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New inventory system > honest opinion and feedback.

First post
Author
Bienator II
madmen of the skies
#61 - 2012-05-23 13:28:23 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.


- shift+click on hangar icon should open new window
- please try to get multi window handling stright first, propper, seperate UI persistance between space and station
- an option to tell the thing that it should not reuse the cargo window for wrecks (this will workaround many issues)

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

St Rannik
Tactical Farmers.
Pandemic Horde
#62 - 2012-05-23 13:28:49 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.


How about option 3.

Leave the things that got nothing to do with inventory (i.e ships, various POS structures, floating wrecks and cargo containers, ship's cargo hold and corp hangar etc) out of the new inventory system, so they open in a new window like they always did without having lots of other unrelated stuff in them.

When i open a wreck I want to see what's in that wreck, not millions of other things I got across EVE universe.

Things that are related to inventory (i.e station items and corporate hangars at the POS) would use the new UI
Capsuleer Newton
Hedion University
Amarr Empire
#63 - 2012-05-23 13:29:13 UTC  |  Edited by: Capsuleer Newton
DrunkenOne wrote:
The idea was great and I'm sure I will get used to it but some of it could have been more user friendly. Adding stuff into your current ship is taking way to long and dragging multiple items is a mess.


hahaha, try being in an orca and you're used to have the minimum window size, now you have to expand the window, then expand the index, before you can move stuff around.... hope they figured out the bug that occasionally not allow one to add ore into the orca's ore hold [when it already have some, but ain't full yet], and one have to move ore out, stack them before moving them back to the ore hold Evil

good thing one can shift-open a new window, else it would be funny trying to keep 1 ore in a can when mining :))

one thing though, i don't think people like the idea of moving in space, say running missions, and having this huge inventory window blocking the awesomeness of Eve's moving wallpaper, i mean environment, further, efficiency in UI interaction is what matters most, not because it looks and sounds cool.
Kasriel
#64 - 2012-05-23 13:30:32 UTC
CCP Soundwave wrote:
Cord Binchiette wrote:
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what....


I have a better idea. Why not make a list of OUR requested changes?



If it wasn't clear, the list we're compiling is changes requested by the playerbase.


i really hope another checkbox to disable a "new improved" feature is in the list.
Borg Stoneson
SWARTA
#65 - 2012-05-23 13:37:00 UTC  |  Edited by: Borg Stoneson
CCP Soundwave wrote:

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.


As it stands now, neither.

An inventry asset tree would be the better option but not in anything like its current form.
For a "quick" band-aid fix I suggest using the tower as a hub, use fitting/CHA/SMA access range based on the players distance from the tower itself. Add a the ability to name SMAs, Arrays, CHAs and Silo's. This will make the POS at least workable with the new system until you have a chance to make new POS's and get the functionality done properly (hurry up with that!).


As for the changes I'd suggest.

If I right click to open something, make it open in a new window automaticaly.
Ship hangers and Item hangers are different, keep them seperate.
New POS's = nothing like this, preferably nothing to do with this.
Hanger tree is for favorites only, simply opening a can/cargo container/etc doesn't auto add it.

I think I see what was attempted with the new UI, it failed miserably but it's not a bad idea. I propose..

Hanger Subsection: The playerbase uses a lot of station containers to manage their inventory, replace these with a non space using "subsection item", functionaly similar to station containers, has the same volume as whatever's inside, non seeded, no value. Just something that's added with a "add subsection" button on the hanger window. This would be something that could actually help people that routinely have to manage large stocks of "stuff", it would even help POS users a bit since it can be used to effectively divide a CHA up between more than 8 people. Most importantly of all it wouldn't unbalance anything, it's a pure misc utility item.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#66 - 2012-05-23 13:40:53 UTC  |  Edited by: Barbelo Valentinian
Singoth wrote:

And guess what? Now I see all the inventories I need, in one little list, in a single window that takes up less space than all of the above combined, as well as making it cleaner, without having to overlap or combine several of those windows. No longer do I have to search for stuff (it was like inventory within inventory within inventory.), do a few gazillion clicks to open new windows. No, I got them all in a single window now.
And if I still need some kind of a separate window, I can shift+click and open a separate window. Not that I had to use it as of yet.
Not to mention I can see the approximate market value of said stuff in the inventory, as well as the metric tons. And this is adjusted to what items I have selected. VERY useful.

