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Inferno 1.1 feedback thread

First post
Author
Dennie Fleetfoot
DUST University
#161 - 2012-06-26 00:41:45 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



Tons of Unified Inventory changes. Not ONE, a single one address' its main problem.

IT'S NOT AS GOOD AS THE OLD ONE!!!!

Multiple challenges to CCP, on multiple threadnaughts, to demonstrate via side by side, real-time video comparison how you guys use it in a way that's faster and more efficient than than how would use the old one.

No such undertaking has happened as yet. The reason? CCP are once again far too stubborn to admit they're wrong on this and any video that they post will simply show them up as being such.

Screens are wider than they are tall. A vertical Tree designs fails on every level because of this basic fact. Stacked, tabbed horizontally arranged, multiple boxes work better on monitors. END OF DISCUSSION.

My other two accounts remain unsubbed.


CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

ISquishWorms
#162 - 2012-06-26 00:57:29 UTC  |  Edited by: ISquishWorms
Ok I am done things just seem to be getting worse around here well thats my perspective.

I am now plagued by the message "Your ship is re-aligning its magnetic field" what the hell does this mean? I never had that prior to this patch it is so fing annoying.

The inventory seems to be even more laggy when looting wrecks since todays patch. I have also had occasions when cans were marked as yellow that were clearly mine. I took from them and never got the warning about stealing well I wouldn't as the can belonged to me even though it was left yellow on overview.

So tired of this now. Are patches not meant to improve on things? Roll

Apparently freezing accounts is something that you don't usually do, so it is time to let my subs expire. I may return once you (CCP) start listening again as you have a great game but seem intent on ruining it.

‘No, this isn't it at all. Make it more... psssshhhh’.

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#163 - 2012-06-26 01:05:15 UTC
please please please can i close the "space inventory" screen without it effecting the state of the "station" inventory screen?

This was asked for multiple times, from the start of the alpha testing on SiSi 2 months ago.

This was apparently working on SiSi yesterday...but i guess it did not make it into the patch?

I just want each instance Space and Station, to remember their OWN open/closed state, w/o looking to the other to determine what it should be. If closed my "space" window and dock, then leave my "station" window open when i undock, i don't want to have to close that awefully useless second larger view of my cargohold each time i undock. Just let them remember the state they were last in for both "space" and "station". PLEASE!

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Dennie Fleetfoot
DUST University
#164 - 2012-06-26 01:09:16 UTC
Tippia wrote:
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


Soundwave........, just hire Tippia.

From his videos, to his ideas and the way he explains the problems and the solutions to them, on his own time I might add, its clear to all of us that have telling you for 2 months now from the Sisi feedback to today, that he knows more about UI design than any of the guys CCP have got working on it at the moment.

Does the simple fact, that by your own admission on this very thread that there's been loads of UI fixes and it still isn't fixed tell you that maybe, just maybe it might be time to consider putting it out of our misery?

CEO Dust University

CPM 1&2 Member

www.twitter.com/DennieFleetfoot

Merling Erquilenne
University of Caille
Gallente Federation
#165 - 2012-06-26 01:15:49 UTC
So the Drake is the prettiest ship in the game right now, so it's it's cool CoolStraightBig smile Thanks :D
Don't give anything about clothes whatsoever. The inventory still has some weird things. It needs a little love i guess. Missiles look pretty damn amazing. Minmatar ships also cool.

Not cool: my framerate is damn low in some places, like fogs and clouds, please be good for all the poor people with ancient VGA-s and let me enjoy full textured my beatiful Drake and let me turn off the fancy clouds effects please please please LolLol
Delhaven
Federal Navy Academy
Gallente Federation
#166 - 2012-06-26 01:18:00 UTC
Posting to reinforce what's already been said about the UI:

It's laggy and makes doing anything (especially salvaging) painful. There is less memory to the positioning, so it's not remembering that I always want the filters closed down; I want the tree to stay where I left it (it's opening and closing branches seemingly at random); and I want it to remember what I had open last and how it was set up.

I'm not asking for much. I just want some consistency so I can get use to this abortion of an idea and make some use out of it.

To summarize: you're not "fixing" the UI; you're just making it worse, just as I was actually starting to adapt to it.
Tippia
Sunshine and Lollipops
#167 - 2012-06-26 01:36:17 UTC
Dennie Fleetfoot wrote:
Soundwave........, just hire Tippia.
Hey! What did I ever do to you to deserve that kind of punishment… Cry
Kim Blackstone
Mineski Infinity
Pandemic Horde
#168 - 2012-06-26 01:54:27 UTC
Dennie Fleetfoot wrote:
Tippia wrote:
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


Soundwave........, just hire Tippia.

