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The new inventory and laser crystal management

Author
Takeshi Yamato
Ministry of War
Amarr Empire
#1 - 2012-07-22 15:47:12 UTC  |  Edited by: Takeshi Yamato
One aspect that I'm not happy with is how poor crystal management is. It's great that these new weapon tooltips show the damage taken by the loaded crystals, but there are still several problems.


1) The new weapon tooltips only show the damage of the first crystal in the weapon group. If you have a 10% damaged crystal while the others are at 84%, then the game might wrongly tell you that your crystals are only 10% damaged.

Also, you need to actually undock to even see the tooltip.


2) The game will mix up intact and damaged crystals when swapping from Scorch to another crystal type and back. It actually prefers to use packaged crystals first. If you're carrying a second set of Scorch (quite common in PvE) then you'll damage both of them, potentially leading to a situation where one ends up breaking both sets in the same fight (provided that the pilot swaps often enough to keep both sets at similar levels of damage).


3) There is no indicator in the inventory that tells us how damaged a used crystal is. Since we don't know how damaged a crystal is without undocking and looking at the weapon tooltip, we need to carry spare crystals. Due to point 2, these spare crystals will get used immediately on the first swap and once that happens it becomes hard to separate the crystals that have been heavily used from the fresh ones. We end up with a huge pile of used crystals over time that are a hassle to sort out (I throw part of them away just to simplify things).


I've though about solutions to this problem and have come up with the following:

First, change the crystal swapping process to prefer used crystals (as in non packaged ones). Then either

A) Add a small number to the crystal icon/entry (depending on which mode the the inventory is viewed in) that represents how damaged a crystal is.

B) Allow the merging of multiple damaged crystals. Three crystals at 40% integrity would create one crystal at 100% integrity and one at 20%. We should of course be able to repackage the 100% integrity crystal.

Personally I would prefer solution B because it would simplify crystal management the most. It would boil down to undocking with packaged crystals and merging/repackaging damaged crystals when coming home.
Takeshi Yamato
Ministry of War
Amarr Empire
#2 - 2012-07-22 16:00:25 UTC
The "x% damaged" indicator is fine in tooltips or on the icon but the number of shots a crystal can do should also be listed under the crystal's attributes (yes, different types have different life times).
Izuru Hishido
Imperial Academy
Amarr Empire
#3 - 2012-07-23 02:04:57 UTC
I agree with this, at least as far as the 'prefer more used crystals' idea would go and so forth. Would be a nice change to run out of crystals at all approximately the same time before mixing and mashing sets of nearly burned crystals with almost fresh sets.
Bienator II
madmen of the skies
#4 - 2012-07-23 02:33:58 UTC
fully agreed.

Additionally the automatic ammo reload of grouped lasers sometimes works and sometimes not.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

James Amril-Kesh
Viziam
Amarr Empire
#5 - 2012-07-23 05:21:45 UTC
I had a thread about this that got somewhere close to 100 likes, and I ended up finally getting the attention of CCP Punkturis in this matter. She came back to me and more or less said that it would be too difficult to implement. I didn't really press her on why.

Enjoying the rain today? ;)

Takeshi Yamato
Ministry of War
Amarr Empire
#6 - 2012-07-23 05:23:54 UTC
James Amril-Kesh wrote:
I had a thread about this that got somewhere close to 100 likes, and I ended up finally getting the attention of CCP Punkturis in this matter. She came back to me and more or less said that it would be too difficult to implement. I didn't really press her on why.


What would be too difficult: allowing merging of crystals or displaying damage state on top of the crystal icons?
James Amril-Kesh
Viziam
Amarr Empire
#7 - 2012-07-23 05:29:32 UTC
Takeshi Yamato wrote:
James Amril-Kesh wrote:
I had a thread about this that got somewhere close to 100 likes, and I ended up finally getting the attention of CCP Punkturis in this matter. She came back to me and more or less said that it would be too difficult to implement. I didn't really press her on why.


What would be too difficult: allowing merging of crystals or displaying damage state on top of the crystal icons?

Sorry for being vague. My thread was specifically about displaying the damage state of crystals. The original post was about displaying it in the info window for the crystal under attributes, but I stated several times in the thread I had no real preference as to how it was shown as long as it was some easily accessible option (in space as well as in inventory) that showed which crystal had which amount of damage. Several other posters in that thread put forward interesting ideas as to how it could be done. I'm assuming they were referring to displaying the damage state in the info window.

