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[Crius] Manufacturing and general UI feedback

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Author
Quintessen
The Scope
Gallente Federation
#61 - 2014-06-11 14:38:35 UTC
CCP RubberBAND wrote:
Question for people who find the blueprint list too inclusive (large as a result), are the filters at the top insufficient? We are exploring ways of filtering down to BPCs vs BPOs, but currently you could filter down to blueprints within a specific container or location quite easily.

Also on a more general note since people are bringing it up, one of the things that should come within the next round of updates is what we are dubbing a visualization mode, which will be indicated much more clearly than it currently is.

The idea is that any element that is just for visualization of a "what if" scenario will be red on the UI and can be reset. For example for:

Quote:
Quintessen wrote:

(1)

I can select a blueprint on my hanger floor and bring up the industry UI for it even when I'm not in a station that has an industry facility. After faffing around with all the various options, I get an error popup when I try to start the job. It would be better to get an error before the industry UI appears. I'm torn between this and just not giving the option to perform that action on the blueprint. The former at least allows the player to understand why it's not allowed.


First, this was mis-attributed to me. Honest mistake, but I don't want to take credit for someone else's comment.

Second, yes, I think BPO vs. BPC is necessary. I would also like an option for filtering out perfect ME and/or perfect TE blueprints so I can easily find what still needs researching. Also I would really recommend stacking items of identical statistics (i.e. item, type, ME, TE, and location) in the UI. The advantage being that it will probably reduce the number of blueprints in the stack by a huge factor. Perhaps you could add a column or show a number in the lower right of the BP icon. It wouldn't even need to be accurate past a certain point. E.g. it could just say 100+ at that point. Others may disagree on that last point.
Quintessen
The Scope
Gallente Federation
#62 - 2014-06-11 14:43:26 UTC
Noriko Mai wrote:
The Confirm Tooltip for stoping manufacturing jobs is a bit inconvenient.
"Canceling a job will not result in input materials being refunded nor job cost being refunded."
Just say: "Materials will be lost and job cost will be retained!"


How about:

No inputs costs or materials will be refunded.
Quintessen
The Scope
Gallente Federation
#63 - 2014-06-11 14:44:26 UTC
Qoi wrote:
A single big list of blueprints is pretty useless for anyone having serious amounts of blueprints. It only works for people with a few dozen blueprints, which doesn't include most industrialists.

The icons for Manufacturing, ME Research and TE Research are virtually indistinguishable on the jobs tab until you get out your magnifying glass. Please let them have distinct shapes!

Also why do the Industry and the Reprocessing icon have the same shape? This is just unprofessional.


I concur that it would be nice if the reprocessing icon where reminiscent of the industry icon, but not quite so similar.
TigerXtrm
KarmaFleet
Goonswarm Federation
#64 - 2014-06-11 14:46:16 UTC
Also why is a REDUCTION in material cost indicated by +10% and vice versa? I don't understand the logic here. A reduction should be indicated with a minus sign and use of extra material should be indicated with a plus sign.

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Noriko Mai
#65 - 2014-06-11 15:04:42 UTC  |  Edited by: Noriko Mai
TigerXtrm wrote:
Also why is a REDUCTION in material cost indicated by +10% and vice versa? I don't understand the logic here. A reduction should be indicated with a minus sign and use of extra material should be indicated with a plus sign.

It's because waste is bad (-1) and indicated as extra cost (+X%). So it's -1 * +X = -X. Then comes the "reduction" with +10%. This leads to -X * +10% = -X*1.1. Errhm wait... mhh. I'm lost know Sad

EDIT: Wait. I think I have it know. Reduction is good. Good == positive == +. It's like reducing your speed by 10%. X kph * 0.9.. mhh thats not +10%.... What?

"Meh.." - Albert Einstein

TigerXtrm
KarmaFleet
Goonswarm Federation
#66 - 2014-06-11 15:42:58 UTC
Noriko Mai wrote:
TigerXtrm wrote:
Also why is a REDUCTION in material cost indicated by +10% and vice versa? I don't understand the logic here. A reduction should be indicated with a minus sign and use of extra material should be indicated with a plus sign.

