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

First post
Author
Geksz
The Fountain
#141 - 2012-05-30 21:03:58 UTC
Can we have a shortcut for opening an inventory window in a separate window form the tree view pls?
Chribba
Otherworld Enterprises
Otherworld Empire
#142 - 2012-05-30 21:13:55 UTC
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Niko Lorenzio
United Eve Directorate
#143 - 2012-05-30 21:14:52 UTC  |  Edited by: Niko Lorenzio
I'm very pleased with the speed of the updates and the work you guys are putting into progressing the new UI to a high standard.
I just wanted to thank everyone on the dev team for finally listening to the community (even if it took some cage rattling) and special thanks to CCP Soundwave for keeping us constantly up to date with the many blogs and forum posts.

I will paste my list of desired "fixes" from the previous threads and keep it up to date so it does not get lost:

Requested Features/Changes:

  • AttentionCorp role/titles access. I haven't tested this effectively but from what I hear the issues has not been resolved!!!!
  • Double clicking ships should open the cargoholds, not make the ship active.
  • Double clicking POS arrays/labs should approach and then open the said array as it did before.
  • There is (still) no way to open the cargohold of a ship in a corp hangar. The broken "open cargo" is gone from the contextual menu.
  • Different windows in different locations should have persistent parameters. The parameters include: Size, location, pinned state, tree view, grouping (merged with other windows), sorting, view (Icon, details, list), columns. - Partially being fixed on Friday. Will update after patch.
  • Detachable tree would be awesome.
  • Separate buttons that you can add to neocom for different windows which open in a separate window if accessed via shortcuts (keyboard or icon) with remembered states. These include: Ships, Items, Corp Hangar, Deliveries, Cargo, Dronebay, but the more the merrier. Let us choose... if you can add buttons/shortcuts for Fuel bays, POS Arrays, Ore holds, etc. great. Possibly have the tree open only the relevant list (i.e. corp hangar divisions when opening corp hangar with all others collapsed)
  • Speed, Optimization, Efficiency - Corp hangar is still slow and takes forever to load/populate the tree with divisions
  • Speed, Optimization, Efficiency - Yesterday my corpmate had to use the corp assets window to retrieve recently bought items as the deliveries window was not updating or showing the items.
  • Drag selecting items only shows selection after releasing the mouse. It should show highlights during the selection process, not after.
  • There should be an option to open windows in a separate view when using any method other than navigating the Unified Inventory UI. If the option is selected, double clicking wrecks, ships cargobays, pos arrays, etc. etc. should open a NEW window just like with shorcuts.
  • ISK Values... if this data is available, why is it not viewable in a column like the meta levels?
  • Have a small icon on top to toggle additional information like ISK Values to save space and time.
  • Naming convention... what works in one view doesn't work in another. Please rename tabs after ship/hangar/division name (i.e.
  • "Blueprint Hangar" instead of "Corporation hangars > Blueprints Hangar"). Reason for this is when you have many tabs the actual names that identify the tabs get cut out.
  • If possible have filters or search option that searches across the entire available inventory in your station so when using UI you dont have to check 7 divisions, and 50 cans to find a specific item whether it is in your personal or corp hangars.
  • Allow filtering of the tree, such as just viewing corp hangars, certain containers, labs, wrecks, etc. Allow Custom sorting of the tree view. Fixed sorting as well.
  • Display the fill bar over the tree view. This will help a lot of people to pick the right container, confirm a transfer of goods and notify them when something is there. Make this optional so that people that don't need it to get flooded with even more info causing more lag.
  • It's very difficult to differentiate between different containers in the tree view. Listing the type of container and/or appropriate images (for ships as well) that can be toggled would go a long way to improve usability - Promised to be worked on.
  • As mentioned before some sort of confirmation that you moved items to the right destination would be great. Fill indicator can do this, or a flash. Before with destination container open you could directly see the that items have been moved there.
  • Right click menus on Orcas/Caps to access different bays. You can't deny the usability of having quick access to a specific bay when you need it rather than dealing with the tree clusterfck.
  • Folders for filters. Persistent filters. More filters (skills trained, ship race/type). Transferable filters.
  • Someone mentioned in the original devblog post about the ease of interacting with the UI depending on it's size. Right now it's more difficult to drop items into a tree view as the destination's height is low and close together to other locations. Few cm above or below and you can drop the items in the wrong location. Having an option to detach and change tree view to something bigger or even an assortment of square boxes would counteract this annoyance. Something similar to how containers appear in your items hangar.

