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Player Features and Ideas Discussion

 
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Blueprints - show info

Author
MIKE Commander
Setenta Corp
Scumlords
#1 - 2016-02-12 19:48:32 UTC
I have an idea that should help players manage their blueprints. I would like to see in the game an option where you hover over a blueprint and a smaller version of the show info sign pops up and shows the ME/TE levels of the blueprint. This way i do not have to click on every single blueprint on my hanger for show info and i will not have to wait for the industry bar to load up and then make me search for the blueprint.
It would be very easy and fast to see which of the 5 Rifter blueprints that you own is researched 10/20 and which is not.
I know that most people will say that we already have search options in the industry tab but when you have a lot of blueprints that industry tab takes time to load and you have to type down in the search the name of the blueprint that you are searching for.
And this does not help when you have the blueprints in your cargohold since the search is not working there.
A little hover and show the ME/TE of the blueprint would save a lot of clicking around.
Celthric Kanerian
Viziam
Amarr Empire
#2 - 2016-02-12 20:19:01 UTC
+ stackable BP's would be nice...
MIKE Commander
Setenta Corp
Scumlords
#3 - 2016-02-25 11:38:53 UTC
I just got another idea how it could give more info about the blueprints with minimal efforts to the developers. When you look at your inventory in list view or details view there are multiple columns that give information about different things like name of the item, quantity of the stack, group, size, slot and volume, it could be very easy to do this and it would spare a lot of time in searching if there would 2 more columns be added. One for ME and one for TE. This way when you are looking at your inventory in list or details view instead of icons you`ll be seeing the ME/TE level of the prints right away.
Cheers.
SurrenderMonkey
State Protectorate
Caldari State
#4 - 2016-02-25 16:50:15 UTC  |  Edited by: SurrenderMonkey
Celthric Kanerian wrote:
+ stackable BP's would be nice...


Anything that isn't packaged is a unique item. You can't just stack them together the way you can with packaged items (where, by definition, every item in the stack is absolutely identical in every conceivable way, as it is little more than a pointer to a basetype). They have their own stats.

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Gliese Casserres
Confused Bunnies Inc
#5 - 2016-02-25 18:05:48 UTC
Yes please for the information tabs on details window. While at it, make it filterable (filter for ME>8 for example) along with tech level.
elitatwo
Zansha Expansion
#6 - 2016-02-25 18:48:53 UTC
That is not a terrible idea! +1

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Beldantazar
Empyrean Acolytes
#7 - 2016-02-25 22:16:29 UTC
SurrenderMonkey wrote:
Celthric Kanerian wrote:
+ stackable BP's would be nice...


Anything that isn't packaged is a unique item. You can't just stack them together the way you can with packaged items (where, by definition, every item in the stack is absolutely identical in every conceivable way, as it is little more than a pointer to a basetype). They have their own stats.


It should be feasible to have a stack if all the blueprints have identical stats. Really, it should be possible to stack anything as long as all of them have identical stats. So if you have 10 unpacked modules that all are damaged the exact same amount, it should in theory be possible to stack them just fine (vaguaries due to using floats as health that might mean that you never have two with identical values aside). That said, it's probably a lot of work (mostly in testing all the ways that this can screw up and cause items to disappear or other weird things), for not a huge benefit other than relatively minor QOL.
SurrenderMonkey
State Protectorate
Caldari State
#8 - 2016-02-25 23:13:34 UTC  |  Edited by: SurrenderMonkey
Beldantazar wrote:
SurrenderMonkey wrote:
Celthric Kanerian wrote:
+ stackable BP's would be nice...


Anything that isn't packaged is a unique item. You can't just stack them together the way you can with packaged items (where, by definition, every item in the stack is absolutely identical in every conceivable way, as it is little more than a pointer to a basetype). They have their own stats.


It should be feasible to have a stack if all the blueprints have identical stats. Really, it should be possible to stack anything as long as all of them have identical stats. So if you have 10 unpacked modules that all are damaged the exact same amount, it should in theory be possible to stack them just fine (vaguaries due to using floats as health that might mean that you never have two with identical values aside). That said, it's probably a lot of work (mostly in testing all the ways that this can screw up and cause items to disappear or other weird things), for not a huge benefit other than relatively minor QOL.


Except, as they're all unique objects, they all have a unique ID. If all you wanted to do was look at them as a report, great, but you can't throw away the primary key if you want to actually interact with them, so "stacking" them could probably only be done by building a completely separate container that gives them the appearance of being stacked. Fundamentally it would really be no different than putting them in a can.

There are ways you could give them the appearance of being stacked and there is approximately ****-all chance of any of that being implemented because, like you said: super minor QOL benefit.

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Praal
Bearded BattleBears
#9 - 2016-02-26 20:15:08 UTC
Beldantazar wrote:
It should be feasible to have a stack if all the blueprints have identical stats. Really, it should be possible to stack anything as long as all of them have identical stats. So if you have 10 unpacked modules that all are damaged the exact same amount, it should in theory be possible to stack them just fine (vaguaries due to using floats as health that might mean that you never have two with identical values aside). That said, it's probably a lot of work (mostly in testing all the ways that this can screw up and cause items to disappear or other weird things), for not a huge benefit other than relatively minor QOL.

The stack is a pairing of quantity and an item type, it has no way to store item properties that differ from the item type definition. Furthermore, ME and TE are item properties like any others. To allow a stack to have them would be to allow a stack to have any item properties.

If anything it would be more viable to add a "Simultaneous licenses" property to BPOs, then allow you to combine several BPOs into a new BPO with multiple simulataneous licenses or to split one such into multiple BPOs again.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#10 - 2016-02-26 20:28:17 UTC  |  Edited by: Tiddle Jr
Please make all t1 bp ME10/TE20 and t2 ME5/ME10 by default that would save us from current madness of BP inventory management.

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MIKE Commander
Setenta Corp
Scumlords
#11 - 2016-03-21 21:06:24 UTC
Tiddle Jr wrote:
Please make all t1 bp ME10/TE20 and t2 ME5/ME10 by default that would save us from current madness of BP inventory management.

I believe that is not the main discussion here, i think we should get back on topic. As this is very important and the game should have it.
Jaantrag
#12 - 2016-03-22 06:52:07 UTC
me/te info into the inventory columns .. same for runs ... think this idea been on the air for more then once ..

stack bp-s ....

ill rise this idea by makeing bp-s being repackable ... meaning .. u can turn your me10te20 titan BPO into a stock by accident .. :) that way u can get em stacked ... but


dunno how many is many BP-s for OP but the number i have .. i havent had much lagg lately when looking for something ... tho .. sorting em into containers helps ..

also the old pre-cirus bp- manager had a option where u could move bp.s from one hangar to another or make contracts, this option should come back too

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