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Player Features and Ideas Discussion

 
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Feedback request on Contract system

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Author
HuGo87
Caldari Provisions
Caldari State
#261 - 2014-05-12 07:01:17 UTC
UI-wise:


  1. Have a two-pane-interface when selecting items, allowing drag-and-drop instead of checking items. This makes it a lot easier to find the unselected/selected items (whichever are fewer). It also let one drag straight from the inventory panel, which has a filter. Blink I've no idea why you didn't do this in the first place!
  2. Three large buttons on the first step (exchange/auction/courier), instead of small text butons. These are easier to point-and-click, and would be a bit more consistant with some of the new UI stuff you're doing). It also makes it all damn-good-looking.
  3. The text-field on the "private" option (step 1) should be a writable combo, so I can pick recent contacts with just my mouse (lazyness, I know).

Funcionality:


  1. Make contracts between characters in the same account not count towards the maximum. I hate having to do maxContracts+1 to my alt and having to relog twice just for the last one.
Salpad
Carebears with Attitude
#262 - 2014-05-12 07:02:40 UTC
If some way can be found to facilitate it, I'd very much like to see "break bulk" contracts, where I can assign a huge quantity of stuff, e.g. ammo, minerals or ore, to be moved from place A to place B, but without needing to care about how the couriers move it - if they haul it as 2 Freighter loads, or 3 Freighter loads, 4 or 5 or more, or if they use Orcas or even specialized T1 industrials instead.

Basically "move this large volume of crap for me, I don't care how, here's the total ISK-per-jump I'm paying".

If I have, say, 3.1 million cubic meters of minerals, that I want moved, then it's a lot of work for me to load-balance it into 4 Freighter-load-sized Contracts, both with regards to value balancing and volume balancing. It'd be nice if I could just assign it all as a single contract and let the courier figure out how to distribute it, or even have the game auto-didide the load as per the courier's preference (i.e. "into 5 even loads").



I'd also like to be able to chain courier contracts. Sometimes when I set up chains of courier contracts to Red Frog, their pilot will accept one contract from the middle of the chain, to his own inconvenience, because he didn't notice the chain. He didn't notice that I had first issued a contract from A to B, then B to C, then C to D, but rather he just accepted the B->C one.

Some way to make convenient chain-courier contracts more visible to potential couriers, at least, could be nice.

And if it is all in a single contract, then a Red Frog guy can legitimately accept all the steps of the chain at once, whereas I believe that's illegal under their rules with the present contracts system.
Salpad
Carebears with Attitude
#263 - 2014-05-12 07:06:00 UTC
Cardano Firesnake wrote:
We could think about "destruction contracts" also.
You point one or more structures, and you place a contract on the destruction of these.
If a fleet destroy the structure they gain the price.


This also, especially being mindful of the upcoming POS changes:

Defend Contract, placed on a POS (or other attackable structure). If the structure remains undestroyed when the contract expires (e.g. after 4 days or 7 days or whatever), the primary payment is given. If the structure hasn't gone into reinforced during that time (e.g. for a POS), the secondary payment is also given (secondary payment can be freely defined, independently from primary, and may be zero). If the structure is destroyed, no payment is given.
Salpad
Carebears with Attitude
#264 - 2014-05-12 07:08:44 UTC
Yuki Kasumi wrote:
Having a final preview of the contract is nice but often I just want to make contracts to characters I know or that are mine, skipping this step could be allowed by having another button for finalize contract in previous steps.


This could be automated, based on Standing to the recipient of the contract (character or corp).

If standing issuer->recipient is Excellent, the final preview is simply skipped, whereas if standing is Good, the final preview is simplified. For Neutral or worse standnig, the final preview remains.
HuGo87
Caldari Provisions
Caldari State
#265 - 2014-05-12 09:16:42 UTC
I missed this before:

Select a bunch of items > right click > create contract. Click next a few times, then return to the first step. Click next again. Your items are unselected. That a bug, IMO.
Tau Cabalander
Retirement Retreat
Working Stiffs
#266 - 2014-05-13 05:46:36 UTC
Fine Print (rank 2) - adds 8 contracts per level
Skill in filling the borders and margins of contracts with endless terms and conditions on a scale that even nanotech engineers find impressive.
Prerequisite: Contracting 5

Contract Law (rank 4) - adds 16 contracts per level
Skill in applying local laws and legal precedents that favour your contract dealings.
Prerequisite: Fine Print 5

Legalese (rank 6) - adds 32 contracts per level
Skill in burying contracts in meaningless legal jargon so effectively that nobody dares to contest their validity.
Prerequisite: Contract Law 5
Suzuka A1
Caldari Provisions
Caldari State
#267 - 2014-05-13 13:13:24 UTC  |  Edited by: Suzuka A1
TL;DR: I made an imgur style storyboard proposal specifically focused on helping Enablers supply their Alliances with fitted doctrine ships via the Alliance contracting system (which is limited to the 21 contract cap per character unless you have corp wallet access and corp contracting roles [capped at 60 contracts per character], which makes it non-viable because of corp security and the individual's security as well).

