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New Dev Blog: UI and I – Our Little Improvements Together V2

First post First post
Author
Creat Posudol
German Oldies
#141 - 2012-04-21 16:56:01 UTC
ELECTR0FREAK wrote:
..
When you Show Info on an item, and go to the Variations tab, the items are sorted by meta group, but not by meta level. So this tells me at a glance which variations are faction etc, but its not terribly useful because when I'm looking at items on the Market or in Contracts I've already got that little indicator in the upper-left corner of item icons for anything that isn't Tech I
...


Definitely +1 to that!
Ordering the variations by meta level (at least inside the T1 category) would be extremely helpful!
Adunh Slavy
#142 - 2012-04-21 18:43:04 UTC
Elmanketticks wrote:
Nice changes all in all, but I'm still waiting for the "Sell all" button... why can't we have this? I'm so sick of singlehandedly selecting > 300 items manually and go rightclick-sellitem-ok every time. This is a pain and you know it.



Yes, CCP can we get limit orders please? Could be used for both buying and selling.

Could be done mostly client side too.

Allow the player to specify units and price. The client loops though sales/purchases until quantity is exhausted or limit price can no longer be met.

Each iteration of the loop, the client can pop up the details of the next loop using the standard 'simple' dialog box with a continue or cancel button. If the command (order) sent to the server is no longer true, then throw back the standard error and return to the loop. If the order server side is true, execute the order and return to the loop subtracting from the quantity specified by the user. If the user cancels, exit the loop.

Upon condition of quantity not exhausted and next available price not met, the last loop could place a market order to buy/sell at the limit price using the 'advanced' window with the remaining quantity. If the player clicks ok, place the order, if they cancel, don't place the order.

Coffee lubricated pseudo code avil upon request

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Louis deGuerre
The Dark Tribe
#143 - 2012-04-21 20:28:20 UTC
Caroline Grace wrote:
CCP karkur = this is why we can have nice things P


Very much this P
CCP Explorer
C C P
C C P Alliance
#144 - 2012-04-21 20:39:07 UTC
Adunh Slavy wrote:
Could be done mostly client side too.
Client-side loops over server calls is not nice at all (and client-side loops over DB calls is a performance killer). This should be implemented such that information is sent to the server with then a minimum amount of client/server back-and-forth communication following.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Shin Dari
Covert Brigade
#145 - 2012-04-21 21:01:16 UTC

Quote:
Color coded security status has been added to the "Related Solarsystems" and "Adjacent Solarsystems" tabs in the "Show Info" windows for constellations and solarsystems respectively.

Can an option be added to extend those color codes to the system names of stargates in the overview?
Vaerah Vahrokha
Vahrokh Consulting
#146 - 2012-04-21 21:47:40 UTC
Fantastic work Devs! I will now send you fluffy waves of Good Karma!


Liang Nuren wrote:
Holy ****, thank you so much! Explorer, is there a way we can donate to a team party for these awesome changes?

-Liang

PS: Would it be possible to import/export quickbars for sharing between characters... ? Pretty please? :D


Please do the above bolded stuff and I'll have childs with you!
lceman
The Scope
Gallente Federation
#147 - 2012-04-21 21:53:39 UTC
CCP karkur wrote:
lceman wrote:
are you gonna fix the r.a.m. rounding issue for t2 blueprints cause this is annoying ass hell that i have to 2500 ram to produce 2500 drones/crystalls/ammo etc, but i only need 250 r.a.m

Tbh this bug has been ingame for soon to be 3½ years and its still not fixed.
Have you bugreported it? P


ur kidding right? 4 years and you dont think its been bugreported .................................................

lazyness at its best.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#148 - 2012-04-21 22:01:22 UTC  |  Edited by: Salpun
lceman wrote:
CCP karkur wrote:
lceman wrote:
are you gonna fix the r.a.m. rounding issue for t2 blueprints cause this is annoying ass hell that i have to 2500 ram to produce 2500 drones/crystalls/ammo etc, but i only need 250 r.a.m

Tbh this bug has been ingame for soon to be 3½ years and its still not fixed.
Have you bugreported it? P


ur kidding right? 4 years and you dont think its been bugreported .................................................

lazyness at its best.

They work latest bug reports first. Hit them up with a new one I would but I do not do any manufacturing so I can not get the transaction log to include in the bug report.

The only way to make sure its left alone is to not bug report it.

with the new bugreporting system it will take like 2 min of your time at most hit F12 and go to town

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Adunh Slavy
#149 - 2012-04-21 22:23:26 UTC
CCP Explorer wrote:
Adunh Slavy wrote:
Could be done mostly client side too.
Client-side loops over server calls is not nice at all (and client-side loops over DB calls is a performance killer). This should be implemented such that information is sent to the server with then a minimum amount of client/server back-and-forth communication following.



