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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Soldarius
O C C U P Y Test Alliance Please Ignore
1536
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Posted - 2016.10.14 13:38:26 -
[91] - Quote
Soleil Fournier wrote:The vertical text is bad because of the way you orient it. We have to turn our heads in order to read it. Change it to:
A r m o r
So much easier to read vertically.
This is worth a try. Could even put the icon at the top with the letters in descending order. Reading from bottom up is just not natural.
http://youtu.be/YVkUvmDQ3HY
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The Economist
Logically Consistent
43
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Posted - 2016.10.14 14:34:15 -
[92] - Quote
Am I being blind or is it not possible to minimize the skill queue section? ....and if not, why not? Takes up loads of space, is cluttered as hell with the new format and just plain isn't something i want or have ever wanted permanently displayed. |
damys
Gonorrhee Grimpante
0
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Posted - 2016.10.14 19:30:39 -
[93] - Quote
What was the worst for me was trying to read the skills cathegories sideways. Trying to make sense of all those cathegories when new to EVE Online is hard enough. Having to tilt your head sideways to see what is writen is a bit painfull. They could be angled 45 degrees or so and it would make it a LOT easier. I am not a new player and trying to find the right cathegory was a bit rough even though I knew exactly what I was looking for.
Identifying the untrained skills was very easy though once in the right place. The new layout for individual skills was great. The colors are not that great though. CCP has always had great design and great graphics, I'm sure you can find better esthetics.
Although, when checking for required skills in the "show info" of a ship it was easier to see the missing skills when they were red. The missing skills need to stand out more. If you are opening the gates to new players everything needs to be clear.
The biggest obstacle for new players is how complicated this game can be when you first start it. When I first started I played for a week and quit because I was lost. A good friend told me to give it a 2nd chance and he explained on TeamSpeak everything I had troubles with and it got me hooked.
If you want players to enjoy the game, make sure they understand easily what they are seeing. New players wanting to buy into Omega state should do it because they want more of EVE Online, not because you have put the option to pay for it everywhere.
I have a friend that was on the trial a couple years back and he wanted to go the industrial way. His first mission was a transport mission and he needed an industrial ship to complete it (big packaged to be delivered). But the skills to fly industrial ships was locked on trial accounts so he quit and never came back. I see that you haven't blocked this on alpha clones. Thumbs up for that!! Make sure all new players can try everything they want to see what their play style is. I want all my friends to come play EVE, but I can see a lot of them getting discuraged by the complexity of the UI (especially if it's confusing). DO NOT MAKE THE GAME SIMPLER!!! This game is great and needs to stay as complex as it is, it just needs to be simpler to understand so that more people can see how beautiful it is.
Holy crap! My A.D.D. kicked in hard there...
Conclusion : Vertical text is bad and UI needs to be intuitive and soothing. |
Legion40k
Hard Knocks Inc. Hard Knocks Citizens
107
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Posted - 2016.10.14 21:08:19 -
[94] - Quote
I'm really sorry but this new character sheet just isn't providing basic information we need in order to make informed choices about what to train.
We're missing:- - Current total SP invested in a selected skill - What rank the skill is
-- screenshot from Sisi -- compared to EveMon EveMon
In fact I'm clicking around trying to figure out how much SP I have in a skill and it just won't tell me?! Glad to know I need a 3rd party tool to know how much I can extract from stuff.
Other stuff that needs highlighting:-
- Categories have an Attribute pop-up which is plain wrong for some skills in their category e.g. Adv. Weapon Upgrades is not Int/Mem!! sigh
I haven't read the myriad of responses so this might all be duplicate info, but please address/ditch the new sheet for the love of god it takes up more screen space and shows less information x_x
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Chan'aar
State War Academy Caldari State
46
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Posted - 2016.10.15 13:51:56 -
[95] - Quote
Legion40k wrote:I'm really sorry but this new character sheet just isn't providing basic information we need in order to make informed choices about what to train. We're missing:- - Current total SP invested in a selected skill - What rank the skill is -- screenshot from Sisi-- compared to EveMon EveMonIn fact I'm clicking around trying to figure out how much SP I have in a skill and it just won't tell me?! Glad to know I need a 3rd party tool to know how much I can extract from stuff. Other stuff that needs highlighting:- - Categories have an Attribute pop-up which is plain wrong for some skills in their category e.g. Adv. Weapon Upgrades is not Int/Mem!! sighI haven't read the myriad of responses so this might all be duplicate info, but please address/ditch the new sheet for the love of god it takes up more screen space and shows less information x_x
Pretty much this.
