New outfitting screen is a big leap backwards, please bring back the old UI

I like the the new UI. I can see there's bugs and problems, but it is an improvement ... once the bugs and problems are worked out.
IF ... Frontier are going to revert it back, at least make it an option so that we can choose.
 
UIs has small good ideas, for example outfitting has sorted modules as in shop instead plain infinite list. System map shows distance from your position to selected body, not from star.
However ...everything else is just bad. Take Horizons UI and add those 2 things there.
 
This new UI needs big changes but it has a few good good ideas (like sorting) too.
!FD needs to keep Horizons separate.
No no no!
It's not going to be easy, but all of this new UI can be fixed without spitting the player base from the current three groups into six!
It's also way more work in the long run for Frontier to maintain two separate clients and UIs!
 
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As a gamepad player I can debunk your theory - it's often worse compared to M&K (many, many, many more button presses required for certain things) so I don't think they designed this with a pad in mind.

To me it feels like they designed it with a touch screen in mind. I'm not even kidding.
Yeah, this. After seeing the new UI in action I understood why the Console launch had been pushed back so many months, it's because there's literally no way to make it work on a pad. I was wondering if the game was gonna require some kind of bespoke companion app for using the galmap and similar on your phone, or if they just planned on taking console support to hang out with the Mac client on that farm they sent it to.
 
No no no!
It's not going to be easy, but all of this new UI can be fixed without spitting the player base from the current three groups into six!
It's also way more work in the long run for Frontier to maintain two separate UIs!

It's not just the trash UI. It's also that many of us suddenly won't be able to play a game we've been playing for years due to it's poor performance. And that's despite not even buying EDO.
 
IMO: Either the GUI developer has a console background, or the changes to better utilise a controller.
Nah, too many new keybinds. With Horizons we were already at three button combos for some things, and it was getting literally impossible to add more. And without a mouse, clicking around some of those new buttons on the screen is just hell. If I had to guess, I'd say someone overenthusiastic about mobile development was all "What if players could mount their phone off to the side of their monitor and it acted like the screens in the ingame HUD?"
 

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Yeah, this. After seeing the new UI in action I understood why the Console launch had been pushed back so many months, it's because there's literally no way to make it work on a pad. I was wondering if the game was gonna require some kind of bespoke companion app for using the galmap and similar on your phone, or if they just planned on taking console support to hang out with the Mac client on that farm they sent it to.
Don't get me wrong, I will just have to get used to it, but it's much less efficient now compared to what we had before. I was secretly hoping they'd move some of the UI elements around which would've been a very easy thing to do, but silly me.
 
The biggest problem to me it's the stored modules, to equip it in a ship in odyssey you have to first enter stored modules section, next search for the module and last you can after all of that, select the module slot. You are blind to the slots in the ship. I don't see the reason to make something that works really fine so much worse
 
For me, the biggest issue is engineered modules.

For example, I have 4 beams in storage. I know they're engineered because they have the engineered icon. But that's it. I don't know if they are efficient or overcharged, or what effects they have.

The only way to find out is to transfer them to a ship and look at the engineering tab. But as they're Large beams and I'm in my Eagle, I'll need to swap ships first :rolleyes:
 
The biggest problem to me it's the stored modules, to equip it in a ship in odyssey you have to first enter stored modules section, next search for the module and last you can after all of that, select the module slot. You are blind to the slots in the ship. I don't see the reason to make something that works really fine so much worse
Module selection should ALWAYS start at a view of the slots on your ship and work from there, not the other way around, This isn't rocket science!*

* (Well, unless you're fitting a 3A missile rack or somesuch)
 
For me, the biggest issue is engineered modules.

For example, I have 4 beams in storage. I know they're engineered because they have the engineered icon. But that's it. I don't know if they are efficient or overcharged, or what effects they have.

The only way to find out is to transfer them to a ship and look at the engineering tab. But as they're Large beams and I'm in my Eagle, I'll need to swap ships first :rolleyes:
So, I've just had another (longer) look at this and realised that the engineer tab on the ship only shows you the mod, not the experimentals. So I can see that a multicannon is OC but don't know if it has corrosive, incendiary or autoloader :unsure:

Also, all my pinned blueprints are gone except Palin :mad:
 
I can get used to the new UI, many people mention that, but what I HATE and I mean with all intents of the word, is the fact the UI has actually taken so much basic but needed information away.

Others have mentioned the fact that swapping modules to and from ships has become cumbersome, it used to be go to ship, click module, have multitudes of options (transfer, more info, modifications etc) all of which are gone, and choose to transfer from storage or simply swap items around.

Shipyard is very similar, you can't see any of the modules that are on ships in the same station, nor from others. There is no extra details option.

So to summarise, the only way to see what type of full engineering a module has currently is to equip it to your current ship.

The only way to see what modules are on other ships, is to sit in it and go to the outfitting screen?

If this new UI comes with a free subscription to Microsoft Office then it makes sense, as the only way to know what's on what ship or module is to put it in a spreadsheet.

If I'm missing something in the new UI then I apologise, but it's clearly not very intuitive if I've missed it.
 
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So, I've just had another (longer) look at this and realised that the engineer tab on the ship only shows you the mod, not the experimentals. So I can see that a multicannon is OC but don't know if it has corrosive, incendiary or autoloader :unsure:

Also, all my pinned blueprints are gone except Palin :mad:
Hmm, I forgot about the Engineer tab at the centre top of the screen. Easy to miss that.

I seemed to have all my pinned Blueprints, at an initial glance at Remote Workshop at least.
Did you check your Engineers info panel to double check (near where Galnet, Codex etc is) and have you checked Horizons to see if they're gone from there too?
 
I haven't had a chance yet to see if/what changes there are compared to what it looked like in alpha, but based on my observations back then the new Outfitting UI does a few things better than the old. Installing stored modules for example was combined with the store so there is now one combined view of everything available for a slot, with filtering baked in via the categories (filters have been a long requested feature). The alpha build had a bug preventing it from working properly but once it does it's actually an improvement.
Likewise the ship stats panel at the bottom which was context sensitive in the old UI and has now been decoupled so it shows everything regardless of what kind of module is currently selected.

That said it is somewhat disappointing to read that some information is still missing and it appears that not much has happened there between alpha and release.
 
Hmm, I forgot about the Engineer tab at the centre top of the screen. Easy to miss that.

I seemed to have all my pinned Blueprints, at an initial glance at Remote Workshop at least.
Did you check your Engineers info panel to double check (near where Galnet, Codex etc is) and have you checked Horizons to see if they're gone from there too?
I checked the engineers panel when i first noticed that remote workshop only had 1 pinned blueprint.
Engineers panel shows all the engineers I've accessed/know about with the correct levels, but only Palin has a pin.
Can't check Horizon at the moment as I'm just getting a spinning python :(
 
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