I agree with kirksplat in that someone who blindly doffs ... Casino style might find this to be better. But even as a super casual doffer I find the GUI rubs methe wrong way. Picking replacements is painful and something as simple as double clicking isn't available.
Pretty epic GUI failure which makes me dread the future. Definitely feels like STO is going in a bad direction since the departure of Stahl.
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."
I agree with kirksplat in that someone who blindly doffs ... Casino style might find this to be better. But even as a super casual doffer I find the GUI rubs methe wrong way. Picking replacements is painful and something as simple as double clicking isn't available.
Pretty epic GUI failure which makes me dread the future. Definitely feels like STO is going in a bad direction since the departure of Stahl.
Yes, the new system is good for those who just want the system to do all the work for them. Click for mission, click to start. While before we had to actually look at our DOFFs and choose them!
I for one actually liked choosing DOFFs for missions. Cryptic, if I want to send my Gorn Chef to sing in a Klingon Opera, as their leader I should have that choice! But with the new system, I can't choose anyone who isn't an Entertainer! You took out our freedom of choice.
Yes, the new system is good for those who just want the system to do all the work for them. Click for mission, click to start. While before we had to actually look at our DOFFs and choose them!
I for one actually liked choosing DOFFs for missions. Cryptic, if I want to send my Gorn Chef to sing in a Klingon Opera, as their leader I should have that choice! But with the new system, I can't choose anyone who isn't an Entertainer! You took out our freedom of choice.
So what exactly are they working on in the new UI? Is there a list somewhere?
I know one annoying thing that I've seen complained elsewhere - not removing DOffs from the same assignment if they're already slotted somewhere else and the filtering. Plus the thing seems buggy. I had two copies of Dorred that I wanted to use in the telepathic resistence mission, but it would only let me select one. At first I thought it was the whole not being removed thing, but I finally just gave up on getting the best results because no matter how many times I tried slotting one of the two it always cleared the slot I had already filled.
But there are others issues I haven't seen yet like an indicator that you can't do a mission (slots all filled, DOffs busy elsewhere) and the In Progress not being sorted by time. I also think that more emphasis should be put on requirements because the tiny light gray "resolve" text to the left of the bright green crit success and success mods is too easily missed. And what happened to putting the emphasis on success mods in the DOff description? Now only crit mods are emphasized.
I guess I could get used to the new UI, but cryptic hasn't seemed to learn the "if it ain't broke.." adage. But they're experts on "One step forward..."!!!
To be honest, the new doff system has one good thing, it is that you see the requirements better, I never knew why I couldn't do some missions, now I do.
... and it's always important to try to keep your friends happy ... as the rest of those idiots will keep paying for the Lockboxes no matter what we put in them , thus we @ Cryptic haz our free ticket for whatever we like ... , and we can put accountability at the lowest part of our priority list ... , right between story content and QA .
Woo-hoo !!!
... and it's always important to try to keep your friends happy ... as the rest of those idiots will keep paying for the Lockboxes no matter what we put in them , thus we @ Cryptic haz our free ticket for whatever we like ... , and we can put accountability at the lowest part of our priority list ... , right between story content and QA .
Woo-hoo !!!
Hmm......
Rivera thinks that the current DOff system tends to scare away many of the game's more casual players; he would like any new changes to also include ways to make the system less complicated and therefore more fun to use.
To prove his point, he turned the question around on me. "Right now the duty officer system allows people to make ship consoles. Terilynn, how do you make ship consoles using your duty officers?" I admit it -- I was silent. I had no clue. He smiled and said, "Exactly." He wants it to be easier for players to identify the types of assignments that are available to achieve more specific goals, like building a console or similar items. He said that it was a "failure on [their] part" and that he wants to ensure that if a player wants to make a console, she has what she needs to make it the way she wants it.
Does he really think this new system is "fun"? What's so fun about mindlessly clicking with the new system? And Geko's explanation is facepalmworthy, its like when he commented in his Priority One interview how they were removing Exploration Clusters "because people got lost".
Geko, you know what I think why people "got lost" in Exploration Clusters and "why people don't know how to make ship consoles", BECAUSE YOU DIDNT TELL THEM HOW TO DO IT! You really think this new system made that even better? I mean how could one not see the word "CONSOLE" in the title of that DOFF Mission and understand it REWARDED CONSOLES!?