Allready Fixed:

  • Active ship displayed in ship hangar view
  • Packaged ships displayed in ship hangar view
  • Opening POS arrays should remember the last division opened and open that instead of the 1st division.
  • Looting a wreck/container opens the next wreck/container in range rather than your cargo.
  • All the missing ships and items have been returned to me!
  • Dragging to a "tab" of a window should drop stuff in there as it did before.


Thanks again and looking forward to the moment when I am finally able to login and use the new UI with great pleasure rather than lots of teeth grinding.

P.S. If anyone in the community would like to add to the list evemail me your suggestions.

EDIT: As per next poster aparently corp access roles have NOT been fixed. C'mon guys? Are you friggen serious? It's been a week!!!!

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Prince aikka
#144 - 2012-05-30 21:17:21 UTC
I mean i have every roll needed to open and view the corp hanger in station and yet i keep getting an error station i need said roll, i've sent a bug report and was told it would be fixed with the last patch. only ones that can open and view the hangers are DIr's and the CEO, my CEO is able to giv me Dir roles then take them right away again and that will give me a temp fix till i undock or log, but she cant be doing that all day long for every member.

Imuran wrote:
Prince aikka wrote:
NIce to see your glossing over the corp hanger issue, corps are being crippled because there members cant access corp hangers, that is a MAJOR issue.

In what way cant access the hangers - just performance reasons or some other?
Prince aikka
#145 - 2012-05-30 21:18:57 UTC
Ok maybe crippled is a bit harsh, but its still stopping us from being able to do normal corp dutys.

Temmu Guerra wrote:
Prince aikka wrote:
NIce to see your glossing over the corp hanger issue, corps are being crippled because there members cant access corp hangers, that is a MAJOR issue.



If corps are being crippled because they cant access corp hangers efficiently then you have some bigger issues at hand then the inventory system.

Jonuts
The Arrow Project
#146 - 2012-05-30 21:26:40 UTC
Any word on whether we can get the neocom buttons back and never have to use the tree again EVER if we so desire? I'm pretty sure Neocom buttons + right click + only attaching the fancy over-sized borders/filters/estimated value to the new inventory window we should never have to interact with EVER again (Or use as much as one desires) + windows remember where they're supposed to be would basically put us right back where we were. And give the option of using the unified inventory. Best of both worlds. Now why wasn't the inventory left on the test server until it reaches such a state?

Seriously, your unified inventory idea should have been something completely separate from the old UI. An additional tool, not a replacement.
Jonuts
The Arrow Project
#147 - 2012-05-30 23:47:49 UTC  |  Edited by: Jonuts
Destination SkillQueue wrote:
Thanks for the quick fixes and continuing to talk to us about this. It still needs a lot of work, but you're moving in the right direction and if you manage to keep up this pace of upgrades, I'm sure you'll get there sooner rather than later.

For those responsible for this mess:

Don't take the abuse you get too hard. People with perfect hindsight excluded, miscalculations happen to everyone. Instead of arguing who is to blame and bickering about what should have happened, the more important part is how you deal with the aftermath once you notice you're knee deep in crap. As a company you've reacted very well this time. Instead of pretending everything is fine, showing continuing contempt towards the playerbase and retreating to your shell, you've continued to engage in a dialogue, acknowladged the need to address the issues in a rapid manner and have gone on to do exactly that. Once the issues are fixed, the tempers will quickly cool down.

Keep up the good work.


I disagree. The devs should take the feedback as a kick in the nuts, collectively recoil in horror, and pray every night for the next few months that they aren't going to be told to not show up anymore. Why? Because if they don't, they'll never learn. It's not even a matter of hindsight. A disaster like this occurs because of a large succession of failures. They need sufficient motivation to figure out where **** went wrong, and what they can do to prevent it from going wrong in the future. Saying "Good recovery" doesn't provide that motivation.

There needs to be an entire report written up. What were the warning signs? Why were the signs ignored? Why was production rushed to such a point that an obviously broken system went live? Why is there some sort of honest belief that negative criticism is invalid because the players are too stupid to tell the difference between "Different" and "Total Garbage"? (Hint: When you point out actual flaws, odds are REALLY good it's not because it's 'different'. That's a freebie). Who did their job right? Who didn't do their job right?

