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Player Features and Ideas Discussion

 
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Improving the Inventory UI - What matters the most?

First post First post
Author
War Kitten
Panda McLegion
#61 - 2012-09-20 16:52:31 UTC
* Users will _not_ have an arbitrary previously opened inventory window open instead of the container they tried to open if they the desired location is or becomes invalid.


Specific examples where this is annoying:

1) You are 10k from a wreck - you click the "open can" button and turn on MWD. Your ship motors over to the can, and just as you get within 500m the command to open the can finally fires. But oops, when it reaches the server you've overshot and you are now > 2500m and out of range. What opens instead? Your ship's cargohold. Why?

2) You are attempting to hack a radar site can. You click "open container" button before it has been hacked. What opens instead? Your ship's carghold. Why?

3) You are looting multiple wrecks. You have opened one wreck but not emptied the contents, and moved on to another wreck. Situation 1 from above occurs and you overshoot. What window opens this time? The wreck you looked at but did not completely empty.


tl;dr: If you can't open the window I asked for, just show the error message - don't open the wrong window too.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#62 - 2012-09-20 17:37:50 UTC  |  Edited by: Hakaru Ishiwara
Baako Azubuke wrote:
*snip*
#6
Adobe hired an UI designer and made CS6 (I'm speaking about Photoshop here) so much better with only little, well thought, tweaks. It made CS5 look like the stupid child nobody speaks about.

Ask for help from professionals, not customers on forums.
*snip*

You sure that Adobe used the services of only one UI Designer with absolutely no outside / customer input on the UI edits? Big smile

Point well-made when it some to good UI design and hiring the right people to design the feature. That's something that CCP should have done in January 2012 or late 2011. Unfortunately, CCP put themselves into a serious bind by:

1) writing the new Inventory UI in such a way that they could not roll back the changes once released with Inferno and

2) not listening to customer requirements and integrating them into their revamped functionality before the new UI was put onto the live server.

While it is important to have professional designers, project managers, quality assurance engineers and coders working on the project @ CCP, it is also important for customers to be able to provide insight into how they have, currently and will use the Inventory functionality.

The true professionals will be able to sort through all of those bullet points, categorize / prioritize them and then get to work on putting together a better product. I hope that this is what you meant.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Baako Azubuke
Clann Fian
#63 - 2012-09-20 18:07:42 UTC  |  Edited by: Baako Azubuke
Hakaru Ishiwara wrote:


While it is important to have professional designers, project managers, quality assurance engineers and coders working on the project @ CCP, it is also important for customers to be able to provide insight into how they have, currently and will use the Inventory functionality.

The true professionals will be able to sort through all of those bullet points, categorize / prioritize them and then get to work on putting together a better product. I hope that this is what you meant.



You put it much better than i could. I made it short for the sake of readers pleasure.


Now from what i hear, CCP isn't listening to the good points of their pilots base.

Best of luck to them.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#64 - 2012-09-21 14:04:43 UTC
Baako Azubuke wrote:
*snip*

Now from what i hear, CCP isn't listening to the good points of their pilots base.

Best of luck to them.

Not exactly true as Arrow is posting in this thread and taking customer input. The proof is in the execution, of course.

I wish them luck, but also better project management, UAT and the authority to hold back the code from Tranquility until show-stopper usability issues and defects are resolved.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

CCP RubberBAND
CCP Engineering Corp
#65 - 2012-09-21 16:31:18 UTC  |  Edited by: CCP RubberBAND
War Kitten wrote:
* Users will _not_ have an arbitrary previously opened inventory window open instead of the container they tried to open if they the desired location is or becomes invalid.


Specific examples where this is annoying:

1) You are 10k from a wreck - you click the "open can" button and turn on MWD. Your ship motors over to the can, and just as you get within 500m the command to open the can finally fires. But oops, when it reaches the server you've overshot and you are now > 2500m and out of range. What opens instead? Your ship's cargohold. Why?

2) You are attempting to hack a radar site can. You click "open container" button before it has been hacked. What opens instead? Your ship's carghold. Why?

3) You are looting multiple wrecks. You have opened one wreck but not emptied the contents, and moved on to another wreck. Situation 1 from above occurs and you overshoot. What window opens this time? The wreck you looked at but did not completely empty.


tl;dr: If you can't open the window I asked for, just show the error message - don't open the wrong window too.


Hi could you clarify some of these points.

1. If you select open cargo and turn on your MWD, the ship will come to a halt at the wreck. It will not overshoot unless you are manually flying and as soon as you try to open the wreck, via in space or overview menu, the ship will fly back and park by the wreck.

2. This one I managed to get. We have a defect for this now. Thanks!

3. Again can you please clarify how to overshoot a container when attempting to access it out of range, be as detailed as possible you can never provide enough detail.

