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Player Features and Ideas Discussion

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

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Author
Rammix
TheMurk
#161 - 2013-10-11 10:03:05 UTC
GreasyCarl Semah wrote:
It may be unrealistic for technical reasons but not for economics.

Pay better attention to numbers. No tax changes for sov system can compensate such amount of isk.
Notice that I calculated only minimal numbers for illustration.

Your idea is unrealistic and very difficult to realize properly. It would need very huge-scaled changes for nullsec economics which would have very serious impact on the market. It's hard to predict all consequences, and very risky. And it's sure not a "little thing".

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

GreasyCarl Semah
A Game as Old as Empire
#162 - 2013-10-11 16:03:27 UTC
Rammix wrote:
GreasyCarl Semah wrote:
It may be unrealistic for technical reasons but not for economics.
Pay better attention to numbers. No tax changes for sov system can compensate such amount of isk. Notice that I calculated only minimal numbers for illustration. Your idea is unrealistic and very difficult to realize properly. It would need very huge-scaled changes for nullsec economics which would have very serious impact on the market. It's hard to predict all consequences, and very risky. And it's sure not a "little thing".


What amount of ISK? What numbers? You can't begin to even make these statements without answering the question of how many rats need to be killed and what bounty would be offered on those rats. What if I offer a 1 ISK bounty on the rats in my system? What if I offer 10 million ISK? What if I offer nothing as a disincentive for people entering my space?
Mioelnir
Brutor Tribe
Minmatar Republic
#163 - 2013-10-11 21:19:47 UTC

  • Suggestion: add implant name to unplug confirmation dialog
  • Keywords: ui, charsheet
  • Note: similar to the listing on the trash item dialogue

  • Suggestion: move "log off safely" option in right-click menu in space
  • Keywords: ui, inspace
  • Note: it is currently next to "eject from ship" and "self-destruct"

  • Suggestion: separate "Jump" and "Destroy" buttons in Jump Clone tab
  • Keywords: ui, charsheet
  • Note: there should be some separation or border effect added to them

  • Suggestion: show the amount of currently active jobs of a type in the S&I window
  • Keywords: ui, s&i
  • Note: similar to the max jobs indicator at the bottom of the blueprint tab

---
To first: are you sure you want to unplug this implant? I don't know, did I click on the correct one?

To second: well, they should be farther apart. Those are 3 options that never go well together.

To third: there are currently 0 pixels of space between the buttons with no visiual border between end of one button and start of the next. Given their dramatically different outcome, there should be separation

To fourth: for both research and manufacturing, the currently displayed max number only changes 10 times per lifetime of the character at the maximum. To determine how many possible jobs are in use - a number which changes practically daily - one has to manually count the rows in the listing. Easier for manufacturing, overly complicated for research which is used for ME research, PE research, copying, invention and reverse engineering.
Carmen Electra
The Scope
Gallente Federation
#164 - 2013-10-11 21:55:29 UTC
Could we please get the targeting mechanic streamlined a bit? I'm tired of click spamming being such a vital game mechanic.

When someone undocks, comes out of warp, or decloaks, I really should not have to spam my mouse button to target them. As a software developer myself, I can appreciate that there are perhaps some implementation considerations, but it seems like it would be feasible to queue up actions in some manner that could reduce or eliminate click spamming.

Perhaps actions could be queued for 5 seconds meaning that if I go to target someone, and they become targetable within 5 seconds, the UI targets them as soon as the action becomes available. I think it would preferable that there wasn't a hard time limit on it though. Ideally, I would like to be able to indicate to the UI that I would like to lock a player, and then have it lock that player unless I indicate otherwise.

In addition to this, it's a poor user experience to have no visual indicator of lockable vs non-lockable. This is not such an issue in PvE, but in PvP, there is way too much click spam, and it makes the interface feel very clunky. Please let us SEE when a user is lockable.

