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Thread Statistics | Show CCP posts - 32 post(s) |
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CCP Nullarbor
C C P C C P Alliance
643

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Posted - 2014.04.28 13:38:00 -
[1] - Quote
Midori Tsu wrote:I also feel like some info being given in the window is too vague, like the cost bar, that should be a number instead.
If you mean the cost bar on the Installations tab, then that is providing an average relative price between the different facilities but as you will find out in a later blog the exact cost for installing jobs is going to vary based on both the activity and the blueprint being used. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
643

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Posted - 2014.04.28 13:38:00 -
[2] - Quote
Tam Althor wrote:The new UI will be nice to play with, however, it really means nothing for current people involved in industry compared to the content of the blogs that are supposed to follow this week. Can we get an actual timeline on those?
This week. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
643

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Posted - 2014.04.28 13:46:00 -
[3] - Quote
probag Bear wrote:You mention being able to view and filter blueprints by division and containers. This is amazing. But, since other changes are forcing us to place blueprints inside POS arrays, I just want to seek confirmation of one thing: we will be able to view/filter blueprints residing in containers inside POS arrays, correct?
Yes, you will be able to build using materials and blueprints inside containers in a POS or in a station. The materials and the blueprint however must be in the correct assembly array.
probag Bear wrote:I've noticed that the installations tab no longer has a Public/Corp filter, allowing POS-users to ignore the region-wide station installations that we'll almost never be using.
Good point, we'll see about adding it again. A lot of the filter options are completely open for debate.
probag Bear wrote:Will we be able to set installation and destination defaults in any way? For example: for invention, I always use Division 1 as input and Division 2 as output, for manufacturing it's 3 -> 4, for reverse engineering it's 5 -> 6, etc. Under Rubicon's UI, I have to select these Division choices 10 times per character per session. Under the new UI I would only have to select them once per character per session, which is already a huge improvement. But it'd be even nicer if I could just set all Invention jobs to default to Divisions 1->2 once per character, and never have to bother with it again.
It will remember between sessions.
CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
645

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Posted - 2014.04.28 14:07:00 -
[4] - Quote
Steve Ronuken wrote:Who gets the notification about completed corporate jobs?
Is it possible to disable this notification? (As an inventor, I can go through 100+ jobs a day without too much trouble. And most of those are in a POS (copy slots needed. Might as well use the others too))
People who have access to deliver it, and yes disabling them will be possible however the notification feature will be coming in a point release later. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
645

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Posted - 2014.04.28 14:10:00 -
[5] - Quote
Theng Hofses wrote:The ability to batch copy jobs and invention jobs would be a HUGE step forward and fundamentally fix the click fest problem that copy, invention and manufacturing is today. With what is see here you are putting a pretty band aid on the problem for small scale industrialists. I am not convinced based on what you have showed here is that you have fixed the issues when you do industry on an industrial scale. Think of it this way: How can I make the life easier of someone who builds several product lines of say thousands of identical T2 items (T2 Sentries for example) from scratch via invention a week? Does this really solve the issue?
We have been playing around with the idea of batch installing jobs, however the speed of submitting new jobs or resubmitting old ones may mean we just don't need the added complexity that batching creates. When this hits SiSi we'll be looking for feedback on exactly this. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
645

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Posted - 2014.04.28 14:13:00 -
[6] - Quote
Rivr Luzade wrote:With the comparison of different installation locations, how much lag can we expect? Currently, it is a major pain in the back to open the market window or Character info window (at least for me), because it causes the game to stutter and freeze until all the data (or whatever it does) is loaded. Can I expect this to be the case in the new Indu window as well?
This depends a little bit on your internet connection, swapping activity or blueprint will require a remote call in the background, however you no longer need to click a fetch quote button and we are optimizing this checking as much as possible to keep the interface snappy. A lot of the validation is now performed client side to help achieve this. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
645

