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Thread Statistics | Show CCP posts - 95 post(s) |

Kusanagi Kasuga
Ferocious Felines
18
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Posted - 2012.03.08 12:18:00 -
[181] - Quote
CCP karkur wrote:Magic Crisp wrote:Awesome!
Though here are some thought: - Rclick menus. Why do we have different options everywhere? Why not unify them? like try to send an evemail to a ceo/founder of a corp. When you are rclicking on the toon in the corp attributes you have no option to send him anything, that's a reduced menu. When you click showinfo and use the context menu on the upperleft corner, you can send him the mail, whatever. Why not having the complete menu when rclicking the toon on the attributes? - Rclicks. Why can't i have the "find in contracts" on an item in the market quickbar? Why do i have to drag it to the chat channel, just to have that option? - Why doesn't the GUI remembers my slot selection preferences? Like using a "same region" selector for a blueprint task, it always defaults to the "blueprint location" even when that's impossible to do, because the station doesn't have the lines, why the POS next to it, has.
- The right click menus should be the same (I think, the one on the corp ui is probably not working properly). - I added proper menu to the quickbar items, so you should have "find in contracts" in those menus soon - I just fixed the "blueprint location" thing, should be out on Tuesday Another example of this is the watchlist/fleet window - when I want to invite a fleet member to a conversation, I can't do it from either of these windows. I have to go to the fleet chat window, and search for them by name, then invite. |
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CCP Explorer
C C P C C P Alliance
163

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Posted - 2012.03.08 12:35:00 -
[182] - Quote
CCP karkur wrote:Magic Crisp wrote:- Why doesn't the GUI remembers my slot selection preferences? Like using a "same region" selector for a blueprint task, it always defaults to the "blueprint location" even when that's impossible to do, because the station doesn't have the lines, why the POS next to it, has. - I just fixed the "blueprint location" thing, should be out on Tuesday Magic Crisp, your reference numbers are D# 54443 / CL 345126 / 2012.02.27. Keep them safe! Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Punkturis
C C P C C P Alliance
1525

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Posted - 2012.03.08 13:13:00 -
[183] - Quote
Kusanagi Kasuga wrote:CCP karkur wrote:Magic Crisp wrote:Awesome!
Though here are some thought: - Rclick menus. Why do we have different options everywhere? Why not unify them? like try to send an evemail to a ceo/founder of a corp. When you are rclicking on the toon in the corp attributes you have no option to send him anything, that's a reduced menu. When you click showinfo and use the context menu on the upperleft corner, you can send him the mail, whatever. Why not having the complete menu when rclicking the toon on the attributes? - Rclicks. Why can't i have the "find in contracts" on an item in the market quickbar? Why do i have to drag it to the chat channel, just to have that option? - Why doesn't the GUI remembers my slot selection preferences? Like using a "same region" selector for a blueprint task, it always defaults to the "blueprint location" even when that's impossible to do, because the station doesn't have the lines, why the POS next to it, has.
- The right click menus should be the same (I think, the one on the corp ui is probably not working properly). - I added proper menu to the quickbar items, so you should have "find in contracts" in those menus soon - I just fixed the "blueprint location" thing, should be out on Tuesday Another example of this is the watchlist/fleet window - when I want to invite a fleet member to a conversation, I can't do it from either of these windows. I have to go to the fleet chat window, and search for them by name, then invite.
Good idea with the fleet window and Watch List. I'll look into it since I'm making some changes in the Watch List anyways  CCP Punkturis | EVE UI Developer | @katrinat |
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Pierced Brosmen
Priory Of The Lemon
60
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Posted - 2012.03.08 13:24:00 -
[184] - Quote
Great work on the improvements. They look great.
But with regards to right-click menus... Would this be possible to implement without too much coding? https://forums.eveonline.com/default.aspx?g=posts&m=762950#post762950
As someone who have (too) many chat chennels open, having the ability to get a channel MOTD posted again (without having to get a channel operator to post it again, having it displayed for everyone regardless of wether they want to see it or not) and the ability to clear the chatter in a channel (especialy Local, after leaving Jita/Amarr/Rens/Dodixie) would be much appreciated :)
Keep up the good work. Many little things makes for a lot of improvements
PS! Happy International Women's Day to all the women at CCP |
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CCP Punkturis
C C P C C P Alliance
1525

