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I want your little things!

First post First post First post
Jarnis McPieksu
Gallente Federation
#741 - 2011-11-17 07:25:03 UTC  |  Edited by: Jarnis McPieksu
Add key data for weapons to their mouseover tip. Bare minimum would be optimal and falloff. Probably also tracking/sig res/damage/damage type. (Which naturally updates when you turn on/off other modules and mouseover again)

That way when I'm in space I don't have to start digging up "show info" windows to figure out how far this ship can shoot etc.

Add optimal and main damage type to each ammo line when right clicking a gun to switch ammo so you immediately see what you get when switching ammo types. Perhaps also damage values, but those are honestly less important.

Add effect to mouseover tips of activateable modules - Mouseover a Sensor Booster II and it should show added scan res / targeting range (calculated, not just % values). In case of multiple stacking modules, this calc should be "live" - show what happens if I push this thing here right now. Don't make me have to "show info" the ship before/after.

These help new players a ton more than old veterans who can basically remember all key data. But importantly they would take a lot of silly "dig up info from show info" (or dig up info from EFT on 2nd monitor) stuff when you should be playing the game.

Yes, Show Info would still be there to show "full raw data" but additional 1-2 lines of key data in the mouseover tip of modules could cover 90%+ of use cases. Less little windows opened on the UI!
Estrale Frontiers
#742 - 2011-11-17 07:27:53 UTC
Ydnari wrote:

1: Corp industry role improvement: Don't allow cancelling arbitrary corp industry jobs with the same role it takes to start them


Whether it's directors only can cancel, or only the job starter can cancel (like corp Market Orders), doesn't matter - either way fixes the problem.

This fixes a massive hole in probably a couple of lines of code.

2. Loyalty Point Store - please add a Quantity option to cash in multiples of the same offer at once.

(it's got one Like at least P )

^^ this. Specially nr2.
Jarnis McPieksu
Gallente Federation
#743 - 2011-11-17 07:28:21 UTC  |  Edited by: Jarnis McPieksu
Highlight next system on autopilot route also on right click menu (Stargates->...) and not just on overview. If different color is not possible, add * next ot it or something.

(Due to overview jumping around as ships move around you, it is usually easier to right click on empty space and pick next stargate when traveling than to use overview and end up right clicking wrong gate)
Brutor Tribe
Minmatar Republic
#744 - 2011-11-17 07:59:05 UTC
Improved visual weapon effects for projectile weapons

Firing with a projectile weapon currently just looks lame - especially with artillery. There should be no big bright beam like lasers or hybrids, the current one is completely ok. But I think the muzzle fire on the turret itself should be WAY bigger and more prominent.
Just look at this battleship firing a broadside:
Innoruuks Wrath
#745 - 2011-11-17 08:11:19 UTC
EAS fix
BO fix
JF fix

new ship explosions
new missile effects
new sensor boost effect
new eccm effect

missile launchers visible
installed rigs visible on ships
5th subsystem for t3 cruisers
t3 frigates?
t3 battleships?
t3 modules?

POS 2.0
PI 2.0
WIS 2.0

character screen change (full body avatar instead of a picture)
on/off option to see the nebulas in the starmap
new drone window (with buttons for launch, return & attack etc)
new standing overview

synergy between science skills and weapon systems, mining, traveling etc
Federal Defense Union
Gallente Federation
#746 - 2011-11-17 08:31:59 UTC
Little things? Ok.

- make Wormholes their own subcategory alongside Radar, Ladar, Mag and Grav signatures. And leave Unknown for the combat sites.
-make the Market window remember the last item you were looking at even when you close it. Yes I could remember to just minimize it, but this thread is all about convenience changes right? :)

I honestly cannot think of any other small changes I'd like to see at the moment. Pretty sure that's a good sign :)
Unforgiven Storm
Eternity INC.
Goonswarm Federation
#747 - 2011-11-17 08:46:32 UTC
CCP Soundwave wrote:
This thread is awesome, keep it coming :)

Do you like it (yeah) ? Lets do it!

Planet Interaction:

- Allows us to choose any other structure in the planet, other than the command center, to be the starting focus point when we enter in Planet mode or we double click anywhere in the planet with the mouse!
- Allow us to destroy products we do not want to export, special now with the new custom offices with expensive tax rates and such


- Allow us to change characters of the same account without the need to logout and put the password again.


So, it was good for you like it was for me?

