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Player Features and Ideas Discussion

 
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CCP karkur - you're our only hope - new Little Things

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Author
Michael Harari
Genos Occidere
HYDRA RELOADED
#361 - 2014-02-04 00:36:40 UTC
Drug confiscation window should not be modal
Debir Achen
Makiriemi Holdings
#362 - 2014-02-04 00:57:47 UTC
Wherever there is a "view market details" menu option, also include a "find in assets" option that pops up the asset search results rather than the market.

Aren't Caldari supposed to have a large signature?

Jinn Aideron
#363 - 2014-02-04 12:46:15 UTC
Ong wrote:
Suggestion: Probes should be on the map where I dropped them, not in the same position as the last system I was probing.
Keywords: Probing, Map

Dear space friend,

please consider this would remove the currently possible dropping of another set of probes in place of the first, e.g. Core Scanner probes replacing Combat Probes in the exact last positioning around an unfinished contact. It'd also have disadvantageous side-effects on being able to leave a system in order to vacate local, then returning for a quick pre-positioned combat scan.

A better approach could be an iteration on the scanning panel buttons, next to reconnect, recover, there could be Center Probes on Ship functionality. Perhaps with the added benefit of launching probes just like the formation button does now, as an alternative way to start out a probing cycle.

Regards,
Jinn

Stealth deletes are bad.

Michael Harari
Genos Occidere
HYDRA RELOADED
#364 - 2014-02-04 13:50:30 UTC
The corp name at the top of a corp advertisement should be a link to the corp
Michael Harari
Genos Occidere
HYDRA RELOADED
#365 - 2014-02-04 14:09:41 UTC
When you have multiple systems in autopilot, ALL gates that you will take are flagged as yellow.

The gate to the NEXT waypoint (eg, the gate you should warp to) should be yellow, the gates that you will take to future waypoints should be another color (I suggest green, so as to not **** with those that are yellow/blue colorblind)
Anomaly One
Doomheim
#366 - 2014-02-04 15:06:19 UTC
VERY little thing

Add a hotkey to mine repeatedly for mining drones

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#367 - 2014-02-04 19:27:43 UTC
I'd like a 'select this' option on lots of right click menus. If I want to align to a planet or asteroid belt, and be ready to warp to it at a moment's notice without actually finding it visually in space, I have to have this long right click menu open for the duration, or be in a fleet and broadcast it.

same thing goes for pilots in fleet. if I want to orbit or approach someone, I need to lock them up to select them, then do it.
stoicfaux
#368 - 2014-02-04 20:03:32 UTC
* Micro Jump Drive range should appear on the Tactical overlay.
Currently, when you mouse over your weapons (i.e. put mouse cursor over F1,) a sphere appears in the tactical overlay indicating range. It would be nice to have this feature for the MJD as well.

* Micro Jump Drive "Stick" should appear on the Tactical overlay.
Since the MJD jumps in the direction you are facing/heading, a "stick" (straight line) that appears on the tactical overlay would be nice to see your current heading. The stick can either be "short" or a full 100km in length.

* Double MJD jump indicator
In order to help gauge double jumps (a double jump is where you jump twice at various angles in order to jump to a point that that's, say, 75km away,) it would be nice if the tactical overlay had a way to help gauge the two jump angles needed.



Apologies if these ideas have been brought up already.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

PinkKnife
The Cuddlefish
Ethereal Dawn
#369 - 2014-02-04 20:35:04 UTC
Suggestion: Have reload/cooldown timers cycle reverse (counter clockwise) to indicate when they are done.
Keywords: Ui, timers, indicators, cycle
Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&t=305675&find=unread

Basically anytime something reloads its a guessing game of how long until its done. Hidden timers are bad, and there's no reason to keep using a flashing beacon to indicate a reload. Timers already have a function to indicate cycling, a reload or temporarily unavailable timer is essentially a cooldown timer, and which it makes sense to have it cycle reversely since you're waiting for the time to be up.
PinkKnife
The Cuddlefish
Ethereal Dawn
#370 - 2014-02-04 20:39:29 UTC
Suggestion: Give ammo/cycle counters to Siege and Triage modules. (also for cap boosters)
Keywords: Ui, counters, needlessly confusing, extra steps
Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&m=4174083

Other Notes: basically if you're Siege/triaging, its a guessing game as to how many cycles of siege or triage you have left. Why do I have to break out a calculator to divide my strong consumption by stront left to find out how many cycles I have left? We have ammo counters for guns, why can't we get counters to tell us how many cycles we have left.

