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Thread Statistics | Show CCP posts - 1 post(s) |

Emylissan
Gallente Wolf Pack Samurai
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Posted - 2007.03.28 01:23:00 -
[1]
Edited by: Emylissan on 28/03/2007 01:32:39 Not sure if this was already suggested but i would like it when all the modules with a duration cycle wich continues or not are visible in their progress in the controle interface.
I mean modules like mining lasers, strip miners, passive target modules and such. Right now there is no way to see how long such a module is already active. All i can see is they are active as the green color wich is shown around the button of the item.
Now my idea is show the green field like clock or a classical round radar screen to change the color to something else from 12 oŚclock (top) one time around till 12 oŚclock again. And then the cycle restarts (when the module continues) if not than it stops. That way you allways know how long a module will be active. This is usefull for eccm modules of all kind when the battle drop the energie to low to allow another active cycle of that module, or for strip miners, when the cargo is nearly full and you see the stripminer is active for a half cycle you can stop it to waste as less as possible time and ore.
edit: i dont blame you when you dont understand what i meant, my english isnt the best for tasks of describing my more complexe thoughts :P
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Emylissan
Gallente Aliastra
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Posted - 2007.03.31 02:04:00 -
[2]
Four days without even a single reply, really amazing and honestly not very improving to my wish to suggest anything here. Every new macrominer, topic gets its second page after two days but most of my posts stay uncommented so i come to the thought its something personal to me. Thanks
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Artu Stargazer
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Posted - 2007.04.01 06:03:00 -
[3]
Edited by: Artu Stargazer on 01/04/2007 06:00:49 /signed I want this, especially for those nice 3 minute strip miners.
Fairly easy to implement too, assuming the client knows what the module durations are. Tell the client to place the clock circle around at 2pi/duration radians per second, client knows where to put the circles.
It should of course have a means to turn it off to not lag our friends in 100 man blobs.
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Tolomea
Gallente 5th Front enterprises New Eve Order
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Posted - 2007.04.01 11:56:00 -
[4]
this has been suggested many many times, and yes it's really badly needed
and I see that Artu Stargazer has even added your thread to the commonly proposed ideas thread, although I must admit to some amazement that it's not there already
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nardaq
Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2007.04.13 00:28:00 -
[5]
Edited by: nardaq on 13/04/2007 00:30:19
ya, http://dl.eve-files.com/media/0603/timers_on_modules.avi this example i made one year ago, the idea from WoW 
another idea is add big counter in seconds on the mod
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Rachel O'Reilly
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Posted - 2007.04.16 07:01:00 -
[6]
im thinking the last thing ccp wants is eve to look and/or feel like wow. instead of a clock rotational counter a horizontal bar could do the trick without making eve look like wow. -------- www.mccubed.org |

Emylissan
Gallente European Science Armada
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Posted - 2007.04.16 10:00:00 -
[7]
I never played WoW, i thought more at the build menu of command and conquer. When you click you see such a clock animation over the picture you choosed.
----------------------------------------------------- Everyone who finds a type error can keep it. ----------------------------------------------------- |

