These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

EVE Online: Inferno 1.0.6 to be deployed on Friday, June 1

First post
Author
Zer0 Divide
Maze of Galious
#41 - 2012-06-01 18:57:08 UTC
Fyi, regarding:
Quote:
Improved performance when handling large amounts of items.


Today I was moving 500+ different items from one container to the main hanger item. My client froze.
This is something that would normally not happen.

Same stuff happens when doing trade from a full item cargo container to another player.

CPU starts to raise, fans start to spin heavy, items move with 1 item per 20seconds orso.


Kar Stoertebecker
Eye of God
#42 - 2012-06-01 19:37:06 UTC
Since today i got much gfx driver failures
card is a gforce 680 with 4gb ram
driver updatet to 301.42 but still the same
bevor i not even had a problem with up to 5 accounts with full details

Logicycle
Stimulus
Rote Kapelle
#43 - 2012-06-01 19:46:51 UTC
sigh...
Sarina Berghil
New Zion Judge Advocate
#44 - 2012-06-01 19:47:03 UTC
Various types of containers now open in a separate window by default, which is nice. There is a tiny issue, it seems to save separate states for a container that is shift-clicked and one that is normally clicked even if it is the same container.

A few suggestions that might have been missed last time I posted them.

It would be nice with a way to navigate backwards in the inventory tree. A back button would be handy, or make the path in the title window clickable.

I keep missing the functionality to open several containers with one action by selecting them all. I imagine the shift shortcut interferes a bit with implementing something like this, since it is also used for making multiple selections.
DazedOne
Sebiestor Tribe
Minmatar Republic
#45 - 2012-06-01 20:12:25 UTC
Still not getting true functionality back like we USED TO HAVE...
N3LLY
Reverberation Inc
#46 - 2012-06-01 20:20:38 UTC
slight improvement

still dont like it one bit compared to old one


changing ship does not change the cargo hold to the new ship selected Shocked
right click options are still missing drones fuel (all the important stuff we need )Sad
station hanger & cargo short cuts are still missing in station neo comSad

for gods sake when i click on some container in space or station i want it to open in a new window
you really need to sort that out

i dont want to use your tree its crap annoing and a complete waste of time

and please get rid of estimated market value waste of space on the screen and completly usless to everyone Twisted

WINDOWS WINDOWS WINDOWS

come on try to make us happy

or a better idea for you to save all these complaints shhhhh find the reset button & hit it Shockedand give all active accounts 7 days freegame time as we have not been able to play this game we pay for Cry

5 days left till i pay to play what i like or i bugger off to new pastures Lol

[b]UI IS CRAP GET RID AS SOON AS POSSIBLE P.S. [/b]CAN I GET A REFUND FOR LOST GAME TIME ?

Yonis Kador
KADORCORP
#47 - 2012-06-01 20:47:55 UTC  |  Edited by: Yonis Kador
CCP RubberBAND wrote:
Olan Chang wrote:
\o/

- Accessing ship bays (like the drone bay) is far more intuitive now. But did you need to remove the old context menu when right clicking on a ship?


This was a design choice as we are trying to reduce the number of changeable options that are displayed in the right click menu.



CCP Rubberband,

Justifying the absence of right-click functionality as a "design choice" is incomprehensible without some kind of qualifying statement. Is there a practical reason why right-click functionality was removed? We're not all unreasonable. If there's a real problem I'm sure many players would just like to know what it is/was. But to simply state that it was a "design choice" to decrease efficiency is irresponsible. You're stating you broke it on purpose? Why? How a system looks is far less important than how it functions. My car needs a paint job but it gets me to work faithfully. According to this logic, should I remove the tires and paint it?

end reply /

So, after the 1.0.6 patch, I see a few notable improvements and things still in need of improvement.

A couple things I noticed:

In station:

Halleliuah. I'm almost tree-less. The station hangar, ship hangar and ship cargo windows all are opened when I dock/undock. Great. It still seems silly that I can't open these parts of the station from buttons on the neocom yet, and if I close them, I still have no choice but to navigate the tree... (Usually I wouldn't have kept them all permanently open.) But, at least, if I open them once and don't close them ever, they'll be pre-opened when I dock so that's definately a step in the right direction because it translates to less tree-navigation.

I also am thankful that the tree stays minimized between sessions.

When I select a new ship, the ship cargo window shouldn't still display the cargo of the previous ship. And though double-clicking on the new active ship does open that ship's cargo bay in a new window, because it doesn't replace the previously-active ship's cargo window, closing the former and resizing and dragging the new one is necessary.

Also, let's get that filter section to stay minimized. Though my window positions are now persistent between sessions, I still have to minimize the filter section every time I am forced to tree-navigate. For people who resize their ship cargo window into a corner of the screen, the filter section takes up half the display. It doesn't even minimize with one click. It always takes like 2 or 3 clicks to get the thing to go away and I'm still doing this frequently.

