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New inventory system

First post
Author
Xercodo
Cruor Angelicus
#21 - 2012-06-23 17:14:33 UTC
I honestly can't fathom how the miners are having any trouble with this.

Give me a moment. I'm gonna go make a tutorial for mining with the new system cause you all seem so dense.

The Drake is a Lie

Thorn Galen
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#22 - 2012-06-23 17:17:16 UTC
MEDWAY wrote:
OK its been a while now we had this and its absolute shite, you guys again have screwed with something that was fine before now its just a complete PITA.

Sort it out ffs!!!


Every now and again we see this kind of post on the forums. Nothing new here.
Most of us have adapted.
Tippia
Sunshine and Lollipops
#23 - 2012-06-23 17:24:37 UTC
Yes. The new inventory system is far less tidy and a mess to make organised. It's slower, requires more mouse clicks windows to make useful than the old one, and is completely misapplied. It should have been the asset window, not the inventory windows.

Considering what a huge part it is in the overall EVE experience, they still need to spend a whole lot more time on it to make it actually work.
baltec1
Bat Country
Pandemic Horde
#24 - 2012-06-23 17:35:52 UTC
Its made running my very busy POS a hell of a lot easyer and quicker to do. I honestly do not see how people are having issues with the new UI.
Xprez
Kreyc
#25 - 2012-06-27 15:39:23 UTC
So sad!

I hate the nwe inventory and want the old one back!

WIll not renew my sub. when it reaches the end.

Thank you CCP, for ruining a nice game that i've been playing since 2003!

Have fun CCP, you will not get my money anymore!
March rabbit
Aliastra
Gallente Federation
#26 - 2012-06-27 15:45:12 UTC
well. after some time i really got used to new inventory system.... found myself using more mouse command "open cargohold" instead of keyboard shortcut especially to open new system.

maybe i'm not so old and simple minded to learn new things? Cool

The Mittani: "the inappropriate drunked joke"

Kyle Ward
Doomheim
#27 - 2012-06-27 15:45:33 UTC
Maxpie wrote:
Chribba wrote:
I absolutely love the new inventory, I don't want the old one back at all... *sarcasm*


I was going to say that after a period of adjustment, I'm fine with the new system, but seeing that Chribba is against it, I now hate the new system - CCP fix it immediately!


I too, would like to jump on this bandwagon...

Though I don't actually have a problem with it.

The Sandbox, you're playing it wrong!

CCP Soundwave
C C P
C C P Alliance
#28 - 2012-06-27 15:48:47 UTC
In a related note, we just finished testing drag and drop to open separate cargoholds. Sorry we didn't get it in on Monday, but it's going in the next one and should show up on the test server at the next update Big smile
Iniquita
Perkone
Caldari State
#29 - 2012-06-27 15:50:51 UTC  |  Edited by: Iniquita
I think it would be nice if you guys could post what problems you actually have with the new inventory system instead of just crying about it being ****. here are my biggest problems:

The inability to create shortcuts to corporate hangars/ship hangars on my neo comm to mimic the old ships button and such

Lack of an option by right clicking ships/capacitor to open the fuel bay. IDK why this was removed but I want it back.... There is no easy way to access the fuel bay on a ship now, you basically are forced to open your inventory or right click your capacitor / open corp hangars then navigate to your fuel bay.

No option to make 'open in new window' the default action

When dragging something over the tree view does not behave as expected. That is, dragging items near the top or bottom of the tree view does not move the tree. This is kind of important when trying to drag/move things between containers that are not in view and is a pretty default behavior in say windows explorer.

When dragging something over a container in the tree view for more than 2 seconds, the inventory switches to that container. The delay before this happens is not customizable

When dragging things to the drone/cargo on the fitting window the available cargo space is not maintained, so shift+dragging a stack onto your cargo in the fitting window does not autofill the split dialogue with amount needed to fill your cargo space
Vincent Athena
Photosynth
#30 - 2012-06-27 16:34:10 UTC
CCP does features by making little one or 2 line "stories" describing the feature. It may help if we tried to do the same. For example:

The neocom shall have 2 buttons related to inventory: One which when pressed opens the item window with the tree open or closed depending on its state last time this window was open. The other, when pressed opens the ship hangar.

When the ship hangar opens it opens in the same screen location as that last time it was opened, irrelevant of what other inventory windows have been opened and closed in the meantime.

The number, size, and state of all inventory windows is remembered separately for in space and docked. Changing a window in space will have no effect on the windows seen when docked, and vice-verse.