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Posted - 2012.03.08 13:35:00 -
[185] - Quote
Pierced Brosmen wrote: PS! Happy International Women's Day to all the women at CCP
thank you  CCP Punkturis | EVE UI Developer | @katrinat |
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Creat Posudol
Destined for Greatness Inc.
43
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Posted - 2012.03.08 13:39:00 -
[186] - Quote
Pierced Brosmen wrote:Great work on the improvements. They look great. But with regards to right-click menus... Would this be possible to implement without too much coding? https://forums.eveonline.com/default.aspx?g=posts&m=762950#post762950As someone who have (too) many chat chennels open, having the ability to get a channel MOTD posted again (without having to get a channel operator to post it again, having it displayed for everyone regardless of wether they want to see it or not) and the ability to clear the chatter in a channel (especialy Local, after leaving Jita/Amarr/Rens/Dodixie) would be much appreciated :) Keep up the good work. Many little things makes for a lot of improvements PS! Happy International Women's Day to all the women at CCP
+1 to all of that (including the happy wishes ^^) |
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CCP karkur
C C P C C P Alliance
518

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Posted - 2012.03.08 13:47:00 -
[187] - Quote
CCP Explorer wrote:CCP karkur wrote:Magic Crisp wrote:- Why doesn't the GUI remembers my slot selection preferences? Like using a "same region" selector for a blueprint task, it always defaults to the "blueprint location" even when that's impossible to do, because the station doesn't have the lines, why the POS next to it, has. - I just fixed the "blueprint location" thing, should be out on Tuesday Magic Crisp, your reference numbers are D# 54443 / CL 345126 / 2012.02.27. Keep them safe! Oops, I lied a little bit. I was fixing this the other day, but it's not going out on Tuesday, sorry 
Edit: Oops, I lied about lying... it is going out on Tuesday  |
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CCP Explorer
C C P C C P Alliance
163

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Posted - 2012.03.08 13:59:00 -
[188] - Quote
CCP karkur wrote:CCP Explorer wrote:CCP karkur wrote:Magic Crisp wrote:- Why doesn't the GUI remembers my slot selection preferences? Like using a "same region" selector for a blueprint task, it always defaults to the "blueprint location" even when that's impossible to do, because the station doesn't have the lines, why the POS next to it, has. - I just fixed the "blueprint location" thing, should be out on Tuesday Magic Crisp, your reference numbers are D# 54443 / CL 345126 / 2012.02.27. Keep them safe! Oops, I lied a little bit. I was fixing this the other day, but it's not going out on Tuesday, sorry  Edit: Oops, I lied about lying... it is going out on Tuesday  Yes, it is going out; we branched to the staging branch on the 29th, you fixed this on the 27th prior to the code being staged.  Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1038
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Posted - 2012.03.08 14:02:00 -
[189] - Quote
While you on it....
There is another way to increase compare tool usability a great deal...
Think about item's right click menu and; "show variations in compare tool..." (same items with different meta level)* "show similar in compare tool..." (items in same group)**
*would help great deal as reaching the info window/variations requires quite a few clicks atm. *would provide in example really easy way to compare different brand of ammo if you want to do their damage types or something else.
Get |

