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Player Features and Ideas Discussion

 
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How should we improve the inventory UI?

First post First post
Author
Zae'dra Xanthe
Republic Military School
Minmatar Republic
#221 - 2012-05-24 00:19:28 UTC
+1. old inventory needs to be brought back.
Galandriel
Vae-Victus
#222 - 2012-05-24 00:57:28 UTC  |  Edited by: Galandriel
EDIT: This has been resolved as per the latest dev blog. Thanks CCP! Big smile

ISSUE: With the new Unified Inventory system at a POS it is impossible to tell the difference between all the different corp hangars in the UI tree on the left.

SOLUTION: Allow us to rename corporate hangars and ship maintenance arrays and display their name in the tree instead of just corporate hangar array.

This is already in place for the POS itself and that works really well.

This is what my life at a pos is like right now:

Screenshot of my unified inventory
Exodus Lied
Deep Core Mining Inc.
Caldari State
#223 - 2012-05-24 04:10:13 UTC
So i have come up with a solution for the people who work at CCP.

Apparently there are several other issues involving this new expansion release. I am sure that you know more about the different issues than i do so i will exclude examples. But all of these issues shows that the expansion was not done cooking. I just wasn't ready to be launched. I know that some flaws developers will never know about until the system is implemented but at this point in time there are enough issues to warrant a roll back.

I know that is not what you want to hear but people are paying money to play this game. They deserve better than this. By rolling back the game to the previous expansion you eliminate all the bugs and flaws from the current expansion. You have had several days to collect data on what was going on, where the problems are, and what you need to do to fix them. In a couple of weeks when all the immediate problems are worked out you can release the expansion again. Until then let us get our money's worth out of the game.

With all the mistakes and problems with Eve, you wonder if the DEVs actually read the forums. But it is a worse thought to think they do.

Cardano Firesnake
Fire Bullet Inc
#224 - 2012-05-24 04:37:28 UTC
Exodus Lied wrote:
So i have come up with a solution for the people who work at CCP.

Apparently there are several other issues involving this new expansion release. I am sure that you know more about the different issues than i do so i will exclude examples. But all of these issues shows that the expansion was not done cooking. I just wasn't ready to be launched. I know that some flaws developers will never know about until the system is implemented but at this point in time there are enough issues to warrant a roll back.

I know that is not what you want to hear but people are paying money to play this game. They deserve better than this. By rolling back the game to the previous expansion you eliminate all the bugs and flaws from the current expansion. You have had several days to collect data on what was going on, where the problems are, and what you need to do to fix them. In a couple of weeks when all the immediate problems are worked out you can release the expansion again. Until then let us get our money's worth out of the game.



Bullshits :-)

There are some little bugs like any new extensions. The only way to know where are these bugs is to introduce the expansion and let people tell you.

The real problem is this UI Inventory, that is really broken. More I use it, less I like it.
it is slow, and hard to find something in it. You take all your time scrolling the inventory menu.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

WarriorRace
Ion Heavy Industries
#225 - 2012-05-24 06:28:25 UTC
Give me my ship hanger icon back don't mix them that would resolve at least 50% of the problems ..... and the corp hanger problem should be fixed.
Cunny Funt
All Things Dead.
#226 - 2012-05-24 08:20:44 UTC
Revert it back to old pls.
If its been working fine for 10 years , why is there a sudden need to change it?

maybe add an option on login screen..

Pointless **** : ON / [OFF]
this way we could disable CQ and the new UI all in one press of a button
Langbaobao
Tr0pa de elite.
#227 - 2012-05-24 10:12:12 UTC  |  Edited by: Langbaobao
What I would really like is to have the old inventory system back. But I have a feeling that this will not be done. Don't get me wrong, I don't mind having a new inventory system, it does show some interesting features like filtering, but the way it's been done currently is not good and will require lots of fixing IMO. So here is the list:


ISSUE 1: Whenever I open the Inventory in a station it opens the generic Asset inventory with all the ship, items and other hangars together. There is no way to open each of the hangars separately.

