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Thread Statistics | Show CCP posts - 12 post(s) |

Scrapyard Bob
EVE University Ivy League
585
|
Posted - 2012.01.06 17:49:00 -
[1] - Quote
Hans Jagerblitzen wrote: So yes, we'd love to see some graphical upgrades, but only if thoroughly tested to ensure no responsiveness is lost in the transition. The UI should definitely be something that performs smoothly regardlessly of everyone's machine specs.
Unlike the current S&I dialogs with their annoying little delays? (Such as choosing which research/manuf slot to use, while you wait for that little slide-out filter window to populate.) |

Scrapyard Bob
EVE University Ivy League
600
|
Posted - 2012.01.11 13:33:00 -
[2] - Quote
Arele wrote:Any chance the S&I window can get some 'little things' love sometime? Like an ability to save common job 'plans' for re-use, dictating default from:to input:outputs, etc.
Even the simple ability of remembering that the previous manuf/copy/invention/research job that I just queued up:
- Was at installation XYZ, so that when I click "pick installation" the range filter remembers the previous setting, and that installation is automatically selected in the list. Which would knock off (3) clicks per job. (This would need to be remembered by job type - i.e. copy / invent / manuf / ME research / PE research / reverse engineering.)
- That my last output location was tab "XYZ", which would eliminate another (2) clicks per job in cases where I want the output to a different division each time. (This would need to be remembered as separate settings for the different types of jobs which require you to select an output division. So copy / invent / reverse engineering / manuf jobs.)
- If it's a BPC for a manuf job, defaulting the "Runs" field to the # of runs left on the BPC.
- Using the same "base item" & "decryptor" for an invention job as the last job (where those choices makes sense given the blueprint).
That alone would eliminate a lot of the tedium involved in setting up industry jobs in cases where you're queuing up multiple jobs of the same exact type. I'd glady settle for 3-5 fewer clicks each time I have to queue up a job. |

Scrapyard Bob
EVE University Ivy League
600
|
Posted - 2012.01.11 15:10:00 -
[3] - Quote
Because I'm annoyed today...
(Counts up the number of clicks required to start a manufacturing job when using a POS array.)
a. (2) right-click the BPC or BPO, select "manufacturing" b. (1) click on "Pick Installation" c. (2) click on "Range", change to appropriate range d. (1) click on Installation e. (2) double-click on an available slot f. (2) click on the output tab and change that g. (1) click inside the "Runs" field, type in 10/300/1500 h. (1) click "Ok" button i. (1) click "Accept quote" button
Total: 13 mouse clicks + keystrokes to fill in the "Runs" box.
Item "c" (2 clicks) is redundant if it would remember my last chosen range for this type of job. It would be nice if "d" and "e" would simply auto-select the last used installation and auto-select the first used slot, which would save 2 clicks. Item "f" remembering its previous state for this type of job would save another 2 clicks. Item "g" would save another click, plus the need to type a number that doesn't change 99% of the time when doing BPC manufacturing jobs.
So even the easy stuff like "remember the setting from the previous job of the same type (manuf/copy/invent/etc)" would shave 6 clicks off of a 13-click process. |

Scrapyard Bob
EVE University Ivy League
604
|
Posted - 2012.01.12 19:43:00 -
[4] - Quote
Gilbaron wrote: IMO it would be extremly usefull and userfriendly to see ingame which skills affect which modules (and the other way around)
show affecting skills show affected modules
;)
The first is a rather small list - the second tends to be a very big list. Unless you limit it to only showing the meta-0 (T1) versions.
It might be better to approach it from the other direction, have a "affected by skills" page on the show info dialog. Except that probably a lot of it is not database-driven, but buried in server-side code.
(The EFT program has it figured out, but I suspect a lot of it was reverse engineered as that data is not in any database table anywhere. Not in the public data set for sure. The devs have even stated that the ship bonuses are only stored in fragments of server-side code, not in any table. Which is why they can't give them to us for calculations.) |
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