These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

3rd module state: "cancel de-activate": reduces frustraion

Author
Sir Dragon
Einherjar Yggdrasils
#1 - 2013-01-26 02:47:57 UTC
There is a green light blinking,
when the module is active.

Then there is a red light blinking,
when the module is de-activating.

I was wondering if
we could add the option
of a "yellow" light.

Such that I would be able to cancel an
"de-activation"
and make the module I set to state
"de-activate"
to state
"cancel de-activate"

It happens allot,
that people double click, allot.
And when we double click, allot,
we tend to set the device to "de-activate"

that = frustration.
frustration = bad.

What I am getting at is somesort of
cancel "de-activation" state.

I would suggest a yellow light, but I would leve it to you.
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Jacob Rider
Perkone
Caldari State
#2 - 2013-01-26 02:51:56 UTC
If you find yourself automatically double-clicking to activate a module when you know full well that it only requires a single-click, what makes you think you could single-click to cancel an accidental double-click? P
Sir Dragon
Einherjar Yggdrasils
#3 - 2013-01-26 03:30:03 UTC
additionally,

this feature could offer
the pilot the option of,
setting the module that,
is in "de-activate" state,
to "re-activate" on a new target.

Seams like queeing yet not.

Example:

The ship you shot exploded, yet your
2 ton, 1400mm Howitzer
goes into a "de-activate" state
for up to 40 seconds (worst case senario).

At that point,
the pilot could set a new target,
then press the turret icon.

The turret-icon would blink
yellow ("re-activate state"),
and the turret would commence
fiering, once it can.
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Sir Dragon
Einherjar Yggdrasils
#4 - 2013-01-26 03:59:18 UTC
Jacob Rider wrote:
If you find yourself automatically double-clicking to activate a module when you know full well that it only requires a single-click, what makes you think you could single-click to cancel an accidental double-click? P


Nope, not at all.

Double clicking tends to turn of moduels, after you turned them on.
The new feature would offer the option to cancel the "de-activation" sequqnce.
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Jacob Rider
Perkone
Caldari State
#5 - 2013-01-27 02:26:45 UTC
You go to turn on your module. You KNOW that it only takes a single click to activate, yet your finger automatically double-clicks like it would in Windows. This turns the module on and then cycles it off.

You are proposing a feature that would cycle the module back on, with a single-click.

What I'm asking is...

If you couldn't single-click the first time, how are you going to single-click the second time?

I was half-joking the first time I posted, but still...

The best solution is to learn to single-click. Or learn to use the keyboard shortcuts to activate modules.
Sir Dragon
Einherjar Yggdrasils
#6 - 2013-01-30 09:34:04 UTC  |  Edited by: Sir Dragon
Jacob Rider wrote:
You go to turn on your module. You KNOW that it only takes a single click to activate, yet your finger automatically double-clicks like it would in Windows. This turns the module on and then cycles it off.

You are proposing a feature that would cycle the module back on, with a single-click.

What I'm asking is...

If you couldn't single-click the first time, how are you going to single-click the second time?

I was half-joking the first time I posted, but still...

The best solution is to learn to single-click. Or learn to use the keyboard shortcuts to activate modules.


To answer your question, Jacob.
Accidents happen, and I do not have time to wait for a module to complete it's deactivation cycle.
Moreover, should that module be critical to the ship's structure.

Like when you deactivate a turret
by double clicking it,
and that turret has cycle timer
of 30 sec+.

The same goes for armor hardeners,
should they go into a deactivate state.
It is ridiculous to be unable to
'cancel´ the deactivation.

As is, when an module is deactivating,
I have to monitor for it to complete its
deactivation cycle.

I guess that is where we are different,
i do not want to wait for the deactivation
cycle to complete.
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Sinigr Shadowsong
Aliastra
Gallente Federation
#7 - 2013-01-30 10:00:56 UTC
I would like such feature to be implemented.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#8 - 2013-01-30 11:09:43 UTC  |  Edited by: Garviel Tarrant
No reason this shouldnt be possible

If you add things like lag to the equation you can be losing several seconds of reps/guns/point.

BYDI recruitment closed-ish

Liner Xiandra
Sparks Inc
#9 - 2013-01-30 12:14:36 UTC
+1 from me
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#10 - 2013-01-30 14:06:54 UTC
Yep would like to see this. Really annoying when you deactivate something by mistake and sit there watching it knowing you can't cancel the action...
Commander Ted
Caldari Provisions
Caldari State
#11 - 2013-01-30 16:00:16 UTC
A cancel-able delay when you turn off your cloak.

Oh no I need to cloak but im close to this object, ill spam the button so that I cloak as soon as im out of range before this dude locks me, oh no! I double clicked!

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Nikk Narrel
Moonlit Bonsai
#12 - 2013-01-30 16:09:39 UTC
Commander Ted wrote:
A cancel-able delay when you turn off your cloak.

Oh no I need to cloak but im close to this object, ill spam the button so that I cloak as soon as im out of range before this dude locks me, oh no! I double clicked!

For items like a cloak, I would strongly suggest it stop being a toggle like other buttons.
Create a new button that is located above it, call it Cancel Cloak or something.

Unless they can eliminate lag 100%, those critical seconds where a pilot is exposed can give a sebo'd pilot time to lock them.
And frankly, if I am gonna lose to someone, I want it to be for my error, not some random lag effect handing out kill mails on my behalf.

Thanks to lag effects on the UI, many find it necessary to wait for their client to do specific things which acknowledge actions.
Example: Cloaks can be blocked from activation by specific conditions, such as the gate cloak effect, etc.
You can tell the system you want to (action that removes gate cloak effect), but until it acknowledges this action, you cannot activate a cloak.
Annnward
Dumb corp
#13 - 2013-02-01 19:37:16 UTC
+1 from me.
It dosent happen alot, but it would be really useful for the modules that are active for a long time. Like cynoes, siege modules and triage modules.