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UI Changes - The Inventory System [UPDATED 2012.05.30]

First post
Author
Maul555
Xen Investments
#101 - 2012-05-10 15:42:21 UTC  |  Edited by: Maul555
as long as I can dock and open my hangar and ships window with a single click, and open every thing else with just 2 clicks, like now, and I don't have to play a game with every window that is created, and they remember their states, I will be happy. This stuff is no where near that. Its even worse in space. KISS Keep it simple silly. Extra clicks in space are more than annoying, they are deadly. And dont even get me started on how I have to make my brain do backflips for a few minutes just to figure this thing out, and I still don like using it.

Think CCP! You have had 9 years of great success with the current windowed interface. The most basic and universal thing in the game, the User Interface. You are talking about throwing out your proven foundation!THINK CCP, THINK!
Bienator II
madmen of the skies
#102 - 2012-05-10 15:44:39 UTC
CCP Goliath wrote:
Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

yes

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#103 - 2012-05-10 15:45:00 UTC
Maul555 wrote:
as long as I can dock and open my hangar and ships window with a single click, and open every thing else with just 2 clicks, like now, and I don't have to play a game with every window that is created, and they remember their states, I will be happy. This stuff is no where near that.

Ships and hanger windows can be stuck to the station UI, That is the way I have had it from day one It should be a standard setting in the UI.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Wadaya
Trailerpark Industries
#104 - 2012-05-10 15:46:47 UTC
CCP Goliath wrote:
Everyone talking about multiple windows - you know that shift clicking opens up a new window right?



Not to sound mean, but, have you actually read all of the posts in the different threads why the unified window should at the least be optional? For manufacturers, Traders, POS Management it's going to add alot more unnecessary clicking. Improvements should improve, not scrap something and start over. There have been many constructive posts, especially in the dev blog comment page made by Tippia and quite a few others.

This is going to affect alot of people, and not for the better. After last summer, I am not shocked that you guys actively ignore critical posts and feedback and just push on your changes that to many of us are fundamentally flawed.

Callic Veratar
#105 - 2012-05-10 15:46:50 UTC
CCP Goliath wrote:
Everyone talking about multiple windows - you know that shift clicking opens up a new window right?


The issue is not that there's no way to open a new window, it's that you have to explain to us that shift clicking opens new windows. There needs to be an easy and clear way to open as many inventory windows as I want (like the current system) or a single window that has access to ALL available containers (and a button that opens duplicate windows) without having to go to the forums, wiki, or another player to figure out how things work.
Maul555
Xen Investments
#106 - 2012-05-10 15:47:15 UTC  |  Edited by: Maul555
Salpun wrote:
Maul555 wrote:
as long as I can dock and open my hangar and ships window with a single click, and open every thing else with just 2 clicks, like now, and I don't have to play a game with every window that is created, and they remember their states, I will be happy. This stuff is no where near that.

Ships and hanger windows can be stuck to the station UI, That is the way I have had it from day one It should be a standard setting in the UI.


I hate that and never use it. I didnt like the idea when they first put it out, and I keep my ships and hangar windows open side by side in every station, like I like them...
Dennie Fleetfoot
DUST University
#107 - 2012-05-10 15:48:36 UTC
CCP Goliath wrote:
Everyone talking about multiple windows - you know that shift clicking opens up a new window right?


You do know that that the cargo hold of your ship can't be opened separately without first opening the inventory field first then right clicking on in the smegging tree, therefore an extra action to perform when all I had to do was simply click on the cargo hold icon before...... right?

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Morwen Lagann
Tyrathlion Interstellar
#108 - 2012-05-10 15:58:17 UTC
Yes, we do. Except we have to jump through extra hoops to do it.

Instead of double-clicking on one can to open that, then double-clicking on another can, which is the fast and efficient way to do such a thing, you have to double-click on one can, go rummaging through the tree list, find the can you want (which is already RIGHT THERE next to the one you just double-clicked if you'd use the station hangar interface!), then shift-click it to open a new window.

