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New dev blog: Unified inventory

First post First post
Author
Niko Lorenzio
United Eve Directorate
#441 - 2012-05-05 19:13:23 UTC
Oh man........ allright.... here we go again. I don't know where to begin. DON'T PANIC! We can fix this.... uhm

Allright... New Invetory. Yes. Ok, here it goes!

The Good: As mentioned, one of the biggest and most needed overhauls to UI yet. Having lots of windows open and trying to manage is tedious sometimes. There are a lot of functionality and features you guys are adding to sweeten this up. Love many of the new functions of the Inventory window. The new views, looks, tree view can be useful.

The Bad: Waaaaayyyyyyy too little advanced warning. There are things that need to be in a separate window and not merged with the rest of the inventory. Not enough time to test or confirm that this will suit the majority of players for majority of the tasks/time. I think it's a good project and all but something as big as this needs a lot more foresight and testing and feedback. Sisi and forums alone is not good enough. This needs to be OPTIONAL!!!, on TQ, to ensure it's functionality, and you need to collect data on how many people actually prefer the new system to the old.

The Ugly: While this "overhaul" has the potential to be one of the greatest changes, it also has the POTENTIAL to be a complete DISASTER. There are many questions and concerns that have been raised by players on this thread that have not been addressed at all (no I'm not talking about people who don't know how to use the S&I panel). While the new UI may make some things easier, it can also make other things a lot more difficult to manage. Specifically for those of us who do have lots of items windows open could actually suffer from this change, and it would only benefit those who rarely have more than 2-3 windows open at a time. If the player base feels like you've limited the items UI to appeal to the those who have difficulty concentrating there could potentially be blood running on the streets. This great expansion can be the worst since... well.. Incarna.

Potential Problems: There are many potential problems that may arise from this and here's a few I can think of that haven't been mentioned yet.
*Sometimes you just want to dock, look at the ships hangar (that's already open and merged with station UI) and drag a new ship to the hangar to quickly board and undock.
*Sometimes you want to open a specific container or ships cargo quickly (in a small window) and drag contents it to your station hangar without having to open, resize, scroll, look for, do loops and hoops etc. etc.
*Sometimes you want tiny 3x1 windows w/o all the additional information taking up space or time loading all the other useless information.
*SOMETIMES... you want certain windows to be 3x1, others 10x10 and others 50x25. Without separate items hangars there is no way for the system to remember or know what you're trying to do and this leaves us with a lot of annoying resizing, pushing, pulling, shoving and will result in a lot of frustration!!! I don't want to have a huge window popping up everytime I open my ships cargo to monitor how much ammo I have left, or a tiny window open up when I am trying to quickly check how many minerals are left in the corp hangar.

The Solution: I'm no programmer, but you said you made "Inventory UI way more modular" and that sounds to me like you made things a lot more interchangeable. Maybe there are programming limitations I'm not aware of, but I don't see why this needs to replace the old inventory windows. Is it really that difficult to make this a new asset management window and still allow us to use the more conventional means if we choose so?

PLEASE.... please do not make the same mistakes as in Incarna. The biggest problem with that was not some stupid $80 monocles that nobody cares about but the fact that you replaced a lot of the useful features and functionality with useless pretty stuff and completely removed our ability to choose either even though you said you wouldn't do that for years. As a loyal and fervent supporter of CCP and EVE since 2004, I urge you to reflect on your past promises and re-examine your objectives. Anyone can make pretty new UIs and load it up with features. Not everyone (and I know you can if you try) can actually make it so useful and efficient that everyone loves it and wants to use it.

My final opinion on this matter... I'm still on the fence. If this optional then I praise it as one of the greatest tools and all the power to you guys. If this does go through in it's current form and replaces all our current asset/ship/item/corp hangars views, then I'm grinding my teeth and bracing for impact. It will potentially ruin the game for a lot of us!

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Niko Lorenzio
United Eve Directorate
#442 - 2012-05-05 19:17:13 UTC
Amaldor Themodius wrote:
So not sure if the Devs are ducking the question but after reading first 7 pages of this thread i have seen the question asked regarding bpc / bpo on 3 occassions and not answered once.

So lets try again..

"How does the new inventory system address the clutter we currently experience with BPC / BPO and can the new inventory system include a ME, PE and runs remaining value on the icon for blueprints of all types."




On this note... PLEASE DO NOT make any changes of this sort. The window with the blueprints loads slowly as it is, I don't want it cluttered with additional useless information when I'm simply trying to manage and move them around.

This is what SCIENCE & INDUSTRY panel is for, and it would be redundant and useless to display that information in the items hangar view.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Eija-Riitta Veitonen
State War Academy
Caldari State
#443 - 2012-05-05 22:10:07 UTC
I was going to leave some constructive feedback, but i was advised to leave only this comment: "**** sucks donkey balls"

Now, on a more serious note.

The UI overhaul is a very good idea in general, as it badly needs one, however, i oppose such drastic changes to one, because most people are used to the current system, myself included. That also doesn't mean that current system is flawed - there are many MDI apps for a reason.
The new window is all fine and dandy, but it looks like it would be a much better replacement for the ASSETS window, not the cargohold/maintbay/fuelbay/corphangar/stationhangar/cargoboxes windows. If the new system is so modular, why not leave the old way of doing stuff™ the way it is and just offer this new ability as a separate feature, or, at most replace the assets window, while leaving all the functionality of this new window intact. This way would leave people with ability to choose what to use - the old way of multiple windows, the new way of single smart window or just use both where appropriate. I, for example, like my ship cargo bay, maintbay and fuelbay as separate windows, station hangar and ships in station merged into the station panel and i prefer cargo boxes pop up as separate windows (although ability to see them and browse through as tree nodes in "assets" view would be great addition).

In short: make this the new assets window and leave the old windows as they are now, this would keep most people happy.
Tippia
Sunshine and Lollipops
#444 - 2012-05-05 22:30:07 UTC
Eija-Riitta Veitonen wrote:
In short: make this the new assets window and leave the old windows as they are now, this would keep most people happy.
I'd probably go so far as to say make this the interface for anything likely to involve large amounts of items, which includes stuff like the asset window (including corp assets) and the (corp and personal) hangar.

The main problem this new UI solves is one of organisation of large amounts of stuff in nested containers, and I'd say that it does it admirably. It's not very well suited for small, single-layer containers with few items inside them, though, because those containers do not suffer from the issues the UI is suited to handle.
DJ P0N-3
Table Flippendeavors
#445 - 2012-05-05 22:48:03 UTC
Finally got around to further testing!

The good: Windows shrink down to a respectable size. If I separate out the cargo hold of a ship and set it to a particular size, the next time I separate out the cargo hold of a ship, it will open as that size.

The bad: The inventory will not remember that I separated out a ship's cargo hold. If I switch ships, I have to open the cargo hold in a separate window all over again.

I would really like it if the inventory remembered what windows I want separate from the main inventory window. Here's the functionality that I'd like to see (using the example of a separated cargo hold window):

If I have the inventory open already and I double-click on my ship or otherwise open its cargo, I want the inventory to open my cargo hold in a separate window, assuming that the last time I opened it I made it a separate window.

If I don't have the inventory open already and I open my cargo hold, I want it to open in the same size as it was. I want to be able to open my overall inventory or otherwise access it without having to go into the tree of the cargo hold and re-separate out my cargo hold.

Basically, I want windows that I have separated from the main inventory to stay separated and not be forced to behave as the parent inventory window. In my eyes, there's little point in being able to open separate windows if I have to open the same windows separately every single time that I want them.
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#446 - 2012-05-06 01:46:21 UTC  |  Edited by: Grey Stormshadow
Here is simplified description about the project:

http://i50.tinypic.com/2ez1wz4.jpg

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Bless's Minion
DuckPus Fightclub
#447 - 2012-05-06 02:01:34 UTC
Tunde Harkanis wrote:
Inventory overhaul and no remote stacking? Cry


I would like to second this motion.