Quade Warren
Urban Mining Corp Rising Phoenix Alliance
5
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Posted - 2012.03.08 14:07:00 -
[190] - Quote
CCP Explorer wrote:Quade Warren wrote:CCP karkur wrote:Nirnaeth Ornoediad wrote:Liang Nuren wrote:PS: If you happen to get bored I'd LOVE the ability to see which market orders are mine in view market details... and then the ability to right click modify them directly from there. +1 for this. This would be very helpful. Once I got bored and looked into this (and had it working), but it's actually not that easy. The owner info is not sent to the client (and we don't want it to be), so the only way to know what are your orders is to compare them with the "my orders" list... which would require a lot of extra trips to the server, which we are not fond of. Is there a ID tag for each market order? If so, could you cross reference the ID tags under "My Orders" with those in the list you are viewing in the market client side instead of going back to the server? Probably doesn't work this way, but I figured every market order would probably have a unique ID for sanity. The IDs under "My Orders" are only fetched when you actually open that tab (to reduce server calls, to reduce load, to prevent lag). So when you open the market the client doesn't have that information and in general we don't want to call the server asking for information that the player isn't necessarily going to use. But CCP karkur is going to consult with the server programmers on this request.
After I posted this, I realized what you were saying would have to be the case, so I thought about it a little and came up with this. Sorry, we do a little software development in house, so we always talk about things like this.
Since a market order basically stays in limbo until it is modified (ie - expired, purchased, etc), wouldn't it be feasible to maintain a client side static list of orders that are only modified by a "push" from the server? This wouldn't really be a push, it would be more of a reaction to a modification. A user, whether buyer or seller, modifies their order, this information gets sent to the server and then the server sends information back to the necessary client with an update on only that particular order.
This would only work if it was set up that way, but it was just something I wanted to throw out there.
Thank you guys for working on the UI improvements. I'm totally stoked for the next update.
PS - One other thing. I notice while I'm in wmhole space that after every update, the NPCs are no longer on my overview. This has happened with each patch over the past few months. Where should I report this? I do have filters and different tabs in place, so I figured this may be the reason.
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Seloena
Mighty Orca Inc
2
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Posted - 2012.03.08 14:23:00 -
[191] - Quote
Good point. Own orders ids could be fetched once - when the first market request go (and they are not fetched already), or when orders window is opened(like now). The difference is that client will fetch ids only when they are not fetched already.
If you will add order the id will be pushed onto ids stack. Even if order will fulfill the id can be still stored in array coz nothing wrong will happen.
I dont know how exactly it works, but this could be extra 1 more query when you first open the market just after loading into the game. Next one will be taken like it is done now - by opening orders window or by placing order(we have to know new placed order id);
Best wishes for all fmale in universe (including me :p) and again thnx for good work Karkur!
Seloena wrote: >>> Highlighting our own market orders, so we can easily see them in tones of market orders no matter if you are in station or outside of it. Finding and fixing sell orders was always harder, coz buy orders are green if you are in station the order is placed.
>>> DOUBLECLICK on market order, or SHIFT+CLICK in the wallet->orders window would be the most beautiful gift for many of us! The order window is to check & fix the prices, so making there 'show info' on doubleclick is misunderstanding.
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Quade Warren
Urban Mining Corp Rising Phoenix Alliance
6
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Posted - 2012.03.08 14:40:00 -
[192] - Quote
Seloena wrote:Good point. Own orders ids could be fetched once - when the first market request go (and they are not fetched already), or when orders window is opened(like now). The difference is that client will fetch ids only when they are not fetched already. If you will add order the id will be pushed onto ids stack. Even if order will fulfill the id can be still stored in array coz nothing wrong will happen. I dont know how exactly it works, but this could be extra 1 more query when you first open the market just after loading into the game. Next one will be taken like it is done now - by opening orders window or by placing order(we have to know new placed order id); Best wishes for all fmale in universe (including me :p) and again thnx for good work Karkur! Seloena wrote: >>> Highlighting our own market orders, so we can easily see them in tones of market orders no matter if you are in station or outside of it. Finding and fixing sell orders was always harder, coz buy orders are green if you are in station the order is placed.
>>> DOUBLECLICK on market order, or SHIFT+CLICK in the wallet->orders window would be the most beautiful gift for many of us! The order window is to check & fix the prices, so making there 'show info' on doubleclick is misunderstanding.
Excellent point! I realized when I stepped out for a smoke "Well, crap, if the server has to push, what happens when the client isn't online?" This is the obvious solution. The client already makes many, many server calls with the orders list, so a query on startup wouldn't be overkill.
Actually, if this structure was implemented, it might lower the load on the server, even if it is just a smidge. Instead of querying each time, the server only gets queried once and then sends pushes to specific order ID's. This is of course assuming that this is how it works. I have much faith in CCP's ability to figure stuff like this out, so there may be an implementation problem with it. Also, depending on how it queries, it may be more server intensive to push on a single order ID instead of an index of character ID. Alas, we may get another Dev response to clear things up. =)
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CCP Greyscale
C C P C C P Alliance
580

