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Dev blog: X Marks The Spot - The New Star Map Is Out Of Beta

First post
Author
Yoshi Katelo
Signal Cartel
EvE-Scout Enclave
#21 - 2015-04-28 04:35:34 UTC
Primary This Rifter wrote:
The coloring has been my biggest issue with the map since day 1. There isn't enough contrast to convey meaningful information the way there is with the old map.


+1
i curious how the map will look after update. legibility was my biggest issue with the new map
Duckius
#22 - 2015-04-28 04:46:07 UTC
The cyno statistic looks horrible. The idea is good, but the bubbles are too big and it looks insanely cluttered with all of Provi's generators. (and gens in general)
Xerxes Fehrnah
The Fallout Shelter
#23 - 2015-04-28 06:04:07 UTC
I agree with the people adding that the map inertia is annoying. I also agree that the icons of the scannable sites also lack depth and seem to sit in front of the scan bubbles, making the illusion of 3D perception and ability to target them properly not work so well. I also like the idea of changing the pointer.

Have you considered that the probe window and the map are the same thing and do not need to share the screen as separate objects? Perhaps the probe window itself should expand to become the map, and then the probe readout should spread out to labels on the items in a system instead of being a bound object like a spreadsheet with progress bars. After all, the probe window is a spreadsheet of long range sensor readouts when coupled with the overview.

Somehow the map needs to take this into account.

Or perhaps the "map" should not be something separate at all, but rather just a really zoomed out view from your ship. Instead of opening a separate window, why not just go to system view and zoom away from the ship to increasing scan breadth. Bump it out to the current grid, the current celestial, the current system, the current constellation, the current region, and then the galaxy in ever increasing zooms without opening a window that opens and closes?

This really does not feel baked in yet.
l0rd carlos
the king asked me to guard the mountain
#24 - 2015-04-28 07:01:22 UTC
Ranges in AU when enabling the tactical overview is important!

In the old map, when you enabled the tactical overview, you got it also in the map. It _is important_ when probing an enemy ship and you want to use a minimal amount of cycles because you don't want the enemy to see your probes. You check d-scan how far he is away, and than look on the old map where 7,74 AU might be. Now you have it guess.

This will have a positive effect on offgrid booster, because it will be harder to scan them down with a minimal amount of probe cycles!

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Casey Ambraelle
VoidRunner's Inc.
#25 - 2015-04-28 07:11:30 UTC
As others have said I don't see how the new map is ready to be the default map yet there's just so much stuff that hasn't even been acknowledged is an issue yet much less fixed.

Case in point circle pointer Roll Can't believe this hasn't been mentioned much less corrected yet. Another is the solar system view doesn't zoom in nearly far enough. In the current map you can zoom into a planet far enough to see the orbits of the moons and where they are in relation to each other, not in the new map.

Your making progress but its not ready for prime time, until the functionality is 100% there don't make the switch.
Imiarr Timshae
Funny Men In Funny Hats
#26 - 2015-04-28 09:30:11 UTC
Why is it so much slower than the old one?

One of my test rigs runs eve pretty smoothly at low settings, but the new starmap bricks the thing every time. Scanning with it is a nightmare.
X4me1eoH
School of Applied Knowledge
Caldari State
#27 - 2015-04-28 09:48:42 UTC
I put a filter to show how many people are in the system or in the dock. And visually impossible to immediately determine one person there or 10. The circles are practically identical. But in the old map can be seen immediately. Make a visual difference in circles, between the actual quantity and visual display in the map.
CCP Turtlepower
C C P
C C P Alliance
#28 - 2015-04-28 10:03:17 UTC
Hello everyone, I would like to clarify a few things.

- While we do not consider the new map to be in beta after today's release, it is still very much a work in progress. The old map will not be removed until we are absolutely sure it has been made obsolete by the new one. Today's change in this regard is only to enable it for everyone by default. The old map is still opened if you press F10 or click the old map neocom icon (which is now in the menu rather than on the bar by default). Ctrl+F10 still opens the new map.

