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[Crius] Manufacturing and general UI feedback

First post First post
Author
H3llHound
Center for Advanced Studies
Gallente Federation
#201 - 2014-06-30 19:48:40 UTC  |  Edited by: H3llHound
CCP Greyscale wrote:
mistakenly fingered


Thats something I havent heard before Big smile
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#202 - 2014-06-30 23:05:29 UTC
CCP Nullarbor wrote:
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.



Any update on this? Still don't see anything on SiSi
stoxxine
OLVI industries
#203 - 2014-07-01 10:54:55 UTC
Blueprint being dragged from inventory to industry causes mousedrag events in the job runs "wheel" control. Also: mouse tooltips might appear.

IMO drag hover should distinguished as a different type of UI event, when the drag originates from somewhere else. Think of all the scrollbars in the world.

In this case, a full preview (undo when not dropped) of the dragged BP would be nice.

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

stoxxine
OLVI industries
#204 - 2014-07-01 11:09:26 UTC  |  Edited by: stoxxine
1. open industry, drag from facility inventory, ready to manufacture (button orange)
2. steal BP :) move it to ship cargo (possibly, undock and fly away)
3. click start. nothing happens, no error, nothing.
4. put BP in another facility
5. click start gives error message as it should

(preferable: moving BP updates industry window's current facility, even if my ship has no capapilities)

edit: fixed typoes and ****

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

stoxxine
OLVI industries
#205 - 2014-07-01 11:18:14 UTC
I just managed to break the runs slider (manufactury job) so it didn't update anymore when changing runs manually or clicking it. Closing window and reopening it fixed operation, and cannot just now figure out how to reproduce :/

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

Tydius Nolad
JBSK
#206 - 2014-07-01 15:28:11 UTC
Just noticed in the Team Chartering window that the specialties percentages are rounded. I just hired a team I thought had 3% improvement on something to discover it's only 2.5%.
stoxxine
OLVI industries
#207 - 2014-07-01 22:10:03 UTC
I see that after today's update, POS manufacturing bonus still says -25% MATERIAL for facility bonus.

I didnt even bother to look if it is a bogus bonus indication on only the mouseover. If mouseover shows differently than calculations, or what is actually redacted from inventory, you have a serious desing error.

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

TigerXtrm
KarmaFleet
Goonswarm Federation
#208 - 2014-07-02 07:08:19 UTC
With 20ish days to go until deployment I feel this is a nice time to mention some of the UI quirks again that could and should easily be fixed before deployment.

1. Make the effects of ME/TE display consistently across all windows and tooltips. Just a small selection of inconsistent text:


  • The blueprint 'Show Info' window lists ME/TE as levels.
  • Everywhere else ME/TE is listed as a percentage. Which is it?
  • The tooltips on the blue indicators next to the blueprint slot read "decreases the input material requirements [...]" yet the blue percentage value is indicated with a plus (+) sign. A decrease can and should never be indicated with a positive number. ME reduces a certain percentage of the building material. Let the indicator reflect that properly by using a minus (-) sign.
  • To add insult to injury, the material requirements tooltip and the job duration tooltip both actually list the above mentioned ME/TE bonus as a minus value. As far as I'm concerned this is the only correct way, but at least make it consistent across all windows. Minus = good = blue. Plus = bad = red. Though I believe that negative ME/TE is meant to disappear?


2. Job duration modifier tooltip says 'Skills -20%'. What skills? Where does this bonus come from? Would it be possible to display the skill that is giving the bonus, the skill level and the bonus percentage all on the same line? That would make it a LOT clearer.

3. Pressing enter anywhere in the industry window should NOT start the job without any sort of warning. If left in this will be the cause of a lot of tears and anger. The only way to start a job should be to click the start button. Puhlease!

4. When in the invention tab, the Job Duration doesn't have a tooltip with modifiers. Are there none? If not, why is this not made clear?

5. A more detailed explanation of the System Cost Index would be nice (in-game). Why is it high/low, what contributes to it?

6. A more detailed list of where the job install cost comes from. Right now I have no clue how that thing is calculated except it is apparently 10% of something.

Hope you guys are planning on at least looking at these issues and hopefully have them fixed before Crius deploys. Some of these are pretty important.

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CCP RubberBAND
CCP Engineering Corp
#209 - 2014-07-02 16:56:18 UTC
Kenneth Feld wrote:
CCP Nullarbor wrote:
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.



Any update on this? Still don't see anything on SiSi


Still not done. People were implementing this today, should be in by the end of the week.

Feel free to poke me on: Twitter

CCP RubberBAND
CCP Engineering Corp
#210 - 2014-07-02 17:01:21 UTC
On a more general note, we are still working our way through a number of tweaks, fixes and final feature implementations.

I have been tagging a number of comments in this thread as either defect work to be fixed, iteration stories on the project for Crius or future plans, going to go over them very soon with CCP Optimal and CCP Arrow.

