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New inventory system > honest opinion and feedback.

First post
Author
galrizian
Mini Vikings
#81 - 2012-05-23 14:06:55 UTC
ok.. this is my feed back for CCP about the new inventory.... i hope you read it :)

1.............. its horrible.
2.............. it makes life hard and unorganised.
3.............. theres no point in it.
4.............. everything i had open pre patch i have to open manually now.
5.............. working in a pos is ....erm.....huh......how manny things do i have to open now to check stuff ??????.

The problem is when i docked pre patch i had items' ship hanger' and ship cargo hold all open for me ready to use. i like manny people i know on eve have it set up this way for a reason....... it makes life easy.

Now upon docking i have to open my ships cargo hold ( wich was already open pre patch ) then open my items ( wich was already open pre patch ) then open my ship hanger ( wich was already open pre patch ) then open my ships cargo hold AGAIN ( WICH I MIGHT ADD WAS ALREADY OPEN PRE PATCH ) then for every single container i want to put different stuff in i have to open them all through the inventory instead of just double clicking on them.

And yes i have to now do this every single time i dock.................AAGGGHHHHHH.

Then even to load/change ammo or ships for missions its a case of doin all this again every single time i dock ( wich i might add again, pre patch it was already open for me without me having to click or do anything )

P,O,S'S lmao this is now a nightmare... thats all i can realy say about that to be perfectly honist.

Salvaging lmao this is also now a nightmare.

Mining with an orca in fleet..... how can i put this?..........awfull ?..... ???????

I really dont see the point in puting everythin into 1 window then opening different windows from that window to move stuff around when they ( pre patch ) was already there open an ready to use..

Sorry to go on CCP but this has really anoyed me. And a every single person i know in game hates it.

Apart from that everything else in the patch/expansion is awsome :)

But please get rid of this new inventory or atleast add an option to use the old 1

pls pls pls pls pls pls pls pls CCP make my game hassle free again :)

disasteur
disasterous industries
#82 - 2012-05-23 14:08:14 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.



solution three: turn back time, or make it optional and we will all be happy

i mean isnt it clear nobody wants or needs the new inventory?
galrizian
Mini Vikings
#83 - 2012-05-23 14:09:05 UTC
And whats the point in any of them solutions to this problem ?????????

How about you guys at CCP just but it back the way it was when it worked fine...

Remember...................IF ITS NOT BROKE...............DONT FIX IT.

But your going to have to fix this because you broke it :(
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#84 - 2012-05-23 14:13:08 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.
Why aren't you handling this business over in the official inventory thread? Segmenting out these conversations and threads is not helpful for keeping the dialog in one place.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Erika Madeveda
Doomheim
#85 - 2012-05-23 14:14:20 UTC
It's clean, well thought out, and pretty well executed. I absolutely love it! I have been through a few evolutions of EVE and I have to say in the long view the devs have consistently improved the game. I would suggest that a good next step would be to invest in pacifiers to send anyone who would unsub over this. If they are getting worked up over this kind of interface change, this may not be the best investment for them and they clearly need to put something in their mouths.
disasteur
disasterous industries
#86 - 2012-05-23 14:14:30 UTC
Hakaru Ishiwara wrote:
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.
Why aren't you handling this business over in the official inventory thread? Segmenting out these conversations and threads is not helpful for keeping the dialog in one place.


yeah i wanted to say something about that, but i tought it was just me, thinking it was a devide and conquer strategy hehehe
stoxxine
OLVI industries
#87 - 2012-05-23 14:22:43 UTC
Solution 2b

- remember which groups are open and which are closed
- make option (esc menu?) to group corp divisions before single installations like this

- laboratories
-- div 1
--- lab 1
--- lab 2
--- lab 3
--div 2 (closed)
- factories
-- div 1 (closed)
-- div 2
--- ship factory 1
--- ammo factory 2
- hangars
-- div 1
--- named hangar 1
--- named hangar 2


Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

CCP Soundwave
C C P
C C P Alliance
#88 - 2012-05-23 14:26:49 UTC
Dev blog coming shortly.
Mallak Azaria
Caldari Provisions
Caldari State
#89 - 2012-05-23 14:30:01 UTC
CCP Soundwave wrote:
Dev blog coming shortly.


I want to have your babies.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Vaju Enki
Secular Wisdom
#90 - 2012-05-23 14:31:15 UTC
I love the new UI, it's great. People just need to get use to it.

The Tears Must Flow

Piquet Raddei
Royal Amarr Institute
Amarr Empire
#91 - 2012-05-23 14:32:47 UTC
Hakaru Ishiwara wrote:
Why aren't you handling this business over in the official inventory thread? Segmenting out these conversations and threads is not helpful for keeping the dialog in one place.


CCP didn't start this thread - a player did. They respectively started replying in it. Just because you're anonymous on the internet doesn't mean you have to be an ass.

CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.


