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

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Author
Herbinator d'Arcadie
Arkadian Knight
#721 - 2014-05-14 10:22:42 UTC
Suggestion: Color code variations in ship scanner results.
Keywords: scanner, new player experience
Note: The newer player unfamiliar with anomalies and signatures could use an indication of their degree of difficulty. Anomalies should have a green gradient to convey difficulty. Signatures, after successful scanning, maybe a blue, yellow or red gradient depending on type.

"Block" pigs. Refuse to fly with them.

Akasha Mayan
Bat Country
Pandemic Horde
#722 - 2014-05-14 12:58:16 UTC
Allow to drag pilots from the overview to link a name in channel. If in fleet, allow drag directly into to an open watch list.

Change the channel character search result filter so that if you you type and highlight e.g. "Lake" It will have that exact character as its top entry. (Currently - ignoring punctuation like ', it searches like *Lake* - sorted alphabetically - there is no way to search for an exact match which puts the target somewhere in the middle of >500 names). I'd care about a functional search less, if I could drag directly from overview.
Chribba
Otherworld Enterprises
Otherworld Empire
#723 - 2014-05-14 20:04:53 UTC
Adding to this, we seriously need to know if a chat invite is for a private chat - or for a channel. It's somewhat annoying to accept an invite and landing in some weird channel that you have absolutely no interest in being in, but you don't know until you click accept.

/c

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

Alistone Malikite
Echo Unleashed
#724 - 2014-05-14 22:23:17 UTC  |  Edited by: Alistone Malikite
Suggestion: Remove blinking from Ewar module icons at end of cycle.
Keywords: ECM EWAR Blinking Flashing

Note: When you use EWAR (specifically ECM) on a target whether it is successfull or not is indicated by either a solid icon or a dim/gray icon on the target ship icon. Near the end of the cycle this icon begins to flash between solid and dim/gray to indicate the cycle is ending. Please remove the flashing. It adds nothing but confusion; especially to ECM. People can see from the "circle" effect when their module cycle is ending. But the flashing makes it impossible to see if the current cycle was effective or not.

For ECM when you are splitting jammers and constantly swapping them between ships based on whether the previous cycle was successful or not this is a real challenge. And as far as I can tell the flashing is entirely unnecessary.
Jekira Nu
Perkone
Caldari State
#725 - 2014-05-15 11:17:59 UTC
I would like to know who my Remote Armor/Shield rep is going to.


  • Right now there is no tracking as to which repper is going to which target.
  • Add in a chaotic fight and it's not terribly clear who exactly is getting which rep.
  • When you are trying to save multiple targets, or when you're trying to shift from one target that was saved, you have no real idea if you just turned off the right repper.


Maybe a nifty tooltip when I hover over the repper?
Armin Rubinstein
#726 - 2014-05-15 13:38:13 UTC  |  Edited by: Armin Rubinstein
void -- workaround made this obsolete
Akasha Mayan
Bat Country
Pandemic Horde
#727 - 2014-05-15 13:40:15 UTC
Jekira Nu wrote:
I would like to know who my Remote Armor/Shield rep is going to.


  • Right now there is no tracking as to which repper is going to which target.
  • Add in a chaotic fight and it's not terribly clear who exactly is getting which rep.
  • When you are trying to save multiple targets, or when you're trying to shift from one target that was saved, you have no real idea if you just turned off the right repper.


Maybe a nifty tooltip when I hover over the repper?


Double click the repair icon(s) next to the locked target to deactivate those modules. The locked targets row can be rearranged to be above your modules.
Last Wolf
Umbra Wing
#728 - 2014-05-15 14:08:14 UTC
Akasha Mayan wrote:
Jekira Nu wrote:
I would like to know who my Remote Armor/Shield rep is going to.


  • Right now there is no tracking as to which repper is going to which target.
  • Add in a chaotic fight and it's not terribly clear who exactly is getting which rep.
  • When you are trying to save multiple targets, or when you're trying to shift from one target that was saved, you have no real idea if you just turned off the right repper.


Maybe a nifty tooltip when I hover over the repper?


Double click the repair icon(s) next to the locked target to deactivate those modules. The locked targets row can be rearranged to be above your modules.


Also, when you hover over your mod, it draws a little faint line to the target it is effecting.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Lloyd Roses
Artificial Memories
#729 - 2014-05-15 18:01:43 UTC
Suggestion: Highlight active ship (color 1) and damaged modules/ships (color 2) in the station facilities.
Keywords: UI, station, inventory

Note: Corp hangar got some 40 rail-thorax in it, half of those got burnt out modules. So entering the repair facilities I'd look at Blue-Fire's Thorax (41 times) and I really got no clue which one to repair. So I close the repair facs and go with the right-click menu, again. That will send me back to the repair facs... :S

Further it would be nice if damaged and burnt out modules could have seperate indicators. As a wormhole dweller and lover of hawks and dramiels, I saved up a bigger double-digit number of burnt out 1mn MWDs. Would be cool if we could filter those to grab all burnt out modules easily and ferry them to a station to repair.
Armin Rubinstein
#730 - 2014-05-16 12:05:40 UTC  |  Edited by: Armin Rubinstein
  • Suggestion: Cardinal direction indication for scanning/navigation
  • Keywords: scanning, overlay, navigation, solar system map, ui
  • Note: New Eden space has them, but we are forced to orient ourselves, scan, and navigate by visual landmark brackets
  • ---

    They are in the system anyway, let us easily see them. Toggle-able.

