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Player Features and Ideas Discussion

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

First post First post First post
Author
Philip Ogtaulmolfi
We are not bad. Just unlucky
#2181 - 2015-09-08 16:30:56 UTC
It would be useful to sell items in a container.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#2182 - 2015-09-09 15:29:54 UTC
I would like to see ccp implement 2 new things which are the following:


1. A stop the deactivate action, if you deactivate a module it blinks red, the only way to get it active again is to reactivate it after it has stopped its cycle and has fallen off, i would like to stop the module from deactivating before the cycle ends, i.e stop the red and get green back and it just keep on running as normal.


2. Targeting keybinds, if you have a number of target locked up afaik you can only switch between them by clicking - there should be keybinds for this as it is fairly important.


The reason why i think those 2 things are pretty important is that if you spam mwd, scram, web or similar in any pvp situation you usually double tap, clicking the mod twice, 1 cycle gets through then you have to reactivate it, not beeing able to keep them running without wasting 1-2 seconds to reactivate them is terrible and can cause losses and lost kills in tons of situations. An example is the mwd, you get scrammed by something and spam your mwd, you get 1 cycle off due to neuts/jamms/whatever and are away to freedom but having spammed it it dies after its first cycle and you not moving at all + the drastic speed loss you get due to that means the enemy fleet has caught up. Or you have a guardian who spams his reps on a target, the first cycle gets through but then you deactivate and have to reactive and the 1 second you lose causes the target to die.

Or even simpler, you caught a carrier in a belt, you spam scram while approaching and get it, he spams warp and due to you having clicked it at least twice he warps away. Some of that stuff can be played around like the scram thing but mwd dropping is huge and you cant do much about it.

The target selection is similar, it just limits what you can do - you are burning in 1 direction, having to spam a scram and 2 webs on enemys trying to pin you down, you constantly have to reheat to get range, actviate the tackle mods over and over, manage heat on guns and mwd while also spamming warp to 0 to the celestial you are aligned to. Which is somewhat possible with good keybinds (lol@people with f keys (bar a select 3)) but having to constantly spam target swaps with your mouse and thus you not beeing able to spam warp and it costing you massively to lock up new targets time wise that the second the arazu/ceptor did drop its point you have something stupid selected and cant swap quickly enough cause your mouse is on the overview to lock up something. Beeing able to simply swap target with more keybinds, i.e target 1, target 2, target 3, target 4 and so on would be huge and a very big improvement to how the game could be played.


Those two things are small, easy (i think) to implement that would make piloting a lot easier by taking much of the clunkyness out of it.


If there is a way to already do that please do let me know.
Seliah
Blades of Liberty
#2183 - 2015-09-10 18:24:59 UTC
Would be nice to have the ability to specify a volume rather than a quantity when buying something. For example, if I want to buy "enough helium isotopes to fill my cargo", I don't care about how much I buy, I care about how much m3 it will take.

A simpler version would be to just display the m3 something will take in the buy window so you can adjust quantity until you get what you need.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#2184 - 2015-09-10 23:56:16 UTC
W0lf Crendraven wrote:
I would like to see ccp implement 2 new things which are the following:


1. A stop the deactivate action, if you deactivate a module it blinks red, the only way to get it active again is to reactivate it after it has stopped its cycle and has fallen off, i would like to stop the module from deactivating before the cycle ends, i.e stop the red and get green back and it just keep on running as normal.



Maybe a "shift click" on the module, as in, DE-de-activate?

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

W0lf Crendraven
The Tuskers
The Tuskers Co.
#2185 - 2015-09-11 11:35:10 UTC
TheSmokingHertog wrote:
W0lf Crendraven wrote:
I would like to see ccp implement 2 new things which are the following:


1. A stop the deactivate action, if you deactivate a module it blinks red, the only way to get it active again is to reactivate it after it has stopped its cycle and has fallen off, i would like to stop the module from deactivating before the cycle ends, i.e stop the red and get green back and it just keep on running as normal.



Maybe a "shift click" on the module, as in, DE-de-activate?


