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The Mittani
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Posted - 2011.04.18 22:57:00 -
[1]
In May, we'll be discussing methods of improving the EVE UI with CCP at the CCP/CSM summit. In this thread, we welcome the community to offer advice and counsel as to particular UI fixes they'd like to see the CSM address.
We want specific and reasonable suggestions to incorporate with our own views, rather than broad-strokes 'this **** sucks, fix it' commentary. Feel free to include links to illustrations of your ideas if you're a photoshop wizard.
The Mittani for CSM6 Sins of a Solar Spymaster
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Lord Zim
Goonswarm Federation
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Posted - 2011.04.18 23:09:00 -
[2]
PI's interface, while improved, still has major annoyances such as a very clunky workflow for import/exporting, in particular the act of figuring out what resources goes where (there's no ability to give storage areas names), and switching between import/export mode could be cleaner. The delay between actions is also hideously annoying.
The POS processes interface could've been massively improved by the simple act of being able to reorganize the different reactors and silos so it makes sense to me (instead of the random order it appears in now).
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Mr DurkaDur
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Posted - 2011.04.18 23:17:00 -
[3]
I personally would like to see a general UI feature where we could adjust text size in all windows such as the overview, wallet, market, stuff like that. Reason for this suggestion is that I have astigmatism.
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MotherMoon
Huang Yinglong
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Posted - 2011.04.19 03:11:00 -
[4]
Planetary UI in the new CQ build need to NOT open a window. eve has so many windows. How awesome would it be if there was 0 immersion broken when you set up your planets from inside your CQ.
you just get to see the PI UI right on the 3d UI screen, and you can spin the planet, and you can zoom in.
Of course you would get a more detailed full screen view as an option.
but this would be the start of something really important to me. real in game 3d UI for walking in stations.
as far as In space UI, I would like my targeting reticule to change color with transversal velocity compared to my ships highest tracking speed.
While I myself understand radians/sec and how to read my guns and stuff. there is a forgotten feature in eve. the tactical overlay.
If a ship is moving too fast to hit, it should be in a read targeting icon. when the ship is within your tracking speed it should be green.
then on the tactical overlay you can see if the target is within your optimal range.
This would increase combat awareness for new players that might not really understand whats going on.
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Calathea Sata
State War Academy
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Posted - 2011.04.19 03:42:00 -
[5]
Edited by: Calathea Sata on 19/04/2011 03:48:13 A stylishly skinned (even if minimal) UI that looks like the CONCORD video
or something like this:
Tron UIs
styles: glow in the dark, hologramy, futuristic, clean and cool functionalities: excellent layouts (hire a graphic designer into the programming team), SNAPPY/INSTANT responses/feedbacks, audio hints for EVERY event e.g. mouseover, clicking different things, dragging etc (Black Prophecy have done a nice job on this, makes UI navigation much more enjoyable)
Or am I mistaken UI improvements =/= UI overhaul
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MotherMoon
Huang Yinglong
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Posted - 2011.04.19 09:09:00 -
[6]
neo neocom
it got pulled with only a 3page thread with most people wanting it to go vertical.
I want to be able to remove things from my neo com. I loved how they could make custom plug in to show skill training, and dev hinted at drone combat app for the neo com.
also the tabs docked with the neo com, it was kinda awesome.
It wasn't prefect, but it was a huge step forward. there has been no REAL clear answer. but a 7 page thread is around now with the majority of post is support of what was pulled. if that's not a sign of badly it was needed I don't know what is.
it feels like feature abandonment, please get on them about it. even just a clear answer would be nice. and not just "oh players didn't like it" a 3 page thread is not the same as a 30 page thread like what happen with moon changes. And they ignored those 30 pages. so why did they pull something that at the very least they could of released as optional testing on TQ where most players could try it out.
also in game polls maybe to get a better idea what the player base thinks that never visit the forums?
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Marconus Orion
S.E.G.W.A.Y.
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Posted - 2011.04.19 09:14:00 -
[7]
Semi UI related...
To mother ****ing hell with shooting a ship and not being able to decide where on the ship I want the pain to be delivered. Right now it is just shoot the ship (specifically does not matter) and watch the grey bars go red. BORING!
It should matter what on it I'm shooting. Excel is not immersive in a spaceship game. Interface should be organic and dynamic. The UI should be customizable, changing as I see fit to suit the situation at the moment. I know we have are so rooted in the right-click-drop-down boxes but that has got to go big time.
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Danghor
Amarr
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Posted - 2011.04.19 10:02:00 -
[8]
I'll quote one of my old proposal, but don't expect me to recreate it on photoshop ! I'll let the CCP people do the work
"Buying stuff in big quantities in the LP store is grueling, you click accept, the window refresh and you lose focus on the item you want to buy again. With the filter they implemented you can manage to display only the item you want to buy so you don't have to scroll each time anymore. That's the only thing that this overcomplicated filter achieves; getting rid of the scrolling. The dumb thing about it is that you still have to click 50 times on accept if you want 50 batch of ammo.
Why the hell can't you make the LP Store like a real store ? You add a quantities column, you add 2 more columns: LP Total and ISK Total for each row. Big total at the bottom and checkout button. 1 simple click to buy everything you need ! Numbers display as red if you can't proceed, displays as green if everything is fine, you need only 2 simple filters: affordable only and show all. You don't need more filters because we will scroll down the list only 1 time to add quantities...
I want a LP store that works like a real simple UI store"
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Valator Uel
Caldari Mercenaries of Andosia Northern Coalition.
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Posted - 2011.04.19 10:50:00 -
[9]
The one and big issue I have with the UI is its windownyness (for lack of a better made-up word). There are just simply too many windows. In fleet battles I zoom out all the way to improve performance, orbit anchor and focus on the windows that cover 75% of my screen. Where are the glorious battles? Where is the majesty of space? Where is the epicness of ships firing lasers, projectiles and missiles at each other? I know where they are! They are behind all these ****ing windows!
In essence that is the major problem with the UI for me. During PVP we need to have a lot of information to perform our best yet all that information is spread out in tons of different windows. The overview, for example, takes up 25% of my (1900x1200) screen on the right just to see the information (distance, ship type, ship speed, pilot name, pilot alliance, tranversal, etc). If I reduce my resolution it takes 40% of screen space. That is simply to get the information of "who/what is around me" and "what are they doing".
The second type of window that takes up another 25% of my space are chat windows. I want to know what is going on in local, so local window is open. I have to have fleet window visible to talk to the rest of the fleet in order to keep coms clear. Sometimes we also need to convey messages to alliance or corp chat, or other chat window whether it's for intell or general chatter. It becomes a mess.
I then have to keep the fleet window open to see broadcasts (esp. when playing as a logi) because the overview lags too much to effectively update broadcasts. This takes up another 5%+.
Finally there is the ship hud, target list and drone list. Those also take up quite some space.
tl:dr There needs to be a way to be able to get all that information without cluttering the spaceship game that is behind these windows. My honest opinion is that CCP work from scratch on a new UI, using a different philosophy when creating the new one. If they keep on working on the same flawed base it'll just end up being the same thing looking differently. "It is impossible to shove rocks under a house build on sand". I don't care if it takes a whole year or two for a team to do it. Sure, people have gotten used to the current UI, just like some get used to driving crappy rusted cars and living in dumps.
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Opertone
Caldari World - of - Empire Cassiopeia.
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Posted - 2011.04.19 11:39:00 -
[10]
if you compare internet explorer to mac safari browser you will see how similar things can be different.
in IE a lot of space is wasted, commands are hard to access, window positioning and resizing becomes are real pain.
in Apple browser a lot less space is wasted, giving clear view of the page, the page can be scaled. The command menu can be access much faster. Bookmarks, history, tabs and favorites are accessed much faster and easier.
in Windows explorer a lot of space is eaten by thick borders, headers, status bar, tool bar, it can range from 15% to 70% of visible space depending on your screen size.
efficient interface results in more productive work and absence of stress. Cluttered windows are number one source of frustration and time waste.
NUMBER one boost of interface, introduce scalable fonts. Menus, context boxes, market, assets, info boxes have far too small letters. Your eyes start hurting on 1900 and above resolution. On HD resolutions and above, they become unreadable.
