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TheLostPenguin
Surreal Departure
25
 |
Posted - 2012.05.04 17:22:00 -
[391] - Quote
Ok so just a few minutes ago whilst thinking about this I had something of a brainwave, which I think would alleviate many of my personal and indeed other peoples issues with usability: Allow us to have inventory windows lock when pinned! Now this totally sounds like the "lock when pinned" option we already have that prevents moving/resizing windows but that's not what I mean, rather that when pinned inventory windows should lock to showing whatever they are showing at that time (unless explicitely modified by the player), irrespective of whatever other operations you carry out with opening/closing other inventory windows.
How would this end up working? Well say like myself and others you like to always (or nearly always) have active ship cargo open, you would shift-click to get this into its own window, set it up where you wanted and pin it. Now regardless of whatever else you do this window would persist showing active ship cargo, you could operate other inventory windows freely without impacting that window, or as happens now the client trying to use it for the next open-inventory event. Of course this would work with as many inventory windows as required, so we could setup a whole bunch showing whichever inventory location we wanted (ie corp hangers, fuel/ore bays) with whichever filter(s) applied that we wanted and they'd persist in that state untill either the user closed or modified them to show something else.
In particular this would be awesome in station as well as 'fixing' the cargohold/loot can issue (I imagine it being possible to have a window setup that shows 'cargoinspace' type windows only that would open/display nearby wrecks/cans in its tree as appropriate), as you could have multiple inventories pinned open with diferent filters applied meaning you could not only reproduce current functionality whereby everytime you dock ship hangar/station items hangar are already open, but you could also have many more windows filtered to each show say hardeners/ammo/BPOs/minerals only, giving you quick access to what you frequently want without having to manually apply filters each time, and with all those 'core' inventory windows pinned+locked you can freely open/close and modify a single inventory window to 'work' with.
Now just have to wonder how hard/not it would be to implement this behaviour... |

Sofia Wolf
Ubuntu Inc. Varangon Tagma
34
 |
Posted - 2012.05.04 17:25:00 -
[392] - Quote
I was testing new inventory on singularity and I must say it is major pain in the butt. I have flowing problems with it:
1) it does not memorise window settings (size and activated options) relatively to specific type of item compartment being examined. 2) can not be compacted to be as small as old inventory windows could 3) requires more clicking to perform basic actions and lacks automatic windows closing and opening functions of old system
For example when docked I have my base inventory open and in separate window I have my ships open. I close inventory window and unlock but my ship window remains open and now shows cargo of the ship, instead of simply closing as it did before. One needles click more to close it, and of course about 3 more needles needles clicks when I dock to open my inventory and from it again separate ships hangar window.
Then in space I eject some junk to see how loot window looks and to my surprise it occupies good part of my screen as it uses size I had inventory window stretched in station. This is very bad. I resize my loot window to manageable size, click loot all, but instead of auto closing as it did before now it reverts to my cargo, so I have to manually close it. I already can imagine what a pain it would be to use this now system when looting and salvaging in my noctis. But more annoyance comes when I dock up and open my inventory. Surprise! It is now of the same size I had it set to loot that container in space and I have to stretch it up to size more fitting to manage station inventory, and ,of course, separate window for may ship hangar because it no longer can be set to open on its own in separate when docked up in station. 
CCP you did good work with with filter options and auto price calculator, and I appreciate that but new systems removes good part of functionality of old inventory system and you can not deploy it on main server in condition it is now. It needs more work. You need to give it back ability to memorise size and position depending on type of inventory compartment that is being examined, and for windows to auto open and close when appropriate. Also it would be nice if you could make it possible to shrink those new windows to smaller size as it was possible with old inventory windows. |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
69
 |
Posted - 2012.05.04 17:52:00 -
[393] - Quote
the BPCs on inventory are valued as BPOs on singularity, you should so something about that... it's bad to make people think they are rich when they are not :P |

Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1119
 |
Posted - 2012.05.04 18:09:00 -
[394] - Quote
Mr Optimal it would be really nice to get update what is going to happen to this thing next and what changes are going to be made. I know that you don't like me one bit because I've been doubting your (teams) ability to provide finished products since the neocom project, but I'm still the customer who has to deal with the stuff you upload to the server. Probably next 6-7 years in fact.
It would be great if all teams and members wanted to be proud of their work and accept not any half baked solutions. Most teams and individuals have reached this level and earner healthy amount of respect since CCP refocus and increased communication. After reading all the replies in this thread and test server thread, together with the sad history with neocom, the jury is still far out with you guys.
You may get rather positive feedback now when you have new nice devblog with nice pictures up, but when people go and actually test this thing they find out all the small but very important flaws and annoyances which are still there. The backslash will hit forums when this thing goes live - just like with neocom. That is if you leave it as it is at the moment.
You got nice feature rich update coming here which has all the basic ingredients of being awesome. How about finishing it this time and also realizing that you might have strong vision about "perfect world", but it might not be perfect for someone else.
Here is the link for your convenience again. I'm waiting for the comments why these aren't worth "fixing" if that is the case like it seems. Silence and ignorance usually just make me whine more if you haven't noticed already .)
Get |

Sarhyl Connaly
Republic University Minmatar Republic
0
 |
Posted - 2012.05.04 18:33:00 -
[395] - Quote
One very specific filtering want from me - could it be possible to have personnel preferences for the order in which item groups are displayed? I want to be able to find ammunition right after weapons in my 'warehouse', and it makes more sense to me to have minerals with planetary resources appearing further down, among other things - but I know other people will have their own desires, depending on what they use most and their play style. In general we should be able to configure the interface so our go-tos are immediately accessible. Thank-you for your time. |

Greygal
Agony Unleashed Agony Empire
109
 |
Posted - 2012.05.04 19:18:00 -
[396] - Quote
Not sure if this has been mentioned or not yet...
- Corporate hangars show as "Division 1," "Division 2," etc., instead of whatever those particular tabs are actually named. I've no clue which hangar section is Division 3, but I do know that the stuff I want is in the "Supplies" tab... maybe that's Division 4?? 
- Would be nice if whatever I type in the Search box of the Inventory window would STAY there even if I move to a different folder. For example, I'm searching for a bomb launcher. It might be in my items, it might be in my corp hanger, or a container. Since searching via the inventory window only searches whatever particular "folder" you have active at the moment, and not subfolders, it would be nice if I didn't have to retype my search every time I move to a different folder (or make searching through subfolders available)
- Love the predefined filters! What exactly constitutes a "valuable item" though? It's including items that are well under one million isk...
Sure would be nice if we could add our own folders to our Items...hint hint... What you do for yourself dies with you, what you do for others is immortal. |

Rammix
FreeWorkers
4
 |
Posted - 2012.05.04 19:26:00 -
[397] - Quote
I love new inventory. But there is one little bug: when you trash something its icon stays there until you reopen the inventory. And sometimes multiple items bought on the market look like single (no number on them).
Who says new inventory takes too much place, you just try hiding the tree view and/or resizing the window. It can be resized as good as the old inventory. Everything's fine with its size. OpenSUSE 12.1, wine 1.5 |

Tiger's Spirit
Troll Hunters INC.
65
 |
Posted - 2012.05.04 19:42:00 -
[398] - Quote
Old Inventory system = Swiss Knife = Total Commander New Inventory system = bags of crap = Windows Explorer
Who want to using W. Explorer if had Total Commander ? |

Seloena
Mighty Orca Inc
15
 |
Posted - 2012.05.04 19:47:00 -
[399] - Quote
Tiger's Spirit wrote:Old Inventory system = Swiss Knife = Total Commander New Inventory system = bags of crap = Windows Explorer
Who want to using W. Explorer if had Total Commander ? yeh, don't play EvE, go for commodore! |

Seloena
Mighty Orca Inc
15
 |
Posted - 2012.05.04 19:49:00 -
[400] - Quote
#400 ^^ |
|

Tiger's Spirit
Troll Hunters INC.
65
 |
Posted - 2012.05.04 19:52:00 -
[401] - Quote
Go counting sheeps !!! Not "ships" or you will be first :P |

