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Dev blog: Feedback on the new Overview Brackets

First post First post
Author
Dersen Lowery
The Scope
#261 - 2015-06-22 19:36:57 UTC  |  Edited by: Dersen Lowery
This is the most troubling part of the blog for me:

CCP Surge wrote:
EVE UI has always been designed with pixel-perfect accuracy at its core. And when we decided to introduce a UI scaling option for accessibility reasons, we did it for the sake of giving people options to customize their UI, yet with the known tradeoff of knowing the texture scaling would create less than ideal-looking experiences in certain situations. It was by sheer luck that up until now most of the other issues created at 90% happened to be manageable, but the new bracket icons were so gameplay-critical that it made for a step back in usability for those playing at 90% scale.


Emphasis is mine.

Accessibility isn't a checkbox feature, it's an approach to design. You don't implement features for accessibility reasons, you design for accessibility, top to bottom, soup to nuts, bumper to bumper, etc.

You didn't, and now it's blowing up in your face. (Your other mistake, by the way, was putting a feature in game--90% scaling--and then assuming that nobody would use it. In the absence of hard data, you should always assume that people are relying on anything you offer as an option.)

The proper takeaway from this, coming from someone who likes the new icons (and who has good enough vision, full color fidelity, a large monitor, and who runs the UI at 100%), is that you need to go back and run them through a design process that takes UI scaling and other accessibility issues into account. Either change the icons or change the scaling algorithm, or both if necessary.

I know you guys have a policy that you release things into the wild a bit early and then refine them through iteration, but accessibility doesn't work that way. If you take a step backward on accessibility you deprive some of your players of the ability to play the game for no good reason until you get around to iterating. This isn't like kicking the Ishtar around. Mistakes here are costly and embarrassing, and it hurts me to see you making them.

Please do it right. Please design everything and test everything for accessibility.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Jared Tobin
Bloodstone Industries
B.S.I.
#262 - 2015-06-22 21:16:37 UTC  |  Edited by: Jared Tobin
Phew.... it's been a lot to read, but I've actually read the Feedback AND this thread, and here it goes:

OK, I've spent several weeks now in game (admittedly less than usual because of difficult in accomplishing a variety of things I've done since 2008), and I've assembled enough notes to hopefully give SOME constructive feedback for the moment. Due to the length this may be (is) a 2-parter.

So, I can split it into "immediate first/lasting impressions and POS/Ships issues". The second part is "objects, identification/recog and possibly help CCP's solvency of the Overview/Icon issues":

First: There is an apparent inconsistency with the POS "arrays" and labs, which, since the POS changes last year, have taken on a similarity in function yet:

- The Reprocessing Array looks like and upside down Freighter (or a couch)
- The Compression Array looks more reasonably like it's compressing something BUT it has no connection to visually associating anything to do with minerals/rocks/ice when you compare it to the Reprocessing Array (see above)
- The Assembly Array looks like an unfinised (not a solid object) icon (or a jellyfish)
- Then there's the Moon Mining Array (octopus?) which lacks any connection to the other arrays that seem to hold some similarity (method of madness): Shield/Shield Maint Arrays and Jump Portal Array, though that bares odd similarity to a Cyno Generator
- The Mobile Labs, however, "look" like solid objects in space, but it looks different from the rest of the "mostly" square-ish POS icons of non-weapon significance (or, oddly, I seriously "see" an open frog's mouth)
- Then there are the "Hangars" (personal and Corp) which are solid objects that seem like some kind of logical connection to the iconography of hangars/cargo bays in stations (in the Neocom), BUT if these are to follow the idea that all "solid" enclosures that can hold "stuff" in them, then there is a major disconnect with icons that are not fully "closed" via outline. Much like the strange Assembly Array (jellyfish), you also have Silos and Coupling "arrays" which are technically solid objects able to also hold things (like the hangars and mobile labs do) but lack a closed border. In fact, the similarity of Silos and Coupling Arrays seem reminiscient of RL wide-based laboratory beakers, which ironically appears to BE the ACTUAL icon for "Mobile Reactors"... am I the only one seeing a "disconnect" and yet my brain "wants to connect" the symbology of those objects?

The Dev responses, and the somewhat "curt" Dev Blog response, seem to insist on an idea of "connection and understanding", yet I (like many other players I have discussed this with in-game) agree there is a "lack of symbolic cohesion".

