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Player Features and Ideas Discussion

 
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Undock graphic and hitbox

Author
Rain6637
GoonWaffe
Goonswarm Federation
#1 - 2016-12-21 14:19:36 UTC
http://i.imgur.com/E2Sc6MD.gif

yooo so I think the undock button is really hard to find considering how basic the function is. Sort of like step 1 for a rookie, "how do I leave station?"

I was thinking you could make the ship display pedestal a giant undock button. Same functionality as the button in sidebar.
Lugh Crow-Slave
#2 - 2016-12-21 15:13:48 UTC
how the hell is the giant yellow set of arrows at the top of the station services hard to find?
Cade Windstalker
#3 - 2016-12-21 15:14:01 UTC
I feel like it would take about 5 minutes from this being added for someone ship-spinning to accidentally undock into a camp and lose their ship.

So while I definitely appreciate the idea (having had to direct newbies to the undock button before myself) I don't think this is a good solution.
Rain6637
GoonWaffe
Goonswarm Federation
#4 - 2016-12-21 15:24:55 UTC
I think moving things out of a toolbar and into the game world is just good in general. It would also give the player something to look at while waiting out the session change timer.

The station interior is also completely inert in terms of interaction, and if you don't think that's room for improvement we'll just have to disagree.
Rain6637
GoonWaffe
Goonswarm Federation
#5 - 2016-12-21 15:26:48 UTC
It wasn't too long ago that you could freeze the hangar view. It's blinky and has advertisements now, but the functionality of it is still basically a splash screen.
Sonya Corvinus
Grant Village
#6 - 2016-12-21 16:07:18 UTC
I think the last place we need developers spending time is on what people see when docked. Let's focus effort on improving actual gameplay
Rain6637
GoonWaffe
Goonswarm Federation
#7 - 2016-12-21 16:18:48 UTC
If you'd like to explain what you mean by actual gameplay with examples there's room in this section for your own features and ideas thread. And what do you think about SKIN and hat development
Sonya Corvinus
Grant Village
#8 - 2016-12-21 16:34:10 UTC
Rain6637 wrote:
If you'd like to explain what you mean by actual gameplay with examples there's room in this section for your own features and ideas thread. And what do you think about SKIN and hat development


gameplay: undocked and actually flying ships

Skins are a step towards microtransactions, a way to make more money by CCP, which is good purely because the more they make the more they can pour into development.
Rain6637
GoonWaffe
Goonswarm Federation
#9 - 2016-12-21 16:43:25 UTC
I agree its important to enjoy flying around in space. Making the exit nice and obvious to naive players would help lead them out the door. A bigger sign that says, "go outside and play!" Game level and environment design says you should lead players to exits with lights or a clear path. What we have are arrows in a toolbar off to the side, and this would be even more obvious and intuitive.
SurrenderMonkey
State Protectorate
Caldari State
#10 - 2016-12-21 17:03:58 UTC
Good god is that hideous, no thanks.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Sonya Corvinus
Grant Village
#11 - 2016-12-21 17:05:15 UTC
Rain6637 wrote:
I agree its important to enjoy flying around in space. Making the exit nice and obvious to naive players would help lead them out the door. A bigger sign that says, "go outside and play!" Game level and environment design says you should lead players to exits with lights or a clear path. What we have are arrows in a toolbar off to the side, and this would be even more obvious and intuitive.


I don't see how the current undock button isn't obvious and intuitive today
Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2016-12-21 17:17:57 UTC
Sonya Corvinus wrote:
Skins are a step towards microtransactions, a way to make more money by CCP, which is good purely because the more they make the more they can pour into development.

Microtransactions should not be a means for CCP to earn more money; convincing players to actually wanting to pay for the subscription should be their goal. Earning more money via micro transactions does not bring in more money for actual development, it only brings in more money for developing and focusing more on microtransactions.

With regards to the topic's suggestion: Considering how often I have to click in my hangar to move the hideous billboards out of view, I can vividly imagine that I would misclick more often than not and undock ... which is even more hideous now with the "enforced session change timers" as well as the inability to abort an undock from a Citadel.

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.

Sonya Corvinus
Grant Village
#13 - 2016-12-21 17:29:32 UTC
Rivr Luzade wrote:
Microtransactions should not be a means for CCP to earn more money; convincing players to actually wanting to pay for the subscription should be their goal. Earning more money via micro transactions does not bring in more money for actual development, it only brings in more money for developing and focusing more on microtransactions.

With regards to the topic's suggestion: Considering how often I have to click in my hangar to move the hideous billboards out of view, I can vividly imagine that I would misclick more often than not and undock ... which is even more hideous now with the "enforced session change timers" as well as the inability to abort an undock from a Citadel.


If you're talking about microtransactions for gameplay, I agree completely. If it's for things that are purely cosmetic (ie, skins) I disagree.
elitatwo
Zansha Expansion
#14 - 2016-12-21 17:56:49 UTC
Girl with OCD here, imagine my surprise when the "undock" button suddenly moved to that position and I opened the calendar for undocking for a week..

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Rain6637
GoonWaffe
Goonswarm Federation
#15 - 2016-12-21 18:19:18 UTC  |  Edited by: Rain6637
SurrenderMonkey wrote:
Good god is that hideous, no thanks.

Well yeah the point of a conceptual thing is a rough mock-up to convey the idea. The people I would hope to reach are the ones who have some experience in graphics or design and can add their own creativity and see the visual potential.

Sonya Corvinus wrote:
Rain6637 wrote:
I agree its important to enjoy flying around in space. Making the exit nice and obvious to naive players would help lead them out the door. A bigger sign that says, "go outside and play!" Game level and environment design says you should lead players to exits with lights or a clear path. What we have are arrows in a toolbar off to the side, and this would be even more obvious and intuitive.