- Unless you disable the new map in the ESC menu, clicking 'Show in map' buttons in various windows and the 'Map' button in the probe scanning window will now open the new map rather than the old.

- The map will now properly remember its position and angle after every use. This will hopefully stop people being annoyed at the map not being turned the right way.

- Inertia and mouse pointer are still things we hope to improve on, but not in today's release. Same with D-scan and tactical overlay. Performance issues on lower end machines will also be addressed soon.

Aaril wrote:
Some things that should be clarified:
-When focused on a system, is the flat view still being shown when abstract layout is selected? It is not user friendly having to toggle on and off abstract layout when scanning a system.
-I am glad how data is presented in being changed at the star map level, but when focused on a system, the halos and glows should be hidden. Is this planned? A focused system in k-space should look identical to a focused wh system (very clean, no glows, no GIANT HALO).
-Is the star going to be brought back into the system view?

Fixed, soon, soon.

Xerxes Fehrnah wrote:

For probing, I never use the new map, because the results are difficult to see.
The new map never opens tot the system you are in. You have to click the target button to get it there. It is also inverted and shows the Northwest as the South.

These issues should be (mostly) fixed today. Please try probing after today's downtime. The map will now remember where you are, and at what angle it should be.

Altrue wrote:

- Too much celestials stacking in solar system zoom-level. One single circle with a million ))))))))))))))) under it, is not helping...

Labels can be toggled on and off at the top of the map.
Jeremiah Saken
The Fall of Leviathan
#29 - 2015-04-28 10:18:41 UTC
CCP Turtlepower wrote:
- Unless you disable the new map in the ESC menu, clicking 'Show in map' buttons in various windows and the 'Map' button in the probe scanning window will now open the new map rather than the old.

I flew with new map open all the time, in right down corner of the screen. What happen when i hit map button in probe scanning window? Map will show system i'm in by default, and when i close it will it reduce to former size at right down corner or do i have to do it manually?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Lil' Brudder Too
Pistols for Pandas
#30 - 2015-04-28 10:28:46 UTC
CCP Turtlepower wrote:

- While we do not consider the new map to be in beta after today's release, it is still very much a w

You mean like you said when you first introduced the absolutely borked new version of the inventory that is still lacking functionality that the old inventory system had...(remembering it was even open for one)...yet we were told "we don't believe you" and "our (CCP) opinion on how to use the inventory system is the only one that matters." numberous times, and yet the bloody thing is still lacking some of the basic functions of its predecessor. (inventory) Go back through the feedback thread for that (it may be old, because ppl stopped caring to give feedback because it was simply being ignored) and look at the basic issues that ppl were listing in throngs...that still exist.


-back OT-

Does it strike you as odd that most of the reaction to this nearly forcing the new map on your customers has been "oh noes, that new map is terrible"....first thing i'm doing is clicking that check-box to disable it...like alot of your new 'shiney' features. (window blur, drunk-cam, ect..)

Its when you (CCP) say things like this, then we as players remember very clear examples of that simply not being the case, makes it hard to believe you.
l0rd carlos
the king asked me to guard the mountain
#31 - 2015-04-28 10:33:06 UTC
CCP Turtlepower wrote:

- Inertia and mouse pointer are still things we hope to improve on, but not in today's release. Same with D-scan and tactical overlay. Performance issues on lower end machines will also be addressed soon.

Fixed, soon, soon.

These issues should be (mostly) fixed today.


You can talk the talk, but can you walk the walk?
What I want to say: Sounds promising and I'm looking forward to it :)

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Natya Mebelle
Center for Advanced Studies
Gallente Federation
#32 - 2015-04-28 11:26:58 UTC  |  Edited by: Natya Mebelle
Xerxes Fehrnah wrote:
Regional color spectrum is equally difficult to differentiate. It is brown, white, orange. Not sure why someone thought Autumn colors were a good idea.

