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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Bleyddyn apRhys
Synapse. The Kadeshi
4
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Posted - 2014.11.05 21:14:41 -
[1291] - Quote
Variant methods to make drone control range visible. The second one might not be a 'little' thing, though.
If you have the tactical display showing in space and hover the mouse over a module you get a visual indication of its range. How about having the same thing happen when you hover your mouse over your drone window?
Being able to add drone groups to a module slot would be even better. |
APOLLO4578
Bearded BattleBears Brave Collective
0
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Posted - 2014.11.05 21:16:11 -
[1292] - Quote
Suggestion: Dynamically Scale Buildings in Planet Mode View for Planetary Interaction Keywords: Planetary Interaction, PI, Planet Mode, Scale Note: Efficient PI chains on larger planets are significantly harder to complete and are less valuable than those on smaller planets. --- Currently every time you load into the Planet Mode a planet appears that is exactly the same size as every other planet in the game. With no way to determine scale in this view, this does not seem particularly problematic. However, the buildings the player places on that planet while setting up their PI chain are exactly the same size in this view regardless of the planetGÇÖs actual radius. This means that a link between two buildings directly adjacent to each other will consume significantly less PG on a planet with a smaller radius than a planet with a larger one because the size of the building is changing based on the planetGÇÖs radius.
Presenting the planets in this way is extremely misleading to the player, and can cause frustration when a player tries to use the exact same layout on a larger planet that they used on a smaller one but find they are overloading their Command CenterGÇÖs power core with the same layout on the larger planet.
Having a scaling planet building size in the planet view will reduce player confusion and improve the value of larger planets since it will no longer cost such a large amount of PG to simply set up the colony support buildings. In addition it makes logical sense for a gas giant planet to have significantly more gas resources available (over a larger m^2 and more total m^3) than a planet only a fraction of its size.
An extension on this idea would be to introduce a constant unit grid to the planet. This would provide the player with a scale they can use to more efficiently plan out their PI chain. Even better would be giving the player the option to snap to the grid points on this scale. This would significantly reduce the unnecessary tedium of setting up and maintaining a complicated PI colony.
Thank you for reading! |
James Baboli
Ferrous Infernum
214
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Posted - 2014.11.05 21:21:36 -
[1293] - Quote
APOLLO4578 wrote:Suggestion: Dynamically Scale Buildings in Planet Mode View for Planetary Interaction Keywords: Planetary Interaction, PI, Planet Mode, Scale Note: Efficient PI chains on larger planets are significantly harder to complete and are less valuable than those on smaller planets. --- Currently every time you load into the Planet Mode a planet appears that is exactly the same size as every other planet in the game. With no way to determine scale in this view, this does not seem particularly problematic. However, the buildings the player places on that planet while setting up their PI chain are exactly the same size in this view regardless of the planetGÇÖs actual radius. This means that a link between two buildings directly adjacent to each other will consume significantly less PG on a planet with a smaller radius than a planet with a larger one because the size of the building is changing based on the planetGÇÖs radius.
Presenting the planets in this way is extremely misleading to the player, and can cause frustration when a player tries to use the exact same layout on a larger planet that they used on a smaller one but find they are overloading their Command CenterGÇÖs power core with the same layout on the larger planet.
Having a scaling planet building size in the planet view will reduce player confusion and improve the value of larger planets since it will no longer cost such a large amount of PG to simply set up the colony support buildings. In addition it makes logical sense for a gas giant planet to have significantly more gas resources available (over a larger m^2 and more total m^3) than a planet only a fraction of its size.
An extension on this idea would be to introduce a constant unit grid to the planet. This would provide the player with a scale they can use to more efficiently plan out their PI chain. Even better would be giving the player the option to snap to the grid points on this scale. This would significantly reduce the unnecessary tedium of setting up and maintaining a complicated PI colony.
Thank you for reading! While I like it, this hardly seems like a little thing.
Making battleships worth the warp
Tech 3 battleships.
Moar battleships
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APOLLO4578
Bearded BattleBears Brave Collective
0
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Posted - 2014.11.05 22:11:45 -
[1294] - Quote
James Baboli wrote: While I like it, this hardly seems like a little thing.
How is it not?
While I didn't write the code, I've been participating in PI since it was first introduced, and it seems the link PG cost is calculated based on the center-to-center distance between each building. This means it wouldn't take much rework to scale the building icon size up or down based on the planet radius.
Also, adding a simple toggle on/off grid overlay that scales with the planet radius doesn't seam like a huge graphical/cosmetic challenge either.
