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Player Features and Ideas Discussion

 
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How should we improve the inventory UI?

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Nova Fox
Novafox Shipyards
#21 - 2012-01-24 16:15:08 UTC
mkint wrote:
didn't we have this thread once before, not too long ago?


depends, the oldest one is the little things aka papercuts

the other is peformance issues

the more recent is about new modules not yet heard of in eve

this one is more in particular stuff a player owns.

Question to the OP

Does this include corporate assests?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Fleet Warpsujarento
Doomheim
#22 - 2012-01-24 16:18:44 UTC
Ship containers plx.

It's a nightmare keeping track of which ships are which fit in your hangar, so it would be nice to have some way to divide up your SeBo armor Harbs from your nano beam harbs. Containers for ships, hangar divisions, whatever.
Nova Fox
Novafox Shipyards
#23 - 2012-01-24 16:24:03 UTC
So the love of all things amarr consider holy!

Can we get a bookmark browser that is much easier to work with and find on demand?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

J Kunjeh
#24 - 2012-01-24 16:26:45 UTC
Gotta say, huge thumbs up to CCP for actually posting in the F&I forums and actively (and publicly) soliciting input on various things from the players!!! Really, that's a huge win in my eyes.

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#25 - 2012-01-24 16:51:26 UTC  |  Edited by: Abdiel Kavash
Issue: Repackaging items is a pain. Every time I refit a ship I end up with a stack of unpackaged modules. When I launch drones, the drones turn into a bunch of unpackaged drones. Many redundant clicks are required to put your inventory back in order. And if you accidentally repackage a container with all of your loot, goodbye sanity.

Proposed solution: Automatically repackage (but do not automatically stack!!!) any undamaged module or drone in any inventory location.


Issue: Fitting multiple modules of the same type on a ship is painful. Not only you have to either drag on the fitting screen or right-click and select fit for every item, there is also very significant lag when fitting modules.

Proposed solution: When dragging a stack of modules on the fitting window, open a dialog box asking "How many of the selected items do you want to fit?" defaulting to the maximum number of that module that can be fit on the current ship.


Issue: The drag-and-drop functionality is very inconsistent across different use cases and frequently also across expansions, both major and minor, without any notice in the patch notes. Here are some use cases to test:

  • Dragging a single unit of a stackable item.
  • Dragging a singleton (BPC, assembled item...)
  • Dragging a stack of items.
  • Dragging multiple stacks of items at once.

  • Dragging on top of another item's icon or name: singleton, stackable of the same type as the item being dragged, stackable of a different type, container...
  • Dragging on top of empty space in a hangar / container / cargohold / structure.
  • Dragging on top of the window header.
  • Dragging on top of the icon of an assembled container.
  • Moving items into a container / cargo bay / structure of limited volume, which does not fit all of the items being moved.
  • Moving items into a hangar (for example, a POS fuel bay) which allows some of the dragged items, but not others.

Some possible outcomes:

  • Nothing happens.
  • An error message is received.
  • All items are succesfully moved.
  • All items are moved and stacked with other items of the same type in the destination container.
  • A dialog box is given asking for the amount to move.
  • Only some items are moved.

Once again, which response you get varies depending on what are you trying to move, where are you trying to move it, where exactly do you point your cursor, which expansion are you playing, and probably more.


Just a few problematic cases (there are many more):

Dragging a stack of fuel which is too large to fit into the fuel bay of a capital ship. If you drag on top of the empty space in the fuel bay window, you get a prompt asking you how much to move. If you drag on top of the icon or the label of fuel already present, you only get an error message.

Dragging a collection of POS fuel and not-POS-fuel items into a POS fuel bay. For example, emptying the cargo hold of a freighter carrying both POS fuel and moon minerals for the reactions. The expected behavior would be to move everything that's allowed in the fuel bay, and give an error message. The current system tries to move the fuel in a random order (maybe by internal item IDs?) and when it encounters something that can't go in the fuel bay, it throws an error and stops. The rest of the fuel remains in the cargohold.

Dragging many stacks of items to a container which doesn't have enough space to fit them all. Again the move is performed in an order seemingly random to the user. Whenever this order encounters a stack of items which can't be moved, the move gives an error and aborts. This means, for example, if you have a bunch of items, a large container, and a massive stack of ammo, and you try to move it somewhere, most likely some of the items will move, some won't, and you get an error message. But when you look at the source hangar, the first few items will still be modules which would comfortable fit in the container.

Dragging many stacks of items from one container to another. Dragging on top of empty space always works. Dragging on top of an existing stack of items also usually works. However dragging onto a singleton item gives an error "These items are not stackable" and does nothing.

Proposed solution: Engineer an uniform way dragging items works and apply it consistently to every place user can drag and drop items. The mechanism should have at least these properties:

  • Best-effort. When moving many stacks of items, always try to add all the stacks to the destination, even if one stack in the middle doesn't fit.
  • Predictable. Work your way through the stacks in the order in which they are sorted in the source container.
  • Always try to give the option of adjusting. The operation should only error out when a single item is too large to fit. Every time a stack is being moved, the UI should automatically give the option to split the stack.
  • Independent on where you click. Dragging something on top of empty space should always produce the same results as dragging on top of an item (except for when said item is a container).


