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Player Features and Ideas Discussion

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

First post First post First post
Author
Vrynia
Perkone
Caldari State
#1281 - 2014-11-03 13:19:28 UTC  |  Edited by: Vrynia
  • Suggestion: add a "source" column to the fleet loot history log (and in the exported format)
  • Keywords: fleet, UI
  • Note: The current history is easily cheated and is basically useless for keeping track of what was mined in mining fleet, if the source of the acquired items was shown I think it would be enough to only account for ore coming from asteroids and preventing cheating by putting ore in a can and taking it back.


  • Edit: the source should not be the name but the type of the object to be of any use (ex: a container named "Scordite" should not be able to fool the log)
    Buddelschiffsmutje
    Zeiteinheit
    #1282 - 2014-11-04 09:33:08 UTC
    (sorry for re-post, i didn't knew that this thread exists)

    1) please increase width of input field "wallet -> my wallet -> transactions -> item type".

    2) it would also be nice if "item type" input field would have an clear input field button like in "inventory -> filter".

    3) It would be nice, if the marked waypoint in overview would be easier to see. For people whose eyes are not good anymore a yellow (stargate) symbol between white (stargate) symbols is hard to distinguish especially with ui scaling at 90%!
    Sexy Cakes
    Have A Seat
    #1283 - 2014-11-04 12:51:54 UTC
    This new little notifications icon needs to snap to the neocom when its dragged into it.

    Not today spaghetti.

    Harvey James
    The Sengoku Legacy
    #1284 - 2014-11-04 15:17:48 UTC
    how about removing science lv5 from graviton physics?
    point being why do i have too train a blueprint related skill too fly a combat ship?

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Dave stark
    #1285 - 2014-11-04 21:59:11 UTC
    picking the opacity of the ui windows.

    i want it opaque and locked... currently i have to pick between fixed window positions, and having windows i can actually see properly when i have multiple windows open and layered (but not stacked)
    Kaiden Wolf
    BOVRIL bOREers Mining CO-OP
    Goonswarm Federation
    #1286 - 2014-11-05 16:51:44 UTC
    Suggestion: Place drone control range by drone DPS in the fittings window
    Keywords: UI, Drones
    Note: There is no static UI location for drone control range

    Body: Currently there is no way to find your effective drone control range short of EFT or attempting to send your drones to a target that is beyond their control range. I have made a simple example of the fittings window which has been modified to show the drone effective range: http://i.imgur.com/tAkl3yU.jpg Text formatting would need to be adapted to EVE's native formatting of course.

    I'd imagine this change shouldn't be too hard to do in code, and would be helpful for newbies as well as veterans.

    Thank you for your time.
    Harvey James
    The Sengoku Legacy
    #1287 - 2014-11-05 16:58:03 UTC
    Dave Stark wrote:
    picking the opacity of the ui windows.

    i want it opaque and locked... currently i have to pick between fixed window positions, and having windows i can actually see properly when i have multiple windows open and layered (but not stacked)


    pretty sure you can change the transparency already i do

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Guth'Alak
    Native Freshfood
    Minmatar Republic
    #1288 - 2014-11-05 18:52:34 UTC
    Please add a way to see drone dps for the drones that are currently out instead of the ones that are in the drone bay.
    Bleyddyn apRhys
    Ravens of Morrighan
    #1289 - 2014-11-05 21:14:41 UTC
    Variant methods to make drone control range visible. The second one might not be a 'little' thing, though.

    If you have the tactical display showing in space and hover the mouse over a module you get a visual indication of its range. How about having the same thing happen when you hover your mouse over your drone window?

