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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Fallout

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Posted - 2009.02.14 14:34:00 -
[1]
Tech 3 ships are going to be complicated, but not unpretty. CCP Fendahl's new blog gives us the scoop on the new fitting screen that will be coming with Apocrypha... with image goodness.
Fallout Associate Community Manager CCP Hf, EVE Online
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2009.02.14 14:41:00 -
[2]
I found it a bit hard to use tbh, but I guess I'll get into the routines after a while. Mainly because it extended over the station panel so I couldn't access items in my hangar - and the fact that you couldn't move the fittings screen.
But it's looking very spiffy, eyecandy for sure 
Secure 3rd party service |
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Destination SkillQueue
Are We There Yet
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Posted - 2009.02.14 14:44:00 -
[3]
Save fittings feature made me feel warm inside. Much improvement compared to the old. Thanks in advance.
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Fredou
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2009.02.14 14:57:00 -
[4]
can you move it now?
didn't try the last patch, yet
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Gumpy Nighthawk
Amarr Octavian Vanguard RAZOR Alliance
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Posted - 2009.02.14 15:01:00 -
[5]
With the older build there was also the window with effective hitpoints, not sure it's still there with the current build, but just assuming it's still there, but that effective hitpoint number is just an addition of your armor with any extra armor booster, but not taking any resists in account. So it kinda seems silly to call it effective, since it's not been adjusted for resists, so it's just the normal base number of hitpoints or i've missed something here :) Signature Locked. Please refrain from amending a moderated warning. Navigator |

Vyktor Abyss
IONSTAR Curatores Veritatis Alliance
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Posted - 2009.02.14 15:02:00 -
[6]
Woot. Look at me ma, I'm on the first page!
Just wanted to say this looks great to me! I especially like the "corporation" fitting part - simply awesome idea!
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Jameroz
Echoes of Space
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Posted - 2009.02.14 15:09:00 -
[7]
The transparency makes it quite hard to read the info. I'd rather have regular background so the user can select the level of transparency himself. 
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Mashie Saldana
Minmatar Sharks With Frickin' Laser Beams
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Posted - 2009.02.14 15:11:00 -
[8]
The picture in picture feature sounds great. The use of a single ring makes it a bit counter inituive with low/med/high slots, maybe put text descriptions next to it on the inside of the ring.
Also, the T3 "slots" are not in the same order as the modules are mounted on the ship.
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zacuis
Great Big Research
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Posted - 2009.02.14 15:18:00 -
[9]
first page
and i like the new screen tbh it`ll just take some time to get used to
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.02.14 15:20:00 -
[10]
The only good new feature is that we can load and save fittings now.
What use has an UI which uses 90% of the screen but at the same moment waste 60% of its space for pure nothingness (i mean the big empty hole in the middle of the ring).
It is much more difficult to read the different information about the ship in the new fitting screen. Because of the waste of space in the UI everything usefull is now small and cluttered together so that no information grouping happens.
And sorry, you have 4 tech3 ships and how many non-tech3 ships? Was it really necessary to kick out a fantastically working fitting screen for that?!
I NEVER EVER heard any complains about the fitting screen - except for loading/saving fittings.
This is absolutely horrible UI and if I would have a choice I wouldn't use that fitting screen even if you pay me 100 mil isk (except for loading/saving the fittings, that is really a cool thing).
My suggestions:
Stop the wastage of screen space in the middle of the ring and fill it with useful information. Why not filling it with info about shields/armor/hull/cap? This way you group at least some of the info logically.
- Don't make the fitting screen transparant. It is very confusing and extremly difficult to read. Sure it looks ... 'cool'
but totally bad ui design. If you want transparency, then give us at least a slider so that we can control the transparancy ourselves between 0% and 100%.
- Don't display subsystems (even if they are greyed out) for non-t3 ships. What use has this info? None. So drop it.
- Arrange info which falls into the same category also visibly close together. Mainly I mean the info about the Powergrid, CPU and calibration points. They are spread around on the ui randomly without any connection with each other.
- In general, make the fitting screen more compact. FORM FOLLOWS FUNCTION!
With some work you can end up with a useful fitting screen again.
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Aldiree Antima
Caldari Science and Trade Institute
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Posted - 2009.02.14 15:28:00 -
[11]
Nice! Something new, useful and shiny.
Hopefully you get something nice out the Picture-in-Picture idea. I'm skeptical in this respect.
Question: Will there be a overhaul for the asset management system? The methods of presentation data is suboptimal at best and sometimes really annoying. I spend most of my time trading/hauling in eve and use this over strained asset system extensively.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.02.14 15:37:00 -
[12]
I don't like the form over function design concept to be honest.
The new fitting screen wastes a lot of space, i can't even move items from my hangar to fit on my ship without moving a lot of windows around. It takes my whole space and still displays less information than the old one.
Sorry, i can see it took a lot of work. But the old one was better. ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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Tammaria Snegallja
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Posted - 2009.02.14 15:39:00 -
[13]
I haven't used the fitting svreen in a station for ages, so this huge monster looks scary to me.
Right now, it sits where the Corporate Hangar Array with my stuff opens. Looks as if I must move it to the side of my screen, so that would move either the Local or the Overview to the center. Great, I just love to have a full-height window in the middle ("column" 2 or 4 of 5) of my screen...
Um, and dragging a module from the Fitting Screen to the Corp Chat is out of the question, too.
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.02.14 15:51:00 -
[14]
Questions about this fitting manager tool
1) Can a corp member fit ships inside corp hangar if there are the modules present in that hangar (eventually point to some other hanger where the modules are also), assumed that person has the access roles to access all that stuff in corp hangar?
2) Will there be alliance-wide fittings? Or only personal and corp?
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Nathanael Ashcroft
Incursus Academy
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Posted - 2009.02.14 15:59:00 -
[15]
This new look is simply beautiful !  Cheers to the design team !!
_________________
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Vir Hellnamin
Gradient Electus Matari
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Posted - 2009.02.14 16:20:00 -
[16]
Edited by: Vir Hellnamin on 14/02/2009 16:22:41
Load/Save setup is the good stuff. Too bad it starts to feel that that's it where the good stuff ends.
Is there any way to have a version that would not show the (pointless, unless you enjoy spinning your ship a lot) view of my ship in the docks? Could this be made as toggle able, since UI-space is valuable when fitting a ship (and not everyone has 1920x1200 24" TFTs)?
The Hangars in Item Panel sound like they only check hangar-floors, not inside cans, is this so?
Could the corp.hangar access be toggleable from fitting UI side, since it might lag out client when accessing some 1000 different items from corp hangars?
Also, is there currently a way to see the gun-type/-name after ammo is loaded?
yes, I sound irked, but I prefer simple UI compared to any bling bling any time...
but since you're mentioned that Save-Load possiblity, I take it and have to live with the rest. 
-- V.H.
"Entering MH means instant death. It's worse than 0.0. Even the asteroids shoot back." - Alex Harumichi [GRD]
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Ashley Thomas
Kiith Paktu Veneratio Venator Alliance
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Posted - 2009.02.14 16:27:00 -
[17]
used it yesterday and liked it alot, though i must admit took a little while to get used too
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Captain Campion
Synergy. Imperial Republic Of the North
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Posted - 2009.02.14 16:27:00 -
[18]
Is it missing the Class / Ship information ?
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Rilwar
22nd Black Rise Defensive Unit
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Posted - 2009.02.14 16:30:00 -
[19]
Edited by: Rilwar on 14/02/2009 16:30:13 Resizable pl0x!
So far I love it, but we really need to be able to adjust its transparency ourselves, it's impossible to read.
My 2nd PC running 1024 cant fit the whole thing properly.
-EDIT-
1st page. ---O-H--S-H-I-T---
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Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.02.14 16:31:00 -
[20]
Edited by: Mahai Ano on 14/02/2009 16:34:22 Suggestions:
-I store my items for fittings in one/more separate station containers. The new fitting window does not list the items there, making the save/load a waste of a feature -fix the tranparency issue (yes, it is an issue) -instead of greying out, don't display nonexistent slots! (modules on non-t3, rigs on noobship, the 2-7 highslot on a iteron I....)
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Josehpine
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Posted - 2009.02.14 16:35:00 -
[21]
You've forgotten a famous quote on the beginning of the blog!!!
other than that, hope to see the changes coming!
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.14 16:37:00 -
[22]
can I have the old fitting screen back ? I don't care what the freaking t3 ship looks like, I care only about the stats of the finished ship ...
I always have station environment disabled (and it does all kinds of freaking things like vanishing ships) so the new fitting screen is less usable for me ..
only + is the fitting export
--- SIG --- CSM: your support is needed ! |

Shalmaneser ili
Caldari Gemeinschaft interstellarer Soeldner
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Posted - 2009.02.14 16:40:00 -
[23]
It looks great at first, but the handling is a bit cumbersome.
Of course the switch from something that one has been using for years to something new is not happening at once, but so far it feels a bit wrong to me. I agree with some of the people posting earlier that it gives too little info for the amount of space that it uses - but I also think that most of the impression comes from being so big (especially at non-widescreen resolutions) and non-movable, but that has already been addressed in the blog.
The good:
- Visually appealing. - Much more shipinfo than the old fitting screen which reminds of EFT. - Fitting Manager, awesome to have. - Drag and drop from Personal Module Charges to Cargo works, even with shift key functionality. - Personal Module Charges is quite the win, even though it means making a personal switch from not using containers to keep my hangar tidy anymore, and not using the hangar to fit a ship anymore. I'll gladly make that transition.
The bad:
- Doesn't show cargo space used/left. - Doesn't show drone bay used/left. - "Drones in Ship" doesn't allow to load/unload drones. - Clicking on "remove" on a group of 4 MP II on a Geddon removed the crystals, but also visually the lasers showing an empty slot, even though they are still there. Closing and re-opening fixes this. - PG and CPU numeric displays at the bottom left and right of the "Stargate" are decentralized and not easy enough to glance over when hovering the mouse over a module one might want to fit. - The PG and CPU bars are purely decorative, I'd go as far as saying useless compared to the old fitting screen. I cannot tell where the maximum is, also they don't stand out enough visually - they blend in with the screen too much. - Unintuitive arrangements of low/med/hi slots in a clockwise fashion - it is low/hi/med instead.
Suggestions:
- Add a "100%" mark to the PG/CPU bars? Maybe even add 10% or 25% increments to have a chance at telling what value they are showing at all? Even better, have the current percentage shown at the end of the bar - you could even make it go red if it goes over 100%, showing a red (pulsating) 100% or >100%? - Make the PG/CPU bars stand out more - a pulsating, soft slow glow? Or simply more solid in color, less gradient? - Move the numeric PG and CPU displays from the bottom to the top, closer to the vertical center below the ship type and name, making it easier to check them at a glance. - Add "MW" and "tf" to the numeric PG and CPU displays respectively. - Have the "Used" portions of the numeric PG and CPU display turn GREEN when you hover over a module that would fit, and RED if it won't. - Rearrange the slots shown on the "Stargate" in a clockwise fashion to either low/med/hi or hi/med/low to make it more intuitive.
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Shalmaneser ili
Caldari Gemeinschaft interstellarer Soeldner
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Posted - 2009.02.14 16:42:00 -
[24]
Originally by: Mahai Ano [...]I store my items for fittings in one/more separate station containers. The new fitting window does not list the items there, making the save/load a waste of a feature[...]
Same here, and I thought the same way as you do - but all I will be doing is keeping everything in the main hangar, fitting from "Personal Ship Modules", and put everything that is not supposed to be fitted or that cannot be fitted (minerals, corpses, etc.) into a container to find them more easily. Not a problem at all, I think - except for having a huge amount of items in your hangar.
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Kaahles
n0thing Inc.
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Posted - 2009.02.14 16:47:00 -
[25]
Edited by: Kaahles on 14/02/2009 16:49:16 Yeah where's the quote at the beginning? You should fix that!
Other than that I like the new UI. Displays all the information I need and doesn't look like an excel spread sheet anymore it actually looks like a game with fun. It's a bit tricky to get used to it but guess that's normal since I used the old one since '05 but I was really getting depressed when I saw it My personal favourite: ship fittings save/load. Just tried it on SISI yester they it's just awesome.
BUT there are still a few issues. The transparency looks cool I would like to keep it but on the other hand sometimes it get's really on my nerves so a little slider to scale it would be nice. Moving it around and maybe resizing would also help allot.
Especially when you try to fit a ship in space on a POS/Carrier it can get really ugly with the transparency (overview)/not moving thing. I also would like to see some basic filter options for the item browser. A few checkboxes would do the trick for me. Options should be to choose what kind of module (slot) and what hangar (corp/own/both) should be displayed. Drone/Cargo bay capacity issue has been stated before but I'll put it on my list too
EDIT: some spelling and YARR first page o/ ----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

Shalmaneser ili
Caldari Gemeinschaft interstellarer Soeldner
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Posted - 2009.02.14 16:48:00 -
[26]
Originally by: Vir Hellnamin [...]Also, is there currently a way to see the gun-type/-name after ammo is loaded?[...]
Hover your mouse over the weapon in question, it will display instantly. Works for Mega Pulse II on a Geddon at least on my Sisi client.
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rubico1337
Caldari nefarious badgers inc
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Posted - 2009.02.14 16:49:00 -
[27]
+ the option to save fittings
-revamping the entire fitting system for 4 ships, most of which will not make it into the average players' hands for a long time
here, someone fixed the fitting window the way it should be
Originally by: Blind Man okies so liek when u warp in on them u shod target them... and stuff k.then u FIRE ZE MISSILES and use your heavy nos cause it drain their cap then u click the jhammer and dampenener
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.14 16:50:00 -
[28]
Suggestion:
Why not put the rigs and subsystems in the left arc of the Viewmaster, so that low slots can remain, uh, low?
Right now it's going to be very confusing, especially to newer players.
"Make sure you put cargo expanders in your low slots before you go mining in that Bantam!"
"Er, which ones are the low slots? The ones on the right or the ones on the left?"
"The ones on the left."
"Then, why don't you call 'em leftslots?"
"..." ------------------ Ironfleet.com |

Chris Stormrider
Gallente IDEON ANDRON
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Posted - 2009.02.14 16:52:00 -
[29]
I don't like the fact that various slot types are presented equally on the same ring. The name "high" and "low" slots don't make sense.
Also, someone looking at it (a newbie), doesn't get the idea that the modules shown have been put on the presented ship.
I usually log in from an eeepc with 1024x600 resolution (though I doubt most people care if that's a problem and I'm not sure if I'll be able to play using premium light, no-one knows for sure, right now).
I keep all my modules in a can to reduce the assets window lag. If I can use the "personal ship modules" to access my modules inside the can, then it's also ok. Otherwise I'd have to use a "station for modules" instead of a "can for modules". Obviously I won't be using that part of the screen.
I should be able to open the fittings window by dragging&dropping a module on the ship, like the way you can change active ship by drag&drop the ship to be made active (on the "empty space", where available :P).
Avoid green/red indication of active/inactive, for color-blind people (not me), or compliment it with a green disk/red x respectively.
Allow minimize.
Where is the help/evelopedia button?
Have a newb-mode to capture common fitting mistakes like armor+shield rep, and various non-newb friendly (but with their purposes) fits, like fitting "wrong" type of turrets and missing the bonus, small or too big shield booster, etc. Of course it should go away really easy, unlike clippy P
Export so you can copy/paste it or out-of-game, link so others can see your fitting (a bit far-fetched right now, too late to makee it etc. but you really scrambling to get this out no matter what, aren't you?)
Otherwise very nice (just kidding :P)
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Saju Somtaaw
Gallente Department of Defence Dead Mans Hand
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Posted - 2009.02.14 16:54:00 -
[30]
First Page on a dev blog!
Looks good from the screen shot, getting a singularity client set up now to see it in action. ---- --- --- Devs Sign Here; GMs and ISD welcome to :) |
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Casiella Truza
White Rose Society
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Posted - 2009.02.14 16:54:00 -
[31]
Lots of great feedback I see in here. The EVElopedia links would be really helpful as would a little more opacity on the window itself. Others have already gone into great detail and clearly have put tremendous amounts of thought into it, so I hope that CCP Fendahl and his team take them seriously and in the spirit in which they're offered.
And if you're looking for areas to improve next (after fitting), the S&I window and asset windows need a lot of help. --
IC Twitter |

Kaahles
n0thing Inc.
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Posted - 2009.02.14 16:55:00 -
[32]
Originally by: Marlenus Suggestion:
Why not put the rigs and subsystems in the left arc of the Viewmaster, so that low slots can remain, uh, low?
Right now it's going to be very confusing, especially to newer players.
"Make sure you put cargo expanders in your low slots before you go mining in that Bantam!"
"Er, which ones are the low slots? The ones on the right or the ones on the left?"
"The ones on the left."
"Then, why don't you call 'em leftslots?"
"..."
Well, if you use the item browser the way it is intended you don't need to know WHERE they are located on the UI  ----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

Manfred Rickenbocker
The Elliance
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Posted - 2009.02.14 16:57:00 -
[33]
After seeing the first version (I havent checked the new one, if its been updated), everything is looking real slick! I only have two real issues however:
- The icons are really tiny hard to discern after you fit and are using a windowed resolution. (Multi-boxers anyone?)
- It is really difficult to sort through all the items you can use to fit your ship with. Ive got a few hangars with 200+ items, and one with over 500. The window needs the ability to remove items from the list by type, size, fitting and slot.
Keep up the good work! The UI is the thing most needing improvement in Eve. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Shalmaneser ili
Caldari Gemeinschaft interstellarer Soeldner
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Posted - 2009.02.14 17:00:00 -
[34]
Another suggestion - to keep the personal hangar of older players who crosstrained a lot of races/shiptypes somehow manageable in addition to managing loot, minerals for production and/or transported items for trading - how about implementing a personal hangar subdivision which can be accessed by "Personal Ship Modules" on the fitting screen, leaving the "standard" hangar untouched and uncluttered? Or, as a workaround, make it possible to link a container to PSM like a Station Vault?
Would any of that work?
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Zaraa
United Forces
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Posted - 2009.02.14 17:03:00 -
[35]
Edited by: Zaraa on 14/02/2009 17:05:28 I couldn't find where I could see how much space I had left in cargo or drone bay. Other then that first impressions was possetive. Saveing and Loading fittings, Eyecandy and HP/s vissible.
running Gentoo\Linux
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Ydyp Ieva
Caldari Amarrian Retribution
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Posted - 2009.02.14 17:06:00 -
[36]
Well at the first glimpse it was like: wow nice job. Then went on sisi and found out it sucks to be usefull. Hope you guys get that PIP thing working realy quick as at this moment needing to close half of all my windows isn't the way to get this to work.
Also what I miss about it is the function to load drones into the drone bay. In the previous one we had 2 buttons to open drone bay and cargo bay. For the cargo bay we also got the additional button at on the ship readout and modules. But there isn't any for the drone bay. Which makes it for me hard to refit drones near an ship assembly/maintenance array (pos/capital). As the the open drone bay isn't on the right click menu of your ship either. ----------------------------------
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Steve Thomas
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Posted - 2009.02.14 17:07:00 -
[37]
the impresion im getting overall is that the team is hellbent on making things harder for everyone. first they take away 90% of the sp for newbies,(here is a clue Developers, Making it so that it will take 1-2 months to get to the same place as a new player who started the day before you droped the expansion in everyones lap is not a good idea.Period.) they force everyone into premium/Premium lt. both of them are still so clunky that many people who run multiple accounts in classic cant in premium with anything aproaching an acceptable frame rate.
(as for Premium lt, it leakes memory so bad they should rename it the Titanic, suposedly its on the "to be fixed now" list)
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Katana Seiko
Gallente
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Posted - 2009.02.14 17:14:00 -
[38]
I think it looks awesome. Just one more thing I'd like to know: How will we be able to share those fittings with others? Maybe you could add an item like the bookmarks, a "Fitting Description" or whatever that you can drag from the fitting screen to your cargohold and trade it to other players from there... --- "Multiple exclamation marks are a sure sign for a diseased mind." -Terry Pratchett |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.14 17:16:00 -
[39]
Edited by: Marlenus on 14/02/2009 17:17:07
Originally by: Kaahles Well, if you use the item browser the way it is intended you don't need to know WHERE they are located on the UI 
Well, I guess my point is that high, mid, and low slots are a pretty fundamental part of EVE design, and they will remain so -- that's still how they are designated in the ship information windows, for instance. Thus, it strikes me as a serious design mistake to abandon this paradigm in the place where EVE makes slots most visible -- the ship fitting window.
Especially when, from what I can see, there's no functionality in the new design that would be lost by putting the rigs and subsystem slots where the "leftslots" currently are.
Mark my words, if this does not change, six months from now we'll routinely see newer players talking about "leftslots" and "rightslots" when they discuss ship fittings among themselves. I see this as adding pointless confusion to the game. ------------------ Ironfleet.com |

Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.02.14 17:22:00 -
[40]
You wanted to avoid yet another excel spreadsheet in space but your new fitting window is completely useless without the information and statistics on the side panels. So in the end it ends up being the same rectangular shape. Only difference is that its more transparent and therefore, harder to read.
It's as if you took the old UI, cut a hole in the middle and made it five times less user friendly. Pray tell, what is the big fascination with being able to see your ship while you fit? Do you think we're going to somehow forget that, yes, this is a goddamn Apocalypse we are playing with now?
I feel confused when the UI Team goes poking into one of the last places that needs it. Name any other UI element, and I'll tell you just how much worse it is than Quantum Rise fitting window.
For the record, this is what you did wrong:
1. Transparency looks nice, but isn't user friendly.
2. Remove module and Info button trails are annoying and redundant.
3. Can't have more than one left-side menu open at once; all menus collapsed by default.
4. CPU / Powergrid bars are blended into the UI with no obvious start/end points; too large and entirely worthless without readout.
5. Drop shadow and bevel emboss on the fitting ring? Really?
6. The hardpoints graphic is not intuitive, takes up too much space, and looks out of place. What do the grey circles represent? Hardpoints left? Hardpoints used?
7. Small autocannon and standard launcher icons in my fitting window, when you have none fitted. Newbs will love that one.
8. You made the module icons smaller and blurrier, and the green 'active' button as visually intrusive as possible.
9. Ammo now takes up the entire turret space, making it harder to see what guns you have fitted as you're cycling through multiple ships.
10. No drag, no minimize, no close, no resize.
11. No cargo capacity readout to show what you have and what you used.
12. Same thing for drones, add the missing drone bandwidth on top.
13. Can't see or make drone groupings in fitting window, the most obvious new feature you could have added.
14. The colored backgrounds on the resistance readouts are useless because you don't know where they start or end.
15. What is that circular capacitor graphic good for, exactly?
16. Your free floating and icons around the ring only blend into my station environments, and my eye has to keep straining to spot them while the strobe lights move around.
17. The short animation you get when opening the fitting window is lame and pointless.
18. UI behaviour changes depending on whether the side panels are open. Sometimes you can click-drag to rotate camera, other times the mouse gets stuck. Completely unintuitive.
19. Your fitting window blocks parts of my neocom and station panel on the lowest resolution.
20. It's completely out of place with the rest of the UI, and whether or not you intend to change the rest in time, the fact remains you have two different UI designs and behaviours for the duration instead of one logical theme and set of behaviors.
21. You're still missing vital information from this new fitting window, just as the old one. I still have to 'show info' on my ship to get the whole picture.
22. You added new information with hitpoint calculations, but you force the user to select from an obscure dropdown window instead of doing a simple check to see what sort of setup that person has.
23. The left-side panel boxes are mixing two types of information: stuff in station and stuff in your ship with no obvious distinction between the two.
24. The left-side panel boxes are tiny, and worthless for scrolling through a mountain of assets, some in containers and other ships. They don't even extend fully in the horizontal and waste space.
25. This design sucks bacause Stargate sucks.
Have a nice day.
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Creat Posudol
Gallente
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Posted - 2009.02.14 17:25:00 -
[41]
I only have a second for some first-glace feedback and haven't read the other responses (will catch up with those later). The primary thing I've noticed are lacking boundaries for all things displaying progress-bar-like amounts. By that I mean the CPU/PG usage bars in the sides of the cirle and the resistances. There is no indication of where the 100% mark is, so having a quick glace at the resistance values doesn't give me an idea of how good they are until I actually read the numbers (which surely wasn't the intention). To judge that I need to know where the box ends (i.e. where the 100% mark is), otherwise I have to basically guess from where the next bar starts (but don't know how much free space is meant to be in between and so on). Same goes for the CPU/PG graphs. Even if 100% is at the top in the mittdle, just put some marker there to make it clearer and more obvious. Also these two bars might be too long to be of any use besides looking pretty.
The only other thing I've noticed is when clicking the 'remove' button for a scanner or weapon to remove the charges I usualy want them in the cargo bay of that ship, not the station hangar. It would be best to place them into whatever is expanded on the left of the fittings window or give an option to se a 'primary' location somewhere...
Visualy I love the new fitting UI (especially considering we're still a month from deployment or so), I just can't understand those who want to keep the old one compared to this 
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Deva Blackfire
coracao ardente
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Posted - 2009.02.14 17:28:00 -
[42]
Move lowslots to bottom, midslots to the left. Put bottom part (rigs/components) to right. Result? More intuitive fitting screen.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.02.14 17:28:00 -
[43]
Originally by: Creat Posudol I just can't understand those who want to keep the old one compared to this 
Name one advantage of the new UI and how it renders the old one obsolete. You have five minutes.
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.14 17:39:00 -
[44]
Originally by: Deva Blackfire Move lowslots to bottom, midslots to the left. Put bottom part (rigs/components) to right. Result? More intuitive fitting screen.
... and I really think they should boost T2 plate HP.
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Kaahles
n0thing Inc.
|
Posted - 2009.02.14 17:54:00 -
[45]
Originally by: Dr Resheph
Originally by: Creat Posudol I just can't understand those who want to keep the old one compared to this 
Name one advantage of the new UI and how it renders the old one obsolete. You have five minutes.
I'll take the liberty of doing it for him...
- Save/Load Fittings - makes everything easier
- Item Browser - needs some upgrades but after all you don't need to have open tons of different windows anymore you can basically do everything within the fitting window itself
- Easier Handling - Once you get used to it you'll be much faster in fitting/refitting your ships due the nice littel fitt/unfitt buttons
- Tank Abilities - Displays your passive shield regen, active shield boost / armor rep amount
- Design/Estetics - looks cool instead of "overstuffed" like the old one. Displays the same amount of information (if you know where to look) as the old one but feels more like a game ui instead of an excel spread sheet
satisfied? guess not but was worth a try. ----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
|
Posted - 2009.02.14 18:09:00 -
[46]
Originally by: Kaahles I'll take the liberty of doing it for him...
- Save/Load Fittings - makes everything easier
Why is this only achievable with a complete UI overhaul?
Originally by: Kaahles Item Browser - needs some upgrades but after all you don't need to have open tons of different windows anymore you can basically do everything within the fitting window itself
Item browser is worthless in functionality, and for those of us who have 'merge items into station panel' your argument that it cuts down on open windows is moot.
Originally by: Kaahles Easier Handling - Once you get used to it you'll be much faster in fitting/refitting your ships due the nice littel fitt/unfitt buttons
I highly doubt that. The button only shows when you mouse over, and then you have to move down to where it is. Again, why did an 'unfit' button require a UI overhaul? The same thing could have been added to the current fitting window.
Originally by: Kaahles Tank Abilities - Displays your passive shield regen, active shield boost / armor rep amount
Which part of the UI overhaul was mandated by this additional information? And has it completely nulled the necessity of 'show info' on ships during fitting?
Originally by: Kaahles Design/Estetics - looks cool instead of "overstuffed" like the old one. Displays the same amount of information (if you know where to look) as the old one but feels more like a game ui instead of an excel spread sheet
Really? No one complained the old UI looked overcrowded or like an excel spreadsheet before this change. And the reason the new UI looks simpler is because it autohides information. You might be able to find it if you know where to look, but how is this helping anyone but newbs? It adds extra clicks.
Originally by: Kaahles satisfied? guess not but was worth a try.
You're trying to convince me the new UI is better because the old one is bad, or that the new UI is better because the old one doesn't have the same stats - even though it would easily accommodate if CCP decided not to change things.
Your arguments are weak and you're grasping at straws. None of them explain how the old UI design is obsoleted by this thing. Explaining how its different is not the same thing.
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De'Veldrin
Special Projects Executive
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Posted - 2009.02.14 18:09:00 -
[47]
Originally by: Destination SkillQueue Save fittings feature made me feel warm inside. Much improvement compared to the old. Thanks in advance.
This, a hundred time this. As someone who changes fittings often, the ability to save them will be a blessing. --Vel
There is no right or wrong way. There is only what works and what gets you waking up in a clone vat. |

Caiman Graystock
Caldari
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Posted - 2009.02.14 18:09:00 -
[48]
It is very visually appealing, looks much better than the current screen and I really do like the layout. My complaint, is as mentioned in the devblog, the size of it, the lack of being able to move it, and that fact you can't make it opaque. If these three things can be addressed, it's perfect.
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QwaarJet
Gallente hirr Morsus Mihi
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Posted - 2009.02.14 18:13:00 -
[49]
I know people will just say they like it (because they always do) but I think it looks terrible and isn't very functional. There is utterly no point in changing the fitting screen again. Put your resources into something useful.
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Treelox
Amarr Seppuku Warriors
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Posted - 2009.02.14 18:15:00 -
[50]
While visually very beautifully done, I really hate the new UI in function. The only function I like is the save/trade settings feature.
It takes up way to much screen real estate, and is not moveable. I really like how with the current fitting screen, I can move it up to the top left corner of my screen and it only takes up roughly a quarter of my screen. Now it blocks many of my open windows.
I find the space in the center that displays the ship wasted. I dont need to see the ship at all while I am fitting it. Get rid of that and the whole thing would take up soooo much less screen space.
I also agree with, as others have already stated, that the CPU/Grid/etc displays should be more defined and maybe show some sort of graduated scale, so we constantly dont have to use the tooltip hover while we tweak.
Moveability of drones is a PITA.
While not near as pretty, I feel that the UI for the old fitting window was perfection of function over beauty. This new one you have brought us is beauty over function. Was there any reason that we had to make a whole new art for this, when just adding 5 slots next to the rig slots on the current fitting window would of done pretty much the same thing, think of all the man hours you guys could of saved. Man hours that could of been redirected towards UIs in game that are truely borked, like the SI or POS UI's. Those have been biotched and moaned about for years, I didnt see many players complaining about the fitting UI though. Please in the future, fix what is broken or unintuitive, and dont try to reinvent the wheel everychance you get, just to give us eyecandy.
Function over forum, every time for me! --
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Ephemeral Waves
Federation of Freedom Fighters
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Posted - 2009.02.14 18:15:00 -
[51]
The new fitting screen is a major step away from usability.
Nothing is where you'd think it should be and the information you want (how much cpu left frex) has been removed and replaced with some bars that move around.
They'd have been much better off just adjusting the current screen to have the new details that they wanted to add.
And and as somebody else already mentioned, no more 'high, mid, low' slots. It's left, right and top....
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Treelox
Amarr Seppuku Warriors
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Posted - 2009.02.14 18:16:00 -
[52]
TLDR version of what I posted above
function > cool looking --
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Enthral
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Posted - 2009.02.14 18:17:00 -
[53]
Form over function. There isn't even a "Close Window" widget on the thing. It covers everything, but its semi-transparent nature makes it hard to read in spite of the massive amount of real estate it consumes.
Has anyone tried this thing at a POS yet? I don't have a POS on SiSi at the moment.
One step forward for looks, two steps backward for utility, if you ask me...
-Enthral
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Kerfira
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Posted - 2009.02.14 18:28:00 -
[54]
It looks nice, but is pretty much unusable if you play in lower window sizes (I generally use 1024x768).....
Please don't implement this. Changing something 'Usable' to 'Unusable' is not a good change....
A very common mistake in SW development is to say "We've made this and now we'll put it in no matter what the opinion is...". A lot of other companies have made this mistake... Please don't you do it too....
The old fitting screen is highly usable, facilitates what it is there for (fitting ships), and can be easily adjusted to the new functionality. This would be a much better solution.
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
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Goonda
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Posted - 2009.02.14 18:29:00 -
[55]
I know you guys put a lot of work into this, so this is painful to say. But I think you guys got a little lost on this project.
I REALLY do not like this new fitting screen.
I understand the desire to see the ship, especially with tech 3 ships coming out, but I have to question the wisdom of making this the primary feature of the fitting screen. And that is what you have done by centering it on the screen and making it the largest feature of the new layout. Having a ship that looks cool is nice, but I think most players are more concerned with the abilities of their vessel.
First, what I like: I think that the statistics panel looks quite nice. I think it could be cleaned up a little more by removing the picture of the cap. It uses up way too much space and doesnt provide any more information than the numbers next to it. Then you can return cargo hold and drone bay capacities to the statistics panel. Also, couldnt you move the CPU/PG/Calibration numbers and bars over to the statistics panel? They are statistics, right? This move would allow you to return to using intuitive and easy to read horrizontal bars.
Now for the bad: I am not a fan of the central layout (from a UI point of view), and I think that is the root of most of the issues. Information and controls (read: slots) are spread out over too wide of an area. This requires your eye to move around the entire circle to figure out what you currently have fitted. Having all of the information and slots in one or two centralized locations would allow the user to tell at a glance what is fitted.
The CPU/PG/Calibration bars are forced by this setup into circular shapes which makes it difficult to identify, at a glance, how much is being used. These bars need to be in clearly defined boxes with clear easy to identify minimums and maximums. The circular shapes could be maintained, but they all need to be moved to a single location so that all the fitting limits can be seen at a single glance. This also holds true for the turret and launcher hard point displays. There is no need to have turrets on one side and launchers on the other, put them both in one location.
If I had any say about the issue, I would redesign the central (circle) portion of this new layout. I would move the hi/mid/low slots to concentric quarter circles (similar to the old layout), so that all 3 sets of slots are basically where the high slots are now. Also, move the CPU/PG/Calibration/Hardpoint readouts to the statistics panel or place them over top of the ship display window. I would leave the rig and T3 slots where they are.
With this set up, the side panels (statistics and hangars) could be moved toward the center slightly, reducing the overall width of the window at the expense of a slight increase in height. If combined with a resizable ship view window, the ship view could be minimized, or made much much smaller and the resultant layout would be almost identical to the old layout. This would make the transition to the new fitting screen a bit smoother because people could set it up to look similar to the old one, but with a few new features, like the optimized statistics panel.
In conclusion, it is nice to have the UI looked at and revised, but the primary concern of a UI designer must be usability. The new layout is generally spread out and unintuitive, and I believe that this is mostly caused by loosing track of what the real goals of UI design should be. It is not enough to just use the old saying "form follows function". You have to decide which functions you need and which you do not, and then prioritize the ones you do.
I realize that it is probably too far along to make any fundamental change to this UI design, but I hope something is done to improve it before the general release. |

Ikkajo
Minmatar Illudium Space Products
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Posted - 2009.02.14 18:32:00 -
[56]
As someone that works a lot with end user applications and user interface design, I have to say that this design is terrible. It smacks of a graphic designer making it and not a user interface designer. There are so many things wrong with it, I'm not sure where to begin. Here's a couple of major points:
- Colour differentiation: The brown colour makes it very difficult to read the text behind it. Most of the modules are dark coloured. The contrast between the module and the backgroud is difficult to distinguish. Brown is also a very bad background colour for colour-blind people.
- The UI takes up way too much screen space for what it is actually doing. With more than 50% of the screen space not being used by the UI, even though it covers it all, is a bad design. Almost all of it needs to be functional.
- Low/medium/high slot distingushing has disappeared now. Unless you can read the text (see colour blind issue above), a lot of the UI does not make any more sense. There's a gun icon on one side and a missile icon on the other side; What does that mean? The slots for those guns are not showing on the main ring, so how does one know what weapons are fitted?
- Resize issue already mentioned -- Industrialist Carebear, CEO Illudium Space Products: Where's the KABOOM!? LP offers by corp at the LP Store DB |

Glengrant
TOHA Heavy Industries
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Posted - 2009.02.14 18:37:00 -
[57]
Edited by: Glengrant on 14/02/2009 18:38:28 I'm ok with the ring vs old style. Not a killer improvement though. It's cute that you can see your ship inside - but low value.
That high slots are between low and med is bad IMHO. Yeah - I can see why you want high up on top - but then low should be down for the same resaon. Either way the sequence (low - med - high) should be correct. Fix: Keep high on top - med on side (left or right - I don't care) - low below that. Then the rest on the other side.
It's been said above but bears repeating because it's important. For any non-trivial corp - access to corp hangar without considering station containers is close to useless.
Saving/Loading fittings - pure awesome of course. :-)
Labels on hover to compactify and get more info in place - right decision. People get used to the icons and locations in no time. Having more info at hand *far* outweighs having labels show all the time next to them. The labels are redundant after a short time anyway. --- Save the forum: Think before you post. ISK BUYER = LOSER EVE TV- Bring it back! Laptop, NVidia7900GS, Ubuntu 8.04, WINE |

Smagd
Encina Technologies Namtz' aar K'in
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Posted - 2009.02.14 18:44:00 -
[58]
Please consider adding a way to remove the opening animation.
There's a reason there was a switch to do skip this for the star map, which now opens instantly... It's visually nice, but it slows down actual work.
The same logic applies to the old and the new fitting screens, really.
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Mal Plox
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.02.14 18:45:00 -
[59]
There is no point in displaying hardpoints we can't use. You don't display GM tools in our clients and allow us to click on em, just to say "You can't use that", so
1. don't display T3 hardpoints if we aren't fitting a t3 ships
2. going from drag-n-drop to click-select is a step back
3. progress is what we are looking for
---
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Arekaine
Gallente Shadowmen. Galactic System Lords Alliance
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Posted - 2009.02.14 18:45:00 -
[60]
Think I will wait till it's FINISHED until I start flaming it. As of right now, it is a far better improvement to the old one. It is sleek and stylish. And when all of the features have been put in and the final touches have been added. The ability to save fittings and share them is worth it's weight in gold. Peace out
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Kaahles
n0thing Inc.
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Posted - 2009.02.14 18:52:00 -
[61]
Okay I see there is no point in this. But one thing addressed to CCP since you've already invested time in creating this nice new fitting screen and the angry mob wins and you should decide to upgrade the old one with the new functionality instead of implementing the new one: let us choose between them. I for one would welcome the new screen.
Just a side note for everyone else: go to SISI check it out yourself (and don’t stop after 5 seconds). Some complaints like “there are no cpu/pg readouts” have no solid ground. They are there. Well visible.
----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

Grimpak
Gallente Celestial Horizon Corp. I.C.C Industrial Drive Yards
|
Posted - 2009.02.14 18:53:00 -
[62]
I see the point of having a new fitting window, but it seems that uses up too much screen space for nearly the same thing as the old one.
sure the ability to save fittings is nice and whatnot. it's the best part of it actually, but I have to agree with the critics on the rest
also, your guardian setup are fail. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Goonda
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Posted - 2009.02.14 18:53:00 -
[63]
Forgot to mention it in my previous post, and I was maxed out for length.
Didn't the "walk in hangar" function get dropped from "walking in stations" because the devs decided that it would use too many resources and not be used more than once per ship per player?
The same logic needs to be applied here. Even with T3 ships, after someone sees what their ship looks like the first few times, they dont really care as much.
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Mangala Solaris
Caldari Ma'adim Logistics
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Posted - 2009.02.14 19:02:00 -
[64]
Coming to terms with the new ui. Most people with a general I like it but post here, i have already it covered my points.
One question though - where are the fittings saved to and are they saved in an exportable format? -------
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Phlegia
|
Posted - 2009.02.14 19:05:00 -
[65]
Edited by: Phlegia on 14/02/2009 19:04:51 The new fitting screen looks nice, but it seems like you forgot to check the useability before making this now design. We don¦t really need a huge display of the ship (not even when fitting T3 ships), w hat we really need is:
*) Be able to see all interesting stats on one view: - add size of the dronebay - add size of the cargobay - remove transparency - move readout of CPU, Powergrid and Calibration together - show weapontype + loaded ammo at the same time - improve the visibility of the ship name + type *) Better handling of the window - every click into fitting screen should bring the fitting screen to the top of other windows - exit button - moveable
Perhaps it could also be an option to deactivate the whole center block with the ring and switch it to a much smaller fitting-block without ship-display and T3 component-slots etc. |

Bloph
|
Posted - 2009.02.14 19:09:00 -
[66]
Well it looks pretty & I can see why there is a hole in the middle. But why is it so huge (and it blocks out my hanger window - making it difficult to drag modules on to the fitting ring)? It overlaps my other windows and because it's translucent it is really difficult to read.
In my opinion: it needs to be smaller it needs to be moveable it needs to be resizeable it would be nice if the transparency was adjustable - or make it non-transparent.
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Farrellus Cameron
Sturmgrenadier Inc Skunk-Works
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Posted - 2009.02.14 19:12:00 -
[67]
As it stands, the item selection drop downs do not show rigs. There needs to be some way to install rigs using the drop down. Not sure if this is a bug or a missing feature. ----------------------------------------------------
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Niccolado Starwalker
Shadow Templars
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Posted - 2009.02.14 19:18:00 -
[68]
Edited by: Niccolado Starwalker on 14/02/2009 19:18:44 You guys and gals.. I simply LOVE YOU! And I want to have babies with every one at CCP! (no cheap hamster please!)
THAT particular saving/loading ship fitting settings is something I have had wet dreams about for years!! And if I can be so daring, this is worth more then wormholes and t3 for me together!!!!
This looks to be the best expansion ever!!!
Originally by: Dianabolic Your tears are absolutely divine, like a fine fine wine, rolling down your cheeks until they flow down the river of LOL
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Garr Anders
Minmatar Thukk U
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Posted - 2009.02.14 19:20:00 -
[69]
As a lot of previews posters, I dont like the new fitting window:
- high, mid, low slots now not "intuitive" anymore - browsing the modules doesnt add any new functionality, so just takes up screen real estate: + if you could sort by low,mid,high slots, PG, CPU usage or even market availability would have been nice - the preview window in the middle though nice for T3 ships takes to much space, which could have been used differently, dont opitimize something just one the usage of such a special ship - missing the "full readabout" on stats for PGU, CPU, ... (havent found them)
This just from my short usage on Sisi ...
----- Garr Anders
"The only winning move is not to play" is about the best damn advice anyone can get regarding arguing over the internet. - referring to the Movie WarGames 1983
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Voltaire Leriel
Minmatar BIG Libertas Fidelitas
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Posted - 2009.02.14 19:20:00 -
[70]
It's just missing 1 tiny thing: Remaining CPU and Remaining Powergrid
It has the total, and what is being used, but not what is left. This would be really helpful!
Other than that, very nice. It's about time we saw some serious improvement on EVE's horrible UI. _________________________________________________________
BIG Corporation Website |
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Teddy Ruckspin
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Posted - 2009.02.14 19:25:00 -
[71]
Firstly great work on the new fitting screen it looks fantastic and the ability to save your setups is something a lot of people have wanted for a very long time. There are a few improvements that it could do with however
Transparancy Currently the background can not be made less transparant like other windows can, this is a problem as it can be hard to read some of the information on the fitting screen especially when other windows are open below it
The BIG long list The personal modules and personnal items lists is currently just a very long list of whats in the players hanger. This is OK but can be very annoying if like many players you have hundreds of modules in your hanger, some players organize there hangers using "Station containers" and the fact that this does not seem to show modules within those containers means players can no longer organize there hangers this way. Firstly the list should include items in these containers even if its a case of showing te containers in the personnal modules list and double clicking that container opens the content within the same list. and secondly the list needs to be filterable. Filters such as "High/Med/Low Slot Modules", "Module Type (Turret, Shield Booster Ect)", and even "Tech I, Tech II, Meta Level" should be added
Dynamic fittings Currently, the fitting window is not dynamic. You could save screen realestate by simply making the fitting screen not show things that can't be used for example, why are the subsystems shown for ships that cant use them. Why show 8 highslots for a ship that only has 2. Not essencial but a good improvement never the less
Static Window OK this was mentioned in the dev blog so I wont dwell on this but yes we would like to be able to move the window where ever we like 
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Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2009.02.14 19:34:00 -
[72]
Why not simply make the slots ordered horizontally, exactly like when you're in space? That is a view for you that already enables you to see your ship, and I would guess is actually optimized for seeing WTF is going on. (ie. your ship changing with the sub-sections).
Then you have a load of screen space for windows, stats etc. and amazingly makes sense when compared to being in space. Sure it ain't as sexy, but it's going to lower the learning curve for new players as well as satisfy logical UI aspects when fitting vs. in space (having the same UI for the same aspect of the game ;)
On the asset-style menu for accessing all the kit to fit to the ship, it's a fail: The asset menu sucks just like windows. The beauty of actually opening cargo/corporate/personal hangars simultaneously on the screen is the ability to assemble your setup from multiple locations without millions of clicks.
Less clicks = Good UX.
 ≡v≡ Strategic Maps in Eve-Online Store | eve-maps.com |

Mortgarra
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Posted - 2009.02.14 19:38:00 -
[73]
My biggest problem with the new user interface is that it doesn't mesh very well with the old. The sidebar is still there, and it still brings up windows, containers, market details, whatever, and these new windows are either occluded by, or directly on top of, the new fitting window. I really like the design, I do, but the problem is not the functional design of the new fitting window, but its integration into the rest of the "docked station UI". Perhaps it would be possible to dock the "Items" panel, or the "Ships" Panel into one of the side panels for the fitting window? Or how about have a tabbed overlay replacing the fitting window for for market, corporation, or industry UI elements?
The fitting window interface seems like half of a complete overhaul for the station UI.
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Senisran
Royal Amarr Institute
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Posted - 2009.02.14 19:39:00 -
[74]
Wow, yeah, I have to agree with some people here. I'm sure this was a lot of work, but you guys seem to have gone far, far down the wrong path entirely.
The window takes up most of the screen and fills it with empty space. There's no obvious distinction between mid/low/high slots. Very few of the bars actually display anything in a useful way. etc, etc - other people have said it so far in this thread.
I've tried using it on Singularity and it's just the most clumsy process I could imagine. It seems like the Eve UI has taken a massive step backwards to some of the clunky designs that were around years ago (or worse!).
I would pay dearly for the ability to keep the old fitting screen... probably too late to do anything now, but hopefully there will be a high priority on significant improvements (near-redesign maybe?) in the next patch. |

Exlegion
Caldari New Light
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Posted - 2009.02.14 20:19:00 -
[75]
Love the new look. Even though it seems a little too big. The "Load Setup" is... "WOW, where have you been all my life?!"
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Gang Starr |

