These forums have been archived and are now read-only.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

Station Cargohold

Author
Idrius Anophius
Strange Energy
#1 - 2013-04-18 03:19:09 UTC
So, I was certain there would have already been a myriad of posts about this topic, but after a few minutes of searching I found nothing. Perhaps a little more searching would have netted some results, but I don't have an hour to devote.

Why is the station cargohold not organized?

A ship's cargohold not being optimized and organized makes sense to a certain extent because you have limited m3, but in a station........ let's be honest, it's gets completely ridiculous.

So, what do I mean by organized? Compartmentalized, segregated, sequestered... http://thesaurus.com/browse/compartmentalized?s=t

Example you say?

The simplest, and minimalist, way to achieve effective compartmentalization would be to create subsequent item hangers. Thus, you would have your Item Hangar (as is already), which would contain all your items (as is already), then you would have subsections (or... compartments.. if you will) for "ammunition", "high slots", "mid slots", "low slots", "rigs", "PI mats", and many... many more...

You (not meaning the player, but the devs) could create as many of these as seemed logical and/or necessary.. any time you put something into your Item Hangar, it would automatically sort to whatever subsection it belonged (all items would appear in your Item Hangar and the subsection). This would create automatic division, as well as obvious and simple organization, without requiring the player to say..... assemble 25 GFC's, rename them, and manually place items in the GFC.. which even then still wouldn't appear in your Item Hangar, and therefore forcing the player to right-click "View Contents" of said GFC when opening the Assets window (still forcing the player to right-click "info" in order to view just the m3).

I hope this was clear and concise... because this should definitely be implemented, and it would take very little work to implement it. Thank you for reading.

P.S. (if it isn't obvious) Understand, the entire point of this idea is to make viewing and accessing the contents of the Item Hangar less cluttered. This way, when I'm searching for a certain module or item... I don't have to sift through all the unrelated items and modules to find it; just click on the relevant subsection and win.
Luc Chastot
#2 - 2013-04-18 03:25:58 UTC
Use as many station containers as you find necessary.

Keep good ideas from dying, stop posting on bad threads.

Make it idiot-proof and someone will make a better idiot.

Sidrat Flush
School of Applied Knowledge
#3 - 2013-04-18 09:49:42 UTC
If the filters filyered on group name that would be good, I'm sure it does already though.

Its time to stand up against the bad empire based CEO telling falsehoods about what new characters can accomplish and pushing them towards an in game experience of drudgery and loneliness keeping them in the shadow of ignorance for at nest their own profit at worse apathy towards all the experiences that Eve has to offer.

Michael Loney
Skullspace Industries
#4 - 2013-04-18 14:18:35 UTC
Station containers are nice except for:

- Cannot search in them with the assets tool
- Cannot make contracts from them
- Still limited in size ( huge but still limited )

Having either more granular filter options or let us make 'folders' that can still be searched would be a huge bonus.

I can make a filter for drones but not damage type
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2013-04-18 18:16:17 UTC

You can make many custom filters... Filters that select only drones, filters that select only highslots/midslots/lowslots, fiters that segregate based on PG / CPU, etc.

I personally use cans for ammo, drones, and "accessories", and then leave all ship modules in the main hangar (for easy ship fitting, etc). I then simply use the search function for an item I wish to fit, and this works amazingly well.
Kimimaro Yoga
School of Applied Knowledge
Caldari State
#6 - 2013-04-20 23:43:23 UTC
Michael Loney wrote:
Station containers are nice except for:

- Cannot search in them with the assets tool
- Cannot make contracts from them
- Still limited in size ( huge but still limited )

Having either more granular filter options or let us make 'folders' that can still be searched would be a huge bonus.

I can make a filter for drones but not damage type


Additional "things that don't work with station containers" :
- Cannot sell things from them
- Cannot fit modules to ships using Fit button on saved fittings
- Cannot use items for manufacturing, research

And a huge filter type feature that's currently lacking: a method for identifying BPCs by their ME/PE. I don't do manufacturing, but it boggles my mind that regular items get a meta column, but there is no ME column for prints.

What this boils down to is that people with relatively simple inventory needs can get by just fine with the current system, especially with filters. But people who have many ships and fits, sell a lot of things, manufacture, etc, end up unable to manage their inventory efficiently in one station. Selling off a bunch of fittings you got from ratting? Oops, there goes a module you use on one ship. How many of that item did you intend to resell? Who knows, it's been stacked with the ones you set aside to use. Etc, etc...

Now I understand that certain things might be rather hard to code. For instance, the Assets menu already comes with a warning that it may be delayed, which suggests the underlying process is coded to be very low priority so it doesn't bog things down. I could see leaving container contents out of Assets. And a true hierarchical nested folder system would suffer similarly from greatly increasing the server load with recursive searches.

However, being able to assign a specific container for certain roles, like manufacturing mats or fittings, could actually *lower* the load of inventory handling. If the default location for a kind of item contains just those items, fitting a ship or starting a manufacturing job would mean the game having to search through a smaller data set. Heck, CCP could even implement this as an ingame item. Say, a reward from doing distribution missions. A datacore that you use to convert a regular station container into a special default storage for something. More market interaction *and* better inventory control? Win.

Now recruiting: http://dogfacedesign.com/index.php/Recruiting-Posters/recruiting-poster-patr3