It´s possible that fixing problem number 2 however will resolve the other issues. Thanks!

Feel free to poke me on: Twitter

Bloodpetal
Tir Capital Management Group
#66 - 2012-09-21 16:33:05 UTC


I agree. Rather get an error message or something rather than the wrong container.

Where I am.

Arushia
Nova Labs
Stainless Steel Orkz
#67 - 2012-09-21 19:09:47 UTC
All these things are nice, but there's still one change I'd like to see:

An option in the Esc-button menu to always open new windows for newly opened containers/holds/hangars. (Mimicking the old UI.)
Gilbaron
The Scope
Gallente Federation
#68 - 2012-09-21 19:31:50 UTC  |  Edited by: Gilbaron
@rubberband: I am online with my phone right now, I would otherwise make a video. If you want to observe some weird behavior, grab an anathema, fit a salvager, codebreaker and analyzer, also a nanofibres and a MWD, find a random profession site and kill all the rats. turn on MWD, click open wreck on a wreck and watch what the ship does. It will approach the target,, fly by or bump away from it, often more than 2500 meters and than open the inventory window instead of the containers window

my dream solution:

try and access a container out of range -> new inventory window opens with error message in there that it is out of range, when previously opened, grey out the content.

try and access a locked container -> new inventory window with access locked message.

access empty container - > message that states that the container is empty

access container where content is still loading -> message about that! (best example: bookmarks)


oh, and under ALL costs, do not use that small box that currently gives the error messages, it's to small, usually covered by something else and everybody hates it! Just give the message inside an inventory window! doing so ties the message to a specific container and makes it easier to track multiple ones.
Hannott Thanos
Squadron 15
#69 - 2012-09-21 19:57:32 UTC
CCP RubberBAND wrote:

Hi could you clarify some of these points.

1. If you select open cargo and turn on your MWD, the ship will come to a halt at the wreck. It will not overshoot unless you are manually flying and as soon as you try to open the wreck, via in space or overview menu, the ship will fly back and park by the wreck.

2. This one I managed to get. We have a defect for this now. Thanks!

3. Again can you please clarify how to overshoot a container when attempting to access it out of range, be as detailed as possible you can never provide enough detail.

It´s possible that fixing problem number 2 however will resolve the other issues. Thanks!


Hehe, have you tried this yourself? 10km from a wreck in a mwd frig. You overshoot with 5-10 km by hitting "open wreck" with mwd on.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Gevlin
Pator Tech School
Minmatar Republic
#70 - 2012-09-22 03:26:10 UTC
I have always wanted an option to liquidate to market.

Talks all the selected items and trys to sell them. instead of selling 1 Items at a time.

I would even pay a 5% surcharge for this service to pay for a Wage slave to do my Clearing house for me.

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

ZaBob
The Scope
Gallente Federation
#71 - 2012-09-22 07:31:15 UTC
Alas, I don't have the time right at the moment to dig through this and give you feedback, although I promise to get back and do so soon. I hope this thread doesn't grow as long as the originals by that point! :)

But let me point out a meta-point here.

You guys dropped the ball again on communication. It's great that you are picking it up again, and it's great that you've been discussing things with the CSM. (Keep in mind, though, that while this is part of the CSM's job, they're not an accurate cross-section of players).

But it really wasn't necessary to drop the ball in the first place.

You said you were going to iterate until you get it right.

The you push out a bunch of other stuff -- even DUST work -- with nary even a tweak in sight.

You could have said, "Hey, guys, this is going to take some focused effort. We're going to go off and dive into it with the CSM and target the Winter Release, rather than change things out from under you-all left and right".

You could have checked in when all the other teams got to push out shiny new ship models and stuff, and said "Hey guys, we're still here, hard at work.". Maybe even asked a question or two.

If you guys really worked on your communications, you wouldn't have to fly around with your Damage Control on overheat all the time.

Anyway, it IS good to see you guys back in communication again.
ZaBob
The Scope
Gallente Federation
#72 - 2012-09-22 07:44:30 UTC
Gevlin wrote:
I have always wanted an option to liquidate to market.

Talks all the selected items and trys to sell them. instead of selling 1 Items at a time.

I would even pay a 5% surcharge for this service to pay for a Wage slave to do my Clearing house for me.


Isn't that the "Reprocess" menu item? :)

I might *possibly* be able to accommodate you via contracts, if you are in the right area, and I can get the right tools in place.

Would you be interested, if you could paste in an inventory, choose a location, and get an instant price quote for the contract?

I'm not sure about the 5% price point; it would need a bit more analysis, but it sounds at least plausible if I can make the operation efficient enough, and we peg it at 5% off local buy prices for suitable locations.