... Yeah, that's totally more efficient than the current system. Sorry, no. Four clicks in quick succession will always be faster than double-click + move mouse to new window, navigate through tree list, shift-click. If I'm trying to look at containers in other stations, fine, maybe it's more efficient. But not if they're in the same station.

It still doesn't address the problem of the new system wasting screen real estate that's already at a premium comparable to water in the middle of a desert.

I like the concept. I do not like the implementation that forces me to have more wasted screen real estate to do things I don't want to do.

When I am in space:
- I want to see my ship's cargo.
- I want a quick reference of what's in my cargo, how much space it takes up, and how much space I have remaining.
- I do NOT want to see every container I have everywhere.
- I do NOT want this window to suddenly take up more space than it did before because someone thinks that the capacity bar needs to be 2-3x as thick, or that the filter box needs to be bigger, or that for some reason I actually care how much ISK is in my hold.

When I am in a station:
- I do NOT want to have to move this specifically-for-my-cargohold window around and resize it 50 zillion times a day because I tried to open a can by double-clicking - the STANDARD EXPECTED ACTION FOR OPENING SOMETHING - and the interface decided that my tiny window being used for my cargo hold should suddenly try to display the contents of a can I use to store all sorts of ammunition or modules.
- I do NOT want to have to take that tiny cargo window, open up the tree view, find the can I want to open, and then shift-click it to open it in a new window when I could just DOUBLE-CLICK the damn thing in my hangar and have it open in a new window already. And then, to top it off, turn off the tree view and re-shrink the window back to where it was.

This is a HORRIBLE user experience. You have removed existing functionality and replaced it with a horrifically inefficient mechanism to imitate that functionality.

It's very simple, but it seems we have to repeat ourselves multiple times to make it clear how poorly this new system has been thought out from that end:
- If I double-click on a container, I want that container to open in a new window. With this new system, I cannot do this anymore. This is lost functionality. Now I have to jump through hoops to open multiple inventory windows.
- I want windows to stay at the size I want them to be at. No larger, no smaller. With this new system, I cannot do this anymore. This is lost functionality. Now I have to deal with windows that cannot be made as small as I need them to be, and that have to be constantly resized as a side effect of the first point.
- I want these windows to show information I need in a tasteful, space-efficient manner. With this new system, I cannot do this anymore. This is lost functionality. Now I have to deal with ISK values I don't give a flying **** about, capacity bars that are three times larger than they need to be as if I couldn't read them before, and filter text entry fields that were arbitrarily increased in size.

Again: I like the concept of the new interface. But the implementation is terrible, removes and/or obscures existing functionality, and is one step forward visually but two steps backwards in terms of usability for many people.

Either allow us to say "**** no, I'm not using this" and have the option to continue using the old system, or actually pay attention to and address our concerns.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Blue Harrier
#109 - 2012-05-10 16:01:41 UTC
CCP, perhaps you might like to read and respond to your ‘Official Dev Blog’ post it is after all up to 27 pages of mostly constructive replies.

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

Maul555
Xen Investments
#110 - 2012-05-10 16:03:43 UTC  |  Edited by: Maul555
CCP. I don't have the luxury of looking over this and deciding if this is a game that I want to get into and spend my time on. I have already invested some 9 years with you guys, I have wasted time, and I am invested. I have been doing things a certain way for 9 years, and you are about to force me to abandon all my current workflows. If this was a brand new game that I had never played, I would probably not get into it because of the unified inventory alone. (its a nice game, too bad its a B!7CH to use) Do not implement changes that interrupt business as usual. You are not a new game, this is not a time to reinvent the wheel and throw it out there on everyone's cars. People have developed habits and procedures that work and serve them well. You cant just kill that off now without serious repercussions.
CCP Goliath
C C P
C C P Alliance
#111 - 2012-05-10 16:18:52 UTC
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.

