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Thread Statistics | Show CCP posts - 2 post(s) |
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd. Arataka Research Consortium
1109
|
Posted - 2016.10.14 05:38:35 -
[61] - Quote
CCP Sharq wrote:Henry Plantgenet wrote:Will there be an option for people who pay for the game not to have all this alpha and omega trash show up in the margins? I really like that when i pay for something that everything is the same color. Or if that won't work an option to keep the old skill queue/sheet. (it complements my particular autism.) Upgrade to omega links and omega skill level restrictions (gold boxes) in the skill bars will only show for the Alpha players I'd actually kind of like to see what skills would stay active were I to drop to Alpha level, just not as blatantly obvious as when you're actually alpha and it says EVERYWHERE to spend money to be awesome. |
Raphendyr Nardieu
Unpublished Chapter Suddenly Content
85
|
Posted - 2016.10.14 10:22:51 -
[62] - Quote
Few things that came in to mind when testing new character sheet (skills part).
- Total Skill Points shown to alpha is limited to alpha skills. I think it should show both or all and note that there is really less than that active. At least tooltip to show what is the real total amount.
- The bar graphs on skill group background are not comparable to each other. In old system I liked to see in what groups my skills are. E.g. half of the skills are in Armor or so. In new system I though I had more Engineering skills than Fleet Support, while really it's the other way around
- I think blue and orange/yellow are not good combination of colors. Presuming the orange/yellow is that it's I would think what the blue could be changed to.
- Skill books have "Compare" in their context menu. Not sure how that is useful
- I can't find any list of all of the certificates. I need to go through all of the skill groups
- Omega upgrade window has yellow top border with white buttons. Could you keep the same look and feel with these windows and have the black/themed border around the windows. Also the skill queue is not infinite with omega, no time restriction, but max 50 skills (unless there is change to this).
- Omega upgrade dialog could close when background is clicked or something
- Skill tooltips appear on top and the window is used moving cursor up and down, thus the tooltips appear on my way when trying to select another group. Not sure if they could appear on the left or not.
- Skills that have some levels open for alpha shouldn't have tooltip "requires omega to be used".
repeat from previous comment:
- Filter that would limit currently visible skills. E.g. select armor skills and filter with "comp".
- Have skills as single list instead of grid so they can be searched with more ease (by looking at them).
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Esrevid Nekkeg
Justified and Ancient
2556
|
Posted - 2016.10.14 10:24:53 -
[63] - Quote
Obidiah Kane wrote:Sentient Blade wrote:Good god man... why are you taking up half the screen on such pointless information as how many skills you've trained in each group and a giant head?
You're aware you've left what appears to be about 150px to show the actual *substantial* functional part of the skill queue, right?
The previous (current TQ) layout is _much_ more functional and intuitive.
You've already been shown the way to go about it by player-made mockups, get that list stacked in a vertical single-column down the left hand side, give much more room for the training queue, get rid of that horrible 3-column layout when a table is much more appropriate, especially with all the vertical space you would regain from fixing that godawful skill-type list.
Regards, a frustrated UI designer banging his head on the desk. I think it looks great - it is a computer game, they are wanting it to appeal to new players - to ensure the future of said game and their careers. This is meant to get rid of the spreadsheet in space stigma, retain demographics other than the entitled neckbeard. The current layout is mid-90s, and needs sorting, badly (are you really in UX???!!) It is also wholly disconnected from your ego, although I don't think you will appreciate that (this game isn't here to satisfy just you, dearest) - but your condescending arrogance and attitude toward this team of devs is still a bit shocking; I am guessing you would react pretty badly to similar criticism. Please bang harder, way harder, for a long time. If you can't refute the message, attack the messenger.... right....
On topic: Please leave the option open for use of the current skill queue. I do not mind, no, I actually enjoy adapting to changes in game mechanics as they require new tactics and quite often open up new possibilities. What I loathe is changes in UI appearance an functionality. Adapting to that takes time away from playing the game itself and in my experience those changes not always an improvement. Looking at you, Neocomm.....
Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format.
Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......
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SeVenNight Deng
Tai-Chi Northern Coalition.
23
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Posted - 2016.10.14 11:36:30 -
[64] - Quote
please find another way to present the skill level on Requirement tab. The squares is really bad.
I kind of doubt did you put any efforts or thinking on it because you only have 5 level skill and you simple put five square on it???? You have way more options than putting five square with maximum V skill level. Really disappointed. |
Annexe
I N E X T R E M I S Tactical Narcotics Team
82
|
Posted - 2016.10.14 11:44:07 -
[65] - Quote
So I just got around to really checking out this new character sheet on SISI..
and the character portrait is even worse than I imagined. it's a total waste of space and looks ugly.
the portrait cannot be zoomed in/out, so it's a half cropped head that moves around.
I honestly prefer the layout of the display pic and character info that is on the current character sheet. the static square display pic with the info opposite is simple and easy to understand.
I like the idea of the animated character portrait, and this could apply to a square layout, although the low quality of the character render (not-even anti-aliasing fixes it) just looks horrible. I prefer the well rendered static image.
The character sheet needs to bring back the option to view portrait/full view, so we can admire our vanity items (RIP CQ)
- Character portrait header is a waste of space
- Square pic shows more of character
- Current picture is better rendered
- Make portrait zoomable
- Option to view full body
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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Josef Djugashvilis
3473
|
Posted - 2016.10.14 11:45:27 -
[66] - Quote
Untelo1 wrote:Have you thought about doing something like this instead? The vertical skill queue should not have more horizontal space than vertical.
CCP please take heed of this ^^^ suggestion.
This is not a signature.
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Kaivarian Coste
Federal Defense Union Gallente Federation
88
|
Posted - 2016.10.14 12:13:49 -
[67] - Quote
Looks pretty cool. I like how it recommends skills to train. |
Moraguth
Ranger Corp Vae. Victis.
190
|
Posted - 2016.10.14 14:04:44 -
[68] - Quote
I logged in to sisi, and I'm sad to say i can no longer copy/paste my total number of SP :(
On a more serious note... I couldn't find a way to see exactly how many SP I had in a particular skill. Because of this, I didn't know if it was worth clicking the button to apply unallocated SP to skill.
Did I miss it, or is that not a thing we can see with the new character sheet? I found it really handy with the current TQ skill list.
I got a Feature Added!
Stop calling an Abaddon "abba-dawn". It is "uh-bad-in"
dictionary.com/abaddon
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Altrue
Exploration Frontier inc Tactical-Retreat
2084
|
Posted - 2016.10.14 15:26:58 -
[69] - Quote
Hi,
- This UI needs more clicks than before to do the same things. That's bad.
- Space is not optimized, for the amount of space on screen you can only display this amount of skills outside of the skillqueue? That's awful.
- Related to 2-, the amount of skills you can see in the skillqueue is very very small, making it much harder to use the skillqueue.
TL;DR: CCP you went for form over function and, just like with the beta map and beta scanner, this is awful design that shouldn't be allowed to see the light of day.
We don't care how good it looks (imo it's not even that pretty), if the usability of the new feature is smaller than the usability of the current feature. It's as simple as that. This is an unavoidable condition for community acceptation. If usability stays the same or increases, THEN we can talk about this change being a good thing.
Signature Tanking Best Tanking
[Ex-F] CEO - Eve-guides.fr
Ultimate Citadel Guide - 2016 EVE Career Chart
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Jean LaForge
Vanishing Point. The Initiative.
0
|
Posted - 2016.10.14 15:29:26 -
[70] - Quote
I dunno, Kev. |
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Atom HV
Atom HV LEADER
2
|
Posted - 2016.10.14 15:39:20 -
[71] - Quote
Skill monthly fee that must be paid? If you don't pay a monthly low skill levels remained? |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6216
|
Posted - 2016.10.14 16:01:45 -
[72] - Quote
Atom HV wrote:Skill monthly fee that must be paid? If you don't pay a monthly low skill levels remained?
