Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Anthar Thebess
REPUBLIKA ORLA C0VEN
136
|
Posted - 2013.09.04 07:27:00 -
[1] - Quote
Having this finally will be grate. When TIDI is jumping it is impossible to check how much time is left to use it again. Sometimes when you click on them you get info - that you cannot use it for next N seconds. Why we cannot check this by just moving our mouse over the module? Modules where im missing this kind of info : - MJD - Interdiction sphere launcher - Bomb Launcher.
Please like it , and if you know about other timers please write them below. Phantasm - 150% speed bonus in cloak - 2LY jump range
|
Simc0m
Dreddit Test Alliance Please Ignore
108
|
Posted - 2013.11.29 06:37:00 -
[2] - Quote
+1 to reactivation timers!! |
Ronny Hugo
Dark Fusion Industries Limitless Inc.
23
|
Posted - 2013.11.29 07:54:00 -
[3] - Quote
+1! Why this is not there already is a conundrum. |
Altrue
Exploration Frontier inc
729
|
Posted - 2013.11.29 07:59:00 -
[4] - Quote
I'm sure there is a metric about the number of failed module activation due to reactivation timer in progress.
And I'm sure the dev at CCP monitoring this is sadistically laughing in front of his graph G££ <= Me |
Anthar Thebess
REPUBLIKA ORLA C0VEN
162
|
Posted - 2013.11.30 11:51:00 -
[5] - Quote
God of Tidi is calling for your suport.
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Roime
Quantum Cats Syndicate Samurai Pizza Cats
3724
|
Posted - 2013.11.30 12:24:00 -
[6] - Quote
#1 UI issue
Notify-á-á You cannot do that while warping. |
Aurora Fatalis
Blacklight Recon Mordus Angels
34
|
Posted - 2013.11.30 15:32:00 -
[7] - Quote
+1.
While we're talking about module reactivation: can we also have a running module automatically start loading at the end of its current cycle once asked to load new ammo?
Currently changing ammo involves deactivating your module, waiting until it really has stopped (it usually pretends to start another cycle for half a second before truly deactivating), then repeatedly right clicking to select ammo type until the server accepts it.
That's at least two seconds of fighting the UI that don't need to be there. In particular it makes it very annoying utilize one of the primary benefits of laser frigates. |
Anthar Thebess
REPUBLIKA ORLA C0VEN
167
|
Posted - 2013.12.11 13:59:00 -
[8] - Quote
And again moving this request up. If you think that knowing when you can use your module is good idea - please post here and like it. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Oberine Noriepa
1369
|
Posted - 2013.12.11 14:55:00 -
[9] - Quote
It's one of the bigger ones, yeah.
This definitely has my support. |
Stan Durden
Traverse Holdings Setting The Universe on Fire
3
|
Posted - 2013.12.11 14:55:00 -
[10] - Quote
The fact that this sort of thing isn't caught and fixed before being released should cause someone over there to question the entire process of game design.
For instance, if no one caught this issue when it was on the test server then it should tell you something about who is playing on the test server. Every time I have been on the test server I don't seem to encounter people testing game mechanics or new fits for the main server. Instead it seems to be people who can't hack it on the main server because they need to also fit and balance for things like propulsion and tackle. There seems to be a culture on the test server that supports terrible pvp and the kinds of people who don't notice things like a lack of critical information. |
|
Gizznitt Malikite
Agony Unleashed Agony Empire
3028
|
Posted - 2013.12.11 15:26:00 -
[11] - Quote
+1
and I'd also like to see the reload progress of ASB's, AAR's, RLML's, RHML's, etc...
|
Anthar Thebess
REPUBLIKA ORLA C0VEN
171
|
Posted - 2013.12.12 15:00:00 -
[12] - Quote
Thank you for your support - more is needed for someone if we want CCP to notice it. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Harlon Cordarii
Asurient Collective
14
|
Posted - 2013.12.12 15:06:00 -
[13] - Quote
+1 to the thread.
Aurora Fatalis wrote:+1.
While we're talking about module reactivation: can we also have a running module automatically start loading at the end of its current cycle once asked to load new ammo?
Currently changing ammo involves deactivating your module, waiting until it really has stopped (it usually pretends to start another cycle for half a second before truly deactivating), then repeatedly right clicking to select ammo type until the server accepts it.
