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blankseplocked [Proposal] Multiple blueprints, ONE set of options, and auto-repeat
 
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Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.05 07:33:00 - [1]
 

Edited by: Arctic Monkey on 14/11/2010 02:17:17
updated with a few more examples and refining the idea

Problem:

I want to invent (or manufacture) using ten blueprint copies. I need to select ten unique instances of options for input/output hangers, decryptors, desired results, industry slots, etc. This is time consuming, requires an abundance of queries to the servers, and is highly repetitive.

Solution:

Select all the blueprints in question at once and choose to invent (or manufacture etc). Select options a single time that will be used for all blueprint jobs (input/output hangers, decryptors, etc). Select a bank of industry slots to use using shift-click methods. Confirm the last screen which is updated with materials required for all jobs as a whole. Each blueprint (and therefore each industry slot) will still count as one job skill-wise, and will not allow an artificially high amount of industry jobs to be in progress. Think grouping turrets in combat. Why not treat industry jobs similarly?

Pros:

Industry as whole will become slightly less frustrating. Competition may increase due to more players running more jobs.

Cons:

Newly available NPC industry slots could be snagged many at a time by a single player, instead of being filled one at a time by multiple players. This situation does not yet exist because industry slots are currently available one at a time, as jobs can only be started one at a time.

(The public industry slots can be protected from this by limiting the new feature to pos-only slots, though it would not help the thousands of industrialists that rely on npc slots. Or, could place a limit on the number of slots you can batch-start based on how many are available at a given station)

Optional thoughts:

-Allow an option to run a job with particular settings and auto-repeat that job until some condition is met (run out of materials, no available slots, repeat x number of times, etc). Public slots will be auto-repeated after a short break (a few hours?), to allow other players a chance to move in and use the empty slot. Think autopilot for industry slots. It's convenient, and there is a penalty for using it (lost time between jobs), but you can escape the click-fest.

wr3cks
Reliables Inc
BricK sQuAD.
Posted - 2010.11.05 11:17:00 - [2]
 

from your lips...

gets suggested in here at least once a month.

current system is egregiously ****ty and the UI requires 8 clicks and 3 dialog windows to start 1 ****ing job.

the UI designer who came up with it should be dragged out into the street and shot.

will be nice when CCP is done making WoD and DUST and can get back to this game and make changes like this.

darius mclever
Posted - 2010.11.05 11:19:00 - [3]
 

+1

Darveses
Fantastulousification Inc.
Posted - 2010.11.05 11:32:00 - [4]
 

Yes please.

De'Veldrin
Minmatar
Norse'Storm Battle Group
Intrepid Crossing
Posted - 2010.11.05 11:34:00 - [5]
 

Supporting the removal of pointless click sinks.

Aineko Macx
Posted - 2010.11.05 21:32:00 - [6]
 

Naturally.

Chribba
Otherworld Enterprises
Otherworld Empire
Posted - 2010.11.06 06:44:00 - [7]
 

Yes pls.

Lady Guenever
Posted - 2010.11.06 09:28:00 - [8]
 


Sturmwolke
Posted - 2010.11.06 12:17:00 - [9]
 

The NPC slot balance issue can be solved easily by running a simple check on how many BPCs are put into the batch job. You can them just set an arbitrary max number of BPCs per batch.

Supported, though I'm skeptical CCP's gonna raise a finger at this issue.
They love pandering until the last minute.

Janos Saal
Amarr
Posted - 2010.11.06 13:02:00 - [10]
 

Mhmm.

Chigy
Minmatar
Shiznit Galaxy
Posted - 2010.11.06 16:52:00 - [11]
 

Yup.

Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.07 06:06:00 - [12]
 

Any more pros or cons to consider?

Ancyker
Test Alliance Please Ignore
Posted - 2010.11.07 09:09:00 - [13]
 

Edited by: Ancyker on 07/11/2010 09:11:43
I like it. Should work for research too.

A compromise if CCP doesn't like this is maybe make it only work in a POS array/lab. This eliminates the only con that has been thought of thus far. I feel open to all is a better option than restricting it to just POS users, though I'd rather have it for just POS's than not at all.

--

I too would also like to see it not take up another spot if you are queuing after your own job. ie, if I want to make 1000 runs of EMP S then 1000 runs of EMP M right after it, I should be able to queue those up in that order and only use 1 manufacturing skill slot. Basically have it work like the skill queue in a way. This would need an interface redesign though (<- not a bad thing). I actually tried doing this once just assuming it'd work like that because it made sense.