In space:

Will wrecks and cans ever open in new windows? I've tried shift clicking, double clicking, shortcut clicking - and they still replace my noctis cargobay. This means tree-navigation or lots of extra clicking. I've been tree-navigating here and it still seems so alien compared to the previous way we did things. It just makes sense to have two containers here. You open one and drag the items into the other. When I take a cookie out of a cookie jar there are two containers - the jar and my hand. Also, because the wrecks and the noctis share the same cargo window, the UI resorts the items so that players cannot only select and drag items they added last. Previously when I salvaged, I'd reposition valuable salvage to the first row so I could monitor the number of these items I've successfully obtained. No longer possible. I don't want a filter. I want to see all my salvage but arranged how I want it arranged. I do enjoy being able to "x" the wrecks out of the tree though, since that one click successfully returns to my noctis cargo view. But if I had two containers, I wouldn't need to use the tree or the "x."

I didn't have enough time yet to run through other scenarios but I'll try to manipulate and refuel my POS's later today.

I am still hopeful that shortcuts to the station hangar and ship hangar will make their way back, permanently locked, at the bottom of the neocom, as real, physical parts of every station.

I am equally hopeful that a corp hangar shortcut finds its way back to the station services panel to make tree-navigation 100 percent optional. Tree navigation belongs in an operating system and scrolling is not fun.

While these patches are certainly improvements over the UI's state on day one, I'm still missioning less atm. I just don't care if this new UI is a feat of technological acrobatics, until one-click, multi-windowed, drag and drop functionality is restored, this isn't even the same game. The use of an unified system in a complex, dynamic environment limits efficiency and player options. Yes I can make it work. Yes I know how it works. And no, I probably wouldn't quit playing EVE over it in the end, but without any explanation of why limiting our options is necessary, I still feel like something important was taken from the players. Like many, I'm hoping and waiting for the next patch.

I want to see both the cookie jar and the hand.

You don't just throw cookies at the side of the jar and assume they've landed inside.

It doesn't even make sense.

Even if I get used to it, it'll never make sense.

Yonis Kador
Rengerel en Distel
#48 - 2012-06-01 21:14:48 UTC
Yonis Kador wrote:

Will wrecks and cans ever open in new windows? I've tried shift clicking, double clicking, shortcut clicking - and they still replace my noctis cargobay. This means tree-navigation or lots of extra clicking. I've been tree-navigating here and it still seems so alien compared to the previous way we did things. It just makes sense to have two containers here. You open one and drag the items into the other. When I take a cookie out of a cookie jar there are two containers - the jar and my hand. Also, because the wrecks and the noctis share the same cargo window, the UI resorts the items so that players cannot only select and drag items they added last. Previously when I salvaged, I'd reposition valuable salvage to the first row so I could monitor the number of these items I've successfully obtained. No longer possible. I don't want a filter. I want to see all my salvage but arranged how I want it arranged. I do enjoy being able to "x" the wrecks out of the tree though, since that one click successfully returns to my noctis cargo view. But if I had two containers, I wouldn't need to use the tree or the "x."
Yonis Kador


For wrecks in space it's shift + double click ... you know, just to keep it consistent with literally nothing else.

With the increase in shiptoasting, the Report timer needs to be shortened.

Yonis Kador
KADORCORP
#49 - 2012-06-01 22:05:39 UTC
Noted.

Since I don't usually use keyboard shortcuts for routine operations, it's going to be a real pita to have to balance the keyboard in my lap all night to play the game. TBH, its easier to use the tree than to do this in the dark and since I dislike tree-navigation being my only recourse, I'm not sure what I'll end up doing.

Ultimately, I hope the prior system's functionality is eventually restored so that I don't even have to make the decision.

But thanks for the heads-up.

Yonis Kador
Rengerel en Distel
#50 - 2012-06-01 22:32:15 UTC
Yonis Kador wrote:
Noted.

Since I don't usually use keyboard shortcuts for routine operations, it's going to be a real pita to have to balance the keyboard in my lap all night to play the game. TBH, its easier to use the tree than to do this in the dark and since I dislike tree-navigation being my only recourse, I'm not sure what I'll end up doing.

Ultimately, I hope the prior system's functionality is eventually restored so that I don't even have to make the decision.

But thanks for the heads-up.

Yonis Kador


If your mouse has extra buttons, program one of them as shift.

With the increase in shiptoasting, the Report timer needs to be shortened.

Alain Kinsella
#51 - 2012-06-02 01:12:22 UTC
Well, this just came out, perhaps it will help? (Not trolling, I just found it, and other than its color I like the idea.)

http://www.razerzone.com/hex

Still no note regarding permission display for corp hangar, or did I miss one?

"The Meta Game does not stop at the game. Ever."

Currently Retired / Semi-Casual (pending changes to RL concerns).

Yonis Kador
KADORCORP
#52 - 2012-06-02 04:34:56 UTC
Alain Kinsella wrote:
Well, this just came out, perhaps it will help? (Not trolling, I just found it, and other than its color I like the idea.)

http://www.razerzone.com/hex

Still no note regarding permission display for corp hangar, or did I miss one?


CCP Soundwave wrote:
Update!