Could you elaborate on why you think this is more than a little thing? |
Mufasa Lionheart
Brave Newbies Inc. Brave Collective
0
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Posted - 2014.11.05 22:27:36 -
[1295] - Quote
show logi rep ticks like the damage ones that show up in the center of the screen when receiving or inflicting damage.
if repping someone with any sort of combat timer(limited engagement, aggression, combat etc) add that timer to the logi ship as well.
when repping someone while they redbox someone who eventually dies, put the logi on the km as well, ewar gets on it and tackle does, so why doesnt logi?
we have dps in the fitting window, why not show repping power as well?
most of all though, a launch drone hotkey, plz for the love of god, a launch drone hotkey, or allow them to be put onto the "F" rack(F1,F2, etc) |
Sexy Cakes
Have A Seat
821
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Posted - 2014.11.05 22:47:01 -
[1296] - Quote
Put f*cking drone upgrades back into the drones window on the market. jfc who thinks this sh!t up
Not today spaghetti.
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Kromarx
AltHole
15
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Posted - 2014.11.05 23:01:16 -
[1297] - Quote
- Suggestion: Drag items to station trade
- Keywords: trade
- Note: results in less clicking
Station trade currently:
- right click trade target character,
- select trade,
- locate modules,
- drag to your section of the trade window,
- click accept and wait for other party to do the same
Station trade proposed:
- locate modules,
- drag to your trade target character (which opens trade window),
- click accept and wait for other party to do the same
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Jan Siri Anaplion
Ring 3
0
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Posted - 2014.11.06 06:54:52 -
[1298] - Quote
Suggestion: navigation relative to on-grid bookmarks Keywords: navigation, bookmarks ---
Now that we have bookmarks visible in space, it would be doubly awsome to be able to orbit them and keep at range, for some extra positioning flexibility. |
Phaezen Outamon
Brotherhood of Wolves
2
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Posted - 2014.11.06 11:54:38 -
[1299] - Quote
Suggestion: New Skill tag to show the skill level is in your skill queue
There are currently 3 skill tags:
Green Tick: Trained and of Required Level Orange Circle: Trained But Not of Required Level Red X: Not Trained
A 4th state that shows the Required level is in your current skill queue would help with skill queue management. |
thowlimer
Roprocor Ltd
17
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Posted - 2014.11.06 13:00:37 -
[1300] - Quote
Harvey James wrote:Dave Stark wrote:picking the opacity of the ui windows.
i want it opaque and locked... currently i have to pick between fixed window positions, and having windows i can actually see properly when i have multiple windows open and layered (but not stacked) pretty sure you can change the transparency already i do
Yes you can change the transparency of unpinned windows, however as soon as you pin one it becomes transparent no matter your transparency settings, i believe this was what the suggestion was meant to change |
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Harvey James
The Sengoku Legacy
943
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Posted - 2014.11.06 14:20:42 -
[1301] - Quote
thowlimer wrote:Harvey James wrote:Dave Stark wrote:picking the opacity of the ui windows.
i want it opaque and locked... currently i have to pick between fixed window positions, and having windows i can actually see properly when i have multiple windows open and layered (but not stacked) pretty sure you can change the transparency already i do Yes you can change the transparency of unpinned windows, however as soon as you pin one it becomes transparent no matter your transparency settings, i believe this was what the suggestion was meant to change
ah fair enough .. then i also concur
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Guth'Alak
EVE University Ivy League
25
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Posted - 2014.11.06 15:01:59 -
[1302] - Quote
Please lower the waiting time between spawns in room 2 of Gurista Vigil from 4 minutes between spawns to something more appropriate. 4 minutes between each spawn is way too long and completely unnecessary! Please! https://wiki.eveonline.com/en/wiki/Guristas_Vigil |
APOLLO4578
Bearded BattleBears Brave Collective
0
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Posted - 2014.11.06 16:25:20 -
[1303] - Quote
Suggestion: Window Order Locks Keywords: Window, Order, Always On Top, Send Forward, Send Back, Lock, Permanent Pin, Station Trade, Fitting Note: Option to order or lock a window when using multiple windows, such as a trade or chat window being GÇ£Always on TopGÇ¥. --- Currently when a Station Trade is opened a small trade window pops up on screen and it is easily lost behind other open windows (market, inventory, science, etc.). Please allow an option for a player to select certain windows (like trade, fitting, etc.) to be always on top of other windows (like inventory, market, and chats). This will make it much easier to use a large inventory window and still drag and drop items into a trade or fitting window without needing to resize everything to avoid burying the window behind your inventory when you select the item in your inventory.
If two windows are marked as GÇ£Always on TopGÇ¥ you should be unable to drag them on top of each other. Treat the unselected window as an immovable object and the dragged window simply will not move on top of the other window.
This feature should be one you have to turn on since it may cause confusion for newer players.
