These forums have been archived and are now read-only.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
Sellendis
The Ares project
#161 - 2012-05-11 10:00:08 UTC  |  Edited by: Sellendis
Grey Stormshadow wrote:
Thankfully Tippia still has the patience to present all the problems and facts in calm and non offending way. I lost that ability after few days of ignorance and got tired sinking the nail in with gentle blows. It is really unfortunate that it takes almost a week and sledgehammer to even get some thinking going.


I am trying mate, hoping against hope that some dev says "thank you for the feedback and ideas and we will look into it, some of the stuff you mention makes sense ", but as usual they force some unfinished half product that aside eye-candy works worse than the old one.

I was gonna make TQ inventory and Sisi comparison with pictures, but then i remember how much we argued about CQ and were ignored (till Jita riots), how much people complained about new font and were ignored. New textures are still low-res, ships look like crap from upclose, but at least they are 16 shades darker....Caldari are almost black, Amarr went from golden to turd colored textures. Its like no one in CCP gives a damn about feedback, i am wondering if they plan to make minmatar ships pink and call it art.

Still, as you said, Tippia is still trying. My hats of to her.
Cujoo Ell
Center for Advanced Studies
Gallente Federation
#162 - 2012-05-11 10:05:42 UTC
Sephira Galamore wrote:
Invisusira wrote:
CCP Goliath wrote:
Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

Yes. The problem is, this is innately unconventional and quite bothersome when you actually break it down.

A double click requires only one hand. Browsing, clicking, dragging; this is all down with one hand. By forcing an arbitrary "shift-click" command, you're making the interface two handed instead of one. That's double the hands. What if I'm holding a pizza, or a beer, or a cat, or what have you?

Jokes aside, it really is a very serious degression in basic interface logistics. Completely unintuitive, and counter to what every one who has ever used a GUI in their life will expect. Adding a second hand to what should be a one-hand command really is a huge no-no.

I'm also very happy to see a sudden swell of CCP posters in this thread, thank you for your feedback!

Dunno if anyone already mentioned that.. but have you thought of using the middle mouse button for that? I mean, we ARE making it closer to Windows Explorer, why not apply that idea, too?

Left Click -> Open Window, create new if none exists
Middle click -> New Window
(Right click -> Menu)

Maybe add Inventory "bookmarks", and show them the same way you show browser bookmarks on the NeoCom. These should remember the Inventory path and ideally the window position/size.


On a more general note:
I can really feel with you right now! You put effort in this feature, thought it was all brilliant (and so did I, at first, while reading the dev blog) and now you see everyone complaining and beeing terribly mad. I think many of us have been in situations like that.
But just follow up on the issues mentioned and everything will be fine.


^ This, use middle mouse button (chrome and other browsers use it to open new tabs) and add bookmark usable as neocom icon that remember sizes and positions.. i think that would be a nice compromise with the old system Smile
CCP RubberBAND
CCP Engineering Corp
#163 - 2012-05-11 10:23:50 UTC
Hey all, I'd just like to say, that our intention is not to ignore you, your feedback or indeed appear condescending. The feedback you are providing us is proving really, really valuable and we are working to resolve the issues you guys raise.

Some of the points being brought up are extremely valid, but we cannot implement them at the tip of the hat. Someone mentioned that we appear to be ignoring the feedback, we are not and we are already acting on it internally.

So to summarize, thank you for taking the time to write your replies, come to the forums, file bug reports, go to the test servers and show us this system is a close to live environment.

Our intention is to improve the user experience not hamper it.

Also kudos to Tippia who is making the most compelling arguments on the behalf of many of you. We are just human and are just looking for a conversation with the players (we want it!). But the old system is not coming back, but with your help we can make this new system what you guys need it to be.

Feel free to poke me on: Twitter

Sellendis
The Ares project
#164 - 2012-05-11 11:15:07 UTC
CCP RubberBAND wrote:

Our intention is to improve the user experience not hamper it.


So can we forever call on to the line above, when you take current functionality and implement something that takes longer to do the same thing... or make new system that's more confusing than the old one?

