These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Tiptoe Through the Tooltips

First post First post
Author
Sven Viko VIkolander
In space we are briefly free
#541 - 2014-05-15 13:32:58 UTC  |  Edited by: Sven Viko VIkolander
CCP Delegate Zero wrote:

Following on from that, we are thinking very seriously about how delay timing interacts with the tooltip contents and context. This is a contender for some configuration options. Enough people have asked about an off switch that I think I have to give a straight answer to this: a blanket off switch is not a strong contender as a configuration option.

One of the reasons for this is that many, many of the tooltips in the game are not new in a content sense. Format and delay may have changed but the majority have been around for a very long time and they are attached to so many systems and of so many content types that the 'simple fix' of an off switch is really not so simple. On the other hand, as changing delay has exposed some of these to people's perception for the first time, it seems much better to focus on that issue - with improving tooltip content formatting where necessary as a followup measure.



1. If an on/off switch is not on the table, then revert everything but the mouse prediction changes back and start over. Seriously. The gameplay of enough people has been so negatively affected that there is no other reasonable option.

2. The tweaks are fine, but, again, do not address the real problems with the bracket system. The real problem is that the new tooltip / bracket system has pushed players toward interacting with lists and taken away some of their ability to interact with space. (Here is an example: “The list background has a slight transparency applied to it.” That's nice, except that the problem with the list background is not just that it blocks my view, but that it is a giant box I am forced to interact with. When the list is up I cannot select or interact with objects behind it—what I have to do is either spend time making it go away, or scroll down this cumbersome list of stuff I can plainly see in space. No one had a problem like this before the changes, but now PVPers, missioners, explorers, all types of players who interact with objects in space are negatively affected.

3. Also, nothing was said about redundant tooltips, but many of the examples have been pointed out of tooltips that are downright stupid. Here is my suggestion: assume your players know how to use a computer (they did, after all manage to get themselves logged in to eve, for instance). Next, for every tooltip, ask yourself: does this convey essential information which players would, at some point, search to find? I can assure you that 90% of your tooltips do not meet this qualification, and therefore should be removed or given an on/off switch or relegated to the tutorial or made highly discrete. Here is a concrete example for you: the tooltips that pop up when I mouse over a module, like a set of turrets, and show me the DPS and other statistics—essential information. Tooltips which pop up telling me I am mousing over a station, a star, a star gate, my cargo hold, etc., especially when that information is already displayed—not essential or even helpful.

Finally, I've raised concerns about how these changes are going to help new players. I've argued that they will harm many new players, by overloading them with yet more information which demands their attention--a huge problem in eve which I thought CCP Rise addressed in his fanfest presentation where he said the plan was to move away from ~words everywhere~? Yet here we are, literally spreadsheets in space now.
Sacu Shi
UK Corp
Goonswarm Federation
#542 - 2014-05-15 13:35:00 UTC
CCP Delegate Zero wrote:


...Moreover, we plan to expand and iterate on tooltips going forward.



Fixed that for you...

CCP Delegate Zero wrote:


...Moreover, we plan to expand and iterate on tooltips going forward DESPITE what you players want.



Sarka Bathory
Perkone
Caldari State
#543 - 2014-05-15 13:35:58 UTC  |  Edited by: Sarka Bathory
CCP Delegate Zero wrote:

....

Following on from that, we are thinking very seriously about how delay timing interacts with the tooltip contents and context. This is a contender for some configuration options. Enough people have asked about an off switch that I think I have to give a straight answer to this: a blanket off switch is not a strong contender as a configuration option.

One of the reasons for this is that many, many of the tooltips in the game are not new in a content sense. Format and delay may have changed but the majority have been around for a very long time and they are attached to so many systems and of so many content types that the 'simple fix' of an off switch is really not so simple.

....

  • The list now has a maximum width limit
  • The list background has a slight transparency applied to it




  • Thanks for coming back to us! I am not 100% sure if I understand. For the first part, an "Off-switch / switch to old way of showing information in space" would be the single most important remedy. The content is there, has been there, that I understand. But you can not block this popup? Seriously? ...wow, hard to believe for a non-IT person...

