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Author |
Thread Statistics | Show CCP posts - 142 post(s) |

suid0
Habitual Euthanasia Pandemic Legion
134
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Posted - 2014.07.22 17:32:00 -
[1] - Quote
In the Jobs tab, when looking at Corp owned jobs you can no longer filter down to jobs started by you???
This is unmanageable for larger corps. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

suid0
Habitual Euthanasia Pandemic Legion
134
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Posted - 2014.07.23 07:52:00 -
[2] - Quote
Semper Validus wrote:I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
spot on... all null bounties should be removed. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

suid0
Habitual Euthanasia Pandemic Legion
137
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Posted - 2014.07.24 08:02:00 -
[3] - Quote
Indy Ui is horrifically slow and unresponsive if you have any reasonably qty of blueprints (like 100+ or 1000's) no, you can't hide them away in cans, they get searched also.
When it does load it doesn't show all prints anyway - had a eq assembly array show me there were 5 prints in it, while I was at the tower and could see 20 or so.
Probably related to the above mentioned slow UI problem, but it also often crashes the mac client.
Words cannot express how bad the user experience is when trying to perform basic industry tasks now. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

suid0
Habitual Euthanasia Pandemic Legion
139
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Posted - 2014.07.29 10:53:00 -
[4] - Quote
Dareth Astrar wrote:CCP RubberBAND wrote:I will raise this with the team, I know performance is an ongoing concern and we are investigating smart ways to improve the experience without reducing the access to the all the blueprints you and your corporation own. Keep the feedback coming, we are listening.
Something other then loading everything from the outset would be great! Applying the last set filters before retrieving data, or even if on the first few characters entered into the filter you did a query that resulted in a reduced dataset, that would probably still be a far swifter response time.
^^ this... Ideally I'd like to see it not load anything on UI load and have an additional dropdown with Public/Corp/Alliance.
After selecting pub/corp/alliance the job location dropdown is then populated with the arrays available and print counts. Then when you select an array it will populate the blueprint window with the contents in that array/station/hangar.
To maintain the "I'm new to industry and super unorganised, please show me everything I own" theme you could still have an option in the dropdowns for 'all available'.
Currently the new interface is a lot less clicks (if you exclude all the reclicking due to interface lag etc) but takes much longer to actually start your full batch of jobs.
the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

suid0
Habitual Euthanasia Pandemic Legion
139
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Posted - 2014.08.06 12:14:00 -
[5] - Quote
Maenth wrote: CONTRIBUTION 2: Shouldn't the drop-down list for facilities sort alphabetically after jump distance? My friends and I can't find a usable pattern (mainly considering POS structures)
Extra: it would be nice it there was an option to exclude in-use blueprints from the blueprints list.
^^ these.....
In addition: please order the blueprint list first by the selected column and then by the databases internal itemID (whatever you actually call it in the db) to stop the list randomising after most job submissions. Words cannot express how annoying this is!
the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

suid0
Habitual Euthanasia Pandemic Legion
139
|
Posted - 2014.08.08 07:12:00 -
[6] - Quote
CCP RubberBAND wrote:
Will bring this to the team for discussion.
About the blueprints jumping about could you please provide a video, we haven't received many reports regarding this and internal tests have been unsuccessful, a video would be immensely helpful.
I can't speak for others by my issues of the blueprints jumping around has almost completely stopped since the 1.8 patch. stealth fix?
If it does start up again I'll try to get a vid the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
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