Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 22 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
|
CCP Optimal
C C P C C P Alliance
55
|
Posted - 2012.01.24 13:06:00 -
[1] - Quote
The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. I was thinking about a format like this:
ISSUE: Explain your issue FIX: How do you suggest we fix it?
Example: ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks FIX: Make it possible to manage your inventory through a single window that lists all the accessible inventory locations as well as making it easy to browse and drag items between them
Oh, and I'll fix lag while I'm at it, so no need to explicitly request that
Thanks in advance. |
|
Salpun
Paramount Commerce Tactical Invader Syndicate
180
|
Posted - 2012.01.24 13:19:00 -
[2] - Quote
Issue:Having to place everything in cans at a pos needs to be fixed.
Fix: While I like the look of cans around a pos. While working the hanger bay inventory issue include a way to have everything dumped into cans if you take the hanger bay down. Maybe you have to drop a can into the corp hanger to have your own tab. The more cans you add to the corp hanger the more space you have in your tab.
Issue:It goes with out saying: items in ships holds and cans needs to be searchable. Fix: Search all the things, have a section/ tabs which show full inventories of items ie 3 damage contol II's click on the item and you see where it is and how many jumps away it is. |
Gilbaron
Free-Space-Ranger Ev0ke
130
|
Posted - 2012.01.24 13:26:00 -
[3] - Quote
there is a lot of crossover with other suggestion threads here
let me just bring some of the things i read in other threads, copypasta or altered in my mastermind doesnt matter as long as you fix stuff ;)
ISSUE: owning lots of stuff = a huge mess, using containers to sort stuff is not a really cool option (cant start industry from them iirc) FIX: Folders, Tags, Hangars, something like that, i prefer a tag funktionality since items can have multiple tags but can not be in multiple folders at once, an option to automatically tag specific items based on name or attributes would be awesome
ISSUE: Meta level is hard to see FIX: small icon on the item to indicate which meta level you are facing
ISSUE: Bookmarks, copying and transferring bookmarks takes ages FIX: make it faster
|
Gasgat Alur
The Order of the Oar P R I M E
7
|
Posted - 2012.01.24 13:30:00 -
[4] - Quote
Problem Big mess when you have loads of items in one container
Fix Add sorting options such as; Meta and Regional price |
Darth Sith
Grim Determination Nulli Secunda
12
|
Posted - 2012.01.24 13:31:00 -
[5] - Quote
Issue1: Managing roles to hangers doesn't allow a lot of granularity. There are only 7 divisions and you can't build from cans ,
FiX : Moar divisions! And / or allow hangers to be sorted into cans like is done now but allow those cans to be used. For example let me put all the bpc's in cans to keep hanger clean but allow members to build from the cans instead of having to take it out . Maybe make a form of station can that can't be removed without emptying and can't be emptied while there are active jobs addressing it.
Fix 2: allow an option on a can where i can right click on it and assign access by title or role maybe? That way I can give someone read access to a hanger but take from a can within that hanger.
2) Fix the corp interface for assigning roles / accesses to inventory. The biggest problem at the moment is that half the time the managment window for assigning access to hangers doesn't even format properly or the lables don't show up. We need a much more streamlined interface.
issue 2: Load time of hangers.
Fix : some method or indication of loading on a hanger. As it is I click open on one of my tabs and it just sits there stupid and empty till a minute or so later my assets suddenly and magically appear :)
|
gfldex
287
|
Posted - 2012.01.24 13:48:00 -
[6] - Quote
I often find myself reading the amount of mineral left in my hangar on the EVE client and typing that amount into another window. It would be nice to select a range of items and copy the names and amounts into the clipboard to paste it where I need it. More gameplay, less waitplay! Down with AFK-Cloaking! Down with AFK-Alliances! Down with AFK-Mining! |
Kopfy
6
|
Posted - 2012.01.24 13:49:00 -
[7] - Quote
Issue: You don't get a good view of your stuff as it is. containers makes it even worse.