Please do keep the usability feedback coming though - for instance, the behaviour of using "loot all" and then having an extra cargo window - this is the kind of use issue that can be dealt with.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Maul555
Xen Investments
#112 - 2012-05-10 16:23:55 UTC  |  Edited by: Maul555
CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.

Please do keep the usability feedback coming though - for instance, the behaviour of using "loot all" and then having an extra cargo window - this is the kind of use issue that can be dealt with.


You guys are going from Windows 95 straight to windows 7, and it looks like you are not including the option to use an old style interface. Windows at least implemented that stuff slowly over the course of 20 years, and included the option to revert to old ways. Hell, you can still get windows 7 to look and act mostly like windows 95... (not sure about windows 8, but I have heard you can get that to use an older style interface too)


Is CCP aware that this is not nearly ready to go live soon, and needs a lot of work to allow it to more closely emulate the current system?
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#113 - 2012-05-10 16:26:02 UTC
Would programing a pop up list when you mouse over the inventory neocom button be possible before deployment. Or a short cut bar in the inventory window so that we can select the major hangers with out scrolling.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Wadaya
Trailerpark Industries
#114 - 2012-05-10 16:29:14 UTC
Maul555 wrote:
CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.

Please do keep the usability feedback coming though - for instance, the behaviour of using "loot all" and then having an extra cargo window - this is the kind of use issue that can be dealt with.



Is CCP aware that this is not nearly ready to go live soon, and needs a lot of work to allow it to more closely emulate the current system?



Look at his tagline, He's the QA Director. That should answer your question quite thoroughly. I mean, look at all the past expansions that were bug ridden and seemed to escape QA even though they were pointed out months in advance by players on the test server. I'm quite sure an official email has already been sent saying "Everythign is great, we are good to go for the expansion. Some minor issues have cropped up but they can fixed in a future(tm) patch!"
Rendus
Burning Brothers of Orthon
#115 - 2012-05-10 16:40:17 UTC
CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.




Evolving Software? Sure fine. But tools need to retain basic principals and functionality. Just taking a basic functioning tool and replace it with "new" doesn't mean you've replaced it with "better" necessarily. (MSWindows has proven that concept over and over.) Taking a stone wheel and upgrading it to a steel hub with rubber tire is an improvement but doesn't change the design or functionality. That's positive evolution.
But what we have here is a round wheel that has been replaced with an octagonal shape with an off-center axle hole. Sure it still kinda of works, but it's hard to think that it's an improvement. You've made the functional use of the tool harder to complete.
That's why people are upset. (imho)



CCP Goliath
C C P
C C P Alliance
#116 - 2012-05-10 16:41:38 UTC
Wadaya wrote:
Maul555 wrote:
CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.

Please do keep the usability feedback coming though - for instance, the behaviour of using "loot all" and then having an extra cargo window - this is the kind of use issue that can be dealt with.



Is CCP aware that this is not nearly ready to go live soon, and needs a lot of work to allow it to more closely emulate the current system?



Look at his tagline, He's the QA Director. That should answer your question quite thoroughly. I mean, look at all the past expansions that were bug ridden and seemed to escape QA even though they were pointed out months in advance by players on the test server. I'm quite sure an official email has already been sent saying "Everythign is great, we are good to go for the expansion. Some minor issues have cropped up but they can fixed in a future(tm) patch!"


Charming. FYI I've been at CCP since August of last year, and in my current position for 1 month. Also, there's not a game in the world that doesn't ship/release with bugs. If you don't have an understanding of QA process and software lifecycle I would thank you to keep your opinions and conjecture on the matter to yourself.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

CCP Goliath
C C P
C C P Alliance
#117 - 2012-05-10 16:45:41 UTC
Rendus wrote:
CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.




