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New dev blog: Next Unified Inventory Update

First post First post
Author
ZaBob
The Scope
Gallente Federation
#881 - 2012-06-19 12:23:51 UTC
ZaBob wrote:
Helpful hint (on SiSi, anyway):

If you hit Escape to get to the Options menu, and select General Settings, and turn on Merge "Items" and "Ships" into Station Panel, you get the items and ships showing up on the station panel where you'd normally find agents, and other station occupants and the like.

This isn't really good, if you're a losec dweller who keeps an eye on who pops up in station with you. But it's less painful than the alternative.


It also appears to be the same old container functionality that CCP said they couldn't revert to....
DJ P0N-3
Table Flippendeavors
#882 - 2012-06-19 12:43:01 UTC  |  Edited by: DJ P0N-3
A smidgen of belated feedback from the last patch: to whoever programmed in the search text/results being saved in a corp hangar or SMA when you close and re-open said hangar, you are my favorite. If this is a bug, please make it a tickyboxable feature.
Rock Kicker
Full Bore Inc
#883 - 2012-06-19 17:10:39 UTC  |  Edited by: Rock Kicker
So I guess the big question is CCP still monitoring this thread? CCP could you at least acknowledge you are reading what we are typing here? I know a lot of us are getting frustated (myself included), not knowing WTH is going on.

Hopefully you are still reading, so, here's a weird issue you to look at...

1. I'm at a POS.
2. Open my ships cargo bay, collapsed tree.
3. Shift-double-click on an equipment assembly array opens that inventory in the currently open inventory - Does NOT launch a new window. (actually makes me approach the array)
4. Right click to get menu, hold down shift key, and pick 'access storage' and it actually opens a new window.. ????? Intended functionality, or bug? Me thinks bug...

Other oddity at a POS...

I currently have 3 inventory windows open. 2 are to arrays, each currently in the same tab name. 3rd window is ship's cargo. If I click the inventory icon on the neocom, I get a list of 3 open inventories, but the 2 that are arrays with tabs, the description shown is only the tab. Not really a big issue for me, as I can see the windows opened, just cosmetic.

God how I hate this shift-clickity crap.

EDIT : Docked up stuff

Did the alt-n, alt-c, alt-i stuff to get 3 windows to properly show my ships, my current ship cargo, and my inventory in this station. First off, had play with the tree to get my item list to show up when I did alt-i, as it initially showed my ship cargo for some reason.

undocked leaving all 3 windows active. Re-docked, the window with my item list reverted back to showing my ships cargo, i.e. I had 1 window with ship hangar, and 2 windows now with ships cargo.



Y'know, if I could just make this mimic the old inventory, I'd be happy and re-sub. Not asking for much, just a few simple things at this point.

- double click launches into a new window, not existing. Hell, make this a switch in your system setup so we can tailor how it works for us. Shift-Dbl-Click or Double-Click to Open Container into New Window.

- right click menu, access storage - launches in a new window and DOESN'T require a SHIFT key to be held down. Again, a simple option in system setup to make it flexible.

- System option to set to have all trees start in collapsed mode.

- System option to put tabs across top of an open inventory for arrays vs. having to expand the tree everytime to navigate tabs.

Again, make it all configurable in the system setup. Simple, easy, and would probably make alot of us happy. I know it would make my day, and have me re-subbing 5 accounts immediately.

The new UniFUBAR Inventory.  Where Clickfest rules and Usability fails.

Maul555
Xen Investments
#884 - 2012-06-19 18:22:44 UTC  |  Edited by: Maul555
Rock Kicker wrote:
So I guess the big question is CCP still monitoring this thread? CCP could you at least acknowledge you are reading what we are typing here? I know a lot of us are getting frustated (myself included), not knowing WTH is going on.

Hopefully you are still reading, so, here's a weird issue you to look at...

1. I'm at a POS.
2. Open my ships cargo bay, collapsed tree.
3. Shift-double-click on an equipment assembly array opens that inventory in the currently open inventory - Does NOT launch a new window. (actually makes me approach the array)
4. Right click to get menu, hold down shift key, and pick 'access storage' and it actually opens a new window.. ????? Intended functionality, or bug? Me thinks bug...



