Pages: 1 2 3 4 5 6 7 8 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 14 post(s) |
|

CCP Arrow
C C P C C P Alliance
149

|
Posted - 2012.09.18 14:45:00 -
[1] - Quote
Team Game of Drones will be working on various improvements to the Inventory UI (User Interface) for our winter release.
We are currently working on fixes and defects related to the Inventory but are also prioritizing a list of improvements to the usability and functionality of the Inventory as a whole.
We shared a list of items with the CSM about 4 weeks ago and now have gone through their feedback and have a list of things which I wanted to share with you.
We will be revisiting the list in the coming weeks so it might change over time or the prioritization shift, but we still feel it is important to share the plan so that we can get valuable input from players:
Inventory Usability Iteration
- All Inventory windows are unique and always persist their shape, size & position between sessions
- All Inventory windows persist their pinned state for each session
- Users can access various Inventory locations directly from the Neocom by default
- Users can move any tab from the Index Tree of the Inventory to use as a shortcut from the Neocom
- Users can see which inventories are inaccessible in the Neocom (Station inventories while in space)
- Users can use a filter input field for the Index Tree to find tabs quicker
- All Inventory windows remember the open/close state of each tab within their window
- When moving items inside the Index Tree, the focus never goes away from the inventory the items are being moved from, it only expands sub-tree tabs if hovered over parent tabs for a certain amount of time
- When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
- Resizing the Inventory window will behave like other windows instead of scaling all tabs proportionally
We also have more tasks lined up for adding value to the Inventory as a feature. It is currently prioritized lower than the usability improvements, but let us know your thoughts on them:
Inventory Feature Iteration
- Corporation hangar has a root, letting the user browse through divisions like a regular inventory
- Player Owned Structures (POS) have a root so that I can browse through it like a regular inventory with folders
- Users can see which POS and wrecks are in range and can be interacted with
- Users see a restrictions Icon in the Index Tree for the corporate hangars and containers they don't have access to
- Users can group ships in Ship hangar into ship class tabs so that managing a big Ship inventory is easier
- Navigating the Index Tree can be done with the keyboard (Up & Down arrows to move up and down, Left & Right arrows to collapse and expand tabs and ENTER to select an inventory)
- Renaming divisions can be done by Right-clicking the Division directly in the Inventory
- Corporation owners can choose from a list of predefined icons for their Divisions, so they don't all look the same
- Corporation owners can enable/disable fleet access to bays through the Index Tree
- Users can create keyboard shortcuts for all bays/divisions
- The Quick Actions Menu will be added to the bottom of the Inventory window and will have a range of useful options for quicker access or for tasks that have not been available before. Actions like 'Empty' and 'Sell All'.
That is all for now, I will try to answer all comments and questions as best as I can. CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
|

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2265
|
Posted - 2012.09.18 14:50:00 -
[2] - Quote
I endorse this product and/or service. The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |

Hannott Thanos
Notorious Legion
104
|
Posted - 2012.09.18 14:51:00 -
[3] - Quote
Yay, Uupgrayyeds :) |

Seleene
Body Count Inc. Pandemic Legion
1969
|
Posted - 2012.09.18 14:53:00 -
[4] - Quote
Ground floor.  CSM 7 Chairman My Blog - Where I say stuff Follow Seleene on Twitter! |

Two step
Aperture Harmonics K162
2192
|
Posted - 2012.09.18 14:53:00 -
[5] - Quote
CCP Arrow wrote:
When moving items inside the Index Tree, the focus never goes away from the inventory the items are being moved from, it only expands sub-tree tabs if hovered over parent tabs for a certain amount of time
When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
The Quick Actions Menu will be added to the bottom of the Inventory window and will have a range of useful options for quicker access or for tasks that have not been available before. Actions like 'Empty' and 'Sell All'.
I love these three.
I'd still love to see a "favorites" system, where I can have a small number of nodes in the tree pinned to the top of the tree. See the video I sent you... :) CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
272
|
Posted - 2012.09.18 14:53:00 -
[6] - Quote
Some of these changes make me happy. Especially the change to stay in the inventory you're currently in rather than the one you're moving the items to. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Hosedna
FumbleFamily Corp
12
|
Posted - 2012.09.18 14:54:00 -
[7] - Quote
Quote: Corporation owners can choose from a list of predefined icons for their Divisions, so they don't all look the same
Great idea ! |

Archdaimon
NorCorp Enterprise No Holes Barred
91
|
Posted - 2012.09.18 14:57:00 -
[8] - Quote
Looks great! |

Jack bubu
GK inc. Pandemic Legion
363
|
Posted - 2012.09.18 15:00:00 -
[9] - Quote
Users can access various Inventory locations directly from the Neocom by default
if this includes a extra button for ship hangar im happy!
also in before "rollback inventory" whine |

Muscaat
EVE Markets
12
|
Posted - 2012.09.18 15:07:00 -
[10] - Quote
CCP Arrow wrote:
When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab.
This fills me with user-interface-enhanced joy  |
|
|

CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
77

|
Posted - 2012.09.18 15:08:00 -
[11] - Quote
Jack bubu wrote: Users can access various Inventory locations directly from the Neocom by default
if this includes a extra button for ship hangar im happy!
also in before "rollback inventory" whine
That is the idea. That you would be able to pin specific Inventory locations to the Neocom, so they act like buttons that open up that Inventory location directly. E.g. a Ship hangar button on the Neocom would open up your Ship hangar. |
|

Kelduum Revaan
EVE University Ivy League
1864
|
Posted - 2012.09.18 15:09:00 -
[12] - Quote
CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory
100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it. Kelduum Revaan CEO, EVE University |

Alx Warlord
Security Task Force
160
|
Posted - 2012.09.18 15:13:00 -
[13] - Quote
Really good : ) [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Logix42
Blue Republic RvB - BLUE Republic
65
|
Posted - 2012.09.18 15:14:00 -
[14] - Quote
Please check out the "Item Management" category of our WDATT list. Might be something there to give you ideas. Google Document: bit.ly/wdatt Main Forum Post: https://forums.eveonline.com/default.aspx?g=posts&t=98941
You've already got a bunch or what we have listed which makes me excited!! Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |

Bagehi
Association of Commonwealth Enterprises Test Alliance Please Ignore
104
|
Posted - 2012.09.18 15:14:00 -
[15] - Quote
Hurrah for UI fixes! |

Bagehi
Association of Commonwealth Enterprises Test Alliance Please Ignore
104
|
Posted - 2012.09.18 15:16:00 -
[16] - Quote
Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it.
I think they're talking about the divisions on the left side of the inventory window. |

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
272
|
Posted - 2012.09.18 15:16:00 -
[17] - Quote
Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it.
Renaming divisions themselves? Pretty sure it's under Corp window -> Home tab -> Details tab -> Divisions button at the bottom. You can rename the 7 divisions from there. (Pretty sure you need director privileges to do this) http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Daneel Trevize
Give my 11percent back
193
|
Posted - 2012.09.18 15:20:00 -
[18] - Quote
CCP Arrow wrote:Inventory Usability Iteration- When moving items inside the Index Tree, the focus never goes away from the inventory the items are being moved from, it only expands sub-tree tabs if hovered over parent tabs for a certain amount of time
- When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
- Resizing the Inventory window will behave like other windows instead of scaling all tabs proportionally
Please keep these on the priority list, they're exaclty the issues I face with trying to adapt to the new style reusable single inventory window, in space combat or in station.
The shifting index area size ruins maintaining a constant clear view of your selected container with minimal wasted space & wrap-around/scrolling.
Having to move the index scroll bar before being able to select the items I wish to move from a located container to a previous one is either really annoying or forces me to fill my screen with a larger inventory window just to see the index.
Taking a second to ensure I'm over the right container to drop some subset of items into and having focus move from the source seems pointless when you've already got every named can accessible via the index, no need to view in them and no desire to have to relocate the source container before moving another subset elsewhere. |

Vi'ach
5
|
Posted - 2012.09.18 15:21:00 -
[19] - Quote
CCP Arrow wrote:
- All Inventory windows are unique and always persist their shape, size & position between sessions
- All Inventory windows persist their pinned state for each session
These will make me happy, I'm tired of resizing the "left tree" window!
One thing I have noticed too, when at a POS and viewing any of the POS mod's storage in the tree, if you roll up the window and warp away you (obviously) go out of range the window then unrolls to just show your ships cargo bay and can be very annoying. Just keep it rolled up please :) |

Vyktor Abyss
The Abyss Corporation
178
|
Posted - 2012.09.18 15:26:00 -
[20] - Quote
Quite an annoying example of the new interface is the two lines required at the bottom of a minimum sized cargobay...
The lines 'number of items' then the summed value create a 2 line height box of colourful border that actually obscures the names of any modules etc in the cargobay itself - only leaving a cut of the item picture.
I'll attach a paintshop pic if needed to explain further.
This really minor thing is a damn nuisance though and needs sorting out quick.
|
|

Gilbaron
Free-Space-Ranger Ev0ke
327
|
Posted - 2012.09.18 15:27:00 -
[21] - Quote
Quote:When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
can you make this so it scrolls faster the closer i am to the edge ?
and i would also LOVE to be able to "pin" some specific hangars in the primary inventory window and not just on the neocom, displayed here with my 1337 paint skills |
|

CCP Arrow
C C P C C P Alliance
155

|
Posted - 2012.09.18 15:39:00 -
[22] - Quote
Vyktor Abyss wrote:Quite an annoying example of the new interface is the two lines required at the bottom of a minimum sized cargobay...
The lines 'number of items' then the summed value create a 2 line height box of colourful border that actually obscures the names of any modules etc in the cargobay itself - only leaving a cut of the item picture.
I'll attach a paintshop pic if needed to explain further.
This really minor thing is a damn nuisance though and needs sorting out quick.
That area is for the Quick Actions buttons. Here is a 'Work in progress' mockup of it which we released with the first Inventory blog: http://content.eveonline.com/www/newssystem/media/28129/1/Inventory_Blog_Future_Inventory.png CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
|
|

CCP Arrow
C C P C C P Alliance
155

|
Posted - 2012.09.18 15:41:00 -
[23] - Quote
Yes I did read through the items in that list, but I'll go through it again to see if something new as been added. I try to read through it on a regular basis, it's very useful  CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
|

Gilbaron
Free-Space-Ranger Ev0ke
327
|
Posted - 2012.09.18 15:58:00 -
[24] - Quote
you could improve the handling of
- empty containers (indicator that clearly states if the content is still loading or if there is nothing at all, try handling containers full of BMs)
- locked containers (hacking/salvage sites), when they are locked and i try to access them my ships cargo opens, very annoying, i would like to have a new window for that container that clearly states that i need to use a tool to open it |

Max Kolonko
High Voltage Industries Ash Alliance
188
|
Posted - 2012.09.18 16:06:00 -
[25] - Quote
When not in range of container, instead of simply displaying message that you are not in range game opens Your cargo instead. Now if you dont close it, and get in range and click that cargo again it will not react to that action untill you close your cargo - can you fix that? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Darth Sith
Grim Determination Nulli Secunda
24
|
Posted - 2012.09.18 16:09:00 -
[26] - Quote
My biggest pet peeve is with the corp inventory. When I dock it takes forever to load if there are a lot of items in the inventory, but even more so is the behavior where you have to click the twisty to open the corp hanger, then it collapses again when it loads and you have to click the twisty again to open and select the division ..
If you fix that I would be a happy toon :)
|

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
111
|
Posted - 2012.09.18 16:17:00 -
[27] - Quote
CCP Arrow wrote: The Quick Actions Menu will be added to the bottom of the Inventory window and will have a range of useful options for quicker access or for tasks that have not been available before. Actions like 'Empty' and 'Sell All'.
wait "sell all", you mean sell all on the market on one click ? the thing we are asking for years ? this one ?
|

Eutectic
Aperture Harmonics K162
11
|
Posted - 2012.09.18 16:45:00 -
[28] - Quote
Darth Sith wrote:My biggest pet peeve is with the corp inventory. When I dock it takes forever to load if there are a lot of items in the inventory, but even more so is the behavior where you have to click the twisty to open the corp hanger, then it collapses again when it loads and you have to click the twisty again to open and select the division ..
If you fix that I would be a happy toon :)
I have to second this point. Performance for loading the inventory tree with multiple cans with multiple items inside the cans is horrendous. Related to this is the lousy loading performance for inventory division that contain multiple empty cans. If you want to see this for yourself assemble 20 or so cans and dump them into a hanger division and get ready to wait for it to load next time you try to look in that division. |

Karl Hobb
Stellar Ore Refinery and Crematorium
552
|
Posted - 2012.09.18 17:38:00 -
[29] - Quote
CCP Arrow wrote:- All Inventory windows are unique and always persist their shape, size & position between sessions
- All Inventory windows persist their pinned state for each session
These changes are very important and can't come soon enough.
CCP Arrow wrote:- When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
This will take the sidebar from completely useless to slightly useful.
CCP Arrow wrote:- Renaming divisions can be done by Right-clicking the Division directly in the Inventory
- Corporation owners can choose from a list of predefined icons for their Divisions, so they don't all look the same
<3 so much. Nothing Found |

Ammzi
Imperial Guardians Tribal Band
1028
|
Posted - 2012.09.18 17:46:00 -
[30] - Quote
I would very much like to create custom folders in my inventory. Cans seem a bit backward thinking  quote CCP Spitfire
"Hello Im Blue,"
|
|

Joelleaveek
Center for Advanced Studies Gallente Federation
86
|
Posted - 2012.09.18 17:57:00 -
[31] - Quote
Some things that bother me currently that i wish would change:
- I always open my ships cargo hold in a separate window to move things into it from my items hanger. When i undock with both my main items window open and my cargo window open, however, the main inventory window will sort of shift and occupy the same space as the cargohold window i had opened in station. It seems that recently though that seperate instances of cargo holds were created for in space and in station, so i close both the main inventory window and cargo hold window i had opened in station and hit the cargo button on the HUD. This opens a 3rd copy of my cargo hold that i then have to adjust for every new ship i undock.
- When i dock, the items hanger used to open automatically if i had it open when i undocked, i wish this would come back.
- When i open the main inventory window on the neocom it will always open to my ships cargo hold, always. If i dock with my cargo hold open or i open my cargo hold by double clicking before i open my items window and then go to open my main inventory window it will always be a copy of my ships cargo hold. I find my self frequently trying to drag things from one copy of my cargo hold to another, because i would expect the inventory window to open to my in station items.
- Sometimes when i change ships the tree view for my ships will expand itself. I want it to stay closed all the time, i have alot of ship.
- The "always open in a new window" button is nice in station, but i wish it would apply separately in and out of station. When i'm trying to loot a mission i like all the wrecks to open in the same place so i can just spam loot all until i have everything. If i have the always open in a new window selected it will open all the wrecks/loot cans separately. (i wish there was just a "loot all nearby owned containers" button)
- A back button would be handy
Sorry for the wall of text. |

Vyktor Abyss
The Abyss Corporation
178
|
Posted - 2012.09.18 18:06:00 -
[32] - Quote
CCP Arrow wrote:Vyktor Abyss wrote:Quite an annoying example of the new interface is the two lines required at the bottom of a minimum sized cargobay...
The lines 'number of items' then the summed value create a 2 line height box of colourful border that actually obscures the names of any modules etc in the cargobay itself - only leaving a cut of the item picture.
I'll attach a paintshop pic if needed to explain further.
This really minor thing is a damn nuisance though and needs sorting out quick.
That area is for the Quick Actions buttons. Here is a 'Work in progress' mockup of it which we released with the first Inventory blog: http://content.eveonline.com/www/newssystem/media/28129/1/Inventory_Blog_Future_Inventory.png
Thanks for the explanation anyway - and it does look quite charming.... however the actual common use (at least for old time players like me) is to have your cargobay open but minimised to enable you to scoop loot quickly or pop combat boosters or whatever.... (edit: screen real estate is at a premium already without unnecessary lines like number of items and value taking up more space)
Could you ensure that when that window is set to minimum dimensions that either those two rows be removable or that at least the item names aren't cropped because of those 2 lines, so in effect the end of the writing is the bottom of the item 'icon'.
Try it yourself now by minimising the cargobay with for example 3 unpackaged light blaster types in there and experience the difficulty and nuisance of having cropped text - after a while it gets very irksome having to scroll where it used to be clear. Cheers.
[More edit: Not that I don't think buttons there might be useful, pretty or whatever at other times - just maybe not wanted all the time so minimising them lines down would be lovely] |

Grath Telkin
Sniggerdly Pandemic Legion
999
|
Posted - 2012.09.18 18:34:00 -
[33] - Quote
Hi, I own a titan, and when we move supers in a group the inventory is pain in the ass due to all the other ships in proximity showing up on the tree...only they're not named in anyway at all.
Is there a way to attach a pilot name or ship name to the interface so that we can tell which ship we're attempting to use the CHA or SMA of when there is a capital fleet present on the field?
Literally the only thing that bothers me about the interface at this point (though its been a while since i tried to use this in fleet so you may have addressed this already). |

Bloodpetal
Mimidae Risk Solutions
857
|
Posted - 2012.09.18 18:42:00 -
[34] - Quote
I love these Ideas.
Few major issues at the moment ::
#1 .... You can't trade directly from a Corporate Hangar Floor to a TRADE window with another player. However, you CAN move items from a Container IN a corporate hangar to a trade window. :headexplodes:
Please make it so if you have permissions you can trade from corporate hangars to a trade window, ty.
#2 ... When you expand the corporate hangar, it takes a moment to load, and then it collapses again with never opening the corporate hangars, you have to click the hangar to open again. (This might happen if there's a lot of stuff in the corp hangar and something times out? I always get it 100% of the time).
#3 ... Can we do some iterations on Containers themselves? I'd like the "Lock items dropped into this hangar" or "Unlock Items dropped into this hangar" to be stored server side, because it's very annoying to deal with since everyone has their own settings for these containers... Also, since audit containers are the only way to record who has taken what from a corporate hangar, is there a way we can have an improvement to Audit Containers' ability to track what is going in or out? I know there are going to be database restrictions on this stuff, but the major issue is to use the audit container for what is intended requires 3 steps that are inconvenient when done in reptition. 1, Unlock, 2, drag out of container, 3, lock it again so that the next person who accesses it can be tracked.
This is one of the first hurdles corps run into when trying to have some semblance of secure containers...
Also, allowing the "Users can group ships in Ship hangar into ship class tabs so that managing a big Ship inventory is easier" to apply to corp hangars would be epic greatness.
Thanks for listening. Great job! Mimidae Risk Solutions Recruiting |