There should be 3 types of interfaces, changeble on demand - combat interface - minimum data, only combat feeds, clear view and command and status updates.
Management interface which is similar to what we have now. Should be more structured, you manage trade windows, fittings, station commands. With less back ground interference, less bright stars, nebulae dimmed etc, which improve the visual perception of data.
And minimal interface, when you can just do repetitive activities like star traveling, mining and simple object management, example surveying and salvaging.
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Yankunytjatjara
Blue Republic
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Posted - 2011.04.19 12:36:00 -
[11]
Less SPACE EXCEL, more SF CARTOON-STYLE tactical UI!
How? Simply adding a vector that depicts the speed of each ship on the tactical overview (which would become a LOT more tactical!)
A more complete proposal, that takes in account several things such as lag and overview clutter is here: tactical overview option for solo/small gangs: Ship Velocity Vectors
And don't forget the tactical overview option for solo/small gangs: Ship Velocity Vectors |
Kellaen
Blackwater USA Inc. Against ALL Authorities
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Posted - 2011.04.19 17:44:00 -
[12]
One small annoyance, the session change timer for those of us on large resolutions (2560x1600) is incredibly tiny. It would be nice for a larger option available.. |
Kazuo Ishiguro
House of Marbles
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Posted - 2011.04.19 18:03:00 -
[13]
A complete UI API, to allow players to build their own with whatever modifications or plugins they see fit. A major effort, certainly, but the potential benefit is limitless.
Also, self-updating market orders. Nothing insanely fast - maybe just 1 tick every 5-10 minutes would be ok. Trading should revolve around attrition of wallets, not playing time. --- 34.4:1 mineral compression |
Val'Dore
Word Bearers of Chaos Word of Chaos Undivided
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Posted - 2011.04.19 18:06:00 -
[14]
Less 'Windows in Space' and more streamlining.
~No matter what happens, somebody will find a way to take it too seriously.~
Tiericide |
Jonathan Malcom
Gallente Test Alliance Please Ignore
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Posted - 2011.04.19 18:22:00 -
[15]
Originally by: Kellaen One small annoyance, the session change timer for those of us on large resolutions (2560x1600) is incredibly tiny. It would be nice for a larger option available..
Or an actual timer, as opposed to a little spinning circle, would be nice. Also, visible aggression timers would be cool. As that's, you know, kind of important in some situations.
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Spazz21
Angha
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Posted - 2011.04.19 18:48:00 -
[16]
Originally by: Calathea Sata Edited by: Calathea Sata on 19/04/2011 03:52:43 Edited by: Calathea Sata on 19/04/2011 03:49:32
A stylishly skinned (even if minimal) UI that looks like the CONCORD video
or something like this: Tron UIs
styles: glow in the dark, hologramy, futuristic, clean and cool
functionalities: excellent layouts (hire a graphic designer into the programming team), SNAPPY/INSTANT responses/feedbacks, audio hints for EVERY event e.g. mouseover, clicking different things, dragging etc (Black Prophecy have done a nice job on this, makes UI navigation much more enjoyable), perhaps even go 3D (e.g. things not in focus go into a slightly further "depth", holographics projected onto the planet itself in planet modes... perhaps even holographics in space(think argumented reality))
...Or am I mistaken UI improvements =/= UI overhaul?
THIS, I LOVE it. Though don't get me wrong, I don't want to login to Tron Spaceships. But I love the market, I love the windows setup, etc. So something along that nature would be great. I also think some of the UI stuff they had in recent eve trailers would be really nice looking.
As for specific UIs. I think it would be nice to better customize chat windows so you don't get them clumped up and not a spam of blocks. I also think there should be different options to customize how your Modules/HP and such look and positioned. I also think stuff should have the option to have stuff appear at the target. Such as targets isn't in one static line Spot. Such as have a little icon, choose specific stuff like show transverse velocity, EW being done, etc being shown from the targeted ship.(Pretty sure they had something similar to this in an eve trailer). That way we don't have to stare at the overview and actually look at the screen to play and get rid of the clutter on overview.
I think the Overview Config also needs to be redone and have grouped options like, "Show all/Hide All Ores" or "Do not show Friendlies"(that way you don't have to spend hours configuring UI to still show low sec status players and filter out Friendlies". Theres been times I seen local was all blue and had my "mission overview tab" though I could never figure out how to have low sec status players still appear blue if they are blue to me. So when seeing a blue with low sec status, I would typically be in a Hauler and have a heart attack. lol
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Frothgar
Caldari V0LTA VOLTA Corp
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Posted - 2011.04.19 20:39:00 -
[17]
Edited by: Frothgar on 19/04/2011 20:41:15 Edited by: Frothgar on 19/04/2011 20:39:41 Ability to assign hotkeys to drone groups. EG launch group 1, 2, 3, recover, attack. Abandon drones.
Too much clicking menus takes time away from piloting.
Perhaps also the ability to select, lock and broadcast a target just by looking at/near it and hitting a hotkey.
"lock last broadcast" key would be invaluable for fleet usage. Allow filters for Targets vs Assistance requests to avoid logistics locking enemies and friendlies locking friendlies.
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Xydros
Veto.
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Posted - 2011.04.19 20:51:00 -
[18]
Edited by: Xydros on 19/04/2011 20:52:04 I am not a UI wizard, nor an art guy so I can't really comment on what should be the new UI, but I can tell you that CCP's annoying habit of using a green/red interface for everything is really ****ing me off.
And yeah Im colorblind, and I miss wide screen mode even though it was terrible, because it let me see heat on modules.
I would ask that the CSM read this article Color-blind gamers: common. Developer awareness? Minimal because it does a far more eloquent job of explaining how the would looks to those of us who are colorblind than I could ever hope to do.
This is a huge concern for me as CCP continues to pay lip service to the wanting to improve things for those of us that are colorblind, but they just released autopilot changes that add a bunch of boxes that are various shades of red. Which since I am colorblind does me **** all good.
I'm not threatening to quit Eve or anything, but I would strongly prefer it if CCP would stop color coding their user interfaces.
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Herschel Yamamoto
Agent-Orange Nabaal Syndicate
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Posted - 2011.04.19 22:00:00 -
[19]
Originally by: Kazuo Ishiguro A complete UI API, to allow players to build their own with whatever modifications or plugins they see fit. A major effort, certainly, but the potential benefit is limitless.
This is my ideal. But, if we can't have that, my primary concern with a UI upgrade is space efficiency. Eve is a game with a massive, massive UI. Massive to the point where I barely care about actually seeing my ship, because if I try to care, I can't play the game. I personally keep a minimum of 14 chat channels open at a time, often as many as 17 or 18. I have four separate stacks of windows in order to make it all fit sensibly, and it takes up over a third of my screen. On top of that I need target locks, the F1-F8 buttons and cap/HP readout, overview, selected items window, system info, AP route, and often watchlist. It's damned cluttered.
Now, it's cluttered by choice, and frankly, no matter what you do, it'll probably stay cluttered. I want as much information at my fingertips as I can get, and I'm going to keep pushing it until I run out of screen space. But while you can't make my screen less cluttered, you can make it so that I can fit more onto that screen. To pick an obvious example, let me remove portraits from local, so I can see 3x as many blue pluses and red minuses at a time. I can keep it as is, get more info, or get more space, according to my preferences. And remember, for a game with as many disparate play styles as Eve, choice is king(which is why a moddable API is so clearly the correct approach). Similarly, give me more choices with things like chat windows - for example, if I could make the tab bar at the top double-high and pin one window to the front as default instead of the UI having a mind of its own, I could easily cut down on my chat's UI footprint significantly.
Also, whatever changes you make, make sure they work. If my pinned windows move every time I log in, you're doing it wrong.
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Bomberlocks
CTRL-Q
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Posted - 2011.04.19 22:18:00 -
[20]
Thanks for the topic, Mittens - Please kill the 100 km look at limit already - The selected item menu needs to have a user configurable list of orbit, keep at and warp to distances in drop-down menus. - The overview is an abomination. It is complicated to set up and tends to break, is buggy as hell. Simplify the overview setup box. The spacing of items in the UI needs to be improved as well as it is currently extremely cluttered. - Consider putting everything that goes in the right click menu in a pop-up menu which can be moved around the game window. The amount of right-clicking is terrible. - Where, oh where is the new game font that CCP took 40 years to make with broken pencils and torn paper? - A spaceship vector arrow would be far more useful than the myriads of columns in the overview. - Consider adding WASD or the arrow keys for ship navigation in space(left right up down). Spamming double click is fine, but tedious.
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Danghor
Amarr
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Posted - 2011.04.19 22:58:00 -
[21]
Edited by: Danghor on 19/04/2011 23:00:47 Edited by: Danghor on 19/04/2011 22:59:16 Here's my ideas to change the Corp management UI and make it user friendly and simple.
1. Too much customization is bad, you want a system that can be recognized by all, not the big mess created by a luncatic CEO. So limit the customization as much as possible to create a strong foundation. You can add stuff to it later, as long as you keep in mind to keep it simple and user friendly. Also the current system allows you to do too much and that's what's bad about it.
2. All roles would be made by CCP and each roles would have its own icons. Maybe 5 roles max by Object and simple roles definitions : POS Admin, HQ Admin, POS Supplier, POS User, Station Admin... A horizontal slider of the roles like the hair/eyes/clothes slider found in the portrait customization could be used, just make it bigger.
3. Corp members would belong to categories defined by CCP only to access the right people faster on #4 and #6... (Admin, User, Supplier, Director...). It would work just as #2 & #4 (without #6) in a previous window.
4. You'll get a list of the roles and list of the corp members (this one with multiple rows and columns). The members would have a medium sized portrait with their name underneath.The idea here is to drag & drop 1 or several roles on a portrait, or drag multiple portraits on a role. A quick search and filter by name or category of members (see #3) would be available.
5. In the same window as #4 you'll also have a list of the POS, Station, HQ you own (or rent) represented once again by an icon and the name or location underneath. You'll be able to drag & drop 1 or sevaral stations on a portrait or several portraits on the station icon to give only basic USER rights.
6. Each HQ, POS, Station would have its own info sheet, in which you'll see empty portraits, this sheet will include a listing of your "important people" defined by certain categories (combobox of categories act as a filter) and you'll choose them to fill the most important roles of the selected object. Also you wouldn't be able to select 10 Administrator for 1 pos, put limits for each roles to have a well organized structure.
7. Each corp member would have a personnal sheet in which you can see his rights and icons on the stations, HQ, POS and with links on the systems.
As a programmer, I have a clear idea in my head, I just don't have the time to make a clear picture for you. However, i'm sure that with a little bit of imagination you'll figure out the right direction to take.
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Alias 6322A
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Posted - 2011.04.19 23:59:00 -
[22]
Launch Drones Commands - Based on Groups
I think there is a post somewhere in AH on this already. Basically: be able to assign drones to groups (exists) that can then be bound to command keys for launch (does not exist).
How it would look in my perfect world that doesn't exist in a perfectly sad way...
(In space) 1) I highlight my five hobgoblins, right-click, and move them into a new group, which I name "Hobgoblins". 2) I right-click on the group bar "Hobgoblins", and the menu comes up with options like launch, move, etc...there is also an option "Assign". 3) Hovering over "Assign", I am allowed to select Group 1 thru 20 (Keeping carriers in mind). I assign "Hobgoblins" to 'Group 1'. 4) While fighting, I use ctl+1 to launch drone group 1, which is "Hobgoblins", which is 5 hobgoblins that I put there. If I wanted to launch group 20, it could be ctl+alt+0. The commands were assigned in the keyboard interface menu prior to combat, much like many other ui features.
For those who like different setups or commands, since EVE already allows personal mapping, the keyboard options would simply have "Launch Drone Group 1" "Launch Drone Group 2" etc, and you assign whatever combination of keys you like. I don't know if EVE already does this, but deviate between right and left ctl, alt, and shift, as well as number pad keys from top-keyboard numberals: people could then use the number pad for various commands, drones or otherwise. Again, I don't know if EVE already does this.
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Cool Operator
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Posted - 2011.04.20 00:19:00 -
[23]
Get rid of the Selected Item Window. Perhaps by putting a set of buttons above or below the HUD. A small and easily achievable step to cleaning up the display.
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Merouk Baas
Gallente
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Posted - 2011.04.20 02:50:00 -
[24]
I like the API addons idea, and I'd like to suggest UI skins (CCP-created or otherwise).
Otherwise, it's an MMO, so we need a combat log window that scrolls properly and is color-coded, and lets us customize with high granularity which messages appear and in which colors.
I also believe that, in order to reduce the excel-in-space feel, the client needs to calculate some stuff for us, and/or warn us about it. For example, "Incoming damage is greater than your tank can handle" is better than trying to memorize your resist and EHP numbers and trying to compare that to the popups about how much each enemy shot has done to you. Info about ships such as "This type of recon ship typically has a 40-70km warp disruptor" or "This ship is popular for its high-damage initial salvo at long range" within the show-info window would help newbies tremendously.
For industrialists, building in calculators and tools into the mining, market, or industry windows so that they could calculate stuff based on real-time market data, skills, and standings would be nice.
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Joane Wilder
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Posted - 2011.04.20 05:43:00 -
[25]
It would be very nice for those of us who deal with bpo's and bpc's to have a small tag or a different colour applied that would be a easy visual indicator of the difference between a bpo and a bpc. Same way as the faction ships have a small tag on them.
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Tarasina
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Posted - 2011.04.20 07:39:00 -
[26]
When "Add bookmark"-window is open, nothing else in UI can be interacted with by mouse-clicks. This has to change, especially since Eve relies so much on mouse-clicks.
Remove most, if not all, right-click menus. Has no place in a game. Not even Windows is this right-click intensive (for a reason).
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Swynet
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Posted - 2011.04.20 13:32:00 -
[27]
Ship's UI - actually overload all rack is fine but overload single mod is creepy, also new UI graphics would be awesome
Drones UI - something more "high tech" with drones that actually obey
Would like an option "transparency" for all windows.
UI fonts
Turrets/louchers graphics - Fanfeast video was a very nice beginning ________________________________________________
Originally by: Goose99 In EVE, PVE can happen anywhere, anytime. Whenever you undock, you subject yourself to involuntary PVE.
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Zerp Metesur
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Posted - 2011.04.20 13:54:00 -
[28]
Edited by: Zerp Metesur on 20/04/2011 14:07:36 You may want to try getting in touch with xaen. He has written much on the issue in the past. Some of his suggestions have already been implemented but there are some good points which are still relevant. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=401234
Personally my biggest peeve is the drone ui and how clumsy it is to navigate right click menus to recall and relaunch during the heat combats. Actual buttons for drone commands or the ability to bind them to the UI's empty module slots would be a big step in the right direction.
Right click menus and nested right click menus are the devil. They're overused and a pain to navigate. A better solution might be something like radial context menus which pop up with fat buttons for all interactive commands like show info, warp to, align, orbit and so forth.
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Zerp Metesur
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Posted - 2011.04.20 14:04:00 -
[29]
Edited by: Zerp Metesur on 20/04/2011 14:07:09 Copying a bloody good one from xaen's thread in case nobody bothers to read it.
Originally by: Xaen Let us move the combat notification out of the middle of the freaking screen. Let us put it whereever we want. Fix it so we can actually read some of the things it says instead of them disappearing after .001 seconds to be replaced by a new one. What's the point of displaying one on top of the other? Show fewer ones rather than replacing them faster if you have to. I can't figure out the rhyme or reason for the current implementation.
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Greg Huff
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Posted - 2011.04.20 15:01:00 -
[30]
Edited by: Greg Huff on 20/04/2011 15:03:21
Lighten up on some of the minimum window sizes. I can resize the chat window until it's useless, but you mandate that the Science window takes up a huge part of my screen.
Extra Small Station Icons. We can choose Large or Small, but the small are still much bigger than need be.
Selectable font size for ALL fonts. Yes, this might be a big programming change but it's also a big problem for many people.
Originally by: Xaen Let us move the combat notification out of the middle of the freaking screen. Let us put it whereever we want. Fix it so we can actually read some of the things it says instead of them disappearing after .001 seconds to be replaced by a new one. What's the point of displaying one on top of the other? Show fewer ones rather than replacing them faster if you have to. I can't figure out the rhyme or reason for the current implementation.
How about placing the messages in a scrollable window?
