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New dev blog: Unified inventory

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Author
zariae
Doomheim
#421 - 2012-05-05 07:53:31 UTC
Tiger's Spirit wrote:
zariae wrote:
Tippia wrote:


.....The new system tries to be a single-pane system, much like the Windows Explorer… but the problem is that single panes are pretty useless, which is why tools like NC/TC were invented. It doesn't have everything in one place — it has one thing at a time in one place, and the main advantage is that you can quickly select which “one thing” out of everything you want to see. There's a subtle but very important different in how those two solutions give you access to “everything at once”. Yes, just like Explorer, the new inventory lets you open multiple windows and thus emulate the old system (with a nice set of new features for each window), but in terms of having everything at your immediate disposal, it's no different from the old one because you still have to open all those windows. Only now, you have to shift-click a whole lot rather than have the different views you want open in new windows by default.



Please listen to him.


He did. But you didn't. Please dont post anymore if you can't realize the problems.

This new inventory system worsen than old. Remove dockingbay and transfer ships to a merged inventory is a horrible idea.



Ah, i think you misunderstood, i meant CCP listen to tippia. i've edited my post for clarity
Real Poison
Sebiestor Tribe
Minmatar Republic
#422 - 2012-05-05 08:33:12 UTC
Tiger's Spirit wrote:
Old Inventory system = Swiss Knife = Total Commander
New Inventory system = bags of crap = Windows Explorer

Who want to using W. Explorer if had Total Commander ?

Submenus under submenus lol and hangar have another submenus lol


Ack. I said it earlier too. You NEED a dual pane window for managing stuff. For items in hangars even more than on a filesystem.
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#423 - 2012-05-05 09:44:37 UTC  |  Edited by: Grey Stormshadow
Tippia wrote:

The old system was inherently a multi-pane system because that was the only way it could be done. The new system tries to be a single-pane system, much like the Windows Explorer… but the problem is that single panes are pretty useless, which is why tools like NC/TC were invented. It doesn't have everything in one place — it has one thing at a time in one place, and the main advantage is that you can quickly select which “one thing” out of everything you want to see. There's a subtle but very important different in how those two solutions give you access to “everything at once”. Yes, just like Explorer, the new inventory lets you open multiple windows and thus emulate the old system (with a nice set of new features for each window), but in terms of having everything at your immediate disposal, it's no different from the old one because you still have to open all those windows. Only now, you have to shift-click a whole lot rather than have the different views you want open in new windows by default.

Now, in truth, neither system is even remotely like TC and the old one is unarguably lacking features, but at least it assumed that there would be multiple windows and you could arrange those windows in any setup you liked — the new ones wants to assume that there will only be one window, but the simple fact is that there won't be because that would be horribly inefficient (and it's exactly that inefficiency that the entire line of [whatever] Commanders throughout history has solved). Unfortunately, asking them to implement n-pane split views and quick tabs for different locations to begin to approach what TC lets you do might be a bit much at this point…

Yea... I still think that this new inventory system is something I could live with as long they start to think it more like an access point or starting point to item management. In space it can be as basic as the cargo hold without side panel and with some basic functionality (ie ability to move item from loot container to parent cargo hold window*) and in station it can be something much bigger. The very basic idea behind this system however has to be that user wants to open new windows, opening them should be easy and their positions should be saved.

*) can be made possible for example by adding back button to top bar and having it behaving as hotspot for item drag and drop transfer at same time

In fact I would think outside the box and actually give users the possibility to permanently "separate" the active ships cargo hold from the unified inventory to external window. This is mainly because it is most used window, contents of it are relevant in space and in station (ammo, courier items, free space) and it even indicates in which ship you are in unless other ways visible. Double clicking hangar background should open this window just like it does now. It shouldn't mess with main unified inventory's current target (like it does in test server atm).

If you start thinking cargo hold and main unified inventory window as 2 different "entities", everything becomes much cleared and easier when separating station and space behaviour. In fact it would be really easy. Both windows have their positions and state saved. Most people will probably keep both open in station and main unified inventory window closed in space. To make things even more convenient, the cargo hold window, even when used in smallest possible size with all the extra junk hidden, could have button to open then main unified inventory window.

This together with change in think process towards the goals of having unified inventory window as starting point for more windows (ie. shiftdoubleclicking any container, folder, ship and so on should open new window) and you got at least my approval. For safety I would definitely recommend adding similar shifty functionality to "open target"-button in space.

