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Thread Statistics | Show CCP posts - 1 post(s) |

SexxxSlave
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Posted - 2009.02.10 22:01:00 -
[61]
Originally by: Merin Ryskin While difficult if the target is watching for probes on their directional scanner,
you do realize probes dont appear on directional scanners anymore...its been this way for at least a year. |

Merin Ryskin
Peregrine Industries
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Posted - 2009.02.10 22:02:00 -
[62]
Originally by: SexxxSlave
Originally by: Merin Ryskin While difficult if the target is watching for probes on their directional scanner,
you do realize probes dont appear on directional scanners anymore...its been this way for at least a year.
Learn to un-check "use overview settings". Probes very definitely DO appear on directional scan. |

schurem
Silver Snake Enterprise Skunk-Works
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Posted - 2009.02.10 22:15:00 -
[63]
Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
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Korrakas
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Posted - 2009.02.10 22:27:00 -
[64]
Title BlackOps Speciality
Category Ships/Modules
Description Add The ability for BlackOps to be able to cyno into cynojammed systems by hacking the systems cynojammer and reverse Cyno, include all other suggestions of increased fuelbay etc. Also allow BlackOps to carry a special explosive deplyonace system that requires an uncloaked BlackOps to instal 4 explosive packages into any enemy POS that require 10 min per attachment. Each explosive, if succesfully deployed, requires a full game day to build up charge before being primed for detonation. Each explosive doing 25% damage to a POS (with 4 of them completley destroying any POS insystem thus rendering the system Sov 1). Also create a counter module for other blackops giving them the ability to scan each Pos (each scan taking 1 hour) scanning is percentage based (with skills increasing the chance of locating explosives) and explosive removal taking 5 hrs (also chanced based).
Goal To increase the risk for 0.0 alliances that have firstly many uninhabited systems because of jumpgates and also to increase the ability for smaller allainces/corps to sabotage making EVE once more a dynamic warzone with true infiltration. Also making the BlackOps a valuable asset to any major corp or allaince.

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Deva Blackfire
coracao ardente
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Posted - 2009.02.10 23:07:00 -
[65]
I guess there is not much time for larger tweaks, so:
Title: Rocket fix
Category: Gameplay/balance/fix
Description: there is lots of issues with rockets (for example bug report ID: 67132). But except for obvious ones: 1. make rockets to standard missiles as torps are to cruises (so 1,5x dps). 2. increase rocket velocity, decrease flight time (so range stays same, or boost range 20% to include missile speed-up process).
Goal: 1. rockets will be useful for pvp (nowadays vengeance with 25% rocket damage bonus is better off using 200mm autocannons - they deal more damage and are easier to fit) 2. rockets will actually be able to hit targets moving 1,5km/s or faster (nowadays they dont hit fast targets at all due to missile "agility" issue) 3. make comeback of rocket dogfighters (hawk/malediction/vengeance/crow/heretic) who will actually use rockets instead of other weapon systems.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 23:23:00 -
[66]
Originally by: schurem Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
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Aya Sin
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Posted - 2009.02.10 23:24:00 -
[67]
Title: Context menu icons
Category: UI
Description: Add icons to some of the more important context menu items. Examples would include "Warp to X", "Dock" and "Show info"
Goal: Significantly improved lookup times when interacting with context menus. Since Eve's menus are not static (unavailable entries are removed instead of "greyed out"), players have to visually scan though the entire menu time and again to find what they are looking for. Icons for the most important entries would act as landmarks and help players to find what they are looking for more quickly.
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Draco Hemigidious
Caldari Deep Core Mining Inc.
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Posted - 2009.02.11 00:46:00 -
[68]
Title: More options for corporate mergers/takeovers
Category: UI/Gameplay/Immersion
Description: Allow corporations to merge without having to disband one of the two corps. Allow assets in space like POS's in high sec to merge into the new corp without having to dismantle them. A vote by both corps could approve a merger and adding options to the corp UI could allow a corp to decide which assets merge and which do not.
Also a vote by shareholders could force a merger, for example a corp that has had an IPO and sold shares could potentially face a hostile take-over. That would be awesome.
Goal: To give more options to corporations and to shareholders. Provide more exciting gameplay on the Corp/Exec/Investor level. |

