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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Sigmund Evotori
Republic Military School Minmatar Republic
2
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Posted - 2014.02.21 00:54:00 -
[421] - Quote
Natalie Hara wrote:
- Suggestion: New Icon for Covert Cynosural Field Generator
- Note: At this point there is no difference between a normal Cyno and a Covert Cyno. Meaning that if you are flying a ship with both fit, the only way you can tell is to mouse over the icon. I think Covert Cyno getting a new icon would help a lot with any confusion between the two.
Not sure why you would fit both, but I still don't disagree with this. More than once I've bought a Improved cloak instead of the covert, and then been really frustrated with my client when my cloak doesn't work in warp.
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Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
111
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Posted - 2014.02.21 02:28:00 -
[422] - Quote
one thing people have said about repeatedly is having large alliances/coalitions actualy use ALL of their space and not just sit in the same systems farming the npcs over and over again.
SO.... Basic idea is floating sec status in claimable sov systems, the more "farmed" the anoms/npcs become in a system the higher the sec status goes upto a MAX of 0.0. ie a alliance over farms a system that starts at -10 it starts ticking up towards 0.0 at the same rate the sov military index increases, any system which doesn't get farmed/gets farmed lightly drops so could start at 0.0 and drop down to -10, ofc the sec status of a system would affect npc bounties, plexs that spawn etc, but as said the idea is so that alliances HAVE to use all their space not just sit in the same systems day in day out leaving the rest of the regions they have claimed idle. it also means that ANY sov space becomes worthwhile rather than a few having -10 systems all the time etc in a few regions.
Basicly its the same principle as farming irl, you over use the land it starts producing poorer results, so think same thing should apply to sov space as well |
Thelonious Blake
97
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Posted - 2014.02.21 07:26:00 -
[423] - Quote
Right clicking into chat window currently show "copy" and "copy all". I'd like it to also have few other options - "clear all content" and "blink off/on". The latter 2 are shown in the gyro like icon in the upper left corner, but I think if you add them also to the right click would save 1 mouse click.
Thank you for what you have done so far!
Keywords: ui, chat, mouseclicks. |
Cheesey Beans
State War Academy Caldari State
0
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Posted - 2014.02.21 08:26:00 -
[424] - Quote
Let us change the name that our pod defaults to when we leave our ship
Its really annoying having to edit every time |
unimatrix0030
Viperfleet Inc. Disavowed.
89
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Posted - 2014.02.23 08:45:00 -
[425] - Quote
In the science & industry window have below the list of jobs a counter wich says how many science and how many manifacturing jobs you have left(like in trade window the number of trades you have left).
Fixing tash-mukon in contract system. In contracts a contract made in tash murkon is always marked as in your own region where ever you are in eve. |
Zifrian
Licentia Ex Vereor Black Core Alliance
1401
|
Posted - 2014.02.23 14:02:00 -
[426] - Quote
Add option to Fleet options for 'Allow Move Wing' so that when you set up public standing fleets, if there isn't someone in a wing boss - a person can move there themselves without the Fleet Boss doing it.
When fleets that are open a long time or in multiple systems (standing fleets), people go afk or move around and loose boosts, etc from wings if they can't move. GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |
Liam Inkuras
Mafia Redux Phobia.
843
|
Posted - 2014.02.23 21:08:00 -
[427] - Quote
Show the cycle time for AARs when hovering your cursor over the module in space
Keyword: Armor, module, icon I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |
Bam Stroker
Van Diemen's Demise Northern Coalition.
153
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Posted - 2014.02.24 00:28:00 -
[428] - Quote
It would be super cool if I could drag items from my inventory onto a person's name on the station or chat window guest list and have it automatically open up a trade window and place the items in there.
Freezing the guest list when the mouse is hovering it would prevent dropping it on the wrong person in busier stations like trade hubs or in busy channels.
Keyword: UI EVE Down Under 2013 (Australia's very own fanfest) with special guests CCP Fozzie & Chribba! 29th Nov to 1st Dec in Sydney, Australia www.evedownunder.com |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4918
|
Posted - 2014.02.24 00:38:00 -
[429] - Quote
It would be really nice if I could drag items from my inventory to a character (e.g.: in the station guests list, in a chat member list, a show info window, a fleet window) to initiate a station trade (and even better, if the character is not in station, initiate an item exchange contract).
