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UI Changes - The Inventory System [UPDATED 2012.05.30]

First post
Author
Maul555
Xen Investments
#181 - 2012-05-11 17:25:39 UTC
Just Alter wrote:
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.



and I really wish you would stop encouraging the devs to keep going down this path as one of their latest yes men, assuring them that everything is all right. yes men cause damage wherever they go, and usually get rewarded and promoted for their brown nosing. One of the biggest problems in the world, yes men.
Rrama Ratamnim
Republic University
Minmatar Republic
#182 - 2012-05-11 18:24:26 UTC
people whining they cant see there ship icons... umm am i the only one that clicks the ships header in the tree and ... GASP sees all the ship icons?
Rrama Ratamnim
Republic University
Minmatar Republic
#183 - 2012-05-11 18:26:56 UTC
Talon SilverHawk wrote:
So like it or tough seems to be the general message from CCP. Nice Shocked

Thanks

Tal





Thats not wha tthey said, they said theres no going, back but they will work to make things usable and better for everyone as time goes on, for the love of god its a beta on sisi, of a first release of the new item system...

its insane the amount of rage these kind of things get...

Personally only thing i see missing is SymLinks... to open directly a small cargo window or ship window if i click the old buttons, from there old location as well as the old right click hip menu (and the corp hanger as well) ... that would solve so much of the whining.
Tippia
Sunshine and Lollipops
#184 - 2012-05-11 18:28:25 UTC
Rrama Ratamnim wrote:
people whining they cant see there ship icons... umm am i the only one that clicks the ships header in the tree and ... GASP sees all the ship icons?
You only see the ones that are assembled, because they're the only ones that can act as inventory containers. You no longer see any unassembled ships you had in your hangar, like you did with the old ship window.
Pierced Brosmen
The Scope
Gallente Federation
#185 - 2012-05-11 20:12:37 UTC  |  Edited by: Pierced Brosmen
Haven't been on sisi for a few days, but I see there are some improvements since last time (the in-space and in-station different window size and position stuff was a welcome improvement), so here is some feedback.

  • Loading inventory when docking seems very slow compared to the old system. I hope this will be optimized
  • Some settings menu would be appreciated where basic settings can be chosen like:

    1. when docking, the inventory should default to eighter cargohold or items.
    2. when double clicking container in item window (not tree view) should open new window or open in existing window
    3. Default corp hangar (that you can access by just clicking the corp icon (and that this won't expand the list of hangars)
    4. Possibility to set cargohold of active ship as a separate entity that will always have a separate window from the rest of the inventory management.

    • Please give us support for mouse back/forward buttons (thumb buttons) to navigate the history of inventory locations, like a browser (since you like to bring up the Win 95 to Win 8 analogy, this has been supported by the Windows file manager for ages)
    • (assuming point 4 above is not possible) Although I like that the in-space and in-station window settings are separate, I would like the in-space window to be set individualy per ship (like the old system), cause I would have a different preference for cargohold window size/position when flying a Tengu compared to flying an Orca
    Zagdul
    Federal Navy Academy
    Gallente Federation
    #186 - 2012-05-11 20:14:23 UTC  |  Edited by: Zagdul
    Oh wow, this thread... Shocked I was hoping you guys wouldn't respond to this thread... Just read it Roll


    CCP Goliath wrote:
    Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

    Yes, but it's not intuitive.

    A simple dual pane would solve this.

    Split the inventory window so you have two containers open at the same time. For example, my inventory of my ship hangar and a drone bay. A loot can in space and my cargo bay.

    Some people need the old option there, but enhance/improve and make it better.

    Please, click this image to see what I'm trying to convey in words.

    http://i.imgur.com/j8Jyn.jpg


    EDIT: ctrl+click = whole new window.

    Dual Pane idea: Click!

    CCP Please Implement

    Solhild
    Doomheim
    #187 - 2012-05-11 21:53:09 UTC
    Zagdul wrote:
    Oh wow, this thread... Shocked I was hoping you guys wouldn't respond to this thread... Just read it Roll


    CCP Goliath wrote:
    Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

    Yes, but it's not intuitive.

    A simple dual pane would solve this.