Double clicking is approach. if you want to open something, you need to right click it, and then shift+click on open. I remember when you could double click on something to warp to it. Imagine how pissed I was when my favorite escape option was ripped out.... I still have no idea why it was taken out to begin with. Like these changes, there is no good reason that I can imagine.

I wish this functionality was a bug, but it was intentional.
Rock Kicker
Full Bore Inc
#885 - 2012-06-19 19:24:24 UTC
Maul555 wrote:
[
Double clicking is approach. if you want to open something, you need to right click it, and then shift+click on open. I remember when you could double click on something to warp to it. Imagine how pissed I was when my favorite escape option was ripped out.... I still have no idea why it was taken out to begin with. Like these changes, there is no good reason that I can imagine.

I wish this functionality was a bug, but it was intentional.


Tried both double-click and shift-double-click on the array. Same results. I had thought originally shift-double-click on a container opened it into a new window, but alas, I'm an old man, so is probably just me. Really miss the functionality of the old inventory, much less clicking and easier to use....

The new UniFUBAR Inventory.  Where Clickfest rules and Usability fails.

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#886 - 2012-06-20 15:34:20 UTC
@ CCP: Please "unify" the threads for the Inventory UI changes / updates. Alternatively, lock all threads except for one, current and continually updated thread.

Customer feedback is getting spread all over the place and that is not helpful for carrying on a reasonable and productive discussion with the aim of having one place for subscribers to reference changes, functionality updates and CCP communications.

A great way to start such a thread is to document the changes made to the new UI and how CCP intends for the UI to work. Currently, it is not always clear how to get things done in a consistent and efficient manner.

Thanks much!

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Rock Kicker
Full Bore Inc
#887 - 2012-06-20 18:30:47 UTC
For those of us who have un-subbed over this issue, you may want to check your accounts. One of mine that would have fallen off today was 'mysteriously' reactivated and my credit card charged. Found out when EvE sent me the confirmation email.

The new UniFUBAR Inventory.  Where Clickfest rules and Usability fails.

Smohq Anmirorz
State War Academy
Caldari State
#888 - 2012-06-20 20:07:41 UTC
I'm behind on the times on reading the changes, but I just noticed you restored the double-click-your-ship-opens-the-cargohold functionality.

Awesomesauce. Cool
Ariane VoxDei
#889 - 2012-06-20 21:57:21 UTC
First off, a short personal recommendation for everyone who has not yet found all the workarounds yet:

The recommended action for anyone dealing with this new system is as follows:

Forget the mouse and set up the following 3 binds, which you can locate in the Esc menu:
1) 'open cargo hold of active ship' (recommend alt-c)
2) 'open ship hangar' pops up the old ships window - alternative, use the 'merge ... into station services' and mouse your way to the correct tab. IMO it is horrible, but thats the only mouse-only option if you want to avoid THE SCREENEATING SCROLLBARRED HORROR OF A 'TREE' (nested inifile more accurately decribes its structure).
3) 'open hangar floor' does what the neocom inv button used to do, Use whatever bind.
unbind 'open inventory' and keep the mouse away from that abomination on the neocom until it is fixed.

Learn that pressing a bind is now a bit different:
state: closed -> open and on top
state: open and on top -> close
state: open and not on top -> bring to top
state: minimised -> restore and bring to top.
Note, there is no way to minimize except mouseclicking the minimize widget on the (tabgroup)frame.

If you have a programmable mouse with buttons, set up one for shift-doubleclick or failing that, just for doubleclick.
Shift-doubleclick will, almost, get you the old tabgroup functionality, at least for various bays and containers while docked. Yes, you can get those tried and true tab setups, but they are much more work now.
For speedlooting: Doubleclick! Again, set up a mouse button for it! It is the least laggy way ATM. Yes it is not tabbed and yes it will leave a final window with a copy of your ships cargobay, but it is the fastest of all the bad ways.

Hope that helps some people overcome this hardship until the system is improved to at least pre-Inferno levels.
Ariane VoxDei
#890 - 2012-06-20 22:00:33 UTC
Now onto the rest.
Almost all of it has been said before by others, but I promised to post my own short compilation. It does not touch on the woes of POS users at all, I leave that entirely to those who are currently dealing with the use of those, as have not had POS duties/interaction myself for a long time.
I will make a separate post tomorrow about the process and communication of this debacle so far, to not pollute this post.

