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Trabber Shir
Caldari Caldari Provisions
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Posted - 2009.07.16 08:14:00 -
[1]
Better UI improvement: put delay in the middle.
If you have poor mouse control and want to delay you can always spam the area at the top right of the window.
If you have poor mouse control and accidentally hit delay, just reopen the dialog.
The real problem is accept and decline should not be adjacent.
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Trabber Shir
Caldari Caldari Provisions
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Posted - 2009.07.20 02:21:00 -
[2]
Originally by: Kayna Eelai ... which BTW are things everyone who just finished a programming career can code in one night. and that's just an example ...
That is dependent on the underlying architecture of the app. Based on things that have been said in dev blogs, the forums, and fanfest speeches, I would wager that the Eve client is a mass of spaghetti code that was overdue for a complete refactor several years ago and hasn't gotten it. The server code has been getting all the love since launch and client features have mostly been complete hack jobs. If the features themselves weren't hack jobs, their integration was.
If they spent a few thousand dev hours untangling the architecture to support it, it could be a forty hour upgrade. Even then it would be at least one dev week just because of the sheer number of effect files that would need tweeked.
I will agree that a rewrite of most of the client is probably in order, but don't make it sound easier than it is.
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Trabber Shir
Caldari Caldari Provisions
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Posted - 2009.07.20 08:51:00 -
[3]
Originally by: Sheriff Jones Edited by: Sheriff Jones on 20/07/2009 07:50:01
Originally by: F'nog I think you're over-complicating this. While it's true that a wholesale redesign would take some time, is it really that difficult to move dramatically different outcomes away from each other?
Surely it's not that hard to move Board Ship (or whatever it's called) away from Reprocess, or Trash. Much like Start Convo shouldn't be right next to Show Info.
The thing is, without knowing the inner workings of the game, you can't say it's that easy to do.
A good example is a project i was working on;
- Need to move button a to button b place. - Person who made button code, quit job a few months back, only one working on it. - No one in company knew where said button code is. - Time spent, things done, button stuff now working.
There are variables, and with a project this size, when these ui elements are 5-6 years old, i would have to put my ISK on the side of "overhaul easiest answer".
Like i said, it seems simple from the user point of view.
Take this from someone who has had this discussion years ago with a coder because i wanted a thing to do THIS and want it NOW, and the coder explaining that it's not that simple...
Actually, the mission UI that the OP is complaining about is code that is only a few months old (a year tops) it was released with apocrypha, it should be an easy fix. Some of the other things people in this thread are suggesting... yea you pretty much nailed it.
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Trabber Shir
Caldari Caldari Provisions
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Posted - 2009.07.20 08:55:00 -
[4]
Edited by: Trabber Shir on 20/07/2009 08:55:05 "regular gaming UI"?
Please show me another game that relies primarily on an internal windowing system. Eve's UI is much more closely related to business aps than your standard game (in design terms).
edit: fixed misquote
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