Paskis Robinson
Hyperdyne Systems
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Posted - 2009.02.14 20:45:00 -
[76]
When they make it unpinnable, so the background's opaque (I use transparency at 255) then it'll be usable. Currently, can't read a damn thing on it.
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TimGascoigne
The Graduates Morsus Mihi
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Posted - 2009.02.14 20:51:00 -
[77]
the ship fitting window looks fine as it is this new one is unnecessary. Just give us the ability use saved load-outs neglect the rest and do something useful.
there is absolutely no need for it.
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chatgris
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Posted - 2009.02.14 20:54:00 -
[78]
Edited by: chatgris on 14/02/2009 20:56:08 I just wanted to say... I LIKE spreadsheets (or excel) in space. Eve is a complex game, and with that many numbers I like having tabular forms wherever possible. Please don't try to hide them (However, if everything is collapsible, it should follow that everything is uncollapsible and everyone should be a happy camper).
Also, I am NOT interested in staring at my ship rendering while I am fitting my ship (ring around the ship). I far prefer larger icons as exists currently in a new window over the ship.
Love the new saving and applying of ship fittings!
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Max Hardcase
Art of War Cult of War
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Posted - 2009.02.14 21:00:00 -
[79]
-Its a tad big @ 1280x1024. -module slots needs to be moved to different places around the ring. Suggested : High slots : top of the ring. Mid slots : left middle of the ring. Low slots : bottem of the ring. Rigs/subsystems : Right side of the ring.
Rigs/subsystems will be changed the least and thus are best of the furthest from the item list ( which is on the left side) It also keeps the high/mid/low modules nicely together, which makes more sense to new players who have never seen the old style fitting screen ( and thus wouldnt under stand the high,mid,low slot classification).
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Imhothar Xarodit
Minmatar Wolverine Solutions
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Posted - 2009.02.14 21:17:00 -
[80]
Edited by: Imhothar Xarodit on 14/02/2009 21:19:05 It's an interesting move, but your UI designers honestly need to read some Interface & Usability Design books/articles (Apple has done some great job on researching in this way and their articles are not limited to Mac only but also contain alot of general guidelines how to make a UI more intuitive, usefull and not overloaded with information).
Some things that need reconsideration:
- On the western hemisphere, most important information should be in specific corners, from most important to least important: top-left, top-right, bottom-left, bottom-right (hint: reading a book). I would classify the ship statistics as more important than the item list.
- Do not display irrelevant information. In this case: don't show the subsystem slots on ships not having subsystems.
- Wasted space: The capacitor circle looks nice, but is much too big, wasting like 20% of space on the right panel. Make it smaller or move the circle to another place (isnide the main circle would fit, circular things into other circular things) and add now missing information to the panel (drones, cargo).
- The PG/CPU/Calibration readouts just float in empty space, it would be more pleasing to incorporate them into the circle.
- The number of max lockable targets "(10x)" is too vague, make it a proper text line (more noob friendly).
- Transparency is cool but when you cannot read anything because the font mixes with the background, it's bad, very.
- Those status indicators are really too small
- Where's the close btton?
- It has in general, too much space wasted. Being able to see the ship in the center is nice, but is worth sacrificing the whole screen space just for that?
- Mouse distance: Having the module slots arranged in that order makes the mouse moving distance even longer.
- Here is a proposal of how to make it more intuitive and less cluttered (pics inside):
- First, let it look like it is now when the mouse cursor is currently not over some module slot: pic 1
- When the cursor hovers a module slot a new inner circle appears with all the market groups of items which are available for fitting. There also appears a "Unfit" button (we do not need the freaking right-click menu): pic 2
- Now when you hover the mouse over one of the market groups a container-like window appears in the center with the items available for fitting in the current market group. Clicking an item automaticall fits it, replacing the existing module if needed: pic 3
- What is the purpose of all this: First, reduce the mouse movement distance by keeping the module slots close to the items. Second, save space by removing the lefthand item list and replace it with a dynamic structure that adapts to the current situation. And third, move the stats window to the left side instead of the right. Wasting the complete screen space jsut to see the ship while fitting it is not usefull.
Today's UIs are dynamic (dynamic means not everything having a right-click menu)
- Do not remove the ability to drag & drop an item from some hangar onto a slot.
- Remember this is just a quick cut & paste mockup but it shows the basic idea behind the concept. Especially the container-like window in the center needs much more work to (1) look good and (2) show as many items as possible.
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Red 7
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Posted - 2009.02.14 21:36:00 -
[81]
Are the fittings only saved server side or can we access/load setting from other sources? It would be handy to be able to export/import settings from other places on the machine/web.
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Cadde
Gallente Gene Works AKA-AHN KINGDOM
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Posted - 2009.02.14 22:20:00 -
[82]
Simply put, it is a waste of space...
UI is not just visuals. If you cannot use the UI it's not a UI but simply a decoration. That decoration is supposed to replace one of EvE's most used functions of all times?
UI - User Interface
It is per definition, the USERS way of INTERFACING with the software to make it complete a task the user wishes for.
If you don't get it...
I compare your design to THIS
Nuff said!
//Cadde --------------- Opinions? Yes they belong to me, not my corp! |

Marlona Sky
Caldari Astroglide X
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Posted - 2009.02.14 23:15:00 -
[83]
Originally by: Cadde I hate change and refuse to think things can be improved upon.
What ever happened to constructive feedback? 
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Glassback
Body Count Inc. Against ALL Authorities
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Posted - 2009.02.14 23:17:00 -
[84]
Adding my NO to the fitting change.
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Keith F
Caldari United ALT Forces
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Posted - 2009.02.14 23:58:00 -
[85]
seeing as we may not be able to load fittings from cans in our hangers, how about setting our hanger and even corp hangers so we can show/hide hi-med-low slot items and maybe charges and other as an option. this would allow us to keep our hangers clean (less cluttered looking when trying to sort our loot out)
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Komen
Gallente Aliastra
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Posted - 2009.02.15 00:01:00 -
[86]
The screenshot looks nice, but I've only a minute to look at it before heading to work.
Won't comment on functionality until i get my hands on it.
Save/load fittings is pure awesome, THAT is definitely a plus.
And now, my sig:
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Julius Rigel
House Rigel
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Posted - 2009.02.15 00:03:00 -
[87]
Yes it's very shiny. But screw that, what about probes?!
Scared of the events forum? |

techzer0
IDLE GUNS IDLE EMPIRE
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Posted - 2009.02.15 00:11:00 -
[88]
I have an issue with the fitting screen being unmovable and the way it displays unfit modules is terrible. I have over 200 stacks in my main station hanger and scrolling through that little window to find fittings is not an option. It would make switching out a sensorbooster for a web a headache...
I normally run in 1440x900 so I can run 3 clients simultaneously on my screen and click between them... which leaves the fitting screen overlapping my station panel buttons and leaves very little room to open anything else on screen and grab from their without having to send one open window to the back, then bring it back to the front 5 seconds later to get something else.
I do like the looks, and all the new info it displays... Lows could be across the bottom to make more sense, and mids being sideways on the right was kinda weird at first for seeing how they would show in space. (I like to not rearrange my modules in space because I keep them locked)
But, tbh it is pretty freakin cool and shiney and stuff. Just needs some little tweaking, unlike other things that need lots more attention  ------------
Originally by: Nexus Kinnon I could outgay you even without my pink tutu. >.>
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MotherMoon
Huang Yinglong
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Posted - 2009.02.15 00:15:00 -
[89]
did you see my blueprint filter window idea where everything behind the circle is blue and shows a vector type graphic in real time of what your seeing?
or is that too silly :P
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Val Strommer
Amarr PIE Inc.
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Posted - 2009.02.15 00:49:00 -
[90]
can you include a damage per second (dps) statistic on the fitting screen. This is one of the most used stats when fitting a ship and talking about ship fits in game, and there is no way to easially figure it out in game.
---
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Zarlis
The Scope
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Posted - 2009.02.15 00:52:00 -
[91]
Originally by: Max Hardcase -Its a tad big @ 1280x1024. -module slots needs to be moved to different places around the ring. Suggested : High slots : top of the ring. Mid slots : left middle of the ring. Low slots : bottem of the ring. Rigs/subsystems : Right side of the ring.
Rigs/subsystems will be changed the least and thus are best of the furthest from the item list ( which is on the left side) It also keeps the high/mid/low modules nicely together, which makes more sense to new players who have never seen the old style fitting screen ( and thus wouldnt under stand the high,mid,low slot classification).
came here to post exactly the same comments so will quote to save time
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Miyamoto Isoruku
Caldari Noir.
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Posted - 2009.02.15 01:10:00 -
[92]
Being able to see stats with hardeners on or off would be very nice.
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Jason Edwards
Internet Tough Guy
|
Posted - 2009.02.15 01:11:00 -
[93]
irony ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.02.15 01:13:00 -
[94]
I think it's absurd that players should "wait until its finished before flaming it" when these aren't bugs waiting for a patch.
This new fitting UI has serious design flaws, and I'm of the opinion that even if you could address all of the issues we're not going to have something amazingly superior to the current UI.
It's just going to look different, and that's all. Which might be cool now, but how much will you care six months later? Say this goes in, and it gets a crapton of polish. A newbie joining EVE later this year could be shown screenshots of the older UI, and they'll say the same things. "Wow! That looks cool I want that!"
Yes, the grass is greener on the other side. For a while...
How about a dev with some ******* comments on the "discouraging" player feedback?
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Jach Wong
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Posted - 2009.02.15 01:13:00 -
[95]
Honestly, the new screen feels unwieldy and unpolished.
I won't bother listing the actual UI bugs, since those are fairly obvious and I'm sure people are already working on correcting them. Instead, I will focus on aspects of design which I find most alarming:
- The layout is counterintuitive and feels rather arbitrary (ie: why are high slots located between med and low?)
- Window focusing is difficult since it's so large. The empty center compounds this problem.
- The vast amounts of wasted space has the user mousing back and forth over the entire screen.
- Send to fitting / send to items arrows are small and difficult to use, particularly in a laggy or low FPS environment.
- Translucent background + small text leaves us with unreadable text.
- Items panel is easily cluttered with even moderate amounts of modules, since it only offers a list with icons.
I'll grant that it's pretty. In fact, it's very pretty and feels like a true work of art. That said, I'm not looking for art when I go to fit my ships. I'm looking for utility; I want to fit my ship, see the stats, modify the setup, and I want to do this using the least amount of screen real estate possible. This is where the old window excelled - it was dense, but everything was readable, and the layout was even mostly intuitive.
In short, this:
Originally by: rubico1337 http://i39.tinypic.com/de4qop.jpg
"This is not the boot you're looking for." |

Ephemeral Waves
Federation of Freedom Fighters
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Posted - 2009.02.15 01:45:00 -
[96]
Originally by: Kaahles
- Save/Load Fittings - makes everything easier
Doesn't need a complete redo that makes the UI harder to use.
Quote: Item Browser - needs some upgrades but after all you don't need to have open tons of different windows anymore you can basically do everything within the fitting window itself
I don't have any extra windows open when I'm fitting as it is. This actually makes it so that I DO need to open another window as it currently covers the "merged hanger" so I have to unmerge it.
Quote: Easier Handling - Once you get used to it you'll be much faster in fitting/refitting your ships due the nice littel fitt/unfitt buttons
That's a spurous arguement. And is not an advantage. The current interface is perfectly intuitive and easy to use. Why make all of your users relearn how to do something? You must have been involved with the design of Vista.
Quote: Tank Abilities - Displays your passive shield regen, active shield boost / armor rep amount
Easy to add to the current interface.
Quote: Design/Estetics - looks cool instead of "overstuffed" like the old one. Displays the same amount of information (if you know where to look) as the old one but feels more like a game ui instead of an excel spread sheet
This is your worst point. "looks cool" is not a reason to screw up a functional UI.
Quote: satisfied? guess not but was worth a try.
No. ]
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Ephemeral Waves
Federation of Freedom Fighters
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Posted - 2009.02.15 01:57:00 -
[97]
Edited by: Ephemeral Waves on 15/02/2009 02:00:42 duplicate...
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Jung Hi
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Posted - 2009.02.15 02:10:00 -
[98]
Edited by: Jung Hi on 15/02/2009 02:11:34 Edit: Nevermind.
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Ben Thomas
Caldari Legion of Ascension SYSTEM SHOCK INITIATIVE
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Posted - 2009.02.15 02:12:00 -
[99]
Bug? - Ammo stats are no longer viewable Bug report: 70435
Recap: With current system on TQ, you are able to right click missiles, loaded in launchers etc. to view current stats - from this you can work out things like missile range. On SiSi there is no way to do this, as if you right click -> show info, it shows the launcher info, not the missiles. 
Please make sure to sort this before release CCP!
--- Founder, CEO - Legion of Ascension |

Jach Wong
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Posted - 2009.02.15 02:52:00 -
[100]
You know, having read a bit more of this thread and taken a bit more time to consider how I really feel about the new fitting screen, I pretty much agree with everything this man had to say. You've committed an atrocity against gameplay, if you want to sacrifice gameplay for fancy fancy graphics, Crysis is thataway.
Originally by: Dr Resheph ...
It's as if you took the old UI, cut a hole in the middle and made it five times less user friendly. Pray tell, what is the big fascination with being able to see your ship while you fit? Do you think we're going to somehow forget that, yes, this is a goddamn Apocalypse we are playing with now?
I feel confused when the UI Team goes poking into one of the last places that needs it. Name any other UI element, and I'll tell you just how much worse it is than Quantum Rise fitting window.
For the record, this is what you did wrong:
1. Transparency looks nice, but isn't user friendly.
2. Remove module and Info button trails are annoying and redundant.
3. Can't have more than one left-side menu open at once; all menus collapsed by default.
4. CPU / Powergrid bars are blended into the UI with no obvious start/end points; too large and entirely worthless without readout.
5. Drop shadow and bevel emboss on the fitting ring? Really?
6. The hardpoints graphic is not intuitive, takes up too much space, and looks out of place. What do the grey circles represent? Hardpoints left? Hardpoints used?
7. Small autocannon and standard launcher icons in my fitting window, when you have none fitted. Newbs will love that one.
8. You made the module icons smaller and blurrier, and the green 'active' button as visually intrusive as possible.
9. Ammo now takes up the entire turret space, making it harder to see what guns you have fitted as you're cycling through multiple ships.
10. No drag, no minimize, no close, no resize.
11. No cargo capacity readout to show what you have and what you used.
12. Same thing for drones, add the missing drone bandwidth on top.
13. Can't see or make drone groupings in fitting window, the most obvious new feature you could have added.
14. The colored backgrounds on the resistance readouts are useless because you don't know where they start or end.
15. What is that circular capacitor graphic good for, exactly?
16. Your free floating and icons around the ring only blend into my station environments, and my eye has to keep straining to spot them while the strobe lights move around.
17. The short animation you get when opening the fitting window is lame and pointless.
18. UI behaviour changes depending on whether the side panels are open. Sometimes you can click-drag to rotate camera, other times the mouse gets stuck. Completely unintuitive.
19. Your fitting window blocks parts of my neocom and station panel on the lowest resolution.
20. It's completely out of place with the rest of the UI, and whether or not you intend to change the rest in time, the fact remains you have two different UI designs and behaviours for the duration instead of one logical theme and set of behaviors.
21. You're still missing vital information from this new fitting window, just as the old one. I still have to 'show info' on my ship to get the whole picture.
22. You added new information with hitpoint calculations, but you force the user to select from an obscure dropdown window instead of doing a simple check to see what sort of setup that person has.
23. The left-side panel boxes are mixing two types of information: stuff in station and stuff in your ship with no obvious distinction between the two.
24. The left-side panel boxes are tiny, and worthless for scrolling through a mountain of assets, some in containers and other ships. They don't even extend fully in the horizontal and waste space.
25. This design sucks bacause Stargate sucks.
"This is not the boot you're looking for." |
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Rhohan
Minmatar
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Posted - 2009.02.15 03:02:00 -
[101]
I hope the Devs realize if they try to make everyone happy, chances are, no one will be happy with the result.
There is no doubt the fitting screen needs to be refreshed, but they will never please everyone.
I'm sure some of you are still upset they went from 8-track to cassette.
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Ris Dnalor
Minmatar Ex Cruoris Libertas
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Posted - 2009.02.15 03:05:00 -
[102]
The mandatory transparency is a bit annoying, but really the item list is just a waste of space. Why on earth would I want to scroll up and down to find what I want to fit when I can instead open a window over top of that space that shows 5 or 6 times as many items with no scrolling.
Replace the "list view" with an "icon view" for the items on the left-hand side, really small icons in fact, and then we might have something useful.
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Kyra Felann
Gallente Noctis Fleet Technologies
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Posted - 2009.02.15 03:32:00 -
[103]
This thread just goes to show that people will complain about anything. What happened to "adapt or die"? If you actually take the time to get to explore and learn this new fitting interface, you'll see how much better it is. Instead, this thread if filled with whines from people who don't like it because it works a little differently (if more efficiently).
To do everything I can do in this one fitting window, I previously needed 3 windows (fitting, item hangar, drone bay) plus a third-party program (EFT)--not to mention a separate cargo window if I was loading/unloading cargo.
I like it a lot. Keep it up, CCP.
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Aatch Bland
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Posted - 2009.02.15 03:47:00 -
[104]
*Proceeds to remove the brains of several of the poaters in this topic, they should go to a home where they will not be neglected*
Ok. I have used the new fitting screen, it is good, I admit that I have a larger-than-average screen (1400x900, such a huge increase <.<). Moving and resizing is an issue... that they have acknowleged and are working on, don't expect instant results. Oh no, they aren't the low, medium and high slots that we had before, n00bs wont understand. Well when I first started playing EvE, I didn't magically know that the the middle slots where the low slots, or that certain items went into those slots, I looked at their fittings info, do you know what it says? Its says low, medium or high power. It also provides a handy-dandy icon that matches up with the icon in the fitting screen. What about the <obscure or otherwise unaccounted for sight disabled people>? Well color blindness isn't addressed in the regular fitting screen either, the online-offline bars are still only red or green, no change there. And unless you start campaigning for a braille version of EvE, or narrative support blind people are left out anyway. I don't care what the ship looks like? I'm sorry Mr. PowerGamer, but I do. This is why I have a nice PC with the premium graphics, this is why I dig the Crow's black-and-red design. Just because you insist on having the most efficient possible interface to make your pimp ship doesn't mean that that applies to everyone. Why change the fitting to accomodate T3? Because it is coming, and it needs to be accomodated for. Sure, the existing screen can be updated, but then you'd complain that it was thrown in as an afterthought. What about <bug>? Will be fixed before release, there are still 2 weeks.
In summary: most problems are addressed in the blog, read the !@#$ing thing before posting.
My personal suggestions: Since the main problems are being solved with PiP, I imagine that it would be possible to make the ship view dissapear, allowing for a quick, but obvious, re-arrangement of the slots. Put some sort of grouping in the PSB drop down, like most people said, having all of your modules visible at once is a bit annoying.
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Frug
Repo Industries
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Posted - 2009.02.15 04:17:00 -
[105]
This new fitting screen is a really unfortunate development. It shows a total lack of learning from past mistakes on CCP's part. Putting "cool looking" above usability is the reason for a lot of the complaints about this game's UI to begin with.
So what do you do? You overhaul one of the screens which is perfectly fine and replace it with some monstrosity. Why? Why not the other ******ed interfaces, like corp management?
Locating the modules in a big ring around the ship is stupid from the get go. If your design team insists that you put "cool looking" over usability concerns though, I sure hope you at least follow all the suggestions in this thread, because without them this screen is full of fail.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

MotherMoon
Huang Yinglong
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Posted - 2009.02.15 04:29:00 -
[106]
Originally by: Frug This new fitting screen is a really unfortunate development. It shows a total lack of learning from past mistakes on CCP's part. Putting "cool looking" above usability is the reason for a lot of the complaints about this game's UI to begin with.
So what do you do? You overhaul one of the screens which is perfectly fine and replace it with some monstrosity. Why? Why not the other ******ed interfaces, like corp management?
Locating the modules in a big ring around the ship is stupid from the get go. If your design team insists that you put "cool looking" over usability concerns though, I sure hope you at least follow all the suggestions in this thread, because without them this screen is full of fail.
what game have you been playing?
people having been screaming for "make it look like it's not an excell sheet!! agh the UI is SO BAD, for years. it's just a skin, it's not a big deal.
however as I've already said I don't think this is perfect, but they have gonnen MORE users as they make the UI different, not less.
they must be doing something right.
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Frug
Repo Industries
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Posted - 2009.02.15 05:02:00 -
[107]
Originally by: MotherMoon
what game have you been playing?
people having been screaming for "make it look like it's not an excell sheet!! agh the UI is SO BAD, for years. it's just a skin, it's not a big deal.
however as I've already said I don't think this is perfect, but they have gonnen MORE users as they make the UI different, not less.
they must be doing something right.
Clearly eve's success is due to their amazing UI, right?
Great input. Keep posting.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Aatch Bland
Caldari Space Lobsters
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Posted - 2009.02.15 05:12:00 -
[108]
Originally by: Frug
Originally by: MotherMoon
what game have you been playing?
people having been screaming for "make it look like it's not an excell sheet!! agh the UI is SO BAD, for years. it's just a skin, it's not a big deal.
however as I've already said I don't think this is perfect, but they have gonnen MORE users as they make the UI different, not less.
they must be doing something right.
Clearly eve's success is due to their amazing UI, right?
Great input. Keep posting.
I think he meant that the UI changes haven't done anything to dampen the flow of new players.
It is a well known fact that there are many otherwise intelligent people incapable of accepting a change. Let us take an example as extreme as people are making this issue out to be: You are the owner of a horse, you are being offered a car in exchange. You refuse on principle and the person offering attempts to convince you.
- "It goes faster" - I don't like going fast
- "It doesn't need to rest" - I still need to rest
- "Doesn't need food" - Still needs fuel
- "Doesn't have a personality" - I like the personality
I could go on. Now it is obvious that cars won out over horses, but to me, thats what all these naysayers are complaining about.
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Miyamoto Isoruku
Caldari Noir.
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Posted - 2009.02.15 05:13:00 -
[109]
Allowing weapons and drone grouping while docked would be EXCELLENT.
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Goonda
Minmatar DOMINATIO
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Posted - 2009.02.15 05:42:00 -
[110]
Originally by: Aatch Bland
I think he meant that the UI changes haven't done anything to dampen the flow of new players.
It is a well known fact that there are many otherwise intelligent people incapable of accepting a change. Let us take an example as extreme as people are making this issue out to be: You are the owner of a horse, you are being offered a car in exchange. You refuse on principle and the person offering attempts to convince you.
- "It goes faster" - I don't like going fast
- "It doesn't need to rest" - I still need to rest
- "Doesn't need food" - Still needs fuel
- "Doesn't have a personality" - I like the personality
I could go on. Now it is obvious that cars won out over horses, but to me, thats what all these naysayers are complaining about.
And what happened to the Segway? Don't see a lot of them around, do see a lot of people riding bikes though. Your argument goes both ways.
Many of the people here, including myself, are trying to point out legitimate concerns we have with this new design, and most of these concerns are based on good and well established human interface design concepts. There is a lot of work that needs to be done on this new setup, beyond the small list of things from the dev blog and oft-repeated bugs.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2009.02.15 05:55:00 -
[111]
Originally by: Chribba I found it a bit hard to use tbh, but I guess I'll get into the routines after a while. Mainly because it extended over the station panel so I couldn't access items in my hangar - and the fact that you couldn't move the fittings screen.
But it's looking very spiffy, eyecandy for sure 
this is what I was thinking myself. that and I have a lot of items, but I know their order in my items window, and I found the new items tab in the fitting window not as fast.
Quote: Corporation members with sufficient roles can also store corporation fittings which automatically become available to all the corporation members.
awesome (although you would think I wouldn't need to tell people in Idle how to fit a ship )
as for my thoughts, I would like some filters on the items tab, I really don't think I will be wanting to look at missile launchers or shield tank mods very often when fitting a ship. looking at the example screenshot, the items go armor plate, EANM, Heavy neut, webs. not exactly the most useful arrangement imo. (well if I was fitting a geddon or a domi it looks like a great order actually)
also the items really need to show if they are damaged or not, preferably showing a percentage or actual hp. would be very nice to see while docked after a little overloading spree.
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Frug
Repo Industries
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Posted - 2009.02.15 06:06:00 -
[112]
Originally by: Aatch Bland
I think he meant that the UI changes haven't done anything to dampen the flow of new players.
That is what he meant. It's also a response to any bad decision that gets made. This is a discussion about the merits and flaws of a change. If the response is "eve is doing well so your criticism is invalid" why even post here? Eve is successful regardless of the contents of this blog, or any other blog.
Originally by: Aatch Bland
Blah blah we use cars now instead of horses
If all you've got is vague generalizations and not a single specific or desire to address what people are actually saying, you're not worth reading. I don't think anyone said "it's bad because it's new" It's bad because it wastes space, is not intuitive, is difficult to read and lacks relevant information. Some of those can be fixed without junking the entire thing, but other things, like the "we'll put the modules in a big circle because it looks cool" can't. They had an opportunity to put usability first, and instead went for flash. Flash loses its appeal quickly. It's usable but that doesn't mean it's good. And if your next response is going to be vague allusions to horses and cars without addressing a real point, it's not worth reading.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Ferria
Caldari FOUNDATI0N
|
Posted - 2009.02.15 06:20:00 -
[113]
Ok, I like the new system.
I like not having to open a new widow to select my fittings. I like it telling me which modules are online. I like being able to see my Ship while fitting it.
Did you guys read the blog or are you guys just trashing this because you don't know how to use it?
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Jach Wong
|
Posted - 2009.02.15 06:35:00 -
[114]
Originally by: Ferria Ok, I like the new system.
I like not having to open a new widow to select my fittings. I like it telling me which modules are online. I like being able to see my Ship while fitting it.
Did you guys read the blog or are you guys just trashing this because you don't know how to use it?
I've read the blog, and I've also tried it on SiSi. Having tried it on SiSi, I can tell you that it tries to do everything they promised in the blog. I can also tell you that, for all the reasons I and others have listed, it's substantially less usable than the old fitting window. I also ran into an situation where I undocked with my MWD offline because the online/offline difference is now far more subtle.
It looks pretty, though  "This is not the boot you're looking for." |