We are hoping to by some point late next week to clean up these thread, consolidate all the known issues into a new thread and let you guys know when we are winding down in preparation for release (I.e. line in the sand). As it stands the team is burning away at the remaining features and defects so keep checking back regularly to see if your specific issue has been addressed.

Feel free to poke me on: Twitter

Firvain
Wildly Inappropriate
Wildly Inappropriate.
#211 - 2014-07-02 17:28:29 UTC
Ive already seen a few of my issies go away(yey for delivery dates and start dates), but still quite a few things missing. But good to hear its beeing worked on
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#212 - 2014-07-02 18:19:59 UTC
CCP RubberBAND wrote:
Kenneth Feld wrote:
CCP Nullarbor wrote:
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.



Any update on this? Still don't see anything on SiSi


Still not done. People were implementing this today, should be in by the end of the week.



Can you give us an idea on the feature set?

Will it be like POCO tax, where we can control tax by station owner settings?
Hashi Lebwohl
The Graduates
The Initiative.
#213 - 2014-07-02 19:04:08 UTC
The key questions that anyone manufacturing should ask are:


  • how much is all this going to cost?
  • am I likely to make a profit?


How much is all this going to cost

What I would like to see on the manufacturing UI is a toggleable figure for:

  • the total cost for the production run; or
  • the total cost for a single item.


I am aware that you can generate these figures by changing the quantities and checking the figure generated on the spanner icon pop up but as this is a key figure it should not be buried. By being in the open it also allows the user to click between blueprints and facilities and immediate see what the effect is, without having to prepare a spreadsheet.

Am I likely to make a profit?

I would like to figure to be colour coded (or the panel behind the number coloured) - my preference would be green (if the manufacturing costs is below the average sales price) and range in hue to red (if the manufacturing costs are above the average sales) [colour blindness allowing]. The figure should have a pop up that gives the percentage profit or loss.

Again a visual clue as to the sensibility of commencing the manufacturing without a spreadsheet.

Pic'n dor
Sebiestor Tribe
Minmatar Republic
#214 - 2014-07-02 19:58:41 UTC
Here some issue to the ui :

- A warning message could me a great help when hitting enter after setting up the number of run. As you hiy enter the job start right away...
- The ui shows BP you can't see in the inventory (hidden can in hidden hangars based on role
- you can't copy/paste the ui content (the list of jobs etc..) (sime of us don't use api but simple copy/paste xD)
- A little bit of stability too... if you switch from all facility to a random location several time, you may crash your computer...

COUCOU TOUCHE TOUCHE

The Ironfist
Viziam
Amarr Empire
#215 - 2014-07-02 22:42:46 UTC
CCP Greyscale wrote:

Entirely my fault, nothing to do with Nullarbor who I may have mistakenly fingered as the culprit earlier :)

-Greyscale


1% ME per Upgrade level that means you pay 25b for the step from 2% to 3% how is that ever worth it? Especially when you compare it to minmatar outpost refining upgrades. It is not in line at all. Its a downright boring and coward change. If you want localized industry in null-sec you're going to have to do better then that.

At minimum a fully upgraded amarr outpost should have a reduction of 15% anything below that is plain pointless.
Jelani Akinyemi Affonso
Republic Military School
Minmatar Republic
#216 - 2014-07-02 23:49:46 UTC
Hi

I have been logging in to Sisi and checking out a few things. I wanted to let you guys know that you all are doing a great job.. Keep up the good work.

Now according to this blog: http://community.eveonline.com/news/dev-blogs/the-price-of-change/?_ga=1.212392148.1359145512.1396037445

There was a tooltip markup at the end of the blog which provided and listed information regarding job cost modifiers. Have this being implemented yet or has the design change?

Currently when I hover mouse over total job cost in industry UI, I get System cost index plus tax. Anyway of providing a detailed tootip listing all other modifiers(cost of labor, manufacturing , etc) with the numbers provide for each one?


Would really love to have that information listed, at least for total job cost.
Thank you
Angel Bram
Pator Tech School
Minmatar Republic
#217 - 2014-07-03 03:06:37 UTC  |  Edited by: Angel Bram
Ok, manufacture, time efficency, material efficency, Tech II.. very clear Some runs in high-sec (Pator on the 1st) all good.

Did for a new test corp in Vard with a 5% tax

Now in low-sec (Lasleinur 2nd of July) Copies, material, time.... Tech II... Error
--
Unable to install job due to the following reasons:
The job cost has changed
The facility tax rates have changed

Error.MISMATCH_COST (4963, 5790)
Error.MISMATCH_TAX (496, 579)
--

This making a Hound BPC from a Breacher BPC with a Cryptic Attainment added to the mix.