The biggest example are SHIP icons:
IF the logic is intended that ALL solid objects that are SHIPS (that carry pilots) are supposed to be outlined objects (whether shaded or not), then why are these exceptions:

- Rookie Ships are shaped like a US military "Private" rank symbol, not an outlined shape of that symbol.
- YET: Titans "look" like a US military "Corporal" rank symbol, BUT it has "physicality" that outlines both "up-pointing lines".
- Shuttles also fall oddly under the "Private" rank symbol, slightly, with no outlined "mass" to them, and yet a simple (smaller) capsule actually has an outline of shape.

Aside from that, all ships appear to have "mass" through the use of "outlined shapes", but then why does a Dreadnaught actually look like an iconic spaceship (it has wings in its symbol) while all other ships look like upside down "police badges" of some sort? And why do Mining/Industrial ships look like an evolution from a candy bar to a school bus to a monorail (Freighter/Capital Industrial)?

Then there's the unexplainable RE-USE of the "(now) old" Mobile Depot symbol now used for Frigates and Destroyers? Honestly, I believe that some of the "problems" us users are having with "recgonition" vs "adaptation" is akin to telling us to learn and use a completely new alphabet which all the "letters" look unlike anything we've seen... EXCEPT one or two that are identical from the old alphabet. This example applies to common confusions I've been witnessing from other players:

The "is that the old Mobile Depot or a Frigate?" and the "Is it an old wreck or a Destroyer near me?" questions.

If you are going to completely re-design ALL icons, then for a successfully complete change for "intended adaptation", one would require a very basic graphic design rule: NEVER re-use any old (or similar) symbols if you're going to graphically redo an entire "graphic symbology set".

An additional aside of "similarity at a glance" is oddly the "why do I see Station symbols "tilted" 45-degrees as symbols for Carriers?"... I oddly didn't expect that response from some fellow players, but then I had a look at the graphic set layout and thought: Hmm... they do have a point.

And the point is second-guessing when literally "seconds count" in quick-decision making.

(more...)
Jared Tobin
Bloodstone Industries
B.S.I.
#263 - 2015-06-22 21:17:47 UTC  |  Edited by: Jared Tobin
Part 2 of 2:

Then there is the issue of all these shapes thrown in with way too many drones with different shapes that are, technically, similar to the wash of new ship icons, but have no real "connected" distinction between "SHIP" or "DRONE" determinations.

Drones are a wide spectrum of similarities: Logistics look similar to the Industrial Command shape. Fighter/Fighter Bombers have upside down Frigate/Destroyer similarities, which also are basing off of the old wrecks and old Mobile Depot shapes. Sentry, E-Warfare and Salvage drones have no similarities to the rest of the "drones symbology set", and that also introduces more comfusion for "at quick glance" Overview Interpretation problems.

I'm also baffled by the not-so-perfectly circular shapes used for Stargates and yet the symbol to click on to "Warp To And Jump" is a perfectly clean circle with an arrow: two completely disconnected symbols to mean the same thing? Ironically, stargates in the overview are also, unlike their "Warp To And Jump" counterpart sybol, fully shaded outlines. According to your "new icon logic" in previous descriptions, the idea of shaded outlines was for solid objects or structures which, technically, they are not because: compared to planets, moons, rocks, ice, stations, ships and custom offices, to name a few, they are actually things you can "fly through". (Some aren't even fully connected pieces in certain regions.)

I can think of many other issues to mention, but those were some of the big "realms of discussion points" to consider while trying to go back to the drawing board to "adjust" your new icon set to help resolve some confusion. (And apparently it did need to take up 2 posts.. Sorry, but you want responsive feedback, here ya go.)

I also connot stress enough the need for color and/or "thickness". One BIG example I'm way too confused about, even after several weeks, is simply: Who are actual players versus CONCORD versus "Navy Command" vessels (which are just NPC Police separate from CONCORD....? Umm...)

Yeah, this overview still needs alot of attention. If I could even have the ability to color code those ships myself, I'd be able to focus on the real ships near me, regardless of their odd shape differences.

Actually, pragmatically: Colorization for personal identification would also come in handy for the Red/Green AND Violet-Blind "partial color-blindness" playerbase. THICKNESS of iconography would also help even the rarer set of "total color blind" players without loss of them as customers (and it'd help us spectrum-receptive players to identify NPCs and drones from actual player ships in space).

I hope this helps serve as a productive set of feedback, instead of just skimming over me as another "I don't like the new icons, give me back the old". Don't get me wrong: I'd really like that option for mission and quick battle intensive scenarios, but in the spirit of change, I'm hoping these points may help understand the "overview needs" that some of us more in-depth players need/want for what we pay for.

