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EVE Online: Inferno 1.2 Feedback

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Balder Verdandi
Wormhole Sterilization Crew
#381 - 2012-08-19 08:05:13 UTC
Tutorial on the NeoCom bar issue ..... still not fixed.

Unified Inventory issues ..... where do I begin???

See the link in my signature block? Most of these issues still haven't been resolved but since no one seems to read it I'll just re-post.

Mining Operations:
If you've ever held a mining op that:

- Used jet-cans tractored in by a Rorqual or Orca
- Dumping directly into the cargo bay on an Orca
- Dumping from an Orca into a Rorqual,

This was incredibly easy to do, and is now incredibly painful. You really need the tabbed window view brought back for doing these operations and its obvious that whomever came up with this design hasn't spent hours in a belt or mining out the ABC's of an anom/grav site. We need to be able to quickly tab between the different bays on ships like the Orca, Rorqual, carriers, and freighters like we did prior to this release.

With the recent changes to the mining barges and exhumers that pushes Hulk pilots into mining ops with Orca or Rorqual support, not being able to address or fix this huge flaw causes a major issue that adversely affects gameplay.


Looting/Salvaging Wrecks:
This should be super easy with two clicks (open cargo, loot all button) but it's now just madness. I don't want to open an inventory control panel (and wait for it to load) while looting wrecks. All I need to see is the cargo hold of the wreck or the container that I'm looting, not everything in this ridiculous Windows 3.1 File Manager view you've forced upon us. This not only applies to belt ratting, but running a Noctis through a plex to get all the goodies and T2 salvage. If you've ever looted and salvaged wrecks in a plex, you know most of the time you're on the move because you could have wrecks as far out as 80km to 140km away. I do not want to close the cargo hold of every wreck I've looted or have it auto-default back to my cargohold view after looting when it used to "auto-close" on it's own. The process of looting/salvaging wrecks was once very easy and now has become a chore.

Corp Hangars:
Moving things like blueprints in/out of a corp hangar to research using the corp lab (or corp assets in general) are painful. There is no reason why I need to open my entire station inventory, then open (shift+click) on the specific corp hangar, then open (another shift+click) the container with my blueprints, and then struggle with now open containers/corp hangar/inventory control panel that will reset their size every session change, or try to bring what I need to the front because they are now hidden behind a single massive inventory control panel. Double clicking and opening a containter was much easier.

Session Resets:
When I open my cargo hold, drone bay, station containers, anchored containers, Corp Hangar, or my friend's corp bay in his Orca, I don't want to deal with resizing it every single time I need to open it. I have different sizes for each window, along with where I want that window, based on what action each item provides me whether its dumping ammo into my hold, adding/removing drones, or just trying to keep track of minerals or blueprints. This is something that I shouldn't have to struggle doing. And yes, I've cleared my cache to fix it which hasn't helped.

Double Clicking:
Wow, I thought this was a feature not a flaw of the game. Wasn't this something new with the previous release, Incarna? This really needs to be be brought back.

Active Ship:
When you're in an active ship and it's in the top left of the new UI, it's confusing to see directly below it the word, "None". Okay, none what? The inconsistency here is when I open my Items Hangar, I can see what items are there. I should be able to see all items are both in and on my ship, not just the drone bay if it exists (which by the way is what "None" represents). And if a ship doesn't have a drone bay, why do you even have "None" there at all?

POS Management:
Some of these have been fixed, but explain to me why I need to see POS guns while trying to board a ship that is in the ship maintenance array. If you're going to force the Windows 3.1 File Manager view on us, you need to finish it, fix it, refine it, or toss the whole lot out and go back to what we used to have with Incarna.

Pricing of contents in containers:
I'm primarily an industrialist, so I know how to use the market history tools already available in the market view. Where is the need to know how much my ships cost, or how much various sizes and quantities of ammo cost? This makes no sense because if I have missiles mixed with hybrid ammo, you're now making "apples + oranges = ISK" and its no longer an accurate representation of each items value. This option needs to be thrown out, period, since it's not even accurate and can be anywhere from +/- 30% off to as much as +/- 90% off.