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Posted - 2014.04.28 14:20:00 -
[7] - Quote
Uncle Shrimpa wrote:Will it treat the pos as one big storage?
This requires a POS rework and so no this will not happen for the summer release, but we agree that would be preferable. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
646

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Posted - 2014.04.28 14:56:00 -
[8] - Quote
Uncle Shrimpa wrote:CCP Nullarbor wrote:Uncle Shrimpa wrote:Will it treat the pos as one big storage? This requires a POS rework and so no this will not happen for the summer release, but we agree that would be preferable. Then the remote skill is truly a waste now. Before it was used to use a BPO from station in a pos, now that that single thing is taken away it will be impossible to do this currently as you will physically have to be at the pos to deliver or our on build jobs as everything we pretty much do in a CAA requires the size to be much larger. Once you deliver jobs and overfill the array, you have to empty it before you can do everything else, so again, you have to be at the pos, so remote skill is freaking USELESS
This has not changed from before, you need to have your materials in the assembly array already.
However I have poked CCP Ytterbium about whether we could increase their capacity anyway and he is going to take a look. However we can't make any promises on this. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
646

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Posted - 2014.04.28 15:00:00 -
[9] - Quote
Tippia wrote:mkint wrote:What's the deal with CCP's obsession with removing labels from icons, and forcing a hover over to actually get useful information? Build requirements as icons is stupid. No matter how familiar you are with the icons themselves, it will never ever ever be as fast as a glance at a written name. It is absolutely impossible to tell at a glance the material requirements without hovering over 11 different icons one at a time. That's called " worse." Even the name of what's being produced is tucked away at the bottom of the window after 4 different completely irrelevant images. Graphics heavy does not make something automatically better, and when a meaningless picture is substituted for useful text, it's automatically worse. +1 Include text labels for all materials, please. Remember how you had to go back on the pretty but nondescript weapon icons? Same goes here. Immediate recognition > pretty graphics.
Good point, we had a discussion about this today and are brainstorming some ideas to get a quick spreadsheets style shopping list. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
646

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Posted - 2014.04.28 15:01:00 -
[10] - Quote
Uncle Shrimpa wrote:It isn't being talked about but if you right click on a BPC will the options to perform ME and PE research no longer be available . Along with this the option to invention for BPO probably needs to go away as well.
I have listed 2 examples but there are many many more along these same lines. A Titan doesn't have a bridge to in the right click menu if it doesn't have a jump portal fitted, why can't this be the same?
If you double click a blueprint it will open in the new Industry UI, after which you can pick the activity to perform. It will display which activities are available for this blueprint and which are not. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
646

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Posted - 2014.04.28 15:04:00 -
[11] - Quote
Tippia wrote:CCP Nullarbor wrote:Good point, we had a discussion about this today and are brainstorming some ideas to get a quick spreadsheets style shopping list. Thank you. GǪand just to be annoying and demanding just when you've been forthcoming, when you say spreadsheet shopping lists, could you also brainstorm some ideas to get an Gǣexport to CSVGǥ button in there? 
Yeah we are discussing this, or a copy to clipboard + paste in excel option for example. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
648

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Posted - 2014.04.28 15:37:00 -
[12] - Quote
Moraguth wrote:Based on looking at your final product for the manufacturing window: http://cdn1.eveonline.com/www/newssystem/media/66065/1/Industry_Window_VisualTarget2.pngI'm a little confused by one thing. The sections for all things time related. In the middle of the screen, you have a start button. And inside that bar, on the far left, you have a "Total Time" of "2D 48:28:10". I'm guessing that the 2 days is there to just give you a quick and dirty guess at how long .... something is going to take. Since it's in the same bar as the start button, it makes me think that the job i'm about to start will take 2 days. But then confusion sets in. On the top right, you have "7D 00:00:03" under job duration. 7 days is 168 hours... so now my reality is starting to fall apart. I want to assume that the 2 days time is for all jobs currently running, but under that we see that you only have 1 job, and it suspiciously starts and stops at the same time on April 7th. So really, what I want to know is, what do these two times represent, and is there a better way to show the player that? Or am I completely daft, and I should just quit now?
Good catch, it is just a last minute change to this concept and an oversight. There will only be 1 time and 1 cost shown. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
650

