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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Ki'Toban
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Posted - 2011.05.13 20:43:00 -
[1591]
* Being able to select a job input from the ore hold/corp hanger in a Rorqual while running ore compressions
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Icey Comet
Gallente Rule of Five Split Infinity.
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Posted - 2011.05.15 05:40:00 -
[1592]
So many times when swapping out combat drones for mining drones I hit the 'recall drones' selection cause its in the spot where 'engage' is for combat, and I think 'mine repeatedly' should be at the top of the list for when mining drones are deployed.
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Alcapone56
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Posted - 2011.05.22 13:51:00 -
[1593]
*How about the loading bar for logging in not cover the splash screen words. *Multi select in the overview tab. shift + mouse *Different isk charged for broker's fee in proportion for the different amount of time on market. - Thanks, You guys are the Best!
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FuzzyLogik360
Caldari
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Posted - 2011.05.22 14:30:00 -
[1594]
Originally by: Kelniun Currently right-click menus can be a bit of a pain to use quickly. For example, in space, say I want to use the right-click menu to warp to a station to turn in a mission. There's a handy bookmark and everything.
However, if I didn't have the foresight to position my mouse on the right part of my screen, I have to move my mouse from one side of the screen all the way to the other just to navigate the right-click menu. It would be very convenient to have an option to force the right-click menu to alternate which direction they pop up in so that you only have to move your mouse a little to the left or right at each drill-down, instead of all the way across. It already works somewhat like this if it runs out of room to the right, but it would be nice to be able to force this behavior to speed things up.
I support this.
Right now mission bookmarks in the right-click menu can be quite a pain, especially if the mission "name" is quite long - the bookmark can stretch almost the entire width of the screen (ok, slight exageration - but you get the point).
Is there any possibility of implementing a word-wrap feature in the right-click menu?
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Lost Hamster
Hamster Holding Corp
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Posted - 2011.05.28 10:27:00 -
[1595]
UI issues: Corporation: - Proposing a lock/unlock vote for a Blueprint, require you to enter a description. However I do not want to enter there anything. The description field should be optional, not mandatory. At the end of the screen, when you press the NEXT button. On the last page, the OK button goes to the LEFT side, not where the NEXT button was. It's already annoying to do this for EACH blueprint one by one, so please do not annoy this procedure even more.
Science and industry. - When doing a pre selection (bpo/bpc, hangar selection) please remember the last used option, when I want to install the next job. - dynamic search for BPO/BPC in the science and industry, the same what we have for the items/ships.
-------------------------------------------------------------------------------------------- Shields are like pants, they're supposed to come off. Armor is like the condom once its gone ur ****ed |
Voith
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Posted - 2011.05.28 16:46:00 -
[1596]
Wallet Threshold.
Stop blinking every time I buy/sell 100 ISK worth of ****.
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Anddeh McNab
Cadre Assault Force
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Posted - 2011.05.28 16:52:00 -
[1597]
I'd quite like to see corpse's actually have names instead of having to right-click ->show info each time to see whose remains are who. --- There are two sides to the EVE community; those that scream for change and those that scream against it. Often they are the same person. |
Xandralkus
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Posted - 2011.05.30 12:40:00 -
[1598]
Edited by: Xandralkus on 30/05/2011 12:45:37 I'm tired of:
- Warping through moons and planets, and not getting to see the glowing, red-hot interiors of them. - Warp to zero not being true warp-to-zero - once in a while, I'll exit warp outside of the docking perimeter of a station, and have to fly to it. - Missiles teleporting out of the center of the firing ship - they should spawn from dedicated launch points and arc around to chase down targets - Multiple missiles looking like a single missile - make them swarm around - Missiles lacking any kind of visible smoke trail - Missile exhaust glows all ludicrously bright - Some turrets have stupid positioning - beams and rounds regularly clip through ship models. - Useless micro/small/medium smartbombs - Dumb Smartbombs (If it hits a friendly, how is this weapon in any way 'smart'?) - Microwarp capacitor usage - I can soar across a