p.s How have you managed to use more screen real estate to provide less information?
p.p.s Skill groups are not in alphabetical order? in fact I can't work out how they are ordered, it does not seem to make any sense.
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Spiritcrow Ebon
Whispering Way
0
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Posted - 2016.10.15 19:37:05 -
[96] - Quote
What needs to happen is that when I hide the animated avatar at the top of the character sheet, the stats that are displayed there should then be displayed on the same row as my characters name. The following stats being: Account Status, security status, race/corporation/alliance, name and date of birth, and clone location.
I should NOT have to unhide the animated avatar just to display those stats. Alternatively, you could put all that information in a different tab or create a new tab for it.
I made a crappy photoshop of what I mean: http://i.imgur.com/NXir3hR.jpg |
MechaLynx
2
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Posted - 2016.10.15 23:37:10 -
[97] - Quote
Thanks for making the bars horizontal, huge improvement.
I see you've made the bars fill based on ranks trained out of the total possible. That's ok, it gives an overall sense of completion for the category, but we still need to be able to easy see how much SP we have in each category and each skill (so we can easily give a number to others and also gauge how much of our total is allocated to each - not all ranks are equal and those numbers are critical for injection, extraction and SP/min or remap calculations) or you could have a series of icons (or a dropdown) at the top that lets us sort the groups alphabetically/by total SP/by total Ranks. I think that would satisfy everyone - and you can leave the bars showing rank completion that way, for the effect. But we do need the numbers please and easily visible.
I agree with others that the 3d portrait at the top is not very nice. We can still see our portraits if we want to, sure, and thankfully that's how we see other player's character's info (please don't change that). But although it doesn't really hurt, since it's just aesthetics, an option would be nice, even if the 3d is the default. Put it in graphics settings, along with the asteroid environments and drone models and stuff. We should be able to choose between the 3d portrait and the regular picture a lot of us care a lot about :P - I'll also second Spitcrow's suggestion to allow hiding the top pane while still being able to view home/sec status/corp and all that in a compact way - right now, hiding the top pane leaves only the name there, which is a waste of so much space at the top. If there is need of this for the purpose of hiding the info on screenshots, put it in the settings, it would be a niche use.
I'd also recommend the nebula background to change depending on the region our home station belongs to, rather than be fixed.
The tooltip behavior is still inconsistent. I think you adjusted the threshold for when it stays or leaves but it's just not good enough, sorry. Here's an example:
https://youtu.be/q5Hw4zQbXz0
Can you tell when I'm trying to mouse up to the next skill or when I'm actually trying to hit the "Add to Queue" button? If you can't tell 100% of the time, there's your problem. In fact, for most of that, I'm just casually trying to get to the button but instead I hover over the skill above it. If I try to mouse up too slow or too fast, the opposite of what I want happens. Not to mention, it blocks visibility of skills above it. This is why we insist these tooltips need to be on the side of a _list_. An alternative is to leave it this way and have a hover button or just get rid of the thing entirely and just leave double-click and dragging to be the ways to get a skill into the queue.
You could also just give us a compact, side-by-side list view like the previous one, which worked just fine. In fact, if we had this UI until now and you changed it to the side-by-side one TQ has, we'd interpret that as an improvement. So again, not very good, unless you at least provide us with a layout similar to what we already have. It may not be perfect, but it's easier to use than this.
The changes to the requirements tree for skills/modules/ships were good btw, props for that. We get to see individual training times immediately. Still, the old colors for skills that aren't trained enough or injected were better - could use a subtle red or yellow background for them there, or perhaps some brighter icons as a compromise. Other than that, it's improved.
