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Trebor Daehdoow
Gallente
Sane Industries Inc.
Posted - 2011.03.03 14:53:00 - [1]
 

Hi everyone,

For the last few weeks I've been running a thread in Missons & Complexes gathering micro-tweak ideas, and it has been suggested to me that I do the same for S&I.

The basic idea is that given that Team BFF is devoting the spring to making lots of small improvements to the game, it occurred to me that it might be a good idea to gather together some ideas that fit into their method of operation (probably for the next development cycle, but you never know...)

What I'm looking for are small S&I tweaks (UI, behavior, mechanics, etc) that would improve gameplay and would be very easy to implement -- things that would take a hard-working dev less than a week to knock out, and ideally stuff that would be just be a parameter change.

In any case, I hope this post will result in an interesting discussion, and I'll run any good ideas that bubble to the top through the CSM process.

Thebriwan
LUX Uls Xystus
Posted - 2011.03.03 15:59:00 - [2]
 

My annoying point no 1 is currently the behavior of the list views (for non pros: the windows where you have a list of things). When I have the detailed view in marked orders or the corp assets all is fine on the first page. But when I scroll down a bit to the bottom and something changes the view then hell is breaking loose: The view is been cleared and newly drawn (sometimes twice), I may have selected multiple items, or right clicked the wrong one. This is annoying. Because waiting for the update costs time - and time is ISK.

(By "something changes the view" I mean an automatic update on the orders or I (or someone other) takes stuff out of the assets).

This was introduced with the big UI changes.

Xentara Vispari
Posted - 2011.03.03 16:01:00 - [3]
 

Edited by: Xentara Vispari on 03/03/2011 16:25:01
Edited by: Xentara Vispari on 03/03/2011 16:13:32
Edited by: Xentara Vispari on 03/03/2011 16:09:50
Currently you have to select an "installation" to do any job (manufacture, copy, invent etc.).

It would be cool, if the closest installation could be set as default automatically.
that is:
- if you are at a station that has an installation that can do this job, this installation is used, if the pilot does not explicitly select a different one.
- if you are in space and a lab/assembly array is in range (3000m) and the lab/assembly array has the ability to do the job, this lab/assembly array is used, if the pilot does not explicitly select a different one.

It would be nice, to have a "shopping list" integrated into the game. If you have a blueprint you could select an item from the materials and activate a menu: "add to shopping list", which adds the item and required amount to the shopping list. If the item is already on the shopping list, it will increase the amount. Of course the shopping list should allow to remove items, change the amount, or add items manually (perhaps dropping any item into the shopping list window). Then you go to your favourite trade hub and select items from the shopping list and activate the buy menu, which opens the buy dialog with the amount from the shopping list.


More information on the planets list for PI:
Currently you have to open the planet view for each planet and check if extractors/fabs are working or idle. It would be helpfull, if the planets list could display the status of the installations on the planets. Add two additional columns: one for extractors, one for fabs and display the number of working and idle installations of each type.

Imuran
Zentor Industries
Posted - 2011.03.03 16:51:00 - [4]
 

Planetary Interaction

Double capactity spaceports (with double PG and CPU useage)

Ability to copy a factory setup (including incoming/outgoing routes) and apply to other factories on the planet makeing reconfiguration a lot less painfull

Ability to move command centre or manually set the original point of view position - migrating around planets chasing resources means that your actually installations can be no where near your command center

Durin Sarga
Posted - 2011.03.03 17:39:00 - [5]
 

Put an end to the 'quote' window for manufacturing jobs.

This should be a fluid dialogue for the user, and not a fixed display window. If I am just estimating how many Drakes my current stack of mins can make I basically have to iterate to find the number. It's annoying to 'quote', check numbers, close, adjust quantity, 'quote', etc... I should just have a window which shows the item, mineral requirements per item, and I adjust a quantity box which updates and checks the hangar for quantities. This goes for invention dialogue as well.

