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EVE Online: Inferno 1.2 to be deployed on August 8

First post First post
Author
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#461 - 2012-07-30 16:10:10 UTC  |  Edited by: Salpun
CCP Arrow wrote:
Salpun wrote:
CCP Arrow wrote:
Callidus Dux wrote:
CCP Arrow wrote:

The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.


Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012.


So with the setting turned on, these things would work without holding Shift:

  • Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
  • Double-click on wreck in Overview, would open up a new secondary cargo window.
  • Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.


Is this accurate for how the setting would function?

This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree.

With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?

Sounds about rightBig smile


We are also adding the ability to drag tabs out of the index tree to open them as new secondary windows, that will always work, with or without this setting turned on.


Add the orca Corp hanger back to the right click and I think you have a winner. Are these changes live on Sisi?

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

See you around the universe.

Kirin Intarca
Lezaruss Industrial Systems
#462 - 2012-07-30 17:15:56 UTC
I have been a part of many test servers. I have been testing games since Star Wars Galaxies. I am also a student, working through a Game Art & Design degree.

The flaming these forums give to the Devs sickens me. The work that goes into even a small patch like locking pinned windows. Is many man hours of programmers behind a desk operating on coffee, spending a lot of time away from their families. Just to make us, the players, a little more happy about our game. The Devs do not ignore the player feedback. Every Dev listens as they are artists, they are designers. feedback is the backbone of game development. They may take longer than you, the player, may like in fixing a known issue; but take a moment and consider what it takes to make a game. for example:

Assassin's Creed Revelations was in concept and being in the first stages of design two years before Assassin's Creed 1 was released.
alpha testing of a game, starts a year or two before closed betas on some games.
An "easy" patch to a live MMO server, can take weeks to create and insure will work so that the devs don't have to patch thier patch, and even then it is not an exact science.

Game Design and Development is an art form. It takes time from feedback to implementation. I don't care how long you have waited for the unified inventory to be fixed, or if Minmatar capital ships will be reshaded, or whatever. The Devs know about it, they are working on it. Give them a break and let them work. Use constructive feedback to give them good criticism.

The unified inventory is a great addition, it took some getting used to, and it could still use some refining. Most notably on lag/refresh rates. However, I absolutely love how it works. I can switch cargo contents from 6 different ships very quickly because I only have to open one inventory window, instead of the drone bay and cargo bay, and items inventory and ship hanger to gather the fit I just bought in Jita, and had sitting in the station.

The new mining ship changes both to frigates and barge/exhumers. To CPP and every Concept Designer, Player feedback, and programmer..... Thank you, this is a genius move and will really change the way mining is done. I can't wait to get final numbers.

Last note,
Don't whine, gripe, and sob about a problem when talking to the devs. For those who may not know 'Dev' is short for Developer... If you have a problem, offer a real solution. If you can't, then simply mention the issue and let it drop, so the Devs can get to work on it. They develop,
CCP Explorer
C C P
C C P Alliance
#463 - 2012-07-30 17:44:54 UTC  |  Edited by: CCP Explorer
Salpun wrote:
CCP Arrow wrote:
Salpun wrote:
CCP Arrow wrote:
Callidus Dux wrote:
CCP Arrow wrote:

The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.
Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012.
So with the setting turned on, these things would work without holding Shift:

  • Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
  • Double-click on wreck in Overview, would open up a new secondary cargo window.
  • Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.

Is this accurate for how the setting would function?

This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree.

With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?
Sounds about rightBig smile
We are also adding the ability to drag tabs out of the index tree to open them as new secondary windows, that will always work, with or without this setting turned on.
Add the orca Corp hanger back to the right click and I think you have a winner. Are these changes live on Sisi?
Some of these changes are live on SiSi, others are still only on CCP Punkturis' computer (CCP Optimal is on paternity leave so Punkturis is temporarily stepping in to make those changes).