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Sorin Orii
OriiGen
3
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Posted - 2014.11.07 01:10:57 -
[1304] - Quote
Suggestion: D-Scan Scan Hotkey Keywords: dscan, d-scan, pvp Note: Currently the only way to activate and perform a d-scan is by using the mouse to press the d-scan [Scan] button --- I have found that if i am in a combat anom or otherwise occupied my mouse hand is busy doing other things than pressing the d-scan button all the time. As a person who uses d-scan defensively this can be a pain and also can cost me time/intelligence that can save my ship. In addition, I think that new players getting into PvE/PvP will find it easier to use and might increase the player experience all around.
Thank you :)
:Sorin Orii
Sanity is the denial of chaos
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CloudyHi Crush
Kleptomaniac Consortium Maggie's Magical Malliance
7
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Posted - 2014.11.07 01:55:40 -
[1305] - Quote
Suggestion: Filter out Individual Contracts Keywords: Contracts Note: You can block contracts from issuers but not just 1 contract from that issuer. --- I have wanted to block contracts from showing on my contracts screen but not contracts from that individual. If I could just filter out any contract I wanted to be ignored that would be great, that way I could still see contracts from that issuer.
Thanks, CC |
CloudyHi Crush
Kleptomaniac Consortium Maggie's Magical Malliance
7
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Posted - 2014.11.07 02:14:12 -
[1306] - Quote
Suggestion: Custom Character actions filter. Keywords: Character actions, custom filter Note: It would be nice if when I click on the character actions for someone I didnt have to make sure I dont give them isk, place a bounty, unknowningly invite them to fleet, tranfer corporation cash, or report bot. I
I would like a way to customize the actions menu. I want most of those options but everyone looks at character actions for different reasons. If I could customize this menu so that I could hide some options or put them in a file and look at all the ones I dont need to ever look at under that 1 heading.
Thank you, This would be awesome!!!!
CC |
Gadget Helmsdottir
Gadget's Workshop
66
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Posted - 2014.11.07 04:56:37 -
[1307] - Quote
Suggestion: Collapsible Personal Standings Lists
Keywords: Standings, Information Access, Character Sheet
Note: Allow the personal standings list subsections (Faction, Corporations, Agents) to collapse and be brought back up by clicking on the subheaders.
Trying to watch a specific standing raise or lower can get really tedious having to refresh the standings lists then scroll through things that are umimportant at that moment. We should be able to close parts of the lists off to make looking for a specific standing easier. The format looks like it should be able to do so already, but clicking the headers does nothing currently. And, though this is not really a huge problem at the moment, closing off two of the lists -- such as only wanting to look at corporation standings over Faction or Agent standings -- might allow the page to refresh faster. Sometimes it does take a bit to refresh.
--Gadget |
Vukae Dhoul
Lazerhawks
6
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Posted - 2014.11.07 07:45:31 -
[1308] - Quote
Suggestion: Change the units that angular velocity is displayed in. Keywords: Overview, Show Info, tooltips, angular velocity, tracking Notes: Angular velocities (and turret tracking speeds are currently displayed in rad/s). However these numbers are always less than 1, mostly by a large margin leading to leading zeros in the overview column. This both wastes space and complicates comparing the numbers. Simply displaying the units in either mrad/s or deg/s instead of would fix this.
---
Previous thread discussing this: thread |
Tinukeda'ya Naskingar
Minmatar Expeditions ltd.
57
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Posted - 2014.11.07 09:42:21 -
[1309] - Quote
Suggestion: Allow to move "system info" pane.
Keywords: UI, System info
Notes: Allow to move the system info / route / timers thingy around the place. Right now it's stuck to the top left of the screen. As I'm using multiple monitors that position is not really optimal for me. It'll be very nice if it can be unlocked and placed anywhere we want.
"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke
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Kalestrom Crendraven
PubSwarm Federation Greater Western Co-Prosperity Sphere
0
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Posted - 2014.11.07 15:14:50 -
[1310] - Quote
Suggestion: Display m3 for reprocessing input materials
Keywords: ui, reprocessing
Note: This way, you can drop a whole load of things, remove the (!) items, and see the price & m3 of the input vs the output.
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Milo Caman
Pyre Falcon Defence and Security Imperial Outlaws.
82
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Posted - 2014.11.07 16:59:56 -
[1311] - Quote
Suggestion: Introduce an option to make the calender icon blink when there are events that haven't been RSVP'ed
Keywords: Calender, Notifications
Notes: Feel like this would make the events system within the calender a bit more useful. As it stands the RSVP function is useful, but often ignored unless an accompanying mail is sent to participants along with the event entry. |
Lapuna Nejilii
Center for Advanced Studies Gallente Federation
1
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Posted - 2014.11.07 18:43:52 -
[1312] - Quote
- Suggestion: Add sub folders to bookmarks
- Keywords: UI bookmark folder
- Note: Less scroll!