Terianna Eri
Amarr Scrutari
|
Posted - 2009.02.15 07:05:00 -
[115]
Edited by: Terianna Eri on 15/02/2009 07:06:21 The new features are good, but I don't understand why you had to overhaul the entire fitting screen for this.
The bulk of the new screen is HUGE and tells you basically nothing, and all of the valuable information is crammed into the sides... and overlaps with item hangars on the right and chat windows on the left, for a lot of people. The center of the new screen takes up a lot of space for absolutely no gain, and the circular layout doesn't mesh with the rest of the EVE UI which is very boxy. It simply doesn't fit, literally or figuratively.
The sheer size of it means that when you're fitting a ship you pretty much have to be doing nothing BUT fitting the ship, which makes chatting (perhaps talking with corpmates about possible fits) awkward. Ditto for multitasking by talking to a mission agent and fitting the ship for the mission at hand.
The CPU and PG bars are now on opposite sides of the screen. It was better when they were right on top of each other.
Having low slots on the left and midslots on the right is non-intuitive. Either go top/middle/bottom or outside/middle/inside (the latter being that of the old fitting screen).
The entire item browser thing seems unintuitive. I don't see what advantage it offers and the fact that it's on the left, away from the default position of the items hangar, makes it feel cluttered.
The fact that charges totally cover up the module in which they're placed is regrettable. I don't think this should be the case in space and I think it's even worse in the fitting screen.
The pros: New features are good, in theory. Subsystems kept near rigs - although I would agree that there's room for the subsystem icons on the old fitting screen, next to (or ideally above the rig slots).
That's about it though. It feels like you guys thought "hey we're adding a new type of hardpoint, let's overhaul the fitting screen, and while we're at it let's add some pretty basic features in." Please offer an alternative - even if it's just the current fitting screen with five little squares above the hardpoints for subsystems, and the save/load fittings function (which I'd imagine would work regardless of which screen you use).
ADDITIONALLY: To those of you saying "it's pretty" - Really? 
and: What exactly was wrong with the layout of the old fitting screen? __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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MotherMoon
Huang Yinglong
|
Posted - 2009.02.15 07:26:00 -
[116]
Originally by: Frug
Originally by: MotherMoon
what game have you been playing?
people having been screaming for "make it look like it's not an excell sheet!! agh the UI is SO BAD, for years. it's just a skin, it's not a big deal.
however as I've already said I don't think this is perfect, but they have gonnen MORE users as they make the UI different, not less.
they must be doing something right.
Clearly eve's success is due to their amazing UI, right?
Great input. Keep posting.
no, but your point was that eves UI has been getting worst. I think the popular opinion is it hasn't been changing AT ALL. It's stale.
I believe eve UI is stale, and any changes have not been making new players go "wtf" and leave. It's always been bad.
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Helmut 314
Amarr Unladen Swallow Research Institute
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Posted - 2009.02.15 07:51:00 -
[117]
As with all interface changes you need to test them extensively to make sure they do what you want them to. The idea looks great though.
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Pbs
Pumpkin Scissors
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Posted - 2009.02.15 08:07:00 -
[118]
New fitting screen is very bad. I can not read text and numbers as it overlay on text of Neocom, i can not use chat windows and other neocom panels, design is awful. I even can not close it without keyboard shortcut. I think you must return old fitting screen. Or you can leave options in menu for users, who want use old fitting screen. Or you must create something new from a scratch.
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Hugh Ruka
Exploratio et Industria Morispatia
|
Posted - 2009.02.15 08:21:00 -
[119]
at least please swap the side panels, so I can collapse the useless items panel and fit from my hangar merged in station panel ... and I don't have to minimise station panel to actualy read the ship HP stats ... --- SIG --- CSM: your support is needed ! |

N'olive
Epsilon Lyr Tau Ceti Federation
|
Posted - 2009.02.15 08:29:00 -
[120]
Edited by: N''olive on 15/02/2009 08:35:55
I rarely post to complain, but about this new fitting I feel I really have to, and this man said it all, this UI is terrible. And I agree with #25 aswell.
And stop telling it's pretty/fancy ffs, just log on Sisi, fit 10 ships, and come back here, don't just comment the screenshot, it's useless.
Originally by: Dr Resheph
1. Transparency looks nice, but isn't user friendly.
2. Remove module and Info button trails are annoying and redundant.
3. Can't have more than one left-side menu open at once; all menus collapsed by default.
4. CPU / Powergrid bars are blended into the UI with no obvious start/end points; too large and entirely worthless without readout.
5. Drop shadow and bevel emboss on the fitting ring? Really?
6. The hardpoints graphic is not intuitive, takes up too much space, and looks out of place. What do the grey circles represent? Hardpoints left? Hardpoints used?
7. Small autocannon and standard launcher icons in my fitting window, when you have none fitted. Newbs will love that one.
8. You made the module icons smaller and blurrier, and the green 'active' button as visually intrusive as possible.
9. Ammo now takes up the entire turret space, making it harder to see what guns you have fitted as you're cycling through multiple ships.
10. No drag, no minimize, no close, no resize.
11. No cargo capacity readout to show what you have and what you used.
12. Same thing for drones, add the missing drone bandwidth on top.
13. Can't see or make drone groupings in fitting window, the most obvious new feature you could have added.
14. The colored backgrounds on the resistance readouts are useless because you don't know where they start or end.
15. What is that circular capacitor graphic good for, exactly?
16. Your free floating and icons around the ring only blend into my station environments, and my eye has to keep straining to spot them while the strobe lights move around.
17. The short animation you get when opening the fitting window is lame and pointless.
18. UI behaviour changes depending on whether the side panels are open. Sometimes you can click-drag to rotate camera, other times the mouse gets stuck. Completely unintuitive.
19. Your fitting window blocks parts of my neocom and station panel on the lowest resolution.
20. It's completely out of place with the rest of the UI, and whether or not you intend to change the rest in time, the fact remains you have two different UI designs and behaviours for the duration instead of one logical theme and set of behaviors.
21. You're still missing vital information from this new fitting window, just as the old one. I still have to 'show info' on my ship to get the whole picture.
22. You added new information with hitpoint calculations, but you force the user to select from an obscure dropdown window instead of doing a simple check to see what sort of setup that person has.
23. The left-side panel boxes are mixing two types of information: stuff in station and stuff in your ship with no obvious distinction between the two.
24. The left-side panel boxes are tiny, and worthless for scrolling through a mountain of assets, some in containers and other ships. They don't even extend fully in the horizontal and waste space.
25. This design sucks bacause Stargate sucks.
Have a nice day.
_______________ Olivier C. - My Eve videos - Battlefieldz Serie (french-dubbed and Eve-themed spoofs) |
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Kim Telkin
Caldari Kingfisher Industries
|
Posted - 2009.02.15 08:50:00 -
[121]
Originally by: Imhothar Xarodit Edited by: Imhothar Xarodit on 15/02/2009 01:37:52
- First, let it look like it is now when the mouse cursor is currently not over some module slot: pic 1
- When the cursor hovers a module slot a new inner circle appears with all the market groups of items which are available for fitting. There also appears a "Unfit" button (we do not need the freaking right-click menu): pic 2
- Now when you hover the mouse over one of the market groups a container-like window appears in the center with the items available for fitting in the current market group. Clicking an item automaticall fits it, replacing the existing module if needed: pic 3
Ohh ooh this! Really, the new UI is very shiny and pretty and has a high sexiness factor. But I do like the menus that come down out of the slots. It makes the center a lot more useful, AND keeps the ship there for the sexy factor.
Another suggestion to go along with it. Let us open and collapse the left window so we can use either method we like. And let us collapse the right window as well. The left and right windows should slide in/out of the stargate ring like wings. This will save screen space when you want it. And while all the numbers/details on the right wing are useful, I don't need that much info the entire time I am fitting.
Or what if you could collapse the right wing and it would overlay into the center of the ring. So you could see the ship and the info and use a lot of screen space. Or loose the ship or the info panel to save on screen space.
But please please please consider Xarodit's addition. It would make the stargate idea great.
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Horzunaman
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Posted - 2009.02.15 09:06:00 -
[122]
considering that its still work in progress, it gonna be... wait for it... Awesome
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Espoir
Trans-Solar Works FOUNDATI0N
|
Posted - 2009.02.15 09:41:00 -
[123]
Some good ideas in the new design, but as (maybe) already mentioned: - way too big - no cargo + dronebay size - no close button - not moveable - please add a text "med high low slots rigs etc" in the outer bar (new player experience?!)
But hey its still in testing ... keep it up 
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Dochas
|
Posted - 2009.02.15 10:28:00 -
[124]
Edited by: Dochas on 15/02/2009 10:30:27 I realize its never fun to put a lot of work into something only for it to be a horrible failure but don't continue with something just because you put the work into it regardless of whether the work was well spent.
A giant circle in the middle of the screen with no function other then to show the ship, which has absolutely no use in actually fitting the ship is just plain wasting space. I am curious, did you bring in some people from Apple? Form over function has been a theme with many of their products, as seems to be the case here. Yes its shiny and new, and the current fitting screen is a bit bland. The current fitting screen works, the new one doesn't.
Fitting from the hanger, great, except just about everyone I know sorts into station containers. I don't want to look through 400 items for my Medium Armor Repair II, I want to go into my Lows container with the items organized as I have grown used to so i can quickly scroll to Medium Armor Repair II in the container of 60 items and then fit it.
All the fanboys who aregue that its just resistance to change are being silly. Change is great, things change all the time, its when the changes are an improvement that I'm happy and when the changes make things worse that I'm unhappy.
Even the people who claim to like it generally admit there are still problems with it, and honestly I see a lot more opposition then support. When I'm transporting things I sometimes have to make decisions on stuff to leave behind, its easier when you can see cargo space used/left.
If your going to add eft-like information then flesh it out more, add dps, give us a little better functionality with defence options.
You have this giant new layout that you thought was worth new features but leave out some simple basics while creating an end product that is a downgrade with a shiny coat of paint. Ok saving fittings is a nice idea (which again wont help for those of us who organize in containers) but that doesn't save this horrible UI change.
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Safran Foer
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Posted - 2009.02.15 10:48:00 -
[125]
I guess the most has been said yet, haven't read all 5 pages so far, but here i go:
all in all i am not very satisfied with the new fitting screen, for several reasons: - not scalable - not movable - weps in the highslots now totally disappear under the ammo, so you can not clearly see what you actually fitted there - statistics: the old fitting screen gave me a clear overview, the new one divides everything in different little menus, which is really unclear IMHO.
sorry to break down something you guys put a lot of effort in, but I guess I vote for excel in space
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McDaddy Pimp
|
Posted - 2009.02.15 11:05:00 -
[126]
I cant understand the hole in the middle is so that you can see how your new t3 ship will look like while u assemble them, but you don't have to look at your ship while you are fitting mods/ammo.
Suggestion Make the modules, ammo, stats windows appear in the middle instead, with a show/hide function, so when you finished assembling your new t3 ship and spinning it for a while, you can pull out the mods/stats menu in the middle and start fitting stuff. CCP can keep their new stargate fitting window and players dont waste monitor space 
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Raven Seven
|
Posted - 2009.02.15 11:23:00 -
[127]
A few suggestions for the new fitting UI
- Minimize and close buttons need to be added.
- Transparency adjustment is needed, it can be difficult to read the stats area.
- Needs to be movable and re-sizable like other game windows.
- Would like to see more advanced fitting information available, such as DPS, and capacitor statistics (more like EFT etc..)
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Kyoko Sakoda
Caldari Veto. Veto Corp
|
Posted - 2009.02.15 11:56:00 -
[128]
Again, I have to emphasize that the fitting window is way too wide. Even running at 1080p resolution I have problems with my chat windows and station services getting all over the fitting window. This is on a widescreen 16:9 monitor. That really isn't acceptable, even with the arrows allowing the sides to be collapsed.
It's a good general concept with what looks like some nice added bonus features but needs much more tweaking to get it usable at many resolutions.
The capacitor read out is also a bit unbalanced visually. If you're going to keep the cap circle in the middle of a box, information should probably be to both the left and right of it.
Eve Radio - Playing Music To The Masses! |

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
|
Posted - 2009.02.15 12:16:00 -
[129]
The fitting window needs to be slightly left aligned so it fits between the station panel and the main icons, by default.
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ArmyOfMe
4S Corporation Morsus Mihi
|
Posted - 2009.02.15 13:02:00 -
[130]
Originally by: Dr Resheph
1. Transparency looks nice, but isn't user friendly.
2. Remove module and Info button trails are annoying and redundant.
3. Can't have more than one left-side menu open at once; all menus collapsed by default.
4. CPU / Powergrid bars are blended into the UI with no obvious start/end points; too large and entirely worthless without readout.
5. Drop shadow and bevel emboss on the fitting ring? Really?
6. The hardpoints graphic is not intuitive, takes up too much space, and looks out of place. What do the grey circles represent? Hardpoints left? Hardpoints used?
7. Small autocannon and standard launcher icons in my fitting window, when you have none fitted. Newbs will love that one.
8. You made the module icons smaller and blurrier, and the green 'active' button as visually intrusive as possible.
9. Ammo now takes up the entire turret space, making it harder to see what guns you have fitted as you're cycling through multiple ships.
10. No drag, no minimize, no close, no resize.
11. No cargo capacity readout to show what you have and what you used.
12. Same thing for drones, add the missing drone bandwidth on top.
13. Can't see or make drone groupings in fitting window, the most obvious new feature you could have added.
14. The colored backgrounds on the resistance readouts are useless because you don't know where they start or end.
15. What is that circular capacitor graphic good for, exactly?
16. Your free floating and icons around the ring only blend into my station environments, and my eye has to keep straining to spot them while the strobe lights move around.
17. The short animation you get when opening the fitting window is lame and pointless.
18. UI behaviour changes depending on whether the side panels are open. Sometimes you can click-drag to rotate camera, other times the mouse gets stuck. Completely unintuitive.
19. Your fitting window blocks parts of my neocom and station panel on the lowest resolution.
20. It's completely out of place with the rest of the UI, and whether or not you intend to change the rest in time, the fact remains you have two different UI designs and behaviours for the duration instead of one logical theme and set of behaviors.
21. You're still missing vital information from this new fitting window, just as the old one. I still have to 'show info' on my ship to get the whole picture.
22. You added new information with hitpoint calculations, but you force the user to select from an obscure dropdown window instead of doing a simple check to see what sort of setup that person has.
23. The left-side panel boxes are mixing two types of information: stuff in station and stuff in your ship with no obvious distinction between the two.
24. The left-side panel boxes are tiny, and worthless for scrolling through a mountain of assets, some in containers and other ships. They don't even extend fully in the horizontal and waste space.
25. This design sucks bacause Stargate sucks.
Have a nice day.
pretty much spot on
|
|

Gekkoh
Caldari State Protectorate
|
Posted - 2009.02.15 13:48:00 -
[131]
Edited by: Gekkoh on 15/02/2009 13:51:13
Originally by: Imhothar Xarodit
Here is a proposal of how to make it more intuitive and less cluttered (pics inside):
- First, let it look like it is now when the mouse cursor is currently not over some module slot: pic 1
- When the cursor hovers a module slot a new inner circle appears with all the market groups of items which are available for fitting. There also appears a "Unfit" button (we do not need the freaking right-click menu): pic 2
- Now when you hover the mouse over one of the market groups a container-like window appears in the center with the items available for fitting in the current market group. Clicking an item automaticall fits it, replacing the existing module if needed: pic 3
- What is the purpose of all this: First, reduce the mouse movement distance by keeping the module slots close to the items. Second, save space by removing the lefthand item list and replace it with a dynamic structure that adapts to the current situation. And third, move the stats window to the left side instead of the right. Wasting the complete screen space jsut to see the ship while fitting it is not usefull.
Today's UIs are dynamic (dynamic means not everything having a right-click menu)
- Do not remove the ability to drag & drop an item from some hangar onto a slot.
- Remember this is just a quick cut & paste mockup but it shows the basic idea behind the concept. Especially the container-like window in the center needs much more work to (1) look good and (2) show as many items as possible.
- TL;DR: Normal View => hovering mouse over a module slot => replacement for item list (quick cut & paste mockup).
YES!!!!!!!!!!! YES!!!!!!!!!!! YES!!!!!!!!!!! YES!!!!!!!!!!! YES!!!!!!!!!!!
MORE YES!!!!
Reading through this thread, looking at the screenshot, this idea is exactly what I was thinking. If you want a more modern UI experience, then implement this idea! To take it a bit farther, show modules that won't fit for whatever reason as red, and when you hover over them, the reason why is displayed with a mouse over box.
"Super Laser 5000 - Req. 50 cpu. Avail. 43" or "Long Missile Launching - Req. Cruise Missiles V. You have: III"
Also, if you could find some way to incorporate some more functionality from EFT, that would rock. Things like missile range, alpha strike damage, dps, whether or not the cap is stable need to be worked in there.
Probably not enough time before the ship date, but this is the way to do it.
|

Seetesh
Caldari Warped Mining Strip Mining Club
|
Posted - 2009.02.15 14:14:00 -
[132]
I personally feel that tne central ring should be removed and for the desingers to simply update the current system. However i prefer absolute readouts and an easy fitting tool, this new version is far to complicated and awkward to use.
|

rgreat
Gallente OEG GoonSwarm
|
Posted - 2009.02.15 14:14:00 -
[133]
Originally by: ArmyOfMe
Originally by: Dr Resheph
1. Transparency looks nice, but isn't user friendly.
2. Remove module and Info button trails are annoying and redundant.
3. Can't have more than one left-side menu open at once; all menus collapsed by default.
4. CPU / Powergrid bars are blended into the UI with no obvious start/end points; too large and entirely worthless without readout.
5. Drop shadow and bevel emboss on the fitting ring? Really?
6. The hardpoints graphic is not intuitive, takes up too much space, and looks out of place. What do the grey circles represent? Hardpoints left? Hardpoints used?
7. Small autocannon and standard launcher icons in my fitting window, when you have none fitted. Newbs will love that one.
8. You made the module icons smaller and blurrier, and the green 'active' button as visually intrusive as possible.
9. Ammo now takes up the entire turret space, making it harder to see what guns you have fitted as you're cycling through multiple ships.
10. No drag, no minimize, no close, no resize.
11. No cargo capacity readout to show what you have and what you used.
12. Same thing for drones, add the missing drone bandwidth on top.
13. Can't see or make drone groupings in fitting window, the most obvious new feature you could have added.
14. The colored backgrounds on the resistance readouts are useless because you don't know where they start or end.
15. What is that circular capacitor graphic good for, exactly?
16. Your free floating and icons around the ring only blend into my station environments, and my eye has to keep straining to spot them while the strobe lights move around.
17. The short animation you get when opening the fitting window is lame and pointless.
18. UI behaviour changes depending on whether the side panels are open. Sometimes you can click-drag to rotate camera, other times the mouse gets stuck. Completely unintuitive.
19. Your fitting window blocks parts of my neocom and station panel on the lowest resolution.
20. It's completely out of place with the rest of the UI, and whether or not you intend to change the rest in time, the fact remains you have two different UI designs and behaviours for the duration instead of one logical theme and set of behaviors.
21. You're still missing vital information from this new fitting window, just as the old one. I still have to 'show info' on my ship to get the whole picture.
22. You added new information with hitpoint calculations, but you force the user to select from an obscure dropdown window instead of doing a simple check to see what sort of setup that person has.
23. The left-side panel boxes are mixing two types of information: stuff in station and stuff in your ship with no obvious distinction between the two.
24. The left-side panel boxes are tiny, and worthless for scrolling through a mountain of assets, some in containers and other ships. They don't even extend fully in the horizontal and waste space.
25. This design sucks bacause Stargate sucks.
Have a nice day.
pretty much spot on
+1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |

adriaans
Amarr Ankaa.
|
Posted - 2009.02.15 14:20:00 -
[134]
it might LOOK nice....but the ONLY thing good about it is the 'save fit' part....
seriously...its terrible... and ive never complained about the UI before... i actually like the old one... improve that one instead of making a new 'fancy' useless one IMO.... or fix the new one.... -sig- Support the introduction of Blaze M crystals for Amarr!
Originally by: UMEE if ure another fotm re-roller, then dont pvp. you'll fail.
QFT! |

Altaree
Eve University Ivy League
|
Posted - 2009.02.15 14:25:00 -
[135]
I am going to jump on this bandwagon.. 1) What a waste of space. 2) I keep my stuff organized in containers. Do I have to empty them into my hanger just to use this??? 3) LOVE the ship saving! BEST FEATURE FROM THIS EFFORT!
Blue Sky |