This new system is intuitive and works just like the old system. Just drag and drop stuff, but now you only need 1 window to rule them all.
Personally, I think this was a much needed usability update.



I can understand that for many players the new inventory is a net gain, but those for whom it's a net gain have got to understand that there are a lot of people for whom it's a net loss - specifically "power users" (industry, economics, etc.) who are accustomed to being able to quickly cross-compare many items in different categories in different boxes with different tabs.

And EVE has a lot of power users. I'm not that big a power user myself, but I'm enough of one to notice the downgrade.

Anyone who doesn't understand what all the fuss is about and wants to know should read Tippia's blog post.

The very first thing that needs to be done is to have user-set station window positions and settings "remembered". But there are still some tweaks needed after that.
May O'Neez
Flying Blacksmiths
#67 - 2012-05-23 13:42:35 UTC  |  Edited by: May O'Neez
CCP wrote:
( ... )

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.


I would be interrested by an option like the 2nd: have a tree of POS elements, which are loaded only as you select them. Even better: have a deeper hierarchy, like guns / laboratories / ...

Regarding my current feeling towards the UI:
- Mission is OK except salvaging. I could have similar setups as before, even though it takes me more clicks ... but the wreck hunting has become a bit harassing, with the tree allways reseting as containers disapper
- Production is OK at the moment.
- Market is fine (no changes, actually).
- Transport (in particular with multiple containers) is not easy, but maybe it is also a matter of habits ... I have difficulties to handle multiple moves of items betweens containers, specially when I have to pick a part of them and move to another location. I often fallback to shift click to get back my "bad" habit :P
bongsmoke
Visine Red
420 Chronicles of EvE
#68 - 2012-05-23 13:44:50 UTC
Illusive Wolf wrote:
Adding options means supporting code for both, which gets expensive. But I'm with you, it didn't take me long to discover that the new way of managing inventory was actually much easier than the old way. I manage reaction POSs and being able to control the POS modules from the inventory was an extra bonus too.

It was a bit of a shock to the system and change is hard, especially when it's something as habitual as a UI (I use 'Classic Menu' in Windows 7 to make it look like Win2k :) but progress carries a price sometimes.


Wish other people would "actually" try it like yourself. But anything different for most and the whines and cries are non stop.

I love it, dont care if they give the option for the old one, but they better not get rid of the new system cause of ignorant people.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#69 - 2012-05-23 13:47:51 UTC  |  Edited by: Sentient Blade
My suggestions & feedback in no particular order.

* The choice of colours / font on the tree view make the individual labels difficult to see, even in situations where opacity is set to opaque.

* Vertical lists will always present greater efficiency problems the more items are added to them; to give an example, my hanger in Jita currently contains about a dozen small ships, shuttles and the likes. Previously these did not get in the way of inventory management, however, they now appear constant in the ship hanger, putting considerable space between a few of the ships I do want to interact with, and my item hanger.

* Item hanger should appear above ship hanger; most inventory management will be done with items first and foremost and there will often be less sub-containers than ships.

* Most of the icons look the same. Investigate if it's possible to render 16x16 versions of the ships and put them next to the respective ships; this would necessitate increasing the lighting on the icon rendering otherwise they would be far too dark to see.

* Double clicking on a ship in the ship hanger should open its cargo bay, not activate it, and as such make it disappear.

* The active ship should still be shown in the ship hanger. The currently selected ship should be highlighted within the ship hanger list on the tree.

* Ships with additional bays should have options to directly access those bays in a new window via right clicking upon their ship. If you wish to add a 'Open Ship Manager' function that loads the inventory up with the ship as the root (and nothing else) then I am all for that.

