These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Unified inventory

First post First post
Author
Oxigun
Halliburton Heavy Industries
#281 - 2012-05-03 18:35:25 UTC
Having played around with this feature on Sisi, I think you are trying a bit too hard to do too many things at once.

Let me give you a concrete example:

When I'm looking for some mining drones, it would be very helpful to have an inventory that tells me where to find them so I don't have to look through my stuff. It also helps to know what is in every container/division etc. Your interface does that very well. Kudos and high fives all around

Now however, I want to focus on mining. I don't really care about my other stuff, just my cargo and the container I'm jetting to. I want a minimalistic view of those two items so i can move things between them. I also want to open the corp hangar of the nearby orca to grab crystals. All i need are three separate windows, with no ships, hangars or any other stuff.

Here is where your system is too complicated for me. I know what I want and where it is, i don't need trees to find it. If I have to resize the window and remove filtering trees every time I open a can/wreck, I'm doing too much work.

Please consider allowing the use of simple windows in addition to the cool inventory feature for more generalized tasks such as finding stuff and reorganizing it.
JohnnyRingo
Regiment Of Naga Association
OnlyFleets.
#282 - 2012-05-03 18:39:12 UTC
After spending a few hours on the test server, i really dislike the new inventory system.

Its really really annoying having it unified, seriously, it makes things so much more difficult, just moving stuff from cargo into station is a pain, and i really dislike not having "Ships and Items" windows.
CCP RubberBAND
CCP Engineering Corp
#283 - 2012-05-03 18:46:19 UTC
Paul Clancy wrote:
So far, we have discovered two annoying Inventory bugs, which we will share here (filing proper bug reports is boring :)):

1. Creating separate windows for various entries in the Inventory index and then closing the main Inventory window results in this window becoming inaccessible from the Neocom; if you press the Inventory button, you're presented with a context menu containing the names of the separate Inventory windows you have created earlier. Of course, the button reverts to its original state once you close all these windows, but this is really inconvenient — couldn't you just make the main Inventory window a part of any context menu that's being generated for the Inventory button?

(If this doesn't make any sense to you, please take a look at this video to see what I'm talking about: http://www.youtube.com/watch?v=35DuqyAJ2sY )

2. Opening a separate drone bay window and then switching ships results in this window being replaced with a cargohold window for the new ship; oddly enough, any cargohold windows stay put during these switches — they even get to keep the "(active ship)" monicker in their titles.

(Another helpful video can be seen here: http://youtu.be/5Wb3LH5YdS8 )


Just wanted to say, thank you for the awesome videos, much appreciated.

Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.

Also in the case of point one, would it be okay that you can expand the tree view on the remaining windows? And indeed use them as "main" windows?

Feel free to poke me on: Twitter

Razgriz Shaishi
Perkone
Caldari State
#284 - 2012-05-03 18:58:43 UTC
A better Inventory is the main UI improvement Ive been hoping for, and for doing it, I love you. But as many people have pointed out, this may be very easy to mess up on. You should be very carefully watching the feedback from SiSi, or you risk making a huge mistake on this. Also, no matter what else you do, you should add an option, when it comes out, to completely disable the new inventory system and keep using the old one (If such an option is feasible).
Paul Clancy
Korpu no Byakko
#285 - 2012-05-03 19:04:46 UTC  |  Edited by: Paul Clancy
CCP RubberBAND wrote:


Just wanted to say, thank you for the awesome videos, much appreciated.

Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.

Also in the case of point one, would it be okay that you can expand the tree view on the remaining windows? And indeed use them as "main" windows?


Thanks for fast reply. Maybe you can do it so the 'main' window is available through 'Shift'-click on the neocom button? And no, your solution will be slightly insufficient, I think, because 'often used' windows are better if you may put them to stay alone.

About second issue: is it impossible to create something around the idea of the 'dronebay-of-currently-active-ship'? along with 'cargohold-of-currently-active-ship'? Maybe through filters?
Malice Redeemer
Kenshin.
Fraternity.
#286 - 2012-05-03 19:09:39 UTC  |  Edited by: Malice Redeemer
Really bad change. Give us our hanger back? again? Stop removing things you don't understand?


Also, if they do push this to live, I am out again. Don't ruin you missile expansion.
Silly Slot
State War Academy
Caldari State
#287 - 2012-05-03 19:12:25 UTC
CCP RubberBAND wrote:


Just wanted to say, thank you for the awesome videos, much appreciated.

Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.

Also in the case of point one, would it be okay that you can expand the tree view on the remaining windows? And indeed use them as "main" windows?


honestly if your not going to make it show the drone window it should be from the new ship, i think its best to close the window if its owner disappears, i mean otherwise if im in my carrier with inventory, drones, fuel, and cargo open in different subwindows and switch to my cane now all of a sudden i have 4 inventory windows open :S
Callic Veratar
#288 - 2012-05-03 19:13:23 UTC
CCP RubberBAND wrote:
Just wanted to say, thank you for the awesome videos, much appreciated.

Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.

Also in the case of point one, would it be okay that you can expand the tree view on the remaining windows? And indeed use them as "main" windows?


In normal operation, I like to have a small window for cargo (for quick checking of how much ammo I have, that I have a mission objective or whatever). If I can accidentally close it, then need to fiddle with my cargo bay to get it back, that's a major inconvenience.

A simple solution may be to let me open a new inventory off the neocom button.

Also, click and drag a ship cargo in the inventory tree to activate the ship, please. Don't force me to go into the ship hangar.
Bienator II
madmen of the skies
#289 - 2012-05-03 19:13:27 UTC  |  Edited by: Bienator II
CCP RubberBAND wrote:
Paul Clancy wrote:
So far, we have discovered two annoying Inventory bugs, which we will share here (filing proper bug reports is boring :)):

1. Creating separate windows for various entries in the Inventory index and then closing the main Inventory window results in this window becoming inaccessible from the Neocom; if you press the Inventory button, you're presented with a context menu containing the names of the separate Inventory windows you have created earlier. Of course, the button reverts to its original state once you close all these windows, but this is really inconvenient — couldn't you just make the main Inventory window a part of any context menu that's being generated for the Inventory button?

(If this doesn't make any sense to you, please take a look at this video to see what I'm talking about: http://www.youtube.com/watch?v=35DuqyAJ2sY )

2. Opening a separate drone bay window and then switching ships results in this window being replaced with a cargohold window for the new ship; oddly enough, any cargohold windows stay put during these switches — they even get to keep the "(active ship)" monicker in their titles.

(Another helpful video can be seen here: http://youtu.be/5Wb3LH5YdS8 )


Just wanted to say, thank you for the awesome videos, much appreciated.

Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.


Q is if it wouldn't be the better behavior to disapear. This is in fact a big regression since the windows are not aware what they are they is no seperated persistence between station and space. If you undock with 5 opened windows you have 5 cargo windows. The old system was able to remember window position and size for drone, cargo and station windows (edit: cargo and drone windows where even persisted for each ship individually). This was quite cool actually. No station windows in space since there are no station hangars in space etc..

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Paul Clancy
Korpu no Byakko
#290 - 2012-05-03 19:29:14 UTC  |  Edited by: Paul Clancy
And - I clearly understand it may be too much to ask, but still - maybe some color defferencies for locations' backgrounds? Yellow-grey for drones, blue-grey for cargo, green-grey for hangars? Oh, and secondary windows are better if being as simple as possible...
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#291 - 2012-05-03 19:30:02 UTC
CCP RubberBAND wrote:


Flagging these as defects, though the second issue might not be possible to resolve as the window is not a "drone" window and when that location no longer exists, it simply returns to the default, which is the ships cargo.



This is the same problem where opening the Ships and Items hangers while in a station then undocking causes them to revert to displaying the current ship's cargo.

When the current inventory view becomes out of scope it reverts to the 'default', the current ship's cargo. This is neither logical nor helpful. An out of scope inventory window should simply close, or display "Inventory Not Available" until it becomes in scope again.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Averyia
Garoun Investment Bank
Gallente Federation
#292 - 2012-05-03 19:45:05 UTC
Sell multiple items. I love this, but if I could select multiple items and sell them all (almost) at once instead of one at a time, i would love it.

All warfare is based on deception and logistics. Battles and soldiers are secondary priorities.

Freelancer117
So you want to be a Hero
#293 - 2012-05-03 19:46:39 UTC
Why doesn't the name of the (former) owner of a corpse show when you link the corpse from your inventory to a chat channel ?

Can you please fix that .

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Ifly Uwalk
Perkone
Caldari State
#294 - 2012-05-03 19:46:45 UTC
/me goes a-looking for a raven named "Bettsy;" whistles rather innocently...

Twisted
Dare Knight
Bandwagoners
#295 - 2012-05-03 19:54:00 UTC
Nathanien Indoril wrote:
Lyrka Bloodberry wrote:
The last Srceenshot in the blog shows the dronebay of a ship.
In space you can group your drones.
Will it be possible to access the groups via the tree structure?

Something like this:
- Ship
+ Hangar Bay
- Drone Bay
- Group 1
Valkyrie I
Valkyrie I
- Group 2
Warrior I
Warrior I
Warrior I
+ Group 3

And with a rightclick on Drone Bay you can create more groups.
Having to group the drones in space is kinda annoying.

Woha.. thats a pretty cool idea... to be able to assemble Groups without undocking would be a cool feature.


Here's a thought (sorry if this was mentioned already, got excited and didn't read the rest of the posts:

How about instead of defined and limited Corp Hangars and whatnot, why not the ability to create and delete groups in hangars and name them? Define roles and access rights to them? This would give Station folks more than just a defined number of hangars, empty hangars they have no use for, AND it would give POS people a better way to organize their hangars, i.e, personal hangars. In addition, since each hangar would be treated like a station container for a corp, you could define different hangars in different stations/POSes.

Just my 0.02 ISK.

_It's very simple, really. If you see Tengus on scan, they are ratting. If you see a shitload of Tengus, the Russians are blobbing. If you see Proteuses on scan, they will be on top of you in about a second. If you see a shitload of Proteuses, the big boys are having a goodfight. _

Dennie Fleetfoot
DUST University
#296 - 2012-05-03 20:01:30 UTC
I know that there will be some coding reason why you can't do this but I'm sure you're already getting the vibe that many here don't like what you've done and I think the solution is easy.

Leave the cosmetic aspect of the current UI as is, including the way it remembers where YOU like having the windows in space, how you stack them, etc, etc.

Add the tree concept as a collapsible to those windows or even disable it for that window should you so wish.

I also urge you seriously consider removing the unified inventory as an Inferno feature untill it is 100 percent working correctly. Leave it on Sisi and we'll all help you get it spot on with feedback.

UI is very emotive for a lot of people. Many get our PC desktop exactly the way we like it and heaven help anyone that mucks it up. You have, with the very best intentions, mucked up our desktop.

Am I not right?

The great work that's being done with Missiles, wardec machanics, FW, V3 Amar etc, etc is going to be ignored, forgotten or dismissed as silly and not worth the wait, if the primary way we all use and play the game, the UI, is screwed up.

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Captain Megadeath
Sebiestor Tribe
Minmatar Republic
#297 - 2012-05-03 20:15:37 UTC
Malice Redeemer wrote:
Really bad change. Give us our hanger back? again? Stop removing things you don't understand?


Also, if they do push this to live, I am out again. Don't ruin you missile expansion.


+1

CCP, If you havent learned the lessons of Incarna and push this through rather than make it optional then I'm out.

This new system is a nightmare, I like multiple windows/drag drop.....

Aziz Nardieu
The Scope
Gallente Federation
#298 - 2012-05-03 20:25:05 UTC
I think it would be nice to have some functionality for going back to the previous item tab (backspace?). Perhaps something similar for going up one level.