Nofonno
Amarr Exploratio et Industria Morispatia
|
Posted - 2009.02.15 15:03:00 -
[136]
Edited by: Nofonno on 15/02/2009 15:03:45 First I'd like to apologise for TL;DR...
It would be lovely if you could do two small widgets next to each one of the slot groups, that would filter the contents of the hangar on the left pane according to the:
- modules that use that particular slot, and
- modules that are able to fit within current fit (i.e. have enough CPU/PG/callibration to fit them).
Otherwise, it's quite spiffy Good work.
EDIT: Edited for brain-fart punctuation.
---
A scientist must be an optimist at heart - to have the strength to rally against a chorus of voices saying "it cannot be done". |

Zaiyo Modi
Minmatar
|
Posted - 2009.02.15 15:29:00 -
[137]
Edited by: Zaiyo Modi on 15/02/2009 15:29:48 Edited by: Zaiyo Modi on 15/02/2009 15:29:25 Having the low slot modules on the left side seem very unintuitive and I did find it abit annoying.
I'd move the low slot modules to the bottom.
|

Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
|
Posted - 2009.02.15 16:01:00 -
[138]
Small criticisms only:
1) The coloured resistance bars on the right look a little "tacky"; perhaps some texturing on the coloured bar itself would make it look a little more slick? Example.
2) The item & attribute icons also look a little dull in comparison to many other graphics, but of course revising the icons would be a fairly large undertaking.
More importantly though, I'm sure I'm not alone in using containers to house my equipment and ammunition. I trust this new fitting screen can look inside these containers easily?
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Chris Stormrider
Gallente IDEON ANDRON
|
Posted - 2009.02.15 16:09:00 -
[139]
Actually it's the best thing since sliced bread, but can I have a choice, in the options menu, to use the old one and when I decide I want to risk losing sp and undock a tech3 ship, then use the new fittings window to fit it?
Really now, if I want to use EFT I can always use alt+tab to switch to it...
Call me stupid or whatever, just let me use the old one, since no dev will bother respond to any input in this thread, I can't be bothered wasting my time doing your Quality Assurance.
|

Llaneza
|
Posted - 2009.02.15 16:29:00 -
[140]
If EVE is getting 'picture in picture' capability, how about upgrading the 'zoom' feature to be a real render and not just zooming a bitmap and getting a zoomed view that's all pixelated ?
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
|
Posted - 2009.02.15 16:49:00 -
[141]
My thoughts on this:
Screen is far too wide, there's lots of wasted space near the << and >> resizers that could be used to make the window narrower.
Screen background needs to be more opaque, on many stations the lights in the background mask the right-hand figures.
CPU/PG gradients really need to be different colours. They also need a 100% marker.
Resistance graphs need a 100% marker.
Capacitor readout seems pointless in its current location. I'd be happy to have just numbers just below CPU figures (similar to PG/Calibration).
What I do the rest of the time |

FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
|
Posted - 2009.02.15 16:52:00 -
[142]
Oh, and it would be great if subsystems were assigned when you went into ship fitting screen, rather than when you first unpackage the ship.
At the moment you have to go between 25 information screens when unpacking a T3 ship, would make much more sense if T3 abilities were treated like rigs/modules, and the fitting window previewed their impact.
What I do the rest of the time |

permion
|
Posted - 2009.02.15 17:25:00 -
[143]
Can you please add drone statistics, well atleast drone movement range. Pretty please with extra nagginess on top.
The only way to do it now is to go out into space, find a target, then attack. Unless of course you can assign drones, but still clumsy.
|

Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
|
Posted - 2009.02.15 18:39:00 -
[144]
* Can you export/import fittings to/from a .txt files ? * Out of fitting screen, is it possible to select multiple items in your hangars by drag'n drop a box around them ? Fetchez la vache ! moar(tm) > soon(tm) \o/
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Eraggan Sadarr
Phoenix Tribe
|
Posted - 2009.02.15 20:34:00 -
[145]
Originally by: Jameroz The transparency makes it quite hard to read the info. I'd rather have regular background so the user can select the level of transparency himself. 
THIS!!
Eve Market Scanner - Marketlog comparisons |

LtCol Laurentius
Agony Unleashed
|
Posted - 2009.02.16 00:11:00 -
[146]
The current iteration of the fitting screen just isnt intuitive. I am not debating the "prettyness", but now a ship have left slots, top slots and top right slots? And the giant hole in the middle serves no purpose what so ever besides taking up space. The fitting screen is supposed to be about function first, looks second. So I guess my verdict is meh.
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Leya Marcsson
|
Posted - 2009.02.16 01:29:00 -
[147]
Edited by: Leya Marcsson on 16/02/2009 01:30:56 could you please think about a more simpler & functional approach? how about something like this: http://dl.eve-files.com/media/0902/Eve_Fitting.pdf
even if you stick with your circle stuff: please do not add another way to brows the hangar/container - if you think the current way is bad (and there could be some reasons for that) redesign the current and integrate it into the fitting screen.
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wert668
|
Posted - 2009.02.16 01:42:00 -
[148]
The bad: Doesn't show cargo space used/left. Doesn't show drone bay used/left.

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Terianna Eri
Amarr Scrutari
|
Posted - 2009.02.16 04:55:00 -
[149]
MORE STUFF: Problem 1: The "hardpoint" indicators are non-intuitive. To display full information we would need three different icons instead of just two: Hardpoint available (empty turret hardpoint) Hardpoint filled (self-explanatory) Hardpoint not available (i.e., ship has only 4 turret slots, so the other 4 "circles" would be like this)
Solution: Don't display eight circles. Instead display one unfilled circle for each turret hardpoint and for every turret you have fitted, fill up one. It makes sense for the hardpoint indicators to fill up, not to empty, as you fit things to them. Ditto for the missile hardpoints.
Problem 2: First time I saw the fitting screen I wondered why there was an autocannon icon on my Zealot. Either declare what those hardpoints are for (the word "Turrets" written in an arc above them maybe) or come up with a generic gunnery icon. Ditto missiles.
Problem 3: information on the right side is inadequate / ordered unusually. WRT Capacitor/Shield: If you're showing the peak shield recharge (which I hope you are, as average shield recharge [shield/sec] is meaningless), it's unlabeled. I hope you can identify things by hovering over them or right-clicking. Ditto it would be nice to have the peak cap recharge displayed. Solution: Display peak cap/shield recharge
WRT HP: The use of the nanofiber icon for effective HP made me think that it was giving me the effective structure HP. Solution: Replace the icon for structure HP with the generic "ship" icon - i.e., the same ship that appears on the cloaking device icon and the fitting screen icon.
WRT Targeting: Number of targets displayed as "10x" is non-intuitive. It also doesn't account for a player's skills. (My ship says I can lock 10 but I can only lock 5, wtf?) Solution: Add "max targets" icon. Appears as the targeting icon with a "max" subscript.
WRT Navigation: Mass and Agility - neither of these traits are particularly useful. Mass I guess is useful (and will be for wormholes) but agility isn't, and including it is going to provide nothing but confusion. Solution: Do not display agility; display align time instead.
General comments: The old fitting interface was very consistent. Modules were fitted clockwise on the screen and from left to right. The new fitting screen is inconsistent. Everything is fitted clockwise (except subsystems); instead of going from high/med/low/rigs, we go high/mid/subsystems/rigs/low, or rigs/low/high/mid/subsystems, or whatever. Highslots are up high but midslots aren't in the middle and lowslots aren't low.
Leave the hangar and stuff on the left if you wish but you should really preserve the windows at the bottom right of the screen for cargohold and drone bay. Given that I assume it will still be possible to fit a ship entirely from the items hangar using the old interface, I would really rather not have to open up the new thing on the left just to access my cargo and drones, especally cause it adds a significant amount of mouse-clicking.
TL;DR: The entire fitting screen feels like it's been designed around being able to see your ship in the center of the screen while fitting. The layout suffers greatly for it and it gives you no real benefit aside from aesthetics - and fitting a ship is a technical task, not an aesthetic one. This sort of interface would be perfect if we ever get to repaint or add labels to a ship but it's utterly wasted on a fitting interface. __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Terianna Eri
Amarr Scrutari
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Posted - 2009.02.16 05:08:00 -
[150]
Originally by: Leya Marcsson Edited by: Leya Marcsson on 16/02/2009 01:30:56 could you please think about a more simpler & functional approach? how about something like this: http://dl.eve-files.com/media/0902/Eve_Fitting.pdf
even if you stick with your circle stuff: please do not add another way to brows the hangar/container - if you think the current way is bad (and there could be some reasons for that) redesign the current and integrate it into the fitting screen.
100 times this. (assuming that the circle around the ship doesn't actually show up) Plus being able to resize these windows / close / scroll them up / minimize them down / dock them to the screen like chat windows so that they're transparent / combine them with other windows would be the best.
Suddenly it's fully customizable, fits in with the entire rest of the EVE UI and still lets you see the ship while fitting it if (for some reason) you really want to.
P.S. if we can't already, let us dock stuff to the station services window so that I can dock my ships and items tab with the station window __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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XLR Eight
Viziam
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Posted - 2009.02.16 06:49:00 -
[151]
Originally by: Leya Marcsson
could you please think about a more simpler & functional approach? how about something like this: http://dl.eve-files.com/media/0902/Eve_Fitting.pdf
even if you stick with your circle stuff: please do not add another way to brows the hangar/container - if you think the current way is bad (and there could be some reasons for that) redesign the current and integrate it into the fitting screen.
+1 support for this man's UI design instead of CCP's
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Hu Lacour
HeadQuarter
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Posted - 2009.02.16 08:08:00 -
[152]
Edited by: Hu Lacour on 16/02/2009 08:16:01 Edited by: Hu Lacour on 16/02/2009 08:12:49 Edited by: Hu Lacour on 16/02/2009 08:09:56 Fendahl, I think fitting screen is at the moment amazing, but I have small little suggestion to make it work better.
Currently, depending on resolution, it overlaps with station right side bar, what IF, current fitting screen gets pushed to next patch and whole in station view gets redone with same design as there would be more time?
There is no point that bar takes so much space currently from in station view when you could design it bit more stylish, like buttons on row at top right and agents at right bottom and so on. (example all the stuff is at top and bottom and not taking space from right side) This is however only and example and I believe ui designers can come up with better idea :)
(Some of the people like rought designs, I'm not one of them, so thats why I think the idea behind new fitting is so great. And it looks awesome at wide screens :)
ps. laptop people use 1280x800 resolution
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Haral Reimo
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Posted - 2009.02.16 10:09:00 -
[153]
Someone please take away the UI team's widescreen monitors. They appear to have forgotten that 4:3 is still the standard layout
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GyokZoli
Caldari
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Posted - 2009.02.16 10:59:00 -
[154]
I am sorry to say that but this new design is awful.
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Apertotes
Deep Core Mining Inc.
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Posted - 2009.02.16 11:19:00 -
[155]
hi, since you are into redesigning the fitting screen, could please consider making it so that we can somehow see real module's attributes when fitted? i know it is already like that to some extent, but for example, drone attributes do not reflect skill bonuses.
but most important, there is no stacking penalty indication, and given the lack of proper oficial information regarding those, it would be very nice if you could somehow indicate the penalties each module is applied.
also, although not as important, i would love if each attibute could be read as a product of a base attribute times the different bonuses and penalties, be it from skills, modules, implants, rigs, fleets, EW, etc.
for example:
Speed: 353.68 m/s = 220 [base] x 1.25 [navigation skill] x 1.125 [overdrive II] x (1 + 0.0725x87.5%) [auxiliary thruster I rig with a stacking penalty] x (1 + 1.35x1.25) [afterburner II with claymore on gang] x 0.4 [stasis webifier II]
of course, only the numbers would be shown, on different colors, and when hovering the mouse over each number, you would get the explanation.
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Linistitul
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Posted - 2009.02.16 11:48:00 -
[156]
First, i would like to say you have done a very good job!
Now, my input: - can we have 3|2|1 (top, middle, bottom) slot arrangement, on the right side of the gate, rather then 1|3|2 (bottom, top, middle) as it is right now? - can we have readouts for CPU and PG next to the capacitor readout, in the right side table? - also it will be helpful to have some info about the cargo bay and drone bay capacity.
The goal is to have less head movement when fitting and looking at the ship stats  Thank you!
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Tessen
Stellar Tide
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Posted - 2009.02.16 11:48:00 -
[157]
Edited by: Tessen on 16/02/2009 11:50:33 - Need Less transparency (cannot read stats when other windows are behind). - A close button (yes I know there is several way to close it) but nevetheless need a close button. - On curent fitting window, you can move/release a module everywhere on the window. This have the effect to fit the module. This feture is missing now. - Drone bay/Cargo capacity/space available.
Otherwise this new window is perfect. Great job. Ideas for a complete Bounty Hunter profession sytem. |

Vir Hellnamin
Gradient Electus Matari
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Posted - 2009.02.16 13:14:00 -
[158]
Now that you're "fixing" fitting window UI transparent and messy, would it possible to get the Load Station Environment toggle in ESC-settings finally NOT to render station environment when NOT toggled. Would help a bit to create even-coloured background for that picture-over-stargate-ship-spin-monster you have just created.
-- V.H.
"Entering MH means instant death. It's worse than 0.0. Even the asteroids shoot back." - Alex Harumichi [GRD]
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Kralin Ignatov
The Colour Out of Space Un-Natural Selection
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Posted - 2009.02.16 14:43:00 -
[159]
Good: 1. The load/save feature Bad: 1. Size - have to minimize all windows every time i want to fit a ship 2. Transparency - Hard to see modules / information with no contrast. 3. Inability to move - Coinciding with point 1, I don't always want to see all of the fitting screen, nor do I always want it directly in the middle of the screen. I.E. - in mission vs. Serpentis, I will use the fitting screen to check my lock range. I wouldn't do that with this fitting screen.
Summary TBH, I personally think the current (QR version) fitting screen is quite fine. It might not look pretty, but if functions as well as it needs to. I think the fitting screen should be of low priority anyways, since a majority of Eve Subscribers use EFT to fit their ships anyhow.
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Genya Arikaido
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Posted - 2009.02.16 15:51:00 -
[160]
For the love of GOD, PLEASE add a drone control range indicator on this thing. I'm sick of having to guess at what it is and going to hunt down a belt rat to test it. Help me move to Iceland!
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H Zebra
Dark Ashes
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Posted - 2009.02.16 15:58:00 -
[161]
So this fitting window is going to be the only option we get?
its functionality is lacking and it renders all options on eve window size defunked apart from full screen. great good ccp, way to make something that works fine a hard and problematic experiance, not to mention what you will do for teh new players, high slot whats that???
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Aeo IV
Amarr Xomic OmniCorporation
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Posted - 2009.02.16 17:58:00 -
[162]
You know what ****es me off?
They could have easily used those extra rig slots on the non-messed up panel for subsystem placement.
Bottom line- this is bad, I'm glad you're investing time in trying to improve the game, but this isn't an improvement, drop it, modify the current one and leave it at that, or else someone is going to rebuild EFT version 3.0 such that we can build set ups in EFT and just port them into the game.
And that, sir, is a very bad thing.
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sarako
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Posted - 2009.02.16 18:09:00 -
[163]
why a circle and not something more resembling a ships distribution systems?
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H Zebra
Dark Ashes
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Posted - 2009.02.16 18:22:00 -
[164]
Originally by: Aeo IV You know what ****es me off?
They could have easily used those extra rig slots on the non-messed up panel for subsystem placement.
Bottom line- this is bad, I'm glad you're investing time in trying to improve the game, but this isn't an improvement, drop it, modify the current one and leave it at that, or else someone is going to rebuild EFT version 3.0 such that we can build set ups in EFT and just port them into the game.
And that, sir, is a very bad thing.
i wish someone would do that with EFT 3.0, cos if i have to use that pile of s**t all teh dam time my eye will bleed it hurts them so dam much
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Dari Anoh
Amarr Anoh Shavar
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Posted - 2009.02.16 18:26:00 -
[165]
Very, very cool new fitting screen. And loving the ability to load and save setups. *does the happy dance*
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d0nt
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Posted - 2009.02.16 18:49:00 -
[166]
I liked what we have at this moment, but can you add optional switching of fitting window old or new?
Just because i like 'windows' mode...
Please add an opportunity to me to choose between a new and old fitting window !
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StonerPhReaK
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Posted - 2009.02.16 18:56:00 -
[167]
Need to integrate EFT!
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Khana Loaris
Seidh Technologies
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Posted - 2009.02.16 19:57:00 -
[168]
Looks good - mostly. Typically though anything like this which concerns graphics will be subject to many different perspectives. Usability will be the main key though and unfortunately I can't access SiSi at the mo to check.
Immediate thoughts based on the look and feel: * not convinced about the placement of the turret/bay indicators,. they're kinda lost outside the ring, they need to be integrated more. * likewise the PG / CPU & Cal indicators are split and demoted to numbers outside the ring - needs eye candy and a more harmonious integration * the slot layout seems a bit weird with low, high, mid running clockwise - why not low, mid, high? seems more logical * stats panel... capacitor section looks, well a bit bare - why have the cap ring at all? it takes up a lot of space and serves no real purpose. make it a bar to reduce space? * stats panel... resistance colour bars look too flat. a boundary box around the individual bars will also help visually reference the 20%, 70% full rather then the current almost arbitrary sized block
umm... thats about it for now. I'm sure I'll have more when I get into the real thing...
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Pinky Denmark
The Cursed Navy
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Posted - 2009.02.16 21:24:00 -
[169]
I'd suggest the ability to line the mods up in 3 circles like we are used to... like you can move the various toolbars around in word, excel and most other tool-software.
Graphics are nice though - just hard to get a good fast overview about the current fittings
Pinky -
I'm a nice guy!! But plz hook me up with some pew pew... |

Ford Chicago
Omega Enterprises Imperial Republic Of the North
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Posted - 2009.02.16 23:11:00 -
[170]
All of the functional problems with the new designed were immediately documented as soon as this was on SISI. Why does the dev blog not address any of those comments? You could have saved the first 10 pages of this thread that are filled with exactly the same issues the community noted on day 1.
Function is far more important than form. Yes, the new UI is pretty. No, it is not usable. Usability is supposed to be the number one priority for a user interface.
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CCP Fendahl

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Posted - 2009.02.16 23:31:00 -
[171]
Thanks for the feedback so far! As I mentioned in the blog, the fitting screen hasn't been implemented fully. We currently have a list of over 50 issues (many of which you rightly have mentioned) that need to be addressed before we release. The item selection panel in particular is very far from done. Essentially what's in the client now is something that someone decided to implement while we were still designing the thing and it hasn't been touched since. As alluded to in the blog, the idea is to have a unified view of the hangers, with ship, cargo containers etc. working like folder, but with filters on top for searching and selecting different types of modules. Progress on the implementation side has been slow lately, but things have picked up again today and we're starting to see improvements. The fitting screen is now moveable and we have just got PIP working (though the viewport still needs to be trimmed to fit the circle in the middle. On the design front we have been iterating on the layout based on your feedback. In latest mock-up, which looks promising, we have arranged the high-med-low slots top, right, bottom as many suggested and rearranged the readouts such that the CPU and powergrid readouts are stacked above each other so it's easier to reference. Naturally we'll continue iterating on it, and hopefully it'll still make sense when we get back to it in the morning. 
We're still discussing whether to show the sub-system slots for non T3 ship. The arguments for, are that the fitting screen would show the possibilities even if you're in an Ibis: up to 8 high/med/low, 3 rig slots and 4 sub-system slots, and that the fitting screen should be consistent regardless of the ship youÆre in (consistency is a good usability principle in general). The downside is the extra space needed, which is a problem especially in lower resolutions since the icons become quite small.
As some of you have mentioned, the motivation to go with a new layout for the modules was primarily is primarily to make the fitting screen more visually appealing. The t3ch team requested the ability to see the ship as you fit it, so we got the opportunity to look at the fitting screen because it fitted within the scope of the team's goals. Another advantage of the circular layout is that it enables us to use radial graphs to display various information about modules in a way that makes it easy to compare modules against each other (e.g. bar chart of CPU usage). Unfortunately this has been cut from the release, but it seems likely we'll be able to look into it again for one of the Apocrypha point releases along with a truckload of other things. 
As for saving fittings, last I spoke with the t3ch team, the idea was to store all fittings on the server. This unfortunately means some limits are needed to protect our DB, but even so you should be able to store about 100 personal fittings. The fittings can also be manually imported and exported via YAML, so it should be easy to transfer collections of fittings. There are currently no plans for alliance fittings or direct API support for import/export (but those would be very nice features). Fittings can be info linked by dragging the fitting from the fitting management window to the chat (or eve mail). Clicking the link opens up an info window with a (custom description of the fitting) and a listing of the modules etc. The fitting can also be saved from the info window.
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CCP Fendahl

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Posted - 2009.02.16 23:32:00 -
[172]
Originally by: Gumpy Nighthawk With the older build there was also the window with effective hitpoints, not sure it's still there with the current build, but just assuming it's still there, but that effective hitpoint number is just an addition of your armor with any extra armor booster, but not taking any resists in account.
The effective HP seem to be calculated incorrectly. It should be calculated from the minimum hardness (essentially using the worst possible resistances), since this gives you a hard lower bound on the effective hardness. This is IMO the best way of calculating the effective HP since it can reliably be used to optimize your effective HP without ending up with resistance holes. We're planning a lot more features in this direction (sustainable absorption ratio etc), but they have unfortunately been cut for now.
Originally by: Aldiree Antima Question: Will there be a overhaul for the asset management system? The methods of presentation data is suboptimal at best and sometimes really annoying.
As much as I would love to, we need to focus our resources, since fixing the UI is too large a task for a single expansion (with the amount of people we have). Ultimately we have to prioritize, usually by choosing a couple themes that set the scope for the expansion.
Originally by: Gnulpie Can a corp member fit ships inside corp hangar if there are the modules present in that hangar (eventually point to some other hanger where the modules are also), assumed that person has the access roles to access all that stuff in corp hangar?
Essentially the ships are fitted as usual, so you'd need to take the ship from the corp hanger, fit it as normal and then put it back.
Originally by: Vir Hellnami Is there any way to have a version that would not show the [...] view of my ship in the docks? Could this be made as toggle able, since UI-space is valuable when fitting a ship
It's certainly possible, though it's not currently planned for the expansion. If it's still something a lot of you guys want after we have worked out the new fitting screen, it's certainly something we would look into. We want more awesome, not less! 
Originally by: Shalmaneser ili Add a "100%" mark to the PG/CPU bars? Maybe even add 10% or 25% increments to have a chance at telling what value they are showing at all? Even better, have the current percentage shown at the end of the bar - you could even make it go red if it goes over 100%, showing a red (pulsating) 100% or >100%? [...]
Very nice suggestions. Adding tick marks on the gauges is definitely needed since it's otherwise really hard to tell where they end.
Originally by: Chris Stormrider I usually log in from an eeepc with 1024x600 resolution (though I doubt most people care if that's a problem and I'm not sure if I'll be able to play using premium light, no-one knows for sure, right now).
Good point. I'll look into support for 1024x600.
Originally by: Dr Resheph 20. It's completely out of place with the rest of the UI, and whether or not you intend to change the rest in time, the fact remains you have two different UI designs and behaviors for the duration instead of one logical theme and set of behaviors.
You bring up a lot of valid points on the various issues with the fitting screen. I have added the ones we missed in the first review to our list of issues, and we'll be going over them as best as we can to address them. As for #20, are you referring to the fact that the new fitting screen is an overlay, rather than a window proper? Also, are you referring to the non-standard style for the expandable panels? In any case, awesome list, cheers!
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CCP Fendahl

