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EVE Online: Inferno - Feedback thread

First post First post
Author
Titas Agor
TITANS OF PEACE
#1081 - 2012-05-30 21:32:10 UTC  |  Edited by: Titas Agor
edit: posted in wrong section
Ricky Bolt
Caldari Provisions
Caldari State
#1082 - 2012-05-30 22:24:53 UTC
The new ally system, as discussed here: https://forums.eveonline.com/default.aspx?g=posts&t=110428&p=11, has quite strongly put wars in favor of the defender. The ability to field a number of pilots/ships waaaaaaay beyond anything the defender can support with only a one-time cost means defenders don't even need to fight! My corp declared war on a small alliance because one of the alliance members tried to steal our Orca (after we invited him to a mining op), and before we can start shooting there are 10 allies against us, with 7 more the next day.

There needs to be a way to discourage "ally-whoring," especially the lack of mandatory cost. If someone has 3 accounts with each account using 3 characters (bravo for managing 9 characters, first off), that means if 1 character is in a corp that gets war-decced, then 8 ally corps could, theoretically, be recruited for free!

Even if they're not free, if the only limit to your number of allies is how much they charge, you could still pay enough corps to join you that the original defender doesn't even need to fight! If a legit merc corp joins a war, they'll be out doing the hunting/camping while the corp who's hiring allies can safely gather more money to recruit more allies. Note: this is what's happened to my corp in our current war.

I wonder why implementing a weekly cost to have an ally, and (prefferably not /or) capping the number of allies you can have in a war (2 or 3 feels like a good number) could/should/would not happen to return PvP wars in EVE to a feasible activity?

So, CCP, intentional or not, the current merc system is bringing the biggest change to wars I've seen: it's stopping them. No corp in its right mind would want to be the aggressing side now, and I hardly think enough mutual wars happen/will happen to make-up for the decline in 1-sided decs.
Gainard
Aliastra
Gallente Federation
#1083 - 2012-05-31 13:20:09 UTC  |  Edited by: Gainard
Who ever made the new UI should at least have taken one look at the old system. When entering a station ship hangar and inventory and ship cargohold should be open, at least if they where open when leaving the station. This is a basic requirement for mission runners. Miner might want to skip the ship hangar, but then may wish to change to a hauler. How can you forget to let the UI to remember the last state of those windows?

Why did you fix the system in the first place? The old system was not broken and working perfectly for most players? If some people wanted modifications / improvements why not simply modify / improve the existing system?

Why on top of the clunkyness of the new UI does it take so much time to load?
As a Miner I just want to unload my stuff and return to the astroid belt asap.
As a mission runner i just want to modify my setup or change a new ship between missions, now it's shift clicking all the time to get what i need. During missions i want to setup my ship for a quick repair and then back to battle setup. This takes ages now.
Make the price info optional!

MOST WHY of all, why did you IGNORE SISI FEED BACK? Do you want to **** us off after the last time you f***d up and after wich you promised to listen to us in the future? In what or whose future if I may dare ask?

Do not fix working things. Fix broken ones like the Invention system which takes a dozen or so clicks to start one. Then you cant even repeat for the next invention but have to start all over again. I am still sorry for the time I spend training for that - getting pissed off and turning away from invention took much less time than training for it.

If you insist on keeping the new UI (as you will no doubt do X ) then:
1. Let the system remember in which state the windows where when you leave a station. Make them open again with the same size, location and setting when redocking. Would be nice if cargo hold stays open when jumping a gate too. Even better if this would not cause the items in the cargohold to reorganize - I like to keep my EMP L top left and the missiles below!
2. When opening the tree view it should expand out of the the window not into it. This reduces the space inside the window. Some windows are kept small so they dont block to much space (especially when ouside the station) making the contents of the tree view unreadable and the contens of the window almost inacessible. So to keep the original size of the window the tree view needs to expand out of the window as long as it has the focus and retract automatically when loosing the focus. Enable us to further extend the tree view sideways (make it wider) so it is easy to read - which should also be remebered by each window that has a treeview. If the Window is on the left side the tree view should expand to the right of the window. This must not cause any window to move or resize!
3. Clicking anything in the tree view should open the item in a seperate window by default. An option of stacking the item with other windows (-> TABS) and one to open it in the same window should be available and too should be remembered.
4. If items open in the same window implement a BACK button (and maybe an "up one level" button).
5. Top and Bottom of the Window: Make each entry there optional and remeber for each single Window.
6. Make available a window to be used like the clip board in windows systems, where you can drop ships and items to drag them out to other windows (copy-paste like function).

