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Grouping Target Painters (and TCs, and Sensor Boosters, and...)

Author
Joker Dronemaster
Aliastra
Gallente Federation
#21 - 2014-04-11 18:51:53 UTC
I actually poked CCP Arrow about this at EVE Vegas. (Hes the guy Rise pointed me too)

The response basically boiled down too this. Implementing this would enforce bad habits on new players (ask any curse pilot about staggering neuts) and they would need to make sure that it is easy and intuitive to swap back to ungrouped mods on the fly.

If you think abut it this way then the UI development changes become a little more obvious.

Each ship can only have one or two weapon systems making one un-group button practical. Now if we add more grouping consider the following situation.

Guns/Launchers
2 Kinetic Hardeners
2 Thermal Hardners
2 Target Painters
2 Smartbombs

That's completely reasonable to fit on a Golem and adds 5 additional buttons. Where do you put them and make them noticeable without adding UI confusion? (Oh crap I meant to ungroup and activate only one smartbomb but I ungroupd hardeners by mistake and now my caps breaking.)

Now when you factor in how pants on head ******** some eve players can be and consider How many potential ungrouping buttons you would need to be able to dynamically add too and remove from the UI without adding clutter and keeping it obvious which buttons go with which mods; you start to see where the complications arise.

But even still I agree that they need to take the time to do this. I dislike having to click 12 times per character to get RR chains going when I multibox.
stoicfaux
#22 - 2014-04-11 19:14:33 UTC
Joker Dronemaster wrote:

The response basically boiled down too this. Implementing this would enforce bad habits on new players (ask any curse pilot about staggering neuts) and they would need to make sure that it is easy and intuitive to swap back to ungrouped mods on the fly.

Pfffffffft. I understand why he said that, but if you place your modules to min-max overheating, then the buttons wind up a mess anyway. If you put medium/low slow modules on the F1-F8 button bar, then ungrouping your weapons leaves you with weapon buttons spread randomly across the three buttons bars.

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

Joyce Antura
Sebiestor Tribe
Minmatar Republic
#23 - 2014-04-11 19:41:48 UTC
let's group sebos, tracking computers and ewar too LOL

sorry too easy
DetKhord Saisio
Seniors Clan
#24 - 2014-04-12 07:08:08 UTC
How about an ungroup by slot level, so 3 ungroup options allow you to ungroup all high-slot mods, ungroup all mid-slot mods, ungroup all low slot mods? Actually maybe just high and mid; are there any low-slot mods that need to be/can be grouped? Otherwise, I missed something.
Egravant Alduin
Ascendance Rising
Ascendance..
#25 - 2014-04-12 11:12:02 UTC
Simple idea and effective +1 from me

Feel the wrath of the GECKO!

Novah Soul
#26 - 2014-04-19 07:25:29 UTC
stoicfaux wrote:
Proposal: Group target painters in the same vein as weapon grouping.

Why? Because when you're running with 3-4 TPs you tend to run out of F1-F8 keys and because pressing F1-F2-F3-F4-F5 to shoot something gets a bit tedious. And grouping reduces server load as well, right?

Weapon/Module Grouping could also be expanded to the other EWar modules as well.



Do want.. +1

A man is known by the quality of his friends. - Lex Luthor

Solhild
Doomheim
#27 - 2014-04-19 07:54:16 UTC  |  Edited by: Solhild
DetKhord Saisio wrote:
How about an ungroup by slot level, so 3 ungroup options allow you to ungroup all high-slot mods, ungroup all mid-slot mods, ungroup all low slot mods? Actually maybe just high and mid; are there any low-slot mods that need to be/can be grouped? Otherwise, I missed something.


Or just right-click/radial menu on the relevant grouped module icon and select 'ungroup' for those modules only Cool
Jake Warbird
Republic Military School
Minmatar Republic
#28 - 2014-04-19 08:22:27 UTC
I just gonna stfu and +1 this like everyone needs to do.
Johm Luck
Perkone
Caldari State
#29 - 2014-04-19 08:38:11 UTC
Who cares about having group all buttons for everything? Just allow them to be manually stacked and unstacked.
Dave stark
#30 - 2014-04-19 08:44:48 UTC
Joyce Antura wrote:
let's group sebos, tracking computers and ewar too LOL

sorry too easy


it's not 'difficult' to press 3 buttons at once. it's just tedious and irritating.

there's nothing about this that makes anything 'easier', it just makes it less tedious and irritating. it's a quality of life change.
Johm Luck
Perkone
Caldari State
#31 - 2014-04-19 10:46:44 UTC
I don't see a problem with, in principle, grouping any combination of active modules, bar coding / reloading / targeting problems.
DetKhord Saisio
Seniors Clan
#32 - 2014-04-20 22:42:36 UTC
Solhild wrote:
DetKhord Saisio wrote:
How about an ungroup by slot level, so 3 ungroup options allow you to ungroup all high-slot mods, ungroup all mid-slot mods, ungroup all low slot mods? Actually maybe just high and mid; are there any low-slot mods that need to be/can be grouped? Otherwise, I missed something.


Or just right-click/radial menu on the relevant grouped module icon and select 'ungroup' for those modules only Cool
Because the radial menu sucks *ss.
Cassandra Banes
Absolute Order
Absolute Honor
#33 - 2014-05-23 04:10:40 UTC
Golem Pilot... Target Painters... +1 this thread.
Cardano Firesnake
Fire Bullet Inc
#34 - 2014-05-23 04:15:16 UTC
It is true for the Vampires and the Neutralizers.
The webs too...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

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