It's because waste is bad (-1) and indicated as extra cost (+X%). So it's -1 * +X = -X. Then comes the "reduction" with +10%. This leads to -X * +10% = -X*1.1. Errhm wait... mhh. I'm lost know Sad

EDIT: Wait. I think I have it know. Reduction is good. Good == positive == +. It's like reducing your speed by 10%. X kph * 0.9.. mhh thats not +10%.... What?


Lol

Seriously though, if the material level on a blueprint lowers the material cost with a percentage then that should be reflected on the industry window by taking the base material and LOWERING it with said percentage. A plus sign has no business there unless you use a T2 BPC.

My YouTube Channel - EVE Tutorials & other game related things!

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Jinn Aideron
#67 - 2014-06-11 16:16:00 UTC
Xercodo wrote:
... Also I'd that the renaming be "Refining" for all activities because reprocessed doesn't really make that much sense for ore :/ ...

By now they'd be better of just naming it the mother-of-generics "processing", and boot the re- altogether! Just look at all the confusion over ore, scrap, recycling.

Processing works for anything. Including undesirable Amarr tourists...
Blink

Stealth deletes are bad.

CCP Nullarbor
C C P
C C P Alliance
#68 - 2014-06-11 16:23:16 UTC
Takumi Kishunuba wrote:
Would it be possible to get the invention preview UI to display the number of runs as the resulting bpc as well as the me/pe levels? That will probably be one of the main reasons for decryptors now.


Yes this is a bug which I just fixed today, should go out to SiSi tomorrow.

CCP Nullarbor // Senior Engineer // Team Game of Drones

CCP Nullarbor
C C P
C C P Alliance
#69 - 2014-06-11 16:23:49 UTC
Kenneth Feld wrote:
Not sure where this goes….

I can't see anywhere how to set tax on production lines in station…

I can't see production lines at all, I mean, I can produce something, but I can't see how many jobs, i can't restrict jobs…

Basically, other than ptting jobs into build, i can't interface with the production lines of the outpost at all


Setting tax on outposts still needs to be done. We will have it in for the Crius release.

CCP Nullarbor // Senior Engineer // Team Game of Drones

EMT Holding
EMT Holding Corporation
#70 - 2014-06-11 16:47:26 UTC  |  Edited by: EMT Holding
Not read through here to see if this has been fixed but the first time I select a different hangar for the input materials on a blueprint, the input counts don't update even if the materials are present in that hangar.

I can also research a blueprint past the maximum ME value. The "start" button is lit up and I pressed it.
Gilbaron
The Scope
Gallente Federation
#71 - 2014-06-11 17:30:53 UTC
I have a few things:

- i often use eve with multiple clients, all of them in 1024x768 window mode, the window is simply too big for that
- ME/TE are shown as positive values. that feels wrong. they reduce things, so they should be negative
- the filter options for teams are lacking, at the very least, allow filtering for ME/TE
- the bidding thing for teams isn't that great, the search requires confirmation via enter.
- i was trying to find out which teams i am bidding for right now. could not find that info

something different:

- my control tower BPOs have disappeared
Aineko Macx
#72 - 2014-06-11 17:50:31 UTC
- Invented module/ship BPCs are requiring multiple T1 item variants as manufacturing input. It should be 1 per run.
Arkumord Churhee
Nice Try.
#73 - 2014-06-11 18:31:52 UTC  |  Edited by: Arkumord Churhee
Before I start, i'm kind of a semi-professional industrialist, using production and invention fairly often. God, it's such a clickfest! Some (or rather, most) of my points have already been mentioned in other posts, nevertheless i want to let you know what concerns me the most about the new interface.
Let's go!

(1)
I think it would be a good idea to have 2 modes... one "Experimental Mode" where you see all your blueprints everywhere, that lets you play with the numbers (pretty much what we have now), and a "Production Mode" that is for real use. I'd imagine it only shows the blueprints you can actually use from your current position considering skills AND facilities at the current location, showing tooltips about what can and can't be done when hovering over the activity symbol (e.g. you can produce from this blueprint as you have Supply Chain Management 5, but won't let you invent as you only have Scientific Networking 2). When doing that, make the activity symbol red if you don't have the necessary skills / no facilities at the blueprint location.