But you can still play, without paying the fee. Unlike right now, where the game just stops.
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Owen Levanth
Sagittarius Unlimited Exploration
485
|
Posted - 2016.10.14 18:05:01 -
[73] - Quote
The new character sheet looks good. I even went on SiSi with one of my alts to play around with it a bit. Found nothing bad so far, except for the minor annoyance of getting plastered with PLEASE UPGRADE!!!!!!!!!!! messages. Apparently the last time CCP mirrored TQ they happened to take the one day my alt wasn't subbed, fancy that. |
Atom HV
Atom HV LEADER
2
|
Posted - 2016.10.14 19:55:35 -
[74] - Quote
Steve Ronuken wrote:Atom HV wrote:Skill monthly fee that must be paid? If you don't pay a monthly low skill levels remained? But you can still play, without paying the fee. Unlike right now, where the game just stops.
I understand. I used PLEX 2 monthly pay. But pay plus skill. Just ask plex skill and pay well?
A paying PLEX for example, 60 days.
Skill will be paid 30 days in November. For small confused.
Thank you wait replied. Advice. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6219
|
Posted - 2016.10.14 20:07:38 -
[75] - Quote
Atom HV wrote:Steve Ronuken wrote:Atom HV wrote:Skill monthly fee that must be paid? If you don't pay a monthly low skill levels remained? But you can still play, without paying the fee. Unlike right now, where the game just stops. I understand. I used PLEX 2 monthly pay. But pay plus skill. Just ask plex skill and pay well? A paying PLEX for example, 60 days. Skill will be paid 30 days in November. For small confused. Thank you wait replied. Advice.
There was a dev blog on this recently. And a video.
CCP are introducing two different clone states. Alpha and Omega.
If you do not pay the subscription (by plex or real money) you have an alpha clone. This is limited with what skills it can use.
If you pay, you have an omega clone, which isn't limited.
If you were paying, and stop, you fall back to an alpha clone. You do not lose skills, but you can't use the ones outside of alpha limits. If you pay your subscription, you shift back to Omega, and can use all your skills again.
There's no additional charges being introduced. Just a way to play without paying (in a very limited fashion)
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Atom HV
Atom HV LEADER
2
|
Posted - 2016.10.14 20:40:05 -
[76] - Quote
Thank you!
We'll see what the results skill. November. I usually just pay real money hazsn+ílok plex. That's right.
Thanks again! Steve Ronuken |
Vald Tegor
Empyrean Guard Tactical Narcotics Team
185
|
Posted - 2016.10.14 22:40:18 -
[77] - Quote
Here is a side by side comparison of the old and the new in default configuration. Note that I run 4 characters on my secondary monitor tiled like this (and would love to be able to shrink the window more to have no overlaps. Literally unplayable).
The overall window is much larger. But much of the extra space it takes up, is blank or wasted space.
The Header:
It actually wastes about as much vertical space as the old one did. I agree that the spreadsheet layout of the information on it was not very inviting. However, the new one relies (too)heavily on tooltips, and/or the tooltips are inadequate. Particularly for a new player to figure out what they mean.
I am not in Lanngisi, I'm in Jita. I have to mouse over to understand that is my medical clone location. What is a medical clone? Why does it show a system other than my current system, a new player might wonder. What is that number next to it? Clicking the button tells me I must dock in a station with clone services. That is the extent of information the game provides. My initial feeling was "how far away am I/where is that" and expected clicking the system name as displayed would show the "Show Info" window for that system - the way clicking a system name everywhere else in the game does.
You have a target icon with a number next to it. You have to mouse over to see a tooltip that states "Security Status". What is security status? What does your current security status do for you? What thresholds mean what? This is a good opportunity for you to add a Starship Troopers style "Would you like to know more?". Instead, clicking it takes you to Interactions>Security status to show a log - a spreadsheet that will not mean much for a new player.