That's not to say I don't like your idea. But in the absence of the feature, maybe there's a business opportunity.
ZaBob
The Scope
Gallente Federation
#73 - 2012-09-22 08:11:47 UTC
Strange Shadow wrote:
Requesting: Station warehouse analog, capable of storing ASSEMBLED ships, with audit and lock, would greatly improve corp management. Alternatively please add locking/auditing to SMAs and CHAs on POSes.

...

Requesting: Ability to HIDE things from given inventory window, i.e. customizable inventory windows. For example, i DONT need search/items count/price estimation on my ORE BAY, so can i hide that for ORE BAY window ONLY, please? Same functionality as concealing inventory tree would be great. Greatly frees precious GUI space.


I'd love to see auditing on SMAs and CHAs. But please, not the way it works now with lock/unlock!

Just plain, ordinary, auditing.

Oh, and give me API access to the audit log! Oh, right, I need API access to the SMA and CHA in the first place!

As for hiding things -- I don't find your specific issue to be so important (the count/price estimation). I find that vaguely amusing/semi-encouraging, and the screen space it consumes to not be so critical. YMMV; I'm not dismissing your concern for anyone but myself.

But it leads me to another idea: Why not make filters apply not just to the items, but to the containers? That is, we should be able to filter out entire containers!

I usually don't need to see what ammo is loaded into my POS guns. And when I do -- I don't want to have to scroll through all the industrial stuff to find them!

And if I'm *looking* for ammo in station, I don't really want to see those 100 unit stacks in my loot container. I'd like my Large Ammo filter to select just my local ammo locker, and just my Large Hybrid ammo therein.

Another filter would tell me which ammo lockers in which stations AND CMAs I have that ammo available. This *is* supposed to be a unified inventory system, no?
ZaBob
The Scope
Gallente Federation
#74 - 2012-09-22 08:27:00 UTC
CCP Arrow wrote:

Inventory Feature Iteration

  • Users see a restrictions Icon in the Index Tree for the corporate hangars and containers they don't have access to



Why on earth would you even show them a hanger or container they have no access to, in the index tree? It's just an obstacle in the way of accomplishing any task.

If they have *some* access, but with restrictions, an icon indicating that would be very useful.

But while you're doing this (well, after you're done,), how about just getting rid of fixed divisions? Replace every current division with a new type of container. Let us add and remove them, and put containers in them to one level.

Then give us sane access control, with an ACL for each container, with rights assignable to either pilots or titles. That lets us manage it as we do now -- but without the limitations of fixed access control bits that apply equally to all "divisions", or at least all "other" divisions....

Basically -- unify *everything* into a two asset trees, with a merged view optionally available -- personal, and corporate. COs too. Everything..

The next level would be to open up other types of shared asset trees -- Alliance, Team, Fleet -- to facilitate new types of cooperation and interaction.
ZaBob
The Scope
Gallente Federation
#75 - 2012-09-22 08:45:31 UTC
Taliah Meyhin wrote:
Logix42 wrote:
I think one of the major things is for the assets window to be combined in to the unified inventory. It's supposed to be a UNIFIED inventory but there's still a separate window for assets.

Oh no, please, don't do that.
If you merge these two windows into one, the Inventory, it will be complicated to drag-and-drop items from one location to another.

Sometime you can have LOTS of items in the Assets window, if you merge them, it will be horrible to move items in the Inventory tree even if developpers add the following feature :

Quote:
When moving items inside the Index Tree, the tree will scroll up or down if the mouse is moved to the upper or lower edges of the Index Tree tab


Instead, I would rather be able to drag-and-drop items from the Assets window to the Inventory.

Oh, and also this idea : (displaying wrecks distance in real time in the inventory)
https://forums.eveonline.com/default.aspx?g=posts&m=1891572#post1891572

(I like your last idea -- simple and sweet!)

As for unifying it with the assets window -- you're thinking about it the wrong way. The current Assets window is practically unusable when you have lots of stuff. I *hate* when I open a station by mistake, then wait, wait, wait, and then have to scroll, scroll, scroll....

The way your case should work is:

Open TWO inventory windows.

Find the stuff you want to drag from efficiently, using filters, trees, search -- more power than is available to you now with the Assets window.

Find where you want to drop it, in the other. Filter for containers! Ideally, you'd get a flat list of potential drop targets -- not a hierarchy you have to expand. Filter it down to containers you actually have access to.

Drag and drop.

The reason we want this integrated with Assets is -- it is the Assets window that was broken, NOT so much containers!

And it's still broken, not improved (nor damaged) at all. But it does two things that the Inventory windows do not:

1) It shows you assets outside your current reach. Or some of them, anyway...
2) You can use it as a navigational aid, as, when the stations are all closed, it becomes a list of stations where you have assets.