Again, we don't need Omega symbols and yellow omega frames for everything, but I guess we've hammered this one in enough already. |
Bienator II
madmen of the skies
3591
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Posted - 2016.10.16 08:23:22 -
[98] - Quote
big improvement from the first version i tested (testing as omega). The alpha markers in the inventory are toned down which is nice and the requirements tab is also cleaner.
Horizontal text in the char sheet is nice although i wouldn't see that anyway since i will have the two upper sections collapsed. Please add the sec status somewhere so that you can see it even if the topmost section is collapsed.
From the positioning of the UI elements i would probably prefer if the bar with the start training button, training speed indicator etc, would be at the very bottom of the window, below the skill queue graph so that the button would be in the bottom right corner - but that is a matter of taste. Some might confuse it with an ok button which wouldn't be so good.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Minchurra
Quovis
29
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Posted - 2016.10.16 12:02:41 -
[99] - Quote
Some things I noticed:
- The training time multiplier is no longer displayed on the character sheet and is only in the skills show info window. This will probably confuse new players because they won't know why one skill takes twice as long to train as another.
- You can't see the number of skill points you have trained in a skill. This used to be displayed beneath the skill in the skills browser, the only metrics you can see now is the number of skill points you have in a category and your total skill points.
- If you minimize the 3d view you cannot see the information displayed in that section. I think a text summary of information like death clone location, alpha/omega status, corp/alliance would be appreciated.
- If you dock the character sheet with another window the 3d view is forced closed which makes a text summary even more important.
Other than those things it's very nice. |
Amarisen Gream
Divine Demise
294
|
Posted - 2016.10.16 12:39:38 -
[100] - Quote
The skill window pop-ups are annoying. They ether get in the way or they disappear before you can click them.
The pop ups should be only for info - the add to queue should be a button next to the skill itself. Yes this will more bulk to the UI. but as it stands, what I have tested. I resorted to r-click to add skills to the queue as the pop-ups failed 90% of the time to stay up long enough to click their buttons.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Rivr Luzade
Viziam Amarr Empire
2764
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Posted - 2016.10.16 19:02:51 -
[101] - Quote
Is it just me or is the white text in the headers and skill bars with certain color settings really hard to read? This is SOE, for instance. Same goes for Amarr II.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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Rhyx Mormarteno
The Suicide Express Lethal Ignorance
0
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Posted - 2016.10.17 09:59:39 -
[102] - Quote
New UI is bad, to bright color takes too long to navigate. Would prefere to have just for Clone state Icon on character sheet Everything other new added to to diffrent window right now it takes so much more time to navigate. SKills you cant use should be shown in Red( squares to and skills you got in white/green and skills you can train up in Gray/white only orange and white isnt hinting on first glance could be my personal thing.
Old skill que been much better for finding skill you are looking for skill to add to list, current one takes longer than adding from item you want to train for(from info tab of module/ship).
Not having trained any minmatar related skills cant use galente as alpha even if i have all skills alpha as galente could use expecting it to be intended but beeing able to choose with one i will be locked by selecting minmatar/gallente before going to alpha and as minmatar race being locked to one i select ( gallente) beeing able use skill set for galente and not having to wait for those could be more friendly for those who would want to return but dont have their racial skills but for other faction.
Personaly dont like alphas having ability drain omega only skills or any skill with exctractor.
Omega logged off with ship turning to alpha can use ship its in modules or just fly it and dock ? If it can flly and use modules you could have free freighter pilot that cant dock but unloads at poses or other structures. If can use skills you will get alpha boosters. Need to check this at evening.
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TigerXtrm
KarmaFleet Goonswarm Federation
1754
|
Posted - 2016.10.17 22:03:20 -
[103] - Quote
Legion40k wrote:I'm really sorry but this new character sheet just isn't providing basic information we need in order to make informed choices about what to train. We're missing:- - Current total SP invested in a selected skill - What rank the skill is -- screenshot from Sisi-- compared to EveMon EveMon
I gotta agree with this. I've never messed with injectors and extractors before, but started looking into them just tonight. Total amount of SP invested in skill is a really important number that needs to be visible at a glance. It makes calculating stuff for skill extraction much much easier.