Evolving Software? Sure fine. But tools need to retain basic principals and functionality. Just taking a basic functioning tool and replace it with "new" doesn't mean you've replaced it with "better" necessarily. (MSWindows has proven that concept over and over.) Taking a stone wheel and upgrading it to a steel hub with rubber tire is an improvement but doesn't change the design or functionality. That's positive evolution.
But what we have here is a round wheel that has been replaced with an octagonal shape with an off-center axle hole. Sure it still kinda of works, but it's hard to think that it's an improvement. You've made the functional use of the tool harder to complete.
That's why people are upset. (imho)





Interesting analogy Smile. I personally look at it more like the evolution from a Flintstones model of car (totally functional, pretty basic) to a modern day automobile - there's a ton of bells and whistles on it, you're not sure if you need or want them all (but hey they're free so might as well take them), the only drawback is you need to learn how to drive it!

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Dennie Fleetfoot
DUST University
#118 - 2012-05-10 16:45:42 UTC
Morwen Lagann wrote:
Yes, we do. Except we have to jump through extra hoops to do it.

Instead of double-clicking on one can to open that, then double-clicking on another can, which is the fast and efficient way to do such a thing, you have to double-click on one can, go rummaging through the tree list, find the can you want (which is already RIGHT THERE next to the one you just double-clicked if you'd use the station hangar interface!), then shift-click it to open a new window.

... Yeah, that's totally more efficient than the current system. Sorry, no. Four clicks in quick succession will always be faster than double-click + move mouse to new window, navigate through tree list, shift-click. If I'm trying to look at containers in other stations, fine, maybe it's more efficient. But not if they're in the same station.

It still doesn't address the problem of the new system wasting screen real estate that's already at a premium comparable to water in the middle of a desert.

I like the concept. I do not like the implementation that forces me to have more wasted screen real estate to do things I don't want to do.

When I am in space:
- I want to see my ship's cargo.
- I want a quick reference of what's in my cargo, how much space it takes up, and how much space I have remaining.
- I do NOT want to see every container I have everywhere.
- I do NOT want this window to suddenly take up more space than it did before because someone thinks that the capacity bar needs to be 2-3x as thick, or that the filter box needs to be bigger, or that for some reason I actually care how much ISK is in my hold.

When I am in a station:
- I do NOT want to have to move this specifically-for-my-cargohold window around and resize it 50 zillion times a day because I tried to open a can by double-clicking - the STANDARD EXPECTED ACTION FOR OPENING SOMETHING - and the interface decided that my tiny window being used for my cargo hold should suddenly try to display the contents of a can I use to store all sorts of ammunition or modules.
- I do NOT want to have to take that tiny cargo window, open up the tree view, find the can I want to open, and then shift-click it to open it in a new window when I could just DOUBLE-CLICK the damn thing in my hangar and have it open in a new window already. And then, to top it off, turn off the tree view and re-shrink the window back to where it was.

This is a HORRIBLE user experience. You have removed existing functionality and replaced it with a horrifically inefficient mechanism to imitate that functionality.

It's very simple, but it seems we have to repeat ourselves multiple times to make it clear how poorly this new system has been thought out from that end:
- If I double-click on a container, I want that container to open in a new window. With this new system, I cannot do this anymore. This is lost functionality. Now I have to jump through hoops to open multiple inventory windows.
- I want windows to stay at the size I want them to be at. No larger, no smaller. With this new system, I cannot do this anymore. This is lost functionality. Now I have to deal with windows that cannot be made as small as I need them to be, and that have to be constantly resized as a side effect of the first point.
- I want these windows to show information I need in a tasteful, space-efficient manner. With this new system, I cannot do this anymore. This is lost functionality. Now I have to deal with ISK values I don't give a flying **** about, capacity bars that are three times larger than they need to be as if I couldn't read them before, and filter text entry fields that were arbitrarily increased in size.

Again: I like the concept of the new interface. But the implementation is terrible, removes and/or obscures existing functionality, and is one step forward visually but two steps backwards in terms of usability for many people.

Either allow us to say "**** no, I'm not using this" and have the option to continue using the old system, or actually pay attention to and address our concerns.


++++++1 This is EXACTLY what I'm talking about

I'm getting an Incarna sized vibe to this I really am.

