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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
magikalcoffee
In Your Moms Red Clam DOT
9
|
Posted - 2012.05.25 19:35:00 -
[271] - Quote
issue : lag on opening items hanger fix: imo a roll back would suit myself and many others at very least an option to use the old system
issue: can't double click a ship from your hanger to open the cargo hold fix: make this possible
issue : too many items to scroll through on the items list i.e guns are not necisary when u are at a pos fix: take them off the inventory tree or give them a more reasonable radius e.g. 10 km so when u are sat at the tower they don't show up
issue: i can now only r/click store vessel on my carrier alt if i am fleeted fix: change this back its a simple option and why would i need to be in fleet with my carrier to want to dump my ship in the ship hold, if hes doing a quick 2 system cyno jump hes probably already in a fleet
issue: salvaging, not tried looting a mission as i dont so it much but this looks like it would bve a problem in this windowed mode hundreds of cans/wrecks on 1 tree would be a pain fix: make cans seperate from inventory tree and have them work like the old system double click and a loot all button
overall i feel the way ccp have deployed this patch even after a serious feed back of problems from sisi testers is horrendous the old system was more than adequate, to start forcing changes on people was an ill-considered and offensive choice on your part i'm hoping u guys get this sorted and soon i love this game and this is the first time in 4 yrs except for holidays that i haven't bothered playing. the lag issues are deffinatly the most serious problem for me i often have to switch ships in a pos at speed and waiting 10 secs for the loading could mean the difference between a loss mail or a kill for my corp.
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Tippia
Sunshine and Lollipops
7380
|
Posted - 2012.05.25 19:54:00 -
[272] - Quote
ISSUE: The single window you end up with when trying to perform complex inventory task. FIX: Make it possible to manage my inventory through multiple windows, where each holds a particular location and makes it faster and easier to drag and drop between them.
Yes, with that kind of OP, you deserved that one. Also, beyond what's said here, see sig for further elaboration on some other details. Here goes.
ISSUE: Inability set up a consistent workspace. FIX: Make each item location open in a new window by default. These windows can be stacked together to create clusters of similarly-themed item locations so that I always know that my POS modules are in this stack and my cans are always in that one. If I don't want to open a new window, I can use a hotkey (say, shift-click) to reuse the first available existing window, alternatively, I can use the tree view to manually navigate to the location. Make these windows remember their position, size, view-mode, and stacking so that each time I open a given location, it appears takes up the exact same screen real-estate and presents its information in the same manner. Also, make it so that the windows remain on-screen for as long as the item location is available GÇö no window should automatically close unless the inventory is no longer a valid location to interact with (off-grid, in-station while undocked, wreck already emptied etc).
ISSUE: No context-sensitivity for inventory windows. FIX: Make it so that windows showing station-based inventories (e.g. hangars, corp hangars, delivery hangars) remember their state and re-open if available the next time I dock at a station. Likewise, make it so that windows showing in-space inventories re-open when I enter space. Preferably, for things like POS hangars, they should auto-open when I get close enough to them if I left them open the last time I was at that POS.
ISSUE: Screen real-estate bloat. FIX: Make it possible to hide or minimise pretty much all internal elements in an inventory window: size display, ISK estimate, filter text box, and maximise the available area for items. Some elements might exist in different sizes (e.g. the old thin-line space meter alongside the new fatter one). Also, make the tree view be a slide out side-window that expands on the side of the actual inventory and keeps the area available for items the same at all times, rather than a slide-in window that steal space from what the inventory window is meant to display: the items. Finally, with all that in place, drastically reduce the minimum size the window is allowed to be, since it no longer has to fit all the mandatory elements and since the user can set the window up to show what (s)he wants and what fits in the preferred size.
ALTERNATIVE FIX: Completely detach the tree view from the inventory window. Make it a separate GÇ£remote controlGÇ¥ for currently selected inventory window. This lets it be populated separately and means you only have to spend that screen-space once regardless of how many windows are currently on screen (this as an alternative to the slide-out fix).