That's at least two seconds of fighting the UI that don't need to be there. In particular it makes it very annoying utilize one of the primary benefits of laser frigates.
and +1 to this too while I'm here. |
Omega Flames
Forever Winter
76
|
Posted - 2013.12.12 19:37:00 -
[14] - Quote
+1 <Munnkeh> i'm gonna use that excuse if i ever kill someone. "look, if you keep meeting ppl, it's bound to happen eventually" http://i.imgur.com/76pQ9.jpg |
Lion Ahishatsu
State War Academy Caldari State
6
|
Posted - 2013.12.12 21:29:00 -
[15] - Quote
+1
|
Anthar Thebess
REPUBLIKA ORLA C0VEN
174
|
Posted - 2013.12.16 12:59:00 -
[16] - Quote
God of TIDI is waiting for your sacrifice! Offer him hours of your time or don't play in EVE! TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Sanali Windrunner
Blackwater Company C0VEN
2
|
Posted - 2013.12.23 08:50:00 -
[17] - Quote
+1 |
Max Zerg
Center for Advanced Studies Gallente Federation
16
|
Posted - 2013.12.23 09:21:00 -
[18] - Quote
This idea (or i would better say: this demand) is pretty common here at forums a long term pain in the vein, but unfortunalely developers does not take it seriously enough
there are some links to older similar treads: https://forums.eveonline.com/default.aspx?g=posts&m=3719324 https://forums.eveonline.com/default.aspx?g=posts&m=3809387 etc etc also the issue was mentioned a zillion times in "Reasonable Things" for CSM the treads are instantly bumped and closed as repeative, the issue still exists
The problem is that cooldown and reload timers are to be displayed right on modules icons examples of such modules are MJD, Cloak, BombLauncher, AAR, ASB, Triage, Siege, Bubble Launcher .. etc it is hard to take fast decisions when controlling your ship is somehow problematic (needless to say the colldown timers are not displayed even on the mouseover)
Dear CCP, please, fix this ASAP. It's the old and well-known issue of really HUGE priority for players Thanks |
Anthar Thebess
REPUBLIKA ORLA C0VEN
181
|
Posted - 2013.12.23 10:17:00 -
[19] - Quote
That is the point of this thread. To finally have this displayed , as this can be done from the client side without putting any load to servers. I will try to keep this thread up and running until some DEV responds to it.
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Deckard Stern
Caldari Provisions Caldari State
3
|
Posted - 2013.12.23 10:17:00 -
[20] - Quote
Gizznitt Malikite wrote: +1
and I'd also like to see the reload progress of ASB's, AAR's, RLML's, RHML's, etc...
Yes, add these to the list of modules needing reactivation timers. Also, +1 to OP because it's a good idea and an easy thing to implement. |
|
Doktor Hakaari
Blackwater Company C0VEN
1
|
Posted - 2013.12.23 10:35:00 -
[21] - Quote
+1 |
Xe'Cara'eos
A Big Enough Lever
35
|
Posted - 2013.12.23 13:07:00 -
[22] - Quote
+1 |
Viki Katana
Circulus Exousias
2
|
Posted - 2013.12.23 16:38:00 -
[23] - Quote
Like this a lot +1 |
Clansworth
Good Rock Materials
40
|
Posted - 2013.12.23 16:54:00 -
[24] - Quote
It is a good idea - but how to represent it? personally, I'd like to see the module red (as it is when being deactivated), and the cycle bar ticking down from full to empty. When empty, it goes back to white, and awaits reactivation. This method, at least, would not require new graphics resources. |
Anthar Thebess
REPUBLIKA ORLA C0VEN
198
|
Posted - 2013.12.23 17:08:00 -
[25] - Quote
Or simple timer that will show up when you hover over the module. TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Xe'Cara'eos
A Big Enough Lever
37
|
Posted - 2013.12.25 00:16:00 -
[26] - Quote
personally - I'd like to see the module green on the windup - then red on the wind-down - so MJD's have a green cycle, then a red cycle, then are available for use again..... (I appreciate this may not be valid for all) failing that - green on the wind-up, then a time to next use in the 'hover-over' info |
Mr LaboratoryRat
Confederation of DuckTape Lovers
23
|
Posted - 2013.12.26 12:33:00 -
[27] - Quote
Your proposed fix is a remedie of the symtom of the real problem... the real problems are the blobs... and thats the symtome of the poor sov mechanics |
Anthar Thebess
REPUBLIKA ORLA C0VEN
244
|
Posted - 2013.12.30 09:35:00 -
[28] - Quote
Mr LaboratoryRat wrote:Your proposed fix is a remedie of the symtom of the real problem... the real problems are the blobs... and thats the symtome of the poor sov mechanics I totally agree. Still adding timers to modules are much simpler than fixing something that player base is asking for years. Implementing pure client side calculation that is capable of managing constant changes of TIDI is quite simple.
Just calculate how many server ticks is needed for one TIDI Tick. When they pass reduce timer by 2 s.
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |
Sentamon
Imperial Academy Amarr Empire
1309
|
Posted - 2013.12.30 09:45:00 -
[29] - Quote
+1 for great justice ~ Professional Forum Alt -á~ |
Alundil
The Unnamed. The NME Alliance
370
|
Posted - 2013.12.30 20:57:00 -
[30] - Quote
+1 Clone mechanics enchancements Deep Space Probe Revival |
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |