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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
Jon Dekker
Dekker Corporation
#1361 - 2014-11-14 20:14:01 UTC
With keyboard movement coming with Rhea, as an iteration could STRAFE please be added in a future expansion?

Ships would continue to point in the same direction, but would go up, down, left or right, as if tiny thrusters were on the opposite side of the ship.

When orbiting something you'd have a slightly different functionality. LEFT & RIGHT would modify the angle of your orbit, while UP & DOWN would increase or decrease your orbit distance.

I think a small graphical effect could be super tiny engine thrusters that open up on the opposite side of the hull, with a small SFX. It could also happen when the ship is aligning (since it seems odd that ships align without any thrust)
Science and Trade Institute
Caldari State
#1362 - 2014-11-15 00:41:54 UTC

Please add:

How many /50 skills you have queued up in your skill queue.

Thank you.

Call me Joe.

Winter Archipelago
Autumn Industrial Enterprises
#1363 - 2014-11-15 15:48:23 UTC
Suggestion: Make the 'cursor' remember the last structure you set up on PI, allowing you to set down multiple instances without having to click back into the menu.
Keywords: PI, Planetary Interaction, Usability

If, for instance, you want to set up six Basic facilities, you have to click twelve times, "getting" each new facility, setting it down, then going back and "getting" a new facility. Considering that PI is already a click-fest with setting up the actual production and routing, the set-up of the structures themselves could be made significantly easier by simply 'remembering' which structure was used last and letting people put down multiples of them without having to click back into the building menu.

In order to 'let go' of the building, the player can either right-click any empty space on the planet, or they can go back to the menu and "release" the building by click on it again or by clicking on a new building.
Tomiko Kawase
#1364 - 2014-11-15 20:19:01 UTC  |  Edited by: Tomiko Kawase
Suggestion: Allow the user to rebind keys without clearing the previous binding
Keywords: ui, keybinds, manual control, rebinding keys, combat, navigation
Note: With the new manual controls coming out, when going to rebind your key layout the game forces you to unbind every key you want to rebind before you can bind it to another function, the game should simply tell you what key it unbound and rebind it to what you want

Bethan Le Troix
Krusual Investigation Agency
#1365 - 2014-11-16 11:27:50 UTC
Kristian Hackett wrote:
Suggestion - Allow the fleet advert to have the option of being persistent, instead of having the advert removed every time everyone else in the fleet leaves.

I have an alt with an Orca that I'll set up in an alliance POS that I'll leave parked in system with the mining links online, so that anyone in my alliance can simply log in, join the fleet at their leisure and get some nice mining boosts. Problem is that unless I either A) keep an eye on the fleet status or B) keep myself in the fleet, I can't just AFK boost from the POS without the advert vanishing the first time someone joins fleet, gets their mining in and then leaves fleet. This gets really annoying as a good portion of my alliance plays in a different TZ. I'd rather just have to leave one account logged in instead of both.

Not sure we should be doing anything that promotes 'AFK' gameplay. There is far too much of that in-game as it is.
Bethan Le Troix
Krusual Investigation Agency
#1366 - 2014-11-16 11:31:32 UTC
Caiman Graystock wrote:
In Fleets:

Is there any way to show what fleet bonuses/boosters you're receiving as a squad member, i.e. what bonuses you're getting from the squad commander?

What about showing us the docked/undocked status of fleet members (the fleet/squad commander at least)?

I'm fairly sure at least your first requested item of info is already available to view in the fleet window on the left of screen icons.

Regarding your second request that kind of thing can be communicated. Alternatively if the FC has the corp roles they can access that info via the corp interface window.
King Fu Hostile
Descendant Command
#1367 - 2014-11-16 12:40:22 UTC
UI: Little things

- Alliance chat refuses to stay minimized into sidebar between sessions, it always pops out when you log in and can't be closed permanently

- People & Places window refuses to stay collapsed between sessions

- Many windows have trouble keeping their snapping consistent between sessions, after logging in they are separated by few pixels

- Market item tree collapses/folds after making a purchase, expected behaviour is for it to remain open

-Trade window position on screen is not saved, currently it can open behind existing windows

-Selected Item window doesn't like to stay in it's smallest size

- Is there a way to unlock a target without making it the selected item?

- Directional Scanner window can't be made narrow enough now


- When the object you were orbiting disappears, your ship doesn't stop like it does when Approaching.


- Grabbing all items from an anchored container closes the container and removes it from UI tree

Sexy Cakes
Have A Seat
#1368 - 2014-11-17 14:24:29 UTC
Why can't we contract combat boosters? I can understand not being able to haul them around but contracts have nothing to do with CONCORD... please let us be able to contract drugs.

Not today spaghetti.

Sebiestor Tribe
Minmatar Republic
#1369 - 2014-11-17 18:09:49 UTC
Suggestion: Add game time expiration to the calendar (when account runs out)
Keywords: Calendar, subscription
Note: Just like events, day of account expiration on calendar.
Nobody in Local
Of Sound Mind
#1370 - 2014-11-17 19:36:01 UTC  |  Edited by: IcyMidnight
Tags: UI, math

Please remove the jump fatigue timer when it's no longer applicable.

The jump fatigue calculations currently use min(fatigue, 10 minutes) and max(fatigue / 10 , 1 + [some stuff]) so your jump fatigue doesn't matter if it's 10 minutes or less.

