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Player Features and Ideas Discussion

 
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How should we improve the inventory UI?

First post First post
Author
Cutter Isaacson
DEDSEC SAN FRANCISCO
#341 - 2012-06-03 20:52:59 UTC
My apologies if this issue has been raised, but I am wondering if it is a bug or design feature to NOT allow me to shift click two drone bays open at once?

Currently I can shift click open the one on my Rattlesnake, but when attempting to do the same with my Drake to transfer specific quantities of certain drones between the two, the second drone bay window briefly opens and then immediately closes again. This is rather frustrating and makes the job of shuffling drones around a lot more time consuming than it need be. If it is a bug, is it a known one, if it is a feature, why?

"The truth is usually just an excuse for a lack of imagination." Elim Garak.

smoopmeister
Cause For Concern
#342 - 2012-06-03 23:02:54 UTC
When am I going to be able to copy the contents of a tab, like I used to in the old functional UI.
e.g.
I would switch to list view, select all and Ctrl+C
This would give me (with extra info like m3, group etc but for example sake...)
Oxygen 7000000
Enriched Uranium 2000000

And would fit nicely into a spreadsheet if i pasted it there, i believe this was introduced just before the new UI and now it's gone.

and like hell am i reading 17 pages about a broken UI. to see if it's there but i doubt UI can be salvaged. give us back the old interface while you complete your alpha 0.1 release of UI.
Dex Tera
Science and Trade Institute
Caldari State
#343 - 2012-06-04 02:21:43 UTC  |  Edited by: Dex Tera
GFL Kalor wrote:
Dex Tera wrote:
hey Soundwave 0/Big smile
got an idea Idea for you here about the tree lay out for the orca i tried to put i threw as a bug report for some reason and the bug hunters told me to put it on the forums so her it is the pic is pretty self explanatory but if you ned any clarification just ask me
also i think all bays in the orca should have a different icon for each bay so they are not confused with cans (which the now are sharing the same icon with) this would be something similar to what you did with the pos!

so here is the pic


let me know what u think k thx

Dex



If I have to use the new unified inventory system, then this would be a definite plus to have.



hey spacebro thanks for the support of the idea this is to primarily make accessing the orca bays much more streamlined but this could be applied to all ships your ship unfolds to bays such as cargo bay drone bay and from there you would open the bays by shift clicking but i also suggest a double click instead of a shift click for obvious reasons currently i feel there is no ryme or reason to cretin areas of the tree if we keep telling ccp what parts of the ui we are not happy with and whats good but do it constructively this system will be better sooner then later so whining and bitching about bringing back the old system will do noting but waste your time and ccps time!

also adopting this system may allow for us to open bays on a ship that is not active this would be great for obvious reasons such as im looking for something in one of my ships bays but i cant remember which ship i put thingamajig x in now i can look
Yve Steel
INGRUO
#344 - 2012-06-04 18:54:07 UTC  |  Edited by: Yve Steel

  1. death to container-organization within hangars
  2. Why:
    Containers are way to restrictive if one needs to organize an inventory (e.g. m3, item number limitation) Simple analogy: would you buy a huge HDD limited to hold 1000 files which could not be mounted in a path of another HDD that you already posses? NO!
    How-to:
    TAG-able items and a self-customizable folder-like structure (latter means i could organize tag-groups within folders) please remind the following when implementing the feature

    • try to make it optional (easy transition to the new system for our grannies and veterans Lol
    • one may wants to tag a container and all its content
    • folder and tags set by a corp director should be be displayed for all members
    • security issues for corp hangars (e.g. secure folders by restrictions as existent for containers atm)
    • customization: open folder by click or double-click



  3. The "electronic" BP-database (EBP) or the death of the unstackable blueprint
  4. Why:
    Thousands of BP's flooding personal/corp hangars during the invention/production/copying process (scroll-to-death syndrom, lag), container's item number limitation = storage problem for BP's, ...
    How-to:
    Eve is future and the future relies on computers - do you really think there will be any paper left in the future times of Eve (e.g. blueprint)??? Of course not, there will be only files and data!

