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Thread Statistics | Show CCP posts - 27 post(s) |
Skalle Pande
Teknisk Forlag
31
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Posted - 2013.09.15 21:12:00 -
[1] - Quote
Suggestion: A "more info"-like button in storyline mission ads telling WHICH factions you will loose (and gain) standing with Keywords: Storyline missions, newcomer game, standings Note: Accepting storyline missions can lower your standings with opposing factions quite fast, but there is no way to tell by how much, with whom or if it will happen at all. It will "affect your standings" - indeed, but especially for new players this is taken (falsely) to mean "improve", and even for seasoned players it requires an external search and a good deal of math to find out if the pros outweigh the cons. Common sense or even logic won't help you, there is no certain pattern to the missions' standing consequences. This suggestion comes out of a post in a different thread: A question: What do you wish you had known? which is just spot on: You suddenly find yourself with terrible standings and very limited options, and you had no clue. Give us a clue, please. |
Skalle Pande
Teknisk Forlag
34
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Posted - 2013.09.17 21:12:00 -
[2] - Quote
Suggestion: Fix EVElopedia entries for items when they are changed in game. Keywords: EVElopedia, patching Note: Can't be too difficult to correct all in one go while you are at it, but is hugely difficult 2 months later when you have forgotten exactly which ships and modules had changes and whether that has been corrected or not. And it looks really silly that outdated basic stats are visible 2 weeks after the patch. See Mammoth for an example |
Skalle Pande
Teknisk Forlag
35
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Posted - 2013.09.18 15:19:00 -
[3] - Quote
Suggestion: Add archive of "This Week in EVE" somewhere easily accessible, for quick reference. Keaywords: Reference, DEV blogs/posts, This week in EVE |
Skalle Pande
Teknisk Forlag
40
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Posted - 2013.11.02 14:50:00 -
[4] - Quote
Suggestion: Make PI Extractors auto-route mined resources to the nearest not-filled-up storage Keyword: Planetary Interaction, clickfest-reduction Note: Planetary interaction is frustrating as it is, whith huge amounts of repetitive clicking and selecting and submitting, or else... One particularly annoying and silly feature is that when you have laboriously set up your extractor for the right resource, hot spot, time and area, in order to have your plants supplied for the next, say, 48 hrs, you come back and find that nothing has happened. Why? because you selected a new resource and forgot to re-route the extractor. It is silly. There is usually only one place where it really could go, and that is where resources were sent previously. There is no need to reconfirm that, and no need to assume an in-harvester crew or AI so stupid that they cannot figure that out but rather would let 48 hours of producion vanish down the drain. When you click "Install Program" - auto-route the resource. Really, CCP....
Suggestion: Auto-warn players when resources or products are not routed Keyword: Planetary Interaction, clickfest-reduction Note: In line with above: When you install a new Basic (or Advanced) Industry Facility and select a schematic, you are automatically taken to a screen where "Not Routed" is visible in warning red. CCP, if you insist on not autorouting harvested resources, at least provide the same warning for Extractors: Clicking "Install Program" returns you to the main config box for the extractor with the "Products" tab open. No reason for them to be different.
Suggestion: Remove the concept of routes altogether - links are sufficient Keyword: Planetary Interaction, clickfest-reduction Note: This would go a long way in rudcing the clickfest, but probably won't happen. But really, Planetary installations are, even at skill V, rather small and simple. There is usually no more than the launch pad for mass storrage, maybeone storage silo, but it is of no importance. You produce, you store, and then you ship out. It is a rather autonomous unit, and it would not take much AI or much skill with the resident crew to figure out what to do with stuff, once you, the player, have specified what you want axtracted and manufactured. The micro-level management involved in specying the routes, when you have already made the links, is stupid and superfluous, conceptually and practically. |
Skalle Pande
Teknisk Forlag
40
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Posted - 2013.11.02 15:14:00 -
[5] - Quote
Suggestion: When you are about to decommission a non-empty PI storage facility, you get a warning that said facility is, well, not empty and that contents are about to be destroyed. Keywords: Planetary Interaction, frustrations Note: EVE is filled with warnings when you try to do something. In PI, you are, for instance warned when you have not submitted your changes, and in you hangar, you get a warning when you try to repackage a module for sale. And when you decommission a PI installation, e.g. in order to move it, you get a standard warning " Are you sure you want to decommission this XXX unit?" Hell, yeah, that was why I clicked, right? A USEFUL warning would tell me that something MORE was about to be destroyed, In my mixed up order of things.