solar system for a measly 20-30% of my cap, at several AU/second. Microwarp drives are arbitrarily, massively inefficient - they burn several million times the power of a regular warp drive, proportional to the speed of the ship. - Complete lack of cool microwarp effect (Change it to the present in-warp effect). - Upgrade the regular warp effect to something cool. - Double-click point-and-steer, but no such functionality to warp 'that way' *points in random direction* - Inability to bookmark a scan probe's position - Turrets instantly snapping to targets, despite having finite tracking speeds - Total lack of any 'miss' animation for turrets - Turret tracking not determined by how fast turrets actually move (hence, two targets orbiting one another, same speed, turrets are pointed perpendicular to the immediate path of flight, and remain unmoving. - Illegality of custom UI/addons - Target painters nearly useless - Lack of ship model/shape/color/texture/engine effect customizability (For easy example of how to do it right, see 'Galactic Civilizations II) - Inability to put a password on the ship-pod interface, and prevent people from stealing ships sitting out in the middle of nowhere - Huge asteroid bumpage zones - Interdictor warp scramble strength - infinite? - Maller engine glows are far too bright - Thorax engine glows are far too subtle |
Calathea Sata
State War Academy
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Posted - 2011.05.30 12:42:00 -
[1599]
The leftbar: I want it to auto-hide properly and not stay up because of anything blinking.
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NorthCrossroad
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Posted - 2011.05.31 08:49:00 -
[1600]
Hi. Couple suggestions from station trader/hauler:
- In station screen add buttons to allow to stack all items and couple of sorting buttons. So no need to use popup menu to do these popular operations. They should be positioned near (or instead) the small buttons that handle view type of the station item list. Also consider moving view type button to popup menu. - In trading window double-clicking on item should open market window with prices for this item, not Show info. It will make traders life so much easier. When I setup buy/sell orders, I'm pretty sure what I'm selling, and there's still an "i" button on the right.
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Ravcharas
GREY COUNCIL Nulli Secunda
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Posted - 2011.06.08 13:31:00 -
[1601]
The "starbase forcefield" password is not a very good name because it's also used for jump bridges and that's a bit confusing for new players. More importantly, I've never been able to figure out why entering it is starred out with asterisks. Not being able to catch typos is probably a more frequent problem than is someone who is also interested in my stuffs looking over my shoulder when I play internet spaceships.
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Anthony Lakehurst
Caldari DARK ADAMA Skunk Works.
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Posted - 2011.06.09 07:23:00 -
[1602]
Finally found a place for this minor nag....
It nags the hell outa me that a multimillion / billion spaceship is incapable to navigate arround static objects (like structures and asteroids) when you press 'approach' or 'orbit' on something that happens to be just on the other side... Wow! Did you see that? |
Delta Jax
NixCraft
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Posted - 2011.06.09 11:59:00 -
[1603]
Edited by: Delta Jax on 09/06/2011 11:59:21 Wish List:
1. Allow a right on a signature when scanning to Auto-Re-Position Probes in certain Shape.. atm we have to click the probe to move inward and hold alt to move all probes inwards... would make it a lot less tedious..
2. Corp assets in Hangar Arrays.. why can't I see what's in a hangar at a pos?!? I would be happy with a view content options
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The Countess Krak
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Posted - 2011.06.10 04:04:00 -
[1604]
I have one thing I would like to see fixed in this game. I always like to have the tactical overview turned on and it ****es me off to no end when jumping to a new system, much less going on a 30+ system trip when the camera angle defaults to the view which makes the tactical overview worthless and you have to manualy change it every jump to see the range rings and numbers. I would like to see the tactical overview range rings and numbers stay static in the top down view so you can always see them no matter what you point the camera at. Would that not make a lot more sense than the current system? Or if that is too hard to do, keep the camera view the same as you had in the previous system when you jump to a new one instead of resetting it every jump, completely rediculous! What do you guys think? Seems like a simple common sense thing to me, the current system is dumb as hell and way annoying! Seems like a no brainer to me, cant believe Im the first one to suggest this in this games long history so I dont hold much hope that it will ever be fixed, but damnit, think McFly! Think!
