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UI Feedback: Materials Inventory (Crafting)

STAR WARS: The Old Republic > English > Public Test Server
UI Feedback: Materials Inventory (Crafting)
First BioWare Post First BioWare Post

TrixxieTriss's Avatar


TrixxieTriss
09.27.2019 , 08:19 PM | #11
UI visual design is not inline with current UI.

Please make all the UI match the old style of windows or make the old style match the new UI windows.

At the moment they are so different, it feels extremely unprofessional and amateurish like I’m running multiple third party addons, like you would in games like World or Warcraft.

I know you guys are better than this. Please don’t release it live or you will get bad feed back from players and I dare say from industry reviewers in the gaming media. You don’t want it to become a meme like Anthem’s disjointed systems.

Sambril's Avatar


Sambril
09.29.2019 , 05:15 PM | #12
The concept is great, a separate storage for materials ha sthe potential to free up a lot of inventory and bank slots.

However the execution is extremely poor. We need to be able to self organize this stuff - a giant list of all items broken down by skill is not very helpful.

Also please fix the styling of this and the other new windows to match the existing UI while this is still on PTS so that we give appropriate feedback on appearance with any associated issues.
The Starlight Legacy

"Troopers do it in heavy armor" RaF: http://www.swtor.com/r/YBLLhw

Hawkebatt's Avatar


Hawkebatt
09.29.2019 , 07:18 PM | #13
New materials window was not too hard to deal with or learn how to use.

Don't link that it acts like a vendor as I want grab and drop the whole stack when I want it in my inventory

I do not like how it is in a list format but understand that it cant be in a grid format without limiting the space.
I would rather have unlimited storage than limited.

It needs to be sortable in several different ways.
1. High to low low to high
2. Rank 1 to rank 11, rank 11 to rank 1
By current skill. Seeing biochem if you are a biochem or artifice if you are artifice.
I am not so worried about seeing what I might be low on if I can sort by high to low or low to high.

Having tabs stay closed or open until opened or closed again. This would be really nice or have the different types of materials always closed as it would be faster to find what I then want by targeting only the one tab.

Once this blends into the current UI I think it will do well, but as it looks now it looks grade school level and not professionally done.

Window looks much better.

Do you understand how to access the Materials Inventory? YES
Do you understand how to put items in, and to withdraw them? YES
Do you understand what can or cannot be placed into the Material Inventory? YES
Is the way items are displayed in the Material Inventory clear? YES

Thank you for the search window will help with finding a certain material.

Can we get a sort by crafting rank?
Can we get a sort by craft IE biochem, armortech, Armstech so only those materials of that type of crafter needs is shown???
Emotion, yet Peace. Ignorance, yet Knowledge. Passion, yet Serenity.

Chaos, Yet Harmony. Death, yet the Force. Contemplation, yet Duty.

Banthabreeder's Avatar


Banthabreeder
10.02.2019 , 02:44 PM | #14
PHASE 3 STARTS HERE

Again, still cannot put Lustrous Green, Red or Blue Crystals into the Materials Inventory. This bug has existed since the first day of PTS testing. It's October 2. 20 days till launch guys.
“Don’t call me a mindless philosopher, you overweight glob of grease.”

JediBoadicea's Avatar


JediBoadicea
10.07.2019 , 11:08 PM | #15
It took me a while to get to this, but here we go.

Quote: Originally Posted by EricMusco View Post
Do you understand how to access the Materials Inventory?
Yes. It took a little bit of poking to figure it out, but it wasn't terribly hard. If you want to eliminate any confusion, a single tutorial pop-up should cover it.

Quote: Originally Posted by EricMusco View Post
Do you understand how to put items in, and to withdraw them?
Yes. This also took a little bit of poking to figure out, but wasn't too hard.

Quote: Originally Posted by EricMusco View Post
Do you understand what can or cannot be placed into the Material Inventory?
This one is a little less clear, not helped by some buggy behavior. If putting a tag/tooltip on each item is too complicated (that does seem like a big task), I'd suggest adding a single line in a tutorial pop-up or in the interface itself that lists what qualifies as a crafting material. Basic mats seem obvious, but I can see people wondering: do white screw skill items count, does jawa scrap count, do conquest mats count?

