These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Your EVE client needs YOU!

First post First post
Author
John McCreedy
Eve Defence Force
#321 - 2012-02-14 17:58:29 UTC
One thing that's always annoyed me, especially in the heat of combat, is your menu system being reliant upon you being absolutely exact about it. Take BMs for example. When you right click, can you not make it so the menu stays there until you click off the menu rather than it vanishing or moving to a different option if you move the pointer. Like how an internet browser works.

Also the notification messages. Do they have to be active windows that you have to dismiss with an "O.K."? I understand the need to make AFK people aware of reboots and stuff but how about it being delivered as a notification or at least something that when you're trying to warp off because you're being primaried, you have to then click O.K. and end up being CCPd?

13 years and counting. Eve Defence Force is recruiting.

Bloodpetal
Tir Capital Management Group
#322 - 2012-02-14 18:53:23 UTC
CCP Masheen wrote:


Yes, I'm still reading this thread, I just tried the issue you reported a number of times and couldn't reproduce what you are describing. Can you be more specific about how it occurs for you:


  • How do you start? do you click the module first and then left-click a target in space or start locking from the Overview or in-space and select the module while locking?
  • What are you targeting? NPC or Player targets?
  • Does the module activate eventually or just never at all?


1. In the few cases it happened, the module was activated first and then locked the target through clicking the overview with the screen wide "crosshairs"
2. Happened to both players and NPCs so far
3. If it did activate eventually, it took a while, long enough for me to try and react and correct it - and thus may have not realized it was trying to activate eventually.

It literally had just happened to me that's why I came and posted on the thread. I was alone in system, warped to a belt - I cooked the modules and i clicked to lock the NPC and they never went off. I waited a few seconds - and nothing. Then I manually activated them.

The first time I noticed it I was running an interceptor on a gate, had the modules cooked and then went to lock, but the module never went off - and my target got away and I looked like the worst interceptor in EVE. (I'm proud of my interceptor skills - so this is bad. :)

Now, I've tried reproducing it reliably... but it seems like one of those things that never happens when you're trying to make it happen. I've had another 2 pilots comment on that it has happened to them at some point since Crucible. So, pretty sure it's not just my system atm. This is one of those things that definitely likes to happen when it's the worst time possible. Alternately, it could be a user mistake that's just happening so quickly that I don't realize I've made a mistake. I'll keep an eye on it, if you see it come up.




I have another improvement.

When you log in and out, the channel windows always are "open" i keep a few chat tabs collapsed a lot of the time. When I log in they are "uncollapsed" and I have to collapse them, so it's just a slight nuisance when I log in that they don't remember their current state that I left them in.


Thanks!


Where I am.

Phoenix Tyrox
The Scope
Gallente Federation
#323 - 2012-02-14 19:50:02 UTC
Don't know, if it's already in here, but anyways:

Please fix the window text of the Fleet window. It ALWAYS tells you the wrong squad.
And while you're on it, fix the Fleet window, so that it does not re-render the whole Fleet member list, if someone joins/leaves. It's a pain in the ass when you scroll down the Fleet member list and a refresh throws you back to the beginning.
Horanda
The Confederacy of Travellers
#324 - 2012-02-14 20:13:56 UTC
Callic Veratar wrote:
Most of my problems relate to being able to see when data arrived from the server, instead of having it hidden behind a thin veil:

(snip

Everything related to drones. They take 2s to respond to any command, the drone window will disappear and reappear while they transition from hangar to space, they'll even target different enemies when set to focus fire.

(snip)


Not only when one-shotting. There is a significant delay between the notification of the hit and the desired effect, whether the lovely explosion or the sharp reduction in shield/armor/hull.

Drones are slow and stupid, yes, but they are only computers, after all Twisted
Everseeker
Deep Core Mining Inc.
Caldari State
#325 - 2012-02-14 21:15:03 UTC
Yaw - check

Pitch - check

Roll - Wahhhh

OK, I know this will be somewhere areound item 396,457,32.2 in line... but still, tossing it on the pile

Oh, back in the day (WAY, WAY, WAY back in the day) there was a kinda blue glowy radar thingy as part of the UI...
If that was indeed a 3d render of objects in near space, and was good for situational awareness....... Yes please :)
Garr Earthbender
Imperial Shipment
Amarr Empire
#326 - 2012-02-14 21:26:04 UTC
+Wan to Everseeker. I want my geddon to do a barrel roll.