Thank you for your attention.
JT
Tara Eves
Republican Guard
Shadow Cartel
#264 - 2015-06-22 22:39:31 UTC
Jared Tobin wrote:
....stuff....

Thank you for your attention.
JT


tl;dr
The Hunter
Gladiators of Rage
Fraternity.
#265 - 2015-06-23 00:08:49 UTC
good old ccp, washing their hands of the situation and not caring about what most people say. Maybe if they ignore the problem it will go away
Joia Crenca
Science and Trade Institute
Caldari State
#266 - 2015-06-23 00:35:18 UTC
Tara Eves wrote:
Jared Tobin wrote:
....stuff....

Thank you for your attention.
JT


tl;dr



I'd say it was very worth reading. Hopefully for CCP, but unfortunately, its an example of the really well put together analyses that haven't been well considered by them.

But Jared Tobin, this kind of writing example would serve you well in any forum, gaming, professional or otherwise. Thanks again!
Jared Tobin
Bloodstone Industries
B.S.I.
#267 - 2015-06-23 06:30:47 UTC
Joia Crenca wrote:
Tara Eves wrote:
Jared Tobin wrote:
....stuff....

Thank you for your attention.
JT


tl;dr


I'd say it was very worth reading. Hopefully for CCP, but unfortunately, its an example of the really well put together analyses that haven't been well considered by them.

But Jared Tobin, this kind of writing example would serve you well in any forum, gaming, professional or otherwise. Thanks again!


Thank you, Joia Crenca.

Indeed, I seriously don't mind (though don't understand) people simply "replying" as if to me to let me know what I wrote was "too long" that they "didn't read".

It wasn't at all intended, nor necessary, for anyone to read, except the CCP Employees, Devs/Programmers and the CCP Employers themselves. That's what "feedback" is for, and I certainly want to tell them all I could after "giving it some time" instead of broken up chunks amounting to 20+ reactionary "posts" of immediacy across hundreds of pages.

But after 7+ years of iterations since "Trinity", I've witness and played through both brilliantly implemented advents forward, and equally disappointing setbacks and mistakes. I'm beginning to find it more difficult to keep pushing forward with the ever-changing business model paths which CCP's EVE has been moving, even in this decade alone.

This game's iconography cannot remain in the current state it is in... It's hard to function on many industrial and flight oriented levels, and I haven't even fully delved into other realms that seem affected as well. I just hope someone at CCP reads my feedback and passes it along.

Thank you, though, for the encouraging words to not give up constructive examination and scrutiny for the sake of cohesive feedback for the betterment of EVE as a whole.

Your move, CCP.
Blue Harrier
#268 - 2015-06-23 07:44:59 UTC
Something I thought of regarding the new icons and the amount of ‘clutter’ when in space due to the amount of icons now visible when undocked.

At the moment just about every icon for every item on grid (and in some cases beyond) is displayed when in space. This is fine as we can right click an icon and ‘add to overview’ so they are displayed in the overview.

So, how about if we had a tick box to reverse this and only displayed icons that are selected in the current overview tab?

Then we could have a sort of ‘display everything’ or ‘display only overview icons’ when in space.

This could also be enhanced further by adding a ‘shift’ tick box to allow shifting from one set of 5 tabs to a second set.

Would anything like this help or am I just shooting rainbows?

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#269 - 2015-06-23 08:26:19 UTC
Blue Harrier wrote:
Something I thought of regarding the new icons and the amount of ‘clutter’ when in space due to the amount of icons now visible when undocked.

At the moment just about every icon for every item on grid (and in some cases beyond) is displayed when in space. This is fine as we can right click an icon and ‘add to overview’ so they are displayed in the overview.

So, how about if we had a tick box to reverse this and only displayed icons that are selected in the current overview tab?

Then we could have a sort of ‘display everything’ or ‘display only overview icons’ when in space.

This could also be enhanced further by adding a ‘shift’ tick box to allow shifting from one set of 5 tabs to a second set.

Would anything like this help or am I just shooting rainbows?


Thats definitly something to think about - when i look out of my ships windowpane I too feel that "empty space" became horribly cluttered these past years. And those new ship icons make it a lot worse, as they have a much more penetrant and attention grabbing design than before. (in worst cases you get the feel of playing some old 80s 2D arcade Lol - asteroids, anyone?)
Cleanse Serce
Lonesome Capsuleer
#270 - 2015-06-23 09:47:55 UTC  |  Edited by: Cleanse Serce
Blue Harrier wrote:
Something I thought of regarding the new icons and the amount of ‘clutter’ when in space due to the amount of icons now visible when undocked.

