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Dev Blog - A new look for EVE’s UI – feedback needed!

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Author
Red Ora
Doomheim
#321 - 2014-11-09 03:19:09 UTC
BUTTONS:

Like the new light / glow effect on the buttons. Just make sure there is a 'player definable' night-mode to choose the color effects on buttons. Blue or green for day - red or orange in night mode would be nice.


LOCAL:

I use 1280 x 1024 and even with compact member list, I can't see all pilots in local. I really don't care sometimes what they are chatting about (Jita comes to mind); but there should be an option to bring red & yellow players to the top automatically, so that we don't miss them.

Rain6637
GoonWaffe
Goonswarm Federation
#322 - 2014-11-09 03:34:22 UTC  |  Edited by: Rain6637
that's a relief. pin setting came back. the opacity that shows up when the window is active is just right.

about collapsed windows: on mouse over, can you have them expand, and then only become active on click? make the delay adjustable, like the radial menu.

on inactive window:

-and it's not pinned, have it collapse into the title bar again. It can be assumed that if a window is collapsed but on my screen, I want to see it occasionally. expanding on mouseover and collapsing to inactive window removes the click input for something I want to do anyway.
-if it is pinned, have it stay open until I collapse it manually.

a couple options for manually collapsing tabs when pinned:

-make the tabs a toggle window button, instead of nothing, like it is now.
-collapse the window when empty space in the window is double clicked

Burhtun also gave me an idea for a unified chat output, a lot like combat damage notifications. an aggregated chat output that flashes and scrolls upward, but unlike the damage notification, will behave like the chat tabs above: persist if it's pinned, and fade if it's not pinned.

right now I can only view the chat messages if that chat window is open. most of the chat channels I monitor are not important for the member list. in fact they mean nothing to me if no one says anything. but I keep the windows visible to interact with it faster. I'm basically sacrificing the visual experience of space for this convenience. it would be solved with a scrolling output of all channels as players speak. if the channel is important to me, i can keep the window open on a channel-by-channel basis (like we do now).

example output:

Channel changed to Local: 6-CZ49
Local 6-CZ49Rain6639 03:12:53 : help! I'm tackled!
Rainfleet - Rain6637 03:13:03 : don't be a dumbass, stop asking for help in local. chat here.
Corp - Commissar Kate 03:13:16 : I like cake
Wallet - Player Transaction 03:13:16 : Kata Okaseki transferred 3,562,566,002.01 ISK to you
Rainfleet - Rain6637 03:13:25 : where are you?
Private Conversation - Rain6638 03:13:27 : Heavy Neutron Blaster II
Rainfleet - Rain6639 03:13:32 : I'm near a planet, or a customs office.
Corp Colonel Selene 03:13:36 : kate, step away from the cake.
Rainfleet - Rain6639 03:13:39 : it's ok, I killed it.
Corp - Commissar Kate 03:13:46 : but it's cake
Rainfleet - Rain6637 03:13:50 : "it?" are you ratting again?
Local 6-CZ49Trader 03:13:53 : Multiple Items 350 mil?
Rainfleet - Rain6639 03:14:04 : maybe...

But don't encapsulate it in a bordered window! this part is important. we're doing away with boxes. on mouseover, freeze the automatic scrolling, and have it respond to mousewheel. if I click on a line of text (perhaps including a small hit area out to a short distance to the right), open an input field under it, that will send to that channel. collapse the input field when I hit enter to send.

have options for small or big avatar icons to show up with the chat messages, nice and friendly game-like.

want to get rid of Local as an always-open chat window? include player +1 and -1 in the chat feed, like they appear in local. this isn't just a way to clear the UI, it's also incredibly useful for players who care about local. in a lot of cases, you can't have local open high enough to get a complete picture of the member list anyway. all they care about is who has joined and left local, and their standing.

example aggregated chat messages:

Local 6-CZ49 13:44:52 : +1 : Rain6635
Local 6-CZ49 13:44:52 : -1 : Commissar Kate
Local 6-CZ49 13:44:53 : +1 : Rain6636
Local 6-CZ49 13:44:55 : +1 : Rain6637
Local 6-CZ49 13:44:52 : -1 : Colonel Selene
Local 6-CZ49 13:44:56 : +1 : Rain6638
Local 6-CZ49 13:44:56 : +1 : Rain6639

it can get messy, though, just give an option to hide those types of notifications, and mute channels in the aggregated output.

if you really want to make players happy, include a small table of player counts by standings color. it's a very, very useful tool to gauge system hostile strength, and better than what local is now.

along with the aggregated chat feed, |Local [38]| becomes this. if the count for a standings box is 0, don't display the color. or dust bunny icon, for that matter.

so like, is there a reward program for exceptional player suggestions? whatcha got for me.
Midnight Hope
Pator Tech School
Minmatar Republic
#323 - 2014-11-09 04:50:04 UTC
+1

Looks promising CCP. Keep it up!!
Rain6637
GoonWaffe
Goonswarm Federation
#324 - 2014-11-09 04:53:13 UTC  |  Edited by: Rain6637
cleaner example, eyeball candy format

including huge improvement in Market / Wallet responsiveness.

the benefit of including standings in the +1 / -1 local notifications is the flood of +1s along with the color tag that would occur when you get a spike. tells you what type of spike, maybe even include alliance tag after the name.

about the moving mode notifications, as well as the aggregated chat output... let me resize them if I want to see more of the message history.

wallet total should be included in the wallet title bar when it's collapsed.
ScorpyX Neoris
Imperial Academy
Amarr Empire
#325 - 2014-11-09 05:18:10 UTC
many little problems - but I feel that CCP in the right direction and
have patience to read a walls of feedback text etc (for real)

instead i want give some inspiration like this
so take some time and look at real modern motion design and UI desing collection
and not just "retro future cliche" or iOS things..
Rain6637
GoonWaffe
Goonswarm Federation
#326 - 2014-11-09 05:46:26 UTC  |  Edited by: Rain6637
tab navigation.

I have tabs in chrome, usually 10+, so imo, tabs are OK. the issue is how small they are in EVE, and the requirement to click them individually. I move between tabs in chrome with CTRL+SHIFT+TAB for Tab Back (left) and CTRL + TAB for Tab Forward (right).

I think this should be added to overview, with the overview responding on mouseover to Tab Left and Tab Right shortcuts. If players are with the times at all, they'll have a keyboard with hotkeys. For being so useful in everyday internet navigation, I have these hotkeys on my main Gkey setting.

By allowing the overview to respond without mouse clicks on each tab, at mouseover, you can shift over to the appropriate tab in the same time it takes to accurately land your first mouse click on the tab.

it's more than just a click that you're eliminating. it's a fairly small hit box on those tabs, and under stress and excitement, fine motor skills tend to go out the window.

due to the fine motor control issue, I think overview column titles and their hitboxes should be taller. icon, distance, name, type etc... basically the treatment you gave to tabs instead of column titles.

any chance you could make the overview tabs unstackable? if all I need to see in one tab are customs offices or planets for an emergency warpout, the window could remain open and very small, which removes any tab selection required.

overview tabs also do not need to be the same size, so forcing them to share the same window is a lot of wasted space. sometimes I need a tall and narrow overview, sometimes one that is short and wide. depending on the tab, I might only want to see the top or bottom of the alphabet. or keep it centered on my name. (can name centering be a thing?)