    Consequently, get rid of all BPO/BPC as a "hardcopy" item! Give us an "electronic" BP-database (EPB) with an own UI-entry for our personal and corp usage.
    Basic idea of EBP: In view of the database, a blueprint is nothing more than a certain number of runs (accompanied by a certain ME/PE value). Thus, as any other number, the number of runs can be added or subtracted within the database, if their ME/PE value is the same.The database will be bonded to stations and POS or is exportable to the ship-computer for the purpose of transportation.


    Changes:
    i) two BPC of the same type & properties -> one EBP-database entry:
    A bought/looted/copied BP is saved to the database under its neat picture, that is basically storing runs with certain ME/PE within a table. A 2nd BP of same type & ME/PE is stored by adding its runs within the database. If the user wants to split that stack (e.g. give 10runs of 100 to a friend) it's convenient to give him the right to do so in any way he wants.

    ii) two BPC of same type but different ME/PE -> still one EBP-database entry: Clearly, the runs of both BP's are not added but form a new row in the table. However, they are displayed below the same BP-picture which basically means they are summarized by the same EBP-database entry.

    iii) BPO, BPC and T2-BPC, in fact all variations, are summarized within the same (single) EBP-database entry but under different tabs. To distinguish which variation one possesses the small edges of T2, T3, faction, etc. could be used at the EBP-icon together with information from the 'mouse-hover-window' (c.f. issue 3)

    iv) invention+production: CCP needs only to make up a reason, why a certain amount of runs (former max. run of the BPC) is necessary to yield a T2-BPC with max runs... anythings else stays the same. During job-installation of productions the user needs to chose which of the EBP he wants to use (e.g. the BPO, distinct copies, T2...). The latter choice needs a remember functions or a customizable default.

    v) copying: May stay as it is at first, but new runs of each BPC are added immediately to the personal or corp EBP-database when delivered. Later on, one might think of admitting the attribute of 'number of copies' during the copy process and work with the attribute 'number of runs' alone. Here the latter is still restricted by the 'copy time' attribute.

    vi) transport: Partial or complete export of a (station-bonded) database into the ships-computer (lootable via salvager) or into implants (e.g. memory implant lvl 5). Latter needs new module/skill/profession to be looted (implant-looting), therefore podding could be sweater than ever. Pirate

    vii) I can not think of any plausible argument which would change the necessity to research and copy such electronic BP. On the other hand, the (at site or remote) production/invention will be directly linked to the EBP-database and no "hardcopy BP" at all would be be needed.

    viii) The database should be customizable by tags and folders allowing for organization as if it where a file explorer (c.f. issue 1) . Default folders could be BPO, BPC with sub-folder race, HML-slot or use the market ordering. P

    All this would open the route to revamp the whole production/invention interface:
    E.g. in analogy to issue 1 it should be possible to tag items in the personal/corp hangar such that they are displayed within the electronic BP-database as production/invention add-ons. I think of datacores, decryptors, datasheets, reports, R.A.M.s, components of any kind, planetary goods, a whole container with highmeta-level T1-items, minerals, T2-minerals, salvage, invent-next-BPC, result-BPC, production-output, ... the list is endless) The production/invention could, hence, be directly linked to the BP-database.The goal should be the possibility to have something like a function within the BP-database displaying all necessary items to produce the BP (e.g. a ship) x-times and comparing it to the items in the hangar that are already present plus informations on the missing ones without a user-interaction like container search.

  5. Improve/exploit the "mouse-hover-window"

    • get rid of unnecessary information, use it as 'show info summary' ( 'shift+hover' displays price)
    • BP-owner don't want to know the BP-price, we want it's properties (ME/PE/runs)
    • ships - display fitting information or properties...
    • decryptor: race, ME/PE/run modifier


Yve Steel
INGRUO
#345 - 2012-06-04 19:52:46 UTC
...continuation...


  • Grouping items (read this elsewhere, but its nice)
  • Why:
    Again, container are way to restrictive... containers within a container are impossible. E.g. transport issues: How to distinguish groups of items within a container? Fitting: How to store item groups of more than 1 fitting in a single big container? Grouping items within a group of items?
    How-to:
    A 'plastic wrap' (PW) which groups the items and can be placed into container (or folder in the new UI). Even a PW within a PW might be useful to group a huge amount of items during a transport (e.g. transport fuel, materials, ships, items of some members to different POS's).
    Note, that a PW is different from issue 1, because issue 1 groups items virtually, a PW really groups (e.g. fittings)

  • Forward/backward function: Does as it states for browser-ability of the UI. Use SHORTCUT-buttons on the mouse!

