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

First post
Author
Maraner
The Executioners
#161 - 2012-05-31 09:05:37 UTC
re-enable right clicking on caps to access fuel bays. How was this ever taken out? Sad











The UI is a dog, it's old before its time, just savaged the neighbours sheep and is pissing on the rug. Take it outside and shoot it.

Aspectt
Well Armed Rednecks
#162 - 2012-05-31 11:16:48 UTC
You want to make people happy? How about allowing us to highlight a range of cans or wrecks and click open?
Meytal
Doomheim
#163 - 2012-05-31 12:00:56 UTC
Razor Z wrote:
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.

It does this if you drag the items being moved to the container in the tree pane (one window open). If the destination container is currently opened and you are dragging the items to the opened container, it works fine (meaning, two windows open).

I haven't tested having the container opened in one window, and dragging contents to the tree in another window, while that tree window is opened to some other unrelated container (meaning, three+ windows open total). At this point, I'm half-afraid I'll create a black hole by doing that.

I have noticed that unlocking items, while morbidly slow, seems to run asynchronously. Open one container, select all, unlock. Don't sit there and wait, just go to another container, select all, unlock. Maybe by the time you get to the last container, everything has unlocked from the first one and you can work with it again.

(Notice anything unusual there, CCP?)
Wiu Ming
Garoun Investment Bank
Gallente Federation
#164 - 2012-05-31 12:20:43 UTC
devs may not like hearing this, but imo the biggest - and only - plus to the new "Unified Inventory" thing is the ability to shift-click instead of shift-click-drag.

now to manually get all my damn windows back and hope they stay that way...
Maul555
Xen Investments
#165 - 2012-05-31 12:26:13 UTC  |  Edited by: Maul555
Wiu Ming wrote:
devs may not like hearing this, but imo the biggest - and only - plus to the new "Unified Inventory" thing is the ability to shift-click instead of shift-click-drag.

now to manually get all my damn windows back and hope they stay that way...



uhhhhhhhh what? shift-click, drag was for splitting stacks and multiple selections, right? or am I confused here? and how you think that shift+click for new windows will help you keep your windows the way you like them is beyond me... good luck in your reality dude.
Wiu Ming
Garoun Investment Bank
Gallente Federation
#166 - 2012-05-31 12:34:51 UTC
Maul555 wrote:
Wiu Ming wrote:
devs may not like hearing this, but imo the biggest - and only - plus to the new "Unified Inventory" thing is the ability to shift-click instead of shift-click-drag.

now to manually get all my damn windows back and hope they stay that way...



uhhhhhhhh what? shift-click, drag was for splitting stacks and multiple selections, right? or am I confused here? and how you think that shift+click for new windows will help you keep your windows the way you like them is beyond me... good luck in your reality dude.


lol now you're the one getting an uhhhhh what?! the new "Unified Inventory" is exactly that - one huge effing stack. you used have to shift+click+drag to separate windows out of a stack. logic says you would need to do the same thing to get them all out of this new stack. guess what? you don't, and +1 for that. get it?
Sienaris
Corellian Trading Corporation
#167 - 2012-05-31 12:36:12 UTC
can you please add back copy/paste tables function to inventory windows ?
it was lost when changing to unified inventory ....
i miss it :)
Wiu Ming
Garoun Investment Bank
Gallente Federation
#168 - 2012-05-31 12:48:35 UTC  |  Edited by: Wiu Ming
One (or two) more things...

Rasz Lin wrote:
WHY did you make [the strip of neocom buttons] transparent...

^^this.

Well I'm confused. First post was a tiny bit of rage re: the same thing, but I just logged into a 2nd account on the same computer and... no transparent neocom...?
Josef Djugashvilis
#169 - 2012-05-31 12:51:29 UTC
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.


Which leads to a very important question,

What, if anything, have CCP managed to learn from this for future improvements/expansions?

This is not a signature.

Maul555
Xen Investments
#170 - 2012-05-31 12:56:57 UTC  |  Edited by: Maul555
Wiu Ming wrote:
Maul555 wrote:
Wiu Ming wrote:
devs may not like hearing this, but imo the biggest - and only - plus to the new "Unified Inventory" thing is the ability to shift-click instead of shift-click-drag.

now to manually get all my damn windows back and hope they stay that way...



uhhhhhhhh what? shift-click, drag was for splitting stacks and multiple selections, right? or am I confused here? and how you think that shift+click for new windows will help you keep your windows the way you like them is beyond me... good luck in your reality dude.


lol now you're the one getting an uhhhhh what?! the new "Unified Inventory" is exactly that - one huge effing stack. you used have to shift+click+drag to separate windows out of a stack. logic says you would need to do the same thing to get them all out of this new stack. guess what? you don't, and +1 for that. get it?



