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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
noone kun
Hisp Eto Corporation
#2361 - 2015-12-20 23:54:00 UTC  |  Edited by: noone kun
drones:

Suggestion: correct animations and sounds for drone shots
Keywords: drones, graphics
Note: turrets got new animations and sounds long time ago, but drones are still using old ones
also, bouncers should have artillery animation instead of autocannon

Suggestion: no freezing in space for drones (and npc's) after killing target
Keywords: drones, ai
Note: after killing (or loosing) tagret that they were orbiting, drones are freezing in space for a few seconds and getting extra damage from pats, players, etc.
they should act same way that player ships do: just keep flying in the direction they had while orbiting

Suggestion: subcapital drone control units
Keywords: drones, modules
Note: small, medium and heavy/sentry versions, affecting different sizes of drones
passive module type,
10% bonus to damage and hp, no stacking penalties.
players will use them instead of fitting unbonused torrets/launchers on droneboats.
dcu's should have cpu and pg requirements equal to turrets/launchers of their size, so ppl will not cry about unbalanced droneboats again
maybe we will finally see suicide ganking droneboats)
also, fitting small dcu on a cruiser will be equal to fitting rapid light missle launchers (old one with 10sec reloading time)

Suggestion: drone implants
Keywords: drones, implants
Note: there are no implants affecting drone stats. give us some.

Suggestion: combat support drones having same speed and hp that combat drones do.
Keywords: drones
Note: right now combat drones are to easy to kill thats why not really useful

Suggestion: activating drone assist with "drones: engage target" command (for friendly pilot)
Keywords: drones, ui
Note: right now to get drone assist working friendly pilot should activate (or re-activate) any offensive module on his target

Suggestion: drones that were sent to assist other pilot', should orbit that pilot's ship, not their owner's ship
Keywords: drones

Suggestion: activating "drones:engage target" command without locking target
Keywords: drones, ui
Note: drones in agressive mode are not attacking hostle ships if they were deployed after first shot on owner's was made
instead, they should work same way salvage drones do: engage any awaliable targe after taking "angage target" order without any target locked.
mining drones have same problem - they dont start to mine without locking asteroid

Suggestion: heavy versions of current fighters
Keywords: drones
Note: 4 more fighter-based heavy drones with different (racial-specific) damage types
and some way for players to produce them like any other drone in the game
"gecko" progect did fine, right?

Suggestion: small and medium sentry drones
Keywords: drones
Note: right now small and medium droneboats are forced to use large sentries with their low tracking speeds and huge signatures
that is equal to using 1 large autocannon on a rifter instead of current 5 small guns
and yes, i want sentries for worm, gila and any other similar low-bandwith ship in the future

Suggestion: drone armor repairers (low power slot) and shield boosters (medium power slot)
Keywords: modules, drones
Note: with those modules players will get more options for combat tactics. yes, carebears will be happy too

Suggestion: rogue drone textures for "augmented" drones
Keywords: drones, graphics
Note: because there should be a difference not only in their price and stats. . right now aug and integrated drones look like tech1s

Suggestion: augmented sentry drones
Keywords: drones
Note: ..why not?

Suggestion: replacing extra drone bandwith with extra damage/hp bonus for algos, vexor, prophecy, murmidon etc
Keywords: ships, drones
Note: once again, to get max dps droneboats are forced to use big and slow heavy/sentry drones with low tracking speed instead of medium drones.

example re-balancing (all lvl5)
old wexor:
10% to damage/hp per skill level
75 bandwith
315 dps with 2 ogreII 2 hummerheadII 1 hobgoblinII deployed
new vexor:
20% to drone damage/hp per skill level
50 bandwith
316 dps with 5 hammerheadII deployed
Chino Saisima
Caldari Provisions
Caldari State
#2362 - 2015-12-22 18:57:25 UTC  |  Edited by: Chino Saisima
Hi

would it be possible to have an option to assemble multiple ships at once? Even if its delayed and working in the background would be fine, but currently its a pita to assemble more than 5 ships without getting the "slow down spacenerd" message.


Suggestion: Add "Assemble all ships" into context-menu when rightclicking a stack of unsassembled ships.
Keywords: Quality of spacelife, ui
Note: Please find example screenshot here and reddit discussion thread here

Thank you!

edit: words
Sim Cognito
Obani Gemini Corporation
#2363 - 2015-12-23 09:44:17 UTC
The Fitting Window background is always a caldari nebula,regardless of the ship used. It should be changed to be faction-specific.
Tala Utama
Quantum Star Conglomerate
#2364 - 2015-12-25 01:59:59 UTC
We should be able to sort our personal assets after "highest estimated value" in a station. As it is right now we can only sort after number of jumps, number of items and name.
Prometheus Exenthal
Aliastra
Gallente Federation
#2365 - 2015-12-25 08:05:26 UTC
Suggestion: A pop-up warning when warping to an Incursion-linked stargate.
Keywords: Quality of Life, UI, Navigation
Note: Currently we have pop-up warnings for warping to plexes & missions, and USELESS "Intergalactic News" pop-ups on certain gates. Why not make some useful ones and give pop-up warnings when warping to an Incursion-Linked gate. The combination of horrendous journal-based incursion lookupm, and null-sec rats being able to insta-lock/blap frigates+ is just too much.

https://www.youtube.com/user/promsrage

DO YOUR JOBS, CCP DEVS. FIX THE GAME INSTEAD OF FKING IT

Megarom
Shiva
Northern Coalition.
#2366 - 2015-12-26 20:32:36 UTC
Suggestion: Show number of killmark in assembled ship's show info.
Keywords: Killmarks, UI
Note: For the people with low enough graphics settings and also those you don't have the patience to spin the ship n times to find the right spot.
Soltys
Brutor Tribe
Minmatar Republic
#2367 - 2015-12-27 01:30:45 UTC

  • Suggestion: Bring back RGB sliders
  • Keywords: UI, QoL
  • Note: current predefined settings are not sufficient


Longer note:

RGB sliders provided much better flexibility over current, rigid predefined settings. Furthermore re-addition of sliders in no way or form would conflict with those settings.

(why was this removed in the first place at all ?)

Jita Flipping Inc.: Kovl & Kuvl

Soltys
Brutor Tribe
Minmatar Republic
#2368 - 2015-12-27 01:36:44 UTC
Stop Looking wrote:
Jacob Holland wrote:
Window snap distance:
Could we please either get back the Esc menu option for how far we want things to snap - or have the ability to turn off the snap entirely?



Well its been two years now and still not fixed so I guess its time to post this again:


Suggestion: Bring back setting to disable window snapping
Keywords: ui, quality of live?!

-- cut --


100x times this one. Why bloody remove it in the first place ?

Jita Flipping Inc.: Kovl & Kuvl

Sard Caid
The Tuskers
The Tuskers Co.
#2369 - 2015-12-27 03:28:06 UTC
Suggestion: Allow for Ctrl + A, or Shift + click multi-item selection for redeeming items in character selection screen
Keywords: ui, item redemption, character select
Note: N/A
---

A friend with many accounts is bothered by the number of clicks and drags he needs to do to redeem all the xmas items across all his accounts!
Kosetzu
The Black Crow Bandits
Northern Coalition.
#2370 - 2015-12-27 10:37:32 UTC
Sard Caid wrote:
Suggestion: Allow for Ctrl + A, or Shift + click multi-item selection for redeeming items in character selection screen
Keywords: ui, item redemption, character select
Note: N/A
---

A friend with many accounts is bothered by the number of clicks and drags he needs to do to redeem all the xmas items across all his accounts!

You know you can use "redeem all" from ingame?

On that note though, let us split redeeming stacks if we don't want to grab all of it at once.
Jerome en Bauldry
The Legendary Journey of the Honorable Trader
#2371 - 2015-12-27 17:58:39 UTC
Keep fulfilled and failed market orders in the "orders" tab until manually dismissed.
Currently, it's a nightmare to keep track of your market orders and it requires external software due to this specific reason. There are external programs that compare your orders from time to time and tell you which ones expired or failed.
This little change would go a long way helping us the marketers, and will do our life much easier.
Arla Sarain
#2372 - 2015-12-30 15:03:47 UTC
Keywords: Market UI, Quality of Life

Scalable Market chart. Please.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#2373 - 2015-12-31 07:54:37 UTC
With a lot of chat channels that some of us have it would be great to have a double, or triple, layer of tabs available so we dont have to hugely increase the size of the chat window itself but still know when our channels blink if we need to. Just adding the ability to stack more channels on top of the chat box in another row rather than only in one row horizontally. Thanx.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Anke Eyrou
Hades Sisters
#2374 - 2015-12-31 10:26:59 UTC  |  Edited by: Anke Eyrou
Suggestion. Displaying Runs remaining, ME and TE levels in the station hanger in details mode and list views for Blue Print Copies (BPC).

Keywords: ME and TE levels, Blue print copies.

Note: NA

When displaying lists of BPCs in the hanger in the details mode or list mode; can we have another 3 columns which display Runs remaining, ME and the TE levels of the BPC?

This would save time when setting up manufacturing jobs or contracts as the information is then on display. Rather having to select the BPc and then display info to get the information required.