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Posted - 2009.02.16 23:32:00 -
[173]
Originally by: Goonda [...]If I had any say about the issue, I would redesign the central (circle) portion of this new layout. I would move the hi/mid/low slots to concentric quarter circles (similar to the old layout), so that all 3 sets of slots are basically where the high slots are now. Also, move the CPU/PG/Calibration/Hardpoint readouts to the statistics panel or place them over top of the ship display window. I would leave the rig and T3 slots where they are.
Some very good points. I quite like your idea for the layout, and I'll discuss it tomorrow with the others (though at this point I'm not sure if we'll be able to change the design to that extent).
Originally by: Smagd There's a reason there was a switch to do skip this for the star map, which now opens instantly... It's visually nice, but it slows down actual work.
Thanks for clarifying this! Until now I thought people were commenting that the style of the animation was lame, rather than the delay being a usability issue. Consider it added to the epic list.
Originally by: Grimpak also, your guardian setup are fail.
Well, it won us the game design vs. EVE TV match a few tournaments ago (7 Purifiers, 2 Guardians and 1 Curse). HUN Reloaded won the tournament with an almost identical win-sauce setup. 
Originally by: Imhothar Xarodit On the western hemisphere, most important information should be in specific corners, from most important to least important: top-left, top-right, bottom-left, bottom-right (hint: reading a book). I would classify the ship statistics as more important than the item list. <Showing market groups, then list the modules inside the ring>
The workflow was actually designed around this: select modules from the left, fit them in the center and observe the effect to the right.
Your method for selecting modules certainly seems quite juicy and it's definitely worth looking into. One potential problem with this approach is that it might be fiddly to navigate between containers, depending on how it is implemented, but it could probably be worked out. We'd also need to figure out a good method for bringing up the menu without making it hard to use for the lower slots (in case there isn't enough room for the menu below the slot).
Originally by: MotherMoon did you see my blueprint filter window idea where everything behind the circle is blue and shows a vector type graphic in real time of what your seeing?
Sounds good. Link plix!
Originally by: Val Strommer can you include a damage per second (dps) statistic on the fitting screen.
The original plan was to simulate the fittings, meaning you could turn modules on/off and overload them to see the effects on DPS, effective HP, absorption ratio etc. both via graphs and numbers (i.e. you wouldn't have to undock just to check your active resistances and cap sustainability). Unfortunately the decision was made to cut this feature due to the lack of time, which made me a very sad panda indeed. But hopefully we can address this in a point release (I'll certainly be bugging people about it until they give in).
Originally by: Miyamoto Isoruku Allowing weapons and drone grouping while docked would be EXCELLENT.
Weapon groups can be defined by shift dragging, just like before (though it isnÆt exactly user friendly). Ideally one should also be able to configure the hotkeys for the different modules (like in space), but it was unfortunately decided it was out of scope for now. Being able to define drone control groups would be awesome as well!
Originally by: Cedric Diggory The coloured resistance bars on the right look a little "tacky"; perhaps some texturing on the coloured bar itself would make it look a little more slick?
Nice idea, we'll look into it :)
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CCP Fendahl

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Posted - 2009.02.16 23:33:00 -
[174]
Originally by: Llaneza If EVE is getting 'picture in picture' capability, how about upgrading the 'zoom' feature to be a real render and not just zooming a bitmap and getting a zoomed view that's all pixelated
PIP basically gives us the ability to have multiple viewport on screen at the same time. For instance it would be possible to have multiple camera views of the in-space scene if we wanted (say, target cameras, missile cameras, tactical view), or we could have 3D models in show info for ships, or we could have 3D mini maps. The plan for the fitting screen PIP is to have full camera control for the scene, so you would be able to rotate the ship and zoom just like in space.
Originally by: FireFoxx80 > Oh, and it would be great if subsystems were assigned when you went into ship fitting screen, rather than when you first unpackage the ship.
I completely agree with this. The sub-system selection step when you assemble a T3 ship is rather odd. I'll go bug the t3ch team about it yet again! 
Originally by: permion Can you please add drone statistics, well atleast drone movement range. Pretty please with extra nagginess on top.
It's on our todo list to have a panel, "offense and support", listing this sort of information (as well as DPS and remote rep capabilities etc). At this point I'm not sure if it'll make it in, though, but we'll see!
Originally by: Terianna Eri Do not display agility; display align time instead.
The problem with this is that while we both know that agility changes the align time, there would be nothing telling new players about the relationship. Agility also changes the acceleration of the ship, which is also relevant. I agree, though, that having the align time shown would be extremely useful. We were planning to include it, but unfortunately it got cut. 
Originally by: Hu Lacour Currently, depending on resolution, it overlaps with station right side bar, what IF, current fitting screen gets pushed to next patch and whole in station view gets redone with same design as there would be more time?
I would love to revise the station panel, but whether I get time to do it depends on the priorities for the next expansion. We got the opportunity to look at the fitting screen only because it fitted within the scope of team t3ch's goals.
Originally by: Apertotes but most important, there is no stacking penalty indication, and given the lack of proper oficial information regarding those, it would be very nice if you could somehow indicate the penalties each module is applied. [...] also, although not as important, i would love if each attibute could be read as a product of a base attribute times the different bonuses and penalties, be it from skills, modules, implants, rigs, fleets, EW, etc.
In my grand plan of things, the idea is to eventually add this type of info to the info windows, along with other relevant data, such as graphs. Realistically it's probably going to be a while yet, before we see it in game, though.
...
OMG TL;DR
Please keep the awesome feedback coming! I'm compiling lists of issues and features from the forums, so if you have concerns about the fitting screen, don't hesitate to let me know. The goal is to get an improved fitting screen that (almost) everyone is happy with!
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CCP Fendahl

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Posted - 2009.02.16 23:36:00 -
[175]
Edited by: CCP Fendahl on 16/02/2009 23:36:59
Originally by: Ford Chicago All of the functional problems with the new designed were immediately documented as soon as this was on SISI. Why does the dev blog not address any of those comments? You could have saved the first 10 pages of this thread that are filled with exactly the same issues the community noted on day 1.
The devblog was written long before the fitting screen became available on Sisi, but the pipeline for publishing blogs is unfortunately quite long (copy editing, translation, marketing/PR, and that sort of thing ).
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H Zebra
Dark Ashes
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Posted - 2009.02.16 23:42:00 -
[176]
Edited by: H Zebra on 16/02/2009 23:43:20 ok as you (ccp) are reading this, can we get teh option to use teh old one?. even with out all the new jazzy features it was way way more usible that the new one imo
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Henry Loenwind
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Posted - 2009.02.17 00:27:00 -
[177]
What about this design:
fitting1.jpg
(Yes, it's drawn without skill, incomplete, and out of proportion---but the idea should be clear.)
Originally by: Decard Sune on 23/03/2008 12:12:37
Carebear is a derogatory term used by those who feel that every player should be nothing mroe than a target for their pleasure. These individuals usually ha
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Henry Loenwind
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Posted - 2009.02.17 00:40:00 -
[178]
Originally by: CCP Fendahl The workflow was actually designed around this: select modules from the left, fit them in the center and observe the effect to the right.
I think you just hit a trap. For right-handed users this is the wrong way. It should be manipulate on the right, observe on the left.
GUI design 101: The virtual lines "user's eyes -> screen" and "user's mouse hand -> mouse cursor" should not cross.
Originally by: Decard Sune on 23/03/2008 12:12:37
Carebear is a derogatory term used by those who feel that every player should be nothing mroe than a target for their pleasure. These individuals usually ha
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Terianna Eri
Amarr Scrutari
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Posted - 2009.02.17 01:52:00 -
[179]
Originally by: CCP Fendahl
Originally by: Terianna Eri Do not display agility; display align time instead.
The problem with this is that while we both know that agility changes the align time, there would be nothing telling new players about the relationship. Agility also changes the acceleration of the ship, which is also relevant. I agree, though, that having the align time shown would be extremely useful. We were planning to include it, but unfortunately it got cut. 
Unfortunately "agility" is a pretty meaningless stat - it doesn't mean anything until you multiply it by mass which means it's not even good for determining which ships are more agile than others, at a glance. __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Red 7
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Posted - 2009.02.17 08:08:00 -
[180]
Originally by: CCP Fendahl
As for saving fittings, last I spoke with the t3ch team, the idea was to store all fittings on the server. This unfortunately means some limits are needed to protect our DB, but even so you should be able to store about 100 personal fittings. The fittings can also be manually imported and exported via YAML, so it should be easy to transfer collections of fittings. There are currently no plans for alliance fittings or direct API support for import/export (but those would be very nice features). Fittings can be info linked by dragging the fitting from the fitting management window to the chat (or eve mail). Clicking the link opens up an info window with a (custom description of the fitting) and a listing of the modules etc. The fitting can also be saved from the info window.
The community has put a lot of time, effort and infrastructure into tools to fill this gap over the years - don't slap them in the face by not taking this opportunity to provide a nice clean API to work with.
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CCP Fendahl

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Posted - 2009.02.17 11:56:00 -
[181]
Originally by: Red 7 The community has put a lot of time, effort and infrastructure into tools to fill this gap over the years - don't slap them in the face by not taking this opportunity to provide a nice clean API to work with.
How is this a slap in the face? You will be able to import and export fittings, just not via the API, for now. As far as I know, the API only allows users to export data from the DB, not import to it, due to security concerns.
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H Zebra
Dark Ashes
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Posted - 2009.02.17 12:45:00 -
[182]
can you please answer my question??? will we get the option to use teh old fitting screen? or are we stuck with the new one?
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CCP Fendahl

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Posted - 2009.02.17 13:42:00 -
[183]
Originally by: H Zebra can you please answer my question??? will we get the option to use teh old fitting screen? or are we stuck with the new one?
Already did...
Originally by: fendahl
Originally by: Vir Hellnami Is there any way to have a version that would not show the [...] view of my ship in the docks? Could this be made as toggle able, since UI-space is valuable when fitting a ship
It's certainly possible, though it's not currently planned for the expansion. If it's still something a lot of you guys want after we have worked out the new fitting screen, it's certainly something we would look into. We want more awesome, not less! 
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H Zebra
Dark Ashes
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Posted - 2009.02.17 14:02:00 -
[184]
Edited by: H Zebra on 17/02/2009 14:05:48
Originally by: CCP Fendahl
Originally by: H Zebra can you please answer my question??? will we get the option to use teh old fitting screen? or are we stuck with the new one?
Already did...
im sorry, just dont see a yes or a no answer from you about are we going to get teh option to use the old window?
if you could point it out, id be greatful thanks zeb
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Harisdrop
Gallente Fat J Mostly Harmless
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Posted - 2009.02.17 15:57:00 -
[185]
I think new is better than old. CCP rocks....
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riverini
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Posted - 2009.02.17 16:26:00 -
[186]
hey Dev, just say no to him so we can haz another quitting riot... ugh... idk who could actually cares for the so called purists in a game that haz always characterized itself for it's constant innovation and rampant evolution.
i actually like any changes to the UI because i know that they have been made after a thoughtful study, design process and usability trials, a huge difference from most of the ppl complaining here that havent even used the new fitting and are already whining instead of at least trying to make constructive critics that like some have posted in this thread.
Suggestions:
url: http://www.riverini.com/fitting_screenshot.jpg
I'll put 3 buttons besides the fittings "rings" (#1) to rotate when clicked and put the selected slot type as nearest as possible to the item box (less mouse travel)
(#2) shows the selected slot, and (#3) shows that the only thing that would move is the inner part of the ring.
This also help to keep the naming of the modules (highs, meds and lows) which make it easier for new players to get used to the game's slang.
I have one little suggestion i would have liked to see, the ring works fine, but i believe that u should try to put the ship across the ring (that would point the need to do the ring using 3d vectors instead of 2d sprites) (#4) this would also look great when fitting ouside station. I'll limit the ship's view to the front when fitting with some small let's say 15 to 20 degree of liberty to rotate.
Dont get me wrong the screen looks great! but there is still some margin to perfect it!
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Khanid Goo
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Posted - 2009.02.17 16:28:00 -
[187]
Originally by: Henry Loenwind What about this design:
fitting1.jpg
(Yes, it's drawn without skill, incomplete, and out of proportion---but the idea should be clear.)
Far to user-friendly
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Shadyan
Caldari Shadows Of The Federation
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Posted - 2009.02.17 16:34:00 -
[188]
I think that fitting screen looks awesome, and the options to save no a personal AND corp level of the fittings are simply genious.....
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H Zebra
Dark Ashes
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Posted - 2009.02.17 16:55:00 -
[189]
Originally by: riverini hey Dev, just say no to him so we can haz another quitting riot... ugh... idk who could actually cares for the so called purists in a game that haz always characterized itself for it's constant innovation and rampant evolution.
LOL i just would like a straight answer to a realy straight forward question. no soon no later no maybe, just yes or no. why is that so much to ask for?
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riverini
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Posted - 2009.02.17 17:11:00 -
[190]
Originally by: H Zebra
Originally by: riverini hey Dev, just say no to him so we can haz another quitting riot... ugh... idk who could actually cares for the so called purists in a game that haz always characterized itself for it's constant innovation and rampant evolution.
LOL i just would like a straight answer to a realy straight forward question. no soon no later no maybe, just yes or no. why is that so much to ask for?
Lol man u know better than anyone that Devs doesnt like to make consessions, let's put this scenario:
You devote say 3 months to a new fitting UI and then give ppl the option to choose between the old one and the new one, let's say it's split 50/50 on preferences, now in this scenario u'll be obliged to work double for every future addition u might put on the fitting overview.
Let's put another scenario, how about only 5% of the pilots choose to use the new fittings, that would mean that ur 3 months of hard work would have been wasted.
One interesting possibility now is the addition of more than 8 slots to the fitting overlay, also the posibility of a fifth or even a sixth slot types (counting highs, meds, lows and rigs) for balance issues against the new t3 ships.
i think all this changes and possibilities overweights the downside of having to adapt to a new fitting layout, dont u think?
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H Zebra
Dark Ashes
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Posted - 2009.02.17 17:16:00 -
[191]
Originally by: riverini
Originally by: H Zebra
Originally by: riverini hey Dev, just say no to him so we can haz another quitting riot... ugh... idk who could actually cares for the so called purists in a game that haz always characterized itself for it's constant innovation and rampant evolution.
LOL i just would like a straight answer to a realy straight forward question. no soon no later no maybe, just yes or no. why is that so much to ask for?
Lol man u know better than anyone that Devs doesnt like to make consessions, let's put this scenario:
You devote say 3 months to a new fitting UI and then give ppl the option to choose between the old one and the new one, let's say it's split 50/50 on preferences, now in this scenario u'll be obliged to work double for every future addition u might put on the fitting overview.
Let's put another scenario, how about only 5% of the pilots choose to use the new fittings, that would mean that ur 3 months of hard work would have been wasted.
One interesting possibility now is the addition of more than 8 slots to the fitting overlay, also the posibility of a fifth or even a sixth slot types (counting highs, meds, lows and rigs) for balance issues against the new t3 ships.
i think all this changes and possibilities overweights the downside of having to adapt to a new fitting layout, dont u think?
Not when teh new one hurt my eyes so bad. is pooorly laid out and covers 80% of teh screen size i use. now come to think of how unreadible the text will be when it scales to that size(1074 x 764, 3rd from bottom option).. maybe they just want peopel to play at full screen and will do away with other options? come on get with the times full screen is where its at baby.
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riverini
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Posted - 2009.02.17 17:25:00 -
[192]
Originally by: H Zebra
Originally by: riverini
Originally by: H Zebra
Originally by: riverini hey Dev, just say no to him so we can haz another quitting riot... ugh... idk who could actually cares for the so called purists in a game that haz always characterized itself for it's constant innovation and rampant evolution.
LOL i just would like a straight answer to a realy straight forward question. no soon no later no maybe, just yes or no. why is that so much to ask for?
Lol man u know better than anyone that Devs doesnt like to make consessions, let's put this scenario:
You devote say 3 months to a new fitting UI and then give ppl the option to choose between the old one and the new one, let's say it's split 50/50 on preferences, now in this scenario u'll be obliged to work double for every future addition u might put on the fitting overview.
Let's put another scenario, how about only 5% of the pilots choose to use the new fittings, that would mean that ur 3 months of hard work would have been wasted.
One interesting possibility now is the addition of more than 8 slots to the fitting overlay, also the posibility of a fifth or even a sixth slot types (counting highs, meds, lows and rigs) for balance issues against the new t3 ships.
i think all this changes and possibilities overweights the downside of having to adapt to a new fitting layout, dont u think?
Not when teh new one hurt my eyes so bad. is pooorly laid out and covers 80% of teh screen size i use. now come to think of how unreadible the text will be when it scales to that size(1074 x 764, 3rd from bottom option).. maybe they just want peopel to play at full screen and will do away with other options? come on get with the times full screen is where its at baby.
It's left to see how well the UI scales to small monitors, i play with a 22" 1650 x 1080 lcd which would make the widescreen oriented fitting panel looks good.
BTW have u seen it in motion?
found this @ utube: http://www.youtube.com/watch?v=xcI0SJvjzFE
The only critic i have is that i want the ship to some across the ring XD so i'll looks cooler.
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H Zebra
Dark Ashes
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Posted - 2009.02.17 17:35:00 -
[193]
Originally by: riverini It's left to see how well the UI scales to small monitors, i play with a 22" 1650 x 1080 lcd which would make the widescreen oriented fitting panel looks good.
BTW have u seen it in motion?
found this @ utube: http://www.youtube.com/watch?v=xcI0SJvjzFE
The only critic i have is that i want the ship to some across the ring XD so i'll looks cooler.[/quote
i too play on a 22" monitor, running 3 clients normally, sometimes up to 5 depends on what im doing mostly. this is what teh old and new fitting screens look like to me. you can easily see why id liek the old one to stay, i think any way. old and new widows on teh left pannel thingy
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PC5
Black Souls Industries
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Posted - 2009.02.17 17:45:00 -
[194]
Please make it useful NOT SHINY! Atm its more shiny than useful. Plain wrong :/
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riverini
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Posted - 2009.02.17 19:05:00 -
[195]
any design proposals?
This is the thing, complaining is quite easy, but i think if will be more useful if we could propose solutions instead of complaining of the problems...
Am not defending the Devs, i agree that usability should always overcome aesthetics, but that doesn't mean we should keep stating the obvious so repeatedly.
peace!
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H Zebra
Dark Ashes
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Posted - 2009.02.17 19:19:00 -
[196]
Edited by: H Zebra on 17/02/2009 19:20:00
Originally by: riverini any design proposals?
This is the thing, complaining is quite easy, but i think if will be more useful if we could propose solutions instead of complaining of the problems...
Am not defending the Devs, i agree that usability should always overcome aesthetics, but that doesn't mean we should keep stating the obvious so repeatedly.
peace!
amend the old one, there was a design preposed in the game development forum which was an amended revamp of the current one, it fitted all the new features on the same screen and looked liek it had no usibility issues. i understand that teh dev's may have put a lot of work into this and its features. but that will be wasted if its usiblity is low. they could delay the upgrade to this one until it is fully functional under all conditions. Form over function is never a good idea imho i rather something not look great and work well, than something that looks great but is a pain to use.
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riverini
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Posted - 2009.02.17 19:32:00 -
[197]
agreed, if u see my previous picture post i addressed the usability issue putting some sort of SLOT buttons to have the desired slots as close as possible to the item box, one thing that comes to my mind, also having usability in mind is to have preset filters for modules, say i press a high slot button and i only get high slot modules, also i would like to see a "arrange by frequency of usage" button, god forbid we could ever have FOLDERS FOR ITEMS @ STATIONS!!
idk why item folders hasn't been implemented yet, and if they are in fact implemented they should be better documented.
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H Zebra
Dark Ashes
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Posted - 2009.02.17 19:40:00 -
[198]
at the moment all sorting is done in my hanger, my hanger knows what mod type's they are and nice and neatly lists them in that order. all i have to do as a user is move them 3 inches or so. no drop down menus, no reopening the drop down menues after you swap to another drop down menu. it works nice and simply, thats all i want when i fit a ship, nice and easy. i dont want complex displays, over lapping of texts, having to close all other windows so i can see what everything says.
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GodI'mBeautiful
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Posted - 2009.02.17 19:49:00 -
[199]
Very nice looking screen, but really, who on earth designed this, someone after their first Photoshop course? The only thing nice about it is the ability to save fittings, but as usual CCP missed the boat and went overboard on a new feature that only a tiny minority of Eve actually will use, i.e. T3 ships.
I work for a company that does UI design. If we produced stuff like this for our customers, we'd be in similar straights to Iceland, right now.
Congrats CCP, for missing out on really needed fixes once again and doing some more bling to advertise in flash banners all over the web.
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Treelox
Amarr Seppuku Warriors
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Posted - 2009.02.17 19:51:00 -
[200]
CCP Fendahl,
Thank you for responding to this thread, I think myself and many others were becoming concerned about the lack of response to our feedback.
That said, I carefully read over your multiple responses on the last couple pages, and there is one thing that keeps cropping up that disturbs me. Your response to many of what I consider excellent player ideas and critisims, is to tell us that a particular feature was cut or pushed back to some possible future expansion. This concerns me, since we have seen this "excuse" before, from CCP, and yet we still are waiting for some of those promised features years later.
Might I just make the suggestion, that if you cant get a feature fully ready before an expansion, dont release it half assed, dont release it pre-nerfed, dont release it unfinished or unpolished. Continue to work on it and just release it in its entirety at a later date.
Nothig annoys a user base than a half arsed implemented feature that teases them with beautiful art and terrible interactability. Please concern yourselves with adding only fully functional "upgrades" to the game.
Of course this is particularlly a problem this expansion because you guys gimped yourselves to a hard date for the expansion, by getting into bed with a 3rd party publisher(ATARI). You all further added to your burden by pushing your normal "summer expansion" 2-3 months earlier.
----
As a side note, I would like to keep the old fitting window in game until you(CCP), can deliver us a fully functional and implemented new fitting window. Not have us be given a gimped new fitting window, and then once you guys finally get around to considering it "complete", giving us back the old one if we are still whining. --
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d0nt
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Posted - 2009.02.17 20:29:00 -
[201]
Originally by: CCP Fendahl
Originally by: H Zebra can you please answer my question??? will we get the option to use teh old fitting screen? or are we stuck with the new one?
Already did...
Originally by: fendahl
Originally by: Vir Hellnami Is there any way to have a version that would not show the [...] view of my ship in the docks? Could this be made as toggle able, since UI-space is valuable when fitting a ship
It's certainly possible, though it's not currently planned for the expansion. If it's still something a lot of you guys want after we have worked out the new fitting screen, it's certainly something we would look into. We want more awesome, not less! 
Please look on this special attention as many have got used to a current window and would like to continue to play with it and further
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Eraggan Sadarr
Phoenix Tribe
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Posted - 2009.02.17 20:35:00 -
[202]
Originally by: Treelox CCP Fendahl,
Thank you for responding to this thread, I think myself and many others were becoming concerned about the lack of response to our feedback.
That said, I carefully read over your multiple responses on the last couple pages, and there is one thing that keeps cropping up that disturbs me. Your response to many of what I consider excellent player ideas and critisims, is to tell us that a particular feature was cut or pushed back to some possible future expansion. This concerns me, since we have seen this "excuse" before, from CCP, and yet we still are waiting for some of those promised features years later.
Might I just make the suggestion, that if you cant get a feature fully ready before an expansion, dont release it half assed, dont release it pre-nerfed, dont release it unfinished or unpolished. Continue to work on it and just release it in its entirety at a later date.
Nothig annoys a user base than a half arsed implemented feature that teases them with beautiful art and terrible interactability. Please concern yourselves with adding only fully functional "upgrades" to the game.
Of course this is particularlly a problem this expansion because you guys gimped yourselves to a hard date for the expansion, by getting into bed with a 3rd party publisher(ATARI). You all further added to your burden by pushing your normal "summer expansion" 2-3 months earlier.
----
As a side note, I would like to keep the old fitting window in game until you(CCP), can deliver us a fully functional and implemented new fitting window. Not have us be given a gimped new fitting window, and then once you guys finally get around to considering it "complete", giving us back the old one if we are still whining.
I must say i agree on this! Though I do hope that the current sisi version is, as was stated earlier, a mock up implemented before anyone actually thought about the design.
One last thing. If you must implement it... Then please remember that a lot of people are running on: low res screens/several account in windowed mode/ 4:3 aspect ratio.
Eve Market Scanner - Marketlog comparisons |

