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Player Features and Ideas Discussion

 
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Suggestion: All Items having source location in info box

First post
Author
Aerilyn Neiliff
Neiliff Shipyards
#1 - 2016-01-08 00:10:12 UTC  |  Edited by: Aerilyn Neiliff
I'd like every item in game in it's info box to have some indication of how it is gathered/harvested etc. Three quick examples...

50MN Y-T8 Compact Microwarpdrive --> Saw this on a doctrine fit. I clicked the info box and no blueprint or industry tab appeared. I would have liked if it said "This item cannot be made. It is looted from combat sites."

Hydrogen Batteries--> Saw this as an ingredient in a blueprint. Same story. Should have said "Cannot be made. Sold from NPC vendor."

Plasmonic Metamaterials--> Took me forever to figure out this was associated with moon goo. Maybe that makes me a noob. But it looked a helluva lot like some PI stuff.

Can we just add sourcing to these to clear up some confusion? Thanks.
Thor Kerrigan
Guardians of Asceticism
#2 - 2016-01-08 01:27:29 UTC
Isn't the source always Jita? I have been living a lie!
ShahFluffers
Ice Fire Warriors
#3 - 2016-01-08 02:33:27 UTC  |  Edited by: ShahFluffers
You will find that most of the game (in terms of items, tactics, fits, mechanics, etc) is like this.

"Here is some stuff. Figure out what to do with it."

Generally, when you start doing something, you'll figure it out quickly. Otherwise, you will remain clueless.
Thea Yulivee
Hobbs End Industries
#4 - 2016-01-08 10:16:04 UTC
ShahFluffers wrote:
You will find that most of the game (in terms of items, tactics, fits, mechanics, etc) is like this.

"Here is some stuff. Figure out what to do with it."

Generally, when you start doing something, you'll figure it out quickly. Otherwise, you will remain clueless.


What kind of an argument is that?
"Well this has been difficult for years and still is in different parts, so better not improve this"

I agree with OP - source locations in the item information, if the item is not derived from a blueprint, are a great idea.
Iain Cariaba
#5 - 2016-01-08 12:41:41 UTC
Thea Yulivee wrote:
ShahFluffers wrote:
You will find that most of the game (in terms of items, tactics, fits, mechanics, etc) is like this.

"Here is some stuff. Figure out what to do with it."

Generally, when you start doing something, you'll figure it out quickly. Otherwise, you will remain clueless.


What kind of an argument is that?
"Well this has been difficult for years and still is in different parts, so better not improve this"

I agree with OP - source locations in the item information, if the item is not derived from a blueprint, are a great idea.

It's called research. If you're too lazy to do the research, why should you benefit from it?
Gadget Helmsdottir
Gadget's Workshop
#6 - 2016-01-08 13:19:09 UTC  |  Edited by: Gadget Helmsdottir
Thea Yulivee wrote:
ShahFluffers wrote:
You will find that most of the game (in terms of items, tactics, fits, mechanics, etc) is like this.

"Here is some stuff. Figure out what to do with it."

Generally, when you start doing something, you'll figure it out quickly. Otherwise, you will remain clueless.


What kind of an argument is that?
"Well this has been difficult for years and still is in different parts, so better not improve this"

I agree with OP - source locations in the item information, if the item is not derived from a blueprint, are a great idea.


The problem is that it wouldn't be an improvement.



I mind you, I'm not going to cry a river if the source locations were added in, but I'm kinda with Iain on this. EvE has a steep learning curve. Part of that curve is knowing how to obtain the information.

I like that part of EvE. It nudges people to practice the meta skills needed to prosper in here. In this case, a player will research the matter for themselves in game by following the trails and learning how the Market works in the process; learn where to find information out-of-game already collected earlier by players; or will develop the necessary social skills by asking in game.

--Gadget

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."

Arya Ikahrus
#7 - 2016-01-08 13:22:02 UTC
In a lot of cases the research isn't exactly hard or complicated to do though, it's just mildly inconvenient.


Gadget Helmsdottir
Gadget's Workshop
#8 - 2016-01-08 13:27:26 UTC  |  Edited by: Gadget Helmsdottir
Thor Kerrigan wrote:
Isn't the source always Jita? I have been living a lie!


Nope.

The source for all things is 'Gadget's Workshop'.

Now if only CCP would let me put my stamp on things. Pirate

--Gadget

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."

Thor Kerrigan
Guardians of Asceticism
#9 - 2016-01-08 17:25:13 UTC
Gadget Helmsdottir wrote:
Thor Kerrigan wrote:
Isn't the source always Jita? I have been living a lie!


