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El Geo
Group 2
Posted - 2011.02.15 10:45:00 - [1051]
 

would be nice to be able to queue your all 3 characters skills up....

Kix Stand
Posted - 2011.02.15 10:47:00 - [1052]
 

Originally by: Asteriade
Hi,

My minor inconvenient:

I don't like looking for the station where i can find the agent who spoke me about a mission offered.

It would be great if i can set destination or dock directly from my journal, when mission statue is Offered, or Better, no need to dock to the agent's station for accepting a mission.

Ask and accept mission without dock would be really interesting.


Yea how can the agents contact us but then we have no way of responding unless we visit them face to face? I know there not worried about eve mail fraud! YARRRR!!

Jump 0nMe
Posted - 2011.02.15 10:49:00 - [1053]
 

Originally by: El Geo
would be nice to be able to queue your all 3 characters skills up....


yea, its kinda like not having 3 chars but just crappy jump clones u actually have to log off for to use. The ONLY problem I can see with this is that Char Bazzar prices will plumet. But so what! :D

Agnemon
Posted - 2011.02.15 11:09:00 - [1054]
 

Absolute scale on the PI scan page, even the numbers 1 thru 10 as a background to the current resource scales would help

Ixion Dracolich
Amarr
Comrades in Construction
Wayfarer Stellar Initiative
Posted - 2011.02.15 11:20:00 - [1055]
 

Originally by: El Geo
would be nice to be able to queue your all 3 characters skills up....
Suspect that's something that'll never happen. Would be nice though as one "finishes" their queue to have another immediately begin theirs.

Miss Misses
Posted - 2011.02.15 11:21:00 - [1056]
 

Edited by: Miss Misses on 15/02/2011 11:21:32
* Allow me to set a background color for the next autopilot jump in the overview

im colorblind myself and cant see the colordifference between normal and the calculated route

Kovachius
Posted - 2011.02.15 11:26:00 - [1057]
 

Originally by: Miss Misses
Edited by: Miss Misses on 15/02/2011 11:21:32
* Allow me to set a background color for the next autopilot jump in the overview

im colorblind myself and cant see the colordifference between normal and the calculated route
same for me, red/green vision deficiency is kind of common (about 30% of males have some degree of that)
on the other hand blue deficiency is much more rare - so let us change colors instead of making all things RED-GREEN

Kalemem Aldquakel
Posted - 2011.02.15 11:28:00 - [1058]
 

* When undocking, my selected items sometimes moves itself below my overview - no idea why
* Please make it so that if I have selected fleet members to show on my overview, they show regardless of whether they are neg sec status etc. This also goes for people with bad standings.

Thanks

Miss Misses
Posted - 2011.02.15 11:36:00 - [1059]
 

Edited by: Miss Misses on 15/02/2011 11:36:40
Originally by: Kovachius
Originally by: Miss Misses
Edited by: Miss Misses on 15/02/2011 11:21:32
* Allow me to set a background color for the next autopilot jump in the overview

im colorblind myself and cant see the colordifference between normal and the calculated route
same for me, red/green vision deficiency is kind of common (about 30% of males have some degree of that)
on the other hand blue deficiency is much more rare - so let us change colors instead of making all things RED-GREEN


actually i was hoping it would be similar to selecting player background colors in the overview settings because there u can choose the color Wink

in fact why not just add "next jump in route" there? Very Happy

Kovachius
Posted - 2011.02.15 12:05:00 - [1060]
 

Originally by: Miss Misses
Edited by: Miss Misses on 15/02/2011 11:36:40
Originally by: Kovachius
Originally by: Miss Misses
Edited by: Miss Misses on 15/02/2011 11:21:32
* Allow me to set a background color for the next autopilot jump in the overview

im colorblind myself and cant see the colordifference between normal and the calculated route
same for me, red/green vision deficiency is kind of common (about 30% of males have some degree of that)
on the other hand blue deficiency is much more rare - so let us change colors instead of making all things RED-GREEN


actually i was hoping it would be similar to selecting player background colors in the overview settings because there u can choose the color Wink

in fact why not just add "next jump in route" there? Very Happy


* there should be at least 1 EVE tester, which is colorblind. Some of us have no choice but to live with color blindness.

