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Yet another inventory post that no one will read

First post
Author
Captain' Jack Sparrow
#121 - 2012-06-26 14:27:41 UTC
Altrue wrote:

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.


"CCP you should hire him and read his posts"

Absolutely! Without a doubt.

Captain' Jack Sparrow
#122 - 2012-06-26 14:40:50 UTC
And while you're at it... PLEASE answer my question that I've been posting in all of these different threads for weeks now.


Quote:

According to your very own website, the ASSETS window is what you guys originally had in mind for this new toy.

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.


It makes perfect sense to use for assets. How did this plan get sidetracked into the mess we have now?

Spc One
The Chodak
Void Alliance
#123 - 2012-06-26 16:54:14 UTC
if it's not possible to have old and new inventory system at once.
THEN REMOVE NEW UI and bring us back OLD UI.

Let OLD UI Stay, erase this new ui because it's crap.
CCP RubberBAND
CCP Engineering Corp
#124 - 2012-06-26 17:26:26 UTC
Hey all,

TL:DR:
Based on your feedback the top points the team will discuss and follow up on are

  • Fast access to Inventory locations (bays, Items, ships, corporate hangars, etc) via shortcuts (be they on the Neocom, right click,etc) - I.e. alternatives to the tree view
  • Consistency between the Primary and the Secondary windows, specifically their persistence. They should not usurp what the user is doing at any time.

The Long version that you did read:

Thanks for all the feedback, in particular ZaBob and Cerys Magente who made incredibly compelling posts. This is what we need. While a lot of people would like us to specifically address the concerns they have now, we cannot. Nothing is as simple as it seems on the outside, in fact quite the opposite. We are also headed into summer months and believe it or not people take a few weeks off here and there which usually means no team is running at full capacity for a while.

To explain why a rollback is not a simple solution. The new Unified Inventory required an extensive rewrite of a lot of fundamental ways in which the Inventory windows are built. This code touched a number of different files across a number of different systems, some which you may not even consider related to the Inventory. Once those changes are final everyone else in the company builds on the new code changes. An analogy is that we placed some bricks in a wall, other programmers have now placed their bricks on top of ours. We cannot just remove our bricks and try and shove old ones in.

I would appreciate if people dropped this point, we will not go back to the old system.

However as a first point, not only do we read almost every single post here (I personally have been reading every feedback thread, including the Inferno 1.1 - every single page and the 907 you linked to ZaBob), but we also talk to people in game, CSM, read blogs, watch the YouTube videos, track the twitter accounts and the Facebook threads. So with that said let me summarize the points we feel are hurting the community.

Or the what needs to be fixed list:

    Persistence: the issue of persistence is complicated and confusing. I agree. The Secondary and Primary window do not behave consistently in ways the user might expect. The primary window being usurped is particularly confusing.
  • We (Game of Drones) will discuss this, I agree there is work left to be done here

  • Shortcuts: Some form of shortcut should exist to specific folders and locations (preferably on the Neocom or station services)
  • We actually have a few different plans for this. I would rather not go into specifics, but we are discussing exactly how best to deal with this.

  • Right click options: Bring back the right click options
  • This has been discussed, my understanding is though that you would also like these windows to be opened up in a new window, rather than in the Primary. Raising this feedback to the team and Soundwave. We will discuss and decide on a course of action once that has happened. This should be one of the easier points to bring to a conclusion.

  • Remove ISK price: Self explanatory
  • I would like to state that there is no performance increase in removing this. None. I have seen a lot of posts claiming that removing the ISK price would reduce the lag. It would not. It has nothing to do with lag. The way we move items across inventory locations however has changed, and when moving (say 500 blueprints) from one location to the next, the EST price will change as the items are moved out in batches. This is an easy visual indicated but the problem is somewhere else and we are investigating this.
  • The issue of reducing the bottom border is a legitimate concern, we will discuss this, but we have plans to use that bottom border...

  • Make SHIFT click a toggle: Have an option so that you can enable shift for clicking in the Inventory by default
  • Also will be raised as a very valid point. We are actually working on a feature where you will simply be able to drag out windows from the Index tree, coming soon. No shift click required. The problem with making double click or single click open a new window, is that when is the system supposed to know you want to simply select a tree view line to view its contents (possibly a reverse shift click in this case?)

  • Tree view is not practical: There are situations where it becomes so long it is unusable or takes too long to use.
  • This is really difficult to solve, but we will also discuss this. I will do my best to wrangle the team together to see if we can decide on a course of action. That being said I would again like to just point out that Summer vacation is close and some of the team will be dropping out for a few weeks here and there. We understand though that people need quick easy alternatives to the tree view, shortcut key bindings, buttons, right click options, etc.

  • Inventory slow: In some cases people are claiming that the Inventory is slow
  • We have to deal with this on a case by case basis. If you are experiencing a slow Inventory please run LogServer and detail how the Inventory is slow (how many seconds it is taking to do what exactly). We need logs to investigate this further. Even on TQ my personal experience is looting is instant, both to open windows, clicking loot and the window closing. Changing ships at a POS or otherwise waiting for the tree view load should take no more than a few seconds.
  • http://support.eveonline.com/Pages/KB/Article.aspx?id=120
  • Please upload the logs to somewhere we can access them and we will have a look


I would like to summarize that the above are points I have raised with the team and we will discuss more thoroughly at some point this week. Following that we will make a plan to try and address these top concerns (I am raising these as...

Feel free to poke me on: Twitter

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#125 - 2012-06-26 17:35:09 UTC
^ Great postBig smile

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Altrue
Exploration Frontier inc
Tactical-Retreat
#126 - 2012-06-26 17:48:05 UTC  |  Edited by: Altrue
Salpun wrote:
^ Great postBig smile


I agree.

At the very beggining I was hoping an option to use the old system. When the improvements came I reconsidered my opinion, and that confirms, in my point of view, that soon we may have a good inventory. A true good one.

So good luck CCP, now that you will (and are already) have to struggle with multiple parts of the code.


But for the moment, and the following months I think, my sig remains the same :p

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#127 - 2012-06-26 18:50:41 UTC
I would suggest you start a new thread with your post. A lot of people are going to miss your post becouse the CCL thread pushed it down the first page. It needs to be read and commented on.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Circumstantial Evidence
#128 - 2012-06-26 19:21:11 UTC
Forwarding link to CCP RubberBAND's excellent post, rephrase it a bit more and you can call it a Dev Blog, then it would get the front page community exposure it deserves on this polarizing topic :)


INVENTORY IS SLOW

The extensive amount of stuff I have in my main station results in a long load time.
Previous inventory system was faster, **because it did not seem to enumerate the contents of containers.**

I do NOT mind if there is a short "loading delay" the first time when selecting to view the contents of a container.

Can you guys speed up station loading - by only sending to the client the Root level of station items?
ZaBob
The Scope
Gallente Federation
#129 - 2012-06-26 20:23:45 UTC  |  Edited by: ZaBob
CCP RubberBAND:

Thank you for your response.

I'm no forum warrior, so my sample is a bit limited, but in my experience, your post is far and away the best response I've seen from CCP on any point of disagreement!

The key is that you've acknowledged each of the concerns - and how you plan to address them. Where you don't have a concrete plan, you point to how you're going to resolve it.

I hope that next time there's a crisis (hopefully they get smaller!) that y'all will look back at your post today and strive to get to that.

If I helped you get there this time, I am quite pleased. Thank you for considering my input. I really want you guys to succeed.

With over a thousand messages, I quite understand the challenge you faced (and still face) on integrating all of this input. I hope players appreciate how much work it took. And I'm glad to hear you found the time to go beyond the forums as well.

Now, on to your list, a few points/questions/comments:

Persistence: (This is primarily about terminology and model): Is the primary window being usurped a matter of persistence? It seems to me that primary windows involve two things -- (1) they're persisted separately (since they were never committed to a specific location, thanks in part to the usurpation), and (2) they're usurped. That latter is the most visible aspect, and is what should go away. That leaves you with a bit of residue of (1) . Opening the inventory via the inventory button would be the only remaining case, I think?

Shortcuts: I have some ideas on this, too, and if our ideas overlap, I really look forward to it. But getting us Ships/Items/Corporate Hangers somehow would really help, even if it's initially a stop-gap approach.

Right click: Your understanding is correct. If you could include also adding back buttons for ships and items and corporate hangers in stations, I think doing this one quickly will give you the most return on your time in making players happy. (I don't personally see a need for Corporate Deliveries/Returns to have a button).

Shift click: Double-click doesn't actually have that problem; single-click selects, double-click opens. Dragging out the window is interesting, but I think won't be easily discovered by new players, whereas double-clicking on a can in space suggests double-clicking on that same can in the tree view might be something to try.

Tree view: Indeed, a tough problem. Someone, maybe you, brought up something I took to point to filtered tree views. Perhaps that could help. So a shortcut to a corporate hanger would bring up a tree view with just the corporate hanger divisions for the hanger in question.

