Suggestion: inconsistency at ability to highlight and copy in info window
Keywords: ui, info, industry
Note: Useful when copying info into outside spreadsheet
When I am copying info off of industry tab, there is an irregularity if one might say, inconsistency, about the lines that can get highlighted and thus copy pasted off of these windows. Noticed in the below picture to begin with.
Keywords: ui, info, player owned structures
Note: Useful when traveling
When I am venturing into various space, i wish to be able to tell if there is a dockable player owned structure from where i am planning the route. I have recently found out that I can see the docking rights from overview.
Would be a game breaking opsec if there were icons for docking rights right in the system info window?
Example:
When I’m contracting a delivery and I forget to select a “courier”, the contract loses knowledge of items selected between step 1 and step 2 which have already been selected from the start of creating process of contract.
Keywords: ui, SKINR, NES
Note: Helpful to show time left on price reductions
When making things in SKINR, buying in NES or the likes, there are sometimes limited time deals to buy products or sequence SKINs, but no indication of how long until it goes back to normal without price/time reductions. Being able to see this on hover or other ways would greatly help readability for players.
Example below is from the current SKINR price and time reductions, but a frustrating lack of information on when this ends. Even if this info is available elsewhere, it should be shown in game.
Keywords: Jita, corporation, offices, rent
Note: Helpful moving and trading between people and alts in Jita
Why is there a limit on the amount of offices in NPC stations / why is the Office Rental Fee so high? It would be great to have Corporation Offices in Jita 4-4 somewhat more accessible so that I can move things between alts, sell and buy things easier, instead of having to use personal hangers and the Corporations Delivery Hanger. If I wanted to rent one of the 8 remaining offices in Jita 4-4 currently, it is 6.7b per month.
Suggestion: make the login screen redeem items window bigger
Keywords: UI, Rewards, New Eden Store
If I have a stack of like 150 different items to redeem, why can’t I make this window bigger so I can view them all at once? The in-game version of the Redeem Items window can be scaled up as big as you want, but the login screen one only ever shows 1 row of items at a time.
Suggestion: Ability to rearrange module layout from the fitting window / while in station
Keywords: ui, fitting,
Note: useful when fitting a new ship and undocking quickly and for ships fitted repeatedly
I would like to add a section to the fitting window to allow a player to configure the module layout that sits to the right of the capacitor circle when undocked. Being able to customize this layout as part of the fitting process will save time for the player and fits well into the conops of the fitting window
I think how you put it in the fitting window determines where its at. Plus if you only show active modules, it makes it easier to just rearrange them after you undock
Yep. That’s how it works, by default it puts high slots on the top row, mods on the middle row, and the lows on the bottom. My suggestion is based on the fact that many (almost all?) pilots want to put the modules they utilize most on the top row (guns, prop mod, scram, web, etc) regardless of whether they are a high, mid, or low slot module.
Suggestion: Remove corporation tax on freelance jobs
Keywords: ui, tax, industry
Note: Any other method of selling is not subject to corporation tax
Seems very weird that this single method alone subjects the seller to corporation tax. For that reason I will never use a freelance job over a simple market order or contract system.
Problem: New players often lose mission items (ship explosion) or accidentally decline a career mission. This locks the agent and stops progress. Newbros don’t know they need to fly 15 jumps to another agent or file a ticket.
Solution: Allow re-accepting the mission with a fresh mission item granted, OR provide a “Buy mission item” option at the agent’s station market.
Problem: When accepting a Contract or delivering to a Project, if I have a stack of 1001 Tritanium but need 1000, the UI rejects it. I have to manually Shift-drag to split the stack.
Solution: Please allow the UI to automatically take the required amount from a larger stack, leaving the remainder in the Hangar (similar to how Industry jobs work).
Suggestion: Batch Split / Multi-Split option for Stacks
Problem:
Currently, distributing consumables (ammo, drones, skillbooks) to corp members or preparing multiple contracts is extremely tedious.
If I have a stack of 50,000 Ammo and I need to create 50 stacks of 1,000 to hand out to rookies, I have to manually Shift+Drag and type the number 50 times. This is a massive amount of unnecessary clicks and is RSI-inducing for logistics pilots, recruiters and fc
Solution:
Please add a right-click context menu option on an item stack called “Batch Split”.
A dialog should appear allowing us to:
“Split into stacks of [Y] size” (e.g., create as many stacks of 1,000 as possible from the source pile).
OR
“Split into [N] equal stacks” (e.g., divide the pile into 10 equal stacks).
Suggestion: Implement an “Avoid Lawless/Insurgency Systems” toggle in Autopilot settings, enabled by default for new players.
Keywords: autopilot, navigation, insurgency, new player experience (NPE), safety
Note: The system Bei recently became lawless due to Pirate Insurgencies. The autopilot currently routes new players completing the SOE Epic Arc through this system, leading to potential frustration. While a warning appears when entering lawless space, newbros are often unaware of how to use the “Avoidance List”. If they ignore the warning and lose their ship, the resulting frustration might cause them to quit the game permanently. Adding a dedicated safety toggle would protect new pilots from high-risk content they aren’t yet prepared for.
Why the current warning is insufficient: New players are often overwhelmed by the sheer amount of UI windows and notifications. This leads to “click-fatigue,” where they dismiss warnings without fully grasping the consequences of entering a lawless system. A dedicated autopilot setting ensures safety is the default state, preventing accidental losses before a player has even learned what an “Insurgency” or an “Avoidance List” is.
Suggestion: Add “what links here” new tab info window
Keywords: ui, info, UX
Note: Useful for new people when learning about Eve
I just heard of an idea that would incredibly help especially new players in Eve: addition of a new tab to info window, named “Linked”.
Common thing where this is a problem is in “planet - about” window, it has no links back to system that the planet is in. However a wider implementation of this “link back” system would be even more appreciated, as commonly “linked to/by/from” would be an impressive QoL update. It does not matter that the fact that this would have to be implemented in stages to - not break legacy code - and - it might need time to find all places where something is linked in. (unless if you already have this detail that where everything is linked in, giving us this information would immensly improve Eve QoL)
Thanks o7
pics: suggestion where in planet info there is no “location” system link to, and a pic of suggestion “what links here” that would be awesome if added to the game
Suggestion: Functionality to connect structures to be able to share certain materials across an Industrial Park
Keywords: industry, structures, manufacturing
Note: QoL of life improvement for Industry manufacturers to avoid constantly shipping materials (especially minerals) between specialized structures.
A common setup in game is to construct an “Industrial Park” with specialized structures (Raitaru, Azbel, Sotiyo) for specific manufacturing types (Small/Medium/Large ships, Structures and Ammo, Drones and Fighters, Equipment, etc). At least as smaller manufacturer, I don’t keep excessive amounts of minerals in stock to have reliable quantities in each structure for T1 manufacturing and end up endlessly shipping these between stations. Similar also with T2 ship components, but not as much.
Suggestion to include some sort of specialized materials container that could be connected to something like a “space elevator/conveyor belt” that would connect structures within 1500km or so so that all connected structures could access the same materials container. These containers could be limited to certain types of materials (minerals, Advanced Components, etc) with higher levels being more expensive to build.
Suggestion: Add blinking effect to Planetary Industry Icon when a planet needs something done
Keywords: UI, Neocom
Add the same blinking effect to Planetary Industry as the Wallet and Opportunities icon has, for instance when a factory planet is empty, or when extraction has stopped, or launchpad/storage is full.