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Feedback: New Doff UI

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    bigblackafricabigblackafrica Member Posts: 150 Arc User
    edited July 2014
    All hyperbole aside, you cannot give us the option to have as many as 500 Doffs and take away our ability to filter them. I see you've fixed our ability to see traits when selecting Doffs, but with 395 Doffs on my main I need the option to filter by specialization, traits, quality, etc. or Doffing will become more trouble than it's worth. Some of us actually want to play the game when we log in and don't consider spending 10 minutes finding the right Doff for an assignment x23 as "playing".
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    sagaciouszedsagaciouszed Member Posts: 2 Arc User
    edited July 2014
    I concur that the lack of filtering options make it much more painful when you want to select DOFFs with a certain trait or without a certain trait. Showing the traits is not not enough when you have a long list of DOFFs, and they don't appear to be ordered in any particular manner.Since traits are multi dimensional, it would be difficult to sort them in a linear list that makes sense to everyone.
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    neotaraneotara Member Posts: 0 Arc User
    edited July 2014
    All hyperbole aside, you cannot give us the option to have as many as 500 Doffs and take away our ability to filter them. I see you've fixed our ability to see traits when selecting Doffs, but with 395 Doffs on my main I need the option to filter by specialization, traits, quality, etc. or Doffing will become more trouble than it's worth. Some of us actually want to play the game when we log in and don't consider spending 10 minutes finding the right Doff for an assignment x23 as "playing".

    My guess is they will remove all traits and just find more ways for you to pay Dil instead of earning it. The goal of STO is no longer to create fun new content. The goal is to Slap the Star Trek logo on a lunch box you have pay to open. This just another step before they find new ways to Tme-Gate and Pay-Wall it.
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    galadimangaladiman Member Posts: 346 Arc User
    edited July 2014
    All hyperbole aside, you cannot give us the option to have as many as 500 Doffs and take away our ability to filter them. I see you've fixed our ability to see traits when selecting Doffs, but with 395 Doffs on my main I need the option to filter by specialization, traits, quality, etc. or Doffing will become more trouble than it's worth. Some of us actually want to play the game when we log in and don't consider spending 10 minutes finding the right Doff for an assignment x23 as "playing".

    100% agree. This is a move backwards. I continue to be upset with this interface revamp. It's not a change, it is a downgrade, in almost every way.
    Please reconsider ARC. Please make it optional, at the least. PLEASE.
    It seems the vast majority of your most active players (forum regulars) hate the idea... and while that's a small subset of the playerbase, I think it's an important constituency.
    THE PLAYERS DO NOT WANT THIS.
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    commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited July 2014
    This may have been said but it is nice we have the DOFF assignments sorted by track again and have the "Collapse"button. However, the collapse button does not remember what you have collapsed after you have selected and started an assignment forcing you to "Collapse" again. This adds again, several unnecessary mouse clicks. Please make it remember.
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2014
    So another Tribble patch today with as much as zero corrections for the Doff UI.

    My summary of the main current problems (just the Doff UI mind you, then there's clusters ...):
    • The tiles are way larger than needed, still.
    • Double clicking doesn't start an assignement (move to the next screen).
    • Double clicking doesn't complete an assignement: you have to click on complete.
    • To see details of an assignement, you have to move to its doff choosing screen, losing the assignement list in the process.
    • Picking the right doffs for an assignement is still a pita: still no sorting options while assigning doffs!

    EDIT: Eh, since other people (possibly even me previously) have been bringing up clusters here anyway, I'll add this as well.
    With clusters removal:
    • We lose non Ops Cluster specific assignements.
    • We lose Bridge invite capability for even the few Ops assignements that remain.
    • We lose chances for area specific assignements, like those found in Cardassian space.
    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!
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    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited July 2014
    I was wondering if they could add a toggle to the doff UI that lets you hide assignments that you dont meet the requirement for?

    we have one in the R&D section to hide high level ones. might be handy for Doffs too.
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    longasclongasc Member Posts: 490
    edited July 2014
    It's sad that a ton of feedback about the DOFF UI so far resulted in zero statements about it and zero changes.

    Basically, we will get what is on Tribble right now.
    Only different values and outputs for crafting seem to get adjusted.
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    elishathorneelishathorne Member Posts: 14 Arc User
    edited July 2014
    The current state of the Doff UI is really bad.

    only 4-5 assignments visible

    Is there any way to scale the whole thing back, personally what I would like is that I can see 10-15 missions at a time before I have to scroll down through the assignments.
    because that way I can faster make the decision of what missions to start and look for that certain mission that I am looking for.
    Basicly scrolling down all the time is not fun

    I actually like the old compact version where the mission start screen is located right next to the selection of mission screen it is very nice that it is very compact.

