Little things / Small QoL suggestions

Suggestion: PI Colours and go to button/icon

Keywords: PI, Colouring, Zoom

Can we please have the option to change the colours in PI, it would help seeing the links in between the structures. Black and dark blue would be much better colour than green which blends in too much with the background.

Also a go to button/icon on the screen in PI would be help you find your structures which are sometimes hard to find. It also might help if you change the size of the objects to find them more easily.

Suggestion: Keybind for Compress and Stack

Keywords: compression, inventory, mining, huffing
Note: Help out your players with ocd, high preference for organization, and/or space janitors who want to keep things tidy

The new keybind for Compresss is FANTASTIC!!

Unfortunately, it leaves a whole lot of stacks of items in the hold. The manual solution is to press the keybind, then mouse to the inventory and click to stack all.

It would be incredibly to compess then stack with the one keystroke.

Thank you.

Suggestion: Dropdown menu to apply skill/ship bonuses to equipment in the information window

Keywords: ui, information window, stat bonuses
Note: Useful to quickly assess stats on equipment after factoring skill/ship bonuses

You can see the effect of bonuses to equipment if you click the information button from the fitting or simulation windows, but this is clunky to access if you want to see these effects. It would be nice to have a quicker way to to see the effects if you’re opening the information window from e.g. inventory or market, so my suggestion is to add a dropdown menu that lets you select between base stats and stats with these bonuses applied.

Example:

Suggestion: Let Multifit Use Multiple Containers

Keywords: fitting, multifit, containers, inventory, QoL

Note: Multifit should be able to pull required items from multiple selected containers, or from all accessible containers in the current station/structure.

This would avoid having to move all modules, ammo, rigs, drones, and hulls into one place before fitting multiple ships.

Suggestion: Ability to limit per purchase/sell/order ISK amounts

Keywords: ui, market, contracts

When I’m setting up market orders and I accidently fat finger couple of zeroes to T1 ammo and instantly pay 7billion in non-refundable fees, it would be nice to have a “child-lock” of sorts like the Ansi cost that would prevent me from accidently doing something unwanted.

Suggestion: Ability to pin War Targets to top of local

Keywords: ui, chat, settings, faction warfare
Note: Useful for better visibility in more crowded systems

I would like the ability to pin war targets to the top of the local user list as a QOL change. in crowded systems, you can’t always see the entire local list, even in compact view, adding an option to pinning them to top gives you the information that is most relevant.

1 Like

Suggestion: Sync more Data from our Accounts by default

Keywords: chats, ui, fittings, sync
Note: spare us the hassle of manually having to copy-paste the folder all that stuff is stored in

I couldn’t believe in a modern MMO like this, these really important (for social interaction - chats, fittings etc.) don’t get synced by default when trying to figuring out why on a new PC all of my player-channels were suddenly gone - as were fittings etc. If I missed something like personal bookmarks in space and they aren’t synced either, consider them and any of the other useful things as part of it, too. Thanks for your consideration of these and fly however way you like…

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Suggestion: Hovering over the Filtered drop down in the Dscan window should tell me which Active Overview Filter filters the results.
Keywords: UI, dscan, directional scanner, overview, overview filters, filters
Note: Especially with multiple Overview windows, it is unclear at a glance which window is being used to filter Dscan results.

Suggestion: More effective & New SkinR skills

Keywords: skinr, skills
Note: Changes to make SkinR more useful with incremental changes. Aims to get design cost/time to Winter Nexus sale levels.


I’d like to see bigger changes, making skins be massively cheaper, based in part on ship hull cost or temporary consumables with durations. Until then maybe some smaller changes to the existing skills could be quick wins. Aims to be similar to how it was during the Winter Nexus sale, then people can make skins throughout the year and during future sales the sale amount could be less (20% maybe) so its nice but doesn’t feel you should only make skins during sales.


Time to produce skin skills

The reductions per level are odd 1,3,6,10,15%. Maybe just make it 5% per level. You offered 90% reduction during sale at Winter Nexus, so obviously ok with it being much faster.

Basic Induction, Induction Efficiency, Advanced Induction Efficiency, Peak Induction Efficiency

I had (2,0,0,0) in the above and upgrading to (4,4,4,3) and my times were
Tier 2 design: 11h → 4.5h
Tier 8 design: 3d 1h → 2d
Tier 11 design: 6d 2h → 4d
Tier 13 design: 9d 2h → 6d, Feels high when there was huge reduction during Nexus.


Number of saved designs skills

Studio Management: +5 designs per level, is fine
Advanced Studio Management: The amount per level is odd, +10 at 1, +10 at 2, +20 at 3, +25 at 4 and +30 at 5. Just make it +20 per level to keep it roughly the same.

Maybe add another level of skill:
Peak Studio Management: +200 per level (yes that would be a lot but I’d like to create dozens of variations per ship if I could).


Batch Skills

These are the weirdest set of skills, making a few copies of a design is nice, but the cost of designs is too high to do many. Also the description could really use adding the word ‘copies’ into it to making the meaning much clearer that its letting you make more copies of the same Skin.