Nypheas Azurai
Posted - 2011.03.03 17:43:00 - [6]
 

Ability to enable/disable PI structures like mods on a ship. PI now means we need to cycle entire colonies around on hotspots, if they could be enabled/disabled while only taking a fraction of power/CPU when disabled that is the fix PI needs right now.

Originally by: Imuran
Double capactity spaceports (with double PG and CPU useage)

I would say one better is to have *upgradable* capacity on all storage facilities, much like how CC can be upgraded.

Melchiades Seti
Posted - 2011.03.03 19:28:00 - [7]
 

Not an S&I thing, but in my people and places, the abilty to filter by NPC corp, or make it easier to move them to new folders. It keeps them in the main folder if you move them to a special corp folder (only copies them), which I hate, so if you need to scroll I can't find a way to move them to a folder. So, my agents lists are always a mess. Who cares what their name is (which is how it lists them? The important things are their level, their corp, their quality, and their type.

Linda Flamewalker
Posted - 2011.03.04 00:00:00 - [8]
 

A large sign that pops up after a new patch saying "no invention hasnt been nerfed!!"


Liang Nuren
Posted - 2011.03.04 00:11:00 - [9]
 

The ability to research BPCs

-Liang

Parsor Evarkis
Minmatar
Thrace Inc
Posted - 2011.03.04 03:09:00 - [10]
 

I'd like to view the Price History as a table in the reverse order by default (most recent dates on top)

(this is where someone points out there's a checkbox there that I've overlooked for the last 5 years.

Sturmwolke
Posted - 2011.03.04 12:50:00 - [11]
 

Edited by: Sturmwolke on 04/03/2011 14:54:44
Edited by: Sturmwolke on 04/03/2011 12:58:03

Ahahahaha ... micro tweaks for S&I? Commendable effort.

Bottomline? Why bother until you've rebuilt the entire thing.
It's been derelict for a number of years, another year or two in the closet isn't going to matter, figuratively speaking.

However, in the spirit of things :

* Search/filter box (ala cargo box) for remote blueprints install jobs. Wading through hundreds on BPO/BPCs in a particular corp hangar is a favourite CCP (masochistic) pastime activity.

* Copy function capability (ala New Contracts Improvements) for inventions.

* Even better that above, (manufacture/copy/invention/ME/PE) job auto-restart function for a specified number of restarts.

* Persistent UI that remembers last used for all jobs. The current UI does this half-heartedly.

* Simple ingame cost calculator for a BPO/BPC build job, taking the region mineral prices into the equation. Would appeal to newbies, non-indy occasional manufacturers and those that don't want to wade through the excel sheets. (Note: not a micro feature .. but what the heck ... you got the ship config auto-fit made)

* PI - give me a goddamn single click display that has the REAL avg volume extracted DISPLAYED, WITHOUT having to go into the program graph. For the umpteenth time already, ffs! I need to know whats the REAL avg (to properly adjust my extraction times/spot) because as you well know, prior program install avg volume is just an estimation.

* PI - Extractor HEAD selection is NOT VERY VISIBLE, making it hard to distinguish which extractor head you've got selected. Fix this.

* One super simple BASIC UI functionality that got left out (because they weren't thinking when they had it made). Remember that each character has a number of slots for manufacture/research? 1) Complete overview of the max/available total slots are not easily visible, instead it's UNINTUITIVELY tucked away in one of the tabs. 2) I have 10 slots for manufacture, great! Let's see how many have I got free in the "Jobs" tab? ... whoops, WHERE tf is it?!!?... ok, let's join CCP again in their favourite pastime activity. Let the manual slot counting begins!

* PI - "Next"/"Prev" or small numbered icons denoting the planets you have bases on while in the Planet View. Someone at CCP loves to switch back and for between this and the planet list in the S&I neocom. Let him/her do that for their custom client, assuming they still play this game. For the rest of the players, please fix.

* PI - Last one ... dear god, give players an OPTION to DISABLE the double-click auto-center to CC in Planet view. Again, this issue was posted back wayyy then in the feedback threads, and it still remained an issue to this day! Wtf?? Has anyone from CCP done any PI _at_ all or are the decision makers completely & blissfully oblivious about how their own game works? Hire a dedicated UI specialist .. oh wait ... didn't they already have someone? .. or was that fancy title?