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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Mr Beardsley
Royal Amarr Institute Amarr Empire
31
|
Posted - 2016.10.18 06:23:13 -
[104] - Quote
New character/skill sheet is awful - the current one is much easier to read and use. Please don't implement this giant waste of space, or if you do, at least give us the option to re-enable the old one. |
TigerXtrm
KarmaFleet Goonswarm Federation
1756
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Posted - 2016.10.18 09:21:20 -
[105] - Quote
Mr Beardsley wrote:New character/skill sheet is awful - the current one is much easier to read and use. Please don't implement this giant waste of space, or if you do, at least give us the option to re-enable the old one. I seriously would not be able to play EVE if I was handicapped by this cumbersome new eyesore.
Guess you need to start looking for a new game to play then.
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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Beta Maoye
143
|
Posted - 2016.10.19 08:54:53 -
[106] - Quote
Some of the functionalities of current UI is missiong.
- A separate window for training queue.
- The training time multiplier of a skill.
- The figures of trained skill point/total skill point.
The above information is important for player to make decision on priorities of skill queue, especially in a long queue, and how many injectors is required to complete a skill.
Actually I think the current UI is instinctive and easy to navigate. Can you just emulate the current UI and add the new functionalities you need to it? |
Xynthiar
Tactical Narcotics Team
18
|
Posted - 2016.10.19 12:17:40 -
[107] - Quote
Something the old character sheet was missing that I think the new one would do well with is showing a temporary "Loading..." label wherever the UI is awaiting data.
For instance, the first time you open the Security Status or Combat Log tabs of your character sheet, they will be completely blank, like so: http://i.imgur.com/wdOT2Ek.png
It can remain blank for several seconds. A player who isn't used to this would probably just assume they don't have any entries, and navigate away by the time it takes it to load, as there is no indication that something is indeed loading. |
MechaLynx
4
|
Posted - 2016.10.19 20:57:21 -
[108] - Quote
Xynthiar wrote: EDIT: Also, it would be great if I could see my total (omega) skillpoints as an alpha. Currently it's just showing me my alpha skillpoints. Maybe add it to like a hover tooltip if you put your mouse over the SP count?
This.
Also, give us a save button for the skill queue. Just because we're changing the skills around doesn't mean we want to commit to the new queue. Currently we can cancel changes or not save them, but without such functionality, with a 50-skill long queue, if you mess around a bit you could end up making a mistake and messing up the skill plan. No explicit save or undo functionality discourages experimentation, which would make people less inclined to check their skill queues all the time.
And hey, from the fact that you still have that injector icon there, nagging away, I'm guessing you _want_ people to check their skill queues and get an appetite for more, so no explicit save + warning functionality goes against your actual goal. Personally I'd rather have no skill injector icon there and no auto-saving of the queue - either have both or neither.
If it's about avoiding the case where people forget to update their queue, don't worry about it - you already have the game notify players when a skill queue is empty or inactive. If it's about people accidentally _not_ saving their new queue, just have like a single undo, saved on the client as a restorable draft queue. As complicated as the latter may sound, it'll get far less in the way of the average player than this approach will.
I'm guessing an extra reason to have the injector icon, besides misguided marketing practices, is to provide a quick and easy way to check how much SP one will provide for the current character, as well as provide an easy link to the market. However, this is completely unnecessary - players who have played too little to know that injectors don't always provide 500k SP will also likely be below 5mil SP to begin with (or be so rich it won't matter that much). If they need to buy them, they'll just go to Jita or be told to go to Jita after they ask for the price. It's something a player only needs to learn once, not something you need in your skill queue every time. |
Hallvardr
92
|
Posted - 2016.10.20 15:01:02 -
[109] - Quote
Here we go again, change simply for the sake of change. We didn't learn our lesson with the Neocom icon screw up. Oh well. |
Drago Hakuli
Audier Holdings Inc
0
|
Posted - 2016.10.21 22:56:22 -
[110] - Quote
Firstly, my apologies for a) repeating what some others have already said and b) not quoting them. Never posted on the forums before...