Enough for today. I want to play now - that is shift click

Man, I train for certain goals and then the related skills / modules / ships get nerfed. I hate to be addicted to EVE.

Lost True
Perkone
Caldari State
#1084 - 2012-05-31 13:36:15 UTC
Why the cruise missiles on this ship are so weird? Ugh
http://beta.xfire.com/videos/576aa2/

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Krystyn
Serenity Rising LLC
Controlled Chaos
#1085 - 2012-05-31 13:48:24 UTC
The new missile effects look good.
Can I trade those back in for the old UI again?
Pretty missiles effects(even for a Caldari missile spammer such as myself) doesn't even come close to the loss of functionality and plain annoyance at the new cumbersome and laaaaaaaaaaaaaaaaaaaggggggggggyyyyyyyy inventory.

Massive Net Negative on this patch so far.
RudyGT
Oops I crapped my pants
#1086 - 2012-05-31 15:37:57 UTC
open items shift click ships, close items.. FUUUUUUU
seriously bring back the old item windows. this sucks bad.
how about an option to not use this new item window.
Alexia Killfist
LVX PHOENIX
#1087 - 2012-05-31 15:39:51 UTC  |  Edited by: Alexia Killfist
This feedback thread has one, resoundingly clear message -

THIS UI IS NOT AN IMPROVEMENT.

The player base has spoken clearly:

ROLL IT BACK or at the very least make the windows PERSISTENT so we are not wasting time clicking ridiculous inventory trees in multiple windows.

We await a clear response.

Recent patch notes: http://community.eveonline.com/updates/patchnotes.asp
Race Drones
Garoun Investment Bank
Gallente Federation
#1088 - 2012-05-31 22:56:32 UTC
This is NOT an improvement, bring back the old system.

Ignorance is curable, Stupidity is not.

The "Planet of the Apes" is not science fiction, is a daily reality.

All is in "The Matrix".

See Beyond the Obvious.

Peter Fajl
Caldari Provisions
Caldari State
#1089 - 2012-06-01 00:20:31 UTC
This is NOT an improvement, bring back the old system.
Leocadminone
Gem Concordance
#1090 - 2012-06-01 02:11:59 UTC
This piece of garbage they call an "improved" inventory system is the final straw.

I am NOT renewing any of my subs unless this piece of garbage is rolled back (most of them have lapsed already, this account is my last active one at this point).

It makes inventory management a BLOODY PAIN IN THE REAR, is a LOT slower due to having to do a LOT more clicking around to even SEE what you are managing, you CAN'T just "add stuff to existing stacks" which makes it INHERENTLY slower, and the current patch now makes you have to "sort by name" or some such to even SEE AT ALL what is in your cargo hold.



WHICH PART OF BROKEN BY DESIGN, MUCH LESS BROKEN IN IMPLIMENTATION, IS SO HARD FOR CCP TO UNDERSTAND?


So much for their lies about "listening to the playerbase" - CCP is STILL the same arrogant can't be bothered to LISTEN to complaints company it's shown itself to be for at least the last 3 years and all the garbage out of them about how they're going to change is just MORE lies.

Roddex
The Scope
Gallente Federation
#1091 - 2012-06-01 04:02:28 UTC
I know defenders were only used by a small number of players but that doesn't make the stealth nerf of them a non-issue. If nothing else the entire community should be scared by the fact that CCP chose to make this change with no prior announcement or reasoning given, that it simply appeared on the patch notes.
Ravock Seti
Kojimachi Industrial
#1092 - 2012-06-01 11:05:41 UTC
Gainard wrote:
Who ever made the new UI should at least have taken one look at the old system. When entering a station ship hangar and inventory and ship cargohold should be open, at least if they where open when leaving the station. This is a basic requirement for mission runners. Miner might want to skip the ship hangar, but then may wish to change to a hauler. How can you forget to let the UI to remember the last state of those windows?

Why did you fix the system in the first place? The old system was not broken and working perfectly for most players? If some people wanted modifications / improvements why not simply modify / improve the existing system?