Fix: I'll have to wash my eyes and brain with bleach after this. A certain game have/had a somewhat good solution to this layout problem. Like this http://www.zybez.net/img/genimg/bankspace/bankorganization.png With that lay out you get a good grip of what you got and where. it's mainly a use of tabs and smaller icons.
Now I'll deny any rumors of me ever playing that game and go and see if i got any of that sulfuric acid left... |
Kenpachi Viktor
Gradient Electus Matari
146
|
Posted - 2012.01.24 13:51:00 -
[8] - Quote
The calculator is tiny, non re-sizeable, and limited in function. Please fix and add something like http://www.libreoffice.org/features/calc/
A High Sec Manifesto |
Jafit McJafitson
Dreddit Test Alliance Please Ignore
189
|
Posted - 2012.01.24 14:20:00 -
[9] - Quote
I'd like to be able to create and delete 'folders' or divisions within my personal hangar. I can then put things in different folders in the same way that I'd organize files on my computer.
Then I could have a folder for things like salvage, blueprints, stuff that might be useful one day, modules that I swap out on my ships a lot, ammo, stuff I'm buying and relisting at higher prices at fucktest prices to get money from my alliance mates, etc.
I have used cans in the past but inevitably one day I'll be looking through all the rubbish I have in the hangar and absentmindedly click 'repackage all' and OH GOD MY CANS REPACKAGED AS WELL AND NOW EVERYTHING IS TOGETHER IN MY HANGAR AGAIN!
Also have an option to list ships and items together in one list, I may want to put a faction fit t2 rigged Rifter I got for Christmas in a folder with any other curiosities I acquire, rather than having it in the same list as normal Rifters |
Florence DeMaggio
Kraken Heads
0
|
Posted - 2012.01.24 14:34:00 -
[10] - Quote
ISSUE: Lots of BPCs clogging up inventory containers.
FIX: If a blueprint copy has the same ME/PE and licensed runs remaining they should be stackable. |
|
Kusanagi Kasuga
Ferocious Felines
9
|
Posted - 2012.01.24 14:39:00 -
[11] - Quote
ISSUE: Station Containers are a poor solution to personal hangar organisation problems.
SOLUTION: Tags (or at least folders, but tags are better as there can be a many tag to one item relationship) to sort your items within a station, discard Station Containers as a concept entirely.
Tags/folders must be: *Both tags and contents MUST be searchable via the asset search *Nameable
Tags should be: *No size limit *Expand/collapsible in the standard interface (ie. Plusses/minuses like windows explorer) * API integrated * Possible both in station and in ship * default when dragging is to copy the tag and move the items. * accessible, changeable, and generally fully useful at range using the assets window
Tags should not be: * repackageable * items themselves |
Kusanagi Kasuga
Ferocious Felines
9
|
Posted - 2012.01.24 14:57:00 -
[12] - Quote
ISSUE: Bulk selling is slow and annoying SOLUTION: Bulk selling window - a window that is a table of items with the necessary data to make a simple decision whether to sell or not, and a tickbox by each item to choose to sell it. Clicking this tickbox fills the input box by the tickbox for that item with an immediate sell price, but this price can be modified to create a sell order. The data columns should be hideable, sortable and movable
Eg:
Item Name/Sell/Price/Immediate Price/Regional Average/Best Sell in Region/Distance to Best Sell/Best Buy/Dist to Best Buy EMP S /[X] /10.20/ 10.20 / 13.52 / 22 / 9J / 9.9 / 3J Plasma S /[X] / 999 / 12.12 / ..... Rockets /[ ] / / 5.33 / ..... |
Nova Fox
Novafox Shipyards
2925
|
Posted - 2012.01.24 15:31:00 -
[13] - Quote
'Windowfying' Eve
[/b]Solution:[/b] Major discussion required for refinment well beyond what is mentioned here.
Merging Assests, Hanger Items, Ships into one convient window would be a godsend in my opinion Managing to shove market and contracts into this as well a bit iffy but if can be done in a simple concise manner should be pursued none the less.
