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Improving the Inventory UI - What matters the most?

First post First post
Author
Hans Momaki
State War Academy
Caldari State
#121 - 2012-09-28 19:47:59 UTC
CCP Arrow wrote:

All Inventories will have their own individual ID. If you are viewing your Ship hangar, Item hangar or Corporate hangar when undocking, those Inventory locations are not available while in space. So instead of the windows staying open in space, they close themselves down until you dock again. Then they will be as you left them. So if you left them open, they are open.
The old behavior was to have them open but change the inventory location to the cargo hold of the active ship, because that is the default Inventory location of your ship, which is the only Inventory you have access to by default in space. Players have been asking us to take that out because they might already have an Inventory of their active ship open and don't need multiple instances of the same thing. What should we do with it instead of closing it while you are in space? If it's content isn't in space.


Would it be possible to give us players another option on how to handle this? The most annoying part for me as a miner is that I have to re-open the corp's PoS-Hangar everytime I haul. Could we please get an option to pin those windows down? I don't want the game to close stuff for me, especially not the PoS-hangar...

If I want to close a window, I do it, but having to reopen a window constantly just because the game decides that I want to close it is...

Maybe make it so that pinned windows won't close automatically?
Utsen Dari
Sebiestor Tribe
Minmatar Republic
#122 - 2012-09-29 15:46:05 UTC
Currently the UI is extremely cryptic about which player behaviors will cause inventory location windows to open separately and which player behaviors will cause inventory locations to overwrite the existing inventory window.

For example: looting a wreck. Pushing Loot All button will sometimes cause the window to remain and begin showing the contents of Cargo. Other times the window will disappear. What needs to be done to get the game to do one thing or the other is non-obvious. Another example: sometimes if the inventory window is open showing Cargo, and a Ship Maintenance Array is opened, the Cargo window disappears and begins showing the contents of the Array. Other times it does not, and two windows appear, even if SHIFT was not pressed when opening the Array. (as an aside, having to press SHIFT by default to open a new window is really poor design! The access buttons should not require modifiers by default.)

Please give us a universal way for the player to open inventory windows such that they will not suddenly begin showing other places in the inventory. Let it be obvious and expected when that is about to happen. Let us be able to, for example, pin the Cargo window in a certain location such that, when Cargo is opened, it always forms a new window in this location without having to SHIFT click. And also such that other inventory windows not showing Cargo will not suddenly begin to show Cargo, even if Cargo is not currently visible when they do this. And let us be able to do that for every inventory location, not just Cargo.

In short, give us the old inventory window functionality back.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#123 - 2012-09-29 15:59:52 UTC
Utsen Dari wrote:
Currently the UI is extremely cryptic about which player behaviors will cause inventory location windows to open separately and which player behaviors will cause inventory locations to overwrite the existing inventory window.

For example: looting a wreck. Pushing Loot All button will sometimes cause the window to remain and begin showing the contents of Cargo. Other times the window will disappear. What needs to be done to get the game to do one thing or the other is non-obvious. Another example: sometimes if the inventory window is open showing Cargo, and a Ship Maintenance Array is opened, the Cargo window disappears and begins showing the contents of the Array. Other times it does not, and two windows appear, even if SHIFT was not pressed when opening the Array. (as an aside, having to press SHIFT by default to open a new window is really poor design! The access buttons should not require modifiers by default.)

Please give us a universal way for the player to open inventory windows such that they will not suddenly begin showing other places in the inventory. Let it be obvious and expected when that is about to happen. Let us be able to, for example, pin the Cargo window in a certain location such that, when Cargo is opened, it always forms a new window in this location without having to SHIFT click. And also such that other inventory windows not showing Cargo will not suddenly begin to show Cargo, even if Cargo is not currently visible when they do this. And let us be able to do that for every inventory location, not just Cargo.

In short, give us the old inventory window functionality back.

Does the new window everytime functionality in the Inventory options not fix that functionality?