Other thing worth mentioning is the neocom again. As minimizing the windows - chat, item management or browser window - has become real fun since the wonderful update - I would warmly recommend thinking about adding narrow 9-10 pixel task bar to bottom of the screen where you can minimize windows so that their labels remain visible. This would also host area for these additional inventory windows and you would get rid of the problem you are having with the inventory function's neocom button at the moment. Hell you could also have space to reinvent the date to the clock (!).

...but then again this will never happen or even be considered so why even bother writing.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Rammix
TheMurk
#424 - 2012-05-05 10:02:13 UTC  |  Edited by: Rammix
What are you talking about? You need 2 windows - just open the second, reach the container or whatever you wish to see and .. profit.

Plus, you've totally forgotten about Ctrl+x, Ctrl+v functionality. If you want to move something from container A to container C that is inside ship B without drug&dropping via the tree view - just use Ctrl+x on the stuff you need to move, reach the destination and press Ctrl+v, that's all.

Imagine Neocom panel as something like TC's links panel and just like I said above open inventory 2 times, and you'll have kind of TC-like interface. Yes, it's not such customizeable, but it's totally new so give it a chance and some time. I'm sure devs will improve the new inventory.

p.s. It's just awesome that now we can create and save filters. And now I don't have to cover all the screen to sort out and move stuff.
Though, I understand that there are always people who don't like something, especially when that something is new.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#425 - 2012-05-05 10:20:12 UTC
Rammix wrote:
I understand that there are always people who don't like something, especially when that something is new.

There is this and then there is the version of using this as excuse.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

zariae
Doomheim
#426 - 2012-05-05 11:26:21 UTC  |  Edited by: zariae
This is about usability. Compare this scenario on Sisi and Traq:

You want to move some items with your iteron mark II. There are 3 locations that have items you want to move. 1) your items hanger 2) iteron mark I 3) iteron mark II

You have a gsc in each iteron, and are active in your iteron mark II.

You need to keep track of what you are taking and already have loaded (is your memory good enough not to? if yours is, nice, not everyones will be though) so you need to have a window for each of the containers and the items hanger so you can compare instantly what you have where, in what amounts.


On Tranq

You have just docked, your items/ships inventory is already open; double-click on the station interior, up pops the cargo of iteron mark II, double-click container, there's the contents.

find your iteron mark I in the ships hanger, double-click it, up pops the cargo, double-click container in cargo, up pops the contents.

select your items tab.

You're now ready to go, swap and change to your hearts content.


On Sisi

You have just docked, you double click on the station interior, up pops the cargo of iteron mark II, you slide the index out, find the items label, shift-click, scroll to find the ships label shift-click, double-click on the container in your cargo, the contents opens.

Find your iteron mark I in the ships hanger, note it's name, slide the index out, find your ships name, click on the arrow, click on the container, there's the contents.

Select your items tab

You're now ready to go, swap and change to your hearts content.

So not only has it taken longer to get to the same point, you have to do it the exact way i said for Sisi or every window will change to show the contents of one cargohold or container, requiring you to open the windows again.



You end up using multiple windows anyway as it's easier and natural for managing assets from different sources. So not only is it more cumbersome this new way, it's irrelevant as you can already stack windows together on Tranq if you want more screen space.

It's the same for wrecks. On Tranq you kill someone, open wreck, open cargo, both are set where you want them at the size you want them, you can instantly see how much space you have and what's there. You leave the cap boosters behind.

On Sisi you open wreck, open cargo. The cargos contents have replaced the wreck contents, you open the index, shift-click your cargo, a window opens that's massive and obscures alot of screen estate, you resize if you have time or ignore what's going on behind it (lets hope there's no local spike) you can carry on looting as normal.

It's just worse functionality as it stands. I would like to see Devs taking on board real world uses of this system.
Rommiee
Mercury Inc.
#427 - 2012-05-05 12:02:24 UTC
CCP, please listen to the host of comments about this new system.

It is more cumbersome, takes longer to do what you want and does not really add anything. Please scrap it. Please. It is awful.


