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Player Features and Ideas Discussion

 
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How should we improve the inventory UI?

First post First post
Author
Aquila Draco
#101 - 2012-03-11 12:34:38 UTC
Make completely new UI.
Leto Aramaus
Frog Team Four
Of Essence
#102 - 2012-03-11 17:11:02 UTC
Hotkey for selling items. (and anything else you have to right click to do now)
Dark Rawen
The 1st Regiment
#103 - 2012-03-12 08:57:43 UTC  |  Edited by: Dark Rawen
For the sake of joves please add a change character button next to log off and quit game.
It will drop you back to character selection menu.

And off topic but why cant characters learn simultaneously ?
Miss Whippy
Native Freshfood
Minmatar Republic
#104 - 2012-03-13 14:17:36 UTC
Sorry if this has already been suggested, but please make use of the ALT key for single selection and more importantly deselection, just like in windows.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Mental Block
Perkone
Caldari State
#105 - 2012-03-16 04:18:00 UTC
EVE stands alone as the only socially complex game in the market, but suffers much from the lack of good architecture

I would propose a redesign of the EVE domain model to invigorate a new generation of players. We need to move past shortcut keys and animationsShocked

First, I would recommend EVE consider bridging the gap between gaming software and business software by practicing Domain Driven Design on the back-end. Having spent some time in the eve API's and DB dumps, it is not at this level of modeling sophistication

Second, I would suggest inventory is the core of EVE and deserves the most attention, as it is connected to every major aggregate in the game. Inventory drives the economy of EVE and is the foundation of trade, manufacturing, PVP, and even player behavior. These principles should flow from core models, to the service layer, and definitely all the way to the user interface

Although I agree with the fundamental philosophy of EVE being driven at the microeconomic scale, users think at the macroeconomic scale and need a way to interact with the market at that level. With a redesigned inventory model we could have any number of dimensions to get lost in just by clicking around the market in our geographical area. Instead of seeing a rough data-mining perspective on micro-economic data (average prices, highs, lows, etc...), we could start to understand the value in trade routes, production lines, regional advantages, and be rewarded for our efforts in researching and/or creating this data. Skills become a dimension, assets become a dimension, location becomes a hierarchical dimension, and the whole thing just gets a lot more dynamic and interactive. Each of these concepts should become part of the team's ubiquitous language and integrated into the domain model. From there it will find a fit down to the database and up to the user interface

Just one quick example to make it more practical. If I have a component, I might be able to see within one or two clicks from that product (whether its in the market, hangar, or in a regional profile) to see my assets in or related to that item, my recent consumption via kills or losses, the trade routes associated with it that I have contributed (or interfered) with, perhaps within all the bounds of my current skillset. Unfortunately this can't happen by laying out data tables. It only happens with a true domain layer (again, Domain Driven Design). To accomplish this, you start with a base component, then you abstract out various types of relationships between components, then you inject meaning to these relationships through the user interface, then hopefully you add a few 0's Idea to the end of the subscribed members. Throw in a geographical load balancing architecture (in EVE, not RL... its already the most latency-friendly MMO on the planet), followed by a geographical session migration strategy (both seem to exist already to an extent?) and your golden... in two years:)
Cruze Parker
Obsidian's Enigma
#106 - 2012-03-19 04:48:09 UTC
Hi Everyone
**On a side note** Corp CEO's to have the ability to see who and what is taken and moved from Corp Hangers, it will assist CEO's to see who is stealing from Corp hangers..

Regards
Cruze
Zore Daverse
The Four Minute Men
#107 - 2012-03-19 08:15:34 UTC
Jafit McJafitson wrote:
I'd like to be able to create and delete 'folders' or divisions within my personal hangar. I can then put things in different folders in the same way that I'd organize files on my computer.


+1
Dream Five
Renegade Pleasure Androids
#108 - 2012-03-20 00:18:26 UTC
ISSUE: too much clicking when submitting industry and research jobs. Currently for a POS job first an installation needs to be selected, then a slot selected in that installation.

FIX: reduce the amount of clicking needed to start a job by default.
most of the time its quite easy to make a reasonable guess which installation is going to be used for a particular job. if i'm building a drake and i have a MSAA hanging with an open slot, why not suggest that slot as a default. Likewise for different types of equipment/ships. Same for research jobs. If i'm starting a copy job and have an advanced lab with an open slot, why not fill that in by default. The heuristic would pick the best available slot for a typical use, but it could still be changed. Would be a nice time saver.

Thanks!
Alice Katsuko
Perkone
Caldari State
#109 - 2012-03-22 18:42:27 UTC
Issue:
Inventory and market search has poor functionality. For example, putting "cap" into the search field will return both Capacitor Rechargers and Cap Power Relays. Putting "cap recharger" into the search field will return nothing, because the game will look for an item with the string "cap recharger" in the name, rather than treating the two as separate keywords.

