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New dev blog: This Week In The Unified Inventory

First post First post
Author
Imuran
Zentor Industries
#421 - 2012-05-29 14:48:42 UTC
1) Still takes 30+ seconds to access my last corporate hanger, looks like its insisting on building all the branches of the other hangers (with lots of containers in) before finally getting to the hanger I want to access. At least with the previous system you could switch to the desired hangere and have it build its contents

2) Put the item count and value on the same line to save a bit of border space or better still give an option to turn off as its value is marginal to say the least.

3) Double clicking on a wreck should open it in its own window like it use to do and not have the tree view associated with that window


Xzen Drix
Caldari Provisions
Caldari State
#422 - 2012-05-29 14:55:17 UTC  |  Edited by: Xzen Drix
: ) TTIGER if U wana quote me pls do correct... or don't quote me at all

Xzen Drix wrote:

"CCP Optimal wrote:
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). "

and I must tell you that my account's (6) won't be stretch on any more...

The statement (It's also as good as technically impossible)
Is a lie, it was as good as possible before we "got" the unified inventory crap,
but then the new UI only affect the back bone (missioners, miners, industraliests WH corps and other POS holders)
of EVE and not PvP'ers and isent that the direction EVE been moving towards the latest yeras.

Sincerly not yours anymore
XZen

PS
If the UI problems is sorted I might go to Playing EVE again. ATM log on do skills and log off until sub expires
(Lag, retarted one window system and for more info read on the forums.... ups you don't do that otherwise we woudnt be here NOW)


U quotet me----
TTIGER wrote:

XZEN my dear friend this UI effects everbody you dont know how i have a nightmare when im movig around in hangars at my carrier as 0.0 player and i wrote fps drop and other things at my posts before . Only a few not effected are people logging just to train skill .Everyone else effected. Carriers/capital ships are a nightmare now .

Xzen Drix wrote:

Is a lie, it was as good as possible before we "got" the unified inventory crap,
but then the new UI only affect the back bone (missioners, miners, industraliests WH corps and other POS holders)
of EVE and not PvP'ers and isent that the direction EVE been moving towards the latest yeras.


Eutectic
Deep Core Mining Inc.
Caldari State
#423 - 2012-05-29 14:57:40 UTC
OK I've given the new Inventory UI a chance and all I can say is wow what a terrible experience.

Building or working out of a POS is simply still a horrible lag filled experience, 20 to 30 sec waits for inventory screens to load and that's after waiting the first 10 to 20 secs for the lame tree to populate. Moving things around to various containers, cargo holds, hangers etc. is a right nightmare too, requiring various shift clicks and/or right clicks to get proper windows open so you verify you moved things where you wanted to.

Station wise the experience is not much better since doing anything with corp hangers is laggy and overly complicated as well.

Please for love of god CCP just give up on this Unified Inventory thing and go back to old system. It was at least relatively responsive to user inputs and not near as lag prone. Just chalk this up to a failed experiment and roll it back.

Myn Fel
Red Frog Freight
Red-Frog
#424 - 2012-05-29 14:59:48 UTC  |  Edited by: Myn Fel
I neeeeed two seperate windows open everytime I dock automatically. One with station assets and one with my ships cargohold. I don't want to shift click every time.

I am a freighter pilot for Red Frog Freight who runs multiple freighters. I have accidentally not grabbed pakcages and flown empty freighters across New Eden more times in the last week than in the last year with the old inventory system. It really sucks not having seperate windows automatically open by default anymore.

The new system is a real PITA for someone who does about 1000 courier contracts a month.
Bullz3y3
Republic Military School
Minmatar Republic
#425 - 2012-05-29 15:18:21 UTC
The new UI even with changes will never be usable because not everyone plays on a 24 inch or bigger monitor. That seems to be the smallest screen that I would need to properly use this abomination. Even then it would have to fill the whole screen. Before I could use my small 13 inch laptop screen with no problems!
Arco Arachni
Deep Core Mining Inc.
Caldari State
#426 - 2012-05-29 15:18:53 UTC
CCP Soundwave .. you promised an performance boost with the latest update. Let the devs know, it didnt happen. Still needs time to open up a corp hangar. You dont know ... miss clicked or it is still working ... clicking it again results in the corp hangar closing again .. once after a while it opened. gargh

Moving 100 blueprints from A to B still results in LAG and time for a coffee break ... thats uncool. With the old system, the client responded to other actions I did in the UI ...