    Use I, II, III, IV or N,E,S,W or any icons (Empires' maybe, based on cluster map). Place them on the tactical overlay with the distance ring labelling axes.
    Or make it their own 'thing' like the sensor overlay, an empty overlay with just 2 orthogonal circles on the sky sphere through poles and parallel to the direction planes. It would be important to have them both in solar map and ship view.

    Extra credit:
    Flip F11-navigation solar system minimap orientation to match fullscreen solar system map's starting camera angle, or vice versa.

    Extra credit:
    Some small, visually not-blocking sub-tics, e.g. every 30°, horizontally and vertically.
    Tornii
    The Scope
    Gallente Federation
    #731 - 2014-05-16 14:54:42 UTC
    Would be nice if the new contract notification popup appeared w/o the need of opening the contracts window.
    Harvey James
    The Sengoku Legacy
    #732 - 2014-05-16 17:45:10 UTC
    d-scan history would be nice so hours later i could look over ship names i forgot to save or didn't think necessary.

    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

    ihcn
    Life. Universe. Everything.
    Clockwork Pineapple
    #733 - 2014-05-17 00:54:48 UTC  |  Edited by: ihcn
    CCP uses Python regularly, from what I understand. To quote the famous Python Zen (or PEP 20 if you're a robot), "explicit is better than implicit".

    My alliance is currently in four wars, that are all about to expire: http://i.imgur.com/EMMziDk.png

    If you notice, the start of the war is displayed with a date/time, but the end of the war is only displayed as a time. The date is implicit. This is not pythonic.

    In order to be more pythonic, CCP should modify the war end readout to explicitly state both the date and time of the war's end, rather than leaving the date implicit.
    Circumstantial Evidence
    #734 - 2014-05-17 01:11:17 UTC
    Suggestion: Perform a market query, when double-clicking an item entry in wallet transactions.
    Keywords: UI, market, trading
    Note: Transactions that occurred in other regions may inspire new market orders in the current region. Currently we must manually look up an item in the market browser, if we can't quickly locate it in our list of buy and sell orders. Making this change would also be consistent with behavior that occurs when double-clicking on the wallet orders tab, for items to buy and sell. Please send me 1 isk for every time I have wasted a double-click on the list of wallet transactions.
    Aurelius Aquila
    Deep Core Mining Inc.
    Caldari State
    #735 - 2014-05-17 01:36:57 UTC  |  Edited by: Aurelius Aquila
    @CCP_karkur & @CCP_Punkturis


    Suggestion - Add D.O.B to employment history in the in game character info when you are checking other players.

    Keyword - UI, D.O.B, employment history, eve launch

    The full history of the issue is here - https://forums.eveonline.com/default.aspx?g=posts&t=344475&find=unread
    Deerin
    East Trading Co Ltd
    #736 - 2014-05-17 07:14:06 UTC
    Suggestion: Change the display unit of angular velocity (and tracking) to degrees/second
    Keywords: UI, Overview, Tracking
    Notes: 0.15354 rad/s doesn't mean much 8.8 deg/s is much more comprehensible
    El 1974
    Green Visstick High
    #737 - 2014-05-17 09:58:00 UTC  |  Edited by: El 1974
    Suggestion: Give players more room to seed the market with industrial trade goods
    Keywords: trade goods, science & industry
    Note: Trade goods of the type 'Industrial goods' are seeded on the market by NPCs and also bought by NPCs. Some (maybe all) of these goods are used in Science & Industry. An example is Data Sheets. These goods can also be found in missions and exploration, but have little value because NPCs seed the market at low prices. If more of such items dropped in nullsec, then S&I in nullsec would be more viable.
    Rivr Luzade
    Coreli Corporation
    Pandemic Legion
    #738 - 2014-05-17 18:56:23 UTC
    Suggestion: Make it possible for us to assign certain money influxes to certain wallet divisions.
    Keywords: Wallet, income, divisions
    Notes: I would like to be able to assign my tax incomes from Pocos to a particular division, as an example, in order to be able to see how much exactly I earn with them or what I spend.

    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.

    CirroWing
    Athanah Industries
    #739 - 2014-05-17 19:39:58 UTC  |  Edited by: CirroWing

    • Suggestion: Make the 'Strip Fitting' option work for multiple ships if multiple ships are selected
    • Keywords: UI, Fittings
    • Note: A simple quality of life improvement for Ship Hangar management.
    ---

    Currently the only way to strip fittings from multiple ships at once is the 'Repackage' option, which doesn't work if the selected ships have fitted rigs. It should be fairly straightforward in terms of development time since the strip fitting option already works fine for one ship.
    Jur Tissant
    Garoun Investment Bank
    Gallente Federation
    #740 - 2014-05-17 22:05:00 UTC
    Suggestion: Fix Inertia Stabilizer II
    Keywords: modules, interia stabilizer, T2
    Notes: Current, the highest T1 meta 'Local Hull Conversion Inertial Stabilizers' is identical to the T2 variant, except it has a lower sig radius drawback. It is still cheaper than the T2 module. This can be fixed by decreasing the sig radius drawback on the T2 module to be below the meta module's.