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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
Johnathan Severasse
Dixon Cox Butte Preservation Society
#2441 - 2016-02-15 22:16:42 UTC
Suggestion: Do Not Disturb Button/Toggle Switch

Keywords: UI, QoL, Notifications

Notes: No clue if anyone has proposed this before, but sometimes I don't want any incoming conversations, any notifications, ect...

This is just a simple idea to add a toggle button or switch to turn these off without having to hit escape.

Ideally after turning notifications back on it would not bring up all the notifications at once.
Cearain
Plus 10 NV
#2442 - 2016-02-17 17:04:19 UTC
please bring back the tracking camera.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Aoi Litvyak
Doomheim
#2443 - 2016-02-17 23:20:02 UTC  |  Edited by: Aoi Litvyak
I would like to pin celestial things on the overview, such as gates and stations or POS'es, basically pinning bookmarks on the overview instead of rightclick menu in space, which will save/persist. Like i want only one specific station pinned on it so i dont have to rightclick in space and use an extra submenu, or have a cluttered universal overview.

Yeah, an overview setting for bookmarks, that would work.
Current Habit
The Scope
Gallente Federation
#2444 - 2016-02-18 19:59:52 UTC
In the industry window, it would be neat to see how much m³ the material for an indy job take.
Currently one has to look up what the volume of each individual material is, multiply it and then add up all requirements (or use a third party tool). This is especially tedious when various kinds of material groups are required for the job (some minerals, some PI stuff, ...)
Anise Tig'res
Doomheim
#2445 - 2016-02-21 07:45:15 UTC
Please for the love of all that is holy give us more UI scales, 80%, 70%, 60% and 50% are desperately needed.
Kiddoomer
The Red Sequence
#2446 - 2016-02-21 21:47:04 UTC
Add 25 m3 of drone bay to the Mackinaw.
It's impossible to tank nullsec rats without complex shield booster already with it, struggling with dps too is a little too much to make it really viable especially given the price of the ship.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

exiik Shardani
Imperial Spacedrill and Logistics
#2447 - 2016-02-22 02:17:34 UTC
new aurum item/faction booster - emergency clone jump


it allow you immediately jump to new clone, but then it double your "Next clone jump availability time" and you cannot use that item/booster for next 48 hours.

sry for my English :-(

Dragosta DinTei
Voidlings
V0IDLINGS
#2448 - 2016-02-23 23:29:44 UTC
Suggestion to get people to report bugs.

So reporting bug isn't fun and most people think that someone else will report the bugs they see, so I imagine most people just end up not reporting it.

What if after making X "good" bug reports that character gets a medal (in game with the current medal system already in game) saying how they're a great bug hunter and what not.

Hope it helps!
Bienator II
madmen of the skies
#2449 - 2016-02-25 01:46:17 UTC
if you fit a ship it should automatically take the name of the fitting. Some would still change the ship name (for various reasons) but many would use that for not having to rename the ships ever again.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Praal
Bearded BattleBears
#2450 - 2016-02-26 21:40:17 UTC
Suggestion: Allow us to pause another character's (same account) training queue and start the current one's

Keywords: UI, QoL, Skill Queue

Notes: Logging out, pausing, back in is an unnecessary annoyance with no gameplay benefits
Dragosta DinTei
Voidlings
V0IDLINGS
#2451 - 2016-02-29 02:38:15 UTC
In the fitting window

Let us swap between seeing the % of PG/CPU used and the amount of PG and CPU used when clicking on the numbers, so we don't have to hover over cpu and pg for those that prefer % over amount Image
The Economist
Logically Consistent
#2452 - 2016-03-01 14:36:24 UTC
Idea:

Optional safety button for mods that immobilise you for a long time. Cyno, siege, triage, bastion.

Always moving these to the far side of the ui all on their own and hoping i don't click one by mistake (as has happened to most of us at some point at least once); would be nice to be able to just lock the button in the same way you can lock overload status to prevent accidents.
The Economist
Logically Consistent
#2453 - 2016-03-01 15:46:21 UTC
Forgot about this (not tried in years so could be this has changed in game)

Idea:

Allow tractor use on all player wrecks in 0.0 regardless of whether the owner is in your fleet etc.