(2)
A "Personal Assets"-like blueprint location categorization would be really helpful to see where a blueprint actually is (especially in systems with multiple stations AND long names)

(3)
Pretty please, let us stack copies that share the same stats. I guess it's a major code change, but it will save SO MUCH space and clicking, especially when inventing. Also, if you do this, let us select how many of the stack to use on the current jobs. Example: "Invent 5 of my 20 Hobgoblin I BPC stack". Could also be a wheel-like thingy like you did in the central blueprint slot, but i think an input box would suffice.
Come to think about it, a counter on how many BPC's with the same stats are in the same location would already be a great help and much less of a code change, i guess.
On the other hand, if these changes about how inventions works go through, i'd guess after a while the overall number of BPC's will go down quite a lot, as you can get multiple (in fact, hundreds) of T2 BPC's from a single max-run T1 BPC, so people won't usually have more than 20-30 max-run copies of the same BPO, which would be a little more manageable (but still a scroll-heavy thing if you produce many things)

(4)
It'd be great to have an overall choice of "Fancy" for the people only using industry once in a while, or "Fast" for the people who make a living with industry. "Fast" including tables instead of icons, more filtering options, etc.
But at least show the name of items next to their icons. I can't tell apart minerals by their icons, and hovering over them is tedious. Also, if you click a blueprint, then scroll away from that blueprint in the selection area, you have no indication of what that blueprint is other than the symbol in the central slot. This is annoying, especially when it comes to ammo blueprints, which i imagine some vision-impaired players won't be able to tell apart.
To top it off, while everything in there has a tooltip, the most central thing in the industry UI, the blueprint in question, does not have one.

(5)
Let's pretend you're a noob. You see an hourglass with "+20%" written next to it. So, 20% more time, right? Well, it means the opposite.
Make it say "-20%" (and accordingly change "Time Efficiency" to "Time Needed" or something along that line) and it's perfectly clear what it means.

(6)
The "required skills" icon below the central blueprint slot really looks like something interactable. This might be confusing and unintuitive to some people when all it does is showing a tooltip. Maybe try choosing something more decent? Or even just leave out the "brackets" surrounding the green symbol, that might already do the trick.

(7)
It says "job runs" when researching, and i feel it should be something along the lines of "levels to research". It even says "levels remaining" over the blueprint slot. "Job runs" might again be confusing to some.

(8)
The run selection wheel changes quite rapidly when hovering the mouse on the central blueprint slot. As mentioned before, this is annoying and i propose a "dead zone" around the slot itself.
Furthermore, i think on BPO's the run selection wheel should scale to the maximum number of runs possible in a single job until it hits the time limit.

(9)
A thing i DO like is the clear display of how many jobs you have running. Sadly, the interface denies me starting any actual jobs to test it out (insufficient funds bug), but it still is a huge improvement over clicking through 11 production jobs only to get a mere info box saying "that last one clickfest you did there was totally unnecessary". I hope there is another clear visual effect when you've actually reached the maximum jobs (such as the start button turning red).


That may have sounded harsh in some points, but i want to say you did an amazing job. Even in it's current state, it's better than the old interface. Keep up the good work!

Also, if you haven't noticed, english isn't my primary language, so please excuse any spelling errors or grammatical mistakes.
Theng Hofses
State War Academy
Caldari State
#74 - 2014-06-11 20:00:59 UTC
When dealing with 20k plus BPOs/BPCs, the entire industry system gets stuck in a huge search process for what seems to be an eternity and then you seem to have no reasonable way of finding the BPO/Cs you are looking for. You guys seem to have a lot of work to do before you release that unless I am missing something big time. Admittedly, I gave up after only 10 minutes of trying
CCP Nullarbor
C C P
C C P Alliance
#75 - 2014-06-11 21:21:46 UTC
Theng Hofses wrote:
When dealing with 20k plus BPOs/BPCs, the entire industry system gets stuck in a huge search process for what seems to be an eternity and then you seem to have no reasonable way of finding the BPO/Cs you are looking for. You guys seem to have a lot of work to do before you release that unless I am missing something big time. Admittedly, I gave up after only 10 minutes of trying


Mentioned in known issues, we have some performance optimization work to do so the 10k+ blueprints users don't have a terrible experience. We want you guys to have fast / filterable access to all of your blueprint data.

CCP Nullarbor // Senior Engineer // Team Game of Drones

xartin
International Speciality Machines
#76 - 2014-06-11 22:49:36 UTC  |  Edited by: xartin
CCP RubberBAND wrote:
Question for people who find the blueprint list too inclusive (large as a result), are the filters at the top insufficient? We are exploring ways of filtering down to BPCs vs BPOs, but currently you could filter down to blueprints within a specific container or location quite easily.


