These forums have been archived and are now read-only.

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

Test Server Feedback

 
  • Topic is locked indefinitely.
 

UI Changes - The Inventory System [UPDATED 2012.05.30]

First post
Author
Hiram Alexander
State Reprisal
#61 - 2012-05-07 23:04:08 UTC
Can items be repackaged at a POS, yet?

Haven't had the time yet, to go onto Sisi and set one up. I did pop on to look at the new Inventory UI, and was horrified by it, but change is good so I'll just have to get used to it.
Invisusira
Escalated.
OnlyFleets.
#62 - 2012-05-07 23:32:00 UTC  |  Edited by: Invisusira
Loghaire wrote:
Since it is rather new, I had initially some issues figuring out how to actually use the inventory UI.

This is one of my biggest issues. It's an inventory UI. It shouldn't have a learning curve, it should simply be intuitive. The inventory system on SiSi is not intuitive at all.

Not being able to open more than one window seemed completely anti-EVE. I love how I can have all my cargo containers open, my ship bays, my items, all that; have them with nice big icons for quick and easy recognition. It's a great, simple UI. If there's a way to do any of that on SiSi, I have no idea. I couldn't be bothered playing around with it for long enough to try and figure it all out; mostly in hopes that it will be vastly improved upon before it's actually implemented.

I haven't been on SiSi in a couple days now and can't log onto it right now (is it down?), so hopefully there have been some improvements.
Maul555
Xen Investments
#63 - 2012-05-07 23:34:24 UTC  |  Edited by: Maul555
Hiram Alexander wrote:
Can items be repackaged at a POS, yet?

Haven't had the time yet, to go onto Sisi and set one up. I did pop on to look at the new Inventory UI, and was horrified by it, but change is good so I'll just have to get used to it.



You are horrified by it, yet seemingly happy to shrug it off and accept it. Wow, the government most looooooove you, model citizen...

And for the record, Change is not good. It can be either good or bad or neutral depending on a lot of things.

Change is good... Is this a real saying that people use like its some eternal little nugget of truth?
MackemInSpace
XX Industries
#64 - 2012-05-08 01:35:12 UTC
Noriko Mai wrote:
There are two important sorting/filtering features missing.

  • Activate more than one filter at once with an OR condition. e.g. Show Guns and Ammo without the need to create a new filter that does it. (Activate Guns filter and activate Ammo filter)

  • Reverse filtering. This way you can search for the crap in your hangar or just for stuff you have no filter for.




  • I suggested both of these in a bug report I sent in.

    Got a reply already, saying that they're aware of the problem and my report has been added to the existing issue in the defect tracking system.


    Thumbs up from me.
    MadMuppet
    Critical Mass Inc
    #65 - 2012-05-08 02:07:20 UTC
    So I gave is it a few days to see if there has been any notable improvement, but there isn't. The biggest concern (disappointment) I have with the new inventory system is that it requires so much management now due to a lack of seperation between 'in station' and 'in space'.

    Let me preface this by pointing out that CCP recently added a function that could remember the orbital settings of each class of ship you own. It might seem like a small thing, but it was proof that individual ship classes could have details about how to fly them saved. It is an awesome function I use regularly.

    Currently on TQ, when I tell the ship where to put a cargo hold and how large I want it on the screen, it knows that and remembers that. For me this is normally towards the bottom left, between local and the HUD. When I am in stations, I have my items covering the bottom third of the screen (over the HUD and all the way to the right edge). When docked I can drag over ammo, drag back loot, etc... It works great (and I can still see my ship).

    Now I go to SiSi. I have this 'UI" that when I am in a station, I need to make large to see my items. If I want to add things to the cargo hold I have to scroll through, find my ship, and carefully drag them to it. That doesn't show me what is in my cargo hold, so I will shift+click the cargo hold and get a new window. Fine, I guess that isn't so bad.... but...