* devs, please consider the simple fact, that colors are not always the good way to distinguish things - use different shapes like circles, squares, pentagons, stars etc. instead of just same symbol with different color.

//excerpt for just one of the types of color blindness
http://en.wikipedia.org/wiki/Color_blindness
Quote:
Deuteranomaly (most common 6% of males, 0.4% of females):[19] Having a mutated form of the medium-wavelength (green) pigment. The medium-wavelength pigment is shifted towards the red end of the spectrum resulting in a reduction in sensitivity to the green area of the spectrum. Unlike protanomaly the intensity of colors is unchanged. This is the most common form of color blindness, making up about 6% of the male population. The deuteranomalous person is considered "green weak". For example, in the evening, dark green cars appear to be black to Deuteranomalous people. Similar to the protanomates, deuteranomates are poor at discriminating small differences in hues in the red, orange, yellow, green region of the spectrum. They make errors in the naming of hues in this region because the hues appear somewhat shifted towards red. One very important difference between deuteranomalous individuals and protanomalous individuals is deuteranomalous individuals do not have the loss of "brightness" problem.

Trebor Daehdoow
Gallente
Sane Industries Inc.
Posted - 2011.02.15 12:16:00 - [1061]
 

Originally by: Kovachius
* there should be at least 1 EVE tester, which is colorblind. Some of us have no choice but to live with color blindness.

* devs, please consider the simple fact, that colors are not always the good way to distinguish things - use different shapes like circles, squares, pentagons, stars etc. instead of just same symbol with different color.


This issue has been raised in several CSM5 proposals that I authored. Some of the suggestions were:

* Defining a set of user-editable "eve colors" (such as those used in button halos, the HUD, etc) that players could tweak as needed.

* Using temporal cues as well as color cues for state information (ie: different pulsing rates).

The idea of using different shapes is a good one, I can see how it would be damned handy in the new autopilot display (circle = hisec, triangle = lowsec, square = nullsec). I try to keep perceptual issues in mind when authoring proposals, and I'll add this to my toolkit.

Silvarre
Posted - 2011.02.15 12:33:00 - [1062]
 

Edited by: Silvarre on 15/02/2011 12:43:03
Edited by: Silvarre on 15/02/2011 12:42:01
Edited by: Silvarre on 15/02/2011 12:41:30

- I would like to be able to stack used crystals (frequency and mining).

- There is a glitch that occurs sometimes when moving ore from my Hulk's cargo hold into my Orca's cargo hold, where a duplicate copy of the ore-stack icon is created in the destination cargo hold. You cannot do anything with this duplicate icon, as the game engine tells you it doesn't exist ('no longer within your reach'). The only things I've found to make the duplicate icon disappear is to either gate jump, or dock up (session change). It's REALLY annoying.

- I know I'll get mega-flamed for this, but T2 BPO's. Either remove them from the game, or make them somehow available to everyone. Currently, possession of T2 BPO's gives a MASSIVE and PERMANENT Industrial advantage to characters who possess them over those who don't.






Illwill Bill
Svea Crusaders
Posted - 2011.02.15 12:39:00 - [1063]
 

Originally by: Kovachius
use different shapes like circles, squares, pentagons, stars etc. instead of just same symbol with different color

Excellent idea, and I believe it would be quite easy to implement as well!

Salpun
Gallente
Paramount Commerce
Posted - 2011.02.15 12:42:00 - [1064]
 

Why is this thread not sticked yet. and where are the new forums? Last update was 2 weeks ago.

Blank Process
Minmatar
Posted - 2011.02.15 12:52:00 - [1065]
 

Minor points on the market interface:

- There should be more ways to add items to the market quickbar.
* Right-click menu on any item (bottom of the menu somewhere).
* From the item info window.


Freya Kesanlaulu
Minmatar
Arthashastra
Posted - 2011.02.15 13:19:00 - [1066]
 

It would be very very nice to be able to drag and drop skills from character sheet to chat window.