Had a little bit of a tinker about with the new char sheet - overall, I don't care for it. Here's why (in case you didn't see the other posts already on these points):
1. Skill Categories
There doesn't seem to be any logical ordering of these, which is irritating.
2. Skills
Perhaps I'm just not finding the appropriate option(s), but I can't seem to find anyway of seeing how many SP I have in a particular skill and/or how many are required for the next tier. Sure, I can see that I've got Super Awesome Skillz III but I'd like to be able to see how many SP I need for IV, not just how long it's going to take me.
3. Skill Queue
I have several issues with this. First, the design of it is, frankly, terrible. It shouldn't be permanently attached to the bottom of the char sheet, this limits my view of the queue. Secondly, the ability to modify the contents/order of the queue without it automatically assuming you want to commit the changes needs putting back.
4. Hover-Over Tooltips
On the one hand, having a hover-over popup for skill books in my inventory with a big blue "Inject Skill" button or having the same but with "Add to Queue" in the char sheet is not a bad idea to my mind. What's not great about them is they either don't stay around long enough, or they're too easily interfered with by other windows in the background. Trying to click the "Add to Queue" button on a skill when the popup was floating over the Fitting window (as an example) just meant that I constantly missed the button and instead clicked on the Fitting window.
5. My Huge-ass Face
Now, I don't really have that much of a problem with my face (you may disagree!) but I don't really want a sizable banner at the top of the char sheet with my head staring at me. Any chance I can minimise that?
I've not really played around with it from the perspective of an Alpha clone; yet... |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
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Posted - 2016.10.21 23:01:00 -
[111] - Quote
Drago Hakuli wrote:Firstly, my apologies for a) repeating what some others have already said and b) not quoting them. Never posted on the forums before...
Had a little bit of a tinker about with the new char sheet - overall, I don't care for it. Here's why (in case you didn't see the other posts already on these points):
1. Skill Categories
There doesn't seem to be any logical ordering of these, which is irritating.
2. Skills
Perhaps I'm just not finding the appropriate option(s), but I can't seem to find anyway of seeing how many SP I have in a particular skill and/or how many are required for the next tier. Sure, I can see that I've got Super Awesome Skillz III but I'd like to be able to see how many SP I need for IV, not just how long it's going to take me.
3. Skill Queue
I have several issues with this. First, the design of it is, frankly, terrible. It shouldn't be permanently attached to the bottom of the char sheet, this limits my view of the queue. Secondly, the ability to modify the contents/order of the queue without it automatically assuming you want to commit the changes needs putting back.
4. Hover-Over Tooltips
On the one hand, having a hover-over popup for skill books in my inventory with a big blue "Inject Skill" button or having the same but with "Add to Queue" in the char sheet is not a bad idea to my mind. What's not great about them is they either don't stay around long enough, or they're too easily interfered with by other windows in the background. Trying to click the "Add to Queue" button on a skill when the popup was floating over the Fitting window (as an example) just meant that I constantly missed the button and instead clicked on the Fitting window.
5. My Huge-ass Face
Now, I don't really have that much of a problem with my face (you may disagree!) but I don't really want a sizable banner at the top of the char sheet with my head staring at me. Any chance I can minimise that?
I've not really played around with it from the perspective of an Alpha clone; yet...
Number 5 is doable upper right corner of the render.
Tool tips are better but I guess they still need work Might be better to have a add to Queue button to the left of the skill name.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Drago Hakuli
Audier Holdings Inc
0
|
Posted - 2016.10.22 12:35:06 -
[112] - Quote
Salpun wrote:
Number 5 is doable upper right corner of the render.
Tool tips are better but I guess they still need work Might be better to have a add to Queue button to the left of the skill name.
