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WRITE DOWN ALL THE THINGS!!! Back from summer break!

Author
Mara Rinn
Cosmic Goo Convertor
#61 - 2012-05-12 07:29:05 UTC
Mirajane Cromwell
#62 - 2012-05-12 08:08:58 UTC
Wouldn't wiki format provide more useful environment than google doc to set up something like this? I've seen player made wikis for other games where players have made bug lists and such and then devs are using those lists to improve their game.

The document is already 40 pages long and I expect it to get hundreds of pages eventually - nice read but scrolling gets annoying after a while.
Wily Virus
Native Freshfood
Minmatar Republic
#63 - 2012-05-12 08:21:16 UTC
I think there are many threads for this change, but I don't have links on hand right now:
Remove learning attributes from all implants. Fold them into base learning stats like how learning skills are nerfed.

This prevents noobs from grinding up cybernetics and saving for implants the first thing they join this game. It also prevents them developing risk adverse behavior and avoiding 0.0 and lowsec just to protect those expensive implants (for a new player) in the first few weeks of the game.
Tobiaz
Spacerats
#64 - 2012-05-12 11:05:02 UTC  |  Edited by: Tobiaz
Duvida wrote:
I like it, but are any devs or CCP folks going to see this, or have they already?
If this list keeps popping up on the first few pages of the forum, eventually they'll will. Blink
Mirajane Cromwell wrote:
Wouldn't wiki format provide more useful environment than google doc to set up something like this? I've seen player made wikis for other games where players have made bug lists and such and then devs are using those lists to improve their game.

The document is already 40 pages long and I expect it to get hundreds of pages eventually - nice read but scrolling gets annoying after a while.
Problem with wikis is that they take much more effort to maintain and update and people are less likely to join the initiative as an editor. Though when the G-Doc list becomes too long, we might take steps to make it more manageable.

Wily Virus wrote:
I think there are many threads for this change, but I don't have links on hand right now:
Remove learning attributes from all implants. Fold them into base learning stats like how learning skills are nerfed.

This prevents noobs from grinding up cybernetics and saving for implants the first thing they join this game. It also prevents them developing risk adverse behavior and avoiding 0.0 and lowsec just to protect those expensive implants (for a new player) in the first few weeks of the game.
Your idea has definitely some merit and I'll add it to the list, though personally I think it's fine as it is. Too many people make the mistake of thinking they need high value learning implants or else they can't enjoy the game. I do think newbies getting podded and losing their valuable kick-starter implant is a bit problematic though.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Killer Gandry
The Concilium Enterprises
#65 - 2012-05-12 17:57:11 UTC
I think first page alone for all the work put into this
Arcanasx
Red Dominion
#66 - 2012-05-12 22:42:10 UTC
Has anyone noticed how faulty the Jaguar/Wolf turret positions are? It has been so ever since the Incarna expansion when the turrets were renovated. I know this is just one kind of ship, but other than me other people who like flying these ships may think the same as well.

If you look at a Jaguar:

1st turret slot places 2 turrets at the front and another turret on top at the back.
2nd turret slot places a turret an each ''wing'', at the sides of the ship.
But the 3rd turret slot places 2 turrets underneath the hull; it would have to shoot through its own hull to shoot above it.

Ever since that expansion, you could put turrets in any order you liked. That means you could just put a turret on the last turret slot of a Jaguar. If you did, you would see that just those 2 turrets underneath the hull would have trouble shooting anything above it without trying shooting through its own hull...

The Wolf basically has the same problem. It has the same turret layout as the Jaguar except it also has the extra 2 turrets on top of the hull at the back, because of the extra turret slot it has. Again, these turrets would have to shoot through its own hull to shoot anything below it, as well as above it for the 2 turrets underneath the hull.

The Rifter seems fine...because of the turret layout it has it won't have its turrets shooting through its hull. But lets be honest, the turret on top on the right and the turret underneath on the left, looks awful; especially for a symmetrical ship.

You may be thinking...why would you not use all available turret slots for these small ships. Thing is, as much fitting variety that EVE has, the option of not using all turret slots for whatever reason still exists, and such can create strange firing arcs if that's the case.

I think the original turret layout for these ships were better (and made more sense), despite the lack of a turret to shoot above with the 2 turrets at the front. I understand that this is only somewhat of a minor, potential graphical issue, but its still kind of annoying.
Tobiaz
Spacerats
#67 - 2012-05-21 17:37:51 UTC  |  Edited by: Tobiaz
FINALLY! A new update! The suggestions in some of the previous posts haven't been checked out yet, but will be added in the next update.

