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

First post
Author
May O'Neez
Flying Blacksmiths
#61 - 2012-05-30 12:06:48 UTC
Seismic Stan wrote:
May O'Neez wrote:
Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME.


I agree, this would be superb. It gives those who preferred having a direct hangar and item buttons the opportunity to put it back and much more besides.


Imagine that: direct button to DRONE BAY. And to to sub-container-#12-of-your-dammit-freigther-you-allways-forget-where-you-put-this-stupid-package. And another for station container, ... no need anymore for right clicks !
TravelBuoy
Imperial Academy
Amarr Empire
#62 - 2012-05-30 12:07:53 UTC  |  Edited by: TravelBuoy
May O'Neez wrote:
Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME.



Yes this is my old idea. But the cargohold need to be always the active ship cargohold.
Customizable separated windows if someone not want to using the treepanel because he want to use the old handy inventory concept with resizeable,moveable,separated windows.
Catho Sharn
Don't Die Interstellar Enterprises
#63 - 2012-05-30 12:14:04 UTC  |  Edited by: Catho Sharn
Have you addressed the inconsistent behavior of double-click in the inventory window? Double-click on a container in the right pane opens, double-click on a ship makes it active.

The actions in inventory control should not change ship status.

Edit: Also it would be incredibly useful to have some means of setting default view and column layout in inventory. I'm really tired of resetting every can, ship, and hangar each time CCP decides to make a change that requires clearing settings. Roll
Knug LiDi
The Dark Space Initiative
Scary Wormhole People
#64 - 2012-05-30 12:34:21 UTC
I'm ok with the ongoing work on the inventory.

Nope, not ideal for reactions or POS inventory shuffling, but we're big kids, we can handle that.

What I :love: P to find is the rolling tears from the mission and mining botters that their programs don't work!

Keep changing the inventory to keep those vermin frustrated. Given enough downtime, they may give it all up.

If only we could fall into a woman's arms

without falling into her hands

Zagdul
Federal Navy Academy
Gallente Federation
#65 - 2012-05-30 12:42:21 UTC  |  Edited by: Zagdul
First and foremost: so far so good!

Thank you for focusing attention to this.

Awesome changes so far:
  • Corporate hangar tree not closing when I click on it.

  • Overall performance of the inventory tree feels as though it's drastically improved.

  • It remembered that I had my corporate hangar open on my carrier when I un-docked!

  • I can access a corp hangar from a carrier at a POS again, thanks for this!


  • Issues/Requests:
    1. Inventory still doesn't remember which corporate hangar (or container for that matter) you had open when you re-dock. Reproduce by docking up, opening a container or corporate hangar, undock then dock back up again. It defaults back to your ship inventory. Remembering which corporate hangar division, or if I had multiple divisions open is pretty vital to day-to-day logistics.

    2. Without configuring a capital ship, people with roles can remove items from my ship. I believe previously you needed to configure the ship before members could pull from the hangar, regardless of roles. If this wasn't the case than potentially adding this in may not be a bad thing where the ship needs to be configured to have access and it doesn't behave like a normal corp hangar.

    3. When accessing a carrier from space next to a POS, the POS structures show above the corporate hangar. Potentially a range based access where if my ship is closer to the capital ship, that shows above the starbase structures tree?

    4. Still no option to access fuel bay, drone bay or corporate hangar from a capital ship by right clicking.

    5. A 'Back' button.

    6. Mouse integration. "Middle Click" = Shift+Click, Back/Forward side buttons on a mouse function as inventory navigation.

    7. I've been getting complaints from alliance members that ships are disappearing from their inventory. Basically, they dock up in a ship, the ship disappears and the pilot gets themselves a shiny new n00bship. Clearing cache does not fix this. This is random and I haven't been able to find a pattern behind this.

    http://i.imgur.com/V8So0.jpg (this was bug reported 137193).

    8. Alphabetical sorting of corp hangars. Currently it's sorted by division, giving the CEO the ability to re-name the hangars so that they're more dynamic would be great.

    9. Made this one a few times: Sharable filters and/or corporation filters.

    Dual Pane idea: Click!

    CCP Please Implement

    TravelBuoy
    Imperial Academy
    Amarr Empire
    #66 - 2012-05-30 12:45:32 UTC
    Knug LiDi wrote:
    I'm ok with the ongoing work on the inventory.

