Little things / Small QoL suggestions (old)

It is still not possible right?

Suggestion: Where you see the list of LP that you have (Overview) it shows the closest LP store. Can you add the number of jumps to that too so we can sort by jumps

Keywords: quality of life, LP

Notes: not sure why the number of jumps wouldnt be included anyway, but rather than people having to right click > set desitination to show the cloest which is time consuming, if you added the number of jumps in the list it would be easier to use.

1 Like

Suggestion: The F9 System Map needs a button to reset the orientation of the map to the default view alignment.
Keywords: UI, map, system map, probing, map orientation
Note: It’s too easy to mis-click space instead of the probe handles and then change the map orientation to a wild angle. Similar to how we already have the buttons to flip the SysMap between top-down and side view, there should be a button to reset the orientation to the default view alignment.

Suggestion: Warning when setting a destination when a number of waypoints is already set, where you can abort setting of the destination

Keywords: map, route, autopilot, waypoint, destination

Notes: When a longer route with many waypoints is set and you accidentally hit set destination then this entire route can be set lost and needs to be set up from scratch again

Suggestion: Remove scanner probes if the host ship is destroyed.

Keywords: probes, ship kill, directional scan, server

Notes: Currently, when a ship that has active scan probes out is destroyed, the probes remain in space, eating server resources and cluttering d-scan. This can also falsely lead other players to believe there is actually someone actively probing in the system, wasting their time either from trying to find/bait him or trying to hide from him. Since they cannot be retrieved again anyway, they should be destroyed immediately when they lose connection to their host ship when it is destroyed, to free up resources and to remove them from Dscan.

the probes die after 60 minutes anyway

Worried about probes but not the thousands of wrecks “eating resources”?

or all those different skins

Suggestion: Faster cycle time and lower yield on mining lasers.

Keywords: mining, cycle time, yield

Notes: Currently, when you mine, you have to wait x amount of seconds before you get your ore. This comes with the issue of ‘dead’ cycles. If let’s say, 10 people are mining an asteroid that’s almost depleted, only 1 person will get the ore, leaving the others with nothing. This is essentially wasted time, as you don’t get anything as a reward even though you are mining the same asteroid.

if you lower the mining cycle time and yield on the mining lasers nothing will change for the players as the total amount mined given a certain timeframe will stay the same. However, the rewards are redistributed more evenly.

2 Likes

Split your strip miners over 2 asteriods
Also short cycle your strips manually and if the rock is depleted it will die
Dont mine the same roid as others

there are plenty of ways to avoid this already in game

2 Likes

Almost everything in this thread concerns something already present in the game, hence the title Quality of Life suggestions.

Thats not a qol. You are working against yourself. If you have 10 miners and 20 roids, 10 of those roids should have miners on them. Not 10 miners on one roid

In my suggestion, I’m describing 10 individuals, not 1 person with 10 accounts. In that scenario, it is a QoL improvement. We already have something similar for people who rat together or do missions together. The bounty of the NPC’s is shared with the people who are on the same grid.

With residue as a drawback to mining whether its 10 ppl or not, DONT mine the same asteroid. You wont have that problem. You cant compare missions to mining asteroids

A toggle for the Volumetric Clouds under Graphic settings so we don’t have to run in low (potato) shader mode.

2 Likes

Suggestion: Ability to route PI from source to target via drag and drop.

Keywords: ui, planetary interaction
Note: Easy routing for PI

It would benefit players to quickly route PI from storage/extractor to desired silo/factory via drag and drop, not a 3 click action.

1 Like

Please FIX Aura, so that she can tell if someone ELSE mined your rock!!

strongly agree. let strips cycle to 5-10 seconds and decrease it’s yield appropriately.

:heart: Hell yeah!!! :heart:

The biggest list of QoL in patchnotes I ever saw, some are the ones I asked for as well yay! :pray: A proof that it works :slight_smile:

:handshake: It’s now possible to cancel all repairs in the right click menu when you are repairing multiple modules with nanite repair paste.

:handshake: Capsule killmails with implants now have a ‘Buy All’ button if you want to multibuy the implants.

:handshake: The names of player corpse items will now be shown in contracts and show info windows, rather than just the generic corpse type.

:handshake: You can now compress resources such as ore, gas and ice directly from the right click option, instead of opening the compression window.

:handshake: While undocked, assets in your current system will now be highlighted in the assets window.

:handshake: Double clicking on a transaction in the “market transactions” tab of the wallet, now opens up the regional market window for that item.

:handshake: You can now drag buy or sell orders from the “Your Market Orders” window straight to the market quickbar.

:handshake: Added a new Output Location column for the industry window, so that you can now see what container and which office hangar (If it’s a corp job) your jobs will be outputted to.

:handshake: Added a “mark as Read” option to mails and notifications.

:handshake: The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.

:handshake: Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.

:handshake: Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.

:handshake: The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.

:handshake: Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.

:handshake: You can now copy names of item types in info windows and the market window.

:handshake: You can now edit bookmarks through the radial menu while using the solarsystem map.

:handshake: Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.

:handshake: You can now drag and drop items onto the neocom item hangar icon to move them.

:handshake: You are now able to buy from more than one sell order at a time from the ‘buy this type’ window.

:handshake: You can now deliver corp items to yourself in the ‘deliver to’ right click menu.

:handshake: Multiple skills can now be moved around in the skill queue.

:handshake: Multibuy can now interpret ‘1x item name’.

2 Likes

Suggestion: Display the specific attributes of abyssal modules in kill reports.

Keywords: ui, kb,abyssal modules
Note: We need to know just how luxurious the abyssal modules the unfortunate person lost were, and at the same time, I also want to show others just how luxurious my abyssal modules are.

Abyssal modules do not display specific attributes in kill reports. I believe that with the emergence of more valuable mutational entities, this information should be incorporated into the game.

1 Like