These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Little things / Small QoL suggestions

First post First post
Author
Jonathon Silence
Caldari Provisions
Caldari State
#121 - 2017-04-27 05:53:40 UTC
Suggestion: Add 'Open Customs office' and 'Warp to customs office' buttons to Planetary Colonies window
Keywords: UI, PI
Note: Add a buttons to warp to the Customs office and open the customs office to each line in the Planetary colonies window. This will reduce clicking and right menu manipulation.
Jonathon Silence
Caldari Provisions
Caldari State
#122 - 2017-04-27 05:55:29 UTC
Suggestion: Set default hangers in industry window
Keywords: Industry, UI, Defaults
Note: Allow me to set the default input and output hangers to use for Industry jobs. If I have not run a job of that type before (which will save the settings) then default to my settings not the first hanger.
Jonathon Silence
Caldari Provisions
Caldari State
#123 - 2017-04-27 06:01:10 UTC
Suggestion: Limit mining ships in starter systems
Keywords: Mining, NPE, Starter Systems
Note: I had a chance recently to try the new NPE, but when they building missions come up all the belts in the system (and in 2 of the adjacent systems) had been mined out. This is not a great experience. To make sure that the NPE missions can be completed in a timely fashion limit mining in the Starter system to Ventures and frigates. This will not stop the new players but it will stop all those players that send in large barge/exhumer fleets into the starter systems. You could them increase the ore amount in the starter systems.
Jonathon Silence
Caldari Provisions
Caldari State
#124 - 2017-04-27 06:04:26 UTC
Suggestion: Do not close the PI Link windows after upgrade
Keywords: PI, UI, Link
Note: Currently when you upgrade a link between PI facilities it closes the window and you have to click on the link, then on the upgrade button. Alternately replace the upgrade 1 step at a time functionality with a slider that allows you to move to the desired link size and then upgrade with a single button push.
Jonathon Silence
Caldari Provisions
Caldari State
#125 - 2017-04-27 06:09:26 UTC
Suggestion: Allow drag and drop route creation in PI
Keywords: UI, PI
Note: Currently when routing items in PI facilities, I then have to click 'create route' (or double click in SOME places) then click on the destination then hit OK. It would be some much easier to be able to drag and drop from the source to the destination and for the route to be created, then drag and drop to the next location. Or drag and drop an output from a factory to a storage location. When doing this make sure you do not 'close' the 'source window' so that we can quickly do the next drag and drop.
Karmastat
Bluetronics
#126 - 2017-04-27 13:11:11 UTC
Suggestion: Keep Folder - Containing Item In Market List - Open After A Market Transaction
Keywords: Market window, UI
Note: When i buy an item in the Market Window the Folder - that contains that item - closes and the list re-sorts, meaning I need to find and open the folder again if i want to select a new item in that folder.
Karmastat
Bluetronics
#127 - 2017-04-27 13:17:51 UTC
Suggestion: Depreciate the 'Scan Overlay' and mention the 'Probe Window listing' Instead in the New Player Experience
Keywords: NPE, New Player Experience, Scanning Tutorial, Rookie Help
Note: In the help channel one of the most common questions is 'Where/what/how do I find the Overlay"? . The NPE requires its use, but does not explain it. New players will notice the overlay down the road but will 99% of the time actually use the Probe Window List to find sites - not the overlay. So could this be changed to Probe Window instead of Overlay?
Karmastat
Bluetronics
#128 - 2017-04-27 13:29:39 UTC
Suggestion: Mention In New Player Experience That Ammo is Required for All Non-Civilian Weapons
Keywords: NPE. New Player Experience, Rookie Help, Ammo
Note: Another VERY common questions is "Do I need ammo/Why do my guns not work/How Do I Load Ammo"?
This is a basic part of the game that is not mentioned or illustrated to new players since they use civilian weapons in the tutorials.