That doesn't address, however, the geometric complaints that a tree view adds a lot of width. Maybe you could switch between tabbed and tree presentations based on the number of locations? Or allow the user to switch presentations with a button on the title bar. You'd need to limit it somehow. Perhaps limit it to immediate siblings, and only if there's less than, say, 10 of them.

One thing you didn't touch on is the Assets window. That doesn't need to be addressed now, but since many of us feel that's where this feature should have entered first, we'd be interested in hearing your general thoughts on integration with it at some point in the future?

And finally, I can't resist commenting, even though you asked for it to be dropped, just because I like your analogy:
CCP RubberBAND wrote:

An analogy is that we placed some bricks in a wall, other programmers have now placed their bricks on top of ours. We cannot just remove our bricks and try and shove old ones in.


Well, actually, you can replace a brick. It's a lot of work, and can result in pinched fingers.

But here's the key point: As time passes, programmers place more and more rows of bricks atop the old. It gets harder and harder and more dangerous to attempt such replacement as time goes on.

It would have been far easier to do such wall surgery when it was first introduced on SiSi than it would be at this point.

But there we reach the limit of the analogy. We didn't really need the brick replaced. Fixing it is fine. Bringing us back what was lost, in the new context is the right way to go at this point.

I think there's a lot of potential for good from the new system once these issues are resolved. I don't find filters to be as useful as I'd like -- but I think you could make me very happy very easily. The shortcuts could also be a big win. But that's all enhancements for the future.

Again, thank you for your well-thought-out response. I look forward to hearing more as this progresses.

Building on what Salpun suggests: I would suggest this be turned into a Dev Blog, with its own thread.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#130 - 2012-06-26 20:27:27 UTC  |  Edited by: Salpun
ZaBob wrote:
CCP Soundwave:

Thank you for your response.

I'm no forum warrior, so my sample is a bit limited, but in my experience, your post is far and away the best response I've seen from CCP on any point of disagreement!

The key is that you've acknowledged each of the concerns - and how you plan to address them. Where you don't have a concrete plan, you point to how you're going to resolve it.

I hope that next time there's a crisis (hopefully they get smaller!) that y'all will look back at your post today and strive to get to that.

If I helped you get there this time, I am quite pleased. Thank you for considering my input. I really want you guys to succeed.

With over a thousand messages, I quite understand the challenge you faced (and still face) on integrating all of this input. I hope players appreciate how much work it took. And I'm glad to hear you found the time to go beyond the forums as well.

Now, on to your list, a few points/questions/comments:

Persistence: (This is primarily about terminology and model): Is the primary window being usurped a matter of persistence? It seems to me that primary windows involve two things -- (1) they're persisted separately (since they were never committed to a specific location, thanks in part to the usurpation), and (2) they're usurped. That latter is the most visible aspect, and is what should go away. That leaves you with a bit of residue of (1) . Opening the inventory via the inventory button would be the only remaining case, I think?

Shortcuts: I have some ideas on this, too, and if our ideas overlap, I really look forward to it. But getting us Ships/Items/Corporate Hangers somehow would really help, even if it's initially a stop-gap approach.

Right click: Your understanding is correct. If you could include also adding back buttons for ships and items and corporate hangers in stations, I think doing this one quickly will give you the most return on your time in making players happy. (I don't personally see a need for Corporate Deliveries/Returns to have a button).

Shift click: Double-click doesn't actually have that problem; single-click selects, double-click opens. Dragging out the window is interesting, but I think won't be easily discovered by new players, whereas double-clicking on a can in space suggests double-clicking on that same can in the tree view might be something to try.

Tree view: Indeed, a tough problem. Someone, maybe you, brought up something I took to point to filtered tree views. Perhaps that could help. So a shortcut to a corporate hanger would bring up a tree view with just the corporate hanger divisions for the hanger in question.

That doesn't address, however, the geometric complaints that a tree view adds a lot of width. Maybe you could switch between tabbed and tree presentations based on the number of locations? Or allow the user to switch presentations with a button on the title bar. You'd need to limit it somehow. Perhaps limit it to immediate siblings, and only if there's less than, say, 10 of them.

One thing you didn't touch on is the Assets window. That doesn't need to be addressed now, but since many of us feel that's where this feature should have entered first, we'd be interested in hearing your general thoughts on integration with it at some point in the future?

And finally, I can't resist commenting, even though you asked for it to be dropped, just because I like your analogy:
CCP RubberBAND wrote:

An analogy is that we placed some bricks in a wall, other programmers have now placed their bricks on top of ours. We cannot just remove our bricks and try and shove old ones in.


