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Author |
Thread Statistics | Show CCP posts - 33 post(s) |

Rek Seven
Probe Patrol Project Wildfire
265
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Posted - 2012.04.18 15:16:00 -
[1] - Quote
Not a bad little addition... We're getting there slowly but surely aren't we.
Hopefully it works with the top aligned ship wheel also. |

Rek Seven
Probe Patrol Project Wildfire
265
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Posted - 2012.04.18 15:25:00 -
[2] - Quote
Ampoliros wrote:It might also be handy to move the duration of effects you're under to a circular timer around the module type, rather than the bars.
+ 1 |

Rek Seven
Probe Patrol Project Wildfire
272
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Posted - 2012.04.19 22:19:00 -
[3] - Quote
CCP Explorer wrote:Lyta Jhonson wrote:CCP Explorer wrote:Let's say you have a choice between two different versions of this system: A as it stands now on Singularity (per devblog and video) and B that would include more features and functionality; but then at different times since more development would be needed for B, you can get A on 24 Apr but could get B at some later time (and you would not get A during that time).
Why would you pick B? It is understandable why players who don't know about CCP background on iterating whould pick A, but it's more interesting why wouldn't you pick B over A as a developer? Because it makes more sense to us to come up with a staged future design, implement the first stage, get that first stage into the hands of the players, get feedback, validate or modify the later stages, repeat. Players get something tangible and valuable sooner and we get data and other feedback to iterate on the future design.
Wouldn't it be better to focus test on the test server? Perhaps if it was easier to get on the sets server more people would use it and you would get better feed back.
Anyway, as for the TQ server, i think i would chose B. I'd like to think that professorial developers are properly thinking about what they put into the game and can come up with the best way to do things without relying on the customer to point out a new features flaws, which just forces you to go back to the drawing board.
There is an option C though. Release your plans for a new feature via a devblog, get feed back form the players, then prototype/design the feature around that feedback.
To be honest, all these little UI enhancements feel like you guys are just painting over the cracks and avoiding the real issue, which is that the game needs a total UI overhaul... But that's just my opinion. |

Rek Seven
Probe Patrol Project Wildfire
272
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Posted - 2012.04.19 22:26:00 -
[4] - Quote
CCP Explorer wrote:Tlat Ij wrote:CCP Explorer wrote:Again: From the devblog: "If you happen to like the 16x16 ewar icons in the overview then don't worry; they are not going anywhere :)" Still wondering why you guys didn't just give those icons their own column. Seems like it would be much easier to implement to me and I don't see why it would've been any less effective. CCP karkur explained that in her devblog: "that is if you are lucky enough to have your attacker in the overview".
I think he meant why didn't/don't you put Ewar effects in their own overview column... This would allow you to arrange your overview by ewar effects so you could move everyone scramming/disrupting you to the top of your overview. |

Rek Seven
Probe Patrol Project Wildfire
273
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Posted - 2012.04.19 22:58:00 -
[5] - Quote
CCP Explorer wrote:Rek Seven wrote:To be honest, all these little UI enhancements feel like you guys are just painting over the cracks and avoiding the real issue, which is that the game needs a total UI overhaul... But that's just my opinion. A complete UI overhaul in one go is an unrealistic endeavor, in terms of time and manpower required and in terms of code changes it would bring at one time. We have a future UI vision and based on that we need to incrementally and iteratively improve the Ul. That's the practical way of doing it in terms of resources and is proper risk management in terms of code changes.
Yeah I get that. Your iterative approach is less risky but I feel it would be more progressive to iterate in chunks rather than one small thing at a time.
Hears to hoping that your current approach will lead us to a UI that doesn't feel unintuitive and confusing sooner rather than later, as I feel it's the thing stoping eve from being considered a great game instead of just a good game. |

Rek Seven
Probe Patrol Project Wildfire
273
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Posted - 2012.04.20 06:17:00 -
[6] - Quote
lol a lot of you guys seem to forget that forums are for discussion and to share you opinion on things.
If the world was full of yes men like some of you guys, there wold be no reason to strive of exelance. I make no claim to be a developer or that I have all the right answers. I simply state my opinion in the hope that it allows the developers to look at an issue from a different perspective.
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Rek Seven
Probe Patrol Project Wildfire
273
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Posted - 2012.04.20 06:18:00 -
[7] - Quote
Edit: double post deleated |

Rek Seven
Probe Patrol Project Wildfire
278
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Posted - 2012.04.21 10:00:00 -
[8] - Quote
CCP Explorer wrote:Rek Seven wrote:CCP Explorer wrote:Rek Seven wrote:To be honest, all these little UI enhancements feel like you guys are just painting over the cracks and avoiding the real issue, which is that the game needs a total UI overhaul... But that's just my opinion. A complete UI overhaul in one go is an unrealistic endeavor, in terms of time and manpower required and in terms of code changes it would bring at one time. We have a future UI vision and based on that we need to incrementally and iteratively improve the Ul. That's the practical way of doing it in terms of resources and is proper risk management in terms of code changes. Yeah I get that. Your iterative approach is less risky but I feel it would be more progressive to iterate in chunks rather than one small thing at a time. We will do it in a balance of smaller iterations and chunks. You will see one such chunk in a devblog from CCP Optimal and CCP Arrow soon (and on SiSi in the next couple of weeks).
This is good to know.
I think it was during the art pannel at fanfest were you guys showed a newer tactical overview, picture in picture and dynamic camera settings. The latter excited me the most but all in all, if this is the direction you are heading, i'm happy.
As someone said above, one major failing of the UI is the over reliance on right-click drop down menues. It's not really acceptible in this day and age and all it does is increases the risk of repetitive straighn injury. 
CCP Explorer, i have a question for you; A few days ago someone posted a link to an old eve trailer (i think the thread was titled "blast from the past"). The video showed was appeared to be some old in-game footage. It looked to me that the game used to have a 3-d mini-map in the bottom right hand corner of the screen.
What happened to that mini-map?
Spacial awareness and my proximity to other pilots is a big problem for me in this game, don't you think that old mini-map would benefit the players? |

Rek Seven
Probe Patrol Project Wildfire
278
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Posted - 2012.04.21 10:16:00 -
[9] - Quote
This is the thread I was referring to: https://forums.eveonline.com/default.aspx?g=posts&m=1147335#post1147335 |

Rek Seven
Probe Patrol Project Wildfire
282
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Posted - 2012.04.30 11:52:00 -
[10] - Quote
http://clip2net.com/s/1RLnR
Oh CCP... I wish i could say i was surprised that you overlook these sort of things but i suspected you wouldn't factor in the top aligned ship wheel in your design.  |
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