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Help me CCP Soundwave, you're my only hope (or Post ALL your Little Things improvements wishes!)

First post First post
Author
Boiglio
Center for Advanced Studies
Gallente Federation
#401 - 2012-11-21 00:22:30 UTC
Melvin Coulter wrote:
LHA Tarawa wrote:
Melvin Coulter wrote:
Fleet warp should be all fleet members can warp at the exact same time!



They do.... if all members are aligned first before issuing the fleet warp.


Doesnt work for me.. Abaddon is slow

Even so make it to were they dont have to be aligned?


If this is ever implemented, I reserve the right to also have an "I told you so" button for FCs, who can press it and have anyone that wasn't paying attention to an align/warp/jump command be instantly teleported to a hostile POS. :P Because there are times....

~Boig Cool
Fire Stone
The Scope
Gallente Federation
#402 - 2012-11-21 01:36:07 UTC  |  Edited by: Fire Stone
I have posted this a few times before but here's a few new ones as well.

1) Allow only CEO & Directors to cancel build jobs or remove the cancel build jobs all together.

2) Shared Personal hangers - Have all characters on an account be able to share assets.

3) New Co-CEO role that has the ability to grant and remove full director status like CEO.

4) New permission for CEO & Co-CEO, ability to recall corporate shares from those that have not logged into to the game for 1 year

5) Add Reporting features to accounting role, like taxes collected per month, total of current bills

6) Freighters to fly at 1.5au per second vs 0.7au per second.
Tau Cabalander
Retirement Retreat
Working Stiffs
#403 - 2012-11-21 02:02:53 UTC
1. Please help the OCD accountants among us that can't move 0.01 ISK out of a wallet because there is less than 0.01 ISK in the wallet. I think I once read that ISK was transacted to 4 decimal places, but only displayed and input to two places, which is completely ridiculous.

2. The issue with cancelling undock but it continuing to process seems to have returned (was a previous Little Thing of mine that was fixed for a while).

3. Fix de-sync: I don't expect the client to create events it hasn't received in a timely fashion, but I do expect module activity indicators to update correctly (i.e. when a cycle starts or ends, the indicator should be fast-forwarded and reset to 0).
Remiel Pollard
Aliastra
Gallente Federation
#404 - 2012-11-21 03:28:37 UTC
I want to be able to right-click my ship speedometer and have a 'set speed' option where i can type in any number between 0 and my ships top speed instead of having to arbitrarily run the mouse through the meter and try to find the spot i need - when you're running an interceptor capable of 3500m/s, it becomes difficult to find the exact value you need in this tiny little meter

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Arduemont
Rotten Legion
#405 - 2012-11-21 13:11:29 UTC
Remiel Pollard wrote:
I want to be able to right-click my ship speedometer and have a 'set speed' option where i can type in any number between 0 and my ships top speed instead of having to arbitrarily run the mouse through the meter and try to find the spot i need - when you're running an interceptor capable of 3500m/s, it becomes difficult to find the exact value you need in this tiny little meter

This ^^

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Vartan Sarkisian
Phoenix Connection
#406 - 2012-11-21 13:20:50 UTC  |  Edited by: Vartan Sarkisian
I Would like to see the option to put stuff for sale on market via orders but the fees and the resulting isk form the sale be made from/to a specified corp wallet.

and the ability to remember these settings so you don't have to set it each time.
Shiba Khashour
Imperial Academy
Amarr Empire
#407 - 2012-11-21 14:18:35 UTC
probably has already been mentioned:

i want to be able to group my drones while docked
i want to be able to group my weapons while docked

lowsec rage:

in lowsec right now when someone is -5 or less and others are in his fleet, they are not able to shot anyone who shots him without getting sentry'd, this shouldnt be the case since they are in his f'ing fleet... this is such a hassle right now, YEAH GUYS THEY HAVE AGRESSED, OH RIGHT IM FLASHY, NVM THEN! how is there are "fleet" if you're artificially disabled to defend its members without getting your ass kicked by broken mechanics?
Salpad
Carebears with Attitude
#408 - 2012-11-21 16:54:05 UTC
When I set a multi-waypoint travel route, i.e. first Set Destination at one place, then Add Waypoint for a 2nd, Add Waypoint for a 3rd, and so forth. All the Stargates on my Overview that are pertinent to the route light up yellow.

