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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
King Fu Hostile
Imperial Collective Unsettled.
273
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Posted - 2014.11.21 07:02:38 -
[1381] - Quote
Dau Katari wrote:King Fu Hostile wrote:UI: Little things
- Is there a way to unlock a target without making it the selected item?
Ctrl+shift+left-click will unlock a target without selecting it.
No, it will select the item, as is expected from any action involving left-clicking.
You will end up with none your targeted items selected, and the very item you wanted to disregard as having focus. |
Verity Sovereign
Sovereign Fleet Tax Shelter
731
|
Posted - 2014.11.21 10:29:46 -
[1382] - Quote
Suggestion: *Preventing accidental decloaking right after initiating cloak*
For many active modules, I notice if I click them twice in rapid succession, I get a message that the module is already active, instead of deactivating the module. This is not so with the cloak. Also unlike the other modules, you cannot immediately reactivate the cloak. As a result, 1 misclick can be quite disasterous.
Therefore I suggest chainging it so that a double click on the cloak will not deactivate a cloak, but will instead relay a message that the cloak is already active.
I can't think of any situation where the ability to engage and then disengage the cloak within 1 second would be of any use. Therefore I see not disadvantage to this.
I don't consider it a gameplay feature, but rather a change to the UI. Given the lag that often occurs between a click and the UI showing its effect, I think it is sorely needed.
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Samsara Toldya
Pator Tech School Minmatar Republic
115
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Posted - 2014.11.21 12:43:28 -
[1383] - Quote
Open a corporation info window Go to war history Select any war report
-> you see kills that happend during this war and a nice "copy kill information" button on the right side.
Clicking or drag&drop of the ship/structure icon won't copy the killmail (like it does in your personal combat log) Clicking or doubleclicking anything won't open the killmail
Doubleclicking the empty space between text and copy kill information button opens up the killmail.
Why on Thera would anyone doubleclick empty space to find informations?
Would be nice to open the killmail by clicking the ship/structure icon or remove the copy kill information button (who actually uses that button? And why?) and replace it by a "show killmail" button. |
Castelo Selva
Forcas armadas Flying Dangerous
61
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Posted - 2014.11.21 14:14:12 -
[1384] - Quote
Dear CCP Karkur,
Please take a look at the possibility to substitute the old square icon on the overview and space brackets for the new ISIS icon.
Here a mockup that a fellow player did to show how it should be>> http://i.imgur.com/K8Sp6zH.png
I already suggest the use of that new icon at overview and brackets in space. I already ask it for be an opt-in beta feature to Rhea release. The new ISIS icons are better and fast to distinguish between ship types, in my opinion.
Thank your so much for your effort to make the game better.
Castelo |
Calypso Warsmith
Strata Dynamics Power Absolute Inc.
23
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Posted - 2014.11.21 14:24:52 -
[1385] - Quote
Small Change to the way the Mass Sell market window works.
It works like this now when having to navigate to get the market details for quite a few items the clicks add up.
Left Click > Info window > Market details button.
Or
Right click > Nav to Market details. > Left Click.
So no matter the way you do it your clicking at least 2 times or possibly 3 times to close the item info window.
How it should work.
Left Click item name > Market info.
Most people are going to be after this information any time they are using this window. |
Harvey James
The Sengoku Legacy
970
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Posted - 2014.11.21 22:11:45 -
[1386] - Quote
could we have repackaging please for cargo containers and cargobays/dronebays
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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Caiman Graystock
Confederation Navy Research Epsilon Fleet
34
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Posted - 2014.11.21 23:31:49 -
[1387] - Quote
It'd be helpful if there was some indication that your name had been mentioned in a chat window, in full, i.e. so if someone drags and drops your name in so the full link appears, the tab could flash a different colour, or we could have an option for focus to snap to and open that specific chat window? |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4227
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Posted - 2014.11.22 10:41:12 -
[1388] - Quote
Caiman Graystock wrote:It'd be helpful if there was some indication that your name had been mentioned in a chat window, in full, i.e. so if someone drags and drops your name in so the full link appears, the tab could flash a different colour, or we could have an option for focus to snap to and open that specific chat window?