The above are from on top of my head.
In the interest of keeping this short, I'll just stop here.

Edit: added last PI para
Edit 2: last point, almost forgot about this. Apologies for the minor rant, but as you can see I'm passionate about proper functioning UI.

Dr Sheepbringer
Gallente
Halinallen veroparatiisi
Inglorious Carebears
Posted - 2011.03.04 13:27:00 - [12]
 

Materials needed > Automated buy order functionality (or even a possibility to buy all the materials from the market with current prices).

Show the meta of the module so no need to click for info.

LordParj
Posted - 2011.03.04 14:19:00 - [13]
 

Hy there, for me the number one question is this: Why can't we have like mass input output select, or even automatic auto load?
Like if im building a colony were i have :

  • 1ECU with 10 heads --->root them to the launch pad

  • then from those launch pad 3 chains of basic industry


OK, so why not have :

a button select all basic industry
or with CTRL, and select input for all, and then select output for all

No we have to manualy do it for each.Now we do not have to do a clickfest to start the cycle(5 min per char), now we have to do a clickfest by following the hotspots(10 to 20 min per char), (ok not me i just move the ECU and have really long links,and destroy like 2 basic industry, and keep the structures).

Or even better for the Advance Industry plantes, were u have like 19 Adv that have 2 inputs one output, 19 clicks to select where is (double clickS) going, 19 clicks or more for 1 input comodity, 19 for the other, not to mention when you click aside, all over again.
Pls do it simple, elegant, not nerv wrecking. That is my one wish. Only one.
Thx hope is was not the same boring, whining about Pi.

Valator Uel
Caldari
Mercenaries of Andosia
Northern Coalition.
Posted - 2011.03.05 16:42:00 - [14]
 

Originally by: Liang Nuren
The ability to research BPCs


It already exists. They are called BPO's.

- Installation jobs should remember the range you last selected. It's annoying being in station and having to change it to system/constellation/region every time you want to install a new job.
- Ability to see how many jobs you have running, and/or how many you have left.
- Similar to above, a place where we can see how many mobile lab slots of each kind are free in system/contellation/region.
- Allow us to select multiple BP's and "rclick -> deliver to"

Berikath
Posted - 2011.03.05 17:16:00 - [15]
 

Honestly, I'm not sure how much work each of these would take (they seem simple, but that doesn't mean they are), but they are things that pop out as things that can remove needless annoyances IMHO.

1. A. Have the "install job" thing for blueprints automatically select the first unoccupied slot in the station. I guess if there are no free slots, have it remain as-is or something, but if there's a free slot it should just pick it.
AND/OR B. Batch installation of jobs using free manufacturing slots. If I have 8 blueprints of the same item and I want to install 5-run jobs for each of them, let me do it all at once.

2. More intuitive routing options for PI. Let us set up INCOMING routes at factories as well (i.e., "Pull this raw material from here, pull that raw material from there"). There's already an icon for each material on the screen, let ctrl-click or something do it.


3. Ability to copy factory setups. If you copy Factory A to Factory B then B makes the same item, pulls materials from the same location, and outputs product to the same location.


4. Upgradable launchpads, a la command centers. "Level 2" launchpad has twice the grid/CPU costs and twice the storage space. Level 3 has 3x, etc.


5. Rentable space in customs office. Pay a monthly fee and you can, say, get double the available space.


6. A. Batch-splitting for stacks. Let me take a stack of 10,000 and split off X seperate Y-unit stacks at once (like, 10 stacks of 100 units each). Or let me take 20 different stacks, and split Z off of each of each.
B. Failing this, make the amount for splitting default to "last split size", instead of 1.


7. Optional snap-to feature for PI. Once you have a new structure ghost-icon thing within X pixels of a placed structure, it "snaps" to the existing structure as close as possible.


