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New dev blog: This Week In The Unified Inventory

First post First post
Author
Ikeo58
Noir.
Shadow Cartel
#261 - 2012-05-28 11:00:51 UTC  |  Edited by: Ikeo58
Im looking forward to the naming of Corp Hangers - Will this also apply to ship maintenance arrays?

Perhaps when setting the name we can have a "Read permission set" I.E Set the Hanger/Array name to either Alliance, Corporation or Public wide broadcast. This will avoid naming the hanger "Faction stuffs" and having a local spike Twisted
Jebediah MacAhab Dallocort
The Scope
Gallente Federation
#262 - 2012-05-28 11:05:47 UTC  |  Edited by: Jebediah MacAhab Dallocort
CCP Optimal wrote:
I've not been able to be very active on the forums for the last couple of days simple because my time is better spent fixing defects as it is.

First, on the SISI thing; it's true that we let a few issues slip us and that's regrettable, but it is simply a fact that not all issues surface on test servers. We certainly did fix a LOT of issues that we discovered through your feedback from SISI. But, not all of them sadly.

Revamping a fundamental system, used by every single player, such as the inventory system so that it will fit every player's needs and expectations from day one is a tall order to say the least. There is probably no other system within EVE that is as multidimensional as the inventory and the use cases seem to be endless. The old system had not changed much at all and most of you veterans could probably operate it at lightning speeds blindfolded. Having to waste time re-learning basic things is annoying as hell and I get it. I've been there myself. I would be pretty furious if someone forced me to use a different Python editor, and it would probably slow me down tremendously for the first couple of days or even weeks. A fitting punishment for my crimes maybe?

THE biggest complaint about the EVE UI, according to our surveys, is the number of windows needed to accomplish tasks. We identified the inventory as being one of the biggest violator and that's why we went on this journey (not because we like to spend Sunday afternoons on the EVE forums, lovely as they are, mind you!). A lot of things have changed in the world of user interfaces during the last 10 years, and I think it's safe to say that a game shipping with the old EVE inventory system EVE today would receive mixed reviews.

The old system had been brewing out in the wild for 9 years, but the new one for less than a week, so obviously it has not received the same amount of updates and fixes. We are, and will be working hard to make sure that no matter your profession in EVE, you will have an equally or faster way of doing what you need to do.

I beg you to honestly give the new system a try. If you still don't like it and you aren't able to find an equally good or better work flow for your tasks, tell us why. Many of you have already done so, and we will are already acting on that feedback, but keep it coming. Telling us that it sucks won't help anyone, and I must stretch what has already been stated that reverting the entire thing is not an option (It's also as good as technically impossible). Making it optional is also not optional (confusingly enough) as it would require us to maintain two systems side by side which would cause an exponential increase in code and interface complexity if we were to make a habit of it. It's not as simple or as good of an idea as it might seem at first.

One of the hardest part of EVE is dealing with the UI and we are constantly being asked to change it. When we do, people without exceptions ask for the old one back. Doing both is obviously impossible. There is still work to be done and work we shall.


First of all, again, I am a software engineer and systems analyst with at least a decade of experience, and an Associate's Degree (with a Bachelors' on the way) to back up that experience, which is spread across multiple operating systems, programming languages, scripting languages, and dozens of released products, one of which is a commercial product. Now that I've qualified myself:

You're absolutely, positively full of **** and I'm beginning to wonder if you know what the hell you're doing or even talking about.

It is absolutely possible to refactor the code to run either of two UIs, one being your fancy, smooth, and broken UI pet project that most everyone hates, and the other being the old but working UI everyone apparently loves.

Let me demonstrate with some vaguely python-like psuedocode:


# In your startup methods somewhere:

# Does our user want to use the new UI?
if 'wantsOldUI' in userConfig and userConfig['wantsOldUI]:
    InitializeOldUI()
else:
    InitializeNewUI() # Default to new UI if they don't want it or haven't specified a preference.


You can do the same exact **** for all your events that you receive from the server.

If you can't figure it out, I'd be absolutely happy to work on it in what little free time I have, under any NDA and without payment, as long as you douchebags give me credit. Yes, it's absolutely possible you have done something on the server to break the old UI, but I suspect it wouldn't be very hard to work around that.

