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CCP karkur - you're our only hope - new Little Things

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Author
Khanid Voltar
#2001 - 2015-06-14 14:23:22 UTC  |  Edited by: Khanid Voltar
Suggestion: Add a Pause/Play button to top of skill sheet so that when you need to pause a skill to JC or insert an implant one doesn't need to scroll scroll scroll to find the skill needing to be paused, pause it, do the action, scroll scroll scroll again and re-start skill training

Keywords: Jump Clones, Implants, Skill Sheet

Note. As far as I recall the need to pause was primarily to do with the way the server worked at launch. For the same reason, when you were podded, your skill kept on training until completion as if it still had the implants in. But that has all been fixed now, and while this is a minor annoyance, it is something I wish for every time I have to pause skill training.

A pause/play button at the top would just make it a lot quicker and easier.

[edit] alternatively perhaps just allow a right mouse click on the skill sheet button on the Neocom with a pause/restart skill training option
Dangeresque Too
Pistols for Pandas
#2002 - 2015-06-14 20:41:57 UTC
Suggestion: Last Dev Post
Keywords: forums, dev post, searching, feedback
Note: Please add Last Post to search threads for Dev/GM etc posts, like First Post for Dev/GM responses etc.

- - - - -

Trying to find a particular dev post in a thread in which a random dev was the first responder with a post of "FIRSTIES!!!" or "Nice hair today!" is really frustrating and requires slowly scrolling through each page of a thread looking for the Dev tag. Having an option to jump to dev posts in sequence in the thread would tremendously help those of us that routinely give feedback (esp so we can see how much we have been ignored).

You already have a First Dev/GM etc Post button, but is there any way to at the very least be able to see the last dev post in a thread? Unless you are really trying to hide how little feedback and response devs show after the first day or two of a dev started feedback/issues thread.
BeBopAReBop RhubarbPie
Stimulus
Rote Kapelle
#2003 - 2015-06-15 00:17:18 UTC
Gorski Car wrote:
Suggestion: Color the entire row for the next gate in your destination yellow instead of just the icon
Keywords: visibility, travel, Overview

Notes: Right now the icon for the next system on your waypoint list is the only thing that is colored yellow. I personally have had trouble for a long time to see that faint yellow on the black background. The problem even worse now with the new icons and I personally removed them from my overview and that leaves me with no fast way to identify what the next gate on my destination is.

I would like to see the entire row colored yellow for the next gate in line.


Check box on settings to toggle this please.

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Artemis Dragmire
Garoun Investment Bank
Gallente Federation
#2004 - 2015-06-15 00:27:19 UTC
Small suggestion, 2 parts.

Part 1:

Right now, ALL drones, regardless of type, fire little blue lasers that are barely visible in the graphics. Back before Trinity graphics update (yes, WAY back...) each drone fired its racial weapon type. So Amarr drones fired a laser, Minmatar fired autocannons, Gallente fired blasters, and Caldari fired railguns.

It'd be awesome if the drone weapons graphics could be updated so that the diversity in weapons is reflected again. The little blue laser thing is barely visible and rather underwhelming when using drones or fighting against them.

Of course, performance is always a concern, so these effects should be disabled if drone models are disabled in the options.


Part 2:

Related to the above, it used to be the case (again, pre-trinity) that rats fired a variety of ammo types at you. Let's use Blood Raider rats as an example:

Right now, if you are fighting a group of Blood Raider rats, you will either see blueish purple pulse lasers fired at you (Ultraviolet ammuntion) for the close range ships, or you will see red beam lasers fired at you (Infrared I assume?)

Previously, pre-trinity, each rat type depending on its optimal range and orbit would fire a different ammuntion type at you. So you might see a long range rat firing beams at you with Infrared, but a close range one using multifrequency.

Some diversity in ammo types while fighting rats would be appreciated just for the visual effect.

This really only matters against rats that fire lasers and the rats that use hybrids, as I believe these are the only ammo types where color is actually differentiated in any noticeable way (outside of missiles, which are fine).
Cpt Patrick Archer
Crystalline.
#2005 - 2015-06-15 11:53:49 UTC
A window where you can see who you accepted into your corp, but hasn't clicked join yet.

This is a simple way for spies to get into the corp. If a toon was accepted 2 years ago and never joined, and the player moved on to other alliances. He can just go back and join, without anything stopping him.

