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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Tazarak theDeceiver
Southern Cross Knights Order Of The Unforgiving
1
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Posted - 2012.01.26 02:02:00 -
[301] - Quote
Xander Hunt wrote:
The "LOOT ALL" button is indeed a welcome addition as my CTRL-A button was getting worn down, but hammering on my left mouse button hundreds to thousands of times in a good solid run of missioning to open up all the wrecks for my Noctis to absorb to even GET to that "LOOT ALL" button is seriously, SERIOUSLY annoying. Not to mention the more containers you open up, the longer it seems to take to GET the list of items in a container (Which would get fixed by implementing the above) Its getting to the point where I just want to start just blitzing and forgetting about the wrecks instead of enjoying the THUD of hearing my guns go off. The addition of "LOOT ALL" is great, but, pending addition of the paragraph above, and adding a button to "open up all local containers and wrecks" or a "loot all local containers and wrecks" to have all the containers and wrecks load right into the Noctis would be TREMENDOUSLY time efficient for me. I promise I won't invoice a new mouse to CCP if this happens. ;)
+1
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Atum
Eclipse Industrials Quantum Forge
20
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Posted - 2012.01.26 05:32:00 -
[302] - Quote
mkint wrote:I'm not sure why ALL the UI has loading issues. It's freakin' 2 freakin' D. 2D computer graphics wer mastered in the 1980's. At least by the rest of the industry. Seriously... it's not an issue of needing "loading notification" it's an issue of the software being bad. I'm not 100% on this, but I believe that everything must be rendered as 3D objects, which for a 2D "button," requires at least a pair of triangles and textures to be written into the wireframe models and rendering pipeline. |
Novinya
Perkone Caldari State
10
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Posted - 2012.01.27 04:46:00 -
[303] - Quote
PLEASE give us a way to disable the splash screen 'cinematic' (the ships flying by the starbase). Ever since you introduced that with crucible, my previous instant load times to get the game client up and running have taken FOREVER. The system is jerky and unresponsive while it is booting.
It is HORRIBLE.
It's doubly so when it seems like every time I log in I have to download a new build, so I get to go through it twice for my main account and then once for all my alt accounts.
PLEASE GIVE US A WAY TO DROP BACK TO THE SELECT CHARACTER SCREEN WITHOUT HAVING TO LOG OUT ENTIRELY. |
Scrapyard Bob
EVE University Ivy League
650
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Posted - 2012.01.27 06:15:00 -
[304] - Quote
I have a new one. Why can't the mailing list management be easier?
- Such as automatically kicking anyone who no longer would be allowed to join based on the criteria? I don't care if this happens at downtime.
- Alternately, add corp, alliance and standing information to the list of members in the mailing list UI and let us sort on those columns.
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Atum
Eclipse Industrials Quantum Forge
21
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Posted - 2012.01.27 16:22:00 -
[305] - Quote
Novinya wrote:PLEASE GIVE US A WAY TO DROP BACK TO THE SELECT CHARACTER SCREEN WITHOUT HAVING TO LOG OUT ENTIRELY. Nudge |
Liu Ellens
Blame The Bunny The Dark Nation
21
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Posted - 2012.01.27 19:41:00 -
[306] - Quote
Oh, got another thing I keep ignoring: When you are quick with dragging and dropping of items between any container/hangar and you manage to grab a new item before the previous drop operation completed (i.e., before the pile pops up in its destination container as confirmed by the server), then you lose the drag-operation. Not only that, the clicked mouse move even results in a quick spin of the ship in the background. Or, even worse, sometimes results in an entirely different item being grabbed.
So: Drag item X from container A to container B Before X pops up in B, grab item Y in container A and start dragging X pops up in B - your drag operation is cancelled
I'm a little freighter - short and stout; This is my cargo, this is my route. When I get a lock-on, I scream and shout: "Light up a cyno!" and jump on out. |
Sieges
University of Caille Gallente Federation
34
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Posted - 2012.01.27 23:10:00 -
[307] - Quote
Please give us a way to reset Neocom resizing back to the OEM size. I accidentally resized mine before I figured out how to lock it and I just want it to be the default size again.
