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Yet another inventory post that no one will read

First post
Author
Mackenzie Hawkwood
University of Caille
Gallente Federation
#61 - 2012-06-19 21:24:56 UTC
+1
It is now quicker for me to open corp assets through the corp tab and deliver them to myself in three clicks than try to fight my way through the derpified inventory.
but seeing as there has been 5-6 UI feedback threads of at least 40 pages each, which have been abandoned by CCP so they can push the new shiny or sort out Devswarm's wardec problem, I expect this will go nowhere yet again.

Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that. - Kina Ayami

ronna Hita
Science and Trade Institute
Caldari State
#62 - 2012-06-19 22:33:54 UTC
+1
Its annoying as hell when I am quad box mining, and FFS the shift key doesn't always take, Its not fun jet-canning with multiple hulks, it turns into a migraine
Mother Inlaw
Caldari Provisions
Caldari State
#63 - 2012-06-20 19:24:57 UTC
back... what was CCP thinking.


/me throws wet fish and smelly socks at ccp
Zelman Axe
Sebiestor Tribe
Minmatar Republic
#64 - 2012-06-20 23:59:15 UTC
I have asked in various threads as to why the UI was changed and not 1 DEV OR GM has answered the question so I will ask it again in here .

WHY WAS THE UI CHANGED the old one worked perfectly well

All we want is one decent reason as to why it was implemented and why we cant choose between old and new .
Wedieyounge Antilles
The Scope
Gallente Federation
#65 - 2012-06-21 05:26:35 UTC
+1

Well said.

Even though I like the new inventory, it not only needs to be improved but you also have to give people the option of using the old system. Just like you did with ship spinning thing.

¬ Wedge Antilles _ [SDOGS]_

CCP RubberBAND
CCP Engineering Corp
#66 - 2012-06-21 11:11:19 UTC
Hi all,

Let me take the time to reply to some of these points specifically

Makalu Zarya wrote:
I don't know why i'm posting this since no one important will read it...

a few quick things i'd like to see brought back.

1. An altogether option of using the old system. no fixes no anything, just the exact way it used to be.

seeing how that won't happen here are some ideas.


That is correct, the old system will not come back. We also cannot support two separately coded Inventory systems. The Unified Inventory is here to stay, but we will continue to work on it so that it is something everyone can be happy with.

Makalu Zarya wrote:

2. Separate ships and items please, when I open ships i want to open ships, I don't want to open inventory and then have to seach for where that little line is where the ships up. It is ok when you have time to fiddle with it...but in the heat of a fight when you have switch quickly it is a major pain. I want a totally separate ships window like it used to be...they aren't items and they shouldn't be mashed togeher.

This point is somewhat unclear. You want separate Ships and Items windows. You can do that. The windows persist in stations and remember their size, position, stack and icon view. Dock, grab the ship you want and go. In most cases the tree view is collapsed by default so you don't even have to deal with that.

We are discussing being able to open up separate windows with unique tree views, so a corporation window might only have the divisions in the tree view. Please elaborate if I missed the point here somehow.

Makalu Zarya wrote:

3. Right click options: Where did the options to open fuel bay and ship maint. bay go? Why are CSM members telling me it's less ******* clicks now or asking me why do i just want to open my fuel bay....well i wanna see if i have enough fuel to jump...used to be one click, now yet again i have to open cargo and find where the fuel bay is....will CCP reimburse my carrier when I don't do this quickly enough and not have fuel to GTFO in time? doubt it.

It used to be two clicks, it is now also two clicks (albeit one with a shift).

You could also use the tree view (which follows the same layout as the right click menu used to) and open the fuel bay as soon as you make the ship active. Then you have visibility at all times.

Prior to the Unified Inventory you would also have to open the fuel bay on making a ship active.

Makalu Zarya wrote:

4. The tree and main inventory window are redundant. There doesn't need to be an entry in the tree for every can and/or ship that you have. Double clicking the ship should open a ****NEW**** window with said ships cargohold. Did I write new in large enough letters?

5. shift-click: why??? what was every wrong with double click?

I'll take these points together.

First is a tree view that shows every container location. For consistency sake, everything is shown in the tree view. You can use shift click, but it is clear you would prefer to just double click. We are discussing having an option that would enable shift for the Inventory by default so windows would open up in a new window with a single click. This is not set in stone and we are not promising this feature, but discussing it internally if it makes sense.