Speaking of tabs, seperate windows, etc. Why not just rip the behaviour from webbrowsers?
Middleclick to open new tab (in our case, to open in seperate window and in the tabgroup where we placed it). Under the old system, where doubleclick did what you need shift-doubleclick for now, I almost had that, via having set up a mouse button bound to doubleclick.
Middleclick on a tab to close it. Why do we have to rightclick->close on the tab.
Shiftclick for tab/window is so IE6, so 12 years ago. And doubleclick should never have happened - don't get me started on that combined with low framerate and 'fly by doubleclick'.

Shiftclick detection is not done properly.
If you shiftclick (traditionally: hold shift, click, release shift), it should not begin a shift selection (range selection) in addition to firing the shiftclick action.
This a old EVE problem than is apparent on shiftclick and shift-doubleclick, but has become a lot more noticeable, and a bigger problem, with the huge need to shiftclick/shiftdoubleclick where we previously used doubleclick and neocom. Btw notice that it went from a 1hand action to a coordinated 2-hand action - major user access fail.
Make a dirty hack or something like changing the selection to the item that was shift-(double)clicked when it happens, but put a end to those mis-selections.

Visual:
* added: stack count (not item count). Not that useful, eats space.
* added: price estimate based on regional traded average (probably taken from '5day running average'). Woefully wrong and misleading of 'true' value in most regions. Much more so for all but the most mundane massively traded items.
* removed: vertical window realestate to accommodate the pricebar and stack count. Amazingly noone bothered to place the stackcount in the vicinity of the volume bar or in the same bar as those 3 small view-change buttons in the top right.
* changed: moved and resized the volume and volumebar into 1 line with the search field, saving a small amount of vertical window realestate.

Use:
* removed: rightclick to open ship maintenance bay while docked (active or not). Give it back.
* removed: rightclick to open (ship) corp hangar array (tabgroup) while docked (active or not). Give it back.
* removed: rightclick to open ore bay (both docked and undocked, active or not). Give back.
* missing: keybind options for the 3 above for active ship. Should have been in from day one of those bays existance.
* removed: neocom access (button) for opening the ship-window.
Partial workaround is using the "merge... into station service" and hitting the ship tab.
Primary workaround: using the keybind option (default is alt-n).
* missing: option to disable pricebar or option to default it to compacted/disabled.
Wonder why it was not a button or mouseover tip in the same horizontal bar as the 3 view-change buttons (icongrid and the other 2), that would have taken up less space and only calculated when necessary.
* removed and partially brought back: rightclick in space to open corp hangars. Only opens division 1, not like the old, where you got a tabgroup window with a tab for each division. Needs to come back to old behaviour + needs bind option.

Lots of inconsistencies.
Example, have a number of 'open x' bind options in the ESC menu:
current ship cargo bay (insanely this was not defaulted to alt-c)
hangar floor
inventory
And then there is the neocom button for inventory.

The first 2, 'open cargo hold of active ship' and 'open hangar floor' work like you would expect under the old system - that is to say, they do what they say and do it where you last had them open(*).
The 'open inventory' bind opens in a 3rd window, but shows the cargo of the current ship. This one is apparently home of some new 'primary window' asshattery, but as with the rest of the UI its behaviour is completely undocumented - trial and error applies.
The neocom button is bordering on erratic and does not act like the 'open inventory' bind, except in the case that you have no active inventory windows (bays/containers of any sort) whether they be open or minimized.
So those last 2, whatever they intended with them, are absolutely last resort.

Another thing, lingering copy of ship cargo bay, when using doubleclick-looting (doubleclick to open, then loot all).

Station containers/containers in station or corphangar(orca): Doubleclick / rightclick->open and shift doubleclick / rightclick->shift-open:
This one ugly mix. Strongly suggest that the shift-action becomes the standard as it grants the best fuctionality. That is, swap the 2 actions.
For mass-looting in space, the non-shift action is currently the fastest and least cluttering (due to removal of autotabbing of wrecks and jet/lootcans - UI people clearly never played with that part of the game or are sick sadistic pigs), but for station/hangar management it plain sucks.

