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I want your little things!

First post First post First post
Il Feytid
State War Academy
Caldari State
#941 - 2011-11-19 19:51:16 UTC
Crucis Cassiopeiae wrote:
Look at drones and their drops...
they drop minerals... WTF...
change that so that industry peoples get their jobs back!!!
there is not place for minerals in loot drops!!!
remove mineral drops.

I'm confused. Bots cover both the mining belts and the drone regions. What would change?
Swedish Aerospace Inc
#942 - 2011-11-19 19:51:21 UTC

  • Split/join bpcs with identical ME & PE
  • Ability to start multiple production jobs at once
  • Let manufacturing window auto select a free suitable production slot, i should not have to pick if there is multiple free slots, just take one, give a warning or something if there is no free one.

Solstice Project
Sebiestor Tribe
Minmatar Republic
#943 - 2011-11-19 20:06:35 UTC  |  Edited by: Solstice Project
The ability to legally shoot pods that have GCC, in highsec.

They ARE criminals, else they wouldn't have a GCC
hence should be treated as -5 (or lower)
and thus should be legal targets ... for at least 15 minutes.

I've opened a thread about it, stating an argument, and there are others who believe it's quite logical and fair.

Thanks. :)
Meatbag Pussrocket
#944 - 2011-11-19 23:37:52 UTC
little graphical thing:

When in warp, you're going faster than light, ergo, everything behind you should be black, the photons cannot keep up. also the blue-shift needs to be more pronounced.
Meatbag Pussrocket
#945 - 2011-11-19 23:40:18 UTC
Sader Rykane wrote:
When I want to fill my skill queue with a new skill a level zero that I want to rain to level 3 or 4 currently I have to...

RIght Click
Add to Queue
Right Click
Add to queue
Right click
Add to queue

This is stupid.

I propose that you create a drop down menu which will list the levels of this skill and add all the subsequent levels for you.

So to train a skill to level 4 all I would do is....

Right Click
Train Skill to: 4

And it would add everything that would fit in queue. If I could not train to 4 it would train to 3 or 2 etc.


you can drag-n-drop skills.
Egghelende Port Authority
#946 - 2011-11-19 23:41:48 UTC
Ussell wrote:

-- Display bookmarks in the overview window (and implement an associated overview category to allow me to turn them off via overview settings).

Marcel Devereux
Aideron Robotics
#947 - 2011-11-20 00:08:13 UTC
* Ability to transfer a POS to another corp and the appropriate role to protect this.
Il Feytid
State War Academy
Caldari State
#948 - 2011-11-20 00:10:29 UTC
Ability to right click on a super capital in space, and select Explode from the drop down menu.

Lachesis VII
The Python Cartel.
#949 - 2011-11-20 00:46:05 UTC
So I'm sure the overheating interface thing has been discussed elsewhere in the thread, but after some more consideration, there are a few changes I'd like to suggest.

Firstly, the fact that you now have UI scaling makes the individual overheat buttons exceptionally difficult to click if you're using the 90% scaling option. This makes picking out individual modules to heat and unheat in a fight far more difficult than it needs to be. We need a larger button for heating them, or an interface option such as control+click to toggle heat on modules.

Secondly, the rack overheat buttons need to be reworked. You let us group modules for functionality in the ship control UI, placing them as we see fit. I, like many pilots, organize my active modules according to basic role. I have my offensive modules (weapons, tackle, neuts, ewar, and so forth) in the top row, my support modules (propulsion, cap boosters, sensor boosters, and so forth) in the middle row, and my tanking modules (armor/shield reps, damage control, hardeners) in the bottom row. The thing is, these rows of modules are often a mix of high-slot, mid slot, and low-slot modules. The overheat UI should apply rack-overheat to the modules as we place them in our control scheme, not as they are fitted to the ship. The things I want to overheat at the start of a fight (point, web, propulsion, and guns) are different from things I want to overheat in the middle of a fight (tank, etc). It's incredibly annoying to click the rack overheat button to overheat my tackle modules, and also have my cap booster, or shield hardeners, or whatever else *also* overheat, doing more heat damage than necessary. So, of course, I use the individual overheat buttons to fix this, but that brings us back to the first problem. It would be much better If I could place modules into racks in the UI, and then have the overheat rack button overheat those modules as placed.

The third problem is one of feedback. Currently the individual module status is conveyed with a bright green bar. That's fine, but since module activation is cyclical, the information about whether we've turned a module's heat on or off is not fed back to us until the next cycle of the module. This, for many modules, is quite a while. There needs to be an intermediate color telling us the UI has gotten our command and will execute it at the beginning of the next cycle. Turning the bar orange would be a good indicator for "will overheat next cycle" and turning the bar blue for "will cool off next cycle" would provide useful click-response feedback to the user. Also, the rack overheat buttons don't seem to act consistently. If a rack is partially overheated, clicking the overheat rack button seems to have unreliably effects. Sometimes it seems to un-overheat the modules that are currently overheated, sometimes it overheats everything on the next cycle, and so on. Turning each rack overheat button into an on/off toggle with two buttons would be much more intuitive and responsive, especially when combined with the earlier described feedback changes.

A totally separate UI papercut: when moving bookmarks from the normal bookmark folder to the corporate folder, it doesn't seem to allow the window to scroll when dragging. This means that if I have more bookmarks in a folder than can be displayed in the bookmarks window, and I want to move them to another folder or to the corp bookmarks zone, it's a huge pain.
Faith Sunstrider
#950 - 2011-11-20 02:34:38 UTC
Currently, if you want to see and set the destination of an agent in your Journal, you need to start a conversation or read the mission details so you can see where the agent is.

A simple Set Agent Home and Set Mission Objective as destination in the journal/agent/missions tab would be good.
Awesome Corp
#951 - 2011-11-20 02:47:58 UTC  |  Edited by: Infinion
posted from here

In wormhole space, using tags is pretty much an essential overview feature when shooting at sleepers in combat sites. We will tag the order in which each sleeper should be primaried and mark the trigger of the next spawn with an X so it is left last.

The annoyance we have with tagging is that for each and every sleeper entity that spawns, the tagger needs to pan through the right click menu, pan through the tag item menu, and then pan through the number/letter menu. The process is way too drawn-out and it could easily be fixed with a key binding.

This is how it could work:

1) you press a key binding
2) a text box comes up
3) you enter any single number / letter
4) upon receiving your input, the text box closes itself and tags the entity

much faster and easier than navigating through a bunch of parallel menus with your mouse

edit: or you could just press a key binding and then press a key to tag an entity without the need for a popup
Bienator II
madmen of the skies
#952 - 2011-11-20 02:55:43 UTC
the forgotten bookmarks in overview feature

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Awesome Corp
#953 - 2011-11-20 03:07:15 UTC
more little things:

1) when sending messages through evemail, automatically hyperlink URL's or at least get rid of the http:// that we have to get rid of from our url because it thinks we want http://http://

Evemail generate link

2) When we check the receive notifications box and post in say a dev thread with 40 pages of replies, we will get hundreds of notifications.

please make it so we can specify how we want to be notified, either if someone posts in the thread or if someone specifically replies to our post. And when we receive the notification "SilentSkills has posted to a forum thread you subscribed to" take us directly to his post, dont take us to the very front of the thread!! If we subscribed to it, odds are we've already gone through the first page

Vol Arm'OOO
Central Co-Prosperity Union
#954 - 2011-11-20 03:44:55 UTC
The thing I want more then any other UI feature is a targeting ring for the directional scanner. The way I see it -- when your using the ds -- I ring should appear on your screen that cooresponds to the angle/size of your scan. No more guessing whether someething is within the 5 degree angle or the 15 degree angle -- just give a circle on the screen showing what will be scanned.

I don't play, I just fourm warrior.

Awesome Corp
#955 - 2011-11-20 03:54:15 UTC
Vol Arm'OOO wrote:
The thing I want more then any other UI feature is a targeting ring for the directional scanner. The way I see it -- when your using the ds -- I ring should appear on your screen that cooresponds to the angle/size of your scan. No more guessing whether someething is within the 5 degree angle or the 15 degree angle -- just give a circle on the screen showing what will be scanned.

theres a way to do this already, don't really know if you can call it a feature or not but,

left click on your ship, you will see a white box appear at the center of the screen on the ship. Aim that box over a celestial and as long as you get it as close to the box as possible you should get the 5 and 15 degree angle scans
Cynter DeVries
Spheroidal Projections
#956 - 2011-11-20 05:52:30 UTC
Don't know if it's been mentioned, but...

"Group all" button for weapons in the fitting window. Rather than a select-and-drag for every weapon, just click and they're all grouped. Should also work even if they have ammo loaded so long as it is the same ammo at the same count. If the ammo is different, or a problem, prompt to unload the ammo.

Cynter's Law of feature suggestion: Thou shalt not suggest NPCs do something players could do instead.

Ben Derindar
Dirty Deeds Corp.
#957 - 2011-11-20 07:22:43 UTC
Remove the fixed width from the forums. So much needless scrolling...
Fatima Hobbs
The Scope
Gallente Federation
#958 - 2011-11-20 08:00:16 UTC
I just want my old mining turret sounds back!
Goonswarm Federation
#959 - 2011-11-20 08:55:55 UTC
Meatbag Pussrocket wrote:
little graphical thing:

When in warp, you're going faster than light, ergo, everything behind you should be black, the photons cannot keep up. also the blue-shift needs to be more pronounced.

I disagree, you're passing by light that was in front of you, the light was already there.
Dr Prometheus
Gears of Construction
Gears Confederation
#960 - 2011-11-20 09:41:52 UTC  |  Edited by: Dr Prometheus
Rorqual able to get into highsec. (And can only deployed in 0.6 and lower systems.)
Freighter able to take stuff out of Orca/Rorqual etc.

And some not so little stuff:

Ship carriers who can ship a maximum 3 rigged battleships.
Cargoships sized between Transport Ships and Freighters. (No dont point at the Orca/Jumpfreighters; as Orca has a different role, and a JF is overpized shiny stuff.)
POS Labs completely available to alliance members. (Copy jobs i look at you).
POS Ore Compression thingy.

Dude, where is my Quafe Megathron?