SMALL THINGS!

Interface (st)

● Option to warp at custom ranges
● Add a optional column to the overview containing ship-class (like ‘interceptor’ or ‘force recon’
● Add a optional column to the overview containing the racial type (like ‘Minmatar’ or ‘Sansha
● With multiple monitors, add option to the login window to select which screen game should use
● Add a tab containing the standing changes history to the standings section of the character screen
● Display the clone in red if on the main character window if it doesn’t cover the players skillpoints
● Option to add the planet type to the planet entries in the system’s context menu
● Add different highlight colors for the scanning probe icons when moving them on the horizontal plane or vertically
● Give personal and corporate bookmarks different colors in the system map
● Add the minimum required ship-type for successful completion to epic arc mission descriptions
● Add option to display stations names in the overview in an abbreviated fashion (‘Misneden IV - Moon 2 - Federation Customs Testing Facilities’, would become ‘P4 M2 FCTF’)
● Market browsing history, with forward and back arrows like the show info window link
● Allow filtering on ‘client’ in the transactions tab of the wallet
● Allow configuring overview settings while docked
● Make the datacenter ‘standing repair’ missions repeatable over a 3 months period
● Add the ‘autopilot yellow’ to the entries in the corporations assets tab
● When a fleet boss logs of, his position isn’t automatically bestowed upon another member, but is up to be claimed by one of the wing commanders
● Allow renaming individual POS hangars, separately from the names of corporation divisions
● Make it possible for industry and science jobs to take input from containers
● Split mission relevant objects from the overview group ‘Large Collidable Object”, into ‘Interactive Mission Item’ and Mission Objects”
● Allow setting the transparency of region name labels in the world map settings
● Option to display the names of all systems in a constellation or region
● Option to turn the lines of jumpbridges into non-blinking dotted lines
● Expand the item context menu ‘show market details’ with ‘open market group’ opening the market panel and opening and focusing on the item’s market group in the browse tab
● Allow moving multiple fittings to corporation fittings at once
● Allow importing multiple fittings into the fitting manager at once

Visual & Audio (st)

● Return the audio notification when failing to activate warp because you’re warp scrambled, and make it optional
● Clothing with Corporate or Alliance logos link
● Different icons for Remote Hull Repairer, Remote Armor Repairer, normal Armor Repairer and Hull Repaired
● Add more backgrounds to the character creator, including refurbished ones from the old character creator

Other (st)

● Allow showing a player’s bounty on the character portrait on the forums

BIGGER THINGS!

Interface (bt)

● Merge the personal and corporation assets windows into the new unified inventory

Mechanics (bt)

● Add scripts for survey scanners. One to make it work as it does currently, giving a list of all asteroids in range with their ore content. And a second script that allows it to be activated on a locked asteroid, constantly tracking its status

Interface (brt)

● Search function should exclude partials when searching for ‘exact’
● When using the drag&drop function for the input of a name, don’t use that name for a further search, but use the actual pilot in the input like it should

Expect a few more updates the coming few days. We always need more editors!

NEXT UPDATE = https://forums.eveonline.com/default.aspx?g=posts&m=1334360#post1334360

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

AFK Hauler
State War Academy
#68 - 2012-05-21 17:46:39 UTC
WiS dancing...


J/k


Saved for later update in an epic threadnaught.
Morwen Lagann
Tyrathlion Interstellar
#69 - 2012-05-21 19:26:37 UTC  |  Edited by: Morwen Lagann
I'd posted these to the "Little Things" thread a while back, but it's worth repeating them. Didn't see them in the list either, but if I missed them, oops. :X

1) Refresh portrait option.

Right now, portraits update unreliably, often feeding from the cache for days after someone has updated it. Even worse, it updates them from the server at different rates for different sizes of the portraits; if someone is changing their portrait sufficiently frequently, it's possible to have up to four different portraits for the same person (small and large portraits in chat, character 'showinfo' portrait, and the magnified portrait). A right-click option to flush the cache for a particular character ID, and force the client to fetch and update to the current portrait for a given character, would be nice.

2) Accidental-closing-proofing of chat stacks.

