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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Michael Harari
Genos Occidere HYDRA RELOADED
1069
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Posted - 2014.02.04 00:36:00 -
[361] - Quote
Drug confiscation window should not be modal |
Debir Achen
The Red Circle Inc.
81
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Posted - 2014.02.04 00:57:00 -
[362] - Quote
Wherever there is a "view market details" menu option, also include a "find in assets" option that pops up the asset search results rather than the market. Aren't Caldari supposed to have a large signature? |
Jinn Aideron
10
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Posted - 2014.02.04 12:46:00 -
[363] - Quote
Ong wrote:Suggestion: Probes should be on the map where I dropped them, not in the same position as the last system I was probing. Keywords: Probing, Map
Dear space friend,
please consider this would remove the currently possible dropping of another set of probes in place of the first, e.g. Core Scanner probes replacing Combat Probes in the exact last positioning around an unfinished contact. It'd also have disadvantageous side-effects on being able to leave a system in order to vacate local, then returning for a quick pre-positioned combat scan.
A better approach could be an iteration on the scanning panel buttons, next to reconnect, recover, there could be Center Probes on Ship functionality. Perhaps with the added benefit of launching probes just like the formation button does now, as an alternative way to start out a probing cycle.
Regards, Jinn G¥ñ "Little Things"-á G¥ñ CCP karkur G¥ñ |
Michael Harari
Genos Occidere HYDRA RELOADED
1069
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Posted - 2014.02.04 13:50:00 -
[364] - Quote
The corp name at the top of a corp advertisement should be a link to the corp |
Michael Harari
Genos Occidere HYDRA RELOADED
1069
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Posted - 2014.02.04 14:09:00 -
[365] - Quote
When you have multiple systems in autopilot, ALL gates that you will take are flagged as yellow.
The gate to the NEXT waypoint (eg, the gate you should warp to) should be yellow, the gates that you will take to future waypoints should be another color (I suggest green, so as to not **** with those that are yellow/blue colorblind) |
Anomaly One
Imperial Academy Amarr Empire
210
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Posted - 2014.02.04 15:06:00 -
[366] - Quote
VERY little thing
Add a hotkey to mine repeatedly for mining drones Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E
http://www.youtube.com/watch?v=5l_ZjVyRxx4
Trust me, I'm an Anomaly. DUST 514 FOR PC |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
505
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Posted - 2014.02.04 19:27:00 -
[367] - Quote
I'd like a 'select this' option on lots of right click menus. If I want to align to a planet or asteroid belt, and be ready to warp to it at a moment's notice without actually finding it visually in space, I have to have this long right click menu open for the duration, or be in a fleet and broadcast it.
same thing goes for pilots in fleet. if I want to orbit or approach someone, I need to lock them up to select them, then do it. |
stoicfaux
4005
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Posted - 2014.02.04 20:03:00 -
[368] - Quote
* Micro Jump Drive range should appear on the Tactical overlay. Currently, when you mouse over your weapons (i.e. put mouse cursor over F1,) a sphere appears in the tactical overlay indicating range. It would be nice to have this feature for the MJD as well.
* Micro Jump Drive "Stick" should appear on the Tactical overlay. Since the MJD jumps in the direction you are facing/heading, a "stick" (straight line) that appears on the tactical overlay would be nice to see your current heading. The stick can either be "short" or a full 100km in length.
* Double MJD jump indicator In order to help gauge double jumps (a double jump is where you jump twice at various angles in order to jump to a point that that's, say, 75km away,) it would be nice if the tactical overlay had a way to help gauge the two jump angles needed.
Apologies if these ideas have been brought up already.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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PinkKnife
Future Corps Sleeper Social Club
447
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Posted - 2014.02.04 20:35:00 -
[369] - Quote
Suggestion: Have reload/cooldown timers cycle reverse (counter clockwise) to indicate when they are done. Keywords: Ui, timers, indicators, cycle Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&t=305675&find=unread
Basically anytime something reloads its a guessing game of how long until its done. Hidden timers are bad, and there's no reason to keep using a flashing beacon to indicate a reload. Timers already have a function to indicate cycling, a reload or temporarily unavailable timer is essentially a cooldown timer, and which it makes sense to have it cycle reversely since you're waiting for the time to be up. |
PinkKnife
Future Corps Sleeper Social Club
447
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Posted - 2014.02.04 20:39:00 -
[370] - Quote
Suggestion: Give ammo/cycle counters to Siege and Triage modules. (also for cap boosters) Keywords: Ui, counters, needlessly confusing, extra steps Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&m=4174083
Other Notes: basically if you're Siege/triaging, its a guessing game as to how many cycles of siege or triage you have left. Why do I have to break out a calculator to divide my strong consumption by stront left to find out how many cycles I have left? We have ammo counters for guns, why can't we get counters to tell us how many cycles we have left.
