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Yet another inventory post that no one will read

First post
Author
Jeff simply
State War Academy
Caldari State
#101 - 2012-06-23 16:20:33 UTC
The thing that is really annoying me with the new inventory is when you have a Corp hanger for a Carrier open, and then you change ships, the Corp hanger window is automatically changed to the new active ship.

Doesn't matter how many windows are already open (which I am quite liking), the auto switching is quite annoying.
Ciprian
Fat Dragon Pirate Co.
Domain Research and Mining Inst.
#102 - 2012-06-23 18:36:50 UTC
+1
roll it back pls
Diamonica Norya
Pro Synergy
#103 - 2012-06-24 02:34:20 UTC
ZaBob wrote:
CCP RubberBAND wrote:

Why specifically did the loading of a carrier take five minutes? How many windows did you need. What part took you a long time? Locating the ship? Finding the Inventory windows you needed?

Depending on how many windows you needed you could open the Primary window shift click all the locations you needed and then just move the items as you would have in the old systems.

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.

Finally as stated in the opening the old Inventory system as you knew it will not come back, but with enough open discussion and constructive debate you guys can help shape the Unified Inventory so that it is something we can all be happy to use.

Also a "+1" says nothing to us, so if you have specific use cases please elaborate. Unless each of you had EXACTLY the same problems Makalu Zarya had...

Changing a workflow some of you may have been dealing with for close to 9 years is undeniably difficult, so we will continue to iterate and build a Unified Inventory that meets the requirements you guys need.

Thanks!


The reason things take longer are pretty much covered in the points I repeated above, and more that are covered in the original thread.

Opening all the inventory windows you need is much more time-consuming now, and it involves messing with inventory on both sides of the transfers. It not only takes more time, it is less predictable, subject to frustration as the primary windows go do random unwanted things, or the secondary windows leave you guessing as to which hanger you're looking at (even though you NAMED the friggin things precisely to avoid that confusion).

By the way, yes, the ability to name things is a VAST improvement. What took so long? But I've named all my guns and things, and now when I play starbase defender, I can tell what I'm doing. See, that's what a UI improvement looks like -- making things more clear, saving steps, reducing confusion.

But please take note of this: The reason you're seeing all these 1+'s is because THESE ARE NOT EDGE CASES. These really ARE things where lots and lots of people are hitting the exact same issues, over and over and over again.

And they've been telling you about them, over and over again. And you're not listening.

You don't need people telling you more specific details. The problems have been detailed into the ground. Until you start actually responding to the details already provided, you're just annoying the customer base.

Lots and lots of us have put in CONSIDERABLE effort in giving you guys constructive, actionable feedback, both with respect to a process and communications, that won't **** off your player base, and detailed suggestions for how to properly integrate this and make it work well.

People have even gone to the trouble of making actual prototypes, and walking you through them with YouTube videos.

Frankly, I think the player community has put more thought and analysis and work into the design than you have. And I say that knowing full well what's involved in doing a UI design -- we're talking about a LOT of thought, and a lot of work in attempting to communicate these thoughts to you.

But it is plain that there's a lot of players out here who have a better handle on what the players have been telling you than you do.

This makes for an enormous amount of frustration.

And finally, please get it out of your head that the issue here is changing workflow. This isn't players resisting change. This is players struggling to work even half as efficiently with these things. And despite having been repeatedly challenged to demonstrate how the new system is even no worse than the old, CCP has repeatedly demonstrated that you cannot.

The general challenge has gone unanswered. There have been a few attempts, as you did, to suggest a parity, but on closer examination, that "parity" has been an illusion. Every. Single. Time.

There was nothing wrong with the old workflow. There was not even anything incompatible with the new inventory windows. The old model was simple and direct: To look inside something, open it.

"Too many container windows" was not a problem that needed solving, and you didn't solve it.

As detailed in the ORIGINAL dev post about this, the problem to be solved was "finding all my stuff". That's the assets window. But you veered off the track, and made it hard to get the stuff we already KNOW where is.


Hi,

Since the dev who replied this thread wants everyone to voice out their EXACT CONCERNS instead of +1's to make the most use of their forum features or else they don't think it's important or worth reading. I decided to just copy one of the post that speaks out a lot of my personal feelings and experiences (sorry ZaBob for copying) and can't be bothered to type the whole thing up myself. This is how I interpret CCP's requirement for ppl to express concerns from this point onward.