Seloena
Mighty Orca Inc
15
 |
Posted - 2012.05.04 19:54:00 -
[402] - Quote
Tiger's Spirit wrote:Go counting sheeps !!! Not "ships" or you will be first :P Sry, couldn't handle myself :p
....oh! and i love sheeps! :D |

Quade Warren
Urban Mining Corp Rising Phoenix Alliance
27
 |
Posted - 2012.05.04 20:14:00 -
[403] - Quote
I don't feel like reading 21 pages. =/
Will you guys have an inverse option made selectable?
Say I create a filter that allows me to view all items worth over 100 million isk... well could I click a checkbox that says "inverse of current filter" so I could see everything that isn't worth 100 million? |

Donaldo Duck
Nomad Inc. Hansa Teutonica
2
 |
Posted - 2012.05.04 20:16:00 -
[404] - Quote
try to read the tree-entrys . . .
http://img7.imagebanana.com/img/7xj81gnn/inventoryrevamp.png
make a valuable contrast referred to the custom color sets, or take for example the Header/Sub-header Color setting from 'general settings' with more transparency to window color its more painful if another window is in back of inventory |

Harrigan VonStudly
The Generic Pirate Corporation Fusion.
23
 |
Posted - 2012.05.04 20:34:00 -
[405] - Quote
CCP Optimal wrote:Harrigan VonStudly wrote: This is something we very much wanted to do, but due to server load constraints, we just couldn't do it, as it would have required us to peek inside every single inventory location (which requires expensive server calls) every time you would open up the inventory. If we ever decide to convert EVE into a single player experience, then we'll be doing it in a snap!
Welp. I guess we need to get those hamsters on steroids. I'm certainly not a programmer or anything like that. I see your point.
|

Pierced Brosmen
Priory Of The Lemon
64
 |
Posted - 2012.05.04 20:34:00 -
[406] - Quote
Ok, I've fiddled with it a bit more and overall I'm getting a bit more used to it. But there are still key issues that bugs the hell out of me.
I would like to see some settings for this so it can be better customized.
1) Option to have the old ship cargohold window available (or a new one, but that is specificaly for the active ship cargohold and that is separate from the main inventory window), and option to have this window default open or not. And it's size and position must be retained from each log-in.
2) Option to have the main inventory window open when docking (or logging in and being docked), and close when undocking (but if it was open when you docked, it will remain open when you undock again).
3) When opening a can it should retain it's previous location and size. If two or more windows were stacked the last time they were opened, they should also stack when opened again the next time.
4) Corp hangar divisions must be labeled (but I guess you're already on that one)
5) With POS modules, there should be some sort of way to see if an array is within or out of range to open from current location (haven't tested this since I didn't take the time to set up a new tower, but from reading the blog)
6) Add functionality to use the back and forward buttons (thumb buttons) on your mouse to move back and forth in the history of inventory locations you have viewed. |

MotherMoon
Native Freshfood Minmatar Republic
612
 |
Posted - 2012.05.04 20:50:00 -
[407] - Quote
Pierced Brosmen wrote:Ok, I've fiddled with it a bit more and overall I'm getting a bit more used to it. But there are still key issues that bugs the hell out of me.
I would like to see some settings for this so it can be better customized.
1) Option to have the old ship cargohold window available (or a new one, but that is specificaly for the active ship cargohold and that is separate from the main inventory window), and option to have this window default open or not. And it's size and position must be retained from each log-in.
2) Option to have the main inventory window open when docking (or logging in and being docked), and close when undocking (but if it was open when you docked, it will remain open when you undock again).
3) When opening a can it should retain it's previous location and size. If two or more windows were stacked the last time they were opened, they should also stack when opened again the next time.
4) Corp hangar divisions must be labeled (but I guess you're already on that one)
5) With POS modules, there should be some sort of way to see if an array is within or out of range to open from current location (haven't tested this since I didn't take the time to set up a new tower, but from reading the blog)
6) Add functionality to use the back and forward buttons (thumb buttons) on your mouse to move back and forth in the history of inventory locations you have viewed.
I was going to post feedback, but this guy hit it on the head. please CCP listen to this man. |