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Terraniel Aurelius
High Flyers The Kadeshi
9
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Posted - 2014.11.07 19:58:53 -
[1313] - Quote
Suggestion: Fix drone attributes showing when in a ship with active modules, and/or when they are in space.
Keywords: Drones, UI, attributes
Note: Drones do not currently reflect the impact that active modules such as omnidirectional tracking links have on them when in the drone hold. In space drones do not reflect any of the bonuses imparted on them by the deploying ship. Currently this info is only available by doing calculations by hand or using third party software. |
Strata Maslav
Born-2-Kill Exodus.
98
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Posted - 2014.11.07 20:07:08 -
[1314] - Quote
Suggestion:
- increased size and improve placement of velocity bar for better viability and easier modfication of ship velocity
- add an indicator to show what percentage velocity the ship has been order to achieve, currently there is no visual feed back to player what speed any change will bring the ship to
- enable the velocity bar to be scroll-able with keyboard modifier + mouse scroll wheel
- give a sensitivity slider so that the player can choose how much each shortcut keypress will modify their speed (a player may want each key press to reduce velocity by 5%-50% depending on the situation.
Keywords: ui, velocity, shortcuts, reduce clicking
Note: I would love some more intuitive control of my spaceship's velocity. The current best methods for responsive control is double clicking in space to go full speed or ctrl+space to stop your ship. To modify this speed you must click on a small bar at the bottom of your screen which gives no visual indication of whether you are slowing down or speeding up.
Currently we have two responsive keyboard shortcuts for velocity control full speed or full off. On the other hand the accelerate and decelerate shortcuts are not useable in their current form as the user has no visual guide as to what speed the final percentage speed will be. Current shotcuts to change speed 0-100 are unresponsive and guess work. |
Zen BraZen
Repercussus RAZOR Alliance
6
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Posted - 2014.11.07 20:42:43 -
[1315] - Quote
Suggestion: Fix Cloak Effect when re-clocking after de-cloaking from gate cloak
Keywords: cloak, effect, gate
Description: When re-cloaking a ship after first movement from being gate cloaked, the current re-cloaking effect forces the entire ship to appear regardless of its current cloaked state.
Change: Change the effect to take account of the ship's current cloak state.
Example: If a ship is halfway through the de-clocking effect. When activating the cloak module, the cloak effect should reverse midway and re-cloak the ship. |
Zen BraZen
Repercussus RAZOR Alliance
6
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Posted - 2014.11.07 20:46:14 -
[1316] - Quote
Suggestion: Multiple Wallet Divisions for Characters
Keywords: Money, protection
Description: Allow characters to have multiple wallets like corporations
Change: Create wallet divisions for characters
Benefit: Allowing characters to have multiple wallets would allow characters great control over their liquid assets. This would allow for better planning, management and security of financial game play. |
ROXGenghis
Agony Unleashed Agony Empire
213
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Posted - 2014.11.08 02:59:25 -
[1317] - Quote
Suggestion: Apply overview color settings to locked target icons.
Keywords: UI, overview, locked targets, color
Notes: It would greatly improve situational awareness if you could more easily identify which of your locked targets are friendly or hostile (for example). |
per
Terpene Conglomerate
23
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Posted - 2014.11.08 10:01:00 -
[1318] - Quote
Suggestion: when pos in reinforced, right-click on pos - give us new option "add timer to calendar" in the menu Keywords: ui, pos, calendar Note: maybe not worth it as new "pos" structures coming and we dont know how they will work |
per
Terpene Conglomerate
23
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Posted - 2014.11.08 11:11:48 -
[1319] - Quote
- Suggestion: when scrolling on market(price/quantity) - shift+scroll up/arrow up = increment by 100x
- Keywords: market, hotkeys
- Note: now works with ctrl (10x) only , ctrl+shift+scroll might increment by 1000x
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Cyno Alt II
I Can Has Cheezburger
0
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Posted - 2014.11.08 12:41:25 -
[1320] - Quote
Suggestion: new NEOCOM icons for chat channels, DScan, Probe Scanner Keywords: NEOCOM icons Note: it is hard to manage these when there are multiple of them: http://i.imgur.com/cZCmxi6.png
Suggestion: differentiate the Show info's NEOCOM icon (for example when I view a pilot) and the notifications, for example when I am invited to a fleet Keywords: NEOCOM icons Note: Show info are much less important as for example fleet invite popups. Reserve the blue 'i' icon for popups only. |
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