Wadaya
Caldari Trailerpark Industries
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Posted - 2009.02.17 21:23:00 -
[203]
Originally by: Treelox CCP Fendahl,
Thank you for responding to this thread, I think myself and many others were becoming concerned about the lack of response to our feedback.
That said, I carefully read over your multiple responses on the last couple pages, and there is one thing that keeps cropping up that disturbs me. Your response to many of what I consider excellent player ideas and critisims, is to tell us that a particular feature was cut or pushed back to some possible future expansion. This concerns me, since we have seen this "excuse" before, from CCP, and yet we still are waiting for some of those promised features years later.
Might I just make the suggestion, that if you cant get a feature fully ready before an expansion, dont release it half assed, dont release it pre-nerfed, dont release it unfinished or unpolished. Continue to work on it and just release it in its entirety at a later date.
Nothig annoys a user base than a half arsed implemented feature that teases them with beautiful art and terrible interactability. Please concern yourselves with adding only fully functional "upgrades" to the game.
Of course this is particularlly a problem this expansion because you guys gimped yourselves to a hard date for the expansion, by getting into bed with a 3rd party publisher(ATARI). You all further added to your burden by pushing your normal "summer expansion" 2-3 months earlier.
----
As a side note, I would like to keep the old fitting window in game until you(CCP), can deliver us a fully functional and implemented new fitting window. Not have us be given a gimped new fitting window, and then once you guys finally get around to considering it "complete", giving us back the old one if we are still whining.
Let me list my favorite examples!
1) Invention implants 2) the promised future dev blog on Linux support and the changes that were almost complete. 3) after numerous forum "revamps" the search function cleary wasn't on the list to be fixed. 4) A wikipedia that can't be editted (why call it a wiki then?) 5) I miss Treelox
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Imhothar Xarodit
Minmatar Wolverine Solutions
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Posted - 2009.02.17 23:23:00 -
[204]
Originally by: CCP Fendahl We're still discussing whether to show the sub-system slots for non T3 ship. The arguments for, are that the fitting screen would show the possibilities even if you're in an Ibis: up to 8 high/med/low, 3 rig slots and 4 sub-system slots, and that the fitting screen should be consistent regardless of the ship youÆre in (consistency is a good usability principle in general).
Consistency is good, yes, but there is also the principle "do not show more information than is required/relevant to the user to perform a specific task". Simply put: do not overwhelm the player with information he would not care about, in this case subsystem slots on non-T3ch ships. You have to measure carefully which principle outweights the other and this, dear CCP, can only be done by testing: never make assumptions on how the user will use/like the UI, that is one of the basic rules of UI design!. I have worked on quite some projects involving UI design and a fact is, the user/client always perceives the UI differently than the developer (because he wants to accomplish a task using the UI). You also have to consider that the subsystems are all-or-nothing, module slots vary from 0 to 8. Originally by: CCP Fendahl
Originally by: Imhothar Xarodit On the western hemisphere, most important information should be in specific corners, from most important to least important: top-left, top-right, bottom-left, bottom-right (hint: reading a book). I would classify the ship statistics as more important than the item list. <Showing market groups, then list the modules inside the ring>
The workflow was actually designed around this: select modules from the left, fit them in the center and observe the effect to the right.
Your method for selecting modules certainly seems quite juicy and it's definitely worth looking into. One potential problem with this approach is that it might be fiddly to navigate between containers, depending on how it is implemented, but it could probably be worked out. We'd also need to figure out a good method for bringing up the menu without making it hard to use for the lower slots (in case there isn't enough room for the menu below the slot).
The pictures I gave were just an instance for selecting the left-most high slot. The idea is that the "market group arc" is always displayed right next to the current slot, centered to it (minimize mouse movement distance), and always on the inner side of the main circle (consistency). So, if you select a low slot (which is now on the bottom as you stated) would display the market group arc on the bottom, centered to the module button.
For the container switching thing... yes it is difficult, One should work with masking areas and proper timeouts, like when you leave the circle, let there be a window of a few seconds and then the "innards" fade out (oh yeah, fading instead of show/hide is also juicy ), but be isntanly replaced with new content once you hover over a new market group.
I hope you get the idea (I could try to create some more mockups if something is stil unclear). It would make this part of the UI more dynamic, and I think dynamics is what the EVE UI is lacking the most, everything is very static, nothing is moving "smoothly" (it has been researched quite well that people understand UIs better if they "see" what happens, aka a window "sliding" from A to B instead of just plopping there [even quickly, just not instanly]), it does not "adapt" to the current situation etc. This in particular would make the UI "feel" intelligent and context-aware: If you select a low slot, you are most likely only interested in viewing modules you can fit in low slots, if you select the lasers group for the highs, you only want to see what lasers you have etc. As a developer myself I can quite imagine the work behind such a real-time filtering and structuring algorithm, but if done correclty this could be the first step in makig the EVE UI more "modern".
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Che Biko
Polytechnique Gallenteenne
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Posted - 2009.02.17 23:39:00 -
[205]
Will cargo bay contents also be saved like drone bay contents? I'd like that. And I know you are cramped for space, but I'd still like to keep the ship's class and name in there somewhere.
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Del Narveux
Dukes of Hazard
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Posted - 2009.02.18 00:11:00 -
[206]
Sorry, but I don't like it. Saving/loading and the PIP stuff for subsystems sounds good, but the placement around the ring and the ring itself makes virtually no sense at all.
Seriously I don't see whats so wrong with the current one, which has modules listed 'in order' of high/med/low and does a much better job graphing stats like cpu/grid and resists. _________________ [IMAGE REMOVED] -- aka Cpt Bogus -- Is that my torped sig cloaking your base?
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Silmo Kazadrex
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Posted - 2009.02.18 01:36:00 -
[207]
It appears we are getting this new interface because the T3 team want people to see their ship change when adding sub-systems. As I cant see me doing anything with T3 ships apart from blowing them up I would really like the option of the current UI as I really dont like the new one.
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H Zebra
Zebra Corp
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Posted - 2009.02.18 13:07:00 -
[208]
Just been on sisi again... wow its movible. but is still unclear not straightforward to use. slots are all over shop and still has a problem scaling to smaller windows and screen res... just give us teh option to use teh old one if we want ccp. let teh user decide which one they would like.
i just dont understand why that is such a problem for you CCP Fendahl
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Jach Wong
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Posted - 2009.02.18 16:32:00 -
[209]
Recommended reading for all UI developers: The Design of Everyday Things.
User interface really should put user usability above all other things. I can appreciate many of the design goals, but the priority of usability seems to have been forgotten.
It's also worth noting that much as some would like it to be otherwise, EVE really is Excel in space. You can make it pretty, but at the end of the day, a polished spreadsheet is still a spreadsheet. "This is not the boot you're looking for." |

Gummi
Laughing Leprechauns Corporation Lotto Syndicate
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Posted - 2009.02.18 17:21:00 -
[210]
Build: 6.10.80418 In the fitting window.
You can right-click move on your ship in the centre of the ring , it does not snap back to centre and its possible to loose the visual on the ship.
High slots are to the left? Logic?
Tech 3 slots always showing.
Lastly. 100 marks for using form over function. Linkage
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Clansworth
Blackwater USA Inc.
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Posted - 2009.02.18 20:05:00 -
[211]
Well, finally got in to check it out, and so far, the version in SiSi is decent. I do like what PiP adds to it. First really bad complaint though is the way that ammo is displayed. I happened to be in a Hulk, with quite a complement of mining crystals n the hold, and the cluttered display of tiny little mining crystals make the actual mining laser completely hidden. I definitely would prefer going back to the small circle with the currently loaded charge in it, and then a right click option to bring up a filtered list of what can be loaded.
My other suggestion is to get some more use out of the pretty UI. I'd propose being able to detach the right portion and keep it up outside the fitting interface, with the intent of having it show ingame effects. For instance, When hit with ECM, show the nullifying effect on sensor strength, and reduced range, etc. When hit by weapons fire, flash/glow an appropriately colored box around the appropriate damage type/types (preferably, intensity relative to damage). You get the ideas.
Also, for total seamlessness and consistency, I would actually like to see the HUD be redesigned to match the new fitting screen, and have the fitting screen actually grow out of the HUD circle, instead of popping up and drawing as a new window.
System Influence |

DIV Leader
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Posted - 2009.02.18 23:55:00 -
[212]
Edited by: DIV Leader on 18/02/2009 23:56:00
Originally by: Gummi Build: 6.10.80418 In the fitting window.
You can right-click move on your ship in the centre of the ring , it does not snap back to centre and its possible to loose the visual on the ship.
High slots are to the left? Logic?
Tech 3 slots always showing.
Lastly. 100 marks for using form over function. Linkage
WHY always show the T3 fitting? Here's why...-
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Mashimara
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Posted - 2009.02.18 23:57:00 -
[213]
Edited by: Mashimara on 18/02/2009 23:57:38
Originally by: Gummi Build: 6.10.80418 In the fitting window.
You can right-click move on your ship in the centre of the ring , it does not snap back to centre and its possible to loose the visual on the ship.
High slots are to the left? Logic?
Tech 3 slots always showing.
Lastly. 100 marks for using form over function. Linkage
WHY always show the T3 fitting? Well, because you can PULL ONE OFF and replace it with another instantly. So you can make instant changes to your ship. It ia a "MODULAR" ship after all. It is not a build it once and that's what you get. Think Lego's.
Mashimara
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Imhothar Xarodit
Minmatar Wolverine Solutions
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Posted - 2009.02.19 03:18:00 -
[214]
Edited by: Imhothar Xarodit on 19/02/2009 03:17:58
Originally by: Mashimara Edited by: Mashimara on 18/02/2009 23:57:38WHY always show the T3 fitting? Well, because you can PULL ONE OFF and replace it with another instantly. So you can make instant changes to your ship. It ia a "MODULAR" ship after all. It is not a build it once and that's what you get. Think Lego's.
Mashimara
Because it is a useless infrmation for T1/T2 ships.
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Frug
Repo Industries
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Posted - 2009.02.19 03:43:00 -
[215]
Edited by: Frug on 19/02/2009 03:44:22
Originally by: CCP Fendahl Thanks for the feedback so far! As I mentioned in the blog, the fitting screen hasn't been implemented fully. We currently have a list of over 50 issues (many of which you rightly have mentioned) that need to be addressed before we release. The item selection panel in particular is very far from done. Essentially what's in the client now is something that someone decided to implement while we were still designing the thing and it hasn't been touched since. As alluded to in the blog, the idea is to have a unified view of the hangers, with ship, cargo containers etc. working like folder, but with filters on top for searching and selecting different types of modules. Progress on the implementation side has been slow lately, but things have picked up again today and we're starting to see improvements. The fitting screen is now moveable and we have just got PIP working (though the viewport still needs to be trimmed to fit the circle in the middle. On the design front we have been iterating on the layout based on your feedback. In latest mock-up, which looks promising, we have arranged the high-med-low slots top, right, bottom as many suggested and rearranged the readouts such that the CPU and powergrid readouts are stacked above each other so it's easier to reference. Naturally we'll continue iterating on it, and hopefully it'll still make sense when we get back to it in the morning. 
We're still discussing whether to show the sub-system slots for non T3 ship. The arguments for, are that the fitting screen would show the possibilities even if you're in an Ibis: up to 8 high/med/low, 3 rig slots and 4 sub-system slots, and that the fitting screen should be consistent regardless of the ship youÆre in (consistency is a good usability principle in general). The downside is the extra space needed, which is a problem especially in lower resolutions since the icons become quite small.
As some of you have mentioned, the motivation to go with a new layout for the modules was primarily is primarily to make the fitting screen more visually appealing. The t3ch team requested the ability to see the ship as you fit it, so we got the opportunity to look at the fitting screen because it fitted within the scope of the team's goals. Another advantage of the circular layout is that it enables us to use radial graphs to display various information about modules in a way that makes it easy to compare modules against each other (e.g. bar chart of CPU usage). Unfortunately this has been cut from the release, but it seems likely we'll be able to look into it again for one of the Apocrypha point releases along with a truckload of other things.  ...
A better and more intelligent response you could not have given.
Must admit some nerdrage displeasure at seeing the screen initially, but if you make it work, props.
I just hope that your primary goal with other UI changes is not to make them look cool, but to make them more usable.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Candily
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Posted - 2009.02.19 07:20:00 -
[216]
Eye candy yay. Better stats readings yay. Fitting save/load option yay. But that's where it ends.
Usability looks horrid, window is huge and problematic with lower resolutions. Hi-med-lo slots are not differentiated like they used to. And in the end, noone cares what the ship looks like as long as the mods make it effective. Luckily EFT and saving the fittings will save from actually using the window.
Fix the usability/readability and it's vewy swwweeet.
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H Zebra
Zebra Corp
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Posted - 2009.02.19 10:12:00 -
[217]
CCP Fendahl please can you answer my question with a yes or a no. its a simple question that almost everyone i know in the game actually wants a straight answer too.
can we get teh option to use the old one?
i understand that for t3 we need teh extra slots and all that, but for t2 we dont. i dont need a save button all that much, i just need soemthing easy to read and something thats logical. what you are currently offering us isnt that. so if you leave the old one in, say that you will have to use the new one if you ever get into a t3 ship. no need to upgrade it, no need to change it, just leave it as it is, usible readible and functional
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Krathos Morpheus
Gallente Legion Infernal Wildly Inappropriate.
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Posted - 2009.02.19 16:02:00 -
[218]
Originally by: CCP Fendahl
Originally by: H Zebra can you please answer my question??? will we get the option to use teh old fitting screen? or are we stuck with the new one?
Already did...
Originally by: fendahl
Originally by: Vir Hellnami Is there any way to have a version that would not show the [...] view of my ship in the docks? Could this be made as toggle able, since UI-space is valuable when fitting a ship
It's certainly possible, though it's not currently planned for the expansion. If it's still something a lot of you guys want after we have worked out the new fitting screen, it's certainly something we would look into. We want more awesome, not less! 
Stop asking it, Zebra, he answered you, It's just that you don't want to understand. His answer is: No. They aren't going to do it at the moment. It¦s not planned for this expansion, but if people demands it after the finished fitting screen is presented to the public, they could change their mind. So it's a no, but we can discuss it when the new one is finished. (Althought I think he thinks and I think so too, that not many people will be complaining about the screen when it`s finished) 
EVE Knowledge |

Kaneda Tetsuo
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Posted - 2009.02.19 17:39:00 -
[219]
please make the fitting area moveable, it's aweful for finding modules and other items to fit.
I preferred the old one tbh but if it must get 'the designers' touch, lets not have it loose functionality :) |

Ephemeral Waves
Federation of Freedom Fighters
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Posted - 2009.02.20 00:23:00 -
[220]
Originally by: Khanid Goo
Originally by: Henry Loenwind What about this design:
fitting1.jpg
(Yes, it's drawn without skill, incomplete, and out of proportion---but the idea should be clear.)
Far to user-friendly
This would never work. It is far too intuitive and logically laid out. CCP would never agree to use something like that.
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Ephemeral Waves
Federation of Freedom Fighters
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Posted - 2009.02.20 00:42:00 -
[221]
Originally by: CCP Fendahl Please keep the awesome feedback coming! I'm compiling lists of issues and features from the forums, so if you have concerns about the fitting screen, don't hesitate to let me know. The goal is to get an improved fitting screen that (almost) everyone is happy with!
Ditch the new one, keep the old one and just add the 5 slots that you need for a t3 ship.
Eye candy just gets in the way of fitting the ship and getting back into space.
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CCP Fendahl

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Posted - 2009.02.20 21:36:00 -
[222]
Originally by: H Zebra dont see a yes or a no answer from you about are we going to get teh option to use the old window?
I thought I was being clear. The way things are looking at the moment, the answer would be "No". Retaining the old fitting screen would mean additional development would be needed to port the new features to the old fitting screen (e.g. T3 sub-systems) and we would have to commit to maintaining two interfaces that accomplish the same task. Those resources could instead be spent on developing other features/improvements, so there has to be a very strong justification for going that route. But of course plans can change, e.g. if the usability issues with the new fitting screen cannot be addressed adequately in time for the expansion. Pretty much what Krathos Morpheus said 
Originally by: Treelox That said, I carefully read over your multiple responses on the last couple pages, and there is one thing that keeps cropping up that disturbs me. Your response to many of what I consider excellent player ideas and critisims, is to tell us that a particular feature was cut or pushed back to some possible future expansion. This concerns me, since we have seen this "excuse" before, from CCP, and yet we still are waiting for some of those promised features years later.
Might I just make the suggestion, that if you cant get a feature fully ready before an expansion, dont release it half assed, dont release it pre-nerfed, dont release it unfinished or unpolished. Continue to work on it and just release it in its entirety at a later date.
The features that have been cut are improvements on the information that old fitting screen provides, so leaving them out does not set us back feature-wise. Naturally we will be continually evaluating the improvements to the fitting in order to decide whether we can deliver something that's a definite improvement over what we have. Of course the UI team has a say in this, but ultimately we don't call the shots.
Originally by: Che Biko I'd like the option to save cargo bay contents too.
This is something we have discussed, but, as far as I know, charges and cargo will not be saved for now, in order to keep things simple for the first iteration.
Originally by: Clansworth My other suggestion is to get some more use out of the pretty UI. I'd propose being able to detach the right portion and keep it up outside the fitting interface, with the intent of having it show ingame effects. For instance, When hit with ECM, show the nullifying effect on sensor strength, and reduced range, etc. When hit by weapons fire, flash/glow an appropriately colored box around the appropriate damage type/types (preferably, intensity relative to damage). You get the ideas.
I like the way you think, but using the stat panel to check up on remote effects (e.g. sensor dampening) in real time would seem to just be a patch for the underlying problem that the feedback when you're affected by remote effects is inadequate. Ideally this problem should be addressed directly.
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Caiman Graystock
Caldari
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Posted - 2009.02.21 19:20:00 -
[223]
Clear enough there, thanks.
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Mortgarra
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Posted - 2009.02.22 18:02:00 -
[224]
I see that the fitting screen "Hi", "Medium" and "Low" positions were moved to make them somewhat more logical. Instead of Top == high, right == medium and left == low, it went to Left == high, top == medium and right == low. Is there any particular reason you can't move the subsystem and rigs to the right bar, and have Top == High, Left == Medium and Bottom == Low? This would make the positions far more intuitive. As is, when I signed on, I literally had no idea how many medium slots my Tech3 cruiser had, because I was unable to determine the mapping without equipping an afterburner (and seeing that it went into the top bar).
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Emma Royd
Caldari Maddled Gommerils
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Posted - 2009.02.22 18:39:00 -
[225]
Edited by: Emma Royd on 22/02/2009 18:39:47 Had a quick look at the new fitting window, and well....... It's shiny and that's the only positive thing I've got to say.
Tried saving a setup, stripping the modules and loading the setup and it failed, it didn't save the offline status of the remote armor repper I have fitted to patch up drones post mission, I had to offline that so I could online the launcher
It's far too big, as many people have commented. To get to the Ammo info you've got to hover precariously over little icons. I clicked the little arrow at the Passive Shield Recharge and the box it brings down is garbled text, as it goes over the other stats.
All in all, quite a FAIL :( Please get rid of this abomination and go back to the current one, it works well, is easy to use, tart it up a bit with some smoother graphics if you want, but at least it's practical.
I fear the game is going Graphics > Gameplay just how long do people spend oohing and aahing over a fitting screen anyway
It's not often I'm wrong, apart from the comments I make in the signature, and then I'm often wrong. On the other hand maybe I'm getting confused. ......My head hurts :( |

Ricdic
Caldari
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Posted - 2009.02.22 20:22:00 -
[226]
I keep thinking my ship is about to be sucked into the event horizon when the final chevrons are enabled and an active wormhole gets established. To counter this I make sure to keep one of my low slots unused at all times. |