To constantly have 250 fitted ships up on contracts for a 1000 character Alliance it would take either 5 (best case) or 12 (worst case) characters worth of contracts. Help the Enables help others!


PS. Being able to renew an expired contract, even at a cost of 50% extra (15k isk), would be amazing and make my life managing 3 character worth of contracts much better.

Never forget the battle of Z9PP-H  What actually happened: http://www.youtube.com/watch?v=UgcUwTmHY74 Battle Report: http://www.kugutsumen.com/showthread.php?42836-They-Might-Be-Giants-The-Southwest&p=497626&viewfull=1#post497626

Salpad
Carebears with Attitude
#268 - 2014-05-13 17:35:11 UTC
May sound a bit odd, but I'd like contracts that can be filled 10% of a time.

Let's say I want meself some Tritanium, in a particular station, but for whatever reason I dislike going through Market Buy Orders. Perhaps it's those greedy tax officials and brokers...

So I can issue a contract to an in-game associate for 60M units of trit, at a set price. If my associate dislikes the price I've set, he'll presumably reject the contract (assuming he has noticed that it's been issued to him in the first place) thereby telling me that I'm a miserly bastard and that he wants more ISK.

But if he doesn't reject it, then I must assume that he has begun working to fulfil it, and that in 4 or 8 or 11 days, or however long it takes him to gather such a huge amount of trit, he'll complete it so that I get my stuff.

Key word here: assume.

It'd be nice if it was possible to have a new contract for a single kind of item in large quantity, e.g. trit or Massive Scordite or a very particular kind of ammo, that can be fulfilled in chunks, these chunks always being 10% of the total.

Each time a 10% chunk is delivered, the contract is updated (thereby nicely telling me that my in-game associate is actually working to satisfy my demand, and not being a lazy-ass bum) and 9.9% of the contract ISK total is paid out, except for the final chunk, which pays out 10.9% for a total of 100% of the amount, in this case whatever I think 60 million trit is worth.

This is nice for my in-game associate too, because he gets paid every now and then, instead of only getting paid at the end. E.g. if it's a huge-ass contract for many dozens of millions of trit and he'll need most of the 14d time limit to actually get me that much.

And there's also a gamble element involved, because as soon as he accepts the contract, with its ISK amount, its stuff amount, and its time limit, he's gambling on being able to fulfil it within the time limit, as failure to fulfil means he'll lose 0.1% of the ISK value of however much he has delivered.

Note that I can't really grief with this, since if I issue an asshat contract, such as 4 billion pyerite out in the middle of nowhere, with a time limit of 2 days, the recipient that I'm issuing the contract to can see the impossibility of fulfilling it, and reject it. Or he can just ignore it, leaving me to notice, perhaps 8 or 12 or 16 hours later, that chunks of pyer aren't incoming, whereby I realize that he didn't fall for my scam.

Even this gamble, or the potential to scam someone who's really dumb, is a very minor thing, in that if you partially fulfil such a contract, but don't complete it, you're only losing 1% of the value of however much you did fulfil. Perhaps I've even set the chunk-payout too high, possibly it should be 9.8% or even 9.7%, with the final 2% or 3% paid out upon completion.



Such contracts can also be issued to corps, perhaps, where individual corp members can each try for a 10% chunk at a time, although I'm not sure how that'd work with the "crowner" amount that's held back until the contract is fulfilled entirely. Perhaps the corp itself gets the crowner amount, that is the last 1% of the ISK (10 times 0.1%)
Salpad
Carebears with Attitude
#269 - 2014-05-13 17:39:54 UTC
Blastil wrote:
Can we get contract 'reviews' and enable players to rate the trustworthiness of their peers? Basically an Ebay review system? Because frankly, it would A: Fix scamming pretty damn fast, and B: Let people know if they're getting a reasonable deal on things.