FIX 1: Make it possible to add new buttons to the Neocom that open the various hangars separately in separate windows. For example, a button that opens just the station items inventory, one just for the ship hangar, one just for the corp hangars (this one can be placed on the station services window like it was before). This way people can decide on their own which inventories and/or hangars they want to be able to open with just 1 click. I myself don't like to clutter my screen with open windows all the time, but I like to be able to access all the hangars separately with a click. To open the active ship cargo hold you should be able to just double click on the ship and that should open just the cargohold for that ship. Of course it goes without saying that the windows should remember the position where they were opened last time, with the tree structure minimized. To call for the overall assets inventory I suggest double clicking somewhere where there is no ship and/or giving the possibility to add a button to the Neocom that opens just the general assets inventory.


ISSUE 2: With ships that have multiple hangars/holds you cannot access the hangars separately from a right click menu on the ship anymore

FIX 2: This one is simple but vital. Jut put back on the right click menu when you right click on a ship the options to open the various bays/holds separately. For example, if I'm in a carrier I should be able to right click on it and have the options to open the ship maintenance hangar, corporate hangar and fuel bay separately, without having to go trough the general assets manager. Of course these windows should remember their position and have the hierarchical tree minimized.


ISSUE 3: The borders on the inventory windows and the filled capacity indicators are too big and take up too much space.

FIX 3: Make the borders smaller. The filled capacity indicator should be compacted to take up less space. Same for the estimated price and item number text. There is really no need for that to be shown in 2 rows, compact it in 1 row. I used to have the cargo hold open always on a ship while in space and it didn't take up too much space. Now, with the new borders, it takes up much more space.


ISSUE 4: When opening a can or wreck in space it opens the general assets inventory.

FIX 4: When opening a can or wreck in space it should open a new separate window with just the can/wreck in it and the hierarchical tree minimized by default.


ISSUE 5: Clicking the cargo hold button on the UI in space (the one near the tactical overview button) opens the general assets inventory.

FIX 5: Clicking the cargo hold button on the UI in space (the one near the tactical overview button) should open by default the ship cargo hold with hierarchical tree minimized and in the same position where it was positioned last time. Shift or alt clicking on it should open the general assets inventory in a new window.




GENERAL ISSUES:
In essence, the various buttons or right click menus should by default open separate windows for that particular hangar/bay/hold with the hierarchical tree minimized and not the general assets inventory.
I cannot stress this enough. Shift+clicking is not enough because you have to open the general assets inventory first and then shift+click on the hangar/bay/hold. I think a good solution would be buttons on the Neocom that you can add to it that would open various hangars separately. I for example would like to have the option to open ship hangar, items hangar and corporate hangar in separate windows with hierarchical tree minimized while in station, without having to go trough the general assets inventory. I want the general assets inventory to open only when I want it. Others might want to have only one of these options, or none. By giving the possibility to add buttons to the neocom that open separate hangars you solve this problem with a flexible solution that allows for player customization.

I know that this might sound as nitpicking, but the inventory UI is really important. It cannot be halfassed. While the idea of having a hierarchical tree like in file managers in itself is good, to be able to use such a UI effectively requires more space on the screen then the previous inventory UI. This is deadly for anyone with a small screen like a laptop. And when you're in a fleet and need to, for example, move some cap boosters from a can into your cargo hold while being under fire, last thing you want is to waste 10-15 seconds on opening the assets inventory and finding the can on the hierarchical tree, going there, and drag and dropping them to cargohold, all the while being unable to see anything and do anything because the assets inventory takes up all the space on the screen to be usable. Any time you make us go thought the general assets manager to do something like this means time lost in a battle, multiple clicks instead of one and possible death.
Turiddu
Deep Core Mining Inc.
Caldari State
#228 - 2012-05-24 10:35:52 UTC
Bloodpetal wrote:
Well, let me say I don't tend to end up with a ton of inventory windows everywhere because I use the "Merge Ships and Items With Station Window" option - this keeps my items window nice and tidy on the side - however...


ISSUE : corporation hangar, ship hangar, drone bays, fuel bays all get all insane as you open th em, and really inconsistent when you open one, and it opens the new window as a new tab instead of its own separate thing, then you have to split it out so you can drag stuff over, and then you want to stack certain inventory windows to make more space, but then you have to split them apart again to move stuff. Windows mini-games!!!

