Little things / Small QoL suggestions

Suggestion: Custom plastic wraps

Keywords: market, hauling
Note: Useful for hauling lots of things for many people

When doing hauling runs to and from market hubs, the task would be significantly easier if players could plastic wrap arbitrary groups of items without having to go through the courier contract system.

Suggestion: Station Shipyard Container

Keywords: fitting, hauling, corp management
Note: Significant improvement of doctrine readiness and organization

Ship fitting managers would greatly benefit from an in-station “shipyard” container which would be able to store assembled ships similar to a capital ship’s maintenance bay.

1 Like

Suggestion: Stack split advanced syntax for multi-split

Keywords: ui, item management
Note: No need to redesign “Stack split” UI except for additionally allowing ; character

When “Stack split” UI is invoked with Shift+MouseDrag allow us to use a special syntax for specifying how to multi-split a stack of items in an inventory space.

Example ideas for possible syntax:

Pseudo code Intended action on main stack
N Normal (1 time) split - create 1 stack of N units
N;M Divide whole into M stacks of N units each with possible stack of reminder units if main stack unit number not equal to N multiplied by M
N; Divide whole into stacks of N units each with possible stack of reminder units if main stack unit number not wholly divisible by N
;M Divide whole into M equal stacks with possible M+1 stack of reminder units if main stack unit number not wholly divisible by M

It could be advanced further by allowing entering math expressions for the lazy :rolled_up_newspaper: :clown_face:

Also RMB pop-up menu item for “Stack split” or KB shortcut wen?

Suggestion: Variable expiry slider for bookmarks

Keywords: ui, bookmarks, qol
Note: Reduces stale bookmark clutter and manual deletions

Add a one-hour-step slider (akin the extractor cycle slider in the PI UI) to the Create Location window so players can set bookmark expiration anywhere from 1 h to 72 h instead of fixed presets.

Suggestion: let anomaly name/type remain even after logging off

Keywords: ui, exploration, scanning, qol
Note: the anomalies still have to be rescanned or bookmarked

An anomaly that has been scanned to any degree where it is determined to be a wormhole for example, would retain the title “Wormhole” in scanner window, even though the actual anomaly would have to be rescanned after logging. This would just help players keep track of which anomalies have been previously scanned or not

Suggestion: Loyalty points Trade

Keywords: Loyalty points, Trade, Contracts
Note: Create able to make trade with loyalty points for items/isks

While you trading with stranger you are not sure, maybe this guy wanna scam you and you want to be sure what you will gain isks for trade

Dear CCP team,

I’ve encountered a recurring and frustrating issue in the game: while navigating between closely placed objects (like asteroid clusters, structures, etc.), my ship often gets stuck between them with no way to maneuver out or initiate warp.

Most recently, I was trapped for over 30 minutes during a mission because surrounding objects blocked all possible movement. This issue has been present for a long time, and it’s particularly noticeable in mission or mining environments where object density is high.

Could you please look into improving collision handling or implementing a failsafe system (like a short-range emergency warp or collision bypass)? This would greatly improve gameplay and prevent unnecessary delays or lost time.

Thank you for your ongoing work and for keeping EVE alive and evolving.

Suggestion: Race Specific Ship Alarms

Keywords: ui

Hello! I don’t know if this has been suggested before, but it would be cool if there were race-specific alarm noises in ships, e.g., shield alarms, capacitor alarms, and target locks etc. Of course, these could be toggled on or off, but it would be interesting and add more of a different feeling for the different races of ships.

2 Likes

that sounds almost impossible as they implemented many years ago, a mechanic where bumping or anything, you warp off after 3 minutes

Suggestion: Add a only search region filter to the starmap

Keywords: ui, map, qol, pvp
Note: Makes quickly scanning the map with some filters far easier

When you are using the starmap with some filters like pilots in space or docked, places like Jita can MASSIVELY screw with the color / size of the bubbles, making systems with wildly different player counts look the same on the map.

1 Like

Suggestion: adjust/resize M-size launcher-systems to M-sized gun-systems
Keyword: cruiser weapons, battlecruiser weapons, visuals, immersion
Note: better immersion

Cruiser sized guns are about 14 - 17 m in size on average, which locks good on cruisers and battlecruisers.
Cruiser sized launchers are almost twice that size, which breaks the immersion as they are just to big.
Please reduce size of the Heavy Assault Missiles Launchers and Heavy Missile Launchers to regular cruiser sized weapon systems.