CCP RubberBAND wrote:


Also kudos to Tippia who is making the most compelling arguments on the behalf of many of you. We are just human and are just looking for a conversation with the players (we want it!). But the old system is not coming back, but with your help we can make this new system what you guys need it to be.


Can somebody from CCP tell us, why are you finding new ways to make our game experience more miserable?
You showed us with BETA UI long time ago, that new UI system could be OPTIONAL? You remember a check box in options with "new beta ui" Use on our own risk?
Then you force something new and it takes years of complaints to get it up to the old functionality (if even then).

Did anyone in CCP receive the memo of possible shadows for the UI letters? You know bright blue (almost white) nebula with white UI letters on it = you cant read crap? Or was that just a player monologue? This was a "communication" jab at CCP, just to clarify.

Same with new inventory, dont force everything in one window, its cluttered, it lost the easy to find factor, you crammed station hangar, containers, ships, corp hangar all in one window and kill the overview visibility.

Make the damned UI remember i want corp hangar open in a different window, same with ship cargo, ship hangar. Make space wreck looting as it was before. If someone wants to use all-in-one clutter combo let them, some others would like some functionality.

Dennie Fleetfoot
DUST University
#165 - 2012-05-11 11:16:03 UTC
CCP RubberBAND wrote:
Hey all, I'd just like to say, that our intention is not to ignore you, your feedback or indeed appear condescending. The feedback you are providing us is proving really, really valuable and we are working to resolve the issues you guys raise.

Some of the points being brought up are extremely valid, but we cannot implement them at the tip of the hat. Someone mentioned that we appear to be ignoring the feedback, we are not and we are already acting on it internally.

So to summarize, thank you for taking the time to write your replies, come to the forums, file bug reports, go to the test servers and show us this system is a close to live environment.

Our intention is to improve the user experience not hamper it.

Also kudos to Tippia who is making the most compelling arguments on the behalf of many of you. We are just human and are just looking for a conversation with the players (we want it!). But the old system is not coming back, but with your help we can make this new system what you guys need it to be.


Ok, a little more conciliatory tone there. Many thanks.

I've also had a decent nights sleep and feeling uncharacteristically in a good mood. It won't last I hope. Feels odd.

I've spoken with the CSM and they have assured me that you guys usually have internal builds that are many leaps ahead of what is on Sisi and I shouldn't judge whats on it as final product. I accept that is a fact of design. You keep chipping away until you find a solution.

I like the filters idea. I'm unlikely to use it because I'm a boxes guy. I like things in boxes. But I can see why it would help people.

The 'tree' I hate with a heat that rivals the Sun. I've always hated branch navigation in GUI's since the invention of GUI's back in the days of using an Amiga 500. Likely before most at CCP were even born. I've never used them in Windows and never on Mac OS9 and OSX. The option as always been turned off and will forever remain turned of until I die. So the chance's of your ever convincing me to use it in a game are none. Icons and windows. It's what I've used in computing for nearly three decades. They work better, faster and more efficiently than any interface that has ever been produced and no amount of argument will change my mind because I've 30 years of personal experience to back me up.

As to wanting the old system back. I don't want it back. There are many varied reasons why you've done what done. Most would be background optimization of code that keeps the memory footprint of the game low and reduce client and server strain. Those are good enough reasons alone to redo the inventory system.

What I'm asking for, nay, begging for, is for the new system to be able to as closely as possible replicate the visual look, feel and workflow patterns of the old one, should an old fart like me wish to set it up as such. And from the feedback from just this thread alone tell's I am by far not the only one to feel that way.

Until it can do that I strongly advise you to keep it off TQ until its ready. Most Eve players don't use Sisi, They rely on the dev blogs and forums posts to find out whats coming up. And if their forced to use it and its not changed from its current form you WILL have a lot of upset paying customers.

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#166 - 2012-05-11 11:26:48 UTC  |  Edited by: Grey Stormshadow
CCP RubberBAND wrote:

Our intention is to improve the user experience not hamper it.

At this point actions speak more than words. I can give you hint though - the stuff you have at SiSi now is not an improvement.

This shall be my last statement related to this issue for now. During Inferno launch day we will see how much truth your sentence had in it.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Sellendis
The Ares project
#167 - 2012-05-11 11:43:12 UTC
Grey Stormshadow wrote:
CCP RubberBAND wrote:

Our intention is to improve the user experience not hamper it.

At this point actions speak more than words. I can give you hint though - the stuff you have at SiSi now is not an improvement.

This shall be my last statement related to this issue for now. During Inferno launch day we will see how much truth your sentence had in it.



Or in the words of certain CCP employee "we watch what you do, not what you say".
So far, actions speed louder than words.
Vegare
Bitslix
Lolsec Fockel
#168 - 2012-05-11 12:08:49 UTC  |  Edited by: Vegare
I suppose manufacturing and research, which is a tiresome clickfest already, will feel like hell if CCP releases the new inventory without fixing the usability issues concerning multi-window use cases... but well i can see how the average mission runner doesn't think its a big deal! :D
Daneel Trevize
Give my 11percent back
#169 - 2012-05-11 13:21:35 UTC  |  Edited by: Daneel Trevize
CCP RubberBAND wrote:
ALT - C - Inventory
ALT - N - Ships
ALT - G - Items

In addition to this, there is a shortcut to go directly to your Cargohold, this is not assigned to a key by default, but you could set it to ALT - C (ESC - Shortcuts - Window). We discussed setting ALT - C by default to Cargohold, but ultimately it is just a default setting and users can change the key bindings.
Just do it. Cargo is the most important to PvP after fitting, and also hugely important to people moving things to market/POS, looting in PvE, etc. Set the shortcut by default.
Same as ALT being a terrible default for look-at, what with many dual-boxing and hitting alt+tab and also causing a terrible camera change & disorientation until it's unbound as a shortcut.

CCP RubberBAND wrote:

So I have a philosophical question that I am curious about. Why are so many people intent on interacting with items via the tree view and not via the ships window properly?

We actually implemented double clicking to board ships, so you can open the ships window and board ships by double clicking. This is much faster than dragging them to the station scene?
Double-clicking is easy to accidentally do (especially in pressured or laggy environments, think need to get something combat ready & undocked asap). Boarding a ship off of this is bad for 2 reasons. Firstly it could just do the previous default action of opening the cargo to make the change to this UI more seamless. Secondly it's make a server-side change, the player is now in a different ship without perhaps meaning to be, and their other inventory options get changed because of this.
Boarding a ship always has been easy enough by right-clicking and boarding (IDK why people like to drag to station scene).

Also, I've not checked if this has been raised, but resizing the inventory window needs to not scale all the contained UI. I chiefly use large icon view, and once the left index area is set wide enough to view the labels, I have the right hand side pane large enough to show complete item rows & columns at a time. When I'm resizing the inventory UI I'm wanting to add or remove row & columns-worth of area at a time for max usability. Currently the index pane divisor will move with resizing. I can't just make the UI 1 column wider and see 1 more column, instead I get most of a column but nothing's wrapped in to use that space, and a larger index label area which is useless. Divisor needs to stay at absolute position to the left side within this UI.

I believe people have already made the obvious cases for an in-space minimalist & remembered UI layout for muscle-memory assisted use of cargo & cans (think magic-bag can-in-cargo use with cap boosters for active tankers), while needing a different, larger rembered layout for docked/inside FF interactions with the completely different use-case sections such as ships hanger and station/pos containers.
Daneel Trevize
Give my 11percent back
#170 - 2012-05-11 13:34:42 UTC  |  Edited by: Daneel Trevize
CCP Goliath wrote:
... 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...

May I point out this from your own DevBlog
Quote:
After weeks of research and multiple rejected hypotheses we came up with what we are certain is the correct answer: a single window (please tell us it’s the right one)
(CCP's highlighting, not mine)
What if we tell CCP it's not the right answer?
The last large neocom update was scrapped. Is this one not to be rejected?

ATM a pure single window doesn't work for e.g. many PC desktop usecases, people will open multiple Windows Explorer instances. This isn't tabbed web-browsing where items don't interact between tabs, especially via user manual drag & drop actions.

Split pane is brilliant, have experienced it in Linux, please review in depth.
Konqueror for KDE 3 was similar in trying to shoehorn file management and web browsing inside the same UI chrome. Then they spun off Dolphin for dedicated filesystem interaction iirc in KDE 4 (one of the most cutting edge & innovative mainstream Desktop Environments afaik).
Gnome also got a hell of a lot of flak for enforcing their developer's opinion of the 1 right way to do things on their users. At least with FOSS, people can stick to previous versions of the same DE, for EVE they can only jump with or leave.
KDE has always been about giving choices. Sure there can be a lot of options to tweak with, but they can be hidden outside of Advanced Settings menus (as is a common thing to implement in many current media applications, I'm noticing). Once KDE 4 was polished it was a big success. But also they had a PR nightmare in encouraging people to use what was not feature complete, there was something like a year of bad press before they ironed out the creases. Only their competition's equally bad PR ensured people kept the minds open to trying them again.
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#171 - 2012-05-11 13:41:51 UTC  |  Edited by: Urgg Boolean
This new system seems like one of the very common programming/engineering mistakes: development in a vacuum with no defined/invoked standards.

It's great that you are asking for feedback, but that fact you created something so far away from sensible means that you spent a lot of time building something in a vacuum devoid of user input. The fact that there are so many inconsistencies means you failed to define and then invoke standards of usage.

My PvP friends consider me to be a slow keyboardist. Your new system only exacerbates my slowness....

Go back to the drawing board, and this time, use the feedback, and define and invoke standards so that everything functions consistently. You have earned a thumbs down from me.

Lastly, this seems like a veiled attempt to make it more difficult for macroers and botters. If so, this is yet another failed form of engineering, in that it makes life more difficult for the human users for the sake of deterring macroers/botters.
Blue Harrier
#172 - 2012-05-11 13:43:49 UTC
Hey guys after the latest round of updates I’ve found a sort of workaround, it’s a bit of a ‘kludge’ but it works for me.
I don’t know if this is by design or by accident.

So I do as suggested and set up a shortcut for ‘Open cargo hold’, I used [Ctrl] + [\], as it’s close together on the keyboard (UK English).

Next while docked I open the new UI, I then drag this into a small window with the tree minimised and park it on the left above my chat windows. I’m using this window as my cargo hold window.

Now from my merged ‘Items’ window I right click and holding down shift, click open container. This opens a new single window based on the already open ‘Cargo Hold’

Next I open another container and as expected it cascades over the first opened container.

I drag this opened window around and find it pops into the first container window as a new tabbed window.

So I try other containers and they all open as tabs in the first container window.

I close down everything and try re-opening, and everything (as long as I open the ‘Cargo Hold’ first, then the other windows), drops back to the same place as I first opened them including as a set of tabbed windows.

I exit the client and restart it again and it’s remembered everything including where my cargo hold resided and the windows should be tabbed.

Not as good as the original individual windows but it could work, have a try and see what you think. On my small laptop screen it does fit all the open windows I need in the space I have. Will try this later on my game machine.

It also remembers to keep the cargo hold open when I undock/re-dock and where it should be placed when I open/close it with the shortcut.

So your getting there CCP, keep on tweaking.

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

Cathrine Kenchov
Ice Cold Ellites
#173 - 2012-05-11 13:43:59 UTC  |  Edited by: Cathrine Kenchov
Sellendis wrote:
Grey Stormshadow wrote:
CCP RubberBAND wrote:

Our intention is to improve the user experience not hamper it.

At this point actions speak more than words. I can give you hint though - the stuff you have at SiSi now is not an improvement.

This shall be my last statement related to this issue for now. During Inferno launch day we will see how much truth your sentence had in it.



Or in the words of certain CCP employee "we watch what you do, not what you say".
So far, actions speed louder than words.


Please stop posting, your ~angry words~ are not helping. Also, if you are attempting to troll, all you are doing is screwing up a decent UI change. So, go away.


RubberBAND, you are doing a decent job so far, and thank your for trying to improve the UI

I mostly like the single window, its seamless and intuitive while in station. It is less so while in space, where the "multiple boxes" work much better.

Personally I am ok with the tree setup, though it needs to be more clearly organized. Having my active ship above everything else was quite odd.

Also, Please don't remove the "Ships" and "Items" buttons, they are very useful, and accessing one of those inventories directly, rather than 2-3 clicks is beneficial, especially in a PvP situation where shortcuts might be forgotten. Remember we have many many shortcuts to try and remember.

Lastly, opening up multiple boxes with Shift-click works, but things like double-click or right-click would also be beneficial. Please remember keyboard strokes may not always be optimal.
Blue Harrier
#174 - 2012-05-11 13:47:11 UTC
Please don’t get me wrong from the above, I still don’t ‘like’ the new UI but as it seems we are getting it like it or not I thought I had better try some lateral thinking to change my workflow.

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

Urgg Boolean
Center for Advanced Studies
Gallente Federation
#175 - 2012-05-11 13:53:42 UTC
Blue Harrier wrote:
Hey guys after the latest round of updates I’ve found a sort of workaround, it’s a bit of a ‘kludge’ but it works for me.
I don’t know if this is by design or by accident.

So I do as suggested and set up a shortcut for ‘Open cargo hold’, I used [Ctrl] + [\], as it’s close together on the keyboard (UK English).

Next while docked I open the new UI, I then drag this into a small window with the tree minimised and park it on the left above my chat windows. I’m using this window as my cargo hold window.

Now from my merged ‘Items’ window I right click and holding down shift, click open container. This opens a new single window based on the already open ‘Cargo Hold’

Next I open another container and as expected it cascades over the first opened container.

I drag this opened window around and find it pops into the first container window as a new tabbed window.

So I try other containers and they all open as tabs in the first container window.

I close down everything and try re-opening, and everything (as long as I open the ‘Cargo Hold’ first, then the other windows), drops back to the same place as I first opened them including as a set of tabbed windows.

I exit the client and restart it again and it’s remembered everything including where my cargo hold resided and the windows should be tabbed.

Not as good as the original individual windows but it could work, have a try and see what you think. On my small laptop screen it does fit all the open windows I need in the space I have. Will try this later on my game machine.

It also remembers to keep the cargo hold open when I undock/re-dock and where it should be placed when I open/close it with the shortcut.

So your getting there CCP, keep on tweaking.

Far too quirky and complicated. Imagine if a cell phone company tried to sell this windowing system as "new and improved" ... They would be bankrupt. And it reminds me a of statement people made about the UI when I started this game: "You'll get used to it." This new system seems like more of the same garbage UI design that is NOT user friendly and easy to use. It is NOT new and improved. It is less intuitive and more cumbersome.

CCP :: start over.

Sellendis
The Ares project
#176 - 2012-05-11 14:16:05 UTC  |  Edited by: Sellendis
Cathrine Kenchov wrote:


Please stop posting, your ~angry words~ are not helping. Also, if you are attempting to troll, all you are doing is screwing up a decent UI change. So, go away.


Please stop posting, your ~angry words~ are not helping. Also, if you are attempting to troll, all you are doing is screwing up a decent current UI. So, go away.

Or in other words, go reread the whole thread, we already reported stupid new UI window management system.
Dragging from window A to window B is easier then seeing only one window content and dragging stuff to a small bar that represents your "other window".
If you open 2 windows and one of them is a ship cargo window, the game doesn't know you like 1 ship cargo window in a defined location, so game defaults both windows to station window. Brilliant.

