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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Lime Green
Federal Navy Academy Gallente Federation
0
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Posted - 2015.05.30 21:05:51 -
[1951] - Quote
Suggestion: Remove all mentions of skill requirements for rigs
Keywords: Skills, Rigs, Info
Notes: Rigs do not require skills to fit. The fact that their info still states otherwise is misleading for newer players and vets alike and messes with third party applications like pyfa and EFT and therefore also with Evemon and gtkEvemon. |
kyoukoku
Signal Cartel EvE-Scout Enclave
17
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Posted - 2015.05.30 21:06:21 -
[1952] - Quote
Arlen Tektolnes wrote:kyoukoku wrote:Arlen Tektolnes wrote:Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.
Keywords: compass, signatures, anomalies, hunting
Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting. I'll paste the same reply here as the one I used in reply to your reddit post: Nope. Explain properly why cosmic sigs should be re-linked to d-scan? The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor. Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given. Simples. So nope. I'll also paste my reply to your reply that you used in reply to my Reddit post. Uh what? Unscanned sigs could just appear as they do already; an unscanned sig 12au away could show up as 11 or 13 au away, depending on variation. I'm only suggesting a change to the 'compass' around the capacitor.
But you're basically still asking for an easy way out of having to use probes to hunt down the sigs.
What you're suggesting: "I want to hunt down sigs without having to fit probes & probe launcher".
It just makes no sense to have the cosmic sigs linked backed to d-scan, even if "just for the compass".
Otherwise why would you ask for this hmm? |
Arlen Tektolnes
Lazerhawks
9
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Posted - 2015.05.30 21:36:03 -
[1953] - Quote
kyoukoku wrote:Arlen Tektolnes wrote:kyoukoku wrote:Arlen Tektolnes wrote:Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.
Keywords: compass, signatures, anomalies, hunting
Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting. I'll paste the same reply here as the one I used in reply to your reddit post: Nope. Explain properly why cosmic sigs should be re-linked to d-scan? The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor. Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given. Simples. So nope. I'll also paste my reply to your reply that you used in reply to my Reddit post. Uh what? Unscanned sigs could just appear as they do already; an unscanned sig 12au away could show up as 11 or 13 au away, depending on variation. I'm only suggesting a change to the 'compass' around the capacitor. But you're basically still asking for an easy way out of having to use probes to hunt down the sigs. What you're suggesting: "I want to hunt down sigs without having to fit probes & probe launcher". It just makes no sense to have the cosmic sigs linked backed to d-scan, even if "just for the compass". Otherwise why would you ask for this hmm?
But I'm basically not.
I'm still not 100% sure what you're getting at, because you'd still need to probe down any sigs to warp there, but I suppose they could make it only apply to anomalies if it'll get you to stop replying to me.
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Max Groote
Center for Advanced Studies Gallente Federation
0
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Posted - 2015.05.30 23:37:44 -
[1954] - Quote
Arlen Tektolnes wrote:kyoukoku wrote:Arlen Tektolnes wrote:kyoukoku wrote:Arlen Tektolnes wrote:Suggestion: Give us the option to make the 'compass' only show sigs/anoms within our current d-scan range.
Keywords: compass, signatures, anomalies, hunting
Note: As it stands the 'compass' is a great idea that doesn't have much utility due to the way it's implemented. This change would make it an invaluable tool for hunting. I'll paste the same reply here as the one I used in reply to your reddit post: Nope. Explain properly why cosmic sigs should be re-linked to d-scan? The d-scan & probe scanner windows were split into totally separate tools for a number of reasons and what you're doing is essentially trying to re-link them through the backdoor. Probes are required to scan the sigs down. If you don't have probes & launcher fitted, nor the required skills, then you shouldn't be able to locate them beyond the vague hints you're already given. Simples. So nope. snip snip snip
You want to make hunting sigs and anoms easier, that's what you said in your post. However, there's a simple method to doing this: it's called fitting a probe launcher. Hunting people in anomalies is already like shooting fish in a barrel without making it absolutely trivial, so I don't understand why your change would be beneficial beyond making it easier for combat fit ships to do "exploration". It's also pretty immature to say "STOP REPLYING TO ME" if someone disagrees with your proposed changes. |
Gorski Car
624
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Posted - 2015.05.31 09:12:55 -
[1955] - Quote
xx
Collect this post
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Agent Orange7
Caldari Provisions Caldari State
2
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Posted - 2015.05.31 09:45:15 -
[1956] - Quote
Suggestion: Make market browser not scroll to the top when you buy an item Keywords: market browser
---
When you buy an item on the market, the browser automatically scrolls to the top of the page. This gets really annoying. |
Arla Sarain
459
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Posted - 2015.05.31 09:46:53 -
[1957] - Quote
Lime Green wrote:Suggestion: Remove all mentions of skill requirements for rigs
Keywords: Skills, Rigs, Info
Notes: Rigs do not require skills to fit. The fact that their info still states otherwise is misleading for newer players and vets alike and messes with third party applications like pyfa and EFT and therefore also with Evemon and gtkEvemon. They require skills to fit.