FIX : A unified system is appealing, but I think it can also be limiting, and not very scalable eventually. I have 45 ships, and equipment in over 10 stations (some people hundreds) - It also can be very deceptive to the new player that all this stuff is in "one place" And they might try and drag things between stations. Also, corp hangars are a conundrum in a unified system. Challenges, but not impossible to overcome.

I think idiot proofing the inventory system with icons rather than text would be a start. "BPO Filter" would be a BPO icon, etc. Too much reliance on typing would slow the system down and make it more difficult for newer and slower players to learn the curve.


Whatever you do - and don't pretend you don't have ideas CCP! - please keep the ability to merge ships and items /inventory management into the station panel - I never use anything in the station panel except as an inventory manager (or very rarely) and it would make my whole station panel a waste of space (seriously, i'd minimize it. I don't use agents, I don't need it for the fitting screen, sidebar does that, I rarely need to screw with my medical clone, I rarely switch between CQ/ships, I rarely go into the LP store, I rarely insure a ship...) I also don't want my inventory management to have to be forced into my middle screen to do things, because sometimes I have to do it in the middle of a fight and I can't have a massive screen in my face to do things.

Many times we need to be able to interact with inventories in space and around us and I don't know how a unified system could handle that clearly and without being an obstruction to itself off hand.


Main things to keep from a unified system :


  • Allow merging with station panel
  • Sorting Assets by Jump Distance
  • Making it easy to move things around
  • Allowing me to work with the scale of icons that I want (don't force me to use line entries)
  • Making sure that it's all scalable to an n-th degree, if dealing with 45-100 ships in the inventory becomes cumbersome, then it will be unhappy time.
  • Allow multiple windows to be open so people who want multiple windows can still have them for their usage. Don't force only one window.


Additional to all of this, it is good to go forward but the new UI is a step backwards. The new UI is for sure something which CCP has to work on, For my self, dealing with a 45kb/s internet connection, it takes ages to open the new UI, I'm sure i am not the only one here with a slow connection. The separate way of opening Items and Shiphangar is a lot easier and faster in my opinion.
Dex Sudaka
Perkone
Caldari State
#229 - 2012-05-24 12:04:20 UTC
Just like you let us customise the UI for character menus etc, give us the freedom to customise the Inventory UI to our needs. Everyone plays differenly and we have different ways to stack our windows. I can only think of one good interface to take example from...Apple's.

I think that when, opening the windows they open progresively, in cascade or even 3D form (bluring the ones not active). with a button to remember a determined layout. The system should remember how we opened the windows the last time. And if it gets messy, an option to see all those windows opened grouped at once.

Probably the worst of the most pathetic pilots in New Eden.

byron yuu
Redeye Inc.
#230 - 2012-05-24 14:01:27 UTC
this still is a mess i hope ccp is really taking notes from people. we need a fix soon play is ruined for me now and my corp mates.

imagine if windows decided to make you use 1 window and only 1 window ( call it window 7) it would be the last time people would turn on there computer as it would be imposable to work with.

i know you don't want to fix this as your ideas are always better than the players, and the window is better as it has more function but we need multiple windows still even if you keep the exact setup you have for the ui but in several pinable windows. at least that would be a fast fix even if it doesn't solve the pos hanger and gun problem.. that though could be fixed with just a overview setting, as i don't need to have my guns on overview as they show up as i warp into the bubble but my hangers and labs are important for range in space. you should at least allow us to name corp hangers like we do labs so we can see them for what they are. as for mission wrecks and jet cans it would also help because we could always remove them from overview till we need to salvage and loot.

please do something soon i hate logging in just to see i can't play normal and log back off and open the forum to read others saying the same thing. i know this is here to stay but the fix is simple and you can do it with little change using multiple ui windows even if they all show the same lists and cause major lag on loading them. at least it would be a start plus who cares how many windows you open inside a station i don't use the character station walk around i use the old ship screen...... why don't you add everything into 1 big window like mail and market and contracts and assets and corp? OH that's right you do its called the game.

don't get me wrong i like this mmo more than any other and want to stay playing it (its the only one i still play for 8 years now)... you do have good ideas and i want you to keep trying to give us better game fun. THANKS for all your work so far. I just expect you to do something to fix problems you test on us even if it may take a week or 2 till you get a real working ui setup.
Sarah Schneider
Native Freshfood
Minmatar Republic
#231 - 2012-05-24 15:17:17 UTC
ISSUE : The load time (i assume it's when the inventory tries to load the relevant assets and price checks) is annoying and should never happen at all. On low to medium latency (even on great connections) it took some people some time to load up the inventory window. This is (pardon me) stupid.

