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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
Marlona Sky
State War Academy
Caldari State
#541 - 2014-03-14 01:13:00 UTC
Either remove or give the option to turn off the camera figure eight sway. It makes recording scenes/action very frustrating.
Seliah
Red Cloud Vigil
#542 - 2014-03-14 08:40:12 UTC
Add a button to enable / disable camera tracking directly in the d-scan window.
Trii Seo
Goonswarm Federation
#543 - 2014-03-14 13:55:13 UTC
One thing I even slapped into my signature as I've made a thread about it.

Cyno and Covert Cyno have exactly the same icon. Warp Scram has a different icon to warp disruptor (similar, but coloured differently), MWD and AB have slightly different icons (they're both prop mods but they again differ, just like scram/point).

Cyno/CC having identical icons is highly confusing - while the end result of someone carrying two online and pressing the wrong button may be hilarious, it does get less fun when something gets broken on the way.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Harvey James
The Sengoku Legacy
#544 - 2014-03-14 19:40:48 UTC
add drone control range to attributes under drone bandwidth ...
add ship align time under inertia modifier.. add it to navigation on fittings window also..
show updated drone stats to drones in space
show damaged drones in dronebay

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Vicar2008
MCMLXXVI
#545 - 2014-03-14 19:57:59 UTC
When docked, can the ships hanger show the Insurance symbol on ship icon, say the top right hand corner of the ship symbol display. This will allow to see which are insured and not etc with an [I] with a simple overview. The same applies to meta modules show the meta level on the module symbols Items hangar?

Cheers
Royaldo
Kongsberg Vaapenfabrikk Amarr branch.
Clever Use of Neutral Toons
#546 - 2014-03-15 08:19:58 UTC
- Shared corp notes on people and corp/alliances.


Rastafarian God
#547 - 2014-03-16 02:23:04 UTC
as per request.


Suggestion: Change "give money" to "give ISK" in the right click menu for characters.

Keywords: isk money

Note:
having "give money" instead of "give isk" on the list is confusing since currency is referred to ISK everywhere else in game.



I can never find the option to transfer isk to another character because I am always looking for the word ISK instead of the word "money" on the list. The "give money" option when right clicking a character is the only place that ISK is referred to as money and is both confusion and not inline with the rest of the game.
Harvey James
The Sengoku Legacy
#548 - 2014-03-16 15:55:09 UTC  |  Edited by: Harvey James
i see the label bug is still at large.... contacts still get removed from labels when you log off
the drag and drop into the labels still doesn't work.. great changes.. i hope the next patch is more successful and has some actual ship rebalancing involved rather than very minor tweaks..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Harvey James
The Sengoku Legacy
#549 - 2014-03-17 17:17:01 UTC  |  Edited by: Harvey James
how about making shield amps worth using ... the good ones T2 meta 1 use up 20 plus cpu ..
the meta 0 ones are crazy expensive and still use up 10 cpu ish ... and there is no all round resistances version either..
these are largely frig modules so cpu is tight too begin with make them like the ANP they use 0 cpu and have proper variations/all round resist and meta variation that are affordable.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Trii Seo
Goonswarm Federation
#550 - 2014-03-18 05:48:42 UTC
Another thing, boosters.

It's a tad silly you can sell them on a public market (they're illegal, but it's fine! you can buy them in Jita!) but can't even private contract to someone - or courier them.

Make them contractable, maybe with a warning on both sides that you are about to issue/accept a contract containing illegal items.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Harvey James
The Sengoku Legacy
#551 - 2014-03-18 15:49:11 UTC
Trii Seo wrote:
Another thing, boosters.

It's a tad silly you can sell them on a public market (they're illegal, but it's fine! you can buy them in Jita!) but can't even private contract to someone - or courier them.

Make them contractable, maybe with a warning on both sides that you are about to issue/accept a contract containing illegal items.


there should be an ability to smuggle things to planets or trade stations to sell them to npc's maybe you could only sell them in lowsec but it seems a wasted opportunity and unrealistic atm..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Helia Tranquilis
Confused Bunnies Inc
#552 - 2014-03-19 14:29:17 UTC
The new "Add label" in adding contacts is great, what I'd like to see is that you can edit label or add a label when editing the contact.

Keywords: UI, contacts



ECCM modules (all types) add consistent color coding matching the jammers.