-small tab for travel.
-small tab for hostiles that can remain short and be sorted by top or bottom of alphabet, or my name.
-small tab just for warp-ables for leaving grid fast, albeit hasty.
-small tab for logistics, usually centered on my name.
-tall, narrow tab for warpable items, such as wrecks, and cans. toggle the icons in space when it's active, and on mouseover.

even better are overview-specific Tab forward and Tab back shortcuts. Cycle Overview Tab Right, Cycle Overview Tab Left. the player can keep their eyes in space and cycle through the overview tabs to only see in-space icons relevant to active tab, in the direction of their viewport.

this would also extend to scan results, when "use active overview settings" is checked, which would be super useful.
Jason Bouchard
Federal Navy Academy
Gallente Federation
#327 - 2014-11-09 06:17:51 UTC  |  Edited by: Jason Bouchard
CCP Optimal wrote:
Caiman Graystock wrote:
This is all well and good but please revisit module icons too, they look very dated. I know there was some whinging about turret icons when you did it before... but come on, sort it out!


The idea is that actual items will still be represented by graphical icons, but everything else with cleaner, more iconic ones (such as windows in the Neocom). That being said, I'm not ruling out we might do a pass on some of our icons in the future.


Yes, please do iterate on the HUD and module icons. Now they look so inconsistent in style with the NeoCom. Some module icons (like turret upgrades, wink wink nudge nudge) would also benefit if they could look more distinct from each other. While I'm on the subject whatever happened to all of these prototyped UI elements shown at a few Fanfests ago?Cry I was really looking forward to many of the changes, especially the drone interface and indicating what damage level you're at on your ship model. I'd also like to see all those little lines on the health rings go away, they just don't seem like they serve a real purpose. I guess you can say that they show how much raw HP you have, but there's nothing to compare it to side-by-side so why bother? I liked the solid rings from that video.

CCP Arrow wrote:
Zand Vor wrote:
Looks sweet! Will there be changes to the "red-crosshairs" both in the space HUD and in the Overview to bring them in-line with the ISIS icons, to help differentiate between ship types/sizes?


Great Idea!

We have many areas we want to focus on as part of the broader EVE UI Modernization project. Adding the Ship Group Icons to the in-space HUD and Overview instead of the current brackets is definitely one of those things but we need to make sure it works well since the overview is a very essential piece of control for combat so it's not going out with the changes in December simply because we want to roll it out with confidence that it brings intended value.


The current icons used in ISIS are probably too similar to each other to be good replacements, which is why I assume, CCP, you haven't migrated them to the overview already. If they could just be made more distinguishable at a glance, then they'd be golden and you should integrate them into the overview immediately. If you haven't guessed from reading the first few sentences I wrote, I like consistency. Big smile No, seriously, it would probably help new players out a ton. Going back to that video again, I did like the sleek overview design in that, too, with fewer gridlines. If the gridlines in all the various tables in the game could be removed in such a way without reducing readability that would be incredibly awesome! Shocked

EDIT: Could the targeted ship portraits be replaced with something more minimalist but easily identifiable? Like a vector-based outline similar to the new NeoCom outlines? The backgrounds in the portraits can make the ship, which is often very dark in the portrait already, even harder to see and identify. I'd like to quickly be able to see that I'm fighting a ship of X hull and preferably Y tech level, as well, just by looking at the target portrait. Obviously some are going to resist this but again, it's something I think new players would greatly appreciate, especially once they get into PvP.
Skira Noza
Skira Noza Tax Free Corporation
#328 - 2014-11-09 06:42:49 UTC
We need option to remove all transparency.
Rain6637
GoonWaffe
Goonswarm Federation
#329 - 2014-11-09 07:03:43 UTC
I agree with that option. a solid background is something that should be available for "I must see this" priority windows. right-click menus are a pretty safe bet for this priority, but everything else should be optional.

the inactive window transparency behavior is nice. I also like full-glass transparency on some windows. I think the mouseover / inactive window behavior should be another button along side pin / unpin, minimize, close.

it seems confusing to have another button just for the automatic transparency toggle, but I think a tooltip is descriptive enough that players will remember it's there and know how to use it. they're also small, and can look like a square with a gradient.