    Now I undock. My ship's cargo bay, what used to be this small window to the left of my HUD is now the ITEMS window from inside the station can completely covers my HUD (I actually had to look up the shortcut command because the button to turn this off wasn't visible (and wasn't working, haven't checked this time around)). Sure, I can resize it to what I am used to, so I do....

    But then I dock up again and now it is this little window and I need to resize it to see everything again. This is a pain, every time I dock I need to resize windows? I also fly an Orca, there are three windows there.

    I would stand up a POS to take a look at what that has changed to, but I am honestly too frustrated juggling these UI windows to find my stuff and hopefully get it in the right place to bother.

    Looting.

    Here is something you folks at CCP made SO MUCH BETTER with a 'Loot All' button, but then you turned it to complete crap with the UI system. The inability have the loot windows as they were before means tracking across the screen to get from the 'open wreck/can' button to the 'loot all' button in the bottm left of whatever cargo window it happens to appear in.

    Now, I had a thought, what if I 'shift+click' the first wreck and make it its own window in the upper right like I was used to in the old system? First wreck, both windows turn in to the wreck, but al least the 'loot all' button is close-er. I loot the wreck, now I have two cargo screens. (grumble, fine). Go to the second wreck, both windows turn in to wreck windows. Not perfect but I can deal with it. Better try one more wreck just to see... nope. The new window stays a cargo bay window and the far one is the wreck. (smashing head to keyboard)

    TLDR

    While many proclaim the improved functionality is great, you make cargo management tedious. You need to ADD functionality while not SUBTRACTING functionality. So many little things are being lost that this is shaping up to be another 'Incarna with Door' event. If CCP is at all being honest that it is listening to its players, if you have learned anything in the last year, you will put this on hold until it is better or you will address the usability issues before May 22.

    This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

    "If you are part of the problem, you will be nerfed." -MadMuppet

    Invisusira
    Escalated.
    OnlyFleets.
    #66 - 2012-05-08 03:00:02 UTC
    10/10, would read again
    Miiikka
    Stanza Inc.
    4S Alliance
    #67 - 2012-05-08 11:47:30 UTC
    MadMuppet wrote:


    While many proclaim the improved functionality is great, you make cargo management tedious. You need to ADD functionality while not SUBTRACTING functionality. So many little things are being lost that this is shaping up to be another 'Incarna with Door' event. If CCP is at all being honest that it is listening to its players, if you have learned anything in the last year, you will put this on hold until it is better or you will address the usability issues before May 22.



    This. Please not another "door" incident, that dragged on forever.

    CCP, please learn your lesson and listen to the players this time.

    You really CANNOT bring this in under its current form, it makes everything so much more difficult to do. Seriously.


    A genuine question: Do the Devs that came up with this actually play the game ? At all ? Ever ?

    Talon SilverHawk
    Patria o Muerte
    #68 - 2012-05-08 12:32:01 UTC  |  Edited by: Talon SilverHawk
    There is an official thread for this in the Eve information portal. Devs seems to be reading that one.

    New dev blog: Unified inventory

    https://forums.eveonline.com/default.aspx?g=posts&t=104383




    Tal
    Tiger's Spirit
    Templars of the Shadows
    #69 - 2012-05-08 13:16:27 UTC  |  Edited by: Tiger's Spirit
    MotherMoon wrote:
    1st you people tried to kill the neo neocom, and now the new item window?

    you people make me sick

    Edit:
    I'm all for having a button for ships and a button for items and other shortcuts createable on the neo neocom. Since the neo neocom can customized to your liking I'm pretty sure this functionality your asking for is already in the game.

    Also I'm sure by release it will remember your windows inside and in space, I'm pretty sure a dev already confirmed. And that it's not server side! So stop complaining, now if all of your cache gets cleared, or you log into we've from a friends computer, your item windows will still be in the same spot as they were at home.

    This new items window combined with the neo neocom, and server side settings means the end of losing everything when you have to re-install eve, or play on a new computer some soon. The tech put into the windows will allow for your overview and such to be tied to the eve servers instead of your eve client. I mean, how amazing is that?

    And as long as we can set up our own neocom list of links and windows it'll work jst like windows 7. I have the little task bar on the left of every window I open. And it's incredibly useful. Don't you people remember windows 3.1? or windows 95? there was no easy navigation. So to the OP, I'm not hating on your post, it's some other people in this thread.... They can't take an obvious upgrade to usability because they fear change. And it's good to make sure it's as useful as possible, but everything your asking for is already there, so have some faith.

    Edit:read dev comments in the dev blog thread. The build is just unfinished on SiSi. As long as we get a different UI *neocompluswindows* for space and for station, everything is all good right?

    please excuse my tone at 1st, the neo neocom was held back a whole year by comments like that one guy in thread. I want to see this thing finished. And not abandoned. eve really needs it.



    https://forums.eveonline.com/default.aspx?g=posts&m=1253828#post1253828

    New Inventory System name : "DockingInventoryBay" ROTFL
    Hakaru Ishiwara
    Republic Military School
    Minmatar Republic
    #70 - 2012-05-08 16:32:56 UTC  |  Edited by: Hakaru Ishiwara
    Miiikka wrote:
    [quote=MadMuppet]...

    A genuine question: Do the Devs that came up with this actually play the game ? At all ? Ever ?
    This is unknown. But more importantly, why haven't the project sponsors verified that this new functionality was of high value to the subscribers (*) before a single line of code was written? How was this project justified to those who sign off on the funding?

    In other words, why have these developers gone through the effort only to be faced with valid feedback that the design is poor and requires much re-work?

    This is a waste of money and time by CCP and, IMHO, the project manager(s) associated with this endeavor need to take a hard look at how they execute (or they may be executed when CCP gets to its next round of lay-offs).

    (*) - Perhaps this project benefits CCP and their infrastructure in some way of which we are unaware. Would CCP be willing to go on the record with which system (existing or new) is a lighter load on CCP's servers?

    +++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

    Loghaire
    Brutor Tribe
    Minmatar Republic
    #71 - 2012-05-08 18:10:48 UTC  |  Edited by: Loghaire
    Invisusira wrote:
    Loghaire wrote:
    Since it is rather new, I had initially some issues figuring out how to actually use the inventory UI.

    This is one of my biggest issues. It's an inventory UI. It shouldn't have a learning curve, it should simply be intuitive. The inventory system on SiSi is not intuitive at all.

    Not being able to open more than one window seemed completely anti-EVE. I love how I can have all my cargo containers open, my ship bays, my items, all that; have them with nice big icons for quick and easy recognition. It's a great, simple UI. If there's a way to do any of that on SiSi, I have no idea. I couldn't be bothered playing around with it for long enough to try and figure it all out; mostly in hopes that it will be vastly improved upon before it's actually implemented.

    I haven't been on SiSi in a couple days now and can't log onto it right now (is it down?), so hopefully there have been some improvements.

    Realistically, there is always a learning curve when using any UI, no matter how intuitive you make it. It simply takes time to adjust to something new, particularly after getting 'set in' to a previous UI. For example, if you give someone who's never used a touch interface before an iPhone, it will take time for that person to adjust to the touch interface, etc. That person might be very tech savvy with regards to more traditional interfaces, but the moment you give that person something 'new', even if you make it as intuitive as possible, there will still be an initial learning curve as one will need to go out of their way to figure out functionality or locate UI options, etc.

    My learning curve was really no longer than 5 minutes, which to me seems acceptable when being exposed to a new interface. Of course, I did have an inkling on how to do certain things beforehand (I actually read patch notes and manuals), but with that taken into account, to me the new UI seems functional enough as a basic inventory system. I do think it needs work though, especially on the visualisation of assets aspect (which as you've highlighted, is something that the current UI on Tranquillity does well through multiple windows).

