These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

CSM Guest Blog: "Reasonable Things" Crowdsourcing

First post First post
Author
Neevor Airuta
Grey Horizon
#1021 - 2013-07-19 19:01:47 UTC
Suggestion: Add hacking minigame training mode as a feature in Captain's quaters.
Tags: captain's quaters, hacking
Neevor Airuta
Grey Horizon
#1022 - 2013-07-19 19:11:10 UTC
Suggestion: Add "mission memory" to mission agents.
Tags: missions, agents, pve, standing
Note: right now agents offer missions from a small pool at complete random, make them modifiy RNG as their relation with player progresses, allow them to remember how may times each mission has been offered / accepted / completed / declined / dropped, the same for wether they've been null- / low- / high-sec; against what faction, and what standing agent has with player (better standing = more lucrative and dangerous missions).
Neevor Airuta
Grey Horizon
#1023 - 2013-07-19 19:16:31 UTC
Suggestion: Add "release passengers" options to "livestock" item category.
Tags: items, immersion
Note: on human "livestock" items there should be an option to release person(s) in cargo out to their own life; especially on slaves / freed slaves. Item dissaprars from cargo, player gets small notification of dispersing passengers; optionally minuscule standing gain to Minmatar / loss to Amarr for freeing slaves.
Neevor Airuta
Grey Horizon
#1024 - 2013-07-19 19:21:19 UTC
Suggestion: Add "patrol" mission type to security agents.
Tags: mission, pve, agents
Note: allow security agents to offer player a patrol route along various unconnected pockets across system. Completion yields a small reward, hostile NPC's may or may not spawn in those pockets, any bounty on them being extra reward, pockets despawn after warping out (so minimal salvaging), and rat's difficulty depends on mission level and system's sec status.
Neevor Airuta
Grey Horizon
#1025 - 2013-07-19 19:29:58 UTC
Suggestion: Add "distress signal" mission in space.
Tags: missions, pve
Note: make random rescue missions spawn in system, it can appear as expeditions, player is informed by a small popup info, similar to that of escalation; objective may be either kill al hostiles, kill tackler holding NPC scrambled, or kill hostile commander. All player currently in space in system receive notification at the same moment and can complete it simultainously the same way anomalies work, pocket despawns instantly on last PC's warpout, rewards and difficulty depend on system's security status, and successfull completion may give minuscule standing gain to local empire (in high), concord (in low), or sov owner (in null).
Neevor Airuta
Grey Horizon
#1026 - 2013-07-19 19:41:31 UTC
Suggestion: Differentiate between corp set and personal set standings in overwiev.
Tags: UI, overwiev
Note: Right now higher level (corp, allince) standing setting displayed in overwiev completely override personal one, make them displayed separately if they're set to different values, maybe in half-size icons side-by-side.
Edlorna Tinebe
The Elerium Trust
#1027 - 2013-07-19 19:42:39 UTC
Suggestion: Alter the Science & Industry blueprint browser so that the search filter only applies after pressing enter.
Note: With hundreds of blueprints, a query can take several seconds to complete, and the search bar tries to update the query as you type. Behavior more akin to the market window, where the user chooses when to run the update, would be appreciated.
Echo Mande
#1028 - 2013-07-19 22:45:04 UTC  |  Edited by: Echo Mande
Suggestion: Allow people to jump to cyno beacons based on standings to the beacon's owner corp.
Keyword: 0.0, cyno, mobility
Echo Mande
#1029 - 2013-07-19 22:47:21 UTC
Suggestion: Fix mining foreman mindlink drop rate.
Info: 2B for an implant is a bit ridiculous.
Keyword: Implant, mission drop
Galistain Di'makiir
Ferret Tech
#1030 - 2013-07-19 23:10:24 UTC
Suggestion: Change hacking / analyzing / exploration mechanics to no longer use mid slots, which gimp combat tank

Keywords: exploration, scanning, hacking, relic, sites, analyzer, tank, pvp

Note: Suggest using a slot 11-16, similar to an implant for player equipping of required scanning equipment (similar to Dust 514's hacking armband). Removing this equipment from the mid range slots will remove penalties that prevent players running exploration sites from defending themselves properly in combat (I.E.: shield equipment and hardeners).
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#1031 - 2013-07-20 04:12:05 UTC  |  Edited by: Salpun
Suggestion: Move the name of the person the local police are talking to the beginning of the pop up from the end of the message.
Keyword: pop ups, UI, everyone.

Note: Having the name last makes someone read the whole message before they know who is being targeted.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Rain6638
GoonWaffe
Goonswarm Federation
#1032 - 2013-07-20 08:04:13 UTC  |  Edited by: Rain6638
Suggestion: include optional hotkeys to eliminate right-clicks; if it has a right-click menu option, give it a hotkey
Keywords: right-click, user interface, hotkeys
Note: with a peripheral such as a Logitech or Razr, I could left-click + hotkey to avoid right-clicking--ever again

[ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337

ASadOldGit
Doomheim
#1033 - 2013-07-20 09:11:18 UTC
Suggestion: Allow the owner of wrecks to delay their expiration, but reduce the default wreck timer to compensate.
Keywords: user interface, wrecks, salvage, beacon, missions
Note: For various reasons, certain missions can take a long time to complete (interruptions, ship explodes, chaining missions or it's a multi-part, multi-room mission), causing some of the wrecks to start disappearing before you've had a chance to collect them (I don't multi-box). Assuming wrecks are still an issue for server load, reduce the default wreck expiration time to 30 minutes or so.

