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Inferno 1.1 feedback thread

First post
Author
Ribikoka
Royal Amarr Institute
Amarr Empire
#141 - 2012-06-25 21:42:58 UTC
Neelan wrote:
Some people just hate change.. Roll




Everyone like good changes and everyone hate crap and bad changes.
May O'Neez
Flying Blacksmiths
#142 - 2012-06-25 21:44:16 UTC
None ofthe Above wrote:
From the patch notes:
All V3 ship materials are now a bit brighter.

Can confirm that Amarr look better, but some of the Minmatar and Caldari seem a bit overamped (my initial looks at the Gallente say they are about the same). Looks a lot like the cell-shaded images I see posted around. ORE looks very different as well.

Some of the ships suffer and no longer look as real, but instead like kids toys in space, sadly.

Highly subjective I suppose. What do other people think?


Actually on my computer every ship got MUCH darker, including Ore ones. Some Minmatar T2 ships are so dark that we can't see any detail on it.
Grantness
Revenent Defence Corperation
Ishuk-Raata Enforcement Directive
#143 - 2012-06-25 21:52:02 UTC
Inventory keeps stepping in the right direction.

I'd rather the ship type be first, Vaga, Cane, Tempest, I've named all my ships with a period to be able to navigate the drop down of my ships a little easier. Because of that, I sometimes forget to name it something offensive when I undock. =(

I've liked most of the V3 up to now, But I do agree the colors for minmatar ships is off.

Vaga need it's panels back. <3
Arcane Sun
Doomheim
#144 - 2012-06-25 21:55:49 UTC
CCP Soundwave wrote:
Davina Sienar wrote:
Evil Are You Joking ?

A "few" pages about that UnifiedCraptory in Forums .... weeks went by, 100's of suggestions, feedback etc....

and ??? nothing ?


Listening to memberbase ? nahh thats too silly

Corphangar Icon and Tabs ? no
Shiphangar Icon ? no
stupid "my filter" and "shiphangar" still or even again expanded to max in that ****** tree... yes

I dont see any change besides that useless star icon in corphangar sections ^^


forget it

and btw the drake model is pretty uncool now


What?

Patch notes have tons of unified inventory changes, both in the feature list and fixes list: http://community.eveonline.com/updates/patchnotes.asp

Thanks for the fixes and changes, but unfortunately its far from an improvement. It's still no where near the intuitive interface we've come to know.
In short, we still need alot more buttons and alot less shift/clicking.
To be honest, the biggest noticeable difference to me is that now my active ship is highlighted green, thank god because i don't know what we would have done without that.

If at first you don’t succeed, call it version 1.0

Blue Harrier
#145 - 2012-06-25 21:58:52 UTC
What in hell have you done to my Prowler, it looks like two naff blocks joined together with a string of sausages with a bad case of glow bugs inside.

I had a swish ship with glowing, swirling and dancing misty filiments in the middle now I get this rubbish.

/Stamps feet, /Throws teddy out of pram, /rage, /puts ship up for sale

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

None ofthe Above
#146 - 2012-06-25 22:01:50 UTC
May O'Neez wrote:
None ofthe Above wrote:
From the patch notes:
All V3 ship materials are now a bit brighter.

Can confirm that Amarr look better, but some of the Minmatar and Caldari seem a bit overamped (my initial looks at the Gallente say they are about the same). Looks a lot like the cell-shaded images I see posted around. ORE looks very different as well.

Some of the ships suffer and no longer look as real, but instead like kids toys in space, sadly.

Highly subjective I suppose. What do other people think?


Actually on my computer every ship got MUCH darker, including Ore ones. Some Minmatar T2 ships are so dark that we can't see any detail on it.


Weird. Noctis and Hulk are much brighter for me. My experience largely matches expected from patch notes.

I have everything at max settings. Perhaps it effects different settings in different ways?

The only end-game content in EVE Online is the crap that makes you rage quit.

May O'Neez
Flying Blacksmiths
#147 - 2012-06-25 22:05:38 UTC  |  Edited by: May O'Neez
OK, I will check with different Shader settings, then ...

EDIT/
LOL of the day: the ships look nicer on my PC with low shader settings. High = lower quality. Medium = start to be brighter, Low = higher quality, with brighter textures and ... reflexion of environment on the ship (which is absent on the 2 other settings).

Could someone test on his side and confirm, please ? This is really puzzling.

EDIT2/
Solar pannel look flat in "Low" setting, so it not so of an inversion of the settings, but still very strange fact ...
Dealth Striker
Perkone
Caldari State
#148 - 2012-06-25 22:20:15 UTC  |  Edited by: Dealth Striker
already been said
Striker Out!!
Tippia
Sunshine and Lollipops
#149 - 2012-06-25 23:02:21 UTC
Ok, first full session after the patch.


…and all I can say is that my view on the Unified Inventory took a sharp 360° turn and remained on the same course.

This UI has been live for less than a month, and you've had roughly two months of feedback, and you're already adding huge kludges to fix problems that shouldn't have been there to begin with. This whole mess about “primary” and “secondary” inventory windows you've introduced only results in one thing: more windows, more duplication, more clicking, less intuitiveness.

Yes, you added back some rclick items to open special bays. Good job. Too bad they don't open in any kind of remotely sane location. They all go into the “primary” window, which means the functionality is completely redundant. The reason to have them in a rclick menu is to gain quick access to the bays — what happens now is that they act as a mechanism to slow down your access to other stuff, because opening them that way means you reset a window that is (probably) already being used for something else. The same goes for the cargo hold button — it opens my cargo hold in the “primary” window, completely overwriting what I had set it up to show.

None of these buttons are even remotely aware of the fact that I already have windows set up to show these locations, and they will happily open new instances/reset an existing window rather than focus on the window already showing what I'm after.

The old UI never had these problems because every inventory was its own window. Opening the inventory in question opened the associated window. Since the two are now disassociated, you will never really be sure of what will open where unless you do everything very deliberately and entirely manually (going through the whole shift-click-and-place-into-stack rigmarole), which is far more cumbersome under the new system than under the old one.

This amount of kludginess at this stage of the development phase — when you're still adding lost basic functionality back in — only points to one thing: the underlying design concept is fundamentally flawed. This is the kind of mess you'd see after years and years of quick-patching surprising edge cases (cf. CrimeWatch), not something you should see right out the gate, and definitely not something you should see as a result of just trying to make the core functionality work. You haven't even begun to touch on the edge cases, and we're already seeing end-of-life feeping creaturism and function confusion.

I've tried to stay away from the “roll back” line of thinking, but if the state of the code is this bad, maybe it's an option you should start to explore… or if not that, then declare this code path dead, much like how you did with the “Old New NeoCom” (the one that got shelved because CoreUI was around the corner) and try again, this time with the first-line goal of simply being able to do what the old UI could do. Straight
Certis
Boa Innovations
Brothers of Tangra
#150 - 2012-06-25 23:03:59 UTC
Shoog wrote:
Get rid of the unified inventory... STUPID STUPID STUPID IDEA!!!!!!!!
Want it back the way it was!!!!
Or give us the option to put SHIP HANGER and ITEMS HANGER windows in the side panel like it was.

Unified Inventory... what a joke.


You said it all. This is still a bloody annoying mess - ditch it and go back to the way it was and stop wasting time fixing things that aint broke.
Krell Kroenen
The Devil's Shadow
#151 - 2012-06-25 23:40:57 UTC  |  Edited by: Krell Kroenen
Well my feedback so far centers around how ghastly the T1 Matar ships look like now. Cry I can't quiet even put my finger on what is wrong persay, It's not just the tan color it's the texture as well. Like they were stamped out of a single color plastic mold and given a touch up paint job on some of the parts. And the Vaga should not have lost it's wings, not with out a new model. Now it's just a Stabber with a different color to it.
Silly Slot
State War Academy
Caldari State
#152 - 2012-06-25 23:47:27 UTC
FOR THE LOVE OF ALL THAT IS HOLY

STOP ASKING FOR ROLLBACKS

THE OLD INVENTORY BACKEND WAS BROKEN! END OF STORY



That said, give constructive criticism for gods sake, whats not working how you would expect it, give them bullet points so they can try to adapt the new system to fit the varied use cases.. why is this so f*Cking hard for people to understand...

Its gotten much better since it was first release, yes it should have been tested more on SISI first but honestly get over it at this point and comment.

As for the whole "I WANT MY VAGA SAILS BACK" they know, they've said already they will be doing more "custom models" soon since the v3ing is coming to an end for the ship models, i mean whats left? NPC assets / Stations and .. Capitals... no biggy really.... So the new t2 models will come eventually with the little wingys back lol This was said in a devblog recently.

I 100% agree about the matari ships WTF why are they cardboard? where is the red tone to the paint? its supposed to be rusty / grungy it always has been "IN RUST WE TRUST D*MN IT!"
ITTigerClawIK
Galactic Rangers
#153 - 2012-06-25 23:52:09 UTC
omg so many folks just do not like change at all, i do not find anything wrong witht he currany unified inventory and have been useing it for a while now.
Operative X10-4
Doomheim
#154 - 2012-06-25 23:52:51 UTC  |  Edited by: Operative X10-4
The new minmatar tech II skins are cool but those tech I are FUGLY.. minamatar ships lost all that rusty iron feeling, now they are just a ugly poop brown scheme... bring new tech I skins.. IN RUST WE TRUST! :3

FOREVER PIRATE 07 FLY DANGEROUSLY.

Scaugh
Republic Military School
Minmatar Republic
#155 - 2012-06-25 23:56:05 UTC  |  Edited by: Scaugh
CCP I have to ask this one simple question.

Why have you added the Right Click option to open corporate hangars to the orca when all it does it replace your cargoholds window?

Ok i've played around with the options/settings etc.. for this improved feature and I'm at at a loss to the Right click options purpose.

Methods of posible use I've looked at.

Rclick - open corpate hangar - and use UI tree.
Use: We are back to your intended use for UI.
Issue: Working as intended with 3/4 of my screen used up while I'm in space with enemies lurking about. Opening a small cargohold window is no longer an option if you ever intend on using an Orcas corporate hangars.

Rclick - Shift+click the divisions
Use: Able to open different smaller tabbed windows and to drag and drop from orehold, division or cargohold. The way is used to be before UI was launched.
Issue: If you ever close this setup the divisions DO NOT remember when opened again that they were seperated from your cargohold.

Shift+click Cargohold Icon
Use: Again able to open different smaller tabbed windows and to drag and drop from orehold, division or cargohold. The way is used to be before UI was launched.
Issue: Same as above. Divisions Do not remember their position.

What I'm really trying to say here is you've started to make changes. "GOOD". But for the love of all that makes sense. Why does the corporate divisions not remember thier set location?
Haifisch Zahne
Hraka Manufacture GmbH
#156 - 2012-06-25 23:56:37 UTC
I can second this, although with prior versions. Haven't checked what mess the new shaders cause. I turned shader stuff low. Otherwise, with shader settings high, my ships were black in glowing red space (yes, I'm in Minnie space now).


May O'Neez wrote:
OK, I will check with different Shader settings, then ...

EDIT/
LOL of the day: the ships look nicer on my PC with low shader settings. High = lower quality. Medium = start to be brighter, Low = higher quality, with brighter textures and ... reflexion of environment on the ship (which is absent on the 2 other settings).

Could someone test on his side and confirm, please ? This is really puzzling.

EDIT2/
Solar pannel look flat in "Low" setting, so it not so of an inversion of the settings, but still very strange fact ...

Tippia
Sunshine and Lollipops
#157 - 2012-06-26 00:00:58 UTC  |  Edited by: Tippia
Silly Slot wrote:
That said, give constructive criticism for gods sake, whats not working how you would expect it, give them bullet points so they can try to adapt the new system to fit the varied use cases.. why is this so f*Cking hard for people to understand...
Why is it so f*cking hard to understand that we've been doing this for two months and the results have been next to nil. That's why more and more people are calling for rollbacks: because it increasingly seems to be the only way forward.

The backend has not changed (and neither is, nor was, broken). The window classes might have done so, but they were not broken before and are becoming more and more broken right now… so there's little point in keeping them.

They are frantically trying to ugly-patch big honking holes in the UI — holes that should never have been there in the first place. It's becoming obvious that they're building a house on top of quick-sand, and at that point rolling back is the right solution. If they can't, they should a) get a better versioning system and b) get to work on building a Inventory 3.0 and let the current abomination die a lonely death behind the shed.

ITTigerClawIK wrote:
omg so many folks just do not like change at all
This has nothing to do with not liking change. Spouting that kind of nonsense only exposes the cluelessness and abject and wilful ignorance of the poster. People would love to see the UI change… to something that actually works, this time.
Haifisch Zahne
Hraka Manufacture GmbH
#158 - 2012-06-26 00:23:25 UTC
Everyone seems to ignore the fact that CCP wants UI to be impossible, in order that it is difficult for the bot programmers. It's number one design goal was to be TOTALLY UNPREDICTABLE. It met this goal with flying colors.

UI is here to stay. Horrible mess that it is.
Minta Contha
Emergent Entity
#159 - 2012-06-26 00:40:30 UTC
I may be going against the tide of opinion, but I LOVE the new look Minmatar ships! Highlights for me:
The Stiletto - a black Minmatar ship, yay!
The Vagabond - the previous stupid sails and wingy bits didn't fit the Minmatar design, so I'm glad they've gone, and the stupid white aerials looked badly drawn and out of place - now that's been put right I like the new look ship very much and will buy one at the first opportunity Big smile
The new rotating rings on the Prowler - much better than the weird plasma waist it had before.

To be honest there's only two changes I don't like much - the Cheetah has lost its lovely green lights and the Mastodon no longer looks like a Mammoth that's been filled with molten lava as a cargo. However, they both still look good in a different way.

My cooking is like my lovemaking - fast, greasy, and unsatisfying.

Tippia
Sunshine and Lollipops
#160 - 2012-06-26 00:41:16 UTC
Haifisch Zahne wrote:
Everyone seems to ignore the fact that CCP wants UI to be impossible, in order that it is difficult for the bot programmers.
Yes, people have been ignoring this fiction, because that's what it is — not fact.