While it's not what you want, you know you can turn of the generic flash, and only have it flash when certain words are said?
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Anonymous Forumposter
State War Academy Caldari State
118
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Posted - 2014.11.22 13:46:39 -
[1389] - Quote
It would be nice if the website had a functional EVE Time clock |
Caiman Graystock
Confederation Navy Research Epsilon Fleet
34
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Posted - 2014.11.22 14:52:44 -
[1390] - Quote
Steve Ronuken wrote:Caiman Graystock wrote:It'd be helpful if there was some indication that your name had been mentioned in a chat window, in full, i.e. so if someone drags and drops your name in so the full link appears, the tab could flash a different colour, or we could have an option for focus to snap to and open that specific chat window? While it's not what you want, you know you can turn of the generic flash, and only have it flash when certain words are said? No, I was not aware, thanks, I will check it out! |
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4231
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Posted - 2014.11.22 15:01:56 -
[1391] - Quote
Anonymous Forumposter wrote:It would be nice if the website had a functional EVE Time clock
In case you want one on your own computer, you just wat GMT/UTC
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Macker Momo
The Big Moe Eternal Pretorian Alliance
24
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Posted - 2014.11.22 15:28:49 -
[1392] - Quote
In Provi it's a bit difficult to try and report a red if under attack. We are required to report several things in our intel channels, which I'm sure is a similar procedure for other areas of null as well.
1. System-linked 2. Pilot's name-linked 3. Ship they are flying-linked
It would be wonderful if we could simply drag at least the pilot's name and the ship from the overview directly into the chat window. I can already easily already drag the system info from the top left of the screen.
As it stands now:
1. Drag system name from top left into chat window 2. Look at overview to see who is attacking, then match name with that in local and drag local pilot to chat window 2. Look at overview to see what ship he's flying 3. Open Dscan, match ship type with pilot's ship on overview and drag link to ship from Dscan into chat window
The current process is tedious, and near impossible for one person to complete accurately/quickly if multiple targets are involved (gate camp or roam), especially if the person reporting is the target.
What would be nice:
1. Drag system name from top left into chat window 2. Drag pilot name and ship from one line in overview, one click / one drag, directly into chat window
Thank you.
Eve releases are coming so quickly, I had to start wearing a seat belt.
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Sahriah BloodStone
Hunter Killers. Forsaken Asylum
46
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Posted - 2014.11.23 03:34:08 -
[1393] - Quote
Suggestion: Allow you to form a new fleet directly from the saved setups Keywords: ui, fleet Note: Currently when i load saved fleet setups it creates the setup under a new wing, which for our small group is not needed since we never normally need more then one wing. Please change the setup to either utilize the first wing as was saved previously. |
Daenika
MMO-Mechanics.com
165
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Posted - 2014.11.23 05:20:42 -
[1394] - Quote
One that just became relevant to me: enable scooping and launching from a DST's fleet hangar.
These ships used to be amazing for setting up a POS because they had a very solid tank, a LOT more fitting (ie. 10mn MWD and now MJD), and could fit 40k+ m3 intrinsically. This made them one of the few ships short of a freighter capable of carrying and launching an XL SMA.
Now they can only carry it, you need to have a very well fit and perfectly skilled T1 hauler (I know the Bestower and Tayra can do it, Iteron V only with a pair of T2 cargo rigs, not sure if any of the Minni ones can do it). to scoop and drop them, even though the DSTs are better for actually hauling them.
This applies to other POS modules as well, but the XL SMA is the most painful one, particularly in WH where you can't really bring in a freighter whenever you want. Needing to have both a DST for actual hauling, and a over-rigged T1 hauler for the dropping and scooping, is rather weird, to say the least. Be a nice quality of life change to allow launching and scooping to that fleet hangar, assuming it isn't too much coding work and doesn't break something else. |
Jon Dekker
Dekker Corporation
12
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Posted - 2014.11.23 07:55:43 -
[1395] - Quote
MARKET CATEGORY: SHIPS: PRE-FIT
I think this would be great for new players, or players who don't have alot of time and want to try out a ship and a fit without tracking down all of the pieces. It would be amazing if you could turn a contract into an actual market listing if it was a pre-fit ship. It would be limited to just the ship, fitted modules/mods, and any charges or drones in the cargo. Just buy & fly.