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Posted - 2014.04.28 16:05:00 -
[13] - Quote
virm pasuul wrote:Will I be able to manufacture from that container in a station given that I am no longer at the root level? e.g. blueprint and all materials are in a container - can I manufacture directly from that container without tipping it all back into root please?
Yes you can manufacture from a container provided all of your materials are in that container.
CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
650

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Posted - 2014.04.28 16:09:00 -
[14] - Quote
TonoRocker wrote:What about manufacturing using multiple BP at the same time, this would save tons of clicks. When you manufacturing Fuel blocks for example, i use 10BPC, it would be nice to select them all, ricght click, manufacture. ***Fairy dust***
Or maybe if im building a T2 ship for example, you can start the construction jobs needed for all the components from that T2 ship BP. ***Sparkles****
"Less clicks, more magic. " -TR 2014
Thanks.
For now you will need 10 quick clicks, the interface can be used with the keyboard now so click down arrow, and then enter to submit. Down and submit. etc CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
650

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Posted - 2014.04.28 16:21:00 -
[15] - Quote
LHA Tarawa wrote:And here we see WHY we will no longer be able to use BPOs that are safely locked down in corp hanger to research and manufacture at POS.
"The installation gets picked automatically when you select a blueprint. It will select the installation where the blueprint is located and use a default location for inputs."
So make one less click, like "select location", they choose a game breaking short-cut of the BPO has to be at the location... non-lcoked down.
So, we have to create high sec alt corps for protect our BPOs, then produce copies and ship them to null sec.... just becasue CCP didn't what to add a "pick location" to the new UI screen.
ARG!
That's not why, but it is a nice side effect. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
659

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Posted - 2014.04.28 17:42:00 -
[16] - Quote
Alekseyev Karrde wrote:Rivr Luzade wrote:Btw, where has the potential Profit part gone in your current final draft? That was something, which could really make the industry window a lot more informative about whether something is worth producing or not - without checking on 3rd party websites or personal spreadsheets. If would of course just give a rough value for the current region you produce in (which limits the usefulness if you don't produce in the region you want to sell your stuff in, naturally; unless you can set a specific sell place for the calculations), but at least you had an indicator on whether it's profitable at all or not. It would be awful nice not to require 3rd party spread sheets just to determine the production cost of something you're making. It'd make the system much more friendly to casual players
The plan is to move the estimated input cost into a tooltip.
We felt having multiple ISK values on the screen ran the risk of people accidentally assuming it was a cost that needed to be paid. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
662

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Posted - 2014.04.28 18:45:00 -
[17] - Quote
Theng Hofses wrote:CCP Nullarbor wrote:TonoRocker wrote:What about manufacturing using multiple BP at the same time, this would save tons of clicks. When you manufacturing Fuel blocks for example, i use 10BPC, it would be nice to select them all, ricght click, manufacture. ***Fairy dust***
Or maybe if im building a T2 ship for example, you can start the construction jobs needed for all the components from that T2 ship BP. ***Sparkles****
"Less clicks, more magic. " -TR 2014
Thanks. For now you will need 10 quick clicks, the interface can be used with the keyboard now so click down arrow, and then enter to submit. Down and submit. etc Which is the hallmark of an inefficient design and sub-optimal execution. Why use a computer and programming when you can make a human do a repetitive job?
We have some designs for how a batch system would work but it does add more complexity to the UI in order to explain what a batch is and whether or not you can submit it / how much it costs etc. We are going to see how efficient the UI can be without it and then re-assess if it is worth trying to add some additional helpers in for mass producers.
If the difference is 10 seconds vs 3 seconds to fill your characters quota of industry jobs though then I'm not as worried about the time it takes. It is still a significant improvement over the current UI.
This is not the last discussion we will have about this feature request though. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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