I'm hoping you'll implement the automatic retracting behavior of unpinned windows, which means pinned + automatic gradient (yes/no) is a possible combination.
Bill Lane
Strategic Insanity
FUBAR.
#330 - 2014-11-09 08:56:48 UTC
UI scaling options, more of them please! Right now we can scale to 90%. I really wish I could go to 80%, maybe 70% if it was available. Playing on a large screen that doesn't have the best resolution (32 inch at 1320x780) even with UI scaled to 90% I really wish it was smaller and taking up less of my screen. Great looking stuff so far though!
Skira Noza
Skira Noza Tax Free Corporation
#331 - 2014-11-09 09:33:07 UTC
Rain6637 wrote:

the inactive window transparency behavior is nice.

I think any kind of transparency should be optional. Let user choose where and what degree of transparency he wants.
Rain6637
GoonWaffe
Goonswarm Federation
#332 - 2014-11-09 09:52:45 UTC
Terrorfrodo
Interbus Universal
#333 - 2014-11-09 10:10:33 UTC
The blurring and transparency while dragging camera works really well, I like it very much Big smile

New monochromatic icons are also great. Otherwise I don't see big differences yet, but it's a good start.

.

Erin Crawford
#334 - 2014-11-09 12:33:22 UTC
Nalha Saldana wrote:
Looks good, ship it as beta like the notifications!

Yup! Looking forward to this as well.

"Those who talk don’t know. Those who know don’t talk. "

Nlex
Domini Canium
#335 - 2014-11-09 12:33:52 UTC
Lets just be very careful with light brightness, blinking and such. It has great potential to mess with people's eyesight (and cause headaches).
Oh, and again, make sure people can bring the old UI look back as much as possible.
Caljiav Ocanon
The Holy Rollers
#336 - 2014-11-09 14:24:27 UTC
If you guys are remaking the UI, can we have some better scaling options?

I love Nvidia's new DSR (Dynamic Super Resolution) but I can't get it to work right with the EVE UI, it makes everything ether too big or too small. Even with the selectable UI scaling options we have now there just isn't enough granularity. At 3840x2160 the 150% scaling option doesn't even begin to make the UI large enough to be useful again. Which sucks because EVE looks amazing scaled to 3840x2160...

Don Pera Saissore
#337 - 2014-11-09 15:47:05 UTC
The weekend is almost over and i still hate the new UI.

Icons are lame, i don't want it to look like an app for tablets.

The window transparency is ugly, it's like i'm looking through a candy wrap.

Please don't remove the color customization option and allow us to keep using the old or "classic" icons.
Kharnakh
Imperial Academy
Amarr Empire
#338 - 2014-11-09 15:52:53 UTC
The Neocom icons are awful.

You say you want to move away from something that looks like an operating system, then present images of something that looks like Windows 8...

What happened to the UI CCP Arrow presented at Eve Vegas 2013?
Quintessen
The Scope
Gallente Federation
#339 - 2014-11-09 16:19:01 UTC
Kharnakh wrote:
The Neocom icons are awful.

You say you want to move away from something that looks like an operating system, then present images of something that looks like Windows 8...

What happened to the UI CCP Arrow presented at Eve Vegas 2013?


The icons came from that EVE Vegas 2013 presentation. Take a look again.
Quintessen
The Scope
Gallente Federation
#340 - 2014-11-09 16:24:00 UTC
For the people suggesting that the old icons were better:

The old icons may be comfortable, but they are really bad in terms of memory. The percentage of people who could draw a rough sketch of them, much less describe them is pretty low -- especially if you take away color for the color blind.

Just imagine the scenario where you're trying to help explain the game to someone and you tell them to open up the fitting window by pressing the ??? button on the NEOCOM. The current icon is that green blob? The new icon is a ship surrounded by a broken circle. Icons, provably, work best when they are simple. As a professional UI person, I've read a ton of stuff on this as well. They're not making this up. They did their research and due diligence.