    The presetof officer is a nice idea if offcourse it doesn't end up randomly selecting the not best team and I guess that it is that feature that causes the mission selection screen andmission start screen to have to be placed on different pages.

    you could also move the request more duty officers back to its old place instead of hiding it under the duty officer subsection. I kinda like sometimes to take a quick glance at what new officers might have joined the crew.

    TLDR: the new doff ui has to little overview
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2014
    longasc wrote: »
    It's sad that a ton of feedback about the DOFF UI so far resulted in zero statements about it and zero changes.

    Basically, we will get what is on Tribble right now.
    Only different values and outputs for crafting seem to get adjusted.

    Not even an acknowledgement of the Doffing related issues so far (UI, Clusters). Only Geko claiming in an interview the doffing UI is in Alpha, which is obviously not true, as no update to it has been done in weeks.

    In other words: we're screwed.

    If their actions were first led by ignorance of what functionality there is in clusters and for doffing, they'd at least be trying now to bring that functionality back. As none of that seems to be happening, I have to assume they don't care or were aiming at nerfing doffing in the first place.
    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!
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    williampetersenwilliampetersen Member Posts: 30 Arc User
    edited July 2014
    All I want to know is why the hell we can't have an option somewhere to keep the current Doff UI.

    I will never understand this obsession some developers have with continually TRIBBLE with their UIs. Your UI is the most basic and intimate way in which you, the developer, connect and interact with your players. It's like.. It's like language. What if, all of a sudden you just started speaking in an different dialect, or accent, or say dog or pig latin. Sure, you might still be understandable, but it would utterly shock those with whom you communicate, and lead to more confusion and more misunderstanding even if you can express yourself incrementally better. Now consider that you're flat our reducing the efficacy of the UI and it's like tossing out prepositions your lexicon!

    STO and Warframe are both developed by people who seem to lack this most basic of programming understanding. If users want to adjust their UI on their own, that's fine and great (and frankly this is a great allowance when it is made, see WoW), but forcing extreme make-overs of UI only serves to alienate your players. I, in fact, stopped playing Warframe for a long time because every other patch they were moving everything around the interface. Now this isn't as repetitious as that, but I find this new Doff UI practically unnavigable. If you insist on shoving this substandard work (seriously, if you were in a course and produced this for an assignment I can't see this getting a passing grade, ah the joys of the difference between 'professional' and academia), for the love of Quark give us an option to use the old one (and track who's using which and see just how abominable the community thinks this is).

    EDIT:
    I 'get' that you want a unity of design between the Doff Assignments and the Crafting, and that's a reasonable, but did you even try making the new crafting look like the old Doff Assignments? And if that was so intolerable, why is it so horrible to have a divisional appearance between two related but different functions (Crafting and Assignments)
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    taya4svktaya4svk Member Posts: 0 Arc User
    edited July 2014
    All I want to know is why the hell we can't have an option somewhere to keep the current Doff UI.

    I will never understand this obsession some developers have with continually TRIBBLE with their UIs. Your UI is the most basic and intimate way in which you, the developer, connect and interact with your players. It's like.. It's like language. What if, all of a sudden you just started speaking in an different dialect, or accent, or say dog or pig latin. Sure, you might still be understandable, but it would utterly shock those with whom you communicate, and lead to more confusion and more misunderstanding even if you can express yourself incrementally better. Now consider that you're flat our reducing the efficacy of the UI and it's like tossing out prepositions your lexicon!

    STO and Warframe are both developed by people who seem to lack this most basic of programming understanding. If users want to adjust their UI on their own, that's fine and great (and frankly this is a great allowance when it is made, see WoW), but forcing extreme make-overs of UI only serves to alienate your players. I, in fact, stopped playing Warframe for a long time because every other patch they were moving everything around the interface. Now this isn't as repetitious as that, but I find this new Doff UI practically unnavigable. If you insist on shoving this substandard work (seriously, if you were in a course and produced this for an assignment I can't see this getting a passing grade, ah the joys of the difference between 'professional' and academia), for the love of Quark give us an option to use the old one (and track who's using which and see just how abominable the community thinks this is).

    EDIT:
    I 'get' that you want a unity of design between the Doff Assignments and the Crafting, and that's a reasonable, but did you even try making the new crafting look like the old Doff Assignments? And if that was so intolerable, why is it so horrible to have a divisional appearance between two related by different functions (Crafting and Assignments)

    Oh Id like that, have an option to choose which UI to use.. Cant see it happening though.. :-(
    [SIGPIC][/SIGPIC]
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    thomasp94232thomasp94232 Member Posts: 129 Arc User
    edited July 2014
    I know the tribble doff system is in alpha test but I have say that so far I truly do hate it. As someone that logs in throughout the day just to DOFF if it were to look like this on Holodeck I might stop using it, and as a result I would log in far less often.

