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Player Features and Ideas Discussion

 
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CCP karkur - you're our only hope - new Little Things

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Author
Oliver Ward
Doomheim
#2541 - 2016-07-12 10:28:32 UTC
Suggestion: Allow copying (via CTRL+C) of the Jobs tab in the Industry window.
Keywords: ui, science, industry

Having the ability to copy the wallet journal can be very handy. It would be similarly handy to be able to copy the data in the Jobs tab of the Industry window, especially once you start getting more characters (and, for a corp, more people) involved in industry.
Jurius Doctor
Iron.Guard
Fraternity.
#2542 - 2016-07-12 16:01:30 UTC  |  Edited by: Jurius Doctor
CCP karkur wrote:
We are of course not the only dev team, so we are not quite your only hope Smile (every release I try to make a few small changes I like which have been suggested by you guys, but that's mostly done during my 20% and spare time)


Thank you for that, by the way.

A couple of the small things I'd like to thank you (and the greater CCP) for are the little audio cue that have fairly recently been added. Specifically the ore hold full 'ding'.

One of my fellow Unistas jokingly said, "the first time I heard it I damn near [had to scoop out my drawers]. I thought I had been podded while looking at a spreadsheet." (quote edited for content)

It gave me an idea, though, and one I thought I'd pass on after shopping it around other Unistas for feedback.

Something which I feel would add valuable content to the game, and fits in nicely with the Upwell developments in Citadels and other structures, is a small deployable passive threat-detection sensor array. I had the idea when I first heard the above-mentioned audio cue, and there is a real-world parallel currently in use along the US-Canada border.

The idea is, you have a deployable about the same size and dimensions (volume) as a Mobile Depot. It doesn't store anything. It has no combat value. It's easy to blow up, but not overly expensive to replace. However, it ties into your ship's sensor and communications arrays and provides an audio cue.

That's all it does. It creates an audio cue.

However, what it creates the audio cue for is what's important.

It has two settings: war targets, and criminals. You set it for the one, or the other.

You deploy it in a system, like a choke point, set it for which detection you're looking for, and then you leave. You're able to receive from it to a maximum range determined by your 'Remote Sensing' skill.

Then, if that selected type of threat enters the system (or perhaps the maximum scan range in AU of the deployable) it sends an audio cue. Maybe an alarm, or a tone. It also doesn't tell you if they're docked up, or in space. It just emits the tone when they're there. One tone for the YES/NO value of "is this thing present?"

That's it.

It doesn't tell you where it came from if you have more than one deployed. Just that one of your beacons, somewhere, has detected a threat (if you have more than one deployed).

Applications:

  • AFK Mining
  • Hi-Sec PVP
  • Trap Baiting
  • Perimeter Defense in Sov-Null


The deployable is just as easy to scan down as a mobile depot, can be destroyed, etc.

The Pirate faction version of this device should have the added benefit of being able to enter the name of a specific character, and if that character's ship signature enters the scan radius, it emits the audio cue. This is specifically for bounty-hunting.

I'm open to feedback.
Gadget Helmsdottir
Gadget's Workshop
#2543 - 2016-07-12 16:44:15 UTC
Jurius Doctor wrote:
Idea...


I'd like to see discussion on this, JD, but this isn't the place for it. Repost it as it's own thread, please.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Jurius Doctor
Iron.Guard
Fraternity.
#2544 - 2016-07-12 16:54:02 UTC
Gadget Helmsdottir wrote:
I'd like to see discussion on this, JD, but this isn't the place for it. Repost it as it's own thread, please.


Done. Reposted it here.
Alexander Otium
Mothhat
#2545 - 2016-07-14 18:35:03 UTC
Ability to show items with buy orders, but no sell orders. We can already filter for items with sell orders.

being able to show items with buy orders but no sell orders would be very useful for places like Oasis, where there are traders and haulers trying to bring goods in to seed the market.
Jerome en Bauldry
The Legendary Journey of the Honorable Trader
#2546 - 2016-07-19 14:19:01 UTC  |  Edited by: Jerome en Bauldry
CCP karkur wrote:


Jerome en Bauldry wrote:
Allow an option to have already selected the value written by default in the field where the cursor is placed, for example when opening "place buy order".
Is this not the case already? I'm pretty sure I changed it a while back, but if it's not fixed, please let me now the specific place where this is an issue.


Thanks for the response.
When placing an advanced buy order, the mouse cursor is indeed in the value field, but the value itself is not selected; hence, if I write something, it starts writing after the last decimal digit (which is useless).
TheSmokingHertog
Julia's Interstellar Trade Emperium
#2547 - 2016-07-19 17:07:36 UTC
Alexander Otium wrote:
Ability to show items with buy orders, but no sell orders. We can already filter for items with sell orders.

being able to show items with buy orders but no sell orders would be very useful for places like Oasis, where there are traders and haulers trying to bring goods in to seed the market.


