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Showing results for tags 'ux'.
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Some thoughts on the User Experience and the Interface
huha posted a suggestion in Suggestions & Idea Voting
First things first, I'm no UI/UX expert, barely had to do with those thematics professionally, and I'm for sure no screen designer, so I'll pass on that - concentrating more of the experience itself. All points I _personally_ think should be adressed, so take them at least with a grain of salt. Also they seem to be nitpicky for some people, but well. Everyone plays the game differently 🙂 the main screen: The arguebly most important part of the game is the fighting, so it makes sense to really highlight the positions of your enemies so you never feel lost in combat. The arrow sadly is really hard to see most of the time. Depending on the sector backdrop. I suggest making it bolder and more vibrant, adding a constrast rich outline/glow maybe The positions of the targeted entities is too far on the edge of the screen. Especially on big screens it completely falls out of view. Also the icons disappear behind the notifications on the right. So the fallback of finding out where the enemy is (because the arrow isn't visible) can also be without result when the icon is behind those bars leading to having to zoom out to find your target. And this mid fight is quite a task. It would help shoving the entity-icons onto the most front plane and/or moving them a bit more inward into the center of the screen. The optimal solution propably would be to give the user control over the distance icons/screen-edge A minor complaint I have about the notifications is the order they "bubble up" - or how they don't. The chat-box in the left-bottom corner has its newest entry always at the bottom, as chat windows normally do. My gut tells me it would make more sense if the notifications on the right also get their newest entry at the bottom, pushing the older ones one row upwards until they disappear at the top. Having the option of turning them off completely would also be nice, they DO eat a lot of screen real estate. I just realized in this tempo this post will be half a book, so I'll just write down what things I occasionally wish for - make coordinates clickable if a players posts them in the (xx:yy) format in chat - "Return All-button" for Fighters - repressing r (select target) selects next-closest target (as the tab/h-counterparts do) - alt+mouse-move repositions the camera, it would be awesome if alt-mouse wheel would push the camera out/in slightly (leaving the realm of UX now I know.) - sector coordinates in the top left corner aren't displayed when the sector has a name (dispite the loading screen telling you to look up there for the coordinates) - rebinding middle mouse button to interact would be really benefitial for accessibility. Also it would just be comfortable to be able to rebind it too 😉 other than that I like the main screen. Its clean, the fov depending on your zoom level makes sense, trying to give you the best overview for the sector. the strategy & galaxy map: I think there should be a consistent way of handling those maps which should orientate themselves on the gameplay. You are moving the ship with WASD mostly, so it would be easiest to move the maps around with those keys too. Instead we're having two completely different styles of moving the maps which is confusing to say the least. (steer your ship with wasd, steer the strategy map with arrow keys or edge-scroll, steer the galaxy map with right mouse button...) The galaxymap having had an overhaul it may make sense to adapt those changes for the strategy map. At the top of my head would that include: - selecting multiple ships by ctrl-clicking them in the right overview. - ctrl-a selects all owned entities - option to hide stations ? - It would also be nice to re-adjust the origin-plane when hitting space to focus an object (which I don't think is mentioned anywhere?). So you can actually position ships next to the target you just focused on instead of sending them 10s of km above/beneath. - the "escort me"-option from "Orders" would fit right in at the bottom of the strategy map. - The icon positions from loaded/unloaded sectors are different. Adding the "undo" icon at the top moves everything down one row for example. Which constantly results in selecting the wrong order when the sector finally loaded. I think it would make sense positioning the "undo" button at -50px on the y axis, leaving the other icons at their place. Instead of at 0px+moving all other icons 50px down (if you catch my drift? These jumping icons are driving me mad constantly :P) - Adding the most important strategy-map shortcuts (with changed keys of course. WASD is for moving ;)) on the galaxymap would be a logical additon too. (c for salvage, q for patrol and so on. I know in the strategy map they're persistant orders and on the galaxy map they're not but it still would really speed things up) - please remember the camera position when entering the strategy map and recall it after closing (same for build-mode). I could swear this behavior wasn't there before, it can really mess things up... - "sort