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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
WongDong Phooey
Aliastra Gallente Federation
0
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Posted - 2012.02.28 02:29:00 -
[91] - Quote
ISSUE Everyone has different - and legitimate - use cases for and against auto-stacking, auto-packaging and auto-sorting.
FIX Every container (cargo hold, corp hangar, station hangar, POS ship hangar, station container, GCS, etc.) should have the ability to toggle on/off
- Auto-repackaging
- Auto-stacking
- Auto-sorting
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WongDong Phooey
Aliastra Gallente Federation
0
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Posted - 2012.02.28 02:30:00 -
[92] - Quote
ISSUE You can sell, contract and trash items in remote locations, but you cannot refine them.
FIX Give the ability to right-click items in remote stations and refine the items. |
WongDong Phooey
Aliastra Gallente Federation
0
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Posted - 2012.02.28 02:33:00 -
[93] - Quote
ISSUE You can select ore in your cargohold and choose "Move to Hangar and Refine" - which eliminates a step for miners. There is no similar process for re-processing salvage.
FIX Give ability to select multiple loot items in ship cargohold and choose "Move to Hangar and Reprocess" |
xeitgeist
STEEL CITY. Ataraxian Steel
1
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Posted - 2012.02.28 11:30:00 -
[94] - Quote
ISSUE Icons for items are huge
FIX Small icons option
ISSUE No way to organize items in personal hangar other than buying cargo containers.
FIX Allow creating tabs for personal hangar like you can with the corp hangar, or allow creating "folders" that hold items like a can but can only be used in the hangar for sorting items.
ISSUE It takes forever to sell items one by one.
FIX Selling multiple highlighted items brings up a table of all the selected items with checkboxes next to each one and displays the highest buy order price and percentage above/below regional average in the corresponding fields. |
mercuryyy
Overplayed Associates Ltd. Fatal Ascension
1
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Posted - 2012.02.28 12:34:00 -
[95] - Quote
/nevermind
just figured out this is "inventory UI" only. carry on. |
mercuryyy
Overplayed Associates Ltd. Fatal Ascension
1
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Posted - 2012.02.28 12:47:00 -
[96] - Quote
/nevermind |
Kitt JT
Crimson Empire. Nulli Secunda
16
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Posted - 2012.02.29 21:36:00 -
[97] - Quote
Actually, you guys already fixed my biggest beefs, which were dragging and dropping targets, and watchlist members. +1 BUT:
ISSUE: minimized local used to display local count. It no longer does
FIX: the square item on the neocom displays a large, easy to read local count. in this picture, there would be 167 people in local like so (obviously ccp could make it look nicer): http://i292.photobucket.com/albums/mm2/KittJT/local1.png
ULTRA FIX: the condensed local list was good, but we can go one step further. while minimized, it could change the background so its shaded like standings. It would provide update, easy to read, and accurate information on the ratio of friendly, neutral, and hostile people in local, making the "local spike, scroll frantically through the list to see whose coming in" feeling. It would look something like this: http://i292.photobucket.com/albums/mm2/KittJT/Local2.png |
el alasar
The Scope Gallente Federation
156
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Posted - 2012.03.04 14:53:00 -
[98] - Quote
Issue: Several mouse clicks and navigation for "select all", "Repackage", "stack all" Fix: place 3 little buttons for those three in each cargo window / hangar
Issue: Item Meta level is hard to see in thumbnail FIX: small icon on the item to indicate which meta level you are facing
Issue: some remote effect modules are hard to recognize cause thumbnail misses remote effect icon (like remote armor repairer) Fix: change thumbnails so all remote effect module include a remote effect icon (like shield transporter ) check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like |
Thorian Crystal
Amarr War Industries Empire Industry
0
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Posted - 2012.03.06 16:53:00 -
[99] - Quote
It would be nice to have at least buttons for buying containers. Now I need to go to market and buy station container.
Also the items list is initially small. Maybe add button that opens items window as bigger, so that I don't have to resize it all the time. This needs to remember its position exactly, not jump where ever it wants. |
joelinux
ANZAC ALLIANCE Executive Outcomes
82
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Posted - 2012.03.07 01:24:00 -
[100] - Quote
Gasgat Alur wrote:Problem Big mess when you have loads of items in one container
Fix Add sorting options such as; Meta and Regional price
Regional price would be all kinds of awesomesauce. |
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Aquila Draco
143
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Posted - 2012.03.11 12:34:00 -
[101] - Quote
Make completely new UI. |
Leto Aramaus
Grimm Hounds
3
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Posted - 2012.03.11 17:11:00 -
[102] - Quote
Hotkey for selling items. (and anything else you have to right click to do now) |
Dark Rawen
The 1st Regiment HUN Reloaded
0
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Posted - 2012.03.12 08:57:00 -
[103] - Quote
For the sake of joves please add a change caracter button next to log off and quit game. It vill drop you back to caracter selection menu.