At the moment just about every icon for every item on grid (and in some cases beyond) is displayed when in space. This is fine as we can right click an icon and ‘add to overview’ so they are displayed in the overview.

So, how about if we had a tick box to reverse this and only displayed icons that are selected in the current overview tab?

Then we could have a sort of ‘display everything’ or ‘display only overview icons’ when in space.

This could also be enhanced further by adding a ‘shift’ tick box to allow shifting from one set of 5 tabs to a second set.

Would anything like this help or am I just shooting rainbows?

This is already possible.

If you configured your Overview correctly with a bunch of presets, you can simply chose to show brackets of your preset.
For instance, if you made a "ennemy drones only" preset and you right click -> load preset to Brackets on your current active TAB, it will only show the ennemy drones bracket in space, no station brackets, no gate brackets, nothing except what you chose to show in this preset.

So you can have 2 series of "presets" one serie for the overview itself, and another one specific for brackets.
Let's say you just want to see Frigs and Dessies in space brackets only, but you want to see everything on your overview :

Quote:
Example 1 (PvP) :

- Load preset [OV_PvP_all] to tab
OV = Overview
which is a preset for "commun" PvPers with stations, beacons, gates, sun, bubles, etcetera...

- Load preset [BR_PvP_F&D] to Brackets
BR = Brackets
which is a preset for the example that displays ONLY frigates and destroyers.

Result = Overview window displays everything, but you gonna have only Frigates and Dessies displayed as in-space Brackets.

Now let's say you're a Trader, Iteron pilot, moving stuff from HUBs to HUBs.
I'm not aware of what a Trader really needs to display so that might be stupid, that's just for the example :
Quote:
Example 2 (Trade) :

- Load preset [OV_Travel_all] to tab
which is a preset with everything you need to be aware of : ships, stations, and gates only.

- Load preset [BR_Travel_1] to brackets
which is a preset that displays only Ships. I don't know... :D

Result = Overview displays Stations / Gates / Ships, but in space you gonna see the ship brackets only !

Tada !

What could be interesting though, it's if we could get the same option for Brackets as we get for Overview :

Right click -> Add/Remove to/from Overview.
Right click -> Add/Remove to/from Brackets.
But with no in-space brackets i'm not sure it's possible to right click anymore :D
Just the "remove from Brackets" then.
Blue Harrier
#271 - 2015-06-23 10:21:06 UTC
Thank you, I thought it was possible but damned if I could remember how, I knew you had a key combo to turn all brackets on/off but forgot about the ‘Load brackets’ in the overview.

Perhaps they should change it to ‘Display Icons’ now lol.

Thanks again I will have a play on SiSi and see if it helps with my colour blind problems and not seeing the incoming hostiles.

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

Cleanse Serce
Lonesome Capsuleer
#272 - 2015-06-23 11:34:11 UTC  |  Edited by: Cleanse Serce
Blue Harrier wrote:
Thank you, I thought it was possible but damned if I could remember how, I knew you had a key combo to turn all brackets on/off but forgot about the ‘Load brackets’ in the overview.

Perhaps they should change it to ‘Display Icons’ now lol.

Thanks again I will have a play on SiSi and see if it helps with my colour blind problems and not seeing the incoming hostiles.


Do not take that personally, but i think that your post is an example of "un-taught" capacity of the Overview, that leads to "un-adaptability" and hate towerds those changes.

I'm not saying ALL haters can't set their Overview properly, i think that for some people it might be the issue, not the icones them-selves.

Let us know when you've done your tests if it changed anything about your sight problems.
Cholly Chi
Acme Entropy
#273 - 2015-06-26 17:26:13 UTC  |  Edited by: Cholly Chi
I'm all for the idea, but would make one suggestion (which is probably too late now, alas...): switch the BC symbol with the BS symbol. Battle Cruisers are slighter and faster, and I think the chevron better implies this symbolically, whereas the blockier, square-backed symbol implies the stolid presence of a Battleship.

As well, some little added marker to distinguish non-t1 hulls would be sweet!

And a pony...
Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#274 - 2015-06-27 22:05:50 UTC
Cholly Chi wrote:
I'm all for the idea, but would make one suggestion (which is probably too late now, alas...): switch the BC symbol with the BS symbol. Battle Cruisers are slighter and faster, and I think the chevron better implies this symbolically, whereas the blockier, square-backed symbol implies the stolid presence of a Battleship.
.........