Buttons:
You've gotten rid of the "Corp Hangar" button from the "Station Services" but kept the "Rent Office" and "Move HQ Here" buttons. Where is the consistency?

If this UI actually added any benefit I would sing its praises, instead it has now made things incredibly difficult for me that were once very simple.
Cyber Broker
Zen Style Services
#382 - 2012-08-19 11:51:44 UTC
Hello CCP, just came back from a 2 week holiday to find things are going from bad to worse, i was with a client this morning and one of my characters has started to boost his corp, i offered to increase his ethnics to 100% lvl 5 Ethnic Relations when he told me it has gone! OMG 5 of my 7 aacounts has trained that skill to lvl 5 thats a whopping 512,000 skill points on each account gone to waste and time wasted for some skill i wont ever need or use and if i do need it, its only isk to pay unlike the SP i have lost.

All the latest patches are getting worse, look at the corp windows, argh windows everywhere, click click click, before as Balder Verdandi said its awful and you guys who suppose to be making eve a better place are driving people away with little thought of what your doing.

I resent the way you have taken away the skill i wanted and trained to lvl 5 for my business here in eve and given me a skill i do not want OR need!

Why didnt you just add the skill to the market and those who need it would train it and those who dont steer clear of it, rather than force it upon those who have train Ethnic Relations to a high level and given us a skill in its place that i dont need or doubt i will ever use ?

To me you have not thought things through again and made yet more headaches for yourselves and us the players with all these patches that people do not require, you have certain people on the test server that give you valuable information, yet you choose not to listen, why dont you listen to them and take heed and get things right the first time on the patches?

It will come a point in time people wont tollerate what you do and will find another game and move off, i have been here since the start of the game and i can say off late, that the patches have been awful, but thats my opion and mine only.

             Selling alliances & high faction corprations since 2008, the finest and still the best

Che Biko
Alexylva Paradox
#383 - 2012-08-19 18:28:19 UTC
My feedback on the Mining Barge/Exhumer changes can be found here.

In regards to the Etnic Relations skill, I do also feel like it should have been a deletion of the skill and an introduction of a new one. I now hav SP stuck in a skill I don't care for which would be fine if not that the amount of SP affect stuff like clone cost.
I never made a decision to train Diplomatic...whatever, but now I have, and I can't even delete it from my brain, even if I don't care about the lost SP (but yes, that whole "it is changed, not removed" is nonsense, as some pointed out, you removed a skill and put a new one in it's place).
ArrowThe point: Please allow me to delete that skill from my brain, I don't care if I lose the SP.

Self destruct now drops loot:
ShockedWhat?!? Isn't the point of selfdestructing to deny your enemies technology and stuff? Why make a function so useless? You might as well make ammo that does no damage.
Jilnor
SoE Roughriders
Electus Matari
#384 - 2012-08-19 18:29:33 UTC
Meannall wrote:
Jilnor wrote:
Meannall wrote:
Vash3k5 wrote:
Simple to the point.

Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.

sigh

correction.

Mackinaw is better than Hulk.


Aggree +1.
Very bad news for non-fleet miners


How is that bad? You just pick Mackinaw instead of Hulk and you are as well set as before?

Hulk yield = 1366.93 m3/3 minutes -> 4100.79 m3/3minutes with all mining lasers (3).
Mackinaw yield = 1627.91 m3/3 minutes -> 3255.82 m3/3 minutes with all mining lasers (2).
Before update my cargo was (Hulk) 18727.2 m3 and today : 8500. So it has been divided by 2 (even a little bit more).
So using an hulk make you travel to station<->astro belt twice (and even a little bit more) or you can use a mackinaw and you need more time for doing the same work !!!
The mackinaw yield with 2 mining laser upgrades(Elara) = 1863.79 X 2 = 3727.58 m3/180 sec.


Yes, the Mackinaw loses on yield. But because it also nets on survivability and cargo bay, the end result is very close to the Hulk pre-patch. Especially the survivability is a huge bonus; I've often turned to Rokh instead of Hulk just for the superior EHP. Now I no longer need to do that.
Steijn
Quay Industries
#385 - 2012-08-20 19:42:26 UTC
Balder Verdandi wrote:
....stuff.


good post, but CCP are proving that with regards to the things mentioned by yourself, they just dont care. So much for this 'we'll work on it until your happy' scenario. More like 'if we ignore it for long enough, all the moaners will have quit so then we can concentrate on new customers'. I mean, look how long its taking them to just fix the tutorial icon on the neocom?