Suggestion: That PI units were drag-able across the planet surface, when you were in edit mode. Just like extractor heads. Keywords: Planetary Interaction, clickfest Note: You often have to relocate structures in order to change or optimize production. Currently, you will have to decommission units and build new ones. And then, when you build e.g. an extractor and want to position it for optimal resource distance and link requirement, you have to remove it and construct both link and estractor again numerous times to get it reasonably right. Things would much improve if all units behaved like extractor heads, so that you could drag the unit and its connected links around until satisfied, and then click Submit. ISK use could remain the same, also when moving existing facilities (instead of demolishing and recreating) if that is part of the reason for the tear-down-and-rebuild logic. But it would be much more reasonable for the player to manage. |
Skalle Pande
Teknisk Forlag
40
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Posted - 2013.11.02 15:38:00 -
[6] - Quote
Suggestion: Make current Tax Rate at Planetary Customs Office visible from Launch Pad command screen. Keywords: Planetary Interaction, Production Cost calculation Note: It is annoying that this information is only visible by accessing the Customs Office itself, since that can only be done from inside the Solar System in question. Supposedly, someone at the launch pad would be aware of this, even if their boss (the player) is not present
Suggestion: When launching goods directly into space from a Planetary Command Center, make Launch delay timer and launch costs visible from the Planetary Command Center info panel Keywords: Planetary Interaction, Production Cost calculation Note: This info is currently hidden, only to be found out by trial and error. Silly. |
Skalle Pande
Teknisk Forlag
40
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Posted - 2013.11.02 15:58:00 -
[7] - Quote
Suggestion: That CCP karkur and Team Kuromaku confirms that they are actually still following this thread (or that somebody else in CCP are) Keywords: Communication, Player involvement Note: Since in the thread on "New Features and Ideas" CCP Spitfire ore anyone else in CCP apparently don't listen anymore. Just a tiny, teensy sign of life, like, "Read this" once every 3-4 pages |
Skalle Pande
Teknisk Forlag
53
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Posted - 2014.04.01 22:00:00 -
[8] - Quote
Suggestion: Add content in Customs Office hangars to "Assets" window Keywords: UI, Planetary Interaction, Customs Offices, Assets Note: Planetary materials are a player's assets just like anything else, and they are available just like anything in a station. It is QUITE annoying that you have to fly out to the system in order to see what's in the CO hangar - and find out that you had in fact plenty of the stuff in your cargo bay stored out there already, it was something else, that was missing, in order to set up a particular production. Make it visible and, even more important, searchable, in the Assets window, it's completely illogical that all that stuff is hidden.
Suggestion: Make the Customs Office hangar visible and "interactible" from a remote location, just like the rest of PI. Keywords: UI, Planetary Interaction, Customs Offices Note: There is no logic in the current restraints - if you are able to control and manipulate you PI installations from the other side of the galaxy, of course you are able to arrange for transfer between planet and CO as well. The CO is part of the universe, is owned by a corporation (NPC or player-owned) and must be assumed to be "in touch" with the world just like any station or installation. It's not like you have to stand in the office personally to get things done, just because it's Customs. Make it a new skill "Customs Operations", if need be, which can extend your range just like the trade skills. But make it doable. (This might, incidentally, lessen the need for the first suggestion in this post: If you at least could see what was in CO storage from the Planetary View, you could plan and implement your production). |
Skalle Pande
Teknisk Forlag
53
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Posted - 2014.04.01 23:21:00 -
[9] - Quote
Suggestion: Make the CO hangar visible and "interactible" from a remote location throug Planetary View, like rest of PI. Keywords: UI, Planetary Interaction, Customs Offices, Skills Note: Very annoying that you have to stand in the customs office personally to get things done, capsuleers are due more respect! --- There is no logic in the current restraints - if you are able to control and manipulate you PI installations from the other side of the galaxy, of course you are able to negotiate with Customs and arrange for transfer between planet and CO as well. The CO is part of the universe, is owned by a corporation (NPC or player-owned) and must be assumed to be "in touch" with the world just like any station or installation. That they won't respond unless you are there in person is the epitome of insolence towards pilots. Make it a new skill "Customs Operations", if need be, which can extend your range just like the trade skills. But make it doable. (This might, incidentally, lessen the need for my previous suggestion: If you at least could see what was in CO storage from the Planetary View, you could plan and implement your production).
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Skalle Pande
Teknisk Forlag
53
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Posted - 2014.04.01 23:26:00 -
[10] - Quote
Suggestion: Make "Reinforced Metal Scraps" tradable on the market Keywords: Items, Market Note: Metal Scraps are tradable, Reinforced Metal Scraps are not - only other difference is Reprocessing yield |
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Skalle Pande
Teknisk Forlag
53
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Posted - 2014.04.01 23:31:00 -
[11] - Quote
Reposting posting guidelines - it is 30 pages and many months since they were last displayed
CCP karkur wrote:could you please format your posts like this(without the quote): Quote:
Suggestion: Sort bookmark folders in Edit/Create window for bookmarks Keywords: ui, bookmarks Note: They are in random order ---
I find it very difficult to find the folder where I want to save my bookmark because they are in magic order that makes no sense. I think once it was ordered correctly but now it's not and this is just some fake text for this example!
Please keep the suggestion short, to the point and only 1 sentance. Keywords and note are optional, but cannot be more than 1 line. Check out the blog from the CSM for some examples and further explanations Feel free to elaborate in as much detail you want below the line (the line is 3 -). This format will allow us (with help from CSM members) to easily summarize the posts and compile a list of suggestions. It would be excellent if before posting, you could check here if your suggestion has already been posted.
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Skalle Pande
Teknisk Forlag
53
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Posted - 2014.04.01 23:37:00 -
[12] - Quote
Suggestion: A List view of all installations on a Planet Keywords: PI Note: Difficult to locate that lonely leftover Storage icon on the face of most planets - let me find and select on a list |
Skalle Pande
Teknisk Forlag
57
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Posted - 2014.04.13 22:56:00 -
[13] - Quote
Yato Shihari wrote:Suggestion: More warnings for PI Keywords: PI Note: I'm (hopefully) not the only one who has forgotten to route an extractor and left it running with effectively no yield overnight. Include warnings for at least some of the following (similar to the "Unsubmitted edits" warning): - Processing facilities without any blueprints assigned - Processing facilities which do not have an incoming route for their ingredients - Extractors which are running but not routed - Processing facilities with unrouted products No, you're not. It is HUGELY annoying that products are not autorouted by default when possible. Currently, you have to click, click and click again. And THEN you have to double-check all the clicks, since sometimes a click will not register properly, just closing the routing window without actually doing anything. Right now, I just found that 2 days of Coolant production from a processor har gone down the drain, unrouted, meaning that the next phase of production cannot proceed as planned. It is just SO F***ing STUPID that this is possible in a game where spaceships can practically build themselves, if you just provide materials and blueprints.
Warnings like you suggest would help a great deal. But really, those clicks should not be necessary in the first place. Too many of them as it is. |
Skalle Pande
Teknisk Forlag
57
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Posted - 2014.04.19 22:57:00 -
[14] - Quote
Suggestion: In the "Assets" window, make assets in systems on your route light up yellow, like offers in market window Keywords: UI, Assets, Route Note: Would be nice on long flights to be alerted to the fact that you had stuff waiting for you that you could just as well pick up on the way. |
Skalle Pande
Teknisk Forlag
57
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Posted - 2014.04.19 23:01:00 -
[15] - Quote
Suggestion: When you add a station as a waypoint on your route, which is in a system already on the route, add it where the system is passed the first time, not at the end Keywords: UI, Route, Waypoints Note: It is quite a hassle to have to rearrange waypoints every time you add something you know you will pass along the current route |
Skalle Pande
Teknisk Forlag
57
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Posted - 2014.04.19 23:03:00 -
[16] - Quote
Suggestion: Add optional waypoint "Home station" (pre-designated) which will stay at the end of route when auto-arranging/optimizing Keywords: UI, Waypoint, Route optimization Note: It would be nice to be able to find optimal roundtrip between a series of stations and then back home. |
Skalle Pande
Teknisk Forlag
61
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Posted - 2014.05.01 15:59:00 -
[17] - Quote
Neutrino Sunset wrote: Suggestion: Add keyboard shortcut for 'Orbit at current range' Keywords: navigation Note: This shortcut does not exist. Currently the only way to orbit at current range is to navigate a right click context menu. This is hampered by the fact that the range at which you will orbit is decided at the time when you open the context menu, not at the time that you have found and clicked on the correct menu item. For a frigate travelling at speed this is hopeless.
An 'Orbit at current' keyboard shortcut should be trivially simply to implement and would greatly improve the experience of frigate combat. +1 for this. Would be hugely appreciated |
Skalle Pande
Teknisk Forlag
61
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Posted - 2014.05.12 20:12:00 -
[18] - Quote
Darkblad wrote:Kusum Fawn wrote:Salvage drone right clicl option for "autosalvage all" Make sure you have no locked targets, then send your salvage drones to engage target or salvage. This way they'll care for all legally available wrecks in range. No, I don't think they will. To salvage yellow wrecks (which is legal) you have to actively target them and set your drone to work. And often your targetting range will be less than your drone's range of action
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Skalle Pande
Teknisk Forlag
62
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Posted - 2014.06.01 18:08:00 -
[19] - Quote
CynoNet Two wrote:If you try to start training on an alt when another character on the same account is already training, it would be nice to have the ability to pause that training without logging out and back in again - twice. This. So much this. +1 |
Skalle Pande
Teknisk Forlag
62
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Posted - 2014.06.01 19:22:00 -
[20] - Quote
Lolita Troublemaker wrote:I have been asking for the ability to name jump clones for 10 years (not on this character). Can we PLEASE PLEASE PLEASE have the ability to name our jumpclones?!?!?!?!?! ex...sniper....recon....dred.....mac... ect. Now with even more jumpclones its a real mess trying to figure out which is which at a glance. +1
Quote:Also, on the login character selection screen, can you show the skill currently being learned, not just the time remaing? ?? This is already shown - at least on my screen.
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Skalle Pande
Teknisk Forlag
75
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Posted - 2014.08.01 15:20:00 -
[21] - Quote
Suggestion: Make Assets list stations green when your ship is in system, like in market window Keywords: UI, Assets, Colour coding Notes: It was very nice to have stations in your Asset list go yellow when on AP route, just like in market window. Would be nice too if the station doesnt't hide back in nondescript light grey once you reach the system, but go green like in market window for easier orientation. Teeeny-tiny little thing, but still :-) |
Skalle Pande
Teknisk Forlag
77
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Posted - 2014.08.09 23:14:00 -
[22] - Quote
Suggestion: Let the industry window by default select output destination the same as input location Keywords: Industry UI Notes: It is annoying that when you start a job in a corp POS, the default output is first Corp Hangar, no matter where inputs came from. This is illogical - the logical thing would be to put things (and blueprints) back whence they came. If hangars are named for corp members or sections, it is quite impractical, too. |
Skalle Pande
Teknisk Forlag
78
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Posted - 2014.08.12 00:01:00 -
[23] - Quote
Suggestion: Make the inventory container list STOP JUMPING/SCROLLING THE INSTANT YOU DRAG STUFF INTO THAT PART OF THE WINDOW Keywords: Inventory, UI, Exasperation Note: It so ******* annoying when you have marked and sorted a lot of stuff or blueprints in order to put it in your ship, and since that ship is near the edge of the window field the list scrolls just as you let go, meaning that some of the stuff end up in the wrong container with lots of other stuff, you get a message that the container cannot hold it all, and the remainder is unselected. Meaning you have to sort through 2 containers to gather all the stuff again. Make that list stand still while we hit it, please. |
Skalle Pande
Teknisk Forlag
78
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Posted - 2014.08.12 00:12:00 -
[24] - Quote
This was May 27th, pre-Kronos. Apparently no dev posts after that in this thread, and now we are post-Crius
CCP Karkur, CCP Explorer and the rest of you, have you deserted this thread completely? Or do you still read silently? |
Skalle Pande
Teknisk Forlag
78
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Posted - 2014.08.14 21:46:00 -
[25] - Quote
Yup, I know. And was glad to see the little things in Crius, too. Just longing for your voice once in a while, CCP Explorer, but glad that you are in fact still looking in on us once in a while, even if you are cloaked. Thx |
Skalle Pande
Teknisk Forlag
89
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Posted - 2015.01.12 01:49:08 -
[26] - Quote
Hmm - this was the last sign of life from a dev in this thread. It is now 5 months, 25 pages and 500 posts ago. Another sign would be nice, still plenty of small but important things coming here, I think. CCP Karkur, CCP Explorer, are you still with us?
Or is there a new "Little Things"-thread somewhere? |
Skalle Pande
Teknisk Forlag
89
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Posted - 2015.01.12 01:50:03 -
[27] - Quote
Keras Authion wrote:Suggestion: More informative implant unplug confirmation message Keywords: UI
The unplug message could be improved to give more information. The character sheet is relatively small and misclicks are possible. The implant isn't even highlighted while the confirmation message is up.
Current: Implants are lost when unplugged. Are you sure you want to remove this one now?
Better: Implants are lost when unplugged. Are you sure you want to remove Ocular Filter - Standard now? This, for instance, is a good example. Very sensible suggestion. +1.
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Skalle Pande
Teknisk Forlag
89
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Posted - 2015.01.12 01:51:47 -
[28] - Quote
Laura Agathon wrote:Yun Kuai wrote:Corporate and Alliance Contracts:
Please make the contracts be able to last a minimum of a month. When putting up hundreds of ships and having to redo them every week after the contracts expires is just draining and soul crushing.
Allowing contracts to be set to a month or more will help solve some of the "all grind for no gains" problem that EvE has. As always, just adjust the brokers fees to include the cost of the extra 3+ weeks (or more) of contract life. Yes. Yup. +1 to this as well. Another fine, little thing that would be very welcome.
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Skalle Pande
Teknisk Forlag
89
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Posted - 2015.01.12 01:53:52 -
[29] - Quote
Chal0ner wrote: Suggestion: Add total skill queue to character selection screen Keywords: ui, skill queue, character screen Note: Skill queue length is misleading Now that we can have unlimited skill training queues - why not give the total remaining time in the training queue on the character selection screen? This is so that I at a glance can see if I need to log on that character to edit the skill queue or not.
My alt training queue is 5 days, but the remaining time on the character selection only shows the current training (13 hours). Slightly confusing and to get the correct queue lenght I need either to use a third party tool or use another site or log the character in only to (in use case above) confirm that no change was necesary.
Alternatively: as was pointed out elsewhere - make the mouse over behaviour consistent. If you are on the last skill - total skill time is not displayed on mouse over. It is also a semi-hidden feature. There is actually a little "+" after the skill currently training, if there are more skills in the training queue. But you cannot se how much time, that is true.
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Skalle Pande
Teknisk Forlag
89
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Posted - 2015.01.14 00:07:47 -
[30] - Quote
Skalle Pande wrote:...worries...
CCP Explorer wrote:This is still the general Little Things thread. No more worries then +1 |
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Skalle Pande
Teknisk Forlag
91
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Posted - 2015.10.21 08:39:07 -
[31] - Quote
JEFFTHECHEF wrote:Hey guys!
Can we please get the "group all weapons" button that is there in space on the fitting window? Be nice for pre-grouping in station. +1 to that suggestion |
Skalle Pande
Teknisk Forlag
91
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Posted - 2015.10.21 08:42:40 -
[32] - Quote
TheSmokingHertog wrote:Scatim Helicon wrote:Suggestion: Adjust the quantity of items being sold in a market order without cancelling and resetting the whole thing. Keywords: Market
Currently, say I'm selling 100 widgets in Jita and I want 20 of them back for some reason, I have to cancel the entire order and put it up again as a new sell order for 80, it would be less hassle to be able to amend the sell quantity of the order on the fly. And the other way around pls, if I sell 100 widgets, and want to sell 2000 and I have no slots left, I want to add my 1900 to the order without cancelling it. +1 to that, too. Would be really, really nice. It is not a question of saving a few ISK in taxes and salaries, it is about player convenience. Feel free to tax changes in orders as you like, but plz make quantities adjustable just like prices. |
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