Objectives Greatly reduce eve redunancy have one covientient know it all command center window. Increase player power by givi
The player will have a window that may have a header 'ribbon' bar with various features and drop and select interfaces and search functions. A left subwindow which tree's out thier entire inventory, the middile subwindow which contains thier entire contents then the right subwindow that contains 'special functions.'
Header/Ribbon Bar
In this area would contain 'global' configuring tools such as:
Filter creator which allows players should be allowed to create thier own cusotm 'filters' that are saved locally. IE Show Only Ammo, Current Station.
Default Filters
Commodities (ie everything else that isnt one of the below) Modules Ammo Ships Blueprints
Then a search string box conviently located and large enough to drag and drop items from any source into the string box.
Allow Smart Searching, allow multiple term smart search as well. IE Smart search autocannons, small, tech 2 would only pull up the self explainitory.
Search does not autostart to prevent real time fetching thus lag.
Left Side Subwindow This will be our browser tree, Style it up like skill queue tree a bit. Location Names will header off each catagory thus the root tree of each.
Filters will populate as leaves for every tree.
Inidividual items WILL not be listed here to reduce double redudancy fetching.
However number of items can be listed here by each filter with a (#x) notation
Canisters with items in them might be listed as leaves here.
If you go with this option allow cans to be managed from this window, right click leaf and be able to rename the can or reboot it (clear the annoying 4 months log event)
Once a tree's leaf is selected then it will load the items in question into the middile subwindow.
Works with Search Function, if a string is put into search it will display all of trees and leaves qualifying for that string and nothing else.
Sort options via icon or right click by name, number of items, or distance from person. Default arragement will be distance so the station you docked it will be listed first for new players. This will be in the header of the left subwindow.
Pilots own active ship will always be first location in this list regardless of filters set. Its leaves are defaulted to her various bays including drones.
Either a double click or a all item filter will be available as well to assist finding something at a location whatever is more convenient and less annoying.
Middile Subwindow
Current Item view window transplanted here all of its current viewing options will be in the header of this window and in detail mode similar arrangements will be allowed. Could also look into making special coulmns for certain filters such as ME and PE in the blue print view.
Right Subwindow
This window will currently be either small or non existent
This window should contain specal shortcut functions such as quick sale, repackage, create contract, sort all, repair all.
Some new featuers to consider:
Dragging and dropping items from one location to another (either from the tree or the middile item view window) will quick promt a transporation courier contract. The Doctor would have to do some research to come up with some 'standard' shipping rates for transporters to use based on m3, item value, route and distance. Of course shippers can always not take up the job and person desiring to ship can always alter the price. Make strong indicators that this is a risky venture. Could also make this similar to market, make the price based off of 'regional' averages thus always self adjusting.
Quick Sale quickly sells the item within regional average % set by the player default to within -5% to x>1% of comparable regional value.
The button will display the number of market availabelt do this action. If item does not have a buy order within acceptable range it will auto generate a market order at 0% regional value.
|
Nova Fox
Novafox Shipyards
2925
|
Posted - 2012.01.24 15:33:00 -
[14] - Quote
Edit part 2 will format when I get to it.
If quick sale cannot find a regional averge it will reject items and list them in the end results as failed to enter market.
Quick Contract button takes a step out of creating contracts when you drag and drop multiple items into it. If all items are normally found on market the quick contract will suggest a price based on 0% of regional average. Players will have the option to modify the options and review items listed. If a non market standard items are listed within items of quick contracts a new prompt pop up declaring these as nonstandard, player can then right click and view contracts for them and then type in a price they think is fair by each individal item.
Quick Contract button will display the number of remaining contracts available on its button.
Another thing to consider is trying to merge more of market and contracts possibly making this into the one stop shop window.
Tabs will be located at the very top of the ribbon window.
Market view will change the ribbion, subleft, submiddle, and subright
Subleft will have two major modes of operation, market browsing where items are viewed on the market and browsed for and hitting the big arrow over on the current orders owned ordered by thier location sorted by range.
