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UI Changes - The Inventory System [UPDATED 2012.05.30]

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Author
MotherMoon
Tribal Liberation Force
Minmatar Republic
#261 - 2012-05-15 21:03:08 UTC  |  Edited by: MotherMoon
Stralow wrote:
Profile Bourne wrote:
I find an easy-to-grasp analogy can be helpful at times like these.

The new inventory system is a powerful improvement. It will be very useful in station, as soon as folks have a chance to find out what it can do for them.

However, trying to use in in place of the cargo hold view while undocked is like trying to use a chain saw when all you really need is a penknife. You can make it work, after a fashion, but you may not be full satisfied with the results.

Please leave our undocked functionality as it is now. A full-blown inventory control system is not a useful replacement for a simple open window.



He makes sense. Undocked and in a POS the new UI is just bad. But its not bad because of the UI itself, its bad in combination with the POS and its modules. On the left you have the wonderful menu with all you structures that can have stuff inside. Problem is, you cant look inside some of them, because you are not within range. And you cant really look where you are, because the whole window is just too big. So you have to close it or click on the structure and approach. Then wait. But now you cant look inside other structures because you are out of range here.
And the whole inventory system invites me to move stuff around by simply click it. Just put the gas from the corp hangar into the reactor. Fail, dont work, not in range.

TL;NR Bring the new inventory along with a whole pos overhaul where you dont have to be in range or can manage the pos more central instead of move things around all the time


What are you talking about? just go to POS, open each window separately, go about business as usual, whats the problem here?

you never even need to open the new UI to get all those windows open, you're creating a problem when there is none.

YOu can shift click to open a new window EVERYWHERE. just open them, close new UI, BAM you have seperate windows. You won't even know the difference, your just trying to find something to complain about.

http://dl.eve-files.com/media/1206/scimi.jpg

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#262 - 2012-05-15 21:40:28 UTC  |  Edited by: Grey Stormshadow
Just finished quick test run with newest sisi client.

Good thing is that opening new windows seems to be easier now as shift key is more widely supported. However client wasn't still willing to keep the "extra" windows open and where I left them between undock/dock sessions.

Also double clicking hangar background should always open active ships cargo bay to new window (if not open already). Current behaviour where this function opens/closes same window than neocom's inventory button feels really wrong (however if you feel really strongly against this, please at least make it so, that above happens when you're holding shift key down when double clicking the background).

Also you might want to go to esc menu, set easy theme selection, put desert theme on and look how the inventory window becomes pretty unusable. Open market window next to it and you'll figure what is wrong with the colours you're using.

Anyway just quick test run - didn't really invest much time to this now as apparently you already got new version coming.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#263 - 2012-05-16 02:28:27 UTC
MotherMoon wrote:


What are you talking about? just go to POS, open each window separately, go about business as usual, whats the problem here?

you never even need to open the new UI to get all those windows open, you're creating a problem when there is none.

YOu can shift click to open a new window EVERYWHERE. just open them, close new UI, BAM you have seperate windows. You won't even know the difference, your just trying to find something to complain about.


Except not...unless you found a way to access any form of storage place w/o using the new UI...with its own tree and uddles of extra TMI spammed everywhere

Shift clicking is great and all....well it would be, if it every remembered what each of those extra instances of the UI contained individually and where it was and how big. Currently the Shift-click windows just open where the last one was opened...so you would have to move and re-size all those windows each shift-click, each time you went to the POS...

Also, the old system allowed you to view the needed hanger tab w/o the fuss or hassle of seeing the others...now in order to view one tab, you must have all of them populating the tree, which means you either have to scroll for ages or have the whole UI window so large it takes up the whole screen...using a POS that has alot of arrays is just plain messy.

This is NOT a product ready for the masses, and should thussly be delayed until you have the same functionality and useability of the of the system it is replacing. When new one takes more clicks/scrolling/time....it is NOT an improvement.