The idea could also be extended to original blueprints as well. The infoirmation is already in the database as when you select a blueprint and select display info it shows the runs remaining, ME and the TE levels for both.

thanks.

P.S. Apologises if this has already been suggested before but a search of the forums reveals nothing.

I expect to get this post deleted or locked. So much for freedom of expression.

Ayallah
Brutor Tribe
Minmatar Republic
#2375 - 2016-01-01 21:27:39 UTC
Suggestion: Adding an option in the filters/inventory window to 'only have one filter active at a time'

Keywords: Inventory Filter

Note: http://imgur.com/a/zPAHM

Currently when selecting filters it will always allow you to have as many active at once as you can select. While this is in no doubt valuable at times for the most part it is an annoyance. Trying to change filters and receiving 'nothing found' slows the process down. A simple checkbox that 'allow only one active filter' would be a godsend for super pilots like myself, all capital pilots trying to quickly change modules in combat as well as likely benefit others who use the filters for industry/ market orders etc etc.

tl;dr: having to manually de-select filters before selecting a new one is tedious and slow.

Suggestion: Adding 'fit to active ship' in the right click menu of items in the cargo.

Keywords: cargo inventory fitting

Note: being able to right click and 'fit to active ship' from a ships cargo when able to refit would speed up the process of combat refitting greatly and allow clever pilots to bypass the slow and laggy fitting window when using the fluid fits of all capitals and many mainline doctrines in use now.

Goddess of the IGS

As strength goes.

Inggroth
Harbingers of Reset
#2376 - 2016-01-05 10:17:33 UTC  |  Edited by: Inggroth
Suggestion: balance pass on hull reppers , so out-of fight repair becomes viable
Keywords: modules, balancing
Note:
Hull tanking is unique because you're not able to easily repair hull damage - thats good design.

HOWEVER: hull reppers right now are unusable for in-space repair on bigger ships.
I'd like a balance pass in such a way so that refitting at a Mobile Depot and repping up hull damage after a fight becomes viable gameplay.
Example: After refitting all midslots to t2 hull reppers it takes 20-60+ minutes to repair hull damage on a Brutix. I'd like that time to be somewhere in the 3-10 minute range - still significant, still 100% useless in combat, but an actual option for in-space repair.
Morrigan LeSante
Perkone
Caldari State
#2377 - 2016-01-05 20:11:19 UTC
Inggroth wrote:
Suggestion: balance pass on hull reppers , so out-of fight repair becomes viable
Keywords: modules, balancing
Note:
Hull tanking is unique because you're not able to easily repair hull damage - thats good design.

HOWEVER: hull reppers right now are unusable for in-space repair on bigger ships.
I'd like a balance pass in such a way so that refitting at a Mobile Depot and repping up hull damage after a fight becomes viable gameplay.
Example: After refitting all midslots to t2 hull reppers it takes 20-60+ minutes to repair hull damage on a Brutix. I'd like that time to be somewhere in the 3-10 minute range - still significant, still 100% useless in combat, but an actual option for in-space repair.



I like this.

Could potentially be achieved by increasing cycle time and rep amount & cap substantially so it is impractical under fire but will patch up well out of a fight.
Molly Shears
Grey Toxic Sword
Shadow Ultimatum
#2378 - 2016-01-06 15:52:42 UTC  |  Edited by: Molly Shears
Suggestion: Add in Wreck, nest to "Loot All" "Loot All to Fleet Hangar"
Keyword: UI, Gameplay,
Scarlett Stolas
Deep Core Mining Inc.
Caldari State
#2379 - 2016-01-07 22:55:46 UTC
Suggestion: Add a "Restart Extractors" button to the Planetary Colonies modal dialog in the main menu or someone on the "View Planet Mode" screen
Keywords: UI, UX, Industry, PI, Gameplay
Notes: It could maybe be a small button on the row next to the Exit Planet Mode and View Planetary Command Center buttons
---

Characters who do PI often have to restart their extractors to actually mine more PI materials. This currently takes 4 clicks per extractor. This doesn't add more gameplay choices while being frustrating. It would be great if we could just do this with a single click to make it easier.
Yonis Kador
KADORCORP
#2380 - 2016-01-08 13:07:25 UTC
1.) I think the sensor overlay settings box is too obtrusive. Because it triggers from the entire periphery of the HUD, a player cannot navigate into the HUD without a giant box popping up. So every time we want to stop the ship, set full speed, add a POS password, etc, we're given the option to adjust sensor overlay settings. I see that box 4000 times a day. It should probably only trigger from a specific location.

2.) Why do I have to stack all twice in POS modules like an ore compression array? Just a (very) little thing.

That's it for today....

YK