We added some extra stuff today:


  • We've fixed the issue with missing items in the hangar

  • We've fixed the issue where you couldn't open the corporate hangar if you only had query roles


We're working on putting together the patch for next week, but communication might be a bit sketchy since I'm in a room with the CSM all day :) We'll try and get something out today, otherwise expect a devblog on Monday regarding the next round of changes!


All we've been told so far is that if you have query roles, you can open the corp hangar divisions now. But since I still see people complaining about not being able to remove items from those divisions, I don't think it's completely solved. I'm sure they're working on it. It's a functional issue. With this being a holiday week in Iceland and with the CSM's out there too, we probably won't get any insight into the details of the next patch until Soundwave's promised blog on Monday.

And thanks for the link. Thats one snazzy-looking mouse. Aside from the normal buttons, mine only has a scroll wheel atm, and though I did set the wheel to "Shift" when pressed, the action of holding the scroll wheel with a middle finger while clicking with an index one is probably not going to work. It's enough to give someone carpal tunnel. I'm willing to try anything at this point but until I can get one with a thumb button, it's not an option.

This week, I'm just going to grind missions and hope one of the next few updates will be beneficial to my playstyle.

Waiting for the dev blog on Monday...

Yonis Kador
Callidus Dux
School of Applied Knowledge
Caldari State
#53 - 2012-06-02 05:53:28 UTC
Alain Kinsella wrote:
Well, this just came out, perhaps it will help? (Not trolling, I just found it, and other than its color I like the idea.)

http://www.razerzone.com/hex

Still no note regarding permission display for corp hangar, or did I miss one?


First of all: I know that you are NOT a troll and that you do not tease us. But Why should I buy another hardware to be able to play the game I (once) like(d) - in a way I have learned 4 years back?
CCP has to absolute restore the old UI. After that make ALL other options optional. THIS is the only acceptable way. Nothing other. JUST the old UI with their right click; icons and windows. AFTER that a checkbox within the ESC-menue which is called 'Open all Windows within the unified UI'.
E6o5
Sebiestor Tribe
Minmatar Republic
#54 - 2012-06-02 06:52:07 UTC  |  Edited by: E6o5
UI still is slow and sucks.
An example? Drag an item into a secure containervia the f***ing tree, they are locked although the container is configured otherwise.
Right click on a container in the hangar (i.e. not in the tree), it doesn't offer the option to open in a new window.

Quote:
nventories like the ship hangar, item hangar and item containers will maintain their position/layout when separated, even if you undock and then redock.


Lies: my station warehouses don't stay open when i redock.
Crosi Wesdo
War and Order
#55 - 2012-06-02 09:24:36 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.
Yuna Yee
Perkone
Caldari State
#56 - 2012-06-02 09:56:13 UTC  |  Edited by: Yuna Yee
great job ccp for implementing that the windows finally have some sort of memory :)


only wonder how that is working really since there seem to be some serious consistency issues ...

i open the ship hangar in space and it opens without tree just as i probably left it before

then i dock in station and the same window is still open but now in tree view (however just before when i tried this it stayed without tree as it was)

then i doubleclick on a container and it opens it in the same window (however last time i tried it opened a new window)

so i open a new window by shift click and click on another container - which opens in the first window i opened
- however last time i tried this (just before) when i doubleclicked on a container and had two windows open the clicked container opened in the second window (which i personally find awesome to navigate)

to sum it all up: obviously the windows have some memory now but no brain and seem pretty confused
which in turn leaves me confused as well ...

is there some consistency in this i didn't realise yet or can somebody explain this to me ?
I mean its fun for a second or so to never know what happens next but after a while it gets pretty uncool ..
Yuna Yee
Perkone
Caldari State
#57 - 2012-06-02 10:01:23 UTC
-
Blue Harrier
#58 - 2012-06-02 10:48:26 UTC
Is it possible to make the windows a bit more consistent?

I ask because I opened a cargo container in a separate window and noticed some of the modules needed repackaging. I attempted a right click, repackage, but the option was not there.

I had to open a new window with a top bar name of ‘Items’, drag the module from the ‘Item – Container’ window into the ‘Items’ window, repackage the module then drag it back. Yet both windows looked identical, had the same ‘Tree’ displayed the same icons so why did they not work the same?

I can understand the old way of opening a container in station, dragging the module into the station items window, repackaging, dragging it back but this stupid new UI was supposed to make things simpler. Yet this simple procedure took extra clicks, a second window, then open the tree, then another click to change it to the 'Items' window, just to get an option on a right click menu.

If I was a new pilot coming to this game I would have given up in disgust long ago.

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

ISquishWorms
#59 - 2012-06-02 12:43:52 UTC  |  Edited by: ISquishWorms
Crosi Wesdo wrote:
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.



Nice video it shows exactly why this new inventory is unnecessary and a waste of time. I find consecutive and all that it achives is to detract from the game and deter me from wanting to play.

‘No, this isn't it at all. Make it more... psssshhhh’.

ISquishWorms
#60 - 2012-06-02 12:53:00 UTC  |  Edited by: ISquishWorms
stupid forum.. double post

‘No, this isn't it at all. Make it more... psssshhhh’.