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Thread Statistics | Show CCP posts - 41 post(s) |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
346
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Posted - 2014.07.04 10:49:00 -
[241] - Quote
Nalha Saldana wrote:There needs to be a bpo/bpc filtering system when looking at blueprints tab in the industry UI. Especially when looking in List view its hard to tell them apart.
The UI doesnt update nearly as much as it needs to, even when you jump it doesnt update to the station you are in and the blueprint list set to "current station" shows you the blueprints in the station you were last in.
Sure you have made tons of updates to make this fancy good looking UI, it saves a ton of clicks for sure but it doesnt give me any new information. I want a UI that can at least help me a tiny bit to know which option is better for me.
I want a estimated profit by comparing your average unit price of input and output minus production fees, its all there and would be super easy for you to implement.
This should not only be there for manufacturing but the super complex invention system could really need some simple built in math for the resulting blueprint.
These points get raised fairly often so let me address them specifically.
- We will add a filter to allow you to view only BPO's or BPC's if you so with
- Related to BPC stacks, we have an iteration planned that would stack BPC's in the view into a single entry, then allow you to do some cool stuff with it, unfortunately not going to make it for Crius
- There are numerous open defects regarding how often the UI refreshes. We have yet to address those, but will do so before release.
- We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with
- After Crius both Reverse Engineering and Invention are next on our list for some significant love, this includes UI and gameplay
Kenneth Feld wrote:
Can you give us an idea on the feature set?
Will it be like POCO tax, where we can control tax by station owner settings?
Also as a general point. We probably won't get the settings window for Outposts in before the weekend, but the intention is for it to be closer to the POCO settings window you know and love. Feel free to poke me on: Twitter |
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Masao Kurata
Z List
55
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Posted - 2014.07.04 11:05:00 -
[242] - Quote
CCP RubberBAND wrote: We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me. |
Conjaq
Mid-Grade Mercenaries Courageous Cowards
9
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Posted - 2014.07.04 11:08:00 -
[243] - Quote
Masao Kurata wrote:CCP RubberBAND wrote: We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me.
Ditto.
On the contrary, it should list whether making this or that will be profitable, or not.
Could in the end make it more worthwhile to produce... |
Firvain
Wildly Inappropriate Goonswarm Federation
20
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Posted - 2014.07.04 11:12:00 -
[244] - Quote
Masao Kurata wrote:CCP RubberBAND wrote: We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me.
How does the game know where you got your materials from? I sometimes source minerals from other places where tehy are cheaper then jita. So having the ui show me jita cost for those materials and then telling me im losing money is a lie |
Rivr Luzade
Coreli Corporation Ineluctable.
607
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Posted - 2014.07.04 11:41:00 -
[245] - Quote
Firvain wrote:Masao Kurata wrote:CCP RubberBAND wrote: We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me. How does the game know where you got your materials from? I sometimes source minerals from other places where tehy are cheaper then jita. So having the ui show me jita cost for those materials and then telling me im losing money is a lie
It does not matter where you get them from, such a number would be an estimation, an indication. I do the same with my industry: I have my Jita reference and if something is profitable with its prices, I check further with my personal prices. Knowing the reference (regional average from all 5 trade hub regions, for instance), gives you an indication in the industry window if something is even remotely worth putting effort into. It is nothing that needs to compete with dedicated tools, it just needs to give you an indication about the viability. And this is especially important for beginners to avoid frustration about losing money, but also for more involved people to get more important information at a glance in-game, which they then can compare and refine in their own tools.
As an example: I get my minerals for well below all the hub prices. However, if I cannot make money with hub priced minerals or component materials, I would lose money with my cheap minerals and components. This is very undesirable. If the Industry window can indicate that without the need for third party tools, it would help a lot.
This stance from CCP and the CSM is plain daft, and this functionality was replaced with useless space and useless information. Congratulations.
Quote:
- After Crius both Reverse Engineering and Invention are next on our list for some significant love, this includes UI and gameplay
Your love for meaningless destruction; you should specify that. |
Sgt Ocker
Last Bastion of Freedom
245
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Posted - 2014.07.04 12:04:00 -
[246] - Quote
Firvain wrote:Masao Kurata wrote:CCP RubberBAND wrote: We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me. How does the game know where you got your materials from? I sometimes source minerals from other places where tehy are cheaper then jita. So having the ui show me jita cost for those materials and then telling me im losing money is a lie Seriously??
