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New dev blog: Unified inventory

First post First post
Author
Kern Walzky
Tactically Armed Vanguard
Tactical Narcotics Team
#81 - 2012-05-03 11:16:07 UTC
I do agree with Dennie... in space it can be fatal to suddenly have a huge window just to open a small container/fuel bay etc... so i propose a setting to switch between full inventory(awsome job CCP) and normal windows especially in space.

keep up the nice work :)

Dennie Fleetfoot wrote:
Sorry guys. I know you've clearly done a lot of thought and effort about this. The tree idea is OK but as for the way its implemented and how windows work within station and space, I can tell you that after over an hour on Sisi you've got it wrong.

But it is fixable.

First of all, quite a few of us LIKE having multiple windows open because then we can organize things how WE want it. This new system doesn't allow for that. If it does, I apologize but you've hidden how to do it very, very well.

I like having a separate window for the cargo hold of the current ship. Its small but it's open at all times both docked and undocked. This new system doesn't allow for that.

I can open a separate window for my currently active ships cargo hold no problem BUT while I leave it open I have no access to opening the full inventory window, either in space or station until that that separate cargo hold window is closed. I can then open the full inventory window again and reopen that separate cargo window again. But you see the problem already, Its an extra step to perform, more effort in a UI that is trying to make it easier.

So I pin the full tree version of the inventory to where I would have it in station, so far so good. Then I fly in space, open a cargo canister from a dropped rat and BOOM the full inventory appears where I pinned it in station right over my overview. All I need from opening that canister is a small separate window that just shows me the loot that's in it. I don't need the tree, filter buttons etc, etc....

Basically, I want windows to open where I want them, I want to remove the tree from those windows when I don't need it. I want the windows to know if i'm in space or not and to remember that in space they open in a different place.

Someone has already said you should make it optional, I agree. It's taken three years to get the UI to do what I want. I'm not happy at the prospect of having to do all that again thank you very much.

Trebor Daehdoow
The Scope
Gallente Federation
#82 - 2012-05-03 11:18:30 UTC
Great to see how this all came together since the sneak-peak we got at the summit!

Private Citizen • CSM in recovery

Tanaka Aiko
Ministry of War
Amarr Empire
#83 - 2012-05-03 11:19:14 UTC
nice job guys :)

concerning space inventory :
* allow an option to activate all wreck on it
* allow the filter on them (like meta level filter ;))
-> now we can see what is interesting to loot, and only that ;)


also seems you're again one step closer to a "sell multiple items UI" with your estimated price, i really hope some team is thinking about this thing, cause i'm pretty sure lots of players would love the ability to sell multiples items on one time. (just had an option to make us choose at which % price/average we accept to sell, and at which point we refuse, where those items are not inclused on the sale, but the rest sell).

but for that already, if we filter by meta level, and check price of the selected items, we should be able to find the big things that have only one future : reprocessed.
and that should really help a lot already.
i'm pretty sure mission runners will like your new options ;)
St Mio
Imperial Academy
Amarr Empire
#84 - 2012-05-03 11:19:33 UTC
Suggestion:

Will we be able to split stacks:
# into x number of equal quantity stacks
# into a new stack with y% of the original stack
# into several stacks of z units each + remainder stack

And do the above for multiple selected stacks?
Ten Bulls
Sons of Olsagard
#85 - 2012-05-03 11:19:37 UTC
"It is effectively possible to create a very simple or complex filter, depending on your needs."

How about having a way to "export" these filters, so they can be shared with other characters.
CCP Optimal
C C P
C C P Alliance
#86 - 2012-05-03 11:25:24 UTC
Ten Bulls wrote:
"It is effectively possible to create a very simple or complex filter, depending on your needs."

How about having a way to "export" these filters, so they can be shared with other characters.


This is something we wanted and still want to do, but sadly couldn't squeeze it in this time around. At least the filters are stored on the server so you don't have to re-create them when switching between machines.
Magic Crisp
Amarrian Micro Devices
#87 - 2012-05-03 11:25:46 UTC  |  Edited by: Magic Crisp
So maybe it's time to allow the remote industry (manufacturing and research) skills to take effect on POS-based industry?
That is, could you please make those skills work from the science&industry on remote, POS-based stuff? Like i'd LOVE to start manufacturing jobs at a POS 10 jumps away, with all the items inside the POS modules. We could immedietly start inventing fresh BPCs at a POS 20 jumps away, or use the assembly arrays remotely. that'd be pretty awesome.

At least, the skills' description says so we can do it, but we're unable to do this atm.

As a second idea, what about corporation filters, for corporation hangars? Probably there are a few filters that most of the folks would use, like filtering cappart BPCs, _un_filtering cappart BPCs, as the best example (everyone has nearly 1000+ of them in a corphangar somewhere).
Talon Jasra
The Emporium of Madness
#88 - 2012-05-03 11:26:00 UTC
Nice Job CCP.

But there is a question that has not been asked yet..
Advanced Berserker II

A maybe, possibly, new t2 drone? Or some strange typo.

I shoot stuff for a living, are you made of stuff?

Ines Fy
#89 - 2012-05-03 11:28:06 UTC
CCP Optimal wrote:
DaiZ Do wrote:
Quote:
(...) and under Corporation you will see all the divisions accessible to you (the ones that you don’t have read access rights for are hidden).


This is not a good practice: As a corp member I may want to move items to hangars I don't have (view) access to. This happens a lot of times.


Good point. We'll be looking into this issue.


just don't forget to put a warning there, because after you put something in that hangar you cannot get it back.
DarkAegix
Acetech Systems
#90 - 2012-05-03 11:28:16 UTC
AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME AWESOME
DaiZ Do
Sebiestor Tribe
Minmatar Republic
#91 - 2012-05-03 11:28:45 UTC
Um I got another one:

Will we be able to show 2 or more inventory windows, anyway? I could imagine a few use cases where this would be handy (production for example), to minimize clicking, etc.
Rhyarkh
Slow Match
#92 - 2012-05-03 11:28:50 UTC
Greetings,

these announced changes made me to write my frist post in the off. EVE Online forums :).

The changes sound really great! But here are some additions you may add or not:


  1. Individual nameable Corporate Hangars (on Stations and on POS's) would be great!

  2. As mentioned before: Dropping items into a Corporate Hangar without having the permission to view (and take, of course) into this hangar would be great, too :).

  3. Creating multiple inventions, manufacturing and researching jobs at once would be really great! It would reduce some nasty clicking with my mouse ... and it'd expand the life-time of my mouse, too ;). Here are some ideas how to implement such a feature:

  4. To avoid or reduce spamming of many jobs, it would be ok (at least for me) if it takes some seconds for each job until it's created (my suggestion: 4.2 seconds for each job ;)). Example: Creating 5 inventions results in 5 * 4.2 seconds of time you need to create the job. Maybe you're gonna see a progress bar just like when copying files on your local computer.

    The system should use automatically those slots which are free or having at least the lowest time until the job can start.

    Some user-defined filters would be great, too (like: warn me if job doesn't start until X hours).

  5. An additional information in the inventory on wrecks and containers in space about the owner would be nice, I think.

  6. An additional "Loot all nearby wrecks (within 2500 m)" would be great! But it should be limited to wrecks that I own (or someone in my current fleet and maybe corporation, too) and to wrecks that are blue. No such feature for wrecks which belong to somebody else. We shouldn't make stealing more easier ;). A "it takes 4.2 seconds to loot automatically each wreck to avoid too fast looting"-rule would be ok for me.

  7. To be able to see the inventory of myself, the corporation hangars and all POS structures from the entire galaxy would be really great. This includes to see what's inside a container which is not possible, currently (at least not in the corporation hangars or inside POS structures).