Well, actually, you can replace a brick. It's a lot of work, and can result in pinched fingers.

But here's the key point: As time passes, programmers place more and more rows of bricks atop the old. It gets harder and harder and more dangerous to attempt such replacement as time goes on.

It would have been far easier to do such wall surgery when it was first introduced on SiSi than it would be at this point.

But there we reach the limit of the analogy. We didn't really need the brick replaced. Fixing it is fine. Bringing us back what was lost, in the new context is the right way to go at this point.

I think there's a lot of potential for good from the new system once these issues are resolved. I don't find filters to be as useful as I'd like -- but I think you could make me very happy very easily. The shortcuts could also be a big win. But that's all enhancements for the future.

Again, thank you for your well-thought-out response. I look forward to hearing more as this progresses.

Building on what Salpun suggests: I would suggest this be turned into a Dev Blog, with its own thread.

Its CCP Rubberband Cool not CCP Soundwave that wrote the postCool

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

ZaBob
The Scope
Gallente Federation
#131 - 2012-06-26 21:10:09 UTC
Salpun wrote:

Its CCP Rubberband Cool not CCP Soundwave that wrote the postCool

Persistant Green ships cargo is back on the neocom on Sisi should be live tomorrow. Hopefully


I have No. Friggin. Idea. how I wrote Soundwave there.

I wasn't thinking of CCP Soundwave at all. I did manage to type it right when I put in the quote.

My apologies CCP RubberBAND. I'll go edit it before I confuse anyone.
Yonis Kador
KADORCORP
#132 - 2012-06-26 22:08:57 UTC
Thank you CCP RubberBand for acknowledging that CCP is aware of the stated issues with the UI. It was a refreshing read.

For the longest time, it has seemed as though players knew what the issues were and the devs would point to something unrelated as evidence of their comprehension. But with this post that's over. We now know the devs are aware of the issues.

Great.

If devs can give players shortcuts to inventory locations, which through neocom buttons and/or right click commands, open in new persistent windows, yes, that would solve many issues. (Of course it would. It's the equivalent of de-unification.)

The tree is more complicated.

If you make the tree optional with enough shortcuts, I will probably only be scrolling if absolutely necessary.

But I do like the idea of single-clicking on division entries and dragging them out to the hangar, where they will open into secondary persistent windows. To facilitate this, ("coming soon") the more you can do to the tree to make the entries look unalike the better. And of course there will be special cases: if I drag out the corp hangar from the primary window tree, it should open a secondary window with only the 7 corp hangar divisions displayed.

You guys might just iterate this thing useful again.

YK
vasuul
BLUE M00N Fetish Group
#133 - 2012-06-27 00:13:13 UTC  |  Edited by: vasuul
TABS not trees , i say again ,TABS not trees

we don't want to have to scroll to find hangars and with the old tab system we didn't have to

we want to be able to do things with out double scrolling here let me explain it to you

you have something in your very last corp and hangar you want to add to your cargo

you scroll down the stupid tree and find the hangar then you have to scroll the hangar to find the item but you cant drag and drop with out scrolling back up the stupid tree

now look at tabs we click the tab and we are in voila

we can separate the tabs with a simple drag like we do chat windows so if we want more windows we can get more windows

there is no longer any scrolling up and down a stupid file tree

this would fix 99.5% of the complaints and be just a little closer to having the old system back

and DON' T insult us with well the tree is only tabs on their side comment because they are not, with a tab system there would be no need to scroll except for in the hangar itself

the efficiency was lost the instant the tree came in , we want your tabs style system back , if you cant give us the old one back at least give us this functionality of it ,

this is like a sick game of hide and seek and we just want to be able to access our stuff with out hassle
the game should be EVE not scroll and find

Its about this functionality and CCP does not get it

please chop down this tree and take it to the woodpile ,and give Us back our Tabs
Mane Frehm
Immortalis Inc.
Shadow Cartel
#134 - 2012-06-27 02:58:54 UTC
Thanx for the post, Rubberband. I appreciate the challenge, and sometimes there is no going back....but you have to find a way to respond to these concerns, even if its only listing the changes/features you will bring forward and a tentative schedule (and yes...whatever you do will generate whining).

BTW, you stated that "Even on TQ my personal experience is looting is instant, both to open windows, clicking loot and the window closing."

As of the Monday patch, looting from wrecks is now painfully slow. I'd suggest you folks take a look at that.
Rommiee
Mercury Inc.
#135 - 2012-06-27 12:13:32 UTC  |  Edited by: Rommiee
CCP rubberband....