    For the second part, "the list" is the problem. O.K. it`s gonna be smaller and slightly transparent... sounds not exciting, not like a real solution to the problem, but hopefully your fixes will prove me wrong.....

    If you go for implementing a delay to the popups in space, please make sure to make this adjustable, and allow a maximum delay of maybe 20 or 30 minutes. That could help to ease the pain.


    edit: Ah, forgott my last question: If you can not fix the mistakes in the patch, why not just roll back to the previous version? Sometimes the simple solutions are the best....
    Alystyr Kurvora
    Deep Core Mining Inc.
    Caldari State
    #544 - 2014-05-15 13:40:53 UTC
    Sven Viko VIkolander wrote:

    1. If an on/off switch is not on the table, then revert everything but the mouse prediction changes back and start over. Seriously. The gameplay of enough people has been so negatively affected that there is no other reasonable option.


    This.

    I'd also like to add a suggestion to it - if we can't have an on/off switch, how about a toggle between old (original) and new (current) tooltips? Should be easy enough to implement if the old code wasn't totally destroyed by the "improvements".
    Ravcharas
    Infinite Point
    Pandemic Horde
    #545 - 2014-05-15 13:53:58 UTC
    Tooltips that cannot be suppressed is, quite frankly, a damn pain. They're a great help in the beginning and I'm sure after some polish they should rightly be defaulted to on for a new account. But I'm not a new player. I know what the warp button does. You're just adding to the clutter and the chaos.

    It's like having my first grade teacher following me around and each time I glance at the watch she jumps out in front of me to shout 'SHORT HAND TELLS THE HOURS HAPPY TO HELP!'
    Tyria Achronos
    Valiant Variant
    #546 - 2014-05-15 14:05:02 UTC
    Ravcharas wrote:
    Tooltips that cannot be suppressed is, quite frankly, a damn pain. They're a great help in the beginning and I'm sure after some polish they should rightly be defaulted to on for a new account. But I'm not a new player. I know what the warp button does. You're just adding to the clutter and the chaos.

    It's like having my first grade teacher following me around and each time I glance at the watch she jumps out in front of me to shout 'SHORT HAND TELLS THE HOURS HAPPY TO HELP!'


    See, personally, I'd be fine with the tooltips if we could get a damned option to have it list names of things instead of their type, like in Alentene where I'm based, since there are two Alentene VII stations and all of my ships are only in one of them. I mean, is it too much to ask to not have to use the assets menu or wreck my GUI simply to find the station I'm based out of?

    =====

    Rant aside, I've not noticed anything grand or life-changing about the mouse prediction. Same old contextual menu that doesn't realise a heavy side movement, whether or not it moves into the range of another menu expander, doesn't mean "expand the menu since I touched a pixel". This whole update was frustrating, tbh...mostly due to the multiple stations per planet thing...
    Wotan1985
    Aliastra
    Gallente Federation
    #547 - 2014-05-15 14:11:05 UTC
    CCP Delegate Zero wrote:
    There's been some great feedback and we're working through a list of tweaks and fixes, with some to come to TQ very soon.

    First, I want to address some misconceptions. The test server, AKA SiSi. Some of the new tooltips were A/B tested on SiSi. All the new tooltips were subsequently on SiSi for all accounts on SiSi for two weeks.

    Then there is the matter of pre-existing content that has not changed. An example of this is the solar system map. It hasn't changed. Feedback on how much that needs some love is welcome but it's not feedback on the last release. Other examples are many, many tooltips that were pre-existing but are now in a new format, with a different delay. This makes them more noticeable.

    Following on from that, we are thinking very seriously about how delay timing interacts with the tooltip contents and context. This is a contender for some configuration options. Enough people have asked about an off switch that I think I have to give a straight answer to this: a blanket off switch is not a strong contender as a configuration option.

    One of the reasons for this is that many, many of the tooltips in the game are not new in a content sense. Format and delay may have changed but the majority have been around for a very long time and they are attached to so many systems and of so many content types that the 'simple fix' of an off switch is really not so simple. On the other hand, as changing delay has exposed some of these to people's perception for the first time, it seems much better to focus on that issue - with improving tooltip content formatting where necessary as a followup measure.

    To the list of things we will have ready to deploy very soon:

    UI tweaks:

    When you hover over brackets in space the full name and distance is displayed next to the bracket.

