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Large Micro Jump Drive - poor UI limits its usage

First post
Author
Fon Revedhort
Monks of War
#1 - 2012-12-18 19:12:22 UTC  |  Edited by: Fon Revedhort
Large Micro Jump Drive has a reactivation delay of 180 seconds. Once activated and used, MJD provides no indication of whether its ready or not - the icon is just the same as before.

So the pilot either has to manually count these 3 minutes OR spam MJD button, which is both inconvenient and dangerous since in that case you might accidentally activate your MJD when you don't need it.

At the very least CCP should make MJD icon turn into blinking state just like the mods reloading - like cap booster etc. In that case, once blinking ceases and the icon gets back to normal state, the pilot has a clear understanding that his module is ready for use.

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Sirinda
Ekchuah's Shrine Comporium
#2 - 2012-12-19 00:02:32 UTC
This. So much this.
Dominic karin
Versatility Production Corporation' LLC
#3 - 2012-12-19 02:49:53 UTC
Yeah what the ****. I thought it was just a test server glitch that there was no cooldown timer.

This needs to be fixed. Glaring oversight by CCP.
CCP Paradox
#4 - 2012-12-19 10:34:24 UTC
We are wanting to incorporate a visible timer for the module, unfortunately it isn't as simple as it sounds. This meant we had no time to work on it for Retribution release, but we will try to get this in now Retribution is delivered.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Oberine Noriepa
#5 - 2012-12-19 17:51:19 UTC
CCP Paradox wrote:
We are wanting to incorporate a visible timer for the module, unfortunately it isn't as simple as it sounds. This meant we had no time to work on it for Retribution release, but we will try to get this in now Retribution is delivered.

Awesome! I'm looking forward to seeing this function implemented in a future build. Smile

Draconus Lofwyr
The Scope
Gallente Federation
#6 - 2012-12-20 02:09:12 UTC
there are a lot of modules that would benefit from a "cooldown" timer indicator, cloak, bomb launcher, doomsday, and so on. Is there hope that this implementation will encompass all of these?
CCP Paradox
#7 - 2012-12-20 10:45:24 UTC
Draconus Lofwyr wrote:
there are a lot of modules that would benefit from a "cooldown" timer indicator, cloak, bomb launcher, doomsday, and so on. Is there hope that this implementation will encompass all of these?


These are other modules which are a prime example of "it's not easy to add a timer".
However, we are working on that. As knowing the cooldown of your module should not be guesswork, but should be present in the UI.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

bassie12bf1
Republic Military School
Minmatar Republic
#8 - 2012-12-20 14:53:46 UTC
Perhaps a small countdown number on the icon or a circle thing.
Veshta Yoshida
PIE Inc.
Khimi Harar
#9 - 2012-12-20 15:11:43 UTC
Add a requirement of consuming an 800 cap booster per activation and make it a straight reload cycle .. an emergency micro-warp jump (however limited in range) such as provided by it could/should/would mandate an exorbitant energy consumption any way so keep it simple.
Stare Dog
Sebiestor Tribe
Minmatar Republic
#10 - 2012-12-20 20:12:12 UTC
I would just like to add that this kind of thing has been a dream of mine for a while. This kind of thing isn't a big deal in normal cases but under TiDi the only way to know if its time to launch another bomb is to decloak and try. Same with bubbles. Because there is just no way to know how many game minutes have passed under the tidi.
Altrue
Exploration Frontier inc
Tactical-Retreat
#11 - 2012-12-20 21:31:18 UTC
Why not just setting a timer client-side triggered by the activation of the MJD, and visible on the module icon, as said before ?

I mean, it's all client side, hopefully there would be a lot less work to do. It would be as fallible as module cycle timers, but better than nothing.

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Jerick Ludhowe
Internet Tuff Guys
#12 - 2012-12-21 21:55:27 UTC
CCP Paradox wrote:
We are wanting to incorporate a visible timer for the module, unfortunately it isn't as simple as it sounds. This meant we had no time to work on it for Retribution release, but we will try to get this in now Retribution is delivered.


/facepalm...

If adding client side timers is this difficult for your staff...
Tess La'Coil
Messerschmitt Vertrieb und Logistik
#13 - 2012-12-30 14:27:33 UTC
Just make a simple yellow outline running around the module after activation, which depletes towards the cooldown.

Numbers over the module... meh.. it'd be accurate but it looks butt-ugly.
Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother. 
Rutger Janssen
Chanuur
The Initiative.
#14 - 2013-01-01 19:57:44 UTC  |  Edited by: Rutger Janssen
Jerick Ludhowe wrote:
CCP Paradox wrote:
We are wanting to incorporate a visible timer for the module, unfortunately it isn't as simple as it sounds. This meant we had no time to work on it for Retribution release, but we will try to get this in now Retribution is delivered.


/facepalm...

If adding client side timers is this difficult for your staff...

I don't think that's fair. There's design, listing what items have these cooldowns, art, programming, testing, reviewing etc that needs to be done. And that's just what I quickly came up with which may or may not need to be done.

If you were gonna ***** about things being slow to get fixed like contract ordering, saving sort order for certain scroll(views), corp assets showing as no items after fresh install, now that'd be fair.
Alex Grison
Grison Universal
#15 - 2013-01-03 23:21:41 UTC  |  Edited by: Alex Grison
Altrue wrote:
Why not just setting a timer client-side triggered by the activation of the MJD, and visible on the module icon, as said before ?

I mean, it's all client side, hopefully there would be a lot less work to do. It would be as fallible as module cycle timers, but better than nothing.


Because a client side timer is tied to the timestep of your client. not the server. So under ti-di or even laggy conditions a client side timer would be flat out wrong. Sure you could say that a client side timer would "most likely be pretty accurate, most of the time"
But those are shoddy development practices.

yes

Xynthiar
OnlyFleets.
#16 - 2013-01-04 08:08:47 UTC  |  Edited by: Xynthiar
Alex Grison wrote:
Altrue wrote:
Why not just setting a timer client-side triggered by the activation of the MJD, and visible on the module icon, as said before ?

I mean, it's all client side, hopefully there would be a lot less work to do. It would be as fallible as module cycle timers, but better than nothing.


Because a client side timer is tied to the timestep of your client. not the server. So under ti-di or even laggy conditions a client side timer would be flat out wrong. Sure you could say that a client side timer would "most likely be pretty accurate, most of the time"
But those are shoddy development practices.


The client receives information about tidi and can adjust the timer accordingly. As far as I know, module activation times are also client-side.