But to be honest, if you've got limited time for tweaks, I wouldn't worry about this one, because worst case scenario a player just right clicks and goes, "Welp, guess that doesn't go in, okay." You've definitely got bigger fish to fry.

Quote: Originally Posted by EricMusco View Post
Is the way items are displayed in the Material Inventory clear?
Clear, but far from ideal. This is where the most refinement needs to happen.
  • All categories should default to collapsed whenever you open the inventory. Having to close categories or scroll through hundreds of mats to find the category you're looking for is tedious and unnecessary.
  • Sorting options are absolutely pivotal. Even if this was still broken down by category that would be all right. We need to be able to sort, ascending or descending, on the following parameters minimum:
    • Grade of the mats (1-11)
    • Name (which is the current default)
    • Amount of mats
  • The materials grade needs to be clearly noted to be seen at a glance in the list.
  • A color outline to indicate mat rarity needs to be visible in the base list.
  • The ability to easily move a full stack of items needs to be insured, in whatever form that takes after the dust has settled.

I agree with others that a grid would be preferable, because many of us really enjoy playing inventory Tetris. But I will take infinite storage over a grid if that's the trade off, so long as we have the ability to auto-sort upon the multiple parameters already mentioned.

A_Spooky_Horse's Avatar


A_Spooky_Horse
10.22.2019 , 05:21 PM | #16
Whenever I add or remove something from the materials inventory, it seems to expand all the categories and scroll back to the top, which is really annoying

It's also not clear that the materials inventory is accessible legacy-wide, but other than that I was able to figure it out pretty easily

Silicon_Dragon's Avatar


Silicon_Dragon
10.23.2019 , 05:11 PM | #17
Quote: Originally Posted by EricMusco View Post
Do you understand how to access the Materials Inventory?
It was not intuitive finding the new panels--the side-tabs aren't very prominent--but once found, they're awesome and very easy to use.

Quote: Originally Posted by EricMusco View Post
Do you understand how to put items in, and to withdraw them?
Adding the shift-right-click functionality was very straightforward and VERY welcome. Likewise, the diamond icon at the top-left of the Inventory dialog was both obvious to see and use, and the right-click settings change is nice and simple. A possible tweak could be checkboxes for each quality, but probably not that helpful. I especially like how items automatically go into it when clicking the Accept button, only I wish you guys would give us a setting so we don't have to click that Accept button at all!

1 improvement I'd make would be to add the Inventory dialog's diamond icon to Cargo Hold and Legacy Stronghold Storage. I think I got RSI from all the friggin' clicking to move EVERY SINGLE item, 1 at a time, from all FOUR pages of my stronghold storage into 1 toon's pack and then use the pack's diamond button to move them into the new storage. Really, you guys made this diamond icon and it's _really_ useful, now just put it everywhere that's appropriate instead of just 1 window.

Quote: Originally Posted by EricMusco View Post
Do you understand what can or cannot be placed into the Material Inventory?
I have NO idea what can/can't be put into the new inventory, but I assume it's only crafting mats. However, it's easy to find out by experimentation.

Quote: Originally Posted by EricMusco View Post
Is the way items are displayed in the Material Inventory clear?
The display method is clear, just not very functional. Let us toggle between List and Grid views, for starters. The Filter textbox is very helpful, but it can't take the place of a browse feature, e.g. grid view; instead, they'd complement each other.


I'd like to see a similar storage tab for all bind-to-legacy drops, e.g. Jawa Junk. This is especially important now that I'm getting so many of those drops from failed crafting missions.

Void_Singer's Avatar


Void_Singer
11.02.2019 , 10:46 AM | #18
Quote: Originally Posted by EricMusco View Post
  • Do you understand how to access the Materials Inventory?
  • Do you understand how to put items in, and to withdraw them?
  • Do you understand what can or cannot be placed into the Material Inventory?
  • Is the way items are displayed in the Material Inventory clear?
Those are just some examples, share any thoughts you have!
  • Yes
  • I thought I did... see Below...
  • Mostly
  • No, Absolutely NOT... see Below

In addition to the standard right clicking or dragging, to move materials between an open inventy/materials window There also seems to be a Filter at the top of the charactery inventory panel...

