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Thread Statistics | Show CCP posts - 32 post(s) |

Quintessen
Messengers of Judah Socius Inter Nos
395
|
Posted - 2014.04.29 01:57:00 -
[1] - Quote
Please add a glyph or tag on icons whenever you have a perfect blueprint now that such a thing exists. This will make it a bit easier to see what blueprints still require research from the inventory screen.
Please make it so that either:
a) I can see ME/TE for blueprints from inventory b) I can move things from an ME/TE view of industry.
Currently my problem is that I have a view to move blueprints and a view to see the details of blueprints at a glance, but not anything to do both.
Please add item filters to the inventory screen that allow us to specify if a blueprint is a BPO or a BPC. ME and TE filters would be nice as well.
Also I concur that we're going to need something to indicate how much we're short on things when we go to manufacture. |

Quintessen
Messengers of Judah Socius Inter Nos
395
|
Posted - 2014.04.29 02:54:00 -
[2] - Quote
Tippia wrote:Weaselior 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. :argh: you don't know how irritating it is trying to fit the exact right proportion of minerals in a component assembly array to let you get a nice 100-run component job, you've got to move each mineral individually and it is a pain in the ass please to be increasing the capacity of the component assembly array to get around that tia GǪor, even better, make POSes work as a cohesive unit with a single storage capacity comprised of all the modules activated at the POS. Same with all other capabilities you can attach to it. Ok, so slots are going away, but let's use them as an example anyway: instead of getting a separate lab with 3 ME slots at 25k m-¦, we should simply get +3 slots and +25k to what's already there so that the POS, as a single installation, now has (say) 12 slots at a total storage space of 475k.
I, generally, like this idea, but they're going to have to figure out what gets dropped when you blow up something that represents part of the whole.
So I can blow up your Lab, but if all it did was add capacity, what actually gets dropped? This is the fundamental issue. POSes are built up and I can look at their space as an abstraction and even move stuff around in that abstraction, but they're not blown up as an abstraction. |

Quintessen
Messengers of Judah Socius Inter Nos
395
|
Posted - 2014.04.29 03:39:00 -
[3] - Quote
Huang Mo wrote:Pretty UI. It looks like a great improvement over the current interface.
I only have one objection: Your use of blink and blink like effects as in the empty and unavailable states for blueprints. The human vision system react strongly to blink effects (is that a Tiger in the grass?) so blink should only be used when attention is absolutely needed here and now. A slot that is simply empty doesn't warrant that.
I agree with this point from a UX perspective, but they can be useful if they don't repeat, bringing attention to the fact that they are necessary. But once they don't repeat, it's perfectly find to have infrequent animation -- say 3 repetitions. |

Quintessen
Messengers of Judah Socius Inter Nos
395
|
Posted - 2014.04.29 03:42:00 -
[4] - 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?
However, it must be said that not everyone does things repetitiously and selective repeatability is actually very useful to a subset of the industry population. This feels like a good compromise UI where people who want batch don't quite get it, but clicks are reduced. And people for whom batch wasn't that useful will still get easily repeatable jobs. |

Quintessen
Messengers of Judah Socius Inter Nos
396
|
Posted - 2014.04.29 05:35:00 -
[5] - Quote
I'm a little surprised to see so little reaction to this blog post here.
That said, I have some feedback and questions.
1) Will it be possible to expand the window vertically to allow for more items in the grid at the bottom of the screen?
2) Please make it possible to build from POS personal hangars once you do your POS rework if such a concept still exists.
3) As said before, please ensure it's possible to differentiate between different items in the new UI using their actual names without having to hover. I should not have to guess what each
4) Since you aren't handling invention and reverse engineering during Summer what will happen to the existing S&I interface?
5) At some point are icons for existing products going to be considered for revamp? Are we ever going to get higher resolution icons or glyphs? I still have trouble with Megacyte and Noxcium at a glance.
6) Are you going to be changing the S&I icon while you're at it to bring it in line with the new look (something closer to ISIS)?
7) It would be nice to be able to right-click on a required component that is manufacturable and find its relevant blueprints in the view below.
8) It would also be nice to be able to right-click on an item in that view and select "find in assets" where it would open up the assets screen and select that as the search text. (Frankly, though, that would be good everywhere).
9) Are we going to be able to easily tell what is affected by increased costs and what isn't? Or is it possible with a -100% blueprint to actually need two input ships for a T2 blueprint?
10) How is rounding of inputs from blueprint quality going to be handled? Down, Up, Off?
11) Since we can put blueprints from the market (and possibly) other places will it be possible to adjust the ME/TE as planning tool to see it will affect the result?
12) How are profitability numbers going to be calculated?
13) The different mock-ups and code-in-progress screens have different placement for the job cost and time. Where are they going to end up?
14) Would it be possible to put the input group glyphs on top of the actual items in question in the various views that don't have them? I would love to be able to know what kind of item it is at a glance without having to look at the market. Here it would be redundant, but in the unified inventory it would be a god-send.
15) It seems somewhat counter intuitive that I was to un-fill the missing materials only to have the required materials fill completely when all pre-requisites are met. It makes a little more sense if it's always progressing towards a full circle and the center icon changes once you finally get everything you need. You already have visual input on the left as to what's missing. I'm going to want to fill the thing, not un-fill it.
16) I really like the big "START" button. More so than, what I'm guessing are WIP screenshots that have "Start production". In fact that whole bar in the visual target is much better than the one in the WIP screenshots (i.e. blueprints and installations). I'm especially concerned over the size of the buttons in the center.
Thank you for all your work on this. While I wasn't technically un-subbed, these changes are likely going to get me playing again. And for that, I'm very grateful. |

Quintessen
Messengers of Judah Socius Inter Nos
398
|
Posted - 2014.04.30 20:08:00 -
[6] - Quote
I would really like to know what's going to happen with the existing S&I UI since you said Invention and Reverse Engineering aren't going to be in the summer release.
Are we still going to be able to use the old UI for manufacturing and research? |

Quintessen
Messengers of Judah Socius Inter Nos
401
|
Posted - 2014.05.05 18:39:00 -
[7] - Quote
SpacePhenix wrote:NO NO NO NO NO... NO
YES YES!
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