CCP, please just understand that we are not saying "its bad b/c its new and i don't like it"...its bad b/c it functions horrendously and does not improve the usability of the inventory, i'm actually surprised you guys like it, maybe not enough time spent doing more rigorous tests...bringing a mining orca to the POS to dump ore into one of the arrays....is a nightmare now...used to be ONE click, ONE drag...DONE how is this new system faster while taking up the same amount of screen space?

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Tippia
Sunshine and Lollipops
#264 - 2012-05-16 05:13:24 UTC
MotherMoon wrote:
not trolling, I'm serious, if you can't follow eve has it becomes a game people can actully play without a 40 page intrustion booklet just to use the UI, then get out.
Then it's a bad thing that they've moving in that direction rather than away from it with the new inventory, don't you agree? The unified inventory may be more modern but it's not better — it's lacking too much functionality to qualify for that label. On top of that, it also has usability issues, largely tied how it doesn't actually work all that well together with the rest of the UI (as in, opening items from anywhere other than the tree view will yield unreliable results).

MotherMoon wrote:
What are you talking about? just go to POS, open each window separately, go about business as usual, whats the problem here?
The fact that you shouldn't have to do that every time. The new one forces you to; the old one does not, and the old one does it better. Also the fact that, at least last time I tried, you couldn't actually open POS arrays… because there is no longer any such thing. There is just a bunch of hangars in the array and if you tried to open the array, the game didn't understand what you wanted to see. Again, functionality is lost and compatibility with the existing UI is iffy at best.

Quote:
YOu can shift click to open a new window EVERYWHERE. just open them, close new UI, BAM you have seperate windows.
…which is meaningless extra work that shouldn't be needed, but becomes needed because nothing is ever saved or restored. Shift-click is a temporary hack. It doesn't actually solve anything.
Blue Harrier
#265 - 2012-05-16 09:59:05 UTC
I wonder if the actual undisclosed use of this new UI is twofold

First to become a ‘Unifying’ UI between Eve the game and Dust (as I’ve pointed out in the official blog thread)

Second, to remove the ‘Station Services’ panel completely

However as I discovered when it was pointed out by my Son, both of us very rarely use the Neocom, most of the time we use the right click menus and the merged ‘Ships and Items’ windows on the Station Services panel.

This is the fundamental problem with the design of the UI, I tend to operate towards the right side of the screen, it’s where I keep my overview, my cargo container, ships, most everything, I suppose because I am right handed.

The UI tries to make me work on the left of the screen, the inventory button is on the left, and also the tree view is left.
But I naturally ‘park’ my mouse pointer on the right near the station services or overview. I even keep my ‘Selected Objects’ under the Overview with Drones below it when in space, all on the right.

Ah well such is life, just when you think you have Eve cracked they move the goalposts yet again. One day I’ll learn how to play this game Big smile.

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

Morwen Lagann
Tyrathlion Interstellar
#266 - 2012-05-16 13:15:00 UTC
Blue Harrier wrote:
This is the fundamental problem with the design of the UI, I tend to operate towards the right side of the screen, it’s where I keep my overview, my cargo container, ships, most everything, I suppose because I am right handed.

The UI tries to make me work on the left of the screen, the inventory button is on the left, and also the tree view is left.
But I naturally ‘park’ my mouse pointer on the right near the station services or overview. I even keep my ‘Selected Objects’ under the Overview with Drones below it when in space, all on the right.


You can set the Neocom to be on the right side of the screen, you know that, right? P

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Blue Harrier
#267 - 2012-05-16 13:26:00 UTC
Morwen Lagann wrote:
-- snip--

You can set the Neocom to be on the right side of the screen, you know that, right? P


Yes I did know that, I have tried it in the past when we were testing (getting very frustrated with) the new 'Task Bar' version of the Neocom on SiSi some time ago (it was withdrawn [scrapped?]), but it just didn't seem to work with me.

Most of the changes coming next week are fine and I like them a lot but this new UI for some reason I just can't get to grips with at the moment.
Old age I suppose, I was building and programming computers before most of the players on here had left kindergarden, but thats another story Blink.