While we're talking about ways to streamline the interface, it would be really nice if point and web could be "primed" in a way similar to the way you prime your guns before a lock is complete. While a target is locked, I would like to be able to prime my point and/or web modules, burn towards that person, and have these modules engage when they are in range.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#165 - 2013-10-12 02:10:16 UTC  |  Edited by: Abdiel Kavash
Allow me to see (both in game and through the API) the contents of a courier contract I have issued but is still outstanding or in progress.

To elaborate: I am supplying a 0.0 market. I have a spreadsheet that tracks the number of items remaining on my sell orders and notifies me when I start running low. At that point I procure more items in highsec and have them shipped to 0.0 using an alliance courier service. However from this point until they arrive I have no way of tracking the items in transit. I would like to be able to see a count of items on sale + items in transit. Besides manually writing down which items I have already shipped, I don't know which items are actually running out, and which I have already ordered and are waiting to be shipped.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#166 - 2013-10-12 02:55:35 UTC
Add an option to the overview to always bring the next autopilot destination (aka yellow gate) to the top.

In busy systems like Jita it is often needed to scroll through the overview to find the destination gate. Yes, it's possible to make a separate overview showing only gates, but switching back and forth takes almost as much time as the scrolling.
Caellach Marellus
Stormcrows
#167 - 2013-10-14 12:28:35 UTC
Suggestion: In the Science and Industry UI, the "Select installation" window where you pick your lab/factory from needs the top half with the list of various installations needs to expand a lot further than it currently does. From someone with an alt in a manufacturing corp, being able to see roughly 6 out of 40+ installations and scrolling through every time is a pain.
Keywords: ui, S&I
Note: You can extend the bottom half of the UI to cover the entire screen, where you pick the slot in said installation. However most installations have 3-6 slots so all of this space is wasted!


Suggestion: Allow multiple research/copy/production/invention jobs to start at once by selecting multiple blueprints. When you pick your installation you must pick enough slots to cover all the blueprints you selected before proceeding.
Keywords: ui, S&I
Note: This one may well be filed under "no can do because :outdated code:" but if that's the case PLEASE make this a thing whenever the Science and Industry UI gets an overhaul, thank you!

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Steveir
Hagukure
#168 - 2013-10-15 11:33:14 UTC
Baron von Felty wrote:
Put visible timers on the next ice belt spawn in the anomaly screen.

How else will we know how long it will be before we can gank someone?


+1 Would be nice to know if it was worth hanging about for fresh ice, or go do something more interesting - like the washing up.
Rhea Rankin Nolen
Science and Trade Institute
Caldari State
#169 - 2013-10-15 20:16:00 UTC
Suggestion: Add (not replace) the "old undock" button back to it's original place.

Keyword: station UI

Note: That way we'd have two functional undock buttons. One large in the upper right corner, and one small on the bottom left we had for ages. Reason: the old UB just felt so natural in that position.


Suggestion: Add optional "system sweep scanner" upon undocking/jumping.

Keyword: UI

Note: I know these were suggested times before, but one more can't hurt! Smile
ONE-MAN WOLF-PACK
STACKED DECK
#170 - 2013-10-16 14:40:58 UTC  |  Edited by: ONE-MAN WOLF-PACK
Hi - I'm not that smart and I'm terrible at memorizing things.

The names of ship modules mean nothing to me and essentially every time I go and look for meta4,3 guns I find my self clicking around and scrolling to the bottom of the attributes pages to find the meta level (yes I know awesome people look at attributes but sometimes I rely on the pure meta level)

This goes for faction/deadspace too - also cost is a factor, sometimes the faction mods are reasonably priced. It sure is a lot of clicking to figure this out though. EFT makes it a tad easy but allowing me to see total ship price but yea

Here is a screenshot of what I would like to see

https://twitter.com/EVE_WOLFPACKED/status/390270623781363712/photo/1


  • Show me the meta level in the header (like if a ship is insured or not)
  • Show the meta level of the module on the variations tab, as well as sort by meta level
  • Showing the price is effective too (as mentioned it saves clicks)


Thank you.

