open All Channels
seplocked EVE Information Portal
blankseplocked New Dev Blog: Size doesn't matter
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 2 3 4 [5] 6 7 8

Author Topic

Aineko Macx
Posted - 2011.02.11 07:32:00 - [121]
 

I approve of this product.

Originally by: Tippia
Edited by: Tippia on 10/02/2011 21:14:11
Originally by: deathpain
As for selling multiple items, I imagine that is somewhat difficult to implement not to mention a bit of a load on the server.

Why is it difficult to implement ?
Because for each item, it has to query the market, determine which orders can actually be filled, and give you some indication of where and how these orders exist. There's also the question of how it will handle partial orders: you want to sell 100 items of type X and 200 of type Y, but the matching orders for X are 50 to one buyer, 40 to another and 100 to a third, whereas Y has a buyer who will buy 3000, but only in stacks of 80…

That argument is not water tight. If somebody wants to sell 200 stacks of items, he will, whether he can sell them all at once or one by one. The number of individual market transactions does not change. So in theory the average load would stay the same. In practice, it is actually often better to perform one or few large queries than 200 small ones.

Quote:
…how does this show up in your multiple-order window and how does it handle the changing prices as orders are filled

This, however, is a much bigger problem: Creating a good UI for mass sell/buy (and then you would indeed increase server load, because people tend to look much more often at the market then actually buy/sell). Unless they made it a dumb mass sell, with no/minimal preview.

Walextheone
The Red Circle Inc.
Posted - 2011.02.11 07:45:00 - [122]
 

Originally by: Daneel Trevize
Edited by: Daneel Trevize on 10/02/2011 18:11:41
What ever happened to the T3s swapping subsystems in POS change? Crying or Very sad

HYBRIDS and Gal. EWAR/COMMAND SHIPS

Please


+1.
Thoose fixes will make the whole W-space + Gallente community happy Razz

Gnulpie
Minmatar
Miner Tech
Posted - 2011.02.11 08:04:00 - [123]
 

Originally by: CCP Explorer
We started on this work along with a lot of other cleanup, performance enhancements and hardening of the Inventory System and it will be released soon to Tranquility, providing the foundation for differentiating between BPOs and BPCs. Some more code is needed to make that happen so I can't promise any dates but the foundation is there.


OMG


Bo Tosh
Posted - 2011.02.11 08:56:00 - [124]
 

I've got to say I never thought this would happen, thanks and looking forward to the fixes and improvements.

RaTTuS
BIG
Gentlemen's Agreement
Posted - 2011.02.11 09:49:00 - [125]
 

please can we name our JC

Hurkh Hurnulkh
Amarr
Posted - 2011.02.11 09:51:00 - [126]
 

Edited by: Hurkh Hurnulkh on 11/02/2011 09:52:02
Thank you a lot for taking this approach of fixing broken things. I've never been more excited of a new release.

I know the whole UI of Industry should be redone, there's been talks of it for years now. I know someone (probably in CSM) has created a better list of "small fixes" industry could use, but I'll nevertheless list my favorite small fix here:

System should remember what kind of installation user last used when he started a job. Using this information, when entering a new job, the system should check for and pre-select a similar installation with the smallest queue. This would remove a whole lot of repetitive clicks from entering any kind of industry job (especially when you enter them in a batches of 10 jobs).
If you really want a minifix, just start by implementing this for stations only, and expand to installations in POSses later.

CCP Optimal

Posted - 2011.02.11 09:52:00 - [127]
 

Originally by: Two step
Oh, one more big request, *please* *please* *please* give me a checkbox to turn off the alt key looks at stuff "feature" that was added in the last patch? I (and many other people) use alt as a push to talk key for voice comms.
I'm not about to give you a checkbox, but I'll give you this: Go the system menu (ESC) / Shortcuts / Combat tab, and unbind, or re-bind the "Look at" command.