I hope you are not on the economic or industrial teams for your alliance, they will go broke very quickly.
Try thinking outside the box. UI gives you Jita price, you say you can source materials cheaper - UI is giving you insight as to how much others can build the same thing for therefore how much profit you could make. With no information from the UI (which is what we will have) you have no idea how much others are able to build that same item for (without checking Jita prices), therefore no idea whether you can make a profit.. Unless you are under the impression you are the only one who can source cheaper than Jita?
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
Noriko Mai
1389
|
Posted - 2014.07.04 14:04:00 -
[247] - Quote
Masao Kurata wrote:CCP RubberBAND wrote: We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me. Yeah. Ey, CCP make autoselect most profitable Blueprint with option to autobuy the BP and everything required.
The information they would provide would always be false. So why even bother? Doing your research is part of what makes you a successful industrialist. |
Rivr Luzade
Coreli Corporation Ineluctable.
608
|
Posted - 2014.07.04 14:07:00 -
[248] - Quote
Can CCP eventually fix the missing/lacking refresh of the industry window? It is immensely annoying that I have to close the window after changing the input hangars for invention.
@Noriko Mai
My dear, nothing is false if it is clearly declared as an estimation a/o indication... |
Z1gy
Vindicator Corporation
9
|
Posted - 2014.07.04 14:20:00 -
[249] - Quote
cannot install job due to this error
Unable to install job due to the following reasons: The job cost has changed The facility tax rates have changed
Error.MISMATCH_COST (19, 13) Error.MISMATCH_TAX (2, 1)
help would be appreciated |
Max Kolonko
High Voltage Industries Ash Alliance
432
|
Posted - 2014.07.04 15:33:00 -
[250] - Quote
CCP RubberBAND wrote:
We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with
Pls dont :( this is actually really needed to encorage those that think that minerals are free to rethink their position. Maybe they will finally start selling those minerals on the market instead of building underpriced ships. They will be able to make concious decision about whetever they want just to build or maybe sell minerals for bigger profit and less hassle Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP Claymore
C C P C C P Alliance
1
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Posted - 2014.07.04 15:37:00 -
[251] - Quote
Z1gy wrote:cannot install job due to this error
Unable to install job due to the following reasons: The job cost has changed The facility tax rates have changed
Error.MISMATCH_COST (19, 13) Error.MISMATCH_TAX (2, 1)
help would be appreciated
Can you provide more information? What system were you in? If it was a FW system then this is a known issue and will be fixed on the next build to hit sisi.
Please submit a bug report and include my name in the title. Quality Assurance Analyst Team Game of Drones
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
346
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Posted - 2014.07.04 15:58:00 -
[252] - Quote
Note also that we have updated the known issues thread. So it should be up to date as of today.
Feel free to poke me on: Twitter |
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Vodka Tequila
Deep Core Mining Inc. Caldari State
0
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Posted - 2014.07.04 19:40:00 -
[253] - Quote
Hello. I looked through all threads on test server feedback, but couldn't find the answer to the following question: How often the price of the job will change? Will the change (increase) happen after each installed job or for instance at each downtime? |
Dareth Astrar
Astrar Logistics and Engineering
20
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Posted - 2014.07.05 08:08:00 -
[254] - Quote
Conjaq wrote:Masao Kurata wrote: You want to specifically hide opportunity cost so that people continue doing unprofitable industry? That seems... a little crazy to me.
Ditto. On the contrary, it should list whether making this or that will be profitable, or not. Could in the end make it more worthwhile to produce...
Exactly, and correct. Information being provided by the UI should at least be relatively accurate based on their background current highest mineral prices in Jita, if not any purchases in the users/corps transactions. This is supposed to be informative, then it should be accurate or else it's space consuming useless information.
Firvain wrote:How does the game know where you got your materials from? I sometimes source minerals from other places where tehy are cheaper then jita. So having the ui show me jita cost for those materials and then telling me im losing money is a lie
That doesn't matter!
If at the end of the day the people can't be informed to see that any manufacturing efforts they are undertaking are loosing them money compared to simply moving the minerals and selling to the highest available buy orders in reasonable range or their current region, we will never escape this "minerals are free mentality".