First, Soundwave, I want to respectively say that I appreciate that software programming is a big deal. It's tough, it takes a lot of testing, it can be very nerve-racking, and it's especially no-fun when you spend days/months/years developing something to just to have it's end-users poo all over it. I get it - I really do.

Unfortunately sometimes that just happens. The majority of your player base don't like this new setup. I was actually explaining it to my wife last night (who bless her heart pretended like she gave a crap): I said, "Ya know, when you put files in windows on your computer, they often STAY where you put them. Your pictures stay in the pictures folder, your games in the games folder, your por.... well you get my point. Having ONE window of "trees" that shows where everything is and keeps things neat and tidy works just fine.

In EVE, NOTHING stays put for very long. EVE is ALL ABOUT moving things from place to place, from item to item, can to can, ship to ship... So having all your "stuff" in ONE window just doesn't work. You can't see where you're moving it, you can't see the items in both places at the same time... Yeah you can "shift" click to open satellite windows, but then you can't reopen the main inventory window if you close it (that needs fixed, IMO, and fast) and.... man it's just a mess...

Plus, for us POS owners which mutliple labs, guns, manufacturing modules, etc - it's extremely cumbersome, and for those who like to loot/salvage from missions/anomolies, it is just....wow....no fun.

My number one suggestion is to do the one thing that everyone has asked for - give us the ability to choose "old or new" - just like you did with the captains quarters. I liked the idea of captains quarters, but it quickly became evident that it wasn't as convenient, it was laggy, slow, awkward, and made things more comlicated than they needed to be. You responded - and we thank you - by letting us revert to the old system. A lot of us did. And I think a lot of us would do so again in regards to this inventory "system".

If you don't, well, then there's not much we can do about it, so let's have a quick list of possible improvements:

Make the new system "remember" if I've shift-clicked a window - meaning I want it separate from the "unified" inventory system, and default to those satellite windows if I open such an item again - like a wreck, my cargo, and my items/ships windows in stations. This would let the new system work like the old system, with the slight frustration of us users having to "reinvent" the wheel on all our accounts on all our computers all over again. A nuisance, but a solution.

Make the inventory window re-openable if the button is clicked again, or make a right-click option to "open new instance" of the inventory window. That way if we've opened several satellite windows and then closed the main unified window, we can re-open it for whatever needs arise.

Change the unified window so that it only loads the contents of a container when that container is expanded in the tree. This would VASTLY reduce load-times of the window in areas like POS's or at mission sites where there are wrecks. This would make the unified window act more like an overview - showing what is around the player but not giving more detail until that detail is requested.

Me personally - I share the consensus that it wasn't broken in the past. Sure it was irritating at time to have 700 windows open on-screen, but there was a REASON for having all those windows open - we needed that visibility. Now that visibility is lost (or at least very hard to reobtain) and we have suddenly realized how good we had it in the past.

I for one appreciate your attention, CCP, and hope we can reach a solution that benefits everyone without necessarily throwing out all the work you guys have done.

Thanks.
Rengerel en Distel
#92 - 2012-05-23 14:33:25 UTC
Right click, loot all for wrecks, or closing the window. +1

I don't know why a game like EQ1 allows players to change the format of their windows is ok, but here we can't. If i want the quickbar in my market window to be 200 char long, why can't i? Why do the players have to work with the random limitations of the dev team in regards to window sizes, font sizes, fonts in general, etc? Clean, simplistic UI mods would make the game a lot more playable for a lot more players.

With the increase in shiptoasting, the Report timer needs to be shortened.

Tippia
Sunshine and Lollipops
#93 - 2012-05-23 14:33:56 UTC
Vaju Enki wrote:
People just need to get use to it.
No.

People just need to realise that their limited use case isn't universal and that, regardless of whether they know it or not, a lot of functionality has been lost. No amount of “getting used to it” will make that functionality come back.
Piquet Raddei
Royal Amarr Institute
Amarr Empire
#94 - 2012-05-23 14:36:17 UTC
stoxxine wrote:
Solution 2b

- remember which groups are open and which are closed
- make option (esc menu?) to group corp divisions before single installations like this

- laboratories
-- div 1
--- lab 1
--- lab 2
--- lab 3
--div 2 (closed)
- factories
-- div 1 (closed)
-- div 2
--- ship factory 1
--- ammo factory 2
- hangars
-- div 1
--- named hangar 1
--- named hangar 2




It actually already does this - it's remembered which labs/modules in the POS I had expanded and hadn't.

What it DOESN'T remember is which windows I've shift-clicked. It always defaults to the unified window, but I'd like it to remember that - when I was docked - I had my items and ships in separate (stacked) windows (like the "old days,") and would automatically reopen them there when I dock again. That would basically mean we're only opening the unified window when we NEED it - such as to open a new ship cargo bay, new can, etc - until we can shift-click it and create a new satellite window which would also be "remembered". I hope that makes sense...
Soniver Rozaklis
Stampeding Beasts
#95 - 2012-05-23 14:37:38 UTC
Ok few points from me, but i guess it was already mentioned here before.