Sounds reasonable when Cholly explains it that way.

But most of all it highlights how subjective and random the new icons actually are - such an argumentation was not even possible within the old system.^^ Talking about intuitive design .....

I support though the call for ponies - but please make it a full range of horsies, from fluffy Shetland ponies to heavy cart horses.
The Hunter
Gladiators of Rage
Fraternity.
#275 - 2015-06-29 03:13:19 UTC  |  Edited by: The Hunter
maybe you might want to change back your icons on the overview, server down to 18k people and dropping. Times ticking and people are leaving... change overview back and make people happy or lose more customers- and just think of all the other mmo's out there that have learned from your mistake


record lows happening every day
Rain6637
GoonWaffe
Goonswarm Federation
#276 - 2015-06-29 09:34:02 UTC  |  Edited by: Rain6637
A big problem with icons is they don't change size with distance. We can swivel the camera, sure, but icons are a full-time orthographic projection. Why?

When depth information is lost, the viewport becomes a minimap. Don't you think it's a problem we can't properly perceive a cluster of icons unless we swivel the camera?

I'm not saying it would solve all problems, but it would be an improvement in awareness. If icons made use of depth we would begin to perceive clouds of icons, not just walls.

You could make them pop back to standard size on mouseover, if you're concerned about ease of selection.

What also strikes me as odd / contradictory is you constantly render ship models, regardless of distance. If tactical overlay replaced ship textures with a bright color (according to overview settings), that would be an improvement too. I wouldn't mind that.
Dersen Lowery
The Scope
#277 - 2015-06-30 14:27:45 UTC  |  Edited by: Dersen Lowery
Rain6637 wrote:
A big problem with icons is they don't change size with distance. We can swivel the camera, sure, but icons are a full-time orthographic projection. Why?

When depth information is lost, the viewport becomes a minimap. Don't you think it's a problem we can't properly perceive a cluster of icons unless we swivel the camera?


They're small to begin with, so at the ranges EVE deals with they would retreat into "my aging eyes can't see that" pretty quickly. You could scale the scaling, but then you'd risk hitting "my aging eyes can't see the difference," or running headlong into blurriness or aliasing issues. Then, you still have one of the more unfortunate side effects of the icons, that you don't see all of those pretty models unless they're close enough that they have no hope of tracking you.

I'm wondering if what EVE actually needs is several different UIs to cope with different scenarios, like a "battle overview" UI for FCs.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#278 - 2015-06-30 15:32:17 UTC
Dersen Lowery wrote:

................................................
I'm wondering if what EVE actually needs is several different UIs to cope with different scenarios, like a "battle overview" UI for FCs.


Did anybody ever wonder about that question, before this useless (and unasked for) update?
Rain6637
GoonWaffe
Goonswarm Federation
#279 - 2015-06-30 15:49:59 UTC  |  Edited by: Rain6637
The best thing would be mods, player-made. That would never happen with EVE, but a realistic way to incorporate that type of creative freedom is CCP-made mods. Skyrim is still beautiful due to mods, to the point that it doesn't need an official remaster. Three years after the last update, Skyrim is still this... living, breathing, organic thing.

With a subscription game like EVE, that type of longevity should be its bread and butter.

EVE would evolve at an amazing pace if CCP was willing to run development this way, as keepers of the mods. Players would be happy if they had the freedom to enable different mods.

Even though I'd like to, I can't and don't know how to mod EVE... I'd have to learn how it works and I hear the underpinnings of EVE are not in great shape. But CCP knows how to do these things.

A selection of mods would be well worth the price of playing.

When I compare EVE to things like Skyrim's modding community, whose work is unpaid and on a game with no subscription costs, I worry. That EVE is still alive despite its dated one-version-fits-all model strikes me as an anomaly.
D'Lest De'Kranken
Caldari Provisions
Caldari State
#280 - 2015-06-30 16:48:24 UTC  |  Edited by: D'Lest De'Kranken
My one acct and one PLEX'd training alt expires in 6 hous due to this change. I can't see to play now and don't like being kicked in the teeth, and laughed at by a Dev, because of it. The arrogance of this whole situation beggars belief. Respect for those who stick it out to see if it changes. I understand your love of the game because I love what I can do here...even if I've just been here a little over 12 months. But I'll be GD'd if I pay a company to laugh at me and tell me f... off.

Respects all..see you again in a heartbeat if they fix this.