  • double-click (dbc) functionality: If i dbc something, it means i want to interact with the item. At the moment a dbc does nothing if applied to an item - why? Try to figure out what people most times do with an item and assign this to the dbc (e.g. dbc on BP = show info, dbc on module with open fitting window = fit module, dbc an entry in the wallet = show market info, give us back dbc to open cargo hold, ....)

  • remember functionality (save as default) for production and science windows: input, output, additional meta items, decryptors, etc. etc. etc.

  • Thanks in advance to the Eve Team
    Yve

  • bring the new UI for remote assets (corp & personal); remote stack-ability of items
RC Mine
#346 - 2012-06-05 12:37:31 UTC
Problem:
When I drag something from my ship cargo (or other) and hold it over another container or hangar it changes view to that hangar / container.

This is very anoying since I usually have more than one item that I need to drag from my ship cargo and the only reason I stop and hold the mouse over the hangar I'm dropping it into is make sure I'm putting it in the correct hangar.
When focus is switched I have to (after swearing) scroll down, selct my ship again, scroll up and try again.

Solution:
Take away the function or make the timer at least 100% longer.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#347 - 2012-06-05 14:21:45 UTC  |  Edited by: Barbara Nichole
ISSUE: no ore hanger in the ship pull down - making it more difficult to bring out the ore hanger in ops.

FIX: add the "OPEN ORE HANGER" back to the Orca ship pull down window where the "OPEN CORPORATE HANGER" and "OPEN SHIP MAINTANANCE BAY" are.


ISSUE: It's clumsy and slow trying to get the right hanger opened in the orca corp hanger with the consolodated nested list.

FIX: Please add the TABs back on the hanger window so we can quickly move from one to the other without having to search the list or open multiple hanger windows.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

CirroWing
Lone Star Warriors
Brave Collective
#348 - 2012-06-05 16:41:20 UTC
ISSUE:
No longer able to keep items in manually arranged stacks due to stack all now automatically sorting items.

DETAILED EXPLANATION:

I used to be able to do this:
- Add a lot of items to an existing container filled with items, the new items placed below all previous items in separate stacks
- Use the stack all option, for each newly added item, if there was already one or more item of the same type in the container, the new stack at the bottom of the container would be added to the stack that was already there at the top of the container. Leaving an open space between the added items at the bottom of the container

Result: at the top a continuous list of items that were already in the container, in the same order as they used to be, only with larger stacks. at the bottom a number of item stacks with gaps between them, which where not previously in the container

Using the stack option a second time would sort the entire container, leaving no open spaces between items.

Currently it seems that the stack-all option stacks and sorts all items instantly, clearing all space between them.
I would like to know if the stack without sorting is still possible since it gave very nice sorting functionality.

This was very helpfull in sorting specific items out of a large quantity of different items, for example:

- have a container with one of each item type you wish to reprocess
- select a pile of junk you collected, add it to the bottom of said container
- use stack all once, all the junk you would want to reprocess is removed from the bottom stacks and added to the top
- all the stacks left over at the bottom are things you did not want to reprocess, remove them from the container



FIX:
remove the sorting functionality from the stack all command, or revert it to the two-stage effect it used to had:
- 1st stack all command: only attempts to merge already existing item stacks
- using a stack command on a container that doesn't need stacking sorts the container instead


MOTIVATION:
- Adding automatic sorting to the stack-all command does not add new functionality (there is already a sort command), instead it removes manual sorting functionality.
Chris Schinkowski
Solaris Project
#349 - 2012-06-07 19:52:23 UTC
Issue:
The unified inventory is still cumbersome to use and should take into account the skills of the pilot and the currently active ship.
Fix:
I think it would be nice if there was a filter in the unified inventory to show only items that I can equip with my currently trained skills and items that can be fitted on the active ship without overloading CPU and power, depending on what is currently fitted on the ship. Alternatively it would help if such items were highlighted in some way.
Kliener Mobius
Infinity Logistics and Support Services
#350 - 2012-06-08 04:36:18 UTC  |  Edited by: Kliener Mobius
Don't know if these have been posted already, but here goes:

