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Player Features and Ideas Discussion

 
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How should we improve the inventory UI?

First post First post
Author
Ammos Moonrise
Hedion University
Amarr Empire
#261 - 2012-05-25 15:08:21 UTC
i think thay need to merge assets with the inventory so i can get all of my infromation in one spot
vasuul
BLUE M00N Fetish Group
#262 - 2012-05-25 15:19:16 UTC
What we have here..... is a failure to communicate Roll

4 different threads on this one subject

CCP soundwave saying one thing and the other DEVS saying something totally different Obviously shows they are not communicating with each other much less the community of their customer base

if you are trying to divide and conquer it will not work, each new thread will just enrage the community more feeling they are not being listened too

The only ones that could possibly think the new file trees are better than the system we had before are anal retentive programmers

people on the test server gave you feedback and YOU Didn't listen to one word
4 different threads on the same issue and you are Still not listening

if that is NOT a failure to communicate, I don't know what is Roll

give us back what was working if i want trees i will go into the forest
If it aint broke don't fix it
Race Drones
Garoun Investment Bank
Gallente Federation
#263 - 2012-05-25 15:34:15 UTC  |  Edited by: Race Drones
ISSUE:

  • Hard to manage modules in containers in the carrier cargo for refit in fly.
  • Hard to see where are the modules in the corp hangar for mates refit his capital or sub-capital ship.
  • Is hard for mates to find the SMA and re-ship in fly (by example: put the inty in the carrier and take the dictor).



FIX: I need some little windows open (one for each container, and for the cargo with anothers modules) to see and be ready with the modules i need to refit.

NOTE: Tabs in a window are best choice than a vertical menu in a window.
NOTE: A Rorqual can carry like 40 GSC in the cargo.

Ignorance is curable, Stupidity is not.

The "Planet of the Apes" is not science fiction, is a daily reality.

All is in "The Matrix".

See Beyond the Obvious.

Kile Kitmoore
#264 - 2012-05-25 16:01:21 UTC
Issue: Suggestions in multiple threads ignored.
Solution: Go back to the countless other threads and start reading.
Lord Loco
LOCO TRUST
#265 - 2012-05-25 16:54:10 UTC
CCP Optimal wrote:
The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. I was thinking about a format like this:

ISSUE: Explain your issue
FIX: How do you suggest we fix it?

Example:
ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks
FIX: Make it possible to manage your inventory through a single window that lists all the accessible inventory locations as well as making it easy to browse and drag items between them

Oh, and I'll fix lag while I'm at it, so no need to explicitly request that

Thanks in advance.


read this thread, and you now what we want:

https://forums.eveonline.com/default.aspx?g=posts&t=112481


Make it possible to handle the new UI like the old inventory and all of us are happy....

.

Ad'Hakim Tahous
Science and Trade Institute
Caldari State
#266 - 2012-05-25 16:59:57 UTC
CCP Optimal wrote:
The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. I was thinking about a format like this:

ISSUE: Explain your issue
FIX: How do you suggest we fix it?

Example:
ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks
FIX: Make it possible to manage your inventory through a single window that lists all the accessible inventory locations as well as making it easy to browse and drag items between them

Oh, and I'll fix lag while I'm at it, so no need to explicitly request that

Thanks in advance.



Hello CCP Optimal.

There is a perfectly useful Thread running in Info Portal. To find this new thread, here, is just alarming. CCP Soundwave has already set the table for you & CCP Arrow.

-- Plenty of pilots in that thread are still ready to offer clear references, links, and comments
-- Those ideas will most likely be quite helpful in retooling what currently passes for inventory management
-- There will be plenty of time to 'tinker-and-test' when this system is moved back onto Sisi.... where it belongs

What, a bit uncomfortable with the high % of negative commentary in Soundwave's thread? Feel for ya, really! Despite a best effort this system has not been so well received. If you can deal with the 'Tin Foil Hat' crowd, I think you'll find that once folks calm down after you start posting, you might get what you're seeking. Best of luck.
Sonja Tzang
Center for Advanced Studies
Gallente Federation
#267 - 2012-05-25 17:18:08 UTC
Ad'Hakim Tahous wrote:

Hello CCP Optimal.

There is a perfectly useful Thread running in Info Portal. To find this new thread, here, is just alarming. CCP Soundwave has already set the table for you & CCP Arrow.


I'm pretty sure this thread was posted in January when they were starting to field ideas for what has since become the unified inventory UI. :P
Spanking Monkeys
ZC Omega
#268 - 2012-05-25 17:23:47 UTC  |  Edited by: Spanking Monkeys
CCP Optimal wrote:
The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. I was thinking about a format like this:

ISSUE: Explain your issue
FIX: How do you suggest we fix it?