Unrelated, having a "rollback" function would be a blessing. Several times now I have moved a stack of items to the wrong hangar or wrong can or something, and they got mixed up with other items, even other items of the same type. Even being able to roll back one move would save a lot of pain.
Bloodpetal
Tir Capital Management Group
#26 - 2012-01-24 17:01:34 UTC  |  Edited by: Bloodpetal
I'd like to present to you...


My thoughts on the matter in the form of an Image.

I hope yours looks better though... Bear


Edit: Under the Assets Icon for Galactic Assets, add a Corporate Hangar Icon for accessing the corporate hangars easily.


Edit 2 : Looking at the image more, I think you should just redo the whole station panel as long as you've changed the neocom and are going to redo the inventory...

Where I am.

Joe Risalo
State War Academy
Caldari State
#27 - 2012-01-25 00:01:01 UTC  |  Edited by: Joe Risalo
Corporate hangers in ships, pos's, stations and whatever else should simply have a set amount of alotted space, and then someone with roles in the corp should be able to set tabs and allocate the amount of m3 for each individual tab while also being able to name each tab.
Allowing corps to designate the amount of tabs also means that they can allow access to that tab by one person, so that each individual member will have a tab allocated just for them and allowing better security than members sharing tabs.

The same can be done with the corporate wallet.




Individual players should be allowed to set tabs in stations in order to allow them to better organize items without having to buy containers in order to do so.
This could possibly be done with ships as well to better allow for the organization of ammo, modules, crystals, and other items a user might want better organized in their hold.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#28 - 2012-01-25 06:20:33 UTC
There need to be at least two filtering methods, which stack on top of each other.

What I mean by that is, for example, that you could filter by type, and then by meta level...so scrolling down you'd have afterburners, sorted by meta level, then armor hardeners, etc, etc...

thhief ghabmoef

St Mio
Imperial Academy
Amarr Empire
#29 - 2012-01-25 07:15:12 UTC
ISSUE: Stacking window can only make one new stack at a time of x units
FIX: Let stacking window have the following modes:
Subtract: Removes x units from selected stack and makes a new stack (current)
Division: Takes selected stack and divides it into x new ones of equal size
Percentage: Removes x% from selected stack and makes new stack

Bonus point if it does this for multiple items at a time if you have them selected.
Keyboard accelerator keys to swap between the modes (- / %) would be nice too!

Fake edit: Mode to split stack into as many stacks of x units as possible.
St Mio
Imperial Academy
Amarr Empire
#30 - 2012-01-25 07:40:16 UTC  |  Edited by: St Mio
ISSUE: Organising lots of items
FIX: Another addition to all the other suggestion is to be able to Group items in the same way you group emails in Outlook:
http://i.techrepublic.com.com/blogs/0809019.jpg using the existing defined group when viewed in Details mode, as well as making them expandable/collapsible and remembering those states on a per-station basis.

Edit: P.S., if you're going to add tags or Overview-esque Filters etc as a method of sorting items, for the love of all that is good please let us export/import our settings for these to XML files :D
Evenus Battuta
#31 - 2012-01-25 09:36:44 UTC  |  Edited by: Evenus Battuta
copypasted from my other posts:

1. Please remove the 'repackage' operation before stacking items. Make it automatic and invisible to players. The only reason you repackage an item is to stack it, making player do the additional step 'repackage' is pointless.

2.ISSUE: Organising lots of items at many places/too many windows

Another FIX: Comparing to organizing inventory with containers, A FILTER SYSTEM will be way better when dealing with masses of items, like you already trying with the asset window. Just finish that function with a decent GUI instead of the current command line and apply it to the inventory window. Click some check box and filter your inventory display without even pressing enter will be awosome.please reference the filter system in Football Manager.

I also suggest you combine the 'Assets' 'Ships' and 'Items' windows into 1, with the filter option of "only display items between X and Y jumps from me"

Candidate filter keywords:

----Race:A/C/G/M/sasha/angel,etc
----Type:Ship/modules/materials,etc
----Slot:high/mid/low/dronebay/ship modification...
----Tech level Min/Max:1,2,3
----Meta levet Min/Max
----Damaged:Y/N
----Skill qualified:Y/N
----Distance from where I am min/max: jump numbers form where I am, this will become more important if you adopt this filter system to ,say market.
----In hanger or in cargo/container
----Overall invert filter: Y/N. invert the visibility of items. So you can exclude not only Erebuses,but also by all the other attributes. This may be done with a checkbox.
----BPO/BPC: always an issue to address.
----Certain Tag or Name

Please let us name and save our customized filter setting like we do with overview, and let us add multiple tabs in asset windows to use these customized settings just like in overview, you switch the tab, different items appear and hide. The current Assets window and Inventory window can be made into two tabs with simply different distance filter setting, and ships windows is another tab with only the type "ships" checked.

