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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Bienator II
24th Imperial Crusade Amarr Empire
186
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Posted - 2011.10.14 04:36:00 -
[1] - Quote
display damage of faction/tech2 crystals on mouseover without the need undock or fitt the item (in cargo, hangar... etc).
(nice2have: find a better way to visualize damage instead of the boring tooltip) You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Bienator II
24th Imperial Crusade Amarr Empire
186
|
Posted - 2011.10.14 04:54:00 -
[2] - Quote
drone UI:
add common orders like launch/engage/come_back to the drone window. This shortens the mouse movement and does not require the context menu. (context menu is a UI anti-pattern for often used tasks!). The engage button does not make sense on the target info window if you think about it (there is no engage with guns).
overheat UI:
- buttons should be larger, a few pixel is not enough - remove the button if the skill is not trained, noobs use the mouse more often than vets and its more likely that they hit it ending up confused since the weapon does not react etc
bug #117147 please, this looks like it could be easy to fix
50 fittings:
- keep the limit if you like but add an "external fittings" folder - third party tools may dump fittings there, those are not stored on the server - client notices updates automatically, no new ui required You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Bienator II
24th Imperial Crusade Amarr Empire
186
|
Posted - 2011.10.14 13:30:00 -
[3] - Quote
- jettison items when dragged/dropped to space
- instead aurora saying "you can not do X while you are cloaked" it should instead decloak the ship and do X.
- fix t3 fittings window, ship does not update its model, CQ model is updated properly however.
- t3 ship icon should show the actual look of the t3 with its subsystems instead of a generic t3
- find a better way to switch weapon ammunition. e.g add another small button to each gun, something like the overheat button (again: context menu is evil, try to replace all common tasks with UI)
- add range/falloff/tracking, speed/flighttime info to the turret/launchers -> mouseover maybe. Thats the most common reason why you open the weapon info in fight. (e.g disrupted weapon, you just switched ship and can't remember the values) You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Bienator II
24th Imperial Crusade Amarr Empire
228
|
Posted - 2011.10.24 15:48:00 -
[4] - Quote
cleanup logviewer:
it uses far to much space to be usefull in fight and the notification box was fun fallout 1 but doesn't work for eve that well.
your shiny ship was wreckingly hit by 19 large firghtening modulated energy beams comming from Lord Commander Admiral Ludicus III inflicting almost 5 damage on your fast recharging shields.
all you wanted to know was the 5hp damage part...
something like (table): hit | 5 damage | descriptive message ewar | jamming | descriptive message
would be much better
improve notifications: one single notification box. common. This does not make any sense.
we need a rolling list, something like a minimal logviewer. Example: 3-5 lines (configurable) showing the latest events. Old entries fade out.
+ merge multiple drone events to one event if they occur at about the same time You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Bienator II
24th Imperial Crusade Amarr Empire
229
|
Posted - 2011.10.26 15:48:00 -
[5] - Quote
customizable mouse controls. We still can't remap them.
single click movement and rmb cam rotation... You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Bienator II
24th Imperial Crusade Amarr Empire
237
|
Posted - 2011.10.28 18:24:00 -
[6] - Quote
streamline clonejump / implants insert remove usecases
clonejumps: requires being in a pod and having skilltraining paused, popup tells you what to do if necessary. proposed new clone jump mechanics would do everything automatically.
pseudocode: if(inship) {leaveShip()} if(training) {pauseTraining(); wasTraining = true;} doJump() if(wasTraining) {continueTraining()}
destroying / inserting implants: if(training) {pauseTraining(); wasTraining = true;} doImpAddOrDestroyAction() if(wasTraining) {continueTraining()} You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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