#1
ISSUE: When opening the Inventory, the "filters" box always appears and takes up space that the drop-down menu could use. This is particularly annoying for those of us who rarely or never use the filters.
FIX: Give settings like this a "memory", so for instance, if I open the inventory and collapse the filters box, the next time I open the inventory it should still be collapsed.



#2
ISSUE: Dropping items into containers can result in the items being set to "locked", even when the container settings are set to "Items placed in this container are UNLOCKED".
FIX: Seems pretty simple, fix the inventory so that the container settings apply properly.



These two issues have been the only thing really bothering me about the Inferno update. Honestly I thought both of them were obvious enough issues they would have been addressed already, but its now 9 patches later and they're still here, so I figured I might as well post them. What?
Captain Havoc
Mission Ready Mining
Fly Fearless
#351 - 2012-06-08 10:34:17 UTC
ISSUE: The new unified inventory.

FIX: tick box to turn the damned thing off in the settings....

Unlike some people who clearly aren't organised enough to have more than one thing in front of them i am actually used to and prefer managing my items through various windows. Now i have to shift click to open the 5 different areas of my Rorq / Carrier - ANNOYING!

Yes i know shift clicking still opens another window, i don't want that, i want to be able to disable the new inventory completely and have it the way it was, yes i'm a grumpy vet who's not happy about them fixing something that wasn't broken and just pandering to the morons who couldn't organise a root in a brothel.
Robert Caldera
Caldera Trading and Investment
#352 - 2012-06-08 11:18:25 UTC  |  Edited by: Robert Caldera
CCP Optimal wrote:

Example:
ISSUE: The huge pile of windows that you end up with when performing simple inventory management tasks

to begin with, I had no issues with the "huge pile of windows" that I ended up when performing simple inventory management tasks. What I have issues with is your new broken unified inventory which is most annoying thing you ever introduced since I started playing eve.

1) I dont want things being unified which dont belong together, i.e. cargo, corp hangar, DELIVERIES.... they are different, so no reason to "unify" them.

2) I hate tree views. One of windows explorer is enough for me, there is no mental room to deal with another one. Accept this.

3) a game which annoys me too much everytime I have to manage my assets isnt going to be played for long

Yve Steel wrote:

  • The "electronic" BP-database (EBP) or the death of the unstackable blueprint
  • Why:
    Thousands of BP's flooding personal/corp hangars during the invention/production/copying process (scroll-to-death syndrom, lag), container's item number limitation = storage problem for BP's, ...


    Once, I failed to pay the office rental fee for my industrial char, with the result of approx 9k items (mostly BPC) dropped into my item hangar, which is actually allowed to hold only 1000 of them and was rendered unusable by overflow of this kind. I didnt log into that char for a long time anymore because it was too much pain for me to sort that out. My POS ran out of fuel, I got wardecced and lost that POS including labs and all what was there.
    Mara Rinn
    Cosmic Goo Convertor
    #353 - 2012-06-09 01:01:02 UTC
    Issue: hover-to-open conflicts with hover-to-show-capacity when dragging items.

    When I drag items to another container, the "fuel gauge" will change to show what portion of my items will fit in the destination container.

    When I hover items over another container, that container will open up.

    The fuel gauge takes time to display (it grows from the left in a "cool" animation).

    The problem with this scenario is that if I take any time at all to read the fuel gauge (such as, for example, waiting for it to finish animating), I will trigger the opening of the destination container.

    The delay in animating the gauge is counter productive: not only that, the gauge is the same colour as the normal "container capacity" gauge. Perhaps change the colour of the "proportion of items that will fit" gauge so that it is green/red (red for the items that won't fit, as currently implemented) and don't animate it.