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Kusum Fawn
Perkone
Caldari State
#464 - 2012-07-30 18:44:51 UTC
basically give us ways to make the new UI behave like the old ui as closely as possible.

shortcuts to inventory locations, customizable settings? or static locations, make them available.
right click menu locations for ship hangers
etc.

and why do you want fewer options in the esc menu? thats the place for the most options if there ever was one.
thats where the maximum of customization options should occur.

ie,
Which windows get tree menus expanded and which do not as standard, same for filters
show/hide isk evaluation
opening window type behaviors, (close empty wreck/loot can window, station can lock/unlock standard behavior)

also options should be lockable,
ie,
I dont want to be able to change which items appear on this overview tab while in space, but i want to be able to change this one.
(feature request i know, but its an example of an option suitable for the esc menu)



Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Rock Kicker
Full Bore Inc
#465 - 2012-07-30 18:59:20 UTC
CCP Arrow wrote:
Salpun wrote:
CCP Arrow wrote:
Callidus Dux wrote:
CCP Arrow wrote:

The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.


Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012.


So with the setting turned on, these things would work without holding Shift:

  • Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
  • Double-click on wreck in Overview, would open up a new secondary cargo window.
  • Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.


Is this accurate for how the setting would function?

This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree.

With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?

Sounds about rightBig smile


We are also adding the ability to drag tabs out of the index tree to open them as new secondary windows, that will always work, with or without this setting turned on.


Any chance we can get an option to have the hangar divisions as tabs across the top of an inventory window like we used to? Having to expand out the tree /select division/shrink the tree each time I wish to change divisions requires at minimum 2 addition mouse clicks and takes more time. Old way was simpler, and much more efficient. FYI - I keep all trees minimized as I do not use them, and to make more screen space available for multiple windows. Personally, I would prefer to never have to use the cumbersome trees.

I know we can open a window for each division, and then stack the windows to create a tabbed environment, but to have to do this each time we access an array (especially at a POS) eats a lot of time.

Thanks!

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

Steijn
Quay Industries
#466 - 2012-07-30 19:32:05 UTC
Kirin Intarca wrote:
I Last note,
Don't whine, gripe, and sob about a problem when talking to the devs. For those who may not know 'Dev' is short for Developer... If you have a problem, offer a real solution. If you can't, then simply mention the issue and let it drop, so the Devs can get to work on it. They develop,


I think your missing the point about these problems and some solutions been mentioned to the Devs BEFORE this was released on TQ. IMO the Devs are well entitled to receive the criticism that they are for simply releasing a system that was not ready for release, a point that the Devs even admit to after if was put live.
MotherMoon
Tribal Liberation Force
Minmatar Republic
#467 - 2012-07-30 19:44:38 UTC
YES!

thank you CCP, and boo to all the haters, fling trash around on these forums. You guys are great, and you've never done anything in the past month to make me tink you haven't been listening. Seriously, I've never seen you do this before and I've been here for 7 years. In the past you would wait at least a year before fixing some broken feature you released without fully testing it. But now? your taking the feedback and actually addressing it within a reasonable time frame. It enforces those of us who give real feedback politely to keep doing so.

If you want to know wy you have so many hateful angry posters being jerks and flaming you, look no further than the mirror. This is what happens when well written non hateful posts get ignored for years *FW, blaster balance took a year,

http://dl.eve-files.com/media/1206/scimi.jpg

Inspiration
#468 - 2012-07-30 20:10:42 UTC  |  Edited by: Inspiration
Lord Vyper wrote:
1. To say that your a prick would be putting things lightly.


You are entitled to that opinion!

But I do take offense to people accusing and attacking me for no reason, other then to have endless arguments. I always put a lot of thinking and effort into my post and when asked write the underlying weighted reasoning too. Read back and you will see the direct hostile reactions to my initial post. Whenever I and someone have different insights but they react polite, so do I.

Draw your conclusions from this!

Lord Vyper wrote:
2. I openly admitted I was using percents incorrectly to explain my point. I was thinking about the actual amount of ore being mined (m3).


That take some extra post, did it not and even by then you already attacked me multiple times.

Lord Vyper wrote:
3. I have had more than one job using math and until this embarrassing moment I have never had an issue. Not that its any of your damned business but I Have completed Calculus 4 and completed the first year of Aerospace Engineering. 6 years as a US Navy Firecontrolman (Tomahawk Missile operator). So while you may question my skills they have been proven accurate under fire in real life.