Tippia
Sunshine and Lollipops
6410
 |
Posted - 2012.05.04 20:58:00 -
[408] - Quote
Tiger's Spirit wrote:Old Inventory system = Swiss Knife = Total Commander New Inventory system = bags of crap = Windows Explorer
Who want to using W. Explorer if had Total Commander ?
Submenus under submenus lol and hangar have another submenus lol WeeellGG* a bit harsh, but there is a kernel of truth to it.
The the old system was like System 7 Finder, new system is like Windows Explorer, but only up until the point where you want to play around with multiple windows. At that point, it breaks down.
The problem is basically this: the new inventory does away with the need to collect similar inventory windows in tabbed stacks, but it does not do away with the need to have multiple inventories open at once. That is a completely different problem and it requires solutions that aren't quite in place right now (things like TC's split view to show two locations at once). In addition, in the attempt to dabble in both, I feel (now that I've played with it a fair amount on sisi) that it has actually lost some functionality as I feared.
Most notably, I have completely lost control over where new inventories open. Use case: I have a bunch of stuff in my indy's cargo hold and want to transfer it to various parts of a POS hangar. So I approach the hangar and out of habit click GG#open cargoGG% on itGG* *bam* All my inventory windows now show the hangar(!) This not an optimal solution, because what I wanted was to have the cargo hold in one window, the hangar in another, and then drag stuff from one to the other while having both in view. Or even simpler scenario: I want to pick up some loot from a wreckGG* approach the wreck and click open cargo, and now my cargo view shifts to show the wreck, but I wanted that window to show my cargo hold GGv that's why i selected it.
Right now on TQ, I consistently use three different stacks for my inventory windows in all environments and an additional window for the hangar bay when in station: one is any kind of corp hangar (in station, at a POS, my Orca's corp hangar, construction platforms etc); the second is my ship cargo holds (all ship holds share the same stack); a third for GG#auxiliaryGG% storage (drone bays, ore bays, ship bays, deliveries, cargo cans). This gives me a neat row of role-specific windows where each inventory opens in a pre-determined slot, and it gives me way to quickly and at a glance see what's available when I want to move stuff from one place to the next, or just check on my cargo status.
This kind of setup is no longer possible because every item location is available in every window. In and of itself, that's not a problem because it means I can rearrange things without having to shuffle a bunch of tabs around. The problem is that the new inventory is seemingly completely unaware of the ability to have two windows open and has no sense of context of what should open where GGv everything opens everywhere, which is most likely the exact opposite of what I want to happen. I would suggest that you either remove the GG#open cargoGG% button from the selected item window (worst solution), or you change the behaviour so that clicking that button opens a new window with the selected item as the default view (emulating what happens now), or (best, but most complicated solution), that I can select which inventory locations are available in each window GGv iow, if I could turn off things like ship cargo and drone bay in one window (and conversely turn off cans in a second window) so that whenever I come across a can and open it, it will only appear in that first window, leaving the second one showing whatever it was showing before.
If I want to use the folder structure, I still can by simply scooting up to the can/wreck/POS and expand the tree list once the can becomes available.
(waay)tl;dr: The unified inventory does a wonderful job of getting rid of tabbed stacks of inventory windows, but it does not properly handle multiple windows, and there are a bajillion use cases when you want more than one window open at once (be it for selectively moving stuff from one to another or because you want to be able to constantly see the contents of both). The behaviour when multiple windows are open creates new and annoying issues that actually makes the current solution better.
edit: Also, what Pierced Brosmen said above. GG#If you're not willing to fight for what you have in GkmvGkm you don't deserve it, and you will lose it.GG%
Find more rants over at Tippis' Rants. |

Greygal
Agony Unleashed Agony Empire
111
 |
Posted - 2012.05.04 21:46:00 -
[409] - Quote
This is likely a bug: Unassembled ships do not show as a folder under "Ships" in the new inventory system. What you do for yourself dies with you, what you do for others is immortal. |