The work that's been done on the inventory, I've no problem with this at all. The tree system works in the right context.

BUT, your forcing us to use it in all situations and that IS wrong.

But I'm banging my head against the wall here. CCP are clearly set on forcing unified inventory on us because their convinced that its better when, according to the vast majority of feedback your're getting here and on the dev blog comments, its so far away from being better its not even in the same universe.

You tried forcing something onto us we told you wouldn't work last year.

How did that work out for you exactly?

Unless you heed the many suggestions on these feedback threads, when this thing hits Tranquility the proverbial is gonna hit the fan.

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Morwen Lagann
Tyrathlion Interstellar
#119 - 2012-05-10 17:18:32 UTC
Wadaya wrote:
Look at his tagline, He's the QA Director. That should answer your question quite thoroughly. I mean, look at all the past expansions that were bug ridden and seemed to escape QA even though they were pointed out months in advance by players on the test server. I'm quite sure an official email has already been sent saying "Everythign is great, we are good to go for the expansion. Some minor issues have cropped up but they can fixed in a future(tm) patch!"


This is not particularly helpful.


CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.

Please do keep the usability feedback coming though - for instance, the behaviour of using "loot all" and then having an extra cargo window - this is the kind of use issue that can be dealt with.


Change isn't improvement when there's regression in behavior. That's when it's just change for the sake of change. We've already listed several cases where the new interface is less efficient than the current system we have now, a pain in the ass to use, or just horribly designed. We have also provided some suggestions. Again, from my own posts:

- Double-click should continue opening new windows, not resetting the one you've already got open. That is standard UI behavior.
- Minimum sizes of windows should not be increased arbitrarily because someone decided that various pieces of information weren't big enough for us to be able to read them, or absolutely needed to be added. Example: capacity bar for containers is now several times thicker top to bottom, filter entry box is larger, ISK value of container contents.
- Containers should always remember where their window was positioned the last time they were opened, and what size they were at. Always.

Even if you're not going to let us keep using the old interface (which, yes, I get that it's an unreasonable request, but it had to be made to demonstrate our frustration with the new one), users should always be able to easily and efficiently replicate the old interface using the current one if we want. This would mean not having to use the tree menu to open new windows, not having to resize windows all the time, allowing us to tweak the size of some UI elements (because, really, I don't need the capacity bar to be the width of my computer's power cable), and making some of that excess information optional (I generally don't care what the ISK value of my cargo is, and therefore don't want to see it).

Trust me, we get that even UIs need to evolve over time. But when something as important and fundamentally tied to the user experience as the UI is being tweaked, you cannot sacrifice existing functionality and efficiency just for the sake of "it's new!".

Yes, tabbed browsing was a huge step up, but even the browsers that pioneered that shift retained the ability to continue browsing with multiple windows.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#120 - 2012-05-10 17:23:20 UTC  |  Edited by: Grey Stormshadow
CCP Goliath wrote:
Guys, honestly, the teams and I appreciate the feedback, and we do read it.

There is a recurrent theme in this thread of "change isn't improvement, its change", and to that I would just say look at the evolution of software as a whole - compare Windows 95 to Windows 8, IE to Chrome, etc - things can't be static forever and must evolve, sometimes in a dramatic way. Usability issues are excellent feedback. Simply saying "it's different, I don't want to adjust, give me the old one" is not particularly useful to the team. They have selected the design direction they are going in and it's not just a case of putting in a checkbox that says "use old system X" to cater to those who aren't keen on a slight adjustment to a system.

Please do keep the usability feedback coming though - for instance, the behaviour of using "loot all" and then having an extra cargo window - this is the kind of use issue that can be dealt with.


So in other words you're willing to rename tomato to Tomato but not willing to do anything about it being a tomato.

Your said that "They have selected the design direction". Who are they? Are they the end users? If so - why the feedback is like this?

If you really don't see the problems in big picture here - please take the time to study some history

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