The reason the size of the header stands out as a glaring problem now, is because you incorporated the skill queue window into the sheet. The meat and potatoes of working with the queue are squeezed onto one third of the plate.
The Categories (skills/char/interactions etc):
I don't mind going horizontal here. Combat log makes more sense under History than Interactions. Pilot license sounds like something that should be under character at first glance. This should be renamed to "Pilot Services" to better describe the content and match the market group name. Also, please please expand "Pilot license in order" to include the remaining duration on the license. I should not have to restart the client or use a third party program to look up this information.
The Skill Queue:
I'll start with a bug. This character has a paused skill plan. Another is training. After moving around the sheet, the queue shows blank. Note the bar on the bottom still displays the appropriate time for the skills to complete. This kind of missing information is what makes the new probe scanner and map infuriating to use. It's a common "feature" in an increasing number of UI elements.
The categories take far too much space by default. Even shrinking to pure icons adds two skills to the queue view. This needs a vertical sidebar, manually resizable to show only icons, partial, or full names. This would allow you to fit headers for the categories you have established. Also allow alphabetical sorting please.
I don't necessarily mind moving some information to tooltips. The icons for attributes feel too big and could use a short line what it's referring to. You also disregard things like Spaceship command flipping the attribute priority for T2 ships and Planet Management having significant Charisma dependency. Maybe list each pairing and # of skills that use it, or total SP in the category. I would like to see the option to Ctrl Click selecting multiple categories at a time. This way you could open a list of, say, Production and Science skills together.
The skill filter drop down and ship tree button again waste vertical space. These can be incorporated between Total Skill Points and Search. It would have a better flow with horizontal categories. Moving the training start and skill injector there might help as well, though careful arrangement will be required to avoid clutter.
Scrolling through the skills in the category. Tiny window, lots of information. Consider moving the icons for trained level to the right of the skill name, allowing twice as many skills per "page". It has the same issue as scrolling through hundreds of BPC's in industry. You have to drag the anchor with no (page?) up/down arrow for fine tuning a long list. There is too much actually important information in this section to have it so confined. The mouse wheel sort of works for this, but is often too fine. An in-netween option would be nice, or even an up/down button that can be clicked and held.
The Queue has the same scroll bar issue when filled with skills. I dislike the removal of the progress bar showing % complete for each skill. Making each skill take a more narrow row, or a compact view option would be nice here as well. Something roughly half the height of the old skill queue window, using same font size with skill name, level, time to complete and progress bar in one line.
Adding skill to queue I like the option to click the button on the skill tooltip. Please expand on this. Rather than "add to queue" I would like to see "Queue to level 12345". You list the prerequisite skills in this tooltip already. Please list the skills it unlocks as well, with their own Queue to Level X option if the book is already injected. This way, as an example, I could mouse over the Mining skill and Queue Exhumer 5 with a single click, along with all the prerequisites on the way.
The Queue Bar I would like the ability to mouse over that skill three and a half months down the road, and get a tooltip showing me which skill in the queue that actually is.
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Vald Tegor
Empyrean Guard Tactical Narcotics Team
185
|
Posted - 2016.10.14 22:48:01 -
[78] - Quote
Wishful thinking: One reason for having to fiddle with my skill queue on a regular basis, is jumping between clones. I typically use a clone with disposable on remap implants. When I log off, I jump into a more expensive, broader clone and often change to a different skill that uses other attributes for the night (ex: drone skills on a mem/int remap). Being able to assign skills a priority like in Eve-mon, with varying priorities based on jump clone, and having the list auto sort when changing clones would be awesome. |
Nya Kittenheart
Science and Trade Institute Caldari State
40
|
Posted - 2016.10.15 01:47:00 -
[79] - Quote
-The new interface does look nice ,not exactly where i think CCP should have turned manpower. But i guess the idea came along the alpha clone ui development process ,so it makes sense to introduce it.
