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EVE Online: Crucible 1.1 Feedback

First post
Author
Chaos Dreams
#421 - 2012-01-25 21:48:29 UTC
Make the chat button removable, and stop the constant blinking crap.

And change the necom so I can have the character name in text again instead of the portrait.
Ladeon Six
Imperial Shipment
Amarr Empire
#422 - 2012-01-25 22:56:59 UTC  |  Edited by: Ladeon Six
Grey Stormshadow wrote:
Darod Zyree wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=703994#post703994
Ladeon Six wrote:

1) Memory usage in the client.

Firstly, the client now uses like 300-400 MB more memory than it does before. Before Incarna, my client was using maybe 350 MB of memory per client. After Incarna they hovered around 700 MB per client, which might be understandable with the graphics updates and WiS.

But seriously, Crucible 1.1 memory usage is 900 MB to 1.2 GB memory PER CLIENT. Is there some explanation for this major increase?

On a modern desktop with 8GB of memory it might not be a big deal, but people for multi-box and when we run clients on let's say a laptop with 4GB of memory it starts to cause some problems.


Confirming this, the increase in memory usage PER CLIENT is so much more now, what the hell happened.

And this is without resource cache enabled even...

CCP can you confirm? and give an explanation why?

This


Lord Jita wrote:

ALSO as noted above, the increased memory usage is unacceptable, my two clients now use over 900MB EACH, and yesterday my windows 7 box BLUE SCREENED because of it, something that has never happened before. Jumping into a new system makes my memory use go up by 50MB+ per client.


I'm just surprised no one brought this up. I'd basically like an explanation as to why the memory usage is up.

For example I take care of a lot of market orders on my laptop, and the increased memory usage is not cool with you're multi-boxing multiple market toons, even with 8GB of memory on the laptop.

Also, Lord Jita stop bumping my orders and contracts you azzhole! Lol
Arden Reck
Hospitalarios
La Veracruz
#423 - 2012-01-25 23:00:26 UTC
without wanting to compalin i wouldn't mind a blinking of icons i can actually see
new layout might have a few advantages but if i can't see the damn buttons blink without staring there is an issue
sure it looks shiny but i rather see it functional
Haggis McMuttonn
Spettron's Will
#424 - 2012-01-25 23:09:20 UTC
Rollback the naming system plz!!

it only hurts the game depth and suspension of disbelief to see all missiles named in the same way!

My proposal is to keep the good things from the old and new way, something like:

Heavy Kinetic missile I 'Scourge'

So that its clear wich kind of damage we can expect (not unlike the new system) AND the game is deep enough to satisfy everyone. That naming format is also already used to name other modules, so whats the problem?

Also, isnt a little ridiculous to name "inferno" a pitiful rocket, whose only features are doing thermal damage and being quick? Foxfire conveys the message way better.

This naming thing spoils an otherwise perfect patch (no i dont care if the chat button blinks, it suffices to turn off the blinking on the channel to solve the issue).

ty and keep up the good work!
Xer Jin
Hedion University
Amarr Empire
#425 - 2012-01-25 23:12:00 UTC
hello ccp
gj on crucible so far im enjoying it. just a thought it seems that your renaming moduals which is fine but what i get is there is a problem with identifying the meta of an item so why not put a meta tag on the icon in top right or bottom left kinda like the tech tag oh and well your at it please give us the ability so sort our stuff in to meta groups that would be handy

thanks for working hard to fix eve
Xurr
Wasted Potential.
#426 - 2012-01-25 23:30:47 UTC
I'm glad ya'll are reading this thread.

If we are going to have our cargo and drone bay windows pop up on the side bar could we at least get the option for it to say Drones instead of the generic cargo container? And if we are going to have our cargo pop up on the side bar could we get it to say something like Cargo?

The flip side of that is, i have a button already to open my drones and cargo, i don't need or want another. If we could have the option to not show the drone bay or open cargo on the side bar that would be tops.

Another issue is open wrecks display a blue ! on the side bar. I don't need this, i don't want this and it isn't descriptive of what is open.

I know on mouse over it says the text, but the whole point of a graphical interface is to look at something and know what it is from the looks.


backtrace
Viziam
Amarr Empire
#427 - 2012-01-26 00:21:41 UTC
Darod Zyree wrote:
Confirming this, the increase in memory usage PER CLIENT is so much more now, what the hell happened.

Well, didn't you hear about hi-res textures and V3 shaders? ;)
Mars Theran
Foreign Interloper
#428 - 2012-01-26 00:35:21 UTC
I tend to agree with everyone regarding the new names. I mean, for the sake of the AB/MWD naming specifically; this is absolute shite the way it is now. Doesn't make a damn bit of sense to me, or I imagine everyone else. Missiles I haven't really looked at yet, but I'll check in a bit.

I'll probably edit this post with what I think the names should be; based on old familiarity and something from the new stuff. I also think there should be some consistency with Dust 514. Meaning I like the genral idea of the Prototype/Advanced system, but it doesn't work how it is now.
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Mars Theran
Foreign Interloper
#429 - 2012-01-26 00:41:18 UTC
backtrace wrote:
Darod Zyree wrote:
Confirming this, the increase in memory usage PER CLIENT is so much more now, what the hell happened.

Well, didn't you hear about hi-res textures and V3 shaders? ;)


Yeah, that might have a little to do with it, but I think that's not all of it. Textures are dependent on proximity and visibility as far as I am aware. In many games at least, they are; and I heard extracting the models from the client, resulted in unpacked .dds files which function this way.

Basically, if you see it from a distance, the res used is poor, and up close the res used is high. For the shaders, this is just a layer within the overall texture, and a way of presenting that texture to the client based on lighting and various other factors. Not sure exactly how to explain that clearly, but maybe you get the idea.

Shaders just change the way you see things, more than anything else. What might have appeared brown or green before in a specific system, would say be represented by bronze with some changes to the shader itself. No idea if this has happened to models like the Maller or whichever T2 version of it everyone commented on being turd colored when they reintroduced i, but that's the idea. Different shaders, different result in presentation.
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Ladeon Six
Imperial Shipment
Amarr Empire
#430 - 2012-01-26 00:43:41 UTC
Mars Theran wrote:
backtrace wrote:
Darod Zyree wrote:
Confirming this, the increase in memory usage PER CLIENT is so much more now, what the hell happened.

Well, didn't you hear about hi-res textures and V3 shaders? ;)


Yeah, that might have a little to do with it, but I think that's not all of it. Textures are dependent on proximity and visibility as far as I am aware. In many games at least, they are; and I heard extracting the models from the client, resulted in unpacked .dds files which function this way.

Basically, if you see it from a distance, the res used is poor, and up close the res used is high. For the shaders, this is just a layer within the overall texture, and a way of presenting that texture to the client based on lighting and various other factors. Not sure exactly how to explain that clearly, but maybe you get the idea.

Shaders just change the way you see things, more than anything else. What might have appeared brown or green before in a specific system, would say be represented by bronze with some changes to the shader itself. No idea if this has happened to models like the Maller or whichever T2 version of it everyone commented on being turd colored when they reintroduced i, but that's the idea. Different shaders, different result in presentation.


Someone from CCP should definitely speak up if my following statement is incorrect.

IIRC, there was no released information in a devblog or patchnotes regarding updated textures (V3 project) for Crucible 1.1. However, there were some for Crucible 1.0. That still doesn't explain the huge increase in memory usage between Crucible 1.0 -> 1.1.

The thing is it doesn't affect me or others on a desktop with loads of RAM, but it does affect people who have 4GB or less RAM. i.e. on my desktop (16GB) I can multibox fine regardless of increased memory consumption, but on a laptop (8GB) which previously ran the client fine, has problems keeping enough memory available for other applications.

We're not talking about a 100-200 MB increase in memory consumption, 1 GB+ is a huge increase. Unless it can be explained away as a graphics requirement, it's starting to look like a memory leak. The client starts off using around 700 MB memory and slowly creeps up to 1 GB+ (just sitting in the station over 4-6 hours with no undocks).
Arden Reck
Hospitalarios
La Veracruz
#431 - 2012-01-26 00:52:02 UTC
well i'm using numpad to add orders to market guess what
the . on numpad no logner works to fill in orders i need to use the , now
kinda stupid when you been filling in orders the same way for years
and this change can be a hughe issue
Disdaine
#432 - 2012-01-26 01:07:49 UTC
Make Neocom optional!

Make font optional!

Make ship hangar optional!

Oh wait...
Regina Shepard
Regina's Wolves
#433 - 2012-01-26 02:28:46 UTC  |  Edited by: Regina Shepard
I was hoping we would see a roll back to the old Neocom and module names today. But no such luck. and to be honest, it was a fools hope that they would fix it that quickly. I want to point out a couple things that I don't understand about the new neocom.

First off...this was said about the new neocom in the dev blog leading up to it's release: "The time we HAVE had we’ve used to properly polish the Neocom, adding smoother button effects and animations..." You did? Could have fooled me. If you HAD "properly" polished it then we would not be screaming for the old one back. It took EVE players about 15 seconds to realize there is a problem with the chat button. How did that get missed during the "polishing"? It seems like you are more concerned with how it looks than with how it works. Do you remember Incarna and how well that way of thinking worked before?

Secondly, THIS was said about the neocom in the same Dev blog: "...and making the EVE menu look less operating system, and more space game..." WTF?! I honestly want to know what you THINK an operating system looks like CCP. Have you ever even SEEN a computer running Windows? EVER?! You literally turned the windows start menu upside down and put it in your game.

I know it's super easy for us to criticize you CCP when we are not the ones responsible for developing the content. But I can't help feel you are sliding back towards the whole "as long as it looks good and lures new players we don't care" attitude. Again, HOW did the chat button issue get missed before release? Give us the old interface back, this one is just not what EVE players want, and please fix these simplistic (I mean stupid) new names. Please, it is obviously bugging people.

(here is the link to the dev blog I mentioned above. I would have posted it as a clickable link but the forum kept easting my post when I tried to do it that way. Most of you have probably read it anyway. http://www.eveonline.com/devblog.asp?a=blog&nbid=3362)

Edit: I have no idea why, but now the link is clickable. lol. It honestly wouldn't work earlier.
Salpad
Carebears with Attitude
#434 - 2012-01-26 02:47:03 UTC
I like a lot about the 1.1 patch, but controlling the width of the new NeoCom task bar is very coarsegrained and imprecise, especially since changing the width with just 6-8 pixels drastically changes the height of each icon on the task bar.

For this reason, I'd like to have some much finer and more precise control of the width of the task bar, perhaps via mouse scroll wheel. That way, it should be feasible to increase or decrease the width by no more than 1 or 2 pixels at a time.
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#435 - 2012-01-26 03:01:46 UTC
Let's think about the neocom...

What it is?
-> Utility to access various in-game tools. containers and settings.

Easiest way to access such individual item?
-> Single mouse click or keyboard shortcut.

Best way to make such access possible?
-> Single icons if screen estate allows.

Would hide feature be useful?
-> Yes if it releases screen estate while neocom is hidden.

Would some menu structure be useful?
-> No as long screen estate allows all needed buttons be visible at once.
-> If all buttons do not fit, next obvious step would store more rarely used buttons under group, which would add only 1 mouse click to access them.

Would configuring visible buttons and grouping be useful?
-> Most likely, because many people like to customize their user interface.

Should default button setup remain as it was in old neocom?
-> Absolutely.

Would there be any reason what so ever to add more stuff to neocom like cargo containers, scanners or query windows?
-> None what so ever.

Would there be any valid reason to minimize windows to neocom and hide their labels?
-> None what so ever.

Would there be any valid reason to add area for taskbar to bottom of the user interface where windows would minimize with their labels enabled.
-> It might give more professional look, but still keep the functionality as it was.

Would there be any valid reason to add separate chat button?
-> Can't think one which would not add mouse clicks to access minimized chats.

Would there be any reason to add separate channels button?
-> Probably useful to make finding new chats easier. Old channels button is pretty well hidden.
-> This button could also have links to already open chats, but should not be the main access route and should not light the icon on update.

Would there be any reason to add compare tool button?
-> Absolutely. It is really hard to access without shortcut keys and neocom icon.