One last item. The new map never opens tot the system you are in. You have to click the target button to get it there.
Because grimdark dystopian is more important than visibility or functionality? :c I wish I was being sarcastic, but that is exactly the feeling I got from all the recent changes. First they removed the RGB sliders and the two-way transparency slider from UI customization. No more lush UI's, no purple or even pink, and anyone who wanted a white / lighter UI with black text never got satisfied since eve existed. Then the alliance logo grimdark watermark came around. Now we have grimdark dystopian map colours :c
Yes I'm a bit exaggerating, but I guess that's the point.

It worked like that in the past, and I admit I like the current behaviour better. Back then, when I opened the beta map, I had to FIGHT with the scrollwheel to zoom out while the map was trying to force zooming into the system I am in. As far as I can remember, the beta map saves your last camera position as of the latest sisi build before the patch.
However, this is still not enough. One of my suggestions from waaaay back then was to add more options for views, directly in the header. We have the "zoom to current location" but I would like to have something like " U R C S " which stands for Universe, Region, Constellation, System. The relevant letter / icon you click zooms you immediately to the corresponding range.


Altrue wrote:
- Odd choices of aura over color, or color over aura. Sometimes you prefer to change the aura size but not the color, sometimes you prefer to change the color, with very little aura size. Why not both?
Because grimd-...

Well this is something I tried to get across last time too. But I'm less about brightness but more about colour gradients. That way you can clearly see the systems which have at least ONE result over systems which still ZERO result. I would also like to have that on the upper ranges of the colour, things start to get a bit bigger and only for the topmost things the ring should start appearing.
Something I also suggested was an OPTION to not accidentally click systems with no results. With that selected, you would be never able to select an empty system by accident.
I also wanted to have a colour legend on the side or top where you have checkboxes to deselect certain ranges in order to filter better through results. Sometimes you want to clip things away on either end, or even in the middle.
With that in mind, I also asked for the feature to highlight Systems with ZERO results, if all legend filters are disabled, or a "show only zero" button is introduced. So like an inverse logic thing. Because there are cases where you WANT to see the zero.

Ransu Asanari wrote:
The circular mouse icon needs to be changed to a pointer, as it isn't fine enough to grab a probe cube face or arrows easily for movement.
I for one liked the circular cursor for selecting systems BUT I would like to have the cursor behave differently when mousing over different things. The circle should change back to a cursor when hovering the drag box just like it changes when hovering a celestial.

Dominous Nolen wrote:
Lets be honest... What is the percentage of players that sign into SiSi regularly? Maybe 10% at most?

Also how much of the player base uses the map in reality. Certain use cases will be brought up (Null/Low/Wormholers), how many highsec players use the map activity?
I would dare saying not even 1%. Whenever I visit sisi, the most I see are 150 players. Some of them might be devs, so you can't count them into the "testing player" parts. And some other players only use sisi to get early access to content in order to prepare themselves better or only to there to test out some fits. So of those 150 players, maybe 75 are actually testing things while 30.000 are on Tranquility. That would be 0.25%

The starmap or the system map? There are plenty of reasons for highsec players to use both maps. I won't bring my own example, since I know I am an edge case. But there are plenty of reasons to use the map in highsec.


Xerxes Fehrnah wrote:
Have you considered that the probe window and the map are the same thing and do not need to share the screen as separate objects? Perhaps the probe window itself should expand to become the map, and then the probe readout should spread out to labels on the items in a system.
I like that. Please make it so c:


AND THEN CCP TURTLEPOWER APPEARED!

- While we do not consider the new map to be in beta after today's release, it is still very much a work in progress.
Okay so... what other people would call alpha and then beta, is what you call beta and then Work in progress?

- Inertia and mouse pointer are still things we hope to improve on, but not in today's release.
Look at the speed values for the old map. I never saw anyone ever complain about that c: I understand there needs to be a tiny bit of animation leeway to not make it appear jagged, but that leeway is way too much in the new map. The old map feels quick and responsive. The new one doesn't.