Give the owner (perhaps anyone?) the ability to right-click a wreck and choose "Preserve nearby wrecks for salvaging", that increases the wreck timer to 3-4 hours, and survives down-time. Options could also include "Preserve for fleet" and "Preserve for corp", although they are more likely to be on-grid with you. It would be independent of the wreck "status" (blue, yellow), although would that need to change for "Preserve for fleet"?

An alternative, that increases the potential for conflict, is to allow the player to drop a beacon that preserves wrecks on grid for 3-4 hours, that shows on the player's overview, but also can be scanned down with a probe launcher by anyone.

Benefits - reduces server load (assuming the majority of wrecks are ignored), allows more efficient missioning (mission-mission-mission-loot, instead of mission-loot-mission-loot), ninja looters shouldn't be affected (you can't scan down wrecks anyway; they often have probe launchers fitted to find the mission-runner, so would be on-site fairly quickly).

This signature intentionally left blank for you to fill in at your leisure.

Photon Ceray
Palmyra Universal Enterprise
#1034 - 2013-07-20 10:16:20 UTC
Suggestion: make it possible to scoop pos modules to cargo hold from anywhere inside the shields. it's currently taking very long to move big slow ships next to each module.

keywords: POS, anchoring, usability, enablers
Feardelina Crimson
Feardelina Crimson Corporation
#1035 - 2013-07-20 11:31:40 UTC
Suggestion: Добавить возможность забирать контракт-аукцион, если хозяин контракта заблокирован.
Keywords: контракты, аукцион.
Note: товар выставлен на аукцион, хозяин за него заплатил, более он ему не принадлежит до окончания.
если была ставка и аукцион окончен - контракт должен забирать победитель независимо от состояния владельца контракта. иначе деньги (ставка) висят - забрать нельзя, контракт висит - ни отменить, ни отказаться. другой игрок не должен страдать, если владелец заблокирован.
Loki Feiht
Warcrows
THE OLD SCHOOL
#1036 - 2013-07-20 12:57:22 UTC  |  Edited by: Loki Feiht
Suggestion: Randomly generated modular content

Keywords: dynamic, modular, content, PvE

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Yankunytjatjara
Ministry of War
Amarr Empire
#1037 - 2013-07-20 13:37:39 UTC  |  Edited by: Yankunytjatjara
Suggestion: warfare links draw aggro when aiding, exactly like repping ships (reuse the same function!)
Keywords: PVP, links, warfare, empire, highsec, lowsec
Note: this is NOT about balancing links, or about on grid vs off grid, but only about making fighting linked people a better user experience in empire space. This improvement is compatible with any other different improvement with links ships. See http://failheap-challenge.com/showthread.php?12015-warfare-links-and-aggro for a complete explanation. This is about allowing link ship hunters to scram neut link ships. Currently a link ship can boost another ship without any fear, the only way to deal with this in highsec is suicide gank it, and that needs a lot of preparation against a ship that can cloak any time: it never happens. If a covops could scram a link ship, we would have many more explosions, and we all love explosions don't we ;) Secundarily, we'd finally get link boosted "soloers" alts to show up on killmails, for great justice!

My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors

Yankunytjatjara
Ministry of War
Amarr Empire
#1038 - 2013-07-20 13:41:30 UTC
Suggestion: more personal ship fittings
Keywords: PVP, fittings, UI, ease of use, ergonomics
Note: Please make the limit infinite. If it means more resources, make it by payment of a plex, I'd pay immediately!

My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors

Yankunytjatjara
Ministry of War
Amarr Empire
#1039 - 2013-07-20 13:45:49 UTC  |  Edited by: Yankunytjatjara
Suggestion: Ship Velocity Vectors
Keywords: PVP, small gang, tactical overlay, UI, overview
Note: Add a single new vector to every ship on the tactical overlay, showing speed and direction of each ship. Additionally (optionally), add a new overview tab that governs the filtering and colouring of the velocity vectors. Make the vectors always show up with the same size, independently of zoom level, because they're more useful the more the screen is zoomed out. See https://forums.eveonline.com/default.aspx?g=posts&m=896733#post896733 and http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1325992 for a complete explanation and lots of support, including CSM Trebor Daehdoow. Keep this simple, and it will be a great boon to small gang play!

My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors

Geksz
The Fountain
#1040 - 2013-07-20 15:56:51 UTC
Suggestion: Don't activate the circular menu on targeted wrecks and containers.
Keywords: UI, usability, salvage

Note: when you target multiple wrecks/containers in a mission site for example and try to fast click them throu and assign a tractor beam or a salvager to each, if you press the left mouse button a tiny bit too long the cursor will move below the targeted icon of the wreck/container and try to get the circular menu open. <- Bad.