Hugh Ruka
Caldari
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Posted - 2007.04.16 13:39:00 -
[8]
Originally by: Rachel O'Reilly im thinking the last thing ccp wants is eve to look and/or feel like wow. instead of a clock rotational counter a horizontal bar could do the trick without making eve look like wow.
It's not the look of WoW, it's common sense !!!
What better representation of module cycle/recharge you can have than a turning clock ? Every MMO has this (GuildWars f.e too). It should be a basic feature, not a years requested UI addition.
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls.... 
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Vincent Almasy
Gallente The Underground
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Posted - 2007.04.16 13:50:00 -
[9]
How about a simple tweek so a colored line wraps around the active module showing time befor a new revolution? nothing big nothing fancy just something small that does not take any real space as it only needs to be a mm or two so you could easily see the progression. Then it will be a option to hide this funtion for less visable lag.
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Drizit
Amarr
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Posted - 2007.04.16 14:38:00 -
[10]
Why go for fancy coloured stuff. It makes it real hard for those with color blindness problems.
Just a simple numeric countdown timer would suffice, nothing fancy that will take time to code. Just remember, the more complicated it is, the more likely it is to go wrong. KISS.
--
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Torothanax
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Posted - 2007.06.16 17:10:00 -
[11]
Yes please. I've wanted this feature for a looooooong time.
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Firestreak
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Posted - 2007.06.19 14:09:00 -
[12]
Nice thing to have.
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Nicoli Malthus
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Posted - 2007.06.19 16:39:00 -
[13]
It would be nice to finally have something done for mining, and or the longer duration mods in general! Instead of all this heat stuff they could have thrown this in the bin and had it done in one night, but instead lets throw in a whole new slew of stuff that's not really needed. I love how ccp follows the old addage, keep it simple stupid!
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Creeco
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Posted - 2007.06.19 17:22:00 -
[14]
/signed stopwatches don't work well with lag 
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Pilk
Axiom Empire
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Posted - 2007.06.24 14:34:00 -
[15]
I'd kill for one of these on cynosural field generators.
--P
Kosh: The avalanche has already started. It is too late for the pebbles to vote. |

James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.06.24 14:39:00 -
[16]
Every module needs these, though I suppose being able to specify which ones show the clock would be a logical addition (for example, don't need my armor hardeners to show it).
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solbright altaltalt
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Posted - 2007.07.01 03:15:00 -
[17]
Originally by: James Duar Every module needs these, though I suppose being able to specify which ones show the clock would be a logical addition (for example, don't need my armor hardeners to show it).
No harm in all active modules having the feature. It could replace the, now whimpy, glow around each active module.
It's a simple change that adds zero network traffic. Being purely indicative, the client can perform the function at will, it would have no impact on Tranquility.
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Signaldog
Gallente Venom.
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Posted - 2007.07.01 03:30:00 -
[18]
yup, needs to be a standard 12o'clock to 12o'clock color change (color blindness has no bearing when it's moving) that shows the activation time of a module.
/SIGNED
READ MY SALVAGER THREAD HERE!!!!
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Sunborne
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Posted - 2007.07.01 09:32:00 -
[19]
/signed
Yeah, it would be great to see this implemented. /signed again just in case
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Marcus D'Eriellius
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Posted - 2007.07.01 11:35:00 -
[20]
/signed
This would be great for ice mining.
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velocity7
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Posted - 2007.07.01 14:29:00 -
[21]
/signed
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Pociomundo
Gallente World Order The Imperial Order
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Posted - 2007.07.01 15:43:00 -
[22]
Edited by: Pociomundo on 01/07/2007 15:44:22
Originally by: Emylissan Edited by: Emylissan on 16/04/2007 10:11:21 I never played WoW, i thought more at the build menu of command & conquer. When you click you see such a clock animation over the picture you choosed.
That's exactly what we need, it's functional enough to provide the information but also blend into the current UI. The clock remining section would be darkened.
But as an option people can turn on and off in settings, possibly select which individual modules display it.
Just aslong as we don't get a timer with numbers ticking down over the module as that would look horrific.
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Jurgen Cartis
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Posted - 2007.07.02 02:48:00 -
[23]
Do it! I'm tired of using my capacitor as a timer to start my retriever's second strip.
Relatively easy, doesn't add to network traffic, and shouldn't break too much stuff when it first comes in.
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Krezeb
Caldari Ginnungagaps Rymdfarargille Tre Kroner
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Posted - 2007.07.06 14:24:00 -
[24]
I approve/agree with the Op's suggestion!
I've been thinking about this same function for the past few days. Letting players know how long it'll take for a module to cycle is a great idea. -----
New Sig Pending.... |

