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The user interface, it doesn't have to be like this.

Author
Rer Eirikr
The Scope
#21 - 2012-07-20 15:52:05 UTC
There's a difference between "adequate" and "let's have another whole new remodel that probably won't actually fix anything because let's face it, EVE is a game that just has a lot of information coming at you no matter the situation".

Pardon me for being a bit cynical but this has been rehashed time and time and time again. Small iterations and changes are fine, an overhaul however will do more harm than good.
Sarah Schneider
Native Freshfood
Minmatar Republic
#22 - 2012-07-20 16:15:05 UTC
While I agree with the subject at hand, I don't think that the drone interface is the main issue, at least when we're talking about the UI interface as a whole.

Eve is a complex game, yes, but that shouldn't be an excuse for the game from having one of the worst User Interface I've seen on an MMORPG (spreadsheet in space ftw). For a game as good as Eve, those pretty graphics and having one of the best gameplay depth, the UI, in my honest opinion, really doesn't compare to the rest. This (issue) becomes really obvious when we're in space.

The spreadsheet consumes more screen space than ships, space objects and background nebulas.

  • Why do we have 3 separate window(s) showing / presenting us with the same information? Overview, selected target and targeted object(s). Isn't there a way to make the overview smarter (say, an overview interface which has the ability to identify and present to user which target's selected, which one's locked, watchlists, without the need to scroll down) and more intuitive in design so that these three took less space on our screen? or perhaps even merge them into a single smarter and more ergonomically designed interface?
  • Fleet window (including members list, broadcasts history, broadcast buttons, fleet options etc.), and watchlist. The way this works atm, we need have them open, at most if not all times if we want to receive the relevant fleet info. Why?
  • Watchlist, if viewed individually, this is not space (as in screen space) consuming at all. But when used in conjunction with the other windows, this took.. space.
  • Drones window, as the OP pointed out and as another window to open up in space.
  • HUD. People with smaller screen might find them, annoying, in size. With all the other windows opened, the unscalable size of the HUD doesn't really help.


Tactical Overview that's not really tactical at all
Seriously? the difference between a tactical overview display and the normal one are huge distance numbers, white spheres and straight lines from your ship to the selected object? how about a trajectory analysis projection, alignment targets and ETA indicators? object grouping by distance and perhaps and a really obvious indicator for other ships that's doing something to you to improve player's spatial awareness?

Just an opinion. I know CCP devs have worked hard on improving the UI. But when buying a better (and bigger) screen is the only way to solve the 'issue' at hand. Doesn't that mean that maybe, the UI is the one who needs a better attention and treatment from the devs?

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Mishra Ninghor
The Scarlet Storm
#23 - 2012-07-20 16:58:27 UTC
Sarah Schneider wrote:
While I agree with the subject at hand, I don't think that the drone interface is the main issue, at least when we're talking about the UI interface as a whole.


As I said earlier, drones are just one example of an UI element that needs a rework. Great post btw
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