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Player Features and Ideas Discussion

 
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Manage Route Upgrade

Author
Xaldafax Caerleon
Veritas Theory
#1 - 2014-06-18 01:21:34 UTC
Hi there...

I would like a few upgrades to the UI and features of the Manage Route option... It shouldn't be too hard and could provide some nice additions to those who do use the features in this area. Obviously others can provide their suggestions.

Personally I would just like to see stuff like -

* - The ability to see the actual color and security level of systems when selecting manage route
* - The ability to select what security levels you want to go through from 1 downward. Currently you can only do this when selecting below 0.5
* - Maybe a better way of viewing your route. The in game map of systems is too hard to use
* - Maybe other options to avoid systems with recent pod kills, etc...

It is simple changes like this that makes a big difference in the game. The recent run of quick changes to the UI and various smaller features has made the game nicer. Good job Devs... keep it up.
Bohneik Itohn
10.K
#2 - 2014-06-18 01:36:59 UTC
1: Elaborate please. I'm not sure what you're requesting here and I believe a lot of other people will be just as confused.

2: This is.... Really not necessary.... High sec is high sec, if you want to avoid places where suicide ganking occurs avoiding all .5 and .6 systems is impossible unless you plan to live in pockets of half a dozen systems or less, but really there is no reason to avoid them because you can't get anything done in the game without traveling through them. I'd really like to know what activities you do in the game where you get by by staying in higher rated high security space without completely handicapping yourself, mostly because I have a feeling it is 100% unnecessary to put that restriction on yourself.

3: Use the world map settings window to customize as you see fit. There's a world of options in there, and if your problem is the top-down perspective the unflattened map is easy to learn if you're willing to spend some time with it, and worth learning. It puts the world of Eve into an entirely new perspective.

4: More information needed. Avoid systems with recent pod kills is a very specific and clearly defined filter. There is really no elaboration on it because either a pod was killed in that system, or it wasn't. There is no gray area of "This pod may have turned into a parfait before exploding, so it wasn't technically a pod at the time of death and should be categorized differently" or "The inhabitant of this pod frequently cuddled rabbits, so people suffering from Leporiphobia should avoid this system because of possible contact with the contents of his pod."

Wait, CCP kills kittens now too?!  - Freyya

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Xaldafax Caerleon
Veritas Theory
#3 - 2014-06-18 02:45:18 UTC
Forgive me but it was my first post so a bit lax on how I put it together... Let me restate... And one thing before I do... I live in Null so this is nothing about being a HS only player.

Go select a route to anywhere and bring up the manage route options or just select the "A" by the route. See how old looking and feature lax that area is? It needs an update and is an easy place for some simple updates.

I should be able to select what security status systems I want to go through and which ones I can not across the WHOLE universe (null, HS, LS, etc). Yes I understand there are some areas where you have to go to the lower levels like 0.5 to get places but then your route would fail and tell you this and you could temporarily allow yourself access. This is just basic feature options.

Ganking happens anywhere so this isn't about ganking. This is about "route management" and having options to manage it and a better way to build and work on it... simple as that.

There is meta data that can be mined like pod kills, count of people in system, criminals, etc... There is no reason my Route Computer shouldn't be able to help plan a better way, etc.

CCP is asking for ideas on how to make the game better.. this is just one that focuses on one of the CORE components of the game... route planning and using. Hell goons have Razor and all these other jump planning tools. Why can't the game have a better feature rich route tool?

That is all I am trying to suggest.
Bohneik Itohn
10.K
#4 - 2014-06-18 03:32:18 UTC  |  Edited by: Bohneik Itohn
But there are features and then there are features which break the entire map.

I'm all for functionality, however looking at the map I am pretty confident that if you could eliminate all of one or more security rankings in high sec that it would break the ability for the router to plan any trip over 10 jumps. If it can't be used it's just wasted UI space.

There is a ton of meta data, and it's all visible in your map. This is a matter of opinion but I believe it's best to leave the management of that data to the players for two major reasons, and a few minor ones that I'll set aside.

1: Planning your route should ultimately be up to you. CCP's overarching design for Eve has and will be focused on the activities in Eve being driven by the players' choices, be they good choices or bad. An extra set of algorithms to make your choices for you just makes the game that much duller as a whole.

2: The Eve engine will never be able to use that meta data as effectively as the human brain can. Hell, without these extra options, or any extra filter options from the current selection, the algorithms used to calculate routes start to go into meltdown after 15 waypoints. What do you think would happen if you had 5 waypoints with 5 modifying filters of the variety the meta data would require? That's several orders of magnitude more complicated than calculating the optimal route for 15 waypoints. The map would have to be completely re-coded.

I'm not against the map being re-coded to be more efficient, I just think that it would be a significant amount of effort for something that would in the end still be janky and unreliable. I don't think most Eve players would trust anything other than themselves to plan a route based upon several different metrics which have varying impacts on their decisions based upon circumstances that can't be explained by simple data input in the UI.

Edit: To clarify: I want to see the map improved too, but making it bug out more often than it already does and adding features that basic algorithms can only get horribly wrong is not a strategy I would choose.