Don't get me wrong, these changes are great and much needed. But, it is still absolutely ridiculous that you have not added a remote-stack option in this UI iteration, or in all 9 years of EVE. Why do I need to waste 35 orders on 1 hobgoblin II each because I can't stack them? You can't even put bulk orders up so you have to do it 1 at a time. Correct me if I'm wrong, but I don't think this was intended game-play...

Please recognize that this is a problem!
Irisandra T'Lavel
#448 - 2012-05-06 03:29:12 UTC
I posted this is a UI thread that has no dev interaction, so cross posting here as well. It may have been brought up, I am not reading 23 pages of UI stuff after skimming 20 pages of the "Inferno Features" to get linked away from the test server section of the forum to here...


Irisandra T'Lavel wrote:
The worst thing I have seen so far:

My ship has a max capacity of 77,879.7 m3, but the dynamic bar at the top is rounded up to 77,880. Trying to drag a 25 m3 mod when it shows 25 m3 free will give an error for not enough room. I had to go to the fitting window to find the exact capacity.

Please at least give an option to not round the capacity

Rammix
TheMurk
#449 - 2012-05-06 04:43:33 UTC  |  Edited by: Rammix
Tiger's Spirit wrote:

And i playing almost 9 years ago and you playing 1.5.

Very weak argument. For playing '1.5 years' I've met plenty of total noobs who played 2-3 years and more and knew about the game MUCH less than I did at that moment. If you're not a 'munch-keen' it may take you 20 years to get to knowing something that some other people may already know after playing several months. IRL there are also people who don't learn almost anything even to their 60 years of life. So don't tell me about your char's age, it means nothing to me. Smile
Tiger's Spirit wrote:

Smart peoples know when a new changes bring more positive things than bad, but this crap bring more negative things than old one.

I write again this changes same when user changing back his old Total Commander to Windows Explorer.
This is a step back. I'm very happy if you want to click 100 times more than old item manager, but i do not want to receive tenosynovitis.
This new itempanel is horrible with 156789788 submenu and the inventory is jumbled, because all item merged to one place.
Oh yes the panel have filter and searching bar,you want to tell us, but just the idiots want to use more mouse clicks or more typing.

You don't need 'more typing', create and arrange your filters just once, like overview profiles.
Seems you like to cover all your screen with inventories and because of them being unable even to double-click at space. I hate it. I don't spend most of my time in-game moving stuff around, and most people also don't. And I like to save screen space for something other than just my inventory.
Also, the new window remembers your last choises pretty well: for example, if you are salvaging and looting cont-s in space, open one container, resize it as you wish, hide tree view and loot; when you open next similar container it will look like previous atm you closed it. Though, I would love to be able to bookmark some types of containers on the Neocom - having container profiles along with already made savable filters would be even better; hope they'll make it possible in future updates. (ah, yes, one more thing, don't think of any new feature as smth. final, because they sure will improve it).
As I've said before, you can create separate windows by shift-clicking, you can hide tree view, etc. New filtering system also helps a lot, especially for repeated usage of something like POS hangar, with tons of its unpackaged stuff.

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DeBingJos
Sebiestor Tribe
Minmatar Republic
#450 - 2012-05-06 06:13:56 UTC
I like the changes! some people complain, but I suspect that it will be a huge improvement for 80% of the players.

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Tyrion Moath
Browncoat Industries
#451 - 2012-05-06 08:14:26 UTC
Couple weird things I noticed...

While docked, open your inventory, then shift click the inventory from the E menu and it minimizes the station services screen and the inventory.

The estimated ISK value of your cargohold does not include items nested inside cargo cans. Not sure if that's intended or not.
Tiger's Spirit
Templars of the Shadows
#452 - 2012-05-06 08:27:03 UTC  |  Edited by: Tiger's Spirit
Rammix wrote:
Tiger's Spirit wrote:

And i playing almost 9 years ago and you playing 1.5.