  8. Possible additional filters for the inventory: BPO T1, BPO T2, BPC T1, BPC T2, BPC T3.

  9. A shortcut like ctrl + K for focusing on the quick filter just like in Firefox.



Kind regards,

\\ Rhyarkh



PS: Sorry for any errors, but I hope you finally understood my few words :).
Salpad
Carebears with Attitude
#93 - 2012-05-03 11:28:56 UTC
CCP Optimal wrote:
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.


Just to clarify, I mean sell to existing Buy Orders. I'm not asking for an automated feature that puts up Sell Orders for huge stack groups. I think that's too much.
Della Monk
Monastery of Drakes
#94 - 2012-05-03 11:30:31 UTC
CCP Optimal wrote:
Aethlyn wrote:
How about renaming the "None" entry then? Like "No additional holds" or something similar?


I like it.


Or a simple 'Cargo Hold'. No need to get fancy when that's what it is.

But yeah, as someone who likes having multiple small inventory windows open, I'm a bit wary. Cargohold on top of chats, cans open next to it for me to loot, all is well in the world.
Don't get me wrong this would be a godsend in station, but some toggle options regarding space would be awesome.
Iron Hammer
Wobbel Enterprises
#95 - 2012-05-03 11:31:22 UTC
Looks darn sweet!

For a next update I would love to see just more filter options ex #run remaining on a BPC.
As a manufacturer it's a pain in the ass to look for that one BPC with only 1 run left on it.

Keep up the good work,
Iron
D3athIsHere
Sector260
#96 - 2012-05-03 11:32:35 UTC
Game of Drones?! Really? Of house what?
CCP Optimal
C C P
C C P Alliance
#97 - 2012-05-03 11:33:53 UTC
DaiZ Do wrote:
Um I got another one:

Will we be able to show 2 or more inventory windows, anyway? I could imagine a few use cases where this would be handy (production for example), to minimize clicking, etc.


Yes, just SHIFT+click an inventory tree entry to open it up in a new window. This new window will open up with it's tree view collapsed by default. You can effectively have as many instances of the inventory window open as you want.
Kenhi sama
Project Valhalla.
The Initiative.
#98 - 2012-05-03 11:37:10 UTC  |  Edited by: Kenhi sama
I really like the new inventory, but in-space, this big powerful window is a bit too much.
ie while mining you just need a small cargo thing to drag out ore, and not a whole inventory manager using you half screen, of couse you can resize it, but rearranging the inventory window for each situation would be as anoying as dealing with the many windows now.
Would be great if you guys can implement some smart presets for in-space and station use of this, or some inventory-lite for this time where you only need your small cargo window back.



ps S&I window next pls?
Lirinas
B.C.C.O.F Investments
#99 - 2012-05-03 11:39:23 UTC
While this need a little polish, I certainly like what I'm seeing. I like the auto-population of POS structures on the list, but I do have some questions/observations:

Right now, it looks like POS structures are lumped-together a bit willy-nilly. Granted, they're alphabetized by the structure's name, but I see no option to group structures together by type. Also, I'm assuming there's still some structures that can't be renamed, further complicating the issue. I'd like to see the ability to group structures together by function, so that way if I don't want to see 10 different silos and 20 different guns, I can just collapse their entry and be done with them.

Also, how are offline, out-of-range, and/or restricted access structures handled? I assume they'll show-up, but you'll get an error when you attempt to access them. I'd like to see some indicator that a structure is somehow unavailable before attempting to utilize it.

Somewhat unrelated: Increase the range you can access corporate hangers on structures to 20km. I had a thrilling fantasy where I could use this new interface to perform all of my Tower-related stuff at once without slowboating around from structure to structure.


PS: I too like the "Game of Drones" theme :)
PSS: Advanced Drones? Oooooohhhhh, shiny!
CCP Explorer
C C P
C C P Alliance
#100 - 2012-05-03 11:42:24 UTC
100th!

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