Also Blueprints could use a few more filters, or like Frigate etc

or

You might be able to adapt the market Blueprint tree, either as a seperate entity or by adding tabs (fields) in the database like my blueprints and corporate blueprints.

:-)



3 July : Update.. It's working now. No cost errors. I'm off to try a few more things in other areas.
Firvain
Wildly Inappropriate
Wildly Inappropriate.
#218 - 2014-07-03 07:20:25 UTC
The Ironfist wrote:
CCP Greyscale wrote:

Entirely my fault, nothing to do with Nullarbor who I may have mistakenly fingered as the culprit earlier :)

-Greyscale


1% ME per Upgrade level that means you pay 25b for the step from 2% to 3% how is that ever worth it? Especially when you compare it to minmatar outpost refining upgrades. It is not in line at all. Its a downright boring and coward change. If you want localized industry in null-sec you're going to have to do better then that.

At minimum a fully upgraded amarr outpost should have a reduction of 15% anything below that is plain pointless.


You are forgettign the pretty significant speed bonus you get with said upgrade aswel. And 15% ME reduction would be stupidly overpowered
Dareth Astrar
Astrar Logistics and Engineering
#219 - 2014-07-03 07:31:16 UTC
Comments (some already raised that are excellent):
- Stacking multiple BPC's with the same stats etc together.
Addition to: Give user installing the job from a BPC the choice of installing from lowest or highest runs remaining

- Performance, performance, performance: PIG Slow to open if you've got lots of blueprints! Every single time it takes in excess of 10-15 seconds just to open the window, that I kick myself every time I closed it by mistake because of being used to it opening swiftly now.
Addition to: With the API telling me we have 85k+ in BPC alone, I'm very concerned about it constantly populating from Cargo containers, which is how we currently hide them from the Industry system.

- One thing that's annoyed me for 11 years is that you have 7 hangers in a corp, but only 6 visible in the drop down lists, as you always have to scroll to the last one!! Can someone PLEASE increase the list size one more so they are at least all visible at the same time? Taken me longer to type to ask then probably to make this change guys.

- UI for ME / TE listing - a graphical blue bar? Absolutely pointless, give us the number please.

- System Cost Index - another graphical bar? Really? Come on guys, give us something useful here please.

- Filters, the best idea I've seen to date is the means for user configurable ones, so long as we can have more then one filter in effect like in the inventory window. We would probably want to set rules like, which isn't already at Level 10/20, which items are at that specific facility, that solar system, etc.
Addition to: I would actually be happy if the blueprints screen was initially blank until I started typing the first few characters, as we're always only interested in installing a specific item into a job.

- It's slower to put in jobs using the new interface then it is with the current system, so not a step in the right direction as far as I'm concerned. Whilst it's pretty, and I'm sure others have already raised that point, it wastes so much space at the top of the screens just 'looking good'. This is industry, it's supposed to be practical not pretty. Leave that for outside the stations IMO. I'm just very concerned that it's going to take much longer now to install jobs then it does at present.

I was looking forward to a better and faster way to install jobs, possibly even multiple jobs of the same type at once, and these seem slower across the board, and require more clicking (no keyboard consideration again!!!!!! Tab people, Tab). Every time the first time you put in a blueprint, no matter if you have put in similar types before, up goes the input and output.

Why separate these buy such a distance when generally you have to set both at the same time for a corp? If you are going to do that at least put the input on the left at the top, and the output on the right at the top nearer to it.

- Skills box below the job looks interactive, and actually if you are constantly coming from below having selected a blueprint and pass the mouse over that, it always BLOCKS access to the area where you enter practical information about job runs. Please, at least make it hover off to the side or below, but not OVER something important!

- On the Accept Quote? screen previously, you could press CTRL+C to copy the information, and paste it outside of the game. This was regularly useful when buying minerals, as you could see the exact install requirements and copy them else where to consolidate. The new 'Pretty' UI screen is less useful/practical as you cannot see a complete list of the materials unless you hover over a > icon or you can see the items icons, but the quantities are abbreviated (useless).

I would rather there was a tab or something in this header area that you could at least select a list of materials and CTRL+C again to copy them out of game, or (god I hate suggesting this) a right-click option in the pop-up dialog that lists all the minerals (I'm a keyboard user, there is already too much mouse activity in Eve).

- Cannot right-click and move blueprints like you used to be able to, if moving between divisions/hangars was required. Now you have to use the Inventory interface, which doesn't show ME/TE values, so it's hit and miss with a lot of blueprints of the same type (already told you we've 85k BPC to sort through! Arrgh not looking forward to this now!).

- Interface is designed purely to look pretty and/or for mouse users, keyboard users and those that would tab between fields previously for speed of interaction were not considered here were they? :)

- Inability to see End date on Jobs is critical issue and mostly because of the inability to resize width of the window, as the grids below can't show all useful columns easily without resizing them all to get to this hidden column! One of the most useful of which isn't on display initially as it's way off screen, and only visible when you resize other columns to get access to it.