Other than that remains the most unchanged displaying all the locations of market orders to the left and how many orders are there.
All owned modifyable orders in range will be background a different color (light grey?) regardless of display mode.
Contract tab will receive similar treatment double clicking contracts allow interactio
|
Bloodpetal
Mimidae Risk Solutions
365
|
Posted - 2012.01.24 15:41:00 -
[15] - Quote
Well, let me say I don't tend to end up with a ton of inventory windows everywhere because I use the "Merge Ships and Items With Station Window" option - this keeps my items window nice and tidy on the side - however...
ISSUE : corporation hangar, ship hangar, drone bays, fuel bays all get all insane as you open th em, and really inconsistent when you open one, and it opens the new window as a new tab instead of its own separate thing, then you have to split it out so you can drag stuff over, and then you want to stack certain inventory windows to make more space, but then you have to split them apart again to move stuff. Windows mini-games!!!
FIX : A unified system is appealing, but I think it can also be limiting, and not very scalable eventually. I have 45 ships, and equipment in over 10 stations (some people hundreds) - It also can be very deceptive to the new player that all this stuff is in "one place" And they might try and drag things between stations. Also, corp hangars are a conundrum in a unified system. Challenges, but not impossible to overcome.
I think idiot proofing the inventory system with icons rather than text would be a start. "BPO Filter" would be a BPO icon, etc. Too much reliance on typing would slow the system down and make it more difficult for newer and slower players to learn the curve.
#1 : Whatever you do - and don't pretend you don't have ideas CCP! - please keep the ability to merge ships and items /inventory management into the station panel - I never use anything in the station panel except as an inventory manager (or very rarely) and it would make my whole station panel a waste of space (seriously, i'd minimize it. I don't use agents, I don't need it for the fitting screen, sidebar does that, I rarely need to screw with my medical clone, I rarely switch between CQ/ships, I rarely go into the LP store, I rarely insure a ship...) I also don't want my inventory management to have to be forced into my middle screen to do things, because sometimes I have to do it in the middle of a fight and I can't have a massive screen in my face to do things.
Many times we need to be able to interact with inventories in space and around us and I don't know how a unified system could handle that clearly and without being an obstruction to itself off hand.
Mimidae Risk Solutions Recruiting |
Ticarus Hellbrandt
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.24 15:52:00 -
[16] - Quote
You could get rid of this unwarrented debacle for a start
Missile Madness
Then what you could do is allow people to create custom tabs on the inventory, say a tab called ammo, and then only the ammo would show. same with minerals or blueprints and so on.
Make it customisable
Let's say I am building a scimitar, I could click that option and it would open a tab on the inventory showing the materials i have available for building it. (or any other item that i would like to show that i have put into the selection)
In trading this would be handy for me, I could quickly swap between a tab for my junk items that have been bought and then back to some ship modules instead of having them all build up in one huge mess. |
Fidelium Mortis
Quantum Cats Syndicate
34
|
Posted - 2012.01.24 16:00:00 -
[17] - Quote
Issue: Search - particularly if an item is in a cargo-hold or container.
Fix: search should display all items in your assets with some kind of suffix like - (Ship), (Container), (Cargo-hold) to give a more accurate description of what you have.
Issue: Huge scrolling lists of items.
Fix: More filtering options, for instance an option to expand/collapse an item into groups such as item type, slot, charge, etc.
Issue: no visual cue for damaged items.
Fix: add something to item icons to indicate that the item is damaged.
A would be nice feature: estimated value listed on the item, including contract items - it just saves a bunch of extra clicks - maybe add it next to the "view contracts" or "view market" buttons. ICRS - Intergalactic Certified Rocket Surgeon |
Abdiel Kavash
Paladin Order Fidelas Constans
341
|
Posted - 2012.01.24 16:02:00 -
[18] - Quote
Issue: Remote asset management is terrible. Currently, there are several ways to look at items which are not currently at your location:
- Your assets window
- Your corporation asset window
- Creating a new contracts from the contracts window
Each of the three offers slightly different functionalities and has its own quirks. For example, you can show contents of containers in your private assets window, but not in the corporation assets window (when you have the required roles of course). Additionally, some simple functions are either plain impossible to do remotely (stacking items), or very unintuitive and hidden (splitting stacks).