Math is a tool and without insight and being able to balance different aspects against each other, it is not even a useful tool. Plenty of really smart people with tons of knowledge do very stupid/dumb things. You made an error, then compounded it, and in your ultimate wisdom saw it prudent to attack me several times.

As for your job not being any of my business, correct. But now you mentioned it, I can hardly be impressed from that kind of work or see it as making your point. Being drilled to obey every command and stick with that for six years in a career that is really about destruction says something about your character alright, but not in a good way. To me it also explains why you have such a hard time understanding my arguments and just call everything i write bullshit.

Lord Vyper wrote:
4. You have to lighten the phaq up - your not the only person on this forum that has an opinion and the extreme close minded ignorance you display towards everyone else's view speaks highly of your character.


If you are going to count, you will see the facts are quite different. I addressed the issue from many more angles and took more in consideration then just about anyone since i participated. On top of this I offered ways to make the Hulk a better ship for its role. But people like you just suck op everything CCP offered without thinking yourself and feel you need to attack the messengers time and time again. Now I know what you do, it makes perfect sense as to why you behave this way.

Lord Vyper wrote:
5. It is more than okay to give your input as to how you wish changes to this game to be implemented however don't forget you are talking to grown men and women who work very hard to bring you a product, so maintain a level of respect without stomping like a child about how if this doesnt get fixed you will quit eve (BYE!.


I never ever wrote here that I was going to quit if CCP did not follow my input, you are making this up to score points with people that haven't followed the discussion and just read your post! You can call me an aggressive debater that responds personal to personal attacks, but that is about it.

I am serious!

Inspiration
#469 - 2012-07-30 20:12:25 UTC  |  Edited by: Inspiration
Lord Vyper wrote:
6. CCP has all end decisions on what direction they want to push this universe to generate their idea of fun and balance.


Not the smart thing to do, ignoring customer feedback on a massive scale. And certainly no reason for you to attack anyone who has issues with directions taken! Stop acting like a drone and allow others to voice their opinion too!

Lord Vyper wrote:
7. Don't post anymore crap that only has the purpose of 1 up-ing someone. That in no way has a positive outcome for any party. Its a discussion not a ROOSTER slapping contest. There is no reward for getting your epeen to level 100. except a single life with no girl surrounded by cats dressed like mechwarriors.
8. CARRY ON o7


That is very good advice to yourself, I do not feel in the slightest addressed by it. It is also a way to take the high ground and never have to admit to anything. Hiding behind morals, throwing insults inside the same statement and telling the other guy to shut up at the same tine! That is what you just wrote!

One more thing about your behavior, I posted the numbers you asked for much later in the threat in one of my first posts.You even quoted it several times and decorated it with countless insults. You are one bad piece of work!

I am serious!

Yezenia
State Protectorate
Caldari State
#470 - 2012-07-30 21:14:19 UTC
CCP Soundwave wrote:
CCP Explorer wrote:
Rattus Norwegius wrote:
Someone in CCP should tell us whether we can expect any improvements to the Uni.Inv. soon though, and what they are working towards. Paging CCP Soundwave?
We'll draw his attention to this thread.


Hello!

I am in China right now (it's pretty much the same as Iceland, except everything is upside down) so I can't grab the complete list. We're looking to do a few bugfixes/changes for August (among them, dragging and dropping to create individual windows) and then give you a bigger bunch of changes come winter. Anyway, I'll be back in Iceland sometime late next week.


Would it be too much to ask to at least have the lost functionality returned by the 6 month mark or should we not expect that before next spring? I'm finding it harder and harder to believe that it fixing the new inventory system is faster than restoring the old one.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#471 - 2012-07-30 21:15:22 UTC
CCP Arrow wrote:
Callidus Dux wrote:
CCP Arrow wrote:

The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.


Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012.


So with the setting turned on, these things would work without holding Shift:

  • Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
  • Double-click on wreck in Overview, would open up a new secondary cargo window.
  • Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.


