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Player Features and Ideas Discussion

 
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Module Activation Shortcuts

Author
Malt Zedong
Ministry of War
Amarr Empire
#1 - 2015-08-30 12:43:17 UTC  |  Edited by: Malt Zedong
Adding shortcuts to ONLY activate or deactivate modules.

For weapons, it is not actually too much of using same shortcut to activate or deactivate a module, since they are mostly fast cicle and actually work while deactivating and readly activate upon ending the cicle, so if you deactivate it by accident, you reactivate it and dont lose much. Still lose, but it is not critical.

For functional and defensive modules however, the inhenerent common keyboard rate of repeat, and the precision needed in timing to not deactivate a module when retrying to activate it is too high, creating an effective difference on the margin of error handling in attacking and defending.

Due to the ever present delay between what you command, what you see and what the server process, sometimes the milisecond which takes to see if you activated a module and respond in stress to its lack of activation increases the rate of mistakes that you are subject while defending even lower than when you are attacking.

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ShahFluffers
Ice Fire Warriors
#2 - 2015-08-30 15:59:11 UTC
Already exists. F1 - F12

And you can change these hotkeys in the ESC menu.
Malt Zedong
Ministry of War
Amarr Empire
#3 - 2015-08-30 16:17:10 UTC  |  Edited by: Malt Zedong
I said distinct shortcuts, as in the shortcuts setup in the options window, for a shortcut to activate and another one to deactivate. There is a way to do it already in place, but it is a contra-producent one.

If there were no reason to have it, there were no reason to have another way to do it. Simple as that.

The reason it could be more accessible I listed in the opening post so it is just to read it.

What I am saying is just instead of making the use of hold, it could just make 3 shortcuts for modules. But for a person who does not use functional modules and just play eve for a space shooter, there is no reason, and that is why many people doesnt really know that you can have a way to use the keyboard in a manner to not "spam" the command.

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ShahFluffers
Ice Fire Warriors
#4 - 2015-08-30 18:13:43 UTC
Sooooo... you literally want to have double the buttons on your screen and keyboard?

I am not against it... but I don't see the point. Learn how to manage and prioritize your modules better.
Malt Zedong
Ministry of War
Amarr Empire
#5 - 2015-08-30 21:07:32 UTC  |  Edited by: Malt Zedong
There is no use.

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Ralph King-Griffin
New Eden Tech Support
#6 - 2015-08-30 21:13:16 UTC
Zan Shiro
Doomheim
#7 - 2015-08-30 23:25:42 UTC  |  Edited by: Zan Shiro
Ralph King-Griffin wrote:
But why?



I sense a heavy button spam user.....


If something tied to say f6 is not instantaneous....they press the button at a rate that would have a pro competition FPS player going damn, that some impressive APM (actions per minute) you got going on their. So the are turning it on/off constantly.

Pressing the button once and waiting for server to catch up really the fix here. Same key press that starts a process also being the one that stops is kind of a universal programming thing. Well short of old faithful break keys like control c. But control C kind of a sledgehammer....kills the whole thing lol.


Its the curse of gui really. Only command line stuff gives you any validation once you press that button the computer says I got this. Some Linux command I run spit out output in no time at all. Other commands, especially if they call up script files or take in input files....I get very clear signs its thinking and get the less than subtle hints to just let her do her thing really. Subtle hint is no command prompt with system/user and blinky cursor letting me type lol.
Malt Zedong
Ministry of War
Amarr Empire
#8 - 2015-08-30 23:53:55 UTC
(...)ADDITIONAL RULES FOR THIS FORUM SECTION


This is a breeding ground for ideas. If someone has an idea, listen to it. If you don't like it, think about why.
Constructive feedback is good.
Posting "That's an awful idea," is not constructive.
(...)


You cant solve the latency problem because it is not a game problem, it is an intrinsec Internet problem by using pipelined internet to boost nominal speed without having to have that speed all the time.

You cant do a dynamic game using EOF markers aswell, as the general comm system will get slow and slow.

And that is the reason it is simpler to use an activation and deactivation shortcut independently.

For a real spamming idea it is not needed, as if you dont know, EVE Client does not need rapid fire, you just hold the shortcut and the module will be activated for the time you hold the key pressed, and people with a gaming set really use this to their advantage by creating some cool macros in order to make "the game play itself" without needing to relay input. Multiboxers of all flavours know that by now.

That is not what I am about.

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