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Posted - 2012.03.08 14:42:00 -
[193] - Quote
Quade Warren wrote: PS - One other thing. I notice while I'm in wmhole space that after every update, the NPCs are no longer on my overview. This has happened with each patch over the past few months. Where should I report this? I do have filters and different tabs in place, so I figured this may be the reason.
When you're losing these NPCs from your overview, are you losing all your overview settings or is this the only thing that seems to be changing? |
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Quade Warren
Urban Mining Corp Rising Phoenix Alliance
6
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Posted - 2012.03.08 14:47:00 -
[194] - Quote
CCP Greyscale wrote:Quade Warren wrote: PS - One other thing. I notice while I'm in wmhole space that after every update, the NPCs are no longer on my overview. This has happened with each patch over the past few months. Where should I report this? I do have filters and different tabs in place, so I figured this may be the reason.
When you're losing these NPCs from your overview, are you losing all your overview settings or is this the only thing that seems to be changing?
This seems to be the only thing. I have to manually add all sleepers, whether frig, cruiser or tower.
On another note, it also seems to display certain things it shouldn't. On my "battle" overview, I have it set to only show people with neutral or negative standing, but last night I noticed that one of my corp mates was showing up in overview while the others were not. My other corp mates are mentioning some issues with the overview as well, but we haven't said anything at a length more than "Oh, mine is actin' weird, too. Would you focus fire, please?! kthx"
I'll make sure to keep some notes and then submit. Thank you for asking. =) |

Creat Posudol
Destined for Greatness Inc.
44
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Posted - 2012.03.08 15:26:00 -
[195] - Quote
Seloena wrote: >>> Highlighting our own market orders, so we can easily see them in tones of market orders no matter if you are in station or outside of it. Finding and fixing sell orders was always harder, coz buy orders are green if you are in station the order is placed.
>>> DOUBLECLICK on market order, or SHIFT+CLICK in the wallet->orders window would be the most beautiful gift for many of us! The order window is to check & fix the prices, so making there 'show info' on doubleclick is misunderstanding.
This could actually be combined quite easily! Of course allow the doubleclick/shift-click first, and since someone's already fiddling with that part of the code, how about just highlighting the market order from which the "view market details" was called? The OrderID could easily be sent with the request for market orders in that case couldn't it? Of course this won't work as easily if that command just tells the (local) market window to show itself and display a specific ItemID. But even then, the OrderID to be highlighted could be given to the market windows in that case just the same, and then be included in the request to the server to somehow facilitate the highlighting of that order.
This would be a GREAT improvement for all the market-people!
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Vrykolakasis
Trinity Operations Aurora Irae
37
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Posted - 2012.03.08 15:42:00 -
[196] - Quote
This would be a nice UI change assuming it's not too much work:
Say I'm sitting in the show info window on a character and I'm looking at employment history. I close the show info window, and I want to take a look at another character's employment history. However, this new character doesn't have a bio. Instead of looking at employment history I automatically get moved one tab over, because there are less tabs. This happens in other show info windows too, not just the character ones. |

Pinky Denmark
The Cursed Navy Tactical Narcotics Team
94
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Posted - 2012.03.08 15:42:00 -
[197] - Quote
I believe incursion NPC's behave like wormhole NPC's in the aspect of not appearing on the standard overviews...
Pinky |

Donaldo Duck
Nomad Inc. Hansa Teutonica
0
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Posted - 2012.03.08 15:49:00 -
[198] - Quote
CCP karkur wrote:Recently a player on the forums discovered an awesome new tool, the Compare Tool. Well, it's actually been around for years, but I still managed to convince a few people that it was brand new, and tried to take all the credit for it. My friends in that thread asked for a shortcut for it, so a shortcut they get :) An optional button for the Neocom will be added soon when an icon for it has been made. And when comes the Shortcut for the Fitting Management? Everytime i want to post a fit, i have to open my fitting of the shuttle?
Oh, and whats with the l33tfilter options for contracts (who know or use that ?)- something like a tooltip or similar to new asset-search would be nice since implementation. |
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CCP Explorer
C C P C C P Alliance
164