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KoffeeKup
Caldari Azule Dragoons Sspectre
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Posted - 2011.06.10 04:51:00 -
[1605]
I hate the jukebox. I ignore it most the time but i sometimes want funky space music. The fact that the music is hard to find and always plays the wrong music at the wrong time is equally annoying.
Also, why is it that my characters background is cut off at the bottom? I'm sick of taking a new picture to fix the damn thing.
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Ava n'Daara
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Posted - 2011.06.10 06:04:00 -
[1606]
Firing Trajectories and Impact Points Always bothered me that turrets that can't track their target still show a perfect hit graphically at a specific point. The graphical effects should be displayed at the current tracking angle of the turret when it fires even/especially if this will miss the ship and shoot the effect off into empty space.
Same goes for rockets/missiles/torps. At least in this case they wink out if they can't reach their target but, if they can reach their target, their graphical effect doesn't take into consideration the signature radius, size of weapon, and velocities and the explosion travels with the ship at point of impact instead of staying put in space at point of impact or better yet having the particle effects affected by the movement of the ship. This way, one can see their ship passing out of the explosion radius or getting caught in a ship-size-relative part of it.
It is really annoying not taking any damage but having massive graphical effects around my ship leaving me wondering why I'm not long since a drifting mass of goo.
Warp Speed {Acc,Dec}eleration What's the point of reaching 20 AU/s for a split second between hops? Most of the travel time is in the uniform acceleration and deceleration after entering warp and I know of no way to speed that up.
A ship's agility or maximum warp speed needs to get factored into these time periods. I should be able to fit an Ares, for example, to reach and brake from it's top warp speed faster in much the same way as I can fit it to be more agile at sub-warp.
Unique Ships as Rewards I get that you want to give epic rewards for events and perhaps not have too many unbalanced ships in the game, but dangling unobtainable ships in front of people is pretty nasty, imo.
You can increase the stats on existing ships (esesntially a meta level bonus) and they'd still be epic unique ships. I'd be fine with that. But when you add new role bonuses to ships that aren't otherwise available.. well, that sucks. A lot.
I love the Ishkur, but my single gripe has always been the lack of a drone damage bonus on it which would make it perfect. Enter the Utu.. oh, but I can't have it - there are only 50(?).
Grumble.. grumble..
Station Containers and Items Window Sorting Would be nice if I could repackage/etc items I have access rights to in the container itself instead of moving them out to the main Items window first.
Better yet, since I just use Station Containers to better sort items, it would be nice if the Items window had more sorting options. Such as the collapseable items list in the market with empty sections hidden. Or a sort by fitting type. Or the ability to create custom folders/groups in the Items window like we do for drones.
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Katrina Cortez
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Posted - 2011.06.10 06:55:00 -
[1607]
remove repackaging except for certain items like ships
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Culmen
Caldari Vigrior The Dominion Empire
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Posted - 2011.06.10 07:04:00 -
[1608]
Allow users to modify their UI
Don't like the font? import your own font!
Can't tell the difference between a player Battleship and a player Cruiser? Import your own icons!
Hate the color of the capacitor? Load up your own capacitor graphic!
Want to replace the character sheet icon with an image of twilight sparkle the magical unicorn? I'm not one to judge, but all you need to do is import it.
In order to achieve this, all CCP needs to do is put the font/icon files outside of the the .stuff files, and basically say 'Yeah, you can mod this part of the client, go nuts."
and further more why do i even need a sig? |
Sekket
Caldari White-Noise
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Posted - 2011.06.10 07:55:00 -
[1609]
It would be cool as a fleet commander if you could just add a wing commander and his whole wing into your fleet in one step.
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Westmarch
Caldari
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Posted - 2011.06.10 09:18:00 -
[1610]
Edited by: Westmarch on 10/06/2011 09:20:15 "afk" status notification.