Haifisch Zahne
HZ Corp
4
 |
Posted - 2012.05.04 21:55:00 -
[410] - Quote
I had written earlier that it would be nice to be able to stack side-by-side and one-on-top-of-the-other (as well as the less useful "layered") for separate Inventory windows open. I would now like to amend this by saying this feature would be very useful within the same Inventory window. Thus, you could have multiple (usually two) inventory sub-windows open inside one larger Inventory window. The larger Inventory window would have the tree structure on the side, but each sub-window would only share the larger one's.
Also, I appear to have developed some kind carpal tunnel syndrome (hopefully not permanent) in my "clicky finger", so any buttons that can be added to minimize clicks (especially double clicks and possibly right clicks) would be appreciated as well as SHORTCUT KEYS.
It would also be nice to have a customizable toolbar for buttons most often used.
And, again, sorry if this was already mentioned, these dev blogs grow exponentially with time. |
|

Tiger's Spirit
Troll Hunters INC.
65
 |
Posted - 2012.05.04 22:02:00 -
[411] - Quote
Tippia wrote:Tiger's Spirit wrote:Old Inventory system = Swiss Knife = Total Commander New Inventory system = bags of crap = Windows Explorer
Who want to using W. Explorer if had Total Commander ?
Submenus under submenus lol and hangar have another submenus lol WeeellGG* a bit harsh, but there is a kernel of truth to it. The the old system was like System 7 Finder, new system is like Windows Explorer, but only up until the point where you want to play around with multiple windows. At that point, it breaks down. The problem is basically this: the new inventory does away with the need to collect similar inventory windows in tabbed stacks, but it does not do away with the need to have multiple inventories open at once. That is a completely different problem and it requires solutions that aren't quite in place right now (things like TC's split view to show two locations at once). In addition, in the attempt to dabble in both, I feel (now that I've played with it a fair amount on sisi) that it has actually lost some functionality as I feared. Most notably, I have completely lost control over where new inventories open. Use case: I have a bunch of stuff in my indy's cargo hold and want to transfer it to various parts of a POS hangar. So I approach the hangar and out of habit click GG#open cargoGG% on itGG* *bam* All my inventory windows now show the hangar(!) This not an optimal solution, because what I wanted was to have the cargo hold in one window, the hangar in another, and then drag stuff from one to the other while having both in view. Or even simpler scenario: I want to pick up some loot from a wreckGG* approach the wreck and click open cargo, and now my cargo view shifts to show the wreck, but I wanted that window to show my cargo hold GGv that's why i selected it. Right now on TQ, I consistently use three different stacks for my inventory windows in all environments and an additional window for the hangar bay when in station: one is any kind of corp hangar (in station, at a POS, my Orca's corp hangar, construction platforms etc); the second is my ship cargo holds (all ship holds share the same stack); a third for GG#auxiliaryGG% storage (drone bays, ore bays, ship bays, deliveries, cargo cans). This gives me a neat row of role-specific windows where each inventory opens in a pre-determined slot, and it gives me way to quickly and at a glance see what's available when I want to move stuff from one place to the next, or just check on my cargo status. This kind of setup is no longer possible because every item location is available in every window. In and of itself, that's not a problem because it means I can rearrange things without having to shuffle a bunch of tabs around. The problem is that the new inventory is seemingly completely unaware of the ability to have two windows open and has no sense of context of what should open where GGv everything opens everywhere, which is most likely the exact opposite of what I want to happen. I would suggest that you either remove the GG#open cargoGG% button from the selected item window (worst solution), or you change the behaviour so that clicking that button opens a new window with the selected item as the default view (emulating what happens now), or (best, but most complicated solution), that I can select which inventory locations are available in each window GGv iow, if I could turn off things like ship cargo and drone bay in one window (and conversely turn off cans in a second window) so that whenever I come across a can and open it, it will only appear in that first window, leaving the second one showing whatever it was showing before. If I want to use the folder structure, I still can by simply scooting up to the can/wreck/POS and expand the tree list once the can becomes available. (waay)tl;dr: The unified inventory does a wonderful job of getting rid of tabbed stacks of inventory windows, but it does not properly handle multiple windows, and there are a bajillion use cases when you want more than one window open at once (be it for selectively moving stuff from one to another or because you want to be able to constantly see the contents of both). The behaviour when multiple windows are open creates new and annoying issues that actually makes the current solution better. edit: Also, what Pierced Brosmen said above.
I just didn't want write a wall of text, but... This inventory is unuseable when someone want to transfer items to another cargohold and vica-versa. Codename : Functionality Zero. Transfer intems to submenu need another click to other menu, and back to other submenu and to ship and repeating over and over. Where was two or single click before u need to click at least two times more. Need splitted windows to easily transfers between cargoholds, not this W.Explorer type single window item manager crap. That's is the bigest problem with the new inventory system.
And why disabled the Ship hangar at the stations ? Who keep their ships in the inventory ? Need new names for this idiocracy "DockingInventoryBay". ROTFL |