by faction" for the sector overview entities, also some of the features of the sector overview-mod could be implemented, that stuff might be helpful in vanilla too 🙂 Dialogue/interaction system: - Using the mousewheel to scroll through the options is nice. I would love to have an "rpg"-like system too by using numbers to select the option. - the most important and unique option of every station should be the first option you can choose in the list. Scrolling down a list when visiting an equipment dock to "search for" the access to the equipment dock isn't the most intuitive thing. Things like build don't belong at the top position imho. Found station menu: - what order are the factories actually in? I still haven't figured that one out. I would like to have it alphabetically or by price at least. - give the player a way to know what a factory requires before he sits in the station founder chair. Maybe add an overview to the encyclopedia? Player menu: in general: add scrollbars or at least indicators of where you are in the list Fleet overview - hide/show stations<->ships - add "show only current sector" - add "jump to ship/station" Inventory - add "sort by price" - "no sorting" may as well be "recently added" or something - add _some_ auto-trash functionality, maybe "mark filtered as trash" - this needs a bit more thought than I can give right now. - add "post in current chat tab". not everyone needs to see your most valuable items. maybe there is some better way because you sure can't post them in "notifications" or "economy". post them always in the the current group/alliance tab for example? Missions - when a mission-succeeded mail hasn't been read yet, show a hint in the mission overview. Delete it when the mail has been read Diplomacy - its good, it works. I'll sneak in a gameplay-wise thing I wish for anyway ;): adjust and lock your reputation to someone so they cannot build a huge ship at your shipyard and then instantly have access to all your turret factories best weapons Alliance - the transfer of items should be simpler. some kind of key-modifier to at least transfer a whole stack of things instead of clicking it multiple times. (a "transfer filtered" would work here too I think, so "tesla naon" would transfer all naonite teslas to the alliance vice versa. - remember the last filtered items. as it is now the filter gets reset every time you open the window - emblem-designer: I like it for being.... unique Ship menu: Ship Overview - if you click a turret and/or drag the ship, stop rotating it for a bit longer. If you are searching for a specific turret the 4-second pause often isn't enough. - right click/drag-out a turret to remove it. dunno if this is possible being out of the build editor, but I cannot see why not - display the maximum amount of turret slots on the right, as it is displayed in the build editor - too much?: replace a turret by dragging one from your inventory into one of the boxes Crew - a button that shrinks down the section to a healthy amount, unemploying unnecessary personal - a "train missing professionals" button for the academy Upgrades - just realized it would be just consistent to add the "sort by price" here too, being basically the same menu. Although it doesn't make sense. So I would make an exception and leave it out 😛 Cargo - add a input box to drop a certain amount of items. Right now the only way to give cargo to another player is to build a separate ship with cargo capacity and fill it with the amount you want to give and then dropping the whole cargo. alternatively: add a new mechanic to transfer/trade cargo inbetween ships from player to player (dropping a certain amount still could come in handy, though) - when transfering cargo to a ship/station: at a "transfer all" for each product. Weren't there modifiers for these actions? Cannot find anything about it right now. Fighters - allow deleting a squad even if fighters are in there. Showing an alert that all fighters will be removed and you won't get anything back for it. (right now you have to drag every single fighter off the window) - show a note of how to delete a fighter in this window Transfering fighters - place fighters in a new squad when transfering the whole squad and the destination-squad being full. Right now you have to switch to the other ship, create a new squad, place that squad at the position the squad on the first ship is and then re-open the transfer fighters window to transfer the whole squad. (this is insane :D) Stations - add the "station buys consumer goods"... somewhere... right now you have to leave the station (non-factory stations), interact with it, select "trade goods", and enable/disable it with a small icon in the top right corner - same as with cargo: buy all/sell all-buttons for each product Smuggler - unbranding/selling: unbrand ALL (all like in... everything on board) and all for each product Fighter Factory - remember the last directory the player was in when building a fighter, also the last used fighter is displayed but you cannot add a turret unless you reselect the same fighter again. (remembering while in the same sector, I imagine it gets quite tricky if you re-enter the sector and something like this has to be recalled) - create a new squad automatically when there is none the fighter can be placed in instead of sayin there is no squad Will make notes from now on when I'm playing and I come across something odd or overly complicated and maybe add it here? There are also issues with order-chains in the galaxymap but I think this should have its own place so I left it out. Just some tough love for a tough game I love... -