    Split the inventory window so you have two containers open at the same time. For example, my inventory of my ship hangar and a drone bay. A loot can in space and my cargo bay.

    Some people need the old option there, but enhance/improve and make it better.

    Please, click this image to see what I'm trying to convey in words.

    http://i.imgur.com/j8Jyn.jpg


    EDIT: ctrl+click = whole new window.


    Almost shocked at how sensible this is. Nice work btw. I haven't checked how a loot can in space works yet, is it a separate window - would it need to be an extra panel in the unified inventory like this?

    I wonder if assets and a number of jumps filter could be brought into this model too?
    Tippia
    Sunshine and Lollipops
    #188 - 2012-05-11 22:23:02 UTC
    Solhild wrote:
    I haven't checked how a loot can in space works yet, is it a separate window - would it need to be an extra panel in the unified inventory like this?
    Right now, it invariably opens up in the main window where you are currently showing the ship cargo hold unless you jump through a few hoops and shift-click in the tree view as close-by cans appear there (and they have a tendency not to do so quite as automatically as one would like).

    If something like that split pane view were implemented, I would like to see cans open in a third pane, because they are temprary objects which only serve the purpose of being emptied and then be gone, and that should never overwrite anything I've decided I want to see in my main window(s).
    Talon SilverHawk
    Patria o Muerte
    #189 - 2012-05-11 22:44:33 UTC
    Rrama Ratamnim wrote:
    Talon SilverHawk wrote:
    So like it or tough seems to be the general message from CCP. Nice Shocked

    Thanks

    Tal





    Thats not wha tthey said, they said theres no going, back but they will work to make things usable and better for everyone as time goes on, for the love of god its a beta on sisi, of a first release of the new item system...

    its insane the amount of rage these kind of things get...

    Personally only thing i see missing is SymLinks... to open directly a small cargo window or ship window if i click the old buttons, from there old location as well as the old right click hip menu (and the corp hanger as well) ... that would solve so much of the whining.


    Lol filled with rage no, just annoyed they are bringing in something to fix something that isn't broken and makes life more awkward.

    And yes it is, we haven't been a given a choice. They might have thought to ask, actually maybe some of our customers might like multiple windows without jumping through hoops and left the option there.

    I've tried it again tonight and still dislike the new system, but filled with rage no,

    Tal


    Sjach Kothar
    Immaterium Tombworld
    #190 - 2012-05-11 22:56:40 UTC
    i was trying out the new filter tool and bought a ton of random items for the market plus what i had in one of my more cluttered stations to see what i could find using different filtering options and how specific i could get in my searches..... and i have to say that i was extremely pleased by it.

    i would like to see filter tool to be applied to the market window as well as the assets window. i believe that the filter will make for a much easier means of a searching method to find a specific item, or search through many items across many categories looking for something you might have not have been looking for specifically.

    For example you are looking for a mid slot item for a ship you are fitting but don't want to use more then 35 cpu.
    if you already have such an item in your inventory you would easily be able to find it by using your assets window to find its location, if you don't already have what your looking for and want to look at the market for it then you can use the same filter to search across the many items that may be on the market effectually making all three windows customizable and flexible to each individual person.


    i think that this new filter would be a welcomed addition to the market window and the assets window as it will be to the inventory window.
    Kaleb Rysode
    The Scope
    Gallente Federation
    #191 - 2012-05-12 06:47:35 UTC
    Zagdul wrote:
    Oh wow, this thread... Shocked I was hoping you guys wouldn't respond to this thread... Just read it Roll


    CCP Goliath wrote:
    Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

    Yes, but it's not intuitive.

    A simple dual pane would solve this.

    Split the inventory window so you have two containers open at the same time. For example, my inventory of my ship hangar and a drone bay. A loot can in space and my cargo bay.

    Some people need the old option there, but enhance/improve and make it better.

    Please, click this image to see what I'm trying to convey in words.

    http://i.imgur.com/j8Jyn.jpg


    EDIT: ctrl+click = whole new window.


    This is actually a really good idea, and should push the UI changes more in the right direction. Definitely click the image to understand what Zagdul is talking about, because its hard to understand in words.

    "The reality is that the sandbox is amoral. You don't have to like it, but...reality owns."