Whitehound
The Whitehound Corporation
Frontline Assembly Point
Posted - 2011.02.15 14:10:00 - [1067]
 

Edited by: Whitehound on 15/02/2011 14:11:15
I run a corporation for almost two years now and every time I get a rookie into my corp do I see them making the same mistakes. They ruin their standings in no time until someone tells them about the standings system.

What it needs is a warning message that tells players that they are about to accept a mission against another empire faction and what the consequences of this will be.

It needs some form of information that stops new players from accepting every mission that they are being offered. Many assume that the mission system means no harm and that they can run any mission with no consequence. It is a trap that almost every newcomers runs into and desperately needs to be addressed, even if it is just a little warning box with a few lines of text.

Virtual Supply
Posted - 2011.02.15 15:21:00 - [1068]
 

Hey team, the 'Drag and drop into closed containers' is BRILLIANT. TY TY TY

You did good!

Can we please see a 'Empty- Full' indicator bar on the can icon so that we can see if we have a little free space or plenty free space in that can?

I love you, I think you are all Perfect. Thank You
x

BoBoZoBo
MGroup9
Posted - 2011.02.15 15:33:00 - [1069]
 

Edited by: BoBoZoBo on 15/02/2011 15:34:12
AWESOME JOB
on this project guys -Love it

Two small thing that annoy me a bit... mainly because its is not consistent:

1) The input screen for Market Orders, Production slots, R&D, etc (small windows)
Sometimes the default value (runs, price) is highlighted and you can just begin typing what you need
Other windows, cursor is set behind it. (ie typing "1000" results in "1000" in some windows, but "11000" In others)

2) Chat Window & Docking
When Docking, the cursor moves from the chat window to the station search bar.
Very annoying if I am typing to my mates while docking.

Thank you. I love you.

Chip Packer
Posted - 2011.02.15 16:35:00 - [1070]
 

First let me say what a good idea this is to clean up little problems we all have with the game. Thanks. As to my suggestions, in no particular order of priority:

1. Ships can get stuck on warp gates and coming out of stations. Fix this please. From time to time I find that I will warp into a warpgate only to get stuck in it and not be able to warp away. Same for leaving stations in big slow ships like the Orca.
2. In the Overview, the font colour used for the next station when you set destination is too close to the white used for other stations. It's light yellow. If it were a brighter color like pink, it would be easier to see.
3. Engaging the Sensor Booster results in enormous flares off the ship. Tone it down.
4. Background colour. Boring. You just need to go to the Hubble site to get a good idea of how space could look.
5. Selection from Overview on Jumping. It's annoying to be trying to select a destination only to have the selection jump, causing you to select the wrong destination.
6. Filling containers. Some containers, cargoholds, hangars, jet cans etc, such as the Orca's corporate hangar require you to calculate the exact amount to fill it. Others will tell you how much you can load and let you do that. Make it like the latter.
7. Fleeting. If you are starting up a fleet automatically make the person staring the fleet the Squad Commander. As it is, he starts off as the FC and you have to manually change this.
8. Planetary Management. You can't remote launch unless you are in space and in the same system. Make this the same as if you were making other changes in PI activity such as constructing facilities.
9. Cloaking. You can't ..fill in the bank.. while cloaked... Such as starting a launch from a planet. Annoying,
10. Skill Training. You cannot inject a skill nor can you place it in the queue unless it's prerequisite is fully trained. Let both of these happen as long as the prerequisite is ahead in the queue.
11. Marketing/My orders. Reform this so you can see your activity under each order without having to go back and forth between that tab and the wallet.
12. Fonts. We need more flexibility here. I find I can't get the fonts as large as I would like.

That's all for now. Thanks

Mystic5hadow
Red Federation
RvB - RED Federation
Posted - 2011.02.15 16:37:00 - [1071]
 

Another minor annoyance I find, is the Drone UI Window. Specifically, I want to keep the "deployed drones" window expanded at all times. But when I recall drones and send them out again, it collapses so I need to expand it again to keep an eye on my drones.

Just a little thing that bugs me. Would be nice if it stayed the way I put it is all.