    The tooltip that explains the details of the icon associated with an overview entry is now displayed only when hovering over the icon in the overview.

    The tooltips for the buttons in the Selected Item window no longer overlap with the important information in that window.

    The tooltip for the skill queue in the NeoCom now continuously updates the remaining skill training time.

    The name column in the overview now has a tooltip with detailed name information for that entry.

    A number of changes have been made to the bracket list tooltip for overlapping brackets in space:

    • The bracket list tooltip is no longer displayed for single brackets
    • The logic for picking which brackets to include in the list has been greatly improved
    • The bracket status information (such as reinforcement time and anchored status) has been added to the entries in the list
    • The list now has a maximum width limit
    • The list background has a slight transparency applied to it
    • An issue has been fixed that kept the list open after interacting with it


    Fixes:

    A number of hardcoded statistics strings in the starmap tooltips have been replaced with properly localized strings.

    The indicator overlay on overview icons that you have targeted is no longer overlapped by the icon itself.

    Fixed the anchoring position of the tooltips in the map browser (opened with F11).


    This is not an exhaustive list of incoming fixes, nor the end of the tuning work. Moreover, we plan to expand and iterate on tooltips going forward.


    I'm a developer myself, and as advice out of my experience, roll back and do it again. Sorry, this is just awful, even the changes you want to do, it still will be pants. I know its hard for the dev / dev team which has done it, but no feedback will keep you on a track that no one wants. So keep it as positive meanings and filter out the rage posters here. Afterwards reflect and do it better and don't try to hotfix a broken feature.
    And to be honest I cannot believe that it is impossible to implement a simple switch combined with a checkbox where you can decide if you want the old code or the new code. Maybe through legacy code you need to implement it in different places, but its still not a problem.
    Well until this will be fixed I just will login, do some industry and log off again without undocking. Means no killmails for me Sad. And in a game where I cannot do what I want I will loose interest in playing it.

    As addition, when you have a checkbox you can evaluate if this feature is good enough or if the players are deactivating it. Currently I have the feeling that this gets a walking in stations 2.0. It is there, but no one uses it.
    Dong Orson
    Screaming Hayabusa
    #548 - 2014-05-15 14:11:55 UTC
    So now hovering over a target in my overview tells me they are flying a "Frigate" instead of what corp or alliance they are in...So this is an upgrade how? Cause i already know that a merlin is a frigate.
    Lolita Troublemaker
    Pator Tech School
    Minmatar Republic
    #549 - 2014-05-15 14:15:24 UTC
    Sven Viko VIkolander wrote:
    CCP Delegate Zero wrote:

    Following on from that, we are thinking very seriously about how delay timing interacts with the tooltip contents and context. This is a contender for some configuration options. Enough people have asked about an off switch that I think I have to give a straight answer to this: a blanket off switch is not a strong contender as a configuration option.

    One of the reasons for this is that many, many of the tooltips in the game are not new in a content sense. Format and delay may have changed but the majority have been around for a very long time and they are attached to so many systems and of so many content types that the 'simple fix' of an off switch is really not so simple. On the other hand, as changing delay has exposed some of these to people's perception for the first time, it seems much better to focus on that issue - with improving tooltip content formatting where necessary as a followup measure.



    1. If an on/off switch is not on the table, then revert everything but the mouse prediction changes back and start over. Seriously. The gameplay of enough people has been so negatively affected that there is no other reasonable option.

    2. The tweaks are fine, but, again, do not address the real problems with the bracket system. The real problem is that the new tooltip / bracket system has pushed players toward interacting with lists and taken away some of their ability to interact with space. (Here is an example: “The list background has a slight transparency applied to it.” That's nice, except that the problem with the list background is not just that it blocks my view, but that it is a giant box I am forced to interact with. When the list is up I cannot select or interact with objects behind it—what I have to do is either spend time making it go away, or scroll down this cumbersome list of stuff I can plainly see in space. No one had a problem like this before the changes, but now PVPers, missioners, explorers, all types of players who interact with objects in space are negatively affected.