And offtopic but wha cant caracters learn simultaneously ? |
Miss Whippy
Native Freshfood Minmatar Republic
110
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Posted - 2012.03.13 14:17:00 -
[104] - Quote
Sorry if this has already been suggested, but please make use of the ALT key for single selection and more importantly deselection, just like in windows. Time to-áCOMPLETELY REDESIGN THE U.I. FROM SCRATCH: - End the click fest & Multiple Window fest - Streamline and Simplify it-á - Improve scalability-á |
Mental Block
MediaCataclysm
0
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Posted - 2012.03.16 04:18:00 -
[105] - Quote
EVE stands alone as the only socially complex game in the market, but suffers much from the lack of good architecture
I would propose a redesign of the EVE domain model to invigorate a new generation of players. We need to move past shortcut keys and animations
First, I would recommend EVE consider bridging the gap between gaming software and business software by practicing Domain Driven Design on the back-end. Having spent some time in the eve API's and DB dumps, it is not at this level of modeling sophistication
Second, I would suggest inventory is the core of EVE and deserves the most attention, as it is connected to every major aggregate in the game. Inventory drives the economy of EVE and is the foundation of trade, manufacturing, PVP, and even player behavior. These principles should flow from core models, to the service layer, and definitely all the way to the user interface
Although I agree with the fundamental philosophy of EVE being driven at the microeconomic scale, users think at the macroeconomic scale and need a way to interact with the market at that level. With a redesigned inventory model we could have any number of dimensions to get lost in just by clicking around the market in our geographical area. Instead of seeing a rough data-mining perspective on micro-economic data (average prices, highs, lows, etc...), we could start to understand the value in trade routes, production lines, regional advantages, and be rewarded for our efforts in researching and/or creating this data. Skills become a dimension, assets become a dimension, location becomes a hierarchical dimension, and the whole thing just gets a lot more dynamic and interactive. Each of these concepts should become part of the team's ubiquitous language and integrated into the domain model. From there it will find a fit down to the database and up to the user interface
Just one quick example to make it more practical. If I have a component, I might be able to see within one or two clicks from that product (whether its in the market, hangar, or in a regional profile) to see my assets in or related to that item, my recent consumption via kills or losses, the trade routes associated with it that I have contributed (or interfered) with, perhaps within all the bounds of my current skillset. Unfortunately this can't happen by laying out data tables. It only happens with a true domain layer (again, Domain Driven Design). To accomplish this, you start with a base component, then you abstract out various types of relationships between components, then you inject meaning to these relationships through the user interface, then hopefully you add a few 0's to the end of the subscribed members. Throw in a geographical load balancing architecture (in EVE, not RL... its already the most latency-friendly MMO on the planet), followed by a geographical session migration strategy (both seem to exist already to an extent?) and your golden... in two years:) |
Cruze Parker
Steel Soldier's The Freedom Alliance of EvE
0
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Posted - 2012.03.19 04:48:00 -
[106] - Quote
Hi Everyone **On a side note** Corp CEO's to have the ability to see who and what is taken and moved from Corp Hangers, it will assist CEO's to see who is stealing from Corp hangers..
Regards Cruze |
Zore Daverse
The Four Minute Men
0
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Posted - 2012.03.19 08:15:00 -
[107] - Quote
Jafit McJafitson wrote: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.
+1 |
Dream Five
Renegade Pleasure Androids Pleasure Syndicate
148
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Posted - 2012.03.20 00:18:00 -
[108] - Quote
ISSUE: too much clicking when submitting industry and research jobs. Currently for a POS job first an installation needs to be selected, then a slot selected in that installation.
FIX: reduce the amount of clicking needed to start a job by default. most of the time its quite easy to make a reasonable guess which installation is going to be used for a particular job. if i'm building a drake and i have a MSAA hanging with an open slot, why not suggest that slot as a default. Likewise for different types of equipment/ships. Same for research jobs. If i'm starting a copy job and have an advanced lab with an open slot, why not fill that in by default. The heuristic would pick the best available slot for a typical use, but it could still be changed. Would be a nice time saver.
Thanks! |
Alice Katsuko
Terra Incognita Intrepid Crossing
84
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Posted - 2012.03.22 18:42:00 -
[109] - Quote
Issue: Inventory and market search has poor functionality. For example, putting "cap" into the search field will return both Capacitor Rechargers and Cap Power Relays. Putting "cap recharger" into the search field will return nothing, because the game will look for an item with the string "cap recharger" in the name, rather than treating the two as separate keywords.