Killerhound
Caldari
Free-Space-Ranger
Morsus Mihi
Posted - 2011.02.11 09:59:00 - [128]
 

Back in the early days of eve when the Carrier were introduced, we all hoped that one day it would be possible to actually dock on ships.

Since then it was very quiet...

I believe it would be a nice chance to actually allow such a feature.

Allow people to dock up on carriers/motherships/rorquals/...

This would make most of the ship maintenance bays on bigger ships and also on smaller ships very usefull and nice.


Ani Kasameto
Posted - 2011.02.11 10:02:00 - [129]
 

I think having a program of small fixes is a great idea. There are a couple of things I would like to see if possible:

1) Could you please look at introducing tabs into item hangars for individuals, as well as corporate hangars. Using containers to manage my stuff is a clunky workaround

2) I may be wrong here, but I'm pretty sure that if I look at the material requirements on a T2 BPC that's inside a can when I'm away from station they are calculated wrong. They don't appear to take into account the wastage factor of the BPC - in other words, they fool me into buying the wrong amount of materials. can you fix that, please.

Daedalus II
Helios Research
Posted - 2011.02.11 10:54:00 - [130]
 

Originally by: CCP Explorer
The hotkeys are not supposed to use the selected item. To copy a reply from CCP Optimal:

I think some of the problems you are describing with the combat shortcuts not working at all might be related to a misunderstanding of how they are designed to work. There are two ways of using a combat shortcut:
  1. Holding the combat shortcut key down, and then clicking the desired entity to apply it to. This was basically just taking the old CTRL+click targeting functionality and applying it to other in-space actions
  2. Having focus set to the overview and just pressing the combat shortcut key (no mouse clicking required). This functionality was added for those who would like to do combat without using the mouse at all.
Clicking an entity in space, and THEN pressing a combat shortcut key, will however not work, as this would probably end up with a lot of accidental command executions.



If this is how the shortcuts should work I'd say you have totally missed how shortcuts work in pretty much all other programs.
If I want to copy something I don't press alt, E, C going the menu way, I press ctrl+C going the shortcut way.

Using alternative 1 is worse than using the overview (today I select the gate I want to jump through from the overview, I hit the warp button at the top right, and when the ship slows down as it arrives I move my mouse to the jump button instead and press it to jump). With the "shortcut" I would have to scroll through the overview, hold down a button and click on the right gate (if I miss-click I warp to the wrong location). When the ship slows down I will again have to scroll through the overview, hold down another button and click the gate (again with the risk of miss-clicking).

Alternative 2 is in other words the only useful alternative. However it's still "bugged". To go around the problem with having to have the overview active I created a set of macros for my G15 keyboard in such a way that it always clicked ctrl+space before the actual command. Disregarding the fact that the game was extremely picky on how long the delay between ctrl and space had to be I eventually got it to work. However the fun thing here is that if the selected gate is not in view (it's scrolled outside the overview viewport) when you issue the shortcut it won't register!

In my opinion alternative two should A) NOT require you to have the overview active and B) NOT require that the selected item is in the viewport. If people are afraid of issuing commands by mistake, just set them to ctrl+whatever or ctrl+alt+whatever. That way it's impossible to activate it by just writing without focus on the chat.

When the new shortcuts came out I thought it was a wonderful addition, but they are so cumbersome to use so I still use the old way. That has to mean something...

Weltact
INVICTUS.
Posted - 2011.02.11 10:56:00 - [131]
 

Could we get a checkbox or settings options to disable backgrounds in space? Ever since you removed the wide screen bars without recognition of usability it's not gotten any easier for people with visual deficiences.

Please don't get lost again in arguments like "immersion breaking" or "some things you have to enforce to make it compelling", there is no chance you can spare the resources to address the wide screen removal itself, but you might just consider a common courtesy to bypass the whole problem and still address it with minimal effort.

Also the old argument of space backgrounds working against macro EULA breakers is obsolete. Their technology has evolved, often not depending on OCR anymore. Botting has become a war of its own, just like RMT. And they're not the same anymore.

It would make a world of difference for gameplay of quite a few folks.