Is this accurate for how the setting would function?

This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree.

With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?


This sound very good. Please make it happen.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

TheSmokingHertog
Julia's Interstellar Trade Emperium
#472 - 2012-07-30 21:17:16 UTC
CCP Arrow wrote:
Salpun wrote:
CCP Arrow wrote:
Callidus Dux wrote:
CCP Arrow wrote:

The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.


Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012.


So with the setting turned on, these things would work without holding Shift:

  • Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
  • Double-click on wreck in Overview, would open up a new secondary cargo window.
  • Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.


Is this accurate for how the setting would function?

This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree.

With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?

Sounds about rightBig smile


We are also adding the ability to drag tabs out of the index tree to open them as new secondary windows, that will always work, with or without this setting turned on.


Great... but lets relist a requist, pleace make it possible to PIN these outtakes at will, and safe it for each station. Then I dont have to reopen the outtakes each time in (i.e.) jita, like I have to now...

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Olga Ivanovna
Doomheim
#473 - 2012-07-30 21:51:23 UTC
CCP Arrow wrote:
Callidus Dux wrote:
CCP Arrow wrote:

The 'Shift' Setting discussion is to get a better idea of what solves the problem for most. In this case, having a separate 'Shift' setting that only applies to the Inventory would be optimal.


Yeah! You have hit it! Shift+click is for me just a problem for the inventory. All other SHift+Clicks are acceptable and can stay as it was till 22.05.2012.


So with the setting turned on, these things would work without holding Shift:

  • Clicking on the Cargo button in the HUD, would open up a new secondary cargo window.
  • Double-click on wreck in Overview, would open up a new secondary cargo window.
  • Double clicking on the name of a tab in the Index tree of the Inventory, would open up the content of that tab in a new secondary inventory window.


Is this accurate for how the setting would function?

This would change the behavior of double-click in the index tree, when the setting is turned off, double-click would expand the tree (if there is one) when double-clicking on the name of a tab in the index tree.

With it turned on however, it opens up the content of the tab in a new secondary inventory window. That means that if it has a sub-tree, the user would need to click on the sub-tree arrow to collapse it. Would that be acceptable?


Yes! But also: Double-click on container (not only wreck) in Overview, would open up a new secondary cargo window.
KIller Wabbit
MEME Thoughts
#474 - 2012-07-30 22:06:50 UTC
Kirin Intarca wrote:
I have been a part of many test servers. I have been testing games since Star Wars Galaxies. I am also a student, working through a Game Art & Design degree.

The flaming these forums give to the Devs sickens me. The work that goes into even a small patch like locking pinned windows. Is many man hours of programmers behind a desk operating on coffee, spending a lot of time away from their families. Just to make us, the players, a little more happy about our game. The Devs do not ignore the player feedback. Every Dev listens as they are artists, they are designers. feedback is the backbone of game development. They may take longer than you, the player, may like in fixing a known issue; but take a moment and consider what it takes to make a game. for example:

Assassin's Creed Revelations was in concept and being in the first stages of design two years before Assassin's Creed 1 was released.
alpha testing of a game, starts a year or two before closed betas on some games.
An "easy" patch to a live MMO server, can take weeks to create and insure will work so that the devs don't have to patch thier patch, and even then it is not an exact science.

Game Design and Development is an art form. It takes time from feedback to implementation. I don't care how long you have waited for the unified inventory to be fixed, or if Minmatar capital ships will be reshaded, or whatever. The Devs know about it, they are working on it. Give them a break and let them work. Use constructive feedback to give them good criticism.

The unified inventory is a great addition, it took some getting used to, and it could still use some refining. Most notably on lag/refresh rates. However, I absolutely love how it works. I can switch cargo contents from 6 different ships very quickly because I only have to open one inventory window, instead of the drone bay and cargo bay, and items inventory and ship hanger to gather the fit I just bought in Jita, and had sitting in the station.

The new mining ship changes both to frigates and barge/exhumers. To CPP and every Concept Designer, Player feedback, and programmer..... Thank you, this is a genius move and will really change the way mining is done. I can't wait to get final numbers.