Fix: Inventory and market search should be by default keyword-based.
-
Issue: Corporation and Alliance show-info panel does not have drag-drop functionality -- currently a player cannot drag-drop the alliance/corporation as a link from its info panel. In general, any time an info panel shows an icon or a logo, we should ideally be able to drag-drop that icon as a link into chat and mail boxes.
-
Issue: Cannot drag-drop players from the overview to chat windows and the watch-list. Not sure if it's possible, but would be nice, especially for logistics pilots. This way when we see someone in a squishy ship, we can directly drop their name into watch-list and link him for other logistics to watch-list without having to first find that player in a channel member list. |
Miss Whippy
Native Freshfood Minmatar Republic
139
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Posted - 2012.03.23 11:03:00 -
[110] - Quote
Aquila Draco wrote:Make completely new UI.
This. Time to-áCOMPLETELY REDESIGN THE U.I. FROM SCRATCH: - End the click fest & Multiple Window fest - Streamline and Simplify it-á - Improve scalability-á |
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Ikoras
Surrogates.
4
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Posted - 2012.03.24 03:13:00 -
[111] - Quote
Give me my old UI back or the option for one. Really disappointed so far with majority of the changes. |
Faile Nightsong
DSB Enterprises
0
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Posted - 2012.03.25 05:00:00 -
[112] - Quote
As a developer myself, I wanted to add some thoughts.
Personally the thing I'd like to see most in the inventory window is mouseover action buttons for common behaviors. I do too much right clicking.
So, view market, info, sell, buy, reprocess, repackage, and perhaps select ought to have unique interesting buttons and when you're in the table views of inventory I'd like to see simple icons that let me do those actions with single clicks.
Since you require us to interact with the game, reduce the click through operations. If you want an activity to take time to perform manually, make that happen by being interesting (mini-games) not by making me click a lot. Reducing the number of operations or manual steps that it takes to perform an action keeps us more involved in the doing of the game, instead of the tedium of repetitive actions.
For icons, perhaps #< for buy $< for sell. Click on either and I get a slideout that shows the available orders (sell or buy) and price and quantity fields prefilled in. The quantity field ought to be already selected, but I can see clearly if I'm overpaying or underselling.
I'd like to see you add tagging as a core data attribute for all game items. This would allow us to do complex searching in the inventory and asset interfaces. Adding our own custom tags to items would allow us to come up with complex and ingenious searching and sorting behaviors in our various intentory locations.
Expand the mouseover idea to the ships interface, and to the overview? too much clicking and mouse movement, it reduces efficiency. If you want for example to allow a pod pilot to have a chance to warp out before he gets targetted and locked down, then add an intentional delay (locking time, in this example.)
So to summarize :
1. Make common operations faster via liberal use of mouseover buttons combined with simple focused slideout dialogs to complete the operation. 2. Use the simple, yet powerful idea of tagging, prepopulated from different categories already present in the item databae (t1 vs. t2, meta1 -> meta13, energy grid, scrambler, webber, af, hac, etc., etc.) |
Faile Nightsong
DSB Enterprises
0
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Posted - 2012.03.25 05:10:00 -
[113] - Quote
Dream Five wrote:ISSUE: too much clicking when submitting industry and research jobs. Currently for a POS job first an installation needs to be selected, then a slot selected in that installation.
FIX: reduce the amount of clicking needed to start a job by default. most of the time its quite easy to make a reasonable guess which installation is going to be used for a particular job. if i'm building a drake and i have a MSAA hanging with an open slot, why not suggest that slot as a default. Likewise for different types of equipment/ships. Same for research jobs. If i'm starting a copy job and have an advanced lab with an open slot, why not fill that in by default. The heuristic would pick the best available slot for a typical use, but it could still be changed. Would be a nice time saver.
Thanks!
I like the sentiment of this idea, but consider merging the ui, so that you're not bringing up so many extra dialogs. I'm not sure how the UI is built, but if you can get slideouts or dropdowns in place instead, so that the ui doesn't require as much clicking around, and CCP can possibly reduce resource usage. So, instead of requiring us to bring up separate dialogs for Blueprint and installation, allow us to pick each in the ui itself. Dropdowns that lazy load, with a default selected (instead of pick one) would be a nice optimization that reduces overhead for the user. |
Yosarian
Koshaku Gentlemen's Agreement
5
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Posted - 2012.03.25 20:32:00 -
[114] - Quote
Cruze Parker wrote:Hi Everyone **On a side note** Corp CEO's to have the ability to see who and what is taken and moved from Corp Hangers, it will assist CEO's to see who is stealing from Corp hangers..