El'Niaga
Minmatar
Republic Military School
Posted - 2011.02.11 10:57:00 - [132]
 

There's some good stuff here.

I do have a question though:

"Since there isn't a good reason to remote rep someone who is criminally flagged apart from griefing, we're removing the ability to RR criminals in highsec. This is to close a loophole where people would CONCORDOKKEN their fleet. Thanks to Team Gridlock for making this change for us."

Is being a criminal (getting global) still dependent on your sec status and the sec of the system? This could cause some problems for folks trying to help out corp mates regain some sec with missions etc. Or does it not apply if the individual is in same corp?

Vuk Lau
4S Corporation
Morsus Mihi
Posted - 2011.02.11 11:08:00 - [133]
 

Good job

Vaerah Vahrokha
Minmatar
Vahrokh Consulting
Posted - 2011.02.11 11:59:00 - [134]
 

A list of suggestions / "bugs" for the Developers:


Quote:

You can now remotely destroy a jump clone from anywhere



Did you also fix my ticket about this issue:

- I have jump clones made in a Rorqual
- The Rorqual player stopped playing since a year ago
- I CANNOT delete those clones in any way, since the ship is obviously not in game.


Quote:

We've greyed out clones that hold less SP than you currently have, to help people avoid buying clones that don't really do anything



EvE is a game of consequences. I am not sure this is in line with EvE's inner philosophy. "Thinking for the player" is more for that "other MMO".


I'd also wish to signal an UI discrepancy that I consider a bug:

- There are several nice market filters.

- They don't work where it counts, that is on the graph. C/D?


Example:

- A guy puts a 8000000000 ISK grief order on Tritanium

- The history prices graph is compressed to a line and screwed for everyone for that day.

This happens even if I set a filter to avoid stuff > 10 ISK.

The very filters say they apply to the "Details" tab, and the graph IS in the details window but won't get the filter applied. The filter only gets applied to the "Market Data" window.

--------


Finally a question: to build some capital ships don't require capital propulsion engines nor any engine of any sort (IE Orca). How does it make sense?


Im Blue
Posted - 2011.02.11 12:05:00 - [135]
 

can you fix the ctrl click targeting bug you installed with incursions pls.

when you have 2 clients and need to target you used to be able to hold ctrl and click between both clients overview. now you click on the first client, then have to drop ctrl, repress control and then click 2nd client overview, but only after you make the 2nd client active

not an issue, well it is when your run 3-4 clients, FIX PLS

Apollo Gabriel
Mercatoris
Etherium Cartel
Posted - 2011.02.11 12:43:00 - [136]
 

THANK YOU FOR THE CONTAINER FIX!

One more container idea please,

Right Click >> Empty Container

I am sure that is better than repackage and then assemble ... over and over


Catari Taga
Centre Of Attention
Middle of Nowhere
Posted - 2011.02.11 12:54:00 - [137]
 

Fixes... in my EVE? What is this I don't even...

After the recent further nerf to bookmark handling, how about corporation/alliance bookmarks now? I might have to stop being bitter and all... Wink

Bomberlocks
Minmatar
CTRL-Q
Posted - 2011.02.11 13:01:00 - [138]
 

Edited by: Bomberlocks on 11/02/2011 13:02:24
This is not the right place for it, but since I'm still recovering from shock that CCP is looking at fixing stuff instead of shiny, here's a list of things that come up almost every time people ask for changes:
1. Hybrid weapons
- range on blasters is dismal and tracking is bad when at optimal,
- tracking on rails is appalling
- ammunition changes a la projectile buff could improve this (high damage standard tracking close-in ammo, tracking boosted standard damage long range ammo).
- An alternative would be to boost hybrid damage by 15%.
- Similarly to how the alpha role that artillery have, rails could have a long range good tracking role. Their current ultra-long range role is almost never used anymore. Long range lasers can have slightly reduced tracking to compensate perhaps.
2. Gallente Blaster boats - They are simply too sluggish and too poorly tanked with bad slot layouts to be used with regular success by regular (as opposed to elite pilots)
- Almost all blaster boats need a power grid and cpu boost (some Caldari rail boats too). It makes no sense that Blaster boats cannot fit the largest caliber weapon with fitting mods or rigs, even when gank fit, or mid size weapons when tanked without grid or cpu mods. The Enyo, Deimos and Brutix are examples
- Specific ships need more slots - The brutix needs another low slot at the very least in addition to the PG and CPU boost.
3. Specific ships need rebalancing
- AFs and 4th bonus?
- Destroyer balancing?
- Caracal needs to be able to fit at least a HML fit without gimping everything else. It is currently only good as an anti-frigate boat
- The Stabber needs a high slot moved to a medium or a low slot (either more tank or more gank/speed), and a drone bay of at least 15m3 along with the drone bandwidth to go with that.
- Omen needs grid and cpu improvements, possibly reducing laser cap bonus to 5% to compensate, or add an extra low slot for grid or cpu mod.
- Thorax needs its mwd bonus changed to a falloff bonus
- All races need at least two good t1 frigates and cruisers, specifically, the Inquisitor, Breacher (extra mid, cpu) and Kestrel (cpu) need slot changes and/or grid/cpu improvements, the Caracal, Stabber, Omen and thorax as noted above
- Myrmidon needs 100mbit drone bandwidth
- Give the poor old Phoon a minor grid/cpu boost
- Consider giving minor boosts in slots to the t1 inty ships, -slasher extra low, condor extra cpu so that new players can learn tackling in better ships.
- Republic Fleet Firetail needs a 25% damage boost to compete with other faction navy frigates.
- Claw needs targeting range improved to 19km.
- Tier1 Battlecruisers need improvements, Ferox, extra mid, Brutix as above, cyclone, slightly more grid and cpu, Prophecy, change laser cpu bonus to a damage bonus (can use cap injector instead).
- What happened to the 5th T3 subsystems?
4. Drones
- There should be drone damage mods, rigs and implants, currently only sentry damage rigs
- The stacking penalty for all ewar drones apart from ECM drones needs to be reduced, these drones are currently almost usesless.
- The webbing drones need med and small versions (which work)

Continued...

Bomberlocks
Minmatar
CTRL-Q
Posted - 2011.02.11 13:03:00 - [139]
 

Continued from above..
5. UI and graphics
- There needs to be a customisable player list of orbit and keep at range distances (drop down on selected item nenu)
- chat needs to be moved into one single window with no tabs, using colours and prefixes (chat channel name in brackets) to improve chat usability and reduce window clutter in UI
- All the tiny little white triangles in UI Windows need to be changed to drop-down menus. This is 2011 and drop downs have been around for a long, long time.
- Font changes. CCP has been working on a new font for some years now. Your average design agency does this in one or two weeks. Stop trying to invent everything yourselves and just license one or have one made for you by an agency.
- Remove 100km look at distance limit. Currently, one can work around by juggling the zoom and camera angle, but it is tedious and there is no technical or game design reason for this.
- Consider at least creating and showing missile launcher models on missile ships.
- The overheat tabs on mods desperately needs to be larger and more reliable.
- There is a need to improve the layout of the overview settings window. It is currently very complicated and unintuitive.
- The overview window little white triangle needs to be a bigger drop-down menu.
6. Playability
- Consider reducing station docking session timers length, as one currently has to have a session timers for docking itself, switching a ship, and then undocking again, or at least for switching ships.
7. Game global
- Consider making FW sov mean something. Possibly a boost to LP mission gains by corp or player who fired last shot on bunker.

yani dumyat
Minmatar
Pixie Cats
Posted - 2011.02.11 13:15:00 - [140]
 

Thank you, it's really nice to see some general house keeping going on Very Happy

For what it matters these are the two small changes that would make the most difference to my eve experience:

1) FW Plexes: PvP is at the core of FW, a couple of small changes to the plex mechanic would give us more and better fights. It would also stop a lot of the 'FW's been abandoned' posts as these three changes have been asked for many many times.