Followup to my previous post

One thing that is missing in the new industry UI blueprint list that would help anyone make some sense of the list is the "Blueprint Group" filter.

http://i.imgur.com/iygk2DB.png

I was online on sisi doing some further review testing and noticed that filter option in the blueprint list was missing. I very frequently use that to focus on researching a category of blueprint original types such as projectile weapons or frigates, battleships ect

This really needs to be re added somewhere.

Also the Blueprint list is showing blueprints located in frozen assets from corp hangars that have defaulted rent and gone into lockdown. This should be removed or default filtered entirely since assets in lockdown cannot be accessed and displaying unrelated information to users is an infuriating experience.


While i appreciate ccp's effort to attempt to update the industry menu's and processes in eve you guys are essentially trying to fix something that was not broken. So far what i've seen has failed to replace what has currently existed on the live server for 6+ years.

If ccp management invested this much enthusiasm in fixing the in game browser that is still running chrome version 3 i'm sure the effort would be much better use of resources considering half of eve users know there's a remotely exploitable security problem in eve with the IGB since last week's reddit post.

http://www.reddit.com/r/Eve/comments/27g99h/a_tad_funny_and_a_bit_embarassing_this_ingame/
Max Kolonko
Caldari Provisions
Caldari State
#77 - 2014-06-11 23:37:42 UTC
I very like that when having a manufacturing (for example) job active in UI and going into bidding on a team I have all non affecting bonuses grayed out, but I would love to be able to just sort the affecting teams to the top of the list

Also I would like to be able to have more filters on team specialization when bodding (say i'm looking for Cruiser, Heavy Interdictor specialist)
Sales Alt negrodamus
Sanctuary of Shadows
#78 - 2014-06-11 23:44:48 UTC
CCP Nullarbor wrote:
Theng Hofses wrote:
When dealing with 20k plus BPOs/BPCs, the entire industry system gets stuck in a huge search process for what seems to be an eternity and then you seem to have no reasonable way of finding the BPO/Cs you are looking for. You guys seem to have a lot of work to do before you release that unless I am missing something big time. Admittedly, I gave up after only 10 minutes of trying


Mentioned in known issues, we have some performance optimization work to do so the 10k+ blueprints users don't have a terrible experience. We want you guys to have fast / filterable access to all of your blueprint data.


then put in some quality filters, and maybe let us use containers.
Wydo
OMEGADYNE LABS
Rising Darkness
#79 - 2014-06-12 01:18:34 UTC
CCP RubberBAND wrote:
Question for people who find the blueprint list too inclusive (large as a result), are the filters at the top insufficient? We are exploring ways of filtering down to BPCs vs BPOs, but currently you could filter down to blueprints within a specific container or location quite easily.



Other folks done a good job outlining what filters should and should not do.

My suggestion is that the initial window opening start with the "filter all" as the default. It is the first tab afterall.
In this way I do not have to watch my poor compie have a seizure whenever I open the Industry window and load up my universal BPO/BPC supply. We should still retain the option to see that level of detail, but only if we request it/set filters appropriately.

On the industry window -- When inventing a T2 BPC, there is an hourglass and a diamond symbol for time and material efficiency percentages for the BPC outcome. Is there a way to include what the expected ME, TE and Runs of the Output BPC will be in that window. That other information is ok, but it is sort of obnoxious. I would prefer a way to tell immediately that I have not accidently chosen the wrong decryptor, and to know what ME/TE/Runs I can expect as the result of a successful invention.
Evil Brock Nelson
#80 - 2014-06-12 01:19:18 UTC
Just adding on top of what everyone's already said previously

1. When viewing blueprints in list mode, this is what I got. I have no idea what the blue bars under TE and ME means. Can we use actual numbers instead of animating blue bar? I get that the blue bar is meant to be a visual representation of how much ME and TE the blueprint has. But in the list mode, it should not be about visual representation but just text.

2. Can we swap TE and ME column around so that its ME, TE in that order, same thing for activities icon. Currently on TQ, its ML and PL in that order. The show blueprint info shows ME and TE in that order, so why swap ME and TE on the Industry UI when its presented as other way around in every other UI?