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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
cearaen
Goose Swarm Coalition
13
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Posted - 2015.08.31 15:12:19 -
[2161] - Quote
please let us set up our overview while docked.
Please give us a few more tabs on the overview. |
Feledain
Elmsfeuer
53
|
Posted - 2015.08.31 23:22:37 -
[2162] - Quote
This may be a realy stupid idea.
People in NPC corps should not be abel to affect other player ships in high sec. So you have to be in a player corp to shoot someone or remoterep or fleetboost... |
TheSmokingHertog
TALIBAN EXPRESS
318
|
Posted - 2015.09.01 02:06:10 -
[2163] - Quote
cearaen wrote:please let us set up our overview while docked.
Please give us a few more tabs on the overview.
Command
- Go into any chat window.
- Type in: /open overview settings
Shortcut
- Press Escape.
- Go to the Shortcuts tab.
- Within the Shortcuts tab, go to the Window sub-tab.
- Scroll down and you will find an Overview Settings option - set any keybind to this command.
Now you can use this keybind even when in a station, and you will open the Overview Settings window.
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Svana Shaishi
KarmaFleet Goonswarm Federation
6
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Posted - 2015.09.02 00:22:32 -
[2164] - Quote
Little things for a little streamer. One thing that would help my quality of life while streaming is being able to hide the text on a selected object. For example when you select a gate it show the name of the gate. http://puu.sh/jWQG9/60aedde650.jpg |
Nyjil Lizaru
Aideron Robotics
39
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Posted - 2015.09.02 17:56:35 -
[2165] - Quote
Suggestion: "Copy contract" makes a more accurate copy Keywords: contract Note: Fitted ships are the concern ---
When copying a contract for a fitted ship, the 'copy contract' option grabs by hull only, with no regard for fittings or name. Having the copy function check all fitted modules is likely impossible, but if it could pick by the name of the ship, that would help a lot. Having a couple "derpy solo fit experiments" in my hangar with a pile of "perfect corp fit of awesomeness" undoes most of the usefulness of the "copy contract" button.
Nyjil's corollary to Malcanis' Law: -á "Any attempt by CCP to smooth the learning curve of EVE Online will be carried out via the addition of extra factors and 'features' such that there is a net increase in complexity."
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kiu Nakamura
Brave Newbies Inc. Brave Collective
36
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Posted - 2015.09.02 19:45:39 -
[2166] - Quote
Suggestion: Attribute indicator in skill queue Keywords: ui, skills, queue, attributes, npe Note: http://i.imgur.com/VXuFucD.png --
Have an indicator (images from remap screen, spell out attribute name, whatever) in the skill queue to make it easier for users to determine if they accidently added a skill which is non-optimal for their current remapping. |
Edward Olmops
DUST Expeditionary Team Good Sax
313
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Posted - 2015.09.02 21:17:29 -
[2167] - Quote
Hi.
Can we please see in our order list when we are being undercut?
It's SO tedious to check all orders all the time and I bet it's putting load on the server as well.
It could be a colour marking "you are cheapest in region", or a column indicating order rank OR #items cheaper or %price difference to cheapest item.
Base line: open market order list and see in one glance which orders need to be adjusted. And please don't tell me that cannot be done because that is the only value of a trader's work...
Ofc, same for buy orders the other way round. |
Oktura Ostus
Native Freshfood Minmatar Republic
3
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Posted - 2015.09.02 21:27:54 -
[2168] - Quote
Suggestion: autopilot search keywords (as we have in assets window): * hub - closest big hub (Jita, Amarr, Dodixie, Rens, Hek) * market - closest station with big market activity (including hubs). Could be calculated like in this page: http://eve-marketdata.com/station.php?step=Rank®ion_name= * highsec/lowsec/nullsec - closest system with corresponding security level * repair - closest station with repair * clonebay - closest station with ability to set clone/home station All above only for NPC stations with ability to dock.
Keywords: search, autopilot, repair, market, hub |
kiu Nakamura
Brave Newbies Inc. Brave Collective
36
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Posted - 2015.09.02 21:35:17 -
[2169] - Quote
Suggestion: Have a proper ticket system for little things Keywords: ux, little things, improvements, tracking --
Without a proper ticket system, we can't be sure that anyone is actually reading our suggestions or acting upon. It would be nice to at least get feedback that a suggestion has been read/declined/added to some low priority backlog.