ISSUE: No direct access to specific locations. FIX #1: Bring back context-menu items for ships and other GÇ£combined containersGÇ¥ such as the various POS arrays and the actual POS tower that list the various sub-bays available for the container: be it different bays on a ship or different divisions of a CHA. These should open up the specified location directly in a new window or in an existing one if shift is held down (and while you're at it prune some of the contextually irrelevant stuff from the context menu, such as GÇ£undockGÇ¥, GÇ£find in contractsGÇ¥, GÇ£buy itemGÇ¥ and other things that all lead to the same market window, even show info can go and be replaced with a direct button to the fitting window).
FIX #2: Let me drag specific locations to the NeoCom to create new direct-access buttons there.
FIX #3: Let me define GÇ£root objectsGÇ¥ for windows as described here. This also works as an alternate solution to the option of opening all items in new windows by default (or rather, they open in new windows by default for a different reason).
ISSUE: Inability to set default view modes for new windows. FIX: Let each window (and preferably each location) remember what kind of view mode it was in when last accessed: icon, or list mode, sort type, what columns were set up and at what sizes. Also, let me set a default layout that will be applied to new windows (in particular in terms of which columns should show). It might be worth-while do do a survey on what columns people actually use and shift the game's defaults to better represent this. Personally, I doubt that columns such as GÇ£locationGÇ¥ and GÇ£groupGÇ¥ see much use. Likewise, make a survey of what other columns people would like to see and implement those as well.
ISSUE: No remote management of distant inventories. FIX: Port the unified inventory to the asset, corp asset, and science-and-industry interfaces to let me manage my assets remotely the same way I do locally. In particular, combined with the above issue, add sort columns such as ME/PE for blueprints as a standard column so that the blueprint viewer just becomes another instance of the inventory manager and the two can be use interchangeably. Yes, it may slow down the fetch time, but then warn people of this if/when they try to turn it on the first time. Do not integrate remote locations directly into the standard inventory manager (or make it an option if people want to see those nodes in the tree view as well), but rather let them be separate windows by default.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Shift-click does nothing GÇö why the Unified Inventory isn't ready for primetime. |
Tippia
Sunshine and Lollipops
7380
|
Posted - 2012.05.25 19:55:00 -
[273] - Quote
ISSUE: The tree view overfloweth with all the things it has to show. FIX: Provide a filtering option for the tree view. Let me decide what I want to see there and let me sort how auto-populated items are grouped. Think of it more like a multi-level (user-defined, but with a preset) index rather than a file structure. Introduce default groups for some of the more common and thickly populated groups such as POS modules (which can be split into weapons, labs, hangars, manufacturing arrays and so on). Likewise, consider whether some subsections might not be better served with a completely different solutions. GÇ£Corp member hangarsGÇ¥, for instance, will very quickly become completely unusable as a tree structure as the number of corp members grow GÇö again, make it a filtering option where I can select which corp member hangars to show (and this filtering window can in turn be sorted and filtered in various ways to get a quick overview of what's available).
In addition, doing so will let the system determine whether a new item location can show up in the existing inventory windows or if a new window is required. If I have set all my windows to not show wrecks and try to open a wreck, then the system will recognise this and open a new window that is pre-set to only show wrecks. Of course, per the above fixes, this window will then be remembered and reused GÇö reopened in the same location and at the same size, with the same display settings GÇö the next time I open the same kind of object.
ISSUE: Too much mouse automation GÇö things keep happening that you don't ask for purely due to the mouse pointer location. FIX: Make the timer for the spring-loaded tree view adjustable by the user to keep slight hesitations and UI hiccups from accidentally opening an item location that I was just dumping stuff into and navigating away from the location I wanted to see. Also, make mouse-over information windows togglable to keep them from obstructing the view with information I don't feel like I need at the moment.