One of the design goals for the Unified Inventory was to consolidate Inventory management into as few windows as possible. Theoretically (and this is often how I use the Inventory) you could open up a second window, expand the tree view and now jump between the locations in both windows as required.

Makalu Zarya wrote:

6. Too much stuff in the inventory....so I"m fueling a jump bridge...all i want to see is the damn jump bridge and the can/hauler i'm fueling from....I don't need to see the freaking corp hangar/ship main bay of every single thing in that pos...i seriously don't. I came over to fuel to jump bridge not do anything else.

A few points to this.

You could open the Primary Inventory window, shift click on the windows you would like and then just deal with those.

To further clarify this type of functionality we have specifically done a few things for Inferno 1.1 which will be detailed in the patch notes. But to spell them out here, we are clarifying the difference between the Primary Inventory window and secondary windows. POS structures out of range will now appear grayed out and POS structures are now arranged into categories. The Jump Bridge in particular is within its own category.

Makalu Zarya wrote:

7. Resetting windows...i think this subject has been covered extensively on the forums. Refer to the other five hundred posts on it (yea cause you actually read this stuff)

Always interested in more specific cases about this as there have been a number of bugs we have not been able to fix, but that should be resolved for Inferno 1.1. No distinction between the primary and secondary windows has also led to a lot of confusion and should now be easy to identify. For clarity the Primary window will always shift to display the most immediate Inventory location the user is dealing with, so it is dynamic and changing. Double click to open something, it will open in the Primary. Move off grid of something you were viewing and the primary reverts to the ships cargo hold.

The secondary windows are not dynamic they will show the thing you set them to show in the way you set them up (size, stack, position and icon view). If these locations are no longer available these windows will close (warping off grid, jumping, etc).

[quote=Makalu Zarya]
General thought...simple tasks that took seconds with the old system now take minutes if not 10s of minutes. It took me over 5 minutes to load up my carrier today...with the old system I would've done it in 30-40 seconds.

My logistics guys are hitting their heads against the wall every time they have to deal with any...

Feel free to poke me on: Twitter

StoneCold
Decadence.
RAZOR Alliance
#67 - 2012-06-21 11:44:17 UTC
Zelman Axe wrote:
I have asked in various threads as to why the UI was changed and not 1 DEV OR GM has answered the question so I will ask it again in here .

WHY WAS THE UI CHANGED the old one worked perfectly well

All we want is one decent reason as to why it was implemented and why we cant choose between old and new .


Inferno Inventory - Best played with PS3-controller [/guess]
Gilbaron
The Scope
Gallente Federation
#68 - 2012-06-21 11:53:11 UTC
@RubberBAND:

it would be really awesome if i could "pin" specific hangars for faster access, in the inventory screen itself or even better, to the neocom

i for one would like to have my active ship, my ship and item hangar, 2 corp hangars and the hangars of my alts always on top, i made a screenshot to show what im talking about


http://i.imgur.com/fTl4h.png


also a search box for member hangars for even faster access than the alphabetic list
Cerys Magente
#69 - 2012-06-21 15:25:17 UTC  |  Edited by: Cerys Magente
I find the new inventory cumbersome, and far less efficient to use than the old one. In the old system, stacked and tabbed window groups allowed for quick movement of items between hangars/containers/structures with minimal mouse movement/scrolling required. With the new inventory I seem to be forever scrolling through the tree view to find the container/ship/hangar/structure I need, then scroll again to collapse sections of the tree which are taking up too much vertical space, then scroll again to find the place where the item I want to move is located, then scroll again to find the place where the item is to be moved to. If I hover the mouse over an entry in the tree view for just a fraction of a second too long, the view shifts, and I have to scroll all over again.

A particularly annoying example is maintaining silos, where I want to drag the silo contents to my cargohold. Each time, the tree resets to the location of the now empty silo, and I have to scroll up again to the cargohold. This is not an efficient workflow. An efficient workflow for me is to have my cargohold open, and open the silo via the icon in the 'selected item' part of the overview (usually the silo is already selected as I will have used the 'approach' icon before) in its own window, so that I only need to drag between the 2, and I can see at a glance the status of both. The 'selected item' icon does not offer me the option to right-click on it and select 'open in new window'. Shift-clicking requires both the keyboard and the mouse, and I find it less efficient than being able to right-click or double-click.