Currently, certain channels (Fleet, Corp, Local, Alliance, Incursion, Militia) cannot be closed by clicking on an 'x' in the corner of the chat window like any other window can. Instead, they have the 'x' removed, and only have the 'pin' and 'minimize' options available. In order to close some of these channels (Local and Corp aside) you must ensure you don't meet the criteria that cause them to open in the first place (being in a fleet, alliance, militia or incursion area) - you can't close them directly.

This behavior transfers to stacked chat windows that contain one of these six channels. Instead of the [ o | - | x ] that most windows have, a stack that contains one or more of the six FCLAIM channels (listed above) will have that corner changed to just [ o | - ]. This feature is really useful when you have channels that you don't want to accidentally close. You just slap them into a stack with one of these channels, and suddenly you can't close them by accident anymore - you have to go and do so deliberately through the channel list, or by right-clicking a tab and selecting "close channel".

Unfortunately, the majority of people will only have two or maybe three of these open at any time (I have two, except when I'm in a fleet and/or incursion), which may not be enough to cover all of the stacks that you need to spread the channels out (I prefer four stacks, sorted by their use and importance). In addition, with the new Neocom, stacks of chat channels that contain one of the FCLAIM channels minimize to their own icon in the neocom that you can click on to bring the stack back up. Stacks without these channels, however, do not; they minimize to the Neocom's main chat button itself, meaning you have to fish through the list of open channels to find the one you want if you've minimized that stack. This, in addition to the fact that it's too easy to accidentally close those stacks. Given the tendency of the UI to lag when opening and closing channels, this can be pretty bad if it happens at the wrong time.

Anyway, what I'd like is the ability to toggle this behavior on a given stack without needing to throw one of those special channels into the stack. A right-click option to 'lock' the stack would be sufficient.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Tobiaz
Spacerats
#70 - 2012-05-22 06:56:07 UTC
New update. The suggestions in the earlier posts about the Jaguar&Wolf turrets placement, portrait refreshing and 'close' removal from channels, have all been added.

SMALL THINGS!

Interface (st)

● Make the time-dilation icon show on all affected system on a cluster, not only the one causing it
● Option to set overheating for a module last only one cycle when activated
● When adding a new default bookmark, have it automatically add the nearest celestial object in the name, instead of the useless ‘spot in’ [system]
● Add more optional custom tabs to the overview
● Make entries entries in the wallet journal and wallet tab clickable links to type, location and client
● Allow looking upwards when docked in a station
● Allow sorting the browser history by date last visited
● Add ‘put timer to calendar’, with option for the corp calendar, in the context menu when clicking on a reinforced POS
● Allow drag&drop linking of modules from the fitting window
● Add the option for channels to disable the ‘close’ button to prevent closing them accidentally (like Local and Corp)

Mechanics (st)

● Make the transition into TiDi more fluent instead of hitting a lag spike first
● Require corporations to pay a monthly registration fee of 10M ISK, if they miss 3 payments they are automatically disbanded and both the name and the ticker become free to be used by a new corporation.
● Add ‘single-ore’ gravimetric sites for other ores then just Omber
● Merge the skill queue window back into the skill tab of the character window. Add the 24 hour completion bar above the skills list and just below it a folded tab that can be expanded to show the currently queued skills. Keep the option to open the skill queue in a separate window as it is now though.
● Add auto-bid function with a specified max bid to the auction contract market (similar as on eBay)
● Add the option to assign a shortcut to ‘open cargo’ on locked targets
● Allow setting jobs remotely at a POS using the supply chain management and scientific networking skills

Visual & Audio (st)

● Rename ‘loading’ for the Captain’s Quarter into ‘Pod Debarking’ or something a string of likely activities
● Give the Curse its antennas back from the original T2 model before the V3 shader
● Fix the turret locators on the Jaguar and the Wolf models to have it make more sense
● Option to manually force the game to refresh updated portraits of players

Other (st)

● Make the ship’s engine-trails appear scattered or fluttery when a ship’s webified

BIGGER THINGS!

Mechanics (bt)
● Add an ingame chatlog viewer
● Add the option for stations to hire a ‘locker’ type of hangar. These are weekly-rented hangars both by players and by corporations, visible for all guests, but only accessible by players with the password and/or high enough standings towards the owner. The locker has an transfer log, and if the locker’s rent is cancelled or runs out, all items inside the locker are either returned to the original owners if it was player-rented or put into impounded if it was corp-rented
● Remove perfect local from null-sec and add an anchorable module that consumes fuel that tracks all players in local that entered or through a jumpgate, speak in local, or is target-locked. Once tracked, players leaving the system by any means, will be registered correctly.
● Remove perfect local from null-sec and add a POS-module, fitting requirements requiring its own large POS, showing all players entering and leaving the system through any means (excluding covert jump portal).
● A high-slot 'scambling' module hiding a player’s presence in local and from local-count, but also removing his ability to see others in local. This module comes in different sizes for each ship-class and consumes considerable cap, or cap charges. It can not be combined with a cloak.