From his videos, to his ideas and the way he explains the problems and the solutions to them, on his own time I might add, its clear to all of us that have telling you for 2 months now from the Sisi feedback to today, that he knows more about UI design than any of the guys CCP have got working on it at the moment.

Does the simple fact, that by your own admission on this very thread that there's been loads of UI fixes and it still isn't fixed tell you that maybe, just maybe it might be time to consider putting it out of our misery?


Is anything not broken with Eve? Even the forum ate my post. Good thing Tippia essentially posted the same thing I wanted to say. As I'm too lazy to retype my entire post, and with Tippia's elaboration, I'll summurize:

1. CCP is lost
2. Unified inventory was never a fully conceived idea before being brought into production
3. CCP needs to stop this "release first, fix later" mentality



CCP needs to:
1. Go back to the drawing board with the inventory system, draw out a fully functional inventory system in marker pen before coding it
2. Test your releases. Posting a fix in the patch notes, that takes literally 5 seconds test that it is not so, is ********.
3. Take your time before releasing. Players never gave you a deadline. I'll boldly say that most players would rather see small improvement over a long time, than seeing broken releases repeatedly.

All in all, this reflects the capacity of the current leadership in CCP.
Quincy Archer
Domi Militiaeque
#169 - 2012-06-26 02:01:44 UTC  |  Edited by: Quincy Archer
Unified Inventory

1. Both Primary and Secondary windows don't remember their "Index" width each time I re-log or close and re-open them.
With the exception only the Primary window in space remember their "Index" width.

2. Only Primary window remember collapsed "Index". However, if I re-open Primary window with collapsed "Index", then uncollapse "Index", the "Index" came with a new width. This happened to both station and space Primary window.
Secondary windows don't remember theirs each time I re-log or close and re-open them.

3. Only Primary window remember collapsed "My filters".
Secondary windows don't remember theirs each time I re-log or close and re-open them.

4. Primary window don't remember their opened state each time I re-log. Each time I re-log, I'll always need to manually open the Primary window even though the window was open the last time I logged out of the client.
Only Secondary windows remembered their opened state when I re-logged.

5. Since the introduction of Unified Inventory, I used Primary window for my ships both in station and in space.
Therefore each time I change ship, the Primary window should change the focus on the new ship's cargo. Currently, Primary window remain focused on the ship that I'm in the first time I re-logged in a station or docked.
This is important to me because when in space, the "Cargo" button or Alt+C works only on Primary window but not on Secondary window. This alone negates the usefulness of ship's Secondary window in space.

6. Refer to the Training Queue window, the collapse button remain at the same location whether the skills list is collapsed or not.
The Unified Inventory "Index" collapse button should follow the same as the Training Queue.
As for the "My filters" collapse button, it's the least used for me, so no comment.

CCP, thank you for your consideration to make our lifes less miserable.

Edit:
7. Both Primary and Secondary windows should remember whether their "Index" active ship, Ship hangar or Item hangar collapsed or not as well.
Jonuts
The Arrow Project
#170 - 2012-06-26 02:03:55 UTC

CCP Soundwave wrote:


What?

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


Don't even pretend you're surprised that people still hate Unified Inventory. Broken, inefficient, loss of functionality. Fixes are great and all because you people were too incompetent to get it working BEFORE shoving it down our throats, but honestly, your adamant refusal to remove the Unified Inventory from live until you can fix your **** pissed everyone off. Not only that, but your adamant refusal to do something as ******* simple as return neocom shortcuts doesn't earn you any brownie points either. Please, don't be surprised at all when people are still unhappy with your ****.

Seriously, go **** yourself. Anyways, the *MOST* important feature, using more than 1 window to drag **** between more than one location, is completely contrary to your grand vision of a ****** inventory system. Yes, we're still unhappy about your ****** concept, shittier design, and even shittier execution.

And really? Really? Are you serious? My "secondary" windows collapse into the same freaking button on the neocom? Whats the point of that? I swear, you guys have to TRY to do this poor of a job.

Also, the tree needs to die. I'm about ready to hire a lumberjack for you people.


