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New dev blog: This Week In The Unified Inventory

First post First post
Author
Marisol Shimaya
Doomheim
#481 - 2012-05-29 21:11:03 UTC
Marisol Shimaya wrote:
What in the world is this

Click
Click
Click
Click
Click
Click
Click
Click
Click

What is next
Click
Click
Click
Click
Click
Click
Click
Click
Click ect....


Do you think this is fun?

I don't think so. So CCP you need to come up with something else an this
Clicking make me dissy

Fight For Our Rights

Mei ra'Zhault
Kimotoro Trading Company
#482 - 2012-05-29 21:15:08 UTC
Mangone wrote:
3. Double clicking unactive ship needs to open its cargo/inventory NOT change ship.


as above

At the very least, if you're going to do this shift-clicking thing, make shift-clicking the ship icons in the hangar open their inventory. Come on, give me something.
Donaldo Duck
Nomad Inc.
Hansa Teutonica
#483 - 2012-05-29 21:19:49 UTC
today i found myself multiple times clicking "back" on mouse . . . but nothing happend Sad

is there possible a way to make it work like in the browser back and forward the last open cans/hangars/views?
Dirch Passer
State War Academy
Caldari State
#484 - 2012-05-29 21:20:23 UTC  |  Edited by: Dirch Passer
Mei ra'Zhault wrote:
Mangone wrote:
3. Double clicking unactive ship needs to open its cargo/inventory NOT change ship.


as above

At the very least, if you're going to do this shift-clicking thing, make shift-clicking the ship icons in the hangar open their inventory. Come on, give me something.


As a matter of fact, you can doubleclick on the ship on the hangar floor, and the cargohold opens. I kind of accidentally discovered this yesterday

EDIT: nvm. I misread unactive ships. Sorry.
Lord Loco
LOCO TRUST
#485 - 2012-05-29 21:23:00 UTC  |  Edited by: Lord Loco
Good fixes CCP, but i miss:

1.double click a ship needs to open ship cargo
2.drohne hangar/fuelbay in a right click menu (and please give us all other rightclick functions back)
3.ship hangar in neo-com
4.corp hangar at the old location
5.replace shift+click with doubleclick (more intuitive)
6.Make isk estimation optional

.

Mathieollo
Ind Inc
#486 - 2012-05-29 21:23:58 UTC  |  Edited by: Mathieollo
speaking of opening your current ship's cargohold, where you have you hidden that option while you're in space? i know there's a UI button near the modules/speed control but the "open cargohold" in right click on your own ship while in space is suddenly MIA, can you guys fix this please?
Mei ra'Zhault
Kimotoro Trading Company
#487 - 2012-05-29 21:32:26 UTC
Dirch Passer wrote:
As a matter of fact, you can doubleclick on the ship on the hangar floor, and the cargohold opens. I kind of accidentally discovered this yesterday

EDIT: nvm. I misread unactive ships. Sorry.


For a brief moment I was confused but hopeful, then you crushed me Sad
Sum Olgy
Perkone
Caldari State
#488 - 2012-05-29 21:35:08 UTC
Marisol Shimaya wrote:
Marisol Shimaya wrote:
What in the world is this

Click
Click
Click
Click
Click
Click
Click
Click
Click

What is next
Click
Click
Click
Click
Click
Click
Click
Click
Click ect....


Do you think this is fun?

I don't think so. So CCP you need to come up with something else an this
Clicking make me dissy


You've never done PI, have you?Roll
Dirch Passer
State War Academy
Caldari State
#489 - 2012-05-29 21:54:08 UTC
Mei ra'Zhault wrote:
Dirch Passer wrote:
As a matter of fact, you can doubleclick on the ship on the hangar floor, and the cargohold opens. I kind of accidentally discovered this yesterday

EDIT: nvm. I misread unactive ships. Sorry.


For a brief moment I was confused but hopeful, then you crushed me Sad


I apologize profusely! I promise read posts more carefully in the future.
TravelBuoy
Imperial Academy
Amarr Empire
#490 - 2012-05-29 22:24:16 UTC
Marisol Shimaya wrote:
What in the world is this

Click
Click
Click
Click
Click
Click
Click
Click
Click

What is next
Click
Click
Click
Click
Click
Click
Click
Click
Click ect....



