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[UI] Drag & Drop drones into hotbar slots

Author
Iain Cariaba
#21 - 2015-07-20 14:49:29 UTC
wopolusa wrote:
Iain Cariaba wrote:
If I was disagreeing simply for the sake of disagreeing, I'd be in every single thread in F&I. Not all of us latch onto every single idea they see and support it like it's the second coming the way you do, Joe.

No, my disagreement of this lies in that there is already a perfectly servicable and usable method to do everything OP is asking for. That it isn't convienent enough for him is entirely his problem, not something that needs to be addressed by CCP.

I am the kind of player CCP wants to try to entice. The kind of player that truly loves the game, enjoys it for what it is, and will try everything he can to keep it the game he loves. If you want to cater to the lowest common denominator, by continually trying to dumb the game down to WoW level, you can expect me to be there arguing against it until CCP finally makes the change that drives me from the game.

CCP is better off with 20k players like me than 200k of the lowest common denominator. Sure, they can pull in more money with them, but it's the players like me who truly pay the bills over the long term. As they say in the bar industry, your weekends fill the coffers, but your regulars make or break the bar.


while you've derailed this to some totally off-topic discussion of your apparent superiority to others in the eve universe, remember the entire point of UI design is to make control of the game more convenient to everybody, so I really don't know what you're trying to say. This literally gives more control and options to the player without removing the pressing more buttons that you refer to as 'complexity'.

No, it doesn't. It gives precisely the same amount of control as currently provided, just in a more convenient for you method. It provides no new options, just another method to do the same old stuff.
wopolusa
Dire Circumstances
#22 - 2015-07-21 01:46:18 UTC
Iain Cariaba wrote:
No, it doesn't. It gives precisely the same amount of control as currently provided, just in a more convenient for you method. It provides no new options, just another method to do the same old stuff.


Okay, it provides less control, and is more convenient. And yes, I was asking for more convenience.
Lets both drop it.
McChicken Combo HalfMayo
The Happy Meal
#23 - 2015-07-21 01:58:49 UTC
Drones don't operate the same way other weapons do. I'm not sure how modules would work with the drone system. How does the module react when drones are auto defending a target or when drones are switching targets?

If you'd like better drone control perhaps a hotkey for each deployed drone would work. The hotkey to control all drones would also still remain.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

wopolusa
Dire Circumstances
#24 - 2015-07-21 02:05:12 UTC
McChicken Combo HalfMayo wrote:
Drones don't operate the same way other weapons do. I'm not sure how modules would work with the drone system. How does the module react when drones are auto defending a target or when drones are switching targets?

If you'd like better drone control perhaps a hotkey for each deployed drone would work. The hotkey to control all drones would also still remain.


Yeah that would be a sufficient improvement for me, I just like the idea of actual buttons along with the rest of your ship controls. It is a bit easier to imagine than in practice, I guess I just thought the buttons would be like a visual representation of setting up hotkeys for 'engaging target', where they wouldn't have cycle time and (obviously) wouldn't be able to overload, and if they are auto-attacking targets you haven't locked, they would simply 'pulse' green like a triage or siege module do?

Open to suggestions.
Joe Risalo
State War Academy
Caldari State
#25 - 2015-07-21 04:05:09 UTC
McChicken Combo HalfMayo wrote:
Drones don't operate the same way other weapons do. I'm not sure how modules would work with the drone system. How does the module react when drones are auto defending a target or when drones are switching targets?

If you'd like better drone control perhaps a hotkey for each deployed drone would work. The hotkey to control all drones would also still remain.



Well, hotkey per drone would work, but allowing them to be attached to a hotkey/icon on the control bar is more efficient.
Would be a lot of hotkeys for carrier pilots.
Amarisen Gream
The.Kin.of.Jupiter
#26 - 2015-07-21 08:53:15 UTC
TL:DR all the other stuff.

Hot keys and such are nice

For drones, I would not mind seeing new some UI buttons even on the HUD or in the drone window - that would have the basic commands. Buttons I can click with a mouse vs ha being to rely on the UI doing something stupid like "chat box captured my keyboard"

My biggest issue with drone control via hot keys is that once in a while - your chat does steal you keyboard and here I am beating the **** out of my f key and wondering why the frack my drones won't engage. Or shift-r (?) they won't come back.

To then realize 2 minutes after the fact that the chat window had taken its "hot-key" of my space bar, and was now taking keystroke inputs. (Issue for space bar is that the stop ship is control-space, and I don't think the client always reads that command fully.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

wopolusa
Dire Circumstances
#27 - 2015-07-22 00:28:37 UTC
I've never really had a problem like that, could be your kb? I doubt it's the actual client not registering keystrokes however.
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