Fix:
Inventory and market search should be by default keyword-based.

-

Issue:
Corporation and Alliance show-info panel does not have drag-drop functionality -- currently a player cannot drag-drop the alliance/corporation as a link from its info panel. In general, any time an info panel shows an icon or a logo, we should ideally be able to drag-drop that icon as a link into chat and mail boxes.

-

Issue:
Cannot drag-drop players from the overview to chat windows and the watch-list. Not sure if it's possible, but would be nice, especially for logistics pilots. This way when we see someone in a squishy ship, we can directly drop their name into watch-list and link him for other logistics to watch-list without having to first find that player in a channel member list.
Miss Whippy
Native Freshfood
Minmatar Republic
#110 - 2012-03-23 11:03:27 UTC
Aquila Draco wrote:
Make completely new UI.


This.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Ikoras
Republic Military School
Minmatar Republic
#111 - 2012-03-24 03:13:27 UTC
Give me my old UI back or the option for one. Really disappointed so far with majority of the changes.
Faile Nightsong
Widowmakers
#112 - 2012-03-25 05:00:36 UTC  |  Edited by: Faile Nightsong
As a developer myself, I wanted to add some thoughts.

Personally the thing I'd like to see most in the inventory window is mouseover action buttons for common behaviors. I do too much right clicking.

So, view market, info, sell, buy, reprocess, repackage, and perhaps select ought to have unique interesting buttons and when you're in the table views of inventory I'd like to see simple icons that let me do those actions with single clicks.

Since you require us to interact with the game, reduce the click through operations. If you want an activity to take time to perform manually, make that happen by being interesting (mini-games) not by making me click a lot. Reducing the number of operations or manual steps that it takes to perform an action keeps us more involved in the doing of the game, instead of the tedium of repetitive actions.

For icons, perhaps #< for buy $< for sell. Click on either and I get a slideout that shows the available orders (sell or buy) and price and quantity fields prefilled in. The quantity field ought to be already selected, but I can see clearly if I'm overpaying or underselling.

I'd like to see you add tagging as a core data attribute for all game items. This would allow us to do complex searching in the inventory and asset interfaces. Adding our own custom tags to items would allow us to come up with complex and ingenious searching and sorting behaviors in our various intentory locations.

Expand the mouseover idea to the ships interface, and to the overview? too much clicking and mouse movement, it reduces efficiency. If you want for example to allow a pod pilot to have a chance to warp out before he gets targetted and locked down, then add an intentional delay (locking time, in this example.)


So to summarize :

1. Make common operations faster via liberal use of mouseover buttons combined with simple focused slideout dialogs to complete the operation.
2. Use the simple, yet powerful idea of tagging, prepopulated from different categories already present in the item databae (t1 vs. t2, meta1 -> meta13, energy grid, scrambler, webber, af, hac, etc., etc.)
Faile Nightsong
Widowmakers
#113 - 2012-03-25 05:10:26 UTC
Dream Five wrote:
ISSUE: too much clicking when submitting industry and research jobs. Currently for a POS job first an installation needs to be selected, then a slot selected in that installation.

FIX: reduce the amount of clicking needed to start a job by default.
most of the time its quite easy to make a reasonable guess which installation is going to be used for a particular job. if i'm building a drake and i have a MSAA hanging with an open slot, why not suggest that slot as a default. Likewise for different types of equipment/ships. Same for research jobs. If i'm starting a copy job and have an advanced lab with an open slot, why not fill that in by default. The heuristic would pick the best available slot for a typical use, but it could still be changed. Would be a nice time saver.

Thanks!


I like the sentiment of this idea, but consider merging the ui, so that you're not bringing up so many extra dialogs. I'm not sure how the UI is built, but if you can get slideouts or dropdowns in place instead, so that the ui doesn't require as much clicking around, and CCP can possibly reduce resource usage. So, instead of requiring us to bring up separate dialogs for Blueprint and installation, allow us to pick each in the ui itself. Dropdowns that lazy load, with a default selected (instead of pick one) would be a nice optimization that reduces overhead for the user.
Yosarian
Koshaku
#114 - 2012-03-25 20:32:48 UTC  |  Edited by: Yosarian
Cruze Parker wrote:
Hi Everyone
**On a side note** Corp CEO's to have the ability to see who and what is taken and moved from Corp Hangers, it will assist CEO's to see who is stealing from Corp hangers..