    Here are some of my initial thoughts and concerns...

    -As other have said it is far too big. The size of the mission selection screen as it is right now on holodeck is fine, it does not need to be changed.

    -Please keep the same color scheme on the main mission select screen, I often only do the ones that reward 50 dilithium and ignore the rest. Please keep those a different color so that they are more prominent.

    -The pie chart for showing your chances of crit, success, or failure is far better and easier to read than the new slider chart. Please do not get rid of the pie!

    I've been here since beta
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    bufflezbufflez Member Posts: 53 Arc User
    edited July 2014
    I'm also someone who logs in constantly throughout the day and night just to make sure I'm doffing. It's one of my main sources of fleet marks and dilithium. I think most of this has been asked already but I wanted to put it here too so the dev's know it's not just one person. Is there any way to prevent the new DOFF interface from auto-choosing doffs for the missions? having to go through and change every one is annoying and time consuming. Having no way to list doffs by department is also a problem. the interface is so clunky and painful that I don't even want to use it. Are there plans to clean it up at all?
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    szimszim Member Posts: 2,503 Arc User
    edited July 2014
    I really wonder who at Crytic considers the current version on Tribble an improvement over the old doff UI. This isn't a tablet game and you're not creating an UI for people over 90! This new UI is a a deterioration in any possible way. Truly terrible!
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    asindar1asindar1 Member Posts: 89 Arc User
    edited July 2014
    bufflez wrote: »
    I'm also someone who logs in constantly throughout the day and night just to make sure I'm doffing. It's one of my main sources of fleet marks and dilithium. I think most of this has been asked already but I wanted to put it here too so the dev's know it's not just one person. Is there any way to prevent the new DOFF interface from auto-choosing doffs for the missions? having to go through and change every one is annoying and time consuming. Having no way to list doffs by department is also a problem. the interface is so clunky and painful that I don't even want to use it. Are there plans to clean it up at all?

    In the department head section there is a check box that says "enable first officer recommendations". Un-check that and they won't auto-fill.
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    trelane87trelane87 Member Posts: 242 Arc User
    edited July 2014
    Well I doubt they want to hear any feedback seeing how they neglected to make an official thread on the UI changes. I think it's bulky and ugly and most likely made this way to compliment the bulky and ugly crafting UI. Who ever made it has obviously never done any doffing before or lacked any skill at it.. the doff system has been broken and neglected for ages and is only about getting more $$$ from us. They consider adding doffs 'content', the system needs expansion (new assignments, more uses for doffs, ways to show off your doff collections). Serious improvements need to be done to it or else more people will avoid it all together, and sadly this new UI and crafting doff scheme is a big step backwards
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2014
    So, with the Lockbox rerun this coming week, it seems likely none of our feedback is being considered and 9.5 is coming next week.

    Doffers be damned apparently. That's just beyond stupid.
    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!
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    crypticarmsmancrypticarmsman Member Posts: 4,113 Arc User
    edited July 2014
    toiva wrote: »
    So, with the Lockbox rerun this coming week, it seems likely none of our feedback is being considered and 9.5 is coming next week.

    Doffers be damned apparently. That's just beyond stupid.

    Yep - looks like their 'Alpha' Doff UI will essentially be what goes live, meaning no way to control the list of doffs you select from; you either take what is suggested OR you use the select window to scroll through ALL your Doffs until you see the one you want to use instead. Also no easy way to see what doff traits are needed just by glancing at the to Doff assignment screen, you have to go into view details.

    But that's par for the course for Cryptic:

    1) Push the Alpha version out Live.

    2) Promise they'll get back to improving it when they 'add' to the system in a 'future update' (and wait 6 months until those asking 'where's the update to 'system X' finally give up asking in frustration to crow about how well the system has been received by the playerbase.)