    Nope, not ideal for reactions or POS inventory shuffling, but we're big kids, we can handle that.

    What I :love: P to find is the rolling tears from the mission and mining botters that their programs don't work!

    Keep changing the inventory to keep those vermin frustrated. Given enough downtime, they may give it all up.


    Hey noob go away. No rolling tears from botters here or CCP Soundwave is a botter who wrote earlier "we are not at all happy with the state of the unified inventory. To everyone that is currently struggling with it, you have my apologies."

    The new inventory it's an unfinished thing, that's why the players do not like it and everyone see it, just the idiots not.
    Jerioca
    The Kunin Group
    #67 - 2012-05-30 12:48:33 UTC
    I do, in principle, like the unified inventory. It took some getting used to but now for the most part I like it.

    The introduction of this feels very much like the Bad Old Days of the Incarna expansion though.

    A good potential improvement but a half baked implementation not fully tested against everything it was going to be used with.

    This thing needed way more time in the oven and way better testing than it's currently been given.

    We were told you guys had learned your lessons from the Incarna inplementation. The Unified Inventory is suggesting if you did you forgot those lessons just as quickly.

    Third expansion lucky?
    Indahmawar Fazmarai
    #68 - 2012-05-30 12:55:47 UTC
    Whatever else you do, please do it in a single stride, all these UI updates are delaying the publishing of the WiS devblog. Evil
    Arclite Ortegana
    Renegade Republic
    #69 - 2012-05-30 12:57:25 UTC
    mkay, well it's still not gonna be as good as the old 1 but I'll live with it if i have to :)
    Logicycle
    Stimulus
    Rote Kapelle
    #70 - 2012-05-30 12:57:51 UTC  |  Edited by: Logicycle
    May O'Neez wrote:
    Customizable Neocom buttons to link to parts of inventory (cargohold, hangars, favs ...) would be AWESOME.


    Imuran wrote:
    Buttons on Neocom to
    1) Open Item Hanger in Compact Mode
    2) Open Ships Hanger in Compact Mode
    3) Open Corp Hangers with
    a) Tree starting at Corp Hanger
    b) Improved performance - takes ages to work through some hangers with containers
    c) Rembering Last Division used






    I support these ideas. If we could drag the buttons from the tree view and place them into the neocom that would be a HUGE improvement.

    and this too...

    Rommiee wrote:


    Fixed a bug where the estimated price wouldn’t change when dragging between open windows

    Awesome. This needs to have the option to be hidden, it takes up too much space for a gimmick that is not used that much

    Scaugh
    Republic Military School
    Minmatar Republic
    #71 - 2012-05-30 13:02:54 UTC  |  Edited by: Scaugh
    Right so riddle me this......

    Why do I have the ship cargohold replaced with the wreck contents when opened?

    I currently have to hold shift + click in order for the wreck to open up in a different window. This should be no more than a click in order to auto open up in a different UI than the ships cargohold.

    Devs do realise you have added a a frustrating amount of additional clicking to get any sort of limited use out of the new and improved UI.

    I'd also like to remind you there are more than POS tree and response issues with the current UI setup.

    And is there any proposals to change this to what opening wrecks in a new window used to be? i.e A simple mouse click
    Zagdul
    Federal Navy Academy
    Gallente Federation
    #72 - 2012-05-30 13:04:14 UTC
    oh!

    Right Click > "Filter By Type"

    Dual Pane idea: Click!

    CCP Please Implement

    Iniquita
    Perkone
    Caldari State
    #73 - 2012-05-30 13:10:47 UTC
    Can we get the options back to right click your ships/capacitor to open the ship maint bay, corp hangar, and fuel bay
    Simvastatin Montelukast
    DUST Expeditionary Team
    Good Sax
    #74 - 2012-05-30 13:12:07 UTC
    Mar Drakar wrote:
    ok now when this new UI is semi finished you better make a VIDEO telling about all shortcuts, features, switches etc...


    ALSO WHERE IS BACK FORWARD buttons for the unified window? Will there be any?