Alternatively, the Cap boosters and bomb launchers have a visual indicator (1-4) of how many are left in the module, surely this could also be applied to the Siege/triage modules.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#371 - 2014-02-04 21:15:18 UTC
I'm currently trying to contract stacks of loot to my alt. These stacks are in other systems and all assembled and some damaged. You can split stack in the contracts window, but I'd prefer some sort of auto-repair/repackage/stack thing, because this is just ******** busywork.
Michael Harari
Genos Occidere
HYDRA RELOADED
#372 - 2014-02-04 23:43:07 UTC
PinkKnife wrote:
Suggestion: Give ammo/cycle counters to Siege and Triage modules. (also for cap boosters)
Keywords: Ui, counters, needlessly confusing, extra steps
Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&m=4174083

Other Notes: basically if you're Siege/triaging, its a guessing game as to how many cycles of siege or triage you have left. Why do I have to break out a calculator to divide my strong consumption by stront left to find out how many cycles I have left? We have ammo counters for guns, why can't we get counters to tell us how many cycles we have left.

Alternatively, the Cap boosters and bomb launchers have a visual indicator (1-4) of how many are left in the module, surely this could also be applied to the Siege/triage modules.


The ammo counter is ammo loaded in the gun. Stront is in your cargo, not the siege module.
iwannadig
Doomheim
#373 - 2014-02-05 13:01:10 UTC


  • Suggestion: Create new module "False floor" to allow boosters contraband
  • Tags: modules
  • Note: It will reduce cargohold, but create new cargo type "Contraband bay" the same size it bitten from cargohold.
Soul'Hunter
The Galactic Cyberdeath
#374 - 2014-02-05 14:16:19 UTC
  • Suggestion: Make it possible to move the camera around more freely in Captain's Quarters, especially when your character is sitting down.
  • Keywords: Captain's Quarters, camera
  • Note: As it is you can't see the character's legs when he/she is sitting down.
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#375 - 2014-02-05 19:37:59 UTC
It's always bugged me that faction turrets are rubbish. Turrets rely more heavily on tech 2 ammo than launchers, so them having a higher damage mod wouldn't throw anything out of whack....

The good faction launchers end up with a better rate of fire over tech 2 launchers, so they actually are better when firing faction ammo. It just makes sense that the faction turrets should be better than tech 2 when firing faction ammo.

Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#376 - 2014-02-05 23:59:03 UTC
Also, a 3rd type of pulse laser in the medium category.

Projectiles have 3 medium autocannons, blasters have 3, but lasers only have 2. Quad light pulse. Make it so.
Bienator II
madmen of the skies
#377 - 2014-02-07 06:08:06 UTC
having the targeting range somewhere displayed on the HUD.

Lock range not only changes due to fleet bonus or sensor dampening ewar, you can now also overheat dampeners for a short time. The current best practice to figure out during combat what the lockrange is, is to ctrl click on a distant target and read the error msg.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Bienator II
madmen of the skies
#378 - 2014-02-07 06:12:42 UTC
clear indicator which allows to differentiate between being scramed and being pointed. Currently the same icon is used for both types on the ewar bar.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

PinkKnife
The Cuddlefish
Ethereal Dawn
#379 - 2014-02-07 18:45:09 UTC
Michael Harari wrote:
PinkKnife wrote:
Suggestion: Give ammo/cycle counters to Siege and Triage modules. (also for cap boosters)
Keywords: Ui, counters, needlessly confusing, extra steps
Notes: Link to dedicated suggestion page: https://forums.eveonline.com/default.aspx?g=posts&m=4174083

Other Notes: basically if you're Siege/triaging, its a guessing game as to how many cycles of siege or triage you have left. Why do I have to break out a calculator to divide my strong consumption by stront left to find out how many cycles I have left? We have ammo counters for guns, why can't we get counters to tell us how many cycles we have left.

Alternatively, the Cap boosters and bomb launchers have a visual indicator (1-4) of how many are left in the module, surely this could also be applied to the Siege/triage modules.


The ammo counter is ammo loaded in the gun. Stront is in your cargo, not the siege module.



I know, but that doesn't mean you can't make the siege module function the same way.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#380 - 2014-02-07 19:17:12 UTC
Templar Dane wrote:
It's always bugged me that faction turrets are rubbish. Turrets rely more heavily on tech 2 ammo than launchers, so them having a higher damage mod wouldn't throw anything out of whack....

The good faction launchers end up with a better rate of fire over tech 2 launchers, so they actually are better when firing faction ammo. It just makes sense that the faction turrets should be better than tech 2 when firing faction ammo.



I totally agree with this.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".