Batch Sequencing: Again what is with the odd numbers, just make it +5 per level
Mass Sequencing: The first skill increased number ‘to’ an amount, this one increases ‘by’ an amount, is weird for players to read, just make it +10 per level
Industrial Sequencing: Did you really think players would be starting 750,000 Plex worth of jobs at one time and that a sizable percentage of the player base would buy copies of that particular design! Maybe make it reduce the cost of copies in a batch job. "10% reduction per skill level to the total sequencing cost in multi-unit SKINR job."


Parallel jobs skills:

Kinda of ok, first skill point is just +1 so that end result is even numbers, which seems unnecessary, surely just making it +2 per level and having the amount of jobs you can run be an odd number is fine?

Parallel Sequencing: +1 for first level, +2 jobs for the other levels
Multi-thread Sequencing: +2 jobs per level


Cost of sales skills:

Surprisingly these seem broadly ok, if the base costs weren’t crazy to begin with. Starts at 20% easy to reduce to 9%, and can go as low as 5% with max skills.

Paragon Relations: Fee reduced by 1%
Paragon Partnerships: Fee reduced by 1%
Executive Paragon Partnership: Fee reduced by 1%


Number of skins for sale skills:

These seems fine, though I find it odd you put in batch skills to promote making 1000s of skins in a week, but then expected the same player to only list 1% of them at a time.
Hub Promotion: +1 listing per level
Hub Algorithm Optimization: +5 listing per level


NEW SKILLS:

Sequencing Job Cost Reduction skills:

You reduced cost 50% during Winter Nexus so you are already ok with lower cost. You want new players to come into the game, they will expect reasonable personalisation, the cost now is just too high for the usage you must want. Reduce it a lot. Each skill below would require level 4 in previous to unlock, like the other sequencing skills.

Sequencing Saver: 5% sequencing cost reduction per level
Sequencing Super Saver: 5% sequencing cost reduction per level
Sequencing Producer: 5% sequencing cost reduction per level
Sequencing Super Producer: 5% sequencing cost reduction per level
These would be quick to skill up to 4,4,4,3 and give 59% cost reduction and if maxed would give 68% cost reduction. I think even with that the cost would be high, but at least a step in right direction, would be quick win and broadly similar to the sale price from Nexus and we can stop feeling like we should wait until next similar sale to produce more skins.


Suggestion: let us use our usual navigation and module shortkeys while the locations window is in focus.

Keywords: shortkeys, locations window, navigation, warp

Note: The locations window for some reason assumes we’re trying to match the name of a bookmark when we type, or something like that. I never try that. What I do try is to warp to bookmarks and immediately cloak my ship, or try to press my warp shortkey and click a destination like in my overview which is impossible in the locations window as it frustratingly disables shortkeys.

for FC to process that correctly, you may have to individualize each one in its own post..

Suggestion: Ability to stack BPCs and even BPOs if possible of the same research stats (Material and Time Stats) to not take up so much space/slots in Inventory

Keywords: ui, research, bpcs, bpos, inventory, scrolling, tagging
Note: Nice to have more slots and overview over our assets

So, it would be wonderful to have this possibility to stack BPCs or even BPOs of the same Research Levels (Material and Time Research-wise) and Runs to not take up as many slots as they do currently - it would also allow contracts to be less bulky in terms of scrolling insanely long lists of BPCs often when looking at them.
Also: this would help reduce the number of slots used in a hangar, container etc.
I’ve seen @fantomchaser suggesting a special container structure for them already to order them more easily, but stacking them inside these tabs or even making them tag-able with own tags would probably help a lot for that matter. Also, more realistic, since why would BPCs not be stack-able in any Universe? :face_with_raised_eyebrow: :man_shrugging:t2: :thinking:
Something similar is being used in the Contacts-List already, where we can create own tags for people and add them to it, btw. So, maybe there’s a way to port this to Industry-Items?

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Being able to fit from containers in your personal (not corporate) hangar. Otherwise it can be a hassle searching through multiple containers to see if you have the modules, rigs and ammunition for your fit.

It’s possible to make filters which will accomplish this result, however FC’s Indexing for items is HORRENDOUS so it can be tedious and time consuming figuring out which category an item belongs to when developing those filters. I agree that an inventory pin system would be extremely helpful as well as there are a number of items such as ammunition, mobile tractor unit and boosters that I almost always want listed at the top of my inventory.

  1. Buy a station container
  2. Label it Ammo
  3. Put the ammo in it
  4. Profit.

It appears that you did not read the post that I responded to as your reply has zero discernible connection to mine.

Station Filters

Station Containers

The post I was responding to was about enabling the ability to pin and maybe even lock items in an inventory window, such as a ships cargo hold.

If you have two full sets of probes, one set in the launcher (or launched) and one set in your cargo hold, your probes will under these specific conditions automatically reload. They will not automatically reload if you are flying with one full set of probes.

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Search for Shuttle in your ship tree.

I get the feeling that FC’s metrics often indicate to them that these features/apps are under used and therefor not worth updating. However it’s possible that there usage is biased by there lack of functional utility. If the calculator and the calendar etc. actually functioned well and were say integrated into relevant features, they might see substantially more usage.

You can assign colours to them now, if that helps.