    3. Also, nothing was said about redundant tooltips, but many of the examples have been pointed out of tooltips that are downright stupid. Here is my suggestion: assume your players know how to use a computer (they did, after all manage to get themselves logged in to eve, for instance). Next, for every tooltip, ask yourself: does this convey essential information which players would, at some point, search to find? I can assure you that 90% of your tooltips do not meet this qualification, and therefore should be removed or given an on/off switch or relegated to the tutorial or made highly discrete. Here is a concrete example for you: the tooltips that pop up when I mouse over a module, like a set of turrets, and show me the DPS and other statistics—essential information. Tooltips which pop up telling me I am mousing over a station, a star, a star gate, my cargo hold, etc., especially when that information is already displayed—not essential or even helpful.

    Finally, I've raised concerns about how these changes are going to help new players. I've argued that they will harm many new players, by overloading them with yet more information which demands their attention--a huge problem in eve which I thought CCP Rise addressed in his fanfest presentation where he said the plan was to move away from ~words everywhere~? Yet here we are, literally spreadsheets in space now.



    CCP This really is the issue.
    asteroidjas
    Rothschild's Sewage and Septic Sucking Services
    The Possum Lodge
    #550 - 2014-05-15 14:16:41 UTC  |  Edited by: asteroidjas
    CCP Delegate Zero wrote:

    First, I want to address some misconceptions. The test server, AKA SiSi. Some of the new tooltips were A/B tested on SiSi. All the new tooltips were subsequently on SiSi for all accounts on SiSi for two weeks.

    Which two weeks? Because even after this patch hit TQ, my test client still was using 100% of the old tooltips, which is why it was easy to see how much information i had lost due to your change. Now i really wish i would have taken some screen caps of the useful info that we no longer have easily available (but now have to dig through other methods to find the same USEFUL info)

    Please tell us you are highly considering changing the 'content' of some of the tooltips. Or tell us how the info is easily available without eating more of our screen by adding MORE overview columns.

    For example:
    Corp/Alliance tags when hovering over ships in overview
    Ownership tags when hovering over wrecks in overview
    Any useful info while hovering over, well, ANY item in the overview.
    Corps with offices in stations while looking at a system in the Star Map. (how can we get this info back, PLEASE!)

    There have been many other instances of LOST info that was frequently utilized by players to make quick decisions. Why was this info deemed invalid and can you please put it back in.
    Arec Bardwin
    #551 - 2014-05-15 14:30:41 UTC
    The tool tip window in space is absolutely horrible in highly cluttered situations. Having a huge scrollable window smack in the middle of the action? Who came up with this idea?
    Lisa Gentilette
    The Scope
    Gallente Federation
    #552 - 2014-05-15 14:37:06 UTC  |  Edited by: Lisa Gentilette
    Well, thanks for the update.

    As per usual you're not listening to your player base, or only with half an ear determined to push this through for the only sake of a better understanding for new players.

    It makes me wonder if the devs behind this have ever played any game that starts with a tutorial level to make the player largely aware of what is what and what does what and how 'A' interconnects with 'B'.

    It's sometimes annoying because by now I know in most FPS games the 'W' button is to move forward, 'S' for backward and control for jump or crouch etc.
    The good thing is that once the tutorial level/phase has past you're (usually) no longer bothered with in your face tips that you know by now.

    Why is it so hard to understand that most of your player base loathes being treated as if they are still in the tutorial phase?

    Why can you not understand that all these tool tips popping up *everywhere* is immersion breaking?

    You know what the best UI is? One that isn't in your face. You just made it worse and persist on keeping it here.

    Why do you insist on pushing this through, no matter what, with slight alterations for the entire player base while this is by and large aimed at a better NPE?

    Why can you not make this optional with options what tooltips a user likes to see where and when.
    I'm certain you can make this happen but you just won't, like the annoying scan when you pop-in a new system as it serves absofrigginglutly no purpose when you're (for example) moving stuff in a freighter from Amarr to Jita.

    Why does CCP insist on implementing mandatory game chances that should be by any good design have options to be tweaked on a personal user based level?

    Why is it so frikking hard for CCP to understand that choice is good?
    Penny Ernaga
    Caldari Provisions
    Caldari State
    #553 - 2014-05-15 14:37:40 UTC
    Sven Viko VIkolander wrote:

    .....
    1. If an on/off switch is not on the table, then revert everything but the mouse prediction changes back and start over. Seriously. The gameplay of enough people has been so negatively affected that there is no other reasonable option.