Another example where POS management isn't exactly made easier is when arming POS guns. The other day I was checking the ammo status of a large deathstar. The batteries being Amarr, each gun expanded into 2 subsections. Given the number of guns on the tower, after checking about 10 guns, each remaining expanded in the tree view, considerable scrolling was required to get back to the cargohold, grab a crystal, go back and find the correct gun with the empty compartment. I found it far easier in the old system. I prefer clicking to close an extra window to endless scrolling.

I appreciate that some people find the new inventory easier to use. I find that routine tasks now require more time, and a lot more scrolling. I would very much like an option I can toggle on that would always open a new window when the 'open/access' icon in the 'selected item' part of the overview is clicked.

A further annoyance are containers inside hangars. A large number of containers will expand the treeview dramatically - again necessitating a lot of scrolling.
Furthermore, audit log secure containers located inside corp hangars seem to be somewhat temperamental. Right-clicking such a container and selecting 'open container' or double-clicking it... opens my cargohold.


Another rather annoying 'feature' arose the other day, when I was in a large carrier fleet. My carrier was configured for fleet use, and I had the inventory open as I wanted to monitor the status of my fuel bay. Whether it was due to the large number of carriers in the vicinity, or the fact that my carrier was configured for fleet use I do not know (I have not observed this phenomenon under other circumstances) , but the inventory tree kept refreshing constantly, resulting in a very irritating flashing effect. Luckily I don't suffer from seizures.

One of the most irritating aspects of the new inventory, however, is the removal of the right-click options to open the fuel bay and other bays on capitals. I don't think it's as simple as comparing the number of clicks required to accomplish the action. Previously, I would right-click on my carrier in the centre of my screen, move the mouse a short distance to find the correct option, and click. To carry out the same action now I need to right-click the carrier and select 'open cargohold' or move the mouse across the screen to open the inventory. Then I need to move the mouse across to the inventory window and expand the tree for my active ship. Then I need to select the fuel bay. All in all, a lot more mouse movement required than a simple right-click in the centre of the screen. Please restore these options to the right-click menu, or give me an option in the ESC menu to toggle 'show capital bay access options in contextual menu'. To save space in the context menu, I would happily forego the option of being able to access the captain's quarters via this menu.

These are some of the issues that make the new inventory less than pleasant for me to use, and detract from my game experience. Some added customisation options, such as being able to toggle whether I want containers/hangars/bays etc to open in a new window rather than the existing one, and restoring functionality to the contextual menu to access my capitals' bays, would go a long way towards improving my game experience.
Jack Winters
Shadow Legion X
Seriously Suspicious
#70 - 2012-06-21 15:50:16 UTC
Cerys Magente wrote:
I find the new inventory cumbersome, and far less efficient to use than the old one. In the old system, stacked and tabbed window groups allowed for quick movement of items between hangars/containers/structures with minimal mouse movement/scrolling required. With the new inventory I seem to be forever scrolling through the tree view to find the container/ship/hangar/structure I need, then scroll again to collapse sections of the tree which are taking up too much vertical space, then scroll again to find the place where the item I want to move is located, then scroll again to find the place where the item is to be moved to. If I hover the mouse over an entry in the tree view for just a fraction of a second too long, the view shifts, and I have to scroll all over again.

A particularly annoying example is maintaining silos, where I want to drag the silo contents to my cargohold. Each time, the tree resets to the location of the now empty silo, and I have to scroll up again to the cargohold. This is not an efficient workflow. An efficient workflow for me is to have my cargohold open, and open the silo via the icon in the 'selected item' part of the overview (usually the silo is already selected as I will have used the 'approach' icon before) in its own window, so that I only need to drag between the 2, and I can see at a glance the status of both. The 'selected item' icon does not offer me the option to right-click on it and select 'open in new window'. Shift-clicking requires both the keyboard and the mouse, and I find it less efficient than being able to right-click or double-click.

Another example where POS management isn't exactly made easier is when arming POS guns. The other day I was checking the ammo status of a large deathstar. The batteries being Amarr, each gun expanded into 2 subsections. Given the number of guns on the tower, after checking about 10 guns, each remaining expanded in the tree view, considerable scrolling was required to get back to the cargohold, grab a crystal, go back and find the correct gun with the empty compartment. I found it far easier in the old system. I prefer clicking to close an extra window to endless scrolling.