It'd be nice if either:
1) Subtract 10 minutes from the timer and change the (official) equation around so that it uses (10 minutes + fatigue) so that the timer actually counts down to the minimum fatigue state

Cooldown (minutes) = Max ( fatigue / 10,
                           1 + ( distance in lightyears * (1 - bonus) ) )
Fatigue (minutes)  = Min ( 60 * 24 * 30,
                           Max ( fatigue, 10 ) *
                             ( 1 + ( distance in lightyears * (1 - bonus) ) ) )

Change to (I think I did this right):
Cooldown (minutes) = Max ( (fatigue + 10) / 10,
                           1 + ( distance in lightyears * (1 - bonus) ) )
Fatigue (minutes)  = Min ( 60 * 24 * 30,
                           (fatigue + 10) *
                             ( 1 + ( distance in lightyears * (1 - bonus) ) )
                     ) - 10

It makes the equation a bit uglier, but the results are easier to understand.

2) The timer just disappears at 10 minutes so it's clear even to people who haven't investigated the equations when they're at minimum effective fatigue.

This second option isn't as good since you'll appear to go from 10:01 of fatigue down to 0, but at least you can just monitor for the blue mushroom to disappear.
Gadget Helmsdottir
Gadget's Workshop
#1371 - 2014-11-18 00:58:09 UTC
Suggestion: Greater visual difference between mining crystals.

Keywords: Mining, Art Team, Identification, Crystals, Ammunition

Notes: Mining crystals have some visual differences, but in their tiny state, they are difficult to see and require a mouseover.
Please add greater visual differences, probably using color, to more easily differentiate between the crystals at a glance.


Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Syri Taneka
#1372 - 2014-11-18 18:46:21 UTC

  • Suggestion: Automatically create a temporary bookmark for deployed Mobile Tractor Units OR provide a 100% scanned entry in the Probe Scanner.
  • Keywords: Mobile Tractor Unit, Bookmarks, Probing


I can't count the number of times I have forgotten to create a new bookmark for an MTU I've dropped in a site or mission, then left the mission - and was then faced with the need to scan down my own MTU in order to loot/salvage the wrecks I created. It would be a massive quality-of-life improvement if these structures either had personal BMs made for them (much like Escalations) or automatically showed up fully scanned down in the Probe Scanner, so that it was not necessary to find your own MTU through standard game mechanics as a result of forgetting one little step in launching it.
Harvey James
The Sengoku Legacy
#1373 - 2014-11-18 19:06:01 UTC
could you make corp killrights visible too the corp members, also some clarification on how they work wouldn't go amiss..

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

Dau Katari
Stormsong Scrapyards
#1374 - 2014-11-18 19:38:08 UTC
King Fu Hostile wrote:
UI: Little things

- Is there a way to unlock a target without making it the selected item?

Ctrl+shift+left-click will unlock a target without selecting it.

Suggestion: Search by research service as a drop-down menu for r&d agents in the agent finder.
Keywords: Search, agent finder, UI, industry, invention, r&d
Sabriz Adoudel
Move along there is nothing here
#1375 - 2014-11-19 04:23:23 UTC
Suggestion: Short term bookmarks
Keywords: ui, bookmarks
Note: Self deleting bookmarks

Not my idea but a good one.

Add the option when creating a bookmark to have it be a temporary bookmark. Temp BMs disappear 24 hours after being created (or at a convenient time after that such as the subsequent downtime).

Also add the option to change 24 hours to one week.

These options would be disabled by default to reduce UI clutter.

I support the New Order and CODE. alliance.

Psychotic Tendencies.
#1376 - 2014-11-19 20:59:02 UTC
Dear CCP,
You gave the minmatar titan such a great name. Why did you give it such a **** doomsday? Please adjust so that the Ragnarok actually sounds a horn (Que Inception Bwaaaa!!!) Then throws a giant hammer at it's target which explodes a mighty explosion. Like shooting the core of a dying star at the target.

V/R All of EVE.
Ferni Ka'Nviiou
#1377 - 2014-11-20 23:53:04 UTC
Suggestion: create Key-Binds for Camera Movement
Keywords: Camera, Shortcuts, Keyboard
Notes: allows for the Camera to be moved without having to click in space.


This would be convenient when the UI cramps the screen, and you are unable to find the clicking space.
Alternatively, it would help with multitasking by allowing you to interact with your overview while moving the camera at the same time.

It would find a purpose in cinematic shots too, as you would be able to continuously move the camera without staggering.

Unrelated note: are the Devs still reading this?
Jane Shapperd
The Scope
Gallente Federation
#1378 - 2014-11-21 06:05:19 UTC
Suggestion: add an option to show how far you are from people on your watch list
tags: Watchlist , UI
Notes: Would be nice to know how far off you are from your buddies and to know if you are in remote repairs range Smile
King Fu Hostile
Descendant Command
#1379 - 2014-11-21 07:02:38 UTC
Dau Katari wrote:
King Fu Hostile wrote:
UI: Little things

- Is there a way to unlock a target without making it the selected item?

Ctrl+shift+left-click will unlock a target without selecting it.

No, it will select the item, as is expected from any action involving left-clicking.

You will end up with none your targeted items selected, and the very item you wanted to disregard as having focus.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#1380 - 2014-11-21 10:29:46 UTC
*Preventing accidental decloaking right after initiating cloak*

For many active modules, I notice if I click them twice in rapid succession, I get a message that the module is already active, instead of deactivating the module.
This is not so with the cloak.
Also unlike the other modules, you cannot immediately reactivate the cloak.
As a result, 1 misclick can be quite disasterous.

Therefore I suggest chainging it so that a double click on the cloak will not deactivate a cloak, but will instead relay a message that the cloak is already active.

I can't think of any situation where the ability to engage and then disengage the cloak within 1 second would be of any use.
Therefore I see not disadvantage to this.

I don't consider it a gameplay feature, but rather a change to the UI.
Given the lag that often occurs between a click and the UI showing its effect, I think it is sorely needed.