It would be really nice if I could filter member lists of any kind: such as local, chat windows, station guests. The obvious filter is by name, thus if I start typing "Mar" into the filter on the station guests list, only the people with "mar" in their name would appear. Other filters that make sense could be "sex" (but not "gender" until we get to put dresses on our male characters ;), "corporation", "alliance", "security status", "standings", "monocle" and "ISK balance".
It would be really nice if all member lists (and station guest list) would "freeze" when you mouse-over the list. Local currently does this, I'm not sure about member lists, but I know the station guest list does not display this "freeze" behaviour: I often have to cancel trades with random strangers because the list changed while I was right-clicking.
NB: a lot of people don't seem to realise that you can initiate station trades from any chat window or member list right now. Sometimes it's a bit flakey though and you end up with one character being able to trade with the other, but not vice-versa. Day 0 advice for new players: Day 0 Advice for New Players |
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CCP karkur
C C P C C P Alliance
3074
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Posted - 2014.02.24 01:27:00 -
[430] - Quote
Greygal wrote:
- Suggestion: Remove "delayed" mode from chat rooms, or increase the number of people allowed in a chat room from 50 to 100 or more before you must change the chat room's settings to "delayed."
- Keywords: ui, chat
- Note: Currently, a chat room can only have 50 people in it before it will start blocking people from joining the room. The current way around this limit is to go into the chat room's settings and change it to "delayed" mode. "Delayed" mode allows far more than 50 people in the chat room, but only the people who type something in the chat room will show in the member list. This limit is arbitrary and unnecessary. Local chat can hold and show thousands of people in chat, yet our own chat rooms are limited to 50, which is really annoying, unless I change it to delayed mode. But delayed mode tends to reduce chatter and socializing in a room, because you don't know who is in the room or not in the room; my primary chat room is meant to be social, and so much more, not just a place for fleet invites. My suggestion is to remove the cap on chat rooms/remove the need for "delayed" mode. Or, perhaps much more simple to implement, simply increase the chat room cap to 100 or 300 or something reasonable before you are forced to change your chat room to "delayed" mode. Thanks!
GG I believe if you uncheck the "show recent speakers" checkbox, you should see everyone in delayed mode (or do you maybe not have that option in delayed channels?) CCP karkur | User Interface Programmer | Team Pirate Unicorns |-á@CCP karkur |
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4921
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Posted - 2014.02.24 02:17:00 -
[431] - Quote
stoicfaux wrote:In the agent finder, the agents should be sorted by station name.
Right now they appear to be unsorted.
By default they are sorted by distance, then by agent name (or maybe corporation name?). I agree that some better indication of (and even control over) the sorting method would be lovely. Day 0 advice for new players: Day 0 Advice for New Players |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4921
|
Posted - 2014.02.24 02:21:00 -
[432] - Quote
Taleden wrote:
- Suggestion: Instead of a static icon for targeted ships, make each target display the ship model in its current orientation relative to the camera.
- Keywords: ui, targets, situational awareness, immersion
- Note: I'm imagining something like the ship view in the fitting window -- the same racial starfield background, but an animated/rotating ship model.
This is something I loved in the X-Wing series of games! Day 0 advice for new players: Day 0 Advice for New Players |
Greygal
Redemption Road
205
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Posted - 2014.02.24 03:45:00 -
[433] - Quote
CCP karkur wrote:Greygal wrote:
- Suggestion: Remove "delayed" mode from chat rooms, or increase the number of people allowed in a chat room from 50 to 100 or more before you must change the chat room's settings to "delayed."
... other stuff ...
I believe if you uncheck the "show recent speakers" checkbox, you should see everyone in delayed mode (or do you maybe not have that option in delayed channels?)
That worked! The list of people in the room is apparently only updated about once every five minutes, but you do see everyone in the chat if you uncheck the "show recent speakers" checkbox.
I'd like to rant and rave that is really unintuitive and not in the most obvious place (I'd expect it in the Gear menu), but I'm just too thrilled to know there is a work-around right now to go into a full-on rant I'm also face-palming that I never realized that option had that actual functionality
My suggestion still stands, though, I do believe the cap should be raised to at least 100 before an operator/owner of a chat room must turn on delayed mode (or remove it) :)
Thanks for the tip!