    2. The tweaks are fine, but, again, do not address the real problems with the bracket system. The real problem is that the new tooltip / bracket system has pushed players toward interacting with lists and taken away some of their ability to interact with space. ...... No one had a problem like this before the changes, but now PVPers, missioners, explorers, all types of players who interact with objects in space are negatively affected.

    ...... we are, literally spreadsheets in space now.



    Dear developers, thanks for putting some thoughts on how to fix the mess. But please, listen to the man above. He has it to the point: no one wants to scroll through lists in space. Thats Excel, not EVE.


    P.S.: quote from CCP Delegate Zero: "...Moreover, we plan to expand and iterate on tooltips going forward." Shocked Holy cow! Is this a seriously meant threat to us players? Or just some black humor? ...Heaven beware Blink
    Arec Bardwin
    #554 - 2014-05-15 14:43:19 UTC
    Penny Ernaga wrote:
    Sven Viko VIkolander wrote:

    2. The tweaks are fine, but, again, do not address the real problems with the bracket system. The real problem is that the new tooltip / bracket system has pushed players toward interacting with lists and taken away some of their ability to interact with space. ...... No one had a problem like this before the changes, but now PVPers, missioners, explorers, all types of players who interact with objects in space are negatively affected.

    ...... we are, literally spreadsheets in space now.



    Dear developers, thanks for putting some thoughts on how to fix the mess. But please, listen to the man above. He has it to the point: no one wants to scroll through lists in space. Thats Excel, not EVE.
    THIS FFS! No scrollable lists in space!
    Belt Scout
    Thread Lockaholics Anonymous
    #555 - 2014-05-15 15:07:06 UTC
    Lisa Gentilette wrote:
    Well, thanks for the update.

    As per usual you're not listening to your player base, or only with half an ear determined to push this through for the only sake of a better understanding for new players.

    It makes me wonder if the devs behind this have ever played any game that starts with a tutorial level to make the player largely aware of what is what and what does what and how 'A' interconnects with 'B'.

    It's sometimes annoying because by now I know in most FPS games the 'W' button is to move forward, 'S' for backward and control for jump or crouch etc.
    The good thing is that once the tutorial level/phase has past you're (usually) no longer bothered with in your face tips that you know by now.

    Why is it so hard to understand that most of your player base loathes being treated as if they are still in the tutorial phase?

    Why can you not understand that all these tool tips popping up *everywhere* is immersion breaking?

    You know what the best UI is? One that isn't in your face. You just made it worse and persist on keeping it here.

    Why do you insist on pushing this through, no matter what, with slight alterations for the entire player base while this is by and large aimed at a better NPE?

    Why can you not make this optional with options what tooltips a user likes to see where and when.
    I'm certain you can make this happen but you just won't, like the annoying scan when you pop-in a new system as it serves absofrigginglutly no purpose when you're (for example) moving stuff in a freighter from Amarr to Jita.

    Why does CCP insist on implementing mandatory game chances that should be by any good design have options to be tweaked on a personal user based level?

    Why is it so frikking hard for CCP to understand that choice is good?


    There's absolutely nothing that needs to be added to this post. Excellent job.

    +1 like x 1000

    .

    They say most of your brain shuts down on the EvE forums. All but the impatient side, and the sarcastic side. No wonder I'm still awake.

    **This IS my main so STFU.

    CCP Delegate Zero
    C C P
    C C P Alliance
    #556 - 2014-05-15 15:16:29 UTC
    Penny Ernaga wrote:

    P.S.: quote from CCP Delegate Zero: "...Moreover, we plan to expand and iterate on tooltips going forward." Shocked Holy cow! Is this a seriously meant threat to us players? Or just some black humor? ...Heaven beware Blink


    While it may well be that people who call for the firing of others, fling abusive tosh around, or indeed issue various flavours of threat themselves, merit a threat or two in return, this wasn't a threat.

    More of a promise.