-Scissors is overpowered, rock is fine. -Paper

Luvvin McHunt
The Church of Awesome
#327 - 2012-02-15 00:43:26 UTC
Forward and skip or random buttons for the main screen in the CQ.

Mostly so I'm not seeing the same ummm artistic nature film on the screen each time I dock.
Scrapyard Bob
EVE University
Ivy League
#328 - 2012-02-15 02:25:57 UTC
John McCreedy wrote:
One thing that's always annoyed me, especially in the heat of combat, is your menu system being reliant upon you being absolutely exact about it. Take BMs for example. When you right click, can you not make it so the menu stays there until you click off the menu rather than it vanishing or moving to a different option if you move the pointer. Like how an internet browser works.


On a related note, existing right-click menus, especially for missions, need to be automatically shortened in some manner so that they don't stretch half-way across the screen. Limit them to about 30-40 characters in some automated fashion.
Koda Myr'koff
Aliastra
Gallente Federation
#329 - 2012-02-15 03:10:14 UTC
+1 to everything that's been said about drones, and I'll add that we should be able to assign a "launch" hotkey to drone groups.

Also, if there are more than 5 drones in a group then non-damaged ones should take priority. Example- I have 10 heavies in a group, 5 of which are deployed and coming under fire. I recall them and redeploy, but the same banged-up drones go out instead of the 5 that are untouched.


The warp + jump command has issues when your ship doesn't have enough cap to complete the warp, as the client isn't resolving the command properly. Example- I select a stargate on the overview and press D to warp + jump, but the ship only goes halfway. If I press D again or even right-click the stargate and choose "Jump", nothing happens. The client doesn't realise that the command has effectively failed and is still waiting for your ship to jump (which isn't going to happen), so it ignores subsequent reissues of that same command. To continue your warp you either need to override the warp + jump command with a different one, ie warp to 20km or dbl-clking space, or you need to give the stop command (even if your ship has already stopped) and then reissue the warp + jump command.
Fon Win
Win-Star Corp
#330 - 2012-02-15 03:36:14 UTC
I don't know if this idea fits into what you are looking for, but how about a bulk selling window.

Select all / shift select the group you want to sell. right click sell. then import everything into a sell window table with following info.

Item, qty, Market buy price, sell price (if you enter your own sell price it overrides Market buy price), days. .. then have columns with taxes, and totals

you would have one row for each item or stack of items.

once you're happy with everything hit sell,
Vae Abeo
Viziam
Amarr Empire
#331 - 2012-02-15 04:30:34 UTC
Inora Aknaria wrote:
When you select dock often times your client decides against automatically docking. So for example I've clicked dock and left the room to go pee quick and died to gate guns on the station.


Also it would be nice if the logs showed things


Oh my god this^ so many times ive been asking what happened or how? Please.
Kitty von Clause
Fox inc.
#332 - 2012-02-15 08:17:19 UTC  |  Edited by: Kitty von Clause
Hi - Two things I notice are:
The log in screen puts far more load on my CPU than the actual game does - multiple client woes

On the astrometrics map when mousing over the probe placement arrows, the cursor preferences bookmarks over the probes arrows, which makes moving the probes tricky.

Thnx Smile
Jin Raahl
Viziam
Amarr Empire
#333 - 2012-02-15 11:51:13 UTC  |  Edited by: Jin Raahl
Shortcuts still need work. Sometimes they don't work. If the item you have selected is not on your overview the shortcut does not perform any action. Sometimes you need to hold the shortcut key and then click on the object to make it work, which can be hard when things are moving fast or you are interacting with the 3D viewport.
Approach and Align should be a contextual shortcut key just the same as dock/jump/activate. Using the clunky on-screen buttons can be slow and linear as they might be far apart and your mouse can only click one button at a time.

Preferably shortcuts should allow the play to interact with things in a more simultaneous and flowing manner much the same as an FPS style game, where the player can select an object by clicking on it once and then be able to perform action on it by pushing different keys.

For example:
And FPS game - can sidestep, run, jump, crouch and shoot all at the same time or in quick succession.
EVE - approach, orbit, lock, shoot, deploy drones is currently slow and can only happen one at a time in some cases.

edit: most of these issues are prevalent in space and combat and the shortcuts should be hooked to the selected item window instead of seemingly on the overview.
jodaan
True Remorse
#334 - 2012-02-15 14:28:30 UTC
Cold32 wrote:
I would more than love to able to drag eve windows out of the client

e.g drag market and chat windows out of the eve client, minimize the main client and have the chat widnows/market among my other non-eve programs on my desktop like they're individual items out of the main eve client


This should be more than possible, given the python nature of the client. A "current view" window for space / WiS, maybe have the neocom its own object on the desktop. Would be kinda sweet.
Ent Richter
Void Disbursements
#335 - 2012-02-15 16:02:47 UTC
Asset management is in general slow, and features are not implemented uniformly. I'm glad that this is getting some attention and am looking forward to this weeks patch.