Expected Behavior:
I Right click the filter, chose a Quality (which should include "none", and a grade selector also with "none"), and any material that would automatically go in my inventory matching those settings, instead goes into materials inventory

Actual Behavior:
Setting only affects what material go from inventory to materials storage when left clicking the filter.

many people on the forums understood the above expected behavior to be the intention, and even mistakenly claimed that's how it works

second problem
grouping in the Materials storage is woefully lacking. First things first, Alphabetical sorting is essentially useless for organization. secondly, entirely too many items are dumped into "Miscellaneous"

Expectation:
  • Materials within a category are sorted by GRADE, then TYPE (eg Metals, compounds, etc) then QUALITY (eg premium, etc), in DESCENDING ORDER, by DEFAULT
  • There needs to be a category for each craft skill, (and 1 "common") to hold crafted assembly components, so they aren't clogging up "Misc"
  • Vendor Additive Materials (eg Protonic Flux) War supplies, PreFab Components, Augment Slot commpnets need to go in the previously mentioned "Common" group
  • Materials that are also Currency (Universal Prefabs, Invasion Forces, Flagship Plans, etc ) do NOT belong in materials storage
  • Categories should default to closed, not open (see additional bug)
  • Filters should be a checklist for Grade, or a search for name

BUG: currently any change to a count inside the Materials storage resets the entire storage UI, opening every closed category, and resetting the view to the top.... if this can't be stopped at least make the default view collapsed (as it should be anyway)

BUG: Crafting Window does not update counts in a timely fashion (if at all) for materials in Material Storage... Seems to work better (but not perfectly) for items in legacy bank or inventory
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Silicon_Dragon's Avatar


Silicon_Dragon
11.02.2019 , 05:11 PM | #19
Quote: Originally Posted by Void_Singer View Post
Expected Behavior:
I Right click the filter, chose a Quality (which should include "none", and a grade selector also with "none"), and any material that would automatically go in my inventory matching those settings, instead goes into materials inventory

Actual Behavior:
Setting only affects what material go from inventory to materials storage when left clicking the filter.
Ditto with clarifications:
1. Mats received from clicking the Accept on the companion mission results window adhere to the new filter quality setting; the mats (less than or equal to your setting) go straight into legacy Materials storage. However, canceling a companion mission returns mats to the character inventory, not the legacy Materials storage.
2. When tasking a companion on crafting an item, mats come out of the legacy Materials storage ok, but the UI doesn't accurately reflect the mats remaining; it's always 1 click behind. Clicking again on the schematic will update the remaining Materials quantity, however. This is a major PITA because it screws up planning mats for complex crafting sessions. (E.g. I often task 8 companions on each of 19 toons at a time, wash, rinse, repeat.)

Silicon_Dragon's Avatar


Silicon_Dragon
11.02.2019 , 05:25 PM | #20
I have an initial post from a few days ago, but I'd like to add a bit more based on extensive crafting throughout the week...

The new Materials window needs serious enhancements as many have already mentioned. (I even posted in the Suggestions forum.) I'll only mention here that there needs to be additional data available in the Materials window:
1. Put the mats in grid view, not list view that's 300 miles long.
2. Data columns we can toggle on/off
3. Data columns should be sortable, both ascending (the default) & descending by just clicking on the column heading. This is ubiquitous on the Internet just about anywhere a table of data is displayed.
4. Retain UI changes so they're restored when we open the window again. (You already do it with screen location, and some screens retain setting already, e.g. the GTN window although there are bugs there like the right-most column always resetting between Search/Sell window changes.)
5. We need multiple ways to organize mats: by type, by quality, by grade, etc.
6. The Filter textbox should have a Type filter to the left of it, defaulting to All. This would provide easy category filtering instead of being forced to see everything at once with only Skill collapse/hide options (which don't even persist between window openings).

FWIW, please tweak the Mission Complete dialog. (I have a post in Suggestions for that as well.) Basically, give us control over that window so we don't have to be constantly interrupted by having to click Accept, especially since there IS no alternative...there's no Cancel/Later/GoAway option and simply closing the dialog throws it back into the queue which continues to allow mission rewards to flow into inventory. (That tiny "more" feature in the top-right of the screen helps a tiny bit, but let us manage the items in that list.) Furthermore, give us some legacy UI settings that control the dialog's behavior like Auto Accept all, Only Apply To Companion Missions, and Only Apply To Crew Skill Missions.