Currently the contracts system only shows the ship name if it's a single ship item, otherwise [Multiple Items]. |
TheSmokingHertog
TALIBAN EXPRESS
261
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Posted - 2014.11.23 09:54:15 -
[1396] - Quote
Jon Dekker wrote:MARKET CATEGORY: SHIPS: PRE-FIT
I think this would be great for new players, or players who don't have alot of time and want to try out a ship and a fit without tracking down all of the pieces. It would be amazing if you could turn a contract into an actual market listing if it was a pre-fit ship. It would be limited to just the ship, fitted modules/mods, and any charges or drones in the cargo. Just buy & fly.
Currently the contracts system only shows the ship name if it's a single ship item, otherwise [Multiple Items].
This should not be a market as being within the normal market, but a special kind of contract service, with a market tree with setup ships listed in each ship roster. Then people would understand the difference.
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Jon Dekker
Dekker Corporation
13
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Posted - 2014.11.23 10:36:01 -
[1397] - Quote
TheSmokingHertog wrote:Jon Dekker wrote:MARKET CATEGORY: SHIPS: PRE-FIT
I think this would be great for new players, or players who don't have alot of time and want to try out a ship and a fit without tracking down all of the pieces. It would be amazing if you could turn a contract into an actual market listing if it was a pre-fit ship. It would be limited to just the ship, fitted modules/mods, and any charges or drones in the cargo. Just buy & fly.
Currently the contracts system only shows the ship name if it's a single ship item, otherwise [Multiple Items]. This should not be a market as being within the normal market, but a special kind of contract service, with a market tree with setup ships listed in each ship roster. Then people would understand the difference.
Sure, yeah you make a great point and at first I was thinking in this direction as well. The downside to including this functionality into the contracts is the barrier of entry into contracts is still quite steep, and the purpose of contracts as I understand is custom agreements that don't fall into any specific market category, right? Being able to post a sell order in a "fitted ships" category will help new players, who probably haven't played with contracts yet, and it's also limited to just ships, fitted modules, and charges/drones. I guess they would be the only market items not requiring repackaging, but from a gameplay standpoint I don't see the downside there. No chance of contract scams because they're limited and specifically list the loadout in the fittings viewer. If people click to make the purchase they can see the average value of all of the items on their list and that the entire fit is xx above market, etc. Lots of safeguards that I don't believe contracts currently have in place.
I remember playing Dust and one of the nice features was being able to purchase some beginner fits. I always assumed that the market would eventually expand allowing players to craft their own combinations and sell them - prefit and ready to go.
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TheSmokingHertog
TALIBAN EXPRESS
261
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Posted - 2014.11.23 10:44:06 -
[1398] - Quote
Jon Dekker wrote:TheSmokingHertog wrote:Jon Dekker wrote:MARKET CATEGORY: SHIPS: PRE-FIT
I think this would be great for new players, or players who don't have alot of time and want to try out a ship and a fit without tracking down all of the pieces. It would be amazing if you could turn a contract into an actual market listing if it was a pre-fit ship. It would be limited to just the ship, fitted modules/mods, and any charges or drones in the cargo. Just buy & fly.
Currently the contracts system only shows the ship name if it's a single ship item, otherwise [Multiple Items]. This should not be a market as being within the normal market, but a special kind of contract service, with a market tree with setup ships listed in each ship roster. Then people would understand the difference. Sure, yeah you make a great point and at first I was thinking in this direction as well. The downside to including this functionality into the contracts is the barrier of entry into contracts is still quite steep, and the purpose of contracts as I understand is custom agreements that don't fall into any specific market category, right? Being able to post a sell order in a "fitted ships" category will help new players, who probably haven't played with contracts yet, and it's also limited to just ships, fitted modules, and charges/drones. I guess they would be the only market items not requiring repackaging, but from a gameplay standpoint I don't see the downside there. No chance of contract scams because they're limited and specifically list the loadout in the fittings viewer. If people click to make the purchase they can see the average value of all of the items on their list and that the entire fit is xx above market, etc. Lots of safeguards that I don't believe contracts currently have in place. I remember playing Dust and one of the nice features was being able to purchase some beginner fits. I always assumed that the market would eventually expand allowing players to craft their own combinations and sell them - prefit and ready to go.