Chrysanthem Throne
Perkone Caldari State
0
|
Posted - 2012.09.18 18:51:00 -
[35] - Quote
If this hasn't been put in already, I would like to repackage items in containers, not just when it is moved to item hanger. |

Bubanni
ElitistOps Pandemic Legion
442
|
Posted - 2012.09.18 19:58:00 -
[36] - Quote
Looks good :) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Rengerel en Distel
Amarr Science and Industry
383
|
Posted - 2012.09.18 20:26:00 -
[37] - Quote
Quote:Patch notes for EVE Online: Inferno 1.1
Deployed on Monday, June 25, 2012. Features
Unified Inventory
The "My filters" section of the Index tree in the Inventory will now remember if it has been collapsed. The collapsed state in station and in space are remembered separately.
Will this finally be true? Collapsing that every time you dock when trying to move items around gets beyond annoying.
|

Witchking Angmar
Perkele.
25
|
Posted - 2012.09.18 20:38:00 -
[38] - Quote
Why are filters removed when opening another inventory? |

Logix42
Blue Republic RvB - BLUE Republic
65
|
Posted - 2012.09.18 20:46:00 -
[39] - Quote
I think one of the major things is for the assets window to be combined in to the unified inventory. It's supposed to be a UNIFIED inventory but there's still a separate window for assets. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |

Khaim Khal
Valkyries of Night Of Sound Mind
5
|
Posted - 2012.09.18 20:56:00 -
[40] - Quote
- "Stack all" button.
- Auto-package items in {this container} / {always}.
- Sort by est-value.
|
|

mkint
887
|
Posted - 2012.09.18 21:07:00 -
[41] - Quote
CCP Arrow wrote:Vyktor Abyss wrote:Quite an annoying example of the new interface is the two lines required at the bottom of a minimum sized cargobay...
The lines 'number of items' then the summed value create a 2 line height box of colourful border that actually obscures the names of any modules etc in the cargobay itself - only leaving a cut of the item picture.
I'll attach a paintshop pic if needed to explain further.
This really minor thing is a damn nuisance though and needs sorting out quick.
That area is for the Quick Actions buttons. Here is a 'Work in progress' mockup of it which we released with the first Inventory blog: http://content.eveonline.com/www/newssystem/media/28129/1/Inventory_Blog_Future_Inventory.png You really don't see all the other piles of wasted space in this thing? Most of the 'features' are designed for fringe use while ignoring primary uses. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Adriel Malakai
Shoulda Checked Local Break-A-Wish Foundation
80
|
Posted - 2012.09.18 21:23:00 -
[42] - Quote
Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it.
Easy, but can only be done the CEO.
Location is Corporation -> Home -> Details -> Divisions
Coincidentally, this is also the only place you can currently modify wallet division names (also, only by the CEO). |

Kelduum Revaan
EVE University Ivy League
1866
|
Posted - 2012.09.18 21:26:00 -
[43] - Quote
Grideris wrote:Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it. Renaming divisions themselves? Pretty sure it's under Corp window -> Home tab -> Details tab -> Divisions button at the bottom. You can rename the 7 divisions from there. (Pretty sure you need director privileges to do this) 99 ISK for Grideris!
1 ISK subtracted as you actually need to be the CEO to change them :) Kelduum Revaan CEO, EVE University |

Tragedy
The Creepshow
23
|
Posted - 2012.09.19 04:18:00 -
[44] - Quote
Just make the damn thing stay open and the side panel the size I leave it at every time I dock and I'll b happy. |

poppeteer
Pator Tech School Minmatar Republic
3
|
Posted - 2012.09.19 04:30:00 -
[45] - Quote
Given a lot of the changes deal with either state persistance or 'minimal' ui element setups, would it be asking too much to have a double arrow widget thinger for the base of the window to show/hide the item counter/value + the 'new stuff' buttons?
Thanks in advance for consideration. |

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
274
|
Posted - 2012.09.19 04:35:00 -
[46] - Quote
Kelduum Revaan wrote:Grideris wrote:Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it. Renaming divisions themselves? Pretty sure it's under Corp window -> Home tab -> Details tab -> Divisions button at the bottom. You can rename the 7 divisions from there. (Pretty sure you need director privileges to do this) 99 ISK for Grideris! 1 ISK subtracted as you actually need to be the CEO to change them :)
Curses! I had a sneaking suspicion that was the case. Oh woe is me, what even will I do without that 1 ISK? Surely I can fight to regain my honour! http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1404
|
Posted - 2012.09.19 05:08:00 -
[47] - 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.
Get |

Strange Shadow
Hedion University Amarr Empire
19
|
Posted - 2012.09.19 06:17:00 -
[48] - Quote
Requesting: Station warehouse analog, capable of storing ASSEMBLED ships, with audit and lock, would greatly improve corp management. Alternatively please add locking/auditing to SMAs and CHAs on POSes.
Requesting: Performance improvement. Moving lots of items causes severe LAG, especially in space. Now i dont mind that it takes few dozen seconds, but i would like to retain control of my ship during this operation. As it is, i am effectively paralyzed out of my controls with 1 FPS.
Requesting: Ability to HIDE things from given inventory window, i.e. customizable inventory windows. For example, i DONT need search/items count/price estimation on my ORE BAY, so can i hide that for ORE BAY window ONLY, please? Same functionality as concealing inventory tree would be great. Greatly frees precious GUI space. |

mybeter
Freunde des Bananenwurstsalats
1
|
Posted - 2012.09.19 08:15:00 -
[49] - Quote
Ammzi wrote:I would very much like to create custom folders in my inventory. Cans seem a bit backward thinking 
Yay Inventory Tabs would be so great... |

Neddy Fox
FireStar Inc Curatores Veritatis Alliance
23
|
Posted - 2012.09.19 10:31:00 -
[50] - Quote
Would it be possible to add colours to pos structures, so they reflect being offline or online ? Would make us chain managers VERY happy. So on the left pane, Silos, SMA's, Labs etc are red when offline, green when online.
|
|

SuperSpy00bob
North Eastern Swat Pandemic Legion
22
|
Posted - 2012.09.19 12:30:00 -
[51] - Quote
Two things that have been bugging me ever since the new inventory:
- When you are trying to access a container that's no longer in your reach (happens most often when you over-shoot a POS gun battery, or a wreck/cargo can in space), please don't pop up a window then make it fall back to a base inventory window, make it either open the window you wanted in the first place with a 'out of range/not accessible' text in it, or just make it not show up at all and show an error like the old system did.
- When you are using the filter box to find a specific item, and you are looking through several different inventory locations (think personal items, then the 7 corp hangers), don't clear the filter text every time the inventory location changes, forcing me to re-type it every time I change hanger tabs. |

Vegare
Stranger Things A Point In Space
56
|
Posted - 2012.09.19 13:08:00 -
[52] - Quote
Thanks for continuing to iterate on the Unified Inventory! When you said you would keep working on it until every bit of lost functionality was returned I didn't really believe. However, all of the fixes you're planning to implement as well as the proposed new features give me confidence, that we'll soon have a Unified Inventory thats far superior to the old version!
The fixes are pretty much to the point of what needs to be done! Only important item I'm missing is that users should be able to drop ships in item hangars and the other way around. The Inventory would then sort them into their approriate divisions by its own.
Regarding the features: Stand alone roots for corphangar and pos as well as ship grouping are my favourites. All of them are excellent though. On the Quick Action menu: does that mean we will be able to sell stuff directly from containers/shipbays? Without having to move them to the item hangar? While you're on it how about refining and contracting from containers/shipbays? |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
210
|
Posted - 2012.09.19 13:15:00 -
[53] - Quote
Nice idea...and i'm glad your finally responding to the item that you promised a "weekly fix until its as usable as it was before" after this nice 2-3 month silent period.
However, your list seems a bit out of sync with the feedback most players have been leaving you for the past 5 months, and even some of the feedback that was left while it was still in Pre-Alpha test on SiSi. (before the live Beta test started on TQ)
Some things i noticed you didn't have on your pretty list.
#1 Main Inventory Screen, seriously needs to remember its own state of open/closed between Dock and Undock. This means that when i have my item hanger open in Main Inventory when i undock, i do not what it to try to show it to me as soon as i get into space, then failing to do so, it reverts to my ships cargo-hold. Which i already have open and smaller on the side!!! I don't need two of them.
Then when i dock again, since i closed the space window b/c it was showing me the second copy of my cargo, i have to re-open the Main Inventory, only for it to show me my ship's cargo. This needs to be separate. There should be no connection between what each instance tries to show you.
#2 Corp hanger button on station services, please. Also, give us back the default corp hanger tabs upon opening "corp hanger" this tree stuff is for the birds.
#3 Dropping Items/Ships into either of the Items/Ships should move all to where they should be, you know, like it used to, why was that removed?
#4 All that wasted space around the cargo window. I know you want to put fancy buttons there, but please give us the option to have them not-there when we don't want them. They take up soo much room. Point in case as stated previously in thread, Why do we need search and all those other fancies in the ORE HOLD? I can understand cargo amount, but correct me if i'm wrong, it never took up that much space before Uni-Inv. Space efficiency is key since you (CCP seem to be at war with non-cluttered GUI's)
#5 Active ship cargohold, please return this feature, if memory serves, the open cargohold used to switch when changing ships, and it would remember if you had it 'open/closed' the last time you flew that ship. Currently its sorta a pain in the behind...
That is all i've pulled off the top of my head, and i haven't even re-read any of the inventory threadnaughts that have been seemingly ignored by CCP. My suggestion is go back and read them, including the ones from the SiSi threads, b/c there ARE still things that have been wrong since day 1 on SiSi, that were just completely ignored by you (CCP). http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Si Raven
Raven's Toy Production
0
|
Posted - 2012.09.20 00:00:00 -
[54] - Quote
CCP Arrow wrote:
- When moving items inside the Index Tree, the focus never goes away from the inventory the items are being moved from, it only expands sub-tree tabs if hovered over parent tabs for a certain amount of time
- When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
These are the most important for me so please get them correct.
I would also like the Inventory window to remember its size and position for 2 instances, when in space and when in station. Any time any cargo hold, drone bay, ore bay, ship hanger or anything else is opened, it uses that Inventory window in the remembered position and size but with the desired focus.
As for other ideas, please bring back:
- Double click active ship in the Ship Hanger to open cargo hold. I currently have merged the GÇ£ShipsGÇ¥ into the Station Panel.
- Drag items to either Ships, Items or Item Hanger and all items are moved to the Items Hanger and all ships are moved to the Ship Hanger. I find it annoying I now have to drag the contents of my freighter hold twice and then to the correct hanger.
Can the title and status/bottom bars be used more efficiently?
- Do we really need an Index label?
- Can the << and display icons be moved to the usage and filter line?
- Can the filter edit be longer? Or resizeable?
- Can the number of items and estimated price be put on the same line?
Quick Actions buttons seem very specialised. Are those really a reprocess and trash buttons in that example? What percentage of items are reprocessed or trashed on purpose? I don't think you're selling these very well by showing off those. Could you add the ability to hide them? Seems a shame because I do like the estimated price and quantity information.
I don't use the My Filters so I'd love the UI to remember I've minimised it. Although being able to filter by groups such as missile launchers, shield modules would encourage usage.
And another vote for the auto-repackage when transferring an item to a configured hanger/container. |

Taliah Meyhin
40
|
Posted - 2012.09.20 08:04:00 -
[55] - Quote
Logix42 wrote:I think one of the major things is for the assets window to be combined in to the unified inventory. It's supposed to be a UNIFIED inventory but there's still a separate window for assets. Oh no, please, don't do that. If you merge these two windows into one, the Inventory, it will be complicated to drag-and-drop items from one location to another.
Sometime you can have LOTS of items in the Assets window, if you merge them, it will be horrible to move items in the Inventory tree even if developpers add the following feature :
Quote:When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab
Instead, I would rather be able to drag-and-drop items from the Assets window to the Inventory.
Please, support this idea : Overview Filters
|

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.09.20 10:13:00 -
[56] - Quote
CCP Arrow wrote:Inventory Usability Iteration
- Resizing the Inventory window will behave like other windows instead of scaling all tabs proportionally
Whoohoo! Thank you for this! Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.09.20 10:22:00 -
[57] - Quote
Logix42 wrote:I think one of the major things is for the assets window to be combined in to the unified inventory. It's supposed to be a UNIFIED inventory but there's still a separate window for assets. I'd expect that to happend when the Unified inventory is more "finished" when they're doing that I'd also love this added: https://forums.eveonline.com/default.aspx?g=posts&m=1836283#post1836283
If there is no in-depth search in game.. the search function is pretty useless with using containers. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Katharina B
Covenant Trading Agency
0
|
Posted - 2012.09.20 12:37:00 -
[58] - Quote
Do we really have to discuss this again and again and again?
- NO index Tree needed! - NO Filters needed! - NO estimated price (because its crap anyway!) - Doubleclick at the containers, ships, buttons to load A NEW WINDOW AS DEFAULT!!!! - NO Shift+Click crap anymore. JUST DOUBLECLICKS TO OPEN NEW WINDOWS! - Autoshift setting within the ESC-menu in order to have always a new window as default! ALWAYS! - every window MUST store the view settings. (List / Compact / Icons)! - Doublecklicks at wrecks in space open a SECOND ADDITIONAL window- which closes itself after looting. And not go back to the ship hangar!
the 100% exact copy of the old NON unified inventory. NOTHING other!
If you have a storage system with containers this UI is crap as hell! Doublecklick leads you to open this container in the same window? Why? Doublecklick-> two windows-> drag&drop
But I think you know that already.  |

Hakaru Ishiwara
Republic Military School Minmatar Republic
319
|
Posted - 2012.09.20 13:02:00 -
[59] - Quote
Ammzi wrote:I would very much like to create custom folders in my inventory. Cans seem a bit backward thinking  We are still talking about a sci-fi simulator in which "stuff" is "physically" moved around, transferred and bought / sold, right? Redesigning Windows Explorer is probably best left to the Microsofties. 
Alternatively, consider using the customizable filtering system introduced with this UI revamp. If there is a change w/in that system (customizations) which might help you to achieve your goals, then by all means write it up!
+++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Baako Azubuke
BahringIton Corp
0
|
Posted - 2012.09.20 15:01:00 -
[60] - Quote
I'm new to the game but I'll propose some, if you bear with me:
#1 In space, when right clicking on weapon to change ammo could you please make it so that the list is sorted by range bonus and not by name?
Why: Because, as amarr, I got into habit to change crystals for lasers often and mid-combat-fast-moving-oh-noes-didn't-click-carefuly I have to find the max range (radio) under multifreq (white), which usualy is bottom, and next not so long range (infrared) on top of the list.
Same problem is in market list. It could use (if it dosen't clutter it too much) to have a sort function except by name. group modules by meta, function, range bonus and so on.
Not to mention that I find the number of variations too cumbersome, for crystals in particular but goes for all ammo i think. just broaden the range bonuses and have maybe 5 types? Like: max range, not so max range, mid-range, almost close range, in-your-face-kill-it-with-fire range ~but that's not UI related, sorry.
#2 I have this problem when in space: generally the background is darker and the HUD have info displayed in white, which is fine. good contrast. But there are times when the background shines with pretty flares and the contrast drops to ZERO. Can't see names, range of target, active modules cycle (that small white circle when you activate them).
Some sort of liner, shade or static background behind the HUD could be useful. Or anything you can think of
But don't make it ugly.
#3 I find estimated prices quite usefull, even if a bit off. Maybe you want to fine-tune the estimation algorythm behind it.
Let the players like the drama queen few posts abovet unsub already if he/she dosen't like it. And send me the stuff.
#4 Did you consider changing the font type of the game? Maybe is just me, but speaking from an amateur web-designer point of view is kinda ugly. Not so easy to read. It is more obvious late game sessions when I get tired a bit.
I know it isn't an easy task but give it a fair try.
#5 The icons could use some subtle changes to to be more simple AND different from each other. They are great and detailed if larger but if I make them small to gain space is harder to distinguish. Example: market and fitting icon. i can't tell the difference at a glance. Same thing for scanner / tactical display button.
#6 Adobe hired an UI designer and made CS6 (I'm speaking about Photoshop here) so much better with only little, well thought, tweaks. It made CS5 look like the stupid child nobody speaks about.
Ask for help from professionals, not customers on forums.
See you in winter!
Fly safe. o7
|
|

War Kitten
Panda McLegion
1187
|
Posted - 2012.09.20 16:52:00 -
[61] - Quote
* Users will _not_ have an arbitrary previously opened inventory window open instead of the container they tried to open if they the desired location is or becomes invalid.
Specific examples where this is annoying:
1) You are 10k from a wreck - you click the "open can" button and turn on MWD. Your ship motors over to the can, and just as you get within 500m the command to open the can finally fires. But oops, when it reaches the server you've overshot and you are now > 2500m and out of range. What opens instead? Your ship's cargohold. Why?
2) You are attempting to hack a radar site can. You click "open container" button before it has been hacked. What opens instead? Your ship's carghold. Why?
3) You are looting multiple wrecks. You have opened one wreck but not emptied the contents, and moved on to another wreck. Situation 1 from above occurs and you overshoot. What window opens this time? The wreck you looked at but did not completely empty.
tl;dr: If you can't open the window I asked for, just show the error message - don't open the wrong window too.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
321
|
Posted - 2012.09.20 17:37:00 -
[62] - Quote
Baako Azubuke wrote:*snip* #6 Adobe hired an UI designer and made CS6 (I'm speaking about Photoshop here) so much better with only little, well thought, tweaks. It made CS5 look like the stupid child nobody speaks about.
Ask for help from professionals, not customers on forums. *snip*
You sure that Adobe used the services of only one UI Designer with absolutely no outside / customer input on the UI edits? 
Point well-made when it some to good UI design and hiring the right people to design the feature. That's something that CCP should have done in January 2012 or late 2011. Unfortunately, CCP put themselves into a serious bind by:
1) writing the new Inventory UI in such a way that they could not roll back the changes once released with Inferno and
2) not listening to customer requirements and integrating them into their revamped functionality before the new UI was put onto the live server.
While it is important to have professional designers, project managers, quality assurance engineers and coders working on the project @ CCP, it is also important for customers to be able to provide insight into how they have, currently and will use the Inventory functionality.
The true professionals will be able to sort through all of those bullet points, categorize / prioritize them and then get to work on putting together a better product. I hope that this is what you meant. +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Baako Azubuke
BahringIton Corp
0
|
Posted - 2012.09.20 18:07:00 -
[63] - Quote
Hakaru Ishiwara wrote:
While it is important to have professional designers, project managers, quality assurance engineers and coders working on the project @ CCP, it is also important for customers to be able to provide insight into how they have, currently and will use the Inventory functionality.
The true professionals will be able to sort through all of those bullet points, categorize / prioritize them and then get to work on putting together a better product. I hope that this is what you meant.
You put it much better that i could. I made it short for the sake of readers pleasure.
Now from what i hear, CCP isn't listening to the good points of it's pilots base.
Best of luck to them. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
321
|
Posted - 2012.09.21 14:04:00 -
[64] - Quote
Baako Azubuke wrote:*snip*
Now from what i hear, CCP isn't listening to the good points of their pilots base.
Best of luck to them. Not exactly true as Arrow is posting in this thread and taking customer input. The proof is in the execution, of course.
I wish them luck, but also better project management, UAT and the authority to hold back the code from Tranquility until show-stopper usability issues and defects are resolved. +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |
|

CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
80

|
Posted - 2012.09.21 16:31:00 -
[65] - Quote
War Kitten wrote:* Users will _not_ have an arbitrary previously opened inventory window open instead of the container they tried to open if they the desired location is or becomes invalid.
Specific examples where this is annoying:
1) You are 10k from a wreck - you click the "open can" button and turn on MWD. Your ship motors over to the can, and just as you get within 500m the command to open the can finally fires. But oops, when it reaches the server you've overshot and you are now > 2500m and out of range. What opens instead? Your ship's cargohold. Why?
2) You are attempting to hack a radar site can. You click "open container" button before it has been hacked. What opens instead? Your ship's carghold. Why?
3) You are looting multiple wrecks. You have opened one wreck but not emptied the contents, and moved on to another wreck. Situation 1 from above occurs and you overshoot. What window opens this time? The wreck you looked at but did not completely empty.
tl;dr: If you can't open the window I asked for, just show the error message - don't open the wrong window too.
Hi could you clarify some of these points.
1. If you select open cargo and turn on your MWD, the ship will come to a halt at the wreck. It will not overshoot unless you are manually flying and as soon as you try to open the wreck, via in space or overview menu, the ship will fly back and park by the wreck.
2. This one I managed to get.
3. Again can you please clarify how to overshoot a container when attempting to access it out of range, be as detailed as possible you can never provide enough detail.
It-¦s possible that fixing problem number 2 however will resolve the other issues. Thanks!
|
|

Bloodpetal
Mimidae Risk Solutions
876
|
Posted - 2012.09.21 16:33:00 -
[66] - Quote
I agree. Rather get an error message or something rather than the wrong container.
Mimidae Risk Solutions Recruiting |

Arushia
Nova Labs New Eden Research.
31
|
Posted - 2012.09.21 19:09:00 -
[67] - Quote
All these things are nice, but there's still one change I'd like to see:
An option in the Esc-button menu to always open new windows for newly opened containers/holds/hangars. (Mimicking the old UI.)
Tired of lab queues in high-sec? Check out New Eden Research |

Gilbaron
Free-Space-Ranger Ev0ke
334
|
Posted - 2012.09.21 19:31:00 -
[68] - Quote
@rubberband: I am online with my phone right now, I would otherwise make a video. If you want to observe some weird behavior, grab an anathema, fit a salvager, codebreaker and analyzer, also a nanofibres and a MWD, find a random profession site and kill all the rats. turn on MWD, click open wreck on a wreck and watch what the ship does.
my dream solution:
try and access a container out of range -> new inventory window opens with error message in there that it is out of range, when previously opened, grey out the content.
try and access a locked container -> new inventory window with access locked message.
access empty container - > message that states that the container is empty
access container where content is still loading -> message about that! (best example: bookmarks)
oh, and under ALL costs, do not use that small box that currently gives the error messages, it's to small, usually covered by something else and everybody hates it! Just give the message inside an inventory window! doing so ties the message to a specific container and makes it easier to track multiple ones. |

Hannott Thanos
Notorious Legion
121
|
Posted - 2012.09.21 19:57:00 -
[69] - Quote
CCP RubberBAND wrote: Hi could you clarify some of these points.
1. If you select open cargo and turn on your MWD, the ship will come to a halt at the wreck. It will not overshoot unless you are manually flying and as soon as you try to open the wreck, via in space or overview menu, the ship will fly back and park by the wreck.
2. This one I managed to get. We have a defect for this now. Thanks!
3. Again can you please clarify how to overshoot a container when attempting to access it out of range, be as detailed as possible you can never provide enough detail.
It-¦s possible that fixing problem number 2 however will resolve the other issues. Thanks!
Hehe, have you tried this yourself? 10km from a wreck in a mwd frig. You overshoot with 5-10 km by hitting "open wreck" with mwd on. |

Gevlin
SMANews.net SpaceMonkey's Alliance
194
|
Posted - 2012.09.22 03:26:00 -
[70] - Quote
I have always wanted an option to liquidate to market.
Talks all the selected items and trys to sell them. instead of selling 1 Items at a time.
I would even pay a 5% surcharge for this service to pay for a Wage slave to do my Clearing house for me.
Some day I will have the internet and be able to play again. |
|

ZaBob
Twilight Labs Unsung Voices
269
|
Posted - 2012.09.22 07:31:00 -
[71] - Quote
Alas, I don't have the time right at the moment to dig through this and give you feedback, although I promise to get back and do so soon. I hope this thread doesn't grow as long as the originals by that point! :)
But let me point out a meta-point here.
You guys dropped the ball again on communication. It's great that you are picking it up again, and it's great that you've been discussing things with the CSM. (Keep in mind, though, that while this is part of the CSM's job, they're not an accurate cross-section of players).
But it really wasn't necessary to drop the ball in the first place.
You said you were going to iterate until you get it right.
The you push out a bunch of other stuff -- even DUST work -- with nary even a tweak in sight.
You could have said, "Hey, guys, this is going to take some focused effort. We're going to go off and dive into it with the CSM and target the Winter Release, rather than change things out from under you-all left and right".
You could have checked in when all the other teams got to push out shiny new ship models and stuff, and said "Hey guys, we're still here, hard at work.". Maybe even asked a question or two.
If you guys really worked on your communications, you wouldn't have to fly around with your Damage Control on overheat all the time.
Anyway, it IS good to see you guys back in communication again. |

ZaBob
Twilight Labs Unsung Voices
269
|
Posted - 2012.09.22 07:44:00 -
[72] - Quote
Gevlin wrote:I have always wanted an option to liquidate to market.
Talks all the selected items and trys to sell them. instead of selling 1 Items at a time.
I would even pay a 5% surcharge for this service to pay for a Wage slave to do my Clearing house for me.
Isn't that the "Reprocess" menu item? :)
I might *possibly* be able to accommodate you via contracts, if you are in the right area, and I can get the right tools in place.
Would you be interested, if you could paste in an inventory, choose a location, and get an instant price quote for the contract?
I'm not sure about the 5% price point; it would need a bit more analysis, but it sounds at least plausible if I can make the operation efficient enough, and we peg it at 5% off local buy prices for suitable locations.
That's not to say I don't like your idea. But in the absence of the feature, maybe there's a business opportunity.
|

ZaBob
Twilight Labs Unsung Voices
269
|
Posted - 2012.09.22 08:11:00 -
[73] - Quote
Strange Shadow wrote:Requesting: Station warehouse analog, capable of storing ASSEMBLED ships, with audit and lock, would greatly improve corp management. Alternatively please add locking/auditing to SMAs and CHAs on POSes.
...
Requesting: Ability to HIDE things from given inventory window, i.e. customizable inventory windows. For example, i DONT need search/items count/price estimation on my ORE BAY, so can i hide that for ORE BAY window ONLY, please? Same functionality as concealing inventory tree would be great. Greatly frees precious GUI space.
I'd love to see auditing on SMAs and CHAs. But please, not the way it works now with lock/unlock!
Just plain, ordinary, auditing.
Oh, and give me API access to the audit log! Oh, right, I need API access to the SMA and CHA in the first place!
As for hiding things -- I don't find your specific issue to be so important (the count/price estimation). I find that vaguely amusing/semi-encouraging, and the screen space it consumes to not be so critical. YMMV; I'm not dismissing your concern for anyone but myself.
But it leads me to another idea: Why not make filters apply not just to the items, but to the containers? That is, we should be able to filter out entire containers!
I usually don't need to see what ammo is loaded into my POS guns. And when I do -- I don't want to have to scroll through all the industrial stuff to find them!
And if I'm *looking* for ammo in station, I don't really want to see those 100 unit stacks in my loot container. I'd like my Large Ammo filter to select just my local ammo locker, and just my Large Hybrid ammo therein.
Another filter would tell me which ammo lockers in which stations AND CMAs I have that ammo available. This *is* supposed to be a unified inventory system, no?
|

ZaBob
Twilight Labs Unsung Voices
269
|
Posted - 2012.09.22 08:27:00 -
[74] - Quote
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.
If they have *some* access, but with restrictions, an icon indicating that would be very useful.
But while you're doing this (well, after you're done,), how about just getting rid of fixed divisions? Replace every current division with a new type of container. Let us add and remove them, and put containers in them to one level.
Then give us sane access control, with an ACL for each container, with rights assignable to either pilots or titles. That lets us manage it as we do now -- but without the limitations of fixed access control bits that apply equally to all "divisions", or at least all "other" divisions....
Basically -- unify *everything* into a two asset trees, with a merged view optionally available -- personal, and corporate. COs too. Everything..
The next level would be to open up other types of shared asset trees -- Alliance, Team, Fleet -- to facilitate new types of cooperation and interaction. |

ZaBob
Twilight Labs Unsung Voices
269
|
Posted - 2012.09.22 08:45:00 -
[75] - Quote
Taliah Meyhin wrote:Logix42 wrote:I think one of the major things is for the assets window to be combined in to the unified inventory. It's supposed to be a UNIFIED inventory but there's still a separate window for assets. Oh no, please, don't do that. If you merge these two windows into one, the Inventory, it will be complicated to drag-and-drop items from one location to another. Sometime you can have LOTS of items in the Assets window, if you merge them, it will be horrible to move items in the Inventory tree even if developpers add the following feature : Quote:When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab Instead, I would rather be able to drag-and-drop items from the Assets window to the Inventory. Oh, and also this idea : (displaying wrecks distance in real time in the inventory) https://forums.eveonline.com/default.aspx?g=posts&m=1891572#post1891572 (I like your last idea -- simple and sweet!)
As for unifying it with the assets window -- you're thinking about it the wrong way. The current Assets window is practically unusable when you have lots of stuff. I *hate* when I open a station by mistake, then wait, wait, wait, and then have to scroll, scroll, scroll....
The way your case should work is:
Open TWO inventory windows.
Find the stuff you want to drag from efficiently, using filters, trees, search -- more power than is available to you now with the Assets window.
Find where you want to drop it, in the other. Filter for containers! Ideally, you'd get a flat list of potential drop targets -- not a hierarchy you have to expand. Filter it down to containers you actually have access to.
Drag and drop.
The reason we want this integrated with Assets is -- it is the Assets window that was broken, NOT so much containers!
And it's still broken, not improved (nor damaged) at all. But it does two things that the Inventory windows do not:
1) It shows you assets outside your current reach. Or some of them, anyway... 2) You can use it as a navigational aid, as, when the stations are all closed, it becomes a list of stations where you have assets.
Both of these would be far more valuable if they were augmented with the filter system. So I could open an Assets window, configured just to show me stations and POSes where I have drones on hand. Or Nocxium. Sorted by distance. *limited* by distance -- I really don't need to see I have Drones 30 jumps away -- but "current region" is useless, showing me stuff 30 jumps away, and hiding stuff right next door. |

Grey Stormshadow
Starwreck Industries
1414
|
Posted - 2012.09.22 08:51:00 -
[76] - 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.
Get |

Bloodpetal
Mimidae Risk Solutions
881
|
Posted - 2012.09.22 13:20:00 -
[77] - Quote
Arushia wrote:All these things are nice, but there's still one change I'd like to see:
An option in the Esc-button menu to always open new windows for newly opened containers/holds/hangars. (Mimicking the old UI.)
You can do this already.
On the TOP LEFT of your inventory window there is a triple horizontal line symbol. Click on that there is a checkbox that says "Always open in separate window". Mimidae Risk Solutions Recruiting |

Hakaru Ishiwara
Republic Military School Minmatar Republic
326
|
Posted - 2012.09.22 15:30:00 -
[78] - Quote
Grey Stormshadow wrote:*snip*
I think that it should be left to individual users to decide how many inventory windows they want to keep open. Aye!
This sandbox has turned into a straight-jacket with the key flushed down the toilet.
+++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

ZaBob
Twilight Labs Unsung Voices
270
|
Posted - 2012.09.22 17:35:00 -
[79] - Quote
Grey Stormshadow wrote: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. ZaBob wrote: The way your case should work is:
Open TWO inventory windows.
I think that it should be left to individual users to decide how many inventory windows they want to keep open.
I tried to make clear the distinction between NO access, and put-only access. Agreed, the OP probably intended to say only put access, but that's not what he said, and I was pointing out the distinction.
As for TWO inventory windows -- you didn't read the original very carefully, I think. The OP there was wanting to have TWO windows, of two different types -- the current (broken) Inventory window, and the current (even more broken) Assets window. He said he didn't want them unified, because he wanted to drag-and-drop between them.
The point is, he can have TWO inventory windows and do the same thing -- better.
So my point was -- the OP wants TWO windows, then that's the number he should have. And that much, at least, already works.
I did, however, fail to ask the important question: Why does he now drag from the Assets window, rather than another inventory window? What makes that a convenient alternative for him presently? I find that window to be a royal pain if I want to actually find anything other than by search -- and that works fine in Inventory windows.
Is it simply because he has a separate button to open a second window? (A separate shortcut, or the shift key...). Or is there some other aspect of that window he finds useful?
To me, the only advantage is that it extends beyond my current reach. Otherwise, it's a big FAIL, and even the current Broken Inventory System is an improvement. |

h4kun4
Heeresversuchsanstalt The Kadeshi
6
|
Posted - 2012.09.22 23:54:00 -
[80] - Quote
I just would like to have on little thing for the Winter-Addon in the Unfied Inventory
Names for Corporate Hangars in POSes and Ships Hangars
POS: Name the Corporate Hangar Array like every other structure in a POS, its quite annoying when you are in WH or 0.0 in your pos, everyone has a hangar and you have to remember the position when you want to find yours? Also pretty annonying in Unified inventory...the inventory doesnt care if the Corphangar which is on top of the POS is also on top in the inventory, so 5 times the same name, random order, confusion is perfect...not cool
Ships: Idea one: Name the Corporate Hangars for Ships like suggested for the POS...just like i want
Idea 2: Name the Corporate Hangar with Character name + Shiptype Example: H4kun4s Archons Corporate Hangar
Idea 3: Name it after the Ships name: Lets name it Enterprise Example: Enterprises Corporate Hangar
|
|
|

CCP Arrow
C C P C C P Alliance
168

|
Posted - 2012.09.23 00:59:00 -
[81] - Quote
I have gone over the feedback and will try to address all of the subjects raised here:
Q: What are you doing about the issue regarding when you are not in range of containers and it goes to your cargo hold instead? A: We are marking that as a defect, but additionally we are also planning to give users better visual feedback on range of containers. The current default behavior when you can't access something anymore, is to revert to the default inventory location, which in this case is your Cargo hold. That will now be fixed so that it simply closes the inventory window when you are out of range from the inventory you are viewing.
Q: Why does the cargo hold of my active ship not persist? A: This has been marked as a defect as well, we agree that when you have the Cargo hold of your active ship tucked away somewhere, you want that window to always show the cargo hold of your currently active ship (and not the ship that was active when you opened the window).
Q: What are you doing about lag regarding Corporate hangars and specifically the annoyance of having to collapse it's tree twice? A: We are actively targeting all Inventory lag related issues with the key goal of making it faster and better than before the new Inventory. The Corporate hangar tree only needs a single left click on the mouse to open it and it is possible that users are clicking it twice, making it open itself, start loading the content and then reads the second mouse-click command and closes it again. This accidental open and close will hopefully be a non issue once the loading of all the content of the Corporate hangars is improved and we have changed the Corporate hangar to have itGÇÖs own root so that it is consistent with other tabs in the Index tree.
Q: What are you doing about performance and lag issues related to the Inventory in general? A: We want to address all of these issues full force but some of the use cases we get are hard or impossible for us to reproduce. If we can get information about the characters that are having these issues or videos showing these examples, that would help us tremendously.
Q: Will I keep getting these strange multiple instances of my ship's cargo hold when I undock? A: No, the reason that was happening is because multiple Inventory windows could have various hangar inventory locations selected while you where docked, but once you undocked those hangar locations aren't there anymore and the default behavior of the Inventory was to revert the view to the default inventory, which is the top one, the Cargo hold of your active ship. Needless to say this wasn't the ideal behavior so we are closing windows between sessions that are not accessible anymore. Same behavior will be applied to wrecks and other inventories you are accessing while in space, if they are not accessible anymore or you have finished looting them, the inventory window simply closes instead of reverting to the default location.
Q: Wait? What? I like the ability to see multiple wrecks in the Index tree of my Inventory window, will I not see those anymore? A: Yes, if you do not open an inventory window by holding Shift or using the 'Open in new window' setting, then you will be able to stack wrecks just like you currently can. We will add an icon to let you know if you are in range of the wrecks as well as '(distance)' information. So you can still see the wrecks you are out of range from in the Index tree, if you want. But if you open them in a new window, and become out of range from them, they will close.
Q: What about other things I use the Index tree for, like other Super-cap ships I need to access? A: We will have the Ship name and Ship pilot as well as GÇÿ(distance)GÇÖ on those.
Q: I need my screen space, make the Inventory less cluttered! A: We have a plan to make a toggle button next to the 'Pin' button which will toggle between Compact and Normal mode. The Compact mode will only include the items of your selected inventory and nothing else. All settings will however persist, but users will not see what they are unless they toggle to Normal mode. There they can then see if things are being filtered, what view is being used and such. Users that want the ability to make some inventories more compact, like the active ship's cargo hold will most likely remember all their settings so we decided it would be best to have the compact view as compact as possible, with no additional info, making it even more compact then the original Inventory window.
Q: The Quick Actions, I don't see the benefits from your mockup. What is it for? A: The mockup was only used to illustrate where they would be located, what actual options we will have there has not been ironed out yet but some of the things we are excited about are things like 'Sell All', 'Empty' and 'Stack All'. Input from you, the players can greatly affect what options we might put there in the future.
Q: Why are filters removed when I select another Inventory? A: That would be the Quick Filter input field. This is the default behavior of the Quick Filter, and how it used to work too. Users use it to quickly filter something from a certain inventory and if they want to move to another inventory, the input field gets cleared so the user doesn't have to go and clear it manually every time. This is a common behavior of Quick filters. If you want to use the same filter to search multiple inventories we encourage you to use the Smart filters tab, those are specifically designed to use across multiple inventories with the same filter criteria.
Q: Why canGÇÖt I move Items to my Ship hangar or Ships to my Item hangar anymore? A: When the Index tree was designed, we added a feedback indicator so that users would know that items went into the correct tab when dragging items into them. Moving something to the Item hangar and seeing the Ship hangar blink was considered confusing for the user, both because the feedback blink would not be the actual place that was being dragged to, and because realistically, something you put into hangar A shouldnGÇÖt automatically appear in hangar B, because it belongs there. The Index tree can also be expanded in such a way that the users would not see the Ship hangar blink if they dragged a ship to their Item hangar, because it would be out of view in the Index tree. However, since this was behavior that used to exist, and because we recognize that it is very convenient to be able to drag both items and ships together in one batch and have it sort itself to itGÇÖs appropriate hangar. Therefore we are bringing this behavior back. The blink will be on the tab the items are going into, and not the tab you moved the items to, to keep the behavior of the feedback indicator c... CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|

