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Player Features and Ideas Discussion

 
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CCP Show us the Timers!

First post
Author
Anthar Thebess
#1 - 2013-09-04 07:27:47 UTC  |  Edited by: Anthar Thebess
CCP Please add this - in TIDI hand-held stoper is not helping.

When TIDI is jumping it is impossible to check how much time is left to use it again.
Sometimes when you click on them you get info - that you cannot use it for next N seconds.
Why we cannot check this by just moving our mouse over the module?
Modules where im missing this kind of info :
- MJD
- Interdiction sphere launcher
- Bomb Launcher.

Please like it , and if you know about other timers please write them below.
Simc0m
The Scope
Gallente Federation
#2 - 2013-11-29 06:37:04 UTC
+1 to reactivation timers!!
Ronny Hugo
KarmaFleet
Goonswarm Federation
#3 - 2013-11-29 07:54:32 UTC
+1! Why this is not there already is a conundrum.
Altrue
Exploration Frontier inc
Tactical-Retreat
#4 - 2013-11-29 07:59:08 UTC
I'm sure there is a metric about the number of failed module activation due to reactivation timer in progress.

And I'm sure the dev at CCP monitoring this is sadistically laughing in front of his graph Twisted

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Anthar Thebess
#5 - 2013-11-30 11:51:08 UTC
God of Tidi is calling for your suport.
Roime
Shiva Furnace
#6 - 2013-11-30 12:24:48 UTC
#1 UI issue

.

Aurora Fatalis
The Scope
Gallente Federation
#7 - 2013-11-30 15:32:21 UTC
+1.

While we're talking about module reactivation: can we also have a running module automatically start loading at the end of its current cycle once asked to load new ammo?

Currently changing ammo involves deactivating your module, waiting until it really has stopped (it usually pretends to start another cycle for half a second before truly deactivating), then repeatedly right clicking to select ammo type until the server accepts it.

That's at least two seconds of fighting the UI that don't need to be there. In particular it makes it very annoying utilize one of the primary benefits of laser frigates.

If Chribba told you not to trust him, would you?

Anthar Thebess
#8 - 2013-12-11 13:59:07 UTC
And again moving this request up.
If you think that knowing when you can use your module is good idea - please post here and like it.
Oberine Noriepa
#9 - 2013-12-11 14:55:17 UTC
Roime wrote:
#1 UI issue


It's one of the bigger ones, yeah.

This definitely has my support.

Stan Durden
The 8th Tribe
#10 - 2013-12-11 14:55:20 UTC
The fact that this sort of thing isn't caught and fixed before being released should cause someone over there to question the entire process of game design.

For instance, if no one caught this issue when it was on the test server then it should tell you something about who is playing on the test server. Every time I have been on the test server I don't seem to encounter people testing game mechanics or new fits for the main server. Instead it seems to be people who can't hack it on the main server because they need to also fit and balance for things like propulsion and tackle. There seems to be a culture on the test server that supports terrible pvp and the kinds of people who don't notice things like a lack of critical information.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2013-12-11 15:26:02 UTC

+1

and I'd also like to see the reload progress of ASB's, AAR's, RLML's, RHML's, etc...

Anthar Thebess
#12 - 2013-12-12 15:00:38 UTC
Thank you for your support - more is needed for someone if we want CCP to notice it.
Harlon Cordarii
Crazy Bird Inc.
#13 - 2013-12-12 15:06:58 UTC
+1 to the thread.


Aurora Fatalis wrote:
+1.

While we're talking about module reactivation: can we also have a running module automatically start loading at the end of its current cycle once asked to load new ammo?

Currently changing ammo involves deactivating your module, waiting until it really has stopped (it usually pretends to start another cycle for half a second before truly deactivating), then repeatedly right clicking to select ammo type until the server accepts it.

That's at least two seconds of fighting the UI that don't need to be there. In particular it makes it very annoying utilize one of the primary benefits of laser frigates.


and +1 to this too while I'm here.
Omega Flames
Caldari Provisions
Caldari State
#14 - 2013-12-12 19:37:34 UTC
+1
Lion Ahishatsu
State War Academy
Caldari State
#15 - 2013-12-12 21:29:14 UTC
+1
Anthar Thebess
#16 - 2013-12-16 12:59:35 UTC
God of TIDI is waiting for your sacrifice!
Offer him hours of your time or don't play in EVE!
Sanali Windrunner
Beach Boys
The Minions.
#17 - 2013-12-23 08:50:16 UTC
+1
Max Zerg
Center for Advanced Studies
Gallente Federation
#18 - 2013-12-23 09:21:30 UTC
This idea (or i would better say: this demand) is pretty common here at forums
a long term pain in the vein, but unfortunalely developers does not take it seriously enough

there are some links to older similar treads:
https://forums.eveonline.com/default.aspx?g=posts&m=3719324
https://forums.eveonline.com/default.aspx?g=posts&m=3809387
etc etc also the issue was mentioned a zillion times in "Reasonable Things" for CSM
the treads are instantly bumped and closed as repeative, the issue still exists


The problem is that cooldown and reload timers are to be displayed right on modules icons
examples of such modules are MJD, Cloak, BombLauncher, AAR, ASB, Triage, Siege, Bubble Launcher .. etc
it is hard to take fast decisions when controlling your ship is somehow problematic
(needless to say the colldown timers are not displayed even on the mouseover)

Dear CCP, please, fix this ASAP. It's the old and well-known issue of really HUGE priority for players
Thanks
Anthar Thebess
#19 - 2013-12-23 10:17:31 UTC
That is the point of this thread.
To finally have this displayed , as this can be done from the client side without putting any load to servers.
I will try to keep this thread up and running until some DEV responds to it.
Deckard Stern
Caldari Provisions
Caldari State
#20 - 2013-12-23 10:17:53 UTC
Gizznitt Malikite wrote:

+1

and I'd also like to see the reload progress of ASB's, AAR's, RLML's, RHML's, etc...



Yes, add these to the list of modules needing reactivation timers. Also, +1 to OP because it's a good idea and an easy thing to implement.
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