Very weak argument. For playing '1.5 years' I've met plenty of total noobs who played 2-3 years and more and knew about the game MUCH less than I did at that moment. If you're not a 'munch-keen' it may take you 20 years to get to knowing something that some other people may already know after playing several months. IRL there are also people who don't learn almost anything even to their 60 years of life. So don't tell me about your char's age, it means nothing to me. Smile
Tiger's Spirit wrote:

Smart peoples know when a new changes bring more positive things than bad, but this crap bring more negative things than old one.

I write again this changes same when user changing back his old Total Commander to Windows Explorer.
This is a step back. I'm very happy if you want to click 100 times more than old item manager, but i do not want to receive tenosynovitis.
This new itempanel is horrible with 156789788 submenu and the inventory is jumbled, because all item merged to one place.
Oh yes the panel have filter and searching bar,you want to tell us, but just the idiots want to use more mouse clicks or more typing.

You don't need 'more typing', create and arrange your filters just once, like overview profiles.
Seems you like to cover all your screen with inventories and because of them being unable even to double-click at space. I hate it. I don't spend most of my time in-game moving stuff around, and most people also don't. And I like to save screen space for something other than just my inventory.
Also, the new window remembers your last choises pretty well: for example, if you are salvaging and looting cont-s in space, open one container, resize it as you wish, hide tree view and loot; when you open next similar container it will look like previous atm you closed it. Though, I would love to be able to bookmark some types of containers on the Neocom - having container profiles along with already made savable filters would be even better; hope they'll make it possible in future updates. (ah, yes, one more thing, don't think of any new feature as smth. final, because they sure will improve it).
As I've said before, you can create separate windows by shift-clicking, you can hide tree view, etc. New filtering system also helps a lot, especially for repeated usage of something like POS hangar, with tons of its unpackaged stuff.


That's not very week argument, that's the truth. I realy dont like when a noob speak idiotism like you, without experience.
I knew you will be speak filters. Man that's more extra clicks and wont work many times because your content of inventory not same everytime it's changing over and over and need more clicks for filters.
But now every module/ship/drone etc moved to one merged window. Totally jumbled all of it.
Filtering system is fine when they just confusing the players because they merged all item to one windows ? LOL
This is just fix for a mistake which is come with the merged inventory.
Such a brain operation with an axe.

Was easy in old panel when anyone want to use a ship he just open hangar and he saw there 3 ship and easily picked up a ship. Now when someone open his inventory his ships merged with drones/ammo/craps/junks/etc

Use filters +3 clicks, and when docked back and want to search drones or another items use another filters or turning off the filters again (+clicks for filters) or looking below at the 12272345634 submenus or typing to searcbox.

Looting from wrecks or transfer items to containers is horrible with new itemwindow too. The smart pilots wont use this new windows ,just using drag and drop to the cargo icon on GUI. Why ? Because when you open a container with new system and you clicking and change a submenu at the left side panel, the previous itemwindow is dissapearing and need searching again a submenu, or you need another + Shift-click for open another window and you will repeating this sequence over and over. So, Why using the left side filepanel when that's it unuseable. You told use shift click for new item panel. Man, tell to us what is the the new one differs from the old solution then if you need open an another itemwindow for easy work ??? If open another windows will nothing change just you need + mouseclicks and you wont use the treepanel.

The old solution was much easier and which is important for an inventory was much clearer.

The old system was fine. CCP changing again that which is not broken and they want to change to wrong way again.Just as i said, this is same thing, when someone want to change back his Total Commander to Windows Explorer type filepanel. They like when a player use 130 mouse clicks for reach something ? If i remember they said after Greed is Good thingy, they will be listen to smart playerbase and they wont do other mistakes. But we saw at hybrid changes they dont listen to playerbase.

They why not fixing the broken things ? Just a question, the LP store is fine when you want to buy not just one item from same type ?
Just try to buy 140 skillbooks and you need 280 mouse clicks. Oh yeah that's broken and not fixed at least 6 years ago, and they cant make a counter for easy buying multiple items, they fixing the fine inventory system. LOL

This is same thing when they changed to CTRL+Double Click function on overview which was TargetEnemy+Align towards him.
Was easy and clear solution in one phase. But what happened ? They changed to Ctrl+Click for Targeting + Double click for align to enemy. They made a plus phase (and plus one mouseclick) for aligning towards enemy which is much worsen than older solution which was a simple but best solution.

Many times the plain things more effective than the complicated ones.
This changes is same thing.
GIDGET GLAM
Gunship Diplomacy
#453 - 2012-05-06 08:44:53 UTC
Niko Lorenzio wrote:
Amaldor Themodius wrote:
So not sure if the Devs are ducking the question but after reading first 7 pages of this thread i have seen the question asked regarding bpc / bpo on 3 occassions and not answered once.

So lets try again..

"How does the new inventory system address the clutter we currently experience with BPC / BPO and can the new inventory system include a ME, PE and runs remaining value on the icon for blueprints of all types."




On this note... PLEASE DO NOT make any changes of this sort. The window with the blueprints loads slowly as it is, I don't want it cluttered with additional useless information when I'm simply trying to manage and move them around.

This is what SCIENCE & INDUSTRY panel is for, and it would be redundant and useless to display that information in the items hangar view.



Not sure what you are on about Niko but you just spent 2 posts wanking on about your preferences then slam this guys.. lol in any case i think i would also like an answer on this question as well. I do my building and manufacturing from a pos and im constantly managing the clutter of crap from blueprints. S&I panel is not the prefered method for all players infact many players use right click build / invent direct from the inventory.

Surely it cant be to hard to just have PE ME and i guess remaining runs display on the avatar for blueprints \ copies. That way i can build with confidence using my inventory panel as desired and do so with the confidence of being able to select the best print for the job each time.

The question is valid and raised multiplre times im not sure why you were so quickly on the defence. In any case if you are going to forum lurk then at least try to be an effective troll.
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#454 - 2012-05-06 09:02:03 UTC  |  Edited by: Grey Stormshadow
Tiger... don't bother witth that guy - he has made his mind and has strong vision about it. If the new unified inventory as it is at the moment pleases him - good for him. If he really thinks that half finished stuff what gets to tranq really get major changes after that - good for him too.

Latest I've heard is this team has been assigned to faction warfare assignment as soon this "ui window"-project is finished. With luck there might come some point patches but don't expect them to be anything but tiny fixes here and there. If the core is broken it will stay broken.

Personally I don't understand why CCP allows these guys to push junk out from the assembly line. Like I said before most teams really have stepped up with really nice game enhancing updates and then there is this crew working with key elements of entire game and they deliver only half baked features and worst of all - get away with it.

This started with neocom (which is still unfinished and lacks the key features which old neocom offered) and now we're getting inventory update which will probably - as it seems now - also steam roll plenty of old good functionality and become vision of some individuals who didn't do enough research (again). Majority will realize how this affects their daily functions after main patch day as right now they just (maybe) look at the blog and go "wee - looks awesome".

I am sorry that I feel this way, but I am even more sad in behalf of the majority of devs who do commit and get their efforts buried under questionable actions provided by some selected few. My only real hope is that QA puts stop to this and sets the bar higher.

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Soushi
Perkone
Caldari State
#455 - 2012-05-06 09:42:15 UTC
Don't know if it was mentioned in this thread, but new inventory has a serious usability problem, when it comes down to POSes.

From my point of view it's cool, that all anchored structures on the POS are added to the inventory.

But there is no grouping for turrets and batteries, for god's sake! If I have a POS with 70 guns, then I'll have like 100+ items in inventory (including all corphangars, SMA's, assembly arrays, etc) without any means to exclude guns. A simple task to switch a ship and throw some ammo in it will become a true nightmare.
Bloph
Lamarr Industries
Rock Ridge Alliance
#456 - 2012-05-06 10:16:27 UTC
Sorry, I'm not impressed by this. It's a nice idea, but as it stands there are several things wrong with it.

The tree is hard to see.
The cargo/items window now needs to be massive in order to be (less) useable - I can no longer easily see what's in multiple hangers instantly.
There is only a single pane, so it's much harder to sort inventory into multiple cans & hangers.
I cannot see a ship type before opening its hanger, more of a problem when there are several ships in the hanger.
If I open new item windows, they change their focus when an item in the tree changes (eg view a looting can & it pops) resulting in several windows looking at the same hanger!

