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Doff UI feedback - post July 31 patch

toivatoiva Member Posts: 3,276 Arc User
edited August 2014 in Duty Officer System and R&D
Welcome to another installment of this daily to weekly feature listing persisting issues with the Season 9.5 Doff UI.

First a shout-out to some useful changes and additions: mousover info, compact view, autoslotting disabled on assignements leading to loss of doffs, cut-off names of traits and professions seem to now display properly, doffs already assigned to an assignement show up as 'used' in the pop-up window (as in their picture is replaced by a shuttle icon).

Now onto still standing issues:

- The pop-up window for selecting doffs needs to be more controllable. Making it persistent, ie: not closing with a single click elsewhere in the game, would help. It should then be movable and scalable. Preferably it should also remeber the position and size last selected by the player.

- Doff professions and rarities should all be unchecked by default, so that you don't have to uncheck dozens of boxes to get only one doff profession to display. This is an enormously large setback to current doffing at the moment as it renders finding the 'right doff' very difficult. While no rarity or profession is checked, all available doffs should be displayed, of course (unlike this: http://postimg.org/image/6soxlfu9f/). Same as the filters work in the roster.

- The pop-up window should remember settings of the filters while a player keeps planning the same one assignement.

- The 'Group by department' option should also be remembered and should definitely not be automatically disabled by hiding filters (even the other filters remain in effect when hiding filters, this behaviour is just odd).

- Occasionally, wrong doff professions are highlighted in green as increasing success while they are not (see here: http://postimg.org/image/tvk5fa6jv/). I believed this was fixed, apparently it's not. It seems closing the pop-up and opening it again fixes this, temporarily.

- The area showing details of the assignement on mouseover in the compact view setting (the two icons) should get bigger (see here: http://postimg.org/image/d53cejv8l/ and here: http://postimg.org/image/bb89yarbz/). Not necessarily the icons for outcomes/requirements themselves, but more of the surface of the tiles should bring the mouseover info.

- The Compact view should apply to 'In Progress', 'Complete' and 'Assignement Log' tabs as well, if selected by the player.

- Doff assignements should be ordered by time of completion in the 'In Progress' and 'Complete' tabs (not like this: http://postimg.org/image/3qmca9n15/). That will also likely fix the order of assignements shown in the 'Assignement Log' tab.

- In progress and complete assignements show incomplete requirements in the mouseover. Doffs don't show their profession (see here: http://postimg.org/image/lhf35arhl/) and any other needed items aren't present in the mouseover at all (see here: http://postimg.org/image/khjqch609/).

- Sometimes wrong doffs appear as being slotted in assignements (in the 'In Progress' and 'Complete' tabs), seems like only a visual glitch (I know some report actually loosing the doffs appearing in this glitch, I haven't experienced it so far and so can't comment on it).

- In the planning screen, required items should be accompanied by the information about how many you possess, if any (similar to the mouseover info). See here: http://postimg.org/image/71xod15c5/ Mouseovers could be used here too.

- Not strictly related to the UI, but Several Doff assignements were lost with the change/removal of clusters, including and most likely not limited to some Marauding assignements. More info in this thread, below jheinig's post: http://sto-forum.perfectworld.com/showthread.php?t=1168971.



Now to some more subjective suggestions and wishes:

- The piechart used for showing the chance of outcome seemed somewhat easier to understand at a glance than the current bars.

- The 'Request More Duty officers' tab would be better off back on top of the Doffing window, next to the RnD tab. See here: http://postimg.org/image/b7rs3w927/ It relates to doffs both for assignements and for crafting. Also it is currently quite hard to find/notice.

- The blinking icon of the Doff window below the minimap would be better if it stopped blinking after the player checks the complete missions. See here: http://postimg.org/image/tgso8xluh/ Claiming the completed missions shouldn't be necessary. After logging out and back in, the icon can again start blinking if unclaimed assignements remain in the 'Complete' tab.



Well, that's it for now.