So there should be a list of "pending members" or something and a remove button.
SandKid
Sunset Logistics Company
#2006 - 2015-06-15 19:15:25 UTC
Simple Quality of Life Request...

Ability to "Drag Out" overview windows so that it is possible to view multiple overview presets simultaneously. Directional Scanner (and any other related ui to the current overview) works off of a "Primary" Overview window, which is denoted with said name and can only be minimized (like current overview) but not closed.

This change enables the pilot to track two or more overview settings for a myriad of tactical and practical uses. Fleet fights particularly would benefit with the ability to build multiple overviews that would be easier to maintain and use than current fleet ui.

Personally, I'd like to see watch lists and the fleet ui be largely rolled into the overview ui as a single, cohesive unit that is highly customizable...but that's a different topic.

TL;DR

Overview Preset Tabs can be dragged out to form a separate secondary, tertiary, etc overview windows - enabling pilots to see their various presets simultaneously as opposed to having to click between tabs.

"Primary" Overview window (the original) will have same title and, as current, can only be minimized. Additional overviews can be closed or re-attached to the primary overview window, much like all other windows in EvE.
CCP karkur
C C P
C C P Alliance
#2007 - 2015-06-15 23:30:51 UTC  |  Edited by: CCP karkur
I'm reading through a bunch of posts here, and I'll comment on some of them. Just because I don't comment on yours doesn't mean it was ignored or something (I'm writing a lot of it down), I'm mostly just replying to posts where I think it's already possible to do what people are asking for Smile

Djiana Lenar wrote:
suggestion :Shortcut to Ship fittings window
You can bind a shortcut to that window (the window is called "Fitting Management")

Khanid Voltar wrote:
Suggestion: Add a Pause/Play button to top of skill sheet so that when you need to pause a skill to JC or insert an implant
You don't have to pause it to insert implant anymore. We changed it probably 2 years ago, and hopefully we can do the same for JC when the skill system has been changed.


Sniper Smith wrote:
Suggestion: Copy Contents of a Container
Keywords: ui
Note: If you use 'View Contents" on a can, ship, etc, you can't copy the list of items to the Clipboard
You can do that. As with many windows where multi select is not allowed, just select the list itself (if you have anything selected, deselect by ctrl+click it), and do ctrl+c.

Sniper Smith wrote:
Suggestion: Jump Clones remember Names
That should be fixed in next release.

Ortus Maleficus wrote:
Add the option to have chat channels only Blink on Mention -- Blink can be off, but if someone links your character name in that channel, then it will blink.
That should be possible now. Click on the cogwheel in the chat window, and select "Set Word Filters"

1Robert McNamara1 wrote:
Great work on the stargates for autopilot (only the next in line is yellow).Can you do the same work for stations?
I think that will be changed in the next release (only your next "destination" is yellow).

Sard Caid wrote:
Usually once I've determined which jump clone to jump to, I realize I need to navigate back to the 'Skills' tab, open the training queue, pause my current plan, navigate back to the "Jump Clones" tab and hit jump buttan. This is not ideal.
This will hopefully be revisited after Brain-in-a-box becomes a thing... until then you know you can click on the blue skill bar under your portrait to open skill queue, yes?
Tyranis Marcus wrote:
I have to say, I hate seeing the CSM as a middle-man, here.
Believe me, I read these threads and copy and paste stuff that I find interesting/promising into Notepad files Smile But the CSM did a great summary that highlighted some things and made searching for certain suggestions a lot easier

Mikenche wrote:
Suggestion: Save overview presets and tabs on the server
As of August 2014 this was possible. See this devblog

Necharo Rackham wrote:
Suggestion: Allow 2 inventory windows, or allow two inventory contents windows to be open side by - like file manager with two directories open at the same time.
You can drag the hangar from the tree to open a new window or ctrl+click the hangar and I think there is a third way to open a new window in the settings in the upper left corner of the window.