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Posted - 2012.03.08 15:58:00 -
[199] - Quote
Donaldo Duck wrote:CCP karkur wrote:Recently a player on the forums discovered an awesome new tool, the Compare Tool. Well, it's actually been around for years, but I still managed to convince a few people that it was brand new, and tried to take all the credit for it. My friends in that thread asked for a shortcut for it, so a shortcut they get :) An optional button for the Neocom will be added soon when an icon for it has been made. And when comes the Shortcut for the Fitting Management? Alt+F and click Browse?
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Dr Prometheus
Gears of Construction Gears Confederation
29
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Posted - 2012.03.08 16:07:00 -
[200] - Quote
One thing what realy would make me happy (and other people);
Ability to add or remove tabs in corperation hangar and personal hanger. And not beeing limited to the ammount you have now.
But besides that; what you just posted is just great, no bad things found yet. ;) Dude, where is my Charon? |

Donaldo Duck
Nomad Inc. Hansa Teutonica
0
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Posted - 2012.03.08 16:21:00 -
[201] - Quote
CCP Explorer wrote:Donaldo Duck wrote:CCP karkur wrote:Recently a player on the forums discovered an awesome new tool, the Compare Tool. Well, it's actually been around for years, but I still managed to convince a few people that it was brand new, and tried to take all the credit for it. My friends in that thread asked for a shortcut for it, so a shortcut they get :) An optional button for the Neocom will be added soon when an icon for it has been made. And when comes the Shortcut for the Fitting Management? Alt+F and click Browse?
ok, shuttle is bad example . . .a ship full of fitting cause some load for only clicking "browse" and "x"
and since the change (buttons to bottom) browse and x are way more mousemovement |

ORCACommander
Astral Synthetics
7
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Posted - 2012.03.08 16:52:00 -
[202] - Quote
here is something: how about each rout between waypoints gets assigned a different color. Sometimes waypoints have you double back and you can get mixed up on which stargate to warp to. |

PinkKnife
PonyWaffe Test Alliance Please Ignore
71
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Posted - 2012.03.08 16:54:00 -
[203] - Quote
+1 for women devs as well, don't mind that they players assume your men, they assume all the other players are men as well. 
You guys should stop by the WGOE channel though and talk to the rest of the gals if you're ever in game. ^_^.
Woot international womens day. |

Bloodpetal
Mimidae Risk Solutions
498
|
Posted - 2012.03.08 17:04:00 -
[204] - Quote
CCP Greyscale wrote:Quade Warren wrote: PS - One other thing. I notice while I'm in wmhole space that after every update, the NPCs are no longer on my overview. This has happened with each patch over the past few months. Where should I report this? I do have filters and different tabs in place, so I figured this may be the reason.
When you're losing these NPCs from your overview, are you losing all your overview settings or is this the only thing that seems to be changing?
How about just letting us add all those NPCs the usual way with the overview settings!!
Also...
Overview Filtering
https://forums.eveonline.com/default.aspx?g=posts&m=842090#post842090 Mimidae Risk Solutions Recruiting |

neur0zen
AtlantiA French Corp Yulai Federation
4
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Posted - 2012.03.08 17:07:00 -
[205] - Quote
Great improvements, small things but great.  |
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CCP Greyscale
C C P C C P Alliance
580

