These forums have been archived and are now read-only.

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

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Unified Winferno is now live - and it sucks as much it did on test server

First post
Author
Red Rydah
Native Freshfood
Minmatar Republic
#241 - 2012-05-22 22:15:31 UTC  |  Edited by: Red Rydah
I actually like the new integrated inventory view, it's almost intuitive. I know there are some of you who do not like it, and I respect that viewpoint. As fellow subbers your opinion counts as much as mine does.

I offer a solution that has already been implimented regarding the ship spinning issue. You can toggle between CQ and the ship view with a single click. Let's try that with the inventory interface: if you click a toggle, it reverts to the old view people are accustomed to. For those of you like myself who like the new setup, we do not have to click that toggle, or click it where it does become convenient to work between both modes.

RR
Mara Rinn
Cosmic Goo Convertor
#242 - 2012-05-22 22:23:07 UTC
Aggressive Nutmeg wrote:
It's interesting you say that because from my experience there is a definite lag in both the looting action and especially the closing of the container window. The old drag-and-drop method saw the loot transferred and the empty container window closed instantaneously.


I wonder how much of that was perceptual? As in, your attention was on the cargo window long enough that you didn't notice how long the loot window was open, then by the time you've focussed on the stack of loot windows, the old one has disappeared or is in the process of disappearing as you look back to it?

For me the slowest part of the whole process is opening up the loot window and waiting for the loot to appear. It was almost like the client was confirming the items in the window one by one with the server over the slowest possible link on the planet, before deciding to actually show the items all at once. The window would stay open [channeling Billy Joel] ooooo-ooooh for the longest time [/Billy Joel] before the items appeared. So as I'm salvaging in a Noctis, I'll just work down the list of containers clicking the "Open" button, then come back to the stack of containers to click "Loot All" as quickly as the windows disappear.
Scrapyard Bob
EVE University
Ivy League
#243 - 2012-05-22 22:39:39 UTC
There's a central design flaw with the concept of a "unified" inventory window. It makes the poor assumption that all locations should be treated equally and have equal precedence.

There are roughly (7) main classifications of containers. Each of these classifications should have their own parent window, which only includes containers of similar type and purpose and each parent window should remember its location and open/close state.

(1) the current ship - which used to be opened with the ALT-C short-cut key combination. The unified inventory would be an improvement if that would have limited ALT-C to just showing a inventory window encompassing the cargo, corp hangars, ship maint bays, ore bays, fuel bays, drone bays of the current ship. This setting needs to be remembered on a ship *type* basis when docked and in space. The cargo display that I want for an Orca is vastly different then one for a carrier vs a freighter vs a frigate vs a cap-boosted battleship.

(2) other ships - These should have been left in their own window, but with the improved access that the tree view (somewhat) brings to the table such as being able to look at fuel bays, cargo bays in a faster manner then the old right-click menu. It needs its own dedicated short-cut key to open.

(3) personal hangar - All the cans and containers within your personal hangar. This needs to be its own separate parent window so that the player can easily understand "this is the stuff in this station" vs "this is the stuff in my current ship" vs "this is stuff within my other ships" vs "this is stuff that the corporation owns". This also needs a dedicated short-cut key and neocom button.

(4) corporate hangar & deliveries - These deserve their own dedicated parent window which includes *only* the corp hangars and delivery hangar, which remembers its position and whether it is open/closed. It should never be merged with the personal hangar window because corporate stuff should never be easily confused with personal stuff.

(5) permanently floating structures - POS labs, arrays, batteries, anchored secure containers, jump bridges, customs offices should all be banished to their own parent window, not merged into the existing "inventory" window. These are all the sorts of things where you'll probably only have (1) or (2) of them open at the same time and they need to be shown as separate and distinct from your ship's cargo.

(6) another ship's corporate office or ship bay - such as Orcas and carriers - These need to be kept visually distinct from your ship's contents window to avoid confusion.

(7) temporary floating containers - These are typically accessed one at a time, maybe 2-3 at a time in a mining operation. They need their own parent window, but that parent window could easily manage all containers within range.
Jajas Helper
#244 - 2012-05-22 22:42:31 UTC
I have gone from ' this is annoying" to " **** this ****- i'm not even bothering updating my pos manufactering, research and invention jobs.

In our corp, we have over 700 pos jobs going all the time, 400 of wich are daily refreshed ( some multiple times a day )
-> the invention/industry methodes were already a damn clickfest, now it is slower, unorganizable and even more clickheavy!
Others in our corp aren't even bothering with it either for today, and its even worse thinking that we would have to be using this inventroy **** everyday....