To be frank about it, the way CCP work at times is embarrassing. They really havent got a clue about what its like to actually 'play' the game.
Balder Verdandi
Wormhole Sterilization Crew
#386 - 2012-08-21 06:33:52 UTC
Steijn wrote:
good post, but CCP are proving that with regards to the things mentioned by yourself, they just dont care. So much for this 'we'll work on it until your happy' scenario. More like 'if we ignore it for long enough, all the moaners will have quit so then we can concentrate on new customers'. I mean, look how long its taking them to just fix the tutorial icon on the neocom?

To be frank about it, the way CCP work at times is embarrassing. They really havent got a clue about what its like to actually 'play' the game.



I completely agree with you. This is what happens when you're given Meta 99 ships and don't understand how the actual players need and want to play the game.
Abigail Sagan
Skeleton Liberation Front
#387 - 2012-08-21 14:16:28 UTC
I mostly like the changes _this patch_ has brought us. The only change that has affected me negatively so far has been how the modules show what it is if I hover mouse over them, and as many people have wished before, I too wish we will be given option to remove it totally (adding option to delay it is a bonus, but removing it should be priority). Maybe this is already in - I haven't played much recently.

One of the most positive changes was that I actually did some mining after a long while of doing Other Stuff. Those mining sessions brought in this development idea: Composition scanners should show the amount of cubic meters of ore left the scanned roids have left. This should be shown in addition to the current 'units left'. This is because everyone is not familiar with units to m3 conversions. (Maybe some day the whole 'units' can be replaced with just cubic meters, yes, maybe?)

Another idea: We should have ore mining rigs too, because currently the mining ships can only specialize in Ice or Tank. Also, gas mining could use some love too.

The thing that hasn't affected my character personally is this "not-skill-removal-but-reuse-in-different-matter" (Ethnic Relations to Whatever New Name & Purpose the skill was given) but it has affected me in person. By not giving back the skill points CCP proved they are lazy. By explaining that they didn't really remove the skill but 'changed' it CCP proved how low they are ready to go to protect the problems caused by their laziness. Laziness I can understand and even relate to, the explanation by Grayscale and follow up by Explorer especially I do not accept and in fact despise - the despised part is below:

CCP Explorer wrote:
Zamrikus wrote:
CCP Greyscale says this....really now?

I'm just trying to explain why the patchnotes say what they do. We understand that some players will be unhappy with this as they feel that some skills they've trained are less useful to them. This is however something that happens pretty much every time we make any serious balance changes, and it's been long-standing policy that we don't reimburse skill points due to this kind of change. We appreciate that this is not to everyone's liking but we currently feel it's the best way to deal with these situations overall.

I would have never trained the skill ethnic relations was changed to.
You trained the skill for the old effect, we re-balanced the game so that a skill isn't needed anymore and changed the effect of the skill to a new effect. You can still accomplish what you trained the skill for and now you can accomplish something new as well. You are better off after than before.


No, even though I am quitting once my account runs out (because EVE has again become boring for me, not the above minor fiasco), you cannot have my stuff. With a very small probability I might be back one day after all. Until that day: Fly safe, have fun and give some time to RL too! :)
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#388 - 2012-08-21 14:45:26 UTC  |  Edited by: Hakaru Ishiwara
Perhaps we are all asking the wrong questions...I'd like to hear CCP's current priorities regarding long-standing Inferno usability issues, documented defects and then their path moving forward. And where do those priorities fall in relation to concurrently run projects?

The last CSM notes are 3 months old and already out of sync in terms of what has been done w/Inferno. Therefore, it is time for CCP project managers to step up to the plate and communicate their plans to wrap up the residual tasks from the past quarter's worth of patches.