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Bad Bobby
Bring Me Sunshine In Tea We Trust
1544
|
Posted - 2016.10.15 07:04:49 -
[80] - Quote
Vald Tegor wrote:Here is a side by side comparison of the old and the new in default configuration. Note that I run 4 characters on my secondary monitor tiled like this (and would love to be able to shrink the window more to have no overlaps. Literally unplayable). Try this tool that allows you to make and switch between "preview" displays of multiple clients: https://forums.eveonline.com/default.aspx?g=posts&t=389086.
I don't use it myself as I have a video wall for my clients, but this tool was created by a corpmate of mine and I've heard various players sing its praises. |
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Owen Levanth
Sagittarius Unlimited Exploration
485
|
Posted - 2016.10.15 11:55:57 -
[81] - Quote
Vald Tegor wrote:Here is a side by side comparison of the old and the new in default configuration. Note that I run 4 characters on my secondary monitor tiled like this (and would love to be able to shrink the window more to have no overlaps. Literally unplayable).
That picture shows nicely why I like the new character sheet better than the old one: I absolutely hate it when I have to switch between different windows like this. Integrating both windows into one is something I have always wished for concerning the skill queue.
Also, I've mostly stretched the old view up to be as large as the new one in default, since I can't see a thing in those tiny old windows and I found this always obnoxious. I was always asking myself: "Why is the game giving me those tiny windows I have to enlarge manually back to normal size? Is this configured for people with tiny 7" screens playing EVE on their 70s computers?"
It's nice CCP finally remembered we have 2016 now and ancient computers from the time of Ancient Egypt shouldn't be the default assumption for the UI anymore. |
Wilm0rien
Omicron Project Silent Infinity
0
|
Posted - 2016.10.15 12:18:26 -
[82] - Quote
Rainus Max wrote:It looks great but a few suggestions/queries:
Can we get an option to hide the Alpha/Omega tags - as an omega and almost certainly going to remain that way I don't care what isn't usable by alphas
yes! please! |
Chris Corsten
Scandium Defense and Security Inc. Dark - Alliance
0
|
Posted - 2016.10.15 19:56:51 -
[83] - Quote
I really like the new UI for the Skills. Also the additional Information compared to the old one is pretty nice.
But there is one Aspect, that kills my entire Experience with this new Design. And this one thing is, that the Skill Queue itself is now located at the bottom. I want this thing, just like in the old Version, on the right side. I am playing with an 16:9 Monitor, and my Monitor stands in a horizontal way on my Desk. If i would use my Monitor vertical, i can fully understand that it is located at the bottom. But for gods sake, why do you want to waste this extra horizontal Room and force me to collapse the Player Portrait, and regulate the Bar between the Skills Groups and the Skill Queue whenever i need the specific Information for a Skill/the actual Skill Queue ? I am losing the Overview over my Skill Queue, wich is the most important Information i need when i am adding Skills/modifying my Skill Queue. You want to reduce my Interaction with the UI, but with this change you are doing exactly the opposite.
You are destroying my Experience with this new Layout so perfect, I couln't have done it better myself. So please, at least add an Option so that we may get the Skill Queue to the right side again, and I am happy. Just like this SkillQueue on right Side |
Vald Tegor
Empyrean Guard Tactical Narcotics Team
188
|
Posted - 2016.10.16 20:37:09 -
[84] - Quote
Bad Bobby wrote:Vald Tegor wrote:Here is a side by side comparison of the old and the new in default configuration. Note that I run 4 characters on my secondary monitor tiled like this (and would love to be able to shrink the window more to have no overlaps. Literally unplayable). Try this tool that allows you to make and switch between "preview" displays of multiple clients: https://forums.eveonline.com/default.aspx?g=posts&t=389086. I don't use it myself as I have a video wall for my clients, but this tool was created by a corpmate of mine and I've heard various players sing its praises. That looks interesting and I'll give it a try. But the legality of it hinges on the lack of interactivity with the windows, which i suspect will make it less functional than my current setup. |
Vald Tegor
Empyrean Guard Tactical Narcotics Team
188
|
Posted - 2016.10.16 20:48:53 -
[85] - Quote
Chris Corsten wrote: But for gods sake, why do you want to waste this extra horizontal Room and force me to collapse the Player Portrait, and regulate the Bar between the Skills Groups and the Skill Queue whenever i need the specific Information for a Skill/the actual Skill Queue ? I am losing the Overview over my Skill Queue, wich is the most important Information i need when i am adding Skills/modifying my Skill Queue. You want to reduce my Interaction with the UI, but with this change you are doing exactly the opposite.