* Hovering your mouse over a tree label should have a 'popup' icon appear at the right hand side, which when clicked would open the desired child in a new window, similar to how the information popup icon appears at the right of skill training, except this would only appear when you hover your mouse over it. Left clicking should open it up in a simple window, right clicking should open it up with the tree open but *with that item being the top root*.

* Open in New Window should be moved to the top of the right click menu. Remember that most inventory management is done via the right hand, mainly the mouse and numerics, having to hold shift or search down through a menu can be a bit of a pain.

* Selected item in the tree view should be adjustable by keyboard. Pressing up and down keys should select the previous / next item. Left / Right should expand / collapse the current node.

* Clicking and dragging an item and holding it near the top / bottom of the tree view should cause the tree view to scroll in that direction.

* The mouse wheel should allow the tree to be scrolled up and down whenever the mouse is over it, such as in the case of dragging an item out of one window into one further down the tree. At present you have to hover your mouse over one of the items for several seconds, at which point the tree will get focus, allowing you to scroll to find where you want to drag your item.

* Containers (cans) should open in a new window by default when double clicking them in the item hanger, not in the tree.

* As the data is being imported / calculated, there should now be an option to display / sort by stack price while in details / list view.

* All POS guns should be grouped by default

* All POS assembly arrays should be grouped by default

* All POS hangers should be grouped by default

* The name of the currently selected window needs to appear bigger, on long vertical lists, the tiny text up in the left is difficult to read and tends to get flooded out, perhaps put it in the same place (if not a bit higher) than the "nothing found" and start the actual item list a bit lower.

* Filters are good, but we are still missing what is fundamentally the most desired feature; the ability to group things without having to go through progressively larger containers, which block certain functionality such as the ability to refine or repair. Until you can do this start by making station warehouses seeded across every station for a nominal fee, at this point station warehouses and such are nothing but workarounds and need to be available everywhere so long as they are needed.

* Continuing on from filters, the main thing we wanted were 'virtual' groups. i.e. we wanted to be able to drag ships I wanted to sell into one folder, PvE ships into another, PvP ships into another.

* Misc: Due to the hit from opening wrecks with the new inventory system, add a right click > loot all.

* Right clicking item / ship hanger > show info displays the station information. Eh?. Get rid of the show info button or find something more appropriate to show there.

* Tree label root for corporate hangers should show **working** when loading the list, or load the list at connection so it does not need to wait.

I'd probably find more, but unfortunately I have to go back to work designing GUIs ;)
Joe Hoe
Down By Law
#70 - 2012-05-23 13:48:51 UTC
Got to say I hate the new system.

I live in wh space and it's basically a nightmare.

Trying to quickly get ammo etc - impossible. I have 3 hangars and have to click through all of them to find my tab, even if I right click on the hangar I want, it doesn't open that 1 just shows everything, everywhere.

And seeing 40 + def guns etc - why ?????

And the lag is a pain, takes nearly 10 secs to open anything....

Please, throw it away and just give us the old system back.
Virgil Travis
Non Constructive Self Management
#71 - 2012-05-23 13:49:46 UTC
Could we just have double clicking on an item in the tree opens it in a new window. That would make it more useful, I like it generally just a bit clunky with this shift + click thing.

Unified Church of the Unobligated - madness in the method Mamma didn't raise no victims.

Akyla Dey
Sebiestor Tribe
Minmatar Republic
#72 - 2012-05-23 13:52:48 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.


As Tippia and others have said, solution 2 is only tenable if you can rename the pos mods. Even if I can filter out all the guns from the tree, I'm still left with five different choices for SMAs and two choices for CHAs. I need to know which is which.

I personally feel that #1 is a better option, and it's what was initially talked about in the devblog regarding the UI. Let the players decide what they want to add/remove from their lists and have the game remember those lists between sessions. Then you'll be adding some functionality. This change, in addition to the static location of windows fix and (most importantly) the refresh/lag fix will go a long way towards making the UI usable.