I'm sure, after all, you'd all be happy to consider your time spent working everyday for your employer as free, I'm sure your employer would thank you for your permanent voluntary efforts and the increase in his profits. :)
Max Kolonko wrote:Pls dont :( this is actually really needed to encorage those that think that minerals are free to rethink their position. Maybe they will finally start selling those minerals on the market instead of building underpriced ships. They will be able to make concious decision about whetever they want just to build or maybe sell minerals for bigger profit and less hassle
Preaching to the converted here Max, but in the 11 years of industrial effort in this game I can honestly say there are still arguments about this point. Even though the customers pay for this game, they have to earn their money they still seem to consider their time worth nothing in isk value which still baffles me.
CCP RubberBAND wrote: * We will add a filter to allow you to view only BPO's or BPC's if you so with * Related to BPC stacks, we have an iteration planned that would stack BPC's in the view into a single entry, then allow you to do some cool stuff with it, unfortunately not going to make it for Crius * There are numerous open defects regarding how often the UI refreshes. We have yet to address those, but will do so before release. * We made a conscious decision about obfuscating the estimated price of the input and output because we don't want to discourage people doing small scale Industry (if you mine minerals yourself or with friends, you might consider them "free"), and medium to large scale Industrialists are probably calculating their costs outside in dedicated spreadsheet, we can't reasonably compete with * After Crius both Reverse Engineering and Invention are next on our list for some significant love, this includes UI and gameplay
Please can we also ensure that there is an option for Containers as well in that filtering, so if we are deliberately trying to hide some blueprints from the industrial interface, we still can.
I really do hope you mean it on the stacks. I would hate to see history repeat itself and we get a half implemented change, and then the team diverted to other priorities. Fingers crossed, this would be one of the best changes the industrial interface will ever have seen.
I honestly don't understand the conscious decision to obfuscate this information. It makes no sense to me to not inform your software's user in the best possible manner. Could you please discuss the reasoning? |
Masao Kurata
Z List
55
|
Posted - 2014.07.05 12:49:00 -
[255] - Quote
I just noticed that meta inputs to invention are ordered alphabetically, please order them by meta level as that's what matters to the process. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
80
|
Posted - 2014.07.05 21:12:00 -
[256] - Quote
CCP RubberBAND wrote:Kenneth Feld wrote:
Can you give us an idea on the feature set?
Will it be like POCO tax, where we can control tax by station owner settings?
Also as a general point. We probably won't get the settings window for Outposts in before the weekend, but the intention is for it to be closer to the POCO settings window you know and love.
Can we get an idea on what it is going to apply to?
Reprocessing Industrial lines Laboratory services Clones Repairs
That would freaking awesome if it applied to all current services as well as the industry stuff |
KanashiiKami
105
|
Posted - 2014.07.06 06:19:00 -
[257] - Quote
Firvain wrote:Rivr Luzade wrote:You name it yourself: The Minmatar Outpost provides you with ridiculously cheap minerals, and on top of that you still want an even more ridiculous reduction on manufacturing. Are you out of your mind? And you don't need to import nearly as many items as you want to make the world believe. You have tons of moon minerals locally in your Sov 00, let alone ice and normal minerals. The only thing you absolutely need to import are moon minerals and their products that don't grow on your moons. That is all there is to import. And if you followed that lead (use your local resources, actually mine in your space instead of using outsourced Made in Bangladesh minerals, you have a very big edge over the importers. Get your act together and start living in your space and not just cherry-pick what like to do. That is not what Sovereignty is supposed to be. All you 00 dwellers want to make it a holiday resort with massive benefits, instead of a home turf with all sorts of labor, activities and resulting benefits. This is a disgusting attitude. If people would actually do that, there would be a slight chance of actually giving the outpost a better than it currently is bonus to ME; however, as people are only after exploiting the system, giving the outpost more than 5% is absolutely wrong. The problem with 0.0 is there arent enough miners around to supply all the builders with lowends. I personally use 5 billion trit every week, thats a fuckton of miners to supply just my needs, let alone the other guys who are building stuff in deklein. The problem with aquiring minerals in 0.0 is that you have a lot smaller pool of miners to grab from compared to empire. even if miner density was the same in 0.0 as its in empire i still only have acces to 1 or 2 regions realisticly to buy minerals in. Compared in empire where I can just buy them in every region because shipping is retardly safe in there.
he is right. miners will always be miners.
even with the current buff in mining ship resilience. the real miners are all still in HS. CCP have no mechanism in place to promote more mining in null
maybe capital ship INDY need to be nerfed so that they are made sooooo slowly, then null mining will catch up. by then, skirmishes will move on more to sub caps, and the demand grows again ... WUT ??? |
Nike Andedare
Diamond Command
6
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Posted - 2014.07.06 07:33:00 -
[258] - Quote
[BUG] Industry UI ---> Blueprints Tab ---> Corporate Inventory Location Names
The third drop down column is missing the name functionality for containers within corporate hangers. When you select "Owned by corp" and an appropriate station with a corporate office and a hanger containing containers with blueprints, all you see in the third drop down is the name of the hanger division and no container names, ie if I have 5 cargo containers in the division Manufacturing, when I open the drop down it reads...
All inventory locations Manufacturing Manufacturing Manufacturing Manufacturing Manufacturing
When it should look something like...
All inventory locations Manufacturing - BPOs Unresearched Manufacturing - BPOs Researched Manufacturing - BPC Modules Manufacturing - BPC Ships Manufacturing - BPC Exploration
This function works perfectly fine for "Owned by me," if I move the containers to my personal hanger I see the names
All inventory locations BPOs Unresearched BPOs Researched BPC Modules BPC Ships BPC Exploration
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Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.06 07:44:00 -
[259] - Quote
KanashiiKami wrote:Firvain wrote:Rivr Luzade wrote:You name it yourself: The Minmatar Outpost provides you with ridiculously cheap minerals, and on top of that you still want an even more ridiculous reduction on manufacturing. Are you out of your mind? And you don't need to import nearly as many items as you want to make the world believe. You have tons of moon minerals locally in your Sov 00, let alone ice and normal minerals. The only thing you absolutely need to import are moon minerals and their products that don't grow on your moons. That is all there is to import. And if you followed that lead (use your local resources, actually mine in your space instead of using outsourced Made in Bangladesh minerals, you have a very big edge over the importers. Get your act together and start living in your space and not just cherry-pick what like to do. That is not what Sovereignty is supposed to be. All you 00 dwellers want to make it a holiday resort with massive benefits, instead of a home turf with all sorts of labor, activities and resulting benefits. This is a disgusting attitude. If people would actually do that, there would be a slight chance of actually giving the outpost a better than it currently is bonus to ME; however, as people are only after exploiting the system, giving the outpost more than 5% is absolutely wrong. The problem with 0.0 is there arent enough miners around to supply all the builders with lowends. I personally use 5 billion trit every week, thats a fuckton of miners to supply just my needs, let alone the other guys who are building stuff in deklein. The problem with aquiring minerals in 0.0 is that you have a lot smaller pool of miners to grab from compared to empire. even if miner density was the same in 0.0 as its in empire i still only have acces to 1 or 2 regions realisticly to buy minerals in. Compared in empire where I can just buy them in every region because shipping is retardly safe in there. he is right. miners will always be miners. even with the current buff in mining ship resilience. the real miners are all still in HS. CCP have no mechanism in place to promote more mining in null maybe capital ship INDY need to be nerfed so that they are made sooooo slowly, then null mining will catch up. by then, skirmishes will move on more to sub caps, and the demand grows again ...
Where is he right? If you make miners come to you, by guaranteeing them your protection as PVPers, they will have a space to mine, which is as safe as High sec, or even saver. But the horror, PVPers must give up some of their convenience and actually do something to protect those who are providing them with their goods. If you can guarantee at least a reasonable level of protection, maybe even only for their bigger mining ops, or to be ready to respond when they mine under the prying eyes of a cloaky person in local, you could certainly bring a lot more miners into 00 sec. Not to mention that there are already big numbers of miners. You, as sov holders, just need to organize them better. Also something that requires people to do something.
There is a lot of people who want to go to 00 sec and mine, but the current attitude of the PVPers in this game that they should get their stuff for free from "risk-averse" High sec miners is what appalls those willing to set out.
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Laendra
Wildly Inappropriate Goonswarm Federation
51
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Posted - 2014.07.06 15:23:00 -
[260] - Quote
Can we get the materials listing in the blueprints and industry UI to be able to sort the same way, by default? Right now ShowInfo is sorting by TYPEID, and I have NO IDEA what the UI is sorting by. Regardless neither one is something that we can sort our inventory by. Please switch it up to have both the UI and the ShowInfo sort by TypeName
I hate this most of all... |
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Donaldo Duck
Nomad Inc. Hansa Teutonica
14
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Posted - 2014.07.06 20:47:00 -
[261] - Quote
Good Unified UI for industry/manufacturing Showinfo for Outcome -> see material requirements for potential T2-BPC
Bad/Improvements Stack of blueprints start a job, but no direct indikator for "do it run now?" -> block start-button for a second and made it in another color or show a "jobstart"-tooltip BPO dont show invention-requirements; only way in new interface: open BPO in industry select copy click output info, but this is much more complicated visible jobcost for a jobtype not available on station is insanly high -> when jobtype not available simply show no jobcost |
sten mattson
Virtus Crusade Curatores Veritatis Alliance
72
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Posted - 2014.07.06 23:28:00 -
[262] - Quote
changes look good for the most part.
one big problem though for those who use BPOs as a corp resource:
as of right now corp theft is not really a problem since the BPO can be locked inside a station and you can still use the bpo for jobs in a POS eg copy - ME/TE - manufacturing.
with the new changes , you will have to first move the BPOs to the pos, and i have no problem with this. But you will also have to move them to the specific facility for the job- i.e you need to put the BPO in the ship assembly to build a ship from the BPO, or the BPO needs to be in the design lab to get copied.
what this means is that these blueprints cant be locked and saved from corp theft with these new changes since they will be needed for different things.
what i propose is that the blueprints still need to be brought to the actual POS, but only need to be in any hangar in the POS to be used for all facilities inside the POS.
i.e: all BPOs are locked inside the corp hangar array, and can be used for copying in the design lab or used for manufacturing in the assembly arrays. IMMA FIRING MA LAZAR!!! |
Rivr Luzade
Coreli Corporation Ineluctable.
610
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Posted - 2014.07.07 10:51:00 -
[263] - Quote
Invention BP display uses the BPO icon both in the central ring as well as the list. Again (as it did on TQ with the contracts. ) |
Rivr Luzade
Coreli Corporation Ineluctable.
610
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Posted - 2014.07.07 10:53:00 -
[264] - Quote
sten mattson wrote:changes look good for the most part.
one big problem though for those who use BPOs as a corp resource:
... theft ...
Simple solution: Create a 1-man corp for your BPO holder and let him copy, day in, day out. More cooperation is not desired in this case, and this is the only way to keep your BPO safe.
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D4mane
Sebiestor Tribe Minmatar Republic
26
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Posted - 2014.07.08 07:14:00 -
[265] - Quote
Unable to install job due to the following reasons: The job cost has changed The facility tax rates have changed
Error.MISMATCH_COST (6487, 4541) Error.MISMATCH_TAX (649, 454)
While trying to install an invention job.
Also, I hired a ME team, but I can't see any effects on either stats or lower material requiremets of a blueprint. |
Masao Kurata
Z List
55
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Posted - 2014.07.09 04:03:00 -
[266] - Quote
The old 'Bill of Materials' tab has disappeared from blueprint info. That's probably intentional. The attributes tab has ALSO disappeared, please tell me that's NOT intentional because it's the only place you can see maximum licensed runs. |
Kislac66
The 1st Regiment HUN Reloaded
0
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Posted - 2014.07.09 08:51:00 -
[267] - Quote
Hello CCP devs and another capsuler!
I have detected some problem (on singularity), with Manufacturing UI. I list the points.
1. Not all time refreshing the raw materials. When i add material that corp divisons, sometime not refresh in the Manufacturing UI. I should place somewhere a refresh button.
2. Manufacture cost. Theoretically, more assemlby array reduce the Manufacture cost. When i have 1 onilne (Large Assambly Array) its give a -3% bonus, but when i online more another Large Assambly arrey, not stack the bounus, its stay on 3% . I should place somewhere a refresh button as the previous point.
3. And one mor annoying thing. E.g. when i use a BP from crop hangars DIVISON 7 on the manufacture ui auto set the input/output material location for division 1. I think, is more logical, when i use a BP from e.g. division 6, the system auto set the input/output material location to division 6 (or that place where i have click the BP)
That's all I have found what I think should be improved. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
84
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Posted - 2014.07.10 00:54:00 -
[268] - Quote
Kenneth Feld wrote:CCP RubberBAND wrote:Kenneth Feld wrote:
Can you give us an idea on the feature set?
Will it be like POCO tax, where we can control tax by station owner settings?
Also as a general point. We probably won't get the settings window for Outposts in before the weekend, but the intention is for it to be closer to the POCO settings window you know and love. Can we get an idea on what it is going to apply to? Reprocessing Industrial lines Laboratory services Clones Repairs That would freaking awesome if it applied to all current services as well as the industry stuff
Quoting myself as they showed up on SiSi today
Looks pretty good
ANY CHANCE that same exact window could replace the flat reprocessing tax as well???????????? |
Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
346
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Posted - 2014.07.10 13:51:00 -
[269] - Quote
Not sure if this is the right thread to respond to, but hopefully it is.
First up the new S&I interface is visually stunning but completely fails at being usable, frankly the tooltips are more helpful than the interface in some cases. for example deciphering what the build requirements actually are: http://i.imgur.com/1URXNbt.jpg Frankly I don't know what any of the icons on the left are, I don't want to be constantly hovering over every item to find out what mineral/PI Goods/components/other the build requirements are. The tooltip from the screenshot is better at showing the build requirements than the actual interface.
Next pet peeve, Job Duration, how about actually showing it in a XXd XXh XXm XXs format instead of the XX:XX:XX:XX:XX:XX format which is far from easy to read, or at least give a human readable format in the tooltip.
Blueprints tab, I see that it has been mentioned a few times, but the ability to filter based on BPO or BPC or Both would be very much required. One of the most common things I do is probably filter by BPO and then sort on either ME or PE and then research the ones that have low amounts, having the BPCs in the mix makes it allot harder to easily do this.
Facilities tab, actually no real comments for this tab. Although I found it comical that there was effectively no difference between details view and List view apart from the size of the icons/zoom.
Jobs tab, same as facilities tab, no real comments for this tab. Although I again I found it comical that there was effectively no difference between details view and List view apart from the size of the icons/zoom. However it was the first tab that I found that I wanted to make the window wider and found that I couldn't, frankly trying to see all of the columns with long blueprint/character/station names will be very difficult in the limited width.
Teams Tab, I don't really understand this too much so can't really comment too much on it, however when installing jobs, I'm only going to want to see teams that are already in my location, not try and bid and then wait for them to come to me etc. (please note that I more use S&I to be self sufficient and not for producing to sell, so my usage is sporadic and more that I produce stuff when I need it.)
General note, I felt that it was odd to select the input material location on the output side of the horizontal flowchart. It would probably feel more normal to have it with the inputs, when I first went looking for it, it took a while to locate it.
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CCP Ytterbium
C C P C C P Alliance
3668
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Posted - 2014.07.10 16:38:00 -
[270] - Quote
Update about a particular point we forgot to mention which concerns Tech II blueprints (original or not).
Most Tech I materials have been removed from Tech II blueprints. More precisely, minerals that are not morphite and components that are not Advanced Components or Advanced Capital Components have been removed. Planetary Commodities have not been touched.
This does not apply to Tech I items required for Tech II manufacturing, those are staying and still have exceptions to the Material Efficiency and skill bonuses so that, for example:
- A Paladin should never require require 2 Apocalypses to build
- Large shield Extender II should never require 0.75 Large Shield Extender I to build
In some cases blueprint requirements have been modified to make sure price is not fluctuating too much. For example if we are removing too many materials out of a Tech II blueprint requirements we would be increasing some Tech II components a bit to compensate.
This change has been done in order to clarify the production process between Tech I and II items since most of the time, the very minerals that were required in a Tech II blueprint were already present in the Tech I item required in that same blueprint. Example: tritanium was already present inside the Apocalypse to build a Paladin. |
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