Star Trek Online is a game that offers a deep and complex experience for its players, allowing them to not only explore strange new worlds on foot but also fly and fight through the spaces between them.
One of our first goals in bringing Star Trek Online to console was to take a look at the UI.
~Morrigan "LaughingTrendy"
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an example being, the xbox one both supports a full sized usb keyboard, and offers as an optional accessory, a chat pad that plugs into the controller. I like what I'm seeing with the console ui, but there are going to be more than a few players who will prefer options other than the radial menus.
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2- And anything that does go wrong will get progressively worse.
3- And if you survive the first two laws it’s time to panic.
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That being said, it might be a good idea to have another radial menu (or several?) that players could populate on their own - a sort of extended quickbar. Dividing them up by categories seems potentially awkward under some circumstances.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Probably not, since the console UI is built around fixed resolution.
LCARS font though... I hope they make LCARS font available for PC. Also, Wonder how Klingin and Romulan UI looks like on consoles.
#pcftw
Because you're a pessim realist? :P
Agreed
Shush, you!
I hope they keep this "console" UI away from my PC version. It's fine if it's optional, but if this takes the place of what we currently have...
Losing faith in humanity, one person at a time.
My one issue about this is that it seems like the console is getting a-lot of attention (As it should), BUT why does it seem like the PC players are missing out on some of the refining features being made only available to console players?
Switching the PC UI off in-game grants a Massive increase in FPS, leading me to believe the PC UI is NOT optimised enough for lower end rigs.
Im running an AMD A8 QuadCore processor and a Nivida Geforce 650 TI overclocked version with enough ram to consider the RIG worthy for a game such as this, but my frames either sit at 10fps or 30fps with massive drops when doing the simplest of tasks (Walking).
I like this new UI look and it feels like it would be a worthy addition to PC as a toggle-able option of sorts, or give the PC players a new UI that IS optimized to give the best PERFORMANCE possible, and an easier way to navigate for players to once again explore something new, that's worth it.
And if this isn't something that can be done with the current engine, I would like to ask the dev team look for ways to either upgrade the engine or make the engine work flawlessly.
There are many things wrong with the PC game in it's current state, the graphical updates for one is nice but only if the UI can be optimized along with it too.
As for the console addition, I think it's a great project and players have been asking for it for a long time. I would very much like to be playing this version in the future (granted if I get a console to play on). Good Job
It's also pretty cool to have a backstage pass to the thinking and process behind all of this. Thanks!
I would be interested as to how long this has been going on, and whether it has been acknowledged to be an issue by the relevant persons. But then, I understand that the fact of certain 'skyboxes' doing bad things to framerates wasn't exactly promptly acknowledged.
Many players rotate between two copies of an ability by binding them to a single key; this reduces the amount of muscle memory needed. Some players even bind multiple abilities of different careers to a single key.
And what if the abilities they want to activate in sequence are located in different radial menus? What if they want to activate four or five abilities in sequence? I have a hard time seeing how this console UI can replicate what is currently available on the PC version.
I don't think you've successfully solved the problem of how to translate the PC UI to consoles. Until you solve problems 1 and 2 above, your solution remains incomplete.
Changing the current UI would be downright crippling though, as while it's visually changed over the years in terms of layout and functionality it hasn't which is a good thing. I was fearing they would mess around with it when they made it more LCARS style but they thankfully kept it the same. Hopefully this console UI will be optional for PC.
I think not allowing the PC players the option to pick the new UI will be an issue, in my case, I like the new UI look ALOT more than the current UI, as I for one think the current UI is clumsy and removes some of the immersion that the game gives.
This has been going on for a while now, and I also have friends that play this game experiencing the same issue as me, Though I haven't fully decided to make a thread on the forum for it as of yet, in the hopes it would improve. But I feel now might be a good time since the graphical update could lead me to having to spend money upgrading my RIG so that I can continue to play STO.
All I have to say is make sure that it all actually works. Make sure that all the buttons, sliders, and other controls work. Make sure that the text is readable, updates correctly, and doesn't overlap with other parts of the UI. The PC version has many UI bugs of this nature. One of my criticisms of UI revamps in the past is that Cryptic didn't pay enough attention to hunting down the bugs. A UI is not just art and look & feel; it is a functioning piece of software and has to actually work.
I would very much like to see some cool game-play from the console version. Sooner than later.
- less circles (like in the minimap and item selection
- in the character/ship loadout, show the inventory
-Q
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Well it's gonna have to be optional. Same with the control scheme, some players like to try PC controllers, whereas some people won't ever touch them. It's all about individual preferences.
Anyway, thanks for the updated info. I'm rather interested in how you're going to get this to work, even if the segregation of our player accounts pretty much negates any interest in switching over. It's neat to see how you're tackling the issue of carrying STO over to a more limited array of inputs.
The UI itself looks gorgeous, loving the LCARS and kudos to the art team, they nailed it.