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Dev Blog: Tiptoe Through the Tooltips

First post First post
Author
Oraac Ensor
#781 - 2014-05-17 03:54:53 UTC
CCP RubberBAND wrote:

[A ton of helpful comment.]

On a final note, we are having some very serious discussions about the in space tooltips, their values and how players use them. Please keep your feedback coming, we are certainly not ignoring it, but any response requires some planning, implementation and validation on our part.

This last point is the cruncher.

The 'boxes in space' have to go. They're intrusive, they impede gameplay and they break immersion. The patch notes claim that they're now slightly transparent - not on my screen. What I see is that what was previously white text on a black background is now pale grey text on a dark grey background. All the above faults remain but the text is now more difficult to read, so it's actually worse than before. What is needed is just plain white text floating in space as it used to be.

I previously asked for transparency but now I must retract that request as even if objects behind a box could be seen it would still be impossible to interact with them.

The boxes must go. End of.


Regarding my other main gripe, thanks for enabling full station names in the overview tooltip. I would guess that these are at least partially masked in most players' overview settings.
James Amril-Kesh
Viziam
Amarr Empire
#782 - 2014-05-17 04:19:01 UTC
When a fair number of people are screaming for an on/off switch, I'm not sure why CCP thinks they can reach "an implementation that works for everyone" by iteration.

Enjoying the rain today? ;)

Babbet Bunny
#783 - 2014-05-17 04:47:09 UTC
The tool tips that appear while setting up PI production are over the products you are scrolling through.

Can this be positioned to the side or removed?
Caviar Liberta
The Scope
Gallente Federation
#784 - 2014-05-17 05:55:39 UTC
Tahnil wrote:
Wait! This is already on TQ!!!!! *nerdgasm*

I love tooltips :D


Yet something else I'll ended up blocking out mentally.
Kenneth Endashi
Kor-Azor Slave Holdings
#785 - 2014-05-17 06:10:30 UTC
CCP, I previously asked you to fix tool-tips preventing exploration.

Thank you for fixing it as quickly as you did. It was quite a turnaround.

Frankly, I think what's left - tool-tips for 'close' and so on - are pointless. Being new to the game, I honestly appreciate the way it doesn't hold my hand and explain everything to me. Eve invites players to bask in the serendipity of discovery: Click it to see what happens. I actually published that in a review of the game in the mainstream press. Small changes like this make my judgment in retrospect look poor.

The tool-tips I feel work against the spirit of discovery and treating us like authentic capsuleers - individual astrophysicists, every one of your players. Like others say, it breaks immersion and doesn't bring enough information to the user experience to make the sacrifice worthwhile. Tool-tips are just one of those things where just because you can do it doesn't mean you should. This has been a fine example of that, although I respect what you are attempting to do with them.

I think eventually you will fine-tune them but what I think that means is your team is going to be continually dialing back tool-tips until you begin to question why you ever included them in the first place, and they'll fall into a single primary use - at least I hope that's how it turns out.

Thanks again, and please, keep up the good work.
Rommiee
Mercury Inc.
#786 - 2014-05-17 06:41:12 UTC
CCP RubberBAND wrote:
Just to echo what CCP Karkur stated. The best way you guys can help us (and many of you have) is by describing what the problem is in detail, not just what you would like the solution to be (though you can of course do that also).

We have already been discussing the concerns raised about the current in space bracket changes in detail and are investigating the best way to address them.


There are 2 problems.

1. You cannot see the issues yourself. They are so blindingly obvious that it is clear that none of the Devs developing this piece of crap actually play the game in any meaningful way. This is a BIG problem.

2. You absolutely refuse to revert these changes until something better can be developed. So much for the content of Hilmars letter after incarna, when he promised a better and humbler CCP. That was as big a bag of crap as these tooltips are.
Rommiee
Mercury Inc.
#787 - 2014-05-17 06:53:35 UTC
CCP RubberBAND wrote:
Darin Vanar wrote:


It would be really helpful in gathering feedback to state what the goal of the team is with these tooltips?

What are they meant for? They just suddenly got hotdropped on the playerbase with no real explanation for why there are here.

Is it for New Player Experience? If so, we can give our input with that in mind.

