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Feedback request on Contract system

First post First post
Author
Conquerer Taygeta
Federal Navy Academy
Gallente Federation
#341 - 2014-06-04 12:13:20 UTC
As a alliance supplier, i there are two things that i really would like:

1. More contracts per skill level. As individual you can maximal have 30(?) contracts, that's not enough.
2. The ability to create premade contracts. example:

I bought 5 crow's with fit.

I select my premade contract "crow alliance fit" and he will automatically fit 1 crow (with all the items in the premade) and create the contract.
Ray Kyonhe
Aliastra
Gallente Federation
#342 - 2014-06-04 22:01:14 UTC  |  Edited by: Ray Kyonhe
I don't have enough patience left to read all this to check was it or not mentioned before, but there is one thing that frustrates me quite often. When viewing some contracts offering huge pile of different items it's almost impossible to check if the overall contract's price is fair, cause the only option you have is just pick item by item, and check its market details, then sum it up - extremely tedious and ungratefull job. Just imagine there are 20-30 of them and you'll get the point. Another column with some mean item's price (like one showed on item's tooltip) will be of great help. And by doing so you could make some scamming schemes harder to pull, like those where some expensive item swapped for similar named cheap one.

Another thing that would help a lot is some estimated price for items you can trade only through contract system. Like those BPCs, for example. Even crude one would do (I mean, you already do it for regular market lots, just use similar approach here). It would also made spoting scamming attempts a little bit easier.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Viz
Yjellio
#343 - 2014-06-05 11:05:02 UTC
Ray Kyonhe wrote:
I don't have enough patience left to read all this to check was it or not mentioned before, but there is one thing that frustrates me quite often. When viewing some contracts offering huge pile of different items it's almost impossible to check if the overall contract's price is fair, cause the only option you have is just pick item by item, and check its market details, then sum it up - extremely tedious and ungratefull job. Just imagine there are 20-30 of them and you'll get the point. Another column with some mean item's price (like one showed on item's tooltip) will be of great help. And by doing so you could make some scamming schemes harder to pull, like those where some expensive item swapped for similar named cheap one.
[...]


Check out this https://forums.eveonline.com/default.aspx?g=posts&t=347464
Easy tool for appraising contracts.
Ray Kyonhe
Aliastra
Gallente Federation
#344 - 2014-06-05 14:09:43 UTC
Viz wrote:

Check out this https://forums.eveonline.com/default.aspx?g=posts&t=347464
Easy tool for appraising contracts.

Thanks. But still, the point of this thread is making contract systems better. If we have to rely on third-party tools (which still require some additional mouse actions), then there is an obvious lack of functionality.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Nyjil Lizaru
Federal Defense Union
Gallente Federation
#345 - 2014-06-06 16:13:36 UTC
Two month old thread with no CCP or CSM posts since the first week. Is this still being looked at? (Because the contract system needs some love.... please?)

Nyjil's corollary to Malcanis' Law:   "Any attempt by CCP to smooth the learning curve of EVE Online will be carried out via the addition of extra factors and 'features' such that there is a net increase in complexity."

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#346 - 2014-06-06 16:21:43 UTC
Nyjil Lizaru wrote:
Two month old thread with no CCP or CSM posts since the first week. Is this still being looked at? (Because the contract system needs some love.... please?)



I'm still keeping an eyeball on it. Smile

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Nyjil Lizaru
Federal Defense Union
Gallente Federation
#347 - 2014-06-06 18:03:45 UTC
Good to know, thanks!

Nyjil's corollary to Malcanis' Law:   "Any attempt by CCP to smooth the learning curve of EVE Online will be carried out via the addition of extra factors and 'features' such that there is a net increase in complexity."

Thandi Uhura
Imperial Shipment
Amarr Empire
#348 - 2014-06-07 17:55:45 UTC
On this thread

Ydnari wrote:
Kronos allowed freighters to hold more cargo if they chose, using expanders.

Courier contracts had a limit on them of 981250m3, which was what you could carry in a level 5 Charon, largest freighter in the game.

This limit is still in place, despite now being outdated - it should be whatever the max is at level 5 of the largest freighter (still Charon?) with 3x T2 cargohold expanders.

This also needs to be taken into account with the contract revision which we hope is now taking place.

The Haulers Channel is a meeting place for independent couriers where contractors can arrange to have their goods moved and new haulers can learn the tricks of the trade.

arrugamon Kusoni
Doomheim
#349 - 2014-06-08 12:10:35 UTC
Merge the "Buyer will pay" for both items and ISK.
Plleasure Hub
Municorn
#350 - 2014-06-08 20:39:51 UTC
Khan'Wulf wrote:
It would be great to lift (or increase) the contract limit (200) on number of item stacks. The limit on size in m3 is reasonable, but the contract itself should be no more limited than a hanger/container is, in terms of how many stacks it can contain.

--Khanwulf

I agree that the limit needs to be higher than 200 items. This can cause problems when trying to hire player-run freighter services to move your loot. You might have hundreds of unique items in a loot pile, requiring either multiple contracts or use of a container. Using a container can cause more problems, because they supposedly cannot be contracted. They must be station traded, which is a pain for freighter pilots, as they must multi-box or get someone to help transfer every container.

Raising the item limit to 750-1000 items or allowing contracted containers to be subcontracted would fix this. Both would be nice!

"There's no meaningful difference between a real and a virtual world. It's pointless to ask anyone who they really are. All you can do is accept and believe in them, because whoever they are in your mind, is their true identity." — Kazuto Kirigaya

Mike Azariah
The Scope
Gallente Federation
#351 - 2014-06-08 21:04:18 UTC
Steve Ronuken wrote:
Nyjil Lizaru wrote:
Two month old thread with no CCP or CSM posts since the first week. Is this still being looked at? (Because the contract system needs some love.... please?)



I'm still keeping an eyeball on it. Smile



as am I

m

Mike Azariah  ┬──┬ ¯|(ツ)

HeXxploiT
Doomheim
#352 - 2014-06-09 00:54:53 UTC
The ability to see isk totals for individual and combined contacts.
This way i can know the potential isk I have on the contract system.
Yuri Fedorov
Deep Core Mining Inc.
Caldari State
#353 - 2014-06-09 22:40:09 UTC
Top feature I would like to see would be a deadline for a reward bonus like "complete by (eve time) for 2m bonus" or "complete within 30 minutes of accepting for 2m reward, complete within 1 hour for 1m reward" etc., or something similar to discourage contract hoarding.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#354 - 2014-06-10 22:40:14 UTC
I would love to be able to set up nearly unlimited contracts to corp or alliance. Right now it is difficult to set up a "ship on contract" system to sell ships to alliance members with 21 max contracts.
Kusum Fawn
Perkone
Caldari State
#355 - 2014-06-12 03:29:38 UTC
On Contracts :

When looking for available contracts, there are options for:
typed name match
Region
Contract type
Item category
->Item Group

Item group only appears when you have selected an Item category, Selecting blueprints however, there are many listings within the Item group that are misleading or refer to things not ingame. There is also a distinct lack of any categorization within those listings, For blueprints and blueprint copies there needs to be a further refinement.

Items that do not exist ingame (as far as i am aware or i do not know to what it is referring to)
Blueprints -Original/Copies
-Capsule Blueprint
-Clone Blueprint
-Proximity Drone Blueprint
-Scanning Upgrade Time Blueprint (what is this that does not fall into the Scanning Upgrades listing directly above it?)

Celestial
-Flashpoint
-Orbital target
-Satellite

Misleading entries
Blueprints
-Anti warp scramble Blueprint - This is Warp core stabilizers which are only called "anti warp scramble" on the blueprint title but not on the module anywhere. listed under "Propulsion upgrades" in both locations (module and blueprint) there is no real relation between the changes in terminology.
-Fast Loader Blueprints- Refers only to Magnetic Field stabilizers and Gyrostabilizers, but not to Heatsinks or Ballistic Control Units (which each have their own category), all of which perform the same function and are listed together under "weapons upgrades "

Celestial
-Outpost platform (outpost egg)
-Station Improvement Platform
-Station Upgrade Platform
Commodity -(what category of the market is this section even referring to? Trade goods?)
-Station Components
-Hybrid tech Components ( I don't know what this refers to)
-Lease - generally labeled "Charters"
-Research Data (refers to what item(s) exactly?)

Planetary Commodities
Planetary Interaction
Planetary Resources
-These three categories refer to the same items, or items that cannot be traded (extractor heads, spaceports)


Why are outpost upgrades a different item group then outpost improvements and why are they both under accessories category with PLEX?

Each Blueprint category needs further sub categories that mimic the ones currently available for modules and ships
Blueprints/Blueprint Original/Blueprint Copies
-> Module
-> Ship
-> Deployable (containers, POS modules)
-> Component (ram, platform, Components)
-> Implants
-> Processes (reactions/compressions)
-> Charges

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Hasikan Miallok
Republic University
Minmatar Republic
#356 - 2014-06-12 06:39:46 UTC
Ydnari wrote:
Dyexz wrote:

  • Change to current [Courier contract] - Limit collateral to ~120% of estimated value of the Items in the contract. example: you have a contract that you want to have taken from point A to point B, the estimated value is 150M in 150m³ the Collateral would then be cut down to 150M*1.2 = 180M, should you try to put in a higher collateral. - while this may not solve critical issues, it does help remove the stupid and unwanted contracts containing only 0-20M of value but takes up 300k m³ cargohold and have a collateral of 2-3bn[/list]

  • This doesn't work from a technical point of view since the inventory estimates of many items is totally wrong; T2 capital components, I'm looking at you - either it picks up the super-high values used by margin trade scammers, or it values them at zero.

    It's also wrong from a gameplay point of view.


    A median or mode value instead of mean would probably work better.
    DetKhord Saisio
    Seniors Clan
    #357 - 2014-06-13 08:45:41 UTC
    Justin Cody wrote:
    CCP SoniClover wrote:
    Hello Capsuleers. We're looking into what small improvements we can make to the contract system to make it more useful and trustworthy. We would love to hear any feedback from you guys on this. We're most interested in suggestions for UI/usability improvements and comments on pain points you encounter in using the system. The more constructive the feedback is the better; 'Get rid of the scammers' is for example not particularly helpful.

    Thanks in advance for your help.



    Make it useful in wormhole space? K thanks bye
    ^^Supported. Access to contracts in a pos would also be a good thing, maybe via a new pos mod.
    Soldarius
    Dreddit
    Test Alliance Please Ignore
    #358 - 2014-06-13 17:19:16 UTC
    I would like to have item exchange contracts show volume of items.

    Some time ago I wanted to start a scrap-metal bulk reprocessing business. Buying all that crap of the market via buy orders was beyond time-consuming, and many people don't list all the junk they have sitting in their hanger because it just isn't worth the time.

    When I looked at contracting bulk orders, I found that it was simply impossible to find out if someone was trying to contract scam me, or even if it was worth the effort. Having volume in item exchange contracts would have allowed me to buy based on average expected mineral content per unit volume.

    Courier contracts show volume. But they didn't show the contents without first accepting and looking in the plastic wrap.

    Neither option was acceptable.

    http://youtu.be/YVkUvmDQ3HY

    Cat Steele
    Delphia Trust
    #359 - 2014-06-14 07:23:13 UTC
    Increase the limit on the courier contracts, currently it is set to the previous maximum that a Charon could carry, of course now since the new freighter changes, Charons and other freighters have much more capacity but you can not utilize it in a courier contract.

    Thank you.
    Sunai Karvinoinas
    #360 - 2014-06-16 13:42:08 UTC  |  Edited by: Sunai Karvinoinas
    Sorry for not reading all the thread...

    - Filtering courier contracts for costs below 1 million ISK.
    Either allow comma/dot like 0.1 million or create a dropdown for thousand/million/billion.

    - Route-Filter for guys who run courier contracts in bulk
    If a pickup- or delivery station is on the presently set route, mark them yellow (comparable to market).

    - More granular filter options (i.e. black-/whitelist).

    - And yes, reduce the amount of needed clicks to create a contract.

    - Link-Button to "Search in contracts" beside "market prices" in item properties. (I don't use the Englisch interface, sorry.)

    EDIT:
    - Notification if a route between pickup and delivery station contains lowsec transits.
    Right now I check every unknown position while I set and delete routes to both sides. Could be done as an option. There may be guys who are not bothered to fly there. ;)

    ---
    Not so small things:

    - Contract-API

    - Feedback/rating feature as a possible preparation for service contracts and for (service) auctions.
    Service provider or auctionairs can be rated as positive (i.e. fine fulfillment) or negative (i.e. trap created)
    With a working rating it could become possible to contract route protection service, convoi escort services, bounty hunting and much more futurally.
    If I give no feedback, the system count it as a positive rating ("all worked fine") after a left timeout.

    - Preparation for "reverse buy (service) auctions"
    I can create an auction like a "buy order". Seller can set a bid. The lowest bid wins.

    - Comparison of market and contract prices. Internal tool or API.