These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Unified inventory

First post First post
Author
Caprice Azar
The Scope
Gallente Federation
#41 - 2012-05-03 10:46:53 UTC
Can we have an equivalent of the loot-all button from looting wrecks which moves the contents of active ships cargo hold to main hanger (or a nominated default)? Rather than having to select all/drag.

Would make salvaging & hauling ore from belt to station much nicer.

Gosh maybe even be able to pick a default container based on filter or just type of thing (ore to the ore holder, mods to the mod container etc).

This move contents to hanger button could also be present in other containers.

Also the inverse, move contents to ship cargo bay.
Mar Drakar
LDK
#42 - 2012-05-03 10:47:56 UTC
I see many wifes disapointed tonight for the nerdgasms of this blog are too much to handle.

Also who does this work with WiS? maybe yo ufunnaly added more buttons to access ship bays ?
Fancy hud interface for ivnentory access (minority report anyone) ?

Also maybe there could be a possibility to see what is "fittable" to your current ship (some autopopulated filter depending on pg/cpu/slots of current ship, maybe artificial limitations such as cloak, covert cyno beacons etc.)
Salpad
Carebears with Attitude
#43 - 2012-05-03 10:48:16 UTC
One thing I'd like is to be able to sell multiple stacks at once.

Clearly that requires some form of post-action consent. One way of implementing that is to ask the user what percentage of market price he's willing to sell each stack for. For instnace 60% or 85% or 110%. The game then goes through each stacks, and sells all the items that can be sold. I envision this as sometimes taking several seconds, maybe even minutes, but the player can just go AFK while it happens. It's certainly more attractive than the huge amount of micro-management that is currently required to sell multiple stacks.
CCP Arrow
C C P
C C P Alliance
#44 - 2012-05-03 10:48:47 UTC
Nathanien Indoril wrote:
Also: i love the game of drones logo...


Thanks! Big smile

CCP Arrow   |   Director of User Experience   |   EVE Online   |   @CCP_Arrow

DaiZ Do
Sebiestor Tribe
Minmatar Republic
#45 - 2012-05-03 10:48:57 UTC
Also, right click menus on the tree-items would be awesome :) I.e. enabling to approach inventory location "pos module: laboratory 123".
CCP Optimal
C C P
C C P Alliance
#46 - 2012-05-03 10:49:17 UTC
Evelgrivion wrote:
My one source of confusion is the absence of drag and drop functionality in the "None" text highlighted in this image. Fantastic changes, otherwise!


It basically means that your ship has no sub inventory locations. It would be cleaner to just not have the ship tree entry expandable in those cases, but due to technical reasons that isn't feasible.
Himnos Altar
An Errant Venture
#47 - 2012-05-03 10:51:28 UTC  |  Edited by: Himnos Altar
How will the Market Value thing work in WHs? Is it average Region price, or just a very rough market value?

also, someone above mentioned being able to check a POS' fuel in a station....shouldn't it be only if you're on grid with the POS?

PS: I want to have your babies for this but I'm a guy, so I'll settle for a hearty handshake
Aethlyn
Brutor Tribe
Minmatar Republic
#48 - 2012-05-03 10:51:31 UTC  |  Edited by: Aethlyn
How about renaming the "None" entry then? Like "No additional holds" or something similar?

Looking for more thoughts? Follow me on Twitter.

Katy Ling
Crimnson Concept Flame
#49 - 2012-05-03 10:51:54 UTC

i see some issues with the "new inventory system" already.

- changing ship does not open the cargo hold of the new ship
- you cannot see you're current boarded ship in the ship hangar
- takes a few extra steps selecting things in the tree

this has potential, but if some aspects are not polished, it ends up with a tool that takes extra work.


hope that you add an option to continue using the current inventory system as default, in case some issues in deployng the new inventory in a smooth way.

this reminds me when incarna came out, sounded very good, and ship spinning / draging-boarding ship and doubleclick-open cargo (very practical aspects) got removed and people were forced to dock up in captain quarters, and all that work sounded very good, but was unpractical and ended up adding to the features pissing of people.


so, i hope you pay some attention to the practical aspect of the inventory system.


/me raises the warning flag

CCP Optimal
C C P
C C P Alliance
#50 - 2012-05-03 10:52:58 UTC
Perkuno Sunus wrote:
Say I opened a wreck, and then I salvaged it. That used to close the cargo window. Will the same happen with the wreck in the tee - is it going to be removed automatically? To rephrase the question: will non-existent wrecks still stay in the tree, and need to be removed manually?


Yes. If you select a wreck and click the "Loot all" button, the wreck will be removed and you will automatically switch over to the next wreck you have in the tree view (if any).
Evelgrivion
State War Academy
Caldari State
#51 - 2012-05-03 10:53:11 UTC
CCP Optimal wrote:
Evelgrivion wrote:
My one source of confusion is the absence of drag and drop functionality in the "None" text highlighted in this image. Fantastic changes, otherwise!


It basically means that your ship has no sub inventory locations. It would be cleaner to just not have the ship tree entry expandable in those cases, but due to technical reasons that isn't feasible.


Fair enough; would it be possible to make the sub-menu area default to the ship's cargo hold instead of displaying "none"?
Ra Voreen
Garoun Investment Bank
Gallente Federation
#52 - 2012-05-03 10:53:17 UTC
I didnt checked on SiSi yet, but are there better handling of BPCs ?

Like displaying the number of runs left, allowing to sort by number of runs, and even better a smart filter on this.

Also, ME/PE for BPO/BPC may be useful too.
Himnos Altar
An Errant Venture
#53 - 2012-05-03 10:54:25 UTC
Katy Ling wrote:

i see some issues with the "new inventory system" already.

- changing ship does not open the cargo hold of the new ship
- you cannot see you're current boarded ship in the ship hangar
- takes a few extra steps selecting things in the tree

this has potential, but if some aspects are not polished, it ends up with a tool that takes extra work.


hope that you add an option to continue using the current inventory system as default, in case some issues in deployng the new inventory in a smooth way.

this reminds me when incarna came out, sounded very good, and ship spinning / draging-boarding ship and doubleclick-open cargo (very practical aspects) got removed and people were forced to dock up in captain quarters, and all that work sounded very good, but was unpractical and ended up adding to the features pissing of people.


so, i hope you pay some attention to the practical aspect of the inventory system.


/me raises the warning flag




you can still do that

Quote:
If this “One window to rule them all” doesn’t sound like the thing just for you then don’t panic, you can still open up multiple windows if you want to (either through right-click options or SHIFT clicking tree entries), but we are hoping the need to do so is all but eliminated with the introduction of the tree view.
Olari Vanderfall
Perkone
Caldari State
#54 - 2012-05-03 10:55:06 UTC
Simply amazing. Can't wait to see it.
Mashie Saldana
V0LTA
WE FORM V0LTA
#55 - 2012-05-03 10:55:22 UTC
Chribba wrote:
<3 blogs!

Also I would like to know, will this then replace the in-station merged windows?

I am currently a heavy user of having the ship/item window merged into the station control rather than floating windows - I for one would like to keep them merged.

The merged in-station windows are still there in the SiSi client.
M1AU
Zappenduster Inc.
#56 - 2012-05-03 10:55:29 UTC
Pure awesomeness! I waited for this so long.
Alexandra Alt
Doomheim
#57 - 2012-05-03 10:56:32 UTC
1Of9 wrote:
Some stuff:

- Need a way to use LESS space on screen, it's TOO BIG
- Cant differentiate locked BPOs from unlocked, you can even drag locked bpos around until you release the drag to get a error message

Can we drag sections out of that pile? i want a small tiny tiny jetcan window in my corner where it does not bother anyone


Probably a 'locker' icon in the corner of the bpo icon (top right corner) to mark it as a locked one would be good looking.
CCP Optimal
C C P
C C P Alliance
#58 - 2012-05-03 10:57:17 UTC
Salpad wrote:
One thing I'd like is to be able to sell multiple stacks at once.

Clearly that requires some form of post-action consent. One way of implementing that is to ask the user what percentage of market price he's willing to sell each stack for. For instnace 60% or 85% or 110%. The game then goes through each stacks, and sells all the items that can be sold. I envision this as sometimes taking several seconds, maybe even minutes, but the player can just go AFK while it happens. It's certainly more attractive than the huge amount of micro-management that is currently required to sell multiple stacks.


This is something we really want to do, but just couldn't fit it within the current release. We'll make it happen, hopefully sooner than later.
CCP Optimal
C C P
C C P Alliance
#59 - 2012-05-03 10:57:53 UTC
Aethlyn wrote:
How about renaming the "None" entry then? Like "No additional holds" or something similar?


I like it.
CCP Optimal
C C P
C C P Alliance
#60 - 2012-05-03 10:58:38 UTC
DaiZ Do wrote:
Also, right click menus on the tree-items would be awesome :) I.e. enabling to approach inventory location "pos module: laboratory 123".


That's already in there Smile