EDIT: Added links to pictured examples.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

Don't make ARC mandatory! Keep it optional only!
Post edited by Unknown User on

Comments

  • nscar1420nscar1420 Member Posts: 58 Arc User
    edited July 2014
    I don't understand why they didn't add a simple uncheck all box to select the DOFF officers??? Every time I uncheck every damn box I have to uncheck them all again to select the 2nd officer!!!!

    Someone please explain why this is so freakin hard to get!!! I regret ever buying a lifetime to this game

    Time to stop spending real money in the c-store and go buy an xbox1
  • rankin0bassrankin0bass Member Posts: 152 Arc User
    edited July 2014
    Moving the Request More Duty Officers button made it more irritating to use. I didn't even notice it at first since it's way off by itself and no longer listed with the other tabs.

    And the minimized view should still show the same information as the standard view. Being able to see more missions at once is great, but you then take two steps backward and have to hover over the missions to see the requirements.

    Being able to see which duty officers are already assigned to a mission when manually selecting is a step forward, but it should still just hide them completely to make scrolling easier.

    Also not a fan of the new doff icons in the standard view, especially when you hover over the mission and it displays the old doff icons there.
  • longasclongasc Member Posts: 490
    edited July 2014
    Toiva already mentioned the improvements of the system.

    I like the minimized style and that no doff is selected for "suicide" missions, that's good.
    The filters also work better now.

    I would like to second what others already said:

    An "uncheck all" box for professions is needed
    Or at least the old style where you had to select the profession to filter it out.
    Basically the inverse of what the current selection does, which requires unchecking all but one box which is a lot of work.


    But all in all I am quite pleased with the improvements! :)
  • malkarrismalkarris Member Posts: 797 Arc User
    edited July 2014
    Okay, not as bad as what I thought it could be. The above issues I agree with completely, but I will add that apparently the automatic doff selection process seemed to get a shot of intelligence. It seems much better about picking stuff. Also, doesn't seem to have the boff assignments that you can't start anymore. So thanks.


    But I have to add one thing. The KDF boff assignment Respond to Subordinate's Challenge is bugged. I have at least 4 characters who ran this starting prior to this patch, and its stuck on all of them. I now have negative duration, for example on one character I am looking at as I type this, its at a duration of -189h, -51m, -8s and counting. It also says I am unable to abort it. I did submit a ticket, Ticket ID #2,613,868.
    Joined September 2011
    Nouveau riche LTS member
  • bi0f0dd3rbi0f0dd3r Member Posts: 0 Arc User
    edited July 2014
    --The mouse over is nice, BUT it leaks through other parts of the UI, the chat box, the main map,

    etc. (mouse hovering over chat box actually brings up the tool tip from the doff UI behind the

    chat/map)

    --The reduced details view is a nice improvement.

    --FILTER BOXES NEED TO BE UNCHECKED, this is still painfully useless.

    --Doff destruction assignments don't auto-assign, the way it should be to avoid accidents, thanks.

    --Cluster Missions Rotating on the 20hr Dept. Head timer, bug/new behavior?

    --MIA Cluster assignments, 6hr KDF Raids, Deliver Tech to Gamma Quad Allies, etc...
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited August 2014
    Mission Filter Out - Requirements not met. It's annoying that it gets rid of simple commodity missions that all I have to do is replicate them for them to be met.

    Minimize - I like the smaller missions, but it filters out all the critical information and waiting for the float information is just too long. Its faster to click on "plan".


    DOFF Filter - I still do not like it. Common and Uncommons are not showing up in the filter, and it's now filtering almost all DOFFs. It's frustrating that my options are now further limited when the old UI allowed you to choose anyone for almost any mission.

    And also I don't like how still it prioritizes criticals over successes. You tend to fail more missions by this method.


    EDIT: Another annoying thing is that Window Pop ups go through the window. So if I have a map, accolade page, mission page, or Fleet Page up, the popups from the DOFF Page floats to the top, blocking the view.





    All in all, these "improvements" are worse. I really do want the old DOFF UI back. It had the prefect amount of balance and information. Everything is there in a small and clutterless window.

    Sorry UI artists, but you shouldn't have messed with a good thing.
  • thomasp94232thomasp94232 Member Posts: 129 Arc User
    edited August 2014
    Copying my list over from the Tribble forum...