    EX Mcloven
    Krimson Killerz
    #192 - 2012-05-12 07:06:15 UTC
    Zagdul wrote:
    Oh wow, this thread... Shocked I was hoping you guys wouldn't respond to this thread... Just read it Roll


    CCP Goliath wrote:
    Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

    Yes, but it's not intuitive.

    A simple dual pane would solve this.

    Split the inventory window so you have two containers open at the same time. For example, my inventory of my ship hangar and a drone bay. A loot can in space and my cargo bay.

    Some people need the old option there, but enhance/improve and make it better.

    Please, click this image to see what I'm trying to convey in words.

    http://i.imgur.com/j8Jyn.jpg


    EDIT: ctrl+click = whole new window.


    Realy awesome solution think this would make for a better end all change :)
    Zagdul
    Federal Navy Academy
    Gallente Federation
    #193 - 2012-05-12 08:12:17 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.

    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.


    People aren't opposed to change and if you read these posts, people are actually providing constructive feed back. I know you have one of the most challenging jobs where you need to weed though the white noise of whining and complaints... but it's because people are passionate about your work and concerned.

    If you release the inventory the way it is right now, people will not be happy. You're altering their comfort zone. When making the improvements, you need to allow for people to migrate into how you see the world should work.

    Dual Pane idea: Click!

    CCP Please Implement

    Zagdul
    Federal Navy Academy
    Gallente Federation
    #194 - 2012-05-12 08:43:15 UTC  |  Edited by: Zagdul
    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?

    Specifically on your question though, we are also investigating this, but it is not trivial and also unlikely to make it in for Inferno.

    Define proper sir! :) I guess it was an unforeseen simpler way of doing things we found. Throw a bunch of ships in your hangar, rename them to PVE ship1, small gang 2, fleet ship 3 and check it out. I think you'd naturally try to double click from the tree also?

    If not you're an odd man, because I keep clicking on that damn tree or trying to drag a ship from there like a moron every time I fire up the new inventory. Might be cause the list style with the name is nicely organized.

    I would like to fire back a philosophical question.

    Why did you remove the Ship Hangar button from the Neocom? GOD PUT IT BACK!

    CCP RubberBAND wrote:

    On the backlog, we just need to find the time to do the work, will not be for Inferno, but will be soon after if there is enough demand for it.


    Believe me, there's demand. If I create filters that I cannot transfer across characters/accounts I'm going to be very fu@#king frustrated I need to do it on my 7 other accounts.

    It may just be easier to make filters account wide? Or, a shared cache folder?
    CCP RubberBAND wrote:

    Could you clarify this? I don't understand. You want when your fitting screen is open to display how many items you have that can be fitted to your ship? Of a type? Where is this information meant to display, can you not create a specific filter?

    We are working on some more advanced filters that could potentially serve this purpose?


    Browse your saved fittings. When you select a fitting, it lists the modules fit to the ship. At the end of the module name, maybe a number in parenthesis that says how many you own in assets. I'll hop in photoshop later and post an image on what I mean.

    Potentially a 'right click > find in assets' ability. This may be something that would require a bit more trickery to accomplish, but one many would love ya for.

    The problem: I have a fit I use, I'd like to know how many of each module I have in my assets without having to type that module out each time to 'search'.

    CCP RubberBAND wrote:

    Unassembled ships is not a defect. Only container locations are meant to display in the tree view. Refer to my previous point about using the tree view instead of the ship window.

    The queries are exclusive, no inclusive. If you have one filter that is Ammunition and a separate one that is Turrets. If you tick them both, the system is looking for something that is BOTH a Turret AND Ammo so it will find nothing. On the other hand you could create a filter

    Group is Charge All
    Group is Module All

    Match
    Any (instead of All)

    You can drill down further if you like.

    The final issue is a defect and has been fixed. We now display the decimal value correctly in all locations.

    Finally a big concern that is being raised again and again, is multiple window usage. We are already investigating this and hope that we can fix it in time.

    However on a personal note, every time I have to go back from the Unified Inventory to multiple windows, I cringe. We understand the usability concerns raised here, but once people have been given some time to acclimatize themselves, we strongly believe that this will provide the best user experience.