I do not think that it is a stretch to state that both CCP and their customers would like to stop struggling through the usability issues and defects of Inferno in order to look forward to an active (and profitable) Fall and Winter with great gaming and upcoming feature releases.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

VLAD VIRONS
Evolve Xcellence
#389 - 2012-08-21 15:46:47 UTC  |  Edited by: VLAD VIRONS
yea +1 to have option remove that info windows from modules, there some situation where its can cost you your shiny ship..

so far so good mostly.

Like the Inventory now! all windows remember positions works as it should be, dunno about if the rc options on ships docked in station r back (access hangars fuel drones etc) hope u work(ed) on it also.

P.S. PLS introduce new ships explosionsIdea, cose with the help of all these new shaders, new textures, ship models looks cool (not those with camo! jaja!), but when its comes to bigbadaboom... anyhow its just disabled in settings for now, there nothing u like to see.

P.P.S. dunno if its just me but i noticed that EvE still losing something, with every new CSM.. i think u should never let players affect on the game in that way, all these 0.0 nerds r just carry about own "serious business".
Logicycle
Stimulus
Rote Kapelle
#390 - 2012-08-22 06:01:57 UTC
Che Biko wrote:
You might as well make ammo that does no damage.


They already did....they're called snowballs. Lol
Steijn
Quay Industries
#391 - 2012-08-22 11:10:34 UTC
Quote:
Realeased on Wednesday, August 22, 2012
Fixes

User interface

Fixed an issue where using a keyboard shortcut while mousing over another module would briefly display the wrong tooltip


so you still arent capable of fixing the tutorial icon on the neocom. Oops
Rommiee
Mercury Inc.
#392 - 2012-08-22 11:25:17 UTC  |  Edited by: Rommiee
Steijn wrote:
Balder Verdandi wrote:
....stuff.


good post, but CCP are proving that with regards to the things mentioned by yourself, they just dont care. So much for this 'we'll work on it until your happy' scenario. More like 'if we ignore it for long enough, all the moaners will have quit so then we can concentrate on new customers'. I mean, look how long its taking them to just fix the tutorial icon on the neocom?

To be frank about it, the way CCP work at times is embarrassing. They really havent got a clue about what its like to actually 'play' the game.


Yeah, that statement by Soundwave was a complete load of bollox. Just something to try and shut everyone up at the time, with no sincerity or meaning behind it.

Especially the bit about weekly updates. That didnt last long.
Rommiee
Mercury Inc.
#393 - 2012-08-22 11:36:11 UTC  |  Edited by: Rommiee
CCP Arrow wrote:


Did you try the new setting we added into the header of the Inventory that allows you to open up secondary windows always by default without the need to hold shift? That should solve the issue you describe regarding windows not appearing again where you expect them, because you are probably opening primary windows, but positioned a secondary window.

If you could describe to us the use cases of issues you have with Salvaging, PoS management, general Inventory Management, Mining ops & PvP then I would be glad to bring that to the appropriate parties for review. Anything that allows us to redo the action you have a problem doing, will get us closer to fixing it for you.


Well, the only thing that this new gadget does is remove the need to hold shift.

You still have to open the goddam tree to navigate and scroll through all the folders there to find the folder that you have previously marked to open in a new window.

It is only a marginal improvement at best. A one-eyed donkey wearing a blindfold could see that, how the hell can't you ?

Bring back the buttons, remaining right-click shortcuts and the tabbed Corp hanger - all set to open in a NEW window. How many times do we have to tell you people this, we want an alternative to scrolling through that goddam tree all the time.
Jonuts
The Arrow Project
#394 - 2012-08-22 19:43:51 UTC  |  Edited by: Jonuts
Rommiee wrote:


Bring back the buttons, remaining right-click shortcuts and the tabbed Corp hanger - all set to open in a NEW window. How many times do we have to tell you people this, we want an alternative to scrolling through that goddam tree all the time.


