
Lord Evangelian
Gallente LEAP Corp United Confederation of Corporations
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Posted - 2007.06.27 11:45:00 -
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Originally by: Saietor Blackgreen Well, there is a handful of threads on this, but I didnt find any younger than 2 years old.
I'm a first year player, so I cant really talk about corp management interface, but AFAIK it has got a bit of love lately. So did hangar and market interface, as well as some other stuff, and to my mind they are good enough.
The horrorshow which affects everyone from the start is ship interface, so lets whine on this a little?
Condition: Do NOT suggest anything, which will allow you to get info not available by game rules as by now. Lets just talk ergonomics here.
My points:
1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
2) Topology of buttons needs love. Putting target management and module management in opposite sides of the screen is MEAN. I know that most people use shortcuts - I do - but still, it shouldnt be like this. Moving mouse from targets to Current Object buttons then to modules and back really hurts. Could they be aggregated somehow?
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
4) Module redirection dependent on module status - bad. Why do modules need to end their cycle to get redirected? I dont mean instant switching of effect of course, just targets. Example - Target is dead, i need to switch my guns to another target. Why do I need to wait till their cycle ends or till they reload? I could assign them to target and they'll start shooting when ready. This could be welcome.
5) The whole system of module activation/indication (down right) is poor, and got even worse with Heat introduction. Icons of modules dont just get colored when active, they glow, and some area glows around them. So, if I have one of 6 turrets not working, it is really hard to see. If I fight in a system with bright background it becomes ten times worse, because buttons are semi-transparent! Moreover, now we have Overload switches on the same icons, and all this rendered the modules cluster down into complete blinking mess. This needs rebuilding, and though the task is not that simple, I'm sure CCP has some decent interface specialists to do it right.
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This is all I can remember for now, maybe more will come up. I realize that reworking interface might not be the most cost-effective resource spending for you guys (i mean Devs), but on the other hand these issues irritate me from my first day of playing, so they might be of a significant influence on decision of new players to stay or not to stay.
Any opinions on this? Maybe there is a thread on this already I couldnt find? Sorry then.
I agree whole heartedly with what you suggested, i have thought about that for a while whilst playing. They have added alot of content to the game that needed to be done in REV II and its a great improvement but more can still be done.
Originally by: Tobias Solem This is irrelevant compared to the lag issues of this game.
Read the post, your comment is irelavent this is about teh interface not lag....READ!
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One day I'll show you...and then you will bow down... |