Honestly, when I look at it the interface seems like it was designed specifically for Alpha clone usage. As in, you might have 4-5 skills at most, which puts you at the 24 hour cap for Alpha queues.
Now try incorporating a new skill on an omega clone with a 300 day plan of 50 skills. Then try re-arranging them twice a day as you change clones.
At the very least, if you intend on keeping this design as is, allow us to drag the skills tab into a separate window that is more manageable for Omega use. |
Soleil Fournier
Black Serpent Technologies The-Culture
170
|
Posted - 2016.10.17 11:14:13 -
[86] - Quote
Nice updates so far.
Please list skill categories alphabetically. Right now it's based on most skillpoints, but alphabetically is better. Reason being you automatically know where to look for a category when it's alphabetical, but you probably wont have your highest skills memorized and will have to search harder to find a specific category.
Don't like that untrained levels were reverted back to shaded boxes. The bullet points for untrained levels worked great while we had them, they were much easier to understand.
More differentiation is needed between untrained skills plugged into your head and those that aren't in your head. Coloring the titles seems like a good solution.
Under skill selection (All skills, My skills, can train now) add an "Alpha skills" option.
It would be great if we could move sub-tabs around by drag and drop. IE I'd like to move 'attributes' to be the first tab listed on the left. Drag and drop allows players to customize based on personal preference. |
Soleil Fournier
Black Serpent Technologies The-Culture
170
|
Posted - 2016.10.17 11:25:30 -
[87] - Quote
Also, when you click on a category, please add trained skill point totals next to the "all skills" selection. That way we don't have to hover for the tooltip to see the total for that category. |
Goati
State War Academy Caldari State
12
|
Posted - 2016.10.17 13:00:40 -
[88] - Quote
How the heck do i access my skills? All i get is this abomination take up most of my screen. I want to check through my skills.
Think i found how to do it, horrible. |
Vald Tegor
Empyrean Guard Tactical Narcotics Team
189
|
Posted - 2016.10.17 23:12:37 -
[89] - Quote
Owen Levanth wrote: That picture shows nicely why I like the new character sheet better than the old one: I absolutely hate it when I have to switch between different windows like this. Integrating both windows into one is something I have always wished for concerning the skill queue.
I can certainly appreciate your position.
However, when you want to change something in your skill queue, there is currently absolutely no reason to open the character sheet! You click the little progress bar below the character icon on your neocom. This opens the skill queue window only, which contains all the information you need.
The only reasons to open the skill list in the character sheet in the current UI are: - Looking at the list of skills not yet injected. I currently use this most to right click > view market when shopping for skillbooks. - Applying unallocated skill points to a particular skill, rather than the skill(s) currently at the front of your queue.
Which brings me to another point. Having unallocated SP on the character adds YET ANOTHER horizontal bar that takes vertical space, listing the number of SP and an Aplly Skill Points button.
The apply skill points button could maybe use a tooltip that it will dump points based on skills in queue. A new player should perhaps be made aware these are best used on skills opposite of your neural remap/implants, saving more training time per point spent.
What happened to the skillpoint total/next level listed by each skill, and the skill multiplier? I can no longer tell at a glance how many SP i need to inject to take the skill up another level - in particular for a partially trained skill. How many hours it will take to train, in my current jump clone, is woefully inadequate information.