I do like this new functionality though. Keep up the good work!
Palovana
Inner Fire Inc.
#299 - 2012-05-03 20:52:50 UTC  |  Edited by: Palovana
DJ P0N-3 wrote:
If you double-click on your ship, it takes you right to the cargo window, so that at least is as it ever was. I hear you on the inventory one, though I think it remembers whether you had the hangar items or your ships open last and goes back to that. I've actually *gasp* taken to using the "ships" button in CQ to go straight to my ships on sisi, since now I can't choose from the sidebar -- but that means using CQ, which I know a lot of people don't do. Being able to pin a shortcut to a particular part of the tree (ships, items, can of things not to reprocess ever, can of corpses) to the sidebar would be a magnificent addition to this.


Double-click going straight to active ship's cargo is good.

In the old system there were three keyboard shortcuts, that performed three different functions but which would all route you to the new UniInv system.

Alt-C: open current ship's cargo (in space or station)
Alt-G: open hangar floor (in station)
Alt-N: open ships window (in station)

Having each of these shortcuts take you to a different place in the tree, even if opening the same UI window, would be cool.

EDIT: Checked this again - it seems Alt-G always opens "Items" and Alt-N always opens the ship hangar, but Alt-C goes back to what you last had selected before closing the window. Instead, IMO, it should open the cargo bay of the active ship.

Now, if the window would close after you click "Loot All" and take all the stuff, that would really be awesome.
Alain Kinsella
#300 - 2012-05-03 20:53:01 UTC  |  Edited by: Alain Kinsella
Agree that the 'ship hangar' should be its own, little window in space. Seen no Dev reply to this concern yet.

Perhaps it can be possible to have the old window appear, when you (shift?)click the 'inventory' button on the ship console? That would fix one of the main issues with the UI change.

A possible alternative is give an option to 'hide' the tree, so only the selected inventory is displayed. In that mode, you can then shrink the window appropriately to match the old functionality.

[Edit - Also, please un-hide corp hangars you don't have access to. Or at the very least make sure they still include the 'read only' / ' Full access' tags in the names.]


Morwen Lagann wrote:
I only had a few minutes to check it out on Sisi last night before the server went down for downtime, but I'd only messed with it for thirty seconds before I found an excessively aggravating issue:

The new inventory window's minimum size is way too damn big. It doesn't fit into the way I've laid everything out on my screen anymore and there's no possible way to make it fit. The only thing I can think of that might be causing this is the increased size of the capacity bar and the addition of "interesting" but in most cases useless information. I mean, cool, I've got 3642 different stacks in my cargo supposedly worth eleventy thousand ISK. The former is somewhat useful most of the time. The latter, not so much. I don't trade, and I don't haul that much - I generally don't give a damn (or, for that matter, even want to know or think about) about how much ISK I'm carrying in my cargo hold.

I have my cargo open in flight for two reasons and two reasons only: keeping track of what ammo I've got left, and how much space there is for loot. In almost all circumstances I do not need any other information out of my cargo hold; the small and unobtrusive window in the corner of my screen is more than sufficient for me. The new inventory system will, effectively, ruin that idea because I can't make it small enough to be unobtrusive - and as a result have to decrease screen real estate that I'd rather use to look at the things I'm shooting at - not various bits and bobs I don't need.

If you need an idea of how small I want this window to be, go on TQ and open a can or something with the large icon view. Now set it to its minimum height, and the width necessary to show three stacks/items side-by-side - with a scrollbar, in case you have more than three stacks. That is how much space I want my cargo taking up on my screen. I don't need it to take up more space than that, and in fact I do not want it to take up more space than that.

That aside? It's great. I love it and want to mess with it more. But for the cargo of my active ship the last thing I need is all of the extra bits and bobs and doodads that make the window take up lots of space.

"The Meta Game does not stop at the game. Ever."

Currently Retired / Semi-Casual (pending changes to RL concerns).