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Inventory System - Bring back the OLD

Author
Xen Solarus
Furious Destruction and Salvage
#41 - 2012-08-16 08:27:17 UTC
New system rules! Adapt or die!

Post with your main, like a BOSS!

And no, i don't live in highsec.  As if that would make your opinion any less wrong.  

Tippia
Sunshine and Lollipops
#42 - 2012-08-16 09:15:13 UTC
Roime wrote:
New UI means less clicking and less redundant windows cluttering the screen. I keep the main window open and instead of opening hangars all the time, I just drag stuff to entries in the tree.
The new UI meant a hell of a lot more clicking and more redundant windows cluttering the screen for me (simply because the whole “unified” bit means they are all redundant by definition, whereas they each had a specific purpose in the old UI) simply because it tries to serialise everything rather than let stuff run in parallel. Previously, I didn't have to keep opening hangars all the time because they were already open and immediately available in exactly the spot and size that was right for them.

The old UI was also less cluttered since you could just create a couple of stacks in pre-defined positions and have them be very very small. With the new UI, the general design-element bloat means that those windows have to be much bigger to provide the same information, and on top of that, there's the tree view to steal even more space from what you actually want to see whenever you have to use it.

Quote:
Using the tree to shuffle stuff between hangars was impossible in the old "system"
The old system had tabs, which were functionally equivalent and too up less screen real-estate to boot.

While things certainly have improved since launch, and while it's now possible to very closely make the uninventory behave like the old UI, is still shock-full of outright baffling design decisions in terms of redundant, inconsistent, unnecessary, bloated, misapplied, and outdated elements. This kind of UI was modern in 1986 — these days, there are far better [whatever]-managers to duplicate than DOSSHELL.

The only really good improvement that has come out of it is the filtering ability, which is a nice extension from the limited meta/tech/type/group sorting we had before… but even the filters are clumsily integrated and require far more clicking and folding and scrolling to use than should be necessary.
Sturmwolke
#43 - 2012-08-16 10:20:41 UTC
Yep, pretty much just like the Win8 vs Win7/XP/2K UI debacle.
New Inventory = Win 8
Old Inventory = Win 7/XP
Bubanni
Center for Advanced Studies
Gallente Federation
#44 - 2012-08-16 10:39:39 UTC  |  Edited by: Bubanni
They are currently working on adding back the shortcuts on the neocom to ships hangar and to items hangar, when they are back, the new inventory will have the same functionality (basicly) as the old one... until then, someone told me about a temporary fix you can do yourself

in options under the ESC menu, there is an option under the general settings, Merge ship and items hangar.... in the window to the right when your docked next to the guest list and agents, you will also have the hangars, it's very useful to have these here, but it has some limitations... temp fix is good though


Sturmwolke wrote:
Yep, pretty much just like the Win8 vs Win7/XP/2K UI debacle.
New Inventory = Win 8
Old Inventory = Win 7/XP


Windows 8?... more like windows 95, (windows 8 is looks more clumsy and less organized though, but its more responsive... new inventory is not that good yet)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Rats
Federal Navy Academy
Gallente Federation
#45 - 2012-08-16 10:45:27 UTC
Bring back the old one, new one is annoying and more clicky.

Wasn't broke didn't need fixing.


Tal

I Fought the Law, and the Law Won... Talon Silverhawk

Roime
Mea Culpa.
Shadow Cartel
#46 - 2012-08-16 10:54:56 UTC
Tippia wrote:
Roime wrote:
New UI means less clicking and less redundant windows cluttering the screen. I keep the main window open and instead of opening hangars all the time, I just drag stuff to entries in the tree.
The new UI meant a hell of a lot more clicking and more redundant windows cluttering the screen for me (simply because the whole “unified” bit means they are all redundant by definition, whereas they each had a specific purpose in the old UI) simply because it tries to serialise everything rather than let stuff run in parallel. Previously, I didn't have to keep opening hangars all the time because they were already open and immediately available in exactly the spot and size that was right for them.

The old UI was also less cluttered since you could just create a couple of stacks in pre-defined positions and have them be very very small. With the new UI, the general design-element bloat means that those windows have to be much bigger to provide the same information, and on top of that, there's the tree view to steal even more space from what you actually want to see whenever you have to use it.
...
The old system had tabs, which were functionally equivalent and too up less screen real-estate to boot.


You know, our different opinions are probably mostly just results of different use cases. I live in a POS, where the hangars were not open when returning to them, and accessing them meant either switching to an overview tab, or clicking the arrays in space. Useful stuff like tabs couldn't be used, because you can't use containers in Corp Hangar Arrays like you can in stations.

New UI makes all the hangars within reach range automatically accessible in compact tree form without a single click, and even allows you to interact (e.g. approach, manage the tower) with arrays outside reach range.