I never used shift to separate windows and I have no idea what you are talking about... And you have to hold down shift when you click a new folder or you will lose part of your work. I don't see how this is helpful. but to each his own said the old lady as she kissed the cow...
Ciar Meara
PIE Inc.
Khimi Harar
#171 - 2012-05-31 13:08:17 UTC
Toodles?

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Ethan Revenant
Adhocracy Incorporated
Adhocracy
#172 - 2012-05-31 13:54:12 UTC
Please keep the fixes coming.

I have a little nitpick with how ships appear in the tree: when I am in a Legion that does not have the subsystem to give it a drone bay, I still see a drone bay on the Legion in the tree. When I click on it, it shows me that I have 0 drones in my drone bay with a dimension of 0.0m3. Well and good, but I really don't need an indicator in the tree that shows me that I have a nega-drone-bay. Can this be remedied?
Bullz3y3
Republic Military School
Minmatar Republic
#173 - 2012-05-31 14:32:43 UTC
Josef Djugashvilis wrote:

Which leads to a very important question,

What, if anything, have CCP managed to learn from this for future improvements/expansions?


Answer: not a damn thing Im afraid.
Pak Narhoo
Splinter Foundation
#174 - 2012-05-31 14:49:32 UTC  |  Edited by: Pak Narhoo
What a mess. Last time I type this but throwing a half finished, non-optimized, workflow breaking, functionality removing, very fundamental part of EVE just like that on TQ while nearly completely ignoring the user feedback, at least the core problems, is... sigh. I hope the devs responsible get huge nightmares & headaches over this.


I just traded (from a station container) with roughly 640 items in it, 500 to my alt.

- After 20 minutes Shocked the trade was done.
- Then I'm stuck with a ghosting trade window that tells me if I want to close it if I really want to break off this transaction. Twice, like in 2 pop-ups popped up over each other. (And no, I'm not in Jita (local of 16).) Ugh

-Then I move 500 orso items from my alt into a Orca cargo bay and that takes around 5 minutes with the orca bay telling me I put 32K in a bay that can only take 30K. Screen shot.

I really thought 'we' weren't going do this kind of things anymore after the Incarna debacle.
Boy was I and a lot of other EVE players wrong. Sad
Linda Shadowborn
Dark Steel Industries
#175 - 2012-05-31 14:49:53 UTC
Bullz3y3 wrote:
Josef Djugashvilis wrote:

Which leads to a very important question,

What, if anything, have CCP managed to learn from this for future improvements/expansions?


Answer: not a damn thing Im afraid.


not empty quoting. this pretty much proved that any pretty speeches they did after incarna was just PR to calm us down. They dont give a *bleep* about our feedback or wishes. stay the course... its more about what the players do then they say.. etc...
Bullz3y3
Republic Military School
Minmatar Republic
#176 - 2012-05-31 14:56:35 UTC
Jonuts wrote:
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



Want us to take you serious about putting a stop to problems like this happening? This is a step in the right direction.
Dex Tera
Science and Trade Institute
Caldari State
#177 - 2012-05-31 14:56:42 UTC
CCP Soundwave wrote:
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.


how about u guys bring back the neo com button for ship hanger also how about a button on my necom for my dron bay my cargohold and all my orca bays so i dont have to click 300 times more threw the tree to get to some bay that tokk one click also put the tabs for corp hangers backwhere they were befor as well that would be great and also look at this and tell me what you think

Dex Tera
Science and Trade Institute
Caldari State
#178 - 2012-05-31 15:31:48 UTC
how bout making it so that if a pos modal is inside the force field we can move stuff between them with out having to fly towards them that would be the best optionBig smile

and the est price currently is based on sale orders What?why not let us pick whether it based on sale or buy orders and average or highest or lowest buy/sale order

and the tree can you make it so it slides out of the side of the window insted of sliding into the window please it squishes all my icons and takes up to much room and also if i hoover over a bay in the tree for too long (like 1 second )with a dragged group of items it switches to that bay and makes me want to screamEvil it to short of a time make it like 3 secons that would be nice! and howbout making it a double click on a bay to open it in a new window that's better then a shift click

also bring back ship hanger button on neocom or even better what if i could pin a certain bay to my neocom or if my ship had multiple bays like my orca i could have all my bays one my necom or on my hud or if i hoverd over my invintory button i would get a popup list of all the bay in my currant ship so i could open them in a new window for each on with just one click you have actually made it much more clicky for me to get to them now and it makes me very annoyed X also please look at this pic and let me know what you think

thanks for reading ccp
Dex Tera
Science and Trade Institute
Caldari State
#179 - 2012-05-31 15:41:13 UTC
Jonuts wrote:
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


i even read the sisi threads about haw this was a total clusterfuck how did ccp not see this coming and if the did why the hell would the push it threw Roll
Dex Tera
Science and Trade Institute
Caldari State
#180 - 2012-05-31 15:44:00 UTC
ATTENTION CCP!
Niko Lorenzio wrote:
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!!!!
this!