Last note,
Don't whine, gripe, and sob about a problem when talking to the devs. For those who may not know 'Dev' is short for Developer... If you have a problem, offer a real solution. If you can't, then simply mention the issue and let it drop, so the Devs can get to work on it. They develop,


Been a huge number of suggestions - most of them wanting UdL scrapped. Months of effort could have been saved if they had received advanced feedback from random people trying out the alpha, CSM actually doing their job, or the Dev's listening to Sisi feedback instead of blowing us off.

You didn't add a single thing to proper effort of getting them to wake up.

Geksz
The Fountain
#475 - 2012-07-30 22:08:53 UTC  |  Edited by: Geksz
Has any of the devs working on the Uni. Inv. seen Tippia's post about it on her blog yet?
Ideahttp://blog.beyondreality.se/shift-click-does-nothing

It surely worth a read!

Also, have the devs or the QA team tried to use the Uni. Inv. with the different major use cases?
Like:

  • WH POS owner's everyday life at a POS.
  • POS with lot's of objects with a cargohold.
  • Mass T2 manufacturing.
  • Mass invention.
  • Mission looting.
  • Mining op with orca support.
  • Trader with lots of stuff at lots of stations.
  • Corp "manager" with deliveries, and lots of corp assets doing logistics.


And I'm sure there are more use cases that can be used to test how the Uni. Inv. performs.
Try at least these with a timer, and if you can do the avarage EVE player's every day inventory jobs faster and more convinient than with the old system you have made a better Inventory system then the old one!:)

And +1 for every option that is implemented in the ESC menu to customize how the UI works!
Krystyn
Serenity Rising LLC
Controlled Chaos
#476 - 2012-07-30 23:16:28 UTC
Kirin Intarca wrote:
I have been a part of many test servers. I have been testing games since Star Wars Galaxies. I am also a student, working through a Game Art & Design degree.

The flaming these forums give to the Devs sickens me. The work that goes into even a small patch like locking pinned windows. Is many man hours of programmers behind a desk operating on coffee, spending a lot of time away from their families. Just to make us, the players, a little more happy about our game. The Devs do not ignore the player feedback. Every Dev listens as they are artists, they are designers. feedback is the backbone of game development. They may take longer than you, the player, may like in fixing a known issue; but take a moment and consider what it takes to make a game. for example:

Assassin's Creed Revelations was in concept and being in the first stages of design two years before Assassin's Creed 1 was released.
alpha testing of a game, starts a year or two before closed betas on some games.
An "easy" patch to a live MMO server, can take weeks to create and insure will work so that the devs don't have to patch thier patch, and even then it is not an exact science.

Game Design and Development is an art form. It takes time from feedback to implementation. I don't care how long you have waited for the unified inventory to be fixed, or if Minmatar capital ships will be reshaded, or whatever. The Devs know about it, they are working on it. Give them a break and let them work. Use constructive feedback to give them good criticism.

The unified inventory is a great addition, it took some getting used to, and it could still use some refining. Most notably on lag/refresh rates. However, I absolutely love how it works. I can switch cargo contents from 6 different ships very quickly because I only have to open one inventory window, instead of the drone bay and cargo bay, and items inventory and ship hanger to gather the fit I just bought in Jita, and had sitting in the station.

The new mining ship changes both to frigates and barge/exhumers. To CPP and every Concept Designer, Player feedback, and programmer..... Thank you, this is a genius move and will really change the way mining is done. I can't wait to get final numbers.

Last note,
Don't whine, gripe, and sob about a problem when talking to the devs. For those who may not know 'Dev' is short for Developer... If you have a problem, offer a real solution. If you can't, then simply mention the issue and let it drop, so the Devs can get to work on it. They develop,


You are describing why there is a test server...not why they failed to use it as such.

And in what world do you live where the unified inventory was anything but a complete, utter and total failure?

Now I will agree with you some of the actual developers are not to blame, management failure for forcing out incomplete and untested MASSIVE GAME BREAKING changes is more of problem. Not the guys writing out the code that makes our wonderful.
CCP Arrow
C C P
C C P Alliance
#477 - 2012-07-30 23:24:25 UTC
Kusum Fawn wrote:
and why do you want fewer options in the esc menu? thats the place for the most options if there ever was one.
thats where the maximum of customization options should occur.