Ah! Thank you, not sure quite how I missed that! |
MechaLynx
4
|
Posted - 2016.10.22 13:00:05 -
[113] - Quote
Checking the window again on SiSi now - huge improvements, props.
The good:
- Skill category listing is much improved. It's compact, the tool-tips are placed properly and are practical to use, all things considered.
- Placing the queue's time bar on top of the queue was a good idea. Previously it was slightly uncomfortable to have to visually line up the skill durations because the currently training skill was farthest away from the bar, instead of closest. +1 and (I have to say it) an example of something that worked fine already and didn't need fixing (although I can see a case for experimentation).
- Rounding up skill training times in the category view. No need to see seconds here, good one.
- Getting rid of the confusing colors for skill ranks. This is _much_ clearer now and straightforward (and again, identical to how it is already)
- Collapsing the top pane shows all the relevant information. Good choices on what to show as well. The Omega icon could be done away with, but it's discreet enough that I don't mind it.
- Making all the gold borders shaded - much less jarring, even though I still think they could be done away with altogether for Omegas. Have them for Alphas only.
- Moving the injector icon down. This is a bit hard to judge, but I'll elaborate a bit in my criticism.
The not so bad:
- If possible, could the time needed for a skill, in the category view, be tab-separated from the name? I understand there could be concern about possibly placing it too close to the skill names of the 2nd column, so perhaps keep them close to the skill they belong to but line them up vertically? This is a minor concern, but it would improve the clarity of the view, at a glance.
- The tooltip threshold is still wonky (https://youtu.be/1yGUkDYsg5E watch 01:00 to about 02:00 especially where I try repeatedly and fail to add a skill to the queue - in that video, all attempts are to add a skill to the queue, never to read the description or anything, so whenever i'm not adding a skill to the queue, it's me failing to do so). On this point, I think that while the tool-tips are better placed and provide useful functionality (previewing the description and requirements at a glance which is great), the hover threshold is a big issue and hard to judge. The same difficulty applies when trying to drag a skill into the queue because too little is visible and the attempt keeps failing (but i'll address this separately).
However, you _do_ have double-click to append a skill to the end of the queue (and huge props for that - I always felt that it should work that way), which sort of obsoletes the button (but not drag+drop). So I'd say, despite the thresholding issues, it's ok to leave the tooltips as they are. The information is ok, the placing is good and there's little need to use the button itself (although I'd prefer to see it removed, to prevent people from struggling to use it and getting frustrated - they're much more likely to try drag+drop or doubleclick, both of which work better).
I think the issue here is that two conflicting concerns need to be met: the needs of new players (as you percieve them) and the needs of playes comfortable with the game (as we express them). I think a rather more elegant solution than trying to meet all these in one format is to provide an expanded view, alternatively, which would reconfigure the window to a more practical layout. I've made a very rough mockup of what I mean: http://i.imgur.com/tBvCkAg.png
(I got lazy and only made up the skill point indication for wing command, should be for all the skills)
I think if you have an option, snuggly hidden in the dropdown menu that has the skill queue import options, to switch to this "expanded view", it would satisfy most any objection here. The new view, I think, I sufficient now for use by rookies but this way everyone else (which is most players) can be satisfied as well. I considered that maybe the information on the tooltip could be placed at the bottom of the category skill listing on the left, but I'm not sure that would be necessary (although it would be nice and would make better use of the space, considering now the skill category view isn't a tree).
I got rid of the omega and skill injector icons as well. I think they're superfluous and can be done away with, at least for this expanded view (for the injector one). In the expanded view the categories should no longer indicate skill rank completion but instead show the total SP allocated to that category (I don't think anyone who wants to use this expanded view would be confused by the change at all). I've also aligned the numbers, which is a minor detail, but since your minimum width is wide enough, i think there's room for this.
