
Twylla
Gallente Avatar Dynasty C0NVICTED
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Posted - 2011.04.20 20:43:00 -
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Edited by: Twylla on 20/04/2011 20:50:03 While obviously still in testing, I've noticed that currently, CQ is not going to be a 'hit' in live if only current technical issues are resolved.
If CQ is going to kick off with the BANG CCP wants with over five years of development, CQ's is going to need to operate as a players command center and outperform the current HUD functionality.
If anyone else has suggestions, by all means, add to the list.
1. Kill the Right Click menu.
Interaction with objects current requires far too much guesswork for basic actions. Using interaction object highlights and RMB (right mouse button) to interact with an object is an intuitive standard that has existed in gaming for years. Large interaction objects are 'comfortable' while 'hidden' objects with tiny right click menus are simply obnoxious and detract from CQ's usefulness.
2. Slick 'Command View'
The huge monitors provide an excellent opportunity to employ a slick interface and provide data digestion that the current 'dock buttons' cannot provide.
Interaction with the 'big screen' probably should become a visual focus of the UI, with the two sub-screens included in the view to the left and right. Being able to then interact with the 'big screen' or make one of the sides screens the primary view.
People want to interact with their information and objects, not a five-mile alternative to the five-foot solution that's already in place.
3. The couch
Set the camera to bring into view both the coffee table and the 'big screen' so that the full 'command interface' is in view, enabling natural transitions to all of the basic station needs normally provided in the dock hud (Market, S&I/PI, Hangar/Fitting, Ship, News, Corp Bulletins)
4. The Big Screen again
The main screen's rolling news feeds is a great start to providing at-a-glance live-time information on what is going on, adding Dev Blogs to the rolling news would be an amazing addition. Also, Extend 'At a Glance' information to the other two screens without requiring interaction.
The PI screen, without interaction, should at least provide quick visual cues about data on the status of the players planetary assets. Such information can be compact, since a player can have only six planets, so simple information like hours before the next PI extractor program finishes or storage capacity information would pull players in to CQ instead of just turning it off and using the old hud.
The Corp display should, more than likely, provide at least the first few lines of the latest corp/alliance bulletins, like Dev Blog summaries. This enables players within a corp to receive and recognize new information being put out by a corp/alliance.
4. Redo the fitting service to incorporate the players' hangar and ships as a a built-in subsection of the display. Being CQ, this display should be the focus of the screen, not just a regurgitation of the existing display, which is fine for fitting in space or using the non-CQ dock console. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Twylla DeVarii
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