Cheers! |
Emmy Mnemonic
Loki's Marauders Dragoons.
2
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Posted - 2012.01.28 23:52:00 -
[308] - Quote
I would like to se a more futuristic way of displaying the directional scanner results. Todays list is so un-sci-fi! Surely the pod interfaces to the capsuleers brains would display the scan results in some kind of 3D "radar display". Also surely the action of scanning would be automated? Even the radars of todays fighters do not need continous pushing on a button to start detecting targets...you DO however change modes by pressing buttons - perhaps in the dir scan case that could be changing modes for more narrow angle or range, search volume etc etc...
Moar immersion through innovative HMI (Human Machine Interface) in the dir scan window pls!
Oh, and btw, for the sake of GOD: pls keep the dir scan HMI from 2003 as an option for all the EVE bittervets and EVE forum trolls out there... |
Damagran
Deep Core Mining Inc. Caldari State
1
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Posted - 2012.01.29 20:00:00 -
[309] - Quote
Could the ingame CALCULATOR maybe get a little love?
1)Make the window re-sizable like other windows so that all the buttons and readout would get larger as I drag the corner out. (getting old is a pain)
2)Have the commas placed in the appropriate spots in the readouts (or even spaces, slashes or anything) to cut down on trying to count how many zeros there are so I dont screw up a market order or production amounts needed.
3) Anything else to make it a little more functional or user friendly
Thank you. |
Killer NenYim
Psykotic Meat BLACK-MARK
0
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Posted - 2012.01.29 22:14:00 -
[310] - Quote
i want the ability 2 LOCK my windows into place. IE i cant drag or move or re-size them from the position where i lock'd em in the first place.... there was a setting a wile back that allowed this 2 be done but was taken away cause not enough ppl used it... i WANT IT BACK! it should be back. its one of thows little things that made the UI just that little bit better |
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Leocadminone
Gem Concordance
6
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Posted - 2012.01.30 03:24:00 -
[311] - Quote
How about fix the VERY LONG STANDING issue where Eve client is VERY SENSITIVE to any sort of "burp" in it's connection to the server? Since the 1.1.1 Crucible update, client crashing has gotten INSANELY FREQUENT yet again - on burps that Everquest (for example, since I am sometimes doing stuff in that game while waiting for my freighter to get somewhere) doesn't even hardly notice. THIS IS NOT A NEW ISSUE and should have been addressed YEARS ago.
Bring back the "ignore portraits" option. Some of us are on BANDWIDTH CAPPED service and have ZERO INTEREST in wasting our bandwidth on the useless things. I'd prefer to see an option to just turn portraits off ENTIRELY. I've never had any use for the things, they give me ZERO information, and I would prefer to not have them around at all. The recent change to make the agent portraits HUGE just addded insult to injury for those of us that don't want them to even exist.
Let us CLOSE that worse-than-worthless Incursion channel. Why are those of us that do not do and never WILL do incursions forced to have that channel open? In fact, how about an option to NEVER have the bloody waste of bandwidth piece of junk pop up at all, for those of us that don't DO incursions and are UNINTERESTED in ever doing them?
WINDOWS SHOULD NEVER BOUNCE AROUND. Your so-called "smart window functionality" is broken BY CONCEPT, much less by design or implimentation. If I want one of my UI windows to move I will move it, otherwise it should NEVER move somewhere else on it's own. EVER. BLOODY PERIOD. The so-called "pin windows" option has NEVER worked correctly or reliably, and I hate how it fades the window out to be half unreadable and STILL doesn't keep the client from MESSING MY WINDOW POSITIONS UP FREQUENTLY.
FONT SIZE CONTROL. This has been getting requested for years, instead we get that "UI scaling'" stuff that does not help at all when we STILL HAVE NO CONTROL OVER THE FONT SIZES.
I also want to see "drop back to the character select WITHOUT having to relog". Currently it's a slow pain in the rear if I want to change skill training from one char to another on the same account, among other reasons for that.
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Alberik
Eusebius Corporation
2
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Posted - 2012.02.01 21:01:00 -
[312] - Quote
Please make the scale of Market-History adjustable.
its stupid that with 1 piece tritanium sold for a billion the scale goes up to this value so all other history is flatlined near zero (as 3-4 iisk s in relation to a billion) |
Hakaru Ishiwara
Republic Military School Minmatar Republic
70
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Posted - 2012.02.06 15:32:00 -
[313] - Quote
If it hasn't been mentioned before, defect #123807
This bug has survived all of the various Crucible patches, large and small. And it renders the game just as unplayable as the recently fixed Time Dilation gate jump / client crash bug.
284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Dominique Andromeda
School of Applied Knowledge Caldari State
1
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Posted - 2012.02.06 18:11:00 -
[314] - Quote
1 Sort the fittings list alphabetically
2 Allow us to set a 'fittings' container, so we don't have to keep all of our mission mods in the default station container I like a neat and sorted station with multiple containers.
3 When I change a rig out on my ship, and then load a mission fit, there is a complain window, that I am missing a rig. That is a good thing, but it would be nice to simply click an update button, beside the already existing OK button to save the new fitting. I do know that I can delete the old fitting, and resave the new one, I'm suggesting a simple short-cut.
4 I have a few ships already targetted, and shooting at them, then I select a few more mission ships to kill, lets say 5 at once, and then tell my drones to attack the next target, I get soul-crushing lag. I have a feeling its drone info/control related.
AMD Semptron 3600 2GHz , 3GB RAM, ATI Radeon HD 5750 1GB, on low/medium settings. |
aGeNET
Heul doch
0
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Posted - 2012.02.13 15:40:00 -
[315] - Quote
I haven't read all 16 Pages, so hopefully this wasn't mentioned before:
It's not that big, but really annoying for larger mining ops:
The drag'n'drop between "containers" doesn't work correctly on the "ore hold" (tested on an orca). If you drag'n'drop ores from the corpcargo to the ore hold and the max. capacity will be exceeded, the max. limit isn't calculated - instead the value 1 is preinserted and you have to enter the value manually (often multiple times if the calculation was incorrect). If you drag'n'drop ore from the corphangar to the shipcargobay or vice versa the max. value is precalculated correctly.
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Dancing Sphere
Aberrant Solutions Cloud 7 Nebulosa
0
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Posted - 2012.02.14 11:24:00 -
[316] - Quote
It's simple:
STOP making things PRETTY, SHINY or NEW.
Make things WORK !
Nobody needs animations in the neocom, ...
FIX BUGS, Speed up the client on older machines,
PLEASE just make the game work. Nothing else matters guys !
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CCP Masheen
C C P C C P Alliance
93
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Posted - 2012.02.14 16:47:00 -
[317] - Quote
Dancing Sphere wrote:It's simple:
STOP making things PRETTY, SHINY or NEW.
Make things WORK !
Nobody needs animations in the neocom, ...
FIX BUGS, Speed up the client on older machines,
PLEASE just make the game work. Nothing else matters guys !
Fear not! We now have several people to make all-things-client run better and it's already happening, read here for details! Plus, the feedback you provided in this thread has already been compiled and Team Gridlock will be taking a good look at some of the reported issues in the coming months. Player uses Caps Lock-á-á-á-á-á-á-á *It's not very effective* Developer uses Alcohol-á-á-á-á-á-á *It's super effective!!!* |
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Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
30
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Posted - 2012.02.14 17:03:00 -
[318] - Quote
undocking... still undocking... still seeing a loading bar... undocking still no finished... loading space... finally
do something about that please >_< |
Bloodpetal
Mimidae Risk Solutions
433
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Posted - 2012.02.14 17:37:00 -
[319] - Quote
Hope this thread is still being read up on.
I have been getting a weird glitch - and others as well...
When going to "cook" my modules and lock a target - the modules don't always activate on lock completion.
Cooking means when you click on the modules and they start blinking with nothing to activate on - so when you lock the immediately engage. This has been VERY unreliable as of late, and seems like the kind of thing you take care of - can you look into this?