Rhakaro wrote:
Suggestion: Allow right clicking of characters in notifications
I believe this is now possible... try right clicking on the character portrait.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Joia Crenca
Science and Trade Institute
Caldari State
#2008 - 2015-06-16 00:11:28 UTC
CCP karkur wrote:



SHE'S ALIVE!!! Also, welcome back to the forums! Big smileBig smileBig smile
Masao Kurata
Perkone
Caldari State
#2009 - 2015-06-16 01:21:17 UTC
CCP karkur wrote:
Messenger Of Truth wrote:
Courier contracts: it would be great if you could drag a station link to the destination field.
What I currently have to do is this:
* show info on the destination station bookmark,
* drag the icon/picture of the station to a chat window to create a link,
* select and copy the link
* paste the link into the destination field
I might be misunderstanding, but why don't you just right click the destination station? Also, when you have an info widow open for a station, you can click the icon in the upper left corner, and from there you can set destination


You are misunderstanding, that request was about creating contracts, hence "drag a station link to the destination field".
CCP karkur
C C P
C C P Alliance
#2010 - 2015-06-16 01:30:19 UTC  |  Edited by: CCP karkur
Masao Kurata wrote:
CCP karkur wrote:
Messenger Of Truth wrote:
Courier contracts: it would be great if you could drag a station link to the destination field.
What I currently have to do is this:
* show info on the destination station bookmark,
* drag the icon/picture of the station to a chat window to create a link,
* select and copy the link
* paste the link into the destination field
I might be misunderstanding, but why don't you just right click the destination station? Also, when you have an info widow open for a station, you can click the icon in the upper left corner, and from there you can set destination


You are misunderstanding, that request was about creating contracts, hence "drag a station link to the destination field".
Ah...right, missed that part where contracts were mentionedSmile was thinking of another "destination field", and that he was trying to set destination. Tthanks Smile (I'll now remove it from my post and pretend this never happened P)

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Calorn Marthor
Standard Fuel Company
#2011 - 2015-06-16 08:30:03 UTC  |  Edited by: Calorn Marthor
Suggestion:

make it so that bookmarks can be edited in hangars (better: created/edited)
If a bookmark is created in a hangar, it can point anywhere (maybe to the station/container location).

Background:
as someone who does a lot of industry together with other players, we need to coordinate.
Lots of things need to be planned and we rely on bookmarks left in certain containers/hangars to indicate ToDos etc.
Also, since industry jobs take time and we are frequently not online simultaneously (where we could use Teamspeak or chat), we communicate through notes:
"I already did X" (X={refuel the tower, set up the reactor, buy material, ...})
"please check Y"
It is important that the notes can be IN EVERY container/inventory folder.
We have containers like "stuff to build" where you would put notes like "Linear Shield Emitter x1200" or
"buy in Jita" where you could place a note "Nitrogen Isotopes x800k"

So basically what is needed is the ability to leave comments/notes in hangars. Bookmarks are okay as a workaround, but you need to import them to your bookmarks before you can edit them. Also you can't just create a new bookmark in a container.
Denver White
Eternal Gibbons
#2012 - 2015-06-16 09:57:35 UTC
Please let us have the option to stop chat blink on mouse over again instead of having to click them, it's horrible with many channels open :)

Come live in null sec! Join ingame channel PUBLICFUSEN today!

Winter Archipelago
Autumn Industrial Enterprises
#2013 - 2015-06-16 17:11:33 UTC
Suggestion: Add a "[Group] Last Post" links to the forums, in addition to the "[Group] First Post" links we already have.

This is just something that would help people to find the most recent "authority" posts, especially in large threads. While it's always possible to click on the banner on the groups' portraits to jump to the next post by that group, it gets tedious in large threads, and if you're following multiple threads, it isn't always easy to remember which page had the last post in each one.

Keywords: forum, usability
Masao Kurata
Perkone
Caldari State
#2014 - 2015-06-16 17:44:06 UTC
Suggestion: Split the missed hits notifications filter for the combat log into incoming/outgoing.

Rationale: If you are regularly sig tanking, the incoming missed hits notification absolutely spam your combat log, but outgoing missed hit notifications are important information.

Keywords: UI, Quality of life, PVP, PVE
Elizabeth Norn
Nornir Research
Nornir Empire
#2015 - 2015-06-16 23:08:24 UTC  |  Edited by: Elizabeth Norn
Suggestion: Add warning to reset market quickbar button
Keywords: market, quality of life, CeriouslyPP
Note:
SandKid
Sunset Logistics Company
#2016 - 2015-06-17 01:48:55 UTC
Suggestion: Mobile Depots populate in "assets", allowing them to be warped to and their contents viewed remotely.
Reason: Less bookmarks, ability to see what is in it from distance if using as a supply point and planning on 'refilling' it
EX: Deployed Mobile Depot in Jita shows in Assets as "Jita - [Mobile Depot Name] - 26 Items - 4 Jumps
-Shows the 26 items in it when I select it in Assets and expand
-If in Jita, I can right-click the depot in assets and select "warp to" and "warp to at distance"


