
X Dead
State War Academy Caldari State
1
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Posted - 2012.05.26 22:52:00 -
[1] - Quote
Throughout the various patches that have introduced "difficult" change through the years I have accepted and adapted. Admittedly, some of the changes were annoying, but I never really understood the nerdragequit approach.
Today, I encountered the full force of this armed and operational inventory system, and although I doubt I'll unsub, I just couldn't face playing any more "file systems in space" today.
The inventory and its containers now have bad attitudes, from a container's "everything you put in me is locked even though you told me not to, including after you reset me to put things in me unlocked again" (yeah okay, that's probably just a bug, but still) through to the inventory's "I'll only sometimes open a new window with SHIFT-Click - mainly when it doesn't interfere with whatever arbitrary other thing I'm up to right now" or even the more general "hang around a bit, I have no idea what I had 5 seconds ago so I need to go ask Mom again" 10-15 second delays.
The reason any interface "works" is that they are fit for purpose, generally meaning they are easier to work with on at least efficiency and correctness scales. That is, do "X" within human response timescale (usually < 2s, based of human conversational pause thresholds), make it obvious how to achieve the goal correctly (and with minimal energy/effort), and provide feedback it so it's obvious what's going on. The purpose is often contextual - there's a reason hierarchical file management systems have a range of interfacing options and not just one forced model (various windowing modes and views and CLI). It's not like this inventory problem is novel - it's okay to look at how it has been solved elsewhere and adopt some of the pri
If this interface model is harder to work with than the previous one for many use cases, doesn't that imply something to the UI team? It's okay to make mistakes as long as they are corrected and learned from, but a forced step backwards in usability (well, for some players) isn't a very good ending point. |