A view of this kind is important because otherwise, screenshotting the skill queue to preserve or share it is far harder as there is less space with it attached to the bottom of the window, it's far harder to shift skills around on the queue as there is far less visibility (and holding them while waiting for it to scroll up slowly, especially when you don't know when to stop, is way too frustrating to do for 5-10+ skills when crafting a queue) and it's harder to gauge a longer skill plan and which parts will take longer
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MechaLynx
4
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Posted - 2016.10.22 13:05:01 -
[114] - Quote
Still needed:
- Export/Copy to clipboard for current skill queue (not the one in training, the one currently visible, assuming there is an option to save, as is currently the case). I think if there's any time this can be done, it's now, while the iron is hot. I think it's much like double-clicking to append a skill - you expect this to be possible and when you find out it's not (not even using ctrl+a, ctrl+c) you get the sinking feeling of realizing you need to manually copy all the skills to a note.
- Don't discard the entire queue when clone state drops from omega to alpha. I would hate to be the guy who lets his omega status lapse for an hour and returns to see their skill queue, which they couldn't back up and are unlikely to remember, has been lost, leaving a single skill there (or 24hrs worth of alpha skills, which for most players a few months old means an empty alpha queue). You can either store the queue and skip over all skills that are untrainable as alpha (i would say those with omega skill requirements too but that's a tautology) or have it stored as an "omega queue", that can be previewed and restored when the clone returns to omega state.
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.10.22 15:48:55 -
[115] - Quote
When looking at the certificate view what is the number showing up by the group name. Cant find a direct correlation with any other info in the window.
It continues to look better.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Xynthiar
Tactical Narcotics Team
18
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Posted - 2016.10.24 17:17:09 -
[116] - Quote
- The omega/alpha popups (these: http://i.imgur.com/K6R8k7Z.jpg) could be a little easier to close. The X is tiny, and pretty hard to spot (white on yellow background, and it doesn't even show up unless you hover over the panel).
- The "add to queue" button you get when hovering over a skill in show info -> requirements could use some tweaks. Right now, you can only add one rank of the skill at a time. You have to reopen the hover-popup for every skill rank you wish to add. There's also no indication of how many ranks you've added, until you refresh the show info.
- In lieu of the "apply" button, the ability to undo a change in the queue would be handy.
- Each skill in the queue takes up a lot of vertical space. Is this necessary? The vertical size could be reduced without having to reduce icon size: http://i.imgur.com/xhbe7n3.png
This would greatly increase the # of skills you can see at a time in your queue.
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Longdrinks
The Tuskers The Tuskers Co.
248
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Posted - 2016.10.26 19:22:48 -
[117] - Quote
After knee-jerk hating on the new character sheet i kinda like it now. Only thing im missing is some options to view skills in a list and smaller text if i want too inspect skills faster as a experienced player. Also being able to have training queue in own window if i want so more space to browse for skills to put in it.
Some times i also play on older laptop and being able to disable or only have a freezeframe for the avatar on top would be nice so the game wont have to load the character model engine. Kind of like how you can disable station interior view so its only a static picture of your ship and hangar background. |
Marius Bureschi
Cerberus Federation Cede Nullis
3
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Posted - 2016.10.29 21:36:57 -
[118] - Quote
i think the popup info for skill groups its too fast. 0.5 s would be better. |
Lunariia
SniggWaffe WAFFLES.
0
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Posted - 2016.10.30 22:02:08 -
[119] - Quote
Dear CCP,
Even with the horizontal change, the new skill UI is absolutely horrendous. Virtually the entire population of the game is asking for it to not be implemented. Please listen to them. Maybe if we spend a few more weeks staring at it then we will like it. |
TigerXtrm
KarmaFleet Goonswarm Federation
1774
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Posted - 2016.10.30 23:41:43 -
[120] - Quote
Lunariia wrote:Dear CCP,
Even with the horizontal change, the new skill UI is absolutely horrendous. Virtually the entire population of the game is asking for it to not be implemented. Please listen to them. Maybe if we spend a few more weeks staring at it then we will like it.
Stop pulling sh*t out your ass. Plenty of people applaud this much needed UI change. It will take some getting used to and after a week or two you will wonder how you ever lived without. Deal with the change, this game is not going to stay in the early 2000's forever. It's been there way too long already.
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