Always upset me that my loot whorqual so terribly inefficient in capital fleets.
Lion Drome
Armilies Corporation
Domain Research and Mining Inst.
#2454 - 2016-03-02 21:27:57 UTC  |  Edited by: Lion Drome
Hi there, two Issues I'd like to make a suggestion about, just small things which would make the playing experience so much better.

Removing overlapping scan lines from Planetary Interaction

Been wondering should I make this post for a long time but finally decided to give it a try, hoping it would be noticed.

Last year in one of the fall releases a great thing was added to PI, or more as a feature which removed most likely the largest issue every person doing Planetary Interaction faces. Unfortunately some bug seems to have brought it back. Sad

Scan lines which mess over your vision while trying to place harvest nodes which also "pulse" on/off and trying to differentiate them.

This is probably the largest eyesore in EVE, since you want to have nodes in the best area right? (I.E. White as possible) So you place your stack of nodes all around it, problem, the harvest nodes pulse on/off which make them incredibly difficult to separate them from each other because there is also a a bunch of lines going over the whole planet which simply messes with your head and eyes, creating a huge eyesoar. (Since you're trying to differentiate white from nearly fully transparent which is also being overlayed by white lines)

Example of the Issue (Look at the nodes and you see what I'm talking about)

http://images.akamai.steamusercontent.com/ugc/317873200918947108/DFD9FA95FAB6CB9EFA589D32CC449C3D8C4C80A9/

One node faded, others still quite visible

http://images.akamai.steamusercontent.com/ugc/317873200918947370/5DC72D3287E11E8500648DA033A093034FBD0631/

Wait there are nodes there? Where? I just see blue spots and a very faint white/bluish outline on the most northwestern one.

http://images.akamai.steamusercontent.com/ugc/317873200918947513/DCCC977D82C79EA3A781599D5F73B3DA4E23FE95/

Now try to see the 4 faded nodes & separate them from the white background with the overlapping bunch of lines.

http://images.akamai.steamusercontent.com/ugc/317873200918947625/7D9B9AFDF03C5F18068E03621F77547813E46E36/

See them for a second but a second later, back to image 2 & 3, but now don't really see the northwestern node.



Removing Leadership/Other requirements to enter DED sites

Was on a Black Ops roam recently and we were about to drop on a paladin running a 10/10, problem, when we got bridged into the system and were told to take the gate it was impossible. Leadership V required.

Bit of a WTF moment but did a bit of googling, seems like these were in place back when these were static sites in EVE in the days of ye olde past and the developers decided to put in requirements just to stop the more newer players from farming the sites from the more experienced ones since they didn't require any scanning skills besides having a drake and perhaps 1 logi.

Would be nice to see these limitations to enter removed, all they do currently is prevent things as I mentioned, entering a site to destroy a ship, or say a player which has ranked up to a Tengu, trained for few months just to reach the mystical DED 10/10 site only to face a strong Nope at the gate, the game giving you an artificial limitation. Happened to my friend whom I told of the 10/10's. He trained Tengu skills to max, got T2 heavy missiles and found a site, but unfortunately he had no leadership skills so that's another long train just to train a site he had already trained so long for.

Help me CCP Karkur, you're my only hope.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#2455 - 2016-03-03 05:46:46 UTC
Skill Queue

If you have available skillpoints to inject on a character but that characters skill queue ISNT an active one you cannot rearrange skills in order to inject in the correct order. Every time you reorder the queue you get the pop ups and when you try to inject it just reverts to the old queue skills.

Please give us an option so we can rearrange and save skills to inject in the proper order on non active skill queues!!!

Having to make it active just to do this is a crap workaround.Roll I can understand the desire to make the pop ups to make more queues active but come on CCP.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Mr Duffo
SQUIDS.
#2456 - 2016-03-06 11:16:54 UTC
Real beards and not these silly textures on our skins

Skeggǫld, Skálmǫld, Skildir ro Klofnir!