Whats even more hilarious, you thinks the new system is even going to MAKE IT EASIER for these same people to know there is a CONSOLE MISSION. Sorry Geko, but I really do not think it's going to be any different. You need to make proper tutorials and explain to the system to them and in detail. You can make a DOFF Tutorial that isn't "click on arrows that people brush off" but have something interactive and explain some of the more important missions. Like adding some tutorial consoles at Starfleet Academy (that anyone could review) and have them perform mock Doffing, tell them X mission is for Y. Nothing fancy, just simple interaction.
In the mean time, please stop constantly trying to reinvent the wheel. If you did that, I bet STO would've been 2x as large as it is now and full of content.
Don't know if anyone's mentioned this yet, haven't had time to read the whole thread but they've made an error with claiming the R&D Doffs you get when you first open the R&D panel.
The R&D Doffs don't count against your normal Doff total which Is the right way of doing it, however for claiming purposes it checks your regular Doff total and if you don't have 18 (even though you don't actually need them) free then it puts them in a box in your pack and you can't claim them until you clear out 18 normal Doffs, this means if you have sorted all your Doffs and they're all rare/very rare so you won't want to get rid of any then you can never claim the R&D Doffs.
1) Why is it that I can no longer see how dangerous a mission is before I plan for it? I used to be able to do that. Now I have to select plan and then remember to look closely to see what the risk is.
2) Also when selecting a different officer I have to go through the whole list. I cannot just see which very rare ones I want to use, or Rare ones like before.
3) Why were those of us that did the old crafting system given a bonus to level back up faster? I mean having to start all over sucks. You could have at least given us one free area completed if we had already completed the crafting system before on our toon. Even I little boost would have been nice.
PS: PLEASE STOP PUTTING STUFF OUT FOR A NEW SEASON WITHOUT FULLY TESTING IT FOR A WHILE! (This is major change and should have had a longer test on tribble).
After trying the new system, I am getting the imression that those who've create it, will never use it. I mean, why would you take away a filter system for the doffs at the planning window and reduce it to a small list of all doffs, which you can not even move or change at all. I really hope that this is NOT the final stage though :eek:
Don't know if anyone's mentioned this yet, haven't had time to read the whole thread but they've made an error with claiming the R&D Doffs you get when you first open the R&D panel.
The R&D Doffs don't count against your normal Doff total which Is the right way of doing it, however for claiming purposes it checks your regular Doff total and if you don't have 18 (even though you don't actually need them) free then it puts them in a box in your pack and you can't claim them until you clear out 18 normal Doffs, this means if you have sorted all your Doffs and they're all rare/very rare so you won't want to get rid of any then you can never claim the R&D Doffs.
Well you can send 18 boffs via email, unless they are bound. The question is, why the hell would anyone do it? This whole system is so utterly stupid that I am actually thinking about clicking that Buy button at Elder Scrolls Online as it has just been released on Steam...
I'm basically offended by the huge colourfull symbols that don't even fit on one page. Actually, it feels like this. I know F2P companies must (rightfully so?) assume their players are backward idiots, but it's getting a little out of hand as of lately.
Getting lost in empty maps, scared by large downloads, confused by in-game menus - in order to provide some sort of damage control I feel it would be best just to shut the whole game down at this point
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
The new UI contains less information in more space, and takes longer to do anything.
The R&D interface is good for what it is used for. But there was absolutely no reason to move from the old doff UI. I don't see any way to improve it other than either starting again with a new idea, or reverting back to the original version. I sincerely hope it is the latter.
The new UI contains less information in more space, and takes longer to do anything.
No, it does not.
Previously, you always had to select an assignment first to see specifics. Now you see more about the visible assignemts on your first glance.
I am not really happy with the way selecting DOFFs work now (no filters, the list shows DOFFs I already assigned).
I am also not sure the information about assignments are presented in the best possible way.
But I can see why they consider it an improvement. But any UI change is problematic for hardcore users that learned the ins and outs.
Geko, you know what I think why people "got lost" in Exploration Clusters and "why people don't know how to make ship consoles", BECAUSE YOU DIDNT TELL THEM HOW TO DO IT! You really think this new system made that even better? I mean how could one not see the word "CONSOLE" in the title of that DOFF Mission and understand it REWARDED CONSOLES!?
The DOFF assignment first would need to appear so you could read that information.
If you're not constantly checking assignments, you won't know.
I am not sure if this is his best example, though - with R&D, it definitely becomes obvious what you can or cannot craft.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
One more point about lack of filtering on the DOff UI; it's a *nightmare* to select specific DOffs.
For the suicide missions (anything where you will lose a DOff) I only want to use my greens and whites. Under the old system I could immediately filter to these, now I have to pick them out by eye.
Oh, and the scrolling list has *every* usable DOff in it. Which is bad enough when you have 170 (!) of them, but must be an utter nightmare when you have 400...
I would like to have the recent recruits tab back. I used it whenever grinding out doffs for starbase. I miss it, why did it have to be removed, did people get lost, file size too big??
I would like to have the recent recruits tab back. I used it whenever grinding out doffs for starbase. I miss it, why did it have to be removed, did people get lost, file size too big??
They moved that to the tabs along the left hand side. It's still there, unlike search/sorting functions, etc.
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.
1. In general, the UI elements are too large and unwieldy. The new UI seems to waste a lot of space. I would prefer more information per unit area. Can we get the option for a more compact UI with greater information density?
2. I cannot filter by quality, traits, or specialization when selecting a doff for an assignment slot. Another missing feature is the ability to hide or show entire departments by collapsing or expanding the view.
4. In the old UI, even before planning an assignment, I could see the specialization requirements as well as the traits that influence critical success, success, failure, and disaster. In the new UI, I have to hover my mouse over icons to read the specialization requirements. Furthermore, the mouseover tooltips do not show the traits influencing the assignment outcomes; I have to plan the assignment in order to view them.
5. The specialization requirements are not given enough emphasis in the "Assignment Details" tab. The new UI makes the specialization requirement look like an incidental piece of information, when it in fact crucially determines which doffs can be assigned to that slot. Make the specialization requirement more prominent.
6. If you assign a doff to one slot and then assign the same doff to another slot, the first slot will be cleared. However, the selection window does not indicate that a doff has already been slotted, so the user may try to select a doff that he has already assigned to another slot. For example, in the screenshot below, you cannot tell that Toss has already been assigned to the first slot; you would have to scroll up to see this.
7. The "Clear Slot" button is always grayed out, so the only way to clear a slot is to assign the doff in that slot to another slot. Of course, if the assignment has only one slot, then there is no way to clear it.
8. In the assignment list, when the rewards or requirements do not fit in their surrounding box, a horizontal scrollbar is added to the bottom of the box. If I use the mouse wheel to scroll through the rewards or requirements, then when the scrollbar reaches the right or left end, the mouse wheel abruptly switches to vertically scrolling the page. This behavior is confusing.
9. The 's next to the bars for critical success, success, failure, and disaster serve no function. They are used in crafting to show the mouseover tooltips for potential outcomes, but they serve no function in the doff UI.
Furthermore, you are using dark blue for critical success and dark red for disaster against a black background. The contrast is rather low. Consider switching to lighter shades of blue and red.
I'm sat here in front of my PC totally lost for words, this new UI/DoFFing system is awful. I can't see the point in trying to explain to the devs why I and others are disappointed with this "update", as they can see it for themselves. Just a complete fail!
My face has been in my palm since the twitter announcement/leak? of the release going live. If they had faith in the new system/UI then I'm pretty sure it would have been well advertised and loudly announced a week or more before going to Holodeck...
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." — Lazarus Long --->Get the Forums Enhancement Extension!
I wonder if the people who designed that crappy new UI are actually proud of themselves for the work they have done and if they really consider it to be good and an improvement...
I wonder if the people who designed that crappy new UI are actually proud of themselves for the work they have done and if they really consider it to be good and an improvement...
How can they not be proud ???
This is Cryptic's "new standard" after all ... .
Comments
Pretty epic GUI failure which makes me dread the future. Definitely feels like STO is going in a bad direction since the departure of Stahl.
- Judge Aaron Satie
Yes, the new system is good for those who just want the system to do all the work for them. Click for mission, click to start. While before we had to actually look at our DOFFs and choose them!
I for one actually liked choosing DOFFs for missions. Cryptic, if I want to send my Gorn Chef to sing in a Klingon Opera, as their leader I should have that choice! But with the new system, I can't choose anyone who isn't an Entertainer! You took out our freedom of choice.
Replying simply because of your sig:
Season 9.5 = STO's NGE is Coming!