    Feedback after 7/30 Holodeck patch:

    Known Issues & Problems:

    -The officer selection screen is too small.
    Example photo ---> http://i398.photobucket.com/albums/pp62/thomasp94/Star%20Trek%20Online/WTF/DOFF_TOO_SMALL_zps2455e7ec.jpg
    Ideally the officer selection should not be a separate pop-up, it should be in the existing DOFF window, like it used to be. IF it is not possible to have the officer selection take place in the existing assignment window and instead the selection pop-up window is made resizable then IT MUST remember the size a user makes it and IT MUST remain that size indefinitely. We don't want to have to resize the selection window every single time it pops up. It would also be nice if the pop-up window was movable, the current one is not.

    -There needs to be a check/uncheck all box for the officer specializations. By default all specializations should be unchecked the way it was with the old UI. The system needs to also operate under the assumption that is no boxes are checked then all officers are shows, again, just like the old UI did.

    -When manually selecting officers for a mission once rarity check boxes are unchecked they need to stay unchecked. Currently all the rarity boxes are checked every time the selection window pops up, it should remember our previous settings and keep them until either we launch the mission or close out of the doff assignments window.

    -The in progress list of projects needs to sort by time to completion with those ending soonest at the top of the list.
    Example photo ---> http://postimg.org/image/g4u1uvi29/ (Credit to toiva)

    -The new UI doesn't allow for interface scaling. We need the ability to scale down the interface without having overlap and jitter issues in the new DOFF UI.
    UI jitter example ---> http://youtu.be/0NXhPcuGCpg


    Additional Suggestions:

    -Can we have a remove button in the mission planning screen that allows us to easily remove auto selected officers? I admit in most instances the automatically selected officers will work in the missions and you can click and forget. But when it comes to a mission like an officer exchange or recruit additional labor, the system is never going to select the correct officers, those need to be hand picked. So to make life easier for us, why not give us a remove button? Then we can go in and manually select the officers we want. Yes, you can still manually select your officers and override the auto selection, but it can get a little confusing when you already have officers selected and I can see someone trying to hurry though and accidentally "killing" a good officer.
    Example photo ---> http://i398.photobucket.com/albums/pp62/thomasp94/Star%20Trek%20Online/WTF/DOFF_UI_REMOVEBUTTON_zpsda6d5a87.jpg

    -The pie chart was far easier to read and took up less space. Please give us the option to change between the new slider chart and the old pie chart. And the game should remember our selection indefinitely.

    -It would be nice to be able to see how many commodities we have available in the assignment requirements. For example a display that reads something like "4/50" the 4 would be what the assignment requires, the 50 would be how many we have in our bank/inventory. To be clear I am talking about putting this information in the actual assignment screen, in the top header. This info should also be static, NOT a roll over.
    Example image ---> http://i398.photobucket.com/albums/pp62/thomasp94/Star%20Trek%20Online/WTF/DOFF_UI_COMMODITIES_zpsf9747f54.jpg

    -Put the star/exploration clusters back in the game. What was the point of removing them, what purpose did it serve other than a nerf to doffing? At the very least you need to give us back all the doff missions that have been taken away. those clusters used to have way more than the 6-7 colonial missions you are giving us now, there were unique missions in almost all the departments, especially engineering and operations. We want them back!

    -With the Season 9.5 UI, Department Heads are now harder to find. Depending what screen you are in you might have to click though several different windows/screen just to get back to the point where you can find the Department Head button. There needs to be a static button back at the top of the window like there was prior to season 9.5.
    Example photo ---> http://i398.photobucket.com/albums/pp62/thomasp94/Star%20Trek%20Online/WTF/DOFF_Dept_Heads_zps0977e7ce.jpg

    -Greying out the PLAN button of missions that you don't have the requirements to start would be a good idea so long as a user can still see the requirement information so that they know what they need to start it.

    I've been here since beta
  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    edited August 2014
    Now that the Crafting Weekend is underway (with the usual patch for the weekend), the DOff system also appears to have gotten some tweaks, which have repaired some epic fails in the initial release.

