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New dev blog: Unified inventory

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Author
Marwolaeth Arglwydd
Alternate Powers
#341 - 2012-05-04 02:36:48 UTC  |  Edited by: Marwolaeth Arglwydd
Looks and works well except when im trying to figure out which ship is which. Mine are all named and I sometimes forget what ship I named what. If we could have the ship type in brackets next to the ship name would be awesome. Just in the tree that is.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#342 - 2012-05-04 02:44:02 UTC  |  Edited by: Hakaru Ishiwara
God help w-space dwellers should their corp hangar arrays go **** up when this is rolled out on Tranq.

Otherwise, some neat ideas here with the window consolidation and the hierarchical menu system.

Edit:

Is this unified inventory window aware of the state in which it was left after I exit a particular ship and then return to it at a later point in time? In other words, when I get back into my trusty CovOps will its inventory immediately pop up with an appropriately sized window and the same "view" that I had open when I last used the ship? If so, then great.

If not, is there an alternate way to make this scenario take place? Otherwise, this new bit of design bling is a loss of functionality / utility for my day-to-day play.

Oh crap, I just realized that this window, should I choose to look at inventory in-station, will have to be fiddled with and re-sized from the nearly minimized sizing that I use with my ship inventory when flying around in-space. And, yes, I have my cargo inventory window open to keep tabs on ammo and other consumables.

*Ugh* this is going to cause more clicks and UI interactions simply to create the same functionality.

Is it possible to have in-play multiple inventory windows with this new design?

Additional feedback:

The two instances where I need an inventory window sized a bit larger are when I'm in-station sorting through ships / good and when I'm looking through my broader holdings across multiple stations. It looks like this new system could be kick-ass for these of use-cases.

Where I am concerned is when I am out in space flying around in ships ranging from Industrials to Interdictors with the ship's cargo window sized just tall enough to accommodate a single item height and maybe 4 - 6 items wide. Will this new design be able to handle such a configuration?

CCP Optimal wrote:
Just wanted to note that due to popular demand we've made changes so that the inventory window will have two sets of width, height, position and tree collapsed/expanded settings; one for stations and one for space, so you'll be able to configure it as you please for both scenarios.
This was a primary concern of mine.

I am also concerned about the merging of spaceship cargo hold inventory and station inventory UIs as this is one of the most important points of segregation for a pilot when he or she is making ready to undock. Put another way, it is critical to have a very clear demarcation between what is in the ship's hold v. everything else as the stuff sitting in-station does the space jockey no good five jumps away.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Christopher Crusman
Brutor Tribe
Minmatar Republic
#343 - 2012-05-04 03:21:56 UTC
I'd like to see an "Expected Price Per m^3" filter, as well as the Expected Price Per Unit, but understand if the extra calculation step would make that iffy compared to straight-up database queries. Also strongly looking forward to a "multi-sell" feature, ideally with customizable options for how far outside of normal market price to accept before it flashes a warning for that item. Seems like using this in space for mass-looting could be awkward, but I'm sure that's been considered :)

Looks great, and thanks for all the hard work Team Game of Drones!
Malice Redeemer
Kenshin.
Fraternity.
#344 - 2012-05-04 03:45:35 UTC
" I want the active ship to have a separate window for its cargo hold. I want that window in the same place both in space AND in station. I want it to stay there till I want to close it. "

And on top of this I want the windows for my ships and hanger to be tabed the way they used to be. And stay where I put them.

I find the nested list counterintuitive. The way it keeps opening to new windows in itself and not opening new ones, the way it keep changing to whatever my mouse is over, its just bad!
Rockius
Zero Reps Given
Pandemic Horde
#345 - 2012-05-04 04:07:03 UTC
Its... Its so.... its so beautiful....... T.T
The true worth of a man is to be measured by the objects he pursues. 
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#346 - 2012-05-04 04:08:02 UTC  |  Edited by: Grey Stormshadow
Malice Redeemer wrote:
" I want the active ship to have a separate window for its cargo hold. I want that window in the same place both in space AND in station. I want it to stay there till I want to close it. "

And on top of this I want the windows for my ships and hanger to be tabed the way they used to be. And stay where I put them.

I find the nested list counterintuitive. The way it keeps opening to new windows in itself and not opening new ones, the way it keep changing to whatever my mouse is over, its just bad!

It is not bad... it is just unfinished and unpolished.

Separate window positions for space/station they promised to fix already so that is "done deal".