Suggestion: give button to deactivate skins again
Keywords: Skins, immersion, Sequencing, SKINR
Note: everything could be trashed, from modules to ships to even space stations. Why can I not “clean” the skins to get rid of stuff here for better oversight/visibility?

well skins are a permanent add-on to a ship, unless specified otherwise.. especially since they can be purchased with isk or plex, so i think thats why you can’t deactivate them like you can trash a module.

Suggestion: harmonization of names (ships, weapon systems)
Keywords: NPE, weapons, naming logic
Note:
As a new player I got troubled looking for Light Assault Missiles because there were Heavy Assault Missiles. If there is something in a heavy version by logic there should also be a light version. It was … something … to understand that actually Rockets were meant.

There are Heavy Assault Cruiser. But then where is the Light Assault Cruiser? Or is it a cruiser for a heavy assault? But then the frigate version should also be called heavy assault frigate.

Heavy Assault Missiles → Assault Missiles

Assault Frigates → Heavy Assault Frigates
(or remove the ‘Heavy’ part, make both Assault Frigates / Assault Cruiser)

Interdictor → Light Interdictor (or call them Interdictor Destroyer)
Heavy Interdictor Cruiser → Heavy Interdictor (or call them Interdictor Cruiser)

Command Ship → Command Battlecruiser (in line with Command Destroyer)

Cruisers are versatile ships with a range of roles, while Heavy Assault Cruisers (HACs) are a specialized sub-type focused on combat with high damage and strong defenses. HACs are a more powerful, combat-focused version of standard Cruisers

Heavy Assault Missiles (HAMs) are short-range, high-damage missiles, while Heavy Missiles (HMLs) are longer-range, lower-damage missiles

Suggestion: Add a launch resources button for each planet in the Planetary Industry window/popup
Keywords: Planetary Interaction, User interface, Command Centre, Silo, launch pad
Note:

Adding a Launch button for resources that are in the Command Centre or a Launch pad to save the many clicks required to complete the task.

Launching from a Launch pad may not be very complex but just having a single button press when the launch pad is full to move the contents to a POCO would be a time saver.

However, the clickfest of moving items to be launched from a Command Centre is probably going to give anyone repetitive strain injuries. As the Command Centre has only a limited storage space, you need to store in a silo, so every time you want to launch something this way, you have to expedite transfer from the silo to the Command Centre which is around 3 clicks, then you have to click on the launch option in the Command Centre, then you have to select the item move it and launch it, another 3 or so clicks, and if you do that for multiple planets for multiple launches, it gets a bit tedious and isn’t very fun game play.

If the Command Centre launch pad were to autofill and once ready allow you launch then dependent on the link between the Silo and Command Centre every 5 to 15 mins refill and then allow a launch it would make this operation easier. Also, if the 1000m3 Cargo Rockets were full each time they launch would be an improvement as well.

Suggestion: Change " Triglavian Survey Database" aka red loot sell max from 1,111 to something else.

Seriously, an intern typed in the 4 1’s for testing and nobody has ever changed it. This means if you go to sell a stack of 30,000 “red” loot you have to seperate it into roughly 29 piles or hit sell on it 29 different times for it to actually sell to an NPC station.

Whip cream on top:
Change the boxes you get from the T5 Abyssal “Special” sites (single all leshak room) from what they currently contain which is nothing to having a chance to drop the Zirnitra BP.

Suggestion: Bulk remove market orders

Keywords: ui, market
Note: Eases marketing woes when leaving a market

Ability to right click all (or selection) of market orders, and remove them in bulk!

Has your capital or stager moved and you need to pull 500+ market items down? Select all or a specific range, and right click remove! Prompt showing how many orders being removed, also show total isk being removed from escrow, and potential isk lost from fees if possible!

Suggestion: See max triglavian logistics spool in simulation

Keywords: ui, simulation, parity
Note: We just got to see the min and max damage on DPS, why no logistics?

A nice parity change would be to see the maximum rep amount on Mutadaptive Armor Repairers, similar to how Entropic Disintegrators display such numbers after the recent patch.

1 Like

Add distance/velocity to the watchlist window.