Not all of these are my ideas, some are partially or completely stolen from other posts I've seen... but hey, I don't want credit I just want it done. :-/

Liang Nuren
Posted - 2011.03.05 17:40:00 - [16]
 

Originally by: Valator Uel
Originally by: Liang Nuren
The ability to research BPCs


It already exists. They are called BPO's.

- Installation jobs should remember the range you last selected. It's annoying being in station and having to change it to system/constellation/region every time you want to install a new job.
- Ability to see how many jobs you have running, and/or how many you have left.
- Similar to above, a place where we can see how many mobile lab slots of each kind are free in system/contellation/region.
- Allow us to select multiple BP's and "rclick -> deliver to"


Ah, WTB Golem BPO.

-Liang

Forerunner Ghost
Posted - 2011.03.05 19:00:00 - [17]
 

If I could have one wish, it would be to have the ability to "link" PI structures such that any action you perform on one will be duplicated in all others. Rather than manually choose a commodity to process and then manually route products and reactants for every single processor, just do it for one and the others follow suit. So, for example, if I have 8 basic processors to turn noble metals into precious metals and they all receive input from the same extractor and are all routed to the same launchpad...but from time to time I may want to switch them all to a different commodity, it'd be great to have a streamlined way of selecting the schematics and routes, rather than the busywork of doing each one individually.

Danghor
Amarr
Posted - 2011.03.05 19:06:00 - [18]
 

Edited by: Danghor on 05/03/2011 19:10:19
Hey Trebor,

I suggested before that we should be able to contract and select multiple BP from the S&I blueprint tab and be able to drag BP from there to cargohold or containers.

Edit : If you make copies and set number of copies : 99 run per copies 9999 you'll see the numbers auto correcting to 20 and 300 per exemple. But when doing simple material research if you do the same thing, you need to input manualy the max number. The behavior of the UI must remain constant.

Myra2007
Millstone Industries
Posted - 2011.03.05 19:59:00 - [19]
 

When issuing jobs (invention, manufacture etc.) at a pos filters like 'range: current solar system' and such should be remembered by the client. At least for the 'session' in the sense that he should at least remember my settings as long as I don't log off. This seems like a small change but would make many people happy - I know that for a fact.

Thanks for your effort Trebor!

Breaker77
Gallente
Reclamation Industries
Posted - 2011.03.05 20:19:00 - [20]
 

Originally by: Danghor

Edit : If you make copies and set number of copies : 99 run per copies 9999 you'll see the numbers auto correcting to 20 and 300 per exemple. But when doing simple material research if you do the same thing, you need to input manualy the max number. The behavior of the UI must remain constant.


Copies have a maximum number that can be done. ME and PE do not, well except for the 30 day limit)


Danghor
Amarr
Posted - 2011.03.05 23:08:00 - [21]
 

Edited by: Danghor on 05/03/2011 23:09:50
Originally by: Breaker77
Originally by: Danghor

Edit : If you make copies and set number of copies : 99 run per copies 9999 you'll see the numbers auto correcting to 20 and 300 per exemple. But when doing simple material research if you do the same thing, you need to input manualy the max number. The behavior of the UI must remain constant.


Copies have a maximum number that can be done. ME and PE do not, well except for the 30 day limit)




There's a limit, per exemple I can't research for more than 30 days in a station. So when researching a frigate BP per exemple, I insert 35... says can't because it would take 45 days and limit is 30, so i have to guess myself the freaking number of research for 30 days and this could be done automaticaly

Breaker77
Gallente
Reclamation Industries
Posted - 2011.03.05 23:16:00 - [22]
 

Originally by: Danghor

There's a limit, per exemple I can't research for more than 30 days in a station. So when researching a frigate BP per exemple, I insert 35... says can't because it would take 45 days and limit is 30, so i have to guess myself the freaking number of research for 30 days and this could be done automaticaly


You do have a point. It would be really nice to have it automatically calculate it to fit in the timeframe.

However, even when say copying a carrier BPO, you can enter 20 copies at 2 runs each, and it will default to 20 copies at 1 run each. Only once you click get quote will you get the "BLAH BLAH max time is 30 day" message. Then you have to reduce the number of copies until it fits the 30 day limit, which is 1.

So as far as that goes, the UI is consistent.


PC l0adletter
Posted - 2011.03.06 07:57:00 - [23]
 

Cross-poasting from Akita T's thread http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1425870&page=44#1298
because I didn't see this one....

=====================================
I think this qualifies as an extremely minor yet useful change:

When I'm running an industry job, and click "pick installation", the Range DDLB always defaults to "current blueprint", while the Type DDLB seems to remember my last choice.

Suggested extremely, extremely minor change: make the Range DDLB remember my last choice like the Type DDLB does.



This will save me 1 click in a truly stupid 10 click 3 dialog window interface, and will make me 10% less annoyed at how terrible and torturous this interface is.

Bonus suggested infintesimally less extremely minor change: remove useless choices from this particular dialog window.

Under Type, in addition to Corporation and Public, there is Personal and Alliance. There is no such thing as either of these. There are public slots that are alliance-only, but they don't show up under Alliance, you have to filter them with the checkbox with Public selected. There are no personal slots of any kind.

Under Range, current blueprint choice seems not to do anything unless the current blueprint is in a station/outpost. Further, since your ability to run remote jobs is theoretically conditional on your Scientific Networking skill, and you can run (some) jobs on blueprints in station from labs in POSes, corp POS labs *are* within range of the current blueprint *BUT* they don't show up. If you fixed this option to show slots in range, you could actually just leave it as the default and make it not an option (why would you let people try to run the job somewhere else in the region where it's impossible to run?)

The Location DDLB doesn't even make any sense. Does anyone ever use this? One of the options is "My Ship" Can we run jobs from our ships? Have we ever been able to? Can I run a copy job from an assembly array? Can I run a build job from a mobile lab? In the perhaps not-unlikely event that you either don't play your own game, or you don't deal with industry, the answers to all of these rhetorical questions is NO. Please delete this DDLB, it makes my head hurt.

This is just a list of very stupid and extremely fixable problems with ONE OF THE THREE dialog boxes that I have to click thru to run a SINGLE JOB. (Actually, if I queue up the job on a line that is in use, I get a 4th dialog box saying "Are you sure?" but this dialog doesn't appear if I select the assembly line with double-clicking, only if I click it once and then hit the "use this line" button. What is the rationale for this behavior? Am I more likely to mis-click when selecting a line and hitting a button than when double-clicking a line? Don't I have to click thru two more dialog boxes to confirm running the job, anyway? My head hurts just thinking about it).

I have an account with three toons, each of which has 10 build and 10 labs lots and used to do lots of science/industry stuff. It was always kind of a pain, but for a while it was new (to me) and interesting and I like optimizing and feeling like I'm solving complex puzzles. I will no longer be paying to keep this account subbed, because now that I've made a little isk, it's just not worth the misery of queueing up tens of identical invention jobs one at a time, batching up builds, etc.

I would definitely change my mind if you fixed the S&I UI so I could batch-queue things. Yes, it would be less profitable. I don't care. The current UI is sadistic, and I'm done playing with it. It has been unchanged in the three-ish years I've been playing. I realize that such a change is not trivial, but seeing as how it's related to minor, trivial changes, I thought it bore mentioning.

Kazuo Ishiguro
House of Marbles
Posted - 2011.03.06 11:04:00 - [24]
 

Edited by: Kazuo Ishiguro on 06/03/2011 11:09:08
Originally by: PC l0adletter

Suggested extremely, extremely minor change: make the Range DDLB remember my last choice like the Type DDLB does.




Good idea. Regarding the rest of your post - don't forget the Rorqual. I think that's what gives you 'personal slots' and 'location - my ship'.

For my part, I'm not sure if this change is small enough, but here goes anyway:

1. Remove 'factory manager' as a required role for installing / delivering corp jobs.
2. The roles 'rent factory slot' / 'rent research slot' should allow the holder to deliver or cancel only their own corp jobs, not corp jobs installed by anyone else.
3. 'Factory manager' should allow delivery / cancellation of any corp jobs, not just your own.