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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.04.20 16:22:00 -
[31]
Add more overview tabs. This is a constant annoyance in large fleet combat. It would help with client side lag to be able to break up the enemy fleet into smaller sections to scroll through.
This signature is useless, but it is red.
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Resivan
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Posted - 2011.04.20 16:42:00 -
[32]
NO. MODAL. DIALOGS.
It was a stupid UI element when MS introduced it, it's even stupider today when we've got twenty plus years of experience with windowed UIs. Unless the choice the dialog offers is so overwhelmingly important that nothing else that can occur while dealing with it is of any interest, there's no justification for a modal dialog. Even then, a modal dialog is bad because the desire to get past it can lead to bad decisions. But the Eve UI is littered with them.
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KlintortheDestroyer
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Posted - 2011.04.20 18:50:00 -
[33]
posted these b4
1) eject cargo button (for mining and quick ejection of loot into a hangar) 2) ammunition slot for weapons to free up cargo (crystals, bullets, charges, etc) 3) drone launch + attack/return and dock button next to the weapons buttons so players dont' have to manage so many folders (makes drones act like defensive smart bombs, launch attack then return quickly to ship when nolonger needed) 4) hail/sos buttons (these are for communication to neuts/friendlies but can be intercepted by pirates...roleplaying feature) 5) fire at will UI button (fires all turret weapons systems onboard at a single target) 6) reload all weapons UI button (reloads all weapons)
other ideas floating around a) autopilot directly to station (i've been ganked several times while afk at a jumpgate... would like to autopilot to a station and rest safely in hangar instead of being free food for pirates/militias)
b) small popup starmap with adjacent systems (set as destination) and of course showing the sec status/sovereignty (there is a popup map but it is very confusing and a simple map with just the adjacents/2nd adj should be good enough for someone to navigate through friendly and unfriendly space)
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Chadstick
Gallente Dreddit Test Alliance Please Ignore
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Posted - 2011.04.20 23:03:00 -
[34]
Two things:
1) The ability to offset your ship to the left or right on the screen was a nice addition, being able to offset it vertically would be nice as well.
2) An option to put a small white triangular bracket around my ship where the triangle would indicate which direction I'm going would do wonders for placing my ship and the direction it's going on screen while zoomed out.
Oh and bring back the new neocom on the bottom of the screen idea. |
Jin Rot'hani
Minmatar Liberal Frontier Enterprises Violent Entity
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Posted - 2011.04.21 17:58:00 -
[35]
It was impressive how many great designers where out there competing at the "create a new starship" contest. How about starting a "create a new UI" contest.
There are a lot of good ideas out there, just let's find some common sense and let the artists use that as a base for their creativity. I know CCP is working on some kind of new interface but why not help them with that task.
The actual UI is a real pain in many ways (i have rsi and thus i also mean real physical pain) and it's imo actually not fitting into the way CCP is going to be an innovative future oriented company.
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J Kunjeh
Gallente
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Posted - 2011.04.21 18:16:00 -
[36]
Originally by: Jin Rot'hani It was impressive how many great designers where out there competing at the "create a new starship" contest. How about starting a "create a new UI" contest.
There are a lot of good ideas out there, just let's find some common sense and let the artists use that as a base for their creativity. I know CCP is working on some kind of new interface but why not help them with that task.
Yes, this! There are tons of very creative players around who could possibly come up with some great ideas for CCP to impliment.
~Gnosis~ |
Danika Princip
Minmatar Tactical Narcotics Team
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Posted - 2011.04.21 22:40:00 -
[37]
really minor one:
Let us search contracts by description again.
I miss just being able to wander into jita and search 'firesale' when i was bargain hunting, or 'construction kit', things like that.
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Claire Voyant
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Posted - 2011.04.22 00:13:00 -
[38]
Originally by: Calathea Sata SNAPPY/INSTANT responses/feedbacks
This represents about 90% of my complaints with Eve and I have no idea why it isn't at the top of everybody's list. Why does it take up to 3 seconds from when I mouse over something before I can click on it?
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Lord Zim
Goonswarm Federation
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Posted - 2011.04.22 20:37:00 -
[39]
Actually, if I were to choose a single thing that I would want CCP to weed out as one of their papercuts: The show-up-as-neutral bull****. **** that noise.
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Spazz21
Amarr Angha
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Posted - 2011.04.24 05:01:00 -
[40]
Also to add on a weee bit more for Science and Industry. I would love to have less multiple windows pop up for Starting jobs. Having something all on one screen would be lovely.
Also curious if having something like a Production/Invention Calculator like Evemeep would be good. Just have another tab that you can go through BPs, select one and if you have Market info exported to a file, it can use those from whatever region you want to select from and it will calculate the cost and profit of it. And Same thing for invention.
I figure it can't really be something that will off balance anything, since obviously it would be pretty much the same thing as what evemeep will do. But it will make things easier for New Players as they won't be overwhelmed with having to install 3rd party programs and what not. Plus it would keep more people focused into the game, rather then alt tabbing out all the time.
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Vanity Mabata
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Posted - 2011.04.24 09:03:00 -
[41]
RE: default windows sizes too large... I totally agree where this is important is people with small screens.
RE: Fonts could use a little flexibility... Sometimes on a large screen it's very hare to read certain buttons or text.
RE: Left or Right Menu bar Could we have a large or small icon in the menu. Again a Large vs Small screen issue
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Hermosa Diosas
The Scope
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Posted - 2011.04.24 11:23:00 -
[42]
1) AFK Light
Orange Light to signify your AFK, and perhaps allow a custom message to be displayed to people who try to contact you.
"Sorry I am away for the moment, please contact such and such, or look at...blah"
2) On overview I would like to see next to the stargates what sec they lead to.
3) Show the actual percentage left on shield/armour/hull on targets
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Alemana Hockeystick
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Posted - 2011.04.24 11:29:00 -
[43]
Space UI - No pop-up dialog windows: making bookmarks, looking up systems, alliances, corps., etc. The problem is that these windows disable everything else. - Give us back the small tactical display window. Or hot keys to jump immediately between different camera zooms. - Tactical overlay: display velocity vectors of ships. This should only add small load on client side. - Tactical overlay: provide different grid overlay options. 1) spherical coordinate grids (current) with longitudinal angle divisions with angle numbers (00 through 36 like runway markings) on the equitorial plane 2) rectangular coordinate grids. - Navigation: give us a command to fly away from things (opposite of approach). - Pop-up map: show waypoints + systems in the route. - Log: show new ships entering the grid. Also, audio cue would be nice. - D-scan: cycle timer for scanner, so you know when you can hit it. Also, give us auto-repeat.
Map UI - Separate buttons and hotkeys and for galactic map and solar system map
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Aidan Patrick
Aldebaran Securities Tauri Federation
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Posted - 2011.04.27 23:36:00 -
[44]
Edited by: Aidan Patrick on 27/04/2011 23:39:20 Chat Windows We need better tabbing on chat windows... and as much as it pains me to link a picture to the windows OS.. this is what I mean. Instead of just one row of chat channel tabs, we can have multiples instead of it shrinking channel names and moving stuff to a drop down list if you want it all in one big chat window. This would save those of us who are in many channels a lot of hassle, especially when it comes to organizing where in your UI they are all going.
EDIT: Also have the order of our chat windows stick. I can't stand having a different order on my chat tabs almost every time I log in.
The Local Channel Allow us to detach the members list of local from the chat window itself. A big chunk of veteran players don't even bother speaking in local, and only care about it's use as an intel tool.
Additionally, I would like to see data from local displayed on our Neocom by means of having the colored overview symbols on it with a number next to it that designates how many people of that standing are in the system with you. My vision is displaying this similar to how people report stuff in nullsec security channels:
-3 XYZ-12 Solar System
Current Location Information (Top Left Corner) Allow this to be moved, or even hidden. Also disconnect the waypoint information and let us move that around as well. I'd like to see the ability to have my route spanned across the length of the top, bottom or even side of my screen, instead of wrapping around every 2 inches.
Update the HUD The main ships interface for our weapons, health display and the buttons attached to it needs to be changed. Right now while we do have a moderate bit of control over it, the shape and size of it is over-all un-appealing. I'd like to have the ability to choose a box-shaped HUD that will be easier to implement into my overall UI organization.