Fredou
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2009.02.11 00:55:00 -
[69]
* Title: isk sink with attribut remap
* Category: attribut
* Description: use the remap feature for an isk sink, charge for every point moved and every time it saved, increase the charge for the next move, in anyway... make it a nice isk sink
* Goal: remove isk from the game |

Dixi Zi
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Posted - 2009.02.11 00:57:00 -
[70]
* Title: Scanning Probes: changes to UI, moving probes * Category: Scanning * Description: Currently scanning probes uses same cube with six arrows as POS modules.
For best scan results, when we trying to get to 100% we decrease scan range and trying to put four or more probes around one red dot. In that case probes usually overlap and it’s difficult to move them.
1. If you keep probe with its number and sphere, but move cube with arrows from center to surface of sphere, and keep it reasonable sized, that might help to move probes. Attachment point on sphere should be picked most distant from other probes.
2. Depending on camera position, some time it’s hard to click on arrows. So arrows should always be rotated along their axis ---=>--- wide side to the camera. Same for POS structures while anchoring. Change arrows models from flat to cylinder might help as well.
3. There should be easy and clean way “to pin” any object as the center of map. When one open solar system map, his ship is a center. Clicking on planet or moon, somewhat changes “focus” to that object. But that works not so good, because it’s very simple to change focus by misclick again to something else. Also, when “focus” is changed, all distances, should be shown, not from ship, but from “focus”. This feature was most important with old scanning system, but might be useful with new too.
4. Ship internal scanner, has some range (one can pick from 0 to about ~18au). Could be nice to have some switch to make this range visible on starmap.
* Goal: better star map & probe scanning UI usability
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Allen Ramses
Caldari Typo Corp
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Posted - 2009.02.11 02:37:00 -
[71]
Title: Don't rush the expansion.
Category: Quality Control.
Description: Quantum Rise (or more specifically, speed rebalanced) left gaping holes in the framework of EVE mechanics. These flaws were never addressed, and were swept under the rug for the sake of releasing QR. Please don't let this happen with Apocrypha (which the M10 release date, IMO, was announced prematurely). Push it back for a month (or two, for that matter) if you need to, just please don't release it for the sake of meeting a deadline projected by pure speculation.
Goal: Preventing the feeling that a product was obviously rushed.
Title: Finish what you started.
Category: Quality Control.
Description: Quantum Rise was unfinished. Finish it.
Goal: To finish what you started. |

Alan Kell
Minmatar
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Posted - 2009.02.11 04:59:00 -
[72]
* Title: Priorities
* Category: Game design
* Description: Change the system whereby you design and implement UI changes. Namely, that priority would be given to reducing the "EVE learning cliff" as was mentioned during a speech at fanfest.
As it stands right now, it seems that the art department has much say over what gets included, ahead of performance and usability. An example would be the new ship fitting screen. Looks nice but is unintuitive and slow. It has many more slots(T3) than the old system which a new player will wonder what to do with. I remember wondering what rig slots were for when I first started playing.
If you want to reduce the "EVE learning cliff", look at the usability of other game interfaces. As an example, Mechwarrior 4 gives a mech outline and blatantly obvious slots within the frame by which weapons, jump jets, heatsinks and other items are dragged and dropped with complete configurations able to be saved and loaded. This is intuitive and more self explanatory than a high/mid/low/rig slot layout that doesn't provide a visual link to what each slot type is useful for. A comparable EVE fitting screen would have a ship outline, slots at actual weapons mount locations for highs, with mids and lows showing visual links between shields, sensors and propulsion systems so that only minimal help is required to learn them.
It has already been mentioned on multiple occasions that the POS module placement system is unintuitive, clunky and unpleasant to use. Now it is being expanded to control probes as well.
Change priorities to place usability and performance ahead of pretty designs and you might start getting somewhere.
* Goal: To reduce the "EVE learning cliff" and make EVE an easy to learn, enjoyable game, without stripping out any depth.
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.11 05:51:00 -
[73]
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Third...ed? This would add tons of immersion. ----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |

The Economist
Logically Consistent
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Posted - 2009.02.11 05:54:00 -
[74]
Title: Clone location display Category: Character Sheet Description: A small line of text underneath you clone type saying where it's located Goal: To help us remember where our damn clones are before we find out upon exploding.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.02.11 06:13:00 -
[75]
1. One-way wormholes.
2. Local changes in WH space.
3. Removal of skillpoint loss mechanic and tangible combat differences in Tech 3.
4. Removal of attribute reassignment mechanic.
5. Better scanning implementation, and faster player probing. |

ori thermos
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Posted - 2009.02.11 07:24:00 -
[76]
* Title: UI Scale Slider.
* Category: UI.
* Description: Please add a UI Scale Slider to Display and Graphics option menu.
* Goal: Allow user control of the UI Scale via a slider. Improve the usability of the UI particulary on larger and wide screen monitors. I find the icons, windows and text to be small at 2560x1600.
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Lan'dako
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Posted - 2009.02.11 08:25:00 -
[77]
Title: Probe positioning and timers Category: Probe and scanning
Description: As it doesnt looks like the probes will be stackable again after scooping back to cargo you should think about the timer for loading probes in the probe launcher. Goal: 10 seconds for each probe are to much time to drop at least 3 probes to scan a ship. The best solution would be to take the same load timer as scripts have.
Description: The positioning system for probes is the same as for pos modules. Just to say that this system isn't really user-friendly. Goal: I would like to see a system like the game Homeworld had. There you can set positions by using the mouse (only mouse for vertical position) and shift-key (additional to mouse when you want to change the horizontal position). This system was very easy to use and would be a great advance. As an alternative you could insert the posibility to set shortcuts for positioning. |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.02.11 08:54:00 -
[78]
Originally by: The Economist Title: Clone location display Category: Character Sheet Description: A small line of text underneath you clone type saying where it's located Goal: To help us remember where our damn clones are before we find out upon exploding.
God yes.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Freyya
GeoCorp. Paxton Federation
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Posted - 2009.02.11 09:08:00 -
[79]
TITLE: Dual monitor support
CATEGORY: No idea actually..UI/Gamedesign?
DESCRIPTION: The ability to shift around certain UI elements between 2 monitors so that you have customizability. For example move all the chat windows, neocom and system information to secondary screen while maintaining all tactical information on primairy screen.
GOAL: Give players the ability to have as much room for information they want in plain sight and what information they want tucked away but still easy to monitor. I myself have a 22 wide screen and am still running out of room fast.
Several chatwindows open for tactical information as enemy movement/gang formation take up some space already, less viable when you have to stack them because it will become easier to miss bits while checking another channel. Overview and dronebay window. Add the fleet windows when in fleet. Add target informations when in combat and add the system information in the top left corner (which can be removed or customized on sisi currently = good step if this wasn't possible already) and you have a cluttered screen which could take up over 60% of your monitor already.
Having dual monitor support in this aspect would make players able to keep vital information on primairy screen and less vital but still important information on their secondary screen. Result is a very managable primairy screen with lots of overview and as little clutter as possible. Sorry for wall of text but i wanted to make my point crystal clear  |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.02.11 09:19:00 -