If you include this into the market, its no small feature (little thing), the market is not setup for this, if you would make a contract interface with ships as standard search parameter in a list like the market listing with existing contract coding, its easyer to make, dont you think?
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Jon Dekker
Dekker Corporation
13
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Posted - 2014.11.23 10:52:47 -
[1399] - Quote
TheSmokingHertog wrote:Jon Dekker wrote:TheSmokingHertog wrote:Jon Dekker wrote:MARKET CATEGORY: SHIPS: PRE-FIT
I think this would be great for new players, or players who don't have alot of time and want to try out a ship and a fit without tracking down all of the pieces. It would be amazing if you could turn a contract into an actual market listing if it was a pre-fit ship. It would be limited to just the ship, fitted modules/mods, and any charges or drones in the cargo. Just buy & fly.
Currently the contracts system only shows the ship name if it's a single ship item, otherwise [Multiple Items]. This should not be a market as being within the normal market, but a special kind of contract service, with a market tree with setup ships listed in each ship roster. Then people would understand the difference. Sure, yeah you make a great point and at first I was thinking in this direction as well. The downside to including this functionality into the contracts is the barrier of entry into contracts is still quite steep, and the purpose of contracts as I understand is custom agreements that don't fall into any specific market category, right? Being able to post a sell order in a "fitted ships" category will help new players, who probably haven't played with contracts yet, and it's also limited to just ships, fitted modules, and charges/drones. I guess they would be the only market items not requiring repackaging, but from a gameplay standpoint I don't see the downside there. No chance of contract scams because they're limited and specifically list the loadout in the fittings viewer. If people click to make the purchase they can see the average value of all of the items on their list and that the entire fit is xx above market, etc. Lots of safeguards that I don't believe contracts currently have in place. I remember playing Dust and one of the nice features was being able to purchase some beginner fits. I always assumed that the market would eventually expand allowing players to craft their own combinations and sell them - prefit and ready to go. If you include this into the market, its no small feature (little thing), the market is not setup for this, if you would make a contract interface with ships as standard search parameter in a list like the market listing with existing contract coding, its easyer to make, dont you think?
Yes, from a development standpoint if they are completely separate systems the contracts can just be modified to be slightly more readable for this sort of "packaged" sale.
I was thinking though that the markets could list specific contracts already? For some reason I remember reading a devblog about it a couple years ago?
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Sho Menao
SniggWaffe WAFFLES.
11
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Posted - 2014.11.24 05:30:22 -
[1400] - Quote
Suggestion: Add multiple select and delete (multiple) options to Contracts/Requires Attention window (see photo http://i.imgur.com/KQ2BomD.jpg) Keywords: ui, contracts, my sanity Note: Just had to delete over 100 expired corp contracts and wanted to die/got carpal tunnel |
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Nalestom Zypher
Isolated Entropy FOX.HOUND
14
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Posted - 2014.11.24 05:41:28 -
[1401] - Quote
Suggestion: Give players the option to add a quantity of items to an existing market sell order if the items are being sold for the same price. Keyword: ui, market, market orders Note: For example, if I have a sell order for 10 Gyrostabilizer IIs at 1M ISK each, and I have another 5 of the same module in my item hangar, I can add the 5 Gyrostabilizers to my existing sell order so long as the price is the same for a total of 15 Gyrostabilizers at 1M ISK each.
My blog: http://www.webifier.blogspot.com
Twitter: @Nalestom
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Bart Gibson
Ubuntu Inc. The Fourth District
18
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Posted - 2014.11.24 11:03:54 -
[1402] - Quote
a gurista-roo ingame T-shirt redeemable for the people that attended EDU2014 |
DaOpa
Static Corp
45
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Posted - 2014.11.24 15:13:59 -
[1403] - Quote
Suggestion: ICON Color Change on Station Services Keywords: ui, stations Note: Help identify which station services are offline
When station services are offline because someone attacked them, the icon should change to a different color, maybe RED!
