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New dev blog: Next Unified Inventory Update

First post First post
Author
Magic Crisp
Amarrian Micro Devices
#221 - 2012-06-06 09:00:01 UTC
Items in deliveries are not showing up in the unifified inventory, however, they are still accessable in the corp->assets->deliveries listing, and after deliviring them to somewhere, they show up. Is this defect known?
Kasriel
#222 - 2012-06-06 09:40:55 UTC
CCP Goliath wrote:
I wish you were speaking for everyone but a fair section of the reponses, even just in this thread, have gone beyond the boundaries of respectability. Customers demanding a quality product is fine, customers demanding hard working peoples' jobs, or calling their personal integrity, skill and commitment into question, isn't in my book. As to the current implementation, that has been addressed numerous times throughout this thread and in the dev blog that the thread comes from so I won't repeat myself and others further.


not to excuse the people who are taking it above and beyond i have to admit i can understand their actions. when you break the game that people play for this badly and then proceed to ignore everybody who tells you "this wasn't ready for release roll it back, make it optional, i don't want to deal with it, do your testing on the test server" i can totally understand them getting angry

and as CCP do seem to be a tad.. selective about what they respond to here's a TL:DR

people get angry when you make the game unplayable for them by releasing barely beta level content live and then act like they're playing the game wrong and it was fantastic while ignoring them.
Ad'Hakim Tahous
Science and Trade Institute
Caldari State
#223 - 2012-06-06 10:05:55 UTC
DazedOne wrote:
CCP Goliath wrote:
Sarina Berghil wrote:
CCP Goliath wrote:
Guys, the team isn't stopping working on fixes and improvements, they are changing their release cadence. Next release in 2 days, then another one 12 days after that. The 12 days (7 days development time) isn't going to spent doing no work! Please, I understand that you are angry, upset, etc. Your vitriolic hate is doing you no good - we don't listen harder because you call us worse names. To those who are still keeping it constructive, thanks, and we are working!


I remember similar statements refering to the PI UI which still has shortcut inconsistencies, unclear/undocumented data, and is generally a PITA to use. But when the release cadence changed the issues with that UI transformed into working as intended.

I think some of us has the expectation that when the rate of fixes is slowing down, we will have to settle with what we got or wait years for a fix.


I follow the expectations set out by Soundwave and Game of Drones, and expect nothing beyond what they say, nor do I extrapolate based on what was a different feature, different team, different development methodology, different release cadence and frankly different company.



Just like how we believed Soundwave when he said that we would have weekly patches until this was fixed. Funny how that has suddenly changed....


Precisely.
Dennie Fleetfoot
DUST University
#224 - 2012-06-06 10:30:51 UTC
Ok.

Forget the problems with the bugs. Forget that windows don't seem to stay put. Forget that wrecks become clones of the inventory once looted and stay there. Forget that POS's, Orca's, Corp hangers are a nightmare to use now. And the DOZEN's of other problems that this has thrown up including the performance issues and how SLOOOOWW it works.

Forget all that because they're being slowly fixed. And to all those, frankly ill informed people who say whining isn't helping, I say shut up and troll elsewhere thank you. Not complaining that something isn't right would mean that people would still be burning to death in exploding Ford Pinto's. So your views are irrelevant, not worth discussing and doing nothing to further the evolution of this game, that we are all obsessed with. So take your business to the WOW forums where they belong.

I said to forget all those bugs and problems because they're getting fixed. Our prodding of CCP with sharp sticks is getting the results we want, slower perhaps that we'd want but doing the job.

I like the filters idea. I'm not above giving kudos to some elements of the Unifubared Inventory when its due. And if you're a new player with less stuff to keep track of, a single window with a tree-view would be less intimidating. I totally and completely get that because I started a new toon three months ago. In that situation and in that situation alone, the single window concept as described in the original dev blog by Team Game of Thrones over two months ago (thats how long this been going on now folks) works. I will acknowledge that as it is born from my experience with a new toon.

However.....

New toons become old toons quicker than you think. They accumulate a lot of stuff. They learn new skills. They begin to dabble in POS, WH, Industry and mining and specialise in a couple of them and THAT is the point when the single window idea fails because it isn't designed well enough to cope with the extra demand being placed upon it.

It isn't scalable.

There is a point where it can no longer do its job. That is the point where multiple windows work best because that IS scalable. You have multiple items of meta level, tech level, slot size, relevant to exploration, industry, missioning etc. Filters alone in one window won't cut it because we'd need a LOT of filters, we wouldn't need all of them all of the time and we don't have the screen real estate to keep them on for us to select, which is an extra layer of un-needed complexity. With multiple windows we can just buy another station container, put what we want in it and only access it when we want to and know that its there.

And this is WHY Unifubared is struggling. We've all got dozens of these containers. Our corp hangers are FULL of them all full of stuff our hanger managers have already sorted. We don't need the unifubared or its filters to track them. But is does because thats its nature.

IF there was no such thing as station containers, IF a truely unified inventory had been part of EVE since day one then we would have no problems. The filters alone WOULD be enough. Corp hangers would be just one container with everything in accessible with pre-set filters created and locked to whatever level of access to it your character has by the CEO or hanger managers.

But we have the containers, they're aren't going anywhere and until that issue is dealt with Unifubared is never going to work.

So my proposal is very simple. In containers settings, along with lock and password, add a new one. 'Exempt from Unified Inventory'. If you named a container 'High slot modules' and all you keep in there is high slot modules then Unified Inventory is just making more work for itself, slowing performance, to tell you what you already know. Exempt it from the UI and all UI shows is its name. You can then open that container in a separate window, that remembers where we want it and if it's stacked with others. UI doesn't give an ISK value, it doesn't scan it, it doesn't apply filters to it and so it has no performance issues and we can get to use it as we want to.

It becomes scalable.

It also means we have the less intimidating single window for the newbies that will grow and expand into what they need it to become in their future EVE careers.

This is just how I feel about it. If CCP can just step back and realise that Unified Inventory can only do so much and give it the ability to be scalable to OUR needs as players then a happy compromise will be reached.

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Krystyn
Serenity Rising LLC
Controlled Chaos
#225 - 2012-06-06 12:00:18 UTC  |  Edited by: Krystyn
CCP Explorer wrote:
I wanted to expand a bit on CCP Soundwave's comment in his dev blog that "doing frequent updates isn’t really healthy and can’t be maintained for longer periods of time" from a technical perspective. In this particular case then the frequent Inferno 1.0.x releases are starting to press against the staging process of the next main deployment.

Let me explain a bit what I mean by that:

We use a source code revision control system to manage the source code for EVE Online (we use a system called Perforce). We develop each expansion in a code branch called MAIN but shortly before deployment we copy the code (port it) into a different branch for the final fixes; isolating the code being deployed so that future development can continue uninterrupted in MAIN for the future deployments thereafter.

After a deployment we hotfix the server and deploy client patches from the staging branch until the subsequent staging branch is created. The reason why we only have one staging branch active at each time is that code fixes made in a old staging branch can't be ported directly to the new staging branch, but rather must be ported through the MAIN branch, potentially picking up extra/new code in the process that is intended for a later release.

In this diagram you can see the staging branches for Inferno 1.0.x (called DEBBY) and the upcoming Inferno 1.1.x (called ERNESTO):

http://cdn1.eveonline.com/www/newssystem/media/62833/1/Branches_H2_2012_v6a_small.png

We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog.


Wow my comment got edited out...hmm...
Capsuler Rhea
Imperial Academy
Amarr Empire
#226 - 2012-06-06 12:42:23 UTC
Krystyn wrote:
CCP Explorer wrote:
I wanted to expand a bit on CCP Soundwave's comment in his dev blog that "doing frequent updates isn’t really healthy and can’t be maintained for longer periods of time" from a technical perspective. In this particular case then the frequent Inferno 1.0.x releases are starting to press against the staging process of the next main deployment.

Let me explain a bit what I mean by that:

We use a source code revision control system to manage the source code for EVE Online (we use a system called Perforce). We develop each expansion in a code branch called MAIN but shortly before deployment we copy the code (port it) into a different branch for the final fixes; isolating the code being deployed so that future development can continue uninterrupted in MAIN for the future deployments thereafter.

After a deployment we hotfix the server and deploy client patches from the staging branch until the subsequent staging branch is created. The reason why we only have one staging branch active at each time is that code fixes made in a old staging branch can't be ported directly to the new staging branch, but rather must be ported through the MAIN branch, potentially picking up extra/new code in the process that is intended for a later release.

In this diagram you can see the staging branches for Inferno 1.0.x (called DEBBY) and the upcoming Inferno 1.1.x (called ERNESTO):

http://cdn1.eveonline.com/www/newssystem/media/62833/1/Branches_H2_2012_v6a_small.png

We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog.



i don't give a rat's ass if they named it debby or lady gaga, or ernesto or manuelito or whatever, all i care about is when i play, i expect bugs at a manageable threshold that doesn't infuriate me and just waste my playtime. and even if these is relevant to the end result, of a very buggy build, i'm sure the old one is being backed up, unless someone messed up.

I don't really think there's a need to discuss coding procedures, its like being asked why there's a scent of a woman's fragrance on you and you talk about how your boss' been pushing you too hard lately or how the traffic annoys you.. its just a diversion.
Par'Gellen
#227 - 2012-06-06 14:45:42 UTC  |  Edited by: Par'Gellen
Magic Crisp wrote:
Items in deliveries are not showing up in the unifified inventory, however, they are still accessable in the corp->assets->deliveries listing, and after deliviring them to somewhere, they show up. Is this defect known?

Apparently they've known about it since this UI thing was pushed way to early onto TQ and even posted a tip about making a contract and then canceling it to get the items back to "normal" space where you can see them.

Also apparently they consider that little trick the complete answer to the problem and so far have not fixed it or even spoken about it again. I'll be surprised if that little trick is not still needed 2 years from now if the game is even still around at that point. With the current level of derp derp derp floating around at CCP I consider it unlikely.

"To err is human", but it shouldn't be the company motto...

MailDeadDrop
Archon Industries
#228 - 2012-06-06 14:48:21 UTC
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June

Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again?
http://community.eveonline.com/updates/patchnotes.asp

MDD
CCP Explorer
C C P
C C P Alliance
#229 - 2012-06-06 14:55:10 UTC
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June
Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp
We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Par'Gellen
#230 - 2012-06-06 14:57:20 UTC  |  Edited by: Par'Gellen
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June

Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again?
http://community.eveonline.com/updates/patchnotes.asp

MDD

I just hope it's not a joke like the last little patch. "We fixed one little thing that almost nobody even knew was a problem and are still ignoring the big issues."
I actually RL LOL'd when I saw it.

Maybe tomorrow's will be "We aligned some text for the Japanese font on the description of the Civilian Mining Laser." Done.

"To err is human", but it shouldn't be the company motto...

Hannott Thanos
Squadron 15
#231 - 2012-06-06 15:13:20 UTC
Par'Gellen wrote:

I just hope it's not a joke like the last little patch. "We fixed one little thing that almost nobody even knew was a problem and are still ignoring the big issues."
I actually RL LOL'd when I saw it.

Maybe tomorrow's will be "We aligned some text for the Japanese font on the description of the Civilian Mining Laser." Done.

Because you would not go batshit insane if there was an update, and there were no notes at all because it was just a minor thing like this......

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

MailDeadDrop
Archon Industries
#232 - 2012-06-06 16:10:54 UTC  |  Edited by: MailDeadDrop
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June
Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp
We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June.


Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th?

(Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.)

MDD
disasteur
disasterous industries
#233 - 2012-06-06 16:33:52 UTC
MailDeadDrop wrote:
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June
Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp
We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June.


Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th?

(Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.)

MDD



my best bet is that this fixing and restoring all what was done wrong will take up to the next new major update, so i just sign out for a year or so... im just done with it, a game should be fun and give a guy some peace when the RL work is done, but lately its more like a stressfull pain in the ****

i know you guys at ccp are doing all to fix it, but this wasnt really neccesary at all, i have another 1 to 1.5 month untill sub ends but i cant push myself to log in anymore.
CCP Explorer
C C P
C C P Alliance
#234 - 2012-06-06 16:49:27 UTC
MailDeadDrop wrote:
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June
Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp
We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June.
Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th?

(Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.)
Sorry for the confusion; yes, there are deployments on 7 June (tomorrow) and then on 19 June. It's Inferno 1.0.9 and then Inferno 1.1. Both deployments will contain fixes to Unified Inventory. Inferno 1.1 primarily contains updated Minmatar ships (continuing the so-called V3 Project).

After 19 June there will further releases, Inferno 1.1.x, as needed and as promised, for Unified Inventory.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Maul555
Xen Investments
#235 - 2012-06-06 17:00:25 UTC  |  Edited by: Maul555
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June
Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp
We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June.
Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th?

(Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.)
Sorry for the confusion; yes, there are deployments on 7 June (tomorrow) and then on 19 June. It's Inferno 1.0.9 and then Inferno 1.1. Both deployments will contain fixes to Unified Inventory. Inferno 1.1 primarily contains updated Minmatar ships (continuing the so-called V3 Project).

After 19 June there will further releases, Inferno 1.1.x, as needed and as promised, for Unified Inventory.



Is there going to be a blog about the new minmatar ships? This is new to me, and I usually keep up to date with the dev blogs... I am very interested in the V3 project, as I am ready to hand CCP real money for the chance to give my Orca a cool paint job.
Davina Sienar
The Misinterpretation of Silence
#236 - 2012-06-06 17:28:26 UTC
So... U think U fixed it now mostly ?? LOL²

whats with that new "feature" I just encountered ? Why can I no longer open a Trade Window in Station
to someone beeing in same Corp ??
Trading inside Corp now forbidden ? Have to use Contract (Tax = new ISK-Sink) ?
>> U can do by corphangar -> member hangars ... ? rly ? everybody without proper roles f.e. too ??
Should not be - I hope ^^ (Guess those Roles for beeing able to see Memberhangars had a Reason)

Also what if it is a "real" "Trade" with Item vs. ISK ? not just the freegivaway into memberhangar ??



Next Thing:

Containers inside Corphangar still not fixed !

see:

1) open Shipcargo - aka Window #1
2) open Corhangartab - aka Window#2

now try to open a Container in there ^^ No matter if u try dblclick / rightclickmenu open to access..
it will open a new Window ..... with your Shipcargobay ^^
Shocked doh!

NO way to access a container in corphangar without scrolling thru that treehugger thingy
--thnx

Looting in Space ? fixed ? how ?? LOLOL
wreck appears in tree only AFTER u already clicked the wreck and therefore ur shipcargo was switched away
and replaced by wreckcargo





HTFU and start fixing that mess u made of the whole inventory handling system
it might be better now, compared to day 1 after release, but its still way beyond "rdy or working as intended"

"less windows" ?? -> failsauce par exellence
honestly, "realy" managing a corphangar requires now 7 windows instead of 1 with tabs to be open


BØØM


[acc exp date: 24.06.12 - - - - no fix => no money]
Dream Five
Renegade Pleasure Androids
#237 - 2012-06-06 17:29:16 UTC
the UI is still unbelievably buggy in so many ways. logged in, left the screen for 20 mins or so, 4 panels were open (corp division 1, deliveries, items and ships, shockingly in the saved places.. except for the cargo hold which didn't get saved of course), when i looked at it agani i saw a spinning icon in each of them. had to relog to get stuff to load. what a pile of junk.
Dream Five
Renegade Pleasure Androids
#238 - 2012-06-06 17:35:12 UTC
Davina Sienar wrote:
So... U think U fixed it now mostly ?? LOL²

whats with that new "feature" I just encountered ? Why can I no longer open a Trade Window in Station
to someone beeing in same Corp ??
Trading inside Corp now forbidden ? Have to use Contract (Tax = new ISK-Sink) ?
>> U can do by corphangar -> member hangars ... ? rly ? everybody without proper roles f.e. too ??
Should not be - I hope ^^ (Guess those Roles for beeing able to see Memberhangars had a Reason)

Also what if it is a "real" "Trade" with Item vs. ISK ? not just the freegivaway into memberhangar ??



Next Thing:

Containers inside Corphangar still not fixed !

see:

1) open Shipcargo - aka Window #1
2) open Corhangartab - aka Window#2

now try to open a Container in there ^^ No matter if u try dblclick / rightclickmenu open to access..
it will open a new Window ..... with your Shipcargobay ^^
Shocked doh!

NO way to access a container in corphangar without scrolling thru that treehugger thingy
--thnx

Looting in Space ? fixed ? how ?? LOLOL
wreck appears in tree only AFTER u already clicked the wreck and therefore ur shipcargo was switched away
and replaced by wreckcargo





HTFU and start fixing that mess u made of the whole inventory handling system
it might be better now, compared to day 1 after release, but its still way beyond "rdy or working as intended"

"less windows" ?? -> failsauce par exellence
honestly, "realy" managing a corphangar requires now 7 windows instead of 1 with tabs to be open


BØØM


[acc exp date: 24.06.12 - - - - no fix => no money]


i agree the ui got mega pwned. ccp hotdropped 1337 titans on it and fn obliterated the ui into shreds. "gj" CCP
Par'Gellen
#239 - 2012-06-06 17:48:21 UTC
Dream Five wrote:
i agree the ui got mega pwned. ccp hotdropped 1337 titans on it and fn obliterated the ui into shreds. "gj" CCP

My new favorite forum quote! Big smile

"To err is human", but it shouldn't be the company motto...

CCP Mannbjörn
C C P
C C P Alliance
#240 - 2012-06-06 18:03:36 UTC
Maul555 wrote:
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
MailDeadDrop wrote:
CCP Explorer wrote:
We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June
Uh, less than 24 hours before deployment, and there's still no patch notes. Someone forget to follow procedure again? http://community.eveonline.com/updates/patchnotes.asp
We are staging it and updating Singularity. Deployment to Tranquility is scheduled 19 June.
Oh, sorry. Perhaps that was my misunderstanding. Soundwave's dev blog said: "Those improvements are going out Thursday, June 7" and I read Explorer's note (above) incorrectly as being about that (it isn't; Explorer was referring to the date that the bigger Inferno 1.1.x release was going to Sisi). So, is there a release hitting Tranquility on the 7th?

(Just to clarify, Explorer, I don't expect patch notes for Sisi deployments before the Sisi deployment. There is such a thing as too much. I expect preliminary patch notes for stuff on Sisi after you're ready for us to beat on Sisi, and final patch notes for stuff going to Tranquility before release to Tranquility.)
Sorry for the confusion; yes, there are deployments on 7 June (tomorrow) and then on 19 June. It's Inferno 1.0.9 and then Inferno 1.1. Both deployments will contain fixes to Unified Inventory. Inferno 1.1 primarily contains updated Minmatar ships (continuing the so-called V3 Project).

After 19 June there will further releases, Inferno 1.1.x, as needed and as promised, for Unified Inventory.



Is there going to be a blog about the new minmatar ships? This is new to me, and I usually keep up to date with the dev blogs... I am very interested in the V3 project, as I am ready to hand CCP real money for the chance to give my Orca a cool paint job.


It is good hear that there is interest in the V3 project. I'm sorry to say that there are no plans to make a Minmatar DEV blog right now that I know off but that might change now that we are getting closer to delivery.