QQragemode; do you guys even test the **** you bring out? - i'm not even gonne bother with going over how you're even ignoring legit player remarks in the appropriate forum sections because we all know you dont care about that... but really how could you not realise that this system is the worste thing EVER...

Fix this, then realise that your customers know more about this game and know what is better for your game then your designers and circlejerking "zomg new stuff" monkey employees.

Been here for years, and i actualy thought for a short time now that you guys got your **** together and actualy started listening to your customers who actualy care about this game and have invested alot of time into it (hence why we, the playerbase dont want this game to go to ****).
Sadly I can only say... that you sirs have failed.

Inferno do _stuff _with _stuff _to imitate the _stuff _you could do faster with the old stuff

-stuff-

rofflesausage
State War Academy
Caldari State
#245 - 2012-05-22 22:47:07 UTC  |  Edited by: rofflesausage
Scrapyard Bob wrote:
There's a central design flaw with the concept of a "unified" inventory window. It makes the poor assumption that all locations should be treated equally and have equal precedence.

[post]


I just hope the devs see this, it's absolutely spot on.

POS management tonight was quite frankly, hell.
Mr Kidd
Center for Advanced Studies
Gallente Federation
#246 - 2012-05-22 22:54:10 UTC  |  Edited by: Mr Kidd
CCP Arrow wrote:
Hey this is great Big smile I lol'd out loud, oh and I'm reading this thread now, sorry about late reply, we have been monitoring the official feedback thread of the blog over the weekend and are collecting valuable input for iteration tasks as well as setting up User testing sessions to be able to actually observe in action the things you are describing so that the changes and fixes we do will be the right ones.



I'm glad you're laughing because I'm not.

So I've got multiple SMA's and Hangars at a POS. HTF am I supposed to tell what is what?

I've got a POS with multiple polymer reaction arrays.....beats the **** outta me which silo belongs to which array.

And oh, I like to have separate cargo windows open for every ship I'm flying so I know how much ammo and stuff I have left. The Unified inventory breaks that.

The unified inventory could be a great thing if 1) its implementation was thought out fully and 2) if the old system could be used for small scale stuff like. There's no ******* reason to have inventory for one individual ship to behave like an inventory at a corporate management level. Do I give a **** about inventories of items that I'm out of range of and can't access? NO!

To give you an analog, what you've done is effectively prevented me from pulling out one file folder from a filing cabinet. No, instead, I have to lug the entire cabinet around if I want to carry that one file folder with me, regardless that I can choose to display only one file folder....that cabinet is still there rearing it's ugly head with every gate jump, every ship swap.

The unified inventory should be an added feature to the old system, NOT A REPLACEMENT.

So, here's what you should do. Revert to old system, fix new system, re-iterate as a addition to the old.

Don't ban me, bro!

Jajas Helper
#247 - 2012-05-22 22:59:38 UTC
rofflesausage wrote:
Scrapyard Bob wrote:
There's a central design flaw with the concept of a "unified" inventory window. It makes the poor assumption that all locations should be treated equally and have equal precedence.

[post]


I just hope the devs see this, it's absolutely spot on.

POS management tonight was quite frankly, hell.


It comes down to : why did we need a unified inventory again? when everything we do requires you to actualy see the "free/occupied" volume and/or multiple items crammed together into a container/cargo which one way or another needed to get moved into another container - with again limited volume.... removing the visual indicator of said free space ( if any ) can never be a good thing!

If to many containers are your problem then i really doubt you can memories every container's content. At this point you wont go any faster through the containers as you have to click every container in the tree now... if your problem was corp hangars, you now have to click on each tab in the treeline instead of going through the old tab system....

Again: anything this inventory can do is going to turn into the old system- open multiple windows with shift-click in the tree - then have those windows open next to eachother and see how much space is used/free in the containers we are using in the procces...

So one more time... why did we need this new system again..?


Atleast the old system was faster, more organized, and can i say better styles then what we have been rammed through our throats today... Except for the search option thingies... that looks awesome, just wondering why nobody in ccp failteam thought to just add that to the old system - using a dropdown menu next to the old search window... -> with having the tree inventory optional when clicking a button to searh ALL containers available in station/pos or wherever...

Then again, that sounds to obvious... lets **** some customers off instead O/

Inferno do _stuff _with _stuff _to imitate the _stuff _you could do faster with the old stuff

-stuff-

Dennie Fleetfoot
DUST University
#248 - 2012-05-22 23:06:47 UTC
The chances of me not saying I told you so are slim.

I'm just going to point out how long back I and many, many others did!!


https://forums.eveonline.com/default.aspx?g=posts&m=1317057#post1317057

I'm sorry CCP but I did tell you so.