Seriously. When you add in a feature that generates SEVERAL comment threads over 50 pages long of people complaining about how much your 'feature' sucks, it's time to act like you're the FAA investigating an airliner crash. CCP is too small and going in too many directions at once to afford every other patch being "incarna 2.0" because you rushed half-completed ill-conceived features from test to live. There comes a point when even the majority of apathetic players start cringing at "improvements" and start leaving for something else. If someone else released internet spaceships, incarna 3.0 will sink Eve.

We yell at you because we don't want ALL of you fired (only the really incompetent person that green-lighted moving unified inventory to live). We want you to learn from your mistakes. Learn that ignoring feedback because you think you know better isn't a way to make a consumer product. There's a difference making a product no one knew they wanted (think iPod) or making a product that everyone already told you they don't want. I know, I know. It's a subtle difference. Like the difference between a lighter and a nuclear explosion. Products that consumers didn't know they wanted meet with great success when introduced to a test group (Think: Test server). Where as your Unified Inventory was met with pretty much outright hostility. Or how about that last week or so of comments before Inferno went live where people were BEGGING you to not move the Unified Inventory to live? Seriously. HOW do you miss **** like that? That goes beyond incompetence, and into willful ignorance or possibly a direct attack against CCP. I'd look at whoever pushed it through with a great deal of suspicion. If I was in charge, I would fire them for malicious activity and probably hire someone to investigate their activities at the company for the last year or so to see if they were willfully stupid or outright malicious.

*edit*

Not too bad. Very few words got censored. I'm getting better :D
Endeavour Starfleet
#148 - 2012-05-31 00:22:31 UTC
Oh look. Despite CCP pouring work into making the new inventory system better. People still feel the need to whine and moan on the forums.

Get a clue. The old system is not coming back. Your whining is pointless so be patient and wait for them to get these fixes out.

And keep providing suggestions.
Jonuts
The Arrow Project
#149 - 2012-05-31 00:34:20 UTC
Quote:

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.


On one hand, good idea. On the other hand, some people (Myself for starters) want to never deal with the tree again. So a compromise. A checkbox I can untick to make sure none of my shortcuts ever get infected with the tree? I'm all for options, because I acknowledge that whats bloody awesome for me isn't necessarily bloody awesome for you. The more I can customize it and rip out what I don't want and you can keep what you want, the better.

Quote:


Are people really screaming at now you have to shift/drag to get a 2nd window open? You are still doing two actions, just like you did in the past.


You ALMOST have a point. Almost. You're ignoring the difference between being able to just hit 2 buttons right next to each other and navigating a menu that may or may not have 5 items it, or a hundred items. You'll find that *MOST* the people really inconvenienced here have a large amount of garbage in their trees. Either way you cut it, it's certainly more work NOW than it was before inferno dropped.

Quote:
Oh look. Despite CCP pouring work into making the new inventory system better. People still feel the need to whine and moan on the forums.

Get a clue. The old system is not coming back. Your whining is pointless so be patient and wait for them to get these fixes out.

And keep providing suggestions.


Did we read the same thread, or are you just stupid? I just read a thread full of people suggesting more fixes along with some of us still questioning WHY and HOW this garbage came to a live server in the first place. Hell, even my ***** fest was a giant suggestion to help keep them from shoving their collective dicks in a liquid blender again. Any mentions of the old UI are obviously suggestions to emulate it's functionality as well.

If anyone here needs a clue at this point, it's you. And probably CCP.
Endeavour Starfleet
#150 - 2012-05-31 01:32:15 UTC
Nope your **** fest was not useful to CCP in the least.
Jonuts
The Arrow Project
#151 - 2012-05-31 01:41:04 UTC
If it's not helpful, it's only because they ignored me. Obviously they have serious QA/QC or politics issues in the office. Suggesting that they take a look as to what exactly failed where so they fix their issues and prevent such a cluster **** in the future and get back to making the game is about as helpful as I can get without winning the lottery and donating the winnings to them or hiring hookers for them all.
Kile Kitmoore
#152 - 2012-05-31 01:54:32 UTC
Need options, like the ability to turn off Price Estimate.

An option to have Item Hanger display the contents of all station containers. Basically a master list of all items in station.

As for containers in range changes this Fri., Is there any chance we can get a parent for the those containers that will show everything in one view when it's clicked?

Drag & Drop ship from treeview to hanger makes that your active ship.

