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Ship Module Navigation Request For Sanity
http://galaxylegion.com/forum/viewtopic.php?f=6&t=24544
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Author:  Major Kirrahe [ Sun May 06, 2012 6:27 pm ]
Post subject:  Ship Module Navigation Request For Sanity

(You know when you want to uninstall a weapon that takes away energy capacity? or when you sell something.... or install or want to reinstall things someone deactivates? Guess what? It takes you tot he first page each and every time... creating a risk for you to dronefully go through confirmation screens "Are you sure?" which I'd love to see be optional in settings however unlikely... the real cake here is having to drone through page after page and be careful not to accidentally uninstall/sell something despite the confirmation screen.... you know "Terms of use" on Itunes? Seriously? Who reads that right away and each and every time they change it???!?!!!)

I'd like to see these annoying arrow things? < > either changed to pages or w/e and them NOT reset to the first page each and every single time you uninstall, repair or sell an item. It's annoying. It's unnecessary. I honestly can not say that I see the point in something being so utterly annoying.


So honestly it's annoying, good news though that if anyone agrees with me here to any extent or makes progress on my annoyance; then perhaps we'll get somewhere!

/end-rant-of-frustration-with-redundant-monotonous-tasks.

Author:  f3ar3dlegend [ Sun May 06, 2012 6:44 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

+1... Even though I have only about 16 devices, going through each of them to find something is a pain. It's 4 pages of stuff, and at higher levels, with lots of modules installed, it must be a massive effort just to find one module...

Author:  Darth Flagitious [ Sun May 06, 2012 6:51 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

We've been #$&*@ and complaining about this for a year and a half. Same with right-justifying the research branches. There's 3 possibilities why these haven't been "fixed" yet. Dan CAN'T do it for some coding reason, Dan WON'T because it's how he wants it or Dan DON'T CARE that it would make the game more user friendly.

Author:  Toastar [ Sun May 06, 2012 6:55 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

It'd be nice if we could have set configurations for the ship that we could easily switch between. Have three buttons that can each memorize your current ship configuration. Then, if you push the button, your modules are adjusted to match. Something like:

Configuration 1 [Activate] [Update]
Configuration 2 [Activate] [Update]
Configuration 3 [Activate] [Update]

Hitting 'Activate' switches you to that setup, hitting 'Update' sets your current ship build as the memorized lock.

If you could label each configuration, even better.

Author:  f3ar3dlegend [ Sun May 06, 2012 7:58 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

Toastar wrote:
It'd be nice if we could have set configurations for the ship that we could easily switch between. Have three buttons that can each memorize your current ship configuration. Then, if you push the button, your modules are adjusted to match. Something like:

Configuration 1 [Activate] [Update]
Configuration 2 [Activate] [Update]
Configuration 3 [Activate] [Update]

Hitting 'Activate' switches you to that setup, hitting 'Update' sets your current ship build as the memorized lock.

If you could label each configuration, even better.


+1 That's actually useful.

However, Dan would need a more dedicated server because this would be a massive load on them. To have your ship basically hold three different sets of modules all at once, and only use one of them at a time, when selected. Also, there would be three "ships" basically for each person (unless a person only uses two configurations or whatever).

Another way to do it though would be it an "open" configuration. By this, I mean how some programs, like video editing software, don't save the actual movie until the end. If your put together a movie, it only saves the configuration, but not the actual video in there, because the video is in your computer.

This could be the same for the ships. It could save the names (or codes) of the modules installed, and then when you open it back up, it would use those modules. Idk how to explain it better

Author:  Sereomontis [ Sun May 06, 2012 8:11 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

Darth Flagitious wrote:
We've been #$&*@ and complaining about this for a year and a half. Same with right-justifying the research branches. There's 3 possibilities why these haven't been "fixed" yet. Dan CAN'T do it for some coding reason, Dan WON'T because it's how he wants it or Dan DON'T CARE that it would make the game more user friendly.

Maybe he simply doesnt know how to code it?

Author:  Darth Flagitious [ Sun May 06, 2012 8:12 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

Sereomontis wrote:
Darth Flagitious wrote:
We've been #$&*@ and complaining about this for a year and a half. Same with right-justifying the research branches. There's 3 possibilities why these haven't been "fixed" yet. Dan CAN'T do it for some coding reason, Dan WON'T because it's how he wants it or Dan DON'T CARE that it would make the game more user friendly.

Maybe he simply doesnt know how to code it?


That would fall into the highlighted category... :roll:

Author:  strm avenger [ Sun May 06, 2012 8:15 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

The right justify he certainly CAN do.

The fix for the other one is also feasible. Make it save the page, then snap back to it if it's an automatic function, which might be caused by the refreshing of the stats. It seems more likely with my rather limited coding experience that there is a piece of coding telling it to do that which would need to be deleted.

The fix for artifacts may be slightly harder though.

Author:  Sparky [ Sun May 06, 2012 8:17 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

Sereomontis wrote:
Darth Flagitious wrote:
We've been #$&*@ and complaining about this for a year and a half. Same with right-justifying the research branches. There's 3 possibilities why these haven't been "fixed" yet. Dan CAN'T do it for some coding reason, Dan WON'T because it's how he wants it or Dan DON'T CARE that it would make the game more user friendly.

Maybe he simply doesnt know how to code it?


That maybe true, we dunno how good he is at coding everything (maybe somebody else does it all for him :roll: )

Author:  KoBoar [ Mon May 07, 2012 9:47 am ]
Post subject:  Re: Ship Module Navigation Request For Sanity

what if you were able to uninstall more than one item at a time. you could click a box for each mod you want uninstalled, then when you have made your choices click uninstall. You could do the same for installing. This way if your storage is big enough you could have different configurations for your ship in and out with just a few clicks. This would also cut down on clicking errors. this would seem to be an easy fix

Author:  Sereomontis [ Mon May 07, 2012 9:05 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

KoBoar wrote:
what if you were able to uninstall more than one item at a time. you could click a box for each mod you want uninstalled, then when you have made your choices click uninstall. You could do the same for installing. This way if your storage is big enough you could have different configurations for your ship in and out with just a few clicks. This would also cut down on clicking errors. this would seem to be an easy fix

your right, it is an easy fix, but come to think of it, having to do this back and forth thing is very boring, and some people dont even bother to do it every time, which slows down ranking, which Dan is happy about. thats probly why he hasnt fixed it yet. like someone said earlier, people have been asking for a fix basically since the game was made.

Author:  bradley1238 [ Mon May 07, 2012 9:12 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

just saying this but stuff like this shound go ahead i some of us pay money to this game and little things like that would not cost alot to do so why not do it

Author:  Thon-Ni-Maa [ Tue May 08, 2012 1:58 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

Slowing leveling by at most 30 seconds doesn't really seem that much against the frustration of long-term players who either CCplay or make the game more attractive to those who CC-play. I feel that a quick way to shift between level-up config, combat config, and scan-config should be doable and should be instituted. I also feel that the constant resetting of module tabs (I have at least 40 in every category) is a giant pain. I think there should be a repair all modules button under the Repair Ship button. I think the NPC tab should be able to be set to show the most recent NPC at the top instead of the bottom. I think the active research should be always visible. I think the Base contribution energy limit should be 3000, not 2000.

Author:  Major Kirrahe [ Fri May 11, 2012 1:06 pm ]
Post subject:  Re: Ship Module Navigation Request For Sanity

I like the idea presented here about ship configurations in addition to making sure the page doesn't flip back to page 1 after a module action :) Would love to have this fixed.... seriously.

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