You forget the shortcuts between clicks.
POS Trader
Merchants of Lore
#491 - 2012-05-29 22:48:03 UTC
CCP Optimal wrote:
I can certainly agree that there are systems within EVE much more broken than the old inventory, but you have to weight in that inventory is something used by everyone, so it might make sense to start there and do, for example, the corp window later as it's only used by a portion of the players even though it's way more messed up.


Can you add an option in General settings,

[ ] - enable unified inventory

heck, have it checked by default. THen,

IF CHECKED:
as is, current system with a massive tree of stuff
tree lists all containers on grid

IF UNCHECKED:
all containers that do not have parent containers, open in their own windows. Save window geometries and state settings.
tree on left of the container only displays child containers and not sibling containers.


This would allow people that prefer many windows when moving stuff to have many windows while people that want a massive tree, they can have the massive tree.

Heck, you can even use this modified system to fix the problems with capital ship containers Blink

The new inventory system works very nice when fitting drones, etc. But it is quite a headache for POS maintenance.
Loose End
The Big Bambu
#492 - 2012-05-29 22:55:20 UTC
Even if the old system is unrecoverable...rebuild it. You have the technology. Faster. Stronger. The Six Million Dollar Mismanagement is not just a dream!
Rock Kicker
Full Bore Inc
#493 - 2012-05-29 23:28:53 UTC
Sorry if this is repeating what other people have said. Frankly, I got tired of reading thru all the complaints so here's my list for the devs to compare to their worklist. If there was a 'to-do' list kept up to date by the Devs that we could see, it would make things ALOT easier.

If you want the TL;DR version, ROLLBACK (or at least rolled back functionality) is preferred. Otherwise read.



Repeat after me... 'DOUBLE-CLICK'.....

Here's my views about forcing everything into a tree...

Say I have 2 boxes sitting on my desk in 2 locations. If I want to see something in box #1, I open it. I don't first open a filing cabinet, drop the box in it, and then open the box. And if I want to move something from box #1 to box #2, I open each box, and grab the item and drop it in the other box. I don't first place both boxes in a filing cabinet, open box #1, grab the item, pull the drawer open more so I can see box #2 and drop the item on box #2 hoping it goes in the right spot (if I have it divided). Guess I could 'hover' over it and wait for it to open, but that closes box #1 and I may have needed to grab something else out of it....

Oh, and why oh why should I have my garage stored in my filing cabinet? Right now, I open the door to my garage, and jump in whatever car I wish to drive. I do not open my filing cabinet, find my garage, open it up, and then find the car I want to drive....

So, with that info in hand, the following suggestions would at least make the new inventory system tolerable to me. Note the use of 'tolerable'. Personal preference is a rollback, but Soundwave has indicated that is not going to happen.



Personally, I only want to see the tree if I click the main inventory button from the neocom. Otherwise I only want to see the inventory of the container I've DOUBLE-CLICKED on. Containers with divisions are more efficient and take less screen space if you go back to tabs instead of having a tree on the left.

Add a ship hangar button back to neocom when docked as well. It's a garage, not part of my inventory filing system.

Corp Hangar at station. It's not my hangar, it's the corps. Bring back the corp hangar button and have it open a UI just for the corp hangar. Don't put it all in my filing cabinet.

Tighten up the windows. Takes alot of screen real estate to show 3 items in my cargo.

EST Pricing should be OPTIONAL. It's not right anyhow, at least from what I've seen. Maybe have option to pick a main trade hub for it to use for pricing? That would be beneficial, especially when I go there to sell stuff. Also, make it an optional column for the inventory. Would be cool to dock up, and scroll thru my inventory to see what each item is worth. Right now I'd have to hover to get the tool tip.

The tooltip stuff gets in the way and is redundant on the qty. Option to turn off.