Both of these would be far more valuable if they were augmented with the filter system. So I could open an Assets window, configured just to show me stations and POSes where I have drones on hand. Or Nocxium. Sorted by distance. *limited* by distance -- I really don't need to see I have Drones 30 jumps away -- but "current region" is useless, showing me stuff 30 jumps away, and hiding stuff right next door.
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#76 - 2012-09-22 08:51:29 UTC  |  Edited by: Grey Stormshadow
ZaBob wrote:
CCP Arrow wrote:

Inventory Feature Iteration

  • Users see a restrictions Icon in the Index Tree for the corporate hangars and containers they don't have access to



Why on earth would you even show them a hanger or container they have no access to, in the index tree? It's just an obstacle in the way of accomplishing any task.


...because some people actually want put items to hangars they don't have access to withdraw from. Couple examples would be "donation" to corp hangar or fleet mining / salvaging to orca without proper hangar permissions.

...and I think that OP meant to say "they don't have withdraw access to", because corp hangars always have deposit access by default.


ZaBob wrote:

The way your case should work is:

Open TWO inventory windows.


I think that it should be left to individual users to decide how many inventory windows they want to keep open.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Bloodpetal
Tir Capital Management Group
#77 - 2012-09-22 13:20:54 UTC  |  Edited by: Bloodpetal
Arushia wrote:
All these things are nice, but there's still one change I'd like to see:

An option in the Esc-button menu to always open new windows for newly opened containers/holds/hangars. (Mimicking the old UI.)


You can do this already.


On the TOP LEFT of your inventory window there is a triple horizontal line symbol. Click on that there is a checkbox that says "Always open in separate window".

Where I am.

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#78 - 2012-09-22 15:30:00 UTC
Grey Stormshadow wrote:
*snip*

I think that it should be left to individual users to decide how many inventory windows they want to keep open.
Aye!

This sandbox has turned into a straight-jacket with the key flushed down the toilet.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

ZaBob
The Scope
Gallente Federation
#79 - 2012-09-22 17:35:19 UTC
Grey Stormshadow wrote:
ZaBob wrote:
CCP Arrow wrote:

Inventory Feature Iteration

  • Users see a restrictions Icon in the Index Tree for the corporate hangars and containers they don't have access to



Why on earth would you even show them a hanger or container they have no access to, in the index tree? It's just an obstacle in the way of accomplishing any task.


...because some people actually want put items to hangars they don't have access to withdraw from. Couple examples would be "donation" to corp hangar or fleet mining / salvaging to orca without proper hangar permissions.

...and I think that OP meant to say "they don't have withdraw access to", because corp hangars always have deposit access by default.


ZaBob wrote:

The way your case should work is:

Open TWO inventory windows.


I think that it should be left to individual users to decide how many inventory windows they want to keep open.


I tried to make clear the distinction between NO access, and put-only access. Agreed, the OP probably intended to say only put access, but that's not what he said, and I was pointing out the distinction.

As for TWO inventory windows -- you didn't read the original very carefully, I think. The OP there was wanting to have TWO windows, of two different types -- the current (broken) Inventory window, and the current (even more broken) Assets window. He said he didn't want them unified, because he wanted to drag-and-drop between them.

The point is, he can have TWO inventory windows and do the same thing -- better.

So my point was -- the OP wants TWO windows, then that's the number he should have. And that much, at least, already works.

I did, however, fail to ask the important question: Why does he now drag from the Assets window, rather than another inventory window? What makes that a convenient alternative for him presently? I find that window to be a royal pain if I want to actually find anything other than by search -- and that works fine in Inventory windows.

Is it simply because he has a separate button to open a second window? (A separate shortcut, or the shift key...). Or is there some other aspect of that window he finds useful?

To me, the only advantage is that it extends beyond my current reach. Otherwise, it's a big FAIL, and even the current Broken Inventory System is an improvement.
h4kun4
Banana-Republic.
Shadow Cartel
#80 - 2012-09-22 23:54:48 UTC
I just would like to have on little thing for the Winter-Addon in the Unfied Inventory

Names for Corporate Hangars in POSes and Ships Hangars

POS:
Name the Corporate Hangar Array like every other structure in a POS, its quite annoying when you are in WH or 0.0 in your pos, everyone has a hangar and you have to remember the position when you want to find yours?
Also pretty annonying in Unified inventory...the inventory doesnt care if the Corphangar which is on top of the POS is also on top in the inventory, so 5 times the same name, random order, confusion is perfect...not cool

Ships:
Idea one: Name the Corporate Hangars for Ships like suggested for the POS...just like i want

Idea 2: Name the Corporate Hangar with Character name + Shiptype
Example: H4kun4s Archons Corporate Hangar

Idea 3: Name it after the Ships name:
Lets name it Enterprise
Example: Enterprises Corporate Hangar