The above pretty much sums up the bare needed here-and-now needs for the inventory. I would not call it final end-all, so much could be changed in terms of use and functionality and look, but as i said its here and now stuff that makes it less bad.
Dealing with that would go a long way. And yay, you avoided a plain simple 'ROLL IT ALL BACK'. Just give us as good and conveniently accessed functionality and give back the stolen window space...
Prove that you have not turned on us, that you will keep changing it until we are happy with it, or at least stop being unhappy about it.
Khey AnnAnn
LOL dec
#891 - 2012-06-21 01:12:25 UTC
Hello CCP, i am having a very big lag issue due to this new inventory system.

Have posted in the "Issues, Workaround and Localization" board:
https://forums.eveonline.com/default.aspx?g=posts&t=122927&find=unread

my issue:
when clearing the field with my noctis after killing everything i encounter huge lag problem looting the wrecks.

detail :
1) after clicking the 'open container' button to display whats in the wreck, there will always be a 2 sec lag and my screen freeze during this lag.
2) clicking the 'loot all' button will cause an even bigger lag, usually lasting 3-4 sec, during which my screen freeze again.
3) after the loot has already gone to my inventory, the loot window will not disappear but instead it changed to my noctis cargo inventory, this is totally not necessary, if i wanted to see whats in my noctis's cargo hold i can click the cargo button. I think the default change from the wreck inventory to my noctis inventory is causing this huge lag.

findings:
when the wreck contains 1-2 items, the lag seems alot smaller. When wreck contains 4-6 items the lag and screen freeze happens most severely. This suggests the issue is related to how the new inventory system handles new additional items (like it tries to calculate the new total estimated values of stuff's in my inventory each time i clean a wreck, which is totally not needed and redundant and only serves to cause lag).

I have tried clearing cache and defrag hdd, no improvement at all.

please help.
Maul555
Xen Investments
#892 - 2012-06-21 02:21:25 UTC
I just remembered I had this... Some things never change, and this summs this latest feature set up just as well as a lot of the previous ones...

CCP Development Process
DazedOne
Sebiestor Tribe
Minmatar Republic
#893 - 2012-06-21 03:41:56 UTC
Maul555 wrote:
Actually... I gotta say, at first glance a lot of those fixes are welcome changes, and will make my life easier. Remember guys, we still have more fixes ahead of us after this patch.



Remember this pile of crap shouldn't have been released in the first place in its present form. Its guys like you that tolerate this crap which is why CCP doesn't care to ram sub par crap down our throats. How many fixes does it take??????? At the rate its going we wont have a truly functional UI ever!!!!!!!!!!!!!!
Maul555
Xen Investments
#894 - 2012-06-21 14:38:04 UTC  |  Edited by: Maul555
DazedOne wrote:
Maul555 wrote:
Actually... I gotta say, at first glance a lot of those fixes are welcome changes, and will make my life easier. Remember guys, we still have more fixes ahead of us after this patch.



Remember this pile of crap shouldn't have been released in the first place in its present form. Its guys like you that tolerate this crap which is why CCP doesn't care to ram sub par crap down our throats. How many fixes does it take??????? At the rate its going we wont have a truly functional UI ever!!!!!!!!!!!!!!



I have been one of the most vocal people calling for fixes in every official thread about the UI, including the original SISI thread. I have tolerated nothing jackass... Please excuse me for expressing some relief when some fixes get out of the door. I didn't realize I was pissing on your parade.
Penritha
Wheels of Industry
#895 - 2012-06-21 14:41:26 UTC
Never mind trying to fix this load of dingos kidneys which nobody wanted in the first place.

Just give us back all our separate windows that remembered their position and open/closed status.
DazedOne
Sebiestor Tribe
Minmatar Republic
#896 - 2012-06-21 16:48:09 UTC  |  Edited by: DazedOne
Hey maul, it's that last sentence which i was referring to mainly. Look at what you wrote. "Remember guys, we still have more fixes ahead of us after this patch". Yeah its speech like that which gets us sub par products from CCP. That is tolerating a broken system. How many months are we forced to deal with frankly a **** product. Comments like that show that we as a player base will tolerate them not fully testing out new features before going live with them. This lets us act as their beta testers while paying for it. Thats the point I'm trying to make. Seriously how long do we have to wait to see if we get something resembling the same functionality of the old ui? The new ui is prettier but aside from that it is slower, and takes more actions to do the same things the old ui did in far less actions and at a faster rate.

