Little things / Small QoL suggestions

I’ve always thought that they should skill gate this specific type of quality of life stuff. If you’re committed to reprocessing, industry, research, contracts, salvaging, PI, or some other activity there ought to be a skill that improves the UI and removes the more tedious and repetitive tasks.

I think that that little addition adds some flavour. Casual users won’t bother with it and careerists will appreciate the benefitsand market efficiencies it provides them.

Suggestion: Stop cropping our character portraits

Keywords: character, portrait, character window, UI

Note: We get square portrait windows to be creative in, why butcher the end result by only displaying the middle part of our portraits? This was a recent bug (or recent intentional change?) but haven’t seen FC fix it or at least acknowledge that they are aware they cut part of our portraits away while displaying the portraits in the character window.

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Suggestion: Do not reset the AIR Monthly Track if it has not been completed

Keywords: AIR, Monthly track, dailies, engagement, Sisyphus

Note: The monthly track currently does not boost engagement for anyone who does not reach 12 days a month, as their progress is reset every month. Not resetting uncompleted tracks means people who play any less still can still be engaged by the monthly track and can be rewarded for doing multiple dailies. There still remains a strong incentive to complete those 12 days if you can, as you lose a full month of rewards next month if you don’t complete it, so I see no negatives to this change.

Last month I had some extra time and did daily exploration for a bunch of days and nearly completed the track for the second time since it’s inception. Then my second kid was born, I lost the last day and like Sisyphus I see my ‘daily chores’ progress reset and be worthless.

The monthly track is currently irrelevant to me and not boosting my engagement, but it could do so with this small change.

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Kind of an odd one. Can the deluge and other ships with an infrastructure hold get access to freight containers? I’m not looking to haul freight, but rather, I want to organize my hold of PI goods more easily.

I typically have my hold full of PI goods, and then I break the stacks of PI goods before my run to replenish planets on a per planet basis. In other words, I break the PI into three rows within the infracstructure hold where each row is a planet’s worth of goods.

Currenlty if I separate the PI goods in station they will restack when I enter space.

Cargo container acess would let me organize more easily. I could have three 10k m3 containes each represneting a planet. It would cut down on unecessary time.

Ramblings of a mad man. Thanks

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Ah ok, will fix my post

Suggestion: SkinR skill tweaks (1 of 4) : Quicker sequencing
Keywords: skinr, skills, time
Note: Make ‘Time to produce skin’ skills more similar to Nexus Sale as base.

The reductions per level are odd 1,3,6,10,15%. Maybe just make it 5% per level. Maxed out this would give 68% total reduction (up from 48% at the moment). You offered 90% reduction during sale at Winter Nexus, so obviously ok with it being much faster. And up to 68% standard still leaves room for discounts during future Nexus sales.

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

Suggestion: SkinR skill tweaks (2 of 4) : More Saved Designs
Keywords: skinr, skills, designs
Note: More Saved Designs

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).

Suggestion: SkinR skill tweaks (3 of 4) : Make Batch Skills make sense :smiley:
Keywords: skinr, skills, batches
Note: Change Industrial Sequencing to reduce cost of batch jobs

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: Has 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!
Change Industrial Sequencing to 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.” Would naturally encourage players making skins for themselves to make 1-2 extra and sell in store.

Suggestion: SkinR skill tweaks (4 of 4): New Sequencing Cost Reduction skills
Keywords: skinr, skills, cost
Note: New Sequencing Cost Reduction skills

All other aspects of SkinR has skills except this and its the biggest roadblock to more widespread use of the system. 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 maybe along with change Industrial Sequencing to reduce batch build costs, it could work, and would at least a step in right direction. Would be quick win and in the ball park of the sale price from Nexus and we can stop feeling like we should wait until next similar sale to produce more skins.

Suggestion: SkinR costs related to hull cost
Keywords: skinr, skills, cost
Note: Make skinR sequence costs be related to the hull cost.

Feels strange to have a ship skin be 100 times the cost of the ship! Might be too big a request, the skill tweaks are easier, but would be nice.

Suggestion; openup the items and ship hangar to other people/ alts

Keyword: ACL hangar

Logging in and out to contract items and ships to alt out of corp is just an unnesesary hassle.

ACL like BM would be an easy sollutions

Suggestion: SKINR design element typo

Keywords: ui,
Note: Fix text on item information / Description

a bunch of ship SKIN elements have a typo nanocating → nanocoating

(one example is Gilded Glory Metallic - Limited)


The digital sequence of this nanocating has been bound, and though it can only be used once no sequence binders are required when it is consumed in the sequencing of a SKIN license.

Keywords: ui, radial menu, locked targets
Note: different radial menu pop up time

Radial menu on locked targets should automatically select target and pop up immediately on clicking on the selected locked unit. It should have a different timer for everywhere else.

Keywords: ui, radial menu, drone window
Note: with very low radial pop up time the radial menu pops up before being able to extend or collapse the lists in the drones window in space. such as drones in space or drones in bay.

give us different radial menu timers for different menus.

Keywords: ui, docked UI and undocked UI state.
Note: whilst being docked we used to have a different UI layer,

Now when I undock my windows that I want to use when I am docked overwrite/underlap/overlap the windows and UI elements that I want to use whilst being undocked. This is a critical problem as it can lead to key information cover up in space on undock so I need to close all windows that I don’t want to see when undocked and need to open them again when I want to see them whilst docked. I don’t know why this has been changed but we had a feature for this where it worked properly before.

Keywords: ui, CURSOR SIZE
Note: on UI upscaling the cursor stays the same size, unscaled.

This has been going on for ever. Please fix it. I use a 6k monitor and can barely even find the cursor any more.

https://www.youtube.com/watch?v=DMgnG7eUmHY

You do know you can change the cursor size right? @Slavegirl_X

By the lack of response im gonna say no. You dont know that you can change the cursor size

Suggestion: when loading a new (to the character) blueprint into the industry window affirmatively set the input and output locations to the station’s item hanger.

When u use a BP it remembers the input and output settings for next use, and this is fine. but when u load a never used BP; the locations stay at the last used locations.

Once you know this its an easy fix, but this trips up new people all the time and results in a call for help in the help channel. Since I am in there 24/7 i see a lot of them (which for me is okay, it gets lonely in there sometimes, lol). But this could be avoided by having the client reset the locations to the item hanger unless the BP being loaded comes with a remembered setting.

In addition (if not already a thing and it does not add tons of entries to the database), could the in/out settings be tied to the station as well as the BP? so when using a bp in a different station it uses the location for that station, if previously set?

Suggestion: Include a hover over popup for Each sub-catagory of input Material requirements in the industry window.

The industry window has a popup with amounts and costs for the total materials needed when u hover over the arrow next to the blueprint.

However, unless I am remembering wrong, it used to also be able to do the same for the individual groups of material types (ie, PI, Reactions, minerals, components, Etc) when u hover over the arrow to the right of each group of materials.

can we bring back that functionality? please.