The Overview This is core to how the game is played. Honestly I don't know how to re-engineer it to be better over-all, however having the option to have essentially two rows of data for a target would be nice.
Heres what I'm picturing: Instead of having one row and stretching your overview across a quarter of your screen (I'm on 24" 1920x1200) in order to be able to view the tag, icon, distance, name, type, corp ticker, alliance ticker, velocity & transversal, I'd like the ability to have a second row so I can have more data per target on my overview without having to stretch the over-view even further than it is now.
Yes, something like that means more scrolling when in larger engagements - but ultimately I think it would make the feel in-combat a lot better to me.
Directional Scanner Let us set the distance in AU. (ex. enter 1.5 to get 1.5 AU Distance) instead of kilometers. I know the kilometer system exercises a fantastic amount of control, but it makes getting smaller pinpoint D-Scans a royal pain in the tuckus.
Also, make it easier to select the smaller d-scan angles. Rigt now you can spend 5-10 seconds adjusting to get it to the correct D-Scan angle when you'r in the low ends.
Third, add a checkbox that puts a circle on screen that shows the area the D-Scan will cover. This will add a great aid not only for those of us who have been playing for years, but also for new players as well.
Overheating Right now the status of overheating can be misleading. For example when you toggle overheat it doesn't actually toggle until the next module cycle. We need a way to see before that module cycles if our request went through so we don't have to button mash to make sure our request to stop/start the module overheat when through. This needs to be done on a per-module level; as people like me will use hotkeys to overheat each specific module manually and turn each one on/off as needed.
- Aidan Patrick
The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |
J Kunjeh
Gallente
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Posted - 2011.04.28 00:42:00 -
[45]
How about header sorting like you find in the latest versions of MS Office? That way the overview (and other windows) can be sorted by more than one criteria (for instance, I can sort the market first by # of jumps, then by lowest cost). Right now you can only sort one column, and then only by ascending/descending.
~Gnosis~ |
Tekedo
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Posted - 2011.04.28 06:01:00 -
[46]
In fact I am way to lazy to write up all my ideas for improving the UI, so I will just say this:
It needs some spicing up. And it needs it really, really bad.
Yes, I am advocating here for a new look! This is not Win95 in Space it is the freaking future, so make it cool and futuristic looking! And give us the ability to customize, customize, customize!
Since CCP won't let us modify the UI ourselves like that other MMO maybe it just would be possible for them to allow us to skin it?
The UI is really crappy, so I am pretty much in favour with everything which will improve it but my biggest gripe with it actually is that I just can't stand looking at it!
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Revolution Rising
Junkyard Gunners Fatal Ascension
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Posted - 2011.04.28 07:22:00 -
[47]
If you can stop me having to click 10 times per invention job, and then another 8 times per manufacturing job - I will take back all the bad **** I said about you, and your mum, your dog, your sister, your wife and your alliance.
(Well ok, perhaps not your alliance).
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Furb Killer
Gallente
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Posted - 2011.04.28 09:56:00 -
[48]
User moddable UIs...
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Kwashi
Adhocracy Incorporated
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Posted - 2011.04.29 14:19:00 -
[49]
Drone UI improvements.
Specifically: the ability to hotkey the launch of a specific subset of the drones in a ship's bay. We can already separate drones into groups but still must navigate a dropdown menu to use these groups. Specifically: the ability to determine the damage status of drones that are inside the ship's bay. Specficially: the ability to add drone functions (launch/attack/recover) as clickable buttons on the HUD like all the other weaponsystems. Specifically: the removal of those silly "mine" and "mine repeatedly" dropdown commands in favor of having mining drones recognize the "engage target" hotkey when the target in question is an asteroid, and mine repeatedly by default.
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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.04.29 14:35:00 -
[50]
Originally by: Lord Zim Actually, if I were to choose a single thing that I would want CCP to weed out as one of their papercuts: The show-up-as-neutral bull****. **** that noise.
If that could be fixed, I would buy a case of beer for each dev responsible. This is possibly one of the most annoying UI problems right now.
This signature is useless, but it is red.
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Alexandra Stormwing
Cry Wolf.
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Posted - 2011.05.02 18:46:00 -
[51]
Originally by: Xydros I'm colorblind [...] I would ask that the CSM read this article Color-blind gamers: common. Developer awareness? Minimal
I have the exact same issue.
Color blindness issues come up regularly. Why not let us customize the interface's colors as we see fit? Also, more blackness in space (as opposed to bright nebulae) would help a lot. A light yellow module activation timer is completely invisible to me in certain solar systems.
Originally by: Merouk Baas The client needs to calculate some stuff for us, and/or warn us about it. For example, "Incoming damage is greater than your tank can handle" [...] calculators and tools into the mining, market, or industry windows so that they could calculate stuff based on real-time market data, skills, and standings would be nice.
I could not disagree more. Players who pay attention to the combat situation, take the time to learn about various ships and their capabilities, or put in the time to build their own tools for profit calculations, should be provided with an edge over those who want everything done for them.
Modal dialog windows are terrible and should be removed.
It would be sweet to select an overview setting for my scanner from a dropdown instead of the "use overview settings" checkbox. My scanner can use one setting, my overview another.
Originally by: Jin Rot'hani It was impressive how many great designers where out there competing at the "create a new starship" contest. How about starting a "create a new UI" contest.
This is a fantastic idea. Even better to break it up into multiple contests that can be run concurrently. One for in-space flight, one for market/production/science windows.
I try not to bash Eve's UI -too- much, because we need a lot of important data all at once to be visible. It's hard to make something that communicates that much information and NOT have a cluttered screen. If that information is taken away (for example, velocity, angular velocity, radial velocity) then Eve loses the depth that it is known for.
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J Kunjeh
Gallente
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Posted - 2011.05.02 19:21:00 -
[52]
How about adding a "reprocess" button to the sell item screen so if you decide the prices aren't to your liking you can quickly reprocess said item? Right now you have to exit out of the sell item window, then right click the item again and reprocess...that's just unnecessary extra clicking.
~Gnosis~ |
Mars Theran
Caldari EVE Rogues EVE Rogues Alliance
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Posted - 2011.05.03 08:24:00 -
[53]
Originally by: Valator Uel The one and big issue I have with the UI is its windownyness (for lack of a better made-up word). There are just simply too many windows. In fleet battles I zoom out all the way to improve performance, orbit anchor and focus on the windows that cover 75% of my screen. Where are the glorious battles? Where is the majesty of space? Where is the epicness of ships firing lasers, projectiles and missiles at each other? I know where they are! They are behind all these ****ing windows!
In essence that is the major problem with the UI for me. During PVP we need to have a lot of information to perform our best yet all that information is spread out in tons of different windows. The overview, for example, takes up 25% of my (1900x1200) screen on the right just to see the information (distance, ship type, ship speed, pilot name, pilot alliance, tranversal, etc). If I reduce my resolution it takes 40% of screen space. That is simply to get the information of "who/what is around me" and "what are they doing".
The second type of window that takes up another 25% of my space are chat windows. I want to know what is going on in local, so local window is open. I have to have fleet window visible to talk to the rest of the fleet in order to keep coms clear. Sometimes we also need to convey messages to alliance or corp chat, or other chat window whether it's for intell or general chatter. It becomes a mess.
I then have to keep the fleet window open to see broadcasts (esp. when playing as a logi) because the overview lags too much to effectively update broadcasts. This takes up another 5%+.
Finally there is the ship hud, target list and drone list. Those also take up quite some space.
tl:dr There needs to be a way to be able to get all that information without cluttering the spaceship game that is behind these windows. My honest opinion is that CCP work from scratch on a new UI, using a different philosophy when creating the new one. If they keep on working on the same flawed base it'll just end up being the same thing looking differently. "It is impossible to shove rocks under a house build on sand". I don't care if it takes a whole year or two for a team to do it. Sure, people have gotten used to the current UI, just like some get used to driving crappy rusted cars and living in dumps.
I pretty much agree with everything said here.