I do have to admit that if the current POS wasn't literally such a sad pos, the improvements UI brought might not feel so awesome to me. But as it is, UI makes my daily life and mundane tasks dramatically smoother.



.

Arkturus McFadden
Anukar
#47 - 2012-08-16 11:01:52 UTC
I like it. I like it a lot. Go away.
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#48 - 2012-08-16 11:04:00 UTC
Tippia wrote:
With the new “always open in new window” option, I'm actually beginning to see the end of this dip in functionality.

To my view, there are three main things that remain: the ability to drag holds to the NeoCom to give us back the direct-access buttons; the ability to treat any type of corp hangar as a single entity; and better “memory” for windows in terms of location and individual view settings.

…and some further performance tuning.

^^ This. It really needs to remember ALL possible states. I mean, if normal game mechanics allow a particular set up, the game should save it just the way I configured it. But it still does not.

It is still terribad slow when handling large numbers of items, like when I save up salvage until I get a Storyline Mission.

Which brings up the salvaging workflow - it's still very SLOW. I think the mechanics are okay due to "always use new window" option, but it simply performs like a lazy dog with the circling swoosh thingy taking it's time....

Also, the market data is almost always COMPLETELY wrong. I think when that function shows some degree of accuracy, it must be a coincidence... The market data should be a switch that can be turned off.
Bubanni
Center for Advanced Studies
Gallente Federation
#49 - 2012-08-16 11:10:24 UTC
Arkturus McFadden wrote:
I like it. I like it a lot. Go away.

Yeah yeah, new inventory is good at some things, but it still lacks some things we had before in the old inventory... really it's not that everyone who dislikes it want the new features removed completly again, they simply want the old features back also

as I said, these old features would basicly be returned once they add back ships hangar and items hangar to the neocom, as we can simply open these without needing the tree view

as I said above, I recently merged the items and ships hangar into the station window (thingy) this helped a lot with the lack of that old feature, but it doesn't have the resizing the old one did.... and I can only have 1 tab open at the same time, so I have to switch between them a lot... :(

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Tippia
Sunshine and Lollipops
#50 - 2012-08-16 11:16:18 UTC  |  Edited by: Tippia
Roime wrote:
You know, our different opinions are probably mostly just results of different use cases. I live in a POS, where the hangars were not open when returning to them, and accessing them meant either switching to an overview tab, or clicking the arrays in space. Useful stuff like tabs couldn't be used, because you can't use containers in Corp Hangar Arrays like you can in stations.
Ok, fair enough. I don't use containers that much to begin with other than to stow away things for a rainy day — it's it's for reasonably immediate use, I just leave it in a pile in a hangar. Sorting and visual filtering (and, as mentioned, the new filters which are indeed a great addition) solved the rest for me.

…but I still feel POSes are worse than before just because you've lost that singular coherent corp hangar, so it's no longer really possible to open a specific POS array — you only ever open hangar divisions.

Yes, I see your point about them “auto-opening” in the sense of being populated in the tree view, but since you still have to select them and expand or contract them or scroll around, I don't feel there's any clicks saved from just opening in the overview. Part of that may be that I never have a window open with the tree view visible because it just takes too much space that I want for other things. I feel it's a hugely inefficient way of presenting the stuff that's available to me, so every time I have to go to the tree view it means extra work.

Bubanni wrote:
as I said above, I recently merged the items and ships hangar into the station window (thingy) this helped a lot with the lack of that old feature, but it doesn't have the resizing the old one did.... and I can only have 1 tab open at the same time, so I have to switch between them a lot... :(
Shift-opening them and leaving them open should help you with that if your client is well-behaved enough not to forget its window settings… which, admittedly, isn't something you can entirely rely on.
Drew Solaert
Aliastra
Gallente Federation
#51 - 2012-08-16 11:18:03 UTC
Tell you what, how about we keep the new system which is awesome and you just quit?

I lied :o

Rashmika Clavain
Revelation Space
#52 - 2012-08-16 11:18:05 UTC
I really like the new system :shrug:
Tippia
Sunshine and Lollipops
#53 - 2012-08-16 11:22:38 UTC
Drew Solaert wrote:
Tell you what, how about we keep the new system which is awesome and you just quit?
Did you argue against the return of the hangar view as well, by any chance?
Lin-Young Borovskova
Doomheim
#54 - 2012-08-16 11:29:13 UTC
Tippia wrote:
Roime wrote:
New UI means less clicking and less redundant windows cluttering the screen. I keep the main window open and instead of opening hangars all the time, I just drag stuff to entries in the tree.
The new UI meant a hell of a lot more clicking and more redundant windows cluttering the screen for me (simply because the whole “unified” bit means they are all redundant by definition, whereas they each had a specific purpose in the old UI) simply because it tries to serialise everything rather than let stuff run in parallel. Previously, I didn't have to keep opening hangars all the time because they were already open and immediately available in exactly the spot and size that was right for them.