I dunno if you noticed the devs have stopped communicating with us which leads me to believe they are satisfied with this steaming pile of ****. They succeeded in dividing the player base between 1000 UI threads and people have finally gotten tired of telling CCP the same thing over and over again.

New UI slower .....check
New UI more click intensive.........check
Devs not clearly defining what they are going to do to get this serviceable...........check
Devs out of touch with their playerbase............ double check
ZaBob
The Scope
Gallente Federation
#897 - 2012-06-21 17:22:51 UTC
DazedOne wrote:
Hey maul, it's that last sentence which i was referring to mainly. Look at what you wrote. "Remember guys, we still have more fixes ahead of us after this patch". Yeah its speech like that which gets us sub par products from CCP. That is tolerating a broken system. How many months are we forced to deal with frankly a **** product. Comments like that show that we as a player base will tolerate them not fully testing out new features before going live with them. This lets us act as their beta testers while paying for it. Thats the point I'm trying to make. Seriously how long do we have to wait to see if we get something resembling the same functionality of the old ui? The new ui is prettier but aside from that it is slower, and takes more actions to do the same things the old ui did in far less actions and at a faster rate.

I dunno if you noticed the devs have stopped communicating with us which leads me to believe they are satisfied with this steaming pile of ****. They succeeded in dividing the player base between 1000 UI threads and people have finally gotten tired of telling CCP the same thing over and over again.

New UI slower .....check
New UI more click intensive.........check
Devs not clearly defining what they are going to do to get this serviceable...........check
Devs out of touch with their playerbase............ double check


Actually, I don't recall devs responding at all on this, except maybe a bit at the very outset.

It's been pretty much CCP Goliath (QA), and I think we've implicitly come to a mutual agreement that he's simply not the person who should be talking at this point. That leaves us with......

Hopefully, CCP Goliath is writing up their development process for us, which is probably the most useful thing he could do at this point, short of staging a QA coup and taking over.
Bodo Bass
Native Freshfood
Minmatar Republic
#898 - 2012-06-21 20:26:23 UTC
how long do we have to put up with this piece of ****?

Takes me at least triple the amount of time it used to.

Whatever moron or moron team managed to get this thing in the game deserves to get hanged by the balls.

Fooking ****** designers and stupid marketeers and graphic designers that guide the game.

It's about time you start focusing on what eve really is: a sandbox.


We don't need ******* clothing nor do we need new shades and engine trails, we need a game that works.

I think the wrong people go fired at CCP cause the useless bunch seems to be still there, including CCP Hilmar that managed yet another screw up
Ariane VoxDei
#899 - 2012-06-22 02:37:02 UTC
This is mainly for the ears of CCP and the diehards who have been paying attention and care.
I you need some special reason to read this, then this is not for you and you are in the wrong thread.


An extremely summed-up test-esque version of it is:
You mess with eve and don't take a hint from those who took the time on sisi to warn you -> we burn you.
So stop crying about it and do like you are told, you did bad and we had to spank you.


To preempt the "where were *you*, why didnt you this/that" question I have to go shortly into my timeline with eve. For those of you who are recent additions at CCP, which probably means the UI people, I have played eve since 2006.
For me the inventory story began the the day after I came back to Eve, which was around the 14h of may iirc (the exact day is not important), having been away practically since the release of Tier 3 battlecruisers.

And by away I mean even complete forum abstinence and didn't talk to the local EVErs, even though rumours of some kind of freighter jihad in jita did reach my ears. (was busy killing glowstick heroes and repubbies in swtor from january to april).
Technically, I had a bit of time to get on sisi to get hands-on, but I did not get a sisi activation passed soon enough. In any case anal Tippia and a few others seemed to be on top of it.
That is why I didn't this/that/whatever (and why I wasn't there to stop the chatwindow thing they did with the neocom).

I have spent a lot of thought and time on why you, cpp, "would do this to us", that is, foist this UI change onto us that is less functional, more work and slow to load.
And to date I have not come up with good plausible explanation, as I more or less predicted shortly before Inferno was released. My posts have pretty much reflected that, the dissatisfaction with the UI and the apparently stubborn or arrogant attitude that all critics were met with, both before and after it went live on TQ. They key word there was 'good'. There are some things that would fit, but they are not nice.