We have been moving more towards having a separate Settings tab located in the window / interface itself that the settings are affecting. That way all options available in that Settings tab are for the window / interface it resides in only. The Esc Menu should preferably be mostly for global settings that affect the whole client.

CCP Arrow   |   Director of User Experience   |   EVE Online   |   @CCP_Arrow

CCP Arrow
C C P
C C P Alliance
#478 - 2012-07-30 23:27:57 UTC
Olga Ivanovna wrote:
Yes! But also: Double-click on container (not only wreck) in Overview, would open up a new secondary cargo window.


Yes, that would work as well, everything that currently needs holding in the Shift key to open up a secondary window would do so with this Settings option.

CCP Arrow   |   Director of User Experience   |   EVE Online   |   @CCP_Arrow

Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#479 - 2012-07-31 00:43:30 UTC
Mors Sanctitatis
Death of Virtue
#480 - 2012-07-31 01:35:28 UTC
Kirin Intarca wrote:
I have been a part of many test servers. I have been testing games since Star Wars Galaxies. I am also a student, working through a Game Art & Design degree.

The flaming these forums give to the Devs sickens me. The work that goes into even a small patch like locking pinned windows. Is many man hours of programmers behind a desk operating on coffee, spending a lot of time away from their families. Just to make us, the players, a little more happy about our game. The Devs do not ignore the player feedback. Every Dev listens as they are artists, they are designers. feedback is the backbone of game development. They may take longer than you, the player, may like in fixing a known issue; but take a moment and consider what it takes to make a game. for example:

Assassin's Creed Revelations was in concept and being in the first stages of design two years before Assassin's Creed 1 was released.
alpha testing of a game, starts a year or two before closed betas on some games.
An "easy" patch to a live MMO server, can take weeks to create and insure will work so that the devs don't have to patch thier patch, and even then it is not an exact science.

Game Design and Development is an art form. It takes time from feedback to implementation. I don't care how long you have waited for the unified inventory to be fixed, or if Minmatar capital ships will be reshaded, or whatever. The Devs know about it, they are working on it. Give them a break and let them work. Use constructive feedback to give them good criticism.

The unified inventory is a great addition, it took some getting used to, and it could still use some refining. Most notably on lag/refresh rates. However, I absolutely love how it works. I can switch cargo contents from 6 different ships very quickly because I only have to open one inventory window, instead of the drone bay and cargo bay, and items inventory and ship hanger to gather the fit I just bought in Jita, and had sitting in the station.

The new mining ship changes both to frigates and barge/exhumers. To CPP and every Concept Designer, Player feedback, and programmer..... Thank you, this is a genius move and will really change the way mining is done. I can't wait to get final numbers.

Last note,
Don't whine, gripe, and sob about a problem when talking to the devs. For those who may not know 'Dev' is short for Developer... If you have a problem, offer a real solution. If you can't, then simply mention the issue and let it drop, so the Devs can get to work on it. They develop,



Having a degree in Mechanical Engineering (BSME), and then going back to school and getting a second degree in Game Art & Design (BFA), I have to say that I'm more critical than ever of the development team. Particularly because I went to school and have practical experience developing games, and the creative effort and the design philosophy is usually lacking. Usually, the things I'm most critical about are game mechanics decisions, but regardless, the number of glaring art issues and other defects are such that if I turned in an assignment with such mistakes, I'd get an F in any of my art asset classes. I actually submitted ships from Eve to my art instructors once for a critique of the designs and they were universally derided as 'crap', and this is just speaking from a purely technical art design sense- e.g. basic approaches to shape, form, flow etc.

So no, I won't give them a break. The world doesn't give me a break. Why should anyone else get different? I imagine that the shortcomings of the organization that is CCP isn't from the line developers, but from the mid and senior level leadership. The technicians- the coders and artists, are surely passionate about what they do. It's the decision makers that ruin their talent by wasting it in useless directions.