    Specifically, the AI is now assigning DOff's by professional specialty, instead of using rarity as the primary criterion. At my fleet's mine, the AI correctly picked 5 out of 5 DOffs for both mining missions, and appears to do so for other mission types, as well, as long as I have the correct DOffs available. In the event I run out of specialists, the AI's use of rarity actually makes sense now, with respect to providing acceptable success chances.

    So, thanks dev's, for not waiting until the next season to fix something that should have been right to begin with...:P
    Expendables Fleet: Andrew - Bajoran Fed Engineer Ken'taura - Rom/Fed Scientist Gwyllim - Human Fed Delta Tac
    Savik - Vulcan Fed Temporal Sci
    Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
    Welcome to StarBug Online - to boldly Bug where no bug has been before!
    STO player since November 2013
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited August 2014
    In all seriousness, when you're selecting doffs for an assignment they need to be removed from the list of available doffs when you're selecting the next doff for the next slot.

    Also the pie chart was totally cooler. :p

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited August 2014
    - Doff assignements should be ordered by time of completion in the 'In Progress' and 'Complete' tabs (not like this: http://postimg.org/image/3qmca9n15/). That will also likely fix the order of assignements shown in the 'Assignement Log' tab.
    My biggest peeve
  • imruinedimruined Member Posts: 1,457 Arc User
    edited August 2014
    Something else I am noticing, R&D Doffs cannot be distinguished from any other Doff when selecting them for assignments...

    This is especially problematic for WHITE quality R&D Doffs, as it would be remarkably easy to destroy them by assigning them to Fleet Projects, Officer Exchanges or assignments such as 'Execute Mutineers' etc which destroy Doffs... Then there's the chance they could be killed during disastrous assignment failures if you've unknowingly assigned them...

    Suggestions to fix this (in order of my preference) :

    * List their specialisation as : R&D - Energy Weapons Officer, etc;
    * Give them an R&D trait so it is clearly shown in selection;
    * Mark them as 'essential' (if possible) so they cannot be selected for assignments or tasks which guarantee their destruction - at least not automatically (much like valuable Doffs will not automatically be assigned to assignments which will destroy them at the moment).
    The entitlement is strong in these forums...

    not_funny_Q_shadows_small.jpg
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    edited August 2014
    They've already got the name of "Emergency R&D Hologram" and the (to the best of my knowledge) uniqueness of having no traits to help them stand out...
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • malkarrismalkarris Member Posts: 797 Arc User
    edited August 2014
    I think he's talking about the actual R&D doffs, not the free emergency ones. The existing R&D doffs are all white, and unless you open up the detailed info on them, look like any other white doff. Its only when you open up the detailed info that they show the R&D info.
    Joined September 2011
    Nouveau riche LTS member
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited August 2014
    It seems to have reverted back to the behavior of picking lousy doffs for missions that have no crit traits again. Can we get this fixed, or maybe as a toggle next to First Officer Recommendations?
    imruined wrote: »
    This is especially problematic for WHITE quality R&D Doffs, as it would be remarkably easy to destroy them by assigning them to Fleet Projects, Officer Exchanges or assignments such as 'Execute Mutineers' etc which destroy Doffs... Then there's the chance they could be killed during disastrous assignment failures if you've unknowingly assigned them...
    Wait, this is a problem? They're white doffs, that's what you DO with crappy white doffs.
    [SIGPIC][/SIGPIC]
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    edited August 2014
    Unless you mean the R&D School Specialist DOffs, "Cannon Weapons", "Ground Equipment", etc.... I have to go with doffingcomrade on this.

    I have a white Shield Distribution Officer (R&D: Shields), yet I see nothing that makes him any better than the Green, Blue or Purple Shield Distribution Officers I already have, just because he has an R&D School listed - even the Shields school special item doesn't require "R&D: Shields", the Aegis Shields require "R&D: Aegis", and that DOff's blue anyway.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited August 2014
    He's worse than the other doffs, in fact, because he's white. A random generic purple will perform better at this job than any white doff. White = Starbase Food.
    [SIGPIC][/SIGPIC]
  • imruinedimruined Member Posts: 1,457 Arc User
    edited August 2014
    Unless you mean the R&D School Specialist DOffs, "Cannon Weapons", "Ground Equipment", etc.... I have to go with doffingcomrade on this.

