| Author |
Thread Statistics | Show CCP posts - 9 post(s) |

Jarnis McPieksu
Aliastra Gallente Federation
1
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Posted - 2011.11.15 14:17:00 -
[1] - Quote
CCP Soundwave wrote:Christ you people post quickly, I'm trying to keep up here.
Sorry, when CCP suddenly did an U-turn from :epicmonoclefail: to :epicspaceshipwin:, you also unleashed the firehose that is bittervets and their suggestions. There will be a... few... more suggestions. Few as in few hundred. Pages.
May I suggest you hire an assistant or two?  |

Jarnis McPieksu
Aliastra Gallente Federation
1
|
Posted - 2011.11.15 14:30:00 -
[2] - Quote
Fix "in Testing" page. If you can't keep it up to date, make a page that feeds straight from your internal QA/Feature systems (with obvious "public" flagging so you can decide at that level what players should know and what not). Right now trying to track as to what will be in next patch involves tracking down and reading dozens of dev blogs.
Dev blogs good for announcing things, bad for summarizing all changes.
As for the current "In Testing" page... I mean, look at this...
http://www.eveonline.com/updates/intesting.asp
:facepalm:
Oh, and we need a Facepalm emoticon for these forums. Or :psyduck-ccp:. Or something...  |

Jarnis McPieksu
Aliastra Gallente Federation
1
|
Posted - 2011.11.15 14:31:00 -
[3] - Quote
Grarr Dexx wrote:A button that, when clicked, gives me a billion ISK.
Hmm, I think Dr. Economics would veto that...  |

Jarnis McPieksu
Aliastra Gallente Federation
10
|
Posted - 2011.11.17 07:25:00 -
[4] - Quote
Add key data for weapons to their mouseover tip. Bare minimum would be optimal and falloff. Probably also tracking/sig res/damage/damage type. (Which naturally updates when you turn on/off other modules and mouseover again)
That way when I'm in space I don't have to start digging up "show info" windows to figure out how far this ship can shoot etc.
Add optimal and main damage type to each ammo line when right clicking a gun to switch ammo so you immediately see what you get when switching ammo types. Perhaps also damage values, but those are honestly less important.
Add effect to mouseover tips of activateable modules - Mouseover a Sensor Booster II and it should show added scan res / targeting range (calculated, not just % values). In case of multiple stacking modules, this calc should be "live" - show what happens if I push this thing here right now. Don't make me have to "show info" the ship before/after.
These help new players a ton more than old veterans who can basically remember all key data. But importantly they would take a lot of silly "dig up info from show info" (or dig up info from EFT on 2nd monitor) stuff when you should be playing the game.
Yes, Show Info would still be there to show "full raw data" but additional 1-2 lines of key data in the mouseover tip of modules could cover 90%+ of use cases. Less little windows opened on the UI! |

Jarnis McPieksu
Aliastra Gallente Federation
10
|
Posted - 2011.11.17 07:28:00 -
[5] - Quote
Highlight next system on autopilot route also on right click menu (Stargates->...) and not just on overview. If different color is not possible, add * next ot it or something.
(Due to overview jumping around as ships move around you, it is usually easier to right click on empty space and pick next stargate when traveling than to use overview and end up right clicking wrong gate) |

Jarnis McPieksu
Aliastra Gallente Federation
12
|
Posted - 2011.11.17 11:20:00 -
[6] - Quote
Vortexo VonBrenner wrote:Black Dranzer wrote: 2) When I right click my portrait in local and click show info, I WANT TO VIEW THE INFO WINDOW THAT EVERYBODY ELSE SEES. No, really, I don't want to open the character sheet. If I wanted to open the character sheet I'd open the bloody character sheet.
Those are some really good ideas! Simple to implement, eh CCP?
This is already coming in Crucible. If you check some of the dev threads, this came up and dev just randomly fixed it. Now you'll get Show Info if you Show Info yourself and for character sheet you have to, you know, click the buttan! (Character Sheet)
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Jarnis McPieksu
Aliastra Gallente Federation
12
|
Posted - 2011.11.17 11:23:00 -
[7] - Quote
Moonaura wrote: Secondly, an in game mechanic that allows Logistics Pilots to get on official kills. I am tired of seeing DPS drones in logistics and guns on scimitars because of the way kill mechanics work.
This. Logis want to get in on the KM jamboree as well. Pass down KM "rights" to anyone repping a ship that gets on a a mail. Simple as that. May be hard to code, but that's why you have those code monkeys that get paid the big bucks! 
(Well, or after they do some more EPIC WIN fixes like this, they can go ask Hilmar for those big bucks, showing that, hey, subs are up again etc...)
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Jarnis McPieksu
Aliastra Gallente Federation
18
|
Posted - 2011.11.18 11:22:00 -
[8] - Quote
Faith Sunstrider wrote:It may be already posted but...
I WANT TO SEE THE DOCKING ANIMATIONS FROM THE OLD VIDEOS
Perhaps once we fix the most terribad immersion problem in EVE...
Stations are far too small compared to (capital) ships - some models are just laughably small others bit less so, but the problem is unversal. It looks completely hilarious when 100 dreadnoughts undock from a station too small to physically contain more than dozen. Most noticeable in 0.0 player outpost models.
I'm perfectly aware that we probably can never have "real" sized stations (so big that they could hold the ships and assets of hundreds of players), but even 10x size increase from what we have today would make it considerably less terribad. I'm sure this would effectively mean redoing all station models once again, so perhaps this doesn't qualify as "a little thing", but... aw, sue me 
(in related to this Carrier physical models are too small compared to the size of the subcaps they can carry in the hold) |
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