To repeat: Multiple Stargates often light up yellow. I'd much rather have it so that only one Stargate light up, which is the one taking me to my most immediate waypoint along the route, i.e. the 1st waypoint. That way, manual (non-autopilot) travel becomes a lot easier and faster.

If you must light up all Stargates pertinent to the totality of the route, then at least light up the primary or first Stargate with a colour that's clearly different from that of the other ones, e.g. blue with the other lit-up ones being yellow (and the non-lit-up ones being white).
Jakob Thorngod
Doomheim
#409 - 2012-11-21 18:23:36 UTC  |  Edited by: Jakob Thorngod
i want to be able to sort and/or filter blueprints by tech level + if original/copy

edit: just found out, it is possible to filter t1/t2 with a new meta group filter - i can live with that

edit2: well, it only works for a few item types, so back to my original request :)
LHA Tarawa
Pator Tech School
Minmatar Republic
#410 - 2012-11-21 18:30:07 UTC
Boiglio wrote:
Melvin Coulter wrote:
LHA Tarawa wrote:
Melvin Coulter wrote:
Fleet warp should be all fleet members can warp at the exact same time!



They do.... if all members are aligned first before issuing the fleet warp.


Doesnt work for me.. Abaddon is slow

Even so make it to were they dont have to be aligned?


If this is ever implemented, I reserve the right to also have an "I told you so" button for FCs, who can press it and have anyone that wasn't paying attention to an align/warp/jump command be instantly teleported to a hostile POS. :P Because there are times....

~Boig Cool



All it would take is one infiltrator in the fleet to intentionally not be aligned... no one warps, and they all get pounced on by the enemy fleet. Much better to leave one fool (infiltrator) behind to get blown up.

Many a time the FC would call "align to". After time to align, enemy fleet would show up on short range scan, and off we'd go into warp as a fleet. Someone would get left behind because he wasn't alligned correctly, and he'd start calling for the fleet to come back and save him....1) no way could we land, re-align, and get back in time to save you. 2) The reason we didn't stay and fight in the first place is because we would lose, or it wasn't a tactical advantage to stay (we were fit for range and the enemy was going to land on us a at 0 (or vice versa.. we were fit close range, and we expected they were going to land on us at rane.). 3) You are dead because you didn't follow orders, and we're not going to make all the people that did follow orders die in a fail attempt to save you from your inevitable fate.

LHA Tarawa
Pator Tech School
Minmatar Republic
#411 - 2012-11-21 18:43:49 UTC
Reading through the CSM notes, I hit the section on corp management and the idea of being able to inst-boot someone from corp. Okay, I see CCP's concern that it is a way to get someone out of lost ship to enemy WT's (or worse, get the WTs CONCORDed for attacking a non-WT.)


I see two solutions to this.

1) Make all corp benefits grantable roles. This includes the ability to shoot corp-mates, join corp/alliance chat, and anything else that comes from being in corp. Heck, even put a flag on him in overview and in his employment history showing he is in stasis for being kicked.

Then, instead of needing to inst-boot, when we remove role, we remove his ability to do ANYTHING that we would want to insta-boot him to prevent. He would not be able to kill corp-mates, gather intel on who is logged in, etc.

But I do like the idea that he is booted the next logoff, downtime, even if he is not docked.


2) The other option would be that if you boot someone from corp, any WTs are given a ... what is it called? Mutual combat PVP flag on the booted member. So it would be like he just shot at them, so now they can shoot back at him.

Either way, when anyone loses the ability to shoot corp-mates (either because they just got insta-booted, or the CEO revoked the "shoot corp mates" role), see if they have weapons (gun, disruptor, etc) active against a corp mate, and deactivate the weapon. From the devblog a couple years ago on how the event queue works, shouldn't be too hard to remove the guns from the queue, and then send a message to the client saying the guns have been deactivated, just like if the ship being fired at was destroyed.