SOLUTION : Recode the inventory data/query requests and responses/process by applying an asynchronous approach. Which implies that when we open up the inventory, in space, for example, the process should be :

  1. The client tries to pull out the data for the current active cargo (while in space, it's the ship's cargo, while in station, it should be the ship's cargo and the main ship hangar and root hangar items).
  2. The client displays the data, before it tries to pull anything else. Other inventory besides the most relevant ones are not viewable at this point nor the market data for items. This way, players can see and review items quickly, without having to wait til everything loads.
  3. IF THE INVENTORY IS STILL OPEN, The client pulls out the market data by priority : current containers -> child containers -> other relevant inventory groups/containers, again, while in the meantime, players can still view the contents asynchronously without having to wait for the market data to be fetched completely.
  4. AGAIN, IF THE INVENTORY IS STILL OPEN, The client pulls out other remaining rarely accessed inventory groups and items and repeat the process.

In essence, players should be able to interact with the inventory, even when the data is not fully fetched yet.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Gent BF
Federal Navy Academy
Gallente Federation
#232 - 2012-05-24 15:31:48 UTC
Sarah Schneider wrote:
ISSUE : The load time (i assume it's when the inventory tries to load the relevant assets and price checks) is annoying and should never happen at all. On low to medium latency (even on great connections) it took some people some time to load up the inventory window. This is (pardon me) stupid.

SOLUTION : Recode the inventory data/query requests and responses/process by applying an asynchronous approach. Which implies that when we open up the inventory, in space, for example, the process should be :

  1. The client tries to pull out the data for the current active cargo (while in space, it's the ship's cargo, while in station, it should be the ship's cargo and the main ship hangar and root hangar items).
  2. The client displays the data, before it tries to pull anything else. Other inventory besides the most relevant ones are not viewable at this point nor the market data for items. This way, players can see and review items quickly, without having to wait til everything loads.
  3. IF THE INVENTORY IS STILL OPEN, The client pulls out the market data by priority : current containers -> child containers -> other relevant inventory groups/containers, again, while in the meantime, players can still view the contents asynchronously without having to wait for the market data to be fetched completely.
  4. AGAIN, IF THE INVENTORY IS STILL OPEN, The client pulls out other remaining rarely accessed inventory groups and items and repeat the process.

In essence, players should be able to interact with the inventory, even when the data is not fully fetched yet.


it's true.. and make my salvage time 3 times longer then i used to..
*stop salvaging until it fixed*
Ayuke
Nova Enterprises
#233 - 2012-05-24 16:28:43 UTC  |  Edited by: Ayuke
ISSUE: the filters are always coming up
when clicking on the arrows to hide the filters, after docking they are not only back up, but now you have to click it twice to hide it again.
SOLUTION: save the status of the filter window

ISSUE: when opening a cargo in space, it is a real challenge to mine with the new inv because each container has to be openened seperately.
SOLUTION: it should not be over the ship inventory
containers in space should always open on the position the last one was closed

ISSUE: the corporation hangar is slow, does not stay open and cannot be opened seperately.
SOLUTION: the possibility should be given to open a complete "corporation hangar only" window, now it is only possible to open each tab seperately, but not the whole hangar.
at least it should stay open if it was open at last undock
Jajas Helper
#234 - 2012-05-24 17:11:52 UTC
- rollback the inventory system
- integrate the new inventory into the asset window

Savethe game instead of your face..

Inferno do _stuff _with _stuff _to imitate the _stuff _you could do faster with the old stuff

-stuff-

Alia Gray
Holding Pattern LLC
#235 - 2012-05-24 18:04:22 UTC
ISSUE: Mission Salvaging has become more tedious with the new inventory system. Clicking open a bunch of cargo containers and then clicking LOOT ALL, then directs the Inventory window to the Ship's cargo.

FIX: When LOOT ALL button is clicked, Inventory should show the next item up in the columns list (example: next cargo container up). That way, we can have our repetitive LOOT ALL clicking back.