Is it the way the client is trying to move forward?
If so, well, we can tell you what we like/don't like about it if you're planning to go as far with this as to eventually overhaul the client. So far, most of the feedback has been that we really don't like any of it, and in this case it's my suggestion that you start over with the "in space" part of the tooltip program.

But I mean, why is it here? What is it meant to accomplish?

We could give you better feedback if we knew that. Otherwise, we are just guessing, and giving you random feedback.


Some good questions.

Let me start by point to the presentation CCP Rise did at Fanfest, which a few other players have linked to, http://youtu.be/sbHqFgn4SOw

And I will try and elaborate without writing another blog. The goal of the team (Pirate Unicorns) is to improve the New Player Experience while also improving the larger user experience of EVE for all players. The long term goal is to try and remove a linear tutorial experience as it currently exists in game and instead replace it with a sandbox tutorial that players can understand by just playing and interacting with the world.

The first step towards achieving this goal are the tooltips. As a result the tooltips have a few specific goals

  • Inform and teach a new player
  • Provide value to existing players
  • Be unobtrusive enough to veterans that they can be ignored

As a final point we work under the assumption that nobody knows everything and so the tooltips are ultimately always valuable to someone at some point (new players and veterans alike).

So now that we have established the goals we can begin tackling the problem.

And to be clear we are aware that any changes to an established UI will ultimately require a lot of fine tuning to get just right and we are looking at some very specific timing issues that should alleviate some of the pain points players are raising.

On a final note, we are having some very serious discussions about the in space tooltips, their values and how players use them. Please keep your feedback coming, we are certainly not ignoring it, but any response requires some planning, implementation and validation on our part.


Thanks for the explanation

So what you are saying is:

Someone who has managed to install Eve, and has probably used a PC before needs to be told how to close a window ?

New players have the attention span of a goldfish. After 5 minutes, they probably know what the icon in the overview for a stargate looks like. But, you insist on tooltip for this and many other completely pointless things.


Rommiee
Mercury Inc.
#788 - 2014-05-17 06:58:00 UTC
CCP Rise wrote:
Hey guys

My associate CCP Rubber took care of a lot in that post so I'll be brief. I just wanted to let you know that we are working hard to process the feedback and make changes to improve your experience as fast as we can. As you know, we deployed a set of changes today and now we are in the middle of putting together another set to go out next week. I don't know exactly what will be in that list so I'll wait until closer to Tuesday to go over it.

In the mean time we welcome more input, it's been very helpful so far. As Rubberband said, we are especially focused on figuring out the best possible version of the in-space list. We definitely underestimated the impact of making changes to this piece of UI but we are extremely committed to finding an implementation that works for everyone.

Thanks again


CCP Rise:

You USED to play the game FFS, and should know better
Rommiee
Mercury Inc.
#789 - 2014-05-17 07:10:12 UTC
James Amril-Kesh wrote:
When a fair number of people are screaming for an on/off switch, I'm not sure why CCP thinks they can reach "an implementation that works for everyone" by iteration.



What they mean is:

We will fiddle with it for a week or two, then forget about it as we really don't give a ****, and move on to the next piece of ill thought out bag if crap.
Schmata Bastanold
In Boobiez We Trust
#790 - 2014-05-17 07:35:04 UTC
Rommiee wrote:
CCP Rise:

You USED to play the game FFS, and should know better


Well, basically this.

I really don't understand how former Kil2 could look at changes going to TQ and say: "that is good".
I know taking dev job requires giving up your characters but seriously man...

Well, unless that whole solo was as true as my boobs.

Invalid signature format

Mag's
Azn Empire
#791 - 2014-05-17 07:47:37 UTC  |  Edited by: Mag's
CCP RubberBAND wrote:
Darin Vanar wrote:


It would be really helpful in gathering feedback to state what the goal of the team is with these tooltips?

What are they meant for? They just suddenly got hotdropped on the playerbase with no real explanation for why there are here.

Is it for New Player Experience? If so, we can give our input with that in mind.

Is it the way the client is trying to move forward?
If so, well, we can tell you what we like/don't like about it if you're planning to go as far with this as to eventually overhaul the client. So far, most of the feedback has been that we really don't like any of it, and in this case it's my suggestion that you start over with the "in space" part of the tooltip program.

But I mean, why is it here? What is it meant to accomplish?

We could give you better feedback if we knew that. Otherwise, we are just guessing, and giving you random feedback.