Calchua Ironian
Posted - 2011.03.06 11:32:00 - [25]
 

Originally by: Xentara Vispari
Edited by: Xentara Vispari on 03/03/2011 16:25:01
Edited by: Xentara Vispari on 03/03/2011 16:13:32
Edited by: Xentara Vispari on 03/03/2011 16:09:50
Currently you have to select an "installation" to do any job (manufacture, copy, invent etc.).

It would be cool, if the closest installation could be set as default automatically.
that is:
- if you are at a station that has an installation that can do this job, this installation is used, if the pilot does not explicitly select a different one.
- if you are in space and a lab/assembly array is in range (3000m) and the lab/assembly array has the ability to do the job, this lab/assembly array is used, if the pilot does not explicitly select a different one.

It would be nice, to have a "shopping list" integrated into the game. If you have a blueprint you could select an item from the materials and activate a menu: "add to shopping list", which adds the item and required amount to the shopping list. If the item is already on the shopping list, it will increase the amount. Of course the shopping list should allow to remove items, change the amount, or add items manually (perhaps dropping any item into the shopping list window). Then you go to your favourite trade hub and select items from the shopping list and activate the buy menu, which opens the buy dialog with the amount from the shopping list.


This would be amazing, would make my life much easier. Smile

Valator Uel
Caldari
Mercenaries of Andosia
Northern Coalition.
Posted - 2011.03.06 20:39:00 - [26]
 

Originally by: Liang Nuren
Originally by: Valator Uel
Originally by: Liang Nuren
The ability to research BPCs


It already exists. They are called BPO's.


Ah, WTB Golem BPO.


What you are actually asking for are T2 BPO's for ships that can only be invented. I hope they never do that, but rather let the original BPC ME/PE count for something in the invented BPC.

Inspiration
Posted - 2011.03.06 21:32:00 - [27]
 

Edited by: Inspiration on 07/03/2011 11:08:23
PI

1. Downgrade links option, the reverse of upgrade. Downgrading currently means killing the link and all its routes with it.

2. Convert the amount of free power grid automatically to a number of additional extractor heads you can still place. Do this when in build mode (when there are any non-applied changes) and only when there is a ECU in the colony. This feature will make moving the ECU around to chaise resources so much less mind torture.

3. When docked, or cloaked, make the default double click action on a launchpad, not the warning message that you are not in space, but the open command to show its contents. In all honestly, I would not mind that to be the default action under any and all circumstances!

4. Have the ability to let structures "snap" to each other by means of a hotkey or something, so we get rid of that RSI causing 1 pixel optimization to save that last 1MW of power grid.

5. Upgrade / Downgrade ECU to allow for longer / shorter distance of head placements. It doesn't have to be linear, but under some conditions it is better to have a little more range then to rework the placement and upgrade the lines.

6. Allow an ECU to be moved with all links and routes to it, intact (rubber band the links). As remaining power grid permits of course. Even if it costs ISK to do it, it would save a ton of time and make it less of a hassle to work with the interface. Same would be nice when selecting multiple structures and move them as a whole.

7. Have ECUs remember their previous head placements, if you remove a head to free some PG and later add it again, why not put the head back in that position instead of some default range from the ECU. It makes playing around with a "fit" that much more pleasant.

PC l0adletter
Posted - 2011.03.06 21:39:00 - [28]
 

Edited by: PC l0adletter on 06/03/2011 21:40:19
Originally by: Kazuo Ishiguro
Edited by: Kazuo Ishiguro on 06/03/2011 11:09:08
Originally by: PC l0adletter

Suggested extremely, extremely minor change: make the Range DDLB remember my last choice like the Type DDLB does.




Good idea. Regarding the rest of your post - don't forget the Rorqual. I think that's what gives you 'personal slots' and 'location - my ship'.

For my part, I'm not sure if this change is small enough, but here goes anyway:

1. Remove 'factory manager' as a required role for installing / delivering corp jobs.
2. The roles 'rent factory slot' / 'rent research slot' should allow the holder to deliver or cancel only their own corp jobs, not corp jobs installed by anyone else.
3. 'Factory manager' should allow delivery / cancellation of any corp jobs, not just your own.


