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Dev Blog: Reinventing the Radial Menu for Odyssey

First post First post
Author
Witchking Angmar
Perkele.
#161 - 2013-06-05 12:19:11 UTC
The old radial menu was quick and simple. I always used it for quickly approaching, orbiting, keeping range, warping, jumping, docking, opening cans etc, and targeting. It was perfect for quickly accessing those most basic functions. The slower but more robust right click menu could be used to access the more specific and less time-crucial functions.

The new radial menu however feels like nothing but useless eye candy with its fancy effects, especially the opening of further functions by holding over one of the sections of the menu. I would much rather take a quick, simple, and sturdy menu in addition to the right click menu. It definitely seems like the people behind its design were paying more attention to the cosmetics than the actual functionality and usefulness of the feature. Now we have two menus that do the same thing just differently, for the sake of what exactly?

The old menu served a purpose, which is now lost. In Odyssey the usability of the UI seems to have taken a step backwards in many aspects, though admittedly not all. Not that i should be surprised, UI design has never seemed to be one of CCP's strong points.

The most pitiful UI feature in Odyssey however, must be the new scanner button and its smaller radial menu, where literally three of the four buttons open the same window. We can already access the different scan types through the tabs in the scanner window, and the HUD scanner button would previously open the scanner window with the most recently used type on top. I suggest either completely removing this radial menu, or changing it to only appear when holding down on the scanner button, though it's usefulness in the first place is arguably minimal. The fourth function on the radial menu, which feels like the only reason for its existence, could also be moved to a right click menu on the scanner button.
Lea Severy
Viziam
Amarr Empire
#162 - 2013-06-05 12:24:28 UTC
It looks good and feels quite fluid to work with, which is important in my opinion. What's negative about it, is that it also applies to cargo containers listed in the overview tab - this leads to me sometimes double-clicking a can 3-4 times until it finally opens, the radial tool seems to have a too sensible setting here. Really annoying.

Other than that, great expansion.
Sun Kashada
Moira.
#163 - 2013-06-05 18:13:31 UTC
Terrorfrodo wrote:
Sun Kashada wrote:
in it's current state, the radial menu will be used by only a fraction of us, because it doesn't add new functionality - it only provides commands that are already available and does that slower than hotkeys

And how do you give the commands "orbit this at 10 km" and then "now orbit this at 20 km" with a hotkey?


you don't and thats the point

you only have one preset that is used by the hotkey and by the radial menu

a customizable radial menu would solve this
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#164 - 2013-06-06 17:35:39 UTC
It'd be nice to get away from right clicking in the market menu or on items in general. If we could get radial menus on basically any item in game with the option to:

12 oclock: show info
3 oclock: view market details
6 oclock: buy from station (open buy window)
9 oclock: something else?

Making transactions could be a lot more convenient...also something similar from chat windows on contacts.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#165 - 2013-06-06 21:03:27 UTC
To CCP:

Disappointing attitude from the dev team here. Half of us like the radial menu, half of us hate it. We have asked you to provide a switch in order to put ourselves in control of our UI, which we fund.

You should provide the switch.

Please don't return to the arrogance of 2011/12 - that lost you £180 of my subscription fees.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Rahydia
From Beyond EVE
#166 - 2013-06-08 13:32:48 UTC
Used it before, was impressed. Use it now and be even more impressed. Good thing, it works in the overwiev also. Implementing it for use on items would make it awesome.
Terrorfrodo
Interbus Universal
#167 - 2013-06-11 11:15:45 UTC
After playing some more, this is my feedback:

1. It's awesome and I want to use it for everything now, so I train myself to not use the nested right-click menus anymore whereever possible (old habits die hard). This requires that I set the delay to zero.

2. But I can't set it to zero because then the radial menu pops up instantly when I click on locked targets.

Often I just want to change the active target (switching primary, spread points etc), not do anything related to the radial menu to it, so the radial menu gets in the way in this case.

Worse, it is actually impossible to switch the active target when the delay is set to zero! Clicking a locked target then *only* opens the radial menu but does not make that target the active one. I'd call that a bug.

So I had to set the delay two notches to the right. This works okay, but it slows me down... I always have to hold the mouse for a second to give a command via the radial menu, which partially defeats its purpose.

Solutions:
1. Mandatory: Fix the bug so that clicking a locked target always makes it active regardless of whether the radial menu opens or not
2. Optional awesomeness: Allow to set a separate delay that only applies to the locked targets area

.

Rekstran
#168 - 2013-07-03 08:28:36 UTC
Terrorfrodo wrote:
After playing some more, this is my feedback:

1. It's awesome and I want to use it for everything now, so I train myself to not use the nested right-click menus anymore whereever possible (old habits die hard). This requires that I set the delay to zero.

2. But I can't set it to zero because then the radial menu pops up instantly when I click on locked targets.

Often I just want to change the active target (switching primary, spread points etc), not do anything related to the radial menu to it, so the radial menu gets in the way in this case.

Worse, it is actually impossible to switch the active target when the delay is set to zero! Clicking a locked target then *only* opens the radial menu but does not make that target the active one. I'd call that a bug.

So I had to set the delay two notches to the right. This works okay, but it slows me down... I always have to hold the mouse for a second to give a command via the radial menu, which partially defeats its purpose.

Solutions:
1. Mandatory: Fix the bug so that clicking a locked target always makes it active regardless of whether the radial menu opens or not
2. Optional awesomeness: Allow to set a separate delay that only applies to the locked targets area


Exactly the same thoughts, although sliding the bar two notches is not like the end of the world, it adds a small delay that could be avoided.
Terrorfrodo
Interbus Universal
#169 - 2013-07-03 16:09:52 UTC
My bug report was "attached to a defect" weeks ago but nothing has happened. I guess the dev responsible for this is on vacation... or working on DUST :p

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