    I have a white Shield Distribution Officer (R&D: Shields), yet I see nothing that makes him any better than the Green, Blue or Purple Shield Distribution Officers I already have, just because he has an R&D School listed - even the Shields school special item doesn't require "R&D: Shields", the Aegis Shields require "R&D: Aegis", and that DOff's blue anyway.
    malkarris wrote: »
    I think he's talking about the actual R&D doffs, not the free emergency ones. The existing R&D doffs are all white, and unless you open up the detailed info on them, look like any other white doff. Its only when you open up the detailed info that they show the R&D info.
    Wait, this is a problem? They're white doffs, that's what you DO with crappy white doffs.

    Exactly... I was referring to the white, non-Emergency R&D Hologram R&D Doffs received from the 'Request Additional R&D assistance' assignment - clearly should have made this clear (presumed people would actually have the good sense to realise on their own - my mistake)...

    Since, if I'm not mistaken, certain R&D tasks require specific categories of R&D Doff, so if all you have is white, I'm sure people are not wanting to inadvertently destroy them... Please correct me if this is wrong, but it's been my impression so far for higher level crafting... Otherwise, why even categorise R&D Doffs as being something different to regular Shield Distribution or Energy Weapon Officers?

    You also have to consider not everyone is going to drop large sums of money for Doff packs or EC to buy them off the exchange, besides, there's no filter for R&D only Doffs AFAIK so finding them would be considerably time consuming in addition to costly...

    As a side note, I did receive Gumarre (blue Aegis R&D) from Request R&D Assistance today, so higher quality do exist, but are obviously going to be extremely rare...
    The entitlement is strong in these forums...

    not_funny_Q_shadows_small.jpg
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited August 2014
    imruined wrote: »
    Exactly... I was referring to the white, non-Emergency R&D Hologram R&D Doffs received from the 'Request Additional R&D assistance' assignment - clearly should have made this clear (presumed people would actually have the good sense to realise on their own - my mistake)...
    Those are also worthless, because they're white.
    imruined wrote: »
    Since, if I'm not mistaken, certain R&D tasks require specific categories of R&D Doff, so if all you have is white, I'm sure people are not wanting to inadvertently destroy them...
    They might not want to, but if they do, they're doing themselves a favor. What people cluelessly think they want and what would actually be good for them tend to diverge wildly, especially when they have no idea what they're doing.
    imruined wrote: »
    You also have to consider not everyone is going to drop large sums of money for Doff packs or EC to buy them off the exchange, besides, there's no filter for R&D only Doffs AFAIK so finding them would be considerably time consuming in addition to costly...
    Well, the only ones that are known to exist right now are specific and named, so they're not hard to find. In any event, people who aren't prepared to invest sizeable sums of money into crafting in the first place, aren't going to ever reach the point where they could actually use said doffs. Once you get there, you'll realize using anything BUT a real purple doff for the job is immediately such a huge hit to your odds that you may as well not have bothered, because the amount of money you would lose in even a single attempt exceeds the cost of the damned doff to begin with.
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited August 2014
    Here is my feedback on the doff UI after the patch on July 31, 2014.


    Positive

    1. The new tooltips in the assignment list are a big improvement over the old ones.

    2. The new requirements filter and minimized view make it easier to find assignments at a glance.

    3. Several bugs have been fixed.


    Negative

    4. In the "Assignment Details" tab, the icons in the "Rewards" box are missing tooltips. I suggest changing both the "Rewards" box and the "Requires" box to use the new style of tooltips seen in the assignment list.

    http://imgur.com/95zYQIT.jpg

    5. Assignments with unfulfilled doff requirements remain visible when the option "Show only with met reqs" is selected. The filter takes into account missing commodities, but not whether the user has all the required doffs.

    http://imgur.com/lSWbgbA.jpg

    6. I don't know if this was your intention or not, but the "Request More Duty Officers" image looks like a banner ad. It looks like a blatant advertisement rather than an integral part of the UI. I suggest replacing it with a simple button.

    http://i.imgur.com/B7lC7Im.jpg
    http://i.imgur.com/tQDqeB6.jpg

    7. The doff selection window does not remember which filters I selected. If I close the doff selection window, then the checkboxes for rarity, traits, and specialization are reset. (However, the window does remember whether "Group by Department" is selected.) Some assignments have multiple slots with the same parameters. You should be able to set the filters once and apply the same settings to multiple slots.