Alx Warlord
Security Task Force
163
|
Posted - 2012.09.23 02:42:00 -
[82] - Quote
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!!! [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |

Jett0
Surface Warfare Tribal Band
281
|
Posted - 2012.09.23 03:34:00 -
[83] - Quote
Winter is going to be awesome.
+1 Occasionally plays sober |

Bloodpetal
Mimidae Risk Solutions
881
|
Posted - 2012.09.23 05:25:00 -
[84] - Quote
CCP Arrow wrote:
Q: What are you doing about lag regarding Corporate hangars and specifically the annoyance of having to collapse it's tree twice? A: We are actively targeting all Inventory lag related issues with the key goal of making it faster and better than before the new Inventory. The Corporate hangar tree only needs a single left click on the mouse to open it and it is possible that users are clicking it twice, making it open itself, start loading the content and then reads the second mouse-click command and closes it again. This accidental open and close will hopefully be a non issue once the loading of all the content of the Corporate hangars is improved and we have changed the Corporate hangar to have itGÇÖs own root so that it is consistent with other tabs in the Index tree.
I tested this. It is a matter of clicking it twice, because the first click doesn't cause the arrow to "activate" to show it is loading. the second click DOES do it, but it then queues the commands so it minimizes again.
Mimidae Risk Solutions Recruiting |

ZaBob
Twilight Labs Unsung Voices
271
|
Posted - 2012.09.23 06:07:00 -
[85] - Quote
h4kun4 wrote:I just would like to have on little thing for the Winter-Addon in the Unfied Inventory
Names for Corporate Hangars in POSes and Ships Hangars
POS: Name the Corporate Hangar Array like every other structure in a POS, its quite annoying when you are in WH or 0.0 in your pos, everyone has a hangar and you have to remember the position when you want to find yours? Also pretty annonying in Unified inventory...the inventory doesnt care if the Corphangar which is on top of the POS is also on top in the inventory, so 5 times the same name, random order, confusion is perfect...not cool
Ships: Idea one: Name the Corporate Hangars for Ships like suggested for the POS...just like i want
Idea 2: Name the Corporate Hangar with Character name + Shiptype Example: H4kun4s Archons Corporate Hangar
Idea 3: Name it after the Ships name: Lets name it Enterprise Example: Enterprises Corporate Hangar
Um, they added this feature a while back -- around the time of the Unified Inventory, if I recall correctly.
You can rename all POS structures now. We have Corporate Supplies, Main Array of Ships, etc. I've even renamed our guns and defensive modules to make them easier to use in tower defense.
It even shows up in the Unified Inventory.
You probably need the Configure Starbase Equipment role assigned. Then, have at it! |

Grey Stormshadow
Starwreck Industries
1416
|
Posted - 2012.09.23 08:54:00 -
[86] - 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.
Get |

Grey Stormshadow
Starwreck Industries
1416
|
Posted - 2012.09.23 09:03:00 -
[87] - 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..
Get |

Max Kolonko
High Voltage Industries Ash Alliance
194
|
Posted - 2012.09.23 11:13:00 -
[88] - Quote
CCP Arrow wrote:
Q: Why are filters removed when I select another Inventory? A: That would be the Quick Filter input field. This is the default behavior of the Quick Filter, and how it used to work too. Users use it to quickly filter something from a certain inventory and if they want to move to another inventory, the input field gets cleared so the user doesn't have to go and clear it manually every time. This is a common behavior of Quick filters. If you want to use the same filter to search multiple inventories we encourage you to use the Smart filters tab, those are specifically designed to use across multiple inventories with the same filter criteria.
This is WRONG
The "default behavior" for any player living out of POS (WH for example) is this:
on which tab is my ammo? On which SMA is my tengu? So you type into filter box and switch between containers untill you find it.
In the OLD system this was working like this for divisions of separate corp hangar.
Pls leave it at least for divisions in one hangar. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
156
|
Posted - 2012.09.23 12:07:00 -
[89] - Quote
Just to let you know, I like the new UI. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

h4kun4
Heeresversuchsanstalt The Kadeshi
7
|
Posted - 2012.09.23 17:17:00 -
[90] - Quote
ZaBob wrote:h4kun4 wrote:I just would like to have on little thing for the Winter-Addon in the Unfied Inventory
Names for Corporate Hangars in POSes and Ships Hangars
POS: Name the Corporate Hangar Array like every other structure in a POS, its quite annoying when you are in WH or 0.0 in your pos, everyone has a hangar and you have to remember the position when you want to find yours? Also pretty annonying in Unified inventory...the inventory doesnt care if the Corphangar which is on top of the POS is also on top in the inventory, so 5 times the same name, random order, confusion is perfect...not cool
Ships: Idea one: Name the Corporate Hangars for Ships like suggested for the POS...just like i want
Idea 2: Name the Corporate Hangar with Character name + Shiptype Example: H4kun4s Archons Corporate Hangar
Idea 3: Name it after the Ships name: Lets name it Enterprise Example: Enterprises Corporate Hangar
Um, they added this feature a while back -- around the time of the Unified Inventory, if I recall correctly. You can rename all POS structures now. We have Corporate Supplies, Main Array of Ships, etc. I've even renamed our guns and defensive modules to make them easier to use in tower defense. It even shows up in the Unified Inventory. You probably need the Configure Starbase Equipment role assigned. Then, have at it!
I tested it in my old POS, i can rename everything from production arrays to guns and hardeners, but not corp hangars... and the problem are Ship Corp hangars When I stand around in the POS with 2 Hangars, i have a Boost Rorqual and my orca + a Carrier maybe, for example...i have now 5 Corphangars which exactly have the same name and i cant really extrpolate which one is which one...you know what i mean? thats what my post is about |
|

Smoking Blunts
ZC Industries Dark Stripes
341
|
Posted - 2012.09.23 17:43:00 -
[91] - Quote
so the changes to the instation short cuts will end up with the following right? when you click on say the corp hanger short cut in station, the inventory opens and only displays the 7 corp hanger tabs and nothing else, no other unwanted inventory listings at all? just like it did before?
with the knock on effect that when your at a pos with say 10 corp hangers(ships, manu stuffs etc) and you open up a corp hanger in its own window that displaying only its 7 tabs. you can then open the other corp hangers, into there own windows with only there 7 hanger inventorys listed. just liek it was before?
please say this is so
if you could also make it that when you click division 1 in one of the corp hangers, with many corp hanger windows stacked. and then you swap to another corp hanger thats stacked it defaults to division 1 also. that would rule. i liked the way this was handled by the old(better imo) inventory and would love to see this functionality back.
just one last thing.. any chance of getting rid of the shift click work around you guys patched in so things would act as if it was doubled clicked. and reinstall double click please OMG when can i get a pic here
|

ugh zug
55
|
Posted - 2012.09.24 09:17:00 -
[92] - Quote
player owned station UI lag, MUST GO. Want me to shut up?-á Send me ISK and i'll stop giving suggestions to CCP that make sense. Remove content from my post, 15 bil. Remove my content from a thread I have started 30bil. |

War Kitten
Panda McLegion
1201
|
Posted - 2012.09.24 11:38:00 -
[93] - Quote
CCP RubberBAND wrote:War Kitten wrote:* Users will _not_ have an arbitrary previously opened inventory window open instead of the container they tried to open if they the desired location is or becomes invalid.
Specific examples where this is annoying:
1) You are 10k from a wreck - you click the "open can" button and turn on MWD. Your ship motors over to the can, and just as you get within 500m the command to open the can finally fires. But oops, when it reaches the server you've overshot and you are now > 2500m and out of range. What opens instead? Your ship's cargohold. Why?
2) You are attempting to hack a radar site can. You click "open container" button before it has been hacked. What opens instead? Your ship's carghold. Why?
3) You are looting multiple wrecks. You have opened one wreck but not emptied the contents, and moved on to another wreck. Situation 1 from above occurs and you overshoot. What window opens this time? The wreck you looked at but did not completely empty.
tl;dr: If you can't open the window I asked for, just show the error message - don't open the wrong window too. Hi could you clarify some of these points. 1. If you select open cargo and turn on your MWD, the ship will come to a halt at the wreck. It will not overshoot unless you are manually flying and as soon as you try to open the wreck, via in space or overview menu, the ship will fly back and park by the wreck. 2. This one I managed to get. We have a defect for this now. Thanks! 3. Again can you please clarify how to overshoot a container when attempting to access it out of range, be as detailed as possible you can never provide enough detail. It-¦s possible that fixing problem number 2 however will resolve the other issues. Thanks!
Excellent! (on the defect for #2)
Try #1 with something fast, around 2km/s. It happens regularly with cruisers. In particular I get it with an Ishtar with 3 nanofibers fitted in the lows. I imagine a Vagabond would have the same issue. I have also seen it with a Hurricane (one nano) on MWD.
Unless you're using a slow ship, you most certainly do not just stop at a container - you'll overshoot it by some amount. And IIRC, the client doesn't re-approach and try again since it thinks it already tried to open the container.
What I've noticed is that the "trigger" to actually open the cargo container doesn't seem to happen until you are within 500m (or has some sort of delay), even though 2500m is close enough to actually open the cargo. But by the time my ship is at 500m, and the client sees I am <500m away and auto-sends the signal to the server to finally open, I've overshot the container by 2500m+ on the other side according to the server.
It's possible this whole timing issue is magnified just enough by latency such that Europeans wouldn't experience it, but someone in the US, like myself, does.
The auto-jump on warp-to-gate also misjudges range or something. I did a lot of flying through gates this weekend, and often I would land at ~1500m from a gate (well within jump range) and the client would report "approaching xxx gate" before jumping, even though I was already in jump range. (This is with autopilot off - I never use it. It was simply using the warp&jump buttons)
Thanks for looking into this!
I find that without a good mob to provide one for them, most people would have no mentality at all. |
|

CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
83

|
Posted - 2012.09.24 14:39:00 -
[94] - Quote
War Kitten wrote:
Excellent! (on the defect for #2)
Try #1 with something fast, around 2km/s. It happens regularly with cruisers. In particular I get it with an Ishtar with 3 nanofibers fitted in the lows. I imagine a Vagabond would have the same issue. I have also seen it with a Hurricane (one nano) on MWD.
Unless you're using a slow ship, you most certainly do not just stop at a container - you'll overshoot it by some amount. And IIRC, the client doesn't re-approach and try again since it thinks it already tried to open the container.
What I've noticed is that the "trigger" to actually open the cargo container doesn't seem to happen until you are within 500m (or has some sort of delay), even though 2500m is close enough to actually open the cargo. But by the time my ship is at 500m, and the client sees I am <500m away and auto-sends the signal to the server to finally open, I've overshot the container by 2500m+ on the other side according to the server.
It's possible this whole timing issue is magnified just enough by latency such that Europeans wouldn't experience it, but someone in the US, like myself, does.
The auto-jump on warp-to-gate also misjudges range or something. I did a lot of flying through gates this weekend, and often I would land at ~1500m from a gate (well within jump range) and the client would report "approaching xxx gate" before jumping, even though I was already in jump range. (This is with autopilot off - I never use it. It was simply using the warp&jump buttons)
Thanks for looking into this!
Hi, thanks for replying to this, I managed to get this too. Turns out I was using a Jove ship that behaves a little differently than other ships (I didn't have time to look deeper into this on Friday), so I tried with a few other fits/ships and managed to get it. It is probably related to closed containers opening the default ship cargo when it cannot access the container.
Also thanks to the post by Gilbaron, gave me a better starting point for this. We have a defect for this now and will be aiming to have it out with all the Winter goodness.
Fly safe! |
|

Sturmwolke
294
|
Posted - 2012.09.24 14:52:00 -
[95] - Quote
Take a look at the single item looting without players having to open another window for a drag&drop operation (yes, that includes the Inventory window). I'd suggest a right-click "Loot Item" (which more or less fall in line with Jettison) OR figure a better way with the above constraints.
One possibility is a small "Ship Cargo" icon somewhere in the window pop-out where you can drag&drop without resorting to large mouse travels.
|

Bloodpetal
Mimidae Risk Solutions
881
|
Posted - 2012.09.24 15:10:00 -
[96] - Quote
I have also noticed the automated jump and gate activation attempts to move you towards the gate although you are perfectly in range. It can really screw with you.
This happens with wormholes as well.
Mimidae Risk Solutions Recruiting |

Aryth
GoonWaffe Goonswarm Federation
598
|
Posted - 2012.09.24 15:13:00 -
[97] - Quote
The performance hit when assembling a ship could use some love. Essentially, anything that makes a new container, such as mass assembling ships, is horribly lagged. Leader of the Goonswarm Economic Cabal |

Magic Crisp
Amarrian Micro Devices Silent Infinity
40
|
Posted - 2012.09.24 15:42:00 -
[98] - Quote
CCP Arrow wrote:... Inventory Usability Iteration [
- Resizing the Inventory window will behave like other windows instead of scaling all tabs proportionally
We also have more tasks lined up for adding value to the Inventory as a feature. It is currently prioritized lower than the usability improvements, but let us know your thoughts on them: Inventory Feature Iteration
- Users can see which POS and wrecks are in range and can be interacted with
- Users see a restrictions Icon in the Index Tree for the corporate hangars and containers they don't have access to
been waiting for these sooooo long. Especially the resizing ones.
However, here's a few more, which are a constant PITA still: - Previously corporation members were able to put items into corphangars they don't even have read access to. Corpies reported they are not able to do this now. - We've been promised that everything will be possible with the unified that was possible before. Well, this is not really a case, and would be awesome to be. The most annoying one i'm referring to is, when i use the upperright search box to find something in the corp hangars, it keeps on resetting when i change to a different division. - The "always open in new window" should be a per-type property. Like wrecks and cans should always open in new window, and corphangars/shiphangars/bays/etc, shouldn't. That would be our prefered way of workflow, as was previously. - The ALT-C shortcut, labeled as open cargohold, is not opening the cargohold, but focusing/closing the UI associated with it. When i'm checking in that division something else (like a can, a wreck, whatever), and i press alt-c it should focus back to the cargohold. - When i'm moving items between hold/cans/posmodules/whatever, the index treeview shouldn't be jumping around constantly, but should stay put, and be functional while the transaction is in progress. - Most of us prefer to have a ship inventory and an outpost inventory when docked. now it behaves funny. when i have a docked inventory open, upon next docking it'll only open if the other station also has the division/hold/bay/whatever available that was active when undocking from the previous station. the window should remain, but default to "my items" if the before said previous selection is not available upon the next docking. - Ships with a corp hangar should be accessable a lot more easily than the current rightclicking way. It's not intuitive and it's logically not. Make it more easily accessable please.
so far these are my obersarvations, i hope someone listens and at least a few will get fixed.
|

Magic Crisp
Amarrian Micro Devices Silent Infinity
40
|
Posted - 2012.09.24 15:50:00 -
[99] - Quote
Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it. Corp->dividents/divisions, whatever. only the ceo can do it AFAIK :)
|

Penelope Raven
Raven's Toy Production
0
|
Posted - 2012.09.24 20:20:00 -
[100] - Quote
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.. I agree, the above suggest are a step too far. However, I would like the tag column added to the output of the survey results  |
|

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
211
|
Posted - 2012.09.25 00:58:00 -
[101] - Quote
Reposting this b/c it keeps being ignored in every stage of development feedback (posted by myself and many others since day ONE of SiSi Pre-Alpha tests)
#1 Main Inventory Screen, seriously needs to remember its own state of open/closed between Dock and Undock. This means that when i have my item hanger open in Main Inventory (while docked), then i undock, i do not what it to try to show it to me as soon as i get into space, then failing to do so (b/c it is 'no longer in reach'), it reverts to my ships cargo-hold. Which i already have open and smaller on the side!!! I don't need two of them.
Then when i dock again, since i closed the space window b/c it was showing me the second copy of my cargo, i have to re-open the Main Inventory, only for it to show me my ship's cargo (again, which i already have a smaller copy of open). This needs to be separate. There should be no connection between what each instance tries to show you.
#2 Corp hanger button on station services, please. Also, give us back the default corp hanger tabs upon opening "corp hanger" this tree stuff is for the birds.
And now to the sorta addressed issue...
When you say "compact" does that mean it will remove the HUGE borders around the inventory? Most of us who try to manage large amounts of things could care less about all those fancy shinies, we just want to see our items (even moreso when we need more smaller windows, which are less possible with current border sizes)
#4 All that wasted space around the cargo window. I know you want to put fancy buttons there, but please give us the option to have them not-there when we don't want them. They take up soo much room. Point in case as stated previously in thread, Why do we need search and all those other fancies in the ORE HOLD? I can understand cargo amount, but correct me if i'm wrong, it never took up that much space before Uni-Inv. Space efficiency is key since you (CCP seem to be at war with non-cluttered GUI's)
Also, since you seem to be insisting on forcing this "estimated price" into every single inventory screen, can you please fix it to be sorta even remotely accurate. And please, don't ask for examples until after you actually attempt to play this game you are working on. The previous response about the overshooting cargo can would have been rather comical if th fact you are that disconnected from the workings of this game is that obvious. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
|