Suggestion: Allow overview presets to each have a unique ordering of tags (criminal, militia, corp...etc) as well as unique columns.
Reason: More robust overview utility
EX: Fleet Tab shows Fleet, Militia and War Targets at top, criminals and suspect lower, angular and transversal velocity, type
-Salvage Tab shows Criminals and Suspect at top, transversal velocity, name, and type


Suggestion: The skin a ship is using shows up in Killmail
Reason: Because it was pretty


Suggestion: Planetary Interaction "Create Link" activates linking, and doesn't deactivate until you click "Stop Linking":
Reason: Clickfest reduction
-Open Links, Click "Create Link". "Create Link" changes to "Stop Linking"
-Link forms between first two structures clicked
-Third structure clicked, link starts, fourth structure clicked, link ends
-Rinse Repeat
-Click "Stop Linking" to not make anymore links.
-Click "Submit" as normal to set the links in place permanently


Suggestion: Planetary Interaction - Multiple Stage Routing
Reason: Clickfest reduction
-Open origin point of product (Ex: Harvester, Base Metals)
-Select Routing, then Product (Base Metals), then "Create Route"
-Click on first point of Route (Ex: Storage Facility). "Create Route" changes to "Finish Route"
-Click on second point of Route (Ex: Basic Processor Facility). Link shows route continuing from storage facility to processor
-Click "Finalize Route". Both routes have been created (Harvester to Storage, Storage to Processor) and display at their respective facilities as normal.


Suggestion: Ability to name Command Centers in Planetary Interaction
Reason: So I remember which planets are completing what tasks
(Ok fine, this is lazy there's only six of them at most...leave me alone!)
-Rename option in planet viewer when command center is selected
-Name of CC shows in Planetary Interaction interface for selecting planets
-EX: Todaki IV - [Fuel Blocks] (Barren)
Xercodo
Cruor Angelicus
#2017 - 2015-06-17 08:22:19 UTC  |  Edited by: Xercodo
Suggestion: Strip rack on fitting. Sometimes I wanna swap all the guns but nothing else.

Suggestion: Fitting saved fits in space. I can understand if this were to only work based on your main cargo bay. Also allow for strip fitting to work similarly. If cargo can't hold all the striped modules then those remain fitted.

Fix: Detach network updates from the UI. Opening the market or a cargo container causing a complete FREEZE is terrible. I understand that the UI needs to wait for the feedback from the server to load the contents but I hate the fact it totally freezes the client, dropping the frame rate into single digits, and makes all other elements unresponsive.

Didn't you guys have a sort of "buffering" animated icon a while back? What ever happened to that?

The Drake is a Lie

Helios Anduath
The Scope
Gallente Federation
#2018 - 2015-06-17 13:16:33 UTC
Suggestion: Make the Festival Launcher NOT need a Missile Launcher hardpoint

Tags: Hugs, Festival Launcher, Fireworks, Snowballs

Note: As it stands, a ship requires a missile launcher hard point to fit a festival launcher. This excludes a significant number of ships from being able to fit them. What is even more disappointing is it is the Gallente, a race known for their extravagent pleasure seeking, who seem to suffer significantly from not being able to fit this particular joy-inducing module.
Rionan Nafee
#2019 - 2015-06-17 16:34:31 UTC

  • Suggestion: At the Locator Agent it would be great if the input window for the located character would not block the complete screen but the name of the character could be dragged from chat or other windows into the field.
  • Keywords: locator agent

Xercodo
Cruor Angelicus
#2020 - 2015-06-17 17:13:01 UTC
Helios Anduath wrote:
Suggestion: Make the Festival Launcher NOT need a Missile Launcher hardpoint

Tags: Hugs, Festival Launcher, Fireworks, Snowballs

Note: As it stands, a ship requires a missile launcher hard point to fit a festival launcher. This excludes a significant number of ships from being able to fit them. What is even more disappointing is it is the Gallente, a race known for their extravagent pleasure seeking, who seem to suffer significantly from not being able to fit this particular joy-inducing module.


Agreed, the original snowball launcher didnt care either, I have no idea why this one does or should care about a launcher slot.

The Drake is a Lie