There is much more that they are confused about (or even 1st think its a bug) but this depends on if they are from a another game or 1st timers in such games as ours. The warping to sites using Aura's click boxes vs using the overview -- or the other options that are used outside the tutorials comes to mind as an example.
Karmastat
Bluetronics
#129 - 2017-04-27 13:36:07 UTC
Suggestion: Make The Drag Region Larger For Window Edges
Keywords: Window Sizing, UI
Comment: I usually end up grabbing the bottom corner to resize a window (its bigger) rather than spend fruitless time trying to grab the edge - since it is so narrow I must try repeatedly to find that magic place where the grab icon shows.


This may be an issue for some but not for others, since it may depend on the combination of Mouse resolution (mine is high) and resolution of the client (not so high).
Karmastat
Bluetronics
#130 - 2017-04-27 13:41:48 UTC
Suggestion: Make Grab Area for Columns Wider
Keywords: UI, Overview, Windows
Comment: Related to grab handles for windows is the ability to grab columns in order to widen or narrow them. Especially in the overview. Once again I need to be real fiddly to capture the grab handle.
Karmastat
Bluetronics
#131 - 2017-04-27 14:10:58 UTC
Suggestion: Using Selection Box to Select Targets from the Overview
Keywords: Target Selection, Overview, Selection Box
Comment: if u select the targeting key and drag a box u can currently select objects in space, but in many cases You want more control over what is selected (Especially not selecting your own things like mobile depot, wrecks, etc).

Discussion: you currently cannot drag overview entries so is it possible change the behavior to be able to select multiple entries at one time instead of multiple clicking?

Implementations: Which rely on the games current state where you cannot drag items in the overview.

1. Allow a selection box to be started in space (Just outside the Overview) and then - IF it is dragged into the overview - to start locks on all included entries. [This is likely the hardest to achieve]

And/Or

2. Pressing target key and then clicking an entry on the overview (which will start a target lock as normal) but then allow us to drag the mouse up or down to select the entities above of below as well?

And/Or

3. Allow a 'Select By Type' and/or 'Target By Type'' shortcut key -- Which when used would select all nearby 'same' items (or in direction of drag) up to the target locks available? This would help immensely when salvaging or when Selcting frigates from cruisers (etc) in PvE.

NOTE: I am all for NOT changing the game just because doing something is hard, involved, or can be a 'click fest' since nothing that pays off should be easy - don't want a 'I Am Lazy' button to creep into the game. But on the other hand the above suggestions are for people who play a lot (especially manufacturing and PI) and risk wearing out the mouse with all the clicking involved. I once counted over 400 clicks/dbl clicks just to retool ONE planet in a 45 planet PI Chain. mouse is used in Many applications out side the game too, so mouse wear is a thing to keep in mind - replacing a $10 mouse is one thing, a $80 mouse is something else.
Karmastat
Bluetronics
#132 - 2017-04-27 14:38:33 UTC
Suggestion: For PI allow saving of 'Templates' or Fits For Layout creation/modification
Keywords: PI, Planetary Interaction, UI
Comments: Allow a layout on a planet to be saved (including connections and Schematics) to a 'Fitting window style'

Discussion: As mentioned earlier, clicks are way more numerous than they should be. Allowing a finished (Or even a partially finished) layout to be saved to named 'fitting style' list can help when building the same/similar layouts on other planets.

1. If used on an unimproved planet the entire configuration applies and is built and you are asked if you wish to pay the cost of such (great for figuring out costs too)

2. if used on a partially improved planet then the individual units characteristics are applied to identical units on the planet.

3. By multi-selection u can target certain units to receive the fitting configuration.

The above may seem haphazard and end up with unintended results (and may need to be refined - possibly by filters of what is to be used from the configuration), But, overall, by having such a feature set u can apply just those options u want from the saved configuration design, resulting in many different uses for saved configurations, but retaining the Complexity this game mode should have.