How icons should attract player when there is something new going on?
-> With 2-3 blinks and icon should remain highlighted untill accessed.
-> Blinking should activate again if there is further new things taking place, even the button weren't "reseted".

Should the neocom be resizeable?
-> Depends if there is anything to gain/lose from that. Mostly cosmetic and personal preference.
-> Should be fully optional and customizable.

How did this task end up so horribly wrong?

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Miss President
SOLARIS ASTERIUS
#436 - 2012-01-26 03:48:02 UTC
1. Blinking neocon bar is annoying so I turn it off
2. Mission completion notification doesn't blink, so I turn blinking on
3. I finish another mission, and with blink on, journal doesn't light up

4. CCP screwed up something that worked well before - please fix :))

Also, let us make custom blink notification for each icon we pick - and like I said before give us two type
annoying scrolling and same one as before, just lighted up icon
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#437 - 2012-01-26 05:30:39 UTC
I like the new AS's...very nice

Compact chat member lists!!!!!!!! AMAZING!

This update had some really good parts...(i sorta like the new 'blink')


BUT it has some very ugly sides as well

New Neocom, what % of the user base was begging for a new one claiming the old one was broken? WHY???

Text wrapping on items in hanger is still butt ugly.

Increased memory usage is killing my lappy.

Coma replaced period? I could understand if it was 'in conjunction with', but not replacing.

Agent's personal windows gargantuan. No need for the increased size to add the 'accepted' text that would have fit before.

Can no longer minimize to bottom of screen.

Many others my tired brain is not remembering atm....



Also, i like how CCP have only responded to the easy ones like "can't turn off blinky" ect....

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

brammator
SUB ZERO.
#438 - 2012-01-26 06:51:20 UTC
I used to have 10-window mining ops, but then I took crucible 1.1 in the RAM.

Please fix it ASAP.

Also, missile must have names that allows quick search:

..for specific size and damage type, but any tech/meta level (i.e. "scourge" was for "heavy kinetic TL1, TL2 or faction")
..for specific size only
..for specific size and tech level

and not ********. Absolutely NO TRAUMA. I think person who come up with this must rename himself (or herself) to CCP Head Trauma and post under that name for at least 3 months, to have some adequate experience. No, don't advocate it like "scourge is name of living creature" because naming warfare after living being is ok with current culture.

I just had sudden thought, didn't you hire someone from any fantasy MMO? First, quite good but annoyingly "fantasy-ish" cyno effect, now "trauma" for damaging ships.

Suggestion: save character and account configs in XML. It will save us MUCH time. And allow to specify it like
. template
... tab for="ship.cargo" in="@12314123" //I don't care if I get this from right-click menu in game or by manual XML editing
... tab for="ship.cargoore" in="@12314123"
... tab for="ship.fuelbay" in="@12314123"
... tab for="container.jetcan" in="@87912"
... frame for="ship.fitconfig" x="100" y="100" h="600" h="200" shift
... frame for="info.module"

. frame name="@12314123" x= y=
... tab chat channel="mychat" blink="off"
... tab autosaved cargo ship="#283756285151252" //this is added by game client, spawned from one of template lines above
... tab autosaved cargo ship="#982345172512371"
... tab autosaved cargo ship="#715392356375609"

-- so I won't need to drag every huggin' cargo of every huggin' new hulk on every huggin' account every huggin' time you patch it, to place where it belongs. And no, dragging present "frame with all default ship cargo tabs" to desired place doesn't work as it should.

Come on, you have nifty xml for ship configs and overview settings, it's time to go deeper.
Gevlin
Pator Tech School
Minmatar Republic
#439 - 2012-01-26 07:19:10 UTC
I am enjoying the new Neocom. I have heard a few complaints but most it is the unfamiliarity. Ie something new. but after a couple of day people are descovering the benefits

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Siigari Kitawa
New Eden Archery Club
#440 - 2012-01-26 07:41:32 UTC
Gevlin wrote:
I am enjoying the new Neocom. I have heard a few complaints but most it is the unfamiliarity. Ie something new. but after a couple of day people are descovering the benefits

I love new things that have core functionality I must disable to be able to at least properly tolerate them.

Need stuff moved? Push Industries will handle it. Serving highsec, lowsec and nullsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX