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Phoebe Feedback

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Author
Jackson Apollo
Federal Navy Academy
Gallente Federation
#61 - 2014-11-04 14:33:59 UTC
CCP Punkturis wrote:


can you file a bug report please with the in game tool (it's in the bottom of the F12 window)



sure can.

i will do it now
Milla Goodpussy
Garoun Investment Bank
#62 - 2014-11-04 14:37:50 UTC
Floyd Farnsworth wrote:
Looking "up" in Amarr is like looking into the sun. This nebula in particular was already very bright, not sure why it needs to be even brighter.


I have to reply to this player's comment and agree 100% cause what im see'ing is causing actual tears begin forming..

can you guys please work on this cause yeah.. it hurts the eyes BIG TIME!.. wipe your 4-eyes off and slap who ever thought this was a good idea. you're blinding us!
Felicity Love
Doomheim
#63 - 2014-11-04 14:49:17 UTC  |  Edited by: Felicity Love
Tiny LITTLE window for "quantity" on the multi-sell.... big numbers... meaning more than 3 digits ( really ? 3 digits ? ) are hard to view.

Some of us deal in more than onesies and twosies.... make it bigger ... 18 digits wide, at least, to include commas and decimal point depiction properly.

Roll Sloppy QA, goyz and birlz... very sloppy.

"EVE is dying." -- The Four Forum Trolls of the Apocalypse.   ( Pick four, any four. They all smell.  )

Almethea
Trans Stellar Express
#64 - 2014-11-04 14:53:13 UTC
Wihes Wart wrote:
Hurra , we can now disable some cynochars abos, nice fatique :) More Money for other Games Lol


already spend few € on steam this week-end

there's so many thing to fix in eve.... and they fix forum ! GJ! but ok i like it !

CCP Fozzie : AFK cloaking, however, is an entirely social form of power

Malou Hashur
Enterprise Holdings
#65 - 2014-11-04 15:01:10 UTC  |  Edited by: Malou Hashur
CCP Punkturis wrote:
yeah it's limited to your skills since it's still an order you're making. we might look into making this better some time in the future


Is that the same "some time in the future" when you are going to re-visit the tootip fiasco and put in seperate delay sliders for each type of tooltip ?


That was like 4 months ago, so don't hold your breath, dude......

CCP Philosophy ==>>

  1. If it works, break it. If it’s broken, leave it and break something else.

  2. Ignore all Forum comments that raise issues and concerns about our "features", and bring said "features" in anyway.

Malou Hashur
Enterprise Holdings
#66 - 2014-11-04 15:02:22 UTC
Rocky Eyebrow wrote:
CCP Punkturis wrote:
Floyd Farnsworth wrote:
I tried out the multisell feature, but I can't sell more than 5 items to buy orders? The dropdown is set to "immediate", but it's still not letting me sell more than 5 items at a time.



yeah it's limited to your skills since it's still an order you're making. we might look into making this better some time in the future


You "might" look into making this better? It was advertised sell "all" the things. Not sell "5 things at once"!


Your first mistake was believing something that CCP said.

CCP Philosophy ==>>

  1. If it works, break it. If it’s broken, leave it and break something else.

  2. Ignore all Forum comments that raise issues and concerns about our "features", and bring said "features" in anyway.

CCP Greyscale
C C P
C C P Alliance
#67 - 2014-11-04 15:06:56 UTC
Querns wrote:
Regarding the Jump Fatigue UI element, I have a quick suggestion. When your fatigue value is 10 minutes or less, it's actually considered to be zero, as far as the jump fatigue formula is concerned. However, if you don't actually know the formula, this fact is pretty obscure and can lead to you waiting more than you really need to wait, especially if you're flying a fatigue-bonused ship such as a Jump Freighter.

My suggestion is to subtract 10 minutes from the jump fatigue time on the in-game UI element. This does not need to be a backend change, only a change in how the number is shown to the user. This might help soften the impact of jump fatigue a little to the less savvy end-user.


Makes the math harder to explain because at 11 minutes it's going to multiply up to 66 minutes on a max-range jump, rather than 6 minutes.

Arronicus wrote:
How many years of service does it take one to attain the title of General Feedback anyway?


You have to have had the title for two years to qualify for the title.

Steijn wrote:
Ive been told you can turn the disco lights off via the sensor overlay which appears when you move your mouse onto the outer compass ring. However, i cant get it to appear, is this linked to another setting somewhere because the lights are annoying the hell out of me atm.


It seems to be not showing up with certain UI scaling settings.
Daneau
Roprocor Ltd
#68 - 2014-11-04 15:12:43 UTC
Milla Goodpussy wrote:
Floyd Farnsworth wrote:
Looking "up" in Amarr is like looking into the sun. This nebula in particular was already very bright, not sure why it needs to be even brighter.


I have to reply to this player's comment and agree 100% cause what im see'ing is causing actual tears begin forming..

can you guys please work on this cause yeah.. it hurts the eyes BIG TIME!.. wipe your 4-eyes off and slap who ever thought this was a good idea. you're blinding us!


And as usual the art team manages to put a damper on all the good work the other teams have made, i don´t mind
bright and shiny things when and where i want them, but having them forced upon me like this ...

Could you please take some of your art team and their QA, bring them onto TQ/Sisi and make them spend 2-3 hours in
a system with one of the new shiny nebulas, have them turn tactical overlay on zoom 25-50 km out and do some
missioning/exploration/pvp using modules that you need to actively manage(oh and by all means make them use
overheat as well). Then after they have done this ask them how their eyes feel.

Bright might "look good", but if you spend more than a few minutes looking at it trying to focus on tiny(thats another
issue but not for this gripe) details that are actually important to see you end up with a major headache.

Please allow for customization of sun/nebula brightness, station interior too while you are at it, i for one am not
all that concerned about being able to see every detail on my ship when zoomed in but i definitely am concerned
about seeing module indicators easily. With the present nebula brightness even with camera turned towards a
dark patch of sky i still need to press the nose against the screen and squint(not a pretty sight i assure you)
to be able to see if unimportant stuff like if the overheat is actually turned off or not.
Querns
Science and Trade Institute
Caldari State
#69 - 2014-11-04 15:13:54 UTC
CCP Greyscale wrote:
Querns wrote:
Regarding the Jump Fatigue UI element, I have a quick suggestion. When your fatigue value is 10 minutes or less, it's actually considered to be zero, as far as the jump fatigue formula is concerned. However, if you don't actually know the formula, this fact is pretty obscure and can lead to you waiting more than you really need to wait, especially if you're flying a fatigue-bonused ship such as a Jump Freighter.

My suggestion is to subtract 10 minutes from the jump fatigue time on the in-game UI element. This does not need to be a backend change, only a change in how the number is shown to the user. This might help soften the impact of jump fatigue a little to the less savvy end-user.


Makes the math harder to explain because at 11 minutes it's going to multiply up to 66 minutes on a max-range jump, rather than 6 minutes.

The math is already hard to explain -- I've fielded questions interally in our alliance comms from two people getting confused as to why they have 19 minutes of fatigue after a 9LY jump in a jump freighter, when they understood the formula to be 1LY = 1m fatigue.

Perhaps both are wrong. I've thought of a potential compromise -- perhaps the UI should indicate the last 10 minutes of your fatigue bar in a different color, and explain that it's safe to jump without accruing geometrically increasing fatigue if the timer is under 10 minutes.

I just feel it's important to impart this critical fact very clearly in the UI.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Sarah Emers
#70 - 2014-11-04 15:23:21 UTC  |  Edited by: Sarah Emers
Is it possible to disable multi-sell and go back to the old sell window for single items? Perhaps I should have logged on to SISI to test it, but I was under the impression this would be separate from the normal market functions. As it is currently implemented, the new window is seriously bad for station traders in my opinion. I mean the window actually blocks numbers of the price input box when large numbers are involved. It's really not user friendly at all for people trying to set up actual sell orders from my perspective. I'd say at least make the price input resizeable or large enough to handle billions and the accompanying ISK fractions. Even with that change I seriously preferred the old layout for single item selling over this new one though. Either way I would say I much preferred the layout of the old sell window for when multiple items are not involved, it was very straight forward and linear whereas the new window is rather convoluted.
CCP Punkturis
C C P
C C P Alliance
#71 - 2014-11-04 15:27:16 UTC
Sarah Emers wrote:
Is it possible to disable multi-sell and go back to the old sell window for single items? Perhaps I should have logged on to SISI to test it, but I was under the impression this would be separate from the normal market functions. As it is currently implemented, the new window is seriously bad for station traders in my opinion. I mean the window actually blocks numbers of the price input box when large numbers are involved. It's really not user friendly at all for people trying to set up actual sell orders from my perspective. I'd say at least make the price input resizeable or large enough to handle billions and the accompanying ISK fractions. Even with that change I seriously preferred the old layout for single item selling over this new one though.


sure we can make the boxes larger. hope that makes the new window more useful for you.

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Jhonen Senraedi
Un4seen Development
Goonswarm Federation
#72 - 2014-11-04 15:27:37 UTC
Notice on my three characters..all one the one account mind you..that I have GM payment for confiscated Obsolete items..
It would be nice to know what these were..i.e where is the list of such items to keep us all informed as to what we are losing/lost/

Secondly..Is it right to remove such items given that they are part of Eve history..and can sometimes be a lucrative sideline for some sellers..like the old mines etc.
Alos..in regard to the values given..how have GM's arrived at this figure..is it based on base value..market or contract value..or just a subjective figure?

Thanks

Jho
Milla Goodpussy
Garoun Investment Bank
#73 - 2014-11-04 15:32:21 UTC
Jhonen Senraedi wrote:
Notice on my three characters..all one the one account mind you..that I have GM payment for confiscated Obsolete items..
It would be nice to know what these were..i.e where is the list of such items to keep us all informed as to what we are losing/lost/

Secondly..Is it right to remove such items given that they are part of Eve history..and can sometimes be a lucrative sideline for some sellers..like the old mines etc.
Alos..in regard to the values given..how have GM's arrived at this figure..is it based on base value..market or contract value..or just a subjective figure?

Thanks

Jho



it was your invention interfaces since they were removed from the game (as mentioned in dev blogs, patch notes). and they did give us heads up about.

and thank you ccp for the reimbursement..
Harvey James
The Sengoku Legacy
#74 - 2014-11-04 15:33:24 UTC
i wonder if it shows the ships located with combat scanners? .. a corpie just said too me and its actually a good idea CCP .. get on it..

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

Tinkerbelle Twinkletoes
Penovation
#75 - 2014-11-04 15:33:47 UTC
Sarah Emers wrote:
Is it possible to disable multi-sell and go back to the old sell window for single items? Perhaps I should have logged on to SISI to test it, but I was under the impression this would be separate from the normal market functions. As it is currently implemented, the new window is seriously bad for station traders in my opinion. I mean the window actually blocks numbers of the price input box when large numbers are involved. It's really not user friendly at all for people trying to set up actual sell orders from my perspective. I'd say at least make the price input resizeable or large enough to handle billions and the accompanying ISK fractions. Even with that change I seriously preferred the old layout for single item selling over this new one though.


Adding my voice to allowing us to disable multisell. The only people I see using it are those who sell at whatever the highest buy order is.

1. Numbers of the price are blocked out, and there is no way to see them. If you make a mistake, you wait for 5 minutes to correct an error you couldn't see.