I appreciate that some people find the new inventory easier to use. I find that routine tasks now require more time, and a lot more scrolling. I would very much like an option I can toggle on that would always open a new window when the 'open/access' icon in the 'selected item' part of the overview is clicked.

A further annoyance are containers inside hangars. A large number of containers will expand the treeview dramatically - again necessitating a lot of scrolling.
Furthermore, audit log secure containers located inside corp hangars seem to be somewhat temperamental. Right-clicking such a container and selecting 'open container' or double-clicking it... opens my cargohold.


Another rather annoying 'feature' arose the other day, when I was in a large carrier fleet. My carrier was configured for fleet use, and I had the inventory open as I wanted to monitor the status of my fuel bay. Whether it was due to the large number of carriers in the vicinity, or the fact that my carrier was configured for fleet use I do not know (I have not observed this phenomenon under other circumstances) , but the inventory tree kept refreshing constantly, resulting in a very irritating flashing effect. Luckily I don't suffer from seizures.

One of the most irritating aspects of the new inventory, however, is the removal of the right-click options to open the fuel bay and other bays on capitals. I don't think it's as simple as comparing the number of clicks required to accomplish the action. Previously, I would right-click on my carrier in the centre of my screen, move the mouse a short distance to find the correct option, and click. To carry out the same action now I need to right-click the carrier and select 'open cargohold' or move the mouse across the screen to open the inventory. Then I need to move the mouse across to the inventory window and expand the tree for my active ship. Then I need to select the fuel bay. All in all, a lot more mouse movement required than a simple right-click in the centre of the screen. Please restore these options to the right-click menu, or give me an option in the ESC menu to toggle 'show capital bay access options in contextual menu'. To save space in the context menu, I would happily forego the option of being able to access the captain's quarters via this menu.

These are some of the issues that make the new inventory less than pleasant for me to use, and detract from my game experience. Some added customisation options, such as being able to toggle whether I want containers/hangars/bays etc to open in a new window rather than the existing one, and restoring functionality to the contextual menu to access my capitals' bays, would go a long way towards improving my game experience.


+1000
Milo Caman
Anshar Incorporated
#71 - 2012-06-21 17:16:36 UTC
CCP RubberBAND wrote:

This point is somewhat unclear. You want separate Ships and Items windows. You can do that. The windows persist in stations and remember their size, position, stack and icon view. Dock, grab the ship you want and go. In most cases the tree view is collapsed by default so you don't even have to deal with that.


I assume something like this.

I entirely agree with the OP, this should come back. I should not have to **** around in the inventory system to change my ship, especially now station session timers are gone.

CCP RubberBAND wrote:

It used to be two clicks, it is now also two clicks (albeit one with a shift).

You could also use the tree view (which follows the same layout as the right click menu used to) and open the fuel bay as soon as you make the ship active. Then you have visibility at all times.

Prior to the Unified Inventory you would also have to open the fuel bay on making a ship active.


Simply not acceptable. 'Oh you should do it this way instead' after removing functionality, is not the way to go. The right click options were far faster and far easier, as you could very quickly open a bay without all the UI clutter than the new inventory brings. It would not be hard to bring it back, and it would satisfy a lot of people.

CCP RubberBAND wrote:

All the quality of life changes in Inferno 1.1 (now on Singularity) should make POS logistics management much, much easier. We have allowed players to rename all POS structures, they are now grouped under one of four types. Each type has a unique icon in the tree view, POS structures out of range will display gray in the tree view, to name the most prominent.


This confirms my suspicions that the folks at CCP involved with the UI have never actually used a POS. Please, for the love of god, look at the masses of player feedback on this and then do something.
Adrian Dixon
Arbitrary Spaceship Destruction
-affliction-
#72 - 2012-06-21 19:51:28 UTC  |  Edited by: Adrian Dixon
StoneCold wrote:
[quote=Zelman Axe]I have asked in various threads as to why the UI was changed and not 1 DEV OR GM has answered the question so I will ask it again in here .

WHY WAS THE UI CHANGED the old one worked perfectly well

All we want is one decent reason as to why it was implemented and why we cant choose between old and new .


If you remember a good few months ago we got a questionair from CCP by email and the ingame splash screen i think just after cruicible. It had questions about the UI and I would guess the decison to start this project was made based entirely on that questionair.

Any Devs reading this can you add a Unified inventory button to the stations and services window when docked please? I have drawn a simple mock up here;
http://imgur.com/c9xBe

Also the active ship in the tree should be static. Ie it should not scroll but stay visible at the top when you scroll the tree.

global on/off option for get estimated isk value.

I would like to see the old inventory return, some of it remains if you select "Merge items and ships into station pannel" in the settings window this has helped me a lot.

I hate using my noctis with the new inventory system. Its laggy, frustrating and long winded.

I think the unified inventory should have replaced the assets window and everything else should not have been changed.

Right click open ( for all the various bays). Needs to be re-added

Ive tried setting the unified inventory how I want it but between session changes most everything moves and resizes the tree pannel re-opens etc, different UI window sets as the master/main window. its a mess.

The unified inventory needs more clicks and scrolling compared to the old system
Makalu Zarya
Rage and Terror
Against ALL Authorities
#73 - 2012-06-21 21:15:11 UTC
ok i attempted to imbed all the quattions but failing miserably so I will just write my response to the the dev in the order that it was and clarify the points.

Thanks for replying btw, i hardly expected that.

in any case.

on point #2.

ships and items used to be 2 separate buttons, you clicked whichever one you needed. Now you click the inventory button, which will open to the last thing you had open prior. So if you had a ship cargohold open you once again have that same cargohold open. Howver that is NOT what i want...it i wanted that I would just double click. I want to open my ships...with ONE click, not search throw the tree to find where the little narrow line that says ship hangar is...or even more tedious a specific ship. This might not be a pain when you have 10-15 ships...but at any given time unless i'm deployed there is a good chance there is 50 ships in my hangar.

So if i left my ship tree expanded that is 50 entries that I have to deal with. In any case even if it's not expanded I still have to figure out where the ships are.



on point #3
The right click options. Over the past however many years we have all played...everything was accessible through right click options...while this might not be the best or the only way to do it, we all got used to doing it that way. If you don't know where to find something...right click. Checking my fuel bay was a simple matter of right click capacitor open fuel bay...done. If it's enough it's enough, if it's not, then right click open corp hangar, which opened in a NEW window. That new window had 7 tabs in it, They were separate and easy to navigate. You clicked to the right tab and dragged fuel from that one to fuel bay...done. It was 2 LARGE windows. Now i have to right click open corp hangar. Figure out which small little tab to click and then drag it to another small little tab. Or of course i can shift click to open a new window. While this is no more than it used to be...i count double click as a single click and shift click as 2 clicks. So honestly i have to aim to get something where i want it to be, while not saving any clicks.

Also I'm sitting in a pos doing this...why do I need to see what's in my pos corp hangar while moving fuel from my carrier corp hangar to my carrier fuel bay...things outside my carrier at this very specific moment are not of any use to me...but they are clogging up my inventory.

on point #4 #5
Let me address the shift click and why it's annoying. When you used to open a can, it would open with just a double click. Now you have to shift double click...so we effectively went from 2 clicks to 3. And let me tell you..when you are doing something else, like talking on comms, or w/e that requires some other button being pressed...having to press shift is cumbersome and annoying. Have you ever run a program using shift double click? NO! it's double click..done...i can get used to this...yes i can..but it's extra clicks that no one needs.

As for the redundancy and cumbersomeness. I keep my items in cans...they are High, Mid, Low, faction and a couple other ones. I only have 7 cans in my inventory at most...I've seen people with 10s if not hundreds of cans.Do you even realize what those 100 cans do to the left side of the inventory? We don't need them there...they are just fine being in one place on the right side. The tree doesn't need to have every openable item in it...and while yes...I can just close the tree and not deal with it...the tree is the only way i can get to my ships.

on point #6

i honestly think u missed the point here completely. You told me all the EXTRA things that i need to do to make this simpler...why do I need to do all those extra things? I want to double click can and right lick open fuel bay on jump bridge...that's 3 clicks and a drag...or I can shift click 8 different things and separate my windows out. Great...extra time spent on a routine task.

point #7 i will leave alone...it's annoying nothing else.

as for the pos stuff, you are better off reading things from people who deal with it, i try to avoid posses as much as I can. reading cerys' post a few down from your reply should explain some things however.

as to why it took 10 minutes to load my carrier? Because the tree has way too much stuff in it, so finding the thing that I"m looking for takes time. Shift clicking takes extra work and effort.

You basically reinvented a circular wheel into a square one and are convinced that it still works...yes it will work because you forced it on us with us having no choice in the matter.

There are tons of posts on the forum about why the new system sucks...and most of them come to the same conclusion, it's too cumbersome and doesn't scale well at all and requires too many clicks. Go put 50 ships in your hangar and 50 cans in your item hangar. Put some more cans in your carrier and expand the entire tree...maybe then it'll be clear why this isn't working as intended.
Captain' Jack Sparrow
#74 - 2012-06-21 23:33:38 UTC
*snipped*
CCP RubberBAND wrote:


That is correct, the old system will not come back. We also cannot support two separately coded Inventory systems. The Unified Inventory is here to stay, but we will continue to work on it so that it is something everyone can be happy with.



This is very VERY disappointing to hear.

Regarding your statement that you "cannot support two separately coded Inventory systems"... It seems you already are! This new Unified Inventory AND the current assets window. Wouldn't you say?

The best possible thing you could do right now (or, weeks ago) would be to bring back our old inventory system, and put your new toy where it belongs: THE ASSETS WINDOW!

That should please a great many people, and not damage the ego of whomever designed this thing. CCP can also justify the development cost, and save all of the time and headache involved with all of these patches. Come on, why over complicate things?

Heck, the assets window is what you guys originally had in mind, according to your very own website.

See here --->>> http://www.eveonline.com/inferno/unified-inventory-ftr/

Read that, and then tell me if it's anything like the current Unified Inventory. Then try to tell me that does NOT describe the assets window.

Thanks.
Yonis Kador
KADORCORP
#75 - 2012-06-22 03:46:03 UTC  |  Edited by: Yonis Kador
CCP RubberBand wrote:


It used to be two clicks, it is now also two clicks (albeit one with a shift)...

You can use shift click...

You could open the Primary Inventory window, shift click on the windows...

...you could open the Primary window shift click all the locations you needed...



Bullshift.

It will never cease to amaze me how casually it is assumed that shift-clicking is somehow equivalent to the mouse-only gameplay so many players are asking in various ways to see restored. I really (really) dislike having the keyboard in my lap. One hand is supposed to be on the mouse and the other on my after-work, ice-cold, frosty beer.

That's my playstyle.

When my beer hand is on the shift key, and not on my beer, my player experience is diminished. Significantly.

Hope that clears up any confusion.

It's great that windows stay open when you redock but that's not a solution. It's a workaround. I would've normally closed them as I did my work, increasing the station view. Station hangars are supposed to open from a single click on neocom buttons. Even if you manage to make tree entries open new windows with a single click, announcing that the headache tree is my salvation won't be received as great news. I dislike scrolling the tree. It's physically uncomfortable and less efficient. I was going to quote the equally-numerous references to "just use the tree" also but I dislike the tree so completely, its not even worth my time quoting. The tree is just way more eye strain than clicking a button that never moved. I could click that button drunk with one eye closed. Tree-navigation, not so much. In fact, if I hadn't gotten several RL headaches from all the scrolling, I wouldn't even have come up with the term "headache tree." It just won't be for me. If the tree is going to be the way, I just won't do industry anymore. It's that simple really.

EDIT: That was too personal. Those are my issues. I'm not angry. I'm disappointed that my gameplay was disrupted to a level that necessitated my presence in the forums to make my first complaint ever. (You may be stuck with me now though. I like it here.) As I'm still unsure of what's to be done, this issue remains of interest.


CCP RubberBand wrote:


One of the design goals for the Unified Inventory was to consolidate Inventory management into as few windows as possible.


Oh yes. We noticed that. And as I'm pretty sure these iterations are now meant to make opening multiple windows more effortless because many players actually relied on multi-windowed functionality, one has to wonder if that original premise was valid, and if the circumstances which led to its adoption have been reevaluated.

A new inventory interface would have been welcome...

without the unification.

Yonis Kador
Silly Slot
State War Academy
Caldari State
#76 - 2012-06-22 04:08:07 UTC  |  Edited by: Silly Slot
CCP DEV PLEASE READ....

1. Shift+2 Clicks ... IS NOT THE SAME AS 2 CLICKS! PLEASE FOR THE LOVE OF GOD TELL THE CCP GODS AND DEVS THIS. Every time you guys push the shift click point to the players it gets worse and is just annoying people.

2. and this is a HUGE ONE.... BRING BACK THE RIGHT CLICK FOR GODS SAKE.

Do you realize how many people truely HATE this system for the simple fact that all the quick shortcuts are gone?!?!? Ya in space theres a cargo button on the capacitor, BUT THERE IS NO FUEL/CORP HANGER/ORE BAY SHORTCUT!

Also the fact theres no Ship shortcut means to get to the ship bay went from 1 click to 2 clicks... and no shift doesnt fix that either

Why

WHY

WHY!!!!!!!

Do the devs seem to be so set in there way to not just bring back our frigging shortcuts! We know you can make them, as the cargo bay shortcut is there on the capacitor bar... SO BRING BACK RIGHT CLICK, And the ships shortcut in neocom, why is this such a difficult request?!?!? That seemingly keeps getting ignored CONSTANTLY

You keep saying that you were going to make the game your players wanted... Removal of important shortcuts like these is NOT something the players wanted its something the developers seem to be stuck on....
Tess La'Coil
Messerschmitt Vertrieb und Logistik
#77 - 2012-06-22 07:42:58 UTC
Cerys Magente wrote:
I find the new inventory cumbersome,


Might I ask what resolution/screen size you are using?

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Yonis Kador
KADORCORP
#78 - 2012-06-22 09:02:32 UTC
So I visited Sisi and investigated the new UI changes.

It looks like if you shift-click a hangar division, the UI remembers its size and placement when you shift-click it next. Your active ship is highlighted green in the tree and secondary windows appear green in the neocom. Lots of green.

If I didn't have to scroll around the tree, it would be great. The persistence is improved. But there's no avoiding the headache tree without leaving every possible window open on undocking and never ever closing them again. For anyone who liked seeing their ship in the hangar haha too bad.

Each time I undocked, a primary non-persistent inventory window popped up in the center of my screen full of tree and filters. When closing it and redocking, the primary in-station seemed to be where I left it. Undocked and there it was again. Must be a bug.

I didnt try much else. I next discovered I could fit an Archon in highsec for 100 isk and got quickly sidetracked. My joy was short-lived though when I realized how much the headache tree grows when piloting a capital ship. My eyes were watering from all the scrolling by the time I gave up.

Still, its pretty hard to beat 100isk capital ships.

YK
Ribikoka
Royal Amarr Institute
Amarr Empire
#79 - 2012-06-22 13:14:03 UTC  |  Edited by: Ribikoka
CCP RubberBAND wrote:
*****


"cannot support two separately coded Inventory systems"

Nice evading.
But we dont want two separated inventory system. Enough for us if just the old inventory system come back. :P

Or just change to default shift click separated windows options to single click (as the old inventory system worked earlier) and just give to the new UI windows open to shift click if someone want to use that crap treepanel merged windows. (1% of players maybe will be use the new shift+click crap, but the others is hate this new ui shift+clickfests)
We dont want to use shift+clickfest and scrolling on trees half hour long times, drag and drop from/to two separated windows much-much easier than, looking something on horrible long treepanel. (or option on setting panel for change shift+click >< click to default function when open someone a separated windows) Really hard to programing this. LOL
And give back for us right click menus and separated icons which open in separated windows our ship hangars/corp hangars/item hangars/fuelbays etc.

And still not fixed when someone open a ship cargo at station and when change to another ship the inventory still show after ship changes the old ship inventory window with old items and not refreshing to new ship cargobay.
Vincent Athena
Photosynth
#80 - 2012-06-22 16:02:08 UTC  |  Edited by: Vincent Athena
I must be missing something about the need for more clicks to open a bay while in space

Old system
Right click on ship or hud, get a menu
left click on bay
2 clicks.

New system
Left click on cargo icon at hud
Left click on bay in tree
2 clicks, no shift needed.

Edit, there is the sometimes annoying aspect that the little triangle by your ship in the tree is turned the wrong way and you bays are not displayed, requiring a third click.

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