Example:
ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks
FIX: Make it possible to manage your inventory through a single window that lists all the accessible inventory locations as well as making it easy to browse and drag items between them

Oh, and I'll fix lag while I'm at it, so no need to explicitly request that

Thanks in advance.



ISSUE. i need multiple windows to work properly, there are things in multiple locations i need access to all at the same time, with as FEW clicks as possible


FIX. one window is a mistake remove the inventory window, replace with multiple windows.


can you undo the craptastic mess you made of the ui, thats how you can improve it.
Leif Trifolium
The Scope
Gallente Federation
#269 - 2012-05-25 18:38:46 UTC
I know this doesn't fit the format of issue/solution but I've never felt so strongly about an...er....enhancement. New inventory system enrages me with disappointment.
Maximus Aerelius
PROPHET OF ENIGMA
#270 - 2012-05-25 19:13:55 UTC  |  Edited by: Maximus Aerelius
I have to say that it's nice to see that CCP is taking our comments on board and this can be seen here from CCP Soundwave.

I may log back in in a couple of days and undock to see beautiful missiles...but not right now as it'll take me 30 minutes to find more missiles!

CCP: Keep reading this thread. A lot of people have used some inappropriate language but their frustration comes from their passion for EVE much like my own and we all pay to play and just can't with this UI. Fantastic to see that this feedback is being taken on-board but a simple suggestion to ensure a happy player base AKA The Customer:

A bit of RL background on me: I work as a Virtual Environment Engineer and take projects involving new software through the path to LIVE so I kind of know the rough process. My idea's are below:

OopsIssue:Evil

Test Server "Volunteers" DO NOT always follow CCP's rules for testing.
"Volunteers" DO NOT always submit reports\feedback.

IdeaSolution:Question

  • Form a new group of volunteers called "UAT Volunteers" (UAT stands for User Acceptance Testing).
  • These volunteers would be vetted on application and if successful would be asked to feedback on WIP (Work in Progress) updates\expansions.
  • Limit the volunteers to have a minimum Time In Game (e.g. 1 year) so that you have individuals who have been in EVE long enough to know how things are going.
  • Ask them what their main playing time consists of e.g. PVP, "Carebearing", Missions etc.
  • Create a new Testing Server just for them to test updates\patches\new ideas on and provide them with a feedback forum to report back to you.
  • Make this new server similar to SiSi with seeded market, POS's etc but only provide 1 region or a few Solar Systems. This doesn't need to reflect TQ or SiSi as it's for dedicated testing to meet specific objectives.
  • Limit the number of people to say 500 globally.
  • REWARD them for testing and feeding back.
  • Punish them if they go "rogue" during testing.
  • Testing would be on an invite with a weeks notice before testing and the Agenda sent to the UAT Volunteers.
  • Obviously include a commercial confidentiality clause similar to an EVE "Official Secrets Act".


Big smileBenefits:Big smile

  • You can get early eyes on feedback from a selection of the Player Base AKA The Customer before throwing a lot more time into further development of things like the new UI.
  • The UAT Volunteers would be willing and enthusiastic to provide this as they are all volunteers and selected for their skills, background, experience etc.
  • It would cost a little to begin with to set up a new environment for this testing but the benefits you and we Capsuleers would gain could be tremendously beneficial.

  • Just my suggestion's roughly thrown together but if this were to happen I would volunteer like a shot to be in this team (if I passed the rigorous selection process I stated above)! How many times have we all gone on a Mass Test and had PVP before the Test even starts from Players who want nothing than to disrupt\annoy\grief.

    I'm done...Max out :0)
    magikalcoffee
    Garoun Investment Bank
    Gallente Federation
    #271 - 2012-05-25 19:35:19 UTC
    issue : lag on opening items hanger
    fix: imo a roll back would suit myself and many others at very least an option to use the old system

    issue: can't double click a ship from your hanger to open the cargo hold
    fix: make this possible

    issue : too many items to scroll through on the items list i.e guns are not necisary when u are at a pos
    fix: take them off the inventory tree or give them a more reasonable radius e.g. 10 km so when u are sat at the tower they don't show up

    issue: i can now only r/click store vessel on my carrier alt if i am fleeted
    fix: change this back its a simple option and why would i need to be in fleet with my carrier to want to dump my ship in the ship hold, if hes doing a quick 2 system cyno jump hes probably already in a fleet

    issue: salvaging, not tried looting a mission as i dont so it much but this looks like it would bve a problem in this windowed mode hundreds of cans/wrecks on 1 tree would be a pain
    fix: make cans seperate from inventory tree and have them work like the old system double click and a loot all button


    overall i feel the way ccp have deployed this patch even after a serious feed back of problems from sisi testers is horrendous the old system was more than adequate, to start forcing changes on people was an ill-considered and offensive choice on your part i'm hoping u guys get this sorted and soon i love this game and this is the first time in 4 yrs except for holidays that i haven't bothered playing. the lag issues are deffinatly the most serious problem for me i often have to switch ships in a pos at speed and waiting 10 secs for the loading could mean the difference between a loss mail or a kill for my corp.

    Tippia
    Sunshine and Lollipops
    #272 - 2012-05-25 19:54:59 UTC  |  Edited by: Tippia
    ISSUE: The single window you end up with when trying to perform complex inventory task.
    FIX: Make it possible to manage my inventory through multiple windows, where each holds a particular location and makes it faster and easier to drag and drop between them.

    Roll

    Yes, with that kind of OP, you deserved that one, and it encapsulates the by far biggest issue. Almost all other issues and fixes are simply the nitty-gritty details of returning proper multi-window functionality. Also, beyond what's said here, see sig for further elaboration on some other details. Here goes.

    ISSUE: Inability set up a consistent workspace.
    FIX: Make each item location open in a new window by default. These windows can be stacked together to create clusters of similarly-themed item locations so that I always know that my POS modules are in this stack and my cans are always in that one. If I don't want to open a new window, I can use a hotkey (say, shift-click) to reuse the first available existing window, alternatively, I can use the tree view to manually navigate to the location. Make these windows remember their position, size, view-mode, and stacking so that each time I open a given location, it appears takes up the exact same screen real-estate and presents its information in the same manner. Also, make it so that the windows remain on-screen for as long as the item location is available — no window should automatically close unless the inventory is no longer a valid location to interact with (off-grid, in-station while undocked, wreck already emptied etc).

    ISSUE: No context-sensitivity for inventory windows.
    FIX: Make it so that windows showing station-based inventories (e.g. hangars, corp hangars, delivery hangars) remember their state and re-open if available the next time I dock at a station. Likewise, make it so that windows showing in-space inventories re-open when I enter space. Preferably, for things like POS hangars, they should auto-open when I get close enough to them if I left them open the last time I was at that POS.

    ISSUE: Screen real-estate bloat.
    FIX: Make it possible to hide or minimise pretty much all internal elements in an inventory window: size display, ISK estimate, filter text box, and maximise the available area for items. Some elements might exist in different sizes (e.g. the old thin-line space meter alongside the new fatter one). Also, make the tree view be a slide out side-window that expands on the side of the actual inventory and keeps the area available for items the same at all times, rather than a slide-in window that steal space from what the inventory window is meant to display: the items. Finally, with all that in place, drastically reduce the minimum size the window is allowed to be, since it no longer has to fit all the mandatory elements and since the user can set the window up to show what (s)he wants and what fits in the preferred size.

    ALTERNATIVE FIX: Completely detach the tree view from the inventory window. Make it a separate “remote control” for currently selected inventory window. This lets it be populated separately and means you only have to spend that screen-space once regardless of how many windows are currently on screen (this as an alternative to the slide-out fix).

    ISSUE: No direct access to specific locations.
    FIX #1: Bring back context-menu items for ships and other “combined containers” such as the various POS arrays and the actual POS tower that list the various sub-bays available for the container: be it different bays on a ship or different divisions of a CHA. These should open up the specified location directly in a new window or in an existing one if shift is held down (and while you're at it prune some of the contextually irrelevant stuff from the context menu, such as “undock”, “find in contracts”, “buy item” and other things that all lead to the same market window, even show info can go and be replaced with a direct button to the fitting window).

    FIX #2: Let me drag specific locations to the NeoCom to create new direct-access buttons there.

    FIX #3: Let me define “root objects” for windows as described here. This also works as an alternate solution to the option of opening all items in new windows by default (or rather, they open in new windows by default for a different reason).

    ISSUE: Inability to set default view modes for new windows.
    FIX: Let each window (and preferably each location) remember what kind of view mode it was in when last accessed: icon, or list mode, sort type, what columns were set up and at what sizes. Also, let me set a default layout that will be applied to new windows (in particular in terms of which columns should show). It might be worth-while do do a survey on what columns people actually use and shift the game's defaults to better represent this. Personally, I doubt that columns such as “location” and “group” see much use. Likewise, make a survey of what other columns people would like to see and implement those as well.

    ISSUE: No remote management of distant inventories.
    FIX: Port the unified inventory to the asset, corp asset, and science-and-industry interfaces to let me manage my assets remotely the same way I do locally. In particular, combined with the above issue, add sort columns such as ME/PE for blueprints as a standard column so that the blueprint viewer just becomes another instance of the inventory manager and the two can be use interchangeably. Yes, it may slow down the fetch time, but then warn people of this if/when they try to turn it on the first time. Do not integrate remote locations directly into the standard inventory manager (or make it an option if people want to see those nodes in the tree view as well), but rather let them be separate windows by default.
    Tippia
    Sunshine and Lollipops
    #273 - 2012-05-25 19:55:12 UTC  |  Edited by: Tippia
    ISSUE: The tree view overfloweth with all the things it has to show.
    FIX: Provide a filtering option for the tree view. Let me decide what I want to see there and let me sort how auto-populated items are grouped. Think of it more like a multi-level (user-defined, but with a preset) index rather than a file structure. Introduce default groups for some of the more common and thickly populated groups such as POS modules (which can be split into weapons, labs, hangars, manufacturing arrays and so on). Likewise, consider whether some subsections might not be better served with a completely different solutions. “Corp member hangars”, for instance, will very quickly become completely unusable as a tree structure as the number of corp members grow — again, make it a filtering option where I can select which corp member hangars to show (and this filtering window can in turn be sorted and filtered in various ways to get a quick overview of what's available).

    In addition, doing so will let the system determine whether a new item location can show up in the existing inventory windows or if a new window is required. If I have set all my windows to not show wrecks and try to open a wreck, then the system will recognise this and open a new window that is pre-set to only show wrecks. Of course, per the above fixes, this window will then be remembered and reused — reopened in the same location and at the same size, with the same display settings — the next time I open the same kind of object.

    ISSUE: Too much mouse automation — things keep happening that you don't ask for purely due to the mouse pointer location.
    FIX: Make the timer for the spring-loaded tree view adjustable by the user to keep slight hesitations and UI hiccups from accidentally opening an item location that I was just dumping stuff into and navigating away from the location I wanted to see. Also, make mouse-over information windows togglable to keep them from obstructing the view with information I don't feel like I need at the moment.

    ISSUE: Bloated filter manager.
    FIX: Make the filter list a separate object that can be turned on and off independently of the tree view. Also, make it independently resizeable. Optimally, it should be possible to drag filters to some part of the title bar (say alongside the view mode icons) to provide quick access to your favourite filters. Alternatively, they can be part of the previously mentioned “detachable tree view” idea and simply be a remote control for the currently active inventory window. This has the added benefit of allowing the filter list to be ridiculously long without having the inventory window(s) be ridiculously large.

    ISSUE: Lack of filter combinatorics and complexity.
    FIX: Let us define “meta-filters” that simply turn combinations of other filters on or off, or let us define filters where each filtering option comes with its own separate AND/OR logic (and parentheses to make compound statements).

    ISSUE: Lack of systematisation and categorisation options.
    FIX: Create a “virtual container” item — a container with no maximum size (beyond what the station/hangar/whatever itself has) — that can act as a folder in the tree view. This can either be used a root folder, into which I can stick other inventories to create a more fine-grained categorisation than the tree view offers, or it can be used to mimic corp hangars for individuals without having to resort to physical (and size-limited, and code-locked, and time-restricted) station containers and the like. As an added bonus: if such a virtual container only holds blueprints, it will be called a “sketchbook” or some such, with a different icon to represent it to clearly separate it from all other item and container types in the inventory. Such virtual containers (including a blueprint sketchbook) can be locked or unlocked as a single entity — be it a right-click→unlock in a secure container, or through a single corp vote for the sketchbook. New items added to the virtual container will automatically be locked/unlocked as defined by the container (making it easier to add BPOs to a corp's collection without having to lock every new one you buy and research). As a final coup de grace, add closure to these containers: you can have a virtual container within a virtual container (or within a real container for that matter) — if you want to mimic the file management paradigm, embrace it fully.

    ISSUE: Counter-intuitive shortcuts.
    FIX: Follow standard UI conventions when interacting with containers and the like: double-click to open (in a new window, obviously); shift-click to mass-select; alt-drag to copy; ctrl-drag to create aliases… oh, yeah, and add aliases.

    ISSUE: Tabs no longer work as drop targets.
    FIX: It used to be possible to move items by dragging and dropping them onto just the tab portion of a stacked inventory window. Now the window area (either the item list or the tree view) is the only valid target for dropping items, so you have to activate a window to have it receive items. Before you could just leave it in the background of a stack and still throw items its way. This needs to be restored.
    Mistah Ewedynao
    Ice Axe Psycho Killers
    #274 - 2012-05-25 23:00:07 UTC
    After days of trying to use it, the only way to fix it is to TRASH it.

    Nerf Goons

    Nuke em from orbit....it's the only way to be sure.

    Mikelii
    Doomheim
    #275 - 2012-05-25 23:04:25 UTC
    (6:01:31 PM) generaldisturbed: I ******* hate CCP and this godawful new UI. I can't even open the mentors hangar without locking up my client. Been trying for 10 minutes to take ships out
    (6:01:51 PM) generaldisturbed: This new UI, such a good idea +1 CCP would use again
    (6:02:02 PM) motoh: Oh dear, I'd never even considered the mentors hangar.
    (6:02:03 PM) motoh: Good lord.
    (6:02:43 PM) generaldisturbed: Yes, Eve is currently using 2GB of ram and rising
    (6:02:51 PM) generaldisturbed: Because I opened the ******* mentors hangar
    (6:03:07 PM) rek esket: Having it parse through 1000 BPCs every time I dock isn't friendly

    ^^^ This, nothing but this. All day, every day. The UI is a mess that lags out the client. Half our hangars we can't even access anymore.
    Jonuts
    The Arrow Project
    #276 - 2012-05-26 01:49:20 UTC
    Mistah Ewedynao wrote:
    After days of trying to use it, the only way to fix it is to TRASH it.



    I fully support and endorse this statement.
    Maul555
    Xen Investments
    #277 - 2012-05-26 02:31:16 UTC  |  Edited by: Maul555
    CCP Optimal wrote:
    The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. I was thinking about a format like this:

    ISSUE: Explain your issue
    FIX: How do you suggest we fix it?

    Example:
    ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks
    FIX: Make it possible to manage your inventory through a single window that lists all the accessible inventory locations as well as making it easy to browse and drag items between them

    Oh, and I'll fix lag while I'm at it, so no need to explicitly request that

    Thanks in advance.



    Is this a joke? Your example there is a troll if I have ever seen one. Our problem was never multiple windows, and I have no clue why CCP continues to try to make it one. You broke my stuff, fix it! I want my multiple little windows back where I had them!

    Oh yeah, and I NEVER combine my ships and items hangers, and I shouldn't be forced to do so just to try and use this broken UI!
    vasuul
    BLUE M00N Fetish Group
    #278 - 2012-05-26 03:08:34 UTC
    Maul555 wrote:
    CCP Optimal wrote:
    The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. I was thinking about a format like this:

    ISSUE: Explain your issue
    FIX: How do you suggest we fix it?

    Example:
    ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks
    FIX: Make it possible to manage your inventory through a single window that lists all the accessible inventory locations as well as making it easy to browse and drag items between them

    Oh, and I'll fix lag while I'm at it, so no need to explicitly request that

    Thanks in advance.



    Is this a joke? Your example there is a troll if I have ever seen one. Our problem was never multiple windows, and I have no clue why CCP continues to try to make it one. You broke my stuff, fix it! I want my multiple little windows back where I had them!

    Oh yeah, and I NEVER combine my ships and items hangers, and I shouldn't be forced to do so just to try and use this broken UI!



    what he said but OK we will play this game

    the issue : you messed it all up when it wasn't broken to begin with

    Fix : yes we wish you would the sooner the better put it back the way it was

    only an anal retentive little programmer with too much time on his hands,would think a file tree is a better system than what we had

    the issue: there is 4 threads of dev posting about this same issue and no one is listening

    the fix : wake up and clean out your ears and flush your eyes with a good eye wash so you can hear and see what people are saying


    the issue : even the test server people told you this thing was junk but you released it anyway
    The fix : listen to the feedback you get and adapt accordingly

    this is not a flame i was not rude so please do not delete this post as such Just learn from your mistakes and move on



    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #279 - 2012-05-26 07:05:06 UTC
    The shift-click to 'detach' a sub inventory is great, but could you make the action stick so that I don't have to detach my cargo every time I change my ship .. pretty much mandatory to have an open cargo to micro ammo/fuel/charges/dope/etc. and the full inventory window is just too unwieldy.
    HTP2K
    Caldari Provisions
    Caldari State
    #280 - 2012-05-26 08:09:31 UTC  |  Edited by: HTP2K
    Easiest Possible Fix which will satisfy many of the people that have problems with the UI interface....
    Give an option to turn the UI OFF (turning off the index and the 1 window format) IE revert to the old way.

    You managed it with station walking.

    Give the players the option to turn it off and see how many of your active subscribing accounts actually use the current interface