Little things / Small QoL suggestions

Suggestion: Left-clicking a space object in the right-click list menu in space like a stargate or a station should bring it up on the Selected Item window.
Keywords: UI, Gameplay
Note: I am surprised this isn’t a thing. Currently you have to hover your mouse over the icon directly in space and left-click to have it appear in your Selected Item window [or destination route via waypoints but I digress], currently left-clicking a space object in your right-click list in space does nothing, why not make it so it does something useful and intuitive?


Suggestion: Configure default in game chat font size

Keywords: ui

For too many years eve online client has lacked the ability to allow users to configure a global default in game chat font size. The in game font size globally defaults to 12 pt font sizes and the font size resets every time the game client is restarted.

To accommodate visually impaired users, more common 1440p and 4k computer display resolutions a QOL feature allowing the ability to globally configure in game chat font sizes would be a great advantage to the eve player base as a whole.

Every time i play eve it’s necessary for me to change the font size of every chat channel on every character i use to a font size that I find usable.

I’m approaching ten years played as an eve subscriber and find myself surprised that such a feature has never been implemented given the in game reliance of the chat system…

ccp karkur please? :slight_smile:


Suggestion: make NPC faction icons filled with white more effective
Keywords: NPC icons

The faction NPC entities frigates near gates or stations are very slight distinguished from player’ one. So changes in it’s apperiance are needed.


Suggestion: Make last systems in local chat clickable
Keywords: local chat
Note: Useful to make a route back to last visited systems



Suggestion: Double clicking your own order should open the modify price interface
Keywords: Market, UI


Suggestion: Preparing to overload modules in cloak
Keywords: cloak,overload,modules
Note: After passing the gate and while still in cloak to prepare the modules to overheat. After the start of movement and activation of the modules, they will work in superheated mode. Won’t get lost 1-2 tick servers after decloak


hmm, that’s how it works right now. Their orders are highlighted in blue background

1 Like

??? Right now, double-clicking on your own order does nothing.


Suggestion: add overview ship class icons to the beginning of rep broadcasts
Keywords: UI, broadcasts, fleet window
Notes: Much easier to see at a glance than shiptype names

The addition of ship type names to rep broadcasts is a godsend for logi pilots, but in a heated battle where the beams are flying in every direction and broadcasts are coming in fast, it’s hard to quickly read them. Text is always slower to absorb and parse than color or shape, which is why color-coding broadcasts is useful in the first place, and the ship name is also at the end of the broadcast, further making it slower to read because the horizontal position of the ship name text is not consistent from one broadcast to the next depending on the length of the broadcaster’s name.

For these reasons, it would be very useful if we could also have the overview icons for the ship classes (i.e. the wedge for frigates, the house shape for cruisers, etc) added to the beginning (please!) of the rep broadcasts as well. This would be sufficient in most cases for deciding which broadcasts to rep, as usually the decision is being made on ship size class anyway (i.e. I want to rep the battleships rather than a random frigate), and icons are far quicker and easier to absorb at a glance than ship names.


Suggestion: increase cost of wardecs
Keywords: wardec, gameplay
Notes: wardecs are too cheap and should have more meaning

Cost should scale based on more than just the number of people in target group. Wars would mean more and attackers would be forced to more carefully select their targets.

  • Increased price per declared wardec (not too much though - something like +50% of each existing declared war - the idea is that a couple handfuls should be manageable while hundreds should be difficult)

  • Price of wardec based on size of target group PLUS size of attacking group (especially taking inactive members of the attacker into account - this should weed out more inactive accounts and help in more easily determining the real size of an attacker) - the larger the attacker, the easier this should be anyway

  • As above PLUS the difference of members between attacker and defender if the attacker is bigger - this might encourage people in picking opponents of a matching size - again, this should not be a problem for large groups

Story idea behind this: Concord takes money per pilot in total for not getting involved. The more cases they have to ignore, the more administration fees are necessary.


SUGGESTION: Differentiating / making new icons for salvage/hacking components and updating old icons.
KEYWORDS: Graphics
NOTE: It would be really nice that new icons be made instead of having the same icon to identify a bunch of totally different salvage and or hacking components. For example all decryptors looks the same datacores all look the same and so on. Also I would like to suggest to update some older icons especially those of people, like scientist, slaves, ie. almost every icon under livestock.


SUGGESTION: ‘sticky’ skin choices. The game should remember your skin choice for each ship type and auto apply it.