    I will talk to CCP Optimal and CCP Arrow tomorrow first thing, since they are both out of office now.

    Thank you for the feedback and please keep the feedback coming, we are reading and replying when possible, but we are also working on simply resolving these issues rather than giving you up to the minute updates. As much as it pains me to say, writing replies is time consuming!



    If you get a moment, try to put a bunch of different types of modules in a hangar.

    Throw different size missle launchers (S/M/L) do some turrets and ammo for all of these.

    Then, grab a Brutix and time how long it takes you to make a filter for medium hybrid turrets AND medium hybrid ammo. Part of the issue is the categorization.

    I don't really have a solution or any contribution to make that process easier, but it's the issue I have with it. I realize this will include in adding tags and all kinds of fun id's to the database to accomplish. I also realize it's way over my head so I won't pretend to know what I'm talking about here. I just know that it's a huge problem that could use love.

    On a personal note from me, I like where you're going with the inventory system. I just think it needs a little more attention. Thank you for being involved with us to develop it. You're the coder dude, I'm the dumb guy behind the computer trying to use it.

    Sometimes hearing us out, as irate as we can be is good because we have to use it and we'll always be your biggest critics. Don't let it bother ya, just try to weed out the white noise and read between the good/bad suggestions. Ultimately it's up to you how you'd like it to function. We can also be a good source of ideas too.

    And you're welcome, thanks for listening.

    Dual Pane idea: Click!

    CCP Please Implement

    Terrare Vordai
    Ascendance
    Goonswarm Federation
    #195 - 2012-05-12 13:24:36 UTC
    Zagdul wrote:
    Oh wow, this thread... Shocked I was hoping you guys wouldn't respond to this thread... Just read it Roll


    CCP Goliath wrote:
    Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

    Yes, but it's not intuitive.

    A simple dual pane would solve this.

    Split the inventory window so you have two containers open at the same time. For example, my inventory of my ship hangar and a drone bay. A loot can in space and my cargo bay.

    Some people need the old option there, but enhance/improve and make it better.

    Please, click this image to see what I'm trying to convey in words.

    http://i.imgur.com/j8Jyn.jpg


    EDIT: ctrl+click = whole new window.


    This
    Mashie Saldana
    V0LTA
    New Eden Alliance 99013733
    #196 - 2012-05-12 14:07:08 UTC
    Is it just me or are packaged ships invisible in the new inventory system? If I assemble them they show up, if I hit repackage they are nowhere to be found (besides the old assett window).
    Pierced Brosmen
    The Scope
    Gallente Federation
    #197 - 2012-05-12 14:50:27 UTC
    when packaged they don't sho up in the tree view, but if you just click the "Ships" link for the root level of the ship hangar, the unassembled ships are there
    Kazulty
    Shadow State
    Goonswarm Federation
    #198 - 2012-05-12 14:55:17 UTC
    Zagdul wrote:
    Oh wow, this thread... Shocked I was hoping you guys wouldn't respond to this thread... Just read it Roll


    CCP Goliath wrote:
    Everyone talking about multiple windows - you know that shift clicking opens up a new window right?

    Yes, but it's not intuitive.

    A simple dual pane would solve this.

    Split the inventory window so you have two containers open at the same time. For example, my inventory of my ship hangar and a drone bay. A loot can in space and my cargo bay.

    Some people need the old option there, but enhance/improve and make it better.

    Please, click this image to see what I'm trying to convey in words.

    http://i.imgur.com/j8Jyn.jpg


    EDIT: ctrl+click = whole new window.



    ^^^^^^^^ This!!!!!

    BTW the Fitting tool should be the same way... a split window:

    On the left the standard fitting window with all the slots/ship picture/etc and on the right a window showing all the mods and stuff that you have in that station that COULD FIT on that ship in the fitting window.

    This right window would NOT show corpses/minerals/skill books/ mods that are too big for that ship etc....