All my other points in former posts still apply .. do I need to repeat them?
Zebs Clone
Republic University
Minmatar Republic
#427 - 2012-05-29 15:21:43 UTC
Bullz3y3 wrote:
The new UI even with changes will never be usable because not everyone plays on a 24 inch or bigger monitor. That seems to be the smallest screen that I would need to properly use this abomination. Even then it would have to fill the whole screen. Before I could use my small 13 inch laptop screen with no problems!


i play on 2 26inch monitors and this thing takes up all of it when i need to do something at a pos.

you cant polish a turd. and thsi is something ccp are trying to do

stop is ccp, revert back to the old one..
you have back ups, you have the code sat there, fix what ever it is stoping you putting it back on tq and get it done
May O'Neez
Flying Blacksmiths
#428 - 2012-05-29 15:25:43 UTC
Perhaps the lag may be not "network" side only. I have no lag at all with an hangar containing several thousands items. However, I have a high-end machine (quad core bought last year, GTX 560).
Mangone
Plan.B
#429 - 2012-05-29 15:26:02 UTC  |  Edited by: Mangone
Myn Fel wrote:
I neeeeed two seperate windows open everytime I dock automatically. One with station assets and one with my ships cargohold. I don't want to shift click every time.

I am a freighter pilot for Red Frog Freight who runs multiple freighters. I have accidentally not grabbed pakcages and flown empty freighters across New Eden more times in the last week than in the last year with the old inventory system. It really sucks not having seperate windows automatically open by default anymore.

The new system is a real PITA for someone who does about 1000 courier contracts a month.


+1 and i dont even fly freighters or do couriers.

My brains starts to work in station when i have ship hangar, item hangar and active ship cargo open in separated windows. So first thing to do everytime i redock is to reopen these windows. U guys need to fix these. This UI is not working before these are fixed to remember their place and size even after redocking maybe even reloggin...
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#430 - 2012-05-29 15:40:22 UTC
Let me get this straight, the lead game designer is "not happy" with a feature, but apparently didn't manage to get anything done about it the entire time it was up on the test server and they still released the unfinished test server version that everyone had been complaining about for weeks with no changes to try and correct the plethora of problems with it.

Over and over again you hear people from CCP talk about not rushing features to meet expansion deadlines and giving players what they actually want, yet this expansion has just been full of textbook cases of rushing features and ignoring warnings from the userbase about how gameplay is going to be negatively affected.

Stop releasing unfinished crap that nobody wants.
Drak Fel
School of Applied Knowledge
Caldari State
#431 - 2012-05-29 15:48:27 UTC
Shift clicking to open a seperate window every time I want to move something is a pain in the ass.

Not doing this and just dragging items to the left, if you aren't just right you drop the **** on the wrong line, and don't have it when you go out to fight. Not to mention that if you don't release the mouse fast enough you change to that container so then you have to reselect the one your were dragging stuff from.

Vimsy Vortis wrote:
Stop releasing unfinished crap that nobody wants.
Scrapyard Bob
EVE University
Ivy League
#432 - 2012-05-29 15:50:14 UTC
Eutectic wrote:

Please for love of god CCP just give up on this Unified Inventory thing and go back to old system. It was at least relatively responsive to user inputs and not near as lag prone. Just chalk this up to a failed experiment and roll it back.


Or make it a "semi-unified" inventory. The tree is actually nice for cases where you have a single layer of containers, it just starts to suck wind when you get into 2-3 layers of little arrows. And it breaks down when you have more then 20-30 nodes in the tree because you have to vertically scroll a lot. For instance, if:

Alt-G - Opens up my personal hangar in a dedicated window (that remembers its settings and position). Then, in the left-hand tree view, the only nodes that appear there are (a) the hangar floor and (b) one node for each assembled container that I have in my personal hangar.