    8. Currently, the checkboxes for rarity and specialization are all selected by default. If I want to include only certain specializations or only certain rarities, then I need to uncheck all others. I understand why you did this: If all filters are unchecked by default, then the doff list will be empty. But there is an alternative. You should look at the "Roster" tab's implementation of the filters and copy its behavior:

    (a) Unchecking all specializations means that no specialization filter is applied to the list; it does not mean that the list is empty. In other words, all specializations that meet the slots requirements are allowed.
    (b) If one or more specializations are selected, then only doffs with those specializations are included in the list.
    (c) Everything said above about specialization also applies to rarity.

    The above behavior may seem strange at first, but it is actually more useful.

    9. The color code used in the doff selection window is inadequate for representing the different ways traits and specializations can affect the outcome of an assignment. For brevity's sake, I shall use the word "attribute" to mean a trait or specialization. First, the color code does not distinguish between success and critical success or between failure and disaster: green is used for both success and critical success, and red is used for both failure and disaster. Second, and more important, an attribute can influence more than one outcome at the same time. For example, in the assignment "Assemble Heavy Antiproton Turret from Prototype", the trait "Stubborn" increases both the chance of critical success and the chance of disaster. So should "Stubborn" be colored green or red? In the screenshot below, "Stubborn" is colored red, but I don't know if this behavior is consistent.

    http://i.imgur.com/Of2R3Jz.jpg

    Each assignment outcome and those attributes which increase its chances should be visible while the user is selecting a doff.

    10. In the "Overview" tab, the font size is too small for CXP numbers greater than or equal to 100,000. For example, in the image below, the font size for "Exploration" is smaller and harder to read than the font size for "Military". The font size becomes even smaller if I expand a commendation category, because the scrollbar on the right takes up horizontal space.

    http://i.imgur.com/t9kS4uL.png

    My guess is that a font was changed in Season 9.5 to ensure that numbers fit inside icons, but as a side effect, the CXP font size is now relative to the width of the bar.

    http://i.imgur.com/lhTA5lg.png

    11. When the main doff window is set to its default size, the "Roster" tab has multiple truncation and overlap issues:

    (a) The label "Specialization" is truncated to "Speciali..."
    (b) The label "Quality" is truncated to "Q..."
    (c) The label "Traits" is truncated to "..."
    (d) The "Quality" filter overlaps with the dossier in the right pane.

    http://i.imgur.com/CdTOR4V.jpg

    In addition, the labels of some filters are truncated in the right pane of "Request More Duty Officers".

    (e) The label "Specialization" is truncated to "Specializ..."
    (f) The label "Quality" is truncated to "Qu..."
    (g) The label "Traits" is truncated to "T..."

    http://i.imgur.com/l5rEZfj.jpg

    12. If the user has fewer than the required number of commodities, then both the commodities icon and the number inside the icon are colored red. It is hard to read red text against a red background.

    http://i.imgur.com/IBrqQw9.jpg
    http://i.imgur.com/3sIkm5c.jpg

    13. The next to the bar for critical success is dark blue, and the next to the bar for disaster is dark red. These colors are hard to distinguish against a black background. Consider switching to lighter shades of blue and red.

    http://i.imgur.com/uR0At53.jpg


    Suggestions (with mock-ups)

    14. Add "Clear Slot" buttons to the "Assignment Details" tab:

    http://i.imgur.com/djbjaN2.png

    In the mock-up above, the required department or specialization has been moved below the doff portrait.