I do agree, but I sense there is some fear playing with the server. :) The entire limit call (the order) could be sent to the server and executed there as well. The cost to that is the player looses some control. That loss of control does not bother me so long as I am assured of the limit, I know how much is going in/out within acceptable deviation, so it is not a huge deal, others though may be scared of such things.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

TheSmokingHertog
Julia's Interstellar Trade Emperium
#150 - 2012-04-22 06:12:55 UTC  |  Edited by: TheSmokingHertog
First, great things!

Second, don't sabotage punkturis' dev blog!

Elmanketticks wrote:
Nice changes all in all, but I'm still waiting for the "Sell all" button... why can't we have this? I'm so sick of singlehandedly selecting > 300 items manually and go rightclick-sellitem-ok every time. This is a pain and you know it.

Ok, when you make a sell all button... make a (instant) buy all button after double clicking on a sell order :), maybe make such a button optional. To buy small orders all over a region and hand filling exact count is annoying, since the market is refreshing on the backend.

And then, what about these?

  1. Make it possible to PAGE DOWN / PAGE UP within the orders overview or add a regional select box within orders overview, so you can see the orders of a certain region, including, "current region"
  2. Set threshold for wallet blink
  3. Display the number of available contracts constantly while you are within the contract creation wizard
  4. Filter in assets based on # of items

"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 =-

Kievan Arakyd
The Scope
Gallente Federation
#151 - 2012-04-22 09:11:41 UTC
Just had another thought: Allow corp CEO's and directors to edit the default welcome to corp message that comes with notifications. Would like to add corp rules and regs to the welcome mail so people can't say they didnt know they were breaking the rules.

Got my Dust514 key...

Magic Crisp
Amarrian Micro Devices
#152 - 2012-04-22 13:37:26 UTC
So we are still having that awesome option to start ME/PE/copy jobs on blueprint copies, then we're told that it's impossible to do? :)
Could you also take a look at the rclick menu's manufacturing part, so that it'll actually make some sense? Still some people are confused by the options there, and still asking why can't they copy BPCs, because there's an option to do it... Or like inventing the amarr fuel block BPO :)
Paul Clancy
Korpu no Byakko
#153 - 2012-04-22 15:53:35 UTC  |  Edited by: Paul Clancy
Some thoughts about the fitting window. Please look at the matter if possible.

1. Differences in behaviour between HUD module buttons and module icons on the fitting window:

1.1. In space, you can group turrets by simple drag-n-drop; for some strange reason, the fitting window requires you to use Shift-drag for turret grouping, which is extremely counter-intuitive.

1.2. If you're using the fitting window while in space, all you have to do in order to off-line a module is to make a single click; even though this action can be potentially dangerous, you don't get a request for confirmation. Off-lining a module through the HUD requires you to use a context menu, which, in turn, triggers a confirmation window, thus preventing you from doing this accidentally. I don't know if it's possible to introduce location-aware behaviour for the fitting window, but it would be a welcome change for those who are using it pretty much everywhere (both on stations and in space).

2. Commands missing from context menus displayed in the fitting window:

2.1. 'Remove Charge' is absent from the context menu displayed for loaded turrets and launchers.

2.2. 'View Market Details' is missing from all context menus, which is inconvenient.

3. Fitting window "minibuttons":

3.1. Minibuttons are redundant.

3.2. The 'Online/Offline' minibutton is doubly redundant, because the same action can be performed in a much more comfortable way by clicking on the module icon.

3.3. Minibuttons are very small, which makes a huge impact on their usability and allows for accidental clicking.

3.4. Using the minibuttons requires the user to move the cursor in a diagonal line; failure to do so with enough precision results in the loss of focus.
Daneirkus Auralex
Brutor Tribe
Minmatar Republic
#154 - 2012-04-22 19:49:37 UTC
I, for one, would like fewer window panes/boundaries. Take the Overview, for example. I'd love for the data to simply be on screen in space, and perhaps show the boundary only when hovering over the field.

This would allow for a more pleasing display when few things are showing on the overview.
riksuis
The Scope
Gallente Federation
#155 - 2012-04-22 21:37:26 UTC
Cool nice to see a fresh DEV up xD

Biggest thing for me that i would like to see changed is Drone UI Can we get some aggro notification like we do in the Overview, such as when viewing drones in local space get yellow flashy when being targeted and red flash when locked and being fired upon would save a lot of light drones,

also this is just aesthetics thing but for the hardeners and amps can we get the damage type symbol on them
drdxie
#156 - 2012-04-23 00:54:13 UTC
I would really like to be able to be able to put tags in the overview without having to fleet with myself. Also being able to separate overview tabs, like you can with chats would be really nice. I also miss the ability to be able to minimize windows, like local, and still be able to see the counts in the minimized window. The window completely vanishes now.