Here is a screenshot of what I mean:
http://imgur.com/UeURYSs
Thanks
LP Stores DB - WH List / Systems - Live Streamer
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Jur Tissant
The TERRA Guardians of Serenity
336
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Posted - 2014.11.24 20:47:25 -
[1404] - Quote
More blink filters for the wallet, please. For example, I'd like it to be able to blink when someone buys from or sells to my order, but NOT whenever I just update the order by a few ISK. Other options (blink on balance change, for example) are a nuisance when you pay POCO taxes or get bounties etc. |
Dersen Lowery
Drinking in Station
1297
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Posted - 2014.11.24 22:41:05 -
[1405] - Quote
Jur Tissant wrote:More blink filters for the wallet, please. For example, I'd like it to be able to blink when someone buys from or sells to my order, but NOT whenever I just update the order by a few ISK. Other options (blink on balance change, for example) are a nuisance when you pay POCO taxes or get bounties etc.
It just occurred to me that I can program custom buzzes and tones for my phone in response to particular events, so how cool would it be if the UI took advantage of the default grey icons to allow not just on/off filters, but different kinds of blinks or even notification tones? Maybe nothing for bounty payments, but a quick "sparkle" animation for a market sale, or a dimming for a major expense, etc. You could even use color that way: blue for deposits, red for withdrawals, but (say) only from the corp wallet.
Proud founder and member of the Belligerent Desirables.
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1Robert McNamara1
The Graduates Forged of Fire
68
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Posted - 2014.11.24 23:55:54 -
[1406] - Quote
I'd like a hotkey that I could hold to toggle Overload on/off for a module or stack of modules I click.
Command: Toggle Overload on Selected module
Shortcut ctl+o (for example)
I could hold that hotkey (programmed mouse button) and click all the modules I like. |
Sanny San
Caldari Provisions Caldari State
2
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Posted - 2014.11.25 19:32:48 -
[1407] - Quote
I don't know if this has already been asked for:
Please make crystals that have already been used showing their damage also when docked / not fitted crystals.
For example now: I have e.g. 50 used multifrequency crystals in my inventory. And there is no way for me to see which of them are on pair with the taken damage. So i would need to try all of them... note it and sort them away... it's a mess.
If i could see the damage i just could pick 4/8/whatever crystals with the same or similar damage.
ty o7 |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5572
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Posted - 2014.11.25 20:55:23 -
[1408] - Quote
As a capsuleer often flying a variety of ships and fittings,
I would like a faster way to select ships and fittings
So that I spend less time docked and more time pew pewing.
Note: at present, I have to switch to a ship (I might have a large collection of ships to peruse), navigate the saved fittings window (which I already have docked with my plethora of chat windows), select the saved fitting of interest, and click "Fit". It would be awesome if simply dragging the saved fitting into the hangar would activate an appropriate hull (selecting first from assembled ships, then packaged ones) and apply the fitting.
Day 0 Advice for New Players
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5572
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Posted - 2014.11.25 20:56:34 -
[1409] - Quote
As a player with many chat channels open
I would like a better way of arranging channels on screen
So that I don't spend so much time after logging in rearranging windows simply because I collapsed one set of docked windows before I logged out last time.
Day 0 Advice for New Players
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5572
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Posted - 2014.11.25 21:01:25 -
[1410] - Quote
As a player with many chat channels open
I would like a better log-in experience that didn't log me into the game and then delay displaying anything or accepting input until all chat channels were opened
So that I can log out in space without fear of being killed before I even have a chance to see what is happening, the next time I log in.
Context for those following at home: if you have a couple of dozen chat windows open, the game will log you in and leave you staring at a black screen while it opens each chat channel, one at a time. In high latency (such as is always the case in Australia) I am left staring at a black screen for upwards of two minutes.
Day 0 Advice for New Players
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