Why on top of the clunkyness of the new UI does it take so much time to load?
As a Miner I just want to unload my stuff and return to the astroid belt asap.
As a mission runner i just want to modify my setup or change a new ship between missions, now it's shift clicking all the time to get what i need. During missions i want to setup my ship for a quick repair and then back to battle setup. This takes ages now.
Make the price info optional!

MOST WHY of all, why did you IGNORE SISI FEED BACK? Do you want to **** us off after the last time you f***d up and after wich you promised to listen to us in the future? In what or whose future if I may dare ask?

Do not fix working things. Fix broken ones like the Invention system which takes a dozen or so clicks to start one. Then you cant even repeat for the next invention but have to start all over again. I am still sorry for the time I spend training for that - getting pissed off and turning away from invention took much less time than training for it.

If you insist on keeping the new UI (as you will no doubt do X ) then:
1. Let the system remember in which state the windows where when you leave a station. Make them open again with the same size, location and setting when redocking. Would be nice if cargo hold stays open when jumping a gate too. Even better if this would not cause the items in the cargohold to reorganize - I like to keep my EMP L top left and the missiles below!
2. When opening the tree view it should expand out of the the window not into it. This reduces the space inside the window. Some windows are kept small so they dont block to much space (especially when ouside the station) making the contents of the tree view unreadable and the contens of the window almost inacessible. So to keep the original size of the window the tree view needs to expand out of the window as long as it has the focus and retract automatically when loosing the focus. Enable us to further extend the tree view sideways (make it wider) so it is easy to read - which should also be remebered by each window that has a treeview. If the Window is on the left side the tree view should expand to the right of the window. This must not cause any window to move or resize!
3. Clicking anything in the tree view should open the item in a seperate window by default. An option of stacking the item with other windows (-> TABS) and one to open it in the same window should be available and too should be remembered.
4. If items open in the same window implement a BACK button (and maybe an "up one level" button).
5. Top and Bottom of the Window: Make each entry there optional and remeber for each single Window.
6. Make available a window to be used like the clip board in windows systems, where you can drop ships and items to drag them out to other windows (copy-paste like function).

Enough for today. I want to play now - that is shift click

The best post on this I have seen Yet. Good common sense and put the issues out in front. Not just complaining. Also EVE people should have had at least a little help file so ppl could figue out how to use the new UI. I am finding that most ppl don't know you can still open multiple windows like the old system. Once they learn that most of the complainers stop and move on.

in battle anything can happen. in war everything will happen

EarthZone
HomeZone
#1093 - 2012-06-01 17:23:14 UTC
Never change a running system.
Want old inventory windows back.
Amura Kadur
#1094 - 2012-06-01 18:08:43 UTC
The corporation hangar is part of the station. Why do I have to open the cargo hold of the ship to open the corporation hangar? It is logical, when you open your corporation hangar on the station services.

What was wrong with that if you clicked on open a floating cargo, that the content of the floating cargo in a new window opened? Why do I have to press an additional key to get the same result?
What was wrong with that if you clicked the button corporation hangar that the corporation hangar opened? Why do I have to press many times an extra key and click to get the same result?

If you are planning that all windows operate on the principle of the inventory, I say goodbye. I will probably play WoW, the game is not great, but it is easy to use.

____________________________________________________________________________________________________
The new inventory would be fine if it would behave like the old inventory.

All of my words are secondhand and useless in the face of this.

Urgg Boolean
Center for Advanced Studies
Gallente Federation
#1095 - 2012-06-01 18:49:17 UTC  |  Edited by: Urgg Boolean
... and the complaints about the "new and improved" UI continue to flood in ...

I thought I was reading old posts, but I see a large number of new posts about this issue, even after all of the tuning and performance tweaks. This does not bode well.

I've been spending more time on SiSi than I have in TQ trying to adapt and find ways to use the new UI efficiently. I have been unsuccessful.

The player consensus truly tells it all in plain generic language: laggy, inefficient, and frustrating.

At this point, the specifics are almost irrelevant because the UI fails in so many areas. But looks like we are stuck with it, that and the painful process of satisfying everyone's complaints based upon how CCP prioritizes the "to do list".

