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Player Features and Ideas Discussion

 
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Show all skills

Author
Malamber
Venomous Cloud
#1 - 2012-04-26 16:21:09 UTC
Not sure if it's been suggested before, but for newer players (and for old forgetful farts like me) it would be really handy to see all skills listed in each skill-tree, with the one's you haven't learned greyed out. This way, you can see easilly what skills do what... and which ones would be an upgrade in that particular field.

For instance; say I am having problems fitting that pesky 6th launcher into my Drake because of a lack of PG. I have Engineering, but what else helps? Oh, Advanced Weapons Upgrade! That was handy! Idea
Nalha Saldana
Aliastra
Gallente Federation
#2 - 2012-04-26 16:31:07 UTC
How about a "affecting skills" tab in the info window for each module.
Buzzy Warstl
Quantum Flux Foundry
#3 - 2012-04-26 16:34:48 UTC  |  Edited by: Buzzy Warstl
Or you could go to the "settings" tab under skills in your character sheet and select "show all skills".

It wouldn't reveal which ones are relevant, but the list is already available.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Malamber
Venomous Cloud
#4 - 2012-04-26 16:35:42 UTC
Nalha Saldana wrote:
How about a "affecting skills" tab in the info window for each module.

That list would get pretty long, and sometimes pretty irrelevant? For instance: HML II "affecting skill" would list all missile skills + all perception skills + all CPU skills + all PG skills etc. Or am I misreading your counter?
Malamber
Venomous Cloud
#5 - 2012-04-26 16:38:00 UTC
Buzzy Warstl wrote:
Or you could go to the "settings" tab under skills in your character sheet and select "show all skills".

It wouldn't reveal which ones are relevant, but the list is already available.

Ah, well now I feel stupid... that's what I was after!

But Nalha's suggestion got me to thinking a little about both your relevancy ideas... wouldn't that be nice. To be able to find what you need from the UI!
mxzf
Shovel Bros
#6 - 2012-04-26 16:45:11 UTC
Personally I tend to use a combination of EVEMon and EFT. EVEMon has all the skills and what they do listed in a much more responsive format than in-game (no offense CCP, but the in-game skill viewing systems aren't the quickest) and EFT lets you see the affecting skills if you right click on the module.
Nalha Saldana
Aliastra
Gallente Federation
#7 - 2012-04-27 00:17:35 UTC
Malamber wrote:
Nalha Saldana wrote:
How about a "affecting skills" tab in the info window for each module.

That list would get pretty long, and sometimes pretty irrelevant? For instance: HML II "affecting skill" would list all missile skills + all perception skills + all CPU skills + all PG skills etc. Or am I misreading your counter?


Nah only the stats that actually changes the modules stats. This would mean no ship skills like capacitor, engineering or similar even if they in the end would be making a difference.
Even links to relevant certificates could be enough.