Last, the long caching timer on remote assets makes it very difficult to perform certain task which need access to them quickly. An example would be receiving item exchange contracts at a remote station, and forwarding them to a courier contract. You need to wait for the cache to expire after each contract to see the new items appear in the asset list.
Proposed solution: Replace all methods of viewing remote assets by an unified GUI element, possibly simply copy the UI for managing assets at your current location. Make sure that every function one would want to do in their current hangar is also possible to perform at a remote location (when things like corp access roles and trade skills allow).
Greatly reduce or remove the cache timer on remote assets windows.
Issue: It is very difficult or impossible to organize stacks of items of varied volume.
The best example of this is hauling items for a corporation. Several different people have asked me to move their things from a highsec staging point to our nullsec home. All of the items combined would comfortably fit in the cargo of my JF, however I have no simple way to keep track of which items belong to who. The two solutions currently available are:
- Cargo containers. These are very inflexible in size. There is no container with a volume between 3,600 m^3 and 120,000 m^3. So if someone wants a single cruiser with fitting hauled, they can't do it without wasting nearly a hundred thousand m^3.
- Using courier contracts - which have several problems. It's impossible to add or remove items to a courier package. Courier contracts take too long to create. You can't open a courier package at a POS. It's impossible to configure the courier package name. If you contract cargo containers in a courier contract, the contract box can't be contracted further.
Proposed solution: Create Plastic Wrap as an obtainable item. Players can put any number of items inside a Plastic Wrap. The size of the Plastic Wrap will always be exactly the sum of sizes of its content. Players can rename the Plastic Wrap similar to existing cargo containers. |
Bloodpetal
Mimidae Risk Solutions
366
|
Posted - 2012.01.24 16:02:00 -
[19] - Quote
Audit Log Containers a Pain In the Ass
ISSUE - When configuring audit log containers the decision to lock items when dropped into the container is stored Client side and very difficult to work with. When you want a container to not lock items, other people drop items in and they get locked because their client container defaults to "lock". If you have locked items, then you can't stack them, even if locked. Very frustrating if you want to run a "locked security system" but keep things organized. Also, right click menu for lock and unlock is very cumbersome.
FIX - Store configuration information on the Server, and locked items can stacked. Add icon on the item itself "lock symbol" that can be clicked on to immediately lock and unlock an item without right click menu input.
Looking at the mac window interface (and using it regularly) - which has been claimed to be the closest parallel to the new UI for Inventory...
The main things that the OSX system allows is it allows you the flexibility to work the way you want. If you want multiple windows with large icons, you can STILL do that. So don't force people into one system, build in that flexibility.
Then, if you want to work with one "branch" like system, you can do that as well. Folders make sense, but containers are still useful as "physical" containers that you can move around or share with other people that is a persistent "Grouping" beyond a personal folder structure. So, those should stay, but for specific uses.
I'm excited but I'm also a bit nervous with the unified system - if it becomes like Trauma Missiles, where listening to the players' input on why Trauma is both a stupid name and why all missiles should not just share the same name, because they're NOT THE SAME THING... then this can be very disruptive to everyone's day to day game play.
I think we're going to lose some functionality which we're used to such as sorting assets by jump, merging into the station panel, and so on. Mimidae Risk Solutions Recruiting |
mkint
748
|
Posted - 2012.01.24 16:04:00 -
[20] - Quote
didn't we have this thread once before, not too long ago? |
|
Nova Fox
Novafox Shipyards
2925
|
Posted - 2012.01.24 16:15:00 -
[21] - Quote
mkint wrote:didn't we have this thread once before, not too long ago?
depends, the oldest one is the little things aka papercuts
the other is peformance issues
the more recent is about new modules not yet heard of in eve
this one is more in particular stuff a player owns.