Some good questions.

Let me start by point to the presentation CCP Rise did at Fanfest, which a few other players have linked to, http://youtu.be/sbHqFgn4SOw

And I will try and elaborate without writing another blog. The goal of the team (Pirate Unicorns) is to improve the New Player Experience while also improving the larger user experience of EVE for all players. The long term goal is to try and remove a linear tutorial experience as it currently exists in game and instead replace it with a sandbox tutorial that players can understand by just playing and interacting with the world.

The first step towards achieving this goal are the tooltips. As a result the tooltips have a few specific goals

  • Inform and teach a new player
  • Provide value to existing players
  • Be unobtrusive enough to veterans that they can be ignored

As a final point we work under the assumption that nobody knows everything and so the tooltips are ultimately always valuable to someone at some point (new players and veterans alike).

So now that we have established the goals we can begin tackling the problem.

And to be clear we are aware that any changes to an established UI will ultimately require a lot of fine tuning to get just right and we are looking at some very specific timing issues that should alleviate some of the pain points players are raising.

On a final note, we are having some very serious discussions about the in space tooltips, their values and how players use them. Please keep your feedback coming, we are certainly not ignoring it, but any response requires some planning, implementation and validation on our part.
You see this is where the issue will continue to come between you and a large part of the player base. I know I was being sarcastic earlier, but I was trying to put forward a point.

Let me put it another way. Say you as a Dev, came into work one day and every action on your PC, was met with a tooltip. Or say a chef that has been working in the same kitchen for over ten years, was suddenly met with tooltips all over, telling him what each and every item did. Including the food and what it could be use in.

In both cases there might be a time, when you or the chef would like some information and I'm sure that will happen now and then. But in those cases, you both could either look in a book, or at some online/offline database. But why would you both need constant reminders?

What has happened in this case, is that you've decided without much input from us, that you want to tell us everything again, over and over. Whether we need to know it or not. And at no time do you allow us to turn it off, or give us a right click option to find it IF we need it. (That could be the book or online option.)

Now we seem to be in a situation, where many Devs are here, supporting a colleague who's work has been put into question. Instead of implementing an off, you talk of constructive feedback and ignore that request. I have a mental image of wagons turned over, you Devs behind them with your colleague in the center.

But while you do this you miss the point. I and others here, like change. Change isn't the issue. Change is good. This change will be very good for new players. Predictive Mouse Movement for example, is an awesome addition.
But we also like options. I as a vet would like an option to turn it off, or even move access to this to the right click menu.

I simply do not wish to know the things it is telling me now, constantly. Much as you or a chef, would not like the same when working.

I'm trying to be constructive here and tell you how we feel. The UI is a rather important element in the game and it's been in need of work for quite some time, so your efforts are greatly appreciated. But please don't ignore requests, especially when there seems to be no logical reason to do so.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Logicycle
Stimulus
Rote Kapelle
#792 - 2014-05-17 07:59:58 UTC  |  Edited by: Logicycle
I think the background just needs to be 90-100% transparent.
Orla- King-Griffin
#793 - 2014-05-17 08:41:19 UTC
Genuine question here, are ye updating the sisi tooltips first or are ye working directly from tranquility with this?

Ah shite...

Adrie Atticus
Caldari Provisions
Caldari State
#794 - 2014-05-17 09:01:36 UTC
I'm actually enjoying the new tooltips and have had zero issues with them after the quick patch they did yesterday.
Sacu Shi
UK Corp
Goonswarm Federation
#795 - 2014-05-17 09:09:25 UTC  |  Edited by: Sacu Shi
We have the ability to customise our overview to quite a great extent.

Can the same type of customisation not be applied to the tooltips so we the players can arrange, colour, size and blink our tooltips?
Moreover, we can then decide what information we want, where we want the information to come from (shield, module, armour, guns, star, mission objective, player killboard, etc.), and in what form it is to be displayed (blinking, scrolling, live [in the case of armour / shield / ammo etc.]), whenever we select to have it popping up?

The customisation layout is already there in the overview panel. It should be relatively simple to port this over to the tooltips and add the extra functionality that already exists in the tooltips (live countdowns, updates etc.)?