In other news, new Minmitar ships don't look rusty enough. I can almost believe that there is more than just rust and duct tape holding these ships together now :(


Quote:
Largely, the old UI wasn't easier, you were just used to it. Change for many people is difficult to manage.


I'd disagree with the first statement, and agree with the second. The UI could hardly be any easier to use without hooking it up to your brain and subconciously controlling it. Click item hangar, double click your ship, drag ammo from item hangar to ship. How is this NOT easy? As for change being "difficult" for many people, that's a no brainer, and the biggest reason you DON'T drastically change **** if it isn't broken. Change for changes sake ends poorly. If you aren't making a large improvement, you shouldn't make changes to such a fundamental portion of the game. This is basic "how to not **** off your player base 101" stuff here. You don't rip out **** that works well and replace it with something that is less efficient, less obvious, and plenty more pain in the ass.

Quote:
FOR THE LOVE OF ALL THAT IS HOLY

STOP ASKING FOR ROLLBACKS

THE OLD INVENTORY BACKEND WAS BROKEN! END OF STORY


The old inventory backend was less broken than the current inventory user interface is. Ergo, rollback is still the best solution. The fact that the current inventory will require a great deal of iterations before it's really "usable" for all but the most simple of tasks. "Rollback and throw away the current code" really is the best constructive criticism that can be leveled here. It's like someone asking "what do we have to do to this go-cart to make it competitive in Formula 1 racing?". You got one answer. "Get rid of it and replace it with a Formula 1 race car!" Either way, even if you feel that "Roll it back!" isn't appropiate feedback, there's still the problem that even the friendliest feedback highlighting the issues and what needs to change has had no effect. CCP is really a wall, and the wall doesn't give a flying **** if you yell at it or whisper sweet nothings at it. It's a wall.

Quote:
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.


In case you haven't realized, something being a pain in the ass for the players doesn't mean it isn't anything but trivially easy for a computer to do. Bots have zero issues with this. After the change, they merely needed an update, and frankly, I'd be surprised if the updates for bots weren't ready to roll same day.
Andy DelGardo
#171 - 2012-06-26 02:10:30 UTC  |  Edited by: Andy DelGardo
more Feedback:

1) The state of the Corp Hangar is not saved, between docks. This means i have to always re-expand the view so i can drag&drop something to the corp devisions.

2) The tree-view window should close completely if i have a container/pos/devision selected and i get out of range via warp. If i have a container open, than i don't want to see my cargo-hold just because i warp-off, i want the window to close.

3) The shortcuts should ignore window focus, so if i have my cargo-hold open via shortcut in a separated window than no matter what other window has focus, the cargo-hold should close if i hit the short-cut, not like now focus and u need to hit the short-cut again.

4) The POS in-range "highlight" feature does not update fast enough, make it update at least every 1 second. It took like 5-10 seconds in my tests.

5) Fix/save the camera between dock/undock, the same way it is now saved between warps. I don't want to rotate the camera back every time i undock from a "flipped" station like main amarr tradehub.
Stigman Zuwadza
Deep Core Mining Inc.
Caldari State
#172 - 2012-06-26 02:28:00 UTC
I had a dream... that when you jumped through a gate that you would be facing in the direction you were travelling in, I believed this would be great for continuity and immersion and alas ....there it was in the patch ....I jizzed hard. Big smile

I'm very glad that copy / paste functionality has returned to inventory lists, I was lost for a while there, my spreadsheets were getting out of date ...I was going to sue you for lost earnings. Twisted

Enough of the back patting...

Now, things like People & Places, Wallet, Market errrr and probably some others will remember that they where left open when you log off, ie, they'll be open when you log on ...the same cannot be said for the Inventory, why oh why does this not remember its state like a lot of the other windows. Please make it so the UI stays open if left open ...save me the 1 trillion clicks I'm likely to perform during my EvE life. What?

Fly safe. o7



It's broken and it's been broken for a long time and it'll be broken for some time to come.

Crosi Wesdo
War and Order
#173 - 2012-06-26 02:54:08 UTC
PinkKnife wrote:

The UI has always been a breeze for me, I dislike the green outline because it looks garish and gaudy when my UI is monotone, but I understand some people felt it needed. Largely, the old UI wasn't easier, you were just used to it. Change for many people is difficult to manage.


**** you, less mouse clicks = easier.
Araceli Gabriela
Infinite Density
#174 - 2012-06-26 02:58:49 UTC  |  Edited by: Araceli Gabriela
I noticed a significant FPS drop since the patch. Before I'd be at an even 60 fps in every normal situation. Now it crunches down to 45 fps just looking at pos mods, or the ship preview pane, or doing anything at all (while looking at blank sky will still return the fps to 60). No other background programs, no other changes since yesterday, restarted, cleared cache, no effect.

Thought I'd share in case it was patch related.
Crosi Wesdo
War and Order
#175 - 2012-06-26 03:03:04 UTC  |  Edited by: Crosi Wesdo
Salpun wrote:
Nutmegpainter wrote:
Well now crashing has lead to 2 deaths which i know CCP will give me some Bullsh!t excuse and i will get no reimbursement anway

so posting super mad Ugh



On what OS until you include information like that CCP cannot find the problem did you bug report it?


I have an Windows 7 64bit on an i7, 3820 @ 4.6Ghz, 16Gb 2133Mhz DDR3 quad channel memory, 2 x AMD6970 Graphics cards and 2x 240Gb Force 3 SSD's.

I was reapproaching gate in my cane after being pointed by 4 drakes. My camera was fairly close to the ship and i could see the drakes missle spam hitting my ship which, while looking wonderful, slowed my machine down to less than 10fps.

This machine is about as fast as money can buy, and 4 drakes reduced it to a crawl. The game paused when i was in half structure and luckily, the next thing i knew i was 1au from gate warping away in my pod.

Also, i have my vsync set to 100fps ( on 120hz monitors). The game has always been able to run both clients at this speed in all but larger fleet battles and the odd mission where theres a lot of objects. Now i decloak on a grid with just myself and the game drops to 50fps if im so much as looking at a regional gate.

Constant incompetence is becoming a drag ccp.

If my computer cannot run this ****, nothing can.
Crosi Wesdo
War and Order
#176 - 2012-06-26 03:15:08 UTC
Silly Slot wrote:
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!"


FOR THE LOVE OF ALL THAT HIS HOLY, go **** yourself. Seriously. And stop telling people what they can and can not ask for.

Dipshit
Araceli Gabriela
Infinite Density
#177 - 2012-06-26 03:16:23 UTC
Crosi Wesdo wrote:
Salpun wrote:
Nutmegpainter wrote:
Well now crashing has lead to 2 deaths which i know CCP will give me some Bullsh!t excuse and i will get no reimbursement anway

so posting super mad Ugh



On what OS until you include information like that CCP cannot find the problem did you bug report it?


I have an Windows 7 64bit on an i7, 3820 @ 4.6Ghz, 16Gb 2133Mhz DDR3 quad channel memory, 2 x AMD6970 Graphics cards and 2x 240Gb Force 3 SSD's.

I was reapproaching gate in my cane after being pointed by 4 drakes. My camera was fairly close to the ship and i could see the drakes missle spam hitting my ship which, while looking wonderful, slowed my machine down to less than 10fps.

This machine is about as fast as money can buy, and 4 drakes reduced it to a crawl. The game paused when i was in half structure and luckily, the next thing i knew i was 1au from gate warping away in my pod.

Also, i have my vsync set to 100fps ( on 120hz monitors). The game has always been able to run both clients at this speed in all but larger fleet battles and the odd mission where theres a lot of objects. Now i decloak on a grid with just myself and the game drops to 50fps if im so much as looking at a regional gate.

Constant incompetence is becoming a drag ccp.

If my computer cannot run this ****, nothing can.


Seems like I have a similar issue, but unlike you, I just reported it, not whine like a little ***** too.

Stop playing if it bothers you. Thanks for your feedback.
Crosi Wesdo
War and Order
#178 - 2012-06-26 04:08:12 UTC  |  Edited by: Crosi Wesdo
Araceli Gabriela wrote:
Crosi Wesdo wrote:
Salpun wrote:
Nutmegpainter wrote:
Well now crashing has lead to 2 deaths which i know CCP will give me some Bullsh!t excuse and i will get no reimbursement anway

so posting super mad Ugh



On what OS until you include information like that CCP cannot find the problem did you bug report it?


I have an Windows 7 64bit on an i7, 3820 @ 4.6Ghz, 16Gb 2133Mhz DDR3 quad channel memory, 2 x AMD6970 Graphics cards and 2x 240Gb Force 3 SSD's.

I was reapproaching gate in my cane after being pointed by 4 drakes. My camera was fairly close to the ship and i could see the drakes missle spam hitting my ship which, while looking wonderful, slowed my machine down to less than 10fps.

This machine is about as fast as money can buy, and 4 drakes reduced it to a crawl. The game paused when i was in half structure and luckily, the next thing i knew i was 1au from gate warping away in my pod.

Also, i have my vsync set to 100fps ( on 120hz monitors). The game has always been able to run both clients at this speed in all but larger fleet battles and the odd mission where theres a lot of objects. Now i decloak on a grid with just myself and the game drops to 50fps if im so much as looking at a regional gate.

Constant incompetence is becoming a drag ccp.

If my computer cannot run this ****, nothing can.


Seems like I have a similar issue, but unlike you, I just reported it, not whine like a little ***** too.

Stop playing if it bothers you. Thanks for your feedback.



So my feedback post + statement was whining but your trolling post was feedback?
Exactly how ****** up are you and how was your post even slightly as productive or relevant as mine.

I can see from your combat record that client performance has little impact on your constant failing. Dont judge others because they rely on the game running properly.
Callidus Dux
School of Applied Knowledge
Caldari State
#179 - 2012-06-26 04:08:34 UTC  |  Edited by: Callidus Dux
Silly Slot wrote:
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...


What constructive critism do you need more when a lot of people want a roll back- which means: "We want the 100% functionality of the old and not this sh!t from the new?" Roll

I do not want an absolute rollback to the old UI. But what I demand is the 100% copy of the old UI- rebuild with their new shiny code.
Crosi Wesdo
War and Order
#180 - 2012-06-26 04:18:20 UTC  |  Edited by: Crosi Wesdo
Quincy Archer wrote:
Unified Inventory

1. Both Primary and Secondary windows don't remember their "Index" width each time I re-log or close and re-open them.
With the exception only the Primary window in space remember their "Index" width.

2. Only Primary window remember collapsed "Index". However, if I re-open Primary window with collapsed "Index", then uncollapse "Index", the "Index" came with a new width. This happened to both station and space Primary window.
Secondary windows don't remember theirs each time I re-log or close and re-open them.

3. Only Primary window remember collapsed "My filters".
Secondary windows don't remember theirs each time I re-log or close and re-open them.

4. Primary window don't remember their opened state each time I re-log. Each time I re-log, I'll always need to manually open the Primary window even though the window was open the last time I logged out of the client.
Only Secondary windows remembered their opened state when I re-logged.

5. Since the introduction of Unified Inventory, I used Primary window for my ships both in station and in space.
Therefore each time I change ship, the Primary window should change the focus on the new ship's cargo. Currently, Primary window remain focused on the ship that I'm in the first time I re-logged in a station or docked.
This is important to me because when in space, the "Cargo" button or Alt+C works only on Primary window but not on Secondary window. This alone negates the usefulness of ship's Secondary window in space.

6. Refer to the Training Queue window, the collapse button remain at the same location whether the skills list is collapsed or not.
The Unified Inventory "Index" collapse button should follow the same as the Training Queue.
As for the "My filters" collapse button, it's the least used for me, so no comment.

CCP, thank you for your consideration to make our lifes less miserable.

Edit:
7. Both Primary and Secondary windows should remember whether their "Index" active ship, Ship hangar or Item hangar collapsed or not as well.



These suggestions are so complicated i can not begin to tell if they will start to fix the monstrosity of the unified inventory. Herein lies the problem, the design concept is so not suitable that the off the wall fixes and work arounds just to reach where we were before are that convoluted it just makes my brain boil. GET RID OF IT.

There should not be primary and secondary windows.

There should be cargo holds
There should be drone bays
There should be Corp hanger arrays
There should be Corp Hangers
There should be Maintenance arrays
There should be Fuel bays
There should be Station containers

These things should all be separate TYPES of container that remember where their previous TYPE was opened and open there OR like it was before where each specific contianer had a unique location that allowed the user to define where it populated on the screen when opened.
Its ******* imbecilic when i open a station container and a ship cargo hold at the same time AND THEY DONT TRY TO TAKE OVER THE SAME ******* WINDOW because im TRYING TO MOVE THINGS FROM ONE WINDOW TO THE OTHER.

Im finding my self use expletives and capitalisation a lot on the forum right now. But i cant believe how far out of touch CCP is with basic functionality and tbh its infuriating the lack of sympathy they have.