Erim Solfara
Amarr House of Solfara
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Posted - 2007.07.06 23:21:00 -
[25]
/signed tbh : P
A nice radar-display green sweeping arm to replace the blinking.
A new tool in the fight for balance? |

Jinx Barker
GFB Scientific
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Posted - 2007.09.12 19:06:00 -
[26]
Clock? Something that would look like a small Pie-chart on the module itself and would change color gradually, as time decays? Sounds good yes.
But, I am not sure how much it would help with the visibility of the modules itself. I think we need more than just a clock, we need a sort of a [bracket] in dark color around the modules base, where the visibility/contrast is more pronounced.
But, I like the idea of knowing when the module will deactivate as well. But, I usually do mine on automatic, and then deactivate them when I need it/activate them when I need to.
I see how it would be useful for mining in particular, and some ECM utilization.
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Helen Hunts
Gallente Red Dragon Mining inc
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Posted - 2007.09.13 04:06:00 -
[27]
Pie graph, line/bar graph, countdown, whatever, give us something. _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |

KTaipan
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Posted - 2007.11.27 17:15:00 -
[28]
/signed
I have been wanting this as well - it is so frustrating mining and not knowing where in the cycle you are. 
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Sofring Eternus
Amarr
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Posted - 2007.11.27 18:40:00 -
[29]
Yeah, a little digital stopwatch that counts down the module duration to 0, at zero the module reactivates unless you already set it to deactivate etc.
Be pretty easy to see black digits over the glowing green of the modules too. --- ΞνΞ ΘΠLІΠΞ Amarr dont need Grr... and RAWR is definately too much, but some Oomph would be nice. |

Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.27 23:58:00 -
[30]
/signed.
its a spaceship, clocks exist in spaceships, so a countdown timer seems like it would just be commonsense. -------------------------------
bring back Eve TV |

munchy
Alcatraz Inc. Tactical Narcotics Team
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Posted - 2008.01.28 16:54:00 -
[31]
/signed
would be very handy for mwd timing in pvp amongst a ton of other things ---
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Riame
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Posted - 2008.01.28 19:35:00 -
[32]
/signed
this is useful for everything. end statement.
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Tmarte
Caldari BODA-BOOM
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Posted - 2008.01.28 19:41:00 -
[33]
+1 Signed....
It'd be nice to know how much longer till a duration on a ice mining laser is done.
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CCP Chronotis

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Posted - 2008.01.28 19:52:00 -
[34]
/signed 
think we have this queued along with reload all with <ammo> for a future patch. I'll badger the 'powers that be' (all hail Joveur!) to make sure it gets to the top of the list as a lot of people want module duration timers.
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Selene Le'Cotiere
Amarr I-Omniscient-I
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Posted - 2008.01.28 19:59:00 -
[35]
Actually a great idea...
/signed *** "Some would call me a Demon. Others, a Vampire. But if the truth be told, I'm a child of the moon and a Goddess among men." Free pint of blood for the Dev who agrees |

Conrad Rock
Caldari Provisions
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Posted - 2008.01.28 20:28:00 -
[36]
yes!
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Kiithnaras
Minmatar OVER-DOSE Hedonistic Imperative
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Posted - 2008.01.28 22:11:00 -
[37]
/megasigned
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Insignia Abear
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Posted - 2008.02.01 16:20:00 -
[38]
/signed
This is something that should be available. UI modding might not be a bad idea in the future as well... but I would kill for this simple fix. |

Asday
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Posted - 2008.02.19 15:54:00 -
[39]
I was thinking this. There could be a little white circle around the edge of the module, which counts down, by covering less of the edge, to the next cycle. That was explained terribly.
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Nova Fox
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Posted - 2008.02.19 16:25:00 -
[40]
woot got you got a dev /sign!
Cogradulations?
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WardogX
Minmatar Outkasts
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Posted - 2008.02.25 19:16:00 -
[41]
Edited by: WardogX on 25/02/2008 19:16:27
/signed
Something like this would help in situations where you want to stagger timing turn ons of multiple mods. sometimes i will count the time out in my head (like dual rep and turning second one on 1/2 way through.. for optimal rep protection).
Or in cases where you don't have automatic turned on and you want to know when the module is done its cycle.
PS: I love idea about the spinning radar timer sweep ontop of the module icon... it is easy and obvious to figure out. Also, CCP have a way to turn on and off this feature and also turn on an off a physical timer clock as well (sweep or clock... or sweep + clock.. or both both)
Rig Ship Repackage Solution |

Balor Haliquin
Amarr
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Posted - 2008.02.25 19:30:00 -
[42]
/ signed
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Xindi Kraid
Caldari Unethical Heroes Edge Of Sanity
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Posted - 2008.02.25 19:56:00 -
[43]
Originally by: CCP Chronotis /signed 
think we have this queued along with reload all with <ammo> for a future patch. I'll badger the 'powers that be' (all hail Joveur!) to make sure it gets to the top of the list as a lot of people want module duration timers.
Oh goody. progress --Bird of Prey: Forum God
1. War 2. 3. Profit |

voidvim
Minmatar Genco Interstellar Alcohol Conglomerate
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Posted - 2008.02.25 22:17:00 -
[44]
/signed Salvaging guide:moon materials guide |

Rook Highwind
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Posted - 2008.02.29 02:43:00 -
[45]
/signed
In my head, it looks like the current green glow, but it progresses around the mod circle as described. It'd certainly save me having to jump on modules when i have them set to manual. Shield boosters and MWDs mainly, since on auto I always end up forgetting they're on and draining the cap , but on manual, I always miss them turning off by several seconds.
______________________________________ ~Newbing up the place since 6/12/2007~ |

grgjegb gergerg
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Posted - 2008.02.29 04:23:00 -
[46]
Originally by: Drizit Why go for fancy coloured stuff. It makes it real hard for those with color blindness problems.
Just a simple numeric countdown timer would suffice, nothing fancy that will take time to code. Just remember, the more complicated it is, the more likely it is to go wrong. KISS.
While I agree that there should be accessibility options for those who can't see color, why should that mean that the rest of us get to play black and white games?
Options would suffice, option 1- timer. Option 2, a circle that goes from full to a sliver as it ticks down. Also, a green background on the circle, kind of like as current, just to keep track of active modules.
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Sleepkevert
Rionnag Alba Triumvirate.
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Posted - 2008.02.29 08:28:00 -
[47]
Originally by: CCP Chronotis /signed 
think we have this queued along with reload all with <ammo> for a future patch. I'll badger the 'powers that be' (all hail Joveur!) to make sure it gets to the top of the list as a lot of people want module duration timers.
Wait, we'r actualy getting this? \ / Awesome, this is one I'v been waiting for since the time I started playing 
Now if you can give an eta on the patch, that would be even more awesome  _
Sign my sig! |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.02.29 12:39:00 -
[48]
Originally by: CCP Chronotis /signed 
think we have this queued along with reload all with <ammo> for a future patch. I'll badger the 'powers that be' (all hail Joveur!) to make sure it gets to the top of the list as a lot of people want module duration timers.
Awesome ! I have been waiting for 'reload all' button for ages. Oh and umm .. well .. module duration clock would also be nice I guess.
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Wirrtuell
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Posted - 2008.02.29 15:03:00 -
[49]
/signed
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NeoVictus
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Posted - 2008.03.09 11:35:00 -
[50]
/signed. Great idea, and very needed IMHO.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2008.03.09 12:57:00 -
[51]
/signed also, will be a very welcome addition, especially on very long cycle modules. (Ice Miners, Cynos, etc)
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NightKhaos
Gallente Khaos Wielders
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Posted - 2008.03.09 13:19:00 -
[52]
What would be an interesting feature is to set this only to modules that take longer than a certain time. Say 30 seconds. That way missiles, lasers, etc, won't have the display, but miners, cyno fields, etc, will.
Reshape EVE for the future! Sell the 0.0 gates to player owned corps, and encourage an open ended universe. |