Good point -- I never flew a rorq.

I kind of disagree with some of your suggestions:
I think corps should be able to limit who can and cannot use S&I slots if they want to (#1).
I agree that you shouldn't be able to cancel other people's jobs (or if you do, there should be a record of it...)*, but I like to be able to deliver my alt's jobs.
I'm not sure I understand #3; that's not how it works at present? The roles generally make no sense and completely lack documentation, which is somewhat more a corp management UI issue than a S&I issue tho obvs it has some impact.

I think the overarching goal should be to reduce the # of clicks/windows when installing jobs. I'm done batching up hundreds of invent jobs. It's literally painful.

One way to perhaps achieve that would be to create some concept of "bandwidth" to replace individual slots/jobs. A given sort of job would consume a certain amount of bandwidth. Increasing the # of inputs (use 40 of each datacore and 20 bpcs for a 20bw invent job) would increase the required bandwith of the job. You could then choose how to queue up the job -- your lab array has 2 bandwidth/hour. You could set it to take all the bandwith and complete in 10 hours, or you could set it at 25% and complete in 40 hours.

Or, hell, just let us queue multiple identical jobs somehow. Autoselect the next free slot. Reduce needless confirmation windows. This isn't rocket science; one advantage of a UI being total garbage is that there are many easy ways to improve it.

*Edit:How much of "scamming" in this game consists of horrible interfaces with no documentation that make no sense resulting in assets being insecure?

Breaker77
Gallente
Reclamation Industries
Posted - 2011.03.06 21:55:00 - [29]
 

Originally by: Kazuo Ishiguro

3. 'Factory manager' should allow delivery / cancellation of any corp jobs, not just your own.


Uh, that is already like that.


Inspiration
Posted - 2011.03.06 21:56:00 - [30]
 

Edited by: Inspiration on 07/03/2011 11:16:46
PI.

8. How about making the storage facility a bit more different in fitting from the spaceport, like a bit less PG, so it gets more use. Mining colonies are usually short of PG and not CPU, so having a cheaper structure that uses less PG would be beneficial.

9. What to think of a mini-storage, that acts just like a buffer and holds maybe 2000 m3 at best. A bit like the coupling array we know from POS and would serve similar function.

10. Just a crazy idea, but while we are upgrading / downgrading, why not support similar functionality for production facilities. A bit like the weapon grouping we have on ships, or the heads on a ECU. It reduces the click fest there and everyone will be happy with it. It would make placement and change of goods as well as routing a lot more user friendly and people will embrace the flexibility they have, while not stomped silly by the UI burden of it all.

11. Expedited transfer is a bit silly a.t.m. It requires a link, but doesn't care at all about the capacity of this link, even a 100% used link would work. Which brings me to my point, instead of having people manually remove extractor heads to make PG free for a temporary link, why not do away with the inconsistent requirement of having a link in the first place! Want to put a small ISK fee on top...fine, but please don't let people deal with tens of unnececary actions, that consume loads of time.

12. The customs office space is rather limited, I would like to see it doubled to 50k m3. Currently they hold LESS then a deep space transport can carry and onyl 2.5 times of what launchpads can hold. From both perspectives, hauling efficiency and manufacturing planet efficiency, it falls short of what would be ideal. I would settle for 40k m3, but certainly no less.

13. The Import/export window of a launchpad stays open when you switch planets or launchpad. This is annoying as you have to manually close it every time before you can open or interact with another one.

14. I think import / export on planets can be a bit smarter. I don't need to have a message that there is less then 1 second left before i can do another import/export. Just queue it and come with a warning if and only if it fails! Now I need to click N times for something where 1 click would have sufficed...thank you!

15. The default selection of a launchpad is always export, even when the links/routes betray its real use as input for other facilities. Make it auto sensing! It might not always be as clear cut in case of mixed usage, but together with smaller storage structures, it can be made to be clear cut if the user wants it!

I know there is plenty more, but I officially have a writers block now :)


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