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New inventory system > honest opinion and feedback.

First post
Author
Asroha Cloudwalker
Cloudwalker Enterprises
#321 - 2012-05-26 18:52:55 UTC
Back on a 5 day trial to check out the new features, and I'm guessing they're very short on developer talent right now because it looks like CCP just cut and pasted the contracts interface to create this "new unified" system.

Since they killed the "pod lore" I came back hoping we'd have stations to walk in now. Nope, still stuck in that little room, and now I am unable to sort my inventory properly.

Is there anything you guys really listen to the community about? I read these forums almost daily, and I've heard no one asking for this "feature".

On this forum, all I see here is crying about some dude named mittens and some corp who has a logo that looks like a pregnant, mentally challenged honey bee...

Mathias Hex
#322 - 2012-05-26 19:06:31 UTC
It seems alot of you have the time to make new alts for the sole purpose of complaining about the UI but not the time to try to figure it out.

When moving items around in your hanger if you hover the items over the target container it focuses on that container, you can still move items to another container without refocusing just drag and drop DO NOT HOVER!

That is basically the only thing that stumped me with the new UI and it took me less than 2 minutes to figure it out yet some of you still dont know because you would rather take 10 minutes to make a new char and another 10 minutes to ***** on the forums.

I recall one night in a nightclub called the matrix, there I was... Mother of god there I am! Holy f**k.

DarthNefarius
Minmatar Heavy Industries
#323 - 2012-05-26 19:16:30 UTC
Madner Kami wrote:
Pak Narhoo wrote:
CCP I WANT MY RIGHT BIG TOE BACK!Evil


You can shift-click your foot, to make a new toe spawn. Afterwards you can drag and move it to where you want it and even adjust it's size! However you'll have to do that, whenever you change your foot-wear or leave the room or get out of your bed.


This UI does remind me of Imelda Marcos's shoe closet!!! I think the problem was the Unified Inventory was programmed by a girl!
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
wetterisbetter
Demonic Retribution
The Initiative.
#324 - 2012-05-26 19:39:17 UTC
I've tried, i've really tried, i can't stand the new inventory system.


Its comparible to asking UK to now drive on the right of the road and US to now drive on the left. Atleast give an 'opt out' option ASAP and I mean ASAFP
wetterisbetter
Demonic Retribution
The Initiative.
#325 - 2012-05-26 19:51:42 UTC  |  Edited by: wetterisbetter
pointless
TigerXtrm
KarmaFleet
Goonswarm Federation
#326 - 2012-05-26 19:54:51 UTC
Am I the only one who merges the item and ship windows in the station bar? I can't imagine people using separate windows to move around ships and cargo inside a station, that would just be tedious even before the new inventory thing.

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Musashi IV
Off-World Mining
#327 - 2012-05-26 20:06:29 UTC
After they fixed a few of the bugs I really like the new system. One problem is that selecting more than a few items and trying to move them rarely works. Only a few items will be moved.
MadMuppet
Critical Mass Inc
#328 - 2012-05-26 20:38:44 UTC  |  Edited by: MadMuppet
TigerXtrm wrote:
Am I the only one who merges the item and ship windows in the station bar? I can't imagine people using separate windows to move around ships and cargo inside a station, that would just be tedious even before the new inventory thing.


I would counter, now that I am more or less forced down that path, that flipping around the station bar is more tedious that the old system. It is all a matter of perspective. What I am getting from every game session while I deal with the UI is that I am ending each one just a little more pissed off in all the little extra work, double checking, lag, windows moving, and rework that each gaming session is giving me.

TLDR: Fighting with the user interface should not be a major part ,any part really, of the gaming experience.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Anna Shoul
#329 - 2012-05-26 20:53:48 UTC  |  Edited by: Anna Shoul
For what my 0.02 isk could possibly be worth, I love the new inventory UI. It's far cleaner, easier to work with and a huge step forward. It's not perfect, but I definitely don't want the old inventory back, I'd much rather have this one polished to perfection. I must say, however, it feels rather raw and rushed, like a beta version.