That is so apt that it hurts a little.
20 ec says that it doesnt get reverted back, and that we're lucky doffing didnt get removed due to quality issues.
I know one annoying thing that I've seen complained elsewhere - not removing DOffs from the same assignment if they're already slotted somewhere else and the filtering. Plus the thing seems buggy. I had two copies of Dorred that I wanted to use in the telepathic resistence mission, but it would only let me select one. At first I thought it was the whole not being removed thing, but I finally just gave up on getting the best results because no matter how many times I tried slotting one of the two it always cleared the slot I had already filled.
But there are others issues I haven't seen yet like an indicator that you can't do a mission (slots all filled, DOffs busy elsewhere) and the In Progress not being sorted by time. I also think that more emphasis should be put on requirements because the tiny light gray "resolve" text to the left of the bright green crit success and success mods is too easily missed. And what happened to putting the emphasis on success mods in the DOff description? Now only crit mods are emphasized.
I guess I could get used to the new UI, but cryptic hasn't seemed to learn the "if it ain't broke.." adage. But they're experts on "One step forward..."!!!
Please revert.
For the rest I agree that before was better.
The real question is ... is Terilynn Shull happy with the new Doff UI ?
Because this was designed for ppl like her , by her friends .
... and it's always important to try to keep your friends happy ... as the rest of those idiots will keep paying for the Lockboxes no matter what we put in them , thus we @ Cryptic haz our free ticket for whatever we like ... , and we can put accountability at the lowest part of our priority list ... , right between story content and QA .
Woo-hoo !!!
nice post Aelfwin
Hmm......
Does he really think this new system is "fun"? What's so fun about mindlessly clicking with the new system? And Geko's explanation is facepalmworthy, its like when he commented in his Priority One interview how they were removing Exploration Clusters "because people got lost".
Geko, you know what I think why people "got lost" in Exploration Clusters and "why people don't know how to make ship consoles", BECAUSE YOU DIDNT TELL THEM HOW TO DO IT! You really think this new system made that even better? I mean how could one not see the word "CONSOLE" in the title of that DOFF Mission and understand it REWARDED CONSOLES!?
Whats even more hilarious, you thinks the new system is even going to MAKE IT EASIER for these same people to know there is a CONSOLE MISSION. Sorry Geko, but I really do not think it's going to be any different. You need to make proper tutorials and explain to the system to them and in detail. You can make a DOFF Tutorial that isn't "click on arrows that people brush off" but have something interactive and explain some of the more important missions. Like adding some tutorial consoles at Starfleet Academy (that anyone could review) and have them perform mock Doffing, tell them X mission is for Y. Nothing fancy, just simple interaction.
In the mean time, please stop constantly trying to reinvent the wheel. If you did that, I bet STO would've been 2x as large as it is now and full of content.
The R&D Doffs don't count against your normal Doff total which Is the right way of doing it, however for claiming purposes it checks your regular Doff total and if you don't have 18 (even though you don't actually need them) free then it puts them in a box in your pack and you can't claim them until you clear out 18 normal Doffs, this means if you have sorted all your Doffs and they're all rare/very rare so you won't want to get rid of any then you can never claim the R&D Doffs.
1) Why is it that I can no longer see how dangerous a mission is before I plan for it? I used to be able to do that. Now I have to select plan and then remember to look closely to see what the risk is.
2) Also when selecting a different officer I have to go through the whole list. I cannot just see which very rare ones I want to use, or Rare ones like before.
3) Why were those of us that did the old crafting system given a bonus to level back up faster? I mean having to start all over sucks. You could have at least given us one free area completed if we had already completed the crafting system before on our toon. Even I little boost would have been nice.
PS: PLEASE STOP PUTTING STUFF OUT FOR A NEW SEASON WITHOUT FULLY TESTING IT FOR A WHILE! (This is major change and should have had a longer test on tribble).
Getting lost in empty maps, scared by large downloads, confused by in-game menus - in order to provide some sort of damage control I feel it would be best just to shut the whole game down at this point
Get the Forums Enhancement Extension!
This is not a tablet game and your average player is neither an idiot nor 6 years old!!!
The R&D interface is good for what it is used for. But there was absolutely no reason to move from the old doff UI. I don't see any way to improve it other than either starting again with a new idea, or reverting back to the original version. I sincerely hope it is the latter.