I'm concerned that negative ratings would be given not only to scammers, but also - en masse - to people perceived as being even mildly cheapskate, e.g. on Courier Contracts. If you see a Courier Contract that according to your very personal and utterly subjective opinion is 20% underpriced, then you might mark it down, even though it is in no way a scam, but represents a legitimate (albeit miserly) desire to have some stuff moved from one high-sec station to another station in connected high-sec.
Reaver Glitterstim
The Scope
Gallente Federation
#270 - 2014-05-13 19:23:03 UTC
Salpad wrote:
Blastil wrote:
Can we get contract 'reviews' and enable players to rate the trustworthiness of their peers? Basically an Ebay review system? Because frankly, it would A: Fix scamming pretty damn fast, and B: Let people know if they're getting a reasonable deal on things.


I'm concerned that negative ratings would be given not only to scammers, but also - en masse - to people perceived as being even mildly cheapskate, e.g. on Courier Contracts. If you see a Courier Contract that according to your very personal and utterly subjective opinion is 20% underpriced, then you might mark it down, even though it is in no way a scam, but represents a legitimate (albeit miserly) desire to have some stuff moved from one high-sec station to another station in connected high-sec.
Absolutely. Ratings would be entirely subjective, and the EVE playerbase would have all sorts of reasons other than altruism for rating people as they will.

All the more reason to add it. It is exactly the sort of thing that makes EVE unique and popular.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

TijsseN
Federal Navy Academy
Gallente Federation
#271 - 2014-05-14 07:11:07 UTC
As someone who uses the contracting system a lot here is some feedback and requests.

1. Make it able to contract boosters, so I can include them in fit ships.
2. improve contracting from the "assets" panel is as accessible as from the item hangar so i am more able to remotely setup courier contracts or contract ships from my market alt more easily, when they are fitted by myself. The current interface in the assets panel is not easy to use and the 5 minutes delay has caused some missing items in courier contracts.
3. Keep insurance on fitted ships when they are contracted to capital pilots for transport.
Tian Toralen
State War Academy
Caldari State
#272 - 2014-05-15 09:28:02 UTC  |  Edited by: Tian Toralen
I wrote something here:

https://forums.eveonline.com/default.aspx?g=posts&t=330994&find=unread
Suggestion for better/easier contracts, for getting fitted ships

A new way of creating contracts and a new type of contract, called "Fitted ships" contract. It has a little box named "Fitted ships" that can be checked by the creator of the contract. Players can search for "Fitted ships" contracts.

If someone creates such a contract, it must obligatory contain a ship+modules. The game does not need to check if the modules fit the ship or not. The ship can be already fitted, or packaged and the modules beside it.

If the contract contains more than one ship, it will obligatory contain the same number of modules for each ship.
When creating the contract, the creator drags the ship to one box, the modules to another, then specifies a number in another box for example x10, x100, and the ship and module boxes get filled with items from his inventory, with correct numbers. Option to create multiple such contracts, or save a contract and copy it, would be nice.

What's new? When the buyer checks this "Fitted ships" contract, a fitting window opens, presenting the ship and modules fitted if the ship is already fitted. Red modules - the buyer cannot use. And a number near it saying x10, x100 etc.

If it's not already fitted, the game does not try to present the ship as fitted (too complex, depends on the skills of the buyer, it's hard to choose what modules to fit first if the seller put the wrong modules in), the buyer just sees the ship and the list of modules near it, this list would look like the list I get when browsing saved fits. And the x number near the window, so the buyer knows he gets x5 of the ship and x5 of all the modules listed. The ones the buyer can't use are red, also there could be a warning message if a module has nothing to do with the ship or cannot be fitted even with perfect skills - like a 100mn AB to a frigate.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#273 - 2014-05-17 18:05:51 UTC
So, in light of the currently proposed changes to freighters I demand the implementation of a functionality to view the contents of Courier contracts. It will probably be a ****** implementation with more drawbacks than benefits, but I absolutely detest having to find out that I transport massively over-collaterized ganking ships and utility to gankers after I accepted the contract. I don't see why I should help gankers even more with transporting their garbage and be a gank target on the route at the same time.

I want to know what I transport before I accept the transport. Simple.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Roa Dierich
Bacon.
#274 - 2014-05-17 19:12:04 UTC
There are a couple of things I can think of.


  1. Have an option to show icons in the item listing, the same way as in inventory screens.
  2. Show contents, fitted modules etc, in a collapsible tree with container or ship as root, and show the contents of all items.
  3. Allow item exchanges to have a collateral and time limit, so, say, an industrialist can manufacture items on demand, given the appropriate minerals.


Another idea I had, you can fly a ship with rigs you don't have the skills to fit, yet finding someone to fit them can be problematic. You could introduce a "jury rigging" contract, that operates similarly to a contract for collateral/reward, but the collection and delivery stations are the same, in which you list a hull and (up to) three rigs, and the contract is completed when the ship, with rigs fitted, is delivered.