    - Have plexes spawn throughout the day instead of at downtime.
    - Classify faction ships as T2 for the purpose of entering plexes.
    - Remove NPC's.


2) On the science and industry UI allow us to install multiple jobs simultaneously. EG I have 10 blueprints ready for invention, I should be able to select them all and install either in parallel (each blueprint goes in the next available invention slot so they're done in the minimum amount of time) or in series (each blueprint goes one after the other in the same invention slot so uses the minimum number of slots).

The fun part of industry is watching market trends, manipulating them where possible and the satisfaction of the selling the end product. Forcing us to act as human macros is not fun. Many industrialists have multiple accounts and the repetitious grind of spending 20 minutes a day setting jobs is a real game breaker, making this small UI change would make a huge difference to a lot of people.

Sarina Berghil
Minmatar
New Zion Judge Advocate
Yulai Federation
Posted - 2011.02.11 13:32:00 - [141]
 

This is awesome, small fixes can result in a large increase in quality of life.

Keep it up. :)

Ariane VoxDei
Posted - 2011.02.11 13:41:00 - [142]
 

Edited by: Ariane VoxDei on 11/02/2011 13:45:34
About the "won't be able to RR crims in hisec".

Will this also mean: energy transfer, remote sensor boosting, tracking links, whateverimissed?

Or can you assure me that those are not, and will not be, paths to cause concord hostility.

Surely the intention must be: can't *assist* crims in hisec, not just RR.

Raid'En
Posted - 2011.02.11 13:54:00 - [143]
 

some little good things here, i really like being able to remove waypoints in space for example.

what i would love would be being able to open / move items / ships inside pos forcefield at more than 2500meters. a simple 5000m would help a lot avoiding losing time.

Apollo Gabriel
Mercatoris
Etherium Cartel
Posted - 2011.02.11 14:07:00 - [144]
 

Originally by: Ariane VoxDei
Edited by: Ariane VoxDei on 11/02/2011 13:45:34
About the "won't be able to RR crims in hisec".

Will this also mean: energy transfer, remote sensor boosting, tracking links, whateverimissed?

Or can you assure me that those are not, and will not be, paths to cause concord hostility.

Surely the intention must be: can't *assist* crims in hisec, not just RR.


Quoting to increase the probability of Devs viewing it.

The Spork
Void Angels
Wildly Inappropriate.
Posted - 2011.02.11 14:15:00 - [145]
 

Bomberlocks: I agree with nearly all your suggestions, but

"- chat needs to be moved into one single window with no tabs, using colours and prefixes (chat channel name in brackets) to improve chat usability and reduce window clutter in UI"

Shocked Do you have any idea how hard it would be to keep track of ~10 conversations in 1 window?

Ariane VoxDei
Posted - 2011.02.11 14:18:00 - [146]
 

Originally by: CCP Explorer
The hotkeys are not supposed to use the selected item.

Thank you for using your precious time to answer, but I think you people have gravely misunderstood what we want and expect from a shortcut.

Currently it might lead to dangerous actions, because you have put the *default* bindings on "dangerous" chatprone keys, that can cause problems if you forgot to be sure that the window has focus.
This will be migitaged by 2 things. People learn to care about focus. And they use differing bindings.
If they were on F-keys or e.g. the numpad or used modifiers, there would be near no risk.
Example, i rarely ever use f9-f12 for anything, they would be obvious candidates.

I admit to being a experienced user who gets the concept of focus, but in the current state, going by the designgoals stated by CCP Optimal, it seems that is actually bordering on a unintended feature that we can click a item on the overview and then use the hotkey, since the intended functionality appears to be for people without or unable to operate a mouse.

But let me put something else to you. I could, should I so desire, because I know a bit more than average, in a matter of minutes locate, download and install general purpose software that will allow me to set up any hotkey I want, and it will (generalizing a bit) then move the mouse to a predesignated spot on my screen, regardless of program (but lets say the warp button in fullscreen mode), and click, when I press the assigned keybind.