By the way, forcing half-baked things onto your customers has a history of not working so well. *remembers the Captain's quarters* so this release of the map REALLY needs to be a lot better than the latest build on Sisi before the Mosaic patch :c
Rivr Luzade
Coreli Corporation
Pandemic Legion
#33 - 2015-04-28 11:57:36 UTC  |  Edited by: Rivr Luzade
I still see all the bookmarks in the Universe view. This is ridiculously inefficient and cluttered! If I want to know where I have bookmarks on a galaxy wide view, I activate that setting in the old map. I do not need to know all the time where I have bookmarks in the universe view. However, I do need to know all the time where I have bookmarks in the star system view. With the new map, you basically clutter my map with useless information all the time or I have to do several additional, completely unnecessary clicks to turn bookmarks on and off every time I open the star system view. I must say I am impressed by that level of ignorance. Roll

This ridiculously strong inertia when you scroll is still present and it is still making it a excruciating pain to do anything on the map, let alone scan things with probes.

The icons for the scan probes in space are now blocking the mouse from easily grabbing the move handle of the probes because they are placed on top of the handle.

Another thing is that the map is still launched in inverted mode. The south is at the top, and the north of the universe is at the bottom of the map.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Jeremiah Saken
The Fall of Leviathan
#34 - 2015-04-28 12:29:43 UTC
Rivr Luzade wrote:
I still see all the bookmarks in the Universe view.

Hm, with more than 500 bookmarks all over the cluster no wonder i have problem with new map...

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Rivr Luzade
Coreli Corporation
Pandemic Legion
#35 - 2015-04-28 12:39:18 UTC
I have nearly 3k bookmarks and that's still a low number. My entire map is covered in pin needles. -.-

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Natya Mebelle
Center for Advanced Studies
Gallente Federation
#36 - 2015-04-28 12:51:33 UTC
While you can deselect them in the header filter, I still think it would be a good idea to have a two-way selection filter.
Like... checkboxes for system map and world map. That would make them only appear in system map, so once you are zoomed in close enough.
Vegare
Bitslix
Lolsec Fockel
#37 - 2015-04-28 12:57:48 UTC
Accidentaly misposted my feedback in the general thread, so here we go again. Sorry.

Quote:
Great to see most of the usability issues have been taken care of. The map really has a nice feel to it now, though the inertia is still too high for my taste.

However the map does not fulfill most requirements posed by d-scanning.

  • There is no way to tell distances without comparing the overview and the map. Instantly getting a feel for the size of the system, especially when having to keep the d-scanners maximum range in mind, is essential. Same goes for probing. The old map provided this information by displaying the current distance between your ship and a celestial when hovering the pointer over the respective icons. Additionally the tactical overlay was displayed in the solar system view which gave you an immediate reference point.

  • It is not possible to d-scan anything while using the map. ‘Swinging the camera around’ corresponded with the d-scan cone in the old map. This was very useful to quickly d-scan anomalies and celestials while maintaining a good sense of location.

  • The map does not support zooming in to moon level. There are many situations, mostly but not exclusively in PvP, where d-scanning (or probing for that matter) on moon level is a crucial thing. Think d-scanning for a Jump Bridge or pinpointing a hostile in a cluster of celestials. Additionally it is simply not immersive. Often gates or stations are very close to other celestials and the new map simply does not allow to view appropriately.

I hope I could help by listing these, at least in my opinion very important, use cases. Thanks for your continued effort improving our EVE.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#38 - 2015-04-28 13:00:47 UTC
Natya Mebelle wrote:
While you can deselect them in the header filter, I still think it would be a good idea to have a two-way selection filter.
Like... checkboxes for system map and world map. That would make them only appear in system map, so once you are zoomed in close enough.