PS: Menu option name suggestions: "Queue in succession"/"Successive queue" = queue one after another in the same slot, "Queue multiple" = queue each in its own slot.

Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.08 06:43:00 - [14]
 

Thanks Ancyker, more to think about.

Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.13 04:18:00 - [15]
 

Original post updated.

Looking for more comments and support!

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2010.11.13 20:07:00 - [16]
 

Definately on the idea of repeat attempts. Just add a field "No. of attempts" with a max time limit.

Would be a continuation of the other industry job styles, and wouldn't hog every slot in one go.

Reddx Panther
Posted - 2010.11.13 20:36:00 - [17]
 

Edited by: Reddx Panther on 13/11/2010 20:37:48
Hm, your proposal, even if it improves the current situation, will still be a click-sink, some sort of PvE thing against a bundle of dialog boxes and a stop watch.

Additionally there might be all kinds of implicit issues with the UI that may make it slow and bulgy - like checking if X slots can be assigned, if X blueprints and materials are available in the selected hangar, if X jobs can still be created by the player etc.

As far as I understand it The Problem is rather that you have to restart the job every time manually at all. If jobs could be configured to 'auto-restart' after completion until they run out of materials or research slots, that'd fix it, wouldn't it?




Raid'En
Posted - 2010.11.13 23:14:00 - [18]
 

do want

Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.14 02:01:00 - [19]
 

Originally by: Reddx Panther

Hm, your proposal, even if it improves the current situation, will still be a click-sink, some sort of PvE thing against a bundle of dialog boxes and a stop watch.


Yes there will still be a fair amount of clicking. However I hope to lessen the click-fest and bring the industry process more inline with the amount of effort required to do other tasks like: fitting a ship, creating a contract, etc.

Originally by: Reddx Panther

Additionally there might be all kinds of implicit issues with the UI that may make it slow and bulgy - like checking if X slots can be assigned, if X blueprints and materials are available in the selected hangar, if X jobs can still be created by the player etc.



I'm not sure I see what you do. Each of the checks you mention already happen, and either succeed or fail gracefully. The goal is to eliminate running these checks two, five, or ten times individually, and only running them once as a whole. Think about how we can group turret slots in combat. There is only one "stack" of guns for the server to calculate and think about. Lets treat industry jobs in a similar fashion.

Originally by: Reddx Panther

As far as I understand it The Problem is rather that you have to restart the job every time manually at all. If jobs could be configured to 'auto-restart' after completion until they run out of materials or research slots, that'd fix it, wouldn't it?


This would be great, and I completely agree. The only consideration is that almost every public industry slot would be occupied for much longer time periods, and reducing the chances that slot can be turned over to another player. However this option would be perfect on a POS as those industry slots are private by nature.

Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.14 02:19:00 - [20]
 

Originally by: Glyken Touchon
Definately on the idea of repeat attempts. Just add a field "No. of attempts" with a max time limit.

Would be a continuation of the other industry job styles, and wouldn't hog every slot in one go.


I like it, original post updated with the idea.

Thanks for the feedback, keep it coming! This is already sounding better than when it started.

Kabaal S'sylistha
Caldari
Caldari Provisions

Posted - 2010.11.14 18:48:00 - [21]
 

+1, in loving memory of all small, reasonable, yet gamechanging features you'd expect in a polished, finished game.

Kogh Ayon
Posted - 2010.11.16 18:46:00 - [22]
 

Edited by: Kogh Ayon on 16/11/2010 18:46:14
I thought I was able to do so at firstLaughing

Alvar Kesh
Gallente
Ealurian Shipyards

Posted - 2010.11.17 10:31:00 - [23]
 

signed

Anna Ooze
Posted - 2010.11.18 15:58:00 - [24]
 


Kazuo Ishiguro
House of Marbles

Posted - 2010.11.18 20:43:00 - [25]
 

Originally by: Arctic Monkey
Problem:

I want to invent (or manufacture) using ten blueprint copies...


Heh, I want to use 11 Razz

Riley Moore
Sentinum Research
Posted - 2010.11.18 20:50:00 - [26]
 

God yes please!!!

Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.18 21:49:00 - [27]
 

Originally by: Kazuo Ishiguro
Originally by: Arctic Monkey
Problem:

I want to invent (or manufacture) using ten blueprint copies...


Heh, I want to use 11 Razz


I know, right?

Please visit your user settings to re-enable images.


Arctic Monkey
Caldari
D00M.
Northern Coalition.
Posted - 2010.11.29 23:00:00 - [28]
 

Industrialists, unite! Cheesy I know, but we need some more support.


 

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