Why should I or anyone else not do that, when we cant have something we should have had years ago? The current hotkey limitations/quirks/whathaveyou are overly restrictive, end of story.

Formally I am not allowed to, because of the EULA and that the same software can be used for much more sophisticated things than only translating a keypress to a mouseclick on a given pixel.
But it is merely this simple thing we ask of hotkeys. Being able to trigger button presses with the same autority as having used the mouse to do the same thing.
So many games have it, and had it before Eve got online. So many non-game programs have it.
Stop being stubborn naysayers about it.

Destination SkillQueue
Are We There Yet
Posted - 2011.02.11 14:31:00 - [147]
 

Originally by: Ariane VoxDei
Originally by: CCP Explorer
The hotkeys are not supposed to use the selected item.

Thank you for using your precious time to answer, but I think you people have gravely misunderstood what we want and expect from a shortcut.

Currently it might lead to dangerous actions, because you have put the *default* bindings on "dangerous" chatprone keys, that can cause problems if you forgot to be sure that the window has focus.
This will be migitaged by 2 things. People learn to care about focus. And they use differing bindings.
If they were on F-keys or e.g. the numpad or used modifiers, there would be near no risk.
Example, i rarely ever use f9-f12 for anything, they would be obvious candidates.

I admit to being a experienced user who gets the concept of focus, but in the current state, going by the designgoals stated by CCP Optimal, it seems that is actually bordering on a unintended feature that we can click a item on the overview and then use the hotkey, since the intended functionality appears to be for people without or unable to operate a mouse.

But let me put something else to you. I could, should I so desire, because I know a bit more than average, in a matter of minutes locate, download and install general purpose software that will allow me to set up any hotkey I want, and it will (generalizing a bit) then move the mouse to a predesignated spot on my screen, regardless of program (but lets say the warp button in fullscreen mode), and click, when I press the assigned keybind.

Why should I or anyone else not do that, when we cant have something we should have had years ago? The current hotkey limitations/quirks/whathaveyou are overly restrictive, end of story.

Formally I am not allowed to, because of the EULA and that the same software can be used for much more sophisticated things than only translating a keypress to a mouseclick on a given pixel.
But it is merely this simple thing we ask of hotkeys. Being able to trigger button presses with the same autority as having used the mouse to do the same thing.
So many games have it, and had it before Eve got online. So many non-game programs have it.
Stop being stubborn naysayers about it.


Not empty quoting this.

Ariane VoxDei
Posted - 2011.02.11 14:48:00 - [148]
 

Originally by: The Spork
Shocked Do you have any idea how hard it would be to keep track of ~10 conversations in 1 window?


You could turn that around and ask: Do you have any idea how much screen space 10 conversation windows take to keep open?

Drawing from my experince with that mmo that should not be named, I like many of the things the its UI could do, specially with addons.
In this context, the ability to run several channels/convos in the same window. The tabbing part we already have.
Due to the nature of the intel role, that the member list in the local chat plays, understandably that needs to run in a window of its own. But everything else can be sufficiently managed with multichannelling and a few tabs.

Chi Quan
Bibkor Enterprises
Posted - 2011.02.11 15:12:00 - [149]
 

Can we add stuff to the list?
srsly, there is at least twice the amount of issues still left out.

Imuran
Zentor Industries
Posted - 2011.02.11 15:34:00 - [150]
 

Quote:
You can now remotely destroy a jump clone from anywhere.
We've greyed out clones that hold less SP than you currently have, to help people avoid buying clones that don't really do anything
The sell/buy window now opens in the last state it was used, either normal or advanced. This is to make sure no one gets arthritis from clicking too much.
You can now drop items into containers without having to open them, BECAUSE THAT'S HOW IT SHOULD BE.



Great :) and a big positive on the Copy contract ability on the new contracts UI as well


Pages: 1 2 3 4 [5] 6 7 8

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only