Grey Stormshadow
draketrain Confederation of xXPIZZAXx
1120
 |
Posted - 2012.05.04 23:16:00 -
[412] - Quote
Tippia wrote: Most notably, I have completely lost control over where new inventories open. Use case: I have a bunch of stuff in my indy's cargo hold and want to transfer it to various parts of a POS hangar. So I approach the hangar and out of habit click GG#open cargoGG% on itGG* *bam* All my inventory windows now show the hangar(!) This not an optimal solution, because what I wanted was to have the cargo hold in one window, the hangar in another, and then drag stuff from one to the other while having both in view. Or even simpler scenario: I want to pick up some loot from a wreckGG* approach the wreck and click open cargo, and now my cargo view shifts to show the wreck, but I wanted that window to show my cargo hold GGv that's why i selected it.
Yep.... this is because as certain dev already said in this thread, the fundamental idea behind the new system is to have only one window open and micromanage it by drag and dropping items through folder menu. They have clearly failed to realize that most item transfers which need any amount of sorting or comparing will be most likely done with at least 2 separate windows open. Only very simple item transfers shall be done with they way they planned and navigating with one window without back button is making even that an effort. Folder structure is really slow to use.
What comes to space, no sane pilot will start to loot few cap boosters or repair paste from some container to own cargo by drag and dropping them to some small label in some (possibly rather long) folder menu. In space it is important that things are clear and easily accessible. Drag and dropping items between windows or to some static hotspot is fast. Using menu structure is not. Many also prefer to have more screen estate and have several smaller (possibly stacked) windows rather than one huge window for item management when the focus is obviously in more important flying in space stuff.
They removed bottom bar window minimizing from neocom without consulting anyone and now the original idea without most additional inventory windows seemed to be just as bright. The way they work now clearly indicates the fact that they were supposed to be used only in random occasions and that one big new shiny inventory window for space and station should replace everything and make optimal vision become reality. Now because this isn't the case, the silence has taken over again - just like with the neocom.
Dejavu feeling is strong with this one. And yes - I've had beef with mr Optimal long time so I might be bit harsh with my comments. However after knowingly forcing us to see some blinking chat icon and revealing how much he is actually willing to change his own vision, he well deserves every bit I dear to share now and in future. Did I mention that he failed to comment most of the other critique towards the project back then also.
Tippia wrote: Right now on TQ, I consistently use three different stacks for my inventory windows in all environments and an additional window for the hangar bay when in station: one is any kind of corp hangar (in station, at a POS, my Orca's corp hangar, construction platforms etc); the second is my ship cargo holds (all ship holds share the same stack); a third for GG#auxiliaryGG% storage (drone bays, ore bays, ship bays, deliveries, cargo cans). This gives me a neat row of role-specific windows where each inventory opens in a pre-determined slot, and it gives me way to quickly and at a glance see what's available when I want to move stuff from one place to the next, or just check on my cargo status.
Yep... your setup is very similar to mine, except that most of my containers open stacked either to same window with corp hangar or to hangar floor window. Couldn't even think about doing any serious bigger items transfers with only one window using the "explorer". It is the access point but not the correct tool for it. I wonder how many use windows, the operating system, without multible windows open for file transfers requiring any sorting or comparing.
Tippia wrote: This kind of setup is no longer possible because every item location is available in every window. In and of itself, that's not a problem because it means I can rearrange things without having to shuffle a bunch of tabs around. The problem is that the new inventory is seemingly completely unaware of the ability to have two windows open and has no sense of context of what should open where GGv everything opens everywhere, which is most likely the exact opposite of what I want to happen. I would suggest that you either remove the GG#open cargoGG% button from the selected item window (worst solution), or you change the behaviour so that clicking that button opens a new window with the selected item as the default view (emulating what happens now), or (best, but most complicated solution), that I can select which inventory locations are available in each window GGv iow, if I could turn off things like ship cargo and drone bay in one window (and conversely turn off cans in a second window) so that whenever I come across a can and open it, it will only appear in that first window, leaving the second one showing whatever it was showing before.
...but ...this is not... 1 window... good for all... ish?
Anyway I'm waiting for the next 7 years adapt or die period which will start with all the optimal fun you just described above.
Get |