I'm considering getting into the process of copying every single post that I've just +1'ed since +1 is not going to do anything as per the Dev's own word, instead, we have to SPELL things out word by word and repeat for every individual person that feel the same on some opinions.
SportBilly
GHOSTS OF THE FIRST AND ONLY
#104 - 2012-06-24 05:57:29 UTC
Diamonica Norya wrote:
ZaBob wrote:
CCP RubberBAND wrote:

Why specifically did the loading of a carrier take five minutes? How many windows did you need. What part took you a long time? Locating the ship? Finding the Inventory windows you needed?

Depending on how many windows you needed you could open the Primary window shift click all the locations you needed and then just move the items as you would have in the old systems.

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.

Finally as stated in the opening the old Inventory system as you knew it will not come back, but with enough open discussion and constructive debate you guys can help shape the Unified Inventory so that it is something we can all be happy to use.

Also a "+1" says nothing to us, so if you have specific use cases please elaborate. Unless each of you had EXACTLY the same problems Makalu Zarya had...

Changing a workflow some of you may have been dealing with for close to 9 years is undeniably difficult, so we will continue to iterate and build a Unified Inventory that meets the requirements you guys need.

Thanks!


The reason things take longer are pretty much covered in the points I repeated above, and more that are covered in the original thread.

Opening all the inventory windows you need is much more time-consuming now, and it involves messing with inventory on both sides of the transfers. It not only takes more time, it is less predictable, subject to frustration as the primary windows go do random unwanted things, or the secondary windows leave you guessing as to which hanger you're looking at (even though you NAMED the friggin things precisely to avoid that confusion).

By the way, yes, the ability to name things is a VAST improvement. What took so long? But I've named all my guns and things, and now when I play starbase defender, I can tell what I'm doing. See, that's what a UI improvement looks like -- making things more clear, saving steps, reducing confusion.

But please take note of this: The reason you're seeing all these 1+'s is because THESE ARE NOT EDGE CASES. These really ARE things where lots and lots of people are hitting the exact same issues, over and over and over again.

And they've been telling you about them, over and over again. And you're not listening.

You don't need people telling you more specific details. The problems have been detailed into the ground. Until you start actually responding to the details already provided, you're just annoying the customer base.

Lots and lots of us have put in CONSIDERABLE effort in giving you guys constructive, actionable feedback, both with respect to a process and communications, that won't **** off your player base, and detailed suggestions for how to properly integrate this and make it work well.

People have even gone to the trouble of making actual prototypes, and walking you through them with YouTube videos.

Frankly, I think the player community has put more thought and analysis and work into the design than you have. And I say that knowing full well what's involved in doing a UI design -- we're talking about a LOT of thought, and a lot of work in attempting to communicate these thoughts to you.

But it is plain that there's a lot of players out here who have a better handle on what the players have been telling you than you do.

This makes for an enormous amount of frustration.

And finally, please get it out of your head that the issue here is changing workflow. This isn't players resisting change. This is players struggling to work even half as efficiently with these things. And despite having been repeatedly challenged to demonstrate how the new system is even no worse than the old, CCP has repeatedly demonstrated that you cannot.

The general challenge has gone unanswered. There have been a few attempts, as you did, to suggest a parity, but on closer examination, that "parity" has been an illusion. Every. Single. Time.

There was nothing wrong with the old workflow. There was not even anything incompatible with the new inventory windows. The old model was simple and direct: To look inside something, open it.

"Too many container windows" was not a problem that needed solving, and you didn't solve it.

As detailed in the ORIGINAL dev post about this, the problem to be solved was "finding all my stuff". That's the assets window. But you veered off the track, and made it hard to get the stuff we already KNOW where is.


Hi,

Since the dev who replied this thread wants everyone to voice out their EXACT CONCERNS instead of +1's to make the most use of their forum features or else they don't think it's important or worth reading. I decided to just copy one of the post that speaks out a lot of my personal feelings and experiences (sorry ZaBob for copying) and can't be bothered to type the whole thing up myself. This is how I interpret CCP's requirement for ppl to express concerns from this point onward.

I'm considering getting into the process of copying every single post that I've just +1'ed since +1 is not going to do anything as per the Dev's own word, instead, we have to SPELL things out word by word and repeat for every individual person that feel the same on some opinions.