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Tornii
The Scope Gallente Federation
75
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Posted - 2015.09.02 21:45:22 -
[2170] - Quote
Can we have options in character customization for (a) long beards and (b) man buns? Would be much appreciated. I understand this is more of a request for a new 'feature' but couldn't think of a thread where it would've been more appropriate.
Keywords: character customization, hair, beard |
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Aladar Dangerface
13. Enigma Project
233
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Posted - 2015.09.03 20:44:58 -
[2171] - Quote
When the tactical overlay is up it would be nice to have a line/arrow indicating which way your ship is facing when zoomed out.
I don't need twitter.
I'm already following you.
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Createse
State War Academy Caldari State
1
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Posted - 2015.09.04 00:06:43 -
[2172] - Quote
Suggestion: Amended the description of containers with auditing capabilities. Keywords: audit, container, lock, repackage, sell, station, timer, trash. Note: There's no mention of the 3-week timer for assembled audit-enabled containers in their description. ---
The timer prevents you from repackaging or otherwise changing the container's assembled state if a log-entry has been made within the last three weeks. I made my container someone else's problem because I couldn't remove it from my personal station hanger. |
Tohkat Sinawi
Black Sword Is Back
0
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Posted - 2015.09.04 02:37:10 -
[2173] - Quote
Suggestion: Add a new tab to the info screen - "Affects" which shows which modules are affected by which skills - on modules this will show us what skills have an affect upon the module/ship in question.
Keywords: Skills, Modules, Ships, Clarity
Note: Sometimes it's hard to tell what I need to train to best support a new ship or fitting. This would help us narrow down the possibilities - especially if it could sort what I have trained by level. |
kiu Nakamura
Brave Newbies Inc. Brave Collective
36
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Posted - 2015.09.04 11:38:13 -
[2174] - Quote
Tohkat Sinawi wrote:Suggestion: Add a new tab to the info screen - "Affects" which shows which modules are affected by which skills - on modules this will show us what skills have an affect upon the module/ship in question. just fyi, EveHQ does that pretty well: http://imgur.com/a/lE2vq#3 |
Drammie Askold
Phoibe Enterprises
10
|
Posted - 2015.09.04 14:38:34 -
[2175] - Quote
PLEASE for the love of Bob, can we split a group of items with a right-click not Shift-Click-Drag! |
Cassiel Seraphim
EVE University Ivy League
31
|
Posted - 2015.09.05 17:52:37 -
[2176] - Quote
Any chance you could round up the "remote" icon identifier fix you did a while back when you fixed armour and hull repairers etc, by adding the same indicator to modules like:
- Remote tracking computers - Projected ECCM - Remote sensor boosters (and any other modules I might have forgotten)
Mockup here: http://i.imgur.com/AKIlib4.png
It might seem like a small thing ,but those extra identifiers are really nice when quickly trying to fit something, so you avoid fitting the local version instead of the remote one (or vice versa).
Thanks in advance :) |
Tyranis Marcus
Bloody Heathens
1447
|
Posted - 2015.09.05 21:58:14 -
[2177] - Quote
Suggestion: Add back and forward arrows to the kill reports window, like the show info windows have. Keywords: ui, window, kill report
Do not run. We are your friends.
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Aetarin Thiesant
Sky Fighters
0
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Posted - 2015.09.07 00:53:39 -
[2178] - Quote
We need to be able to navigate with Cynos without having to consult third party tools. While dotlan will always be useful, there should be SOME ability to navigate without it. There currently is not.
I propose this:
Allow us to place bubbles with our current ship's jump radius on the map to plot our path. We already have the range shown around our ships (using the old map), just let us attach them to solar systems as well.
You should be able do it whenever you're in a Jump Capable ship regardless of where you are (including wormholes please!). So if you're willing to jump a few gates before Cyno jumping you can see if you'll be in range when you get there, without having to check outside game.
You could even plot chains of them before ever leaving the pos/station, so you could optimize your routes when you're bored, designating a start and finishing system, and possibly saving the routes.
You could also allow us to pick a final destination and work backwards to the origin, for activities like Black Ops.
The jump mechanics wouldn't change, just the way you gather the information about it.
To be clear about how easily this could be created, the most basic version of this would be allowing us to place colored spheres on the map. Even the basic implementation of this idea would make the game drastically more user friendly, and a more in-depth version could be vastly more useful.