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Logicycle
Stimulus
Rote Kapelle
#124 - 2012-09-30 04:00:08 UTC
I think this is going to be a good winter.
Sturmwolke
#125 - 2012-10-05 02:58:43 UTC  |  Edited by: Sturmwolke
On the Univentory treeview window :

- The relative order of the root tags Ship Hangar, Item/Corp Hangar and Market Deliveries need a deeper look. For my typical usage pattern, the Item/Corp Hangar gets more used than any other. Since these are 3rd and 4th down the list from the ACTIVE ship, transferring items involves some mouse olympics (when you take into account an expanded Ship Hangar list - which I would like to keep in its expanded state). I'd prefer either a) re-ordering to make them 2nd/3rd in the list b) allow the players to customize the re-order.

- The ACTIVE ship in the list needs to be frozen in focus when the left pane is scrolled up/down. Lookup how a pane is frozen in an Excel worksheet. The concept is indentical. Why do this? Same as in Excel. Point of reference. When transferring multiple items to multiple locations from a single source (and vice-versa), it's common sense to have a point of reference to where the items will originate/end up. The current scheme promotes mouse olympics where you'll end up scolling up/down the list for a single operation. It's clunky.
Hiram Alexander
State Reprisal
#126 - 2012-10-06 00:53:14 UTC
If these proposed improvements make it into the Winter release, I for one, will be a very happy chap. :)
Kusum Fawn
Perkone
Caldari State
#127 - 2012-10-06 08:03:48 UTC
Posting again in another Dev thread doomed to be ignored yet again.

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.

Dawne Xi
3D Salvage and Acquisitions
#128 - 2012-10-06 13:31:57 UTC  |  Edited by: Dawne Xi
When is the option to highlight multiple containers and right clicking them and choosing "Open Container (52)" and them opening up in a stack of windows going to be available? It's still an option in the right click menu but only opens one container in it's own window.

This is a vital function and the fact it hasn't been fixed in 5 months is what's been keeping me from playing and doing what I really enjoy, which is manufacturing.. Because right now, filling GSC's is a nightmare, trying to keep track of which container you're on without having that stack open, and being able to close the ones I've filled as I fill them ... What used to take me 30 minutes, now takes over an hour.

Oh and yes, almost forgot, give me the option to turn off that my ship moves toward a container I am not within range of if I do something that would trigger me trying to open it. If I am not in range, just put up a message telling me that, and I'll either ignore it or fly myself within range, I don't want a misclick on open container from a distance to start moving my ship for me anymore.
CCP RubberBAND
CCP Engineering Corp
#129 - 2012-10-08 15:21:05 UTC
Hi all,

Just a note on all these changes. There will be another incoming slice of the winter expansion coming to Duality in the near future (next couple of weeks). This build will likely include a number of changes to the Unified Inventory that we are working on. It would be great if when the build hits the test servers you guys (and gals) could jump on in, to let us know if we are headed down the right path.

More information will be forthcoming closer to the actual date.

Feel free to poke me on: Twitter

Viscount Hood
Deep Core Mining Inc.
Caldari State
#130 - 2012-10-08 15:48:39 UTC
The inventory system is really irritating. The more complex the object you are moving stuff between the more annoying it is.
I find myself pulling windows out just to move stuff about (like the old system).
e.g. moving stuff between corp hangers, your hanger and an orca's hangers whilst also having my fitting window up.
I have to expand the inventory system up full height of the screen which overlaps other windows and you still end up scrolling up and down.
Everyone in my corp hates it too.
XxRTEKxX
256th Shadow Wing
#131 - 2012-10-09 20:04:34 UTC
I hate when I open cargo and that stupid filter window box is there. I don't use it, always remove it, and yet its always there when I open my cargo.

I don't like the inventory tree window at all. I want the old system back. At least with the up coming changes I can sort of have that experience back. I just want seperate windows for everything. Scrolling through a damn inventory tree and having to drag windows out of it is annoying. All this should have been in place as options from release.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#132 - 2012-10-10 12:19:01 UTC
CCP RubberBAND wrote:
Hi all,

Just a note on all these changes. There will be another incoming slice of the winter expansion coming to Duality in the near future (next couple of weeks). This build will likely include a number of changes to the Unified Inventory that we are working on. It would be great if when the build hits the test servers you guys (and gals) could jump on in, to let us know if we are headed down the right path.