    New windows are still possible, all it takes is Shift + Left Click on one of the tree items (so the hangar or a ship's cargohold or drone bay, etc). With that, you can have as many windows as possible. Personally, I'd rather reduce the number of windows needed to do certain actions, but increasing the visual aspect would still be handy, so something like additional panes so to view more than one cargo space at a time within a single window would be nice.
    Tiger's Spirit
    Templars of the Shadows
    #72 - 2012-05-08 18:18:44 UTC  |  Edited by: Tiger's Spirit
    Loghaire wrote:
    Long blabla
    New windows are still possible, all it takes is Shift + Left Click on one of the tree items (so the hangar or a ship's cargohold or drone bay, etc). With that, you can have as many windows as possible. Personally, I'd rather reduce the number of windows needed to do certain actions, but increasing the visual aspect would still be handy, so something like additional panes so to view more than one cargo space at a time within a single window would be nice.



    Man you tried 5 mins we used this horrible inventory system weeks ago.
    And another one question if "New windows are still possible, all it takes is Shift + Left Click"
    Why need the old thing (open multiple windows with shift +click) for inventory, if the new system is fine with this treepanel ? Because the new one is horrible/unuseable and need the old multiple window system for use.
    Morwen Lagann
    Tyrathlion Interstellar
    #73 - 2012-05-08 18:29:36 UTC
    Loghaire wrote:
    New windows are still possible, all it takes is Shift + Left Click on one of the tree items


    That's bad, though - that's a regression in functionality.

    If I want to have multiple windows open to use the system like the current one, I should be able to shift-click on two cans from my station items window - just like double-clicking on two different cans opens two windows now.

    I've spent more time messing with it, but the capacity bar still takes up too much space, and the minimum size is not small enough.

    I don't see any need to increase the size of things that are already perfectly readable as they are. Screen real estate is already at a ridiculous premium in EVE as it is. Do not make the problem even worse by increasing minimum sizes for windows from their current state.

    When I'm in space, if I want access to all of my assets everywhere I will open the Assets window. Until then, I just want to see the inside of my cargo hold, and I want it to act as it currently does now: I want it to fit into my carefully-tailored-to-my-needs window setup, and I don't want all the extra bells and whistles on it. I don't want all this extra stuff. I don't want the tree view, I don't want this huge capacity indicator that implies I'm blind and can't see or read anything, and I don't want to be told that I can no longer fit the window into the place it has lived for -four years- on each and every one of my clients across all of my characters, because suddenly it needs a little more space for a feature I would rather have deactivated on that particular window.

    Don't get me wrong: The new system is a huge improvement overall. But I think it is a terrible design choice to force it across all container windows. Allow the user to disable all of those features on certain types of windows where we have no use for them, or else the feature is not helping streamline our user experience - it is hindering it.

    Morwen Lagann

    CEO, Tyrathlion Interstellar

    Coordinator, Arataka Research Consortium

    Owner, The Golden Masque

    Loghaire
    Brutor Tribe
    Minmatar Republic
    #74 - 2012-05-08 18:31:58 UTC
    Tiger's Spirit wrote:
    Man you tried 5 mins we used this horrible inventory system weeks ago.
    And another one question if "New windows are still possible, all it takes is Shift + Left Click"
    Why need the old thing (open multiple windows with shift +click) for inventory if the new system is fine with his unuseable treepanel ? Because the new one is horrible and need the old multiple window system for using.

    I had no problems moving stuff between ships and the hangar with the new UI, certainly when it was clear you could simply drag 'n drop everything into the appropriate place in the tree view. Click Items, click and hold on that stack of EMP L ammo shown on the item view, drag over the stack to the Maelstrom listed in the tree view, and drop. Ammo is now in the Mael's cargohold. Done.

    However, one issue is there's no way to see the cargohold space left unless you go into the hold itself. The tree list also doesn't 'count' the number of different items present in a particular hold, like what the current assets window does. This makes it difficult in keeping track of where items go and how much space you have to work with. But this can be remedied through further iteration on the same UI.