Thanks! Mimidae Risk Solutions Recruiting |
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CCP Masheen
C C P C C P Alliance
93
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Posted - 2012.02.14 17:50:00 -
[320] - Quote
Bloodpetal wrote:Hope this thread is still being read up on.
I have been getting a weird glitch - and others as well...
When going to "cook" my modules and lock a target - the modules don't always activate on lock completion.
Cooking means when you click on the modules and they start blinking with nothing to activate on - so when you lock the immediately engage. This has been VERY unreliable as of late, and seems like the kind of thing you take care of - can you look into this?
Thanks!
Yes, I'm still reading this thread, I just tried the issue you reported a number of times and couldn't reproduce what you are describing. Can you be more specific about how it occurs for you:
- How do you start? do you click the module first and then left-click a target in space or start locking from the Overview or in-space and select the module while locking?
- What are you targeting? NPC or Player targets?
- Does the module activate eventually or just never at all?
Player uses Caps Lock-á-á-á-á-á-á-á *It's not very effective* Developer uses Alcohol-á-á-á-á-á-á *It's super effective!!!* |
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John McCreedy
Eve Defence Force Fatal Ascension
101
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Posted - 2012.02.14 17:58:00 -
[321] - Quote
One thing that's always annoyed me, especially in the heat of combat, is your menu system being reliant upon you being absolutely exact about it. Take BMs for example. When you right click, can you not make it so the menu stays there until you click off the menu rather than it vanishing or moving to a different option if you move the pointer. Like how an internet browser works.
Also the notification messages. Do they have to be active windows that you have to dismiss with an "O.K."? I understand the need to make AFK people aware of reboots and stuff but how about it being delivered as a notification or at least something that when you're trying to warp off because you're being primaried, you have to then click O.K. and end up being CCPd? |
Bloodpetal
Mimidae Risk Solutions
436
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Posted - 2012.02.14 18:53:00 -
[322] - Quote
CCP Masheen wrote:Yes, I'm still reading this thread, I just tried the issue you reported a number of times and couldn't reproduce what you are describing. Can you be more specific about how it occurs for you:
- How do you start? do you click the module first and then left-click a target in space or start locking from the Overview or in-space and select the module while locking?
- What are you targeting? NPC or Player targets?
- Does the module activate eventually or just never at all?
1. In the few cases it happened, the module was activated first and then locked the target through clicking the overview with the screen wide "crosshairs" 2. Happened to both players and NPCs so far 3. If it did activate eventually, it took a while, long enough for me to try and react and correct it - and thus may have not realized it was trying to activate eventually.
It literally had just happened to me that's why I came and posted on the thread. I was alone in system, warped to a belt - I cooked the modules and i clicked to lock the NPC and they never went off. I waited a few seconds - and nothing. Then I manually activated them.
The first time I noticed it I was running an interceptor on a gate, had the modules cooked and then went to lock, but the module never went off - and my target got away and I looked like the worst interceptor in EVE. (I'm proud of my interceptor skills - so this is bad. :)
Now, I've tried reproducing it reliably... but it seems like one of those things that never happens when you're trying to make it happen. I've had another 2 pilots comment on that it has happened to them at some point since Crucible. So, pretty sure it's not just my system atm. This is one of those things that definitely likes to happen when it's the worst time possible. Alternately, it could be a user mistake that's just happening so quickly that I don't realize I've made a mistake. I'll keep an eye on it, if you see it come up.
I have another improvement.
When you log in and out, the channel windows always are "open" i keep a few chat tabs collapsed a lot of the time. When I log in they are "uncollapsed" and I have to collapse them, so it's just a slight nuisance when I log in that they don't remember their current state that I left them in.
Thanks!