Caldari Loving needed.. https://forums.eveonline.com/default.aspx?g=posts&m=1608277&#post1608277

Ishanmae
Deep Core Mining Inc.
Caldari State
#157 - 2012-04-23 08:18:09 UTC
Great DevBlog to match some nice and welcome changes.

Zifrian wrote:
Great changes. I still think little things like this are just as important as new features. The market highlight for my orders is such a simple but huge change to game play.

One of the things that seems to be missed in all of this is changes to the science and industry window. It hasn't been updated in years and I would really like to see some attention there.

Here's a list of simple changes I have suggested several times already but I think are really simple but very noticeable things that will improve the game in the same way as the list in this blog.


  • Show number of manufacturing and invention/research jobs available in the blueprints tab of science & industry - i.e. Change Max Manufacturing Jobs 10 to Remaining Manufacturing Jobs 4/10 (showing 4 jobs left)

  • Right click for any blueprint, only show options that are available for that type. Right now it shows all. I.e time research for a T1 BPC doesnt make sense. For example only show the following options for BPs:
  • T1 Copy - Manufacture and Invent
    T2 Copy - Manufacture
    T1 BPO - Manufacture, Copy, Material Research, Time Research
    T2 BPO - Manufacture, Copy, Material Research, Time Research
    T3 BPC - Manufacture
    Relic (not a BP but same issue) - Reverse Engineering

  • Manufacturing - Add an option to manufacturing for T2 BPC's to 'Manufacture All' that automatically populates the Runs button with the max runs for the BPC. I.e. 10 for most items

  • Inventing - Click Flow to allow more enter button selectiom, changes in bold: Right click, choose invent. CCP change - Highlight Pick Installation (Selecting OK doesn't make any sense here), double click select installation, CCP change - Highlight OK Button. CCP change - Highlight Accept Quote button

  • Manufacturing - Click Flow to allow more enter button selectiom, changes in bold: Right click, choose manufacturing. CCPchange - Highlight Pick Installation, double click select installation, CCP change - highlight OK Button

  • R.A.M. use - Change R.A.M.s to only need the number required after damage calculated instead of 1 for each run. I.e. right now, 1 ram takes 30% damage per run can be used 2 more times but game required 3 rams, not 1. (Or just get rid of them, what purpose do they serve anyway? Don't we already have enough extra components/items to add for T2 production?)

  • Only show industry slots at POS labs/arrays that are ONLINE


Hope that helps. And thanks again for the great work.


I support those changes!


Quindaster
Infernal Laboratory
Infernal Octopus
#158 - 2012-04-23 11:15:07 UTC  |  Edited by: Quindaster
It's all good, but when you will create ability to split stack from assets and will add SEARCH box in window with items from your hangar?

I mean, if we far away from own station and some corp mate need some item, we go - ASSETS - SEARCH - type item name - we get result 10 items in station for example, but we need only 2, we right click on this 10 stacked items - CREATE contract - and here we get problems because we will get list of 1000 items from this station, and it's impossible to find only one in this list and click on it - SPLIT STACK, and if you have 10 items, and you need only 2, you need to type 8, and only after this you can click NEXT to create contract. But if contract not created, you need to do everything from beginning and find again from 1000 items in this window own item to split it.

Need to split items from assets

Impossible to find for split - need search box


Please add simply SEARCH box in this list of items when window show all your items from this station, because it's really hard to create contract and give item in fight or in any other situation. And change this split option, so if I need to create contract with only 2 items, for split I will need to type 2 and not 8. Can you imagine how hard is it if you have 247467985 stacked item and you need to give only 325000 for example.


Or you can only leave in list window only selected from ASSETS item (by right click and create contract) so you don't need to list ALL the items from this station.

And UP alowed number of items in station, especially in manufactory stations or in home systems station hangar full with items and you cannot add new module or split it because you reach 1000 items in station. But 1000 items is nothing if you can fly on many different ships and race, and you need to have different modules for them. Up items limit to 1500 or 2000. Especially if station have some blueprints...omg, you cannot have any other item in this station with this 1000 items limit.
Morar Santee
#159 - 2012-04-23 12:42:06 UTC
This is all really awesome.

Now is there a chance you will restore Overview functionality?

Like, that toggle for the mouse-over lock people have been asking for. You know, before they gave up hope.

Or the fact Overview sorts completely wrong when items are highlighted. If I sort my overview by icons, it doesn't make a whole lot of sense that the highlighted yellow out-gate appears below the fifteen billion yellow secure containers anchored at my in-gate, rather than with the rest of the gate icons.
Raziel Tyrael
Euphoria Released
#160 - 2012-04-23 13:13:55 UTC
Nice changes

Also, I started a thread few months ago about personal wallet divisions (Link) and few people mention devs already like the idea, any ETA if and when it could be implemented. Since you are doing changes for the market this seems related to make "marketing" easier.