We hold out some hope that CCP listens to everyone this time. A faint hope, but a hope.
Darkcoro
Neotech Industries
Tau Ceti Alliance
#428 - 2012-05-05 12:55:19 UTC
First off, I want to say that the new Unified Inventory is AMAZING! Shocked Thank you so much Team Game of Drones! ♥♥♥

However, there are a few little tweaks I would like to suggest, and I know some of these have been addressed before in the thread, but features need love too! Big smile

This is based on my opinions, having used it for a while, and suggestions from corp members, again having used it for a while, not just off the cuff observations.

  • Inventory Button pinned to the bottom of the Neocom, as it is in Stations now, or at least an option to do so. That is the natural place everyone goes looking for their Items/Ships these days, and it makes sense to have the most accessed option seperate and easy to see.
  • I would like to see the option to Merge the Unified Inventory in Station into the Station Services panel, similar to how we have Merge Ships and Items into Station Services now. (Note, this functionality still exists on SiSi in the old fashion, perhaps this is meant to be updated?)
  • I have included a Mockup to demonstrate what I mean for this one: Mockup
  • For those who don't like the Merged setup, and I know this has been suggested before, but remembering the state of the Inventory UI dependent on whether you are docked or in space would be extremely useful.
  • Drag and Drop a ship name from the list into hangar view to activate a ship, as we do now with the Icons (I know the functionality exists if you click on "Ships" but being able to drag straight from the list would be extremely intuitive.
  • Some sort of display of the Ship Type in the list would also be handy, be it an Icon or a name in [brackets] before or after. Perhaps even an option to enable/disable this.

Those are the points I have so far, will keep testing it of course. Big smile

I am also working on a more detailed mockup of a suggestion I have for the Unified Inventory UI, but I believe it is out of the scope of this Expansion, at least for the first round, so I will save it for when my mockup looks better, and I am not cluttering up the feedback with new Ideas. Smile
betoli
The Scope
Gallente Federation
#429 - 2012-05-05 13:47:53 UTC
Can we reprocess/sell things directly out of a container?
Tiger's Spirit
Templars of the Shadows
#430 - 2012-05-05 14:51:15 UTC
Rammix wrote:
I understand that there are always people who don't like something, especially when that something is new.



I understand that there are always people who don't like something, especially when that something is crap and worsen than before and much complicated to use.
Evenus Battuta
#431 - 2012-05-05 16:02:28 UTC
Awsome,

Have you considered adding BPO/BPC and DamagedY/N in filter?

I also think that a overall INVERT checkbox will be a good plus to filter system.
Amaldor Themodius
TUR3O
#432 - 2012-05-05 16:03:56 UTC  |  Edited by: Amaldor Themodius
So not sure if the Devs are ducking the question but after reading first 7 pages of this thread i have seen the question asked regarding bpc / bpo on 3 occassions and not answered once.

So lets try again..

"How does the new inventory system address the clutter we currently experience with BPC / BPO and can the new inventory system include a ME, PE and runs remaining value on the icon for blueprints of all types."


For indy players this is probably one of the key elements we seek to have addressed at an inventory level. Although if you are feeling all loved up you could also revisit the POS manufacture / invent mechanics.. Way too much clicking and drop down selections with frequent delays of a few seconds between each click or menu selection making the process painfully painful.
Tippia
Sunshine and Lollipops
#433 - 2012-05-05 16:15:51 UTC  |  Edited by: Tippia
Rammix wrote:
What are you talking about? You need 2 windows - just open the second, reach the container or whatever you wish to see and .. profit.
The problem is that the new inventory system isn't aware of the fact that it can have two windows open, so any time you open a new container of any kind, it appears in both windows — this renders the point of having both windows set up largely pointless because now they're showing the same thing. Opening a new container should either spawn a new window, or it should be turing complete and figure out which window it needs to open in (this won't happen). Opening two windows creates a whole bunch of new problems and inefficiencies because both windows assume that they are a single-window interface.

Quote:
Plus, you've totally forgotten about Ctrl+x, Ctrl+v functionality.
No. It's just that copy/paste is a idiotic hack of a solution to a problem that should never have existed, that came about back in the day because Microsoft thought they could do multi-location file management in a single window. Having two windows or a dual-pane window (that work properly) completely removes any need to have this functionality because you see both locations at once and don't need to flip-flop between them with a copy/paste-buffer to hold the information while you move from one location to the other. In fact, the mere fact that copy/paste is needed is a HUGE warning bell going off, telling us that something inefficient is going on that requires this kind of clumsy solution… (not to mention that a good modern file manager will have replaced copy/paste with a drop stack, where you shovel in a bunch of files from multiple locations for later use at some other locations).

