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New dev blog: Unified inventory

First post First post
Author
Silly Slot
State War Academy
Caldari State
#201 - 2012-05-03 14:05:06 UTC
CCP PLEASE READ THIS, it was brought up on the test feedback forum already but not sure if u guys are watching all those threads from last night.... as havent seen responses or input from devs...

....................


double click to open in new window is missing thats for sure...

other than that its missing a REMEMBER STATE, when i undock it should save my docked state of my inventory windows, and close all but 1 of them for when im in space....

That said when i dock again it should remember my "space state" so that my nice small cargo window i have setup for my own cargo will be there when i undock again and not the big inventory window...

Implement the above changes and i believe most people will be estatic.
Silly Slot
State War Academy
Caldari State
#202 - 2012-05-03 14:05:57 UTC
Artyom Hunter wrote:
Does that mean I will not beable to view whats in MY CARGO HOLD and INVENTORY at the same time? Its something I encountered while testing it on SiSi. Can someone please clarify this to me?


shift click the ship to get your cargo and then u have inventory + cargo, its not that difficult
Lord Azori
Bob's Bait and Tackle
#203 - 2012-05-03 14:07:04 UTC
Ines Fy wrote:
missing the possibility to create virtual folders / divisions / areas in my personal hangar instead of the need to use cans to keep my stuff separated by category (or watever) and my hangar clean.



^^^^^ This please. The can system is a bad remedy. Please please please give us tabs that we can create/rename to sort inventory. PLEASE!!!!!
Silly Slot
State War Academy
Caldari State
#204 - 2012-05-03 14:08:21 UTC
Missile War wrote:
Please don't put this in, I've been using it on sisi and it's horrible, and confusing as hell. the old system was just fine and worked perfectly for what it was supposed to do, this isn't just getting used to, this is just annoying, and will stay annoying. Please make an option to use the old system if you're gonna pull this through...

Edit: For example that my cargo is taking up a quarter of the screen after fitting something even tho i only need it to be very tiny, and when i redock i must again resize it to make it big enough to show all the stuff that i got stored in station.


lol this is everyones complaint, thats why im pushing CCP to remember the state of docked and undocked inventory windows...

that way docked u can have it remember that you like to have your inventory open with sidebar at X size at Y position....

and when u undock, i want only 1 inventory window and that window should be no sidebar for isntance and of Z size and B position....

that would solve so many of the gripes people have currently
Sin Pew
Ministry of War
Amarr Empire
#205 - 2012-05-03 14:08:59 UTC
CCP Arrow wrote:
Many Scrum teams don't pick names that have anything to do with their feature work. I at least hope that Team Ass Force One didn't.

I rolled... Lol +1

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Lyron-Baktos
The Scope
Gallente Federation
#206 - 2012-05-03 14:10:46 UTC
looks good for people that do a lot of work across multiple windows but for people that rarely use windows, it may add an extra step to it. 90% of the time, the only window I need is the current ships cargo bay and my hanger items. So just one click gets me what I need.

now it sounds like I need to click a window, find the item I want in the tree and then click that open or shift/drag to move it to it's own window.

Is there a way to pull stuff out of the tree and have it have it's own windows and stay that way? This way, our most used items can have it's own window while everything else stays in the tree. Best of both worlds
Aphatasis
Free Carpenters Union
#207 - 2012-05-03 14:15:03 UTC
Nice written Devblog!

Also good job on the ideas to improve the inventory system! I'm very looking forward to these changes!
Imuran
Zentor Industries
#208 - 2012-05-03 14:18:58 UTC
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.


yep this will be an issue
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#209 - 2012-05-03 14:23:20 UTC
Nice work guys.

But in general it seems like most people want the functionality to just shift click or some other command to open a wreck or can in space.

In station I can see how this is a huge convenience. However if your doing something in space and you want to loot something you just want the ability to do it right quick with out loosing visibility on your screen do to the large new inventory window.

Most people just want to grab it quick by opening wreck loot all or drag and drop. Not open screen loose visibility, right click tree open cargo, open wreck drag drop or loot all.

In a tight situation you can see how looting quick could be difficult with always having to go back to the inventory screen.
Also if your a new player suddenly loosing visibility in space when all you wanted to do is check what your prey was carrying will be very disorienting.

I definitely appreciate what you all have done with this it looks fantastic, its just that in space and in station inventory management are very different and need different tools. In station I want your new inventory, in space I need the old system. FIx this and I think you will be garnering even more praise.