[80]
Title: Redesign ship fitting UI
Catagory: UI
Description:
Currently players are able to view modules/ammo/drones/cargo items etc. only in alphabetical order, and only from a very small window that doesn't allow much range of viewing the items, unlike how the current item window displays the information.
The current ship fitting UI feels cramped in that items can't be viewed quickly from a long list and specific items must be accurately scrolled to and then added to your ship. Further more, one can not make multiple stacks of items and highlight the entire group of stacks (say, seven unique stacks of blasters) and then fit the entire group of stacks to a ship, so that the fitting goes faster, instead of having to individually fit each gun to the ship which takes longer due to fitting lag.
Additionally, the naming convention for items is really bad. When you sort items by group, you get ammo intermixed with guns intermixed with armor tanking modules intermixed with propulsion mods... you get the idea. The naming convention for modules needs to be similar to something like this: Ammo, Hybrid, Advanced, Spike L so that when you're scrolling through your list of stuff that is sorted by group, all ammo is in one spot, all propulsion mods are in another, all guns/launchers are in another, all tanking modules are together (shield and armor separate).
This is in addition to modifying the tiny module selection window for the new UI.
The new fitting screen should replicate all of EFT's functionality with respect to stats like tanking ability, DPS output, cap use, time to warp, scan resolution etc.
The goal of the new fitting screen should be ease and speed of use. As it is currently it's actually slower to use and less intuitive, if for no other reason than it's impossible to drag/drop from the very large (by comparison) items window, where it's easy to see/select items for fitting on your ship.
The fitting screen, even when both expanded windows are minimized, isn't able to be moved from the center of the screen, and/or re-sized. This is an issue when you want to use your items window to apply modules, and the reason you'd want to use the items window is that it's far easier to access than the current fitting menu.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Gypsy Overlord
Amarr Super French Mining Merchant Surrender Fleet
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Posted - 2009.02.11 10:47:00 -
[81]
Title: Fitting Window
Category: UI
Description: It's pants on head ******ed. If you must implement it at least let us use the old one or make a compact and moveable new one in addition to the ring of doom.
Goal: Have a fitting window that is easy to use, small, and functional.
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Darnok Iksnibiks
Gallente INDUSTRIA BATTLETECH
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Posted - 2009.02.11 10:51:00 -
[82]
Title: UI
Category: Tactical overlay
Description: Two things: 1) Ad possibility to change tactical overlay color, or at least, please changes it to something that will contrast with background (nebulas) for example "radar" green
2) If it’s possible, attach center of the tactical overlay to the object on which I’ve used "look at" button.
Goal: 1) Players can in any moment change tactical overlay so it is in contrast with star system background (nebulas.) It would make it easier to read especially in Caldari space where most of nebulas are gray, or in mission/explorations sites (gas clouds)
2) It would mostly benefit when ship isn’t the point of origin of the strategic events (for example fleet FC in cov op 100km from the camped gate), so it would be easier to acquire distance indicators and vectors for FC, target callers, etc who not always are in the center of the fleet. By default it would be attached to player ship
With regards Darnok Iksnibiks |