Quote:
I understand that there are always people who don't like something, especially when that something is new.
Then you don't understand the complaint. The new system is excellent in many ways — it's just not up to the task of handling many common use-cases because it tries to do something that is actually very inefficient purely because it seems like a good design choice to do so.

Again (and trying to be a bit clearer this time), I think the problem lies with what they've included in the term “inventory”. Some things belong in a unified system like this, but there are also things that are better handled outside of it (at least primarily — if they also appear in the unified window for those who run at low resolutions or some such, then that's fine). For instance, when I think “inventory”, I see things like the station hangar, the corp hangar, the asset list, the corp asset list… and maybe the corp delivery hangar. I do not see things like ship cargo holds, drone bays, jetcans, wrecks, etc.

This doesn't mean that those other item containers couldn't benefit greatly from this UI — it just means they perhaps shouldn't be part of the same tree structure. If I open my Nomad's cargo hold, it would be wonderful if it displayed a tree structure like the one the new UI offers, so I could browse through all the freight containers and the crap inside them as if they were subdirectories. However, it should be the Nomad itself that is the root of that tree structure, not [GenericRootInventoryObjectInstance]. Likewise, the list of inventories I mentioned earlier would all fit neatly under the root object “Station”, and then the various hangars are first-level branches on that tree structure.

In a way, this division is already apparent in the new inventory system, but the problem is that they all trace back to that Generic Root, rather than being roots themselves, and this is (I imagine, conceptually) why new inventories are unable to determine which window they belong in: because all windows are the same. Opening a new inventory makes it go “ok, so I will now show up in the inventory window”, except that “the inventory window” happens to be three different windows the way I've set it up, and it now opens in all of them because they're just linked instances of each other and there is no way to tell them apart.

Imagine instead that I could “detach” any of these root locations from the main inventory window — I could have a window that is the station inventory, and nothing else. If I open a wreck, it will not appear in that window because wrecks are not sub-branches of the station inventory root. Or I detach the “ship” root (which shows any and all ships I can interact with at this point), and then go off to fiddle with my POS — opening up the Advanced Lab module will now spawn a new window, because the only inventory window available at the time is the “Ship” tree, and POS modules are not a sub-category of that tree. Exactly how it would determine where to open if multiple windows were available is a tricky question, but personally, I would prefer if it figured out which one will make for the most “shallow” tree, because it's much kinder to the user if he doesn't have to dig though 18 layers to get to where he wants to be… So if both the all-encompassing inventory is available (of which Advanced Labs is a subsubsub[…]-category) and a “POS modules”-root window is open, it will choose the latter because it's that much closer to the Advanced Lab branch.

All of this would mean that I can still have the totally unified inventory window in my NeoCom, but what I'll use for every-day tasks are these detached sub-inventories with a clearly defined root (and for added new-UI-awesomeness, I can assign these sub-root windows to the NeoCom to give me back an updated version of the current system, with separate station, ship, and remote asset buttons).
Evenus Battuta
#434 - 2012-05-05 16:22:29 UTC  |  Edited by: Evenus Battuta
A UNIFIED Inventory should also be able to deal with items in different places within single window----so how about a dropdown listbox of locations(where I have stuffs) on left corner? So we can also dump the asset window.
And by merging this into single window, we can even filter items by their distances to my current location.


Another suggestion: I really believe that the location of that filter by name textbox should be together with other filter stuffs. Do not separate function in same group that far apart. WAIT! So it seems that we cannot add name attributes in saveable custom filters?
Tippia
Sunshine and Lollipops
#435 - 2012-05-05 16:33:39 UTC  |  Edited by: Tippia
Grey Stormshadow wrote:
Yea... I still think that this new inventory system is something I could live with as long they start to think it more like an access point or starting point to item management. In space it can be as basic as the cargo hold without side panel and with some basic functionality (ie ability to move item from loot container to parent cargo hold window*) and in station it can be something much bigger. The very basic idea behind this system however has to be that user wants to open new windows, opening them should be easy and their positions should be saved.
Yes, this is fundamentally the idea that's driving my vision of having a main window and “detachable root” objects. I also think that a lot of the problems with the new system is that opening stuff from outside the inventory window changes the content of that window, when chances are that I set up that window to show me exactly what I wanted to see, and this new inventory is something I want to see in addition to what I already have on-screen.