In any station with a corp hangar, there shall be a button to open that hangar directly.

And so on.

Know a Frozen fan? Check this out

Frozen fanfiction

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#31 - 2012-06-27 16:36:45 UTC
Posted by CCP RubberBAND on the test server forums:
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
Continued


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

See you around the universe.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#32 - 2012-06-27 16:37:40 UTC

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 concerns, I cannot mandate priority of work, etc).

Hopefully I have not missed anything, but it feels like the above are the top concerns from the community and we will do our best to address them as time permits. Again I will personally say sorry that the Unified Inventory has not made your life as easy as it should be and hopefully we can make this right.

Thanks again for taking the time to reply to us with all this feedback

original post

https://forums.eveonline.com/default.aspx?g=posts&m=1541693#post1541693

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

See you around the universe.

Corina Jarr
en Welle Shipping Inc.
#33 - 2012-06-27 16:38:19 UTC
Vincent Athena wrote:
CCP does features by making little one or 2 line "stories" describing the feature. It may help if we tried to do the same. For example:

The neocom shall have 2 buttons related to inventory: One which when pressed opens the item window with the tree open or closed depending on its state last time this window was open. The other, when pressed opens the ship hangar.

When the ship hangar opens it opens in the same screen location as that last time it was opened, irrelevant of what other inventory windows have been opened and closed in the meantime.

The number, size, and state of all inventory windows is remembered separately for in space and docked. Changing a window in space will have no effect on the windows seen when docked, and vice-verse.

In any station with a corp hangar, there shall be a button to open that hangar directly.

And so on.

Nice.

It would help a lot if we could save different window settings. That way those who like the new system can have it in tree mode. Those who need to do a lot of moving from many cans can have them separate and be able to switch between he two (or more0 saved settings.

Kinda like the overview...
Mr Epeen
It's All About Me
#34 - 2012-06-27 16:40:08 UTC
MEDWAY wrote:
OK its been a while now we had this and its absolute shite, you guys again have screwed with something that was fine before now its just a complete PITA.

Sort it out ffs!!!


It was most definitely not fine before!

The problem is it's even worse now. The whole thing needs a complete recode. What a waste of programmer time this turned out to be. Maybe a little more pre-production work and a little less 'Gee whiz, look what I can do with no real thought to the consequences of my actions', seat of the pants, yahoo development.

Mr Epeen Cool
Bloodpetal
Tir Capital Management Group
#35 - 2012-06-27 17:11:13 UTC
CCP Soundwave wrote:
In a related note, we just finished testing drag and drop to open separate cargoholds. Sorry we didn't get it in on Monday, but it's going in the next one and should show up on the test server at the next update Big smile


Please. can you make it so that corporate hangars don't do the "rubberband" of "click to open", "delay to open hangars", "not going to open corp hangars anymore, kthxbai" that it currently does? That is the most troublesome thing.

When i click on the corp hangar to open, it should open! Let me know if you need videos of this in action.


Where I am.

Xercodo
Cruor Angelicus
#36 - 2012-06-27 17:14:02 UTC
Bloodpetal wrote:
CCP Soundwave wrote:
In a related note, we just finished testing drag and drop to open separate cargoholds. Sorry we didn't get it in on Monday, but it's going in the next one and should show up on the test server at the next update Big smile


Please. can you make it so that corporate hangars don't do the "rubberband" of "click to open", "delay to open hangars", "not going to open corp hangars anymore, kthxbai" that it currently does? That is the most troublesome thing.

When i click on the corp hangar to open, it should open! Let me know if you need videos of this in action.




I think like how the big cross post above stated you should probably check the log server on that one.

The Drake is a Lie

Pestka
#37 - 2012-06-27 17:34:19 UTC
The use of the new inventory is awful. I hate it.
Victoria Sin
Doomheim
#38 - 2012-06-27 17:35:27 UTC
New inventory system is much better than the previous one. Fewer clicks to do what I want in space, less ****** about with windows in station or in space. Takes a while to get used to, but otherwise it's a huge improvement.
Lin-Young Borovskova
Doomheim
#39 - 2012-06-27 17:35:36 UTC
Chribba wrote:
I absolutely love the new inventory, I don't want the old one back at all... *sarcasm*


I should report you for hard trolling !!


But I need your Veldspar so, I'll stay quiet Lol

brb

Pokutnik
#40 - 2012-06-27 17:36:53 UTC
I hate it, too.