The most significant complaints I have are about it's performance, particularly when in space, and certain silly quirks, and they are probably what prevents many people from seriously getting a taste for it. To wit:

  • It takes a few seconds to load my modest container tree when it shouldn't have to, really, and if the delay is at all dependent on the number of items, I can understand why people who have more of them would bitterly complain.
  • List modes are slower than they were previously, especially in space.
  • Stack All in space on a simple Noctis full of loot can freeze the entire client for a few seconds. It's particularly bad when the inventory is in a list mode.
  • It were possible to have list mode selected per container previously, which was convenient because you could have one container always as icons (easier to grab and drag) but another always as a list (easier to eyeball the quantities), but now there is only one list mode selection per the entire inventory. Switching to list modes does not keep the 'show meta level' setting, it's getting lost. It would always get lost, but now that you can't have per-container list mode settings, it getting lost is annoying.
  • Item hover text includes the estimated price, which has little relation to market prices, but doesn't include something much more important when eyeballing a list of diverse items - their meta level. I can make filters (which are really cool) and did, but meta level in hover text certainly wouldn't hurt.
  • This has been mentioned to death, but this needs to be addressed. When looting a large number of containers piled up next to your ship, as is common when salvaging a mission, the inventory window constantly switches back and forth between the ship's cargo hold and the new container. The loading delay slows an already tedious process down, even though the 'Loot all' button is always in the same place. Not switching back to the cargo hold at all when the container disappears would be the quickest way to address this until a smarter solution can be devised.
  • When dragging items into container list entries, the delay between switching the main window into the container's list entry is too short for me, so half the time I end up needing to click back to where I was sorting items from and half the time I don't. Making it configurable to taste would help.
  • Being able to change the icon size - at least optionally making them smaller by a multiple of 2 - would be very nice. When I resize the rest of the UI globally, icons follow, and now the text is nicely readable, the icons are a bit too big.
  • I'd give a lot for nested containers when I can use them as sections this easily, just for the organisation benefits. It would be best if the containers placed within other containers would just lose their containment bonus, though I doubt that would be easy to code in an abuse-proof fashion - but just adding containers that offer no containment bonus into the database should be trivial.

In short, this kind of approach to inventory also implies a higher need for user customization. I expect the whines will not continue for long if the inventory system is worked on further.
Don Chelli
BIack Sun Syndicate
Independent Miners Alliance
#330 - 2012-05-26 21:44:47 UTC
The new inventory systen is hell... it's inferno!
Why there are people who get confused if there is more than one window open?
even worse if they are programers of CCP

I WANT THE OLD INENTORY SYSTEM BACK!

Please!

The game is not playable anymore!
X Dead
Doomheim
#331 - 2012-05-26 22:52:44 UTC
Throughout the various patches that have introduced "difficult" change through the years I have accepted and adapted. Admittedly, some of the changes were annoying, but I never really understood the nerdragequit approach.

Today, I encountered the full force of this armed and operational inventory system, and although I doubt I'll unsub, I just couldn't face playing any more "file systems in space" today.

The inventory and its containers now have bad attitudes, from a container's "everything you put in me is locked even though you told me not to, including after you reset me to put things in me unlocked again" (yeah okay, that's probably just a bug, but still) through to the inventory's "I'll only sometimes open a new window with SHIFT-Click - mainly when it doesn't interfere with whatever arbitrary other thing I'm up to right now" or even the more general "hang around a bit, I have no idea what I had 5 seconds ago so I need to go ask Mom again" 10-15 second delays.

The reason any interface "works" is that they are fit for purpose, generally meaning they are easier to work with on at least efficiency and correctness scales. That is, do "X" within human response timescale (usually < 2s, based of human conversational pause thresholds), make it obvious how to achieve the goal correctly (and with minimal energy/effort), and provide feedback it so it's obvious what's going on. The purpose is often contextual - there's a reason hierarchical file management systems have a range of interfacing options and not just one forced model (various windowing modes and views and CLI). It's not like this inventory problem is novel - it's okay to look at how it has been solved elsewhere and adopt some of the pri

If this interface model is harder to work with than the previous one for many use cases, doesn't that imply something to the UI team? It's okay to make mistakes as long as they are corrected and learned from, but a forced step backwards in usability (well, for some players) isn't a very good ending point.
Cutesmile
Native Freshfood
Minmatar Republic
#332 - 2012-05-28 19:52:12 UTC
I'll also opt for OLD inventory system back.
This feature was used in Windows - but I do not see lots (or at least dozens) of people using it.

So am I - while working with items - it is better to open separate windows (BY ONE CLICK!!!)
and not to guess, where and how to find all other stuff...

I DO CONSIDER NEW INVENTORY AS A PATCH WHICH BROKE A THING THAT WAS PERFECTLY WORKING!
Chokichi Ozuwara
Perkone
Caldari State
#333 - 2012-05-28 20:18:06 UTC
Liam Li wrote:
To be honest, it took me a good 10 minutes to get used to the new inventory window, after that I kinda liked using it.

Right, because moving your technetium and rifters around is soooo tricky...

Tears will be shed and pants will need to be changed all round.

