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Dev Blog: U and I made some changes: Odyssey 1.1. UI changes

First post
Author
CCP Falcon
#1 - 2013-09-02 15:25:39 UTC  |  Edited by: CCP Phantom
Good afternoon Capsuleers Big smile

Today we have a new devblog from CCP Karkur, who'd like to tell you all about some changes coming to EVE's UI with Odyssey 1.1 in order to improve usability and make things look a little more shiny.

You can read all about the upcoming changes in her new devblog here!

CCP Falcon || EVE Universe Community Manager || @CCP_Falcon

Happy Birthday To FAWLTY7! <3

Magic Crisp
Amarrian Micro Devices
#2 - 2013-09-02 15:32:18 UTC  |  Edited by: Magic Crisp
Nice stuff!

Will we be able to assign drones to fleet mates by dragging them and dropping them over said mate? (using the watchlist, a chat channel listing, etc)
CCP Logibro
C C P
C C P Alliance
#3 - 2013-09-02 15:33:04 UTC
As a true Gallente pilot, these drone changes make me so happy.

CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics

@CCP_Logibro

Bubanni
Primal Instinct Inc.
The Initiative.
#4 - 2013-09-02 15:33:44 UTC  |  Edited by: Bubanni
edit: I don't know about you, but I would have put mass and intertia modifier next to eachother when looking at the last screenshot

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

kerradeph
Aliastra
Gallente Federation
#5 - 2013-09-02 15:42:52 UTC
Magic Crisp wrote:
Nice stuff!

Will we be able to assign drones to fleet mates by dragging them and dropping them over said mate? (using the watchlist, a chat channel listing, etc)

that would be awesome. please see if you guys can make this.
CCP Explorer
C C P
C C P Alliance
#6 - 2013-09-02 15:46:59 UTC
Did you all notice the animated GIF? Blink

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Elena Thiesant
The Scope
Gallente Federation
#7 - 2013-09-02 15:49:39 UTC
Quote:
Additionally you can drop drones onto groups to move them into that group.


What happens if I have drones in Group A in space, and in a rush to get them back while under fire I drag the drone (which is under Drones In Space -> Group A) to a group under Drones In Bay instead of the top-level folder? Do they change group and come back? Just come back (probably what I intended)? Just change group?
Evelgrivion
State War Academy
Caldari State
#8 - 2013-09-02 15:52:26 UTC  |  Edited by: Evelgrivion
I disagree on the readability aspect. It's visually cleaner, but visual tidiness is not the same thing as ease of reading. With the creation of a gap between the name of the stat and its associated value, and the differing left and right side text alignment, it is now harder to tell what number belongs to what statistic. I do not consider this change to be an improvement, and would prefer that the current arrangement was maintained.
Captain Charismatic
Static Therapy
#9 - 2013-09-02 15:56:43 UTC  |  Edited by: Captain Charismatic
Some wonderful changes!

Just yesterday I tried to link skills from an alt's character sheet to a newer player asking what was needed for a certain ship and found that I had to painfully search them on market or right click autolink to help him out, so this change and the others listed are most welcome.

I was definitely hoping for drone launch hotkeys, but I understand how it's a large task. My own idea was to assign hotkeys to groups of drones, to make it easy to change around.

Regardless though the drag/drop thing with drones I believe I'll find myself using HEAVILY.
Anyone who's used a drone boat for more than a few hours will tell you that right clicking 50 times as you need to change sets of drones can get sort of annoying.

Especially annoying is fumbling around with right click menus trying to retract the drone that's getting its face eaten off, then clicking the wrong one -_-. Perhaps a hotkey to recall all drones currently taking damage? :)

CCP Explorer wrote:
Did you all notice the animated GIF? Blink

I linked that thing all over 4 different corp chats :D

Anyway great changes guys, it's the little things like these that make drone boats and linking piles of things more livable, so keep it up.
Vassal Zeren
University of Caille
Gallente Federation
#10 - 2013-09-02 15:58:25 UTC
These changes look good.

As for another small change that might be made in the future, do you guys think it would be possible to allow players to plug in implants without pausing their que (e.g. it auto-pauses and auto-resumes)?

Additionally do you think that it could be made possible to remove say x skill lv 1 and have x skill lv2 that is after that in you que be auto-removed (instead of getting that error message saying you have a higher skill in you que and cannot remove it's pre-req)?

And furthermore do you guys think It could be made possible to add a skill to your que who's prerequisite you are currently training (so for example gallente BS 5 and then marauders 1)? Some skill que improvements I have always wanted. :) But regardless these small improvements look good.

Thanks!

A bad analogy is like a leaky screwdriver.

TheLostPenguin
Surreal Departure
#11 - 2013-09-02 15:58:55 UTC
Elena Thiesant wrote:
Quote:
Additionally you can drop drones onto groups to move them into that group.