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Posted - 2012.03.08 17:29:00 -
[206] - Quote
Quade Warren wrote:CCP Greyscale wrote:Quade Warren wrote: PS - One other thing. I notice while I'm in wmhole space that after every update, the NPCs are no longer on my overview. This has happened with each patch over the past few months. Where should I report this? I do have filters and different tabs in place, so I figured this may be the reason.
When you're losing these NPCs from your overview, are you losing all your overview settings or is this the only thing that seems to be changing? This seems to be the only thing. I have to manually add all sleepers, whether frig, cruiser or tower. On another note, it also seems to display certain things it shouldn't. On my "battle" overview, I have it set to only show people with neutral or negative standing, but last night I noticed that one of my corp mates was showing up in overview while the others were not. My other corp mates are mentioning some issues with the overview as well, but we haven't said anything at a length more than "Oh, mine is actin' weird, too. Would you focus fire, please?! kthx" I'll make sure to keep some notes and then submit. Thank you for asking. =)
Well... huh. They're in the overview defaults, they're in the correct places in the code... I can't see anything wrong with the way they're configured on our end. Do you know if you lose non-Sleeper NPCs too?
Bloodpetal wrote:How about just letting us add all those NPCs the usual way with the overview settings!!
You can add/remove all NPCs using "Pirate NPC" and "Mission NPC" in the "NPC" category in overview settings. The reason we don't let you add/remove them on a per-"group" level (ie, "Asteroid Serpentis Frigate" etc) is that there are 217 separate NPC groups and it would make for a pretty terrible UI. Open the "Structures" category, imagine that being 10x longer and that's about what you'd be dealing with. |
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Korgan Nailo
5ER3NITY INC
15
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Posted - 2012.03.08 17:45:00 -
[207] - Quote
Hi,
I recently started a thread about laser crystals reload and the awkward game behavior on that matter. It clearly looks like something that was not coded properly after the introduction of torrents / launchers grouping. ( https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=78127 )
Here is the scenario: - you have 6 turrets grouped - you're using faction / t2 crystals - you have unused spares stacked in cargo
Issues: - when you reload a different crystal type, lets say from Scorch to Conflagration (used), the client changes the crystals to 1 used crystal and 5 new ones - when a crystal breaks, if it is a single one the client reloads that crystal and the turrets stop shooting, which I think is the intended behavior like all other turrets that run out of ammo. However, if it is more than a single crystal, the client simply don't load anything - you can NOT check the crystals damage unless you're undocked. Considering that we restock stuff while docked, that makes things a bit weird right? It is like putting a mirror outside your house to check if you like your outfit... =p - also, due to the line above, you might undock with 3 sets of crystals that take cargo space but you'll end up with no crystals to shoot anything after 3 volleys. Worst case of the world, I know, but you got the picture.
People have been working around the issue for quite some time with containers and simply dragging all the 6 crystals (hypothetically in this case) directly into the turrets group. We can conquer the space but we don't know the basics of logistics in ammunition usage... right... =)
So, here is what I think it would be the correct / intended behavior of it: - when one or more crystals break, turrets should stop firing and automatically reload such type of crystal, giving priority to use "(used)" crystals - when you choose to load a different crystal type, turrets should load chosen type also giving preference to "(used)" crystals, except if the user explicitly chooses to load new crystals. However, I wonder if anyone would actually want to load new crystals if the turrets worked properly in reloading crystals.
Now, since we are on the subject, here are a few additional ideas: - crystals should have some "docked" easier way of measuring their durability. The same way a projectile or hybrid capsuleer looks at his cargo and knows that 1200 units of X ammo is enough, a capsuleer using lasers should be able to know if that set of crystals will last a volley or a whole day of shooting. Obviously if the "reload" is fixed, this might be overlooked by just keeping some extra brand new crystals that take a line of your cargo hold as a stack and you can just check the quantity. - for all turrets / launchers in general: reloading ammo is a pain in the butt. You need to stop the gun, wait for half to almost a full cycle of client lag for it to stop, THEN click the new ammo type. For projectiles and hybrids that take 10 seconds to reload, that "lag" problem might be ok, but for lasers, that is bad. The suggestion is: make so that when players right click and select a new ammo type, or just drop some ammo over, that the turrets behave like a reload, stopping shooting and automatically loading the new ammo. That would be SOOOOOOO cool... =)
Thank you. |

Darthewok
Perkone Caldari State
31
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Posted - 2012.03.08 17:55:00 -
[208] - Quote
Korgan Nailo wrote:currently reload brings in new not the old crystals
Confirming this is a fix that is much sought and would be much appreciated. CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0 |

Cailais
Rekall Incorporated Sinewave Alliance
225
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Posted - 2012.03.08 18:03:00 -
[209] - Quote
C'mon CCP this is yet another example of why you fai....
oh wait.
Er, yup ...erm...all really very good, brilliant in fact. Well done. 
C.
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PinkKnife
PonyWaffe Test Alliance Please Ignore
71
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Posted - 2012.03.08 18:14:00 -
[210] - Quote
Korgan Nailo wrote:Hi,
- you can NOT check the crystals damage unless you're undocked.
Thank you.
Untrue.
if you make a contract or go into repair the ship it will display how much damage is on them. |
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