CCP Arrow
C C P C C P Alliance
172

|
Posted - 2012.09.25 21:33:00 -
[102] - Quote
Panhead4411 wrote:Reposting this b/c it keeps being ignored in every stage of development feedback (posted by myself and many others since day ONE of SiSi Pre-Alpha tests)
#1 Main Inventory Screen, seriously needs to remember its own state of open/closed between Dock and Undock. This means that when i have my item hanger open in Main Inventory (while docked), then i undock, i do not what it to try to show it to me as soon as i get into space, then failing to do so (b/c it is 'no longer in reach'), it reverts to my ships cargo-hold. Which i already have open and smaller on the side!!! I don't need two of them.
Then when i dock again, since i closed the space window b/c it was showing me the second copy of my cargo, i have to re-open the Main Inventory, only for it to show me my ship's cargo (again, which i already have a smaller copy of open). This needs to be separate. There should be no connection between what each instance tries to show you.
#2 Corp hanger button on station services, please. Also, give us back the default corp hanger tabs upon opening "corp hanger" this tree stuff is for the birds.
And now to the sorta addressed issue...
When you say "compact" does that mean it will remove the HUGE borders around the inventory? Most of us who try to manage large amounts of things could care less about all those fancy shinies, we just want to see our items (even moreso when we need more smaller windows, which are less possible with current border sizes)
#4 All that wasted space around the cargo window. I know you want to put fancy buttons there, but please give us the option to have them not-there when we don't want them. They take up soo much room. Point in case as stated previously in thread, Why do we need search and all those other fancies in the ORE HOLD? I can understand cargo amount, but correct me if i'm wrong, it never took up that much space before Uni-Inv. Space efficiency is key since you (CCP seem to be at war with non-cluttered GUI's)
Also, since you seem to be insisting on forcing this "estimated price" into every single inventory screen, can you please fix it to be sorta even remotely accurate. And please, don't ask for examples until after you actually attempt to play this game you are working on. The previous response about the overshooting cargo can would have been rather comical if th fact you are that disconnected from the workings of this game is that obvious.
#1 The behavior of Inventory windows will be that they will close themselves between sessions (Undock/Dock) if the Inventory they are showing is not accessible anymore, instead of reverting to a default inventory location. If the Inventory however is part of the active ship, then that window will stay open and unchanged between sessions because it is still accessible. We will make sure this works consistently and that all Inventory windows persist all states between these sessions like their position, size and what tabs are expanded or collapsed.
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 in Station B. Or should it have the Inventory window open and just show the Division that the Station container from Station A was in?
#2 We are adding Corporation hangar to the Neocom as well as giving it a root level so that players can view all Divisions in Icon view or List view without the Index tree, if they choose to.
#3 The Compact view will be as compact as possible. Just a 1 px wide window frame with the header showing the name of the selected inventory and the icons in the top-right (pinning, close window etc).
#4 Compact View will be remembered for each Inventory, so players can have their Cargo hold, Ore hold or any other Inventory they want open in a separate window in the Compact view mode.
#5 The Estimated Price is gotten by taking 3 months weighted universal average of all fulfilled market orders, recalculated every two weeks. CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|

Takashi Ishikawa
Butcher's Raiders
1
|
Posted - 2012.09.25 22:18:00 -
[103] - Quote
Small things, but annoying:
1. When you double click any "drag-able" surface of a window it contracts to a strip (which is awesome), but when you click the corresponding button (e.g. Market) on the Neocom bar to maximize the contracted window it only focuses on the contracted strip. Another click on the button - the strip mimizes. Another click - it then maximizes. So - contracting windows to a strip is cool, but please make them maximize on clicking the corresponding buttion on the Neocom.
2. Autopilot shortcuts. it takes too many clicks to set autopilot to your most popular systems (e.g. Market to go to trade hub or Corp- Assets-Offices to return to base)
3. Wallet blink options might need some attention. "Blink on order changes" - I set up a new sell order - my wallet blinks. My reaction: "I know, I just did that". Also - an option like "blink on contract rewards" would be nice. "Blink on balance change" is useless IMO, because almost every market operation involves a "balance change" (and some non-market, like setting up a contract). I'd happily use the blink option if it had some more options.
4. Market Orders. I want to see "order's total value" for each order, not just all orders combined.
5. Manufacturing and research interface is a nightmare (especially at a POS), but I guess you guys will take care of that while revamping POSes.
6. Pixel hunt on resizing windows - irritating.
As I said - small things (even trivial to some I'm sure) but irritating. |

Grey Stormshadow
Starwreck Industries
1423
|
Posted - 2012.09.25 22:48:00 -
[104] - 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.
Get |

Vyktor Abyss
The Abyss Corporation Lupus Ordo
184
|
Posted - 2012.09.25 23:02:00 -
[105] - Quote
CCP Arrow wrote:
Q: I need my screen space, make the Inventory less cluttered! A: We have a plan to make a toggle button next to the 'Pin' button which will toggle between Compact and Normal mode. The Compact mode will only include the items of your selected inventory and nothing else. All settings will however persist, but users will not see what they are unless they toggle to Normal mode. There they can then see if things are being filtered, what view is being used and such. Users that want the ability to make some inventories more compact, like the active ship's cargo hold will most likely remember all their settings so we decided it would be best to have the compact view as compact as possible, with no additional info, making it even more compact then the original Inventory window.
Q: The Quick Actions, I don't see the benefits from your mockup. What is it for? A: The mockup was only used to illustrate where they would be located, what actual options we will have there has not been ironed out yet but some of the things we are excited about are things like 'Sell All', 'Empty' and 'Stack All'. Input from you, the players can greatly affect what options we might put there in the future.
Just returned to the thread to be pleasantly surprised by your statements on the 'compact' cargo hold. This feedback turned around into real progress and development by you at CCP is just awesome and you can tell those bigwigs at CCP who pay the wages I said so....
Cheers!
- On the quick action buttons: A repair all, repackage all , and stack all would pretty much eliminate a bunch of clicks from the pesky everyday situation of returning scooped loot from something you kill to your home stockpile. A 'Sell all' button I'd personally not be a fan of because of playing drunk and a mis-click could accidentally send all your precious goodies to some 0.01 isk buy orders. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
211
|
Posted - 2012.09.26 01:39:00 -
[106] - Quote
CCP Arrow wrote:
#5 The Estimated Price is gotten by taking 3 months weighted universal average of all fulfilled market orders, recalculated every two weeks.
I was hoping for a better more accurate version...one that isn't usually 20-500% off...
My proposed idea is to use the previous days 'average' yellow tick from every region. This tick is already generated and posted in "market history"...so why not use it for something else.
As detailed in my F&I thread..https://forums.eveonline.com/default.aspx?g=posts&m=1581242#post1581242 http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Alx Warlord
Security Task Force
168
|
Posted - 2012.09.26 02:37:00 -
[107] - Quote
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! [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |

Kusum Fawn
State War Academy Caldari State
212
|
Posted - 2012.09.26 05:08:00 -
[108] - Quote
You used a Jove ship to test a player issue. what? It would be nice if you used player available ships and items to test Player items and ship issues.
1. Cargohold button on ship control panel and neocom button operated on separate windows
2. How has no one mentioned the left right scroll bar yet? where is it and why don't we have one for every screen? I have two 23 inch widescreens, and i still have to resize nearly every window to see all the information that i want/need to see. Or if i dont and expand the window to where i can see all the information, i cant use any other window at the same time. -> Inventory windows -> Corp Management windows -> Science and Industry window -> Overview -> Market -> Compare items window
3.Corporation hanger tabs and button on either station or neocom (neocom preferred)
4. Corp hanger names retain number in hanger name, or in Corporation roles management are named
5. Containers remember layout and sorting preference by window type or specific location, IE. Loot cans remember meta level in details view, Ship hanger remembers large icon, hanger floor remembers item type in details view.
6. Window stack minimization remembers stacking and expands back to stack (corp hanger/warehouse cans stack list separately with no way to reopen all as a stack, can be opened individually back to stack but not as a group) Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Drew Li
Space Exploitation Inc Get Off My Lawn
36
|
Posted - 2012.09.26 11:21:00 -
[109] - Quote
1) The ship hangar needs to be easier to find. Every time i jump clone or inadvertently find myself in a station with only my pod I lose the inventory windows. Which means find inventory in neocom, open the tree, open the ship hangar, and then find my next ship.
2) Undock the tree from the inventory windows. Nobody needs more than one tree open. Living in 0.0 I generally have a tall, narrow window running the side of my screen for local chat. This would be a great place to put an inventory tree, not a great place for a fat inventory window. That would put the tree in one location I could drag into or open additional windows from as needed. Along the same line do not auto expand the tabs when I try to drag stuff into them. It can be a cool feature, but not for an undocked inventory tree.
3) Don't open a new window if I already have the same one open. If i want to open my cargohold again I probably lost the last one behind a lot of other windows. Just bring it to the front so I can find it.
4) Un-assembled ships need to be cargo, not ships. If I have a stack of 20 hulls put them in my item hangar, not my ship hangar. Far to often I find myself jumping with the fittings for 20 ships and not taking the hulls with me. It is also annoying when you go to empty your freighter and need to drag to multiple places.
5) Small icons? The list and detail view are sometimes unhelpful. Icons I can normally spot what I want right away. Smaller icons that take up less space may be cool. |
|

CCP Arrow
C C P C C P Alliance
174

|
Posted - 2012.09.26 11:38:00 -
[110] - Quote
Panhead4411 wrote: Does that mean the main inventory screen will be forced closed at every dock/undock unless it is showing the same thing. Which means that now we'll have to open the inventory each time?
All Inventories will have their own individual ID. If you are viewing your Ship hangar, Item hangar or Corporate hangar when undocking, those Inventory locations are not available while in space. So instead of the windows staying open in space, they close themselves down until you dock again. Then they will be as you left them. So if you left them open, they are open. The old behavior was to have them open but change the inventory location to the cargo hold of the active ship, because that is the default Inventory location of your ship, which is the only Inventory you have access to by default in space. Players have been asking us to take that out because they might already have an Inventory of their active ship open and don't need multiple instances of the same thing. What should we do with it instead of closing it while you are in space? If it's content isn't in space.
Panhead4411 wrote: Point #2...
So, your answer is to clutter the neocom even more? (i say this b/c you are apparently adding lots of individual Neocom button for each inventory windows) Why can't you just put it back on the station services screen where it used to reside?
Also, not quite understanding the "root" part of that, does that mean that now it will be more of a "windows" type of file system, a root folder with the divisions listed as folder icons within that folder? (somehow w/o the tree) Why can't we have the tabs back, like hitting the corp hanger button once, and having instant access to each division tab, w/o having to open them individually.
We are adding a new category to the EVE Menu called 'Inventory'. If you don't want to clutter your Neocom root (the Neocom root is basically the whole strip on the left side of your screen) then you can keep these Inventory buttons in the EVE Menu (which you access at the top of the Neocom, in the 'E' icon). Furthermore, you can access all of those Inventory locations with shortcuts. If you want your Ship hangar and Item hangar to be part of the Station Services UI, you still can. You open up the Esc Menu and go into the 'General Settings' tab and check 'Merge "Items" and "Ships" into Station Panel' under the Station category. It is a nice option to have while docked and I use it myself a lot.
If you only add Item hangar and Ship hangar to your Neocom (root) you would not be cluttering it more than when it used to be there, locked at the bottom of the Neocom.
That means that the only additional icon you would be putting to the Neocom root that wasn't there before is the Corporate hangar. We have gotten report for years that players had a hard time finding the old button the bottom of the Station Services UI. And we simply felt it didn't belong there, hidden at the bottom (sometimes if players had their client running in windowed mode, you couldn't see the bottom of the Station Services UI, making it even harder for Corp managers to teach their new members to find it.
Giving the Corporate hangar a root will show the Divisions in the content area, working like Station containers, but locked since they can't be moved from that location. With the option to isolate sub-tree (children inventory locations) you will be able to open up the Corporate hangar with nothing in the Index tree except the Corporate hangar and it's children. CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|
|

Grey Stormshadow
Starwreck Industries
1424
|
Posted - 2012.09.26 13:56:00 -
[111] - 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.
Get |

Zakarumit CZ
Zakarum Industries Exiliar Syndicate
10
|
Posted - 2012.09.26 14:04:00 -
[112] - Quote
I would welcome possibility to sort prints by ME/PE/runs in inventory. In Science&Industry I can do that, but its impossible to selecte several of them and move them elsewhere. Its pain in the ass when you have tousand prints and you need to search for specific ones by right clicking them. |

Grey Stormshadow
Starwreck Industries
1424
|
Posted - 2012.09.26 14:16:00 -
[113] - 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.
Get |

Kusum Fawn
State War Academy Caldari State
212
|
Posted - 2012.09.26 14:44:00 -
[114] - Quote
Will we be able to configure these inventory location neocom buttons? remove them? edit their locations, which hanger is primary when opening a new corp hanger window?
Why open the corp hanger window like a hanger of locked cans? what workflow does this help and who exactly is asking for them to be presented in this manner? I cant see it helping anyone except those that enjoy adding another click to moving items throughout their locations. Returning corporate hangers to their tabbed iteration seems to be the most common and most useful request about this.
As can you look at options to remove buttons or add them at the bottom of the station services window? I dont want the "Move headquarters here" button there at all, especially if i don't have a corp hanger or even a deliveries button.
Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Murashu
Phoibe Enterprises Project Wildfire
67
|
Posted - 2012.09.26 23:39:00 -
[115] - Quote
CCP Arrow wrote:
We are adding a new category to the EVE Menu called 'Inventory'.
Any chance you can add another new category called 'Date' so we can have our date back on the Neocom?
|

Greygal
Agony Unleashed Agony Empire
116
|
Posted - 2012.09.26 23:48:00 -
[116] - Quote
Murashu wrote:CCP Arrow wrote:
We are adding a new category to the EVE Menu called 'Inventory'.
Any chance you can add another new category called 'Date' so we can have our date back on the Neocom?
We (meaning a bunch of players) bugged them about this a few months ago. They added the date to a tool-tip on the clock, so when you hover over the clock you see the date. I'd still like the date back the way it used to be, but glad at least for the tool-tip date.
I would like it so that UNassembled ships show on the left-hand side of the inventory window when I'm looking at the ship hangar. Right now, UNassembled ships only show in the main ship hangar window. What you do for yourself dies with you, what you do for others is immortal. |

poppeteer
Pator Tech School Minmatar Republic
5
|
Posted - 2012.09.27 00:34:00 -
[117] - Quote
Kusum Fawn wrote: 2. How has no one mentioned the left right scroll bar yet? where is it and why don't we have one for every screen? I have two 23 inch widescreens, and i still have to resize nearly every window to see all the information that i want/need to see. Or if i dont and expand the window to where i can see all the information, i cant use any other window at the same time. -> Inventory windows -> Corp Management windows -> Science and Industry window -> Overview -> Market -> Compare items window
6. Window stack minimization remembers stacking and expands back to stack (corp hanger/warehouse cans stack list separately with no way to reopen all as a stack, can be opened individually back to stack but not as a group)
Those are great. I was thinking about #6 specifically last night and making sure it was spelt out, nice work. |

Sinigr Shadowsong
WATAG Academy SOLAR WING
20
|
Posted - 2012.09.27 18:57:00 -
[118] - Quote
Please stop cargo from oppening after looting a container. In old inventory inventory window just closed after looting. It's really annoying when I salvage with moy noctis alt. |

Murashu
Phoibe Enterprises Project Wildfire
68
|
Posted - 2012.09.27 21:51:00 -
[119] - Quote
Greygal wrote:Murashu wrote:CCP Arrow wrote:
We are adding a new category to the EVE Menu called 'Inventory'.
Any chance you can add another new category called 'Date' so we can have our date back on the Neocom? We (meaning a bunch of players) bugged them about this a few months ago. They added the date to a tool-tip on the clock, so when you hover over the clock you see the date. I'd still like the date back the way it used to be, but glad at least for the tool-tip date. Yep and I'm still bugging them about it until they return it. I'm not a fan of devs removing functionality just for the sake of doing it so I will continue bringing it up :) |

Sturmwolke
294
|
Posted - 2012.09.28 01:53:00 -
[120] - Quote
The univentory tree view critically needs a "back" button to re-trace user steps. The delay incorporated is not enough to prevent container view from switching when you move items across to different containers. It's incredibly annoying and time consuming (when you've got hundereds) to re-trace your steps back to the original container view.
Try an elastic switch. When moving items, let it switch elastically to the destination container and then bounce back to the original container once the operation is done.
|
|

Hans Momaki
State War Academy Caldari State
21
|
Posted - 2012.09.28 19:47:00 -
[121] - Quote
CCP Arrow wrote: All Inventories will have their own individual ID. If you are viewing your Ship hangar, Item hangar or Corporate hangar when undocking, those Inventory locations are not available while in space. So instead of the windows staying open in space, they close themselves down until you dock again. Then they will be as you left them. So if you left them open, they are open. The old behavior was to have them open but change the inventory location to the cargo hold of the active ship, because that is the default Inventory location of your ship, which is the only Inventory you have access to by default in space. Players have been asking us to take that out because they might already have an Inventory of their active ship open and don't need multiple instances of the same thing. What should we do with it instead of closing it while you are in space? If it's content isn't in space.
Would it be possible to give us players another option on how to handle this? The most annoying part for me as a miner is that I have to re-open the corp's PoS-Hangar everytime I haul. Could we please get an option to pin those windows down? I don't want the game to close stuff for me, especially not the PoS-hangar...
If I want to close a window, I do it, but having to reopen a window constantly just because the game decides that I want to close it is...
Maybe make it so that pinned windows won't close automatically? |