What happens if I have drones in Group A in space, and in a rush to get them back while under fire I drag the drone (which is under Drones In Space -> Group A) to a group under Drones In Bay instead of the top-level folder? Do they change group and come back? Just come back (probably what I intended)? Just change group?


This was the one thing that stuck out in my mind too during reading, how exactly this scenario will unfold could do with being clarified, and ideally it'll work such that any drags between in bay/space folders simply launch/recall drones without any grouping changes occurring, else a nice feature could end up mildly infuriating when your drone groups get messed up or worse yet it simply fails silently because you accidentally tried to mix types together in a group.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#12 - 2013-09-02 16:03:55 UTC
Nice Big smile

CEO of Lanate Industries

Citizen of Solitude

Logix42
Taxation Damnation
#13 - 2013-09-02 16:07:44 UTC
CCP Karkur best karkur Smile

Go beyond the edge of space... Explore

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#14 - 2013-09-02 16:08:19 UTC  |  Edited by: Salpun
Generated a bug report about the conflict between new radial option and drag and drop when moving drones back and forth between in space and in the hanger using only the mouse. This causes the info window to pop up because of the radial menu pops up when you try to launch the second drone group unless you reset your drone action count by clicking some where else in the UI.

A icon that you click that activates the radial menu only would be nice so you can click any where else to drag and drop or some way to tell when the radial menu is the only option in the window.

Hopefully fixed in the new patch on Sisi.

New patch still has inconsistent pop ups when radial delay is on one. Radial delay on two works correctly.

Currently functionality when dragging a group over a group is it does nothing. If you drag to the main window or to non grouped drones recalls the drones.

Could you place the recall command in the warp to spot for all drones radial menu please.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

TheLostPenguin
Surreal Departure
#15 - 2013-09-02 16:09:24 UTC
Vassal Zeren wrote:

And furthermore do you guys think It could be made possible to add a skill to your que who's prerequisite you are currently training (so for example gallente BS 5 and then marauders 1)? Some skill que improvements I have always wanted. :) But regardless these small improvements look good.

Thanks!



Bad example there, marauders skillbook does not require any racial bs 5, the bs 5 prereq is on the hulls themselves as the marauders skill is generic...

And what you want would require a bit of a rework of how skill prereqs work for not a huge amount of gain imo, at present the prereq is required simply to inject the skill at all, if you wanted to be able to inject skills freely freely you'd have to move that check to the point of training sp into a skill, which might or might not be an easy change, but tbh is it worth it for something that's an infrequent edge case that at worst means you have to log in the next day to bump skillqueue?
Schmata Bastanold
In Boobiez We Trust
#16 - 2013-09-02 16:09:38 UTC  |  Edited by: Schmata Bastanold
Does anybody even have a task of investigating possible design of drones launcher on his/her to-do list? Not even actual implementation just something more substantial than "we would love to but spaghetti code...".

Current bandwidth is launcher's max capacity, click to launch, click to recall - all shortcuts are already there - with option for second click return and orbit/ return to drone bay. Or whatever that would be better than quirky clickfest inducing window.

So, any dev is working on anything like that or you have talks you have ideas nobody does anything as usual?

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Josef Djugashvilis
#17 - 2013-09-02 16:23:03 UTC
Super!

These changes are a great step in the right direction.

Well done to CCP Karkur and all those involved.

This is not a signature.

ZebedeeUK
hirr
Pandemic Horde
#18 - 2013-09-02 16:24:58 UTC
Show Drone health while in Drone Bay?
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#19 - 2013-09-02 16:32:41 UTC  |  Edited by: Salpun
ZebedeeUK wrote:
Show Drone health while in Drone Bay?

Sadly no but you can move any drone into a new group like a "needs repair group" while in space so it automatically drops in to the correct group when recalled. So you know what you need to fix.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Thelonious Blake
Miles Research and Development
#20 - 2013-09-02 16:33:33 UTC  |  Edited by: Thelonious Blake
CCP karkur, thank you very much for the updates you've made on the UI.

I'd like though to request a minor (I have no clue is it indeed minor or not, to be honest) change regarding PI.
When one double clicks the P1 product from a Basic Industry Facility in order to route them an Info window is opened, unlike when one cliks P0 stuff where the game reads it as "route this to somewhere" and gives you the option to again double click on yet another facility to route the stuff. It would save much effort and pointless frustration if you could change how the game reads the double click on P1 stuff from Basic Industry Facilities when routing the previous.

Thank you in advance.

Edit: Actually it's the P0 stuff in the Silos/Launch Pads that displays a Info Window when you double click. Although still my request stands, and I will be happy if you look this up.

Regards.
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