:)
Thorian Crystal
Viziam
Amarr Empire
#236 - 2012-05-24 19:34:58 UTC
Issue: The new inventory system is "easier" to use.

Solution: Revert it, and make it this time actually better.


I like improved inventory system, but it should be better. Also it is just pure lazyness, if you don't have a different window for looting and different for managing your inventory. The same goes for everything else, too.
byron yuu
Redeye Inc.
#237 - 2012-05-24 22:12:53 UTC
i know the new ui system is going to be permanent, but everyone cant yell turn it back we need to give better solutions to this problem. i see the advantage of it and more important the disadvatage as i use it.

1. we do need multiple windows for the ui that can be pinable. they can use the same ui you have just given us that's fine with me.
2. pos guns should be put in a drop down menu like you have for corp hangers so all we see is 1 icon saying guns unless we open it. this would also work with wrecks and cans in space. we still need it to work with our personal overview so we can close things we don't need till we need them... ex: i don't have my pos guns on overview but i do for labs and corp hangers and arrays, that's all i need to see when i am at a pos...
3. because you now list all ships by name not type this must be restored as naming is for fun not so our ships can be first in list or stuck in middle of it.
4. because we can't name our structures they need to be nameable so we can at least put them in a specific spot on the list, labs do this so make it so all workable structures that use the ui are nameable.
5. we need a option to right click and close to view some of the hangers you show us. i have full rights to corp hangers but many don't and they don't need a window they can't see or take from adding to the mass of info loaded every time we dock. i bet this is also taxing your servers as i have about 5-10 bil in each corp hanger worth of stuff not counting my personal inventory that is huge enough and must load every time i dock.
6. turning off some of the hangers when we don't use them or cant because of roles would also benefit when you decide to give us multiple windows or even now as we can shift click for another window and set 1 to show only corp windows and 1 to show our personal stuff.
7. ships in space specificly cap ships with multiple hangers must be restored to the old 1 window for cargo 1 for ship hanger 1 for corp hanger and drones, this is my biggest problem is i cant see whats in my cargo unless i want to have the lag of a window refreshing and causing lag in space. lag kills..... the stacking of these windows wasn't that messy in the first place.. i dont expect you to do this but at least let us have a pinable inspace place for ui and a dif pinable station ui. i keep my ui where my ship controls are in station but this doesn't work when undocked but works great in station yet if i undock i have to change it around.

i have more small changes but this is getting long.
i know we are not going back to the old ui but we do need a working version of it that doesn't cause lag or frustration when trying to have fun.

i already posted my b-ing earlier now its time for constructive advise from people who have tons of stuff and years of play not just a bring back the old as we don't like it. personaly it does have its advantages but causes way more problems as it is now than before but you will fix this if people try to tell you what they think should be done.
i understand a lot of people like this ui so only people who hate it are here complaining and i am 1 of them to but i want it to be fun to work not hard or worse dangerouse in missions or space....

THANKS for trying and i hope you can get a resonable fix implemented next tue or as soon as you can anyways.

i would like to talk about other things but i got so frustrated all i do is afk mine now so i don't even care to try the new missles or use a ship in combat now.
GOOD luck with the fix
serras bang
Caldari Provisions
Caldari State
#238 - 2012-05-25 00:39:26 UTC
Issue : avg prices telling me how much i can sell something for (not really helpfull when i loot hundreads of items)

Fix: filter has option or tells you avg buy prices (this means i can more accurately tell how much my cargo is worth.)
Demonic Wisher
Wishers In The Darkness
#239 - 2012-05-25 03:48:37 UTC
+1 for old inventory to be brought back.
Crash Creeley
Aliastra
Gallente Federation
#240 - 2012-05-25 04:32:49 UTC  |  Edited by: Crash Creeley
So far I like the new UI, but there is one issue I'm having

Problem: After completing an anomaly and after salvaging I'm left with a pile of cargo containers. After opening all the containers and they appear in the tree under the active ship I'm in, I like to use the "Loot All" button. The problem is that instead of moving to the next open container the active window keeps gong to the cargohold of my active ship,

Fix1: Instead of after each loot all action ending with my active ships cargohold, move to the next open container keeping that part of the tree active instead of having to each time click on the next container after the active window has switched to my active ships cargohold.

Fix2: Get someone that actually plays the game to come up with ideas on what to "fix and what to implement"