Nope.

The source for all things is 'Gadget's Workshop'.

Now if only CCP would let me put my stamp on things. Pirate

--Gadget


Awesome, WTB Nyx, Etana and Chribba's soul. Price?
Tiddle Jr
Brutor Tribe
Minmatar Republic
#10 - 2016-01-09 02:15:16 UTC  |  Edited by: Tiddle Jr
hmm i think it's pretty much easy to remember, here one good example - Cap Recharger I & Cap Recharger II. Both are available to be manufactured from blueprints with only difference with Tech II since it should be invented in the first line. All the rest "named" mods are looted from NPC either way. This works for majority of mods in Eve.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Arya Regnar
Darwins Right Hand
#11 - 2016-01-10 04:32:03 UTC
I for one don't like being spoonfed information. I like the game to f me up hard so I'm left wondering how it happened.


EvE-Mail me if you need anything.

Amarisen Gream
The.Kin.of.Jupiter
#12 - 2016-01-10 13:34:32 UTC
There have been some really good points in this thread.

A lot of the "basic" stuff could be understood via a little training.
Tech 1 Items are made from BPs. Tech 2 are invented.
A lot of other items can be figured out via the "industrial tab" in the show info.

But there are some items, which don't provide any of that...
PI and Moongoo both have their tab for "reactions/production info". it just takes a little time digging through it all.

I would support cleaner Show Info windows, which provide more information that can be considered basic. or better educational material in game.

"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

CCP Fozzie
C C P
C C P Alliance
#13 - 2016-01-11 13:02:43 UTC
This is an excellent idea, and it's something that we really wanted to get into the industry revamp back in Crius but ran out of time. I can't say for sure when or if we might be able to do it (there would be a fair amount of upkeep required as we change things, including localization work) but it would definitely make industry a lot more discoverable.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Irregessa
Obfuscation and Reflections
#14 - 2016-01-11 14:41:57 UTC
While a great idea, one problem is that the source of materials can change over time. Just in December all COSMOS items can now be found in Data exploration sites. That would require adding that fact to a whole lot of item 'show info' windows. Perhaps they could code it well enough to accomplish that change with a well-crafted SQL statement, but something tells me not.
Lugh Crow-Slave
#15 - 2016-01-12 05:35:46 UTC
CCP Fozzie wrote:
This is an excellent idea, and it's something that we really wanted to get into the industry revamp back in Crius but ran out of time. I can't say for sure when or if we might be able to do it (there would be a fair amount of upkeep required as we change things, including localization work) but it would definitely make industry a lot more discoverable.


Why you gotta go and bring crius back up Cry
Idame Isqua
University of Caille
Gallente Federation
#16 - 2016-01-12 11:53:19 UTC
Thea Yulivee wrote:
ShahFluffers wrote:
You will find that most of the game (in terms of items, tactics, fits, mechanics, etc) is like this.

"Here is some stuff. Figure out what to do with it."

Generally, when you start doing something, you'll figure it out quickly. Otherwise, you will remain clueless.


What kind of an argument is that?
"Well this has been difficult for years and still is in different parts, so better not improve this"

I agree with OP - source locations in the item information, if the item is not derived from a blueprint, are a great idea.


Not empty poasting

What about actual details like this drops from rats in the stain region

Or this was taken from a rat that only spawns in one system that has this ded site and it is hilarious that you are paying this much for it.
Nevyn Auscent
Broke Sauce
#17 - 2016-01-12 21:05:04 UTC
Arya Ikahrus wrote:
In a lot of cases the research isn't exactly hard or complicated to do though, it's just mildly inconvenient.

If the research involved requires a 3rd party site, then this is a good improvement. And I'm pretty sure it does involve 3rd party sites.
EVE should be playable to a high level without needing hordes of 3rd party tools, the number of 3rd party tools indicates how much isn't covered in game that needs to be.
Xe'Cara'eos
A Big Enough Lever
#18 - 2016-01-13 11:24:04 UTC
CCP Fozzie wrote:
This is an excellent idea, and it's something that we really wanted to get into the industry revamp back in Crius but ran out of time. I can't say for sure when or if we might be able to do it (there would be a fair amount of upkeep required as we change things, including localization work) but it would definitely make industry a lot more discoverable.


by making industry more discoverable, aren't you just increasing the learning curve elsewhere.... where it's probably steeper and assumes you know how to find out stuff.....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.