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Severian Carnifex
#748 - 2011-11-17 09:00:29 UTC
I want to be a sniper in EVE!!!
remove that **** what give us ability to warp to probes on grid...
please... remove ability to warp to things on grid!!!
I don't want to see any more that ppl got killed because they try to snipe ppl and they just probe them on grid, warp to probes and kill them...
AND increase max possible lock range...
if my ship can snipe over 250km... i want it to snipe... i want it to use that ability...
State War Academy
Caldari State
#749 - 2011-11-17 09:23:49 UTC
Ever since the first introduction of Battlecruisers and Destroyers to Eve Online, the pirate factions with unique hulls have been stuck using enlarged frigate and cruiser hulls in lieu of actual battlecruiser and destroyer models.

It would be nice if the Sansha had their own Destroyer and Battlecruiser; likewise for the Angel Cartel. Smile

Yes, I drew the Dessy. P
#750 - 2011-11-17 09:30:05 UTC
Haven't read the whole thread, but couple small things that would help a lot in FW missions:

- show mission location in the journal, without the need to open the mission details window
- allow to set the destination to mission location straight from the journal page
- add a button that will add all missions locations to autopilot and preferably calculate best path for them
- allow to save a autopilot route for re-use (so you don't have to add and recalculate the rout to your agents each time).

Since FW missions are usually so far away from the agent the normal procedure is to run around and collect all your avalable missions and then do them all in one run.

Also fix the minmatar FW agents in Olfeim so you can get a mission outside of Huola from them.

Ekchuah's Shrine Comporium
#751 - 2011-11-17 09:48:32 UTC
Modules that take charges - currently if you right click on the HUD and select 'show info' it will show the info for the launcher / turret / probe launcher / whatever

To get the 'show info' for the charge, you have to open the fittings window, and use the show info on the charge there (which is actually pretty annoying in it's own right as it has small icons close together).

Could we have a 'show module info' and a 'show charge info' when right clicking on the launcher / turret and so on please?
Vortexo VonBrenner
#752 - 2011-11-17 09:52:33 UTC
Black Dranzer wrote:

1) Some feedback when I double click to change my ship's flight path would be nice. I'm Australian, so it often takes me a couple of seconds to actually see my ship move, and I'm never 100% sure if the game has registered my doubleclick or not. Just a little beep or a flicker of the interface somewhere. Anything.

2) When I right click my portrait in local and click show info, I WANT TO VIEW THE INFO WINDOW THAT EVERYBODY ELSE SEES. No, really, I don't want to open the character sheet. If I wanted to open the character sheet I'd open the bloody character sheet.

7) This is incredibly insipid, but when your pod bursts, rather than simply showing a loading bar and acting as if I just activated a clone jump whilst in the middle of space, the screen should flicker, flash, go dark and silent, and then slowly and blurrily fade back in.

  • Those are some really good ideas! Simple to implement, eh CCP?

  • Kataira wrote:
    i'd also like to have a button (like the guns/boosters/repairs) for my current drones in space, so i can move it around to one of the f1-f8/+alt/+ctrl positions. don't really like to have more shortcuts than really needed.

  • activate-drones-in-space-on-target button = good

  • How about a remote on the couch in the CQ with a "slouch" option when sitting? Big smile
    Abigail Sagan
    Skeleton Liberation Front
    #753 - 2011-11-17 10:13:36 UTC
    Some (maybe all) of the below have already been suggested, but hopefully not all of them. They are in no particular order.

    Drones should not forget what they are doing. They have computers for brain, so they should be able to remember one simple command like: "Attack that ship" or "Mine that Roid".
    Drone shields, armor and structure should be visible while they are in drone bay.

    If there are containers in POS hangars, I would like to be able to access the stuff inside them without having to take the container out of the hangar.

    Some warning light/symbol blinking on the screen when you are pointed/scrambled/bubbled (green = no point/scramble/bubble, yellow = pointed, but negated by Warp Core Stabs or the like, Red = Warp drive overpowered). Clicking the warning light/symbol could allow us to start targeting one of those warp drive disrupting factors. The warning symbol could even have an additional audio signal, but please add an on/off option to it. Similar system for ECM and other EW, with option to target the latest Jammer. Latest could also work on Warping threats.

    Instead of Ice Belts, we could have new kind of grav site with Ice instead or in addition to regular ore; It would reduce botters I think and add stuff to do for some explorers. Perhaps those Ice Sites could exist even in Wormholes. I see no in-character reason for Ice to be in Wormholes, and I don't have clear vision for the game mechanical/balance 'benefits' of not having Ice in WHs either. I guess there is some, but please reconsider it.

    Add some tank to ORE mining ships. Currently they go pop when someone sneezes at them and thus the butterfly effect trailer lies; There is no way to save the hulk in the video. Once you arrive, it is already dead (and looted and salvaged if the attackers want more than the KM.)

    And finally: Jump clone medical personnel should not be allowed to change my clothes while I am not using that clone. I don't know if other capsuleers like it, but I don't - not especially. I hate it when they have switched me to some nonfashionable clothes for their own pleasure.
    The Dead Rabbit Society
    #754 - 2011-11-17 10:25:25 UTC  |  Edited by: Moonaura
    Locupleto wrote:
    When orbiting a planet I want to visually see the moons in space. When at a moon I want to visually see its planet and perhaps the other moons.