    I only did the multiple windows bit in order to see how it worked. I was still able to fit my ship and load it up with ammo and drones, all within the single window framework. To me, that's actually nicer than having to balance multiple windows taking up screen space. The UI on SIngularity is still early days, but I already appreciate it because it attempts to at least reduce a particular annoyance of mine. I don't actually see how it is that bad, aside from valid concerns regarding certain functionality and separation of situations (such as in-space assets and in-station assets, etc).
    Loghaire
    Brutor Tribe
    Minmatar Republic
    #75 - 2012-05-08 18:38:02 UTC
    Morwen Lagann wrote:
    Loghaire wrote:
    New windows are still possible, all it takes is Shift + Left Click on one of the tree items


    That's bad, though - that's a regression in functionality.

    If I want to have multiple windows open to use the system like the current one, I should be able to shift-click on two cans from my station items window - just like double-clicking on two different cans opens two windows now.

    I've spent more time messing with it, but the capacity bar still takes up too much space, and the minimum size is not small enough.

    I don't see any need to increase the size of things that are already perfectly readable as they are. Screen real estate is already at a ridiculous premium in EVE as it is. Do not make the problem even worse by increasing minimum sizes for windows from their current state.

    When I'm in space, if I want access to all of my assets everywhere I will open the Assets window. Until then, I just want to see the inside of my cargo hold, and I want it to act as it currently does now: I want it to fit into my carefully-tailored-to-my-needs window setup, and I don't want all the extra bells and whistles on it. I don't want all this extra stuff. I don't want the tree view, I don't want this huge capacity indicator that implies I'm blind and can't see or read anything, and I don't want to be told that I can no longer fit the window into the place it has lived for -four years- on each and every one of my clients across all of my characters, because suddenly it needs a little more space for a feature I would rather have deactivated on that particular window.

    Don't get me wrong: The new system is a huge improvement overall. But I think it is a terrible design choice to force it across all container windows. Allow the user to disable all of those features on certain types of windows where we have no use for them, or else the feature is not helping streamline our user experience - it is hindering it.

    Now this is a good post.

    Yes, I do think that it would be best to keep a separation between game-wide assets and in-station assets, as it is important to prevent cluttering or overloading an UI with too much information. As for the tree view, that would be a little difficult to remove with the way the new interface works, by the looks of it, since accessing different holds pretty much requires it. That is, unless they can iterate on an icon based interface that would work with right-clicking as well.

    And finally, yes, customisation is very important, though I think at this stage, CCP is probably iterating on basic functionality and design before delving into more advanced (but needed) features.
    Lexa Hellfury
    Perkone
    Caldari State
    #76 - 2012-05-09 00:05:01 UTC
    Do not like.
    Mariner6
    The Scope
    Gallente Federation
    #77 - 2012-05-09 00:51:59 UTC
    I noticed that if I came to a station in my pod and purchased a ship I could not find it in the inventory window under ships. Indeed until I entered another ship that was already assembled in station was I able to see the other ship I had just bought.
    Tippia
    Sunshine and Lollipops
    #78 - 2012-05-09 01:47:03 UTC
    Loghaire wrote:
    And finally, yes, customisation is very important, though I think at this stage, CCP is probably iterating on basic functionality and design before delving into more advanced (but needed) features.
    The problem is that some of the customisation that is currently missing is basic functionality, and a lot of it has to do with the lack of proper multi-window support (and no, being able to shift-click to open new windows isn't it — it still doesn't actually support multiple windows in any useful manner).