I really wish, when in station, there was a simple (small) button that you could press that would divide the view and show your active ships cargo bay on the top half which you could drag items onto.

An option to display Drone grouping and fittings for ships in the treeview which you could edit or swap modules.

Keep the changes coming please.
Lolmer
Merciless Reckoning
#153 - 2012-05-31 02:31:25 UTC  |  Edited by: Lolmer
Great work on iterating on this (and other) features. :)

The only issues that I have left with the new Unified UI are this issue from EVE Forums » EVE Information Center » EVE Information Portal » EVE Online: Inferno - Issues thread
Lolmer wrote:
Another issue with the Unified Inventory:

When I have the tree view scrolled all the up so that I can see my cargohold and move a container from a corporate hangar array to my cargohold, the tree view re-adjusts so that I no longer see my cargohold nor the new container, but focuses on the corporate hangar array I just dragged from.

WTF. I moved that container from the CHA to my cargohold so that I could use the stupid thing, why are you hiding it? Especially after I already scrolled to have it viewable?


And the issue where dragging items to a container then opens said container. Perhaps I'm not fast enough in releasing my mouse after dragging, but I want to be damn sure that I'm dropping items into the correct container so take half a second to check. Very annoying.
Hockston Axe
#154 - 2012-05-31 02:56:38 UTC
Probably said a bunch already, but you are planning on making significant performance improvements to the station Corp hangar, right? I don't have all that much in mine and it takes way too long for it to even show divisions. Loading all the icons was slow before, but at least I knew I had a corp hangar with all divisions while waiting. (Also why load all 7 if I'm only going to open 1 or 2 divisions this session?)

Otherwise I do actually like the new inventory for the most part, though unless I happen to be in the Forge or Domain the prices are pretty pointless for asset valuation (I'm assuming they're from whatever region you're currently in.)
Veshta Yoshida
PIE Inc.
Khimi Harar
#155 - 2012-05-31 04:25:52 UTC
Quote:
Inventories like the ship hangar, item hangar and item containers will maintain their position/layout when separated, even if you undock and then redock.

"Woot" is all. Exceedingly annoying to open the damn things every time one does a session change .. this applies to ship changes as well I take it (or hope)?
Quote:
Fixed a bug where the estimated price wouldn’t change when dragging between open windows

How often is the price calculated/queried, is it on every "open" command? My bigger stashes take quite a while to load and the estimate is not always needed/wanted/required .. perhaps an option to skip this step?
Ager Agemo
Rainbow Ponies Incorporated
#156 - 2012-05-31 04:37:43 UTC
add sort by price optional column and i will be pleased.
Au' Tena
University of Caille
Gallente Federation
#157 - 2012-05-31 07:29:30 UTC
Quote:
#1241 Posted: 2012.05.28 18:51 i am not sure if this is mentioned before. if so , u can ignore this (but please solve it) we used the have an option with rightlicking on our ship to open the drone bay. this drone bay always opened seperate and included the possibilty to see drones in bay or in flight. it also had the possibility to move them in named groups and set theem fron agrassive to passive. i could also see their recieved damage when in flight. i still have that option, because i never close it. but a friend of mine cant do it anymore. the rightclick on drone bay in the new inventory seems to open a new invwentory box wich is diffent in set up. if we are doing things wrong; please tell us how it works nowadays, otherwise; please bring the old rightclick function on our ship back. tnx



so.. still no answer on drone bays?
Au' Tena
University of Caille
Gallente Federation
#158 - 2012-05-31 07:33:38 UTC
Quote:
#122 Posted: 2012.05.30 17:44 | Report Like Can I access my orca pilot's corp hangar in space yet?



i actually can. i had to reset my cache stopping it from crashing (openend 2 warning windows and stopped when trying to remove the last one). but no problems on last try after the cache reset.
Ya Huei
Imperial Collective
#159 - 2012-05-31 09:02:19 UTC
had to move someone's inventory last night 246 items (some with multiple quantity) This took several minutes.

move went from medium ship assembly array to cargo hangar.

Razor Z
State War Academy
Caldari State
#160 - 2012-05-31 09:03:47 UTC
I'm not sure if anyone has posted this before, but I am finding it increasingly annoying:

When you drag an item from any other location (ie: cargo bay, item hangar, etc) to a station container, the item ignore the settings of said station container and always placed into the container as locked, even though the settings say that Items placed by me into this container are unlocked.