ISSUE: Bloated filter manager. FIX: Make the filter list a separate object that can be turned on and off independently of the tree view. Also, make it independently resizeable. Optimally, it should be possible to drag filters to some part of the title bar (say alongside the view mode icons) to provide quick access to your favourite filters. Alternatively, they can be part of the previously mentioned GÇ£detachable tree viewGÇ¥ idea and simply be a remote control for the currently active inventory window. This has the added benefit of allowing the filter list to be ridiculously long without having the inventory window(s) be ridiculously large.
ISSUE: Lack of filter combinatorics and complexity. FIX: Let us defined GÇ£meta-filtersGÇ¥ that simply turn combinations of other filters on or off, or let us define filters where each filtering option comes with its own separate AND/OR logic (and parentheses to make combined statements).
ISSUE: Lack of systematisation and categorisation options. FIX: Create a GÇ£virtual containerGÇ¥ item GÇö a container with no maximum size (beyond what the station/hangar/whatever itself has) GÇö that can act as a folder in the tree view. This can either be used a root folder, into which I can stick other inventories to create a more fine-grained categorisation than the tree view offers, or it can be used to mimic corp hangars for individuals without having to resort to physical (and size-limited, and code-locked, and time-restricted) station containers and the like. As an added bonus: if such a virtual container only holds blueprints, it will be called a GÇ£sketchbookGÇ¥ or some such, with a different icon to represent it to clearly separate it from all other item and container types in the inventory. Such virtual containers (including a blueprint sketchbook) can be locked or unlocked as a single entity GÇö be it a right-clickGåÆunlock in a secure container, or through a single corp vote for the sketchbook. New items added to the virtual container will automatically be locked/unlocked as defined by the container (making it easier to add BPOs to a corp's collection without having to lock every new one you buy and research). As a final coup de grace, add closure to these containers: you can have a virtual container within a virtual container (or within a real container for that matter) GÇö if you want to mimic the file management paradigm, embrace it fully.
ISSUE: Counter-intuitive shortcuts. FIX: Follow standard UI conventions when interacting with containers and the like: double-click to open (in a new window, obviously); shift-click to mass-select; alt-drag to copy; ctrl-drag to create aliasesGǪ oh, yeah, and add aliases.
GǪmore to come when I think of itGǪ GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Shift-click does nothing GÇö why the Unified Inventory isn't ready for primetime. |
Mistah Ewedynao
Center for Advanced Studies Gallente Federation
23
|
Posted - 2012.05.25 23:00:00 -
[274] - Quote
After days of trying to use it, the only way to fix it is to TRASH it. |
Mikelii
GoonWaffe Goonswarm Federation
1
|
Posted - 2012.05.25 23:04:00 -
[275] - Quote
(6:01:31 PM) generaldisturbed: I ******* hate CCP and this godawful new UI. I can't even open the mentors hangar without locking up my client. Been trying for 10 minutes to take ships out (6:01:51 PM) generaldisturbed: This new UI, such a good idea +1 CCP would use again (6:02:02 PM) motoh: Oh dear, I'd never even considered the mentors hangar. (6:02:03 PM) motoh: Good lord. (6:02:43 PM) generaldisturbed: Yes, Eve is currently using 2GB of ram and rising (6:02:51 PM) generaldisturbed: Because I opened the ******* mentors hangar (6:03:07 PM) rek esket: Having it parse through 1000 BPCs every time I dock isn't friendly
^^^ This, nothing but this. All day, every day. The UI is a mess that lags out the client. Half our hangars we can't even access anymore.
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Jonuts
The Arrow Project CORE.
55
|
Posted - 2012.05.26 01:49:00 -
[276] - Quote
Mistah Ewedynao wrote:After days of trying to use it, the only way to fix it is to TRASH it.
I fully support and endorse this statement. |
Maul555
Nuts and Vindictive Remix Technologies
132
|
Posted - 2012.05.26 02:31:00 -
[277] - Quote
CCP Optimal wrote: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.