Maybe next time you'll smegging listen!!!

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Cord Binchiette
Kzinti Confederation
#249 - 2012-05-22 23:31:49 UTC  |  Edited by: Cord Binchiette
CCP Arrow wrote:
Hey this is great Big smile I lol'd out loud, oh and I'm reading this thread now, sorry about late reply, we have been monitoring the official feedback thread of the blog over the weekend and are collecting valuable input for iteration tasks as well as setting up User testing sessions to be able to actually observe in action the things you are describing so that the changes and fixes we do will be the right ones.


Are you still laughing?

I don't understand how you guys could screw this up so badly. Really.

What do we have to do to get the old inventory back?
Lin-Young Borovskova
Doomheim
#250 - 2012-05-22 23:40:44 UTC
Cord Binchiette wrote:
CCP Arrow wrote:
Hey this is great Big smile I lol'd out loud, oh and I'm reading this thread now, sorry about late reply, we have been monitoring the official feedback thread of the blog over the weekend and are collecting valuable input for iteration tasks as well as setting up User testing sessions to be able to actually observe in action the things you are describing so that the changes and fixes we do will be the right ones.


Are you still laughing?

I don't understand how you guys could screw this up so badly. Really.

What do we have to do to get the old inventory back?


I never laugh when idiots play with my hard time working won real money, it's worst than a slap in the face or kick in the balls.

brb

Fabulousli Obvious
Caldari Provisions
Caldari State
#251 - 2012-05-22 23:46:57 UTC  |  Edited by: Fabulousli Obvious
Jajas Helper wrote:


Been here for years, and i actualy thought for a short time now that you guys got your **** together and actualy started listening to your customers who actualy care about this game and have invested alot of time into it (hence why we, the playerbase dont want this game to go to ****).
Sadly I can only say... that you sirs have failed.



Dude, we really tried on the Sisi forums passionately for a solid month. It comes to TQ like a slap across our intelligence, sensibility, and our WALLETS. And that last point is where I strike back.

I am NOT YOUNG ENOUGH to know EVERYTHING.  ~~ Oscar Wilde, writer, d. November 30, 1900

Homo Jesus
The LGBT Last Supper
#252 - 2012-05-22 23:49:34 UTC
Is it a bug that every time I click on my ship cargo in space to just check ammo I get a whole insane window full of crap that does stuff I have no use for?

If I just want to check ship cargo before I undock I also need to load my entire inventory of crap?

Which update will add dance emotes for our space barbies?
Sup B1tches
Sebiestor Tribe
Minmatar Republic
#253 - 2012-05-22 23:53:16 UTC
CCP Arrow wrote:
Hey this is great Big smile I lol'd out loud, oh and I'm reading this thread now, sorry about late reply, we have been monitoring the official feedback thread of the blog over the weekend and are collecting valuable input for iteration tasks as well as setting up User testing sessions to be able to actually observe in action the things you are describing so that the changes and fixes we do will be the right ones.


lol this is great! I lolled out loud when i pasted this here, quoting for posterity!
Madlof Chev
GoonWaffe
Goonswarm Federation
#254 - 2012-05-23 00:10:17 UTC
Sweet jesus, this is the first patch attempting to rewrite a core part of functionality and you expect it to be sunshine and rainbows at zero-hour? There'll be a few patches and then your unicorns will start to jump up from the ground and dance the night away. Lawd.
Fabulousli Obvious
Caldari Provisions
Caldari State
#255 - 2012-05-23 00:13:05 UTC
Actually, now that I think about it, historically the Vikings did a really good job of pushing their agenda on other cultures without so much as a by-your-leave. Can this behavior be passed down ? Thoughts ? Bear

I am NOT YOUNG ENOUGH to know EVERYTHING.  ~~ Oscar Wilde, writer, d. November 30, 1900

ronna Hita
Science and Trade Institute
Caldari State
#256 - 2012-05-23 00:20:22 UTC
This is a total logistics nightmare, I mine with 2 charaters, one flipping to a mammoth to haul ore in once an hour, Used to beable to just double click my ship, open the jetcan, drag and drop and voaala my mammoth was full. return the station, open items, doubleclick the mammoth, drag and drop, undock and repeated. The time in station was 5 seconds top. Now it takes me 30 seconds of window management on both ends, reducing my income by a (admittedly small) margin.

Please CCP this is turning into something worse than Incarna for me no choice to go back to the old system and it inflates my time in station to obscene levels, as incarna did, insted of load timers its window management

I do like how it does look, love the feel, just hate how it works. Please when you make changes like this.... log onto sisi and test it in every angle possible. I think the whole hauler thing was never covered because everyone on test server focuses on the combat aspects, I admit I too focus on combat when on test server. I never though of any possible issues when hauling my ore, If I had, I would have definately tested it and submitted my opinion.