    So remove the animation delay for hover-to-show-capacity and extend the hover-to-open delay.
    Smohq Anmirorz
    State War Academy
    Caldari State
    #354 - 2012-06-09 03:13:55 UTC
  • I would like to be able to have preset window configurations that I could set myself. So I could open 'configuration 1' and it would open the windows I've saved to that configuration, with the windows the size and placement I want them.Attention

  • I would love to be able to hotkey a few windows configurations and be able to open the windows for the task I want to do at the push of a button.

  • I would also like an easier way to close windows. 'Close active window' should make the previous window active so that repeatedly pressing the key to close the active window will close windows one at a time until there are no more open windows. I think the problem you thought you had was actually this. Windows can take all the real estate they want if they're easy to close.



  • Seriously, I would be in love with you guys if you could implement the first suggestions! Shocked
    Spc One
    The Chodak
    Void Alliance
    #355 - 2012-06-09 05:19:00 UTC  |  Edited by: Spc One
    CCP Optimal wrote:


    ISSUE: Explain your issue
    FIX: How do you suggest we fix it?

    ISSUE: More complex and stupid than previous UI
    FIX: Give us option to switch back to old UI, so user can either use new UI or old UI.

    It's THAT simple.
    Mournful Conciousness
    Federal Navy Academy
    Gallente Federation
    #356 - 2012-06-09 20:36:44 UTC
    One transcript of many conversatiions I have had with my alliance members:


    QuickTrick > MC, can we find another approach to getting CCP to change the inventory / cargo windows?
    QuickTrick > They keep saying they are doing or going to do something, but I have yet to see any substantive change.
    Mournful Conciousness > what do you suggest
    Mournful Conciousness > ?
    Mournful Conciousness > there seems to be no customer service contact details. all we have are petitions, the forums and eve mail
    QuickTrick > Somehow creating a site to collect our own list of peeps who agree with our petition issues, ... and somehow posting them in growing numbers? ... as well as somehow flooding CCP with repeated petitions or SOMETHING, ... ANYTHING
    Mournful Conciousness > I can certainly send out an alliance request for everyone to open a petition, or everyone to post on the forum
    Lapis Quasso > Yes, I realize that, just wondering what is optimal :)
    QuickTrick > I know of some peeps who have not resubbed because of it.
    Mournful Conciousness > yes it p*ssed me off that much too
    QuickTrick > And among the problems, in addition to those you put in your Forum post ... is that occasionally when boarding a ship it gives an error message and freezes the toon

    CCP, please may we have a response as to when you will return the lost and broken functionality?

    Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

    Knalldari Testpilot
    #357 - 2012-06-10 03:04:34 UTC
    CCP Optimal wrote:
    The newly formed team Game of Drones is somewhat surprisingly not going to work on drones (for now at least), but instead we're going to take a stab at improving the inventory management UI in EVE. In an attempt to get it right, we're interesting in collecting feedback before we get our hands too dirty so it would make us happy as hell if you could list the biggest beefs you have with the current inventory UI. (...)
    Thanks in advance.

    Dear CCP Optimal,

    please go on and work on drones because i love these little bastards and your newly formed team should take care of them. :)

    The Unified Inventory was a bad idea. It is less functional and everytime i use it it takes more time to do things in EVE i did before. This "feature" broke more things than it enhaced. CCP shold take responsibility to it and roll it back to prevent further damage to EVE.

    CCP Soundwave did a very bad job and thats it!
    Lord Makk
    Trust Doesn't Rust
    Goonswarm Federation
    #358 - 2012-06-10 12:43:44 UTC  |  Edited by: Lord Makk
    Every time I open this new inventory bullsheit I feel like ragequitting.

    Its not streamlined, you can't have multiple windows the way you want to, accessing carrier bays is a complete pita and dragging items OUT of them is even worse.

    Why can't one just leave things unfucked? Same goes for Corp hangars.

    Change it back.
    Haloxx
    Star Section 9
    #359 - 2012-06-10 12:45:11 UTC
    ISSUE: Checking estimated price for many items by hovering over every single one is cumbersome.
    FIX: Make "Estimated price" available as a table column in the Inventory window.