    Video please.... still dont know how to create a shortcut for the inventory.
    Temmu Guerra
    Viziam
    Amarr Empire
    #75 - 2012-05-30 13:15:29 UTC
    I would really like to have inventory system recognize when you eject a can from your ship to be be added to the tree so when jet can mining it makes life alot easier. Also not sure if this was mention already but it would be nice to rename cans and abandon them from the tree window as well =)
    everything else so far is pretty good!
    Meytal
    Doomheim
    #76 - 2012-05-30 13:18:04 UTC
    Somewhere along the line since the Inferno patch, People and Places forgets that I had it opened at logout and does not re-open it at login like it used to do. Same with Inventory windows. Is there any chance we can have the previous behaviour of windows being re-opened at login?

    Quote:
    When you want to open an inventory in a separate window, you can now drag and drop it out of the main window as an alternative to the shift + click way of opening it.

    All very nice, but it is still more work than the old system. You still have to navigate to where the item is then drag it. What we need is the old buttons to be re-introduced. Ones for SHIPS, ITEM’s & CORP HANGER. One click to open window’s that we use ALL the time. That’s the easiest way. Simple.

    Instead of this, allow us to drag containers (tree nodes) to the Neocom bar, so we can create our own version of the buttons that used to exist.

    If we drag a container that has no sub-containers (a leaf node) to the Neocom, it should open in a separated window by default. If we drag a virtual tree node or a container with one or more sub-containers to the Neocom, it should open in a tree-view window by default.

    There should be a way to tell the Neocom shortcut to open in a specific way: right-click, "Open with a tree view" or "Open in separated window".


    This allows a duplication of previous functionality as well as providing new features and increased flexibility that we would expect from new code.


    Please also look at dragging items to containers in the tree: they are still locking the items being dragged, regardless of container settings.

    Please don't auto-sort (or auto-stack) the contents of containers when the view changes, or make that an ESC toggle option. Sometimes it's VERY helpful to know exactly which items you were just working with, particularly dealing with a large number of items or working with items that do not belong to you but are also similar to items you do own.

    Can we have an option to disable the price estimates? On one character I like it, because it gives me warm fuzzies about how much I've looted and salvaged, even if it's not terribly accurate. On another character, I don't need it and it just wastes space and database queries.
    Arco Arachni
    Deep Core Mining Inc.
    Caldari State
    #77 - 2012-05-30 13:23:11 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.


    I want to come back to one of Andys points, mentioned in the other threads by several players, too.
    Remembering, how the old system was: I opened one Lab / array, choose a division .. and any other lab opend, had the same division up. Any of the windows I opened could bee moved to one window, indicated by a tab. So i had 1 window ... with 10 Labs indicated by their tabs, and could be sure, all of them share the same division. I could happily drop things onto these tabs and managed all the labs at the same time.

    Try this, with the new inventory system: Ii is impossible... I can at a maximum expand 5-6 labs at once in the list. And thats only, if they are alphabetically named directly in order. You need permanently click those things to expand / collapse them. That is a step backwards.

    I do not have a solution for your new system, that covers this problem. I dont know what happens, if I simply drop something on a collapsed lab .. which division would be used. I dont know if it could be possible to get tabs for the divisions back, instead oh having them expandable under the arrays ... and of couse its a thing of remembering divisions, and visualize, if a division is empty ...

    I hope you got the point, why it is not a better system, now you put the old multidimensional approach into a single dimensional tree style.
    cBOLTSON
    School of Applied Knowledge
    Caldari State
    #78 - 2012-05-30 13:24:49 UTC
    Ok another step in the right direction. For that im sure we all thankyou.

    My corp is going through a big move at the miniute. We all quickly discovered how tedius the new inventory system is. Everyone on comms last night was getting annoyed with the inventory.

    This patch should go a little ways towards helping out.

    The only other main problem I can see is it would be REALLY nice if we could make our own custom buttons to go to specific areas.

    I.E - A button for the ship hanger and/or item hanger. (Like we previously had)

    Also is there any chance we can get short cuts to carrier bays?

    Ive still got to be honest , the old system was fine. Why you changed it is beyond me.

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

    Xindi Kraid
    Itsukame-Zainou Hyperspatial Inquiries Ltd.
    Arataka Research Consortium
    #79 - 2012-05-30 13:27:10 UTC
    As always, thank you CCP for your continuing commitment to bringing us a better product and endevoring to improve the game based on our feedback.

    As always, please try to incorporate feedback from the test server BEFORE releasing new features to Tranquility in a half broken state where you have to then fix it.
    Zebs Clone
    Republic University
    Minmatar Republic
    #80 - 2012-05-30 13:32:22 UTC  |  Edited by: Zebs Clone
    double post