    CCP Delegate Zero | Content Designer - Writer | @CCPDelegateZero

    Daniras
    Republic University
    Minmatar Republic
    #557 - 2014-05-15 15:27:31 UTC  |  Edited by: Daniras
    CCP Delegate Zero wrote:
    Penny Ernaga wrote:

    P.S.: quote from CCP Delegate Zero: "...Moreover, we plan to expand and iterate on tooltips going forward." Shocked Holy cow! Is this a seriously meant threat to us players? Or just some black humor? ...Heaven beware Blink


    While it may well be that people who call for the firing of others, fling abusive tosh around, or indeed issue various flavours of threat themselves, merit a threat or two in return, this wasn't a threat.

    More of a promise.



    Its the nature of the game you help to develop I'm afraid. Puerile comments are going to be thrown at you when the player base does not like it.

    But you must admit there are an abundance of literate posts explaining rationally why they dislike the latest iteration.

    Personally I don't dislike all the new tool-tip features. But there needs to be a moderately high level of customization after the trial period ends.

    The list when selecting fleet members is both a blessing and a curse. I find it easier to find fleet members but when I accidentally mouse over people it then delays any further actions.

    It also is a hindrance ( for me anyway ) when selecting stacks of celestials, especially when pursuing someone as you lose any idea of the other celestial near to that stack.

    Edit

    So I can only hope that you put aside what looks to be some bitter feelings, in my opinion, and get cracking with some hotfixes soon to get the mood of the player base back in a more positive frame of mind. Feels like this is happening at a bad time in the mindset of the eve players
    Ivan Taredi
    Ministry of War
    Amarr Empire
    #558 - 2014-05-15 15:31:59 UTC  |  Edited by: Ivan Taredi
    Daniras wrote:

    Its the nature of the game you help to develop I'm afraid. Puerile comments are going to be thrown at you when the player base does not like it.

    But you must admit there are an abundance of literate posts explaining rationally why they dislike the latest iteration.

    Personally I don't dislike all the new tool-tip features. But there needs to be a moderately high level of customization after the trial period ends.

    The list when selecting fleet members is both a blessing and a curse. I find it easier to find fleet members but when I accidentally mouse over people it then delays any further actions.

    It also is a hindrance ( for me anyway ) when selecting stacks of celestials, especially when pursuing someone as you lose any idea of the other celestial near to that stack.

    Edit

    So I can only hope that you put aside what looks to be some bitter feelings, in my opinion, and get cracking with some hotfixes soon to get the mood of the player base back in a more positive frame of mind. Feels like this is happening at a bad time in the mindset of the eve players


    There are some good things about the tooltips, however not enough to outweigh the bad the way things stand currently.
    The way the tooltips mess with the loot spew is just foul and horrid. Tried that today...
    Penny Ernaga
    Caldari Provisions
    Caldari State
    #559 - 2014-05-15 15:42:27 UTC
    CCP Delegate Zero wrote:
    Penny Ernaga wrote:

    P.S.: quote from CCP Delegate Zero: "...Moreover, we plan to expand and iterate on tooltips going forward." Shocked Holy cow! Is this a seriously meant threat to us players? Or just some black humor? ...Heaven beware Blink


    While it may well be that people who call for the firing of others, fling abusive tosh around, or indeed issue various flavours of threat themselves, merit a threat or two in return, this wasn't a threat.

    More of a promise.



    CCP Delegate Zero, you did notice the smileys in my post, I assume/hope.

    I don`t think any of my writing contains anything offensive, abusive, or the like - if it did land that way in your eyes, my apologies.

    People give feedback because they care - like I do. Do I have to be all dead serious, sober, and without any emotions behind? That would be pretty strange, it`s a game we`re talking about.
    Oraac Ensor
    #560 - 2014-05-15 15:43:11 UTC
    CCP Delegate Zero wrote:
    Penny Ernaga wrote:

    P.S.: quote from CCP Delegate Zero: "...Moreover, we plan to expand and iterate on tooltips going forward." Shocked Holy cow! Is this a seriously meant threat to us players? Or just some black humor? ...Heaven beware Blink


    While it may well be that people who call for the firing of others, fling abusive tosh around, or indeed issue various flavours of threat themselves, merit a threat or two in return, this wasn't a threat.

    More of a promise.


    This sort of hostility to players does you no credit.

    In fact, I would go so far as to say it should be a sacking offence in your employment contract.