GG What you do for yourself dies with you, what you do for others is immortal.
Free public roams! Visit http://www.redemption-road.com or join mailing list REDEMPTION ROAMS for more information! |
Dersen Lowery
Laurentson INC StructureDamage
1008
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Posted - 2014.02.24 05:17:00 -
[434] - Quote
Since double-clicking sets the direction of your ship, have double-clicking on an object in your overview (or even in space!) align your ship to that object. Proud founder and member of the Belligerent Desirables. |
Xercodo
Xovoni Astronautical Manufacturing and Engineering
3398
|
Posted - 2014.02.24 06:16:00 -
[435] - Quote
Dersen Lowery wrote:Since double-clicking sets the direction of your ship, have double-clicking on an object in your overview (or even in space!) align your ship to that object.
Well right now it will approach to that object already. The Drake is a Lie |
Weaselior
GoonWaffe Goonswarm Federation
6632
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Posted - 2014.02.24 18:13:00 -
[436] - Quote
Corporate courier contracts being copied should default to the same hangar that was used in the copied contract (instead of the "pick a hangar!" thing). Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4923
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Posted - 2014.02.24 20:35:00 -
[437] - Quote
Xercodo wrote:Dersen Lowery wrote:Since double-clicking sets the direction of your ship, have double-clicking on an object in your overview (or even in space!) align your ship to that object. Well right now it will approach to that object already.
Much to the chagrin of people in a rush to lock every target, Ctrl+click,click,click *BOOM* Day 0 advice for new players: Day 0 Advice for New Players |
Fredric Wolf
Black Sheep Down Tactical Narcotics Team
55
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Posted - 2014.02.24 20:41:00 -
[438] - Quote
Blastcaps Madullier wrote:one thing people have said about repeatedly is having large alliances/coalitions actualy use ALL of their space and not just sit in the same systems farming the npcs over and over again.
SO.... Basic idea is floating sec status in claimable sov systems, the more "farmed" the anoms/npcs become in a system the higher the sec status goes upto a MAX of 0.0. ie a alliance over farms a system that starts at -10 it starts ticking up towards 0.0 at the same rate the sov military index increases, any system which doesn't get farmed/gets farmed lightly drops so could start at 0.0 and drop down to -10, ofc the sec status of a system would affect npc bounties, plexs that spawn etc, but as said the idea is so that alliances HAVE to use all their space not just sit in the same systems day in day out leaving the rest of the regions they have claimed idle. it also means that ANY sov space becomes worthwhile rather than a few having -10 systems all the time etc in a few regions.
Basicly its the same principle as farming irl, you over use the land it starts producing poorer results, so think same thing should apply to sov space as well
I would go a different way on that and tie HP of Station, IHUB, and TCU to the sov lvl of a system but in order to get sov lvl of a system an alliance needs to be active in the system and keep an index up whether it is mining or ratting so for example in oder for a system to get sov 3 you would need to have people keeping the mining or military index up to lvl 3 for X amount of days. Once you reach sov 3 you would then need to keep an index at the next lvl in order to reach the next sov lvl. This way every day at DT the server can take the index lvl of the system and either add a day towards the goal to the next lvl or if you say for instance only have index lvl 2 it would take a day off from the lvl until it ticked all the way back to sov 2. This would makes sov dynamic and tied to people using systems. For this to work though bottom up income needs to be designed so that systems can support more numbers of players. Also Alliance tax needs to be added to the game. This way would let smaller gangs influence sov in systems and would also make it easier for the little guys to take space that is held but not used by alliances.
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TheSmokingHertog
TALIBAN EXPRESS
193
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Posted - 2014.02.24 21:27:00 -
[439] - Quote
Corporations member numbers get a boost in skill output from CCP Fozzie, since we have a growing game.. Because of this growing game phenomenon, I have suggested to get some higher numbers too for Trade and Contract skills.