Because there's no extraneous stuff there, the tree actually becomes somewhat useful. Not as great as opening up containers in a tabbed stack. But it is at least possible to drag things from my personal hangar floor into my containers, without going through strange contortions. I don't have to worry that I'm going to drag them into a corp hangar by accident. If I find that the tree view won't do it, I can always double-click the containers or the tree nodes to break those out into a new window (and then tab-stack those windows that if needed).

Plus, if we could filter which containers show up in the tree list based on their name (by typing into a little text box at the top of the tree list, as suggested earlier in the thread), it would probably make using the tree more useful then dragging to a tabbed stack of container windows. Filtering by location name / location type name in the tree list would help a lot.

The "semi" unified inventory would be based around the concept that the following all open up their own dedicated inventory windows by default.

Corp Hangar button - only displays the corporate hangars at that station, with the divisions as the top level in the tree, and the containers as the second level.

Deliveries button - displays a simple container, with *no* tree option at a location that gets saved

Member Hangar button - only displays member hangars, each member is the top level in the tree. With the ability to filter by name in the tree view, this would make finding member hangars a cinch over the current system.

Personal Hangar - Alt-G shortcut, only my personal hangar, my personal containers, and nothing else

Ships hangar - Alt-N short cut - only my ships, and nothing else, optionally folded into the personal hangar shortcut.

Current ship's cargo - Alt-C short-cut, only the cargo and containers in my current ship. It needs to remember its size and settings by ship class. Freighters often have different window layouts then interceptors or carriers or other types of ships.

After that, you get into the stuff out in space.

Non-anchored can/wreck - should open up in a simple window dedicated to "non-anchored wrecks/cans". If the can/wreck vanishes, the window should close. If multiple wrecks/cans are opened at the same time, then create the tree view. Cans/wrecks should never be added to the tree view unless the player clicks the "open" button in the overview, and they should vanish from the tree view if they drift out of range.

Anchored stuff - should open up in a window dedicated to "anchored stuff in space". Things like POS fuel bays, labs, silos, arrays, secure containers.

Fleet member ships - Orcas, Rorquals, carriers, the ship maint bays and corporate hangar bays. These are unique enough that they deserve their own dedicated window. I'm tempted to say that "in-space ship bays" should have a separate window from "corporate hangar bays in space" because I think it gets too cluttered if you can have both in the tree at the same time.
Sturmwolke
#433 - 2012-05-29 16:07:01 UTC  |  Edited by: Sturmwolke
Seismic Stan wrote:

If it is true that the number of windows in the UI was a chief concern for many survey respondents, I feel that focusing on a single UI element such as the Inventory System was a misinterpretation of the problem.


That pretty much describes the gist of the fundamental problem at one glance - CCP's bad intepretation, leading to an over engineered "solution" that's almost inane in the practical sense for many users.
Either they've done this deliberately, or there's a major disconnect in experience level for the designers.

There's one example that I like to quote (because it sticks in memory) for one of the more successful implementation of a UI overhaul done by CCP in EVE -> the contract system. Whomever that ran it (CCP Atlas?), was able to clearly distinguish the issues faced by players and take those feedback to improve the contract system to such a degree that it was a joy to use it. Hands down, it was a significant IMPROVEMENT from the old contract system.

Next take a look at one of these site that discuss (a PVP) screen layout - http://www.evealtruist.com/2012/04/screen-layouts-for-pvp.html
From it you can tell, what functions are valued above others in a PVP situation ... and that's just one site. A savvy designer would have looked at those functions from a more holistic perspective and then figure out how to turn it into something more intutive, without sacrificing the critical functions.

In the Unified Inventory change, to me it looked like they threw everything to the wind with just one singular focus - one window items manipulation, take it or leave it. The message is: this is how players should do things from now on because we (i.e CCP) think it's an improvement that will pave way for more improvements later on. There is no way in hell that it wouldn't end up in a disaster that sucks up resource to fix. To the management, "after the fact" fixing always end up more costly, for both tangible (e.g. short term subs/PLEX, work resources etc.) and intangible cost (e.g. goodwill, brand reputation, employee morale etc.).
Eutectic
Deep Core Mining Inc.
Caldari State
#434 - 2012-05-29 16:11:38 UTC
One thing I've noticed is that the Corporation hangers tree is very and I do mean very slow to load if you have divisions with containers in them that contain hundreds of items.

If I had to guess this lag is because the code has to iterate over all the items in each container to load the tree before it can be displayed. In my case I have several hanger divisions that contain 10 to 30 containers with each container containing 200 to 700 items. I'm seeing 30 sec plus load times on my Corp Hanger tree view when I attempt to expand it. If I go to a different station with corporate hangers that do not contain containers with hundreds of items it's pretty fast load.

For those that will say, simple then don't put so much stuff in cans, I reply remember that we are limited to maximum number of items that can be in any hanger so cans are a must for organizing complicated inventories.

Perhaps it would be possible to not load the containers unless they are clicked on, similar to the way that the Corporate hanger tree nodes don't load until you click to expand.
Omega Tron
Edge Dancers
Pan-Intergalatic Business Community
#435 - 2012-05-29 16:28:18 UTC
Well Soundwave, when I first started trying to use this new Unified Inventory system, my thought was man you DEVs really screwed this one up. However, as I continued to use it and corrections that you've applied today, I actually think I am begining to find ways that it actually is an improvement over the old system. I am still not sure which way, the old one, or this new approach will win me over, but I am willing to try what you have come up with as long as you continue to work it and not run off to the next new approach. And again thanks for listening to everyone and for the continued tweeks.

CCP's sand box is EVE Online.  The sand is owned by CCP.  We pay them a monthly fee to throw the sand at each other.  That is all that is here, so move along. Nothing more to be seen.

Oma Lorche
Stay Frosty.
A Band Apart.
#436 - 2012-05-29 16:29:23 UTC
when moving some stuff into station containers they appear locked even when containers setting are set to "unlocked". Dont know if anyone else got same problem.
Arra Lith
Infinite Point
Pandemic Horde
#437 - 2012-05-29 16:30:22 UTC
Fix that SHIFT crap.
If there is window A (ie pos corp hangar or ship cargo hold) opened and I click on silo -> access container I want corp hangar to stay opened WITHOUT NEED TO PRESS SHIFT.
A new window should be opened without old one being closed.
Bayushi Akemi
Brutor Tribe
Minmatar Republic
#438 - 2012-05-29 16:33:53 UTC
If you're really insistent on keeping everything in one window, would it be possible to add a second container view panel to what you have so we can drag drop from one to the other? Also, please make all the window elements hideable and stop preloading everything.

Basically it would look like this:

Tree | Panel 1 | Panel 2

You could start with currently open container and then drag the new container you wish to open (or add right click) onto the second panel. That would make people's lives easier for now.

Thank you for adding active ship back. That was nothing short of annoying. Also, use your version 1.0 code for the assets window as that would be better than having to click everything to open/collapse.

I'm willing to deal with an old/new hybrid as mentioned in another thread which I have linked in my sig. Please look at that and comment on ability to implement at least the temporary window related changes.

https://forums.eveonline.com/default.aspx?g=posts&m=1354941#post1354941

Fundamental Problems with New UI. Also, see Tippia's post

SportBilly
GHOSTS OF THE FIRST AND ONLY
#439 - 2012-05-29 16:37:33 UTC
Well as expected , the update has improved only 5% of the actions in using the UI. Still spinning dics loading masses of items. (Yes guys those of you with few items can use the new system effectively, but this is a long term game not wow.)

The UI is is only usable for the majority ini ts previous format, roll it back or loose more accounts.

Inventory should be part of the assets and should not interupt / slow down normal gameplay, where time is imperitive for survival.

Its a sad day to suspend the subscription but its unplayable in its present form. Sad
Andy DelGardo
#440 - 2012-05-29 16:39:08 UTC  |  Edited by: Andy DelGardo
Oma Lorche wrote:
when moving some stuff into station containers they appear locked even when containers setting are set to "unlocked". Dont know if anyone else got same problem.


Have the same problem, atm this setting seems to-be ignored. Maybe we should try to reassemble those containers?