That's totally to the point. Really. It just is. This.
They are now ... ! :rolleyes:
No, it does not.
Previously, you always had to select an assignment first to see specifics. Now you see more about the visible assignemts on your first glance.
I am not really happy with the way selecting DOFFs work now (no filters, the list shows DOFFs I already assigned).
I am also not sure the information about assignments are presented in the best possible way.
But I can see why they consider it an improvement. But any UI change is problematic for hardcore users that learned the ins and outs.
The DOFF assignment first would need to appear so you could read that information.
If you're not constantly checking assignments, you won't know.
I am not sure if this is his best example, though - with R&D, it definitely becomes obvious what you can or cannot craft.
For the suicide missions (anything where you will lose a DOff) I only want to use my greens and whites. Under the old system I could immediately filter to these, now I have to pick them out by eye.
Oh, and the scrolling list has *every* usable DOff in it. Which is bad enough when you have 170 (!) of them, but must be an utter nightmare when you have 400...
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
They moved that to the tabs along the left hand side. It's still there, unlike search/sorting functions, etc.
1. In general, the UI elements are too large and unwieldy. The new UI seems to waste a lot of space. I would prefer more information per unit area. Can we get the option for a more compact UI with greater information density?
2. I cannot filter by quality, traits, or specialization when selecting a doff for an assignment slot. Another missing feature is the ability to hide or show entire departments by collapsing or expanding the view.
http://i.imgur.com/fRLX5bX.jpg
A comment by adjudicatorhawk indicates that Cryptic is working on restoring some of these features.
http://sto-forum.perfectworld.com/showpost.php?p=18023131&postcount=31
3. The quality reward bonus and critical reward bonus are missing in the new UI.
http://i.imgur.com/rvCwMTE.jpg
4. In the old UI, even before planning an assignment, I could see the specialization requirements as well as the traits that influence critical success, success, failure, and disaster. In the new UI, I have to hover my mouse over icons to read the specialization requirements. Furthermore, the mouseover tooltips do not show the traits influencing the assignment outcomes; I have to plan the assignment in order to view them.
http://i.imgur.com/OSaSYBZ.jpg
http://i.imgur.com/HJEXsAA.jpg
5. The specialization requirements are not given enough emphasis in the "Assignment Details" tab. The new UI makes the specialization requirement look like an incidental piece of information, when it in fact crucially determines which doffs can be assigned to that slot. Make the specialization requirement more prominent.
http://i.imgur.com/Vom5BtT.jpg
6. If you assign a doff to one slot and then assign the same doff to another slot, the first slot will be cleared. However, the selection window does not indicate that a doff has already been slotted, so the user may try to select a doff that he has already assigned to another slot. For example, in the screenshot below, you cannot tell that Toss has already been assigned to the first slot; you would have to scroll up to see this.
http://i.imgur.com/ija6tD4.jpg
7. The "Clear Slot" button is always grayed out, so the only way to clear a slot is to assign the doff in that slot to another slot. Of course, if the assignment has only one slot, then there is no way to clear it.
http://i.imgur.com/XBYXmPQ.jpg
8. In the assignment list, when the rewards or requirements do not fit in their surrounding box, a horizontal scrollbar is added to the bottom of the box. If I use the mouse wheel to scroll through the rewards or requirements, then when the scrollbar reaches the right or left end, the mouse wheel abruptly switches to vertically scrolling the page. This behavior is confusing.
http://i.imgur.com/QRGcaa6.jpg
9. The 's next to the bars for critical success, success, failure, and disaster serve no function. They are used in crafting to show the mouseover tooltips for potential outcomes, but they serve no function in the doff UI.
http://i.imgur.com/lE1qW2i.jpg
Furthermore, you are using dark blue for critical success and dark red for disaster against a black background. The contrast is rather low. Consider switching to lighter shades of blue and red.
Bugs
"View Details" shows wrong doffs
Missing doff portraits in "Assignment Log", "In Progress", and "Assignment Details"
Assignment outcome overlaps with text "Result:"
Cannot drag horizontal scrollbar in "Assignment Details" tab
My face has been in my palm since the twitter announcement/leak? of the release going live. If they had faith in the new system/UI then I'm pretty sure it would have been well advertised and loudly announced a week or more before going to Holodeck...
How can they not be proud ???
This is Cryptic's "new standard" after all ... .