Mimidae Risk Solutions Recruiting |
Phoenix Tyrox
Krupp-Stahl Initiative Mercenaries
5
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Posted - 2012.02.14 19:50:00 -
[323] - Quote
Don't know, if it's already in here, but anyways:
Please fix the window text of the Fleet window. It ALWAYS tells you the wrong squad. And while you're on it, fix the Fleet window, so that it does not re-render the whole Fleet member list, if someone joins/leaves. It's a pain in the ass when you scroll down the Fleet member list and a refresh throws you back to the beginning. |
Horanda
Kringle Krew Lonely Maple Conglomeration
0
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Posted - 2012.02.14 20:13:00 -
[324] - Quote
Callic Veratar wrote:Most of my problems relate to being able to see when data arrived from the server, instead of having it hidden behind a thin veil:
(snip
Everything related to drones. They take 2s to respond to any command, the drone window will disappear and reappear while they transition from hangar to space, they'll even target different enemies when set to focus fire.
(snip)
Not only when one-shotting. There is a significant delay between the notification of the hit and the desired effect, whether the lovely explosion or the sharp reduction in shield/armor/hull.
Drones are slow and stupid, yes, but they are only computers, after all
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Everseeker
Northgate
2
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Posted - 2012.02.14 21:15:00 -
[325] - Quote
Yaw - check
Pitch - check
Roll - Wahhhh
OK, I know this will be somewhere areound item 396,457,32.2 in line... but still, tossing it on the pile
Oh, back in the day (WAY, WAY, WAY back in the day) there was a kinda blue glowy radar thingy as part of the UI... If that was indeed a 3d render of objects in near space, and was good for situational awareness....... Yes please :)
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Garr Earthbender
Quantum Cats Syndicate Villore Accords
35
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Posted - 2012.02.14 21:26:00 -
[326] - Quote
+Wan to Everseeker. I want my geddon to do a barrel roll. -Rock is overpowered, Scissors is fine. |
Luvvin McHunt
State War Academy Caldari State
10
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Posted - 2012.02.15 00:43:00 -
[327] - Quote
Forward and skip or random buttons for the main screen in the CQ.
Mostly so I'm not seeing the same ummm artistic nature film on the screen each time I dock. |
Scrapyard Bob
EVE University Ivy League
688
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Posted - 2012.02.15 02:25:00 -
[328] - Quote
John McCreedy wrote:One thing that's always annoyed me, especially in the heat of combat, is your menu system being reliant upon you being absolutely exact about it. Take BMs for example. When you right click, can you not make it so the menu stays there until you click off the menu rather than it vanishing or moving to a different option if you move the pointer. Like how an internet browser works.
On a related note, existing right-click menus, especially for missions, need to be automatically shortened in some manner so that they don't stretch half-way across the screen. Limit them to about 30-40 characters in some automated fashion. |
Koda Myr'koff
Lollipops for Rancors
1
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Posted - 2012.02.15 03:10:00 -
[329] - Quote
+1 to everything that's been said about drones, and I'll add that we should be able to assign a "launch" hotkey to drone groups.
Also, if there are more than 5 drones in a group then non-damaged ones should take priority. Example- I have 10 heavies in a group, 5 of which are deployed and coming under fire. I recall them and redeploy, but the same banged-up drones go out instead of the 5 that are untouched.
The warp + jump command has issues when your ship doesn't have enough cap to complete the warp, as the client isn't resolving the command properly. Example- I select a stargate on the overview and press D to warp + jump, but the ship only goes halfway. If I press D again or even right-click the stargate and choose "Jump", nothing happens. The client doesn't realise that the command has effectively failed and is still waiting for your ship to jump (which isn't going to happen), so it ignores subsequent reissues of that same command. To continue your warp you either need to override the warp + jump command with a different one, ie warp to 20km or dbl-clking space, or you need to give the stop command (even if your ship has already stopped) and then reissue the warp + jump command. |
Fon Win
Win-Star Corp
30
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Posted - 2012.02.15 03:36:00 -
[330] - Quote
I don't know if this idea fits into what you are looking for, but how about a bulk selling window.
Select all / shift select the group you want to sell. right click sell. then import everything into a sell window table with following info.
Item, qty, Market buy price, sell price (if you enter your own sell price it overrides Market buy price), days. .. then have columns with taxes, and totals
you would have one row for each item or stack of items.
once you're happy with everything hit sell, |
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