In the current training queue interface, adding say a level 3 skill to level 4. Unlike the character sheet itself, the skill list on the left now shows the training time for the skill from 4-5 without having to add it to the queue and see the time estimate there. I find this very useful. Not only that, but adding say Mechanics 3, 4 and 5 to my skill queue in the new interface shades the latter three boxes blue - while continuing to show a 3h 40m estimate. This is not only relatively useless information (the duration of the already queued skill level is down in... the queue...) but it is misleading.
Owen Levanth wrote: Also, I've mostly stretched the old view up to be as large as the new one in default, since I can't see a thing in those tiny old windows and I found this always obnoxious. I was always asking myself: "Why is the game giving me those tiny windows I have to enlarge manually back to normal size?
I also stretch the Training Queue window. So that I can see at least 15 of the 50 skills in my queue at a time.
With the new character sheet, hiding the header and compacting to "guess a skill category", I can see all of 7-9 depending on interface scaling. Now imagine moving 5 levels of a skill in font of 5 levels of another skill queued before it, and having to scroll the list every two drags. Now put 20 skills between the two.
Owen Levanth wrote:Is this configured for people with tiny 7" screens playing EVE on their 70s computers?"
It's nice CCP finally remembered we have 2016 now and ancient computers from the time of Ancient Egypt shouldn't be the default assumption for the UI anymore. Nope, they play on all sorts of monitors and TVs. Many of which can still only display high definition graphics at 720p.
This means, as was posted before, the entire screen gives you 720 vertical pixels to work with for a default interface. My tiny windows - not at all uncommon in a game that sees people playing multiple characters at once - are only 20 pixels shorter than that.
People aren't playing on their 70's computers. But some people still use their 90's 27" 4:3 CRT monitors for gaming. They are capable of much higher resolutions than your modern day standard widescreen 1920x1080 displays and are more responsive. The new ui might be quite usable on those.
While it certainly is 2016 and 4k is a thing, it's not 2026 and they are not the standard.
With 2160 vertical pixels you're in the ballpark of vertical space that old monitor offered. I have also seen many complaints from people that do use them, that the UI is too small. The EvE interface is lacking in scaling options, both to make it larger and smaller. But making the new interface inefficient and frustrating to use for the intended task is not a solution to that. I would like to see interface scaling intervals go as low as 50% and as high as 200%. I would say even adding more global scaling options is not enough - that should be the default for new windows. Each element should then be individually re-scaleable via right click drop down, with its own transparency settings defaulting to General Setting > Window Appearance > Transparency.
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Quintessen
Old Spice Syndicate Intrepid Crossing
508
|
Posted - 2016.10.17 23:48:34 -
[90] - Quote
The vitriol on display here isn't particularly constructive. What was the last time someone yelled at you that your work product sucked and it made you want to do better? So I'm going to try some constructive criticism based on my first usage. Oh, and my overall experience has been good, but there were some minor annoyances that I hope can be addressed if they prove universal.
* Character portrait is nice except that the aliasing is really bad. I've tried various anti-aliasing settings and they all seem to produce a somewhat uglier result than what we currently have. * The icons are nice in the skill groups area. Collapsing is also nice. I found the lines that covered skill points, levels trained and certificates claimed a little too tight to be readable. I was having trouble parsing them. Perhaps if they had a little more space and the numbers were right aligned. * I like that we can still get to certificates, but they were a little hard to find (short term problem), but the UI for switching them felt a little cumbersome. I felt like I couldn't really see all my certificates nor could I easily see what certificates were in what groups. * The numbers next to each group for certificates weren't immediately intuitive. I eventually figured it out, but a tooltip might help there. * Loved the icons and animation effects for the skill queue. One thing I noticed is that the icon used for ships is the old icon and not the new one. I think the new one would be clearer to new players. * Once skills are in the skill queue, it would be nice if the tooltip included their attributes. I understand that may be difficult if you need to use the same tooltip everywhere.
Thanks for all the great work. |
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