My post: https://forums.eveonline.com/default.aspx?g=posts&m=4273441#post4273441 |
Xe'Cara'eos
A Big Enough Lever
78
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Posted - 2014.02.24 23:25:00 -
[440] - Quote
Suggestion - dscan AU/km option keywords - dscanner, QoL, immersion, situational awareness, ui note: the idea as posted was not mine, credit below
---
for the original post - please see this thread https://forums.eveonline.com/default.aspx?g=posts&m=4276817#post4276817
please give us the option for both - some of us want to dscan a short narrow beam to find that target without probes, others are hunting more generally -
I would suggest either:
mutually exclusive tick-boxes next to the dscan set distance box and the value set auto-updates as you change the unit of measurement OR two set distance boxes (one for AU, one for Km), when you hit scan it uses the last (player) edited value, and shows the other value so the two are of equal distances
that make sense? |
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Dersen Lowery
Laurentson INC StructureDamage
1014
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Posted - 2014.02.25 00:53:00 -
[441] - Quote
Xercodo wrote:Dersen Lowery wrote:Since double-clicking sets the direction of your ship, have double-clicking on an object in your overview (or even in space!) align your ship to that object. Well right now it will approach to that object already.
If it's on grid. Which is why I specified 'align', not 'approach.' ;-) Proud founder and member of the Belligerent Desirables. |
crazy0146
Boris Johnson's Love Children Awakened.
58
|
Posted - 2014.02.25 10:19:00 -
[442] - Quote
Suggestion: Add another option to fit a stack of items to a ship instead of only adding the one.
Keyword: fitting, UI
Note: Add an option that allows multiple of the same item to be added to a ship in one click, eg. I have a stack of 8 mega pulse lasers, currently when i highlight the stack and right click it i get the option to fit to active ship, but it only fits one of the modules, i would like another option that fits all of the highlighted module to a ship until it runs out of slots/ hard points/ items in the stack. |
Jinn Aideron
10
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Posted - 2014.02.25 13:05:00 -
[443] - Quote
Xe'Cara'eos wrote:Suggestion - dscan AU/km option keywords - dscanner, QoL, immersion, situational awareness, ui note: the idea as posted was not mine, credit below --- for the original post - please see this thread https://forums.eveonline.com/default.aspx?g=posts&m=4276817#post4276817please give us the option for both - some of us want to dscan a short narrow beam to find that target without probes, others are hunting more generally - I would suggest either: mutually exclusive tick-boxes next to the dscan set distance box and the value set auto-updates as you change the unit of measurement OR two set distance boxes (one for AU, one for Km), when you hit scan it uses the last (player) edited value, and shows the other value so the two are of equal distances that make sense? May I back-reference this post in this very thread for consolidation? :)
There's a mockup too: Mockup Rub1.1 w/ added AU textfield
Vote it up. I still believe it's is a very sensible, useful, and easy to implement change. G¥ñ "Little Things"-á G¥ñ CCP karkur G¥ñ |
Joia Crenca
Science and Trade Institute Caldari State
73
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Posted - 2014.02.25 17:30:00 -
[444] - Quote
Suggestion: Add two gates around the Maurasi system in The Forge, one between Maurasi and New Caldari and one between Maurasi and Sobaseki in Lonetrek. This would alleviate some of the traffic crunch that Jita currently sees. It may not eliminate it, but it could at least bring it down to a more reasonable level and allow play to resume where it is often stopped completely.
Keywords: Stargate, Travel, Jita |
Joia Crenca
Science and Trade Institute Caldari State
73
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Posted - 2014.02.25 17:34:00 -
[445] - Quote
Another one,
Suggestion: Add a 3rd status to missions displayed in the Journal. Currently there are 2: A yellow 'Offered' status, and a green 'Accepted' status. I'd suggest the 3rd status be a blue "Completed" indicator. The shade of blue could be that used to indicated 1.0 security systems as that would be visually different enough without becoming too dark for easy reading.
Keywords: Mission, Journal
(Edit for keywords) |
Rivr Luzade
Coreli Corporation Ineluctable.
237
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Posted - 2014.02.25 18:15:00 -
[446] - Quote
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MissBehaving
Perkone Caldari State
12
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Posted - 2014.02.26 02:42:00 -
[447] - Quote
How about a way to setup one-button-push for custom window configurations, say certain windows for probing, mining, pvp etc would bring up predetermined windows that the user sets up for that activity before hand for ease of use and efficiency?
Example when I am probing I might use my scanner and an overview size that would be larger or smaller compared to my pvp overview position/size. |
Greygal
Redemption Road
206
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Posted - 2014.02.26 04:31:00 -
[448] - Quote
Greygal wrote:CCP karkur wrote:Greygal wrote:
- Suggestion: Remove "delayed" mode from chat rooms, or increase the number of people allowed in a chat room from 50 to 100 or more before you must change the chat room's settings to "delayed."