Visuals & Audio (bt)
● Allow viewing the contents of fuel bays of a POS in the ‘in space’ tab
● Add different corporate levels of viewing access for ‘in space’ assets, so POS can be more hidden

UNBALANCED THINGS!

Mechanics (ubt)
● Black Ops should have a slight increase in jump range.
● Rebalance the material specifications of T2 ships that made Technetium, a R32 moon, more valuable than half a dozen of the rarest R64 moons combined
● Replace all T2 BPO’s with BPC worth 6 months of production. The owners have been able to profit of them effortlessly for long enough and they make it completely impossible for T2 researchers to make profit with low-volume products.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Tobiaz
Spacerats
#71 - 2012-05-26 15:46:18 UTC  |  Edited by: Tobiaz
New (small) update. We will pause working on our backlog for a period of time, while we will update the G-Doc list to the Inferno changes and we will start gathering the many ideas and fixes specifically aimed at improving the features released with the latest update.

SMALL THINGS!

Interface (st)
● Sort market sell orders by price (low to high), by default
● Add an option with a hotkey to undo the last probe movement
● Remember a signature’s type without having scanned it completely to 100% x
● Doubleclicking a blueprints while in a station should open up the manufacturing window
● When using mining drones, add the button ‘assign mining drones’ to the locked target panel
● Add the option to collapse the input box of a channel window
● Add the option to collapse the message box of a channel window
● Add the option to collapse the channel window so only the player list remains visible
● Allow renaming containers inside corporation hangars
● Allow repackaging items inside containers and ship cargo bays when docked or at a POS
● Allow reprocessing items (not ore, which is possible) inside corporation hangars when at a station with a refinery
● Allow repairing items inside corporation hangars and containers when at a station with a repair station
● Add a right-click context menu with ‘search in contracts’ and ‘view market detail’ for items in the LP store
● When moving modules between inventory windows, don’t make ‘module cannot be stacked’ cancel the move

Mechanics (st)
● Add keys to the first rooms of multi-room exploration complexes to decrease the window of opportunity for ninja-blitzing the loot from newer players not doing hi-sec exploration in T3 ships
● Add a bounty and better description-suitable loot to the key NPC objects in deadspace complexes
● Reseed the BPC's for Pirate faction POS towers
● Make traders pay a fine if a buy order using Margin Trading is cancelled because of lack of funds.

BIGGER THINGS!

Interface (bt)
● Add a Fight Finder to set up/find consensual fights in high sec. This would encourage fleet fights in highsec wars x
● Option to show capacitor on watchlist

Mechanics (bt)
● New variation of Secure Containers that can be set to self destruct when your ship is destroyed
● Allow ships to be anchored like secure containers. Also allow them to be hacked

Other (bt)
● Incursions Global Report data to the API

BROKEN THINGS!

Visuals (brt)
● Fix ships appearing to come in sideways from warp

NEXT (INFERNO-WARDEC) UPDATE = https://forums.eveonline.com/default.aspx?g=posts&m=1440946#post1440946

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Captain Martin
Let them eat cake
#72 - 2012-06-04 07:24:08 UTC
More Standings slots
Standings subscription

I fly NRDS and follow the CVA KOS list. Each day i log in and see a mail with standings update.

The alliance adds all KOS from the KOS list and they are limited to around 2400 standings slots the my corp has 1068 standings slots. Every time alliance slots get full, I get a mail with new ppl/corps/alliances to add to corp standings. When our list get's full we send a list to corp members. Think the KOS list is between 5000 and 15000 entries

I use 1-2 hours of game time every week storting standings. Not fun
I see no reason whatsoever for me doing the excact same standings cleanup as the ceo's/diplos/directors in the 11 other corps in our alliance and that's just us. what about all the others that follow this KOS list, they are doing the excact same things - I wonder how many ppl are cleaning standings instead of playing the game?

I'd like more slots (perhaps bougth from "central computing corp"/concord) and with more i mean unlimited.