Grek Forto
Crosshair Corp
Posted - 2011.02.15 16:38:00 - [1072]
 

Originally by: Calathea Sata
New sound engine (from scratch)
- all sound effects remade/resampled/re-recorded, more realistic sounds that actually sound like giant explosions with deep low frequency waves. HIRE THE MOVIE PEOPLE TO DO IT FFS
- no more shuttering/stopping/skipping/delay
- no more sound stacking (overlay, not additive, if you know what I mean)(no more "grouped weapons = clipping")
- reverberation/other effects
- able to pick listen-from-camera/listen-from-ship
- etc etc


This

Fearless M0F0
Incursion PWNAGE Asc
Posted - 2011.02.15 17:28:00 - [1073]
 

Here is a (maybe) hard one to do:

If i want to train a skill in my alt, don't just tell me another alt in same account is training. Give me a dialog with option to pause that alt's skill training and start this one immediately.

Fearless M0F0
Incursion PWNAGE Asc
Posted - 2011.02.15 17:31:00 - [1074]
 

Originally by: Mystic5hadow
Another minor annoyance I find, is the Drone UI Window. Specifically, I want to keep the "deployed drones" window expanded at all times. But when I recall drones and send them out again, it collapses so I need to expand it again to keep an eye on my drones.

Just a little thing that bugs me. Would be nice if it stayed the way I put it is all.


This and while at it, please make it so drones returning to bay do not auto expand the group they belong to if I have it collapsed

AnonyTerrorNinja
Minmatar
Atomic Geese
Posted - 2011.02.15 17:50:00 - [1075]
 

Originally by: AnonyTerrorNinja
Edited by: AnonyTerrorNinja on 13/02/2011 01:09:43
I am still still waiting to get my hair back.

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1450533&page=31#912

The time I have to be portraitless is running out, and I refuse to use any of the hairstyles currently available for a vherokior male, as not one of them suits the image I have for my character in my mind, and frankly, the majority of them look simply ridiculous. Example; why, towards the very right of the selections, is there that ridiculous Gallente-esque hairstyle choice available for Minmatar males?

If this keeps up I'm going to have to use an avatarless portrait and become a true ninja.

*edit* Scrap that, can't figure out how to create an avatarless portrait either, and thinking about it I'll still have to walk around in stations using hair I don't like. I'm very particular about my hair.



So I've been told this is intended and that the hair may be available in a future patch, which I guess I can live with.

Except that going into the character creator to try and create a temporarily bald ninja, I now have the problem that my character is suffering from mouthalwaysopenitis. I would prefer to not be seen as a permanent mouthbreather.

See attached pic.

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2011.02.15 18:34:00 - [1076]
 

Originally by: Silvarre
- There is a glitch that occurs sometimes when moving ore from my Hulk's cargo hold into my Orca's cargo hold, where a duplicate copy of the ore-stack icon is created in the destination cargo hold. You cannot do anything with this duplicate icon, as the game engine tells you it doesn't exist ('no longer within your reach'). The only things I've found to make the duplicate icon disappear is to either gate jump, or dock up (session change). It's REALLY annoying.

Yay, it's not just me! I used to get this a lot when I mined regularly, but never when I was running logserver...I didn't bugreport it due to reproducibility. The ghost item took up space in cargo, but allowed you to go over your limit by the exact amount that it took up...

- Drones. visibility of drone passive/aggressive in the drone window header bar.
- Overview. neut/nos icon in overview
- PI. wider bar on ECU for selecting cycle times- put it under/over the graph.
- overview. settings categories should have a tickbox for "all items in this category" where you can then (de)select individual items.
- Orbit options scaled to locking distance.
- Drones. "engage target" for mining drones

PorkCleaner
Posted - 2011.02.15 18:46:00 - [1077]
 

I can't believe no one has mentioned the drone window control bug. When I switch ships in a POS, often my drones control box is not there. I have to use the fitt window to launch - that sucks.

The other bug is the fitting in space of a mining module. When you fit a laser in space, the use of that laser is not visible. I suppose it could be cool (ninja mining, he he) but you did put a lot of effort into the look and sound of the lasers - why live with a bug that hides all that effort.