I've even put the idea in front of a test group of your subscribers, and it was received highly positively. We need this now. |
Slider Arnolles
Unleashed' Fury Imminent Threat
0
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Posted - 2015.09.07 02:04:44 -
[2179] - Quote
In the ship fitting window, can the 'cargo bay' and 'drone bay' icons be swapped over? Every day I see this, it drives me a little more crazy....
http://imgur.com/H3nLh4w |
Tyranis Marcus
Blue Republic RvB - BLUE Republic
1447
|
Posted - 2015.09.08 01:36:43 -
[2180] - Quote
Suggestion: Add an option to the guests list in stations to show or hide infantry, like the chat windows have. Keywords: ui, member list, infantry, station, guests
Do not run. We are your friends.
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Tyranis Marcus
Blue Republic RvB - BLUE Republic
1447
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Posted - 2015.09.08 01:39:37 -
[2181] - Quote
Btw, you guys have been doing an incredible job the last couple of years. The client is functionally so much nicer, it's unbelievable.
Thanks!
Do not run. We are your friends.
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Tora Bushido
EVE Corporation 987654321-POP The Marmite Collective
2705
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Posted - 2015.09.08 06:56:44 -
[2182] - Quote
It would be great if we could repackage items in station containers.
DELETE THE WEAK, ADAPT OR DIE !
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Faxtarious
Kai-Zen inc.
0
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Posted - 2015.09.08 12:12:01 -
[2183] - Quote
Quote:Suggestion: Save/Load multiple UI layouts
Keywords: UI, Gameplay
Details: Add a pull down menu which can be filled with different saved UI layouts so we can load them on demand. It would be a nice option for anyone who either requires different layouts (Chat, dscan, marketing windows) based on the current game style and/or chosen monitor resolution.
For me e.g. it's really annoying when I want to move the display from my first monitor (27") to the second one (22") attached to the same machine. I always have to rearrange all elements, resize or close them.
This was from a previous poster 3 months ago I haven't seen anyone reiterate that.
For me e.g. (and probably most of us): I wear multiple hats. I PVE, PVP, I do industry, Exploration at times, Manufacturing, Mining and Market between 3 Characters on the same computer. Some of these Characters, mostly my main, does 4 of these activities and it can be a pain to have to re-position the UI when I switch activities. Like the OP suggested, It would be great if we could save a file (Like Overview) on our computer that the client could read off of with a pull down menu to select the layout we want:
Active and closed windows Window size, placements and pinned |
Philip Ogtaulmolfi
We are not bad. Just unlucky The Bastion
18
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Posted - 2015.09.08 16:30:56 -
[2184] - Quote
It would be useful to sell items in a container. |
W0lf Crendraven
Welfcorp
341
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Posted - 2015.09.09 15:29:54 -
[2185] - Quote
I would like to see ccp implement 2 new things which are the following:
1. A stop the deactivate action, if you deactivate a module it blinks red, the only way to get it active again is to reactivate it after it has stopped its cycle and has fallen off, i would like to stop the module from deactivating before the cycle ends, i.e stop the red and get green back and it just keep on running as normal.
2. Targeting keybinds, if you have a number of target locked up afaik you can only switch between them by clicking - there should be keybinds for this as it is fairly important.
The reason why i think those 2 things are pretty important is that if you spam mwd, scram, web or similar in any pvp situation you usually double tap, clicking the mod twice, 1 cycle gets through then you have to reactivate it, not beeing able to keep them running without wasting 1-2 seconds to reactivate them is terrible and can cause losses and lost kills in tons of situations. An example is the mwd, you get scrammed by something and spam your mwd, you get 1 cycle off due to neuts/jamms/whatever and are away to freedom but having spammed it it dies after its first cycle and you not moving at all + the drastic speed loss you get due to that means the enemy fleet has caught up. Or you have a guardian who spams his reps on a target, the first cycle gets through but then you deactivate and have to reactive and the 1 second you lose causes the target to die.
Or even simpler, you caught a carrier in a belt, you spam scram while approaching and get it, he spams warp and due to you having clicked it at least twice he warps away. Some of that stuff can be played around like the scram thing but mwd dropping is huge and you cant do much about it.