What's more, this filter system can be adopted by the market window easily, making everything easier to find without remembering names or dealing with containers , and make the UI of EVE much more unified.
Mirajane Cromwell
#32 - 2012-01-25 15:02:24 UTC  |  Edited by: Mirajane Cromwell
Issue: Having several hundred different items in one hangar. Finding certain items is slow process and the window is lagging when doing searches.

Fix: Allow player to create tabs to hangar (no limits how many tabs) and rename them as he/she likes. By right clicking the tab's name you get options to tag item types that should go directly to this tab ie. if you make tab named BPOs and then tag Blueprints for that tab, the next time you move blueprints out of your ship's cargo or buy from market, they'll automatically go to this new tab even if you drop them to default tab. This eliminates the need to use cans for storage sorting and this also automates the sorting process. By default all items would go into "default" hangar tab and if you make some item type to go into another tab, it's automatically removed from "default" hangar and moved to new one.

In assets window, show one stations hangar tabs in tree like format (ie. folder structure), so that you can open one tab at once or multiple ones.

Industrial, research, reprocess, selling, contracting should work in all tabs.

Oh, and make tutorial for new players how to use this feature.


Issue: Sorting items by their meta level when using item icons

Fix: The item list does have this function already so it would just require using the same code... or if this is not possible, then add new search functions that work with searches like "shield extender, level:meta 4" etc. If you add the above tab thingy to hangar, then perhaps you could also add tags like meta 1, meta 2 etc. so that by default certain meta level items would go into one hangar tab.
Jade Mitch
A Problem with Authority
#33 - 2012-01-26 03:32:43 UTC  |  Edited by: Jade Mitch
Get rid of all the separate windows for station hangers, corp hangers, and ship bays and employ the Assets window for all asset management.
Blaze Stigma
Remix Industries
#34 - 2012-01-26 14:02:19 UTC
what about group selling items, i don't like the fact i cant sell huge group of rat items or Ore but i think group selling the items will be good
CCP Optimal
C C P
C C P Alliance
#35 - 2012-01-27 20:10:21 UTC
Many thanks for all of those good suggestions. It seems to me that we'll be harvesting heavily from this thread. Keep it coming Big smile
Nova Fox
Novafox Shipyards
#36 - 2012-01-27 20:13:01 UTC  |  Edited by: Nova Fox
CCP Optimal wrote:
Many thanks for all of those good suggestions. It seems to me that we'll be harvesting heavily from this thread. Keep it coming Big smile


Can you sticky the module so I dont have to reserve my ideas as means of bumping? Ill make it up to you by suggesting more UI ideas here. https://forums.eveonline.com/default.aspx?g=posts&t=58348&find=unread

Also I challenge you to ask questions about our post suggestions in stuff like goals or counter challnege the posters idea to go a step further, results are usually plesant and expanding its how we got the icon pop up the entire functionality it has currently and gets you nice rep like CCP punkturis (sp?) has. :P

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#37 - 2012-01-27 20:17:56 UTC
Issue: Has repackaging been fixed in wh's?
Fixes: allow easier repackaging or remove it from the game completely

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Bloodpetal
Tir Capital Management Group
#38 - 2012-01-27 21:52:07 UTC  |  Edited by: Bloodpetal
ISSUE : Impossible to know which items are damaged

FIX : Add Red Border or Icon to damaged items. Auto-repackaging undamaged items would be great as part of this.





ISSUE : Corp Hangar Button Difficult to find/access

FIX : Integrate with UI, make Delivery and office hangars easily viewable as subfolders.




ISSUE : Lots of items become difficult to manage, search function helps but requires input.

FIX : Allow premade filters with a drop down menu - So I can prefilter Frigates, all frigate modules and anything that I want to do with a frigate, rename the fitler to "Frigate Stuff" and then that's always available from a drop down. So I can easily get to those items while fitting a Frigate for example. The premade filters would require work ahead of time, but give customized results based on personal usage and more functionality. Column sorting handles most other peoples concerns with "meta items only" while custom filters would be able to taylor to a persons usage. It would require a wide range of filtering tools, but could be very powerful in the right hands.

Where I am.

Gilbaron
The Scope
Gallente Federation
#39 - 2012-01-27 22:23:33 UTC
Possibly full of win :

when browsing ship fittings, tell me how Many of the modules I have at my current location and how many ships I could fit with what I have
Circumstantial Evidence
#40 - 2012-01-27 22:29:16 UTC
St Mio wrote:
ISSUE: Stacking window can only make one new stack at a time of x units
FIX: Let stacking window have the following modes:
Subtract: Removes x units from selected stack and makes a new stack (current)
Division: Takes selected stack and divides it into x new ones of equal size

This would be useful when assembling and fitting a stack of several ships. I have often wished for this.

But some limits need to be put in place (example: a limit of 10 new stacks) to prevent server lag death if someone auto-split a maximum capacity stack of Tritanium into 1 million other stacks.