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Thread Statistics | Show CCP posts - 27 post(s) |
Soltys
13
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Posted - 2015.02.03 13:35:24 -
[1] - Quote
- Suggestion: add option to 'orbit' and 'keep at range' keyboard shortcuts and icons (in 'selected item' window) to always use current distance
- Keywords: navigation, ui, combat
- Note: current implementation always uses single predefined distance
Original idea thread: https://forums.eveonline.com/default.aspx?g=posts&m=5445860
As in 'note' above, orbiting by the means of shortcut key or click in 'selected item' window always uses single predefined distance (which can be set using RMB on respective icons in 'selected window').
It would be far more useful and viable if there was additional option to use current distance in space. Adding it should be easy, as the required functionality is already present in the game - RMT context menu on 'overview', target, or directly on object allows it (but it's cumbersome to use in practice, furthermore it uses distance from the point in time when context menu was displayed instead of when actual function was called)
Possible implementation would be to add 'always use current distance' to context menus of 'keep at range' and 'orbit' when used by RMB in 'selected window'. E.g. here:
http://imgur.com/trx63XK
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Soltys
14
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Posted - 2015.02.11 12:00:25 -
[2] - Quote
- Suggestion: relax limit on order update from 20/min to 30/min
- Keywords: market, ui
- Note: n/a
Proficient traders that have been doing it for a good while can easily pass current limit (20) with market tools such as Evernus (http://evernus.com/ ; https://forums.eveonline.com/default.aspx?g=posts&t=362779). Upping it to 30 would make life much easier and less frustrating so we're not forced to simply wait 'because'.
Even more classic approach with margin tools (EvE-Elinor or Evernus' builtin one) make it possible to pass 20 (though not by much, and the orders need to be in good state). |
Soltys
15
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Posted - 2015.02.18 02:34:45 -
[3] - Quote
- Suggestion: gate cloak break indicator
- Keywords: ui, navigation
- Notes: n/a
Currently there is no such indicator - for ship coming through the gate the only semblance of such a thing is warp command and resulting capacitor drop (and eventually subsequent warp notice - though capacitor is better). Calling warp can be pretty terrible idea depending on the situation (if sensible at all - e.g. non covert-ops ships) and remaining "break cloak" options are limited to regular movement (usually direct double click or align) - leaving the pilot with pure rng "call cloak N ms after align, then eventually repeat it M ms again if it was too early".
A high-priority simple indicator (message, some graphic effect, etc.) corresponding to "gate cloak broken, modules can be activated, ship is visible in space/overview" would be really welcome. And turn camper vs campee into lag+reaction vs. lag+reaction instead of lag+reaction+rng vs. lag+reaction. |
Soltys
17
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Posted - 2015.02.18 16:13:34 -
[4] - Quote
Humang wrote:Suggestion: Module Activation Re-Click Delay
Keyword: UI, Modules, Player/Game Interaction
Note: Allow players to set a custom timer on modules that causes the game to ignore any subsequent clicks after the initial activation, until the delay expires.
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This is pretty damn good suggestion, and probably the easiest (fastest) to implement in current state (isntead of e.g. adding separate enable/disable keybinds) |
Soltys
20
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Posted - 2015.02.23 21:21:42 -
[5] - Quote
- suggestion: move nanonfiber internal structures to propulsion/propulsion upgrades
- keywords: ui, modules
- note: Current classification has never really made any sense. Nanofibers are hull downgrades (-structure hp) and propulsion upgrades (-inertia, +velocity).
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Soltys
23
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Posted - 2015.10.04 17:10:13 -
[6] - Quote
- suggestion: synchronize gate cloak timer's disappearance with server confirmation [tick]
- keywords: ui, modules, controls
- note: see explanation below
(I'll refer to gate cloak timer as simply GCT)
Currently the GCT's implementation is purely client side and when the timer starts (or finishes) disappearing - it completely ignores if the user is still under the gate-cloak or not (for remaining - usually - few hundreds miliseconds depending on lag and time left to the next tick update).
Obvious example: you start to move manually or align (regardless of the actual reason - burning away/back from bubble, cloak/mwd trick, etc.); the moment you issue the command the timer disappears - but until the server confirms you actaully broke the gate cloak - you can only guess when you can use modules.