Utsen Dari
Adhocracy Incorporated Adhocracy
29
|
Posted - 2012.09.29 15:46:00 -
[122] - Quote
Currently the UI is extremely cryptic about which player behaviors will cause inventory location windows to open separately and which player behaviors will cause inventory locations to overwrite the existing inventory window.
For example: looting a wreck. Pushing Loot All button will sometimes cause the window to remain and begin showing the contents of Cargo. Other times the window will disappear. What needs to be done to get the game to do one thing or the other is non-obvious. Another example: sometimes if the inventory window is open showing Cargo, and a Ship Maintenance Array is opened, the Cargo window disappears and begins showing the contents of the Array. Other times it does not, and two windows appear, even if SHIFT was not pressed when opening the Array. (as an aside, having to press SHIFT by default to open a new window is really poor design! The access buttons should not require modifiers by default.)
Please give us a universal way for the player to open inventory windows such that they will not suddenly begin showing other places in the inventory. Let it be obvious and expected when that is about to happen. Let us be able to, for example, pin the Cargo window in a certain location such that, when Cargo is opened, it always forms a new window in this location without having to SHIFT click. And also such that other inventory windows not showing Cargo will not suddenly begin to show Cargo, even if Cargo is not currently visible when they do this. And let us be able to do that for every inventory location, not just Cargo.
In short, give us the old inventory window functionality back. |

Salpun
Paramount Commerce Ascendance.
383
|
Posted - 2012.09.29 15:59:00 -
[123] - Quote
Utsen Dari wrote:Currently the UI is extremely cryptic about which player behaviors will cause inventory location windows to open separately and which player behaviors will cause inventory locations to overwrite the existing inventory window.
For example: looting a wreck. Pushing Loot All button will sometimes cause the window to remain and begin showing the contents of Cargo. Other times the window will disappear. What needs to be done to get the game to do one thing or the other is non-obvious. Another example: sometimes if the inventory window is open showing Cargo, and a Ship Maintenance Array is opened, the Cargo window disappears and begins showing the contents of the Array. Other times it does not, and two windows appear, even if SHIFT was not pressed when opening the Array. (as an aside, having to press SHIFT by default to open a new window is really poor design! The access buttons should not require modifiers by default.)
Please give us a universal way for the player to open inventory windows such that they will not suddenly begin showing other places in the inventory. Let it be obvious and expected when that is about to happen. Let us be able to, for example, pin the Cargo window in a certain location such that, when Cargo is opened, it always forms a new window in this location without having to SHIFT click. And also such that other inventory windows not showing Cargo will not suddenly begin to show Cargo, even if Cargo is not currently visible when they do this. And let us be able to do that for every inventory location, not just Cargo.
In short, give us the old inventory window functionality back. Does the new window everytime functionality in the Inventory options not fix that functionality? |

Logicycle
Terra Incognita Intrepid Crossing
75
|
Posted - 2012.09.30 04:00:00 -
[124] - Quote
I think this is going to be a good winter. |

Sturmwolke
295
|
Posted - 2012.10.05 02:58:00 -
[125] - Quote
On the Univentory treeview window :
- The relative order of the root tags Ship Hangar, Item/Corp Hangar and Market Deliveries need a deeper look. For my typical usage pattern, the Item/Corp Hangar gets more used than any other. Since these are 3rd and 4th down the list from the ACTIVE ship, transferring items involves some mouse olympics (when you take into account an expanded Ship Hangar list - which I would like to keep in its expanded state). I'd prefer either a) re-ordering to make them 2nd/3rd in the list b) allow the players to customize the re-order.
- The ACTIVE ship in the list needs to be frozen in focus when the left pane is scrolled up/down. Lookup how a pane is frozen in an Excel worksheet. The concept is indentical. Why do this? Same as in Excel. Point of reference. When transferring multiple items to multiple locations from a single source (and vice-versa), it's common sense to have a point of reference to where the items will originate/end up. The current scheme promotes mouse olympics where you'll end up scolling up/down the list for a single operation. It's clunky. |

Hiram Alexander
Seraphim Securities
251
|
Posted - 2012.10.06 00:53:00 -
[126] - Quote
If these proposed improvements make it into the Winter release, I for one, will be a very happy chap. :) |

Kusum Fawn
State War Academy Caldari State
213
|
Posted - 2012.10.06 08:03:00 -
[127] - Quote
Posting again in another Dev thread doomed to be ignored yet again. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Dawne Xi
3D Salvage and Acquisitions
23
|
Posted - 2012.10.06 13:31:00 -
[128] - Quote
When is the option to highlight multiple containers and right clicking them and choosing "Open Container (52)" and them opening up in a stack of windows going to be available? It's still an option in the right click menu but only opens one container in it's own window.
This is a vital function and the fact it hasn't been fixed in 5 months is what's been keeping me from playing and doing what I really enjoy, which is manufacturing.. Because right now, filling GSC's is a nightmare, trying to keep track of which container you're on without having that stack open, and being able to close the ones I've filled as I fill them ... What used to take me 30 minutes, now takes over an hour. |
|

CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
88

|
Posted - 2012.10.08 15:21:00 -
[129] - Quote
Hi all,
Just a note on all these changes. There will be another incoming slice of the winter expansion coming to Duality in the near future (next couple of weeks). This build will likely include a number of changes to the Unified Inventory that we are working on. It would be great if when the build hits the test servers you guys (and gals) could jump on in, to let us know if we are headed down the right path.
More information will be forthcoming closer to the actual date. |
|

Viscount Hood
Gallivanting Travel Company Luna Sanguinem
31
|
Posted - 2012.10.08 15:48:00 -
[130] - Quote
The inventory system is really irritating. The more complex the object you are moving stuff between the more annoying it is. I find myself pulling windows out just to move stuff about (like the old system). e.g. moving stuff between corp hangers, your hanger and an orca's hangers whilst also having my fitting window up. I have to expand the inventory system up full height of the screen which overlaps other windows and you still end up scrolling up and down. Everyone in my corp hates it too. |
|

XxRTEKxX
Fenrir's Dogs of War Union 0f Revolution
16
|
Posted - 2012.10.09 20:04:00 -
[131] - Quote
I hate when I open cargo and that stupid filter window box is there. I don't use it, always remove it, and yet its always there when I open my cargo.
I don't like the inventory tree window at all. I want the old system back. At least with the up coming changes I can sort of have that experience back. I just want seperate windows for everything. Scrolling through a damn inventory tree and having to drag windows out of it is annoying. All this should have been in place as options from release. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
339
|
Posted - 2012.10.10 12:19:00 -
[132] - Quote
CCP RubberBAND wrote:Hi all,
Just a note on all these changes. There will be another incoming slice of the winter expansion coming to Duality in the near future (next couple of weeks). This build will likely include a number of changes to the Unified Inventory that we are working on. It would be great if when the build hits the test servers you guys (and gals) could jump on in, to let us know if we are headed down the right path.
More information will be forthcoming closer to the actual date. First, and most importantly, thank you for the communication and the opportunity to provide feedback.
BUT I need to ask the question: how can we -- as clients and active participants in this project -- trust CCP to follow through on legitimate feedback provided?
We gave CCP a ton of use-case based feedback before the revised UI was released back in May of this year and we were ignored. We gave CCP even more feedback and use-case based testing in the weeks following the Inferno release and we were given lip service and falsehoods by your lead designer (he who shall not be named). UI-related defects have remained open, unfiltered and unaddressed for *months* at this point.
So, how is this Fall's project work and CCP - client interaction different? Why should we invest our time reviewing your work when very recent history shows that CCP places extraordinary little value on its customers' time and experience with their product? +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
220
|
Posted - 2012.10.11 04:04:00 -
[133] - Quote
Hakaru Ishiwara wrote:CCP RubberBAND wrote:Hi all,
Just a note on all these changes. There will be another incoming slice of the winter expansion coming to Duality in the near future (next couple of weeks). This build will likely include a number of changes to the Unified Inventory that we are working on. It would be great if when the build hits the test servers you guys (and gals) could jump on in, to let us know if we are headed down the right path.
More information will be forthcoming closer to the actual date. First, and most importantly, thank you for the communication and the opportunity to provide feedback. BUT I need to ask the question: how can we -- as clients and active participants in this project -- trust CCP to follow through on legitimate feedback provided? We gave CCP a ton of use-case based feedback before the revised UI was released back in May of this year and we were ignored. We gave CCP even more feedback and use-case based testing in the weeks following the Inferno release and we were given lip service and falsehoods by your lead designer (he who shall not be named). UI-related defects have remained open, unfiltered and unaddressed for *months* at this point. So, how is this Fall's project work and CCP - client interaction different? Why should we invest our time reviewing your work when very recent history shows that CCP places extraordinary little value on its customers' time and experience with their product?
This. Period.
Topped by the fact we have to create a totally separate install just to test it. Let alone the time it will take half of us to actually get the Duality client to actually patch and play TO Duality.
PS: Why were we promised WEEKLY fixes then given nothing (not even a dev response) for several months? (don't blame vacations, b/c i have a sneaky suspicion everyone involved already knew about the vacations they were taking) http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Vincent Athena
V.I.C.E.
1061
|
Posted - 2012.10.13 04:54:00 -
[134] - Quote
Here's one for you.
The fitting management window can, as a selectable option, use the inventory area shown in the main inventory window. Be it a can, the cargo hold of a ship, a corporate hangar slot, whatever. All unfitted items go into that slot, new ones come from it. http://vincentoneve.wordpress.com/ |

Unbendable McRib
1ST German Space Force Ewoks
0
|
Posted - 2012.10.14 09:14:00 -
[135] - Quote
Please bring back folders for Personal Bookmarks |
|

CCP Arrow
C C P C C P Alliance
181

|
Posted - 2012.10.17 14:01:00 -
[136] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=163987
Check out this forum post regarding our Duality Test server. There you can try out our latest Inventory UI work and give us feedback.
Getting our feature work out to a test server this early will enable us to address and respond to feedback and issues before the Retribution release goes out in December. CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|
|

CCP Arrow
C C P C C P Alliance
184

|
Posted - 2012.10.17 17:21:00 -
[137] - Quote
And here is the Official feedback thread regarding Inventory changes that will be available on the Duality Server:
https://forums.eveonline.com/default.aspx?g=posts&m=2059255#post2059255 CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|

Grey Stormshadow
Starwreck Industries
1443
|
Posted - 2012.10.17 17:29:00 -
[138] - Quote
Thanks for the heads up - will take look tomorrow.
Get |

Reaver Glitterstim
Dromedaworks inc
218
|
Posted - 2012.11.04 14:03:00 -
[139] - Quote
The biggest problem I have with the new inventory system is being required to use it at all times. It's a screen space hog and I want it on while I'm in station, but I want a tiny-bordered box like before while I'm out in space. Others might not agree with my preferences, so there should be a toggle that works separately for in-station vs. out-of-station vs. POS hangars vs. whatever other unique cargo storages there may be. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Rascal deJascal
Nova-Tek
10
|
Posted - 2012.11.04 17:22:00 -
[140] - Quote
I would like to be able to turn the whole 'open on mouse hover' behavior completely off.
The coming changes sound great. |
|

Susan Black
KA POW POW Inc Late Night Alliance
58
|
Posted - 2012.11.06 00:53:00 -
[141] - Quote
I love the sound of some of these changes!
Would it be possible to move the Item Hanger to be above the Ship Hanger in the main Index, or give us the ability to rearrange these Hangers?
Dragging items from an active ship to the Item Hanger is a really, really common action, and it would be much easier if these were located next to each other.
Many times, I start to drag items, and realize I can't because my ship bay is expanded and my Item Hanger isn't visible...so, I have to minimize it/scroll down and then start over...
www.gamerchick.net Follow me on Twitter! @gamerchick42 |

Susan Black
KA POW POW Inc Late Night Alliance
58
|
Posted - 2012.11.06 00:59:00 -
[142] - Quote
Also, when fitting a large number of ships I've noticed a context issue between the index and my hanger. For example, if I fit 15 Thrashers, I will have 15 "Susan Black's Thrasher" in my index, and 15 Thrasher icons in my hanger, but the third Thrasher in the index is NOT the same as the third icon in my hanger's view.
So, if half the thrashers have EMP, and half have Phased Plasma, and I want to trade the ones with Phased Plasma by dragging them into a trade window, I can't click on each one in the context and then drag the corresponding one in my item bay...I have to manually right click and open the bay to see which one is which.
www.gamerchick.net Follow me on Twitter! @gamerchick42 |

Zagdul
Clan Shadow Wolf Fatal Ascension
1084
|
Posted - 2012.11.06 16:22:00 -
[143] - Quote
Can you make it so that corp hangars sort alphabetically/numerically in the tree?
Currently they retain their hangar layout and I'd like to move ours around a bit from top to bottom in terms of security where as previously we did it based on the 4/3 tab layout.
I theoretically would be able to accomplish this by putting a number in front of the hangar. Dual Pane idea: Click!
CCP Please Implement |

Sean Parisi
Project Cerberus Caldari State Capturing
19
|
Posted - 2012.11.06 16:33:00 -
[144] - Quote
I would like the ability to add more Corporation hangars to certain roles / in general. Although this could lead to massive amounts of different hangars, it would allow corporation leaders to establish dedicated hangars to different players / groups easily. Though I understand that this may not realistically happen until the Corporation overhaul takes place. |

Gangname Style
School of Applied Knowledge Caldari State
1
|
Posted - 2012.11.07 00:14:00 -
[145] - Quote
ALL I CARE ABOUT:
HANGER AND SHIP BAY WINDOWS AREN'T RANDOMLY GONE EVERYTIME I DOCK.
thanks. |
|

CCP Arrow
C C P C C P Alliance
189

|
Posted - 2012.11.07 14:46:00 -
[146] - Quote
Susan Black wrote:Also, when fitting a large number of ships I've noticed a context issue between the index and my hanger. For example, if I fit 15 Thrashers, I will have 15 "Susan Black's Thrasher" in my index, and 15 Thrasher icons in my hanger, but the third Thrasher in the index is NOT the same as the third icon in my hanger's view.
So, if half the thrashers have EMP, and half have Phased Plasma, and I want to trade the ones with Phased Plasma by dragging them into a trade window, I can't click on each one in the context and then drag the corresponding one in my item bay...I have to manually right click and open the bay to see which one is which.
The Index Tree has them in Alphabetical order (A-Z). In order to match that in the content area you need to Right-Click and select 'Sort by' and then sort it in alphabetical order (A-Z).
We discussed if there was a way to set a 'Sort by' action to run itself automatically every time there is a change in the inventory but that will affect performance so there is no easy solution to do it automatically but doing it manually in the way described above will get you the results you need.
Also, because unassembled ships are not listed in the Index Tree because they don't have an inventory in them until they are assembled you will have the content area showing different results than the Index Tree even after sorting in the cases where you own both assembled and unassembled ships. To make this easier to manage you should create two filters, one for showing unassembled ships and the other for showing assembled ships. So if you use the filter that only displays assembled ships and have the ship inventory sorted then both the content area and the Index Tree should match.
Hope that helps  CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|

Tairon Usaro
ZERO T0LERANCE RAZOR Alliance
12
|
Posted - 2012.11.14 13:06:00 -
[147] - Quote
Quote: All Inventory windows are unique and always persist their shape, size & position between sessions
just for understanding: does that mean, that if i open a container, ship, what ever, it will open a NEW window and i DO NOT have to press shift, which i have to do in 95+% of all cases using the inventory UI.
|

Salpun
Paramount Commerce
418
|
Posted - 2012.11.14 13:12:00 -
[148] - Quote
Tairon Usaro wrote:Quote: All Inventory windows are unique and always persist their shape, size & position between sessions
just for understanding: does that mean, that if i open a container, ship, what ever, it will open a NEW window and i DO NOT have to press shift, which i have to do in 95+% of all cases using the inventory UI. That functionality has been in game for a couple months. Its in the Inventory window options .menu |
|

CCP Arrow
C C P C C P Alliance
190

|
Posted - 2012.11.14 13:34:00 -
[149] - Quote
Salpun wrote:Tairon Usaro wrote:Quote: All Inventory windows are unique and always persist their shape, size & position between sessions
just for understanding: does that mean, that if i open a container, ship, what ever, it will open a NEW window and i DO NOT have to press shift, which i have to do in 95+% of all cases using the inventory UI. That functionality has been in game for a couple months. Its in the Inventory window options .menu
Right and also already on TQ is the option to drag out a tab from the Index Tree outside of the window it's being dragged from to open it as a new window, no Shift click needed. CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
|

Gilbaron
Free-Space-Ranger Ev0ke
410
|
Posted - 2012.11.14 13:42:00 -
[150] - Quote
i have also written this in the little things thread
when clicking on one or multiple containers or ships in the hangar, can they please also be highlighted in the tree view ? |
|

Tairon Usaro
ZERO T0LERANCE RAZOR Alliance
12
|
Posted - 2012.11.14 16:51:00 -
[151] - Quote
thx for the tips |

Altrue
Exploration Frontier inc
56
|
Posted - 2012.11.15 16:08:00 -
[152] - Quote
Beeing able to loot while accelerating to enter warp. *Yelling "Manticooore !" on teamspeak* |

Marcus Harikari
Guitar Players of EVE
109
|
Posted - 2012.11.18 08:18:00 -
[153] - Quote
please make it so that when i look at a fit in the fitting browser, i can select an item on the fit, and have a right-click menu option for making that item the filter in my station items
would be very useful when i am trying to figure out if i need to buy things for a fit i saved, or if i already have them laying around in station (as is often the case) |

Javelin6
37
|
Posted - 2012.11.18 20:10:00 -
[154] - Quote
Here is a small request for the inventory system. I would like to be able to "drag and drop" an item or a group of different items to the "+" icon to create a new filter.
The filters as you have implemented them can be very powerful however it can be a bit cumbersome and tedious. Being able to "drag and drop" to make new filters would allow specific ship fitting type searches or whatever else a player can imagine a lot easier. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
197
|
Posted - 2012.11.20 22:59:00 -
[155] - Quote
CCP I would like for you guys to give asteroid survay scaners some more love: Give the results some more information, like remaining volume and maybe approximate isk value of the stack.
Please CCP arrow, tel me that it is not difficult and can be done in a couple of hours!!!! Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
167
|
Posted - 2012.11.20 23:08:00 -
[156] - Quote
Alx Warlord wrote:CCP I would like for you guys to give asteroid survay scaners some more love: Give the results some more information, like remaining volume and maybe approximate isk value of the stack.
Please CCP arrow, tel me that it is not difficult and can be done in a couple of hours!!!! Quite frankly, if they're going to give the survey scanners love, just increase the ranges purporational with the Orca & Rorqual boost ranges.
With a T2 scanner, you should be able to reach out to 35 - 40 km (if your strips can hit it, so should the scanner).
The volume, just info, then multiple. Approx ISK - look at a single item in the hold, then multiple. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Alxea
Blood RaiderZ. Disaster Strikes
100
|
Posted - 2012.11.21 05:19:00 -
[157] - Quote
I want stackable BPC's because its silly having hundreds of the same BPC and not able to stack them and its annoying. |