    Being able to add drone groups to a module slot would be even better.
    APOLLO4578
    Mount Olympus Galactic Industries Inc
    #1290 - 2014-11-05 21:16:11 UTC
    Suggestion: Dynamically Scale Buildings in Planet Mode View for Planetary Interaction
    Keywords: Planetary Interaction, PI, Planet Mode, Scale
    Note: Efficient PI chains on larger planets are significantly harder to complete and are less valuable than those on smaller planets.
    ---
    Currently every time you load into the Planet Mode a planet appears that is exactly the same size as every other planet in the game. With no way to determine scale in this view, this does not seem particularly problematic. However, the buildings the player places on that planet while setting up their PI chain are exactly the same size in this view regardless of the planet’s actual radius. This means that a link between two buildings directly adjacent to each other will consume significantly less PG on a planet with a smaller radius than a planet with a larger one because the size of the building is changing based on the planet’s radius.

    Presenting the planets in this way is extremely misleading to the player, and can cause frustration when a player tries to use the exact same layout on a larger planet that they used on a smaller one but find they are overloading their Command Center’s power core with the same layout on the larger planet.

    Having a scaling planet building size in the planet view will reduce player confusion and improve the value of larger planets since it will no longer cost such a large amount of PG to simply set up the colony support buildings. In addition it makes logical sense for a gas giant planet to have significantly more gas resources available (over a larger m^2 and more total m^3) than a planet only a fraction of its size.

    An extension on this idea would be to introduce a constant unit grid to the planet. This would provide the player with a scale they can use to more efficiently plan out their PI chain. Even better would be giving the player the option to snap to the grid points on this scale. This would significantly reduce the unnecessary tedium of setting up and maintaining a complicated PI colony.

    Thank you for reading!
    James Baboli
    Warp to Pharmacy
    #1291 - 2014-11-05 21:21:36 UTC
    APOLLO4578 wrote:
    Suggestion: Dynamically Scale Buildings in Planet Mode View for Planetary Interaction
    Keywords: Planetary Interaction, PI, Planet Mode, Scale
    Note: Efficient PI chains on larger planets are significantly harder to complete and are less valuable than those on smaller planets.
    ---
    Currently every time you load into the Planet Mode a planet appears that is exactly the same size as every other planet in the game. With no way to determine scale in this view, this does not seem particularly problematic. However, the buildings the player places on that planet while setting up their PI chain are exactly the same size in this view regardless of the planet’s actual radius. This means that a link between two buildings directly adjacent to each other will consume significantly less PG on a planet with a smaller radius than a planet with a larger one because the size of the building is changing based on the planet’s radius.

    Presenting the planets in this way is extremely misleading to the player, and can cause frustration when a player tries to use the exact same layout on a larger planet that they used on a smaller one but find they are overloading their Command Center’s power core with the same layout on the larger planet.

    Having a scaling planet building size in the planet view will reduce player confusion and improve the value of larger planets since it will no longer cost such a large amount of PG to simply set up the colony support buildings. In addition it makes logical sense for a gas giant planet to have significantly more gas resources available (over a larger m^2 and more total m^3) than a planet only a fraction of its size.

    An extension on this idea would be to introduce a constant unit grid to the planet. This would provide the player with a scale they can use to more efficiently plan out their PI chain. Even better would be giving the player the option to snap to the grid points on this scale. This would significantly reduce the unnecessary tedium of setting up and maintaining a complicated PI colony.

    Thank you for reading!

    While I like it, this hardly seems like a little thing.

    Talking more,

    Flying crazier,

    And drinking more

    Making battleships worth the warp

    APOLLO4578
    Mount Olympus Galactic Industries Inc
    #1292 - 2014-11-05 22:11:45 UTC
    James Baboli wrote:

    While I like it, this hardly seems like a little thing.


    How is it not?

    While I didn't write the code, I've been participating in PI since it was first introduced, and it seems the link PG cost is calculated based on the center-to-center distance between each building. This means it wouldn't take much rework to scale the building icon size up or down based on the planet radius.

    Also, adding a simple toggle on/off grid overlay that scales with the planet radius doesn't seam like a huge graphical/cosmetic challenge either.