2. Anyone else who is looking to see what other sell/buy orders are going for, are **** outta luck. I NEVER buy or sell something without looking at all the orders available. Multisell is totally useless and a hindrance to me.

I can see some people using it. Totally cool with that, but give me the option of getting rid of it.
Jackson Apollo
Federal Navy Academy
Gallente Federation
#76 - 2014-11-04 15:40:24 UTC
Tinkerbelle Twinkletoes wrote:


1. Numbers of the price are blocked out, and there is no way to see them. If you make a mistake, you wait for 5 minutes to correct an error you couldn't see.

2. Anyone else who is looking to see what other sell/buy orders are going for, are **** outta luck. I NEVER buy or sell something without looking at all the orders available. Multisell is totally useless and a hindrance to me.

I can see some people using it. Totally cool with that, but give me the option of getting rid of it.



I cant find the opt out button either.

*let me sell the same thing in multiple stations pls*
Rocky Eyebrow
Alastorcorp
#77 - 2014-11-04 15:41:22 UTC  |  Edited by: Rocky Eyebrow
CCP Punkturis wrote:
[quote=Sarah Emers]
sure we can make the boxes larger. hope that makes the new window more useful for you.


How do you turn off the compass?
Why is space so bright, you try playing Eve for 3 hours in the dark and see how you feel. Playing missions with dust clouds that all blend into 1 light source was bad enough,

How to change the brightness down? or do I have to adjust my game brightness?
Tinkerbelle Twinkletoes
Penovation
#78 - 2014-11-04 15:44:02 UTC
It you really want to make things easier for buyers/sellers, allow us to set a default price value.

For example, if I make 10 widgets and want to sell them as a sell order, the default price I am given is the highest buy order. 100% of the time, I would need to change that to create a sell order. Put in a check box or something so that when I right click and sell an item, the default price is .01 below the lowest sell order.

Conversely, if I right click and buy an item, allow a check box that sets the default price to be .01 above the highest buy order.

These would remove a ton of the tedium of creating new orders, and I don't think it would affect the markets at all.

I would love it if the right-click modify order did the same thing. Right click modify, the price in the sell order isn't my current price, it's .01 below the lowest price available. Same thing essentially with the buy orders.

Again, with the 5 minute cool down, I don't see this as changing the markets much, I do see it as removing tedium.
Sarah Emers
#79 - 2014-11-04 15:45:18 UTC
CCP Punkturis wrote:
Sarah Emers wrote:
Is it possible to disable multi-sell and go back to the old sell window for single items? Perhaps I should have logged on to SISI to test it, but I was under the impression this would be separate from the normal market functions. As it is currently implemented, the new window is seriously bad for station traders in my opinion. I mean the window actually blocks numbers of the price input box when large numbers are involved. It's really not user friendly at all for people trying to set up actual sell orders from my perspective. I'd say at least make the price input resizeable or large enough to handle billions and the accompanying ISK fractions. Even with that change I seriously preferred the old layout for single item selling over this new one though.


sure we can make the boxes larger. hope that makes the new window more useful for you.


That would be nice, thanks.

Would you mind commenting on this shift though? Perhaps I am simply too accustomed to the old method, but this new window seems like a real downgrade for single item selling in terms of how the information is structured. It also doesn't look good aesthetically when you are only dealing with one item - you are left with a huge blank space between the price input and new price summary. Beyond a shift to the old method I would suggest allowing the window to become a much smaller size by default when only selecting sell on one item. Essentially have a vertical height where the item being sold is displayed directly above the line separating the order summary. Maintain the Drop items to add to sale text and leave that as the space for items to be dragged and dropped onto if individuals are looking to sell multiple items.
Gremk
The Terrifying League Of Dog Fort
Deepwater Hooligans
#80 - 2014-11-04 15:51:41 UTC
There is an issue with the training queue not picking up implants for both of my accounts and all three of the characters that I am training.

Here is a screenshot of everything that is true with both my accounts...
http://imgur.com/smTIwF4