Either way well done.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Chaotic Mind
Wet Corpses
#210 - 2012-05-03 14:27:23 UTC
now are Planetary Interaction Structures (hangars and launch pads) considered "assets in space" too?...

wouldn't that be wicked?
DJ P0N-3
Table Flippendeavors
#211 - 2012-05-03 14:29:57 UTC
Lyron-Baktos wrote:
looks good for people that do a lot of work across multiple windows but for people that rarely use windows, it may add an extra step to it. 90% of the time, the only window I need is the current ships cargo bay and my hanger items. So just one click gets me what I need.

now it sounds like I need to click a window, find the item I want in the tree and then click that open or shift/drag to move it to it's own window.


If you double-click on your ship, it takes you right to the cargo window, so that at least is as it ever was. I hear you on the inventory one, though I think it remembers whether you had the hangar items or your ships open last and goes back to that. I've actually *gasp* taken to using the "ships" button in CQ to go straight to my ships on sisi, since now I can't choose from the sidebar -- but that means using CQ, which I know a lot of people don't do. Being able to pin a shortcut to a particular part of the tree (ships, items, can of things not to reprocess ever, can of corpses) to the sidebar would be a magnificent addition to this.

Lyron-Baktos wrote:
Is there a way to pull stuff out of the tree and have it have it's own windows and stay that way? This way, our most used items can have it's own window while everything else stays in the tree. Best of both worlds


This is something I'm wondering too. I'm going to try it out myself tonight.
COMM4NDER
Legendary Umbrellas
#212 - 2012-05-03 14:31:52 UTC
Awesome work! But You asked about what more you could do?

My sugesstion Folders! To make it more easy for Laser pilots to kinda hide not used crystals vs used crystals so you don't end up with 30+ used crystals of the same nature. Yes i know you can do it with containers but having the option to create "folders" would be awesome both in cargo of a ship but also in stations.

[url=https://github.com/CommanderAlchemy/.bin/blob/master/eve] EVE - Online Launcher [Linux] [/url] Installs, launches character prefixes (both SISI & Tranquility). Simplescreenrecorder shm inject

Chris Wheeler
Deep Core Mining Inc.
Caldari State
#213 - 2012-05-03 14:35:44 UTC
If I were a girl, I'd have slid out of my chair before the end of this devblog.
Seloena
Mighty Orca Inc
#214 - 2012-05-03 14:42:18 UTC
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#215 - 2012-05-03 14:43:06 UTC
The POS thing is going to be a little weird. Are you going to show all structures even though you aren't close enough to access them? If so can we just remove the 3000m limit? What's the point of having a new fancy inventory UI if you actually can't use it to make things easier?
Silly Slot
State War Academy
Caldari State
#216 - 2012-05-03 14:46:25 UTC
Marcel Devereux wrote:
The POS thing is going to be a little weird. Are you going to show all structures even though you aren't close enough to access them? If so can we just remove the 3000m limit? What's the point of having a new fancy inventory UI if you actually can't use it to make things easier?


didnt they say they were gonna remove the 3k limit as long as your within the pos shield.... or thats what i recall hearing, if so with the new inventory POS management just go so much more manageable.
Tobin Shalim
Deep Core Mining Inc.
Caldari State
#217 - 2012-05-03 14:47:15 UTC
Since I didn't see it mentioned in the devblog and honestly don't have time (I have to go to work) to read all 11 pages at this point, I ask: how is this going to handle the Assets window? Are we going to get the same treatment with the tree system, or will that say on the current UI interface?
Silly Slot
State War Academy
Caldari State
#218 - 2012-05-03 14:48:10 UTC  |  Edited by: Silly Slot
COMM4NDER wrote:
Awesome work! But You asked about what more you could do?

My sugesstion Folders! To make it more easy for Laser pilots to kinda hide not used crystals vs used crystals so you don't end up with 30+ used crystals of the same nature. Yes i know you can do it with containers but having the option to create "folders" would be awesome both in cargo of a ship but also in stations.


You don't need folders really.... what your looking for is the ability to create filters by "damage" ... so you could say create an ammunition filter with damage < 1% and filter by that so you see how much good ammo you have :)

same would be nice to filter by damage > 1% on modules to rep only the module su want to rep that are damaged :)
Chris Wheeler
Deep Core Mining Inc.
Caldari State
#219 - 2012-05-03 14:50:40 UTC  |  Edited by: Chris Wheeler
CCP Arrow wrote:

Many Scrum teams don't pick names that have anything to do with their feature work. I at least hope that Team Ass Force One didn't.

Well, that makes one of us, because my ass could use quite a bit more force.
zariae
Doomheim
#220 - 2012-05-03 14:52:17 UTC
I hope this is a bug:

You can't open containers in a ships cargohold unless it is your active ship.