Regards Cruze
This! Please pretty please. |
Ender Karazaki
Republic Military School Minmatar Republic
22
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Posted - 2012.03.26 06:09:00 -
[115] - Quote
One tiny thing I would like is to be able to use the middle mouse button or mouse wheel to target lock ships displayed on the overview, or double clicking.
Would also like the ability to view minimized chat windows by hovering my pointer over them. |
Harsa Tosh
Warhamsters Against ALL Authorities
0
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Posted - 2012.03.26 22:00:00 -
[116] - Quote
Mary Cricket wrote:Maybe not strictly UI but here it goes
ISSUE: If you have a PvE overview tab open and you try to watch the scanner you constantly have to switch Tab FIX: Expand the feature of "Use Active Overview Settings" so you can select the Tab to use for the scanner
ISSUE: Same in PVP... for example, I need wrecks on directional scanner for fast check if someone carebearing in system, but I don't really need them in my pvp overview. Separate setting for scanner will be really helpful! Changing overview settings all the time are annoying (have all 5 tabs in work, and I don't really want spent one tab for same pvp overview I already have but with wrecks).
FIX: Remove checkbox and change it on radiobox with 3 options 1) player selected overview preset name for scanner (current tab overview preset name by default, get it one time when scanner firs time opened, for example, and store player chose or just remember it only for current game session), button with overview chose menu for scanner 2) "Synchronize with Overview Settings" or something like this to make it work just as it work now with checkbox "on" 3) "Show All" or something like this to see everything on scanner. |
Miccet
B.A.S.E. Consortium
0
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Posted - 2012.03.27 08:58:00 -
[117] - Quote
I usually place all my stuff categorized in station containers. There might be a better way, please let me know if there is. It works quite well with a few exceptions:
Issue: Password, I don't need that on my own stuff that will never leave my hangar. Suggestion: Station containers without passwords.
Another issue here is that if you reinstall or start on a new computer all containers are locked. No biggie, but with the above it would be solved. The next best thing would be to be able to unlock a selected span of containers. Now I have to go in and uncheck that setting on every container.
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GizzyBoy
Old Spice Syndicate Sailors of the Sacred Spice
10
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Posted - 2012.03.27 09:08:00 -
[118] - Quote
in a recent update the assets tab when viewed in station allowed you to have a breakdown of the assets in your hanger, that were not in containers.
can you make the hanger tab work similar to this (maybe optional, its a ui thing! with filters and what not)
it had a break down between modules and minerals. you could also add a blueprint tab based on the science & industry one for the current station.
One for Pi Ammo tags ships tab - hell why not its an asset after all And lastly "everything" - ships
now that i think about it, Why not be really cool guys and do it client side more utilizing your asset list. ships can have there own tab but get pulled down when its active as per normal when loading the ship tab from the menu bar,
and then have a set of default tabs (ships,minerals,ammo,weapons,modules, everything) then let us make out own tabs based on the market category of the things we want to see together.
and let the client do the filtering.
lastly i dont know if your going to delve into that mess that is corp hangers... but jesus i raise my glass to my fellow coders... gd luck with that one..
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Wozbo
GoonWaffe Goonswarm Federation
0
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Posted - 2012.03.27 13:16:00 -
[119] - Quote
I'd like the ability to buy a predefined fitted ship. Show the combined cost and how many at x cost I can buy
Example
Purchasing "My drake fit" (going with some drake fit for example) 1 @ 40,000,00 2 @ 45,000,00 1 @ 47,250,00 5 @ 50,000,00
(show something like 4 - 5 lines)
3 orders would add up to 130,000,000
Also, allow setting a maximum buy price for a fit. Like say I want 10 orders of a fit, but I don't want to pay more than x per fit. "I want 5 drake fits but max buy price is 42,500,000.
Also, completely different note. I'd like to be able to reprocess items from my ship, and I'd like a select all/ select all in container option. Show a container, indent items in said container. if I select the container, select all the items within without selecting the container. Click #2 selects container (if everything underneath is selected). Click #3 deselects everything. |
Yes Master Heluene
University of Caille Gallente Federation
0
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Posted - 2012.03.28 01:06:00 -
[120] - Quote
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.[/quote]
You almost home, so Plz finnnsh it, make serch "resp" (-R UNIX Lang ) Now U can't serch in the ONLY sorting opt. We have, cans AND nott start prod. Or use materials from within a can.
But a real sortingsystem IS needed, Plz glance on Mac :)
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