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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
Kaea Astridsson
Hoplite Brigade
Ushra'Khan
#1941 - 2015-05-30 05:57:41 UTC
Suggestion; Filtered map bookmarks.

Keywords; Beta map

Notes; Mostly now living in the same area under FW. I'd love for there to be an option in the map where I can limit visible stars to a set of systems/constellations/regions only, using some type of filter. And would be great if this customizable filter was shareable just like overview settings so I could 'make' a map for the whole Warzone, then share that to my corp mates. This would also be a great feature for other specific deployments, only focusing on stars within jumprange of your BLOPS, and having an easier time to spot cynos popping up in your reach.

Get on Comms, or die typing.

Djiana Lenar
Republic Military School
Minmatar Republic
#1942 - 2015-05-30 16:37:13 UTC
Suggestion: Personal Assets filter buy type ship, module, charge

Keywords: Organization, UI, Interface

Notes: when u open personal assets u have the option to sort by system and region and jumps.
but for ppl with huge amounts of stuff in stations across new eden it would help if we could filter buy just ships or modules or fuel ect
Kione Keikira
Perkone
Caldari State
#1943 - 2015-05-30 18:06:23 UTC

  • Suggestion: Make the stat circles around systems on the map use a logarithmic scale.
  • Keywords: Map
  • Note: Stat circles = the circle thingys to identify how many kills or whatever there have been in a system


---

Sometimes the stat circles on the map are so small the system blots it out, because Jita or some other system in high sec has an absurd amount of that particular stat ( say NPCs killed ) so the systems with few of that stat are impossible to differentiate apart, even though one has twice as much as the other.

Master of being misunderstood.

Arlen Tektolnes
Grim Sleepers
#1944 - 2015-05-30 18:35:56 UTC
Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.

Keywords: compass, signatures, anomalies, hunting

Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting.
Arlen Tektolnes
Grim Sleepers
#1945 - 2015-05-30 19:18:11 UTC
Djiana Lenar wrote:
Suggestion: Personal Assets filter buy type ship, module, charge

Keywords: Organization, UI, Interface

Notes: when u open personal assets u have the option to sort by system and region and jumps.
but for ppl with huge amounts of stuff in stations across new eden it would help if we could filter buy just ships or modules or fuel ect


You can already type in 'ships' to see them listed :)
Zalgo Hivemind
Caldari Provisions
Caldari State
#1946 - 2015-05-30 20:11:27 UTC
Suggestion: Mathematical operations inside buying/selling popups
Keywords: market, selling, buying, math
Note: i.e. If I for some reason need 6978 trit for 23 item, I would go to trit in the market tab, click 'buy' and in the amount box i would enter '6978*23' and the box would spit out 160494.


Suggestion: When selling multiple items in the sell window, automatically sort them alphabetically
Keywords: market, selling
Note: Right now the selling window doesn't do any sorting which is troublesome when selling hundreds of items and making sure they're all around jita price (when in low/null sec).
kyoukoku
The Scope
Gallente Federation
#1947 - 2015-05-30 20:14:50 UTC
Arlen Tektolnes wrote:
Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.

Keywords: compass, signatures, anomalies, hunting

Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting.



I'll paste the same reply here as the one I used in reply to your reddit post:

Nope.

Explain properly why cosmic sigs should be re-linked to d-scan?

The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor.

Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given.

Simples.

So nope.
Arlen Tektolnes
Grim Sleepers
#1948 - 2015-05-30 20:19:27 UTC  |  Edited by: Arlen Tektolnes
kyoukoku wrote:
Arlen Tektolnes wrote:
Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.

Keywords: compass, signatures, anomalies, hunting

Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting.



I'll paste the same reply here as the one I used in reply to your reddit post:

Nope.

Explain properly why cosmic sigs should be re-linked to d-scan?

The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor.

Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given.

Simples.

So nope.


I'll also paste my reply to your reply that you used in reply to my Reddit post.

Uh what? Unscanned sigs could just appear as they do already; an unscanned sig 12au away could show up as 11 or 13 au away, depending on variation. I'm only suggesting a change to the 'compass' around the capacitor.
Lime Green
Federal Navy Academy
Gallente Federation
#1949 - 2015-05-30 21:05:51 UTC
Suggestion: Remove all mentions of skill requirements for rigs

Keywords: Skills, Rigs, Info

Notes: Rigs do not require skills to fit. The fact that their info still states otherwise is misleading for newer players and vets alike and messes with third party applications like pyfa and EFT and therefore also with Evemon and gtkEvemon.
kyoukoku
The Scope
Gallente Federation
#1950 - 2015-05-30 21:06:21 UTC
Arlen Tektolnes wrote:
kyoukoku wrote:
Arlen Tektolnes wrote:
Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.

Keywords: compass, signatures, anomalies, hunting

Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting.



I'll paste the same reply here as the one I used in reply to your reddit post:

Nope.

Explain properly why cosmic sigs should be re-linked to d-scan?

The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor.

Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given.

Simples.

So nope.


I'll also paste my reply to your reply that you used in reply to my Reddit post.

Uh what? Unscanned sigs could just appear as they do already; an unscanned sig 12au away could show up as 11 or 13 au away, depending on variation. I'm only suggesting a change to the 'compass' around the capacitor.



But you're basically still asking for an easy way out of having to use probes to hunt down the sigs.

What you're suggesting: "I want to hunt down sigs without having to fit probes & probe launcher".

It just makes no sense to have the cosmic sigs linked backed to d-scan, even if "just for the compass".

Otherwise why would you ask for this hmm?
Arlen Tektolnes
Grim Sleepers
#1951 - 2015-05-30 21:36:03 UTC
kyoukoku wrote:
Arlen Tektolnes wrote:
kyoukoku wrote:
Arlen Tektolnes wrote:
Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.

Keywords: compass, signatures, anomalies, hunting

Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting.



I'll paste the same reply here as the one I used in reply to your reddit post:

Nope.

Explain properly why cosmic sigs should be re-linked to d-scan?

The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor.

Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given.

Simples.

So nope.


I'll also paste my reply to your reply that you used in reply to my Reddit post.

Uh what? Unscanned sigs could just appear as they do already; an unscanned sig 12au away could show up as 11 or 13 au away, depending on variation. I'm only suggesting a change to the 'compass' around the capacitor.



But you're basically still asking for an easy way out of having to use probes to hunt down the sigs.

What you're suggesting: "I want to hunt down sigs without having to fit probes & probe launcher".

It just makes no sense to have the cosmic sigs linked backed to d-scan, even if "just for the compass".

Otherwise why would you ask for this hmm?


But I'm basically not.

I'm still not 100% sure what you're getting at, because you'd still need to probe down any sigs to warp there, but I suppose they could make it only apply to anomalies if it'll get you to stop replying to me.
Max Groote
Aliastra
Gallente Federation
#1952 - 2015-05-30 23:37:44 UTC
Arlen Tektolnes wrote:
kyoukoku wrote:
Arlen Tektolnes wrote:
kyoukoku wrote:
Arlen Tektolnes wrote:
Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.

Keywords: compass, signatures, anomalies, hunting

Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting.



I'll paste the same reply here as the one I used in reply to your reddit post:

Nope.

Explain properly why cosmic sigs should be re-linked to d-scan?

The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor.

Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given.

Simples.

So nope.


snip



snip


snip


You want to make hunting sigs and anoms easier, that's what you said in your post. However, there's a simple method to doing this: it's called fitting a probe launcher. Hunting people in anomalies is already like shooting fish in a barrel without making it absolutely trivial, so I don't understand why your change would be beneficial beyond making it easier for combat fit ships to do "exploration". It's also pretty immature to say "STOP REPLYING TO ME" if someone disagrees with your proposed changes.
Gorski Car
#1953 - 2015-05-31 09:12:55 UTC  |  Edited by: Gorski Car
xx

Collect this post

Agent Orange7
Dreddit
Test Alliance Please Ignore
#1954 - 2015-05-31 09:45:15 UTC

Suggestion: Make market browser not scroll to the top when you buy an item
Keywords: market browser

---

When you buy an item on the market, the browser automatically scrolls to the top of the page. This gets really annoying.
Arla Sarain
#1955 - 2015-05-31 09:46:53 UTC
Lime Green wrote:
Suggestion: Remove all mentions of skill requirements for rigs

Keywords: Skills, Rigs, Info

Notes: Rigs do not require skills to fit. The fact that their info still states otherwise is misleading for newer players and vets alike and messes with third party applications like pyfa and EFT and therefore also with Evemon and gtkEvemon.

They require skills to fit.

They don't require skills to pilot a ship with, if those are already pre fit. That's an intricate but important difference. The requirements state what you'd need to attach the rigs to the ship.
Arlen Tektolnes
Grim Sleepers
#1956 - 2015-05-31 10:09:41 UTC
Arla Sarain wrote:
Lime Green wrote:
Suggestion: Remove all mentions of skill requirements for rigs

Keywords: Skills, Rigs, Info

Notes: Rigs do not require skills to fit. The fact that their info still states otherwise is misleading for newer players and vets alike and messes with third party applications like pyfa and EFT and therefore also with Evemon and gtkEvemon.

They require skills to fit.

They don't require skills to pilot a ship with, if those are already pre fit. That's an intricate but important difference. The requirements state what you'd need to attach the rigs to the ship.


Nope. This was changed eight months ago in the Hyperion patch and anyone can fit any module or rig.

Seconding this suggestion, mainly because I'm getting sick of typing the above.
Kabantik
Accidentally Seriously
#1957 - 2015-05-31 12:02:20 UTC
It's been an incredibly long time since I've graced the EVE-O boards but I feel as though we've only got a few more months to bring this game back to a playable state so it's time to dump some quick fixes that may go a long way in a short time. Prepare for multiposts!
I did a google and EVE O forum search and I didn't see anything like this, then again I am absolutely stupid so yeah. Anyways:


ArrowRepair, and repackage items inside of corporation containers if: you have wallet access, configure equipment and fitting manager
Nalles
Republic Military School
Minmatar Republic
#1958 - 2015-06-01 00:14:06 UTC
Suggestion: Add range and speed to watchlist (at least as an option)

Keyword: Fleet, watchlist, pvp, anchor

Note: It would really help in fleets to keep close to your anchor.
Djiana Lenar
Republic Military School
Minmatar Republic
#1959 - 2015-06-01 03:49:10 UTC
Build supers in lowsec

Whynot
Zeitonaut
Zeiteinheit
#1960 - 2015-06-01 08:40:26 UTC
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".