And I concure also, i couldnt of put it better myself.
SportBilly
GHOSTS OF THE FIRST AND ONLY
#105 - 2012-06-24 05:59:33 UTC
SportBilly wrote:
Diamonica Norya wrote:
ZaBob wrote:
CCP RubberBAND wrote:

Why specifically did the loading of a carrier take five minutes? How many windows did you need. What part took you a long time? Locating the ship? Finding the Inventory windows you needed?

Depending on how many windows you needed you could open the Primary window shift click all the locations you needed and then just move the items as you would have in the old systems.

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.

Finally as stated in the opening the old Inventory system as you knew it will not come back, but with enough open discussion and constructive debate you guys can help shape the Unified Inventory so that it is something we can all be happy to use.

Also a "+1" says nothing to us, so if you have specific use cases please elaborate. Unless each of you had EXACTLY the same problems Makalu Zarya had...

Changing a workflow some of you may have been dealing with for close to 9 years is undeniably difficult, so we will continue to iterate and build a Unified Inventory that meets the requirements you guys need.

Thanks!


The reason things take longer are pretty much covered in the points I repeated above, and more that are covered in the original thread.

Opening all the inventory windows you need is much more time-consuming now, and it involves messing with inventory on both sides of the transfers. It not only takes more time, it is less predictable, subject to frustration as the primary windows go do random unwanted things, or the secondary windows leave you guessing as to which hanger you're looking at (even though you NAMED the friggin things precisely to avoid that confusion).

By the way, yes, the ability to name things is a VAST improvement. What took so long? But I've named all my guns and things, and now when I play starbase defender, I can tell what I'm doing. See, that's what a UI improvement looks like -- making things more clear, saving steps, reducing confusion.

But please take note of this: The reason you're seeing all these 1+'s is because THESE ARE NOT EDGE CASES. These really ARE things where lots and lots of people are hitting the exact same issues, over and over and over again.

And they've been telling you about them, over and over again. And you're not listening.

You don't need people telling you more specific details. The problems have been detailed into the ground. Until you start actually responding to the details already provided, you're just annoying the customer base.

Lots and lots of us have put in CONSIDERABLE effort in giving you guys constructive, actionable feedback, both with respect to a process and communications, that won't **** off your player base, and detailed suggestions for how to properly integrate this and make it work well.

People have even gone to the trouble of making actual prototypes, and walking you through them with YouTube videos.

Frankly, I think the player community has put more thought and analysis and work into the design than you have. And I say that knowing full well what's involved in doing a UI design -- we're talking about a LOT of thought, and a lot of work in attempting to communicate these thoughts to you.

But it is plain that there's a lot of players out here who have a better handle on what the players have been telling you than you do.

This makes for an enormous amount of frustration.

And finally, please get it out of your head that the issue here is changing workflow. This isn't players resisting change. This is players struggling to work even half as efficiently with these things. And despite having been repeatedly challenged to demonstrate how the new system is even no worse than the old, CCP has repeatedly demonstrated that you cannot.

The general challenge has gone unanswered. There have been a few attempts, as you did, to suggest a parity, but on closer examination, that "parity" has been an illusion. Every. Single. Time.

There was nothing wrong with the old workflow. There was not even anything incompatible with the new inventory windows. The old model was simple and direct: To look inside something, open it.

"Too many container windows" was not a problem that needed solving, and you didn't solve it.

As detailed in the ORIGINAL dev post about this, the problem to be solved was "finding all my stuff". That's the assets window. But you veered off the track, and made it hard to get the stuff we already KNOW where is.


Hi,

Since the dev who replied this thread wants everyone to voice out their EXACT CONCERNS instead of +1's to make the most use of their forum features or else they don't think it's important or worth reading. I decided to just copy one of the post that speaks out a lot of my personal feelings and experiences (sorry ZaBob for copying) and can't be bothered to type the whole thing up myself. This is how I interpret CCP's requirement for ppl to express concerns from this point onward.

I'm considering getting into the process of copying every single post that I've just +1'ed since +1 is not going to do anything as per the Dev's own word, instead, we have to SPELL things out word by word and repeat for every individual person that feel the same on some opinions.


And I concure also, i couldnt of put it better myself.

Arushia
Nova Labs
#106 - 2012-06-24 06:53:48 UTC
CCP RubberBAND wrote:
We also cannot support two separately coded Inventory systems.