p.s EFT would be better to by this, if the meta level was added as a column in the database browser
Lukas Rox
Aideron Technologies
#171 - 2013-10-16 16:40:52 UTC  |  Edited by: Lukas Rox
Caellach Marellus wrote:
Suggestion: In the Science and Industry UI, the "Select installation" window where you pick your lab/factory from needs the top half with the list of various installations needs to expand a lot further than it currently does. From someone with an alt in a manufacturing corp, being able to see roughly 6 out of 40+ installations and scrolling through every time is a pain.
Keywords: ui, S&I
Note: You can extend the bottom half of the UI to cover the entire screen, where you pick the slot in said installation. However most installations have 3-6 slots so all of this space is wasted!


Suggestion: Allow multiple research/copy/production/invention jobs to start at once by selecting multiple blueprints. When you pick your installation you must pick enough slots to cover all the blueprints you selected before proceeding.
Keywords: ui, S&I
Note: This one may well be filed under "no can do because :outdated code:" but if that's the case PLEASE make this a thing whenever the Science and Industry UI gets an overhaul, thank you!



Simply putting Installations and Production Lines NEXT to each other and not ON TOP of each other should help. We need more vertical space for those lists, because they can be pretty long. 100+ labs with 5 or 6 lines each is nothing unusual in big industry corps ;-)

  • Suggestion: starting multiple identical industry jobs
  • Keywords: UI, science and industry
  • Note: It is possible to select multiple blueprint copies and multiple production lines, but there is no logic to start multiple jobs based on the items selected.

  • Suggestion: remember last invention choice & decryptor used
  • Keywords: UI, science and industry
  • Note: For example when inventing ships or modules that can have two types of output, I always have to choose which one I want (unless I want the top one). This holds true for AFs, cloaks and some cruisers

Implementing these three ideas will increase average lifespan of industrialist's mice tenfold. Might make Razer or Logitech angry, but players will certainly love you ;-)

Proud developer of LMeve: Industry Contribution and Mass Production Tracker: https://github.com/roxlukas/lmeve | Blogging about EVE on http://pozniak.pl/wp/

Caellach Marellus
Stormcrows
#172 - 2013-10-16 16:47:59 UTC
Lukas Rox wrote:
Caellach Marellus wrote:
Suggestion: In the Science and Industry UI, the "Select installation" window where you pick your lab/factory from needs the top half with the list of various installations needs to expand a lot further than it currently does. From someone with an alt in a manufacturing corp, being able to see roughly 6 out of 40+ installations and scrolling through every time is a pain.
Keywords: ui, S&I
Note: You can extend the bottom half of the UI to cover the entire screen, where you pick the slot in said installation. However most installations have 3-6 slots so all of this space is wasted!


Suggestion: Allow multiple research/copy/production/invention jobs to start at once by selecting multiple blueprints. When you pick your installation you must pick enough slots to cover all the blueprints you selected before proceeding.
Keywords: ui, S&I
Note: This one may well be filed under "no can do because :outdated code:" but if that's the case PLEASE make this a thing whenever the Science and Industry UI gets an overhaul, thank you!



Simply putting Installations and Production Lines NEXT to each other and not ON TOP of each other should help. We need more vertical space for those lists, because they can be pretty long. 100+ labs with 5 or 6 lines each is nothing unusual in big industry corps ;-)


This would also fix it, and in a far better way! I was just thinking of a more simplistic quick fix, the fact I can't expand that top window is frustrating!

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Jovran
Best Friends 5eva
#173 - 2013-10-16 23:28:18 UTC
Can we have the "show readout" option also include the % of capacitor? That would be amazing...
TheSmokingHertog
Julia's Interstellar Trade Emperium
#174 - 2013-10-18 17:07:29 UTC  |  Edited by: TheSmokingHertog
Suggestion: Make special plastic wraps

Keywords: CoCo, Courier, Enablers, PlasticWrap

Note: Make it possible to ship Ores, "ammo types" or 'Special Bay' groups in special contracts. Make it so that they get a wrap of one of the special hold types. Since we have now special bays in Transport Ships, transporters should be able to utilize them (and it would give a reason to train racial industry to V again).