This is exactly what I do not want to do. I want it back like in the old map. I do not want to have to uncheck them when I scroll into the universe map and activate them again when I scroll into the system view. This is bonkers. A two-way selection could work but in my opinion, the old map's setting is still superior to that.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#39 - 2015-04-28 13:05:10 UTC
The stacking of celestials and not sufficiently deep enough zoom-in is another problem (as already mentioned by others). In the old map, I can zoom in on a planet and see all the moon orbits around that planet. This way, I can dscan down POS or ships on that planet. This is not possible in the new map and absolutely needs to be made possible again.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Isphirel
GoonWaffe
Goonswarm Federation
#40 - 2015-04-28 13:07:51 UTC
I tried to ignore the new map as best as I could, but that you are considering it near good enough to make it the default is worrying. As usually it feels like it's optimized for looking pretty as a shiny new feature and hasn't actually been used by anyone at CCP in non-idealized circumstances (no stress, no other players, no multitasking, minimal number of brackets/bookmarks, ...). Talking to my space pals I've been met with disbelief that this is even supposed to replace the star system map used for probing etc and not just a revamp of the universe map.

I'd be very surprised that the way the map is designed right now is the result of actual testing for example with combat probing on a grid with even a dozen players on it, or even probing out things near a planet with a dozen other celestial brackets nearby. The way brackets are handled is 100% inferior to old map.


  • Brackets are too big with their little black balloon backgrounds so they catch clicks intended for probes. They're also too attention-grabbing.
  • The collapsing behavior of multiple brackets is too fiddly. Try zooming in on a planet with some moons and some bookmarks around it and slightly adjusting the camera, and watch brackets combine and separate contantly. As a bonus point, this actually makes the smooth camera movement stutter because apparently combining brackets is just so computationally expensive!
  • The collapsing behavior also makes bracket stacks completely useless for getting a quick idea what brackets there are at any given zoom level. Have a probe result near a celestial with a bunch of brackets, and most of everything will be covered up by other brackets when it's not collapsed into them and hidden from view completely. Now there's just a mess of stacks and I have to guess which one has something interesting in it!
  • It also seems that not all probe results in a stack get the correct bracket symbol, some results just get generic green dots. Specifically looking at silos here.
  • Brackets and the movable probes box are also way jittery when the perspective changes even slightly.


The brackets are really the worst thing and I'm pretty close to giving up hope that you're willing to take a step back and honestly evaluate just how far you are setting back the user experience here. That said...

The max zoom-in level is way too far out, way further than in the old map, so it's basically impossible to tell just what is going on around a given planet. This again makes me think no one really tested this map beyond taking pretty screenshots of constellations or scanning down exploration sites in deadspace with it. Try focusing on a planet and telling how many moons it has without mouseovering any brackets and reading me the labels! Even harder if you have a nonzero amount of bookmarks that might be taking up some of the space! It's not helped by how the moon orbit lines have apparently been removed.

Every time the map opens, it does a silly little zoom from a universe view into the current star system. As someone who is actually playing the game, wanting to do things in game, when using the map, this pisses me of every time because it's like you're wasting my time with this fancy new animation of yours while time is passing and the game is happening around me and my ship is probably already on fire.

This is made more annoying by how there's fancy new effects everywhere with camera inertia and lines and other star systems getting in the way, apparently exaggerated to the point that they actually impact client performance, causing stuttering, fps drops and increased CPU/GPU load when I'm turning off the spaceship rendering and looking at what *should* be just a bunch of circles and tiny bitmaps. I don't know how a space map manages to be more performance-intensive than the actual game but there it is.

Adding to that, the way the universe map features encroach on the star system map is also a total non-feature. There is star system coloring according to statistics, the lines connecting stargates to adjacent systems and jump bridge lines inexplicably delivering hapless capsuleers into the sun, and even rendering other star systems immediately when the map is zoomed out far enough to see the whole of the current system! None of these are in the least interesting when trying to use the non-universe just-the-star-system-please map! I don't care about the number of npc kills in the last 24 hours in a system two jumps over while trying to find something in the current system! It's distracting and apparently badly enough implemented that it taxes my client more than the actually-showing-spaceships view. Also it's not helped by how there's a starfield in the background *and* the planet orbit lines are less bright than they used to be.

I want to like this because UI revamps are definitely a thing we need, but making things shinier with no regard for the impact on usability and even performance is not the way to go.