Never forget! #OICXmassacre2014

Miss Teri
Skybert Organization
#2457 - 2016-03-07 00:49:57 UTC
Suggestion: Make undamaged crystals / blueprints repackage-able

Not being repackage-able, crystals take up a lot of space. Eg. if you have a corp hangar with loot, crystals may take up thousands of spaces, requiring several containers. It would be much better if the crystals that had no damage could be repackaged. It would save space, and it would be easier to see the difference between used and unused crystals. You could also sell the repackaged crystals on the market.

Similarly, once blueprints have been used they cannot be repackaged even if they haven't been researched. Thus they cannot be sold on the market and contracts need to be used.
Miss Teri
Skybert Organization
#2458 - 2016-03-07 00:55:33 UTC
Suggestion: Make containers able to hold any stuff as long as it is packaged.

Today containers cannot hold Mobile Depots, Mobile Tractor Units, containers, etc. Which means if you have these things and like to put stuff in containers, your hangars will be unnecessarily messy. So please help keep our hangars tidy.
Sentry 10
Escape Velocity
#2459 - 2016-03-12 05:42:52 UTC
Suggestion: Allow us to rename or nickname planets containing our Planetary Interaction facilities in the Planetary Colonies window. Very similar to how we can label our different jump clones, it would be neat to be able to label our planets for organization.

Keyword: Planetary Interaction. Labeling. Rename. Nickname. Planetary Colonies.
noone kun
Hisp Eto Corporation
#2460 - 2016-03-13 11:41:05 UTC
structures

Suggestion: automatic bookmarks for mobile structures
Keywords: ui, structures
Note: automaticly created bookmarks for mobile structures deployed by player OR displaying deployed structures in the "personal assets" with avaliability to see content of their cargo. displayng lifetime timer of the structure will be fine too.

Suggestion: ability to deploy mobile structure for group use with other player, fleet or corporation
Keywords: structures
Note: would be wery handy in some cases

Suggestion: station-like docking for customs offices and capital ships
Keywords: ui, ships, structures
Note: structures and capitals will feel much more.. reliable, stately, if player will be able to dock in them

Suggestion: ships under fire should be unable to use npc jump gates or dock to npc stations
Keywords: structures, gameplay
Note: because gate or docking mechanism can take damage from enemy fire

Suggestion: ability for factional warfare milita and nullsec owners to set gate-jumping and station-docking rules on their territory
Keywords: structures, gameplay
Note: like if player can jump/dock under fire or after he agressed someone - for all players or selective (differense rules for owners, neutrals and enemies)

user interface

Suggestion: avaliability to turn off nebulas on the sky cube, gas clouds and sun effects
Keywords: ui, graphicks
Note: those fancy effects are beautiful, yes, but very distracting sometimes.
so it would be nice to see more schematic, clean space when we need it.


Suggestion: ability to link bookmark into chat or mail so other player can set destination from there
Keywords: ui, bookmarks
Note: sharing bookmarks by making them an item and trading/contracting them is still in demand, but there should be faster ways. in the end, bookmark is just bunch of digits that ppl can just send to each other.


Suggestion: displaying mission warp-in point and bookmarks in overview panel (optional)
Keywords: ui, bookmarks

Suggestion: radial menu working in "people & places" and "personal assets"
Keywords: ui

Suggestion: remote accepting/declining/finishing missions
Keywords: ui, pve
Note: for missions not requiring item hauled, similar to remote managing trade orders (tied to "security connections" skill level)

Suggestion: button "loot filtered" for cargo windows where item filters can be applied
Keywords: ui

Suggestion: icon indicating skill or module based fleet bonuses from other player
Keywords: ui

Suggestion: saving ingame browser bookmarks, drone groups and keyboard shortcuts and owerview settings on the server
Keywords: ui, quality of life

Suggestion: avaliability to remotely request, accept and finish security missions which dont need anything hauled to the station
Keywords: ui, missions
Note: if "Dread Pirate Scarlett" can be completed remotely than it is possible and easy to do