Finally, whichever system you implement, you need to grey out/alter somehow mods that are too far away to access. Being given a massive list of unnameable stuff and then being forced to randomly start clicking through things isn't how I want to spend my game time.
Indahmawar Fazmarai
#73 - 2012-05-23 13:53:12 UTC
Could we see the list of changes? Are there plans to allow each ship hold have its own customized window, properly recorded and opening as the old ship holds did?

Also, what about always open by default the ships window and the station hangar window, so we can swap ships and move stuff from one to another without a need to re-open the windows after each docking?

(The meta-question on who the hell greenlighted this system against every player's opinion and advice is better left to the CCP team responsible for the implementation of User Oriented Design)
Damien Valdes
Doomheim
#74 - 2012-05-23 13:53:33 UTC
The only thing I don't like is the window doesn't automatically close when I "Loot All". If I could have that, I'd be fine. Of course, ALT+C closes the window, but I shouldn't have to do that.
Karl Hobb
Imperial Margarine
#75 - 2012-05-23 13:57:04 UTC
Honestly, fix window state memory (look like it's already happened) and deal with loot in a sane manner (read: pre-Inferno) and your new inventory system will be a gain for me. I haven't noticed a big problem at the POS but we're not running in a wormhole or anything so I don't feel qualified to speak about that. The first option Soundwave mentioned sounds best to me.

A professional astro-bastard was not available so they sent me.

stoxxine
OLVI industries
#76 - 2012-05-23 14:01:38 UTC
CCP Soundwave wrote:

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.


This specific thing? Ability filter the index by type - Factory, hangar, lab, gun, etc. - which i think is this solution two. Make this setting remembered.

hide divisions. somehow. maybe tabs like before, maybe filtering in a settings dialog.. some need them, but for some its just a pain of another click (times a million)

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

Galmas
United System's Commonwealth
#77 - 2012-05-23 14:03:10 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

One of the changes I'm mulling over two different options and I'd really like your feedback on it. Specifically, it's the POSs showing all the inventories you can interact with:

Solution one: All POS inventories are treated as wrecks. You fly to them, open them and they're put in your inventory with a little "x" next to them so you can remove them once you've used them.

Solution two: All POS inventories are put in to trees, so you can open/close whatever subsection of inventories you're currently interacting with.

Anyway, feel free to add some feedback to those two and I'll return with a more detailed list of changes later today.



I would like Solution 1 more, since its closer to how it was before and less cluttered in the inventory window : )

How many different sub-trees would you have there in Solution 2? like "guns" "hangars" "ship maint" or like "small guns" "med guns" "large guns" "corp hangar" "assembly thingy" "reactors" "bla" "bli" "blu". the latter one would just be a bit smaller of a nightmar as is. So if few subtress then i vote for subtrees, if lots of subtress is vote for "fly-to-to-click-add"

Cheers
Gal
Mallak Azaria
Caldari Provisions
Caldari State
#78 - 2012-05-23 14:04:27 UTC
I think it's pretty gay (Like me, but more in your face)... On the other hand, it's not really that hard to use & I'm not opposed to holding down the shift key. Actually once you get used to that, it is far easier to use than the old system.

It's still pretty gay though.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Vegare
Bitslix
Lolsec Fockel
#79 - 2012-05-23 14:05:24 UTC
CCP Soundwave wrote:
Quick update to the inventory stuff:

We created a list of changes we'd like to make yesterday. Today we're going through it and planning when to do what. I'll post it up later today so you guys can see the changes.

A lot of constructive feedback has been posted in the sisi thread during the recent weeks. I had the impression the responsible team took it to heart? Why would you have to compile a new list?
St Rannik
Tactical Farmers.
Pandemic Horde
#80 - 2012-05-23 14:06:25 UTC
Here's option 4 if you didn't like option 3

Add settings to the new inventory UI, similar to overview settings where people could pick which types of items they want to be opened in new UI.

That way each person can configure their own.

Anything which isn't enabled to use new inventory system would still show up in the old way