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

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#268 - 2012-05-16 17:06:56 UTC
Grey Stormshadow wrote:
Just finished quick test run with newest sisi client.

Good thing is that opening new windows seems to be easier now as shift key is more widely supported. However client wasn't still willing to keep the "extra" windows open and where I left them between undock/dock sessions.

Also double clicking hangar background should always open active ships cargo bay to new window (if not open already). Current behaviour where this function opens/closes same window than neocom's inventory button feels really wrong (however if you feel really strongly against this, please at least make it so, that above happens when you're holding shift key down when double clicking the background).

Also you might want to go to esc menu, set easy theme selection, put desert theme on and look how the inventory window becomes pretty unusable. Open market window next to it and you'll figure what is wrong with the colours you're using.

Anyway just quick test run - didn't really invest much time to this now as apparently you already got new version coming.

Ok... with today's build shift double clicking hangar background opens active ships cargo bay to new window. This is good thing. However this happens only if primary inventory is already open. If it isn't - it cargo opens to the primary inventory window. This shouldn't be happening.You kind of want to open the "same new window" with same size and position every time. This shouldn't be related to which other windows are open unless checking should we stack something or not.

Also all other "extra" window positions are still not stored and restored properly between various sessions. This is the primary issue what absolutely has to be fixed before going live. This basically prevents people from building their user interfaces back up and making them work as they want them to work. There is no single person (ok maybe 1 or 2 really crazy ones) who would rebuild everything from the scratch every time they dock/undock/login/change system. People may do that couple times and then they throw their keyboard trough the monitor. Basically...

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

DJ P0N-3
Table Flippendeavors
#269 - 2012-05-16 17:46:54 UTC
CCP Goliath wrote:
Everyone talking about multiple windows - you know that shift clicking opens up a new window right?


Yes indeed. I would be content with this state of affairs so long as once I told a certain type of window to be its own window, it stayed that way until I told it otherwise. If I open my cargo hold as a separate window, I'd like all ship cargo holds to open as a separate window, in the same size as instructed, in the same place as instructed, with the tree view visible or hidden as instructed. The implementation is approaching this -- I'd just like to see it take that one last step.

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?


There isn't a button to take me directly to my ship window any more. I click on the inventory button and go to the tree. Hey, look, my ships! Why click any further? Why should I suddenly have to click further when a single click used to show me all of my ships in a station hangar? I'd really like it if we could pin various roots of the inventory tree to the neocom bar.

CCP RubberBAND wrote:
Personally having used the new system for a few months I would never go back to the old system.


I look forward to getting there. You've put in some nice tools, and it would be fabulous if I could customize the layout of this new inventory system to let me use those tools to the utmost. But every time I session change or switch ships or have to open a mess of new windows when I'm looting something, any visual customization I've done flies out the window. This is strange to me; so much of EVE allows customization to your individual needs. You can move the HUD, your targets, your overview, the neocom, and the location of all of the other windows you can open from the neocom. All of these individual components can be customized further. The new inventory system...less so.
Gun Gun
Ronin Cartel
GaNg BaNg TeAm
#270 - 2012-05-16 18:07:35 UTC
There is a search field in the inventory window, AND just above it there is a useless gray bar filled with nothing really. Waste of space, AND waste of space IN EVERY separate inventory widow we have to open now. Over, and over, since windows can't remember the positions and preference.
And EACH time a player undocks, and docks somewhere else, he is presented with the same useless inventory window.
What I need to see is SHIPS, and EQUIPMENT(everything other than ships).

Station hangar items, and ships in station, should always be on top of the list(if docked), not the present ship's cargohold.

Also, the Fitting Screen is too large, try to shrink it down somehow, it is a nightmare trying to operate cargohold, dronebay, fuelbay, and various corp hangars on a carrier to access capital modules, while trying to fight and refit on-the-fly with another carrier, since all those screens fill so much space and we need to use drag-and-drop

Just have the inventory boxes remember their position and size when they are called, and everything will be fine.