So the suggestion is: improve the GCT's behavior so it doesn't begin its short "disappear" animation until it receives confirmation from the server about the gate cloak being actually broken. |
Soltys
25
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Posted - 2015.10.11 20:09:45 -
[7] - Quote
- suggestion: Target List Anchor - add options to set the alignment of targets (instead of current automagic approach)
- keywords: UI, multi-monitor support
- notes: see below
The current behaviour is automatic - relatively to the center of EvE's window. Horizontally - if the anchor is to the right of it, it will align to the left (and vice versa). Vertically - if the anchor is above it, it will align downwards (and vice versa).
In single monitor setups this "ok" - not perfect and it can lead to issues depending on screen setup - but in most common scenarios it's fine.
But in multi monitor setups it can cause nightmares. Firstly automatic alignment ignores 'Camera Center' slider under 'Ship View Camera Settings' - so it's for example impossible to put 'Target List Anchor' on the left monitor with targets aligning to the left - if you have EvE spawning 2 monitors (or even 1.5 monitors in fixed window mode, if anchor is a bit further from the right edge, but still on the right side of the monitor).
The fix is pretty trivial - allow the user to manually set the alignment direction. Just add 2 options to right click context menu of the anchor:
- horizontal alignment (left, right, auto) - vertical alignment (up, down, auto)
With 'auto' retaining current behaviour (though 'auto' is hardly a necessity as people don't change the position of the anchor). This is addition to already existing options (lock target list, disable target movement, arrange targets vrtically/horizontally).
IF this is not possible for whatever reasons, at least make Target List Anchor respect 'Camera Center' option.
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Soltys
40
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Posted - 2015.12.27 01:30:45 -
[8] - Quote
- Suggestion: Bring back RGB sliders
- Keywords: UI, QoL
- Note: current predefined settings are not sufficient
Longer note:
RGB sliders provided much better flexibility over current, rigid predefined settings. Furthermore re-addition of sliders in no way or form would conflict with those settings.
(why was this removed in the first place at all ?)
Jita Flipping Inc.: Solmp / Kovl
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Soltys
40
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Posted - 2015.12.27 01:36:44 -
[9] - Quote
Stop Looking wrote:Jacob Holland wrote:Window snap distance: Could we please either get back the Esc menu option for how far we want things to snap - or have the ability to turn off the snap entirely?
Well its been two years now and still not fixed so I guess its time to post this again: Suggestion: Bring back setting to disable window snapping Keywords: ui, quality of live?! -- cut --
100x times this one. Why bloody remove it in the first place ?
Jita Flipping Inc.: Solmp / Kovl
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Soltys
Brutor Tribe Minmatar Republic
120
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Posted - 2016.04.01 14:55:55 -
[10] - Quote
Suggestion: Make skill injectors impossible to activate remotely
Keywords: player services, skill injectors
Notes: Right now, injectors follow plex exception - but while plex is account specific (and remote activation is fine, as any alt character / jump clone stationed in market hub can safely activate it either way giving benefit to the whole container account), injectors are specific to one character only (in the same way as extractors are) and their remote activation makes no sense whatsoever; on top of that it hurts player driven content (hauling)
Jita Flipping Inc.: Solmp / Kovl
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Soltys
Brutor Tribe Minmatar Republic
158
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Posted - 2016.11.06 01:07:34 -
[11] - Quote
As requested in market graph thread, few QoL about market interface (unrelated to graphs):
- Wallet & Corporate Wallet -> Transactions: LMB double click is not defined on those lists, it would be great (and logical) if it called market details simiarly to orders tab; this way we're spared of going through rmb click / select 'view market details / click chore when for example relisting some of the items from completed transactions
- Market details -> Orders: both buy (no action defined on LMB double click) and sell (always calls 'buy' dialog) - it would make more sense if double click called 'modify order' dialog for own orders
- and most important - add 'Mark corporation order'; analogous to 'Mark my orders' but showing corporation orders (for members with 'trader' role) with e.g. lighter blue background; this would be amazing QoL improvement for any trader operating in or as a corporation with multiple traders
Jita Flipping Inc.: Kovl
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