    You already can see them. They are just a bit smaller than what we see the earth and moon, but please consider that even from our moon, earth looked incredibly small to our expectations. However, I get what are saying, and wouldn't mind that sort of effect.

    "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

    Ciar Meara
    PIE Inc.
    Khimi Harar
    #755 - 2011-11-17 10:27:11 UTC
    This might be blasphemy for some but I don't like the directional scanner spam.

    Can't I just activate my sensors to scan every second or two in the direction that I want and have an updated list of things that are approaching?

    Can't I have an alert if a certain type of ship/blip is closing

    Can't I tie that to my overview?

    Am I just to lazy? Or is it plausible that in the future, I am commanding a ship almost alone in a pod and amidst all those automated processes I still have to spam my scanner in stead of configuring it and activating it like one would?

    - [img][/img] [yellow]English only please. Zymurgist[/yellow]

    The Dead Rabbit Society
    #756 - 2011-11-17 10:35:03 UTC
    CCP Soundwave, oh bearded one (still digging the beard btw), I would like it so that on April the 1st 2012, the 'Door' opens. To reveal... ANOTHER 'Door'. Twisted

    You've already blown up the monument, so may as well go the distance! Big smile

    "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

    The Dead Rabbit Society
    #757 - 2011-11-17 10:38:00 UTC
    Also, two real suggestions here...

    Ability to assign scout roles and track them on the map. DotLan has a clunky way of doing this, but I give them 10 out of 10 for doing it. In game would be better.

    Secondly, an in game mechanic that allows Logistics Pilots to get on official kills. I am tired of seeing DPS drones in logistics and guns on scimitars because of the way kill mechanics work.

    Should be simple - if the ships doing the DPS are in any way getting logistics support - the logistics are added to the killmail Simplez!

    BOOM - Headshot. Thank you, I'm hear all week.

    "The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

    Jarnis McPieksu
    Gallente Federation
    #758 - 2011-11-17 11:20:18 UTC
    Vortexo VonBrenner wrote:
    Black Dranzer wrote:

    2) When I right click my portrait in local and click show info, I WANT TO VIEW THE INFO WINDOW THAT EVERYBODY ELSE SEES. No, really, I don't want to open the character sheet. If I wanted to open the character sheet I'd open the bloody character sheet.

  • Those are some really good ideas! Simple to implement, eh CCP?

  • This is already coming in Crucible. If you check some of the dev threads, this came up and dev just randomly fixed it. Now you'll get Show Info if you Show Info yourself and for character sheet you have to, you know, click the buttan! (Character Sheet)

    Jarnis McPieksu
    Gallente Federation
    #759 - 2011-11-17 11:23:13 UTC
    Moonaura wrote:

    Secondly, an in game mechanic that allows Logistics Pilots to get on official kills. I am tired of seeing DPS drones in logistics and guns on scimitars because of the way kill mechanics work.

    This. Logis want to get in on the KM jamboree as well. Pass down KM "rights" to anyone repping a ship that gets on a a mail. Simple as that. May be hard to code, but that's why you have those code monkeys that get paid the big bucks! Big smile

    (Well, or after they do some more EPIC WIN fixes like this, they can go ask Hilmar for those big bucks, showing that, hey, subs are up again etc...)
    Linas IV
    Brutor Tribe
    Minmatar Republic
    #760 - 2011-11-17 11:43:49 UTC
    I know, I'm quite late in this thread, but hopefully I will get heard aswell.

    There are basically only two thing that need to be done, in order to improve the game greatly for my kind.

    1. Rethink (Reduce) the effectiveness of Logistic ships in Small / Med-Scale Combat (5-20 ppl.)

    - As it stands at the moment, any Fleet consisting of 10-20 players needs at least some logistics to be competitive, no matter if its Battleships, Battlecruisers, or Hacs. There should be other alternatives to be successful

    - Logistics make asymetrical warfare ( for example 10 vs 20 ) nearly impossible, because once the Enemy has more Rep than you got Dps in your fleet, the fight is over, or even worse, it won't happen at all in the first place. => not fun

    2. As often said before: Ganglinks should only work on grid

    - Semi invulnerable multi-link T3, or command ships in Poses are a terrible game mechanic, that drastically shifts balance in many PVP scenarios, and can't be countered properly within the game mechanics.

    - Ganglink alts as new standard for "solo"-PVP are stupid as well, since they give a bigger bonus than Pirate implants and Faction-fitting combined, while being very save under most conditions.

    Thanks for the attention, i hope it will be heard.