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Kerrisone
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Posted - 2011.06.10 17:02:00 -
[1611]
I'm sick of having to click on the damned gate so the keyboard shortcut will work. If I have to click on it after selecting it from space and warping to 0 on it why do I have to click on it again to make the jump shortcut work? I might as well right click jump or use the stupid selection window.
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Aston Martin DB5
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Posted - 2011.06.10 17:18:00 -
[1612]
Originally by: Kerrisone I'm sick of having to click on the damned gate so the keyboard shortcut will work. If I have to click on it after selecting it from space and warping to 0 on it why do I have to click on it again to make the jump shortcut work? I might as well right click jump or use the stupid selection window.
Yea, in the game shortcuts lack .......being shortcuts lol Freaking ******ed is it not?
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Aamrr
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Posted - 2011.06.11 04:24:00 -
[1613]
Right now, it's impossible to swap ammunition ceasing fire. This makes sense. There is nothing wrong with this.
There IS something wrong with how the user interface handles this. We should be able to tell the server "keep shooting, but oh by the way, change ammunition when you finish the current cycle, spend the appropriate time reloading, and resume fire when you finish."
While this isn't a huge issue for missiles, projectiles, or hybrids, it is a quality of life concern for Amarrians.
On the plus side, this should reduce lag, as what previously took three messages to the server... "Stop firing" "Load new crystal" "Start firing again" ...now takes only one: "Finish current cycle, load new ammo, resume fire."
With all the time spent on "UI Coreification," I feel this is a longstanding issue that should now be resolved.
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Novee InFeldspar
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Posted - 2011.06.11 06:42:00 -
[1614]
Charon's nav strobes not in the right location.
The Charon's port and starboard side flashing navigation lights are not attached to anything. They're free floating - please move them into the right place again. Possibly an issue with the Rhea model too (not rich enough to own one)
Star camera lens-flare element is out of place
For systems that use the same lens flare set as Perimeter, Antem etc, there is one small texture that is misplaced. Look at the star in Perimeter, you'll see the texture located way too high and out of line with the other elements.
Incarna needs 'mech mounts.
That is all.
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Snake Scofield
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Posted - 2011.06.11 07:04:00 -
[1615]
Couple of things.
The Open Cargo shortcut should be a toggle. Open it and then close it when you do it again. Just like the button on the hud which I like to keep hidden.
When warping into missions you sometimes end up right next to the jump gate and if you activate it without first moving away you spend five minutes bumping into it before you're clear enough to use it.
Using shortcuts on overview is still a bit buggy if it doesn't have focus. Hold down orbit key, click object on overview, doesnt allways register unless overview is active window.
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Wyke Mossari
Gallente
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Posted - 2011.06.11 07:13:00 -
[1616]
Edited by: Wyke Mossari on 11/06/2011 07:16:00
* The new inconsistent operation of the sell order dialog breaks the HCI principle of least surprise.
- It is causing many nubs to create sell orders at the price of the lowest buy order and crashing the markets and feeding the general depression/recession the Eve economy is caught in.
- Fix it by returning to the old method of defaulting to simple orders.
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Taxxed
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Posted - 2011.06.11 13:26:00 -
[1617]
Edited by: Taxxed on 11/06/2011 13:27:00 Commas in the calculator screen and market order entry screens.
10000000000 should be
10,000,000,000
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Ladrial
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Posted - 2011.06.11 17:17:00 -
[1618]
I would like too see too minor changes:
1. Autoloot a can say double click 2. Scroll through targeting items button
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Kerrisone
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Posted - 2011.06.11 17:40:00 -
[1619]
Originally by: Taxxed Edited by: Taxxed on 11/06/2011 13:27:00 Commas in the calculator screen and market order entry screens.
10000000000 should be
10,000,000,000
Precisely why I don't use the ingame calculator.
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Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2011.06.18 22:22:00 -
[1620]
Originally by: Rex Ladyhole Edited by: Rex Ladyhole on 06/12/2010 22:51:11 Here is another one, a take all button for wrecks and cans:
Has anyone ever used that search button in wrecks and cans?
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