Such a wrap could be shipped in the special bay type of the sort chosen or in a general freight area. I could image that the special wraps would all have a different color, to make it easier for the transport organisations in EVE. Just limit the max. size of the contracts based on the maximum volumes of the volume bays.

"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 =-

Utremi Fasolasi
La Dolce Vita
#175 - 2013-10-18 19:09:29 UTC
Suggestion: Breadcrumb links when browsing info windows that are hyperlinked/nested.

Keywords: UI, navigation

Note: When you open an info window from the map, autopilot path etc., and you open a system, then open a station of that system, you lose your place and have to go back from the beginning because there is not a back button or browser breadcrumb to follow back to.

Same thing with items like blueprints and market items.


Suggestion: Have info windows for manufacturable items link to their blueprint

Keywords: UI, navigation

Note: It just needs to happen. Pretty please.
Dersen Lowery
The Scope
#176 - 2013-10-18 20:34:36 UTC
Suggestion: Make it possible to right-click a system that's already on an autopilot route and make it a waypoint in place, instead of having the UI tack it on to the end.

Keyword: UI

Note: This would be a lovely compliment to the market's helpful highlighting in yellow of any purchasable items on your autopilot route.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Rammix
TheMurk
#177 - 2013-10-18 22:26:29 UTC  |  Edited by: Rammix
Suggestion: Make "Lock target" button in the "Selected Item" window show the ship's maximum targeting range.
Keywords: Selected Item, lock target, locking range
Note: Currently if you don't remember the lock range of your current ship you have to open the fitting window or ship info window to see that.



Suggestion: Sort crystals on the weapon right-click menu by range rather than by name
Keywords: laser weapons, crystals
Note: It's uncomfortable to switch between different crystals when they're sorted by name. By range would be much better.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Gribbles Cooper
The Scope
Gallente Federation
#178 - 2013-10-19 05:28:38 UTC  |  Edited by: Gribbles Cooper
Suggestion: Make anyone who is neutral (pirates, bounty hunters, explorers) go suspect when they enter a FW plex

Keywords: Faction Warfare, Neutrals, Plex

Note: As of right now if a neutral who wants to kill me comes in to my plex, I have to wait for that pilot to shoot first if I don't want to lose security status. Needless to say my security status was quite low at one point.
Callic Veratar
#179 - 2013-10-19 17:08:09 UTC

  • Suggestion: Remove "ISK" from the Amount, Balance, and Price columns of the wallet.
  • Keywords: wallet
  • Note: They make the copy/paste functionality of columns more difficult to work with.

---

I wanted to be able to total the prices of all the components I bought to build a ship. When I copy the column I get something like this:

Station Warehouse Container 1,000,000.00 ISK 1 -1,000,000.00 ISK ISK

Due the "ISK" I had to go manually modify all the data to get my spreadsheet to interpret it, as I don't have a script that'll do that for me (nor do I do it often enough to make it worth my time). In the transaction tab, there's already a Currency column, add it to the Jounal tab and replace the data with this:

Station Warehouse Container 1,000,000.00 1 -1,000,000.00 ISK
TigerXtrm
The Scope
Gallente Federation
#180 - 2013-10-19 22:47:08 UTC

  • Suggestion: Auto pause and restart skill training when clone jumping.
  • Keywords: jump clones, skill training, game mechanic
  • Note: Currently have to manualy stop and start skill training when clone jumping.


---

There's some improvements to be made in this area. While I understand there must be some code restrictions to this issue at the moment, it would be nice if clone jumping could be made hassle free in the future.


  • Either make skills continue to train when jumping or perform the stopping and starting of skill training automatically in the background upon a clone jump. The need to do this manually is really user unfriendly.
  • If possible make it so that we can clone jump directly out of ships. IE: remember the ship each clone is in so you don't have to leave your current ship before jumping.

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