Zoiewu
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Posted - 2009.02.22 21:57:00 -
[227]
I haven't gone through all pages, I like the save fittings tool and being able to have fittings for corp, But what about passing fittings to other players not in corp but in game?
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Mr Spot
Muramasa Inc
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Posted - 2009.02.23 13:47:00 -
[228]
Haven't been able to actually get on the test server yet, but if that screenshot is representative of what we'll be getting then I have to say that I don't like it. Transparency, round gauges without visible boundaries, wasted space all around the dialog, a circular layout just for the hell of it (I don't like that about the current fitting window either), and just general agreement with a lot of the others who don't like the new window. It just seems deliberately arty at the expense of being as usable as a major part of the game should be.
My 2c on how the fitting screen could look: click. (Ignore the messed up stats and t2 components where the t3 hull parts go ) The stats on the right of the new window should all go on the right of my mockup, I got too lazy to duplicate them all properly. The ship picture is obviously where a PIP window could go. The capacitor readout should be a rectangular representation of the capacitor that replaces the orange circular readout.
The theme here is to try not to have any wasted space that could be better used to display information. Modules and ship parts are listed vertically, with their names shown, to make scanning over your setup easier. The 2-4 most important stats of your modules and t3 ship parts (if you're in a t3 ship) are displayed to the right of the icon, and gauges show ammo inside guns/heat damage to modules. This could be made into an option, in case the player just wants to have a more compact display with smaller icons.
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Rethie
Caldari
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Posted - 2009.02.23 14:59:00 -
[229]
I hope it can be resized in the final release.
Some of us actually turn off the station environments, not being interested in whats in the background at all, spreadsheets open, squeezing every last cent out of that market and all.
Opening the fitting screen, you want to quickly assess whats going on with your ship and refitting for mission etc, don't need a fitting screen that takes up the whole UI and blocks the other spreadsheets and containers etc from being looked into as often items are dragged from a container to the fitting screen.
Sorry, thumbs down atm
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Ami Nia
Caldari
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Posted - 2009.02.24 09:37:00 -
[230]
You mentioned the ability to export and import the fittings using YAML. Will the resulting file be a standard text YAML or are you going to encript it somehow and save it in binary form? Also, will other parts of the UI be exportable/importable. Most notably it would be immensely usefull to be able to save/reload across different characters/accounts the overview/bracket settings: that would IMO be much (I mean MUCH) more important than exporting/importing fittings.
Finally, if you use text files, please make sure you do it properly and support them across platforms. We have not been able to do any test on this front due to the lack of a Mac client. Even if you are basically a windows development team, you should accept the unix newline convention while importing (probably the obsolete Mac convention is not needed).
Military experts call it a Templar, a fighter drone used by Amarr carriers. -- Sheriff Jones
apochribba -- Aurora Morgan
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Bloodpetal
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Posted - 2009.02.24 16:55:00 -
[231]
Edited by: Bloodpetal on 24/02/2009 17:04:43 Edited by: Bloodpetal on 24/02/2009 17:02:13
. I really love the FEEL of the new fitting screen. I think it has a great first impression and much more modern and stylish than the old. Some of the design strengths of the old one are starting to show themselves in the new revision i saw on SiSi... A personal recommendation is below. Thanks in advance for checking it out.
Also, I had to get a new pair of pants after I saw the corporate fitting sharing... LOVE THAT, you have no idea how much this helps organize real combat fleets for us.
Recommendations
Being able to see your drone and cargo bay capacity on the spot is also needed, I hate having to open my cargo or drone bay while fitting my stuff to see if I have drones, or if i have more cargo space. It takes another 3 steps to do that when you might already be in a rush to get out of your ship. So please insert Capacity information on the Cargo Space and the Drones sections.
Another recommendation, is having on the far right, two little drop in icons for Drone and Cargo bay... They would just be Small buttons that you could drag to and drop, and would act as shortcuts to the cargo bay/drone bay like you used to be able to drop into on the old fitting screen. You have the Cargo / Drone space on the far left, but for those of us who have their Items merged with the Station screen it's a long far drag from the far right to the far left...
Otherwise, I don't mind at all dropping directly into the cargo window as I've always done, but having to cross 1800 pixels on a 30 inch screen is quite a vault in some situations. Having an 'open cargo /drone window' button would fix this easily and quickly without requiring Right Click Steps on your ship, which means moving windows, etc, etc.
LAST ONE ::
Please Organize the "Personal Modules" by power slot. I love the idea of not having to dig through your station bay to pick out your modules, but having them somewhat organized by power slot helps that happen even faster. Also, perhaps a filter to hide modules that have no possible way of being fitted on the current ship type, i.e. PG 500 module, My ship only has PG 30.
--- Thank you, and Great Job! Don't worry about all the naysayers... Everything looks great so far, and I can't wait to see where you go with the PIP technology... I can't wait to have actual voice comms with people talking to you on screen!!!! ... ;)
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Bloodpetal
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Posted - 2009.02.24 17:29:00 -
[232]
One Last thing after exploring SiSi again..
If your fitting requirements overload their limits can we get the color of the powergrid/cpu bars to change colors to make it obvious? i.e. they're blue up until they go over and then they're red/orange...
Thanks!
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Gramobolanda
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Posted - 2009.02.25 08:06:00 -
[233]
Suggestions for further improvement:
- be able to fit Rigs and see how it affect your ship Stats and remove them to select another on, and when u satisfied with it press a Button and they are finaly attached to ship
- se the Stats of the Ship with the Modules Online and or Offline (Switchable by a Button) Until now u see the Changes of your Ship Statistics only for Offline Modules and have to Undock Activate Module and Show info to see the Stats with Online Modules
- Make the Fitting of Ghost Modules possible, so you dont have a module in the Hangar but would like if it is better for your fitting so u select the Module from a list of Possible Modules and see how it would affect your Ship Statistics, when u satisfied with it u can buy em via Market Window (if aviable at local Market else save get the modules and fit em)
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Lijhal
Native Freshfood
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Posted - 2009.02.25 09:51:00 -
[234]
some ideas you can find here
thx
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Mohenna
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Posted - 2009.02.25 12:56:00 -
[235]
Ok this is a major ****up for some and awesome for others, the only sure thing is that it's here for apocryphia and it won't go. So, given that as a programmer I've done major UI ****ups in the past, here's how to transform a makor ****up into a cool feature (the boundaries are often slim).
We want info on tooltips: 1) detailed formula for all the numbers visible in the screen 2) any info that the userbase asks and that you can't fit in the screen on time
Master of Orion 2 had a good interface, more spreadsheet in space risks, and it used 640x480.
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Terianna Eri
Amarr Scrutari
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Posted - 2009.02.27 19:09:00 -
[236]
Edited by: Terianna Eri on 27/02/2009 19:10:26 PICTURE OF FITTING SCREEN WITH NUMBERS, SEE COMMENTS BELOW
Okay, first the good news on the current version of the fitting screen: It's much, much better now. I like it a lot and it's pretty responsive.
HOWEVER, here's what I have to say, by points:
1. There is no visible display of the cargohold or how much is used. A reading, like 200/1000 m3, would be great here, on the right side of this box with the cargohold. Especially if you've got a bunch of unstacked crystals, it's very hard to see how full your hold is. THIS IS A HUGE PROBLEM
2. Ditto #1, for the drone bay. ALSO, there's no visible indication what the bandwidth is! BIG problem.
3. I have no idea what this bar next to the rigslots means. It seems totally arbitrary. Also, rigs don't have an online/offline status, so the online-offline indicator should be removed - not just always on or always off, removed - for rigs.
4. I said it before and I'll say it again, the turret hardpoints indication is terrible. Hardpoints aren't something that get used up and removed as you fit turrets, they're something that get filled. Therefore: - Display one empty square for each unused turret hardpoint - as turrets are fitted, fill in the squares. In this case, I should see four white squares for my Paladin, since all 4 of its turret hardpoints are filled. Always showing 8 hardpoints and showing no available ones is not intuitive imho.
4b. I don't want to have to hold my cursor over the turrets to see what kind of turrets they are once I've got ammo loaded into them. Please go back to the old display so that we can see both at the same time 
5. Same comments for #4 and the turret hardpoints - if I can't fit missiles to my ship, why does it show the same thing as it would if I had 8 missile launchers fit?
6. I don't know what this bar means, nor do I know why it's only half full when my ship is using about 80% of its cpu and nearly 100% of its PG.
7. The capacitor readout is nice, but expanding it gives so little information that I have to wonder why the option is there. Minor issue.
8. This part is REALLY cool. However I'd like it to also display repair amount per second, as opposed to showing the rep amount and cycle time. Also please implement a way to import damage profiles ala EFT, because without that this information doesn't actually tell us how well we can tank.
9. I still say "10x" is unintuitive. MORE IMPORTANTLY, the ship can't lock ten targets because I don't have the skills to lock ten targets. It can lock only six - why not display, say, 6/10? targets?
10. This bit is nice but agility is still a meaningless quantity. Nobody knows what it means, so it's information displayed totally out of context - either find some way to make it meaningful, or don't display it - align time would be a good thing to display.
11. Please to put the cargohold and drone bay boxes back?  __________________________________
Originally by: CCP Whisper Boo hoo. Cry some more.
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Xindi Kraid
Cerulean Sky Fire Industries
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Posted - 2009.02.28 00:22:00 -
[237]
Edited by: Xindi Kraid on 28/02/2009 00:23:10
Originally by: Terianna Eri Edited by: Terianna Eri on 27/02/2009 19:10:26 PICTURE OF FITTING SCREEN WITH NUMBERS, SEE COMMENTS BELOW
3. I have no idea what this bar next to the rigslots means. It seems totally arbitrary. Also, rigs don't have an online/offline status, so the online-offline indicator should be removed - not just always on or always off, removed - for rigs.
6. I don't know what this bar means, nor do I know why it's only half full when my ship is using about 80% of its cpu and nearly 100% of its PG.
I think the bar on the left is supposed to be Callibration, and the upper half of the one on the right is supposed to be PG. As they never move, I also assume trhey are broken.
I have to agree with all of your points though. I want my cargo and drone capacities back, as well as for the guns, they don''t really have a diggeerent look for each cannon over small medium and large, and weapon class, There's no visual difference between a 125mm railgun and a 150 scout rail, so theres not much point to showing the wepon icons. Now if each module had aa different icon, then showing them would be nice. Right now though, I'd like a tooltip that lists what the wepon is, as well as its vital stats when I mouse over them.
For the Capacitor, I think a bar would be fine as the circle doesn't fit its location.
once thiong I would really like to change though is removing the center window. When you change your ship fitting, its image in the hangar changes, so we don't need a second window. When I want to see what my ship looks like, I minimize my windows. Its a quick keystroke away, not that hard.
In its place give me moar info. I want to get as much information from the fitting screen as I can WITHOUT having to press the infoview button on the ship or its modules.
-Xindi Kraid: Delivering acerbic wit and scathing comments with just a dash of 'stab you in the eye' |

Terianna Eri
Amarr Scrutari
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Posted - 2009.02.28 01:22:00 -
[238]
Originally by: Xindi Kraid I want my cargo and drone capacities back, as well as for the guns, they don''t really have a diggeerent look for each cannon over small medium and large, and weapon class, There's no visual difference between a 125mm railgun and a 150 scout rail, so theres not much point to showing the wepon icons. Now if each module had aa different icon, then showing them would be nice. Right now though, I'd like a tooltip that lists what the wepon is, as well as its vital stats when I mouse over them.
There's not an immediate difference between guns of the same class, no, but it'd be nice to see whether I've got pulse or beams fitted, since there's no visible indication atm :P
(P.S. if you hover your mouse over the guns it does tell you what kind of turret they are which is nice at least) __________________________________
Originally by: CCP Whisper Boo hoo. Cry some more.
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Rayne Jameson
Gallente
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Posted - 2009.03.02 06:13:00 -
[239]
Originally by: rubico1337 + the option to save fittings
-revamping the entire fitting system for 4 ships, most of which will not make it into the average players' hands for a long time
here, someone fixed the fitting window the way it should be http://i39.tinypic.com/de4qop.jpg
100% agreed.
and this is the best fitting screen i've ever seen! (in the link i mean :P )
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Icelotus
Caldari Leaves on the Wind
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Posted - 2009.03.05 08:37:00 -
[240]
I just hope that the new system supports station containers... the idea of having to drag stuff around and keep in station area (for quick changes) is a annoying thought...
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riverini
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Posted - 2009.03.05 14:41:00 -
[241]
Originally by: Rayne Jameson
Originally by: rubico1337 + the option to save fittings
-revamping the entire fitting system for 4 ships, most of which will not make it into the average players' hands for a long time
here, someone fixed the fitting window the way it should be http://i39.tinypic.com/de4qop.jpg
Quote:
...and this is the best fitting screen i've ever seen! (in the link i mean :P )
This is getting really old.
Kudos to CCP for not taking the easy way and actually trying to put some effort into enhancing the look and feel of the fittings, i HAVE USED THE NEW FITTING and i have to say that it's far more intuitive to use than the old one, some suggestions that had been made are not overkill either, the PiP stuff it's a really nice touch.
I really hope that those ppl who keep whining <-- yes whining - about the fitting screen change still have the same first car they brought 10 yrs ago or the same computer monitor his dad first brought them back in the 80's along with their first computer, god forbid them to have a decent cellphone or even worst, still keep their windows 95 copy running on their current machine, it's like they say, "if aint broken, why fix it?".
This is never the case, innovation needs to be constant, regardless what a few purist could say. The sad thing is that this is really a more streamlined fitting layout, and they just dont want to see it. There is a saying over here "they head to the heavens and still they keep whining".
I want to state, that the new fitting window, while not perfect it's a vast improvement over the old one.
R
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Ria Melca
Gallente Garoun Investment Bank
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Posted - 2009.03.05 20:52:00 -
[242]
I'd have to say that just by the looks of it, the new fitting screen is awesome. It seems more natural in the sense that you think that you're literally behind the interface from a computer looking out onto your ship, now if only mechanical arms and such were fitted into the bay so it give it that realistic appeal.
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Zey Nadar
Gallente Stormwatch Galactic BlackWater.
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Posted - 2009.03.09 11:56:00 -
[243]
Originally by: Haral Reimo Someone please take away the UI team's widescreen monitors. They appear to have forgotten that 4:3 is still the standard layout
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Caruleum Ursa
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Posted - 2009.03.09 19:41:00 -
[244]
Doesn't this change on fittings make the game play considerably more complicated?
Whenever EvE gameplay becomes "work", it will be time for a new sandbox.
Here's hoping you get this "right" ....
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Epimedium
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Posted - 2009.03.10 18:01:00 -
[245]
The patch is in, and as I've read there's no going back to the old fitting UI.
So opinions...
Well, I like my screen space to be neatly arranged. Every windows placement effects every other window with my UI, so it was very handy to merge the old fitting screen into my window arrangement improving screen efficiency.
> I would like in the future, players to be given the option, to streamline the fittings display by collapsing the circle UI so it folds into itself. Removing the ship model and freeing up more station space. I know the pic window is there mainly for modular ships to be seen in all their glory, still pilots should want to build a ship based on its custom stats, not just because it looks cool. (Isn't it possible to see the modular changes in the ship hangar?)
> The new UI looks huge at a 1920x1200 resolution so I guess it'd take up more space, for folk who run eve at a smaller resolution.
> I see no point having a duplicate copy of my active ship in the hangar bay also inside the fittings circle, esp if it isn't a tech 3 modular ship.
> People have pointed out how tiny the fitting/offline/i buttons can be.
> It feels awkward having to read around a circle to fit & read about your ships fittings. I'm not being picky, I'm being honest and as a dyslexic I find this incredibly irritating. |

Myrkala
Minmatar Aurora Acclivitous
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Posted - 2009.03.10 23:52:00 -
[246]
Originally by: Epimedium
> It feels awkward having to read around a circle to fit & read about your ships fittings. I'm not being picky, I'm being honest and as a dyslexic I find this incredibly irritating.
Yep, we're all going to be doing this now: your eyes but the expression on our face is like this. ->  "Ruppie ain't no puppie." |

jk42
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Posted - 2009.03.11 02:30:00 -
[247]
Why such a big ship display in the fitting screen when we need none at all? The ship's in the background anyway...
Everything (else) is so tiny now! I can't make out the smaller numbers (resists) at all, even the bigger ones are difficult to read.
Please give the eye candy team a well deserved vacation and hand an usability team the keys to tinker with stuff while they're away. Thanks.
Oh, big thanks for save/load/export/import fittings. If only we could fit from and recycle in a station can instead of just "Items". |

Erim Solfara
Amarr House of Solfara
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Posted - 2009.03.11 11:43:00 -
[248]
The original screenshot had a transparent window onto the ship in hanger did it not? Why was this substituted for the additional space-bourne render we have in the released version? Sorry if this has been asked already, just seems like extra effort, I quite liked the window onto your ship, but duplication seems odd. Other than that, I don't dare to venture any real opinions yet, I haven't used the fittings screen enough.
I will say that the future ability to shrink the window with a swish button that collapses the preview window would be a cool little feature to implement, and go some way to streamlining the window for the sort of people that play with turret effects off :P
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Mr Bimble
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Posted - 2009.03.11 12:41:00 -
[249]
Further proof that looks arn't everything. Just too big.One feature is worthwhile, load and save, the rest of it stinks
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Nikolai Razkolnikov
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Posted - 2009.03.11 12:52:00 -
[250]
I agree with criticism of the fitting screen above. Not the most efficient layout, very obtrusive, although it looks cool.
About loading fitting sets, the system would be more useful if it allowed loading from ship cargo bay and not just from hangar. Even better, why not add special "fitting containers" or "fitting pallets" (pallets would be the same size as the modules they contain and covered with a tarp, so no waste of space) to keep in ship cargo.
By the way, THANKS for premium graphics on the Mac.
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Kumi Unn
Amarr Gravis Unbound Initiative Associates
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Posted - 2009.03.11 15:57:00 -
[251]
Yummy 
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Acolytus Alwyn
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Posted - 2009.03.11 16:45:00 -
[252]
What happened to the left hand side of the new fitting screen that I heard/saw in Singularity? The part that filters out only modules for fitting instead of opening items and looking through everything
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.03.11 17:26:00 -
[253]
this fitting window is utter **** go back to the old one.
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Komiliya Jenius
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Posted - 2009.03.11 20:00:00 -
[254]
New Fitting screen is too iPodish!
I like my old Fitting Screen, short simple and sweet.
And please dump the PiP Ship model, I don't need to see a render of my ship, i know whats on it!
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Serinoth
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Posted - 2009.03.11 21:33:00 -
[255]
The picture in picture would be more useful if you were allowed to fit ships other than your current ship. Then you would know what in your hangar you were working with. Would make it alot more useful rather than having to switch from ship to ship to know what you have it fitted with.
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JCache
Caldari
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Posted - 2009.03.11 22:22:00 -
[256]
Oh dear... the old round fitting screen wasn't that effective, but making it even bigger without any reason is an excellent display of GUI designers who have not the slightest idea what usability is.
If you want to chance something then you might want so add some extra information on the fitted modules and how they affect the ship. That extra render of the ship is just plain stupid. Please refrain from moderating on the discussion forums. |

Snow Wight
Minmatar Seven Dwarves
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Posted - 2009.03.12 07:58:00 -
[257]
The UI controls are way too small, the preview of the ship is way too big. We need less form, more function.
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Mr Bimble
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Posted - 2009.03.12 09:26:00 -
[258]
Has this been patched, it looks different today? Just ship is too big and writing too samll. I'm fed up with the hard to see small print all the time.
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Dr Prunesquallor
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Posted - 2009.03.12 12:26:00 -
[259]
What a triumph of form over function.
The mouse is dragged over larger distances than ever before, and aimed at smaller targets than ever before to ensure icons land safely. Accidental one-click offlines are evidenced only by slight alpha change. Bar graphs increase in opposite direction with curvaceous abandon. Capacitor figures sprawl obesely over the same space as that allotted to all shield and armour resistance graphs. Proud, clear numbers are now belittled. Important information is summarily banished to the far corners of a wasteland of drop shadows and "picture in picture". Amateur pilots' lips move furtively as they peer at small white boxes, counting up potential turret slots. All space geeks with sub-20/20 vision (by which I mean ALL space geeks) painstakingly nudge cursors over preposterously frail radial icons which flash in and out of existence with all the capriciousness of newly-discovered subatomic particles.
Were ergonimics factored into this? Was a task analysis completed? Were the dissenters shot?
Please, please, please fix what is broken before creating solutions to problems that don't exist.
PS - I like the wormholes :)
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Vulking
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Posted - 2009.03.13 08:43:00 -
[260]
Edited by: Vulking on 13/03/2009 08:44:05
Originally by: Dr Prunesquallor What a triumph of form over function.
quote]
I would call this neither Form nor Function. Just plain garbage. Bring back the old fitting window. The only useful part is the save loadouts option.
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Marshal Kozhedub
Caldari ZX-800
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Posted - 2009.03.13 13:48:00 -
[261]
Edited by: Marshal Kozhedub on 13/03/2009 13:48:25 i dont like it at all, whast the point of having a big picture of your ship in the middle ?i already know what it looks like.. waste of space that could be used for something useful..
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Komiliya Jenius
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Posted - 2009.03.13 15:55:00 -
[262]
Fitting Screen stinks.
I Like my old Simple Sweet Fitting Screen.
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Mojo Lux
Sniggerdly Pandemic Legion
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Posted - 2009.03.17 16:26:00 -
[263]
Edited by: Mojo Lux on 17/03/2009 16:29:52 Edited by: Mojo Lux on 17/03/2009 16:27:51 While the new fittings screen is certainly all shiny, and it does have some nice new features such as "save fittings" I think there is room for significant improvement.
1. When I use the fitting screen I don't need to see my ship so please give us a toggle option on the ship image (or just remove it altogether). The ship image takes up far too much screen space, adds zero value, steps all over my other windows, and pushes otherwise useful information to secondary locations. Getting to my items hanger now requires a bunch of window shuffling too. Perhaps merging the pop out side window with a no-ship fitting image would be a better approach. This would allow for a much better layout of information and get away from tiny buttons, and circular bars, etc.
2. When I last checked (and granted it was pretty late) I didn't see a dps display on the pop out side window. I like all of the other information that you have there, but if dps is indeed missing then I'd like to see it added. What good is a fitting screen that tells you everything but your dps?
3. To echo some of the prior posts, the new fitting screen looks like it was designed by folks who wanted sparkly eye candy.
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g0ggalor
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Posted - 2009.03.18 00:31:00 -
[264]
Here is what I dislike the most. No matter what order I put my weapons in, they seem to appear on random Fkey slots when I'm in space.
So when i have 5 turrets lined up on the first 5 of 7 available slots, when I'm in space, the first turret is on the F2 key, then there are two empty spaces, and the other 4 turrets on the F5-F8 keys.
WTF?!?!?!
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TroNaaR
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.03.18 14:55:00 -
[265]
Originally by: Komiliya Jenius Fitting Screen stinks.
I Like my old Simple Sweet Fitting Screen.
Signed. The interface sucks, love the new options though on the import / export setups though, and the ehp display. Get rid of the stupid spinning ship. and going circle isnt innovative at all. OH! next lets do triangles guys! :P
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Jilly Serkov
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Posted - 2009.03.19 07:51:00 -
[266]
I think somebody posted earlier "Please send the eye-candy team away, and get the playability team in to fix some stuff".
Amen to that. Heres my list at the moment :-
1. Ship model eye candy : status = FIXED !!!! (at least for me on my laptop premium "lite" = classic performance on 3 accounts use)
2. Ship fitting UI ; status = BROKEN (just read the last few pages of this thread. Who needs to see the shape of a T3 ship change while its being assembled ??? And for T1/2 ships there is enough said already on why this new screen is badly conceived)
3. Walking in stations ; status = UNKNOWN PLEEEASE keep it this way. Just put a link on your website through to any or even all the social networking sites for those Eve players who find normal human interaction too much to bear
4. Upgrading of planet graphics : status = UNKNOWN PLEEEASE keep it this way. And to all those who have complained that a planet/moon overhaul wasnt in this expansion ... WHY ???? When you warp through the damn things why the hell do they matter from an immersion POV ? And CCP, if you do take the pointless step of upgrading these graphic elements, please FFS make it so that the premium "lite" settings display them EXACTLY the way they are now. Until there is actually interactable content on planets, why care about them, other than to see them float past as you fly.
5. Warp tunnels (new) ; Status = MIXED REVIEW Many dont like it. But because it is minimalist, gives a visual clue for the end of warp (i never liked being made seasick, or being deafened), and i am more interested in running multiple accounts off my laptop, I like it (esp if it actually IS helping performance)
6. Sound issues ; Status = EVE has sound ? FIXED !! Seriously though, i occasionally dip into the soumd when i feel nostalgic for the old mining music, but being able to totally disable it means there is no issue.
That's all folks.
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Cyberman Mastermind
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Posted - 2009.03.20 09:19:00 -
[267]
Probably has been said already, but I don't feel like reading 9 pages to check.
The old fitting screen allowed us to drag more than one module into it, which would then each be fitted. The new one doesn't. Would be nice to have that again, because it's annoying to fit each module one at a time, when I know which I need and have them all grouped together.
I realize I could use the saved fittings - but who is going to save different fittings just for different hardeners? |

Snow Wight
Minmatar Seven Dwarves
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Posted - 2009.05.02 03:31:00 -
[268]
Calculate resists based on active modules being turned on, instead of turned off.
Seriously I can't imagine anyone letting this go out the door this way. It completely defeats the purpose of showing resistances if it's only accurate for passive resist modules. I know this was mentioned earlier as hoping you'll get this fix into a dot release, but this shouldn't have gone out of alpha this way, let alone out of beta into a released build.
If you don't want to have UI for turning on and off active shield and armor resist modules, just calculate their bonuses in their on state.
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Funky Feeling
Ventis Secundis Aggression.
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Posted - 2009.05.04 13:45:00 -
[269]
the new fitting screen is pretty. and it sucks. the size makes having other station windows open fricking useless. Do I really need the lifesize picture in the middle? when it is floating in dock right behind?
FAIL
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K666
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Posted - 2009.05.10 11:36:00 -
[270]
im the only one having huge fps drops when hovering the mouse over an item in my hangar? it makes fitting even slower than before... use the load/save fitting instead? of course thats not working at a pos... so what you can do at a pos when you want to refit its drag and drop every single **** with 5-10 fps, great
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