Anashka caldari
Perkone
Caldari State
#334 - 2012-05-29 03:18:25 UTC
I like the new inventory system, takes a bit of getting used to. One issue have is that I had all my weapons drones and other types of mods all sorted into different cans in a station so I didn't have to sort through hundreds of items in my hanger. When I went to stack everything it took all the items out of my cans and put them all into my item hanger leaving me with like 300 different items to sort out again Sad
Vicky Death
Armed Kittens
#335 - 2012-05-29 04:24:14 UTC
Who ever created this new "realy good" inventory system , was on damn good drugs and a total idiot. Old system worked so much better and easier. If i was in charge of CCP , he would be fired so fast , he wouldn't know what hit him.Evil


I WANT OLD INVENTORY SYSTEM BACK ! Evil
Yogsoloth
Call of Cuthulu
#336 - 2012-05-29 04:33:53 UTC
After trying to work with this new system for the last week now it's clear, there's only one change that needs to be made...

Bring back the previous Inventory system now.

This new system makes me not want to log in anymore.
Amon Kaates
Sebiestor Tribe
Minmatar Republic
#337 - 2012-05-29 04:34:16 UTC
It's not the system I have an issue with. It's the graphical elements in the window I have a problem with. Sorry to whoever came up with that arrangement, but it's pretty meh.

It's perfect for stations, but I don't like the clash in UI styles for being in space. And I found the old style cargo bay window to be far less visually intrusive than it is now. It's a distracting sight seeing that window on my screen, not matching any other UI elements on my display.

You really couldn't get any more unobtrusive than the simple, low-impact look of the previous cargohold window.

It's like going on someone else's computer and seeing that they cluttered up their favorite internet browser with a bunch of useless toolbars. I wouldn't have that on my machine, and I loved that EVE's UI kept its in-space UI elements to a minimum.

A fancy, sexy UI has its place, don't get me wrong. I love the system, I love how it looks while I'm in my CQ. What I don't want is an oversized meter showing my cargo usage, a search filter I'd like to turn off, and a (frankly useless) pane telling me how many objects are in my cargo hold (I can count them), or their estimated worth (I know how much my ammo is worth, I bought it.) The size of those panes squeezes down on what I have that window for, and that's to quickly, easily drag ammo onto my guns, which was nice and compact enough to not intrude on my view of the cosmos.

Yeah, I know it's a little thing, but it's a little thing I didn't have a problem with before.

CCP, you guys are doing a beautiful thing. Please remember that enjoying serious internet spaceship business comes first.
The Antiquarian
Imperial Academy
Amarr Empire
#338 - 2012-05-29 13:35:19 UTC
Loving the new inventory system.

It does take 3 minutes to get used to it, but once everyone passes that 3 minutes learning curve, people will note that it is far superior than the old system.
Reverend Cletis
Synister Mynisters
#339 - 2012-05-29 13:54:27 UTC
So far I've been very pleased with the new Inventory system, once you get past the "learning curve".

There are, however, a couple of things that annoy the heck out of me.

1. The time it takes to load at a station that has LOTS of stuff. Others have mentioned it, figured I'd jump on the wagon.
2. Attached to above, it seems that corp hangar contents REALLY take a while to load.
3. Maybe it's just me, but I'm really getting tired of having to reposition the window when opening it. Meaning....when I land in station and open the inventory to transfer something, I:
a. Open Inventory
b. Resize the Inventory window
c. Adjust the viewable portion of the window from the Outline/Reference on the left hand side.

Every time I open Inventory, the viewable portion runs up onto the left outline side to the point where I have adjust it. It's a piddling thing (I know) but could the space on the left hand side STAY static in size between Inventory openings? If I click on the collapsing arrow at the top, the viewable window opens fully and covers the Outline on the left. If I click the opposing arrow, the viewable screen goes back to where I've previously set it. So, I now have to click twice OR adjust the size of the viewable window.

Singoth
Federal Navy Academy
Gallente Federation
#340 - 2012-05-29 13:54:57 UTC
Wow, this thread became very popular. :o

A lot of replies, and a lot of people just go "it's bad and I want the old inventory back!"
I think this is a wrong attitude that just doesn't work.

CCP has already shown that stuff they have developed is there to stay. Even with the 'incarna fail', CQ was not removed, and right now it's just a worthless part of the game.
So the best thing you can do, I think, is spend your time on supplying feedback about the new inventory, try to change it into something you like. Saying "I want the old back" is just a waste of time as that's unlikely to happen and, as far as I know, CCP never removed something from the game because players didn't want it. But they *did* modify stuff when the players wanted it.

I also suggest you guys read the latest dev blog if you haven't done so already: http://community.eveonline.com/devblog.asp?a=blog&nbid=72794
Looks promising, but we're not there yet.
If correct, these changes should be in the game at the time of writing this (after DT)... going to run some missions and see how it performs with looting and stuff.

Feedback can be posted in this thread, or go to the F&I forum, there should be a stickied thread there ;)

Less yappin', more zappin'!