Jur Tissant
Garoun Investment Bank
Gallente Federation
#275 - 2014-05-17 19:32:59 UTC  |  Edited by: Jur Tissant
Frankly, item exchange contracts don't seem to have much a purpose (outside of the corp setting). It's easier to put your items on the market than to sell them via contracts, even if you're doing a hangar clearout.

Contracts should have more creative uses, hauling being a good example. The idea of bounty contracts has been thrown around, perhaps allowing the contractor to specify a minimum amount of ISK damage to prevent targets from fulfilling their own hits. Perhaps the system could be expanded to give hiring mercs more substance - you could contract them to declare war on a corp, to remove a POS/POCO, or offer payment as a % of ISK damages done to the target corp (instead of a static weekly fee). This would help effective merc corps make more money.
DaPaulerBear
Dreddit
Test Alliance Please Ignore
#276 - 2014-05-17 19:49:14 UTC
Up the max amount of items per contract. I never understood why i cant put more than 200 individual items in one contract.
IcyMidnight
Nobody in Local
Deepwater Hooligans
#277 - 2014-05-17 23:52:08 UTC  |  Edited by: IcyMidnight
Allow accepting contracts for corp that were created by you.
Aluka 7th
#278 - 2014-05-18 04:39:26 UTC  |  Edited by: Aluka 7th
Here are few ideas regarding UI/functionality from top of my head:

1. Allow creating contract in the name of corporation from personal hangar.
- Currently if I brought corporation manufactured item to Jita and want to sell it in the name of my corp (on behalf of corporation ticker) to the public, I can't without owning office there. If contract fails items should be back in personal hangar and if goes through money gets into selected corp. wallet. So I guess somewhere in contract there should be hidden data where does item on contract fail go to.

2. Preserve filter option on query change in "Available contracts" tab
- Lets say I have 3 BPOs. I want ot check cost of similar BP originals on contract. When I right click on my BPO and select find in contracts it shows all BPOs and BPCs for that item. Thats ok to cover needs of all pilots and if I select in "Item category" menu "Blueprint original" it shows only originals. Now if I right click to my second blueprint and choose find in contracts it resets "item category" window and I have to reselect "Blueprints originals". For best overall functionality, tt would be good to preserve "Item category" state as long as the contract window is kept open like it is done with "Contract type" state but still reset "Item group" state back to all. Same is with "Location". If I select "Current region" I don't want it to reset to "All regions" as long as Contracts window is open. There is a reason why I'm browsing contracts in only current region. You can reset all stats on Contract window close.

3.Keep selected items flags when going thorough contract creation process
- In personal assets or in local hangar, when creating contract, we select item(s) and right click -> create contract.
When we get to 2/4 window items that were right clicked are preselected/ticked, but if we now go one step back to change anything on first screen 1/4, like item exchange<->auction or public<->private, and then proceed to second screen 2/4 selection is reset and we have to reselect items we want to put on contract. Usually I cancel creation process and right click again like I did initially because its faster. Keep what items are being contracted through whole contract creation process. If we additionally select one more item in 2/4 window during process, keep that also when going thought previous/next tabs as long as creation window is open.

4.Remote contract problem on changing item amount
- Personal assets tab, remote contract. Lets say there are 5 rifters in distant system shown in assets tab and we right click to create contract. If during contract creation process amount in stack changes, contract cannot be finished. Can you lock the stack from change and start filling the other (second) stack during contract creation process and if I cancel contract then merge stacks? It is even worse when working with raw materials that get amount change every few seconds from my buy order being filled while I'm trying to contract initial stack for transport. 1mil trit, excellent->rig click->next.next,next, you cant complete contract because now you have 1mil and one trit in the stack Roll

4b. Allow remotely to merge stacks in contract window like you now allow to split stacks. That could be even better solution instead automatic stack merging from canceled contract creation in previous point (4.).

Hope it helps,
A7
Mara Rinn
Cosmic Goo Convertor
#279 - 2014-05-18 12:54:17 UTC
When I drag my contact's icon into the field for entering the name of a private contract recipient, I don't want to have to pick from a list of similar names.
Ma Zhiqiang
Droika Logistics
#280 - 2014-05-19 18:51:53 UTC
BugraT WarheaD wrote:
Maybe having the hability to name a contract will be nice. For example, when I make dozens of contracts with pre-fitted ships form my corp, all contracts are named [Multiple Items]. It's boring, why shouldn't I be able to name it ?



This.

Such an easy change. So much better overview of the contracts.