    Could you elaborate on why you think this is more than a little thing?
    Mufasa Lionheart
    Deadspace Excavations
    Shadow Ultimatum
    #1293 - 2014-11-05 22:27:36 UTC  |  Edited by: Mufasa Lionheart
    suggestion: a few things to help out logi
    keywords: logi, logistics, repping, drones, timers, killmails, hotkeys

    show logi rep ticks like the damage ones that show up in the center of the screen when receiving or inflicting damage.

    if repping someone with any sort of combat timer(limited engagement, aggression, combat etc) add that timer to the logi ship as well.

    when repping someone while they redbox someone who eventually dies, put the logi on the km as well, ewar gets on it and tackle does, so why doesnt logi?

    we have dps in the fitting window, why not show repping power as well?

    most of all though, a launch drone hotkey, plz for the love of god, a launch drone hotkey, or allow them to be put onto the "F" rack(F1,F2, etc)
    Sexy Cakes
    Have A Seat
    #1294 - 2014-11-05 22:47:01 UTC
    Put f*cking drone upgrades back into the drones window on the market. jfc who thinks this sh!t up

    Not today spaghetti.

    Kromarx
    Eau Rouge
    #1295 - 2014-11-05 23:01:16 UTC

    • Suggestion: Drag items to station trade
    • Keywords: trade
    • Note: results in less clicking


    Station trade currently:

    1. right click trade target character,
    2. select trade,
    3. locate modules,
    4. drag to your section of the trade window,
    5. click accept and wait for other party to do the same


    Station trade proposed:

    1. locate modules,
    2. drag to your trade target character (which opens trade window),
    3. click accept and wait for other party to do the same
    Jan Siri Anaplion
    Ring 3
    #1296 - 2014-11-06 06:54:52 UTC
    Suggestion: navigation relative to on-grid bookmarks
    Keywords: navigation, bookmarks
    ---

    Now that we have bookmarks visible in space, it would be doubly awsome to be able to orbit them and keep at range, for some extra positioning flexibility.
    Phaezen Outamon
    Brotherhood of Wolves
    #1297 - 2014-11-06 11:54:38 UTC
    Suggestion: New Skill tag to show the skill level is in your skill queue

    There are currently 3 skill tags:

    Green Tick: Trained and of Required Level
    Orange Circle: Trained But Not of Required Level
    Red X: Not Trained

    A 4th state that shows the Required level is in your current skill queue would help with skill queue management.
    thowlimer
    Roprocor Ltd
    #1298 - 2014-11-06 13:00:37 UTC
    Harvey James wrote:
    Dave Stark wrote:
    picking the opacity of the ui windows.

    i want it opaque and locked... currently i have to pick between fixed window positions, and having windows i can actually see properly when i have multiple windows open and layered (but not stacked)


    pretty sure you can change the transparency already i do


    Yes you can change the transparency of unpinned windows, however as soon as you pin one it becomes
    transparent no matter your transparency settings, i believe this was what the suggestion was meant
    to change
    Harvey James
    The Sengoku Legacy
    #1299 - 2014-11-06 14:20:42 UTC
    thowlimer wrote:
    Harvey James wrote:
    Dave Stark wrote:
    picking the opacity of the ui windows.

    i want it opaque and locked... currently i have to pick between fixed window positions, and having windows i can actually see properly when i have multiple windows open and layered (but not stacked)


    pretty sure you can change the transparency already i do


    Yes you can change the transparency of unpinned windows, however as soon as you pin one it becomes
    transparent no matter your transparency settings, i believe this was what the suggestion was meant
    to change


    ah fair enough .. then i also concur

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Guth'Alak
    Native Freshfood
    Minmatar Republic
    #1300 - 2014-11-06 15:01:59 UTC
    Please lower the waiting time between spawns in room 2 of Gurista Vigil from 4 minutes between spawns to something more appropriate. 4 minutes between each spawn is way too long and completely unnecessary! Please! https://wiki.eveonline.com/en/wiki/Guristas_Vigil