Thank you for your post. This is the most sensible and informative post any CCP employee has made since this fiasco started. It is nice to finally see that you acknowledge the issues and are working on solutions, as opposed to some condescending comments from some of your colleagues.


However, one question remains.....


After the many, many complaints from users within days of this system hitting Sisi, why did you not stop it there. There cannot have been that many bricks on top of yours at that point in time, but you continued blindly on. It was clear back then that there were major issues with the fundimental way this system was constructed, and it should never have been brought to TQ.

When we heard the comment "We honestly thought we were ready" from one of the Devs, it defied belief and really made us wonder if anyone involved actually played the game. I mean ACTUALLY play. Properly.

So, please tell us why you did not stop this in its tracks when you saw all that feedback on Sisi ?
Winter Unicorn
Requiem For Freedom
#136 - 2012-06-27 12:39:14 UTC
CCP RubberBAND wrote:
Hey all,

TL:DR:
Based on your feedback the top points the team will discuss and follow up on are
...


Yeah!!!Big smile

_Обвинение компании в неуважении игроков, является недопустимым на форуме (с) Сотрудник CCP _

Mr Bimble
Lost Ark Enterprises
#137 - 2012-06-27 15:37:20 UTC  |  Edited by: Mr Bimble
CCP Dev says
"I would like to state that there is no performance increase in removing this. None. I have seen a lot of posts claiming that removing the ISK price would reduce the lag. It would not. It has nothing to do with lag. The way we move items across inventory locations however has changed, and when moving (say 500 blueprints) from one location to the next, the EST price will change as the items are moved out in batches. This is an easy visual indicated but the problem is somewhere else and we are investigating this."
Well this is really ******* annoying.I dont need another ******* pop up that is incorrect as well as annoying.Bunch of self congratulatury cunts,just pissing people off because thay get to play with code. Which dumbfuck cant tell that the UI is a piece of ****,and is unwanted by the majority of players.I'm so happy I cant run a POS.Even salvaging and looting is a pain.Everytime I opne a wreck so does my cargohold,and it pops up a litle maessage giving me a worthless approximation of its value.Petitions,bloody things.I sent one in explaining that something was not happening.I got an email asking for a screenshot of "something not happening"Not been able to work out how to do that one. Today the petition has gone,only evidence of one is my email.
Wow, I need to go chill somewhere .TwistedEvil
ps, the filter is objectionable too.It fillls up this gap I want.To remove it I have to click on it to wake it up, then I have to click again to make it retract.My clicky finger now has rsi and heavy bruising.
Maul555
Xen Investments
#138 - 2012-06-28 06:14:49 UTC  |  Edited by: Maul555
CCP RubberBAND wrote:
Hey all,

TL:DR:
Based on your feedback the top points the team will discuss and follow up on are

  • Fast access to Inventory locations (bays, Items, ships, corporate hangars, etc) via shortcuts (be they on the Neocom, right click,etc) - I.e. alternatives to the tree view
  • Consistency between the Primary and the Secondary windows, specifically their persistence. They should not usurp what the user is doing at any time.

...


I FREAKING LOVE YOU!

a HUGE +20bazillion on bringing back the right click options and shift toggle.


Also there appears to be an issue with transferring items into a corp hanger at a pos that belongs to another corp. You can dump into bays you have no access to if you use the tree on a primary window, but trying to drag from one open window to another will cause it to fail.


Turn that list into a Dev blog.... please!
ZaBob
The Scope
Gallente Federation
#139 - 2012-06-28 07:29:25 UTC
Maul555 wrote:

Also there appears to be an issue with transferring items into a corp hanger at a pos that belongs to another corp. You can dump into bays you have no access to if you use the tree on a primary window, but trying to drag from one open window to another will cause it to fail.


Oh, man, would I love it if we got the ability to configure specific access to other corps and individuals. The possibilities for increased interaction and inter-player dynamics are vast.
Hailey Clauson
Renegade Pleasure Androids
#140 - 2012-06-28 08:23:34 UTC
CCP RubberBAND wrote:
Hey all,

TL:DR:
Based on your feedback the top points the team will discuss and follow up on are

  • Fast access to Inventory locations (bays, Items, ships, corporate hangars, etc) via shortcuts (be they on the Neocom, right click,etc) - I.e. alternatives to the tree view
  • Consistency between the Primary and the Secondary windows, specifically their persistence. They should not usurp what the user is doing at any time.

The Long version that you did read:


Since you guys added filters can you please add filters for BPC Copy Count (and ME and PE while at it). Thanks!