No-one is asking for that. We are asking that the "new" inventory system be purged with fire and the old system returned, as it was vastly superior.
Arcane Sun
Doomheim
#107 - 2012-06-24 17:59:52 UTC
ZaBob wrote:
CCP RubberBAND:

Please go read all 907 posts in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=117617

Please post here and there when you have completed this task.

Until you've actually read the player feedback, we cannot take you seriously.

Thank you.

But you forget, if they READ the posts then they would probably feel like a$$holes for ignoring their entire player base.
No I assume they will stay their course and proceed to cover their ears and yell BLAH BLAH BLAH BLAH until the unsub rates get so high that they will have to write yet another letter begging the players not to leave again.
It's only been a year and they are already pulling the same old crap, i guess its true that you can't teach an old dog new tricks. unless that new trick is pissing off an entire gaming community.

CCP RubberBAND wrote:

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.

JUST GIVE US OUR SHIPS BUTTON BACK ON THE NEOCOM PLEASE.
How's that for clarity.

If at first you don’t succeed, call it version 1.0

Talon SilverHawk
Patria o Muerte
#108 - 2012-06-24 22:39:28 UTC

+1

Tal

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#109 - 2012-06-25 02:02:46 UTC  |  Edited by: Panhead4411
CCP RubberBAND wrote:

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.



Umm, i tried to seperate my ships/items windows right after you guys claimed the 'persistent" windows...it did NOT WORK. Period. It remembered that one of my windows was ships, and just forgot that i had the other window, or would have it open (displaying my ships cargo) and NO LONGER TABBED literally right on top of the 'ships' window.

And now, b/c i had tried to collapse the "tree" for those, i now have a tree window that is exactly 3 characters wide every time i change states. Regardless of how many times i try to resize it, it remains broken. The last resort i have is to do a full GUI reset to get that back to where it was, and i'd rather not deal with that.

I tried to adjust it, and now i'm living with an even more broken system than it was before...this is why everyone is hating on you guys, b/c a vast majority of players never asked for this, then when they told you it was really REALLY broken you ignored them for an entire month while you apparently never tried to play as a player would through the entire 'testing' phase.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

ZaBob
The Scope
Gallente Federation
#110 - 2012-06-25 02:53:10 UTC
Panhead4411 wrote:
CCP RubberBAND wrote:

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.



Umm, i tried to seperate my ships/items windows right after you guys claimed the 'persistent" windows...it did NOT WORK. Period. It remembered that one of my windows was ships, and just forgot that i had the other window, or would have it open (displaying my ships cargo) and NO LONGER TABBED literally right on top of the 'ships' window.

And now, b/c i had tried to collapse the "tree" for those, i now have a tree window that is exactly 3 characters wide every time i change states. Regardless of how many times i try to resize it, it remains broken. The last resort i have is to do a full GUI reset to get that back to where it was, and i'd rather not deal with that.

I tried to adjust it, and now i'm living with an even more broken system than it was before...this is why everyone is hating on you guys, b/c a vast majority of players never asked for this, then when they told you it was really REALLY broken you ignored them for an entire month while you apparently never tried to play as a player would through the entire 'testing' phase.


I suspect that the "other window" is your primary window. It's job is to perpetually change what it shows, depending on what operate on, unless you have the shift key down.

Pretty much, the secondary windows are what we want, and the primary window is an abomination.

And that's how you can tell them apart.

There's actually a bit of a subtle reason for wanting something sort of like the primary window, but I don't even want to go into it. Getting rid of the primary window would force things down the right path.

Anyway, my recommendation: Any time you end up bringing up the primary window, move it someplace awkard, minimize it, and repeat whatever you did to bring it up, but with the shift key down this time.

You move it somewhere awkward so you can recognize it and avoid using it.
Gevlin
Pator Tech School
Minmatar Republic
#111 - 2012-06-25 03:47:42 UTC
I am still only playing on the tranguility server. Have not tested what is on the test server currently

I am personally happy with the new inventory system. It ties everything in one spot. I Ship click the item I want to work in and then I can distribute down the tabs quickly

Personally I have not tried the ui at a POS. and when the new POS's come out some of the head ache is going to go away.

I appreciate the hard work you are doing on the UI and adding functionality to it.

With other feature it could be turned off and on, I feel with the UI system you really can't do that.

Is it possible to tell us what this New UI does for us and what it will allow in the future? You probably have already stated it so please link it.

From the feel of it anyone who is familiar with windows should breeze through the new UI inventory. Infact if look like the market place to some degree.

Please keep up the work. I know it is stresful and I feel alot of people are looking for something to rage about this summer and the UI inventory team seams to be the current scape goat. You are communicating with us, You are making changes, You are listening, That I thank you.

As said at fan feast CCP is working on tools for the game to allow further interation possible in this expansion. I am Assuming that the UI Inventory is one of them.

BTW I just LOVE..... you here me LOVE!!! LOVE LOVE LOVE!!! the filter option of Ore and Materials. No longer am I going to select all and have my Tech II mining crystals end up in the Ore jet can I am filling...
YOU HERE ME CCP I JUST LOVE THAT FEATURE!!!!! we can also shout positive things too.

-1

PS I think you need to do a Shift Click Campaign for the UI many people still don't under stand that.





Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Thufir Hawaat
Viziam
Amarr Empire
#112 - 2012-06-25 09:30:53 UTC
+1. I want either optional newstyle/oldstyle or fully customizable inventory.
Chrystopher Sinwulf
Tribal Liberation Force
Minmatar Republic
#113 - 2012-06-25 13:30:27 UTC
ZaBob wrote:
CCP RubberBAND:

Please go read all 907 posts in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=117617

Please post here and there when you have completed this task.

Until you've actually read the player feedback, we cannot take you seriously.

Thank you.



+1
Ribikoka
Royal Amarr Institute
Amarr Empire
#114 - 2012-06-25 20:05:08 UTC
What suggestions needs for UI than any cosmetic fixes.

1.
Buttons for Neocom for Ships, Items, Corp hangar which is can open with single click with separated windows and closed treeview.
2.
Give an options for us to change default method from Shift+click to single click and vica-versa.
3.
Right click options on ships for opening drone bay, cargo bay, fuel bay, ship maintenance bay etc
4.
Option to disable the ISK estimated prices.
5.
Fix when someone change ship, but the old ship cargo hold does not change to new active selected ship cargohold
Lauren Sheaperd
Know-Nothings
#115 - 2012-06-26 09:32:09 UTC  |  Edited by: Lauren Sheaperd
+1, /supported, whatever. The new inventory is horrible.

EDIT: Because they actually want to hear our individual problems.

1) I don't want one ******* window for everything, and making me seperate them myself each time is reall stupid.

2) I want to open directly into the damned ships or items tap from the bar, no the **** unified inventory.

3) I don't want a chunk of the space taken up by a bloody bar on the side. I need to be able to take pills in combat and monitor ammunitions/charges, and thus need to have the cargo bay open. Enough of my screen is cluttered as is, without me having to have in even larger cargo window so I can actually see what I want.

4) The stupid ******* unified UI takes an age to load, where it didn't before. I want a quick inventory, not a useless one.

5) Wrecks should open as a sperate window so I can actually drag stuff into my bay with a small window.

TL; DR: The old system was fanastic and functional, even if the ******* who came up with the unified UI didn't think it was pretty enough. If you can't have both, ditch the new ******* system.

Sigh, even thinking about it makes me angry. I can't even write a civil post about it. This is almost as bad as ******* forced walkiing in stations.

Why do I even have a signature these days?

mrpapageorgio
Cutting Edge Incorporated
#116 - 2012-06-26 10:15:43 UTC
Ribikoka wrote:
What suggestions needs for UI than any cosmetic fixes.

1.
Buttons for Neocom for Ships, Items, Corp hangar which is can open with single click with separated windows and closed treeview.
2.
Give an options for us to change default method from Shift+click to single click and vica-versa.
3.
Right click options on ships for opening drone bay, cargo bay, fuel bay, ship maintenance bay etc
4.
Option to disable the ISK estimated prices.
5.
Fix when someone change ship, but the old ship cargo hold does not change to new active selected ship cargohold



This exactly. And no more of this primary window behavior, where it can be hijacked to some new container.

Also scrolling forever in the tree is awful. Tabs are much more useful because there is much more horizontal space to work with preventing the need to scroll.

I can't stress point 1 enough. I desperately want individual neocom icons for each of these items.
Zendon Taredi
Tier Four Technologies
#117 - 2012-06-26 10:41:52 UTC
just a suggestion,.
take the tree and put it as a mouse over on the inventory button. then open new windows when a branch of the tree is selected.
Captain Praxis
Sebiestor Tribe
Minmatar Republic
#118 - 2012-06-26 11:55:33 UTC
Cross-posted from the Inferno 1.1 Feedback thread:


Tippia wrote:


...

This UI has been live for less than a month, and you've had roughly two months of feedback, and you're already adding huge kludges to fix problems that shouldn't have been there to begin with. This whole mess about “primary” and “secondary” inventory windows you've introduced only results in one thing: more windows, more duplication, more clicking, less intuitiveness.

Yes, you added back some rclick items to open special bays. Good job. Too bad they don't open in any kind of remotely sane location. They all go into the “primary” window, which means the functionality is completely redundant. The reason to have them in a rclick menu is to gain quick access to the bays — what happens now is that they act as a mechanism to slow down your access to other stuff, because opening them that way means you reset a window that is (probably) already being used for something else. The same goes for the cargo hold button — it opens my cargo hold in the “primary” window, completely overwriting what I had set it up to show.

None of these buttons are even remotely aware of the fact that I already have windows set up to show these locations, and they will happily open new instances/reset an existing window rather than focus on the window already showing what I'm after.

The old UI never had these problems because every inventory was its own window. Opening the inventory in question opened the associated window. Since the two are now disassociated, you will never really be sure of what will open where unless you do everything very deliberately and entirely manually (going through the whole shift-click-and-place-into-stack rigmarole), which is far more cumbersome under the new system than under the old one.

This amount of kludginess at this stage of the development phase — when you're still adding lost basic functionality back in — only points to one thing: the underlying design concept is fundamentally flawed. This is the kind of mess you'd see after years and years of quick-patching surprising edge cases (cf. CrimeWatch), not something you should see right out the gate, and definitely not something you should see as a result of just trying to make the core functionality work. You haven't even begun to touch on the edge cases, and we're already seeing end-of-life feeping creaturism and function confusion.

I've tried to stay away from the “roll back” line of thinking, but if the state of the code is this bad, maybe it's an option you should start to explore… or if not that, then declare this code path dead, much like how you did with the “Old New NeoCom” (the one that got shelved because CoreUI was around the corner) and try again, this time with the first-line goal of simply being able to do what the old UI could do. Straight


This hits the nail right on the head and pretty much expresses exactly how I feel about the new UI.

I think it's pretty obvious to anybody sane that the underlying goal and design of the Unified Inventory is totally wrong, so no matter how many band-aids you apply to it you are still going to have a system that is fundamentally broken Sad
Ribikoka
Royal Amarr Institute
Amarr Empire
#119 - 2012-06-26 11:58:48 UTC
Zendon Taredi wrote:
just a suggestion,.
take the tree and put it as a mouse over on the inventory button. then open new windows when a branch of the tree is selected.


Get your axe and chop tree.
Altrue
Exploration Frontier inc
Tactical-Retreat
#120 - 2012-06-26 12:02:31 UTC  |  Edited by: Altrue
Main issues (already said, but obviously the number is the key, so let's be NUMEROUS) :

1- Too much scrooling in the tree.
2- Right clic on a ship + select what-you-want-to-open, a few options are missing now. That's a problem, and destroying old features just to make new ones useful is bad and shows a lack of skill. You should have though "Ok let's make something so good that players by themselves won't ask for the old".
3- In station (or even at a POS) missing the open ship hangar icon in the neocom (see solution 3).

My solutions :
1- Move the amazing (in both good and bad way, yes good aswell) work you've done to the assets part.

AND/OR

2- Correct the tree issue, perhaps by having, as said, an option to have multiple windows were the tree is not the same (you know, corporation window with only corp divisions in the tree, things like that).
3- The new Neocom is quite perfect : Clear, smooth, and we can customize what is on the left column by dragging and dropping things from the menu (that can be opened at the top left corner).
That's great, why don't you go further with this feature ? Give us the possibility to Drag & Drop things like "ship hangar", "fuel bay", "corp division N°3", from the New Inventory tree to the Neocom. Simply. That would create an icon were we just need to click to have the window opened again.

My conclusion : It seems you've finaly understood that the right direction you need to take, to make a good now inventory is to give players the opportunity to make by themselves the inventory they need (like having secondary window opening again at the same location when opened for the second time). That's good ! You just need to do a lot of work in that direction.


This said...

ZaBob wrote:

Hello,

(blablablah)

Lot of very interesting stuff in all his posts.

(blablablah)


CCP you should hire him and read his posts.

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