Tusseluring
Posted - 2011.02.15 19:23:00 - [1078]
 

1) Create a sound control panel, similar to the one in Windows, where it's possible to turn individual sound effects on or off, or even better; allow for customized sound or maybe even sound themes. One of the most annoying and useless sound effects in the game is when dragging/dropping items.. you know .. the ""wOOhwOOhwOOh-PRZT"" i hate that sound, want to remove it, permanently!

2) When modifying a market order, e.g by raising a buy-order 0.02 isk, both the market window and the wallet "orders" window reloads. Specially the wallet "orders" window. As long someone sell to any of my 200 open orders, this list locks up for a little while and then the order list hops up&down a bit again, so it's difficult to select the next line in the list to adjust that order. It's quite annoying. Some DEV, try have 200 active orders open in jita and adjust prices a sunday evening.. it's near impossible, and if you at all manage to finally click the correct row and get the window open to adjust prices, the order has changed and it refuses to "take" the new price, so you have to do the whole procedure again, and again, and again, until you manage to do it while no one is currently selling you anything. I wouldn't be surprised if this is a significantly contributing part of lag in trade hub systems, and it's anyway VERY annoying.

3) When i have "Assets" open, press CTRL-A to select maybe 300 items, drag this entire selection from station to ship cargo, the assets window now reloads multiple times and lags the client. How about waiting until item-move is complete before updating the assets-window?

4) I want to direct-trade with another player, but the other player is already docked when i arrive to that station. The result is that i can't open trade! The option is simply not there. It's always the one who docked FIRST that must open trade. This is VERY annoying, and i assume it's a bug, not a deliberate limitation.

5) I would like to see a DEV undock a freighter from the navy station in PUCHERIE and as soon as possible warp to the VITTENYN stargate. What happens here is that the freighter gets stuck on the station despite the gate seems to be in the clear for warping to. Since the patch where planets were made prettier and stations increased in size, collisions like this has become a problem. It's not like the ship really touches the station, it's more like the station detects for collisions in an area that is much larger than the station itself. Just mentioning pucherie as an example, this problem exist at a LOT of stations.

6) When jumping into some systems, e.g jumping from CHELIEN into FOVES, the first that says hello is a STAR which is very bright, and .. imagine that on a 26" monitor, or bigger, it illuminates the whole room like a 300 watt lightbulb, and to be able to at all see anything i have to turn camera away from the light. How about always and automatically defaulting the camera slighty away from the star when arriving into a system, just enough for the star to be off screen. It's like this in several other systems too, just mentioning foves as an example.

7) When REMOVING a module from the ship (or "strip" the ship), why not automatically repackage any/all modules? except for those that are damaged, of course. And how about indicating damaged modules/drones/ships with a red tint, or something like that?

8) It's FAR too easy to get tangled into the acceleration gates into mission areas. These gates detects collision far outside its actual size.

9) Fit a few T2 laser guns and group them, then try load used crystals. Doesn't work. It's quite annoying not to be able to load six 0.2% damaged crystals into the group of 6 guns.

Eraggan Sadarr
Comply Or Die
Posted - 2011.02.15 19:25:00 - [1079]
 

Edited by: Eraggan Sadarr on 15/02/2011 20:36:03

* Drones, why does damage indicators not show when they are in my dronebay. Very annoying when you keep launching that one drone that has 5% structure left!

* Why can't I edit a bookmark from the right-click menu in space where its easiest to get to the bookmarks of the current system?

Tusseluring
Posted - 2011.02.15 19:25:00 - [1080]
 

10) When you click on another ship which is currently aligning to get into warp, then YOU begin warp to another location, you get the warp corridor and distance belonging to the ship you clicked on. The effect is that you appear to warp sideways, backwards, belly first, or something like that, and while you approach your destination and the ship slows down, you might still see at the bottom of the screen that you are 40 AU away from the destination.. The other ships destination, that is. This bug appeared at the moment CCP "fixed" the issue with freighters and other large ships warping backwards.

11) Drone bay.. Move 5 hobgoblins into a new group, then move 5 hammerheads into another. Each time you undock, these croups are collapsed. It's annoying to have to expand the "drones in space" section each time. If you don't, you can't see if any of the drones start taking damage. Also, it's annoying that you can't see damages on drones that are currently in bay.

That's some of the annoying things i can think of atm, might post more later.


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