Cyxopyc
Wolfram Brotherhood
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Posted - 2008.03.09 17:17:00 -
[53]
Timers sound good. There is so much room for improvement with the UI. == Support fixing the EVE UI |

Sharies
Ashen Lion Mining and Production Consortium STELLAR LEGION
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Posted - 2008.03.25 02:08:00 -
[54]
/Signed
Most definitely need this. Hate to say but just take a page from wow and have the flashing color countdown like a clock/ pie shape whatever.
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Pecunya
Science and Trade Institute
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Posted - 2008.03.25 12:32:00 -
[55]
There is already something for windowed mode: EVE Miner Timer Trinity. Haven't tested it myself, I am still looking for something that works in fullscreen mode without having to use the current IGB.
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caladron prime
Caldari
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Posted - 2008.05.07 18:36:00 -
[56]
/signed, and asking dev-any update?
Originally by: CCP Navigator
That long?
I would have nerfed it before it was created 
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Hlidskjalf
Caldari
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Posted - 2008.05.07 18:49:00 -
[57]
/ Signed
Enough with the 'Omg its a WoW idea, don't give it us, you'll infect EVE with StreptaEpicus Failurcoccus... ' rants - its such a simple and effective idea that I'm suprised they beat us to it. Let us rectify this terrible injustice. :)
- - - - - - - - - High sec miner. Why could possibly compel me to hurl my Retriever into low sec at you, unless it were loaded with explosives, and would destroy you too. :) |

Seth Ruin
Minmatar Galactic Exploration and Mining Corporation
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Posted - 2008.05.07 19:21:00 -
[58]
Originally by: CCP Chronotis /signed 
think we have this queued along with reload all with <ammo> for a future patch. I'll badger the 'powers that be' (all hail Joveur!) to make sure it gets to the top of the list as a lot of people want module duration timers.
Yay to one of many very needed UI changes.
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Marcus Gideon
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Posted - 2008.05.07 21:14:00 -
[59]
/signed
An excellent forum post. No flamers!
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PieOmega
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Posted - 2008.05.11 11:39:00 -
[60]
Signed.
This would stop me from counting seconds under my breath, then getting distracted and having to do it again ... 
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Zirconium Blade
Ass Pounding Space Monkeys
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Posted - 2008.05.21 16:30:00 -
[61]
This is still a really good idea, any update on progress?
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Anjelle
Caldari Freelancer Union
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Posted - 2008.07.07 22:31:00 -
[62]
This needs to be done... like years ago. I strongly support this feature. I was actually going to post this same idea but found it in the commonly asked for features thread. Good job!
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Merrok
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Posted - 2008.07.29 20:13:00 -
[63]
/signed
Might as well give this thread yet another bump, even though it's stickied... |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.07.30 17:48:00 -
[64]
CSM minutes said that the change all ammo caused network lag but they are going to toss it at the network code monkeys again to see if they can find a way to not make it lag for the change all ammo. As for the module clock it should be color blindness friendly as it would be changes in shades unless they got the kind of color blindness that doesnt differeniante in tones of the viewed unified color.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2008.07.30 17:56:00 -
[65]
Well now that it's been bumped, and I'd not actually seen this specific main one before, might as well throw in my support. I would absolutely love a cycle timer; even one that skips and jumps when it's laggy, I don't care, some hint is better than no hint. ___ My views may not represent those of my corporation or alliance, which is why I never get invited to those diplomatic parties... |

ShadowDraqon
Awesome Industries Group
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Posted - 2008.08.04 14:22:00 -
[66]
Module buttons are circular with a picture and an edge, the top of which is a overload button. Turn the rest of the edge into a circular countdown bar. ^.^ Simple! /SIGNED in triplicate and red, flashy ink! ____________________________ Odds: A brave warrior fights when the odds are against him. A wise warrior fights when the odds favor him. A coward runs before he knows the odds. |

