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New dev blog: Unified inventory

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Author
CCP Optimal
C C P
C C P Alliance
#361 - 2012-05-04 08:56:00 UTC
Marwolaeth Arglwydd wrote:
Looks and works well except when im trying to figure out which ship is which. Mine are all named and I sometimes forget what ship I named what. If we could have the ship type in brackets next to the ship name would be awesome. Just in the tree that is.


Some people had already pointed that out, and the solution you describe is the exact one we implemented.
Hannott Thanos
Squadron 15
#362 - 2012-05-04 09:06:43 UTC
I feel its a bit annoying to change ships. I always have my hangar open in the bottom right corner which makes it superfast and easy to change ships, just drag them in to the middle and done. It would be awesome if you could keep the "Ships [10]" window separate. Or if not separate, maybe a button on the neocom that works as if I had shift-clicked the ships in the new inventory.

Also, I generally love the new inventory. :)

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

CCP Optimal
C C P
C C P Alliance
#363 - 2012-05-04 09:10:55 UTC
Harrigan VonStudly wrote:
Excellent! I'd like to offer a small suggestion. Rather than type it all out again I'll just link it. Hopefully that's ok.

Small suggestion offered inside


This is something we very much wanted to do, but due to server load constraints, we just couldn't do it, as it would have required us to peek inside every single inventory location (which requires expensive server calls) every time you would open up the inventory. If we ever decide to convert EVE into a single player experience, then we'll be doing it in a snap!
Pierced Brosmen
The Scope
Gallente Federation
#364 - 2012-05-04 09:11:08 UTC
CCP Optimal wrote:
The shift+click shortcut is communicated through the tree entry right-click menu, where you can access the same functionality

I would prefer doubble click over shift+click / right-click-menu for such functionality any day (why should it require two hands or hand gestures, trying to hit the right menu option, when a simple double click could do the sameBlink)
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#365 - 2012-05-04 09:27:37 UTC
Pierced Brosmen wrote:
CCP Optimal wrote:
The shift+click shortcut is communicated through the tree entry right-click menu, where you can access the same functionality

I would prefer doubble click over shift+click / right-click-menu for such functionality any day (why should it require two hands or hand gestures, trying to hit the right menu option, when a simple double click could do the sameBlink)

Naa... double click is generally an open/expand command. Shiftclicking target is the correct key combination for the feature. Just would prefer it to work everywhere and not only in main tree of some menu. Right click menu option is obviously standard stuff which should be always available.

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Rammix
TheMurk
#366 - 2012-05-04 09:36:48 UTC  |  Edited by: Rammix
Pierced Brosmen wrote:
CCP Optimal wrote:
The shift+click shortcut is communicated through the tree entry right-click menu, where you can access the same functionality

I would prefer doubble click over shift+click / right-click-menu for such functionality any day (why should it require two hands or hand gestures, trying to hit the right menu option, when a simple double click could do the sameBlink)

Double-click is bad because of possible lag, mouse glitches, hurry and so on.

About two hands, I'd love to see in eve implemention of simultaneous usage of two mice, i.e. for both hands (there is some video on youtube about compiz (window manager for linux), look for "multi-pointer x" if interested), and you're saying 'just one hand'.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Swantu
Fritz..
The Initiative.
#367 - 2012-05-04 09:51:32 UTC
Sweet, I like the changes quite a lot!!

I also have an request, which does annoy me in the inventory these days and that i think a lot of people woul approve to be changes:

* May we please be allowed to creat contracts or sell orders directly out of the containers?
Its really annoying to move it form the storage container to the main inventory, then find it in the inventory, then sell/contract the item.

cheers and keep the updates rolling
Swantu

BOESE

Aghira
Systech Astromantics Shipyard Inc.
#368 - 2012-05-04 11:27:16 UTC
Take the inventory system from TQ, add the tree view and filters to station hangar and leave the other windows (ship hangar, cargo hold, drone bay, etc.) untouched and you're good to go.

Es wird niemals so viel gelogen wie vor der Wahl, während des Krieges und nach der Jagd. (Otto von Bismarck)

english is not my native language.

Baneken
Arctic Light Inc.
Arctic Light
#369 - 2012-05-04 12:07:48 UTC
I like the inventory but for usability I feel that the ship hangar should remain in it's own separately opened window.

Also new inventory view feels kind of sluggish and unresponsive at times but that might be because my computer is getting old. Also the new side bar takes a lot screen estate which makes the entire screen feel more crowded then before when you handle the inventory.
Shandir
EVE University
Ivy League
#370 - 2012-05-04 12:29:25 UTC
CCP Optimal wrote:
Harrigan VonStudly wrote:
Excellent! I'd like to offer a small suggestion. Rather than type it all out again I'll just link it. Hopefully that's ok.

Small suggestion offered inside


This is something we very much wanted to do, but due to server load constraints, we just couldn't do it, as it would have required us to peek inside every single inventory location (which requires expensive server calls) every time you would open up the inventory. If we ever decide to convert EVE into a single player experience, then we'll be doing it in a snap!


For player owned locations, this data is totally cacheable. For shared locations, not so much.
Chickenhunter
Kisakie Trading Syndicate
#371 - 2012-05-04 12:47:30 UTC
Plz plz plz... let us search/filter Fittings from the fitting manager. So only the Items used in the fitting appear...

I mean I have alot of fitting ans ships repackaged, including the modules required for the fittings. It would be so usefull to just search for that fitting in your inventory.
Logan Revelore
Symbiotic Systems
#372 - 2012-05-04 13:03:26 UTC  |  Edited by: Logan Revelore
Hmm, what can I say?

I FRICKIN FRACKING LOVE IT!!!!

One thing to add, under filters, will there be support for creating a filter with specific items added?

Say I want a filter that only shows me:

150mm 'Scout' Gun
Invulnerability Field II
.
.
.
.
Small Antimatter Charge


I hope this will be possible. Make it easy to add to the filter through a right click on the item perhaps, so we don't have to type in the names in the filter entries.

Btw, awesome work guys, the inventory+filter UI has been my single biggest annoyance in EVE.
Logan Revelore
Symbiotic Systems
#373 - 2012-05-04 13:08:25 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?


I hope not lol... Perhaps give us the option of not having wrecks appear in the tree at all, and handle them like it was in the old system..

Or give us the option to "loot all" on all containers within 2500m that are legal to loot :P I would LOVE LOVE LOVE LOVE that function.
Logan Revelore
Symbiotic Systems
#374 - 2012-05-04 13:09:25 UTC
Kenneth Skybound wrote:
This looks fantastic. I can't wait to see it in action.

I'm wondering about how exactly the valuation will work - on a per region basis, galaxy basis or set values I wonder.

Filter suggestion? Reprocesses into > [mineral] > [Min Amount](Set 0 for any)

Digging through items to where I can scrap up a bit of megacyte can be a pain at times making this a valuable tool indeed.


Would love to see support for a filter that filters on reprocessing of items.
Logan Revelore
Symbiotic Systems
#375 - 2012-05-04 13:15:51 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.


+1

You can set up predefined rules perhaps, say you'll sell all stacks at 1% lower than the current lowest entry on the current market. So probably basically along the same lines of what you're suggesting, but let us define the % deviation to both the average value, maximum value and minimum value on the market.
Logan Revelore
Symbiotic Systems
#376 - 2012-05-04 13:27:06 UTC
Iron Hammer wrote:
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


Supporting this.

Basically, more filter options :P
Logan Revelore
Symbiotic Systems
#377 - 2012-05-04 13:42:40 UTC
Bienator II wrote:
(wrote that already in some feedback thread)
overall great, but my main usability problem is as follows:

you have two different "workflows", a few large windows in station and one or two small windows in space.

in space you could have:
- one small cargo window on the bottom right to check charges or for looting
- another window which pops up while looting


in station you have:
- one large one for items, one smaller one for ships


the problem is that window location and state does not persist. If you undock with your station layout you get N cargo windows, when you redock they are still cargo windows. If you close the windows in space and dock you have to click you the windows again together.

The new system is a HUGE improvement, HOWEVER the old one had at least window sizes and state persisted between space mode and station mode (even between ships for the cargo window). Please add that back.


Agreed. Station and Space setups need to be individual and remembered, and not shared.
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#378 - 2012-05-04 14:10:21 UTC
CCP Optimal wrote:
Harrigan VonStudly wrote:
Excellent! I'd like to offer a small suggestion. Rather than type it all out again I'll just link it. Hopefully that's ok.

Small suggestion offered inside


This is something we very much wanted to do, but due to server load constraints, we just couldn't do it, as it would have required us to peek inside every single inventory location (which requires expensive server calls) every time you would open up the inventory. If we ever decide to convert EVE into a single player experience, then we'll be doing it in a snap!


WHAT! This is the lamest excuse from a programmer I have ever heard. How about you do the pass once to calculate the capacity and remaining capacity and store that. Then when something is moved out of a container you recalculate and update the data structure. Other than the initial scan this should be free as you are already updating the remaining capacity of the open container. The only time this would be more costly if something was dragged from a open container to another container.
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#379 - 2012-05-04 14:32:36 UTC
CCP Optimal wrote:
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).

Have you even tried looting without the tree view and assuming that you may not want to "loot all" ?

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#380 - 2012-05-04 14:36:12 UTC
CCP RubberBAND wrote:

The tree view in effect removes the need to have two windows opened, as you can drag items via the tree view. So you can drag and drop items to your hearts content without opening more than one window.

...and I assume that you tend to sit in station a lot and barely know where the undock button is.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest