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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
PeHD0M
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Posted - 2009.02.14 09:27:00 -
[151]
Edited by: PeHD0M on 14/02/2009 09:27:57 *Title: Dominix, Executioner, Hyperion ships texture quality
*Category: graphics, art
*Description:
1. Fix the texture quality for Dominix. (omg terrible texture resolution and mapping) 2. repaint executioner into classic golden color 3. make hyperion texture more dark and less dull
These 3 are my favourite regular ships.. Every time i log in using premium client and see them, it makes me a sad panda They were so beautiful in classic client, but you have spoiled them so badly, that when i see them i just want to scroll away the camera or to press ctrl+q and don't log in anymore.
*Goal: I want to enjoy playing eve online. |
Sherpa Alt
Minmatar
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Posted - 2009.02.14 09:57:00 -
[152]
Edited by: Sherpa Alt on 14/02/2009 09:58:15 Title: selecting and moving multiple probes at the same time.
Category: Scanning
Description: as many stated UI for probes isnt the most practical thing. My sugestion is beside approving the ones alrdy mentioned. that it would be possible to:
- select and move multiple probes at the same time. Puprose: waaay faster positioning.
- setting that u can make so the probes after the launch scrambles around the ship at a preset distance. Purpose: after launching 4 probes they are alrdy in position for triangulation and all u need is move them all toghether to a position where u want to scann. (ok this would probably boost them too much but well maybe something along this lines)
- solarsystem grid and an option for snap to. or making the draging on a 2d solar system plane and than a single drag arrow for the height offset.
Goal: ease of the use of the new probing system, so the ship scanning doesnt become totaly obsolete becouse of the needed wrestling with the probe UI. |
Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.14 10:54:00 -
[153]
Title: Resumable BITS downloader
Category: Patching
Description: The current test patching system is to download a small 740kb file and then run it - it proceeds to download the actual patch via BITS. This appears to not only be slower than a simple file download, but isn't resumable. Given how long it takes to download the patch (hours), it should be resumable. At least with files you could use download managers to resume patches after an Internet disconnect.
Goal: Improve the patching experience for those with unreliable connections. |
Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.14 11:24:00 -
[154]
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Awesome winsaucable goodness here.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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xarjin
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Posted - 2009.02.14 12:37:00 -
[155]
Category: New patching system Suggestion: Scrap the bits patcher rollout and develop around bittorrent for patch file transfers
The new patching system for the latest Apocrypha build was deployed using BITS technology which is -only- microsoft centric and seems to have encountered many transfer failures including my x64 vista ultimate system, inherently slower that other protocols ( transfer files on msn messenger often? ) and is not platform agnostic.
Developing a patcher utilizing bittorrent which is also platform agnostic by design and would greatly reduce ccp's bandwidth cost for patch and software deployments.
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Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.14 12:37:00 -
[156]
Originally by: MotherMoon 2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
To expand on this further (and request that as with all such messages we get the option to turn them on or off, and have a separate volume control for them):
"The gate you are approaching leads to low-sec. You requested I warn you about that." - when desiring a low-sec warning. "The gate you are approaching leads to high-sec. Your current status will result in your being fired upon." - when in a ship and having a low security status.
Also more generally - bring back Aura's messages! ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Demeterus
Caldari
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Posted - 2009.02.14 15:58:00 -
[157]
Edited by: Demeterus on 14/02/2009 15:58:50 Title: Colour code probe handlers
Category: Scanning
Description: If you have more than 4 probes out, handling them becomes a hassle because they all have the same colour. The best thing to do would be to remove this clunky mechanism all together, but if you're keeping it at least make each probe handler (the cube with the arrows in the map window) different colours so that you have a decent chance of selecting the right one.
Title: Colour code the cursor
Category: Scanning
Description: In the system on SiSi now it is hard to see when you are able to manipulate the handling cupe, and when you are not able to do so. You often click on a cube to move it, and find that you rotate the map instead. This leads to having to "reset" the map, and leads to frustration and extra work. If the cursor were to be coloured say green or red when it entered into a cube manipulation mode it would be a lot easier to see, and would save a lot of frustration. --- Why are you reading my sig? Did you expect something of sigs? |
Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.02.14 16:51:00 -
[158]
* Title: Chat window improvement.
* Category: UI.
* Description: Tabs with the name wouldn't be all in a single line above the window, but could be customised to be in two lines, both above the window, or one above and one under.
* Goal: When you have 6 or more chat windows active, the names are truncated, and you don't see anymore the number of people in each chan. ------------------------------------------
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Ahkali Ahline
Minmatar Fire Wings of Destiny Brotherhood of Nod.
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Posted - 2009.02.14 19:08:00 -
[159]
* Title: Launcher power grid usage killed Cheetah setup
* Category: Module/Ship
* Description: Remove the extra point of power on the new launchers or boost the PG on probe bonused ships.
* Goal: The PG is already very tight on these ships, it will mean removing a mid slot module or 2 low slots ones, on my ship if the launcher remains as is. I all ready have 3 empty slots just to run the fittings I have now.
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.14 19:16:00 -
[160]
Title: Probe grouping
Category: Scanning
Description: Using one probe as the "center", have it so you can place that probe where you want it (i.e. more or less over your partial scan result) and click a button/menu option that says (more or less) "Regroup Active Probes around this point". This will cause your other three probes to warp to a neat scanning pattern around the selected probe.
Goal: Less clicking/fiddling to get your probes placed "just right" -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.14 19:26:00 -
[161]
Title: Integrate Certificates into the Tutorial
Category: New Player Experience
Description: When Aura is explaining skills in the first part of the tutorial, have her point out the Certificates tab with a quick explaination of what it is and a "we'll get back to this later".
When a player completes for the first time a profession training mission series (finishes mission 10/10), launch a tutorial that walks a person through claiming the respective starter profession certificate for it and the certificate system in general.
Goal: Further one of the stated goals of implementing Certificates, to make them usefull guides to newbies with their skill planing. Namely, let them know it exists and what it is. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
Kumi Unn
Amarr United Industries LTD. Shadow Empire.
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Posted - 2009.02.14 23:33:00 -
[162]
* Title: Co-operative Probing
* Category: Scanning/Wormholes
* Description:Well today on the test server me, and about 6 other guys went about scanning for Wormholes(if they are in or not we don't care) but I found it frustrating, that I could not see where my fleet members drones were if he was say having trouble pin-pointing a "cosmic signature". I think this would spawn a new age of corporations, and exploration. As doing anything with other people is always more fun.
* Goal: It would offer fleets of people to see where they should send their probes, and help with faster probe pinpointing of Cosmic Signatures
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Marlona Sky
Caldari Astroglide X
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Posted - 2009.02.15 01:24:00 -
[163]
One voice??
Do we really have to settle for the same chick telling us we are docking?
Can we not have different voices or something depending on where we are and what station we are interacting with?
But, this is really nothing important anyways but would add to the immersion of the game.
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Matt G
School of Applied Knowledge
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Posted - 2009.02.15 03:39:00 -
[164]
Tractor beams 40km please
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Calexis Atredies
Quantum Industries RAZOR Alliance
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Posted - 2009.02.15 05:10:00 -
[165]
I would just like to take the time to thank CCP for the updates we have seen for this new release. The game now looks visually stunning (when it works :P) and I can only see it getting better prior to release. Thank you Dev team :D
Two suggestions though these are purely aesthetic: Reduce the size of the smart bomb effect as the sprite is dissorientating, or at least increase the transparency value. Watching the effect for too long is just anoying. Spruce up the sound effects for hyrbid weapons and projectile turrets, they are boring in comparison to the sexy new laser effects.
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schurem
Silver Snake Enterprise Skunk-Works
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Posted - 2009.02.15 11:53:00 -
[166]
Originally by: Calexis Atredies I would just like to take the time to thank CCP for the updates we have seen for this new release. The game now looks visually stunning (when it works :P) and I can only see it getting better prior to release. Thank you Dev team :D
Two suggestions though these are purely aesthetic: Reduce the size of the smart bomb effect as the sprite is dissorientating, or at least increase the transparency value. Watching the effect for too long is just anoying. Spruce up the sound effects for hyrbid weapons and projectile turrets, they are boring in comparison to the sexy new laser effects.
Amen on the 1st part of the post.
As for the second, shush, its a stealth nerf to the rancer pirates :P
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Calexis Atredies
Quantum Industries RAZOR Alliance
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Posted - 2009.02.15 17:29:00 -
[167]
Edited by: Calexis Atredies on 15/02/2009 17:30:48 *Title: POS shield/armour remote repair array
*Category: POS starbase modules
*Description:
Well it works much like any other POS starbase battery or structure that are placed outside the POS field. It will target friendly ships (may need a gunner to operate, otherwise added AI coding) and provide either armour or shield remote repairs to the targeted ship (depending on which type of array it is).
The battery can even be used to repair the POS or modules themselves, limit the number you can field or give them high fitting requirements to stop people from spider tanking POS.
*Goal: Gives smaller low sec alliances a helping hand in performing POS repairs without the need for carriers (costly ships that not everyone can get their hands on). Bring added diversity to POS warfare, too often ships cower within POS field against insurmountable odds.
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Galleus Einhorn
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Posted - 2009.02.15 18:39:00 -
[168]
Title: Add "shadows" to scan results in solar system map
Category: Scanning
Description: I've noticed probes already cast a "shadow" on the solar system plane. It would be nice if the non-circular scan results (red & yellow dots) could cast a similar shadow.
Goal: Make it easier to align low-range probes with scan results.
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Bethulsunamen
Amarr 24th Imperial Crusade
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Posted - 2009.02.15 20:12:00 -
[169]
Edited by: Bethulsunamen on 15/02/2009 20:15:09 Title: Fix fitting window.
Category: Fitting around
Description: Im a graphics *****, i really am. I love new gfx, i love new UI designs and all that. But the new fitting screen is epic failsauce.. It has a huge hole in the middle so "we can see our ships", excuse me but we are permanently locked to our ships in the center of the view 24/7 during gametime, so why the obsession if a window covers it up? Its still transparent! I really love the old current fitting window. Its perfect in size, in layout and in information. I think the old fitting window should be kept and you just replace the right side info with the collapsible info from the new window, and add a left side similar to the new one with all modules availible to fit etc. I mean, it uses the space. Capacitor in the middle, modules around it, cpu power and calibration centralized below that for EASY QUICK spotting.
In the new one, a big hole in the middle for 0 use, the power is on one side in tiny numbers and the cpu is on the other side, and the capacitor is up to the right.. Wtf? You have to oogle your eyes all around the screen just for the most basic info. Yes i know the powergrid and cpu output is flowing around the ring, doesnt matter. Its very hard to determine the % power left by just looking a a friggin ring, a simple horizontal bar is so much better for quick glances through the transparent market window while buying stuff.
The new fitting screen isnt thought out at all. Its useless if you have the station items on the right, cuz they blend with the numbers of the fitting window. Its useless if you open the market window cuz again, the numbers blend together. And you cant position as with the old fitting window, where the powergrid / cpu bars show through the market window, for EASY CHECKIN if you have enough powergrid / cpu for that module you want to buy. Its useless if you quickly want to check how much power you have left or the immediate effects while hovering over PDS in your inventory etc, you gotta sweep your eyes across FOUR seperate areas on the screen.
Pointless.. Usability 0 - Eyecandy 1.
Goal: Not to mess up usability just to have a hole in the middle so we can "see our ships" that we already do 99% of the time we play.
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The Economist
Logically Consistent
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Posted - 2009.02.15 21:18:00 -
[170]
Title: Custom damage profiles for effective hitpoint calculation Category: Fitting window Description: added ability to create and save custom damage profiles in relation to the new tanking information on the fitting screen Goal: As is the new fitting screen shows effective hitpoints. However, without knowing what types and %'s of dmg that effective hitpoints is related to it is a fairly meaningless number. I assume that currently it shows effective hp as calculated against an even dmg spread; the goal of this addition would be to render the number meaningful by allowing us to define how it is calculated, a la EFT. Example: pull-down menu on the ehp label allows creation/selection/saving of simple custom profiles, e.g. 60% em, 40% therm, 0% kin, 0% explo.
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Keigari
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Posted - 2009.02.16 00:18:00 -
[171]
*Title: No Wormhole bias towards System truesec status
*Category: balance
*Description: Do not make the wormhole system in a way that let better wormhole space be more likley spawned in 0.0 areas than in highsec or lowsec.
At the moment 0.0 already gets every goodie in the game (dyspro moons... every small corp that does not want to be one of the major powerblocks playtoys can only dream of that income)
So id propose that the frequency of high grade wormholes (that lead to valuable w-space) are the highest in lowsec (since lowsec is in fact the most dangerous area,... 0.0 backyards are like carebear heavens with all the goodies but without any risk if you are in the right powerblock)
place mid-level wormhole connections into highsec and just let the least profitables end most likley to 0.0
the guys down there dont need to have the best ressources for t3 all over again when they already have the best normal ressources in the game.
*Goal
make eve a bit fairer and dont always play towarsd big alliances and powerblocks to give them the best goodies. Also make low-sec more attactive with having higher value wormholes.
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Andy Evans
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Posted - 2009.02.16 03:44:00 -
[172]
Title: Separate window(s) for the chats from the main UI (undocking).
Category: EVE UI
Description: Many playes running EVE in "window mode". This mode runnig the EVE in a window, leaving the pretty much enough space on the sides.
Why don't you guys design the UI that allow to unwire the boxes from the main UI to the separate windows?
Like the chat boxes. During playing, the chat boxes takes up to the half of the main screen (depends on the screen resolution).
Another good idea is to separate the chat traffic from the main game (as it works for the EVE Voice). The separate small cluster with some powerfull message broker, like webMethods Broker or BEA Tuxeedo, which have a performance about 16-18K JMS events per second - and you can get some cluster performace, needed for avoid the lags.
Goal: reduce the game traffic by separating the UI threads between the different windows on the client side and separate endpoints on the server side of the game. |
Matt G
Caldari School of Applied Knowledge
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Posted - 2009.02.16 03:47:00 -
[173]
Wipe employment history (but keep the general corp in there, but make it say you've been in from when you started after wipe is done...)
Forget Skill (Pesky skills you don't use, just forget them. I forget stuff all the time. Would also help keep a better count of the skill points you use.) Troubleshoot my mind if I sound stupid. |
galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.02.16 04:55:00 -
[174]
Title: Improved agent finding
Category: Agents/navigation
* Description: Every communication with an agent should list a linked destination for that agent. e.g. When flying in a system you want to know which station a certain agent is located at so you can dock there (this is very common with storyline agents). At the moment you have to go into standings and look through a list to get his or her location, and even then you can't right-click and dock/set destination.
* Goal: This will making finding your way around to new agents much easier, and you won't have to scroll through tedious lists or dock to find where you need to go.
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Jebba IV
Vale Tudo. Privateer Alliance
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Posted - 2009.02.16 05:13:00 -
[175]
* Title: Ship Attribute change.
* Category: Interceptors (Malediction)
* Description: Malediction interceptor has 22 Base lock range. With maxed skills you get 27.5km Lock range (solo) While with a T2 Disruptor You could potentially Disrupt targets @ 30 km; Yet you cannot lock targets that far away without a sensor booster. No other interceptor is disadvantaged in this way. All other interceptors in the same class can target things at least as far as the disruptor reaches.
* Goal: Correct Unbalanced interceptors.
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.02.16 09:10:00 -
[176]
Title: Color change in scan sphere when overlapping
Category: Scanning
Description: When scanning with multile probes in a 3D environment placement is sometimes difficult. You can not really see whether the moved probe is inside the others sphere of influence or whether you placed it a couple au's outside its range. Another problem arises when you move multiple probes on one spot, because of the intersecting spheres you can not see whether whether the fourth probe you just moved in realy does cover the tiny red dot you try to scan for.
It would therefore be great if the color of the intersecting spheres would change color. Example: One sphere (blueish-grey scanning area, just like now), second sphere intersecting (the intersecting part because light orange), third sphere comes in (the three way intersection becomes more greenish), fourth sphere intersecting (it becomes green).
Goal: It would make placement of probes a lot more comfortable and easier to learn.
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Maceross
DEATHFUNK Doctrine.
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Posted - 2009.02.16 09:38:00 -
[177]
Edited by: Maceross on 16/02/2009 09:39:47 * Title: New Blaster effect tweak
* Category: Graphics
* Description: Play the blaster animation 2 or 3 times per "shot" this is a purely cosmetic effect and all calculations should remain the same. The new blaster animation is ace but over very quickly this should make it feel a bit more action-y so we get *pew* *pew* *pew* rather thank just *pew*. Perhaps even tie it in to the number of blasters in a weapon group if this does not create any more overhead.
* Goal: Make EVE look even more awesome.
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Selenica Draper
Caldari State Protectorate
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Posted - 2009.02.16 10:11:00 -
[178]
Originally by: Ineun Zoom In / Zoom Out Buttons
i noticed you removed these buttons that allow you to zoom directly to system map and starmap. i see no reason for these to be removed..
bring them back please
I second this. Why oh why would you remove the solar-system map?
Please resize your sig to less than 24000 bytes - Mitnal |
Isaac Remmington
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Posted - 2009.02.16 12:18:00 -
[179]
So many good suggestions in this thread i wouldn't mind signing. Here is one more...
Title: Shiptypes handled by Acceleration Gate.
Category: Missions and Combat Sites.
Description: We need the Acceleration Gate description to tell us which shipclasses it handles. As it is now we have to bring a ship that isn't allowed through to gain this information.
Why is it, that we suddenly get a specific list of shiptypes allowed through when a ship is rejected and not by taking info on a gate? It dosen't make sense... either you should just be rejected with no info, which hardly would be acceptable, or you should of course be able to gain this information just by reading the gates description.
Two common scenarios where this happens.
1) A corp. mate asks for help with a mission, but you don't know which ship to bring. Okay, it's a level 1 mission, so you grab that nifty little assault ship of yours only to learn that it cannot enter. So you have to tell your corp. mate that you're sorry, but he has to find someone else who can helps him. Lots of frustration and time wasted.
2) You scan down an uncharted, non DED rated combat site, not knowing what the opposition inside will be like. Bring a battleship, it might be rejected, bring a cruiser and you might find that the site probably was meant to be dealt with in a battleship.
Goal: To make access through acceleration gates less guesswork and maybe hint what to expect inside.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.02.16 13:10:00 -
[180]
* Title: Combine probes in fleet
* Category: Scanning
* Description: Make the results from probing stronger when combined in a team / fleet. Keep the current hard/impossible to find sites the same, but let the result rely on like 16 probes from 2 probers.
* Goal: ATM, many probers are afraid it will be too easy for any "noob prober" to get the goodies. Having teams of probers should result in faster results (like it does now, chance based : 2 probers half the average time on a hard plex) . It also promotes teamwork.
---- [PXIN Recruiter]
PXIN Recruitement thread |
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