The target selection is similar, it just limits what you can do - you are burning in 1 direction, having to spam a scram and 2 webs on enemys trying to pin you down, you constantly have to reheat to get range, actviate the tackle mods over and over, manage heat on guns and mwd while also spamming warp to 0 to the celestial you are aligned to. Which is somewhat possible with good keybinds (lol@people with f keys (bar a select 3)) but having to constantly spam target swaps with your mouse and thus you not beeing able to spam warp and it costing you massively to lock up new targets time wise that the second the arazu/ceptor did drop its point you have something stupid selected and cant swap quickly enough cause your mouse is on the overview to lock up something. Beeing able to simply swap target with more keybinds, i.e target 1, target 2, target 3, target 4 and so on would be huge and a very big improvement to how the game could be played.
Those two things are small, easy (i think) to implement that would make piloting a lot easier by taking much of the clunkyness out of it.
If there is a way to already do that please do let me know. |
Seliah
Repo.
200
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Posted - 2015.09.10 18:24:59 -
[2186] - Quote
Would be nice to have the ability to specify a volume rather than a quantity when buying something. For example, if I want to buy "enough helium isotopes to fill my cargo", I don't care about how much I buy, I care about how much m3 it will take.
A simpler version would be to just display the m3 something will take in the buy window so you can adjust quantity until you get what you need. |
TheSmokingHertog
TALIBAN EXPRESS
328
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Posted - 2015.09.10 23:56:16 -
[2187] - Quote
W0lf Crendraven wrote:I would like to see ccp implement 2 new things which are the following:
1. A stop the deactivate action, if you deactivate a module it blinks red, the only way to get it active again is to reactivate it after it has stopped its cycle and has fallen off, i would like to stop the module from deactivating before the cycle ends, i.e stop the red and get green back and it just keep on running as normal.
Maybe a "shift click" on the module, as in, DE-de-activate?
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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W0lf Crendraven
Welfcorp
342
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Posted - 2015.09.11 11:35:10 -
[2188] - Quote
TheSmokingHertog wrote:W0lf Crendraven wrote:I would like to see ccp implement 2 new things which are the following:
1. A stop the deactivate action, if you deactivate a module it blinks red, the only way to get it active again is to reactivate it after it has stopped its cycle and has fallen off, i would like to stop the module from deactivating before the cycle ends, i.e stop the red and get green back and it just keep on running as normal.
Maybe a "shift click" on the module, as in, DE-de-activate?
General idea yes, not shift though as that is already the overheat button. |
IcyMidnight
Valkyries of Night Of Sound Mind
8
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Posted - 2015.09.13 03:37:46 -
[2189] - Quote
Tags: multi-monitor, multi-box
I've recently taken the multi-monitor plunge and have found a few annoyances that could easily be ironed out.
- Poll for graphics adapters more often
Eve gets a list of graphics adapters at start up, but then never looks again so if you change which monitors are connected you get hosed. I connect my displays via Display Port/HDMI and when my displays go to sleep or are switched to another input they are seen by my OS as having been disconnected. When they come back Eve has no idea about them. Even worse once the display configuration changes Eve gets confused and eventually ends up rendering *below* the main display so if you're not careful your game will disappear on you and you'll have to restart the client.
It would be good if Eve detected display configuration changes, or at least polled for the latest configuration when opening the Escape menu (or there was a button to poll)
- Allow window set ups to be stored (like Overview setups)
When moving from one display to another (say a 4K display to a 1920x1200 or from a horizontal to vertical display) window layouts become hugely broken. It would be good to be able to save the window layout (+ UI scaling, graphics settings, etc) to a config file to be recalled and used later. This would also make sharing layouts between accounts really nice.
- Escape menu keyboard navigation
I occasionally end up with the escape menu being partially hidden or rending at twice the size. This means I can't actually get to it with my mouse. It would be good if keyboard navigation worked well. E.g. right now Enter activates the currently select UI item. It would be more useful (and I think follow UI conventions) if space bar activated the active UI element and return/enter accepted the state (i.e. the apply button or the close button)
- Escape menu movable
When I get stuck in situations like the above it would be nice if I could move the Escape window around so it was where I could use it best.
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Createse
Createse Corporation
2
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Posted - 2015.09.13 16:18:50 -
[2190] - Quote
Suggestion: Add horizontal scrollbars to UI elements. Keywords: horizontal, scrollbar, UI, window. ---
Seriously... |
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