Some suggestions:
Multiple panes
Undock the tree from the cargo/item window.
Leave it as is until it's useable!


Niko Lorenzio
United Eve Directorate
#457 - 2012-05-06 10:37:09 UTC
GIDGET GLAM wrote:

Not sure what you are on about Niko but you just spent 2 posts wanking on about your preferences then slam this guys.. lol in any case i think i would also like an answer on this question as well. I do my building and manufacturing from a pos and im constantly managing the clutter of crap from blueprints. S&I panel is not the prefered method for all players infact many players use right click build / invent direct from the inventory.

Surely it cant be to hard to just have PE ME and i guess remaining runs display on the avatar for blueprints \ copies. That way i can build with confidence using my inventory panel as desired and do so with the confidence of being able to select the best print for the job each time.

The question is valid and raised multiplre times im not sure why you were so quickly on the defence. In any case if you are going to forum lurk then at least try to be an effective troll.


How am I trolling anyone? I thought my post was pretty straightforward. I don't know why I made that 2nd post slamming that guy. Maybe because I thought there were more important things at stake. To be honest I never thought anyone would prefer the hangar view vs the Science & Industry panel and thus assumed anyone complaining about not being able to see ME/PE levels just didn't know how to use the S&I Panel. Can you tell me why you prefer Hangar view to S&I Panel? Maybe something needs to be suggested to make S&I panel more useful?
Seriously though, displaying all that information in the hangar view would make S&I completely redundant and you might as well throw away a perfectly good tool. (Especially since they added the search filter to it)

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Tippia
Sunshine and Lollipops
#458 - 2012-05-06 11:00:25 UTC  |  Edited by: Tippia
Rammix wrote:
Also, the new window remembers your last choises pretty well: for example, if you are salvaging and looting cont-s in space, open one container, resize it as you wish, hide tree view and loot; when you open next similar container it will look like previous atm you closed it. […] As I've said before, you can create separate windows by shift-clicking, you can hide tree view, etc. New filtering system also helps a lot, especially for repeated usage of something like POS hangar, with tons of its unpackaged stuff.
…and as we've said before, the problem is that the two things you mention here are incompatible.

If you open more than one window, because you want to have more information at your immediate disposal, then the one thing that absolutely needs to be remembered is not remembered: which inventory goes where. Instead of what you're describing, do this: have your cargo hold open, go up to a wreck and shift-click it to open it in a new window (through the inventory view… trying to do this with the actual “open cargo” button will not work, which in and of itself is a problem). Set that wreck window to where you want it. Now open a second wreck the normal way… and notice that all your work is wasted because now you're seeing the same information in two places, and have to reset one of them to what you actually want to see. You have to do this for every wreck you open.

While you can open multiple windows, the inventory system is not aware of this fact and will break down and make that functionality completely worthless at the slightest provocation. For all intents and purposes, multiple windows is a paper feature with the new system: it works in the sense that, yes, you can have multiple windows, but that is only on paper — when in actual use, it adds immense amounts of inefficiencies, which is the exact opposite of what should happen. Since multiple windows don't really work all that well, we're back to it being effectively a single-window system, which is inherently inefficient.

For POS use, the system is even worse because of all the things that will constantly reset your window(s) and render any attempt to use multiple windows completely pointless and void, and because of the inventory spam that Soushi describes.
Miss Whippy
Native Freshfood
Minmatar Republic
#459 - 2012-05-06 11:22:27 UTC
YOu did this just to prove my sig wrong, I hate you CCP. Straight

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Smoking Blunts
ZC Omega
#460 - 2012-05-06 11:30:13 UTC  |  Edited by: Smoking Blunts
old system works in its own ugly way
new system is a pain in the ass and make things harder to do.

if this was a change for the better i would be happy, but this is a step backwards in functionality. wtf are you thinking?

edit..
did you not learn anything after you made us look at a door for 6months

OMG when can i get a pic here