Obviously we need to tell them at least one more time before they'll return buttons. How poorly coded is the new inventory system if they're having this much trouble returning the hangar buttons? **** like that should have been implemented before the god damn tree.
Tanaka Aiko
Ministry of War
Amarr Empire
#395 - 2012-08-24 17:08:20 UTC
currently doing a courrier contract for a friend, and i'm pretty surprised the new UI options for missions are not available here, as i'm doing multiples runs i would really like having the ability to right clic and put set destination on entrance and exit stations...
Tub Chil
Deep Core Mining Inc.
Caldari State
#396 - 2012-08-24 18:12:55 UTC
Why does condor have just one bonus?
Khaim Khal
Perkone
Caldari State
#397 - 2012-08-24 22:04:03 UTC
Tub Chil wrote:
Why does condor have just one bonus?


Because it's a +10% damage bonus? The standard bonus layout is +5% damage plus something else, so the Condor essentially has "two" +5% damage bonuses. And don't forget the new role bonus.

A better question: why does the Condor only get a damage bonus to kinetic missiles? Turret damage bonuses apply to all ammo types. What happened to +10% kinetic, +5% other, like the Kestrel has?
MortisLegati
Everything Went Black
#398 - 2012-08-25 03:08:24 UTC  |  Edited by: MortisLegati
The unified inventory would work a lot better if they allowed you to use the scroll wheel on the hierarchy window without requiring you to switch focus (losing your selection and ability to drag items you've already 'picked up' and want to move someplace).
Basically: Please let the complete inventory window, rather than the individual panes have focus and have mouse position on that window determine where input goes, so we don't have to click around everywhere or try to drag that teeny tiny little scroll bar with our big giant (comparatively) mouse pointer while we try to move things from location to location.

This would let people use smaller windows while being able to access the bottom corp hangar, select, click and drag items then move them up to their personal hangar by dragging the items (and consequently moving the mouse over the hierarchy window) and scrolling up with their scroll wheel to finally be able to see their personal hangar (this is assuming we're not using windows as tall as our screens, which is a completely sane assumption) then drop them.

This would prevent the all-too-common need to either detach windows from the hierarchy with shift-click, taking up unnecessary screen real estate (which is already strained by EVE) or to stop the drag, grab the little scroll bar OR click on the hierarchy pane, potentially selecting a different hangar, using the scroll wheel to scroll up to the hangar you wanted to move things to, then start the drag over again.

TL;DR: The current iteration of UnInv's use of window focus inhibits ease of use. With the example of trying to drag things from hangar-to-hangar in non-huge inventory windows, please work around it (window focus) to improve player's workflow everywhere.
electrostatus
Center for Advanced Studies
Gallente Federation
#399 - 2012-08-25 05:41:18 UTC
With the new ore holds (which I like the idea of), I can no longer just double click the background of the station to get at my ore.

right-click, select ore hold, get ore, try to drag to items hanger, realize you can't have more than one window open, close ore hold, open item inventory, find ore hold in tree view, drag ore to items hanger, find ore has instead gone to the cargohold of one of your other ships in the ship hanger, locate ore by checking every ship, move ore to items hanger.

Maybe there should be a setting that determines what bay you open by double clicking on the station background. Oh wait, never mind, can't have a separate window for items hanger.

Asteroid Timer: Know exactly when that roid depletes! PI Profit Calculator: calculates your profits and taxes of any PI product depending on how you built them!

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#400 - 2012-08-25 14:12:37 UTC
electrostatus wrote:
With the new ore holds (which I like the idea of), I can no longer just double click the background of the station to get at my ore.

right-click, select ore hold, get ore, try to drag to items hanger, realize you can't have more than one window open, close ore hold, open item inventory, find ore hold in tree view, drag ore to items hanger, find ore has instead gone to the cargohold of one of your other ships in the ship hanger, locate ore by checking every ship, move ore to items hanger.

Maybe there should be a setting that determines what bay you open by double clicking on the station background. Oh wait, never mind, can't have a separate window for items hanger.
Maybe double clicking the station background opens up *both* cargo and ore holds?

Or what if holding down ctrl + shift + scratching your left nut while double-clicking station background opens up the ore hold. Female gamers are SOL in this case -- unless their S.O. is nearby and has a left nut to scratch, instead.

In all seriousness, a key-stroke short-cut might be a more reasonable thing for CCP to implement.

What I find irritating is that CCP arbitrarily decided to force upon their customers that infernal tree-view even after customer feedback made it clear the change was undesirable.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.