Maybe a quick-fix would be to simply have “open in new window” be the default action any time I access… anything, really, without using the tree view to get to it, just like you say. But I suspect that it's exactly that behaviour (and the need to save the locations of all these additional windows) that they've wanted to move away from… Straight

Quote:
[lots of words]
Yes, this is what I mean by the whole “detachable root” idea, but more intelligibly written.
I should probably read the entire thread and the responses before posting… ehrm… aaaanyway. P

Quote:
Other thing worth mentioning is the neocom again. As minimizing the windows - chat, item management or browser window - has become real fun since the wonderful update - I would warmly recommend thinking about adding narrow 9-10 pixel task bar to bottom of the screen where you can minimize windows so that their labels remain visible. This would also host area for these additional inventory windows and you would get rid of the problem you are having with the inventory function's neocom button at the moment. Hell you could also have space to reinvent the date to the clock (!).
Yup. I feel it's a bit of a missed opportunity not to integrate this new UI with the customisation features that the NeoCom offers — being able to assign quick buttons on the NeoCom to directly open specific inventories would mean using every new feature to their fullest, while still letting us customise our user experience to emulate the old system very closely. We get all the new goodness with all the old goodness (because there were actually a few things in the old system that were very nice and handy).
Shannae Darkehart
Ministry of War
Amarr Empire
#436 - 2012-05-05 16:53:38 UTC
I read "multi-sell" and swooned. Big smile

Much love for CCP lately. <3

I'm sorry if you feel there's a legitimate reason for botting but there isn't and that's basically that. Not liking a game doesn't entitle you to cheat. Ever. At all. Enough with the moral equivalency please. ~CCP Sreegs

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#437 - 2012-05-05 17:44:05 UTC
Tippia wrote:
For instance, when I think “inventory”, I see things like the station hangar, the corp hangar, the asset list, the corp asset list… and maybe the corp delivery hangar. I do not see things like ship cargo holds, drone bays, jetcans, wrecks, etc.

Yes... I didn't quite get the part where they started to extend overview into inventory window. To be honest didn't even test this functionality much because won't never ever be using such thing.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Rammix
TheMurk
#438 - 2012-05-05 17:57:37 UTC  |  Edited by: Rammix
Tiger's Spirit wrote:
Rammix wrote:
I understand that there are always people who don't like something, especially when that something is new.

I understand that there are always people who don't like something, especially when that something is crap and worsen than before and much complicated to use.

It's just your opinion. You don't like it, I do like it. And many others really do like it.
I don't think that tastes of just a few people should be decisive. The new inventory will come to TQ because it's good and useful; maybe it needs some tweaks, but still it's good.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Tiger's Spirit
Templars of the Shadows
#439 - 2012-05-05 18:39:47 UTC  |  Edited by: Tiger's Spirit
Rammix wrote:
Tiger's Spirit wrote:
Rammix wrote:
I understand that there are always people who don't like something, especially when that something is new.

I understand that there are always people who don't like something, especially when that something is crap and worsen than before and much complicated to use.

It's just your opinion. You don't like it, I do like it. And many others really do like it.
I don't think that tastes of just a few people should be decisive. The new inventory will come to TQ because it's good and useful; maybe it needs some tweaks, but still it's good.


And i playing almost 9 years ago and you playing 1.5.
Smart peoples know when a new changes bring more positive things than bad, but this crap bring more negative things than old one.

I write again this changes same when user changing back his old Total Commander to Windows Explorer.
This is a step back. I'm very happy if you want to click 100 times more than old item manager, but i do not want to receive tenosynovitis.
This new itempanel is horrible with 156789788 submenu and the inventory is jumbled, because all item merged to one place.
Oh yes the panel have filter and searching bar,you want to tell us, but just the idiots want to use more mouse clicks or more typing.
Jal Garai
Caldari Provisions
Caldari State
#440 - 2012-05-05 18:52:05 UTC
OK I haven't read through the thread so this may well have been covered before and if so my apologies.

Generally I do really like the new inventory however the tree and specifically non-highlighted items are woefully dim. The overall effect is too muted and needs a bit more 'pop'.

Otherwise...great work.