers and even the access rights could be slightly different. I would say that it is rather safe bet to go with station specific configuration what comes to corp hangars. As long as client remembers what corp related windows you had open when you left station - it is ok.
In worst case scenario some rare corporation with huge amount of offices would need to reopen their "default" windows once, but after that everything would be back to normal.
If you try to make this too complex, it most likely will end up having more problems than going with simple station specific style.
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Grey Stormshadow
Starwreck Industries
1424
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Posted - 2012.09.26 13:56:00 -
[6] - Quote
Alx Warlord wrote:Grey Stormshadow wrote:Alx Warlord wrote:CCP Arrow, I would really like if you give some love for the miners...
1 - add more information for the asteroid survey scanner, now it shows ( Ore / Quantity / Distance ), it could also show ( volume ) what would be easy to calculate using the ore type and the quantity... and could also show ( time to deplete with 1 turret / time to depleet with all turrets ) it would be easily calculated using the volume and the power of the mining turret .
2 - Add Amount of ore already mined in the cycle (when you hover the mouse over the turret icon, show how much ore it would yield if deactivated ) this would make the informations given by the survay scaner a really good differential for mining ships, and a reason to don't mine afk.
Btw, you are doing a great job with the inventory UI!!! I really like it!!! 1) Everything doesn't have to be so easy. Mining is boring enough already without nerfing the only actual math you can do in background while mining. If you want to mine more efficiently - learn to think while you do it. 2) Read above. You can estimate the amount in your head already and cycle the laser in mid cycle as often your capacitor allows. If you're running out of cap, the orca is there to give you a boost. That is for what it is made.. 1) As I said, it is simple math, no need to think, just trow in a excell spreadsheet, as I do. So math making for mining IS BORING! and the UI make it a pain. And how inproving the UI would nerf something!? If you don't wan't to use it, don't use it. But it makes no sense we receive so crap quality information. That is why most people afk mine, because it is just not worth. 2) THIS shows that you probably use multiple accounts and/or mine afk the whole day. And don't wan't people that are not afk nor multiboxing to have an advantage over you that will probably have issues managing x accounts. ' The last one that trolled me like you did now was complaining about my suggestion on " recovery drones when disconnect " and it was a good idea, because as this idea here, it makes the gaming experience better. So, get some good arguments before trowing some rocks. Or if you think that is fun to have a bad UI go play another game becouse EVE devs are constantly making the game better!
Plenty of assumptions in your reply :)
I still believe that simple calculations and estimations which u can do while mining makes it less boring than no calculations where you _just wait_ the cycle to reach the point X before you click it.
Only additional information survey scanners could use at the moment is tag which reveals which strip miner is drilling and what rock. Following that based on distance data can be sometimes bit tricky and consume bit too much attention.
However as you already noticed, we all are entitled to our own opinions. I didn't troll you one single bit.
As additional hint I would like to point out that this is wrong thread for this entire discussion and topic. Survey scanner and turret icons are not related to inventory system and these devs who are reading this thread probably have nothing to do with it.
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Grey Stormshadow
Starwreck Industries
1424
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Posted - 2012.09.26 14:16:00 -
[7] - Quote
Related to neocom buttons...
I just would like to give heads up about those so that they don't end up being the next subject of complaints;
People like buttons/folders which they can also delete or move out from neocom root. In other words stuff what can be hidden to E-menu or what only exist in E-menu when it gets deleted from root... you know what I mean.
Currently neocom contains bit both... those what you can move like described above and some static ones which you can't do anything with. This isn't obviously very fun or consistent, but I'm not asking you to fix those. I'm just asking that you could consider doing all the new icons what are coming with unified inventory patch with the better way.
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Grey Stormshadow
Starwreck Industries
1443
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Posted - 2012.10.17 17:29:00 -
[8] - Quote
Thanks for the heads up - will take look tomorrow.
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