Red 7
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Posted - 2009.02.11 12:12:00 -
[83]
* Title: Probing Groups * Category: Scanning/Probes * Description: Some of the issues around the display of probes would be simplified if probes could be grouped into categories (ala drone groups). Categories would allow a custom name and colour. When deployed and active a tooltip on a semi-transparant background would be available. Active probes would have their range sphere tinted to the colour for the group.
The list of probes would be grouped into their categories and would allow changing of the scanning range of the probes as a group - rather than individually (reducing the number of clicks and mouse moves involved and potentially helping server load as the information would be sent to the server in a batch - rather than as each probe is changed).
You would be able to override the group range by selecting an individual probe and setting the scanning range. Groups would be defined through the scanning window interface - and right clicking on the group header would allow customising the probe group information.
* Goal: The changes outlined would help when working with multiple probes in the system map display and allow a less confusing experience when scanning down multiple signatures.
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Maximus Profitus
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Posted - 2009.02.11 12:19:00 -
[84]
* Title: Make maximum mass, related to time left.
* Category: Wormholes
* Description: let the maximum mass slowly decrease in time. So the closer the wormholes get to their time limit, the smaller the ships that can still pass through. This would mean you only need to check on mass for collapse and not mass AND time.
* Goal: I guess the goal would be to make it a bit more realistic, wormholes becoming more unstable allowing less mass over time untill collapse.
See my thread in the Features and Ideas Discussion forums: linky
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Jason Edwards
Internet Tough Guy
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Posted - 2009.02.11 12:53:00 -
[85]
* Title: Existing bpos & probes -> apoc
* Category: Scanning
* Description: So far when I checked sisi. My Multispectral frequency probes didnt turn into the deepspace one; they turned into Core probes. Same with the bpo afaik.
* Goal: I dont need 12 bpos for the same probe. I need 2 now afaik. 1 deepspace; 1 core. The multifrequency bpo I have researched already would then become the deepspace I need instead of a totally and utterly useless core bpo. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Aylara
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Posted - 2009.02.11 15:18:00 -
[86]
Edited by: Aylara on 11/02/2009 15:24:42 Title: Solar sistem map Category: UI
Description: - ability to center the camera on the scan result; - ability to toggle a plane for easier orientation -> use the model of the tactical overlay, in normal view (existent); it will be best if i can do this and keep the center in the current camera position, not on my ship only; - use transparency for scan range bubble -> like it is right now on tranquility - use only 3 arrows for positioning (one for each axis); best to use pipe type arrows, rather then flat ones; - make the positioning cubes smaller, scalable and transparent; - display the moving UI (arrows and cube) only for one probe at a time - the active one; - add a button for warping the probes
Goal: It will make the display when scanning less cluttered and easier to understand and interact. Also it has the advantage of using existing elements and quick to implement.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:22:00 -
[87]
* Title: Ship scanning solution
* Category: Scanning
* Description: Instead of using the exploration mechanism one needs to manually pinpoint the direction of the target ship(s) (better skill allows more deviation) through the directional scanner. Once a direction has been found (say @5% angle at base skill level) you launch a probe into that direction. That probe will warp to target as long as it stays within the deviation range (warp speed of probe skill based). Once the probe finds the target it targets it and keeps following it around, the probe should be destroyable. Once a probe has acquired target it gives the target an agression timer (to prevent logging off). The lock prevents the target from cloaking, moving to another spot makes has limited use (use is still that you need to warp to the target and it can keep running) since the probe will follow to the location.
As a result the better the player is skilled at manually finding the direction of a target the faster he/she will be able to scan someone down.
The deeper a safespot, the safer it will be for it will take longer for a probe to actually arrive.
* Goal: Make the ship scanning work even when someone is moving between safes, prevent people logging off, prevent people from cloaking once found whilst adding skill to the process of finding them. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:31:00 -
[88]
* Title: User friendly exploration
* Category: Exploration scanning
* Description: Instead of the POS widget let us draw a matrix on the map where each corner represents a probe, show the scan results within that matrix (the better the result the smaller the bulb). Each probe can be moved picked up and dragged in or out to extent the matrix or to narrow it.
* Goal: Create a user friendly interface that doesn't interfere with the map and works both in large areas as well as pinpointing small areas whilst maintaining the triangulation mechanics but without the clutter the current widget causes. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Jack' Sparrow
Minmatar Hammersmith Hardmen Exquisite Malevolence
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Posted - 2009.02.11 15:52:00 -
[89]
Well, i think that that the fitting menu needs to be changed. I dont like the layout and it's more complicated. you want something more simple like before. Aswell i think that Pirates looked better flashy flashy and not war targets. Wt's should be stone red and have the little red star and pirates flashy. And my one last thing to mension is that the new cruisers look like agents on the overview so personaly id have them looking like a normal cruiser square on the overview.
Thats all. everyone is welcome to insult what i say i dont care :)
Fly safe - Jack
You Can Run But You Cant Hide |

Crestingmoon
Caldari Amarr Empire Research Copr
|
Posted - 2009.02.11 15:58:00 -
[90]
Feature Request:
Title: Movement of objects into ship coprorate bay Category: UI
Description: At the current time when I try to move items into the corporate hangar, it does not give me the option to partially place items as it does into the hangar bay. Would it be possible to make it so that I can partially fill the corporate hanger up to its maximal capacity by having the option to partially move the items I want to place into it.?
Goal: Use corporate hanger up to its intended capacity
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