Really really really hate being told this is the size of things, deal with it. Everyone has a different way of working, and windows are windows for a reason, resize, reposition, user preference etc...

- Time display is horrible!!! At least put d h m s next to each number to make it more clear to non-developer users.
Dareth Astrar
Astrar Logistics and Engineering
#220 - 2014-07-03 07:43:40 UTC  |  Edited by: Dareth Astrar
(sorry, ran out of space in last post):

- Copy times seem too long for this change to copy-build that was suggested in the blogs.

- Max run copies for some items seem way too small! 1 run for a capital module seems silly, as putting it into the factory would require investment, it often is built in at least 3 run batches with current production time, so having a run of 1 is daft. Whilst the reduced time to build is nice, that also makes this point much worse as the result is that factory time cannot be as efficiently managed to even 1 day because you have to keep logging in to restock thing to run off build copies!

- A much more detailed explanation of the System Cost Index would be nice. Why is it high/low, what contributes to it? How quickly does it change? Does this mean people will be constantly having to move operations, which with all due respect is painful at the best of times, and if having to do it regularly is just going to frustrate/bore/annoy me. Car manufacturers move factories ever 5 years or so, in line with tax changes, no one wants to constantly keep doing this to try to remain competitive.

- I am a little torn about the POS Assembly Array Material Reduction benefits:
Whilst as a builder I love the thought of material reduction benefits, and I first thought "Yes, some benefit for having a pos!' my immediate next thought was 'Oh god, what have they done!'.

All my time in game hasn't come without some experience. I understand that one of the biggest problems in EVE is that most people in EVE cannot do maths with regards their profits in industrial efforts. In my opinion, this is one of the big reasons the markets aren't actually that great.

All I see this change doing is massively undercutting those that build at stations, and you will again have a two tier system. Yes, I understand that by massively undercutting the prices the other people are not accounting for their costs in running the POS where they may be doing the manufacturing, but again I restate that most people in EVE cannot do the maths related to industrial work.

I fear this will be yet another market entropy element which will ultimately drive prices to pointless non-profitable levels again for many items, but only time will actually show if that happens.

Quintessen, Messengers of Judah wrote:
Please make is to that multiple blueprints of the same exact statistics stack on the blueprints screen. Currently I may have 200 BPCs or the exact same blueprint and I have to scroll a ton just to get past them. Most of them have the same statistics. Though stacking has its own problems. Perhaps a checkbox that toggles between stacked and unstacked. Or just something that allows us to not have to scroll quite so much


Very sensible and practical suggestion, even if it's just like a sub-group or fold-down.

babyblue, TSOE Po1ice wrote:

(6)
From (5) it's clear that the ability to multi-select a set of blueprints, perhaps all the same, and perform the same action on them with the same properties, would be extremely useful. Starting 10 invention jobs, for example, by selecting 10 BPC but only having to input the details once, would massively reduce the T2 building clickfest that is the current system.


PERSONALLY, What I had long wanted and added to my list during the survey, if I'm installing ten jobs of the same thing, I want to do all at once, not waste time repeating the task.

Whilst I agree that perhaps choosing multiple items from the blueprint list and trying to create some way to multi install would be painful, there is a far simpler solution. Give me a box that says Repeat this Job X times, and then it automatically selects the next suitable BPC/BPO to install from (or ask user to specify them), and installs the settings X times to fill up X labs/factories. It's really quite simple stuff at the end of the day, you don't always need the user to choose every detail, but if you want, perhaps give them a quick summary of the intended BPC/BPO that will be used, and if they don't want to they can change something there.

- I had similar UI freak-out situations where the attempt to deliver all resulted in some strange displayed listing of Jobs remaining, only to attempt to try to deliver them again and receive an error that the job cannot be completed as it has already completed/delivered. (sorry, trying to remember from Friday last week).

- One of the things I'm happy with at the moment with the current system, albeit not the interface, is that I can calculate exact costs, and I do mean exact, out of game in my software. Currently this system is so dependant on other factors, these elements would need to be exposed by the API to allow out of game calculations. Again, how regularly these change, what the exact formulae are etc is more concerning for us currently.

- The inability to select/specify corp or character default input/output for all items is craziness! Why are you going backwards in terms of functionality in an effort to improve things? All of us software developers know the phrase well: If it ain't broke, don't fix it.

- I really think it would be beneficial if a stack of items delivered has an attribute Unit Price, which lists the actual production cost price, so that users can be better informed rather then just trying to undercut the current seller even if that is making them loose money. Clarity on Costs gets lost after delivery, but that's still important to the person in Industrial work.

I'm sorry, there may be more to come when I get more time to play on SiSi, but I'm currently away on work so it's a little difficult to provide further feedback.