That is one of the big problems with PvP and ship combat in PvE. Too much clutter, not enough view, and way to far zoomed out, just to fight effectively. Generally you have little or no idea what your ship orientation is, and less idea of what you are facing. You can't see the opponents ships, and you can't see yours. Everything is just little crosses, bigger crosses, distant lightshows, colored tags, and your overview readout. The overview is useful in PvP as it is virtually your only usable tool for selecting targets, but of less importance in PvE. Large scale battles make it less useful, and more cluttered.
Clutter is definitely a problem.
I refuse to drive a crappy, rusty car and would rather walk.
We can't always choose where we live.
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Snaketzu
M. Corp M. PIRE
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Posted - 2011.05.03 23:23:00 -
[54]
There are already keybinds in the game for basic drone commands... thank god. As a further improvement, how about you assign drones in your bay to a group, then drag that group out of the drone window onto a blank module button and anchor it there? Presto, one click drone group launch/recall.
Can we have a keybind for open container? Pretty please? How about a command for "take all" and a keybind to go with it? Or even better yet, some way to combine these two.
Somebody mentioned moving the "selected item" functionality into a bar on the bottom of the screen. Good idea, or better yet make it a toolbar that can be placed where you want it. This toolbar could be player controlled as to how many buttons it has and how big the buttons are, and also what commands are assigned to what button. Drag and drop would be the preferred method, and you already have icon artwork for most of it from the current "selected items" window. Any function that can be assigned to the toolbar should also have an equivalent keyboard shortcut, or can be assigned to one, for the game controller jockeys out there. The key point here is more customizable one-click or keyboard functionality, and less right click and scroll context sensitive carpel tunnel hell.
Better yet, kill two birds with one stone by building into the client a means of detecting and/or preventing client-side exploits like multi-function macros and bots. Then make the UI open-source and let all of these folks out here build and share their own UI setups based on the underlying functionality. Everybody wins, and CCP doesn't have to do the heavy lifting. The victorious strategist only engages once the outcome is assured, while he who first fights and then looks for victory is destined for defeat. --Sun Tzu |
Tekedo
Danger Girl.
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Posted - 2011.05.04 02:26:00 -
[55]
Originally by: Snaketzu
Better yet, kill two birds with one stone by building into the client a means of detecting and/or preventing client-side exploits like multi-function macros and bots. Then make the UI open-source and let all of these folks out here build and share their own UI setups based on the underlying functionality. Everybody wins, and CCP doesn't have to do the heavy lifting.
This! A thousand times this!
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Elayae
Gallente Re-Awakened Technologies Inc
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Posted - 2011.05.04 08:38:00 -
[56]
Change the current drone user interface to drone slots similar to weapon slots. Drone + weapon hud
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Frothgar
Caldari V0LTA VOLTA Corp
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Posted - 2011.05.04 09:27:00 -
[57]
Edited by: Frothgar on 04/05/2011 09:27:44 Corp bookmarks.
Ability to broadcast corp bookmarks and see them in the general UI as a warpable object.
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Aamrr
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Posted - 2011.05.04 10:20:00 -
[58]
Originally by: Resivan NO. MODAL. DIALOGS.
It was a stupid UI element when MS introduced it, it's even stupider today when we've got twenty plus years of experience with windowed UIs. Unless the choice the dialog offers is so overwhelmingly important that nothing else that can occur while dealing with it is of any interest, there's no justification for a modal dialog. Even then, a modal dialog is bad because the desire to get past it can lead to bad decisions. But the Eve UI is littered with them.
Quoted for emphasis. BURN THEM WITH FIRE.
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ivar R'dhak
Minmatar
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Posted - 2011.05.05 03:23:00 -
[59]
Edited by: ivar R''dhak on 05/05/2011 03:28:39
First of all, this should be the most important topic of them all!
The thread having only two pages so far shows that generally people have no clue about a good UI. 8+ years have proven CCP havenŠt either, sadly. Though very good suggestions are posted in this thread.
First rule of Game-UI Club, you donŠt make it look like an OS UI. Second rule of Game-UI Club, YOU DONŠT MAKE IT LOOK LIKE AN OS UI! Hint:NeoNeoNeoNeocom, be it vertical horizontal or diagonal.
Give us different ship readiness states.
You target something - RED ALERT or BATTLE-STATIONS. When IŠm shooting I donŠt need the fricken corp button, science button, character button or the damn calculator. What I need is proper drone status view and control UI. And different UI elements at the forefront, depending on my role as either pure damage dealer or logistics or fleet/wing leader. Easy to access(NO RIGHT-CLICK) bookmarks (radial menu, where art though dynamic uses?)
When traveling - YELLOW ALERT. Most of the Red Alert stuff isnŠt needed, apart from the BM improvements.
Docked or doing space industry/mining/salvaging/POS stuff etc. - the current cluttered UI options and right-click madness. Incorporate the good NEOneocom ideas like user modifiable buttons. ______________ Mal-ŠAppears we got here just in a nick of time. What does that make us?Š Zoe-`Big damn heroes, sir.` Mal-ŠAint we just.Š |
Tub Chil
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Posted - 2011.05.06 12:32:00 -
[60]
1) LP interface is horribly wrong. you need a lot of scrolling to find anything. just arrange it like market is arranged. 2) In EFT there is an option, right click on item->choose "open market group". very useful. Can we have it eve too? 3) If you don't look at ship it's impossible to tell where it goes, very annoying. introduce direction vectors (mentioned and tread linked above). 4) slider for directional scanner distance setting. VERY easy to implement, why do we need to manually input range in KM? 5) Overheating interface is horrible. Very hard to aim for little green bar, ctrl+click, alt+click, shift+click, middle mouse button, anything would be better than this.
AND ****ING FONT!
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Decus Daga
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Posted - 2011.05.06 17:49:00 -
[61]
How about letting us just customise our own damn UI? Conan did it and while the rest of the game sucked, that was a really nice feature to use!
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Bienator II
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Posted - 2011.05.06 19:59:00 -
[62]
Originally by: ivar R'dhak Edited by: ivar R''dhak on 05/05/2011 03:31:29
First of all, this should be the most important topic of them all!
The thread having only two pages so far shows that generally people have no clue about a good UI. 8+ years have proven CCP havenŠt either, sadly. Though very good suggestions are posted in this thread.
First rule of Game-UI Club, you donŠt make it look like an OS UI. Second rule of Game-UI Club, YOU DONŠT MAKE IT LOOK LIKE AN OS UI! Hint:NeoNeoNeoNeocom, be it vertical horizontal or diagonal.
Give us different ship readiness states.
You target something - RED ALERT or BATTLE-STATIONS. When IŠm shooting I donŠt need the fricken corp button, science button, character button or the damn calculator. What I need is proper drone status view and control UI. And different UI elements at the forefront, depending on my role as either pure damage dealer or logistics or fleet/wing leader. Easy to access(NO RIGHT-CLICK) bookmarks (radial menu, where art thou dynamic uses?)
When traveling - YELLOW ALERT. Most of the Red Alert stuff isnŠt needed, apart from the BM improvements.
Docked or doing space industry/mining/salvaging/POS stuff etc. - the current cluttered UI options and right-click madness. Incorporate the good NEOneocom ideas like user modifiable buttons.
i like that idea. -> Context sensitive UI.
+1
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Black Dranzer
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Posted - 2011.05.07 02:21:00 -
[63]
In a word: Icons.
If there is any (and I mean any) situation where a word can be replaced by a tiny little image, do it. Graphical readouts beat text readouts almost unconditionally, if only because they're more compact. Icons for ship class, speed, direction, whatever. Words bad. Pictures good.
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Mocam
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Posted - 2011.05.07 03:45:00 -
[64]
Changing UI's is very tricky for a number of factors involved - user acceptance, "intuitiveness" and so on. What one person sees as great, others find completely frustrating to work with and counter-intuitive.
As such, I'll suggest far less in the way of "exacting" changes and far more in an overall vision of how to approach the design. OPTIONS - not "here you go" should be the core theme of the changes.
Look at a modular approach to the UI via "launch pads" and "dockable toolbars".
For an idea of what I mean - look at some of WoW's old modules - the flexibility of layout and look based upon the user's personal preferences but 100% optional on what you choose to turn on and not turn on.
Someone wants to set 3 "shaded" bars floating in the middle of their screen - top, left and right - fine. Whatever but it should be optional and modular enough to allow the user to lay out as they want.