What about ship hangar? We have ship icons that are gonna be useless since our ships are now just a line of text. Can we drag that line of text to hangar and activate the new ship? No. Even if i make a new window to act as ship hangar to see my ship collection, it defaults to ship cargo when i undock and doesn't remember the settings or location of said window. Still no progress.

And again, i dont mind the new inventory window looks, what i mind is the current mechanics that is a big step back from current multy-window UI we have.

On angry word account, if you haven't noticed, CCP tends to play silent or downright ignore all the feedback and go with their plans and leave players to adapt or GTFO. It didnt happen only once or twice, it happens every damn time they dabble with UI or icons.
They need to spend manpower and work-hours even after the community tells them its going in the wrong way, then scrap the project and revert to old working one. Like new modules icons that are too dark and indistinguishable, so the rollback the old old icons. They removed the ship hangar spinning, after saying its impossible to make work in new version, then after a little code-fu its back. But we needed to fight some stupid decisions tooth and nail to get a result.

All players asked for was tabs in station cargo window, like we have in corp hangar. CCP told us to use containers, now they redesign all UI and still no tabs?
Delphina Amaranthus
Random Variable Ventures
#177 - 2012-05-11 14:23:37 UTC
I think I can get used to most of the inventory system. There are only three (maybe it counts as more?) changes I would like. I would like to be able to see the active ship in the inventory. As is, I would never use the CQ because I would have to go over to the sofa or out the the balcony to see which ship I'm in. Mind you, if I have another ship in the station, I could switch out and back in to figure out which one I was in, but that is a bit cumbersome. Please tell me if I'm not correct in my assumption that I can't view my active ship in the new system.

Another change I would like to see is more delineation in the levels of inventory, as the current text is not indented enough to make the levels clear. I would also like to see, specifically, the "corp items" in the orca at the same level as the other "Ore Hold", "Ship Maintenance Bay", etc. and would also like to see the Orca cargohold in that same listing, as opposed to requiring a right-click on the orca name.

I think I can get used to the rest, although finding the inventory button has so far been a bit of a pain. A solution to this would be to allow moving the character sheet button to below the inventory button to separate it from the other buttons. I did move the inventory button to right under the character sheet.
Maul555
Xen Investments
#178 - 2012-05-11 15:39:22 UTC  |  Edited by: Maul555
I think CCP needs to go back to the drawing board. This new interface is too clunky for me. I am the guy who never uses voicemail because I refuse to subject myself to checking it... This new UI is voicemail bad.




CCP: This is happening, just accept it.

sounds like what most people hear right before getting raped, and I don't want to be raped. Unless its by Zooey Deschanel, then its good r@pe. BUT THIS IS NOT GOOD R@PE!
Talon SilverHawk
Patria o Muerte
#179 - 2012-05-11 16:50:43 UTC
So like it or tough seems to be the general message from CCP. Nice Shocked

Thanks

Tal



Just Alter
Futures Abstractions
#180 - 2012-05-11 17:06:56 UTC
CCP RubberBAND wrote:
Hey all, I'd just like to say, that our intention is not to ignore you, your feedback or indeed appear condescending. The feedback you are providing us is proving really, really valuable and we are working to resolve the issues you guys raise.

Some of the points being brought up are extremely valid, but we cannot implement them at the tip of the hat. Someone mentioned that we appear to be ignoring the feedback, we are not and we are already acting on it internally.

So to summarize, thank you for taking the time to write your replies, come to the forums, file bug reports, go to the test servers and show us this system is a close to live environment.

Our intention is to improve the user experience not hamper it.

Also kudos to Tippia who is making the most compelling arguments on the behalf of many of you. We are just human and are just looking for a conversation with the players (we want it!). But the old system is not coming back, but with your help we can make this new system what you guys need it to be.


A good post.

Akin to what affinity is saying about incursions (they were nerfed too hard and now they want to listen to the community).

It's clear that ccp,as a whole, has changed and it's much better than a year ago.

So, to the whiners, keep whining and proposing idea but stop being so negative.

That's all i want to say, as i personally like the new ui already, stop being so cynical about the devs: they're better than 1 year ago.