Note: This would allow many ways for PI Configurations to be saved and may be more properly a feature implemented in the PI overhaul, but some sub-features here and following in this thread can be implemented before that time.

Final Note on Pi Configurations: Allowing people to save to their computers and Load to game canl open up opportunity for more 3rd party tools and the ability for the player to do his own tweaking and simulation of layouts. thereby giving more play tools to a player and avoiding overloading the game servers.
Carnivorous Swarm
Doomheim
#133 - 2017-04-27 14:44:17 UTC
Suggestion: Set the Directional Scanner's distance slider's leftmost value to 0.1 AU
Keywords: UI, Directional Scanner
Comment: Currently the leftmost value is 0 AU, which is equivalent to not doing a scan at all.
Karmastat
Bluetronics
#134 - 2017-04-27 14:45:19 UTC
Suggestion: Adding a Copy Button to an open PI Processing plant window. that copies it to subsequent selected processors.
Keywords: PI, Planetary Interaction, PI Layout
Comments: When a Processor's popup window is opened in the PI window, if you select the copy button and then click on other processors, it will copy that processors setting to the clicked unit.

OR after u open one processor's window you can multi-select others to allow all edits to the window to replicate into all selected units
Karmastat
Bluetronics
#135 - 2017-04-27 14:49:45 UTC
Suggestion: Add back the ability to see CPU/Power use in the Fitting window when u select items in the inventory
Keywords: Fitting window, Fitting
Comments: You used to be able to see the effects of a module in the fitting window when u highlight a module in the inventory. This does seem to work in the simulator - but it stopped working when then the simulator is not active and is a very fast way to see if a module will fit as you mouse over them.
Karmastat
Bluetronics
#136 - 2017-04-27 17:56:08 UTC  |  Edited by: Karmastat
Suggestion: In the Right-Click Menu for weapon modules (in space) please add an Ammo Counter to show remaining ammo for the loaded Ammo type (ie. the Reload Option; please indicate how many round remaining for reloading)
Keywords: Ammo, Reloading, Combat, PvP, UI, Modules
Comment: When in combat it would be nice to know the quantity of remaining ammo - for that which is currently set for auto reload. Its nice to know how many remain for that as well as the other ammo in the cargo hold. This way we can decide to change ammo if we are low, currently can't tell from the popup right-click menu like we can for the unloaded ammo.

Would be nice to have the same thing for all modules that can take various charges of any kind.
Jonathon Silence
Caldari Provisions
Caldari State
#137 - 2017-04-27 22:23:44 UTC
Suggestion: Allow PI facilities to be upgraded
Keywords: PI
Notes: Allow PI facilities to be upgraded. Rather than having 4 advanced factories I can have 1 that has been upgraded to level 4. It takes in 4 times the requirements and puts out 4 times the output (or same inputs and outputs just runs 4 times the speed). Same for Storage facilities (and Spaceports) allow them to be upgraded to hold more storage. Less individual facilities on a planet and easier to maintain. Maybe limit the amount of upgrading but this would still be better than the sprawl of the current system.
GordonRRossIII
The Scope
Gallente Federation
#138 - 2017-04-28 00:29:03 UTC
Suggestion: Shortcut options for PI
Keyword: PI, Shortcuts
Note: Ability to press delete while a structure is selected to demolish. Or even an option to select multiple structures and demolish for when you move your facilities around the planet.
GordonRRossIII
The Scope
Gallente Federation
#139 - 2017-04-28 00:35:52 UTC
Suggestion: Ability to sort ships into folders in ship hangar.
Keyword: Ship hangar
Notes:
GordonRRossIII
The Scope
Gallente Federation
#140 - 2017-04-28 00:45:20 UTC
Suggestion: Warp to and acces "customs office" options added to planet management menu.
Keywords: UI, PI
Notes: Would just like to second this option, having buttons added into the pop out menumber for PI managment, would save alot of menu navigation.