  1. Tree list surely needs to be customizable as much as possible. Make it filterable by type of container and add possibility to choose which containers are "favorite" and you want them on top and which ones are totally useless for you and you want to hide them forever. Some of those are in middle and there should be possibility to rename it (for client side use only).

  2. Every inventory window should have some possibility to save such window as a "named bookmark". Than having list of such bookmarks in tree will open exactly same window if such container is still available. That window will remember, that it was opened from bookmark and every change to it's configuration will update that bookmark. It should remember things like:

    • it's position and size
    • used filters
    • pinned state
    • tree visibilility
    • display of estimate price / capacity bar
    • window was opened in last session and should auto open in next session

Those two things are main area of interest for most of the people from what i saw. With such customization as described it should satisfy most of them in my opinion.
stoxxine
OLVI industries
#96 - 2012-05-23 14:40:14 UTC
Piquet Raddei wrote:


Make the new system "remember" if I've shift-clicked a window - meaning I want it separate from the "unified" inventory system, and default to those satellite windows if I open such an item again - like a wreck, my cargo, and my items/ships windows in stations. This would let the new system work like the old system, with the slight frustration of us users having to "reinvent" the wheel on all our accounts on all our computers all over again. A nuisance, but a solution.



This!

.. and make them reopen automatically on docking, boarding an orca, etc.

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

Akyla Dey
Sebiestor Tribe
Minmatar Republic
#97 - 2012-05-23 14:42:59 UTC
I'd also like to say to those who enjoy the new system and/or feel the need to trash talk those who don't like it, EVE is not a 'one size fits all' game. Yes, there are plenty of situations where the new UI is great, and probably works much better than the old one. However, it's not true for everybody. Just because you think it's great and easier doesn't mean that someone, somewhere isn't pulling their hair out over it whilst doing something you don't do.

If you:
-Live in a WH/out of a POS
-Manage LARGE amounts of inventory
-Refit in combat situations
-Fly ships that require cap booster management in combat
-Salvage massive amounts of wrecks
-Probably many other situations I haven't come across (because I don't do everything in game, just like you)

then this new system is a pain. It's not about getting used to it. It's not about fighting against change. It's about UI being unable to accommodate certain situations in game with the speed and accuracy that's necessary and has come to be expected. If you like it - fine, I'm not going to tell you you're wrong for it. But please, understand that what you do and what others do aren't the same thing, and that the new system actually does run the gambit from annoying to game-breaking for some of us.
stoxxine
OLVI industries
#98 - 2012-05-23 14:46:02 UTC
(not quoting myself)
Piquet Raddei wrote:

It actually already does this - it's remembered which labs/modules in the POS I had expanded and hadn't.


Yes it does actually. But it would be more efficient if it pruned away unnecessary types (guns) and unnecessary corp divisions.

the point that divisions would be higher up in the tree than single installations.

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

Armalag
No.Mercy
Triumvirate.
#99 - 2012-05-23 14:46:31 UTC
From a corp management and carrier/orca/rorqual use perspective, I love the new inventory. It beats the dozen windows I'd have open moving and sorting crap daily.
There are a few problem/improvements that are needed;

-Docking/UnDocking needs to stop closing (or in the case of one of my jf chars OPENING) the windows (both main and ****-clicked). Along with some sortof "memory' for window size/position.
-PoS's. Do you know how hard it is to get ammo into a gun now unless you have a huge window open and memorize the gun position? Maybe sort the mod list under the PoS by range.
Pinstar Colton
Sweet Asteroid Acres
#100 - 2012-05-23 14:48:44 UTC
My initial impression was very negative. The change was jarring and unintuitive.
I'm not saying that the system is better or worse than the old UI... I simply don't know enough about the new UI to form a proper opinion.

I think that was CCP's fundamental problem. There was no formal tutorial, instruction manual or guide on using the new UI.

Think of it like scanning or PI. Both of those activities don't have the most intuitive UI, and take some learning to get used to. In response, CCP created two very well made tutorial videos that show you how to scan and get your feet wet in PI.

The reason why this new UI is so hated is that it comes across as a complicated process akin to PI and Scanning. Unlike PI and scanning, people who are too lazy to learn about them can't simply ignore the UI and do something else the way they can with PI and Scanning. EVERYONE depends on the UI for everything they do.

Yet there is no clear official guide (or if there is one, it is not in a readily visible place) or video.

What CCP really needed to do is release a tutorial guide/video while the UI was still on SISI to explain it and compare it to the current UI.
"To access your corp hanger, you used to do X [Screenshot] but you now do Y [Screenshot]"
And then provide instructions on how to go on to SISI for players who normally don't touch the test server so they can try them out if they wish to.

If the transition was not so jarring, people might actually take the time to explore the new UI and find new benefits that might be helpful rather than hunkering down and clinging to their opinion that the entire new UI is trash and to the hope that they might get their old UI back if enough people complain loudly enough long enough.

In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.