The old UI was also less cluttered since you could just create a couple of stacks in pre-defined positions and have them be very very small. With the new UI, the general design-element bloat means that those windows have to be much bigger to provide the same information, and on top of that, there's the tree view to steal even more space from what you actually want to see whenever you have to use it.

Quote:
Using the tree to shuffle stuff between hangars was impossible in the old "system"
The old system had tabs, which were functionally equivalent and too up less screen real-estate to boot.

While things certainly have improved since launch, and while it's now possible to very closely make the uninventory behave like the old UI, is still shock-full of outright baffling design decisions in terms of redundant, inconsistent, unnecessary, bloated, misapplied, and outdated elements. This kind of UI was modern in 1986 — these days, there are far better [whatever]-managers to duplicate than DOSSHELL.

The only really good improvement that has come out of it is the filtering ability, which is a nice extension from the limited meta/tech/type/group sorting we had before… but even the filters are clumsily integrated and require far more clicking and folding and scrolling to use than should be necessary.



+10

Should I add how good the new Unified Inventory is for lag fest in whatever situation but when you're in fleets this only gets worst.

brb

KIller Wabbit
MEME Thoughts
#55 - 2012-08-16 11:40:49 UTC
They totally messed it up. Spending months getting it to work. Not there yet. ==> Stupidly wasted effort.
Rats
Federal Navy Academy
Gallente Federation
#56 - 2012-08-16 11:46:36 UTC
I think they are hoping with time that ppl will stop complaining and will just go away, Guess not...



Tal

I Fought the Law, and the Law Won... Talon Silverhawk

Drop Dead Sexy
University of Caille
Gallente Federation
#57 - 2012-08-16 20:49:07 UTC
Rats wrote:
I think they are hoping with time that ppl will stop complaining and will just go away, Guess not...



Tal



it wont go away, every time I open inventory i feel anger for a man who created this ****, then i shout on TS about this stupid inventory and say lots of bad words about how i hate it.... but later it cools down a bit when im hear from my mates that im not only one struggling with this bullshit

tell me... who from devs created this "inventory" ill make a woodoo doll or smth...
Cadfael Maelgwyn
Doomheim
#58 - 2012-08-16 20:54:28 UTC
The biggest issue I've run into is the lagginess that's been created, and it's definitely a legitimate concern. Things do load more slowly.

Another legitimate one is the perpetual forgetfulness of the window when it comes to hiding the tree view and window placement, especially after docking/undocking and jumping systems. I've run into this issue myself.

Yet another true issue has to do with looting in space. It was much simpler when a new window popped up, and you just had to click 'loot all', and it disappeared. Now the window still sticks around, and just reverts to the cargohold.

However, pretty much any other complaint seems to be coming from people who are married to their old, clunky workarounds, and haven't worked out how, with the new system, those aren't really needed.
Karl Hobb
Imperial Margarine
#59 - 2012-08-16 21:07:38 UTC
Tippia wrote:
This kind of UI was modern in 1986 — these days, there are far better [whatever]-managers to duplicate than DOSSHELL.

There's a reason we coined it "DOS-hell".

New UI is starting to shape up but it really needs individual window state memory between session changes, and the "primary" window needs to remember HOW ******* BIG I WANT MY TREE VIEW AND THAT I WANT MY ******* FILTERS MINIMIZED (hear that, devs?) I find it a pain at the POS because it always wants to expand the entire tree after opening from closed and that means a lot of scrolling up to my cargohold, and scrolling down to find the division I want to put **** in.

A professional astro-bastard was not available so they sent me.

Rats
Federal Navy Academy
Gallente Federation
#60 - 2012-08-16 21:11:40 UTC
Drop Dead Sexy wrote:
Rats wrote:
I think they are hoping with time that ppl will stop complaining and will just go away, Guess not...



Tal



it wont go away, every time I open inventory i feel anger for a man who created this ****, then i shout on TS about this stupid inventory and say lots of bad words about how i hate it.... but later it cools down a bit when im hear from my mates that im not only one struggling with this bullshit

tell me... who from devs created this "inventory" ill make a woodoo doll or smth...



Don't even go there they where told in testing how bad it was, but no they said , its not that bad, you will get used to it bla bla bla, completely ignoring the overwhelmingly negative feedback.


Sigh

So much for Hillmars listening to the player base letter, nice one it was their PR/marketing team must have spent about half an hour writing that drivel.

Tal

I Fought the Law, and the Law Won... Talon Silverhawk