    The fundamental issue with this new inventory system is that it thinks that being unified is an inherently good thing. It isn't. It's good for things that work well when unified, but there are a crapton of inventory management tasks when that is the exact opposite of what you want. If your workspace is entirely static, the new system kind of works (quirk such as missing locations aside), but the instant you have any kind of dynamic management — when you need to open a lot of things at once to do work across multiple inventories and mix-and-match what's available to you, or when you constantly open and close new containers — it falls flat on its face, because it assumes that it's a single-window environment when these kinds of tasks demand multiple windows. All shift-clicking does is help set up such a static workspace; it does not in any way help with a dynamic workspace (in fact, it just makes things worse).

    This unawareness of the need and usefulness of separate windows is also, I feel, the root cause of some of the UI bloat that is going on (such as the much enlarged space meter): it's there because the inventory system is assumed to only show one thing at a time, at which point the information relayed by that meter is useful… but once you go to a multi-window setup, that information is no longer remotely as relevant because the multi-window setup in and of itself provides much of the same information. And that's before we even ask why it had to be enlarged to begin with.
    Texty
    State War Academy
    Caldari State
    #79 - 2012-05-09 07:24:51 UTC
    Please leave the behavior of cargo/container/items window like as it is on TQ. Multiple windows are perfectly fine with me.
    New Sisi features (tree view, filters etc.) are great. Just add them to each window and nothing can go bad.
    Loghaire
    Brutor Tribe
    Minmatar Republic
    #80 - 2012-05-09 07:55:43 UTC
    Tippia wrote:
    The problem is that some of the customisation that is currently missing is basic functionality, and a lot of it has to do with the lack of proper multi-window support (and no, being able to shift-click to open new windows isn't it — it still doesn't actually support multiple windows in any useful manner).

    The fundamental issue with this new inventory system is that it thinks that being unified is an inherently good thing. It isn't. It's good for things that work well when unified, but there are a crapton of inventory management tasks when that is the exact opposite of what you want. If your workspace is entirely static, the new system kind of works (quirk such as missing locations aside), but the instant you have any kind of dynamic management — when you need to open a lot of things at once to do work across multiple inventories and mix-and-match what's available to you, or when you constantly open and close new containers — it falls flat on its face, because it assumes that it's a single-window environment when these kinds of tasks demand multiple windows. All shift-clicking does is help set up such a static workspace; it does not in any way help with a dynamic workspace (in fact, it just makes things worse).

    This unawareness of the need and usefulness of separate windows is also, I feel, the root cause of some of the UI bloat that is going on (such as the much enlarged space meter): it's there because the inventory system is assumed to only show one thing at a time, at which point the information relayed by that meter is useful… but once you go to a multi-window setup, that information is no longer remotely as relevant because the multi-window setup in and of itself provides much of the same information. And that's before we even ask why it had to be enlarged to begin with.

    I disagree with the requirement of multiple windows for inventory management, but I'll explain what I mean by that. Firstly, a single window could still display multiple holds through multiple panes, tabs, etc. I don't see why having multiple windows is a must when to me, constantly managing and repositioning windows just to move things around isn't really my idea of a good UI. I'm fonder of the way some Linux file managers do things than how Windows currently does, simply because it cuts down on the number of windows needed to do certain tasks. If anything, the current UI is trying to become more like a file manager in terms of appearance and functionality, which isn't a bad step. The issues are that it doesn't quite meet the mark in terms of the functionality needed to entice people to move away from the old (and in my opinion, cumbersome) UI.

    Any case, I did make a point about the need for multiple views within the inventory UI, and also a better way of visualising movement of items and amount of items in the tree view. I fully understand the need to 'see' what the box contains before putting things inside it, and when moving things about, to see how much room you have in the target hold. I don't think we all need a massive meter at the top either.

    Multiple windows will most likely still be needed at some point, in which case, I see value in having multiple instances of the new UI (once that has been optimised properly in terms of layout and design), with each window capable of supporting multiple panes and tabs and access to the tree view for quick navigation. In having that support for multiple view within a window as well as ability to have more than one window, you could effectively condense the number of windows required to do complex inventory management into much fewer windows. This would also have the handy ability of visualising your inventory much in the same manner as you can in TQ.