Enjoying the rain today? ;)

Rented
Hunter Heavy Industries
#8 - 2012-07-23 17:52:07 UTC
Takeshi Yamato wrote:
The "x% damaged" indicator is fine in tooltips or on the icon but the number of shots a crystal can do should also be listed under the crystal's attributes (yes, different types have different life times).


This bit already exists given a minor bit of math.
Takeshi Yamato
Ministry of War
Amarr Empire
#9 - 2012-07-23 18:07:05 UTC
Rented wrote:
Takeshi Yamato wrote:
The "x% damaged" indicator is fine in tooltips or on the icon but the number of shots a crystal can do should also be listed under the crystal's attributes (yes, different types have different life times).


This bit already exists given a minor bit of math.


Not really. The Scorch crystal lists the following info:

Volatility 10%
Volatility Damage 0.0100 HP

How much HP a crystal has is not specified. I believe it's 1 HP but one cannot know for sure without more information.

This bit should read: max shots 1000 (or whatever the actual amount is).

Also, contrary to what the info suggests, no chance is involved in the crystal deterioration process. The crystals in a weapon group will break in the same volley if one starts with an unpackaged set and is careful to never mix them up with other used crystals.
Rented
Hunter Heavy Industries
#10 - 2012-07-23 18:27:35 UTC
Takeshi Yamato wrote:
Rented wrote:
Takeshi Yamato wrote:
The "x% damaged" indicator is fine in tooltips or on the icon but the number of shots a crystal can do should also be listed under the crystal's attributes (yes, different types have different life times).


This bit already exists given a minor bit of math.


Not really. The Scorch crystal lists the following info:

Volatility 10%
Volatility Damage 0.0100 HP

How much HP a crystal has is not specified. I believe it's 1 HP but one cannot know for sure without more information.

This bit should read: max shots 1000 (or whatever the actual amount is).

Also, contrary to what the info suggests, no chance is involved in the crystal deterioration process. The crystals in a weapon group will break in the same volley if one starts with an unpackaged set and is careful to never mix them up with other used crystals.


Structure Hitpoints 1 HP

It's there.

And this works out to about 1000 shots, it is not exact because there is chance involved in T2 cystal degradation, in weapon groups the chance is applied to the entire group rather than 1 crystal at a time. If you were to ungroup your weapons, despite firing them the exact same amount of times, they would break at slightly different rates.

If you had infinitely awful luck T2 crystals could potentially last only 100 shots, if you had infinitely good luck they could last forever.

On the other hand faction crystals have 100% Volatility and given their stats you can accurately say they last exactly 4000 shots.
James Amril-Kesh
Viziam
Amarr Empire
#11 - 2012-07-23 18:28:33 UTC
Takeshi Yamato wrote:
Rented wrote:
Takeshi Yamato wrote:
The "x% damaged" indicator is fine in tooltips or on the icon but the number of shots a crystal can do should also be listed under the crystal's attributes (yes, different types have different life times).


This bit already exists given a minor bit of math.


Not really. The Scorch crystal lists the following info:

Volatility 10%
Volatility Damage 0.0100 HP

How much HP a crystal has is not specified. I believe it's 1 HP but one cannot know for sure without more information.

This bit should read: max shots 1000 (or whatever the actual amount is).

Also, contrary to what the info suggests, no chance is involved in the crystal deterioration process. The crystals in a weapon group will break in the same volley if one starts with an unpackaged set and is careful to never mix them up with other used crystals.

Last time I checked the HP is listed, and it is 1 HP.

And it is chance based. I've had crystals in weapon groups not all break at the same time (without mixing).

Enjoying the rain today? ;)

Soon Shin
Scarlet Weather Rhapsody
#12 - 2012-07-23 19:43:21 UTC
One thing that annoys me with the crystal loaded is that when I select load used crystals, it sometimes loads brand new crystals.

This is especially annoying when grouping weapons.
Swidgen
Republic University
Minmatar Republic
#13 - 2012-07-23 21:56:49 UTC
Soon Shin wrote:
One thing that annoys me with the crystal loaded is that when I select load used crystals, it sometimes loads brand new crystals.

This is especially annoying when grouping weapons.

This is one of those bugs that has been around forever. Yes, it is annoying. Not only do I carry an extra set of crystals, I carry them in a small secure container in my cargo hold to keep them separate from the ones I'm currently using.

It would be nice if there was some kind of wear-levelling mechanic. For example, I group 2 lasers and load 2 used scorch crystals into the group. One crystal has 6 shots left and the other isn't quite so badly damaged and has 10 shots left. Grouped, they should average out to 8 clean grouped shots (16 total). The way it is now the group will stop firing after 6 shots, often at the worst possible time.