EDIT: And please don't whine that maintaining the old inventory system would be too hard with the new window included. All you're doing is rendering a window with a few sorting and display options. I could write that in my ******* sleep. The new UI is far more complex because of the treeview crap, and we're not asking you to revert THE ENTIRE GAME'S UI, just the inventory, because it has the usability factor of a nunchuck made out of C4, and the efficiency of shaving your head by plucking out every hair with tweezers.

How to Improve Quality Assurance at CCP

Professional Programmer, DBA, Game Developer and Systems Analyst

Davina Sienar
The Misinterpretation of Silence
#263 - 2012-05-28 11:06:25 UTC
SO... ok... U going to fix it with weekly patches...
any ETA for beeing ready ? See: 1 week already gone... if it takes 3 more weeks till useable we will
have paid 1 full month of gametime to wait till we can play again..

any compensation ? 1 month free gametime ? 1 Plex for free ?


get rid of that est. value ISK-Thing ASAP. guess it creates most of the lag if that tool is trying to
calculate all the stuff in the tree again and again everytime i move 1 item to another "folder"


-> I shoot 50 missiles and hit reload, now its cargo -50 scourge -> recalc. -> approach wreck/open -> calc value of wreck ->
I loot wreck, so its -> cargo + cargo of wreck recalc. and so on....


or when I land at POS and it starts to calc the value of all the stuff there °°
[and most of the values are wrong anyways]


and now for the funny part:

if u love that tree filemanager of windoz so much... why just not unify the neocom completely ?
instead a [windos] button , put a big [E] button in lower left corner and stuff EVERYTHING into that ^^^^

cBOLTSON
School of Applied Knowledge
Caldari State
#264 - 2012-05-28 11:07:55 UTC
CCP Optimal wrote:
I can certainly agree that there are systems within EVE much more broken than the old inventory, but you have to weight in that inventory is something used by everyone, so it might make sense to start there and do, for example, the corp window later as it's only used by a portion of the players even though it's way more messed up.

We did not ignore feedback at all. In some cases we didn't agree. In some cases we did agree and made changes. In some cases we felt that players weren't even giving the new proposed way of doing things a chance and that it might just be a matter of getting used to. It's certain that we didn't get everything right the first time around. That's why we have iteration.

cBOLTSON wrote:
I honestly dont get you guys. CCP as a games developer has to be the single strangest and most counter-intuitive company on the planet.

There are many many reasons and many things that you have done. This Unified inventory is a snap shot of why your game will eventually go to the gutter if you carry on.

Put simply, what possesed you to 'fix' something that wasnt broken? Out of all of the problems , all of the issues people have with the game you guys pick the one system that worked just fine.
I agree that EVE`s interface is very old and very bad but it worked.
If you want to make eves ui better the whole thing needs to be tore apart. Have the UI like you do in your videos. Thats something you guys have mentioned before that you will never ever do.

Dont get us wrong, we DO want improved shineys. Just not when the price is total functionality loss.

Come on guys you had SO much feedback on the test server forums, people like Zagdul, Tippia and others spent a lot of time documenting real basic issues. Why was the many pages of advice and feedback ignored?

Dont say you didnt ignore it as you DID plain and simple.

Final toughts - Im personally happy you are looking into this. I am hoping the UI will eventually be just as good if not better than the old system. Just wish you guys didnt allways rush to get half baked projects out like you lifes depend on it... lol



First off , thankyou for the reply.
However, it pains me to say this, you are straight up liying to us now.

Player feedback for the most part was ignored. Dont come here trying to pull the wool over our eyes. Zagdul commented himself as well as others. This is the proof we are being liyed to.

You agree that it was one of the systems not terribly broken and other things were worse. So why did you as a company decide to purge the old UI? Considering other systems are of much higher importance to the general community?

So in your mind, when a player has to use a system with reduced functionality and then decides to post bad feedback - this is them not giving the new system a chance?

Have you actually used the new system? We cannot even see our active ship in the hanger. Such basic things missing.

The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......

Maraner
The Executioners
#265 - 2012-05-28 11:15:28 UTC
Hmm It's good to see some rapid improvement, however after a momentary pause to consider, I still want to go back t the old system. You can dress a pig in silk but it still eats ****.

I don't see the rage storm falling back until the new system is coded with the functionality of the old one.... I know lets just use the old one.
Invisusira
Escalated.
OnlyFleets.
#266 - 2012-05-28 11:20:43 UTC  |  Edited by: Invisusira
-> Persistant ship and item hanger windows that remember if they're open in station so we don't have to re-open them every single time we dock. <-
Mangone
Plan.B
#267 - 2012-05-28 11:26:33 UTC
I dont still see any fixes on that problem when u undock/redock it doesnt remember what windows u had open and u need to reopen them every single time u redock. Thats very frustrating and time consuming if u do alot docking and sorting in stations..
Indahmawar Fazmarai
#268 - 2012-05-28 11:27:35 UTC  |  Edited by: Indahmawar Fazmarai
You know what would be sweet? Have a single window split into several columns/rows, one for each new container, making a sort of table so we could drag from a cell to another. Individual cells in the table could also be dragged out to span as new windows if necessary, and conversely windows could be dragged into the main inventory window and become a part of the "table".

That would save screen space and would make easier the basical "drag from A to B" operation.

Admitedly, i am not a Ui designer, but that kind of "split window" interface is something i miss a lot in present day computers. Navigation tabs are fine, but sometimes i just would like to have several windows open at once in a single window space, much as the primitive 3D Studio Max interface did.


BTW, I am aware that we can drag from the active window to the tree so having multiple windows open is not necessary. Yet, regretfully that action is a precission movement and the Ui is so slow that often I end up expanding the tree beofre being sure that the cursor is in the right place to not drop my stuff in a wrong container (which iv'e done too often as even with the Ui at 110% the tree is too small for my eyesight)

Comfort is not one of the UI's strong points. Straight
Samuella II
The Destined
#269 - 2012-05-28 11:36:24 UTC
Why do we only have 7 tabs in corp hangar btw ??? Compared to a variety of items, size of some corporations and other factors this is kinda idiotic.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#270 - 2012-05-28 12:05:29 UTC
Aaarrrggh wrote:
I dislike the extra space taken up by the top / bottom and side of the new system windows for info I'm not interested in

This, a hundred times this ^^^^ Evil
Kalzin Maya
#271 - 2012-05-28 12:18:03 UTC
will this fix container locking?
Phiad Aurilen
Caldari Provisions
Caldari State
#272 - 2012-05-28 12:34:58 UTC  |  Edited by: Phiad Aurilen
I'm adding my voice to this as a way of marking my vote against the current UI.

How did this pass muster I wonder? Are there only 2 people working on the overhaul of Eve's UI & its code hooks?
If it is only 2 people with understanding then that's the problem, not enough cooks & too many dishes.

My issues are the same as most regarding the UI but i'll add some others that need attention as well.

The Tree list needs a overhaul, the text is barely readable with some colour schemes. Shocked

The scroll bar need sorting, to be better defined + I should be able to grab it with my mouse. What?

The Estimated ISK value is useless. Example :- Found a Dread Guristas Copper Tag.
It was estimated to be worth over 400k upon docking I realised that that is not an average price & it certainly isn't being
brought/sold for that price in my current local region. Pointless get rid of it. I can find markets well enough without being spoon fed by the client phoning home to work out the value of crap I'm only going to scrap. Attention

Salvaging is a complete pain in the arse now. I went out in a Noctis & tried out the UI with multiple wrecks.. Omfg.. it was taking forever to go from A >B with one wreck.. then I realised i could have got there quicker if I hadn't taken an Optimal Arrow to the knee. Bear ( I don't blame you two :) )

Should have held it on SISI & had a vote/questionnaire in place to gather hardcore players opinions on features options.
Zammo Bahrut
Imperial Academy
Amarr Empire
#273 - 2012-05-28 12:37:52 UTC  |  Edited by: Zammo Bahrut
While I appreciate the forward approach to 'progress' the new UI adds nothing and has, in short, added only further inconvenience to my gameplay in eve.

I am firmly a jack of all trades and I've found the new UI hinders all that I do...

* Can flipping;- SHIFT-click all the things
* Mission running / loot harvesting;- no 'easy stack' of lootable containers, just the one ever present over-awkward lootable can that refreshes into other cans and I find the process annoying rather than simple.
* Planetary interaction;- SHIFT-click all the things (cargo hold / customs office and/or space containers)
* P.O.S;- really don't even start me off on this, this alone is a ruddy joke and a shining example of how over bloated the new UI is.
*docking for ship refitting etc SHIFT-click all the things

the fact is, in nearly every circumstance in which I need access to containers I have multiple windows open as it is simply the easiest way to perform function. All this new UI brings to the table is a 'mother' window which refreshes to whatever it damn well pleases and several daughter windows which close upon any change of session in game requiring them to be re-opened.

TL:DR I now have to open MORE things than I did previously to get the same job done.


There is a reason operating systems to this very day still operate on a 'multiple window' theory.. IT WORKS I don't open my emails in MS excel and I don't browse the web via my teamspeak client.
Yonis Kador
KADORCORP
#274 - 2012-05-28 12:39:59 UTC
Masamune Dekoro wrote:
Just let people drag out individual subfolders into separate windows and most of the tears should stop.


I disagree. This is already the purported fix stated on the dev blog. Even once this becomes an option, you still have to find what you want to drag out. Opening a station hangar or a corp hangar in a new window should not involve scrolling through hundreds of items in a tree. And "dragging out" all 7 divisions of a corp hangar every time you want to access said hangar is still a pretty poor substitute for what we had prior with one single click.

end reply/

Scrolling aside, I don't even like these locations being treated like files in a tree. The station hangar is a file division. The corp hangar is a file division. The ship hangar is a file division. etc. etc. Even though we know our hangars are folders on some operating system somewhere in Europe, we suspend our disbelief in-game. When I had a station hangar icon at the bottom of the neocom, for me, it was part of the station. Oooh...the corp hangar icon is over on the other side with the office listings. That was a separate part of the station. Now its all just files in a tree. This is why so many are calling the new UI "Windows 3.1 in space." I think something was lost that goes beyond efficiency and functionality with this change. Why even have stations? Let's just fly to a gigantic CHA in space. We don't even need to dock.

I've been so focused on trying to get the primary interface back to single-click, multi-window functionality again that I haven't even been worried about all the lost right-click functionality. (And I really wish people would stop saying "a million windows" or "a hundred windows" when describing the old interface. I think most people use 3-5 simultaneously.) But absolutely the absence of all the previous ship right click options is a whole other loss of single click functionality in lieu of more scroll hunting. The loss of efficiency in the new UI is just staggering. This is not resistance to change. This is aknowledgement of inferiority.

I'm a little worried that if reducing the number of open windows was done to ease server lag, or to make the shinies like the isk calculator "not" be drag on the server, that CCP may be resistant to giving us basically the old system with the new code - as multiplying shinies would only then increase server issues. They already have lag problems. (But if so many tree-navigation lovers are really out there, this must be a false premise right?) Just in case, I'm proposing that the neocom buttons to the station hangars pop up without the tree or the shinies by default. Hell, make the tree minimized by default in all situations. I'd love to never see it again.

I don't think I like the idea of having one window still with 3 or 4 divisions in it either as someone earlier suggested. A DIVIDED unified interface just sounds like a way to make the current situation worse. A hangar should really be a separate unique location. It should open like a new location. In a new window.

And, when am I ever going to get one of these surveys? I've never been polled and I'd sure like to be a part of all this "community feedback."

Yonis Kador
Marisol Shimaya
Doomheim
#275 - 2012-05-28 12:53:09 UTC
CCP Optimal wrote:
I can certainly agree that there are systems within EVE much more broken than the old inventory, but you have to weight in that inventory is something used by everyone, so it might make sense to start there and do, for example, the corp window later as it's only used by a portion of the players even though it's way more messed up.

We did not ignore feedback at all. In some cases we didn't agree. In some cases we did agree and made changes. In some cases we felt that players weren't even giving the new proposed way of doing things a chance and that it might just be a matter of getting used to. It's certain that we didn't get everything right the first time around. That's why we have iteration.


You agreed something about the new system are not perfect and the UI Inventory box we had was the best and our complaining are the best way to make the CCP listen and we might still complaining to the UI is fix in our way.

If Eve will or CCP will still do their way to make us unhappy. I'll think that all player will loose faith in CCP and leave the game they love to play. Many player has already deleted their account and if this trendy will go on until CCP make the change back
were it was before.

So CCP I wonder what next we will complainning about. Big smile

Fight For Our Rights

Captain Praxis
Sebiestor Tribe
Minmatar Republic
#276 - 2012-05-28 12:53:26 UTC
Yonis Kador wrote:

...
Even though we know our hangars are folders on some operating system somewhere in Europe, we suspend our disbelief in-game. When I had a station hangar icon at the bottom of the neocom, for me, it was part of the station. Oooh...the corp hangar icon is over on the other side with the office listings. That was a separate part of the station. Now its all just files in a tree.
...


Yup, I totally agree with you on this point, and it's one that nobody else has mentioned. By the same in-galaxy rationale, wrecks cans, etc. should all be separate windows too, since they're separate objects in space, and not a part of our ship or station.

The old UI definitely made more sense in the context of the separate entities (hangars, ships, things in space) that we interact with, and reinforced the believability/suspension of disbelief much more than the current UI.

It would make a lot more sense for the new UI to replace the Asset finder than the "Inventory" (which, as has been pointed out, doesn't really exist per se in-galaxy).
Mar Drakar
LDK
#277 - 2012-05-28 12:54:10 UTC
Jebediah MacAhab Dallocort wrote:


# In your startup methods somewhere:

# Does our user want to use the new UI?
if 'wantsOldUI' in userConfig and userConfig['wantsOldUI]:
    InitializeOldUI()
else:
    InitializeNewUI() # Default to new UI if they don't want it or haven't specified a preference.



You are soooo full of it.

You assume that both old and new have the same hooks to the overall engine
You assume that it is feasible to implement new UI "interface" for old inventory engine...

The fact that you do not (want to?) comprehend that everything changed in a way that going back is not an option disqualifies you from deciding.

Also CCP - keep iterating, add explanations, features, back/forward buttons and some other bells and whistles, and in the end every QQing hater in this thread will just have to DEAL WITH IT.
Jebediah MacAhab Dallocort
The Scope
Gallente Federation
#278 - 2012-05-28 13:04:29 UTC
Mar Drakar wrote:
Jebediah MacAhab Dallocort wrote:


# In your startup methods somewhere:

# Does our user want to use the new UI?
if 'wantsOldUI' in userConfig and userConfig['wantsOldUI]:
    InitializeOldUI()
else:
    InitializeNewUI() # Default to new UI if they don't want it or haven't specified a preference.



You are soooo full of it.

You assume that both old and new have the same hooks to the overall engine
You assume that it is feasible to implement new UI "interface" for old inventory engine...


And you didn't read the entire post. I said that it's easy to work around those differences.

Plus, if they're using a model-view-controller design, there shouldn't be such a huge goddamn problem. Loot All button calls OnLootAllPressed in the form's class, which then calls activeContainer->LootAllTo(cargoHold).

Seriously, this **** isn't rocket science.

Also, I said not to roll back the entire UI, just the inventory, which is the part that CCP changed and totally ****** up.

How to Improve Quality Assurance at CCP

Professional Programmer, DBA, Game Developer and Systems Analyst

Vizen Horizon
TORCHWOOD CREATION
#279 - 2012-05-28 13:11:01 UTC
To much work and confusion to do simple things, please give an option to switch to old style. I tried moving things to/from hanger , carrier hanger, items, ship hanger, carier ship hanger, and can 's and wow, just aweful . I almost got enough windows setup and open to what I needed and then another window changed when i needed one more window and lost the original window . This is taking a 3 min task into a 30 min project. I'm not sure if I will play anymore today . I might log back in later see if I can try to configure mutiple ships w/ different mods and try to get that into a carrier from all these hangers and item spots but because it is such a project now, I'm feeling like this is really the turning point where the game is not playable and non-fun( least for some). I think zounds of us are saying why, why, why.
Rommiee
Mercury Inc.
#280 - 2012-05-28 13:17:06 UTC
CCP Optimal wrote:
We did not ignore feedback at all. In some cases we didn't agree. In some cases we did agree and made changes. In some cases we felt that players weren't even giving the new proposed way of doing things a chance and that it might just be a matter of getting used to. It's certain that we didn't get everything right the first time around. That's why we have iteration.



No one expects that everything will be perfect first time around, and this was so far from being anything like half-way useable.

However, you do your testing and iteration on SISI, not on TQ.

That is why you HAVE SISI, ffs.