    3) Go back to step 1) above with yet another new system they'l also promise to iterate on in the future as feedback is given on it, but again will never really follow through.
    ^^^^
    That's been the standard STO system development cycle all the way back to 2009's closed beta.
    Formerly known as Armsman from June 2008 to June 20, 2012
    TOS_Connie_Sig_final9550Pop.jpg
    PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
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    trelane87trelane87 Member Posts: 242 Arc User
    edited July 2014
    I think their reasonings are pretty apparent now. They have always felt doffs were undervalued on the exchange, especially purples which they have an unusual fixation over with regards to their value. Looks to me like they want to force the hardcore doffers like myself who have 450-500 purple doffs out of the system, they've already made whatever profit they could out of us and they plan to correct this by introducing 'Ultraviolet doffs', they didn't make very rare doffs rare enough. You can find them on the exchange for dirt cheap nowadays, especially since the Elachi doff pack goof that made prices plummet. Mark my words, these new 'school specialist' doffs are just the tip of the iceberg... expect Ultra Rare doffs within 6 months with lockbox ship like drop rates and 50-100 million ec price tags
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    portgazdportgazd Member Posts: 0 Arc User
    edited July 2014
    My grievance is with the assignment list overview. It is not straightforward. The icons are no help as you HAVE to put the cursor over it to see what doff is needed and what other requirements there are.

    If they are going to make a new doff UI, they should definitely take a note from the current UI: which is that when you click on an assignment, all the information about it should be available in front of you to help you determine whether to choose to do the assignment or move on to the next assignment on the list. Taking too long, even for a a few seconds, to look over the specific doff requirements will certainly put me off from doffing more frequently.

    To simplify, In the assignment overview, the doff profession and required traits should be shown with the assignment to make an informed decision more easily as to whether to do the assignment or not.
    Vice-Chancellor of Federation Fleet Directive 010

    DISENCHANTED
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    Here is my feedback after the patch on July 10, 2014.

    1. Exploration clusters still give a very limited selection of assignments. I've not seen more than 5 assignments when I click on the button next to an exploration cluster. When exploration clusters were separate maps, I could find many assignments under "Current Map", "Personal", and "Department Heads". Now, those sections show only assignments from the sector block, not from the exploration cluster.

    2. When selecting a doff for an assignment slot, I still cannot filter by quality, traits, or specialization.

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

    3. You've fixed the bug that allowed the same doff to be assigned twice, but the new behavior still has usability problems.

    Doff can be assigned twice

    Now, if you assign a doff to one slot and 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, one cannot tell that Toss has already been assigned to the first slot.

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

    4. Rewards and requirements are still cut off by their surrounding boxes.

    http://i.imgur.com/SHIudEC.jpg
    http://i.imgur.com/ctQIXNq.jpg

    5. The following bugs are still happening:

    Always zero seconds until next shipboard update
    "View Details" shows wrong doffs
    Tab says "Plan Assignment" even when viewing completed assignments

    6. 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/RkZaSbu.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.

    7. You've added categories back to the assignment list, but the UI elements still look too large and clunky. Can we get the option for a more compact UI?

    http://i.imgur.com/41G1oIJ.jpg
    Waiting for a programmer ...
    qVpg1km.png
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    thomasp94232thomasp94232 Member Posts: 129 Arc User
    edited July 2014
    The ONE and ONLY thing that needed to be changed/fixed/updated with the DOFF system is to either remove or fix the algorithm that gives you the three officer recommendations for the mission.

    As someone with 300 duty officers, 95% of which are purple, no, no I do not want to use that common officer that I bought just to put into a fleet project. And no, no I do not want to focus more success trait officers on a mission that already has a 100% chance of success.

    I've been here since beta
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    williampetersenwilliampetersen Member Posts: 30 Arc User
    edited July 2014
    The ONE and ONLY thing that needed to be changed/fixed/updated with the DOFF system...

    I'd argue they should also fix 'success' pushing off 'crit success'.
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    thomasp94232thomasp94232 Member Posts: 129 Arc User
    edited July 2014
    I'd argue they should also fix 'success' pushing off 'crit success'.

    That's what I was trying to get at.

    I've been here since beta
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    vaklovaklo Member Posts: 74 Arc User
    edited July 2014
    frtoaster wrote: »
    Season 9.5 has introduced substantial changes to the doff system. Here is my initial feedback.

    1. You've drastically reduced the number of assignments available from exploration clusters. In each exploration cluster, assignments used to be available under "Current Map", "Personal", and "Department Heads". Now, each cluster offers only one tab with fewer assignments than available under "Current Map".

    2. I can no longer filter by quality, traits, or specialization when an planning assignment.

    http://i.imgur.com/4LOv5yD.jpg

    Update: As of July 10, 2014, I still cannot filter by quality, traits, or specialization when selecting a doff for an assignment slot.

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

    3. Why do I need to see crafting skill when I'm planning a normal doff assignment?

    4. Assignments under "Current Map" and "Personal" are no longer organized by commendation category. This makes it hard to look for assignments belonging to a specific category. The same applies to department heads who offer more than one category of assignment. The same also applies to the new exploration cluster tab.