Karentaki
Gallente Maximum Yarrage
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Posted - 2008.08.04 15:46:00 -
[67]
Supported However, now you are just reading my signature... Or are you...
========= Sporks FTW |

Kethry Avenger
Krell-Korp
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Posted - 2008.08.04 16:23:00 -
[68]
/supported
It seems like such a simple concept, though my small pulse lasers are going to look like someone is spinning a lightning fast Green Top.
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Erukai
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Posted - 2008.10.02 02:10:00 -
[69]
/signed
XD like many others here, i bet, i was going to post this until i saw it in the "recently requested" thread. many cheers to those who have signed.
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Terianna Eri
Amarr Scrutari
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Posted - 2008.10.02 03:06:00 -
[70]
Edited by: Terianna Eri on 02/10/2008 03:06:02
Originally by: Kethry Avenger /supported
It seems like such a simple concept, though my small pulse lasers are going to look like someone is spinning a lightning fast Green Top.
It was also suggested that the timer display is optional - I definitely wouldn't want it on my guns. I would however use it on my hardeners, rep, MWD, etc...
Also Chronotis you mentioned you were working on this back in January, any update? change all ammo would be really great too particularly for those of us with racks of 8 lasers >_> __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Reptzo
Channel 4 News Team
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Posted - 2008.10.02 05:36:00 -
[71]
This is a very wanted feature, must have.
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Commoner
Caldari Empire Harassment
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Posted - 2008.10.02 09:01:00 -
[72]
Definately signed, it could be implmented by a coloured circular line around the module, something akin to what heat does, or better yet, a simple numeric digit in the center of the module icon.
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CrazyArsed Monkey
Minmatar Un4seen Development
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Posted - 2008.10.02 09:29:00 -
[73]
Originally by: Creeco /signed stopwatches don't work well with lag 
It would not have to be linked to the server would it? could it not just be initiated by server when module is activated and then count down locally on your comp?
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Katana Seiko
Gallente
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Posted - 2008.10.02 10:01:00 -
[74]
I think they just won't do it because WoW has something like that. WoW is bad. We will never walk around with Avatars on stations, we'll never get those duration clocks.
Hey, the request is like 5 years old and supported by allmost all players - what's up with you Devs? --- "Multiple exclamation marks are a sure sign for a diseased mind." -Terry Pratchett |

Thunderbird Anthares
Crimson Star Empire CORPVS DELICTI
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Posted - 2008.10.02 11:22:00 -
[75]
/signed i dont care about WoW,i dont play it,its lame,blah blah,besides having similar clock duration wouldnt make EVE go WoWish (i hope) :-D clock design is fine cuz horiz/vert bars would look lame ------------------------------------------------ When you get to the end of your journey,everything that really matters is the journey itself. |

Rook Highwind
Deep Core Mining Inc.
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Posted - 2008.11.12 22:07:00 -
[76]
Originally by: Katana Seiko I think they just won't do it because WoW has something like that. WoW is bad. We will never walk around with Avatars on stations, we'll never get those duration clocks.
Hey, the request is like 5 years old and supported by allmost all players - what's up with you Devs?
Wooo! Up yours, doomsayers!
1 month necro justified (I hope) to show that good ideas can make it in :D ______________________________________
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MalumDei
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Posted - 2008.11.13 11:33:00 -
[77]
they implemented it ! woot
/topic end
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Daan Sai
Polytrope
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Posted - 2008.11.13 12:36:00 -
[78]
Great IU improvemnt, would be even *better* if was it optional with a checkbox in the settings dialog, or even on a module by module basis with a right click menu option, so you can set the critical module timers on and not have distracting cycles on less important ones.
Even so, it is a good change.
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