**Edited to close some unclosed brackets and parenthes
Darin Vanar
Federal Navy Academy
Gallente Federation
#796 - 2014-05-17 10:02:15 UTC  |  Edited by: Darin Vanar
Deacon Abox wrote:

Instead every frigging jump or undock I'm bombarded with green and red diamonds in space whether I want the damn things or not. Give us an off button for that **** and the stupid radar band wave of tron graphics that proceeds around my screen.

Seriously, make these things modifiable AN ON/OFF BUTTON for all the new stuff that some of us don't want because it gets in the way of our immersion. Yeah I said it. Immersion is not served by tron waves and green diamonds in the sky and huge opaque boxes with often not needed information.

edit - and btw please have someone address the problems brought to your attention in this thread https://forums.eveonline.com/default.aspx?g=posts&m=4586938#post4586938


Heya,

You mean the red and green signatures? There is a way you can disable those from appearing. If you go to your scanner buttons, below your ship, and select the middle one on the right hand side - the button that contains the Moon scanner and directional scanner. You will find there one that looks like a flashlight called Sensor Overlay. If you turn this off (click on it, turns it off, click on it again, turns it on), you will no longer see the green and red signatures or the scanner that makes multiple passes in space.

Hope that helps.

I personally like it, but it's because I can turn it off. lol.. I could see how that can get annoying very fast.
Arec Bardwin
#797 - 2014-05-17 10:06:10 UTC
The saddest part is that the scrollable boxes in the game action view are probably here to stay. Given CCP's history of questionable decisions they will never revert to the old system. Seriously CCP guys, I love you, but sooner or later, you're going to have to face the fact you're goddamn morons.

Really, sometimes you guys do things that make it really hard to love you, just sayin Blink
Steijn
Quay Industries
#798 - 2014-05-17 10:41:56 UTC
Obviously CCP arent going to include an on/off switch for this so there needs to be a bit of leeway from both sides, my solution, make the timescale that they appear under as a user definable figure via the ESC menu.

From a personal point of view, having the ability for them to not appear for 15-20 seconds, would solve the problems that I currently find they cause.
Tau Phoenix
Eternal Darkness.
The Initiative.
#799 - 2014-05-17 10:49:32 UTC  |  Edited by: Tau Phoenix
Reading through the threads on this forum about tool tips, although my views here will be nothing new it is an indicaction that the player base has an issue with some of these new features.

Like many i feel that the tool tips would be great for a new player (if they want this option) but when i was a new player to the game half the fun is learning the hard way and discovering the game for yourself. With tool tips forces upon us it is like we are all being treated like children and our knowledge of the game through years of learning and discovery is being insulted.

Imagine gong to university and having your 'ABC's' and '1-10' written on the wall, that's how this feels.

I also get the feeling the job of creating these tool tips was more to do with keeping someone busy rather than bringing anything additional to the game, in fact its implementation has caused issues to the smoothness, immersion and usability to the game. As previously stated by another player, the claim to have not made the black boxes more transparent in game: i also do not see any difference in transparency and find the big blackout boxes intrusive. In large fleet battles, 2000+ i can see this this turning into a 'Text adventure' and not a graphical one. These black boxes need to go and the repeated redundant information need to also be removed.

A couple of area i would like to see improved with the UI is the Shield, Armor & Hull meter on the HUD. Whilst the values and % are now clearer to see i don't think we need to see all 3 at once. Separating them back to their individual elements will save screen space. At current hovering over the bar an any element shoes the values for all three, and lets face it, most of us are only interested in the one attribute to which we are tanked.

The second request: Please add a countdown timers to the MJD and cyno modules when you hover over them to indicate either time to reactivation in the case of the MJD and time left to run on the cyno modules.

Whilst in principle there are some good ideas within the tool tips the implementation and the UI interface of them has certainly made the game less desirable at present and i hope you can find a happy medium between holding the hands of the new player base and respecting the wishes of your loyal players.

Maybe the tool tips need to be an extension of the tutorials and have a feature to disable once there value has worn off due to experience.

Cheers.
Mnemosyne Gloob
#800 - 2014-05-17 10:58:27 UTC
The Popups in space when mousing over a clutter of stuff i could live with and actually sort of like - but informing me that the stack of 47 T2 Damage Controls i just hovered over in my item hangar consists of ... 47 T2 Damage Controls is rather redundant.

I think we don't need those Tooltips everywhere. Maybe give us an option to turn on/off certain areas.