Few months ago, opening the star map while in dock would temporarily minimize the opened items and ships windows, and they would re-appear when the star map was closed, that was useful and it made sense. Now, when I want to take a look at the map, i have to take the various inventories away, manually.
MotherMoon
Tribal Liberation Force
Minmatar Republic
#271 - 2012-05-16 21:29:18 UTC  |  Edited by: MotherMoon
Panhead4411 wrote:
MotherMoon wrote:


What are you talking about? just go to POS, open each window separately, go about business as usual, whats the problem here?

you never even need to open the new UI to get all those windows open, you're creating a problem when there is none.

YOu can shift click to open a new window EVERYWHERE. just open them, close new UI, BAM you have seperate windows. You won't even know the difference, your just trying to find something to complain about.


Except not...unless you found a way to access any form of storage place w/o using the new UI...with its own tree and uddles of extra TMI spammed everywhere

Shift clicking is great and all....well it would be, if it every remembered what each of those extra instances of the UI contained individually and where it was and how big. Currently the Shift-click windows just open where the last one was opened...so you would have to move and re-size all those windows each shift-click, each time you went to the POS...



well how would you open them right now, on TQ. Do that but holding shift. then move them over each other and they become an old school tabbed window without the tree on the left.

also note I agree, it needs to remember UI settings, like the current system, but fix that and it's brilliant. and optional.

http://dl.eve-files.com/media/1206/scimi.jpg

Maul555
Xen Investments
#272 - 2012-05-16 23:01:39 UTC
I think this problem partly stems from the way CCP is giving out information. Behind the scenes a great master plan has been created, however, The dev blogs only give us glimpses of what is to come. I have a feeling that this new UI is part of some master plan, and is intertwined into it in a way that it must be pushed out with the rest of it.

That is a problem.


CCP should be including us on the design of the master plan, not just the new individual cogs and gears they are planning.
Maul555
Xen Investments
#273 - 2012-05-16 23:17:06 UTC  |  Edited by: Maul555
MotherMoon wrote:

suck it up nerd

not trolling, I'm serious, if you can't follow eve has it becomes a game people can actully play without a 40 page intrustion booklet just to use the UI, then get out.

You might not like it, but it's modern, and it's better. If it has usability issues that does not make it bad, it just means it's not finished. But the old items UI has to go, NOW.



Wow, I think I hate you, NOW...
Contact Added, -10, Notification sent

See you around EVE sometime? Twisted


BTW: don't bother looking for me, I live in a wormhole
Maul555
Xen Investments
#274 - 2012-05-16 23:20:19 UTC  |  Edited by: Maul555
Blue Harrier wrote:
I wonder if the actual undisclosed use of this new UI is twofold

First to become a ‘Unifying’ UI between Eve the game and Dust (as I’ve pointed out in the official blog thread)

Second, to remove the ‘Station Services’ panel completely

However as I discovered when it was pointed out by my Son, both of us very rarely use the Neocom, most of the time we use the right click menus and the merged ‘Ships and Items’ windows on the Station Services panel.

This is the fundamental problem with the design of the UI, I tend to operate towards the right side of the screen, it’s where I keep my overview, my cargo container, ships, most everything, I suppose because I am right handed.

The UI tries to make me work on the left of the screen, the inventory button is on the left, and also the tree view is left.
But I naturally ‘park’ my mouse pointer on the right near the station services or overview. I even keep my ‘Selected Objects’ under the Overview with Drones below it when in space, all on the right.

Ah well such is life, just when you think you have Eve cracked they move the goalposts yet again. One day I’ll learn how to play this game Big smile.