Keywords: modules, ECCM
per
Terpene Conglomerate
#553 - 2014-03-19 15:57:37 UTC  |  Edited by: per

  • Suggestion: adding hotkey for closing all opened info windows
  • Keywords: hotkeys
  • Note: pls pls

  • Suggestion: adding t2 salvage drones
  • Keywords: "new" item
  • Note: shouldn't be hard

  • Suggestion: drone control range in fitting window
  • Keywords: fitting window, drones
  • Note: math is hard

  • Suggestion: adding drone control range in tactical overview
  • Keywords: tactical overview, drones
  • Note: different color than targeting range, maybe adding some simple settings for tactical overview so ppl can setup it to their likings

  • Suggestion: show optimal range for currently launched sentry drones in tactical overlay including activated omnidirectional modules
  • Keywords: tactical overlay, drones
  • Note: probably complex and hard one as fixing info for optimal/falloff in drone info tabs while omnidirects are turned on is broken again as they turned to active modules and adding drones to tactical overlay might be even harder
H3llHound
Center for Advanced Studies
Gallente Federation
#554 - 2014-03-20 10:17:36 UTC
Request for a small UI change:

When having selected a jump portal array(pos mod) in space/overview, allow to jump through with the jump button, as at gates, instead of having to use the rightclick menu.
Akonnen
Birds of Prey Inc.
#555 - 2014-03-20 18:54:31 UTC
Auto-repair contract, it would repair everything on your current ship upon docking without using the repair window. Downside would be that it cost a little more than normal repairs. Maybe a checkbox in the repair window to activate it on/off.
Sal Landry
School of Applied Knowledge
Caldari State
#556 - 2014-03-20 20:40:03 UTC
Please make drone HP visible when they're still in the drone bay, and separate damaged drones from the stacks of undamaged ones so that you can select an undamaged drone to deploy.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#557 - 2014-03-22 14:12:47 UTC

  • Custom presets for broadcast settings.
  • presets, settings, broadcast settings, customizable setups
  • I am a lazy person and don't want to sift through all the options in the broadcast settings every time I use a certain ship type. I instead want to select a Logi Broadcast settings from a drop down list when I fly a logi, and Combat all the Things broadcast settings when I fly my laser boat.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#558 - 2014-03-22 23:09:22 UTC  |  Edited by: Steve Ronuken

  • Suggestion: A reload timer/cycle circle thing for weapons
  • Keywords: UI, module ui
  • Notes: It's not hugely important for most weapons, but when you're in TiDi, waiting for your Interdiction sphere launcher, it's somewhat nerve-racking.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Valtrinor
S0utherN Comfort
#559 - 2014-03-22 23:37:52 UTC  |  Edited by: Valtrinor

  • Suggestion: Include an indicator for module reactivation delay.
  • Keywords: UI, module ui, modules
  • Notes: Extension of the reload time idea (post 558 + CSM 8 #445/907). Possibly in the cycle indicator using yellow for reload and red for delay.

---

Steve Ronuken mentioned his idea on Twitter and while thinking about it, it occurred to me that the logical place for this would be with the current circular white cycle-time indicator. One way to make a change like this even more useful would be to also give indication of a reactivation delay, such as that on cloaks, bomb launchers, cynogens, the Projected ECM Burst, MJD (CSM 8 # 754), and maybe others which I can't think of off the top of my head.

If it were to include both, it might be best represented by, for example, a yellow ring in the current location of the white cycle time ring for reload since that cannot occur simultaneously with a cycle, and a red ring concentric against that segment for reactivation delay so that cycles + reloads can be represented independently of delays.

Twitter: @Valtrinor

Rivr Luzade
Coreli Corporation
Pandemic Legion
#560 - 2014-03-23 15:03:52 UTC
Don't be satisfied with a yellow ring. CCP has made proper numerical timers possible for criminal flags in mouse overs, they also must make this possible for activity timers. Nothing less is acceptable, as asked for several times already in the forum (Here or Here, for instance) If it takes time or needs recoding legacy code then CCP better starts right away with this, because that's what I pay my subscription for. Might turn into a not so little thing if it is done properly from the start, but if it makes the game better who cares, right? Blink

Also, something that I notices again today and would be very helpful with moving bulk stuff around in hangars/ships:


  • Make it possible to move a certain amount of several items at the same time.
  • Move items, bulk move items, modules, hangars
  • Basically CTRL A your hangar and move it with Shift pressed to another location and then move the set amount of items.


Right now you can only move 1 item stack and have a specific number of items in this stack moved to another place with Shift. I want to be able to highlight several item stacks, move them with Shift and have the specified amount of items from all highlighted item stacks moved. This is particularly interesting for me because of PI: I have a 8 different materials that I regularly move from a station to a POCO. At the moment I have to Shift-move every material individually to the ship and it would make my life a lot easier and faster if I could move all items at once in the necessary amounts.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.