General idea yes, not shift though as that is already the overheat button.
IcyMidnight
Nobody in Local
Deepwater Hooligans
#2186 - 2015-09-13 03:37:46 UTC
Tags: multi-monitor, multi-box

I've recently taken the multi-monitor plunge and have found a few annoyances that could easily be ironed out.

  1. Poll for graphics adapters more often

  2. Eve gets a list of graphics adapters at start up, but then never looks again so if you change which monitors are connected you get hosed. I connect my displays via Display Port/HDMI and when my displays go to sleep or are switched to another input they are seen by my OS as having been disconnected. When they come back Eve has no idea about them. Even worse once the display configuration changes Eve gets confused and eventually ends up rendering *below* the main display so if you're not careful your game will disappear on you and you'll have to restart the client.

    It would be good if Eve detected display configuration changes, or at least polled for the latest configuration when opening the Escape menu (or there was a button to poll)

  3. Allow window set ups to be stored (like Overview setups)

  4. When moving from one display to another (say a 4K display to a 1920x1200 or from a horizontal to vertical display) window layouts become hugely broken. It would be good to be able to save the window layout (+ UI scaling, graphics settings, etc) to a config file to be recalled and used later. This would also make sharing layouts between accounts really nice.

  5. Escape menu keyboard navigation

  6. I occasionally end up with the escape menu being partially hidden or rending at twice the size. This means I can't actually get to it with my mouse. It would be good if keyboard navigation worked well. E.g. right now Enter activates the currently select UI item. It would be more useful (and I think follow UI conventions) if space bar activated the active UI element and return/enter accepted the state (i.e. the apply button or the close button)

  7. Escape menu movable

  8. When I get stuck in situations like the above it would be nice if I could move the Escape window around so it was where I could use it best.
Createse
Great Chain of Being
Ship Replacement Programme
#2187 - 2015-09-13 16:18:50 UTC  |  Edited by: Createse
  • Suggestion: Add horizontal scrollbars to UI elements.
  • Keywords: horizontal, scrollbar, UI, window.
  • ---

    ...because not everyone has wide-screen monitors; or goes full-screen.
    Scatim Helicon
    State War Academy
    Caldari State
    #2188 - 2015-09-13 16:24:31 UTC
    Suggestion: Allow players to include the injection of a skillbook and commencing training of the new skill to level 1 and beyond as an action in the skill queue as long as the prerequisites are met.
    Keywords: skill queue

    Every time you post a WiS thread, Hilmar strangles a kitten.

    Messenger Of Truth
    Butlerian Crusade
    #2189 - 2015-09-16 10:11:52 UTC
    Tags: courier, contract, hauling, industry

    For courier contracts, it would be really helpful if I could drag a station into the destination field and it would get filled in. If I click show info on a station, I can drag the station icon into chat and it provides a link, but if I drag this icon into the courier destination field it doesn't do anything.

    It would also be nice if bookmarks of stations could be dragged into courier contract destination field.

    Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck

    Visit "Haulers Channel" in game for all matters courier-related.

    Structure name/system API: stop.hammerti.me.uk/api

    Feledain
    Elmsfeuer
    #2190 - 2015-09-16 10:59:50 UTC
    Sorry if its a double post but i saw a nice idea in Warefare & Tactics. https://forums.eveonline.com/default.aspx?g=posts&t=444322&find

    Short form: If a fleet member locks you up you get green boxed instead of yellow / red
    Dave Shakura
    Republic Military School
    Minmatar Republic
    #2191 - 2015-09-16 11:35:50 UTC
    Tooltip for characters in local showing the assigned contact label, like in the online/offline notification for watchlisted contacts.

    Bookmarks in space should be selectable like every other celestial so they can be used with the selected item window.

    @ Wolf: There are keybinds for next/previous target (navigation tab)
    Aivlis Eldelbar
    State War Academy
    Caldari State
    #2192 - 2015-09-16 12:21:09 UTC
    W0lf Crendraven wrote:


    2. Targeting keybinds, if you have a number of target locked up afaik you can only switch between them by clicking - there should be keybinds for this as it is fairly important.



    Keybinds for Next/Previous Target already exist. I have them bound to the 4th and 5th mouse buttons and they work wonders in target-rich environments.
    Kerrec Snowmane
    Center for Advanced Studies
    Gallente Federation
    #2193 - 2015-09-16 15:31:18 UTC
    I was brainstorming a recent loss, and suggested a possible "I could have" solution that may have helped me. It was shot down because I didn't fully understand the game mechanics, but looking at how I thought it worked, I can't for the life of me figure out why it wouldn't work that way.

    How I thought it worked: Drones with Aggressive setting will ALWAYS auto-attack the first ship to apply some form of offensive module against you.

    How it actually works: Drones with Aggressive setting will ONLY auto-attack the first ship to apply some form of offensive module against you, IF they were already deployed in space when the enemy ship STARTED applying that offensive module.

    Now, there is some extra fuzzy logic that has to do with the drone killing it's current target. When that happens, it will target another ship, based on some magic logic.

    Show us on the doll where the bad man touched you?

    OK, here's what happened. I was ratting in Wormhole space with a passive shield regen Myrmidon. A Sabre landed on me and bubbled. I disconnected from my heavy drones and launched Warrior II's, then proceeded to try to lock something. While I was doing this a Falcon and a couple of Rooks landed on field and jammed me. I was still alive at this point, as the ships on field couldn't break my tank. Then bombers started to show up, one at a time, stragglers. I killed one of the bombers because my drones auto-agressed it. But then my drones randomly aggressed something tankier, maybe the Falcon. I don't really know. I proceeded to die, my offering to Bob.

    So afterwards I was thinking about what I could have done, once caught. It occurred to me that I could have recalled my drones and redeployed them to ghetto choose a random target (assuming it worked like I originally thought). But no, the game mechanics will leave your set to aggressive drones happily orbiting you as you are destroyed.

    I can't think of any other situation (with my noted lack of experience in all things EVE) where having the drones aggress even when deployed AFTER being engaged would break anything. Jams are sucky, and the only counter to them is to bring more ships than the jamming ship can jam, or jam them with your own jamming ship. I don't see why adding drone boats with ghetto random auto-targeting would be a bad thing for the game. It would allow for a decidedly RNG (might work, might not, how lucky do you feel?) counter to the Jamming meta.
    Current Habit
    The Scope
    Gallente Federation
    #2194 - 2015-09-16 20:10:44 UTC
    In the Sell Item-window, it would be nice to split up the 'sell immediate' option and the options for creating a sell order.

    Right now, when switching between creating a 90 day sell order (the most commonly used option due to the lack of disadvantages compared to the shorter variants) and the sell immediate option, it's necessary to scroll because the dropdown-menu is too small.

    My suggestion is to move the 'sell immediate' option out of the dropdown-menu into the Sell Item-window itself.
    This would players give the option between:


    • Sell immediate
    • Create sell order for 1 Day/3 Days/7 Days/ 14 Days/30 Days/90 Days


    The timeframe for the sell order would still be in a dropdown-menu. This allows much quicker switching, requiring only one click instead of two (especially useful when selling a mixture of high value items with sell orders and cheaper items to buy orders). In addition, it would make it more obvious to new players that selecting an option other than sell immediate creates a sell order with the selected duration.

    Ortus Maleficus
    Lambent Enterprises
    #2195 - 2015-09-17 16:46:20 UTC
    Retain FOV setting between jumps

    If you set your FOV to make Eve look awesome (as explained in this vid: https://www.youtube.com/watch?v=OttpSwaATl4 ), it does indeed look awesome, however, it doesn't save when you jump.

    I would like FOV to be saved unless reset by the player.
    Masao Kurata
    Perkone
    Caldari State
    #2196 - 2015-09-17 23:06:42 UTC
    Suggestion: Add warning for attempting to board a ship if doing so will offline some modules which are currently online. Specify which modules will be offlined in the warning and ideally (although this would probably no longer be a small thing as it would be very different from existing warnings) offer the option of which modules to offline in the case that modules are being offlined because of insufficient powergrid or cpu. If the player chooses to heed the warning, do not board the ship and do not offline any modules.
    Rationale: The offline modules undocking warning is useless. Offline cynos, offline cloaks, offline probe launchers etc. are very common so everyone who uses a fit with offline modules silences that warning. Also accidentally boarding a ship you are just holding for other pilots offlines modules you aren't trained for and you need to hand it back to a pilot who can use those modules to get them back online.
    Keywords: Fitting, UI, Quality of Life.
    Lusty Muffins
    Throw More Dots
    #2197 - 2015-09-18 08:04:57 UTC
    in ISIS

    Gallente need "Hull Tanking" added to their racial icons in the top left.