    Plus it could have a few tick boxes as filters:

    -- Have CPU (only slows mods that will fit with the CPU the ship has left)
    -- Have power ( only slows mods that will fit with the power the ship has left)
    -- Mid/high/low/rig (one box for each)
    -- AMMO/Scripts (only shows ammo/scripts that would fit in the weapons CURRENTLY installed on that ship)
    -- Have Skills (if you do not have the skill to fit it you do not see it)
    -- Fitting (you browse and pick a fitting at it shows only items from that fitting in the right window)
    -- Defensive (shield/armor/hull-- only shows stuff that is defensive)
    -- Offensive (only shows weapons, jammers, disruptors, etc ...)
    -- Passive (only shows PASSIVE MODS)
    -- Active (Only shows ACTIVE mods)
    -- Non-combat (only shows non combat mods -> cargo expanders / power diagnostic / tractor beams / etc...)
    -- Cap Stable (only shows mods which, if fit to the current set up, would keep the ship Capacitor Stable)
    -- Station (if picked only shows stuff in the CURRENT Station... if unselected shows all your stuff no matter where it is... but it would be greyed out if not in the current station)

    So if I open fitting and tick midslot+active+defensive+have cpu+have power+have skills -> I'll see all the active shield mods that could fit in my ship's mid slots given my current skills.

    Now I do not need to remember passive/active mod names or pictures ... I just see what i am looking for.

    -- Kazulty
    Tippia
    Sunshine and Lollipops
    #199 - 2012-05-12 15:20:26 UTC  |  Edited by: Tippia
    Mashie Saldana wrote:
    Is it just me or are packaged ships invisible in the new inventory system? If I assemble them they show up, if I hit repackage they are nowhere to be found (besides the old assett window).
    Yes. Well, kind of. Ships don't show up in the ship list unless they are containers (i.e. assembled). They do show up in the Ship inventory if you click it, but you have to be sure you actually drag it there and not somewhere else, because otherwise it won't actually be moved… You used to be able to drag a ship to the (item) hangar floor and have it show up in the ship hangar, but no more.

    This kind of ties into the queston RubberBAND asked, which I don't think I really answered…
    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?
    …because the ship is already listed there. Its, by far, the quickest way to access it. Why on earth should I have to click on a container to see almost exactly the same list that I already have available in the tree view before I can interact with the ship? Why do I have to scroll up through my list of ships (very likely going past the ship I intend to interact with), to click on a heading in the tree view (the Ships container to open the ships view), to scroll down through almost exactly the same list all over again to get to the ship I wanted, and then use rclick→whatever on it? I should be able to do that rclick action (or interact with it in some other way) from pretty much any location where I see the ship listed, including the tree view. This is one example of what we mean by you adding needless extra steps and reducing the efficiency of the UI.

    If I'm allowed to exaggerate, it's a bit like asking people to write a memo by copy-pasting individual letters listed at the top of the page, so every time you want to type a new letter, I have to scroll to the top of the page and fetch the one I want, and then asking why they're trying to copy-paste those letters from some other place on the page that is much closer… (and yes, there's also the question of why we can't just use the keyboard to type the letters, but that's a slightly different issue which also exists in the UI).

    As you've seen a number of times now, and as further illustrated by Mashie's confusion above, this is thoroughly counter-intuitive: if my ships are listed in the tree view, how come some aren't listed? It turns out that it's because the tree view isn't actually a list of my ships (which is also why I can't always interact with them the way I expect). If you think about it, it kind of makes sense: an assembled ship is a container, and thus shows up as a “folder” in the tree view that lists all such containers; an unassembled ship is not, and therefore does not, but the thing is that you shouldn't have to think about it. Intuitively, if you see your ships listed somewhere, you'll think “oh, my ships are listed here”, and then something breaks when some ships aren't, and when it turns out that the list of ships isn't actually a list of ships in the strictest sense.

    You've made a conceptual split in the UI that only hinges on an underlying database difference, and then tacked functionality onto that difference, which is kind of the opposite of the approach you want to take if you want a good UI — you're supposed to abstract away these deep-wiring differences, not put then front and centre.
    Grey Stormshadow
    Sebiestor Tribe
    Minmatar Republic
    #200 - 2012-05-12 15:21:47 UTC
    I'm not very big fan of split windows if the alternative is to have separate windows.

    Get classic forum style - custom videos to captains quarters screen

    Play with the best - die like the rest