    15. Move the doff selection process into the main doff window. When the user clicks on a "Select" button to choose a doff, the main doff window should display the list of doffs, the filters, and other relevant information as shown below.

    http://i.imgur.com/V3zKJoC.png

    In the mock-up above, the selected doff is shown in the upper left, and the bar graph indicating the percent chance of each outcome is shown in the upper right. Beneath the doff portrait is the required department or specialization, and to the right of the doff portrait are the assignment outcomes and the traits and specializations that influence them (see point 9 above). Clicking on a doff in the list updates the information displayed in the upper left and the bar graph in the upper right. The rarity and specialization filters are unchecked by default (see point 8 above).


    Bugs

    Missing doff portraits in "Assignment Log", "In Progress", and "Assignment Details"
    Assignment outcome overlaps with text "Result:"
    CXP font size too small in "Overview" tab of doff window
    Mouse wheel switches from horizontal to vertical scrolling in doff window
    Cannot move or resize doff selection window
    Doff selection list displays wrong colors for specializations
    Close-window and "Cancel" buttons overlap in catalyst window
    Missing tooltips in "Rewards" box of "Assignment Details" tab
    Assignments with unfulfilled doff requirements not filtered
    "First Officer" truncated to "First Offi..." in "Department Heads" tab
    Truncation and overlap issues in "Roster" tab of doff window
    Truncated filter labels in "Request More Duty Officers"
    New assignments display as completed assignments
    Waiting for a programmer ...
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  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited August 2014
    Since the improvements have already been noted, I'll stick with making suggestions (well, reiterating them, really):

    Doff selection: Remember how the old UI simply had another screen within the single doffing UI window, and how doff selection (including filtering) could be carried out for all slots within that single screen and without jumping in and out of it? Please go back to that method, it was more efficient.

    Filtering: Remember the button in the old UI that let you clear all previous filtering selections? Put that back please, it was handy, and would be more so in this filtering system that defaults at everything checked.

    In Progress: Ordering from the nearest to completion to the furthest from completion was nice, and allowed for easier at-a-glance planning. Please revert to this ordering method.

    Outcomes Display (A La) Mode: I know we can't have our cake and eat it too, but can we at least have Pie... Charts?

    That's all... everything else I've suggested still remains, including choosing to use the new doffing UI or the classic doffing UI via the Options menu. That would save time, as the very features you're still working on were present in the classic UI. After all, the actual doffing mechanics have not been altered, merely the means of accessing them. Well, they have, at least as far Cluster doffing; that isn't directly related to the UI, though, but rather the map loss.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • imruinedimruined Member Posts: 1,457 Arc User
    edited August 2014
    Those are also worthless, because they're white.

    They might not want to, but if they do, they're doing themselves a favor. What people cluelessly think they want and what would actually be good for them tend to diverge wildly, especially when they have no idea what they're doing.

    Well, the only ones that are known to exist right now are specific and named, so they're not hard to find. In any event, people who aren't prepared to invest sizeable sums of money into crafting in the first place, aren't going to ever reach the point where they could actually use said doffs. Once you get there, you'll realize using anything BUT a real purple doff for the job is immediately such a huge hit to your odds that you may as well not have bothered, because the amount of money you would lose in even a single attempt exceeds the cost of the damned doff to begin with.

    I'm sorry, but could you be any more full of yourself? Arrogance and condescension is all I took away from what you said...

    Obviously, high level Doffs are going to be preferable, however, as I said, if someone has nothing else, they won't want to destroy them... Take your head outta your TRIBBLE for a moment and consider that fact...

    If you're willing to drop large sums of money, good for you, not everyone is willing to do the same... Who are you to tell them otherwise in a F2P game?
    The entitlement is strong in these forums...

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  • alexvio1alexvio1 Member Posts: 389 Arc User
    edited August 2014
    "Ransom Prisoner" is bugged. After the last patch it continues auto assign blue and purple prisoners.
    Forced Labor Requisition assignments auto assign blue and purple prisoners if I don't have free white prisoners.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited August 2014
    alexvio1 wrote: »
    Forced Labor Requisition assignments auto assign blue and purple prisoners if I don't have free white prisoners.

    Yeah. /10char

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
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