Alternatively, the Cap boosters and bomb launchers have a visual indicator (1-4) of how many are left in the module, surely this could also be applied to the Siege/triage modules. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
505
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Posted - 2014.02.04 21:15:00 -
[371] - Quote
I'm currently trying to contract stacks of loot to my alt. These stacks are in other systems and all assembled and some damaged. You can split stack in the contracts window, but I'd prefer some sort of auto-repair/repackage/stack thing, because this is just ******** busywork. |
Michael Harari
Genos Occidere HYDRA RELOADED
1069
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Posted - 2014.02.04 23:43:00 -
[372] - Quote
PinkKnife wrote:Suggestion: Give ammo/cycle counters to Siege and Triage modules. (also for cap boosters) Keywords: Ui, counters, needlessly confusing, extra steps Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&m=4174083Other Notes: basically if you're Siege/triaging, its a guessing game as to how many cycles of siege or triage you have left. Why do I have to break out a calculator to divide my strong consumption by stront left to find out how many cycles I have left? We have ammo counters for guns, why can't we get counters to tell us how many cycles we have left. Alternatively, the Cap boosters and bomb launchers have a visual indicator (1-4) of how many are left in the module, surely this could also be applied to the Siege/triage modules.
The ammo counter is ammo loaded in the gun. Stront is in your cargo, not the siege module. |
iwannadig
LUX AETERNA INT RUST415
0
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Posted - 2014.02.05 13:01:00 -
[373] - Quote
- Suggestion: Create new module "False floor" to allow boosters contraband
- Tags: modules
- Note: It will reduce cargohold, but create new cargo type "Contraband bay" the same size it bitten from cargohold.
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Soul'Hunter
Red Forest Munitions
0
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Posted - 2014.02.05 14:16:00 -
[374] - Quote
- Suggestion: Make it possible to move the camera around more freely in Captain's Quarters, especially when your character is sitting down.
- Keywords: Captain's Quarters, camera
- Note: As it is you can't see the character's legs when he/she is sitting down.
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Templar Dane
Amarrian Vengeance Team Amarrica
143
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Posted - 2014.02.05 19:37:00 -
[375] - Quote
It's always bugged me that faction turrets are rubbish. Turrets rely more heavily on tech 2 ammo than launchers, so them having a higher damage mod wouldn't throw anything out of whack....
The good faction launchers end up with a better rate of fire over tech 2 launchers, so they actually are better when firing faction ammo. It just makes sense that the faction turrets should be better than tech 2 when firing faction ammo.
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Templar Dane
Amarrian Vengeance Team Amarrica
143
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Posted - 2014.02.05 23:59:00 -
[376] - Quote
Also, a 3rd type of pulse laser in the medium category.
Projectiles have 3 medium autocannons, blasters have 3, but lasers only have 2. Quad light pulse. Make it so. |
Bienator II
madmen of the skies
2446
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Posted - 2014.02.07 06:08:00 -
[377] - Quote
having the targeting range somewhere displayed on the HUD.
Lock range not only changes due to fleet bonus or sensor dampening ewar, you can now also overheat dampeners for a short time. The current best practice to figure out during combat what the lockrange is, is to ctrl click on a distant target and read the error msg. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2446
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Posted - 2014.02.07 06:12:00 -
[378] - Quote
clear indicator which allows to differentiate between being scramed and being pointed. Currently the same icon is used for both types on the ewar bar. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
PinkKnife
Future Corps Sleeper Social Club
449
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Posted - 2014.02.07 18:45:00 -
[379] - Quote
Michael Harari wrote:PinkKnife wrote:Suggestion: Give ammo/cycle counters to Siege and Triage modules. (also for cap boosters) Keywords: Ui, counters, needlessly confusing, extra steps Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&m=4174083Other Notes: basically if you're Siege/triaging, its a guessing game as to how many cycles of siege or triage you have left. Why do I have to break out a calculator to divide my strong consumption by stront left to find out how many cycles I have left? We have ammo counters for guns, why can't we get counters to tell us how many cycles we have left. Alternatively, the Cap boosters and bomb launchers have a visual indicator (1-4) of how many are left in the module, surely this could also be applied to the Siege/triage modules. The ammo counter is ammo loaded in the gun. Stront is in your cargo, not the siege module.
I know, but that doesn't mean you can't make the siege module function the same way. |
Mournful Conciousness
Embers Children TOHA Conglomerate
516
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Posted - 2014.02.07 19:17:00 -
[380] - Quote
Templar Dane wrote:It's always bugged me that faction turrets are rubbish. Turrets rely more heavily on tech 2 ammo than launchers, so them having a higher damage mod wouldn't throw anything out of whack....