Is this a joke? Your example there is a troll if I have ever seen one. Our problem was never multiple windows, and I have no clue why CCP continues to try to make it one. You broke my stuff, fix it! I want my multiple little windows back where I had them! |
vasuul
BLUE M00N Fetish Group Eternus Imperium Alliance
26
|
Posted - 2012.05.26 03:08:00 -
[278] - Quote
Maul555 wrote:CCP Optimal wrote: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. Is this a joke? Your example there is a troll if I have ever seen one. Our problem was never multiple windows, and I have no clue why CCP continues to try to make it one. You broke my stuff, fix it! I want my multiple little windows back where I had them! Oh yeah, and I NEVER combine my ships and items hangers, and I shouldn't be forced to do so just to try and use this broken UI!
what he said but OK we will play this game
the issue : you messed it all up when it wasn't broken to begin with
Fix : yes we wish you would the sooner the better put it back the way it was
only an anal retentive little programmer with too much time on his hands,would think a file tree is a better system than what we had
the issue: there is 4 threads of dev posting about this same issue and no one is listening
the fix : wake up and clean out your ears and flush your eyes with a good eye wash so you can hear and see what people are saying
the issue : even the test server people told you this thing was junk but you released it anyway The fix : listen to the feedback you get and adapt accordingly
this is not a flame i was not rude so please do not delete this post as such Just learn from your mistakes and move on
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
144
|
Posted - 2012.05.26 07:05:00 -
[279] - Quote
The shift-click to 'detach' a sub inventory is great, but could you make the action stick so that I don't have to detach my cargo every time I change my ship .. pretty much mandatory to have an open cargo to micro ammo/fuel/charges/dope/etc. and the full inventory window is just too unwieldy. |
HTP2K
Black Core Federation Intrepid Crossing
0
|
Posted - 2012.05.26 08:09:00 -
[280] - Quote
Easiest Possisble Fix which will satisfy many of the people that have problems with the UI interface.... Give an option to turn the UI OFF (turning off the index and the 1 window format) IE revert to the old way.
You managed it with station walking.
Give the players the option to turn it off and see how many of your active subscribing accounts actaully use the current interface |
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Tippia
Sunshine and Lollipops
7408
|
Posted - 2012.05.26 08:57:00 -
[281] - Quote
More tree-view nitpicks:
ISSUE: Long inventory names makes all tabs be named the same. FIX: Don't include the full GÇ£pathGÇ¥ when you name the inventory window GÇö just use the actual name of the single location you're looking at. It's often far more relevant to know what on earth you're looking at than where in tree structure this location exists. It's better to know that you're looking at the GÇ£Ph4t lewtGÇ¥ container than knowing that you're in the GÇ£Corporate Hangar > Stuff stolen from children > Ph4t lewtGÇ¥ container. When you have it in a tabbed stack, all you'll know is that it's in the GÇ£Corporate HGÇ¥, and you can't distinguish that nice loot container from the trash container you put in the GÇ£Corporate Hangar > Vendor JunkGÇ¥ division GÇö both will be labelled the same.
ISSUE: No location awareness in the tree view. FIX: In kind of opposition to the above, though, in a long list of item locations, it's easy to lose track of where the current inventory is actually located. A rclickGåÆhighlight in tree view function that scrolled the tree down to the right node and displayed it would be nice.
ISSUE: No undo for mistaken navigation. FIX: Give us breadcrumbs that show the last locations we navigated to and/or a GÇ£backGÇ¥ button that lets us go back to the inventory we were looking at. This also makes it easier for those who actually use a single view since you can keep the tree view open at the inventory you want to move stuff to and then just use the back button/click on the breadcrumb trail to go from it back to the source locationGǪ and then click in the tree view to go to the destination location again. And back and forth and so on. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Shift-click does nothing GÇö why the Unified Inventory isn't ready for primetime. |
xxVERTIGOox
Magnetic force Sovereign Technologies
0
|
Posted - 2012.05.26 09:21:00 -
[282] - Quote
HTP2K wrote:Easiest Possible Fix which will satisfy many of the people that have problems with the UI interface.... Give an option to turn the UI OFF (turning off the index and the 1 window format) IE revert to the old way.
You managed it with station walking.