Question to the OP
Does this include corporate assests?
|
Fleet Warpsujarento
Opertational Project 2
1
|
Posted - 2012.01.24 16:18:00 -
[22] - Quote
Ship containers plx.
It's a nightmare keeping track of which ships are which fit in your hangar, so it would be nice to have some way to divide up your SeBo armor Harbs from your nano beam harbs. Containers for ships, hangar divisions, whatever. |
Nova Fox
Novafox Shipyards
2925
|
Posted - 2012.01.24 16:24:00 -
[23] - Quote
So the love of all things amarr consider holy!
Can we get a bookmark browser that is much easier to work with and find on demand?
|
J Kunjeh
340
|
Posted - 2012.01.24 16:26:00 -
[24] - Quote
Gotta say, huge thumbs up to CCP for actually posting in the F&I forums and actively (and publicly) soliciting input on various things from the players!!! Really, that's a huge win in my eyes. "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |
Abdiel Kavash
Paladin Order Fidelas Constans
342
|
Posted - 2012.01.24 16:51:00 -
[25] - Quote
Issue: Repackaging items is a pain. Every time I refit a ship I end up with a stack of unpackaged modules. When I launch drones, the drones turn into a bunch of unpackaged drones. Many redundant clicks are required to put your inventory back in order. And if you accidentally repackage a container with all of your loot, goodbye sanity.
Proposed solution: Automatically repackage (but do not automatically stack!!!) any undamaged module or drone in any inventory location.
Issue: Fitting multiple modules of the same type on a ship is painful. Not only you have to either drag on the fitting screen or right-click and select fit for every item, there is also very significant lag when fitting modules.
Proposed solution: When dragging a stack of modules on the fitting window, open a dialog box asking "How many of the selected items do you want to fit?" defaulting to the maximum number of that module that can be fit on the current ship.
Issue: The drag-and-drop functionality is very inconsistent across different use cases and frequently also across expansions, both major and minor, without any notice in the patch notes. Here are some use cases to test:
- Dragging a single unit of a stackable item.
- Dragging a singleton (BPC, assembled item...)
- Dragging a stack of items.
- Dragging multiple stacks of items at once.
- Dragging on top of another item's icon or name: singleton, stackable of the same type as the item being dragged, stackable of a different type, container...
- Dragging on top of empty space in a hangar / container / cargohold / structure.
- Dragging on top of the window header.
- Dragging on top of the icon of an assembled container.
- Moving items into a container / cargo bay / structure of limited volume, which does not fit all of the items being moved.
- Moving items into a hangar (for example, a POS fuel bay) which allows some of the dragged items, but not others.
Some possible outcomes:
- Nothing happens.
- An error message is received.
- All items are succesfully moved.
- All items are moved and stacked with other items of the same type in the destination container.
- A dialog box is given asking for the amount to move.
- Only some items are moved.
Once again, which response you get varies depending on what are you trying to move, where are you trying to move it, where exactly do you point your cursor, which expansion are you playing, and probably more.
Just a few problematic cases (there are many more):
Dragging a stack of fuel which is too large to fit into the fuel bay of a capital ship. If you drag on top of the empty space in the fuel bay window, you get a prompt asking you how much to move. If you drag on top of the icon or the label of fuel already present, you only get an error message.
Dragging a collection of POS fuel and not-POS-fuel items into a POS fuel bay. For example, emptying the cargo hold of a freighter carrying both POS fuel and moon minerals for the reactions. The expected behavior would be to move everything that's allowed in the fuel bay, and give an error message. The current system tries to move the fuel in a random order (maybe by internal item IDs?) and when it encounters something that can't go in the fuel bay, it throws an error and stops. The rest of the fuel remains in the cargohold.