Regards
Cruze


This! Please pretty please. Plus enable via CREST

Some other stuff:

- When clicking on a fitted ship in your inventory (anywhere)... allow us to show its fitting in the fitting window not as the current random list

- Probably impossible: but for those of us with multiple accounts: it would be very useful to be able to search for items across these simultaneously

- Enable us to split stacks remotely

- Solve the stacking damaged lazor ammo problem

Then something 'related': a 'shopping list' type contract where you can provide a list of items to a player who can then easily purchase them and bring them to you. A kind of 'buy me this + courier contract' in one. This is used all time for 0.0 residents, who get various stuff delivered to them by the guy who happens to be coming back from high sec that day.
Ender Karazaki
Sebiestor Tribe
Minmatar Republic
#115 - 2012-03-26 06:09:02 UTC
One tiny thing I would like is to be able to use the middle mouse button or mouse wheel to target lock ships displayed on the overview, or double clicking.

Would also like the ability to view minimized chat windows by hovering my pointer over them.
Harsa Tosh
Imperial Academy
Amarr Empire
#116 - 2012-03-26 22:00:19 UTC
Mary Cricket wrote:
Maybe not strictly UI but here it goes

ISSUE: If you have a PvE overview tab open and you try to watch the scanner you constantly have to switch Tab
FIX: Expand the feature of "Use Active Overview Settings" so you can select the Tab to use for the scanner


ISSUE: Same in PVP... for example, I need wrecks on directional scanner for fast check if someone carebearing in system, but I don't really need them in my pvp overview. Separate setting for scanner will be really helpful! Changing overview settings all the time are annoying (have all 5 tabs in work, and I don't really want spent one tab for same pvp overview I already have but with wrecks).

FIX:
Remove checkbox and change it on radiobox with 3 options
1) player selected overview preset name for scanner (current tab overview preset name by default, get it one time when scanner firs time opened, for example, and store player chose or just remember it only for current game session), button with overview chose menu for scanner
2) "Synchronize with Overview Settings" or something like this to make it work just as it work now with checkbox "on"
3) "Show All" or something like this to see everything on scanner.
Miccet
Fairlight Corp
Rooks and Kings
#117 - 2012-03-27 08:58:15 UTC
I usually place all my stuff categorized in station containers. There might be a better way, please let me know if there is. It works quite well with a few exceptions:

Issue: Password, I don't need that on my own stuff that will never leave my hangar.
Suggestion: Station containers without passwords.

Another issue here is that if you reinstall or start on a new computer all containers are locked. No biggie, but with the above it would be solved. The next best thing would be to be able to unlock a selected span of containers. Now I have to go in and uncheck that setting on every container.
GizzyBoy
I N E X T R E M I S
Tactical Narcotics Team
#118 - 2012-03-27 09:08:57 UTC
in a recent update the assets tab when viewed in station allowed you to have a breakdown of the assets in your hanger, that were not in containers.

can you make the hanger tab work similar to this (maybe optional, its a ui thing! with filters and what not)

it had a break down between modules and minerals.
you could also add a blueprint tab based on the science & industry one for the current station.

One for Pi
Ammo
tags
ships tab - hell why not its an asset after all
And lastly "everything" - ships


now that i think about it, Why not be really cool guys and do it client side more utilizing your asset list.
ships can have there own tab but get pulled down when its active as per normal when loading the ship tab from the menu bar,

and then have a set of default tabs (ships,minerals,ammo,weapons,modules, everything) then let us make out own tabs based on the market category of the things we want to see together.

and let the client do the filtering.


lastly i dont know if your going to delve into that mess that is corp hangers... but jesus i raise my glass to my fellow coders...
gd luck with that one..



Wozbo
The Scope
Gallente Federation
#119 - 2012-03-27 13:16:29 UTC  |  Edited by: Wozbo
I'd like the ability to buy a predefined fitted ship. Show the combined cost and how many at x cost I can buy

Example

Purchasing "My drake fit" (going with some drake fit for example)
1 @ 40,000,00
2 @ 45,000,00
1 @ 47,250,00
5 @ 50,000,00

(show something like 4 - 5 lines)

3 orders would add up to 130,000,000

Also, allow setting a maximum buy price for a fit. Like say I want 10 orders of a fit, but I don't want to pay more than x per fit. "I want 5 drake fits but max buy price is 42,500,000.

Also, completely different note. I'd like to be able to reprocess items from my ship, and I'd like a select all/ select all in container option. Show a container, indent items in said container. if I select the container, select all the items within without selecting the container. Click #2 selects container (if everything underneath is selected). Click #3 deselects everything.
Yes Master Heluene
University of Caille
Gallente Federation
#120 - 2012-03-28 01:06:50 UTC


Issue:It goes with out saying: items in ships holds and cans needs to be searchable.
Fix: Search all the things, have a section/ tabs which show full inventories of items ie 3 damage contol II's click on the item and you see where it is and how many jumps away it is.[/quote]

You almost home, so Plz finnnsh it, make serch "resp" (-R UNIX Lang )
Now U can't serch in the ONLY sorting opt. We have, cans AND nott start prod. Or use materials from within a can.

But a real sortingsystem IS needed, Plz glance on Mac :)