Give the players the option to turn it off and see how many of your active subscribing accounts actually use the current interface
I agree with this. The new UI is absolutley agrivating and annoying. Every time i dock i have to reopen everything to move stuff in and out of hanger and ship cargo bay. Same goes with undocking(everything closes). If you can, at least make it so when you open a window and leave it there.... it stays there. |
Praetor Tim
The Ankou Northern Coalition.
0
|
Posted - 2012.05.26 10:05:00 -
[283] - Quote
HTP2K wrote:Easiest Possible Fix which will satisfy many of the people that have problems with the UI interface.... Give an option to turn the UI OFF (turning off the index and the 1 window format) IE revert to the old way.
You managed it with station walking.
Give the players the option to turn it off and see how many of your active subscribing accounts actually use the current interface
I totally agree on this. Give us the option and evaluate which is most popular. My bet is that you won't find many using the new inventory system... |
Nakkano
Internet Space Pimps
0
|
Posted - 2012.05.26 12:50:00 -
[284] - Quote
Everything about the new inventory system is not entirely bad. It's actually helpful sometimes, but most of the time it is counter intuitive, sluggish, and cumbersome.
My suggestions
Essential changes and bug fixes:
-Persistent inventory windows in stations -Restore the 'Ships' icon for the neocom -When dragging inventory to the sidebar (Tree view), the UI needs to be much more responsive. The container you are going to drop items in takes a few seconds for the inventory Tree to gain focus, and then only mousewheel will slide the tree, it doesn't respond to cursor position. This is disgracefully bad. Inventory dragged over the tree should automatically scroll the sidebar if the cursor is near the top/bottom of the scrollable tree.
Changes to make it more intuitive:
If I have the inventory window open, and then I open a container in space, that container needs to be in a separate, miniturized (old style) window. Not everyone may agree with this, but this was the previous default behavior and it should remain the default behavior.
Nothing is more infuriating to me then having the inventory open, clicking on a hangar/array/container to open it, and then having my current inventory window switch to that container. That defeats the purpose of having graphics at all, after I have been doing it that way for years in W-space.
An analogy of this scenario is eve combat-- Sure in combat, you can target enemies using the overview. But you can also click on them and target them as you see their ships in space. The inventory should work like this as well and pop up containers in a separate window by default.
I propose to have a settings checkbox that makes unified inventory the default window for all containers that are opened, disabled by default. The default setting is for new containers to be opened in separate windows, unless the modifier *SHIFT* is pressed, in which case the containers become nested in the inventory tree.
Regarding the responsiveness of the new inventory
The initial loading seems sluggish, but I don't have the old system to compare it to. I want to say that it is slower because it is loading all the containers at once, but it could be my imagination. Anyone else's thoughts on that?
I have faith ccp will improve this. They have improved the game so remarkably over the last few months that I see no reason why they would stop now. |
Mikelii
GoonWaffe Goonswarm Federation
3
|
Posted - 2012.05.26 13:15:00 -
[285] - Quote
(5:56:01 PM) generaldisturbed: So we're out of assembled rifters (5:56:21 PM) generaldisturbed: Or will be if I ever stop black screening long enough to drag them out (5:56:32 PM) generaldisturbed: This new UI is literally killing my client (5:57:15 PM) generaldisturbed: I can't even tell this newbee I'm blackscreened (5:57:52 PM) generaldisturbed: Okay we have a few rifters left, I literally cannot take anything from the mentors hangar (5:58:03 PM) generaldisturbed: Or close it at this point (5:58:07 PM) generaldisturbed: I hate CCP so much (6:00:46 PM) generaldisturbed: Trying so hard to accept this newbees trade (6:00:48 PM) generaldisturbed: ******* eve (6:08:35 PM) antir: I haven't opened the corp hangar in days because of that, I've no idea how I'll handle cap fueling now (6:08:49 PM) generaldisturbed: v0v (6:08:57 PM) generaldisturbed: My client immediately goes from 600mb to 2GB of ram usage (6:09:12 PM) generaldisturbed: If I open the mentors hangar (6:09:50 PM) antir: I even get it in other systems with a bunch of stuff in the hangars, it's like everything is reloaded every time
^^^ Today's fun with the new UI. Wish I could assemble more ships, but I've written our corp hangars off as lost. If I open them I can't get the client to stop locking up long enough to remove anything. Much less get it to close. |
Gizznitt Malikite
Agony Unleashed Agony Empire
315
|
Posted - 2012.05.26 13:34:00 -
[286] - Quote
Issue: Its sometimes counter-intuitive to on how to open new inventory windows.
Fix: Make the inventory icon a permanent, non-shifting memeber of the left icon taskbar. Whenever you click on it, a new inventory window will open. This will allow one to easily open a window, set it to its desired location... click on the inventory to open another window, move it to a desired location, rinse and repeat.
Issue: Its often hard to scroll manually.
Fix: Allow the user to change the size of the scroll bar, so it is a size that best suits them!
Issue: Ship hangar needs to be more quickly accessible.
Fix: Bring back a fixed Ships Inventory icon on the icon taskbar. |
BlackTalon
BlackTalon Mining Corp
2
|
Posted - 2012.05.26 15:13:00 -
[287] - Quote
simple way to improve the inventory .is really easy just get rid off it go back to old system nothink was wrong with it .this new system is way to much hassle if your an ceo or orca or noctis pilot its an nightmare . please just go back to old style inventory or give us an button for it also since new client update i run multi clients with other toons and its really bad now think others may be having same problem |
Balevian
Prospect Dreams The Ancients.
0
|
Posted - 2012.05.26 22:00:00 -
[288] - Quote
Please please please change the hangers back to the way they was, im finding it confusing and time consuming. or have this hanger system on mother and titans only.. for the average player whose cargo hold is not always full its far to complicated. I am spending far to liong finding hangers and opening them up whils pressing shift when the old system of right click the ship and open that hanger (Orca is a mess to open hangers for ore /cargo / corp hanger) I absouloutly hate this system and find it a over complicated system. |
Balevian
Prospect Dreams The Ancients.
0
|
Posted - 2012.05.26 22:03:00 -
[289] - Quote
you want to improve the cargo hangers put it back to the way it was to start with !!!!! |
DooDoo Gum
Center for Advanced Studies Gallente Federation
19
|
Posted - 2012.05.26 22:15:00 -
[290] - Quote
The new UI for containers has some great new features, but the implementation is horrible, it feels rushed and it takes away almost as much [if not more] than it gives.
The detailed search feature is very powerful, but the UI needs to be pulled back a bit, not so 'in your face' a way to do this could be deploying it in a fasion similar to the way that each pilots multiple overview settings are saved and called upon. perhaps a nice simple and fast pulldown menu of your pre-saved search categories.
Also, the STUPID amount of time it takes to load it up each time you enter a station, just defies any common sense whatsoever, improvements are supposed to simplify things and make common tasks faster, not slower... this needs to be gutted and rethought, when i open my ship cargo, i want to open my ship cargo, not wait 20 seconds for the entire station inventory to load...
CCP you are onto a good thing here, dont break all the great ideas by deploying it in a half ars'd UI.
Oh, and as a side note, these search functions, i really hope they are saved server side, because after setting all these up, i would be damn upset if i had to do it all over again at any stage, so upset i probably would not bother with them... so make them server side or exportable [in a similar fasion to the overview].
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Dan Lyon
Esokal Command
5
|
Posted - 2012.05.26 23:55:00 -
[291] - Quote
Issue: If we're gonna be dragging items using the tabs, the system need to be able to handle dragging to large a stack into a container
Fix: Add the ability to split stacks if there's not enough room in destination container, similar to how dragging 100 cap 800 charges into a BS cargohold from one window to another used to work. |
Vala Kyrija
LUX Uls Xystus LUX aRe us
4
|
Posted - 2012.05.27 14:42:00 -
[292] - Quote
Issue: The new inventory menue is unintuitive and cumbersome
Fix: give us back the old options of handling inventory, like the corp hangar button |
Faith Lincoln
Red Federation RvB - RED Federation
0
|
Posted - 2012.05.27 15:33:00 -
[293] - Quote
Issue: Unified inventory is crap Fix: Change it back |
Singoth
Blue Republic RvB - BLUE Republic
30
|
Posted - 2012.05.27 15:40:00 -
[294] - Quote
I think the complaints are all sound. I'm not going to repeat several issues, I'm only going to give ideas for additional functions of the existing Unified Inventory, which I personally like, but could be expanded more, fixing issues on the way.
1: All windows opened through unified inventory (by shiftclicking) remember their location on the screen, even when opened and closed, or you get out of range, or whatever. This is actually a must.
2: Cargo bay and wreck cargo will, by default, have their own window on the screen when outside stations. You can of course close them and they should stay closed after that, but for new players, they are opened. 2.a: CHAs and SMAs (also on capital ships)... tbh I don't know much about these. I suppose they could use the unified inventory as long as
3: Unified Inventory should be actually good for POSes: the distance requirements to open structures inside the POS forcefield should be removed. As long as you are within 2500m of the control tower you can move stuff between structures that are kilometers away from each other with a single click. This makes it easier to manage POSes through the unified inventory. It always bugged me that I had to travel literally kilometers inside a POS, to move crap between structures. That's one of the most useless and annoying game mechanics. So change it, and combined with unified inventory, POSes will be so much more easier to manage.
That's it. That should fix pretty much all issues with the inventory.
To fit more in the EVE style, maybe not make it a vertical scrollbar, but make "tabs" and a horizontal scroll bar like the old style, but then in the new unified inventory style to be more intuitive. Less yappin', more zappin'! |
Osloman
NorCorp Security AAA Citizens
0
|
Posted - 2012.05.27 19:01:00 -
[295] - Quote
Just face it.... This change sucks.. Too many clicks and just a holy mess if u got alot of assets..
Well its a good time of the year to take a break from EVE..
FIX: Change it back to before patch... |
Jack Carrigan
Order of the Shadow The Revenant Order
651
|
Posted - 2012.05.27 19:05:00 -
[296] - Quote
I personally believe that either the new inventory should be optional as it stands, or at least give us the capability to pin it to our station services menu. Because my researchers (all of our research is done remotely) are all up in arms right now. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |
kildres
Prescott Research Laboratories GekkoState.
0
|
Posted - 2012.05.27 20:25:00 -
[297] - Quote
I for one like the Inventory UI. It has a bit of a learning curve but can be very efficient once you understand how to use it.
One thing that would be helpful is being able to filter the Right hand column where all the ship and Item hangers are. Specifically for POS Items. It would be nice to be able to filter out all the guns and turrets in the Index and just look at the Arrays. In most cases the turrets are to far away to populate anyway and unless you are reloading them it's not really necessary to see them.
Another thought is being able to see what is fit to the ships in your list. Not only what is in the hold but what modules are fit. Maybe be able to right click on them and make them active right from there and go directly to the fitting tool. |
xinthorminaias
Science and Trade Institute Caldari State
6
|
Posted - 2012.05.27 22:54:00 -
[298] - Quote
Giving us back the old way to deal with inventory would be the single biggest improvement ccp had ever done to EVE |
Zac Solo
CANUCKIAN SALVAGE COMPANY
3
|
Posted - 2012.05.28 00:08:00 -
[299] - Quote
Osloman wrote:Just face it.... This change sucks.. Too many clicks and just a holy mess if u got alot of assets.. Well its a good time of the year to take a break from EVE.. FIX: Change it back to before patch... good idea summers here! maybe in the fall this new inventory will be a just bad memory.if not other games to play!! |
Rommiee
Mercury Inc.
115
|
Posted - 2012.05.28 09:45:00 -
[300] - Quote
An answer to two SIMPLE questions, please.....
1. Why not revert to the old system ? 2. Why did you not listen to all the issues pointed out for a couple of weeks while this system was on SISI ?
Giving an honest response to these questions is the least you can do after all this crap.
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