Maybe use the crest api for this?

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Mina Sebiestar
Minmatar Inner Space Conglomerate
#2548 - 2016-07-20 16:32:52 UTC
Auto - Pilot looping being able to set AP loop for your ship to follow until server kick the bucket for that day.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Rsgm Vaille
Ascendent.
Test Alliance Please Ignore
#2549 - 2016-07-22 17:15:21 UTC
Suggestion: Update player skill point count more frequently.
Keywords: skills, training, sp
Note: A set interval of every n hours or every day would be enough. The crest/xml api should reflect this as well.
Verdi Ohvant
Aliastra
Gallente Federation
#2550 - 2016-07-22 19:21:06 UTC
I would like to see a visual representation of your fighters health, other than just a red tick that can not differentiate between 1% and 99% damaged.

You have to hove over the icon to see how damaged they are, and if you have set the tooltip delay down because you don't enjoy having them popup all the time over stuff you are trying to click, you can not readily see the fighter health.

Even a simple bar graph next to the fighter icon would be an improvement.
Winter Archipelago
Autumn Industrial Enterprises
#2551 - 2016-07-24 02:37:40 UTC
Suggestion: When adding new in-space Objects to the game, mention in the patch notes what their Type and Type Category are on the Overview.
Keywords: Overview, patch notes

When new in-space Objects are added to the game, it can occasionally be a bit of a search trying to find them in the Overview listing to add them to the desired Overview tabs. This goes primarily for the Entities Type Category, which is getting quite large (130 entities at current).
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#2552 - 2016-07-27 01:02:59 UTC
thanks for everything karkur!
I was going to ask for the ability to bind "look at my ship"
Then I noticed that alt-1 for the tactical overlay already recenters view on my ship♥
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#2553 - 2016-07-27 01:14:32 UTC
Orpheus Plaud
Slothful Greed Inc.
#2554 - 2016-07-27 14:51:14 UTC
Add comma's to the calculator so we can see the orders of magnitude easier (Should probably be configurable to , or . for people across the pond). It's really hard to tell the difference between 1 billion and 10 billion right now Sad.

To expand on that, having a resize-able calculator with a history would be amazing. Something like the Windows 10 calculator if you need inspiration.
Teko Tedeko
CWD INC.
#2555 - 2016-07-31 00:28:30 UTC
Fansites webpage:
https://community.eveonline.com/community/fansites/

Need some ability to flag entries so they can be reported. Some fansites no longer exist so it would be good if they were moved from the page.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#2556 - 2016-07-31 09:16:51 UTC
Sensor Overlay Pop-up

Just have a option in the drop down UI menu to lock this from popping up on rollover. Id like my tooltips the speed they are but once set I have almost no need on most characters to change this option. Yet rolling over will pop it up at very frequent intervals at the worst times.

Thanx.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Cerulean Ice
Royal Amarr Reclamation
#2557 - 2016-08-08 19:19:55 UTC
I'd like some sort of audio cue when a Strip Miner II's crystal is consumed.
Mr Justice T
The Graduates
The Initiative.
#2558 - 2016-08-09 20:55:26 UTC
Suggestion: planetary infrastracture templates creator and allow to use PI templates
Keywords: pi, planetary infrastracture
Note: don't need Simcity 10118 but doing the same all the time is a bit a pain in the ....P
Sorin Orii
OriiGen
Path of OriiGen
#2559 - 2016-08-10 12:40:06 UTC
Suggetion: Age clocks on the probe scanner for anomalies
Keywords: PvE, Anomalies, Anoms

Notes: It would be useful to me and perhaps others as well to be able to tell at a glance how old a combat anom (or other) anom is. This would give me information at a glance such as (and most obviously) how old it is - which in turn would tell me that there might be something extra about that anom I'd need to watch out for. Such as a dreadnought. In addition being able to determine if an anom is "newborn" would tell me the likelihood of someone being there when I consider warping to it to run it. I am sure this could have PvP applications as well. Seems relatively simple to implement if Im guessing.

:Sorin Orii

Sanity is the denial of chaos

Sorin Orii
OriiGen
Path of OriiGen
#2560 - 2016-08-10 13:00:53 UTC  |  Edited by: Sorin Orii
Suggestion: Better AI for determining orbit routes and/or the ability to alter the orbit trajectory
Keywords: ship flight path

Notes: Too often I will be doing a combat anom and warp in at my chosen distance, drop my MTU, and orbit it at something like 30-50km or so.. but then I realize (once or twice way too late) that the path my ship's orbit takes it on runs directly through a near maze of obstacles thus negating the reason for my orbit.. a speed tank.. or movement in general.
It is extremely frustrating to lose ships this way. Some more control over orbit paths, CCPlease

:Sorin Orii

Sanity is the denial of chaos