... other stuff ...
I believe if you uncheck the "show recent speakers" checkbox, you should see everyone in delayed mode (or do you maybe not have that option in delayed channels?) That worked! The list of people in the room is apparently only updated about once every five minutes, but you do see everyone in the chat if you uncheck the "show recent speakers" checkbox. ... stuff ...
Correction to my prior post - it is NOT working that way, or at least not the way expected.
When I tested it, there was less than 50 people in the chat room (my Redemption Road public chat room). I put the chat room in "delayed" mode, waited a few minutes, till nobody (except people talking) showed. I then deselected "Show only recent speakers" and everyone showed up.
Today, I tried it out in a room that had more than 50 people already in it when I entered the room, and was already in delayed mode (the RvB Ganked chat channel). I deselected "Show only recent speakers" and the room's member list remained blank. 35 minutes later it still never showed anyone in the member list, even when people were chatting. At some times, it showed the words, "List not available."
Note I am operator/owner of the Redemption Road public chat room, and just a regular member of the RvB Ganked chat room. I don't know if that has an effect or not on this. I'm going to play around with it some more to see if I can figure out what exactly affects it or not. What you do for yourself dies with you, what you do for others is immortal.
Free public roams! Visit http://www.redemption-road.com or join mailing list REDEMPTION ROAMS for more information! |
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CCP Punkturis
C C P C C P Alliance
4798
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Posted - 2014.02.26 14:26:00 -
[449] - Quote
oh hey look at that!
some little things have been implemented and are waiting to be tested on singularity! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis |
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Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
112
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Posted - 2014.02.26 16:04:00 -
[450] - Quote
Fredric Wolf wrote:Blastcaps Madullier wrote:one thing people have said about repeatedly is having large alliances/coalitions actualy use ALL of their space and not just sit in the same systems farming the npcs over and over again.
SO.... Basic idea is floating sec status in claimable sov systems, the more "farmed" the anoms/npcs become in a system the higher the sec status goes upto a MAX of 0.0. ie a alliance over farms a system that starts at -10 it starts ticking up towards 0.0 at the same rate the sov military index increases, any system which doesn't get farmed/gets farmed lightly drops so could start at 0.0 and drop down to -10, ofc the sec status of a system would affect npc bounties, plexs that spawn etc, but as said the idea is so that alliances HAVE to use all their space not just sit in the same systems day in day out leaving the rest of the regions they have claimed idle. it also means that ANY sov space becomes worthwhile rather than a few having -10 systems all the time etc in a few regions.
Basicly its the same principle as farming irl, you over use the land it starts producing poorer results, so think same thing should apply to sov space as well I would go a different way on that and tie HP of Station, IHUB, and TCU to the sov lvl of a system but in order to get sov lvl of a system an alliance needs to be active in the system and keep an index up whether it is mining or ratting so for example in oder for a system to get sov 3 you would need to have people keeping the mining or military index up to lvl 3 for X amount of days. Once you reach sov 3 you would then need to keep an index at the next lvl in order to reach the next sov lvl. This way every day at DT the server can take the index lvl of the system and either add a day towards the goal to the next lvl or if you say for instance only have index lvl 2 it would take a day off from the lvl until it ticked all the way back to sov 2. This would makes sov dynamic and tied to people using systems. For this to work though bottom up income needs to be designed so that systems can support more numbers of players. Also Alliance tax needs to be added to the game. This way would let smaller gangs influence sov in systems and would also make it easier for the little guys to take space that is held but not used by alliances.
interesting, but ultimately probley will not make people go rat/mine etc in other systems personaly feel that even when ordered to do so alliance level that people are more likely to stick to the same systems as currently, also your idea makes it too easy for a group like your own (CFC) to just camp systems to death, wait for the sov index to drop to the lowest point and then nuke the IHUB/TCUs etc very quickly as the EHP etc of them all gets affected by the sov index level, where as my own idea doesn't affect it on a sov level, more on a personal player by player basis, ie should I stay ratting in this station system where the sec status has dropped to 0.0 or do I head over 2 jumps to that system there with no station and sec status of -10.0? your idea as said leaves things open to abuse and exploitation where as mine more affects individual's wallet choices. |
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