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New dev blog: Unified Inventory: Changes Coming Your Way This Friday!

First post
Author
CCP Guard
C C P
C C P Alliance
#1 - 2012-05-30 09:55:25 UTC  |  Edited by: CCP Navigator
CCP Soundwave has more news of more fixes and iterations for the Unified Inventory coming later this week. Check out his latest dev blog, and please leave your feedback here in the thread as always.

CCP Guard | EVE Community Developer | @CCP_Guard

DarkAegix
Center for Advanced Studies
Gallente Federation
#2 - 2012-05-30 09:58:47 UTC
Good stuff, keep up the great work! :D
Tawn Maihac
The Scope
Gallente Federation
#3 - 2012-05-30 09:58:57 UTC
Yay for a working inventory \o/
Claire Raynor
NovaGear
#4 - 2012-05-30 10:01:59 UTC
Thanks for working on this - thanks ever so much,
cheers,
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#5 - 2012-05-30 10:03:23 UTC
inb4 devblog?
Scaugh
Republic Military School
Minmatar Republic
#6 - 2012-05-30 10:03:32 UTC
And corporate hangars?

At least bring back the icon for it.


Eugene Spencer
Set Phasers To Malky
#7 - 2012-05-30 10:04:06 UTC  |  Edited by: Eugene Spencer
Hmmmm, I can't see any content when I hit your link or "read more".

NEVERMIND. Seems the content just cyno'd in.

I have a specific comb for my beard.

CCP Soundwave
C C P
C C P Alliance
#8 - 2012-05-30 10:04:24 UTC
Scaugh wrote:
And corporate hangars?

At least bring back the icon for it.




We're working towards making some changes to a lot of the icons. Ideally we'll want everything to have separate icons so you can more easily identify them.
Scaugh
Republic Military School
Minmatar Republic
#9 - 2012-05-30 10:06:33 UTC
Niicceee.... We are of course working towards the same goal. Lol

Time to somewhat relax now as you are indeed listening.
Mr Bigwinky
The Scope
Gallente Federation
#10 - 2012-05-30 10:07:25 UTC
This still shouldn't have happened against the will of your player-base.

Unless the inventory system becomes a big improvement on the old then it was for nothing.
Welcome to EVE online, here's your rubix cube, go F*** yourself ♥
Cloned S0ul
POCKOCMOC Inc.
#11 - 2012-05-30 10:08:10 UTC
How about double click that open hangars or ship bay?
CCP Soundwave
C C P
C C P Alliance
#12 - 2012-05-30 10:09:38 UTC
Mr Bigwinky wrote:
This still shouldn't have happened against the will of your player-base.

Unless the inventory system becomes a big improvement on the old then it was for nothing.


We won't stop until that happens.
Andy DelGardo
#13 - 2012-05-30 10:15:23 UTC  |  Edited by: Andy DelGardo
Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.

U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!

Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun.

What also happens often with the new UI, i accidentally drop materials in the wrong devision. Now 5mins later i try actually setup a job and notice "mhh i'm missing materials", now try to find the array and devision that has the missing materials.
J3ssica Alba
Federal Navy Academy
Gallente Federation
#14 - 2012-05-30 10:16:54 UTC
I approve of these fixes
This is my signature. There are many others like it, but this one is mine.  Without me, my signature is useless. Without my signature, I am useless
Hanathor
El Gremio Segundo
#15 - 2012-05-30 10:17:14 UTC
Please remove the behavior when you want to drag items from items hangar to (for example) ship cargo and you stay a bit on the tree view item, the inventory window switch to this new item.
If you want to drag some items, than scroll down items hangar and drag some other assets it becomes very frustrating reswitching each time to items hangar view.
CCP Soundwave
C C P
C C P Alliance
#16 - 2012-05-30 10:17:49 UTC
Andy DelGardo wrote:
Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.

U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!

Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun.


The POS access range isn't something that change with the unified inventory. We'll happily look into it, but right now we're looking to right some of the wrongs that came out with the inventory.

Regarding the options to hide/remove stuff, we're looking at options of doing this gracefully. We haven't entirely settled upon one, but having a "favorites" type folder where you can customize stuff is what I'm leaning towards as it solves multiple issues.
mrpapageorgio
Cutting Edge Incorporated
#17 - 2012-05-30 10:18:36 UTC  |  Edited by: mrpapageorgio
Will we be able to have separate shortcuts on the neocom for ships and items and the corp hangar button back as well?

Will the the corp hangar remember the last active division?

Will the tree remember if we keep the ships section collapsed and the corp hangar section expanded?
Maraner
The Executioners
#18 - 2012-05-30 10:18:37 UTC
Blog "If you use a shortcut to open a specific inventory/bay, that window will open in the compact and separate mode."


Does this mean that we can place short cuts on our neocom directly to ship hanger or corp hanger?

Holding in my breath waiting for an answer to this one.....
Seismic Stan
Freebooted Junkworks
#19 - 2012-05-30 10:21:56 UTC  |  Edited by: Seismic Stan
Having spoken to a number of players who I consider to be representative of the silent majority, I'm concerned about the impact of this current strategy of releasing a buggy/functionally poor feature that impacts everyone, then iterating on it gradually.

These silent players are the ones who don't visit the forums, they have no interest in reading devblogs, they don't read the website or fansites and they ignore in-game banners and news. I am often stunned by their ignorance of all matters EVE, but each to their own. They just want to log in and play their game. I suspect these uninformed masses far outnumber any of us who are taking the time to post/comment/rant in view of CCP employees.

The feedback I got from them was one of accepting apathy. They weren't particularly impressed with the Unified Inventory and they found it to be a chore, but they were working around it. No fuss, no complaining - they were just trying to carry on with their chosen game experience despite this new barrier.

This worries me - by making rolling iterations to a flawed release, CCP are taking the gamble of relying on this type of "herd" player to keep playing and keep paying. Any subtle improvements introduced gradually will likely pass them by because they are not particularly well-informed. They will either quietly adapt to the new system as initially released or they will just as quietly disappear and find a new gaming environment.

I suppose the only way to watch out for an exodus of these grazing players is to watch the PCU numbers, but it seems like a dangerous gamble to rely on mass complacency to retain subscribers rather than cause them to drift away.

Edit: What reassurances can CCP give concerned players that this has been considered and will not occur?
mrpapageorgio
Cutting Edge Incorporated
#20 - 2012-05-30 10:22:17 UTC
CCP Soundwave wrote:
Andy DelGardo wrote:
Still no option or response to have a "hide empty devisions/containers" from the tree view. Still not lifted the stupid 3km POS access range.

U ever worked with 14 labs or 14 arrays? No, well try it with the new system. Try setup 14 RE arrays, now try to position yourself so u can access all 14 labs at once... This is nearly impossible, since the 3km range is simply too low!

Even if u group the POS modules, i still just need to expand 3 LABS and the tree view is already full, even if u resize the tree-view to fullscreen! This means to access 14 labs u either have to always expand/collapse 3 labs at a time or scroll 4-5 screen pages, now try to drag&drop from LAB1 on top to LAB14 at the bottom.... have fun.


The POS access range isn't something that change with the unified inventory. We'll happily look into it, but right now we're looking to right some of the wrongs that came out with the inventory.

Regarding the options to hide/remove stuff, we're looking at options of doing this gracefully. We haven't entirely settled upon one, but having a "favorites" type folder where you can customize stuff is what I'm leaning towards as it solves multiple issues.



+1 Unrelated to this thread but please increase the access/use ranges of SMA, CHA, silos, etc.
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