One of other major key issues is to get shift clicking various icons/items/labels/containers as universal way to inform the client that you should be opening new separate window. That is far from done deal at the moment.

After you have separate window open, you can still stack them as much you want. However if they tweak few other space related things, the need to do this should be valid only to more complex cargo transfer operations where you need to move stuff back and forth between containers/cargo bays in space using as little screen estate as possible. Unfortunately at the moment it isn't even possible to loot single item without having side bar expanded or by opening multiple windows.

Details and other stuff here.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Swidgen
Republic University
Minmatar Republic
#347 - 2012-05-04 04:47:42 UTC  |  Edited by: Swidgen
It looks nice and has potential. Nobody should be holding out for an option to have it work "the old way", however, because it seems as though getting rid of the old code was part of the reason they did this.

It comes down to CCP devs having one tool for item collections, a hammer, and when you only have a hammer every problem looks like a nail. EVE has always had problems with the idea of "containers". They almost never go more than 2 levels deep. That's why they are in love with their lists and filters for those lists. Everything is in one pile, and depending on the filter criteria an item is shown or not shown. They did it with the contact list a couple of years ago. You used to be able to make sub-folders of contacts. They took that away and gave us "labels". Labels are useful but not as useful as sub-folders. Same thing with bookmarks. Same thing with the new eve-mail system. Same thing with the in-game notepad. Same thing with scan probe result filers. No Subfolders For You! because nested containers don't fit in with their "one list to rule them all" development methodology. Going more than one layer deep on containers has never been their strong suit. I guess lists are faster to process than recursively looking inside nested containers, but hot dam if it doesn't make everything look like a nail.

Going forward this looks like it has a lot of potential, like I said above, but it's a paradigm shift in how people manage their inventories, and this time it's more than just "getting used to it". It's a fundamental shift and if it improves the efficiency of the software greatly then it's an acceptable tradeoff, imo, for the limited functionality that results. It can do a few nice new shiny tricks, but there are drawbacks using this one-size-fits-all approach.
Ampoliros
Aperture Harmonics
#348 - 2012-05-04 04:59:33 UTC
CCP Optimal wrote:
Just wanted to note that due to popular demand we've made changes so that the inventory window will have two sets of width, height, position and tree collapsed/expanded settings; one for stations and one for space, so you'll be able to configure it as you please for both scenarios.


Groovy.

If possible, i'd prefer you could add the potential for more settings based on where you are or how you open the inventory screen. I'd love to have it use one setting where i'm in space at my POS (where i'm going to want the tree and a big window) and a different setting when i want to loot someone's wreck (where i want a small window and small tree), and not have to resize it down or up each time.
MotherMoon
Tribal Liberation Force
Minmatar Republic
#349 - 2012-05-04 05:19:42 UTC
Quote:
As we mentioned before, we are on a crusade against the amount of open windows it requires to pull off any given operation in EVE


O.O

but but, I like that, ti's part of what makes eve, eve, you know? You have at any time only have about 20% of your screen be the pretty ship graphics, and the other 80% of the screen is windows and graphs, markets, fitting, mail, browser to check corp forum. Maybe your cargo or drone bay is open. then you have the overview on the side, and the you have to make sure the area the targets comes up is clear so you can see the guys you target. plus you have your drone window. Plus you need the main UI with your ship hp and such.

That's eve man.

/sarcasm

But seriously I don't think I've ever heard a more forward thinking intelligent goal for eve, since back in 2007. Bravo

http://dl.eve-files.com/media/1206/scimi.jpg

Tippia
Sunshine and Lollipops
#350 - 2012-05-04 05:36:18 UTC  |  Edited by: Tippia
CCP Optimal wrote:
Just wanted to note that due to popular demand we've made changes so that the inventory window will have two sets of width, height, position and tree collapsed/expanded settings; one for stations and one for space, so you'll be able to configure it as you please for both scenarios.
I might have missed it, but how (if at all) will it save its state if you have multiple inventory windows open?

Like many others have mentioned in this thread, there are situations and use cases where you want to have all that information available at a glance, and possibly have it set up so that you always have that information available…

…but with most shift-click-for-a-new-window items in EVE, those additional windows aren't saved when you close the client or even just go for a session change. Basically, will I still be able to set it up so that, every time I enter space, I get three windows (cargo/dronebay, remote asset list, cargo cans/wrecks/other space containers) that are open at all times?

CCP RubberBAND wrote:
The tree view in effect removes the need to have two windows opened, as you can drag items via the tree view. So you can drag and drop items to your hearts content without opening more than one window.
As long as you don't confuse “removes need” with “removes functionality”, it'll be fine. I can understand the “crusade against many windows”, but for some tasks, it is actually more efficient to have those multiple windows open at once, since what you want to do in one of them will depend on information that is available elsewhere.

Just a simple example: how many rounds of antimatter do I want to add to my ship? I want an even 10k for my outing, so when I drag them from my hangar bay to my ship cargo hold, it's far more efficient to have both open at once than clicking back and forth between them in the tree view.

A more complex example would be: I want to bring enough minerals to build a pack of Rifters in my Orca… so how much is already at the station/construction platform where I intend to build it; how much is already in the Orca's hangar; how much is in the station delivery hangar (because I don't want to take more than I need because my corp mates also need some of it); and how much is in my personal hangar? Again, rather than clicking back and forth between all of them in the tree view, simply having all four open at once is far more efficient and easier to manage. And again, some of these combinations are things I will do with some regularity, so if I have to shift-click-open new windows each time, rather than have all of them open at once and remembering their position, this improvement quickly becomes a deterioration of functionality.

tl;dr, I'm worried about how well my setup will be remembered from one time to the next, especially since the windows and stacks of windows have had a long history of forgetting these things and coming unstuck at the most inopportune moments.
Chal0ner
Hideaway Hunters
The Hideaway.
#351 - 2012-05-04 05:59:41 UTC
No chance someone sees this down here but hope's eternal …

Please SMAs, Corp hangars, include them ....
Akiriy Azuriko
Kybernauts
Kybernauts Clade
#352 - 2012-05-04 06:20:50 UTC
I LOVE THIS <3
TheSmokingHertog
Julia's Interstellar Trade Emperium
#353 - 2012-05-04 06:37:51 UTC
Just wondering,

What happenes if you make a filter and use the CRTL A setting within the inventory field...?

Does it just copy the visable items (Like the Advanced Copy buttin in MSexcel), or all items in said inventory field (like MSexcel?

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Daedra Blue
The Scope
Gallente Federation
#354 - 2012-05-04 07:08:30 UTC
I would like to congratulate you on this effort and i keep and open mind to test the new features in order to find out how efficient they are. Great Job Guys!

I guess now would be a right time to change the corp hanger divisions to unlimited and self creating as in the following:

Guy Creates corp ->
Guy Opens corp Hanger ->
Hanger Divisions = 1 => "Default Division"
Guy renames "Default Division" to "Ammo"
Ammo shows in your tree view.

From now on guy can choose to ADD New Division to add as many as he needs wants and ca also select permissions for view/interact with each one either on a per dude or a configured roles.


TYVM! From the people who need more then 7 miracles.



MotherMoon
Tribal Liberation Force
Minmatar Republic
#355 - 2012-05-04 07:43:23 UTC
OMG, I didn't understand how important of a change to eve this was untill I tried it out today. This literally changes the way you play the game.

"Oh, yeah, it also shows containers, effectively making them quite usable, as opposed to the biggest usability violators in the history of videogames"

ok this nuts I remember when people asked if we could get folders in our items window, or if containers could be used as folders more official since that's what we had to use. Now you've officially made them the most useful tool ever, it literally is a folder now in a lot of ways. Awesome work guys.

"We plan to break out a lot of the per-item options that are now hidden in a right click menu to proper icon buttons. Among those options are functions like ‘Sell’ (multi-sell anyone?), Assemble, Trash and so forth. Right-clicking is fun and all but … yeah."

This is amazing, I remember when eve said in right in the tutorial, when in douth, right click it. And while I still believe this should always be true, since it means it's always easy to figure out what something does by right clicking it, making real buttons and UI for eve is enough to make me want to return to my year long subs that I haven' gotten for 3 years.

I've just been popping in for a month a ta time every expansion to see whats going on with eve. But if you guys keep going in this direction of, less right clicking, more buttons, I feel like it would be so much easier to teach my friends how to play eve! you guys are so awesome! now my favorite team, where can I buy your Drones of war official fan T-shirt?

http://dl.eve-files.com/media/1206/scimi.jpg

Veng3ance
Imperial Academy
Amarr Empire
#356 - 2012-05-04 07:43:53 UTC  |  Edited by: Veng3ance
Allowing us to shift click and open new windows is great. However, please allow this to be a permanent option in the options menu. I personally like to see multiple windows at the same time and would appreciate not having to shift click every single time. Thank you.
Ciar Meara
PIE Inc.
Khimi Harar
#357 - 2012-05-04 07:45:31 UTC
casual corpse collector (wait, what?)

I love my corpses, but now I can love em even more ...

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Ytamii Arval
#358 - 2012-05-04 08:20:10 UTC
What I spend more time doing than any other single activity is: fitting ships, with both the Fitting window and a container window open next to each other. Just tested this, and it cannot be done with the new giant-ass inventory window. Having to manually drag out windows to simulate the way I've always worked is a poor workaround for the following reasons:

Takes much longer to accomplish the same thing. Have to setup the UI from scratch every single time=fail.

There's far more UI lag than ever before (and it was already terrible). [In the past I've found that everything works much faster on test than live, so this bodes ill.]

Breaks what little immersion remains; there's no justification or explanation for such an interface. Containers are reduced to being merely folders, and probably will see little use going forward. Likewise, ships are reduced to mere folders--nothing feels 'real' anymore; it is indeed like using an OS for file management, instead of like playing an MMORPG. I don't pay $15 a month to role play 'outer space file clerk.'


The unified is too big to be practical for anyone other than station squatters. Just another nail in the 'spreadsheet game' coffin. Who needs ships and guns when you can play with filters? The conceptualization is good; the application is unusable. It needs to be one quarter the current size, probably impossible with the new non-scalable 'improved' fonts.

Really, think about it: your solution for the screen being covered with inventory windows is to cover the screen with an inventory window??? Your own screenies condemn your efforts: the inventory window coverage in the 'after' shots are just as screen-filling as those in the 'before' shots. Plus it takes much longer to get anything accomplished. Where's the improvement? You've replaced real physical organization with increased user-effort.

Another CCP 'solution in search of a problem.' Why do I want to be annoyed with ship cargo hold contents when I'm moving items from station to container? Must do better. Less is more. [BTW, I hide the tree navigation pane in windows file explorer because it serves no purpose.] And 'estimated isk value' is worthless nonsense; not ever am I going to sell everything I own all at once--knowing it's theoretical value tells me nothing.

As it always has been--Devs fiddle while Jita burns. Drones please.
Harrigan VonStudly
Stay Frosty.
A Band Apart.
#359 - 2012-05-04 08:30:36 UTC
Excellent! I'd like to offer a small suggestion. Rather than type it all out again I'll just link it. Hopefully that's ok.

Small suggestion offered inside
Pierced Brosmen
The Scope
Gallente Federation
#360 - 2012-05-04 08:47:08 UTC
I got some time to have a look at this on SISI yesterday and for in-station inventory operations it looks promising to reduce having lots of windows cluttering up the screen when you have a lot of stuff to manage.

However.... one window that I ALWAYS have open, regardless if being in space or in station, is the ship cargo hold. It is a small window at the edge of the screen and it is used in space to keep track of several things, like (1) the ammount of charges I have left, (2) to make sure I actualy picked up and is carrying an ipmortant item (mission item, courier package etc.) or (3) how much cargo space I have left, etc. In station it's also for quick reference on for example what ammo loadout I have so I know if I must change it for different damage types before undocking.
This window is set to be as minimalistic as possible, so it would need to be separate from the regular inventory window cause all other windows I use for inventory management are a lot larger. I know I can shift click to get the carghold to display in a separate window, but I'm not very keen on having to do this every time I log in (especialy since I use 4-5 accounts at the same time, each with a similar but adapted set-up of where cargohold and station hangar window is displayed (it was annoying enough when the cargohold stopped loading on logging in while docked, back when carbonUI was put on TQ).

I also hope that this can be set up so that the main inventory window opens when docking and closes or minimizes when undocking...

And please... have a toggle that lets you open wrecks or jet-cans in space in old-style small windows and not have the entire inventory window open when you just want to loot something (like when you have emptied a wreck, the window closes by itself, is essential)

I know this comes off more as a rant, but for the most part I only need 2 windows... the cargohold that I want to see always, and the station hangar that I want to see when I'm docked without having to do something to display it. The way I have organized my windows they are in their optimal positions and sizes and I'd really like to keep it that way...

For other and more in-depth inventory management tasks however, I think the inventory window can be a very good thing Smile