JohnnyRingo
TunDraGon
6
 |
Posted - 2012.05.05 01:21:00 -
[413] - Quote
CCP Optimal wrote:This is something we have on our backlog; either updating the look and feel of the assets window to match the new inventory, or simply merge it in.
I really must ask that you guys will have an option to use the old system, i really hate this new look on the test server, and its really inconvenient to use, i would rather have three windows open than one unified one, and even then with this new system I STILL HAVE TO OPEN THREE WINDOWS with much more pain and every time i undock i have to close them and every time i dock i have to reopen them and reposition/size them, so seriously guys you just wasted a bunch of time on this, instead you could have just added the asset value counter to the old system and voila ....
It's just massive inconvenience, stop this madness...
|

JohnnyRingo
TunDraGon
6
 |
Posted - 2012.05.05 01:21:00 -
[414] - Quote
JohnnyRingo wrote:CCP Optimal wrote:This is something we have on our backlog; either updating the look and feel of the assets window to match the new inventory, or simply merge it in. I really must ask that you guys will add the option to use the old system, i really hate this new look on the test server, and its really inconvenient to use, i would rather have three windows open than one unified one, and even then with this new system I STILL HAVE TO OPEN THREE WINDOWS with much more pain and every time i undock i have to close them and every time i dock i have to reopen them and reposition/size them, so seriously guys you just wasted a bunch of time on this, instead you could have just added the asset value counter to the old system and voila .... It's just massive inconvenience, stop this madness...
|

Rammix
FreeWorkers
4
 |
Posted - 2012.05.05 01:44:00 -
[415] - Quote
Tiger's Spirit wrote:Old Inventory system = Swiss Knife = Total Commander New Inventory system = bags of crap = Windows Explorer
Who want to using W. Explorer if had Total Commander ?
Submenus under submenus lol and hangar have another submenus lol Lolwhat?
Old invetory system = a lot of opened windows = Windows Explorer New inventory system = everything in one place right before your eyes, many bookmarks to applications/folders on the panel = Total Commander. OpenSUSE 12.1, wine 1.5 |

Tippia
Sunshine and Lollipops
6412
 |
Posted - 2012.05.05 02:51:00 -
[416] - Quote
Rammix wrote:Tiger's Spirit wrote:Old Inventory system = Swiss Knife = Total Commander New Inventory system = bags of crap = Windows Explorer
Who want to using W. Explorer if had Total Commander ?
Submenus under submenus lol and hangar have another submenus lol Lolwhat? Old invetory system = a lot of opened windows = Windows Explorer New inventory system = everything in one place right before your eyes, many bookmarks to applications/folders on the panel = Total Commander. No, because the fundamental feature of TC (like Norton Commander before it) is the dual-pane view. It's what makes it such a superbly efficient file manager: because you always have a GG#toGG% and a GG#fromGG% location, and a set of standard commands that take a GG#toGG# and a GG#fromGG% as its argumentsGG*
Copy [selection of files] from A to B. Move [selection of files] from A to B. Compare [selection of files] from A to [selection of files] in B. From [selection of files and directories] in A, search for X and display in B. Package or unpack [selection of files] from A to B. GG*etcGG*
The old system was inherently a multi-pane system because that was the only way it could be done. The new system tries to be a single-pane system, much like the Windows ExplorerGG* but the problem is that single panes are pretty useless. It doesn't have everything in one place GGv it has one thing at a time in one place, and the main advantage is that you can quickly select which GG#one thingGG% out of everything you want to see. Yes, just like Explorer, the new inventory lets you open multiple windows and thus emulate the old system (with a nice set of new features for each window), but in terms of having everything at your immediate disposal, it's no different from the old one because you still have to open all those windows. Only now, you have to shift-click a whole lot rather than have the different views you want open in new windows by default.
Now, in truth, neither system is even remotely like TC and the old one is unarguably lacking features, but at least it assumed that there would be multiple windows and you could arrange those windows in any setup you liked GGv the new ones wants to assume that there will only be one window, but the simple fact is that there won't be because that would be horribly inefficient (and it's exactly that inefficiency that the entire line of [whatever] Commanders throughout history has solved). Unfortunately, asking them to implement n-pane split views and quick tabs for different locations to begin to approach what TC lets you do might be a bit much at this pointGG* GG#If you're not willing to fight for what you have in GkmvGkm you don't deserve it, and you will lose it.GG%
Find more rants over at Tippis' Rants. |