I would recommend, personally, the session timers not toggeling the window, that it remembers which sub windows are open and when opened specifically (double clicking, not shift+click) that it pops out a window in a new window in the postion of it's having been opened previouslly. Thats my only issue


Please don't make fun of any typos I have made, Just look at what I mean by my post
Styx Cyc
Federal Navy Academy
Gallente Federation
#257 - 2012-05-23 00:21:15 UTC
Red Rydah wrote:
I actually like the new integrated inventory view, it's almost intuitive. I know there are some of you who do not like it, and I respect that viewpoint. As fellow subbers your opinion counts as much as mine does.

I offer a solution that has already been implimented regarding the ship spinning issue. You can toggle between CQ and the ship view with a single click. Let's try that with the inventory interface: if you click a toggle, it reverts to the old view people are accustomed to. For those of you like myself who like the new setup, we do not have to click that toggle, or click it where it does become convenient to work between both modes.

RR


That kind of thing while good at first, as the people get used to the new features, eventually ends up piling up code that is not really necessary, and overloads the game, at least in the case of the whole item storage. Keeping ship spinning is probably far less complex.

Its quite difficult to cater to everybody's tastes.
Ad'Hakim Tahous
Science and Trade Institute
Caldari State
#258 - 2012-05-23 00:30:29 UTC
CCP Arrow wrote:

Hey folks.

==>> edited for length by Ad'Hakim <<==

I'm sorry if people that have given us feedback have felt we didn't listen in the past few days, I hope this post has re-instated that we actually listen and act accordingly and have simply been doing nothing else since the release of our blog. In the future, when we go through the feedback and create User Testing plans, we will make sure we reply to all the different discussion threads on the forums where we read the feedback, so that you all know that the feedback has been read, noted and addressed.

Thank you all for the feedback, you help us make better features and a special thanks to those that have gone above and beyond by bringing us very detailed and accurate constructive feedback, it does make a world of a difference for us.



Alright CCP Arrow, I'm willing to undertake a willing suspension of disbelief and assume that you, at least, will read this, and that your superiors will actual consider the idea that something is wrong - mm-kayyyy?

This 'improved' system adds unnecessary, unproductive activity. The system does not improve functionality, and degrades players' abilities to carry out routine tasks.

If you, and your superiors, insist on maintaining this system there is a step that you can take to minimize both the intense dissatisfaction and the growing anger. Yes, CCP Arrow, anger; listen to the POS owners and w/h dwellers.... you'll be hearing more from them, and far more loudly, and at an accelerated rate.

So, here's what you can do. Create a large, easy-to-reach button right next to the button that lets us opt out of Captain's Quarters. Let those of us who want to ( and we do want to ) opt out of this nonsense. Yes, CCP Arrow, I am ranking this nonsense right up there with CQ; both are fail to the same order of magnitude.
Komen
Aliastra
Gallente Federation
#259 - 2012-05-23 00:50:27 UTC  |  Edited by: Komen
The new missile effects are sweet.

The new inventory is clunky, unwieldy, and shamefully lacking in the player feedback I saw in the feed-back section. Congrats, CCP. You haven't fixed anything in your company. All your talk of process improvements and better handling of personnel and feedback amounts to a giant pile of hot air. You have spent what seems to be a significant effort fixing something that wasn't broken, and in the process it's become less easy to use. Putting all the different inventories into one window means I can't look at two different inventories simultaneously, which makes moving stuff from a corp hangar array to my ship cargo a hell of a lot more of a burden than it used to be.

I run a 6 toon PI chain out of a POS in a wormhole. I have been trying to do it today with the new UI. What used to take me 45~ish minutes across all six has already taken more than that for the FIRST ******* PAIR.

Also we (my corp, CERS, and I) are running into quite a lot of problems with active modules not shutting off, and we had one toon not able to jump through a wormhole.

Congrats, CCP. ANother ****** SUMMER EXPANSION. What the **** is wrong with your company that every summer you **** up this badly?


Edit: Found a thing. Right-click on your ship's cargo, or a corp hangar, or other object, and you can 'open in new window'. So this doesn't completely suck. It's just MOSTLY suck.
Grayson Gibbs
Stryker Industries
Stryker Group
#260 - 2012-05-23 00:54:34 UTC
Yes, I believe the The CERS collective will be taking a few days off from eve, at least until you people fix this colossal brain fart. Why, when a corp mate, switches ships, does it cause EVERY OTHER PILOT ON GRID lag out!?