Little things / Small QoL suggestions

Suggestion: Fitting Management - Copy to Clipboard button - append DNA string at end of EFT text
Keywords: ui, fitting, EFT, DNA
Note: Module names can change, breaking EFT formatted saved fits, when imported back to EVE. Item ID’s work much more reliably for a longer period of time. External documents for storing and describing ship fittings “break” for players who use them, due to item name changes. EVE UI does not provide a method to export fitting DNA. The exported string needs to be complete, re-importable - for example <a href="fitting:588:21857;1:3636;1:3651;1::">Reaper</a>

Suggestion: Allow attaching video files in bug reports
Keywords: Bug reports

You can attach log files and screenshots on bug reports. But some bugs are only visible in motion.
It is impossible to attach videos on the bug report so instead you have to upload the video to some other site and then link that in the bug report.
The file size limit wouldn’t need to increase either. 15 MB can hold enough video to show the important part of the bug.

Is your local chat docked in the same window stack as your other chat windows, or do you have it separated out into its own window or window stack?

I’ve often thought that as well, especially if you have, say, gleam and navy multifreq and tech 1 multifreq all in your ship’s cargohold.

But they don’t necessarily need to change the color. Just put the ol’ yellow/orange stripe with “II” for the tech 2 gleam in the corner of the icon when the ammo is loaded into your turrets… and I guess the green faction diamond or whatever shape that is for the faction ammo. boom, fixed! ;D

1 Like

Suggestion: Market window improvement

Keywords: ui, multibuy, market
Note: Following two Gifs showcase how the market UI is inconsistant and causes a problems for the players purchasing individual items & using multibuy.

Gif sources: https://www.reddit.com/r/Eve/comments/h8k9ka/this_thing_right_here_it_should_not_move_around/

6 Likes

I would like to see the ability to release or people, slaves, tourists etc.

Sometimes when doing missions you pick up slaves or other people/groups and your only option is the trash them (seems a bit rude) can we have an option to free or release these people and they then disappear from your inventory.

2 Likes

Suggestion: Ability to make a separate compartment in cargohold
Keywords: ui, cargohold, inventory
Note: Useful for separating modules in use and loot items, etc.


I think someone already suggested this, but here is my take on it.

If you are like me and you prefer to have multiple modules in cargo, to change ship fit to meet various needs, in WH space or deployed somewhere far from bases, you will soon have a need to have separate compartments in cargo, in order to keep the modules you frequently use in check, while keeping looted modules separate and easy to pick, in order to sell etc.

I suggest the ability to drag a separator line inside the cargohold.

Example:

01 Inventory for Separate Compartment Mockup

A dragable item in lower part of cargohold window. Drag it up to set it in-between lines of items. Put items above or below the line, depending on where you want them.

02 Separate Compartment Mockup Compartment 01

Then you would be able to click the cog and change the name of the compartment, also there should be a setting that would make the incoming items looted in space, come inside this compartment.

An option to have multiple compartments should be available, to a reasonable amount. Can’t have a hundred compartments of course.

All this working while respecting cargo capacity.

Should work in a similar fashion with other Inventory View modes. Acting as a simple separator, with a name and some settings.

I hope i explained it well enough. This could save the lives of many folks out there, make inventory sorting less of a hassle.

:heart: :rocket: :four_leaf_clover:

8 Likes

Filters and containers.

1 Like

These would work, but in a ship cargohold - not always. Especially when you want to separate the loot and the modules/items you use. In any way, can you give an example?

In filters?
“Is not assembled and is not charges” is a filter you could use to distinguish looted items. Modules you use for fitting are unlikely to be assembled, so at most you would miss looted ammo.
But for spare fitting specifically, I just carry a small container around.

Two out of three are already there. In case you missed it.
image

1 Like

Thanks, will try that to see how it works.

But would carrying a small container take up some precious volume?

Containers are bigger on the inside :slight_smile: (Except freight containers, but they aren’t small :smiley: )

1 Like

Suggestion: Better attire categorization + Wardrobe
Keywords: Character, clothing, customization
Note: More options for character customization. Plus a better way to store clothing and use it “on demand”.

Be nice if, with all these hats I’ve got, if there was a dedicated “Hat” section; my character’s suddenly grown hair with this hat.

((Mostly want this because I was about to make a bug post because I couldn’t find a ‘Headwear’ section even though I finally got a hat I might wear. Turns out “Hats” are classified as “Hair”. :face_with_raised_eyebrow:

I mean…Mask was clearly added at some point, because that’s a new section I definitely didn’t see when the new Character Portrait system was implemented.

Also…for the love of God, can we have a “Wardrobe” to put these clothes in. It’s silly that I have to keep them in the Hangar just to use them ‘at will’.

((I would imagine reusing the “hangar code” and creating another tab so it’d be: Ships | Items | Wardrobe, would be the easiest method. Obviously this code has some kind of ‘item type’ detection. Or else Ships wouldn’t be separated out…even when packed.))

2 Likes

Suggestion: Double Clicking incoming item routes should start “Create Route”
Keywords: ui, pi
Note: Double clicking incoming items in the Route tab should “Create Route” with that item, not “Show Info”.

This would match the Storage tab’s double click behavior and speed up routing items you don’t physically have yet.

Suggestion: Pre-select Buttons in PI for use with Enter Key
Keywords: ui, pi
Note: The Enter key could be used to speed up UI interactions significantly if buttons were more consistently pre-selected:

  • Factory > Products tab, pre-select “Install”. This combines with the item also already pre-selecting after choosing it in the first factory that session.
  • Storage/Launchpad > Routes, pre-select “Create Route” for incoming items. See also, above suggestion for double click -> “Create Route”.
  • Link > Upgrade Link, pre-select “Upgrade”.

As an existing example, the Delete tab already pre-selects its confirm button for speedy deletions.

1 Like

Suggestion: Upgrading a Link should keep the Link window open
Keywords: ui, pi
Note: The current behavior is upgrade -> completely close the window, which makes upgrading multiple levels slow and difficult, especially for small, hard-to-select links.

Suggestion: In the industry tab of the information window for items show with an icon in what process they are used
Keywords: ui, industry, information window
Note: Shows at a glance where exactly an item is used in the industry

Since some items like the research databases (e.g R.Db - Boundless Creations) are used for different things (time and material research as well as copying) and the new Spatiotemporal Boundary Detector is only used in the invention process which can’t be seen easily without going to the invention tab of a blueprint copy (which is not directly visible from a BPO) i suggest adding a small column which shows an icon of where it is used. I have seen several reports in chat and elsewhere where people were wondering where Spatiotemporal Boundary Detector was used and it was not visible at all when you just looked at the BPO where it was used.

7 Likes

Suggestion: Add Customs Offices directly to the Planet List
Keywords: ui, pi
Note: Add a direct link to each planet’s customs office, where left click opens it and right click gets a menu with Warp To (including Fleet Warp).

Currently, you can only right click the planet and dig through nested menus to get POCOs in this window. It sounds silly, but it’s painful enough that I use links in a chat channel MOTD as a makeshift UI that saves a significant amount of time across alts.

4 Likes

Suggestion: Trash shortcut in Inventory window
Keywords: ui, trash, inventory
Note: Shortcut would save time having to move items to the hanger in order to trash an item.

When I am docked in a station and my ship is carrying “trash”, I can simply drag those items to the Trash shortcut to get rid of them. A popup could be displayed asking if I am sure. This would save me having to move an item to the hanger and then opening the hanger and then right clicking onto those items to Trash them. Example image below:

Trash

1 Like