    Fozzie knows whats up.
    Sejarre
    Center for Advanced Studies
    Gallente Federation
    #2198 - 2015-09-18 15:08:19 UTC
    Bringing this baby back: Personal wallet divisions.

    We already have the thread(s), but I figured it would not hurt to add it back here again too.

    It should not be neccesary to be in a one-man corporation to have access to multiple wallet divisions. And having to send money on other toons on your account kinda feels like sending money to the Cayman Islands or Switzerland, when you just wanted a rainy days savings account...

    Tags: Quality of Life, Budgeting
    hellokittyonline
    Hellokitty's Online Adventure
    The Conference
    #2199 - 2015-09-18 18:38:28 UTC  |  Edited by: hellokittyonline
    Been playing this game for some time and there have been a few problems/bugs that have remained unfixed since I joined 6 years ago. So here we go.

    • suggestion: spamming lock as you land on grid often results in a lock cycle that fails.
    • keywords: ui, combat, bug

    ---
    1: spamming lock will sometimes result in a lock cycle that fails. With frig pvp being the thing in low sec right now this really needs to be fixed as a failed lock cycle is 9x out of 10 a lost ship in a frigate fight.


    • suggestion: ship name randomly resets in space.
    • keywords: ui, bug

    ---
    2: ship name randomly resets in space. This is a much bigger deal then you think. For instance if I'm in a populated system and warp in on someone is rather them not have time to look me up on zkil before the fight starts.


    • suggestion: a way to view drone control range in game
    • keywords: ui, drones

    ---
    3: there is somehow still not a way to view your drone control range in game, yet there a ship skins. Priorities ppl!


    • suggestion: if one of my accounts is afk for too long all of my accounts socket close.
    • keywords: multiboxing, bug, account

    ---
    4: if I have multiple accounts open and am afk on one of them all of my accounts socket close when I attempt an action on the previously afk account. The threshold for this used to be much higher (I could be afk for a longer time) but in general none of my accounts should be socket closing as long as I am active on one of them. This has made one of my setups nearly unplayable as one of my accounts is sitting in station for Intel on who's docked. Having to randomly make an action every 5 minutes and then still not knowing if my accounts are going to socket close when I need to undock the alt (which would be right in the middle of an engagement in this particular setup) is REALLY BAD


    • suggestion: modules cycle animations desync constantly.
    • keywords: modules, ui, bug

    ---
    5: module cycle animations are pretty much always desynced. I'm sure there's some speghetti code reasoning as to why this still exists but it's still no less annoying.


    • suggestion: if I click warp and am then pointed my ship stops instead of remaining aligned.
    • keywords: combat, ui, quality of life

    ---
    6: if a warp scram/disruptive is activated on you while you are attempting a warp your ship decelerates instead of just remaining aligned. This isn't necessarily a bug but makes warping out in combat way more of a pain then it should be. Just needless tedium.


    • suggestion: cap boosters do not always automatically reload
    • keywords: bug, modules

    ---
    7: cap boosters sometimes will not automatically reload even though there are charges in the cargo hold. BIG DEAL, game breaking.


    I'm not sure this is where I should be posting bugs but it seems your bug report system will not touch any of these suggestions with a 10 foot pole. I understand you guys are busy attempting to appeal to a market that you're never going to be able to realistically attract but it would be nice if you'd make a few changes for us loyal customers every once in a while.
    Rob Kaichin
    Aliastra
    Gallente Federation
    #2200 - 2015-09-18 20:07:19 UTC
    A addition to the item description of the various Cerebral Accelerators that notes that they are lost on Clone Jump, but not lost on Pod Death.

    A very little thing, but it would be good for new guys!