I tend to work from left to right in station, and both sides in space... depending on what I am accessing... And I have never used the combined ships/hangar in station because I do not like it. I like my hangar displayed large right above my ships window, on the left....
Alxea
Unstable Pirate Sharks Of The Damed Sea
#275 - 2012-05-16 23:46:49 UTC
Make the blueprint copies stackable please.
Maul555
Xen Investments
#276 - 2012-05-17 01:55:25 UTC  |  Edited by: Maul555
and in case it has not been mentioned. Windows should do more than remember their location, size, shape, and attached tabs when undocking and in space. They should also know those settings per station. Not all stations are equal, or are used for the same things.
Strange Shadow
Hedion University
Amarr Empire
#277 - 2012-05-17 03:10:05 UTC
The current inventory system is very unfinished and should NOT be released at any cost in current state. As it states in devblog, pretty much everyone uses inventory many times per day, and with its current form, it gonna spawn a huge torrent of tears.

I understand what it is modeled after, but trying to make us do stuff in ONE window, while the ONLY WAY to move stuff is DRAG-N-DROP, is totally hilarious.

Yes i know, you can drop to those tiny rows on the left, and if you screw a few pixels down/up, you end up in some places you could never expected your stuff to be in, like corp hanger division you dont have access to.

HINT:
Current system: click - open window 1, click - open window 2, drag, PROFIT.
New system: click - opens window, find in LONG LIST what you need as window 1, click to show it, drag to tiny row on left bar, miss (since its so tiny, and you are in a hurry), SHIFT-click to open new window, drag again, rage about random windows covering the screen in random locations.

So basically, to fix all this mess, requesting following features:

1. Lots of Inventory buttons pinnable on screen AND neocom, each remembers its place, layout, AND tree position. Access your ships drones often? Have you favorite division in corp hangers? Access stuff in cans often? Pin it all to different Neocom buttons.

2. Inventory windows are stackable already, which is good, but how im supposed to move stuff from one tab to another? (make them remember position/stacks too pls...)

3. There should be more than one drag-drop way to move stuff. How about right-click option "Send To..." which then expands into that tree and allows you send stuff somewhere without opening anything. I bet many ppl would love this instead.

4. Ship list doesnt show my active ship for some reason, which is very misleading. No idea if it supposed to be that way, but now it looks like ships are missing, then appear/disappear into thin air when you change them.
Tippia
Sunshine and Lollipops
#278 - 2012-05-17 03:29:52 UTC
MotherMoon wrote:
well how would you open them right now, on TQ. Do that but holding shift. then move them over each other and they become an old school tabbed window without the tree on the left.
…except that shfit-clicking still doesn't solve anything since those windows still don't remember their settings or what they contain, or that locations you want to open still have no idea where they should open other than “new window” or “default window”. There's still no way to set up a static environment where things automatically know where they go, which is kind of the point of having those extra windows to begin with.

The inventory system still doesn't really support multiple windows. Shift-clicking is still just a way to open those windows, but they are not actually supported by the UI. It's still an ugly hack of a solution to a problem that shouldn't exist.
Quote:
also note I agree, it needs to remember UI settings, like the current system, but fix that and it's brilliant. and optional.
…except that it's not optional, nor is it brilliant — it's the same as always with two new features and a whole bunch of functionality lost.
Di Mulle
#279 - 2012-05-17 10:11:39 UTC
Strange Shadow wrote:


Yes i know, you can drop to those tiny rows on the left, and if you screw a few pixels down/up, you end up in some places you could never expected your stuff to be in, like corp hanger division you dont have access to.




This particular scenario ALONE is more than enough to scrap the upcoming inventory UI approach.
<<Insert some waste of screen space here>>
DJ P0N-3
Table Flippendeavors
#280 - 2012-05-17 15:30:28 UTC
Di Mulle wrote:
Strange Shadow wrote:


Yes i know, you can drop to those tiny rows on the left, and if you screw a few pixels down/up, you end up in some places you could never expected your stuff to be in, like corp hanger division you dont have access to.




This particular scenario ALONE is more than enough to scrap the upcoming inventory UI approach.


To be fair, there is a pop-up that will tell you that you're putting something in a restricted access hangar. Which, to be fair to the other side, one might reasonably disable because you routinely put things in said hangar.