Keanu Reev3s
Legion Of Idiots legion of extraordinary Idi0ts
1
|
Posted - 2012.11.22 01:11:00 -
[158] - Quote
Quote: Tools for Power Users
For those that use the Inventory for heavy duty work, we have some nice tools.
First off, if you havenGÇÖt tried the Cut & Paste feature, itGÇÖs quite handy:
Select the items you want to move or simply use Ctrl-A to select everything Hit Ctrl-X to cut the items Open the destination inventory Hit Ctrl-V to move the items
This looks pretty cool and useful.
However, I see no shift-ctrl-x or shift-ctrl-v to split and cut at the same time.
Say I have a stack of 420 Minmatar Shuttles, but I only want to cut and paste half of the stack and don't want to waste more time click dragging to split the stack. Nomsayin? |

Nakkano
Internet Space Pimps
1
|
Posted - 2012.11.22 04:35:00 -
[159] - Quote
The pricing metric, despite not being perfectly accurate, is incredibly useful and underutilized.
PLEASE ADD A 'SORT BY PRICE' into the inventory UI.
Additionally, it would be a valuable stat in the Assets window.
Please add TOTAL ISK VALUE per station into the asset window, on the right side of the station title tab or something that appears when the dropdown for each station is triggered. |

Tinukeda'ya Naskingar
Minmatar Expeditions ltd.
3
|
Posted - 2012.11.22 16:00:00 -
[160] - Quote
One thing I would like to see is the ability to rename the divisions in each of the POS structures and in corp hangar. 1st to 7th division is not too intuitive and I want to be able to ammend it for our Corp need. Any chance having that? |
|

Bukka Bazooka
Nobilium Academy
0
|
Posted - 2012.11.23 11:38:00 -
[161] - Quote
Inventory window Auto-stacking feature request:
When I loot many wrecks or containers I am always ending up with multiple individual icons of metal scraps, salvage parts, dog tags, ores, weapons or identical modules that are all in quantities of one. Why does this game not allow identical items to be looted and just added to an already existing stack in our inventories without bloating the window with an additional widget icon that is completely identical? If I had a nickle for every time I had to right-click and choose "Stack All" I would be a very very rich player.
This feature should be automatic or at the very least be an inventory window preference setting to make it automatic as it is a cumbersome and needless clicking that could be avoided. This is my biggest pet peeve in this game. Can we please not eliminate this needless task once and for all to the dustbins of EVE UI history? PLEASE!!!
On a field of over 50 wrecks to have to loot everyone and click stack all so many times to keep the inventory from displaying 50 metal scraps and 50 modules and 50 weapons and 50 salvage parts all with quantities of 1 item is just absurd and silly and a real oversight of a simple and neat and efficient way to manage and display our loot.
Why do we need to display 200 icons in a window when 20 will do when most of the icons are identical??
Do we have to click "stack all" for the rest of our EVE lives until some developer adds a few lines of code to make anything new added to an inventory window automatically stack if that identical item is already present?
I know I can't be the only one who feels like this...*sigh* |

Vartan Sarkisian
Inner Visions Of Sound Mind
7
|
Posted - 2012.11.23 12:09:00 -
[162] - Quote
Bukka Bazooka wrote:Inventory window Auto-stacking feature request:
When I loot many wrecks or containers I am always ending up with multiple individual icons of metal scraps, salvage parts, dog tags, ores, weapons or identical modules that are all in quantities of one. Why does this game not allow identical items to be looted and just added to an already existing stack in our inventories without bloating the window with an additional widget icon that is completely identical? If I had a nickle for every time I had to right-click and choose "Stack All" I would be a very very rich player.
This feature should be automatic or at the very least be an inventory window preference setting to make it automatic as it is a cumbersome and needless clicking that could be avoided. This is my biggest pet peeve in this game. Can we please not eliminate this needless task once and for all to the dustbins of EVE UI history? PLEASE!!!
On a field of over 50 wrecks to have to loot everyone and click stack all so many times to keep the inventory from displaying 50 metal scraps and 50 modules and 50 weapons and 50 salvage parts all with quantities of 1 item is just absurd and silly and a real oversight of a simple and neat and efficient way to manage and display our loot.
Why do we need to display 200 icons in a window when 20 will do when most of the icons are identical??
Do we have to click "stack all" for the rest of our EVE lives until some developer adds a few lines of code to make anything new added to an inventory window automatically stack if that identical item is already present?
I know I can't be the only one who feels like this...*sigh*
it is annoying having to click the stack all, but you don't have to do it after every successful loot/salvage, just do it once after you have looted everything on grid |

Bukka Bazooka
Nobilium Academy
0
|
Posted - 2012.11.26 18:00:00 -
[163] - Quote
The major of annoyances are also once you bring the loot back to your station and sort it amongst your various containers. You then have to go to each individual storage container and click "Stack All" in order to get a correct assessment of the items you have for each container. Having in excess of 10 containers, this can get rather tedious of a task to perform over and over and over and over. |

RoAnnon
Strategic Acquisitions Group
6
|
Posted - 2012.11.29 21:27:00 -
[164] - Quote
I'd like to see the cargo hold of your active ship be locked at the top of the UI window, and not scroll off when it's necessary to access something off the bottom of the list. |

PAPULA
The Dark Tribe Against ALL Authorities
8
|
Posted - 2012.12.01 00:59:00 -
[165] - Quote
I just found a problem/bug on test server with new UI. If you click ships button a ships window pops up and you right click your ship and select open cargohold or open dronebay , dronebay/cargohold window open in the SAME window instead of a new window. When this happens all of your ships disappear and you have to close and re-open ships window again to see all of your ships.
Ships window should always contain only ships.
So for example if i click open dronebay / cargohold on a ship that is in my ships window new window should pop-up containing only drones or cargohold for that specific ship. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
265
|
Posted - 2012.12.09 07:12:00 -
[166] - Quote
Not quite sure if its essentially a part of the inventory.
But the fittings window really needs a "Buy fit" button working as followed, Click button, get message this transaction will cost this and this much, are you sure? Click yes/no.
Seriously shopping is one of the most annoying chores in eve for people who go through a lot of ships. |

Kusum Fawn
State War Academy Caldari State
227
|
Posted - 2012.12.09 21:21:00 -
[167] - Quote
When using the compact mode - I still want to know item count, cargo use/availability,
When double clicking a ship in the ship hanger, please make this action switchable between boarding ship and opening cargo.
Left/right scroll bars? constantly having to resize windows does not make for good workflows. Or allow sorting through a right click menu or top tab on window
Customizable notifications scroll placement? notifications box opening locations? - With the new targeting icons and row options having the notifications scroll happen right in the middle of the screen is terrible. it covers the bottom half of the targeting information (right where the active modules on that ship are) or where i want to place something else. The notifications box (not the one you have to hit ok on the other one that shows up in the same location as the scroll) is also in a bad place. with all the other ui elements that i have to have open, (chat channels, system information, overview, selected item box, targets, ship panel) i find that it quickly becomes crowded and i cant see anything that is happening out of a text box.
New target reticules ... I dislike them. Flashing red is nice and all, but the circles make it so that they obscure background elements, If the ones that you were shooting had the red circle then it wouldn't be so bad, but the way that it is now, either i got a giant red blob in the middle of the screen or i got a cloud of red blobs that don't tell me anything useful about them. were they to scale for range, or ship size or anything that could visually clue me into what they are or specific threats then i might like them (if i could turn them off of course, or customize its behavior) ->Customizable second row behavior for targets i want it to be able to sort between aggressive targets and friendly, or active targets and wrecks. -> Left/right/bottom weapon icons on target icons option. -> second row starting location (as distinct from first row targets)
Hanger tabs to replace containers in personal hangers
Bring back the corp hanger divisions in fleet hangers, they were good for sorting things that were being moved, beyond their utility in sorting which things in mining fleet come from whom (knowing that each miner put their ore into which hanger division made it easier for me to record amounts, but mostly it was for transporting things that needed to get to different locations).
Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Tinukeda'ya Naskingar
Minmatar Expeditions ltd.
3
|
Posted - 2012.12.09 22:19:00 -
[168] - Quote
Kelduum Revaan wrote:Grideris wrote:Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it. Renaming divisions themselves? Pretty sure it's under Corp window -> Home tab -> Details tab -> Divisions button at the bottom. You can rename the 7 divisions from there. (Pretty sure you need director privileges to do this) 99 ISK for Grideris! 1 ISK subtracted as you actually need to be the CEO to change them :)
^ this is nice. Thanks for the exact "how to". Now the POS arrays all adopt the same 7 division names. Can it be done so, that we can rename each division in each array separately? |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
178
|
Posted - 2012.12.10 02:13:00 -
[169] - Quote
Tinukeda'ya Naskingar wrote:Kelduum Revaan wrote:Grideris wrote:Kelduum Revaan wrote:CCP Arrow wrote:Renaming divisions can be done by Right-clicking the Division directly in the Inventory 100 ISK for the first person to tell me exactly where this currently is. I suspect most people simply don't know or cant find it. Renaming divisions themselves? Pretty sure it's under Corp window -> Home tab -> Details tab -> Divisions button at the bottom. You can rename the 7 divisions from there. (Pretty sure you need director privileges to do this) 99 ISK for Grideris! 1 ISK subtracted as you actually need to be the CEO to change them :) ^ this is nice. Thanks for the exact "how to". Now the POS arrays all adopt the same 7 division names. Can it be done so, that we can rename each division in each array separately? No. It's all or none. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Tinukeda'ya Naskingar
Minmatar Expeditions ltd.
3
|
Posted - 2012.12.11 11:05:00 -
[170] - Quote
Oh well. Then here we are something to work on that matters.. Please? |
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
229
|
Posted - 2012.12.13 18:09:00 -
[171] - Quote
Well... Try to make it simple.
As did with orca
It is impossible to do things globally, as everyone admins stuff in its own way. So Split It ! The management is NOT a tree anyway, it is a WEB! Remember that a NASA janitor have acess to places that not even the president have....
And the biggest problems in the Corp management is ITEM management. so:
REVAMP POS: it is the biggest problem for the inventory, now we have many structures with (many x allot) tabs spread among them... we should make it simple. 1 dockable structure with 1 x N tabs...
Then every Station and POS should have an local and single Corporation Hangar with no tabs. and IN THERE the corp manager could place Secured Station Container.
REVAMP CONTAINERS: Every Secured container should have a list of players that can open it. You should also be able to select grup of chars. (Lets says that you corp are split into "vets" and "noobs" so there would be a simple UI where you could sellect who goes to what group) and then in the can you could do: permission> corp> vets > yes and then permission>corp> noobs> no. And all problems are solved.
Then allow the corp CEO and who he really trust to have remote acess to the containers security UI.
And almost All problems solved.
But there is also the POS management roles!!
Easy, give the POS a Owner, a player that will keep the POS. and he can manage the pos Building UI and Fuel. He can give individual permission to others to acess the tabs. If the owner is the corp. then the CEO have the ownership of the POS. Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
9
|
Posted - 2012.12.18 04:01:00 -
[172] - Quote
Not sure if this is still being worked on but please make the the inventory filter only filter things out from the inventory and not the hangar. Tired of having to uncheck my filter when swapping between the inventory and the hangar to see my ships. |

Rain6637
Team Evil
40
|
Posted - 2012.12.22 03:42:00 -
[173] - Quote
station trading: "Trade" option availability consistency, Trade window position:
opening "Trade" between characters is inconsistent--sometimes it's not available at all (available 30% of the time).
it is rarely available when I'm docked in captain's quarters mode (availalbe less than 10% of the time).
however, while on Buckingham, it is VERY consistently available, even in captain's quarters.
trade window position:
Always appears in the center of my screen. It would be great if it remembered its position from the previous trade. when it appears in the middle of my screen, it is blocked by my Inventory and Fitting windows, which I usually have in that area of screen real estate. http://wiki.eveonline.com/en/wiki/Buckingham <-all items in market cost 100 ISK on the test server ;-) dunno about you, but I'm here strictly for the pretty spaceships. |

Grombutz
Treasures Collectors Solar Citizens
21
|
Posted - 2012.12.24 09:41:00 -
[174] - Quote
Rain6637 wrote:
sometimes it's not available at all (available 30% of the time).
it is rarely available when I'm docked in captain's quarters mode (availalbe less than 10% of the time).
Switch from guests to agent tab and back, that helps.
|

Ian Blackbird
Industrie und Handels Konsortium Tribunal Alliance
0
|
Posted - 2012.12.25 06:13:00 -
[175] - Quote
Somehow "Lock" or "Protect" specific Items in the Inventory (Hangar, Cargo) to prevent them from accidental selling or reprocessing |

Implying Implications
GoonWaffe Goonswarm Federation
293
|
Posted - 2013.01.23 02:32:00 -
[176] - Quote
move unassembled ships from the ship hangar into ur normal items hangar ty püåpüÉpüàn+P |

AleksandrZ
Drums Are For Parades
0
|
Posted - 2013.02.01 14:14:00 -
[177] - Quote
Just realized what pisses me off in the game the most!
Why cant the MWD module turn red when you are warp scrambled?? So you have visual feedback when its available and when not?
Have a good day! |

raawe
Imperial Shipment Amarr Empire
1
|
Posted - 2013.02.06 12:02:00 -
[178] - Quote
AleksandrZ wrote:Just realized what pisses me off in the game the most!
Why cant the MWD module turn red when you are warp scrambled?? So you have visual feedback when its available and when not?
Have a good day!
That!
|

Calapine
Xeno Tech Corp
165
|
Posted - 2013.02.11 12:02:00 -
[179] - Quote
Dear Mr/Miss CCP:
Re: Inventory
Would it be possible to include the Asset List into the new integrated Inventory? Including all inventory features such as:
- remote stacking
- remote repacking
- issuing contracts for items within a container
- moving items from one container to the other (within the same station, of course)
- using filters
- using the different view-options provided in the inventory (Icons, Detail, List)
Possible? Or would that that kill the hamsters? Pain is short, and joy is eternal. |

Elder Ozzian
Frozen Dawn Inc Arctic Light
53
|
Posted - 2013.02.18 08:03:00 -
[180] - Quote
What matter most to me: Accessibility
posting an old post:
As a wormhole dweller, i'd like to open certain hangars to my division. So when i click open [this] hangar, i get to see my stuff straight away (not division 1). And when i click to open [that] hangar, i get to see our corporations shared stuff.
I've dropped my stuff to the wrong division so many times that it's getting frustrating. Please, allow us to make individual "favourite" divisions with certain hangars. I disagree! |
|

Tonto Auri
Vhero' Multipurpose Corp
25
|
Posted - 2013.02.19 00:48:00 -
[181] - Quote
Container presentation settings (sorting, display mode) SHOULD be global. I'm ******* tired of switching containers to detail mode again, and again, and again. And over and over again, even for the same container within same session. If you don't think this would be useful for everyone, make it UI option. Container sorting modes MUST be the same for any and all presentation modes. No argument allowed. This is years long standing bug that needs to be fixed period. Newly dragged out tabs MUST retain the width of the inventory window they've been dragged from. This width MUST NOT include the width of the inventory tree.
Capitalisation is in accordance with BCP-14 |

Sir Dragon
Einherjar Yggdrasils
16
|
Posted - 2013.02.25 12:15:00 -
[182] - Quote
maintaining complexity. i am refering to something like : a quick solution is usually a terrible solution. [Lt. Cmdr. Data]: "Perhaps. Perhaps not, sir." [Capt. Picard]: "That's hardly a scientific observation, Commander. "[Data]: "Captain, the most elementary and valuable statement in science, the beginning of wisdom, is, 'I do not know'. I do not know what that is, sir." |

H2O Hairey
Brutor Tribe Minmatar Republic
1
|
Posted - 2013.02.28 10:40:00 -
[183] - Quote
[quote=Tonto Auri]Container presentation settings (sorting, display mode) SHOULD be global. I'm ******* tired of switching containers to detail mode again, and again, and again. And over and over again, even for the same container within same session. If you don't think this would be useful for everyone, make it UI option. Container sorting modes MUST be the same for any and all presentation modes. No argument allowed. This is years long standing bug that needs to be fixed period. Newly dragged out tabs MUST retain the width of the inventory window they've been dragged from. This width MUST NOT include the width of the inventory tree.
+1 ccp please change this, if i drag a window(container) somewhere i would it to be in that place always if i choose it to be there, in every station/character.
http://heavysteel-inc.blogspot.nl/ |

Impeh Man
Fweddit I Whip My Slaves Back and Forth
0
|
Posted - 2013.03.02 00:36:00 -
[184] - Quote
Operating a ship hand out program for new-bros can get rather hectic when you have to sort through a list of 600+ corp members.
Would it be possible to get a search function added to the Deliver from Corp Hanger window so we can do a quick search for a member instead of having to scroll through and find them? |

Xe'Cara'eos
A Big Enough Lever
9
|
Posted - 2013.03.21 14:30:00 -
[185] - Quote
A couple of things I'd DEARLY LOVE to see soon;
- any inventory window remembers what folder it was opened to upon closing and will attempt to re-open to the same point (ideas on how to handle failure below)
- a "dump cargo to station" button or similar (does what it says on tin)
if the inventory fails to find the folder it was trying to open - searches for 1 level above (so if it can't open the sub-folder, it'll open the folder, if it can't open the folder, it'll open the super-folder) Apart from that - good |

Kandrew Dorak
The Graduates RAZOR Alliance
3
|
Posted - 2013.03.25 00:16:00 -
[186] - Quote
Since the next patch is going to be working on the scanning system I'd really like to see the directional scanner UI tweaked. The range input is pretty clunky. Most people that I know who use dscan end up keeping a list of KM to AU conversions in their bio or notepad and copy pasting each value to narrow down the range. Why not just operate in AU since that is the distance measurement for most things in space that aren't right on grid with you? Replace the text box with a slider from say 0.25 AU to 15AU.
It would also be really helpful to display your dscan area on the solar system map. Display a cone or sphere that narrows and shrinks as the range and angle is adjusted. |