You can literally see the inefficient code when stacking items in a container : it fires hot triggers that activate the subroutines to display changes to cargohold-contents-volume as it handles the array processing needed to sort the list, i.e., stack all items. This could be a background process disconnected from GUI mechanics and hot triggers, which all take time to execute, thus slowing everything down badly. I guess I use this example, because during a sort/merge operaiton, the total volume in the cargohold remains unchanged, and yet, the system displays the cargohold volume changes incurred during the sort/merge operation. It is stupidly inefficient.

Anyway, it's a mess, and not getting better fast enough to satisfy most of the players. CCP already knows what's wrong. Specifics at this point are almost irrelevant.
Leah Solo
Lag No Use
#1096 - 2012-06-01 21:41:22 UTC
Sorry if this idea regarding Unified Inventory was requested already.

Can you devs please make it so we can drag and drop ships from the tree view, to make them active(like from the ships hangar)?
Valkerias
Society of Friends
#1097 - 2012-06-02 07:00:35 UTC
I thought I'd give the UI system a try, and the more I try it the less I like it.

1.) Randomly closes PI "hangars" when transferring materials to/from planet.

2.) All the complaints listed above.

The only thing that makes ANY sense to me is that CCP is looking to REMOVE mining in the near future, to perhaps "Streamline resources" by not loading all the objects in asteroid belts any more.

Of course, they can't just suddenly remove all the belts in the game so instead they're making mining (and related activities) SO INSANELY INFURIATING that all the miners will just quit and then they can remove the belts and (hopefully) nobody will notice.

(Both the "improved" inventory system and the deployment during a major miner grief "operation" to make the odds of getting ganked even higher.)

What does this REALLY mean?

POS will go offline for lack of fuel, Nitrogen is already impossible to BUY in Empire.

Goodbye players researching/copying/ inventing on their Blueprints without waiting MONTHS in a que.

Goodbye players actually building ships/modules/etc because no one will be able to get the much needed minerals to do so, unless Industrial players are really lucky at reprocessing LOOT.

Goodbye Exploration and Wormholes because nobody will bother/be able to build probes any more.

Eventually, it will just be players flying around shooting at each other in rookie ships and using on board scanners to try and find anomalies. "Improves" everything doesn't IT?

The massive Patch list in the latest patch should be a red flag to everybody. Wonder what else got broke in the fix.

Helpful HINT, CCP. When your TEST PLAYERS, who ARE IN NO WAY COMPENSATED FOR THEIR TIME, tell you something, LISTEN. Don't just "damn the torpedoes, full speed ahead." You WILL regret it.
Crosi Wesdo
War and Order
#1098 - 2012-06-02 09:25:43 UTC  |  Edited by: Crosi Wesdo
I moved a bunch of ships out of a system the other day on my alts jump freighter. I repackaged 20 ships and their fittings.

My computer is;

i7 3820 @ 4.6Ghz
Asus Rampage Formula 4
16Gb 2.13Ghz DDR3 Quad Channel
2x AMD 6970HD's

The process of repackaging the fittings dropped my alts client to 5 fps over the 30-40 seconds it took to complete the task.
Thats pretty hideous.

Also, a video i made after dt yesterday with some feedback on the current often unworkable state of the unified inventory;

http://www.youtube.com/watch?v=qwkqcVkmKpg

0:00 in station - ships cargo window win, but general containers incoherent behaviour
2:40 in space - ships cargo window and looting fail
5:55 in station - drone bay fail.

Wasnt scripted so sorry for rambling but i hope you can see how basic functionality is unintuitive, frustrating and down right broken in some cases.
Slipnut
Pator Tech School
Minmatar Republic
#1099 - 2012-06-02 09:49:52 UTC
Not sure this has been mentioned.

Stack All function in Station Container no longer works.
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#1100 - 2012-06-02 12:41:19 UTC
Crosi Wesdo wrote:
- snip - Also, a video i made after dt yesterday with some feedback on the current often unworkable state of the unified inventory;

http://www.youtube.com/watch?v=qwkqcVkmKpg - snip -

Sorry if this is a double post, but I quoted Crosi previously and my post seems to be vaporized ...

CCP :: make a tutorial vid showing how you intended us to use the new UI.

Either we are so stupid that we can't figure out how to use it, or it is a piece of junk that cannot be used efficiently no matter how much we try.