    Update: As of July 10, 2014, categories have been added back to the assignment list, but the UI elements still look too large and clunky. Can we get the option for a more compact UI?

    http://i.imgur.com/41G1oIJ.jpg

    5. Please color-code the chances of critical success, success, failure, and disaster.

    6. The rewards and requirements often don't fit in their boxes.

    http://i.imgur.com/j4WmZKn.jpg
    http://i.imgur.com/avEB42R.jpg

    Update: As of July 10, 2014, rewards and requirements are still cut off by their surrounding boxes.

    http://i.imgur.com/SHIudEC.jpg
    http://i.imgur.com/ctQIXNq.jpg

    7. I cannot buy doffs under the "Request More" tab.

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

    8. In the old UI, even before planning an assignment, I could see the specialization requirements as well as the traits which influence critical success, success, failure, and disaster. In the new UI, I have to hover my mouse over icons in the assignment list to read the specialization requirements, and the mouseover tooltips don't show the traits.

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

    9. When I plan an assignment, the specialization requirement is hidden away in the slot's bottom right corner instead of being displayed prominently.

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

    10. You've fixed the bug that allowed the same doff to be assigned twice, but the new behavior still has usability problems.

    Doff can be assigned twice

    Now, if you assign a doff to one slot and 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, one cannot tell that Toss has already been assigned to the first slot.

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

    11. 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/RkZaSbu.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.


    Edit: Updated with additional points from my later posts.

    Please listen to this guy and the criticism of others. I *very* much enjoyed the Doff system before you planned on changing it. There's currently players on the trading channel dumping doff packs on the speculation that doffing is going away.
  • Options
    elvnswordselvnswords Member Posts: 184 Arc User
    edited July 2014
    I am NOT a fan of this new DOff interface.


    The new interface, especially custom choosing which DOffs go and do which jobs, is a mess compared to what we had. There is zero organization, and when you are optimized for DOffing you tend to have a LOT of DOffs... I have above 380 at any given time, to have to sort through them all to slot the appropriate DOff for an assignment is a pain in the butt.

    Not have a clear PIE CHART COLOR CODE to tell me at a glance my chances for success or failure is a major step backwards from what we had. The players are all for improvements, however this is a step backwards, not an improvement. This might end my use of DOffs, as I don't think I will want to put up with the menus' knowing what we had at one point.

    Thus far this is what I think needs to be improved, retrofitted back in:
    1. Reduce the size of the tasks themselves in the window, they should not take up the lion's sharre of the real estate, and have giant blank holes in they're GUI.
    2. Add the pie charts back in, they were essential for good successful DOffing.
    3. Drop the auto slotting,
    4. Restore the ability to sort DOffs by specialty, rarity, and traits. the current iteration has this and your new version does not. It is a glaringly bad ommision as the previous version had this capability.
    5. Adding the ability to store DOffs in inventory at our convience would be aprpeciated, as moving them from the DOff window to the market is sometimes iffy, and searching for them to price compare is nearly impossible.
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    trelane87trelane87 Member Posts: 242 Arc User
    edited July 2014
    Well it's been almost a month now and still not one dev has replied to any of our feedback on the UI... Not shocking really seeing how they didn't even bother to make an official feedback thread, someone else had to make one!

    So I guess this new system is coming "Bill O'Reilly" style :rolleyes:
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    welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited July 2014
    trelane87 wrote: »
    Well it's been almost a month now and still not one dev has replied to any of our feedback on the UI... Not shocking really seeing how they didn't even bother to make an official feedback thread, someone else had to make one!

    So I guess this new system is coming "Bill O'Reilly" style :rolleyes:

    What bugs me about this the most, aside from the deafening silence from ANY Dev on this matter - is that I am confused as to where the need for these changes came from. What is the reasoning behind it? Are they simply trying to dumb down the Doff metagame so there's more buy-in from average players by reducing those "confuising buttons and pulldowns"? Are they trying to delete pie charts to make them "more starship-like"?

    There's very valuable and detailed feedback here in this thread. Ignore it at your own danger.

    No one wanted or needed these changes. It just seems like change for the sake of change. As Azetbur said herself "Just because you CAN do a thing, does not mean you SHOULD do a thing."
    T93uSC8.jpg
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    williampetersenwilliampetersen Member Posts: 30 Arc User
    edited July 2014
    I am confused as to where the need for these changes came from. What is the reasoning behind it?

    I think it's that they want the doff assignments and the crafting UIs to look very similar.

    However, I don't really see why this supersedes the importance of players feeling comfortable with the UI and getting better functionality from it.
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