Dragging many stacks of items to a container which doesn't have enough space to fit them all. Again the move is performed in an order seemingly random to the user. Whenever this order encounters a stack of items which can't be moved, the move gives an error and aborts. This means, for example, if you have a bunch of items, a large container, and a massive stack of ammo, and you try to move it somewhere, most likely some of the items will move, some won't, and you get an error message. But when you look at the source hangar, the first few items will still be modules which would comfortable fit in the container.
Dragging many stacks of items from one container to another. Dragging on top of empty space always works. Dragging on top of an existing stack of items also usually works. However dragging onto a singleton item gives an error "These items are not stackable" and does nothing.
Proposed solution: Engineer an uniform way dragging items works and apply it consistently to every place user can drag and drop items. The mechanism should have at least these properties:
- Best-effort. When moving many stacks of items, always try to add all the stacks to the destination, even if one stack in the middle doesn't fit.
- Predictable. Work your way through the stacks in the order in which they are sorted in the source container.
- Always try to give the option of adjusting. The operation should only error out when a single item is too large to fit. Every time a stack is being moved, the UI should automatically give the option to split the stack.
- Independent on where you click. Dragging something on top of empty space should always produce the same results as dragging on top of an item (except for when said item is a container).
Unrelated, having a "rollback" function would be a blessing. Several times now I have moved a stack of items to the wrong hangar or wrong can or something, and they got mixed up with other items, even other items of the same type. Even being able to roll back one move would save a lot of pain. |
Bloodpetal
Mimidae Risk Solutions
368
|
Posted - 2012.01.24 17:01:00 -
[26] - Quote
I'd like to present to you...
My thoughts on the matter in the form of an Image.
I hope yours looks better though...
Edit: Under the Assets Icon for Galactic Assets, add a Corporate Hangar Icon for accessing the corporate hangars easily. Mimidae Risk Solutions Recruiting |
Joe Risalo
State War Academy Caldari State
184
|
Posted - 2012.01.25 00:01:00 -
[27] - Quote
Corporate hangers in ships, pos's, stations and whatever else should simply have a set amount of alotted space, and then someone with roles in the corp should be able to set tabs and allocate the amount of m3 for each individual tab while also being able to name each tab. Allowing corps to designate the amount of tabs also means that they can allow access to that tab by one person, so that each individual member will have a tab allocated just for them and allowing better security than members sharing tabs.
The same can be done with the corporate wallet.
Individual players should be allowed to set tabs in stations in order to allow them to better organize items without having to buy containers in order to do so. This could possibly be done with ships as well to better allow for the organization of ammo, modules, crystals, and other items a user might want better organized in their hold. |
Fronkfurter McSheebleton
Center for Advanced Studies Gallente Federation
62
|
Posted - 2012.01.25 06:20:00 -
[28] - Quote
There need to be at least two filtering methods, which stack on top of each other.
What I mean by that is, for example, that you could filter by type, and then by meta level...so scrolling down you'd have afterburners, sorted by meta level, then armor hardeners, etc, etc... |
St Mio
Imperial Academy Amarr Empire
413
|
Posted - 2012.01.25 07:15:00 -
[29] - Quote
ISSUE: Stacking window can only make one new stack at a time of x units FIX: Let stacking window have the following modes: Subtract: Removes x units from selected stack and makes a new stack (current) Division: Takes selected stack and divides it into x new ones of equal size Percentage: Removes x% from selected stack and makes new stack
Bonus point if it does this for multiple items at a time if you have them selected. Keyboard accelerator keys to swap between the modes (- / %) would be nice too!
Fake edit: Mode to split stack into as many stacks of x units as possible. |
St Mio
Imperial Academy Amarr Empire
413
|
Posted - 2012.01.25 07:40:00 -
[30] - Quote
ISSUE: Organising lots of items FIX: Another addition to all the other suggestion is to be able to Group items in the same way you group emails in Outlook: http://i.techrepublic.com.com/blogs/0809019.jpg using the existing defined group when viewed in Details mode, as well as making them expandable/collapsible and remembering those states on a per-station basis. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 22 :: one page |
First page | Previous page | Next page | Last page |