More information will be forthcoming closer to the actual date.
First, and most importantly, thank you for the communication and the opportunity to provide feedback.

BUT I need to ask the question: how can we -- as clients and active participants in this project -- trust CCP to follow through on legitimate feedback provided?

We gave CCP a ton of use-case based feedback before the revised UI was released back in May of this year and we were ignored. We gave CCP even more feedback and use-case based testing in the weeks following the Inferno release and we were given lip service and falsehoods by your lead designer (he who shall not be named). UI-related defects have remained open, unfiltered and unaddressed for *months* at this point.

So, how is this Fall's project work and CCP - client interaction different? Why should we invest our time reviewing your work when very recent history shows that CCP places extraordinary little value on its customers' time and experience with their product?

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Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#133 - 2012-10-11 04:04:58 UTC
Hakaru Ishiwara wrote:
CCP RubberBAND wrote:
Hi all,

Just a note on all these changes. There will be another incoming slice of the winter expansion coming to Duality in the near future (next couple of weeks). This build will likely include a number of changes to the Unified Inventory that we are working on. It would be great if when the build hits the test servers you guys (and gals) could jump on in, to let us know if we are headed down the right path.

More information will be forthcoming closer to the actual date.
First, and most importantly, thank you for the communication and the opportunity to provide feedback.

BUT I need to ask the question: how can we -- as clients and active participants in this project -- trust CCP to follow through on legitimate feedback provided?

We gave CCP a ton of use-case based feedback before the revised UI was released back in May of this year and we were ignored. We gave CCP even more feedback and use-case based testing in the weeks following the Inferno release and we were given lip service and falsehoods by your lead designer (he who shall not be named). UI-related defects have remained open, unfiltered and unaddressed for *months* at this point.

So, how is this Fall's project work and CCP - client interaction different? Why should we invest our time reviewing your work when very recent history shows that CCP places extraordinary little value on its customers' time and experience with their product?


This. Period.

Topped by the fact we have to create a totally separate install just to test it. Let alone the time it will take half of us to actually get the Duality client to actually patch and play TO Duality.

PS: Why were we promised WEEKLY fixes then given nothing (not even a dev response) for several months? (don't blame vacations, b/c i have a sneaky suspicion everyone involved already knew about the vacations they were taking)

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Vincent Athena
Photosynth
#134 - 2012-10-13 04:54:20 UTC  |  Edited by: Vincent Athena
Here's one for you.

The fitting management window can, as a selectable option, use the inventory area shown in the main inventory window. Be it a can, the cargo hold of a ship, a corporate hangar slot, whatever. All unfitted items go into that slot, new ones come from it.

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Unbendable McRib
1ST German Space Force
#135 - 2012-10-14 09:14:14 UTC
Please bring back folders for Personal BookmarksWhat?
CCP Arrow
C C P
C C P Alliance
#136 - 2012-10-17 14:01:26 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=163987

Check out this forum post regarding our Duality Test server. There you can try out our latest Inventory UI work and give us feedback.

Getting our feature work out to a test server this early will enable us to address and respond to feedback and issues before the Retribution release goes out in December.

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

CCP Arrow
C C P
C C P Alliance
#137 - 2012-10-17 17:21:52 UTC
And here is the Official feedback thread regarding Inventory changes that will be available on the Duality Server:

https://forums.eveonline.com/default.aspx?g=posts&m=2059255#post2059255

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

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#138 - 2012-10-17 17:29:04 UTC
Thanks for the heads up - will take look tomorrow.

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Reaver Glitterstim
The Scope
Gallente Federation
#139 - 2012-11-04 14:03:48 UTC
The biggest problem I have with the new inventory system is being required to use it at all times. It's a screen space hog and I want it on while I'm in station, but I want a tiny-bordered box like before while I'm out in space. Others might not agree with my preferences, so there should be a toggle that works separately for in-station vs. out-of-station vs. POS hangars vs. whatever other unique cargo storages there may be.

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Rascal deJascal
Aliastra
Gallente Federation
#140 - 2012-11-04 17:22:19 UTC
I would like to be able to turn the whole 'open on mouse hover' behavior completely off.

The coming changes sound great.