To put it another way "well it's liable to be very complex" - EVE is complex. People don't play the game for it's simplicity. If it's tricky to layout how someone wants everything - that is better than if they can't adjust it and they'll learn how to do it if it gets them the look and feel they want.
Just allow for export and import of layouts and someone, somewhere, will build a sit of "presets" that folks can download from. Trust the community to come up with this *IF* it is made possible.
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Nikita Alterana
Risen Angels
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Posted - 2011.05.07 18:54:00 -
[65]
break apart things by function, so I don't need to have huge windows open all the time. For instance: F11 Map broken into individual components that can be opened and closed on their own Autopilot separate from the map All the screens that appear on the left side become movable (that's system info, incursion info, PI info, etc)
also, It needs to be prettier.
Nikita's Graphic Arts Studio
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Angelica Winters
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Posted - 2011.05.08 01:00:00 -
[66]
Player mods is the best option. CCP has a one time upfront rewrite of the code and then players make custom UI mods. CCP has very little to do after that, except perhaps implement the best UI mods into their software.
Look at all the other games out there with player mods.
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Swynet
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Posted - 2011.05.08 12:38:00 -
[67]
Originally by: Mocam Changing UI's is very tricky for a number of factors involved - user acceptance, "intuitiveness" and so on.
I would like to profit from creative players, yeah those that pretty often have better ideas/creativity/design culture than most UI dev's no matter the game, they must make important discounts
I hate that overview reminding me excell...WTF it's a space ship game with an UI just good to equip a 1970's Amiga game? Can't I just leave the text and make those ****ing borders become invisible?-same for all windows.
The neocom...my HTC's bureau looks better, and any one having one knows it's 9 years old design. I'd like to see those icons resizeable, changeable fonts/colours, being able to put them where ever I want and most important: make it "future" guys.
At the same time asking for "future" UI stuff when some of those space ships are made of wood/concrete and use 2nd world war ammo, I know it's too much
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rootimus maximus
Caldari
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Posted - 2011.05.08 14:04:00 -
[68]
Edited by: rootimus maximus on 08/05/2011 14:04:12 Given the thread title, I realise this isn't what you're looking for, but please, could a CSM member just mention that ideally we need a new UI, built from scratch and entirely customisable?
Back on topic, there's just wayyyy too much stuff in the right click menu. For me, it'd be ideal if I could not only customise it, but have different settings (perhaps stealing from the existing overview code?). I can't tell you the number of times I've added a station to overview when I was trying to click on dock.
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Mara Rinn
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Posted - 2011.05.08 16:48:00 -
[69]
Remove the notifications box that sits in the middle of the screen and never shows me stuff I'm interested in seeing.
In the contracts UI, when I set up a private contract I should be able to drag a face into the recipient box from my contacts list. Alternately, open up the character search interface. In the contract confirmation, the character's face should appear next to the name. I shouldn't have to risk sending my valuable stuff to Mara Rim instead of Mara Rinn just because I have fat fingers. Yes, there are a million stages in the contract process where I see the name, but the awful font doesn't give me much room for detecting simple errors (can't distinguish 'rn' from 'm', '1' from 'l' from 'I')
Session-change agnostic chat interface. If I'm in the middle of chatting to someone while docking or jumping, I shouldn't have to wait for twenty seconds before I can continue typing in the chat window.
Session-change agnostic contracts interface. If I've set up a search and filters, I shouldn't lose the results just because I dock at a station or jump through a stargate.
Reconnect with drones. We can reconnect with probes.
Push more of the combat UI into the 3D. Mouse-over labels on objects in space, target boxes, yellow/red status brackets, even the brackets including colours for standings/corp/fleet/etc. Go replay some X-Wing vs TIE Fighter for UI ideas.
Move pop-up information such as DED database details to a "video chat" overlay such as from Wing Commander. Allow this to be used for pilot comms too, and consider moving all "local" chat by NPCs to this system too. Reviewing my Local log at some point later to find that Krull was smacktalking doesn't have the desired effect.
Allow chat channels to be combined, just like that major fantasy MMO. Use "/" commands to determine the channel to send to. e.g.: "/alli Hello folks" would send "Hello folks" to the "Alliance" chat.
Put an opaque or at least minimally transparent background behind module buttons, preferably a dark colour such as black, black or black.
Highlight the icons of agents for whom you have missions completed/in-progress.
Add a docking computer which will play "The Blue Danube" when the autopilot warps the ship to the docking queue of the station and starts approaching for docking at the regulation 40m/s.
Provide an option for the autopilot to avoid Incursion constellations (and add gate camps to Incursions in hisec).
Highlight the ship in space of the active speaker on EVE voice fleet channel. Highlight the ship in space of pilots sending messages in Local or Fleet.
If a mission agent is also a locator agent, don't force me to pick "Request Mission" in order to talk to the agent about the mission I have just completed. Talking to the agent about locating someone should be a separate function from talking to the agent about a mission. In fact, the agent should probably be trying to initiate the conversation if I've completed the mission.
-- [Aussie players: join ANZAC channel] |
Mars Theran
Caldari EVE Rogues EVE Rogues Alliance
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Posted - 2011.05.09 00:14:00 -
[70]
Just a quick design I came up with, and maybe something like what I'd like to see.
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Decus Daga
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Posted - 2011.05.09 02:00:00 -
[71]
Originally by: Angelica Winters Player mods is the best option. CCP has a one time upfront rewrite of the code and then players make custom UI mods. CCP has very little to do after that, except perhaps implement the best UI mods into their software.
Look at all the other games out there with player mods.
Which is exactly why i mentioned it - there's some great ideas in here but even if ccp read them all and said "great idea!" they would never all make it to the final code.
Where as if we had our own customisable UI(hell the more the better), it could even be a new service ingame. Another money sink that ccp's dying for.
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Mara Rinn
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Posted - 2011.05.09 21:02:00 -
[72]
When opening the Fleet window, I am presented with "Form Fleet" and "Join Fleet". If I select "Join Fleet" I should be shown the "Find Fleets" tab, not the "My Advert" tab, in addition the UI should populate the list with all fleets available to me.
If I form a fleet and then choose to advertise my fleet, I should be shown the "My Advert" tab, not the "Find Fleets" tab.
-- [Aussie players: join ANZAC channel] |
Mars Theran
Caldari EVE Rogues EVE Rogues Alliance
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Posted - 2011.05.10 02:25:00 -
[73]
Currently the only way you can link your fleet in chat, (that I am aware of), is to drag it from the available fleets window
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Aria Kink
Amarr Wraith.Wing Wildly Inappropriate.
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Posted - 2011.05.10 11:13:00 -
[74]
As with most of the above, implementing a custom UI building tool (even for only a small part of the UI) would be a massive improvement.
One major thing missing at the moment however, is an ability to export your current UI (even with its limited customization) for use on alts / second accounts. I have tried (and failed) to get my three accounts UI's to look even remotely the same and to say it is tedious and frustrating is an understatement. Something similar to the overview export function would be brilliant.
At any point in time, a disapointingly low % of the Earths population are on fire.... |
Mara Rinn
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Posted - 2011.05.10 11:28:00 -
[75]
Not sure if it's UI or sound team, but we used to have doppler effects when warping in/out of places. That was cool. But now it's gone (since the Trinity engine), along with the "*** *** *** *** ***" warp scrambler sound. -- [Aussie players: join ANZAC channel] |
Chuc Morris
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Posted - 2011.05.13 10:26:00 -
[76]
I want interface players made add ons right NAO !!
Cmon CCP, don't be afraid it will only hurt the first time, like many things in real life
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Guru Man
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Posted - 2011.05.19 10:57:00 -
[77]
I donÆt know if this is a UI issue and I am sure it has been brought before, but the bookmarks trade is a pain, especially in a WH corp with bookmarks updated every day.
For those who don know: a bookmark has to be moved first in your cargo, drag into your locations tab, ****+drag back in your cargo (pay attention not to delete it from your locations tab) and move back in the corp cargo for other people to use. We can save corp fits now, update complicate contracts across the galaxy but have to relay in manual copy of every bookmark.
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Abdiel Kavash
Caldari Paladin Order Fidelas Constans
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Posted - 2011.05.19 13:38:00 -
[78]
There are two high-level things that **** me off to no end ever since I started playing EVE.