Tonto Auri
Vhero' Multipurpose Corp
38
|
Posted - 2013.03.28 16:32:00 -
[187] - Quote
A new quick filter for inventory: "Maint bay unsafe" to list all items that can't be stored with ship in maintenance bay. |

WInter Borne
Cold Station 12 Surely You're Joking
53
|
Posted - 2013.03.28 20:22:00 -
[188] - Quote
"Corporation owners can choose from a list of predefined icons for their Divisions, so they don't all look the same" This. I want this! |

Xe'Cara'eos
A Big Enough Lever
10
|
Posted - 2013.04.01 19:14:00 -
[189] - Quote
another one - I'd like to be able to dump a million unit of ore into my ret's ore bay, and instead of just being told 'not enough space' be told (in the same way for cargo) not enough space, how much do you want to move (default value to fill bay) |

Dood Toon
Native Freshfood Minmatar Republic
3
|
Posted - 2013.04.08 15:33:00 -
[190] - Quote
CCP Arrow wrote:What matters the most?.
to many tree`s, too many goddamn windows for the same thing. |
|

knowsitall
Adeptus iNdustry and Logistics Silent Eviction
12
|
Posted - 2013.04.09 10:53:00 -
[191] - Quote
No sure how possible this is, but a way to stack BPCs would be great. When you do invention you tend to have LOTs of BPCs that are all max run so are the same. Would be nice if these stacked. Especially since the changes that make the 1000 item limit apply to all containers (which it did not used to)
KIA |

knowsitall
Adeptus iNdustry and Logistics Silent Eviction
12
|
Posted - 2013.04.09 11:01:00 -
[192] - Quote
Be nice on the filters to have a way you could filter based on stack value as well as individual unit value.
As im as interested in that 500mill units of trit as valuable as a single impant worth 100mill.
KIA |

RangerSmurf
Pistols for Pandas
0
|
Posted - 2013.04.09 14:21:00 -
[193] - Quote
Get it to remember that my POD does NOT have a cargo hold....i'm tired of clicking OUT of the copy of my ships cargohold every time i session change then dock again.... |

Acac Sunflyier
Burning Star L.L.C.
565
|
Posted - 2013.04.10 02:24:00 -
[194] - Quote
Salvaging is a pain still. It'd be nice if wrecks and cans that are white/blue would show up in the unified inventory window's side bars if they're on grid. If it is beyond 2500m it should be greyed out. And little distances should be next to the names so y7ou can see how far everything is from loot distance.
This saves a lot of clicks for noctis pilots who may salvage 50 wrecks and need to click the open button then the loot all button over and over. CCP don't make us wait another decade for a drone overhaul; DRONE OVERHAUL NOW! |

Sizeof Void
Center for Advanced Studies Gallente Federation
343
|
Posted - 2013.04.10 04:41:00 -
[195] - Quote
How about adding the ability to remotely split and stack items, in a personal or corp hanger? |

Implying Implications
GoonWaffe Goonswarm Federation
327
|
Posted - 2013.04.12 23:00:00 -
[196] - Quote
Market quickbar import/export function that doesn't involve copying and renaming obscure .dat files. püåpüÉpüàn+P |

Kaalika
State War Academy Caldari State
0
|
Posted - 2013.04.14 09:25:00 -
[197] - Quote
Am I the only person who wants the "cargo" button on the ship HUD to open and close the full inventory box instead of just the current ship's cargo bay? Or have an option to program it to do that? |

Royaldo
Kongsberg Vaapenfabrikk Amarr branch. Sev3rance
53
|
Posted - 2013.04.14 15:35:00 -
[198] - Quote
Im not sure where this goes. But would it be possible to have overview actually beeing able to sort in the correct way?
Im talking about the roman numbers.
I - II - III - IV - V - VI - VII - VIII - IX - X
However in EVE it gets sorted like this:
I - II - III - IV - IX - V - etc etc. |

Thor Kerrigan
Guardians of Asceticism
576
|
Posted - 2013.04.14 16:23:00 -
[199] - Quote
I would like to divide my cargo into nameable tabs. Ammo, Modules, Other (loot). It can be done with filters to a certain extent, but it would be so much easier. "I do want to point out one "abuse" thing I did see however. *snipped* Please do not post details of possible exploits on the forums. - CCP Eterne" ... Because of Falcon. |

Kylean Tyrelis
RJACK Industries
2
|
Posted - 2013.04.17 16:05:00 -
[200] - Quote
I would love to see the ability to divide up inventory and one's personal wallet into tabs, like the corp division system. |
|

Shang Ghjuvan
Not Another Acronym
17
|
Posted - 2013.04.17 23:45:00 -
[201] - Quote
Users can use a filter input field for the Index Tree to find tabs quicker
YES PLEASE! |

Nagnor
The Happy Shooters
5
|
Posted - 2013.04.18 23:05:00 -
[202] - Quote
I'm currently using containers to keep Inventories clean by grouping items. Unfortunately this break/blocks a lot of operations: eg. package, reprocess, manufacture, inventing, ME/PE Research, copy and sell. Even for refining the solution ("Move to hangar and refine") is undesired. You should be able to perform such operation directly on items in the container. Resulting items should be returned to the container the items originally were located in. In case the new items no longer fit inside the container they should overflow to the hangar.
The container neutrality should also be applied to Search in the Assets window allowing you to find items which are inside containers.
@dev : there are currently 2 sticky Inventory UI threads. Please make 1 leading and close/lock the other one |

xKOMODOx
Caldari Provisions Caldari State
0
|
Posted - 2013.04.23 20:03:00 -
[203] - Quote
Just as several people mentioned before me already ... I would like to see the ability to divide the inventory and my personal wallet into tabs (just like the corp division system). I want to separate my funds into different categories aka "investment", "pos fuel", trade","main wallet", etc.
7 Inventory tab 4 Personal Wallet tabs (or 7)
Please ...  |

Ransu Asanari
Powder and Ball Alchemists Union The Predictables
8
|
Posted - 2013.04.23 20:33:00 -
[204] - Quote
I've seen a ton of people mention it, but I'm going to throw my voice behind it as well:
Simple:
- Give us the ability to create folders in our inventory, to sort items into. Allow subfolders for granular organization.
- Ensure that these folders are indexed into our Assets window, so they can be searched from anywhere.
- Allow us to right click and "split stack" from our Assets screen, or auto stack from our Assets screen.
- Allow us to right click on selected items and "move" them into a folder.
OR
Complex:
- Give us the ability to create tags and have them listed below our inventory screen in a hierarchy.
- Allow us to drag items into the tag windows to auto tag them. Items can have multiple tags on them, and show up in multiple views.
- Give us an [optional] way to auto-tag items based on a number of criteria.
- We can click on the tag to view all of the items in our inventory.
- This could be tied into the current "Filter" system, by allowing us to create filter shortcuts and having them listed below our inventory.
The reason the current system (Station Containers) doesn't work:
- Containers have a finite amount of space
- Containers are not indexed, and the contents cannot be seen or manipulated (for contracts as an example) from the Assets screen. This makes your Assets menu unreliable.
- Managing your inventory and finding things you own requires API usage and external tools like jEVEAssets, or EVEMon.
- You cannot manufacture, or perform many actions on items stored within a container. This means you are constantly moving things in and out of containers (Minerals, Salvage, Blueprints, etc) in order to perform actions. This is time consuming and frustrating.
- Station Containers are difficult to move, even with the reduced packaged size of 10,000m3
- Containers cannot be put inside each other, making it difficult to create granular hierarchy for items
- Because there is no way to set a default to exclude containers from your inventory list, a frequent accidental misclick can repackage your container and dump all your items into your main inventory, negating hours of organization.
- Containers are expensive, which is cost prohibitive for new players. This is a market driven cost due to the difficulty of moving containers - large freighters are required to move large amount of containers. The cost of manufacturing them is quite low. As a player who does this, and makes quite a bit of profit on it, I would still rather have a more user friendly inventory system.
|

Rammix
FreeWorkers
55
|
Posted - 2013.04.28 11:29:00 -
[205] - Quote
!! Exportable custom filters !! OpenSUSE 12.2, wine 1.5 |

Sha'Uri Dark
Terra Incognita Unclaimed.
14
|
Posted - 2013.05.02 16:38:00 -
[206] - Quote
I have always wanted a configurable sort button. In my mind I can right click on it and set it to sort by name, slot type, type, or quantity, forward or reverse. Even better it would have the 3 white bar configure menu to configure it and then when you left clicked it would sort forward and on right click it would reverse sort. |

Sha'Uri Dark
Terra Incognita Unclaimed.
14
|
Posted - 2013.05.02 17:13:00 -
[207] - Quote
Royaldo wrote:Im not sure where this goes. But would it be possible to have overview actually beeing able to sort in the correct way?
Im talking about the roman numbers.
I - II - III - IV - V - VI - VII - VIII - IX - X
However in EVE it gets sorted like this:
I - II - III - IV - IX - V - etc etc.
Unfortunately thats a side effect of it sorting alphabetically. Idk how you would "fix" it to sort roman numerals properly but it would be nice. |

Eiri Darg
Blackhead and Resources Group
0
|
Posted - 2013.05.05 23:57:00 -
[208] - Quote
I love the sorting options but I really would like to see a way to sort by an item's value.
Already the system is able to give us a relative value of an item or a stack. I would like to see a way to sort said item or stack based on this value. When I am selling I like to sell the most expensive items and stacks first. This requires me to hover over each stack to look at the comparable values. It would seem to be a simple fix to add a "Sort by > Value" and "Sort by > Value (reversed)". One would list the most expensive stacks or items first while the other would sort the least expensive items or stacks first.
just my two cents. |

Candy Clark
Horizon Corp
0
|
Posted - 2013.05.07 01:27:00 -
[209] - Quote
how about a stack all button, that will stack everything that can be stacked. |

Shiva LaFayette
EvE-nt Horizon
0
|
Posted - 2013.05.07 07:43:00 -
[210] - Quote
Why not add some user interactions widely known. Eg.:
{Windows}{E} [on stations] opens the station hangar
{Windows}{P} [always] opens up the eve properties (grafics, key shortcuts) I do not like this to happen on {ESC} cause {ESC} is widely used for other purposes.
{F2} [on stations] lets you rename the current
{ESC} [on stations] lets you cancel your current selection | trade | action | window(close)
Maybe ... it would be helpful to introduce "contexts" for usage with shortcuts. It would be cool if the keys on my G11/G13/whatever could act different on stations or in space.
Proposed contexts would be: always, station, ship, pos (wormhole maybe...) |
|

Stegas Tyrano
GLU CANU Open Space Consultancy
420
|
Posted - 2013.05.07 16:03:00 -
[211] - Quote
Make the name tiles on the left hand bar bigger so it is easier and quicker to drag and drop items into different bays/containers. Herping your derp since 19Potato --á[Proposal] - Ingame Visual Adverts |

Nantwig Mutbrecht
State War Academy Caldari State
0
|
Posted - 2013.05.12 12:29:00 -
[212] - Quote
since we have fancy filters now, i would like this: i have fitting window and inventory opened. right-click highslot :show only. the inventory now shows only modules that can be fitted in highslot. would be nice for fitting. |

Altrue
Exploration Frontier inc
387
|
Posted - 2013.05.14 11:35:00 -
[213] - Quote
Persistant filters when you switch between corporation tabs ? :D G££ <= Me |

Roime
Ten Thousand Years Shinjiketo
2853
|
Posted - 2013.05.17 08:57:00 -
[214] - Quote
Why two stickies for the same topic? Too many stickies on this page
-á- All I really wanted was to build a castle among the stars - |

Kitty Bear
Disturbed Friends Of Diazepam Tribal Band
659
|
Posted - 2013.05.17 11:47:00 -
[215] - Quote
Alx Warlord wrote:
- Strip miners could show the actual amount of ore that it have mined in the cycle as you hover the mouse over it.
- Asteroid Scaners could show the Volume of Ore in the asteroids along with the number of units in it.
- Asteroid Scaners could show the amount of time needed with 1 strip miner to mine it to depletion.
Scan results window could also use overview settings ..
if someone de-selects Omber from the overview, they probably don't care much to see it in the scan result info either. |

Quintessen
Orion's Belt Mining and Pharmaceuticals
67
|
Posted - 2013.05.17 12:30:00 -
[216] - Quote
The filters are much improved, but I'm still hitting things where some process is still very slow because I can't get the information in overview.
For each item category there is some information I would like to be able to see quickly without going into each info page. I know they won't all fit, but it would be nice to have as many as possible.
- All: m3, approx. value, cannot be placed on market
- Ship: Role (e.g. exploration, attack, combat, logistics, etc.), hull size (new icons cover size and combat/industry)
- Modules: meet prereqs?, can fit to active (when fitting window is open), meta level, tech level, size, charge type
- Charges: meet prereqs?, can fit to active (when fitting window is open), meta level, tech level, size, damage types (kin, therm, etc.)
- Drones: meet prereqs?, can fit to active (when fitting window is open), meta level, tech level, type (light, medium, sentry, etc.), damage types (kin, therm, etc.)
- Commodity: sources (e.g. PI, dungeon, etc.)
- Asteroids: refine minimum qty, resulting mineral types
- Blueprint: ME, PE, remaining runs
- Decryptors: resulting ME, resulting PE, resulting max runs
- Containers: percent full (m3 and remaining m3)
I would like the ability to group things by their category in the icon view with a header than could give information about that category. E.g. it could give number of items, volume of items. It could include buttons for acting on the entire category like repackage, inject, sell, etc.. Each category would have a set of commands associated with it. And clicking on the header could select the entire group. In other words, bringing some basic windowing functionality to that view.
Additionally I would like to see the asset window merged with the inventory menu. I know that the technical hurdles of that are pretty large, but it would be a huge benefit. I imagine it would even be okay if it had severe limitations.
Something that would allow me to view assembled ships that I own either in the region, or better yet across all regions would be fantastic. If I could further bring up a version (maybe read-only) of their fitting window I would be in love. Because right now I can't find all the different ships I have.
And as a way of cutting down the windows in the system, I would love a preview pane that contains a lot of the core, basic information about an object (e.g. the redesigned attributes pane) without requiring me to open a window.
And, lastly, to improve the compare window. It would be nice that when I compared variations some of the relevant stats were already chosen for me (fitting, damage, etc.) depending on type. |

CENTUREAN
Zervas Aeronautics Tribal Band
8
|
Posted - 2013.05.18 00:20:00 -
[217] - Quote
Not sure if this belongs here, but I'd like to mention...
It would be nice if capital modules had a capital flag identifier on the module just like faction modules do... would make them easier to sort amongst the inventory. Thanks.. |

Barbelo Valentinian
Justified Chaos
354
|
Posted - 2013.05.18 06:37:00 -
[218] - Quote
I'd just like to say I've made peace with the new interface. Merging Ships and Items into the Hangar tabs did it for me. So long as I have 2 perm/semi-perm windows to shuffle between, I'm happy. |

Rammix
FreeWorkers
68
|
Posted - 2013.05.18 19:32:00 -
[219] - Quote
Compact mode should use currently active custom filter, instead of disabling it.
For example: In amarr ships you often have many unstacked crystals that take a LOT of visual 'slots' in your cargo. Also if you pvp you have nanite repair paste and often cap booster charges. You want to keep your cargo open to see how many nanite paste and cap charges you still have. Sure you can create a custom filter to sort anything else out. But, if you keep using normal mode of the UI you waste much space for the inventory window. You can switch to the nice compact mode BUT if you do so then your custom filter gets disabled and everything that should be filtered out floods your cargo window.
And another thing. Half a year passed since introduction of the new UI and we still can't export our custom filters like we export fittings or overview settings. OpenSUSE 12.2, wine 1.5 |

Eckyy
Malicious Wake
36
|
Posted - 2013.05.19 06:49:00 -
[220] - Quote
I would like to have the option of not having assembled containers appear in the items hangar, but only from the tree on the left. I have accidentally repackaged cans of sorted loot many times due to assembled cans appearing in with the rest of the items. |
|

Quintessen
Orion's Belt Mining and Pharmaceuticals
70
|
Posted - 2013.05.20 04:02:00 -
[221] - Quote
As a quick change, I would appreciate it if assembled containers were listed first when showing them in the content view (i.e. icon view, list view, detail view). Basically just like folders in Windows and other operating systems. |

Bukka Bazooka
Nobilium Academy
3
|
Posted - 2013.07.03 00:45:00 -
[222] - Quote
Not sure if this suggestion belongs in this thread or not but can the the in-game browser have the ability to increase the FONT size so the text is not only one size of 6 point font?
There are many ppl who have poor eyesight such as myself. I am sure staring at a computer screen does help this either, lol But is it possible to be able to increase the font size so we can read the text in many places for those of us who are nearsighted?
This entire game seems to be built on the premise that everyone is a twenty-year old with perfect vision and all the fonts are so miniscule, such as the browser text, to make it very very uncomfortable to read. The Evelopedia entries, for instance, have the text so tiny in the browser, as to be unreadable for any length of time. There is such a steep learning curve to EVE that reading is a must to get proficient in playing it.
The standard browsers use a function of CTRL + Up/Down Mousewheel to increase the font size immediately EXCEPT the in-game browser can not do this, why?
If I have to read any voluminous entry in the Evelopedia using the in-game browser, it just makes my eyes hurt a lot. I always have to atl-tab and paste the entry into Firefox to be able to read it without squinting. Reading very tiny fonts on a computer screen over time just puts more stress on the eyes needlessly! |

Rammix
TheMurk
79
|
Posted - 2013.07.03 07:42:00 -
[223] - Quote
Bukka Bazooka wrote:The standard browsers use a function of CTRL + Up/Down Mousewheel to increase the font size immediately EXCEPT the in-game browser can not do this, why?
This. If not mousewheel, in standard browsers there is also Ctrl + + (ctrl + plus). OpenSUSE 12.2, wine 1.5 |

BoSau Hotim
Uitraan Diversified Holdings Incorporated
5872
|
Posted - 2013.07.03 09:13:00 -
[224] - Quote
Please please please Make stackable used crystals a priority. Just a simple change to state they are used is all that is needed. They are overwhelming for Amarr pilots and I got lost in dock once amongst them and coulnd't find my way out for 3 days! I'm not a carebear... I'm a SPACE BARBIE!-á Now... where's Ken? |
|
|
|
Pages: 1 2 3 4 5 6 7 8 :: [one page] |