LHA Tarawa
Pator Tech School
Minmatar Republic
#412 - 2012-11-21 18:48:26 UTC  |  Edited by: LHA Tarawa
Shiba Khashour wrote:
probably has already been mentioned:

i want to be able to group my weapons while docked



You can. Without ammo loaded, on the fitting window, shift-drag a gun onto another. They will group. You can even create multiple groups.
LHA Tarawa
Pator Tech School
Minmatar Republic
#413 - 2012-11-21 18:51:33 UTC
Jakob Thorngod wrote:
i want to be able to sort and/or filter blueprints by tech level + if original/copy




you can see original vs. copy by going to the details view. I'm not at the client now to test, but I recall there being a column that shows if it is a BPO or BPC. You can sort on columns. Don't recall if the meta level is different for what is produced (t1/t2) by the BPO/BPC.
LHA Tarawa
Pator Tech School
Minmatar Republic
#414 - 2012-11-21 18:58:33 UTC
Shiba Khashour wrote:

in lowsec right now when someone is -5 or less and others are in his fleet, they are not able to shot anyone who shots him without getting sentry'd, this shouldnt be the case since they are in his f'ing fleet... this is such a hassle right now, YEAH GUYS THEY HAVE AGRESSED, OH RIGHT IM FLASHY, NVM THEN! how is there are "fleet" if you're artificially disabled to defend its members without getting your ass kicked by broken mechanics?



In the overview configuration, you can control the color that things show up AND you can control the precedence that the order is applied. Move the "in my fleet" up in precedence.
Tau Cabalander
Retirement Retreat
Working Stiffs
#415 - 2012-11-21 19:06:07 UTC
Fix bug 135508: Clear Waypoints Inconsistent / Unavailable When Docked
Reported: 2012.05.18 03:03
Status: This report has been attached to a defect

Description:

As in title, clearing all waypoints is not available on all route context menus, making it not intuitive.

Only one method works while docked: Star Map.


Reproduction Steps:

1. Set a route to any destination.

2. When undocked, right-click on word "Route" or "N Jumps" or some of the transparent area around the route. Only very specific areas cause the context menu option to appear. The "bars" around the route, for example, should trigger the option, as should clicking on any waypoint in the route.

3. Repeat step #2 when docked.

4. Repeat #2 and #3 when undocked with the Solar System Map active.

5. Repeat #2 and #3 when docked with the Solar System Map active.

6. Repeat #2 and #3 when undocked with the Star Map active.

7. Repeat #2 and #3 when docked with the Star Map active.

In addition: Star map allows one to click almost anywhere. Solar System Map doesn´t have the context option at all, even when clicking on the route area that works when undocked.

I only tested hangar view and not CQ.
LHA Tarawa
Pator Tech School
Minmatar Republic
#416 - 2012-11-21 19:06:14 UTC
Vartan Sarkisian wrote:
I Would like to see the option to put stuff for sale on market via orders but the fees and the resulting isk form the sale be made from/to a specified corp wallet.

and the ability to remember these settings so you don't have to set it each time.


The tax on market sales does not go to the corp the player is in. it goes to the corp (npc-corp) that owns the station (removing the ISK from the game). The way to lower the tax (eventually to the point that you pay no tax) is to grind up your standings with the NPC corp that owns the station.
(Or are you talking 0.0 outposts... I don't know if there is market tax there, or if so, where that tax goes. When I was in 0.0, there was no market tax, but I don't know if that was a corp setting or not....)

The player corp tax that you can set effects mission rewards and bounty payouts, not market orders at NPC owned stations.
LHA Tarawa
Pator Tech School
Minmatar Republic
#417 - 2012-11-21 20:19:25 UTC
Tau Cabalander wrote:
1. Please help the OCD accountants among us that can't move 0.01 ISK out of a wallet because there is less than 0.01 ISK in the wallet. I think I once read that ISK was transacted to 4 decimal places, but only displayed and input to two places, which is completely ridiculous..


Duh... yeah.