One, reuse the same components for similar functions. The text editing window in a channel MotD acts a teeny bit different than the window to send a mail, and that acts a bit different than writing notes. My personal asset window looks a bit different than corp assets, and that does different things than the list of items in a contract.
Same applies to context menus: roughly half of the places where an item is mentioned only allow Show Info on right-click. Some also allow View Market Details or Find in Contracts. I don't see why these options shouldn't be available everywhere.
The second major issue is some windows not behaving. Modal windows - GET RID OF THEM. Why can't I edit a channel MotD and copy-n-paste stuff from it from my notes? Or just drag links to items or characters into it? Why do I get interrupted by a popup window for something which leaves me unable to do anything, even chat, until I click it? And also IIRC at least one of the industry windows has the same problem.
A very related issue is some things not being in a UI window at all. I happen to like to have my local and other chat channels stacked on the left edge of the screen. This unfortunately means that the current system information is hidden behind them, and I need to move everything away when I want to run PI. These "windows" should be made into a proper window which then could be dragged.
And related to that, make the target list a window too. Yes I know you can move it around and even arrange it vertically, but there is no way to stop it from getting behind your other windows when you have too many things locked. It should be in a separate window which you could move and resize however you want, and the target icons would only fill that window (with scrollbars if necessary - just not appear behind other stuff!) ---
Originally by: Sporked EVE IS DYING RUN TO THE HILLS! WE MIGHT HAVE TO ENGAGE WITH OTHER PEOPLE IN THIS MMO! THEY MIGHT SHOOT AT US WHILE WE ARE BUSY HOLDING HANDS AND FROLICKING! AAAAAAAAAAAAAAA
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Jita mcheck
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Posted - 2011.05.19 15:40:00 -
[79]
I would like to see the target boxes show the actual ship orientation relative to your current ship.
Thus one could see are they traveling away or towards or orbiting at a glance.
Need a line here |
E man Industries
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Posted - 2011.05.19 15:50:00 -
[80]
First I DO NOT want a customizable UI. No add on's no mods. Take inspiration from these on other games and add them into the base UI but no no no no. It completely changes how you play the game and can automate far to many features.
The method of entering star base passwords sucks. Being able to enter 4 or so pass words and never touching it again until the gates change would be nice.
A green highlight to the targeting for friendly effects(like the red when getting shot or yellow when targeted)
A test fitting window to allow you to create fittings you do not have items for or can not fitàbut can saveàRight now you have to be able to fit the ship to save it.
More options for ship spinning.
______ Hello WoW players. Look at your toon, now back to me. Sadly it isn't me, but if it wasn't simplistic pre scripted linear mono dimensional game you could look like me. I'm in a Paladin |
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AlleyKat
The Unwanted.
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Posted - 2011.05.20 12:02:00 -
[81]
Originally by: The Mittani Feel free to include links to illustrations of your ideas if you're a photoshop wizard.
Linkage
Whilst at the discussion on UI, I though this might help liven the mood.
Regards,
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
Caldorous
Gallente
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Posted - 2011.05.20 15:10:00 -
[82]
Edited by: Caldorous on 20/05/2011 15:12:27 I'd like general responsivenes first. You know, when you do any action and then doubt if you have really done it because the system is so slow freaks me out. Wow responsiveness is far better :/
P.S.: And what I've put in another thread: Search function for lp store. There are way to much items and when you are searching for similar ones (like all the megathron items, or a series of hardwiring implants) you have to scroll way too much...
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d4shing
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Posted - 2011.05.21 08:52:00 -
[83]
I would resubscribe with my other account and log in for reasons other than changing skills if they fixed the S&I UI.
Running an invent job is about 10 clicks thru 3 dialog windows. Running 10 identical invent jobs is 100 clicks thru 30 dialog windows. Ditto building, etc. Why can't I highlight 10 BPCs and run 10 identical jobs that auto-queue in the first available slots?
It's miserable and sadistic.
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Alias 6322A
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Posted - 2011.05.27 14:33:00 -
[84]
Not sure if this is already in game, I couldn't find it...
Ever since they added drone dmg to the notifications, your own weapon damage is drowned out from five reports for each of your drones. Can we have an option in the main menu to disable just drone damage notifications? I like being able to see my weapon dmg because it gives me an idea of how I'm doing for optimal, tracking, etc.
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cerbus
Macabre Votum Morsus Mihi
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Posted - 2011.05.28 05:06:00 -
[85]
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Jed Clampett
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Posted - 2011.05.29 20:31:00 -
[86]
Edited by: Jed Clampett on 29/05/2011 20:38:48 Edited by: Jed Clampett on 29/05/2011 20:32:45 Edited by: Jed Clampett on 29/05/2011 20:32:01 Reduce market price entry errors BY
#1 make price entry text much bigger. Text size reduces with higher resolutions to where decimals and numbers are not clearly distinguished especially for older folk. When you are reading most other commentary you can infer or deduce the correct or missing letters from context - but deducing prices misses data entry errors.
#2 for confirmation show entered price in new proposed position in orders list among its nearest neighbors. The truth is that the UI software can radically change your intended price. If you somehow misformat the data the UI will change it to something valid but sometimes 10 or 100 times higher in value than you want. And you pay tax & fees on that order regardless of sale.
Remove current market average and its price warnings. Suggest more user selectable options for price warnings: like sell order average, lowest sell in region, time averaged weekly minimum sell price, or buy order average then user selected percentage deviations from those. Default sell order to completed sell order average and buy orders to completed buy order average.
#1 if you are in trade the current warnings are useless for data entry errors Because you are trying to make a profit worth your time -- so of course sell price is much greater than your buy price. Constant false warnings.
#2 Averaging price of filled orders results in a confused result. 2a) Sell orders represent available items. Buy orders are generally for future items not yet available. 2b) Buy orders filled represent price for quick liquidation sales -- the minimum the most agreeable sellers are will to accept. Buy orders filled usually represent wholesale prices for marketeers intending to resell and not necessarily in this region. Buy order do NOT represent the prices most retail (going to install it now) buyers are willing to pay. 2c) Sell orders filled usually represent end user (retail) sales and what they are willing to pay 2d) Averaging buy and sell orders (along with EVE only lowest offer sells rule) guarantee prices will fall regardless of scarcity or demand. It is almost in impossible for the current market average to rise - except when sales eat deeply into a backlog of old sell orders. in best normal circumstances, prices may momentarily stabilize when low sell prices meet high buy prices...but only until either sell or buy orders are exhausted & the fall under pressure of market average suggested sale price continues Market average and the multitude that rely on selling at that price - can only rise naturally if someone buys out market and resets price with new sole available sell order.
Current market average is subject to exploitation. If you find a planet out of range of other offers, you can buy from yourself at outrageous prices thus changing regional average. Some people are doing this when market crashes due to current average warning and market terrorist lower prices to less than 10% within a week. No CCP, the market did not recover on its own -- someone manipulated it. Suggestion: each item sold retains its price until installed & only then does it get included in market average. Manipulation would at least get very painful and time consuming.
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Stabmeldys
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Posted - 2011.06.02 02:32:00 -
[87]
Mission bookmarks. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1520864
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Grim woo
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Posted - 2011.07.13 05:01:00 -
[88]
I would Love to see a spell check for the chat windows for those of us who are less than stellar at it. there is nothing worse that looking stupid because you cant spell. i prefer to do that my through my topics of conversation. |
Kreliaan
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Posted - 2011.08.18 13:13:00 -
[89]
Edited by: Kreliaan on 18/08/2011 13:19:54 Edited by: Kreliaan on 18/08/2011 13:19:30 Edit for clarity.
Overview: The wall of numbers is useful, but sometimes overwhelming in the heat of combat. A visual representation to replace the numbers in some columns would be a drastic improvement. For example, I would love to see the angular velocity column replaced with a bar that is empty vs targets that are at 0.0, but maxes out at the peak tracking speed of your current turrets.
This visual representation shows a target that is currently:
trackable: [IIIIIIII--]
moving too fast to track: [IIIIIIIIII]
At zero angular velocity (trackable): [----------]
This could be implemented for several of the columns and make combat more of a visual, dynamic and stimulating experience rather than a pretty numbers game.
Also, a timed afk flag FOR ****S SAKE.
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