The ability to subscribe to standings. Most of my null sec time i'd been following the standings of some larger entity - it would be brilliant if I could "subscribe" to their standings ie. follow CVA standings/ KOS list check this box. (a more computer savy person might have a good way of doing this)

-CM
Tobiaz
Spacerats
#73 - 2012-06-04 07:40:42 UTC
You have any idea how many standing slots there are currently?

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Cloned S0ul
POCKOCMOC Inc.
#74 - 2012-06-04 08:05:24 UTC  |  Edited by: Cloned S0ul
You give much effort and love to your entire thread and i respect this.

Lot of good ideas and ano matter if some are form other topics, but sadly CCP cant handle it, they cant handle even few of these ideas, they need like next 15 years to introduce your ideas into game.

This stuf belong to EVE ONLINE II, to other company who can handle it, after buyout whole CCP company, is to much for CCP they can only broke stuf, all what they mastery is ignoring own comunity, and delivery beta projects existed only in experimental field to TQ.
Kinis Deren
Mosquito Squadron
D0GS OF WAR
#75 - 2012-06-04 08:46:01 UTC  |  Edited by: Kinis Deren
Okay, just my 2 cents and I don't claim to know everything about the game nor if this set of ideas is workable:

- Sov null rat bounties to be paid by sov holding corp (reduces ISK injection into the game, encourages diversity of wealth generation in null to support bounty payouts).

- No sec status gain from ratting in non empire space which, AFAIK, is meant to be outside of CONCORD jurisdiction (provide a target rich environment in low sec and a sense of real risk for losing sec status).
Tobiaz
Spacerats
#76 - 2012-06-04 10:54:06 UTC  |  Edited by: Tobiaz
Kinis Deren wrote:
Okay, just my 2 cents and I don't claim to know everything about the game nor if this set of ideas is workable:

- Sov null rat bounties to be paid by sov holding corp (reduces ISK injection into the game, encourages diversity of wealth generation in null to support bounty payouts).

Why would the sov holder want to pay for players killing NPC? Ugh

Quote:

- No sec status gain from ratting in non empire space which, AFAIK, is meant to be outside of CONCORD jurisdiction (provide a target rich environment in low sec and a sense of real risk for losing sec status).

I've seen plenty of null-sec players comment on it being to absurdly easy to regain security standing in null. And while complete removal of security gain from ratting in null would be over the top, lowering it compared to low-sec gain would be a decent idea with overall favorable results. I'll add it.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Degren
The Scope
Gallente Federation
#77 - 2012-06-05 00:59:24 UTC
You work too fast, man. Everything I try to write down, you already have.

WELPS, bump

Hello, hello again.

Captain Martin
Let them eat cake
#78 - 2012-06-07 05:15:38 UTC
Tobiaz wrote:
You have any idea how many standing slots there are currently?


on Alliance lvl - around 2500 is the cap not sure tho. I'm not alliance diplo, only corp.
on Corp lvl - 1024 is the cap
on personal lvl - no clue guessing around 500.

the proposal is two parts tho:

1. more standings slots - i use 2-3 hours pr. week on sorting standings at corp lvl. and sending names to personal lvl.
2. a way to subscribe to a standings set by an entity - ex. if I fly with CVA NRDS in Provi i subscribe to CVA standings and don't have to be arsed with setting standings.

also i'd like to add the option of localized standings.
example:
corp x has corp y set as red due to allinace standings.
corp x runs a POS chain in corp y lowsec area.
corp x makes a blue agreement with corp y in the lowsec systems around their POS chain but everywhere else they are still red.
Grath Telkin
Amok.
Goonswarm Federation
#79 - 2012-06-07 07:41:23 UTC
Captain Martin wrote:
i use 2-3 hours pr. week on sorting standings at corp lvl



Jesus christ it can't possibly be worth living there if you have to go though that.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Captain Martin
Let them eat cake
#80 - 2012-06-07 16:58:37 UTC
Grath Telkin wrote:
Captain Martin wrote:
i use 2-3 hours pr. week on sorting standings at corp lvl



Jesus christ it can't possibly be worth living there if you have to go though that.


Exactly my point. Game mechanics shouldn't be a hindrance to the way you choose to play. Instead Game mechanics should "help" you achive your goals.

In my opinion standings works as bad for NRDS as a max of 5 active war dec's would for a merc corp.

@Telkin - I like NRDS gameplay, so it's worth it for me, sux but worth it - but that's besides the point :)