Suggestions (some of these are repeats no doubt):

Features:
-Recursive asset searching (i.e. searching for a thing searches station containers as well)
-Allow creation/destruction of bookmarks, reprocessing of materials, repackaging of items, and refining of ore from within a container
-Audit logs pick up more than lock events
-Global settings for secure containers. (Not client specific lock / unlock)
-Increase 1000 item cap in containers
-Allow filtering of orders tab (like most other tabs allow) in the wallet.

Optimizations:
-Fix a bug where you cannot split stacks in full containers without generating a 'this container is full' message. (N+1 thing?)
-Improve lock / unlock item times.
-Improve item stack times
-Inside an alliance POS bubble one gets an access denied if trying to initiate ME / PE research from the Blueprints tab. However, from the Installations tab, one simply clicks on the installation, brings up the list of blueprint and starts the job. It would be nice if both tabs allowed jobs to be started as the blueprints tab is arguably more convenient. I'm not even sure if this a client issue, however.
Maorio
Karl XII's Dragoner
#336 - 2012-02-15 19:31:29 UTC
Make the Mac client actually work will be enough for me

zoni Ishikela
State War Academy
Caldari State
#337 - 2012-02-15 22:23:39 UTC
Thoughts:

1) For science and industry, the assembly line selection window should remember last settings - having to constantly reselect the station/system/region/constellation from the drop downs is an annoyance, especially when kicking of 10 jobs that require the same clickety clicks.

The window should remember the last settings and save a few clicks in the process.


2) Container mechanics improvements:

- Having a gauge on a containers will tell me how full they are, percent or graphical, whatever works.
- Being a miner and hauler, emptying 20 or 30 GSCs in the hold of ship by opening each one, do a select all, drag its contents to another container, can become real tedious. I'd love to have a command that empties all containers at once without having to open them.
- allow drop on a closed container even if the contents don't fit - instead of rejecting the drop, make it behave like the partial drop we get when dropping an item on an open container - popup the partial drop window to select the quantity that will fit - that will save having to open the container.
- add one more option to the container context menu for "auto stack all". When like items are dropped in it, they automatically stack, saving an extra step to righ-click and select stack all. This option could be turned on or off by container.
- use a different icon for station containers vs regular containers.

3) When a target is selected, highlight the corresponding slot(s) [high-med-low] linked to it. Example: using a Noctis with 8 targets, 6 of them are tractored in, 2 are salvaging, it would be nice to know which high slot is doing what to the target by clicking each target. I realize the icons on the targets allow me to turn the high slot off, still it would be nice to know which of the slots is being used by which target. Currently, I only can tell which equipment is used by target.


Cheers!


Z.

Jahn Ntago
Ntago Family Enterprises
#338 - 2012-02-16 04:55:04 UTC
Auto Find Fleets when opening Fleet Finder

Somewhere along the way a change was made and then lost to automatically do a "find fleets" when opening the fleet window. Can we have it back please. It made sense.
Jahn Ntago
Ntago Family Enterprises
#339 - 2012-02-16 04:56:01 UTC
Append Signature code to bookmarks


When bookmarking a sig from the scanner window can we have the sig code appended to the name please. Would save a bunch of time for most people I've spoken to who need to keep track of the sig code rather than searching for which of the 6x Forlorn Hubs was the one wanted...
Dawnstar
Kiroshi Group
#340 - 2012-02-16 14:51:36 UTC
I have two industry/science ones that have driven me nuts for years:

1. Please, oh please, when installing a new manufacturing/science job, can you move the check that you have enough slots left to the beginning of the install rather than the end? Most of us doing serious industry have multiple characters doing this, and are installing a bunch of jobs at once. It is very easy to lose track of how many you've got in use on a particular character, and there are few things more annoying than walking all the way through the UI before fnding you don't have enough slots left.
2. Can you PLEASE add a checkbox to not warn me again when installing a manufacturing/science job which will be queued up. When slots are low on the station that I build at, it is really annoying to have to click this pop-up 10, 20 or more times.