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Xaldafax Caerleon
Veritas Theory
#5 - 2014-06-18 03:42:27 UTC
Bohneik Itohn wrote:
Edit: To clarify: I want to see the map improved too, but making it bug out more often than it already does and adding features that basic algorithms can only get horribly wrong is not a strategy I would choose.


I get where you are coming from and I don't want more junk to deal with or problems... I just see a UI area that is rudimentary and could have some basic improvement. I am cool with planning the route manually but a few more options would be helpful to me. It is just TOO basic right now...

And considering the time they have put in to do some nice new features for people like tooltips, etc., I believe this is an area that would be helpful for the new players as well. Within reason mind you... Just a bit of improvement.
Rob Kashuken
School of Applied Knowledge
Caldari State
#6 - 2014-06-18 05:47:09 UTC  |  Edited by: Rob Kashuken
Nvm, posted to the wrong thread.
Bohneik Itohn
10.K
#7 - 2014-06-18 05:50:31 UTC
Xaldafax Caerleon wrote:
Bohneik Itohn wrote:
Edit: To clarify: I want to see the map improved too, but making it bug out more often than it already does and adding features that basic algorithms can only get horribly wrong is not a strategy I would choose.


I get where you are coming from and I don't want more junk to deal with or problems... I just see a UI area that is rudimentary and could have some basic improvement. I am cool with planning the route manually but a few more options would be helpful to me. It is just TOO basic right now...

And considering the time they have put in to do some nice new features for people like tooltips, etc., I believe this is an area that would be helpful for the new players as well. Within reason mind you... Just a bit of improvement.



Agreed now to brainstorm on how to do this, and I think I have a couple proposals.

You mentioned making use of Meta data and I think it's still do-able in a sense, in giving the player easier access to it by making it available for the set route without opening up the map to fill your screen. You could give each meta data filter a specific symbol that would appear in the solar system's representative box on your route, color coded in the same fashion that it would be on the map. You will most likely have to increase the size of the boxes slightly while this option is enabled but it's still immeasurably better for visibility than opening up the map. An added benefit to this is not having to constantly open the map and check it to see when the meta data has updated. So if you had number of jumps in the last hour selected an arrow would appear in the middle of the box, say white for minimal or no traffic, purple for moderate traffic, and black for heavy traffic, just as examples (it's hard to think of distinct colors that aren't in the security rating spectrum). Hovering over a system's box will give you the exact number just like hovering over the system in the map does, along with the usual information displayed about the system.

Next would be having the ability to save and open different avoidance lists just like we save different overview settings. In this way players can easily set up their preferred routes for doing specific tasks by adding systems to their avoidance list without impacting their ability to do other tasks before either disabling or removing those systems from their avoidance list. Not quite as effective as blocking entire security ratings in high sec, but also not quite as soul-crushing for the map's algorithm to manage, and a busy player will have all of their avoidance list profiles fleshed out nicely in a minimal amount of time for the areas they frequent. Once they reach a certain point I imagine they wouldn't feel a need to alter them significantly for long stretches of time.

Lastly before I call it a night, and this idea requires two different changes to work, is a transparent map overlay. In order to keep it from completely dominating your screen with clutter though you'd need to be able to filter it by parameters such as constellation, region, etc... Giving it a little more thought it might even be better to not make the actual stars and jump lines transparent, just remove the background so that only the lattice is visible. Leave it in a resizable window with transparent borders so that as the size of the area you are looking at changes you can choose to resize the window and/or move it if you feel it is necessary. The option to flatten and unflatten this would also be very handy.

Also, some meta data filters might be manageable for calculating routes. Avoiding systems with ships destroyed in the last hour would be impossible, but giving the algorithm an acceptable amount of deviation from the base in the map settings and then telling it to choose the least traveled path on the route would allow you to use the jumps in the last hour as a manageable filter.

Any other ideas?

Wait, CCP kills kittens now too?!  - Freyya

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Xaldafax Caerleon
Veritas Theory
#8 - 2014-06-18 13:37:38 UTC
I think those ideas are great... the avoidance list would basically solve the issue I had when I came up with deciding to make the suggestion. As long as there was enough UI features to make it easy to develop the avoidance list then it solves the same thing -- being able to decide what systems you want to go around and what.

The same thing for the filter set... I also like the seeing more information when hovering over a system.

The first idea I had was just when I bring up the manage route option that I have a column that shows the security status of the system. That way I can decide what systems I want to avoid or not. You just see the name there and have no clue what it is. You need to go back to the main screen and try to highlight that small little square to understand the sec level.
Dally Lama
Doomheim
#9 - 2014-06-18 17:41:55 UTC  |  Edited by: Dally Lama
A simple but very important change needed to the route:
- The ability to distinguish between multiple waypoints in the overview.

Right now if you set up a handful of waypoints, you will end up with a handful of yellow stargates in your overview. Navigating from the route UI at the top-left becomes the only reasonable solution. Would be nice to have a way to make it only show the next step in the overall route (i.e. only 1 stargate is yellowed; the stargate leading to the next waypoint).