Sephiroth CloneIIV
Vitriol Ventures BLACK-MARK
108
 |
Posted - 2012.05.05 04:34:00 -
[417] - Quote
Good
but one thing that would help is being able to sort your items in any station without needing to buy secure containers (that may or may not be available).
Kind of like in windows how you can create a folder, and a folder inside a folder. |

Zulran Hans
Refuge of Hope Lemniskate
4
 |
Posted - 2012.05.05 05:42:00 -
[418] - Quote
Really looking forward to the new UI..! Good job team Game of Drones... If the Stark family see what you've done, they'd say, "UInter is Coming".. ;) |

zariae
Republic Military School Minmatar Republic
7
 |
Posted - 2012.05.05 06:43:00 -
[419] - Quote
Tippia wrote:
.....The new system tries to be a single-pane system, much like the Windows ExplorerGG* but the problem is that single panes are pretty useless, which is why tools like NC/TC were invented. It doesn't have everything in one place GGv it has one thing at a time in one place, and the main advantage is that you can quickly select which GG#one thingGG% out of everything you want to see. There's a subtle but very important different in how those two solutions give you access to GG#everything at onceGG%. Yes, just like Explorer, the new inventory lets you open multiple windows and thus emulate the old system (with a nice set of new features for each window), but in terms of having everything at your immediate disposal, it's no different from the old one because you still have to open all those windows. Only now, you have to shift-click a whole lot rather than have the different views you want open in new windows by default.
Please listen to him.
Multiple open windows are a good thing and the best way to manage items in seperate locations. Having to go to extra lengths just to emulate the old system is frustrating and ultimately makes your work pointless. The argument that you can shift-click to get other windows, disregarding the fact it takes longer to do, also is where the new system is inherently weaker than the old, as new windows aren't considered seperate entities. So if i open a cargohold, for example, then all my other open windows (gsc's, cargoholds) change to show the contents of the new window. This forces me to reopen all the windows again just to carry on with my task. It's a step back in functionality and doesn't consider real world usage of managing inventory.
Also why if i open a cargohold of a ship through the index does it show the fitted modules? It's confusing and pointless, if i wanted to know what was fitted i would right-click 'view contents' or if boarded open the fitting tool. |

Tiger's Spirit
Troll Hunters INC.
66
 |
Posted - 2012.05.05 07:46:00 -
[420] - Quote
zariae wrote:Tippia wrote:
.....The new system tries to be a single-pane system, much like the Windows ExplorerGG* but the problem is that single panes are pretty useless, which is why tools like NC/TC were invented. It doesn't have everything in one place GGv it has one thing at a time in one place, and the main advantage is that you can quickly select which GG#one thingGG% out of everything you want to see. There's a subtle but very important different in how those two solutions give you access to GG#everything at onceGG%. Yes, just like Explorer, the new inventory lets you open multiple windows and thus emulate the old system (with a nice set of new features for each window), but in terms of having everything at your immediate disposal, it's no different from the old one because you still have to open all those windows. Only now, you have to shift-click a whole lot rather than have the different views you want open in new windows by default.
Please listen to him.
He did. But you didn't. Please dont post anymore if you can't realize the problems.
This new inventory system worsen than old. Remove dockingbay and transfer ships to a merged inventory is a horrible idea.
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