They don't require skills to pilot a ship with, if those are already pre fit. That's an intricate but important difference. The requirements state what you'd need to attach the rigs to the ship. |
Arlen Tektolnes
Lazerhawks
9
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Posted - 2015.05.31 10:09:41 -
[1958] - Quote
Arla Sarain wrote:Lime Green wrote:Suggestion: Remove all mentions of skill requirements for rigs
Keywords: Skills, Rigs, Info
Notes: Rigs do not require skills to fit. The fact that their info still states otherwise is misleading for newer players and vets alike and messes with third party applications like pyfa and EFT and therefore also with Evemon and gtkEvemon. They require skills to fit. They don't require skills to pilot a ship with, if those are already pre fit. That's an intricate but important difference. The requirements state what you'd need to attach the rigs to the ship.
Nope. This was changed eight months ago in the Hyperion patch and anyone can fit any module or rig.
Seconding this suggestion, mainly because I'm getting sick of typing the above. |
Kabantik
Accidentally Seriously Accidentally The Whole Thing
13
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Posted - 2015.05.31 12:02:20 -
[1959] - Quote
It's been an incredibly long time since I've graced the EVE-O boards but I feel as though we've only got a few more months to bring this game back to a playable state so it's time to dump some quick fixes that may go a long way in a short time. Prepare for multiposts! I did a google and EVE O forum search and I didn't see anything like this, then again I am absolutely stupid so yeah. Anyways:
Repair, and repackage items inside of corporation containers if: you have wallet access, configure equipment and fitting manager |
Nalles
Volition Cult The Volition Cult
11
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Posted - 2015.06.01 00:14:06 -
[1960] - Quote
Suggestion: Add range and speed to watchlist (at least as an option)
Keyword: Fleet, watchlist, pvp, anchor
Note: It would really help in fleets to keep close to your anchor. |
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Djiana Lenar
Republic Military School Minmatar Republic
0
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Posted - 2015.06.01 03:49:10 -
[1961] - Quote
Build supers in lowsec
Whynot |
Zeitonaut
Zeiteinheit
24
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Posted - 2015.06.01 08:40:26 -
[1962] - Quote
1) please increase width of input field "wallet -> my wallet -> transactions -> item type".
2) it would also be nice if "item type" input field would have an clear input field button like in "inventory -> filter". |
Djiana Lenar
Republic Military School Minmatar Republic
0
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Posted - 2015.06.01 09:15:03 -
[1963] - Quote
Suggestion: Auto repeating D-Scan scan button
Keywords: War on clicks UI Interface
Notes: Another Very useful thing to add to the game that will be another +1 in the war on clicks. |
Zo'ha
Techno Miners
59
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Posted - 2015.06.01 13:28:28 -
[1964] - Quote
OK so this is something I have wanted for a looooong time.
Would it be possible to actually use wallet divisions properly? As it stands everything has to go through the master wallet unless you specify it during contract/order creation.
What I would like is: The ability to specify a particular division for things like, poco income. Mission tax, office bills etc so that we can easily find out what makes isk, who is running missions etc without having to trawl through the journal and selecting from a list of about a million things and it also lets us know how much a corp is making through the different means etc.
ok rambling nonsense over thxx |
Zo'ha
Techno Miners
59
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Posted - 2015.06.01 18:01:51 -
[1965] - Quote
Actually one other thing too, on the wallet can we have corporation orders and personal orders on separate tabs? that would be super awesome |
Teddyboom
NRDS Anonyme Echoes of Nowhere
1
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Posted - 2015.06.01 18:42:53 -
[1966] - Quote
Suggestion: bookmark folder in bookmark folder Keywords: ui, bookmarks Note: Be able to put a folder in a folder for better classification of bookmark |
Calorn Marthor
Standard Fuel Company
49
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Posted - 2015.06.02 09:04:50 -
[1967] - Quote
I just tried to do some work at a POS after a while.
I am in a DST. All the time there was the problem that without a Cargo Expander fitted, I could not deploy POS modules. This has been fixed, we can now launch POS modules from Fleet hangar.
But now it turns out I can't collect them! I only have "scoop to cargo hold" where the cargo hold is again too small. WHYYYYY??
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Shaylas
Capital Warfare The Blacklist.
12
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Posted - 2015.06.02 19:08:03 -
[1968] - Quote
More Corpbookmars :D |
Feledain
Elmsfeuer
49
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Posted - 2015.06.02 19:15:23 -
[1969] - Quote
Suggestion: Option to turn off the Incursion "I kill all color" effekt
Keywords: graphic, Incrusion
Note: We now have this fancy ship skins and i would realy like to be abel to see them. |
Py Solette
Incident Command Southern Star Dominion
1
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Posted - 2015.06.03 01:47:21 -
[1970] - Quote
Currently this is what sorted icons look like: http://imgur.com/Odt0K4j
Could we get them sorted by say, player type(npc/player), ship type(combat/hauler), size. |
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Aeon Veritas
Lobach Inc. Easily Offended
1
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Posted - 2015.06.03 07:53:11 -
[1971] - Quote
Suggestion: Bring back the meta levels Keywords: Meta level, Module Tiericide Note: "Compact" = Meta 1, "Restrained" = Meta 2 and so on... ---
The new after-tiericide Meta-modules can not be seperated by filters, you have to look for the names. Please either add filter options or, what is easier in my oppinion, give them different meta levels...
Suggestion: Give the Sanshas the modules they deserve Keywords: Module Tiericide?, Faction modules Note: Sansha ships clearly prefer shield technologies but the have improved armor modules. ---
The mighty pirate faction which was able to develop a supercarrier got a little confused in their R&D facilities... Maybe ist time that they get the shield mods they should ihmo have. A quick and dirty solution for this would be to rename all the True Sansha armor stuff to Dark Blood since they have the same stats... Maybe there should even propmods considered for them in exchange for the nos/neut. The implants can be changed with the serpentis. I think the snake set matches nicely with the afterburner trait of TS-ships and the slave set represents the armor doctrine of the serpentis.
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Ransu Asanari
Powder and Ball Alchemists Union Mordus Angels
240
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Posted - 2015.06.03 20:22:30 -
[1972] - Quote
Suggestion: Option to disable Inventory opening when double clicking on your own ship in space. Keywords: UI, Inventory
When manual piloting, I am constantly double clicking in space to "lead" my ship in a purposeful direction. If I switch my camera angle or zoom out, and accidentally double click on my ship, it opens my inventory window. This is really disruptive when I am in the middle of an intense fight, as it blocks the main part of the screen and forces me to stop piloting to close it.
From some research, this feature was added when the Unified Inventory was introduced. Can we please have an option to disable the double click -> open inventory function? Limit to using right click "Open Cargo", clicking the Inventory button in the Neocom, or the keyboard shortcut.
Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008"
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Vorll Minaaran
Centre Of Attention Middle of Nowhere
50
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Posted - 2015.06.03 21:20:39 -
[1973] - Quote
Industry
Blueprints info window: - It should list the structure restrictions (Assembly arrays, NPC stations, etc) in the material/skill list, or the list of suitable facilities. ie: Tactical destroyers can only be manufactured in Small Advanced Assembly Arrays It is only mentioned in the first T3 destroyer devblog in Nov 2014.
Thx in advance. |
Elenahina
Agony Unleashed Agony Empire
678
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Posted - 2015.06.04 13:54:11 -
[1974] - Quote
Suggestion: Add a toggle option to center the map on the current system on opening. Keywords: Map, Open, Options Note: This is applicable to the new map. --- I would like the new map to on the system I am currently in when I open it, rather than the one I was looking at when I last closed it. If possible, make it a toggle option, and I'd be happy. Show Current System on Load or something.
Agony Unleashed is Recruiting - Small Gang PvP in Null Sec
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DooDoo Gum
Center for Advanced Studies Gallente Federation
60
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Posted - 2015.06.05 12:49:47 -
[1975] - Quote
Can you please make it so when you mouseover a bookmark in people and places window it shows something that is actually useful (such as notes) instead of just the name of the bookmark... which is stupid, because its right next to the mouse cursor that is triggering the mouseover anyway |
Steven Hackett
Future Corps Sleeper Social Club
144
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Posted - 2015.06.06 00:48:35 -
[1976] - Quote
Please give back the old icons for POS EWAR modules. (or make some new ones)
Pre-patch you could see the difference between ex. a scram and a neuting battery. Now they use the same icons. Meaning, the new icons are removing the ability to look at a pos and see what is there without clicking all the modules. This is very annoying when you are trying to figure out what modules are online. |
Ferni Ka'Nviiou
Republic University Minmatar Republic
15847
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Posted - 2015.06.07 10:24:26 -
[1977] - Quote
Ransu Asanari wrote:Suggestion: Option to disable Inventory opening when double clicking on your own ship in space. Keywords: UI, Inventory
When manual piloting, I am constantly double clicking in space to "lead" my ship in a purposeful direction. If I switch my camera angle or zoom out, and accidentally double click on my ship, it opens my inventory window. This is really disruptive when I am in the middle of an intense fight, as it blocks the main part of the screen and forces me to stop piloting to close it.
From some research, this feature was added when the Unified Inventory was introduced. Can we please have an option to disable the double click -> open inventory function? Limit to using right click "Open Cargo", clicking the Inventory button in the Neocom, or the keyboard shortcut. Even better, have an option to 'Click Through' your ship in space. I.e, double-clicking on your ship would navigate your ship to the space behind your ship.
I know that'd help me a whole hell of a lot.
I like Peppermint Chocolate. You?
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Morphe Olorin
Technomics Research
0
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Posted - 2015.06.09 05:26:23 -
[1978] - Quote
Suggestion: 'Look at' added to right click menu in fleet watchlist
Keywords: watchlist, look at, fleet
Note: Approach, Orbit, Keep at range, and lock target are all there like in overview right click, but 'Look at' is missing |
hydraSlav
Synergy Evolved
82
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Posted - 2015.06.09 15:12:23 -
[1979] - Quote
- Suggestion: Clicking on EWar icon above/below capacitor should switch to that target (if already targeted).
- Keywords: ui, targeting, ewar.
- Note: You can CTRL+Click to target, but if it is already targeted, then it does nothing.
---
You can CTRL+Click the EWar icons above/below your capacitor to target them right there. However, if the ship that's projecting the effect is already targeted, then CTRL+Click does nothing. There is not even a right-click option to "switch" to that target. As larger ships take considerably longer to target small ships, most will have multiple hostile targeted ahead of time. When it's time to bail out, you need to figure the target to neut, who is it that has a scramble point on you.
Currently the only way is to right-click, look-up and remember the name, then look for that name among targeted ships. Yes I know there are the overview icons, but then what's the point of the capacitor icons? I'll answer: cause they are much bigger and more obvious. |
RazorDreamz
Southern Cross Empire Flying Dangerous
30
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Posted - 2015.06.10 01:14:49 -
[1980] - Quote
New Map
When opening the search field should be cleared and the focus set to that search box. Searching for your destination system is one of the first things many people do when opening the map.
Quick way to set destination
I would love to see a fast way to set you destination without having to bring up the map, such as a box you can toggle below your route in space. Then you can just type what you want, press enter and it sets that as your destination. I imagine this would also be easier on the server since many people just search a destination on the map and close it, yet it has to get all the map data from the server even though it's not really being used in this use case.
New Eden Store
Why is this window so non-standard. It's not a regular eve window, and you can't resize it. My hamster sized brain keeps making me click the X in the top corner of the apps window instead of the one for the eve window. (full screen eve but in window mode.)
War status
If your corp / alliance is part of an active war it would be nice to have an icon at the top of the window such as the crime-watch ones that indicates this. Might help some new people from getting splattered while undocking in high-sec without knowing a war has been started.
Fitting WIndow
We can "copy to clipboard" a fit, but I haven't found a way to import that fit. If there is please let me know, if not it would be wonderful to have it.
Character Window
When browsing the market or on your character window it would be great to have a feature to see what buying a new implant would do. So on the skill training window for instance there should be a way to see what effect adding +2 willpower would do to your skill queue. Would help new people to determine if it's worth the cost of purchasing an implant. (yes I know EveMon, but this is really something I feel should be in-game)
ISIS
Another non-standard window. Why is the close button on the right and not in the top left like other eve windows?
Wallet
Please give me a way to see the balance changes between two dates or some form of range, like weekly, monthly, yearly. Would be handy, especially if you can graph it / filter by item type etc. (yeah I know not little but just throwing it out there.)
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