Cruise Control (Hotkey to Engage Autopilot)
Shrooblord posted a suggestion in Suggestions & Idea Voting
Hey! My proposition is a one-key engagement of your Autopilot (a new feature in currently on the Beta branch). This is so that you can keep flying without switching to Strategy Mode (1), aligning your camera to your target (2+), clicking in the list of Ships to reselect your own Ship (3), and clicking your target or destination (4). Don't get me wrong: I love Strategy Mode. Especially with the QoL updates, it's been a joy to use. But the proposed system saves on clicks/actions dramatically! Instead of 4+ clicks/button presses, you would have one (1) single button press to engage the Autopilot. The most typical use-case for this would be Cruise Control. This means you engage the Autopilot, and it just keeps your current heading and speed. With additional thrust input, you could even get it to speed up and/or boost. But when you have a target selected, using this new hotkey would interact with it as appropriate for that object as if you just used Strategy Mode. For example, with a Station selected, it would perform an Autopilot fly-to and then start a Docking sequence. If it's an Asteroid, we will attempt Mining it. If it's a Wreck, we will begin to Salvage it. If it's a hostile Ship, we will engage it using the Autopilot's Attack Enemies Order. (Advanced features require a Captain as appropriate to the current functionality of the Autopilot.) Nearly all of this functionality already exists in-game through the Strategy Mode. For most of these features, it is simply a 'rebinding' of the behaviour from 'Strategy Mode -> navigate view -> select Ship -> right click' into 'middle-click to select -> hotkey'. The Cruise Control is new behaviour, but would appear easy in concept; maintain current speed and don't use Thrusters at all. The extra speed and boost controls are niceties to add on top but not crucial for the requested functionality. Thanks for reading! Shroob P.S. Thanks to Discord user Yukkahiro for the spark! -
Just a few off the top of my hat that I'd love to see: sort by range sort by tech level sort by size/number of slots sort by number of operators required sort by damage type sort by overheat/cooldown... and I'm certain there are others that would be useful to have.
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Add option to create a password when hosting multiplayer games.
Baphnedia posted a suggestion in Suggestions & Idea Voting
When hosting a new or saved galaxy from your computer, currently you cannot set a game password or add a description to the game - for when your friends or others look for your game in multiplayer. A couple options that come to mind. 🙂-
- multiplayer
- hosting
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(and 2 more)
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Currently, I'm in the process of disabling all the mods I had installed for Avorion and I have to disable dependent mods before disabling the parent mods. This is taking awhile, and I have the following suggestions: 1) Add a "disable/enable all" toggle for mods. 2) Option for selection and deselction of mod families - so if you disable a parent mod, it will also disable all the child mods. 3) Persistent scrollbar: when your mods list long enough for a scrollbar, it returns you to the top of the list which gets very annoying to have to scroll back where you were and uncheck just one more mod. Click & scroll, click and scroll gets old very quickly. 🙂 Still can't wait to try out the new DLC because I'm slow with these things!
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Presently, you have to wait for cloning to finish before you can order training. This is frustrating and fixing it would be great. Benefits: Not having to jump/switch to all your crew factories (stations / ships) every 15 minutes. Less ships damaged/destroyed because you never remembered to finish crewing them up. Makes crew 'training' more like a factory - and isn't that the point of cloning? Suggestion: Don't 'remove' crewman to the academy until training starts. Crew 'in training' should still count toward crew limits (crew quarters, sergents, leutenants, etc) Allow the academy to queue training beyond the available crew on the ship - even beyond the crew capacity. When (the academy queue exceeds the available crew) and (the ship is not full on crew) cloning starts. Allow a toggle to set the 'target' crew counts and automatically queue 'training' for any missing crew. (or fold it into existing 'auto-assign') Crazy ideas: Missions to gather/provide crew to stations / damaged ships / derelicts Shipyards buy crew (as an input like research stations or trade depots) Crew die from hull damage. Sergeants train to become Lieutenants -> ... -> Generals (which provides a non-money cost to large ships)