I don't see how the current undock button isn't obvious and intuitive today

This sentiment is basically the opposite of creative drive, or considering how things can be different or more interesting or better compared to what exists right now. So you don't see any issue and everything is fine. The dangerous part is when the lack of a perceived shortcoming is used to support the idea that everything is good.

Rivr Luzade wrote:
Sonya Corvinus wrote:
Skins are a step towards microtransactions, a way to make more money by CCP, which is good purely because the more they make the more they can pour into development.

Microtransactions should not be a means for CCP to earn more money; convincing players to actually wanting to pay for the subscription should be their goal. Earning more money via micro transactions does not bring in more money for actual development, it only brings in more money for developing and focusing more on microtransactions.

With regards to the topic's suggestion: Considering how often I have to click in my hangar to move the hideous billboards out of view, I can vividly imagine that I would misclick more often than not and undock ... which is even more hideous now with the "enforced session change timers" as well as the inability to abort an undock from a Citadel.

*oh no you might undock by accident!*

I think it's alright to provide another avenue for revenue when there is a subscription model in place tied to SP accumulation. That method also allows players to not pay money.

With alphas there is less stress about being able to log in, so even more than before there is a valid reason for adding a revenue model that stands on its own (and isn't tied to gameplay).

Thinking they should entice you to subscribe and that can be the only route to revenue is kind of ungrateful right after alpha status went live.
Rain6637
GoonWaffe
Goonswarm Federation
#16 - 2016-12-21 18:23:08 UTC
elitatwo wrote:
Girl with OCD here, imagine my surprise when the "undock" button suddenly moved to that position and I opened the calendar for undocking for a week..

if they said "hey you also have the option of undocking by clicking the ship's pedestal in hangar" would you forget?

Also in your example they removed the existing undock button. I think this can be added while keeping the sidebar button.
Lugh Crow-Slave
#17 - 2016-12-21 18:29:19 UTC
Rain6637 wrote:

Also in your example they removed the existing undock button. I think this can be added while keeping the sidebar button.


when needed redundancy can be good when not needed its called clutter
Rain6637
GoonWaffe
Goonswarm Federation
#18 - 2016-12-21 18:30:46 UTC
Rain6637
GoonWaffe
Goonswarm Federation
#19 - 2016-12-21 18:53:19 UTC  |  Edited by: Rain6637
how can you suddenly talk about clutter have you seen a fleet fight recently

anyway okay, I get the feeling people don't understand something irl so I'm going to break it down. When you have something like an ideas bin or a suggestion forum, it's an opportunity to collaborate.

When you collaborate and someone has an idea, it probably won't be workable right out of the box. The point of bringing it to other people is seeing if it rings any bells and providing an opportunity to contribute. That's when you can add value, and unless there's something else requiring your attention at the time, spend a moment considering how it can be improved.

If someone brings you a work in progress, and your response is "I think it's a bad idea" or even in a polite tone you say, "I don't see how that could be useful" they probably won't be so eager to ask for your input. Because you've proven you don't really have any to give. This is sort of a problem when it's a good thing to be someone who people consult with ideas.

Whether a feature is implemented is outside my control, and unless you're a dev alt it's outside of yours too. But if you would like to contribute to a pool of good ideas, try to add value. This includes possible roadblocks to implementing the idea. That's simply a matter of sharing your knowledge and experience.

Challenge ideas for their merit, yeah. But when your input is supported by a general feeling of dislike and summarized in one pithy sentence, you probably aren't adding value.

This forum should be a brainstorm of making ideas better or workable, not a contest of shutdowns.

[in recent memory I recall saying the NES should close. I stand by that because all it does is devalue itself over time, and it's time for a reset. I also try to be thorough in explaining my reasons in those posts.]
Sonya Corvinus
Grant Village
#20 - 2016-12-21 18:59:10 UTC
Rain6637 wrote:
how can you suddenly talk about clutter have you seen a fleet fight recently

anyway okay, I get the feeling people don't understand something irl so I'm going to break it down. When you have something like an ideas bin or a suggestion forum, it's an opportunity to collaborate.

When you collaborate and someone has an idea, it probably won't be workable right out of the box. The point of bringing it to other people is seeing if it rings any bells and providing an opportunity to contribute. That's when you can add value, and unless there's something else requiring your attention at the time, spend a moment considering how it can be improved.

If someone brings you a work in progress, and your response is "I think it's a bad idea" or even in a polite tone you say, "I don't see how that could be useful" they probably won't be so eager to ask for your input. Because you've proven you don't really have any to give. This is sort of a problem when it's a good thing to be someone who people consult with ideas.

Whether a feature is implemented is outside my control, and unless you're a dev alt it's outside of yours too. But if you would like to contribute to a pool of good ideas, try to add value. This includes possible roadblocks to implementing the idea. That's simply a matter of sharing your knowledge and experience.

Challenge ideas for their merit, yeah. But when your input is supported by a general feeling of dislike and summarized in one pithy sentence, you probably aren't adding value.

This forum should be a brainstorm of making ideas better or workable, not a contest of shutdowns.

[in recent memory I recall saying the NES should close. I stand by that because all it does is devalue itself over time, and it's time for a reset. I also try to be thorough in explaining my reasons in those posts.]


I understand that. I also understand that developer's time is limited. You have to prioritize projects when improving software. This idea is so low on the list it isn't worth the effort at the moment. That's not to say it shouldn't be done, but it's far down on the list of "to-do" items. Once ships are balanced, the new structures are balanced and new capital and mining changes are balanced, then think about things like this, but not before.

If the current UI was unworkable I would say something different, but it takes only a few seconds to find the undock button the first time you play, so that's not the case.
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