If CCP is storing ISK in the DB as a double float, then they are WASTING memory. Can't be a float (32 bit mantissa and 3 bit exponent) because one you break 8 million, you lose precision. The double float gives you 64 bit precision (18 pentillion?) but then you are wasting 2 bytes on the exponent that you don't need!

The way we handle it where I work (the largest computer company in the world) is that we convert it to an unsigned long int (64 bit) internally... call it pennies if you will. You still get 18 quadrillion max value (using the American definition where a quadrillion is a million, million as opposed to the Brits, which I understand would call this billion.....).

THEN, we only put in the decimal point in the client display. On the server, in the DB and in message traffic, it is just 64 bits, instead of 64 bit plus mantissa and 16 bit exponent). The math is also WAY faster as it is one CPU operation to add or subtract, rather than dozens of clock cycles to convert to the same exponent, then do the math, then convert back to a standard exponent.

And, for the players, they really do just expect a penny to be a penny, don't they... rounding down all the extra partial pennies.



CCP could do the same with things like standing... If they are truly treating it as a float in system, the they are being horridly inefficient. It should be a 32-bit integer internally, allowing a range between 100,000 and -100,000 (representing 10 and -10 respectively)

An increase of 1.34% would appear to be:
new = current + (10-current) * .0134....
Say, current is 5. Then new would be new = 5.0 + (10.0-5.0) * .0134 = 5.0 + 5.0 * .0.134 = 5.0 + .067 = 5.067
This gets displayed in game as 5.07, but the extra digits are retained so that even tiny increases that are not significant to the displayed are still there for the next rounding.

But for efficiency, this SHOULD actually be internally processed as:
new = current + (100,000 - current)/10,000 * 134
So, for current of 5.0, the math would be
new = 50,000 + (100,000 - 50,000)/10,000 * 134
new = 50,000 + 50,000/10,000 * 134
new = 50,000 + 5 * 134
new = 50,000 + 670
new = 50670
Which then gets displayed as 5.07 in game, storing 2 more significant digits


This may look like way more math, but trust me, integer math is at least an order of magnitude faster in the CPU than float math in the CPU, and 50% smaller in the database and in the network messages. There is a ton of math involved in converting floats to a common exponent, then converting them back to standard, for every step of the math.

If CCP is doing float math, as would be indicated by fractions of a penny in the wallet... then... yikes.



Tau Cabalander wrote:

3. Fix de-sync: I don't expect the client to create events it hasn't received in a timely fashion, but I do expect module activity indicators to update correctly (i.e. when a cycle starts or ends, the indicator should be fast-forwarded and reset to 0).

[/quote]


This is actually a much more difficult problem.....
You click activate, you want it to show immediately that you clicked... otherwise you are going to be spamming it, and it will be spamming back.... already sent the message to the server. I mean, you don't want a second delay from the time you click to see it actually go active, right?

But, there is lag from when you activate until the server actually processes. And the time you can then deactivate is not time you activated + duration... it is time the server processed + duration.

On the deactivate, do you just want it to assume the server correctly processed the deactivate? Or do you want the client to stop the cycling, even though it hasn't heard back from the server that the item did, in fact, deactivate?

In short... that circle going around the module is not really a server side status, but rather simply a client side indicator that the message to activate was sent to the server, but the message that a successful deactivation has not yet been acknowledged by the server. They can convert it to a "message from the server acknowledged"... but then you get a delay on start AND a delay on end.... Either way, there is going to be lag on your client receiving and processing the confirm deactivation.



Melvin Coulter
Abyssal Freighting
High Bear Nation.
#418 - 2012-11-21 21:46:00 UTC
Let me Pin my medals up on my chest to be seen on my picture!

Move along!

Souisa
Subhypersonics
#419 - 2012-11-22 03:47:49 UTC
Remove warp disruptors and warp scrams

o/

Mallak Azaria
Caldari Provisions
Caldari State
#420 - 2012-11-22 06:34:21 UTC
Nerf mining barges. They were fine just the way they were. Also give miners the anchor module they keep asking for. Make it a high slot module.

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