This especially applies to pod skins, nobody remembers to reskin their pod as generally they have other priorities at the time.


SUGGESTION: split cyno beacons from event sites and static points of interest on overview
KEYWORDS: overview

Cynos are a fundamentally different thing from event sites and points of interest and should not share an unsplittable overview category.


SUGGESTION: split porpoises and orcas in overview settings
KEYWORDS : overview

orcas and porpoises are different enough to warrant being splittable on overview. ( I think this is the only case where 2 ships that use different rig sizes are unsplittable)

1 Like

Suggestion: Tell how long one fuel cycle is for upwell structure services
Keywords: Upwell structures, structure services, fuel

When you look at upwell structure service fuel usage it tells how much fuel it uses per “cycle” (Service Module Fuel Cycle Need). But nowhere does it say how long a cycle is.

It would be good if it said that one cycle is one hour. Changing the attribute name to “Service Module Fuel Hourly Need” would fix it.


Suggestion: Add Omega symbol next to skills in the ‘Requirements’ tab in the ‘Show Info’ window of modules and ships
Keywords: UI, Account
Note: If you look up a skill, you can see whether it is an Omega skill in its info window such as cloaking, yet it would be easier to see Omega skills for an item if the Omega symbol were next to the skill in ‘Requirements’.

1 Like

Suggestion: Group skins by type
Keywords: SKINs, UI, UX
Note: Better user experience when browsing SKINs

As per the above, SKINs get grouped in funky ways, which makes it terrible to scroll through. SKINs should be grouped by SKIN name, rather than racial SKIN group (eg: Gallente Glacial Spirit, etc).


First of all I’d like to apologize if this has already been mentioned. I also don’t know if this is among the “QoL” changes coming in near future expansion/patch (with the stuff mention in the FanFest 2018 Keynote).


Set Input/Output destinations on Extractor/Factory rather than for the extracted/produced material itself.

Keywords: PI QoL, Extractor(s), Factory(ies), Optimization (less clicking)

Notes: Reduce amount of clicking when managing your Planet Colonies.
At the time of writing this, whenever you first pick a Raw Material or when you change the Raw Material to extract, you have route the extracted/produced material(s) to a destination (Storage or Factory). This must be done every single time you either change material you want to extract or whenever you change Schematic in your Factories. As any PI Veteran knows, this involves a lot of unnecessary clicking.

Instead (of the above), make routing be tied to and between Extractor, Storage and/or Factory (with support for multiple Source/Destination).

As an added bonus, could make Factories do a “Take All” or “Take None” check before starting it’s production, so that you don’t waste potentially valuable PI commodities when switching Schematics


Facilities used: 1 Extractor, 2 Storage (“Warehouse” and Launch Pad) and 3 Factories

Let’s say that you route Extractor 1 to Storage 1, and in Factory 1,2 and 3 you have set Storage 1 (Warehouse) as “source” and routes output to storage 2 (Launch Pad). Then regardless of which material the Extractor is extracting it will always route it to Storage 1, and regardless of the Schematic used in Factory 1,2 and 3 they will always gather material(s) from Storage 1 and route product to Storage 2.


@CCP_karkur not sure if you remember all the suggestions from the old Forum thread, so here are a few of my previous suggested :wink:

Suggestion: Table Style “Targets”
Keywords: UI, Customization
Notes: Limit the width of “Targets” display, but possibly 2-3 rows instead of just 1.
“Targets” as they are working now is a single row. What if you could limit the width of the row and have multiple rows. Imagine playing on a small monitor and flying a ship that could lock 10-ish targets (like the Noctics is capable of), the screen will fill up your entire screen pretty quick. Some may even become hidden behind/overlap other UI elements like Current System Info, Chat windows etc.

Originally posted on old forum here

Suggestion: Borderless Maximized Window - [Display mode]
Keyword: Display, Laptop, Multiboxing
Note: Would be great addition for any Laptop user.
Display mode similar to “Fixed Window” but allows the Windows task-bar to be visible and accessible without the need to Alt-Tab.

Originally posted on old QoL forum thread here and discussed here

1 Like

Suggestion: Add the Moon Ore types that Moon Goo is obtained from to their info pane.

Keyword: Moon, Goo, Reactions, Industry

Reason: All the Minerals have lists of what Ore produced that mineral in their info pane. The Goo should have the same information (including clickable links).