    Comments: What people seem to complain the most about when it comes to the "Estimated price" feature is that it makes the tool-tip too large and blocks the view of other information. So, wouldn't it be good if one could choose to have estimated price displayed in a less invasive, more customizable (showing/hiding columns is easy) and above all more efficient way? The benefits are numerous and the downsides seem to be few since:

    • it probably wouldn't add to the lag very much since all estimated prices seem to be available quickly already (there doen't seem to be a slow, lag-inducing database query for every time you hover over an item to see the estimated price).
    • it wouldn't block the view or inhibit utility for anyone since the column can be easily shown and hidden.

    CirroWing
    Lone Star Warriors
    Brave Collective
    #360 - 2012-06-10 21:05:57 UTC
    I have been playing around with the inventory UI options for the past two hours and have a few suggestions for the UI. These suggestions would greatly improve the use of multiple tabs/windows, making it more intuitive while still keeping all the current advantages of the tree view.


    General settings config options
    - Create a new option to enable shift-clicking by default, call it something along the lines of 'Open in New Window By Default'

    This functionality needs to be added, I can imagine that leaving 'Try to Use Existing Window if Any' unticked in the general settings config menu was intended to have this effect, however, it doesn't achieve this.

    Multiple tabs/windows simply aren't practical to use without this


    Shortcuts
    the current default window shortcuts are neither intuitive, nor functional.
    - change the 'Open Mail' shortcut from [Alt+i] to [Alt+M]
    - change the 'Open Inventory' shortcut from [Alt+C] to [Alt+i]
    - change the 'Open Cargo Hold of Active Ship' shortcut from [(none)] to [Alt+C]

    we could really use some shortcuts for the corp hangars, making them easy to acces
    without having to go through the tree view every time:

    - create an open division hanger [x] shortcut for each of the seven hangars, with x being the division number.

    Since it is unlikely that there are still intuitive keybindings available , you could leave it to the user to fill them in if needed.
    Thus setting the default shortcut to (None) is perfectly fine.


    Containers in space
    - when there are multiple tabs or windows opened, the container tab/window is closed if the container has been destroyed
    - when the container window is the only window opened when the container is destroyed, it reverts to the cargohold window

    Currently when a container is emptied the window reverts to the '[ship name] (active ship) [ship type]' window. This means that someone with multiple tabs in the same window or multiple windows opened would end up with multiple cargohold windows opened.
    Reproduction example:
    - have your cargohold open
    - open a container floating in space in a new tab/window using shift-click
    - empty the container
    - you now have two cargohold tabs/windows open, taking up useless UI space (and possibly pc/server load)

    reverting to the cargo window when destroyed would only make sense if you assumed that nobody would have multiple windows or tabs opened, which is not a very realistic assumption.


    Ship Hangar, active cargohold, and switching ships
    Currently the UI does this:
    - have current ship cargohold opened, it is shown as '[ship name] (active ship) [ship type]'
    - change ship
    - the cargohold of the old ship is still opened, it is shown as '[ship name] [ship type]'
    - the cargohold of the new ship is not opened

    I am suggesting this:
    - have current ship cargohold opened, it is shown as '[ship name] (active ship) [ship type]'
    - change ship
    - the cargohold of the old ship is closed
    - the cargohold of the new ship is opened, it is shown as '[ship name] (active ship) [ship type]'

    When changing ship, the intention is to use the new ship, while storing the old one. Therefore keeping the old ship's cargohold open while not opening the cargohold of the new active ship seems somewhat counterintuitive. This is most likely the same reason why it used to be as I am suggesting in the previous UI.


    Avoiding multiple identical windows when using shift-click
    - when attempting to use the tree view to switch to a window that is already opened in a tab or window elsewhere , the already existing window should be made active instead.

    currently the UI behaviour is as follows:
    - open your active ship's cargo
    - open the hangar floor in a different window using shift-click
    - open the tree view in the cargohold window, click on the 'hangar floor' (standard single click, no shift)
    - you ended up with two simultaniously opened hangar floors

    I am suggesting:
    - open your active ship's cargo
    - open the hangar floor in a different window using shift-click
    - open the tree view in the cargohold window, click on the 'hangar floor' (standard single click, no shift)
    - the hangar floor window is now made active (it's on the foreground)
    - the active ship's cargo window still exists, it is on the background