I would really like to get into the mindblowingly monumental WHY's you did it (and skip everything else and have glowing rainbows), but we need to clear something up.
When we have first CCP soundwave coming out to bat for the team (ok, you say that you pick 'spokepersons' these days) and later CCP Goliath coming out and basically telling us to stop savaging his people, then things have pretty clearly come to a point where there is too much emotional involvement and not enough professional cool.
Straight up, we are not doing it to make you cry(*), we are doing it because we care intensely and will, metaphorically, beat you to a pulp if you hurt eve.
* there are sadistic exceptions out there and this being eve you should already know that and have decent defences.

That said, when you don't react to nice, to veterans and other experienced users, both in testing and after it went live, then of course our reactions escalate. You did something intolerable and we were and are not going to just take it. You made our Eve worse. That is a very severe crime.

One would think you learned from and remembered 'the door'. It is not that we hate the idea of the CQ, it is that from the POV of getting things done and playing with internet spaceships, it got in the way. It is slow to load and takes too much time to use. Session timers, even the old unnerfed ones, look absolutely tiny in comparison.

Same with the new Inventory. It is slower on a number of points and it takes (many) more actions to get the desired results. And while the old inventory was mostly a one-hand mouse-job, now one almost constantly needs hotkeys and shift-clicking. Those alone are straight up drawbacks. And then there is the pile of issues in the category of 'have they ever really used the UI or do they hate us and want sadistic pleasure?'.


Maybe you think we went too hard on you, but on reflection I say mostly it was on target. Some may have thrown a few venting punches, but to paraphrase a Dilbert line 'there is no good way to give a necessarily negative judgement'. It was a huge downgrade so understandably you got told off.
I know most of you icelanders can read danish, even if you are not exactly proud of letting that be known, so you probably got most of the message that soundwave had to take in the face, being the appointed 'talsmand'.

Since you guys did not manage to 'sell' UI and what you thought was better about it and worth its drawbacks and its broken release-state (remember the 'we honestly thought we were ready' answer?), since you apparently brushed aside and ignored sisi warnings/feedback, since you had no selling points for it what so ever other than 'look, it does a price calculation now', since you tried to keep ignoring post-deployment feedback on it, we really don't see this as being treated reasonably and have had shocking dents in our trust in you to do a good job (to stay on the diplomatic side).

Given that, it is no surprise that we ended up questioning competence and intent (and wanted torches, spikes, heads, etc). You might not like it, but it is hardly unfair given what we were dealt and the lack of a decent argument for the new Inventory being like it was (and has become).
You know, what did you expect. Internet spaceships are serious business and we get "passionate" about it and are heavily invested and you let bad things happen to it and practically denied that it was bad.

Ariane VoxDei
#900 - 2012-06-22 02:48:19 UTC  |  Edited by: Ariane VoxDei
Worst is the lack of reasonable WHYs.

How could you think it was ready? Clearly it was not.

How could you think it was good or better? Again, point by point comparison, things take more actions and some mouseonly ways were removed. Some things are slower(loadtime), some are very inconvenient.

If you knew it was bad, why didn't you take heed?

Why didn't you take heed anyway?

If you thought it was good enough to ignore all that, why could you not communicate that better?

Why did we have to go so far to get the few concessions we have so far?

Why couldn't you see its flaws and show that your can see *and correct* your own mistakes?

Why are we left with the sneaky feeling that no analysis of use and comparison with the old was made?

Have you thought about how crippling it is to your credibility? Do you have some sort of madman at the helm who thinks Machiavelli's books are meant to understood as manuals, much like politicians think '1984' is a goal and not a warning to all.
You know the cliches of bad leaders:
'if you cant be loved, be feared'. 'never admit a mistake'. 'pick something and stick to it (no matter how disasterous)', ...

There is just no way to honestly recruit people to join us in eve when something like this happens and you seem to keep doing it and only backtrack a bit when things *ssplode.
Is it perhaps some deranged form of markething-think that scaring-people-way-PR is better than no PR?

And that is not even going into how miserable and unwilling to keep at it that you can make us with bad changes.

We play eve *despite* the client being such a cranky arthritic fossil. "new" customers are used to better UI, performance and data presentation