The good faction launchers end up with a better rate of fire over tech 2 launchers, so they actually are better when firing faction ammo. It just makes sense that the faction turrets should be better than tech 2 when firing faction ammo.
I totally agree with this.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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Darkblad
Hilfe is like Free Entertainment
101
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Posted - 2014.02.07 21:58:00 -
[381] - Quote
When entering an url link using the url button (bio, description, mail) recognise that there's http:// in front and don't add it another time. Would make links to https:// working too. I would love to stop using the workaround. EVE Infolinks -+-áOld and new-áPortraits |
Ines Tegator
Towels R Us
357
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Posted - 2014.02.08 00:44:00 -
[382] - Quote
Make the camera center of the character creation screen adjust via the slider, just like ISIS was just changed to do. I use two monitors and it currently splits my character's face right down the middle if I want to redo my portrait.
On that same note, make every menu screen in the game drag-able. Like the esc menu, which can't be moved from center.
Also the new character log in screen. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |
Traiori
Shadows Of The Requiem The Unthinkables
25
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Posted - 2014.02.08 12:01:00 -
[383] - Quote
Suggestion:
* Fix combat exploration site escalations that require non-standard modules
--
Where "non-standard" means "anything other than codebreaker/analyzer/guns".
Explorers don't have mining lasers to hand 30 jumps from home, so why does "Following the Blood" have an Arkonor asteroid that needs mining? Seems very confusnig, especially since the removal of gravimetric sites. |
Michael Harari
Genos Occidere HYDRA RELOADED
1071
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Posted - 2014.02.08 14:09:00 -
[384] - Quote
Traiori wrote:Suggestion:
* Fix combat exploration site escalations that require non-standard modules
--
Where "non-standard" means "anything other than codebreaker/analyzer/guns".
Explorers don't have mining lasers to hand 30 jumps from home, so why does "Following the Blood" have an Arkonor asteroid that needs mining? Seems very confusnig, especially since the removal of gravimetric sites.
You can use a noobship with a civilian mining laser |
Malik Fett
Brave Newbies Inc. Brave Collective
44
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Posted - 2014.02.08 18:14:00 -
[385] - Quote
1 - can we move "consume drugs" away from jettison in the right click menu.
2 - can we have a way to lock all windows in place or at least to turn off the double click minimize function. I dont know how many people use the double click window to minimize but I know a lot of people that accidentally double click an important window and it goes away. Especially those of use who like to mash lock buttons or warp buttons. I almost never want to minimize my window so a way to turn off that function would be awesome.
3 - In the chat window it would be awesome to be able to sort tabs by just dragging and dropping like you would in chrome or most other internet browsers.
4 - I second the person that wants a way to tell if you are being long pointed or short pointed. Right now it says you are being "scrambled" regardless of the type of point. So maybe just have it say disrupted when long pointed and scrambled when short pointed"
5 - I have noticed that when you take a booster (i.e. exile or blue pill) if you get bad effects and forget to check what they are. When you go to check after you have lost your ship they disappear. They also disappear if you just eject from your ship or leave it for any reason. Being able to see them would be nice if after a fight you want to see if you had any bad effects since you often take them at the start of a fight and don't have time to go look.
6 - i cant remember anymore right now... but ill be back when i do.... there are so many little things i have noticed but then immediately forget.
<3 <3 <3
THANK YOU SO MUCH FOR IMPLANTS WITHOUT SKILL CUE PAUSE!!!!
cheers! |
Ayeshah Volfield
Republic Military School Minmatar Republic
44
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Posted - 2014.02.09 15:56:00 -
[386] - Quote
Allowing compact mode of inventory/cargo to have a filter applied instead of showing all items. I enjoyed eve until I went to the official forums and found out that the game is dying and I'm the reason why... |
Nami Alden
Tierce Inc.
4
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Posted - 2014.02.09 20:50:00 -
[387] - Quote
Search in LP store. |
Malik Fett
Brave Newbies Inc. Brave Collective
46
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Posted - 2014.02.10 02:00:00 -
[388] - Quote
Being able to search Killmails and Deathmails would be really nice. |
M1k3y Koontz
Thorn Project Surely You're Joking
539
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Posted - 2014.02.10 02:26:00 -
[389] - Quote
Suggestion: Longer notes Tags: Notes, UI, Quality of Life
The current note cap is 3900 characters, which can be limiting with large numbers of links, such as a list of skills that need to be trained. How much herp could a herp derp derp if a herp derp could herp derp. |
Masao Kurata
Z List
42
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Posted - 2014.02.10 19:50:00 -
[390] - Quote
Suggestion: Flat view button for bookmarks. Keywords: UI, navigation
Folders are useful for organising bookmarks but sometimes you just want to see all your bookmarks in a certain system. |
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