Having just visited my manufacturing/research pos, using a pos is still a train wreck. Not even shift-click lets me open arrays separately. Trying to drag materials between arrays using the tree is a mess. 'Hover open' is annoying as hell. Forces me to go back to the prior array and open it again, and reselect the tab i was working from if I need to grab something else. I wound up 'shift-clicking' my ship cargo several times to open up multiple trees, finding the array/division I wanted, and then << away the tree to save space. Alot of work just to get started, plus if I need to change divisions, >> the tree open, pick the new division, and << back. Annoying and Tedious.

All Right click menu shortcuts should come back.

Window persistence....

My $0.02. Maybe worth alot less to you. I don't care. To me, worth alot more, would make me actually want to play EvE again.
Right now I don't.

The new UniFUBAR Inventory.  Where Clickfest rules and Usability fails.

Zac Solo
Caldari Provisions
Caldari State
#494 - 2012-05-30 00:08:33 UTC
Dawnmist wrote:
1 account went already and when this one expires tomorrow it is -2.

See you when inventory is fixed and nice reactivation offer with apology drops from the mailbox.

(And please do not delete this message again. It is not whining or against the forum rules in any way)

-1 in 6 days and -2 in 12 more good job ccp
Cloned S0ul
POCKOCMOC Inc.
#495 - 2012-05-30 00:14:58 UTC  |  Edited by: Cloned S0ul
Ok almost 500 posts, 80% of post are filed with ideas and reports about broken things etc, rest of them around 20% is about whine, rage ect includind some of my post btw im not drunk anymore, i think your UI is TOTALY broken not only some things acording to 500 post is totaly broken you need bring it back to test serwer, this wont end, i think is impossibe to fix whole new actualy UI with small patch in short period of time, for us this is pure horror and nightmare for you CCP is more works in your offices, i wish you all best and i hope you solve this problem ASAP.

I wont report every existed broken things in your UI i wont copy existed problems you know them already, you know about lack of double clicks etc.
phoenix0269
Well Armed Rednecks
The Babylon Consortium
#496 - 2012-05-30 00:15:16 UTC
i think the new ui sucks
Evil
it takes forever to get in to the ship main hangar in th wh because everything else has to load too
used to be able to switch ships in a couple seconds
Chloe Celeste
Net Effect
#497 - 2012-05-30 00:22:18 UTC  |  Edited by: Chloe Celeste
After Inferno 1.0.3, the Items and Ship Hangers are still not remembering their placements when there is a session change, for example, when I undock from a station and then re-dock at the same station without leaving the system.


I don't care about the reasoning why it is like this now or want to hear excuses..........just fix it.



Constructive Feedback

I find it difficult to work with the Unified Inventory windows and 100% completely and utterly hate it. With that said the solution that would make my life easier as nearly 5 years in playing this game, with actual money, is to have the Items Hanger and Ships Hanger, along with the Corporation Hangers, reappear when I dock at the station. The old inventory system did it so why wouldn't that be incorporated in the new inventory system?


If I could get an answer I would be highly impressed.
Dennie Fleetfoot
DUST University
#498 - 2012-05-30 00:29:40 UTC
Tried it after the patch.

Still sucks the sweat of a dead man's balls.

What is the point of shift-click? What was the thinking about it? Why did you guys get SUCH a hard on for it?

I mean virtually every other competent UI on the planet use's double click to open a new window. It's so ubiquitous now, it's whats causing you so much trouble with us unpaid beta testers. Windows, OSX, and all their predecessors use it. Hell, even my Amiga did that a quarter of a century ago. That's what were all so used to it now. It's second nature. So why did you decide that IBM, Microsoft, Bill Gates and Steve Jobs got it wrong with that one? I'm at a total loss to understand your thought processes on that one.

So I still have to use shift-click to open a window within the tree do I? I also have to press alt-c to open a new instance of the inventory. Again why? I mentioned it before on the test server feedback but as we are all now aware, you thoroughly read all that and actioned it all so maybe I'm wasting my time saying it again but here goes.

Why after three years of playing this game happily, easily, quickly and efficiently using just a mouse, do I now start needing to use the keyboard for anything other than logging in and using chat windows? Have you guys signed a new deal with Logitech or something?

Any user interface of any value has failed a fundamental law in its design if it can't be used purely with one form of user device, i.e. a mouse.

As an example. I have, like many of us here a small window showing the cargo hold of my active ship. its open all the time, in space and in station. It's there to check ammo levels and so on. But if I now click inventory on the neocom, that cargo hold window becomes the inventory in station. In order to open a separate instance of it I have to press alt-c. If I have to close it to do something else, say fit a ship with mission specific shield hardeners in my ships cargo hold, I close the fitting window down but then have to press alt-c again. It's counter-intuitive and goes against nearly three decades of GUI use on my part and I'm guessing many other player. Also opening a big Inventory window next to a non-scaleable fitting window on one screen is next to bloody impossible.

So why not double click the inventory icon on the neocom to open that new instance? Why can't it be done? Or even right click on the neocom icon and get a third option along with open and close. Open New Inventory Window perhaps?

Also, get rid of the ISK valuation. It's not even close to being accurate and it WILL be the biggest source of lag as the client downloads the info. The cargo hold volume indicator. Its too big. Reduce the size of it or change the design. Perhaps a red line, a few pixels high, replaced from left to right with blue as a percentage of the space being used up. Or simply in the top corner '37.5 m of 120 m used. Do I need a graphic to visualize that for me, when I can conjure in my own head what 82.5 m of remaining cargo space might look like. Anything that takes up valuable screen space, that isn't required to play the game, should be made a select-able option. Some of don't have a multiscreen set-up to play the game.

But it's main problem is still the one thing you seem to be incapable of understanding. You said yourself in that first dev blog. Players NEED to have multiple windows open to play the game so we've decided the answer is just one.

Read it out loud to yourselves. Read it out slowly.

WE need MULTIPLE WINDOWS to PLAY the game.

YOU decided we only needed ONE.

The result...?

You FORCED one window onto us, WE can NO LONGER PLAY the game.


Repeat that to each other as many times as it takes and eventually you'll see the problem. it's an oxymoron. A completely contradictory statement. It sounds just wrong and silly.

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Glarbl Blarbl
Orion-Glarbl Mining Bureau
#499 - 2012-05-30 00:45:03 UTC
I read too slowly to keep up with 25 pages worth... I got about 1/3rd of the way through and skipped ahead, apologies if this is repetitive.

When i stack the Ore, Main Hold, and Corp Hangars on the orca for a mining op the title of the tabs truncate so i only see the name of the ship, not the name of the hangar. Please use the other end of the hierarchy for truncation on the window title, or leave out the name of the ship and "(active ship)".

The tree text is really hard to read!! Why is it such a small font and grey? Should be bolded white, dammit! Though i guess that would mean more scrolling, which is already way out of hand. Sigh.


--

Thanks for making the active ship cargo window more persistant. Now we just need the same for corp hangars and deliveries, and a static button like we used to have for both.

I have to say these changes would have made way more sense if they had been applied to the assets view while maintaining its current functionality.

Having a lot of windows open when you're docked is not a bad thing, this philosophy needs to be put to rest that fewer windows is always better. None of us use CQ so we're not missing anything visually by doing so. Anyway, who wants to watch an avatar walking around a little room when you could be playing EVE?
Jacqueline Nought
Doomheim
#500 - 2012-05-30 01:26:23 UTC
I'm probably in the vast minority in saying this, and I'l probably receive walls of flames, but here goes. I love the new unified inventory. Before inferno, I'd stack all my inventory windows. I knew what was open by the tab names.

I've heard a lot about opening your ship cargo, dragging between them, whatever. I don't understand the problem here. You don't need to open it. It's already open. That's what the tree view is for. Everything there is already open. In the same way I used to drag everything to the tabs to move it between containers, now I just drag to the name on the tree view.

I now don't have to open up all my containers and cargo holds to them stack them and start dragging, they're all just there in the tree view ready for me. So far the new unified inventory has saved me loads of time. in loading up ships, looting, salvaging. It just makes everything easier and a hell of a lot less cluttered.

Thank you CCP =]