You may be giving them too much credit, lol.Oh I totally agree. I just wonder why they put so much effort into "fixing" something that wasn't broken (especially when plenty of things that ARE broken remain unfixed). There has to be a reason!
You may be giving them too much credit, lol.Oh I totally agree. I just wonder why they put so much effort into "fixing" something that wasn't broken (especially when plenty of things that ARE broken remain unfixed). There has to be a reason!
Or maybe people don't want to get used to workflows now requiring significantly more user actions (2x-3x and even more in some cases).I disagree, the new UI does work. I have had no problem adapting to it, and if I ... a self-confessed idiot ... can adapt to it, you can too (generalisation "you", not you specifically).
The real reason why so many complained is they don't like change, and Frontier made a not-small change to the UI. People don't want to get used to a new way of doing something. And once that coloured their opinion, they started seeing everything in Odyssey as being "wrong" or "broken".
And I've been saying this since the 19th of May, but people being people, and the internet being the internet, and this forum being THIS forum ... people would rather argue than think about what I am saying.
FD have redesigned things that didn't need redesigning on several occasions. And ignored fixing things that need fixing since E: D was first released...But it might explain why Frontier completely redesigned something that was perfectly fine to begin with,
Not picking on you, but I find this point of the new UI being "more clicks" pathetic. So it's two or three more clicks, so what? If that's honestly what you think is wrong with the UI, you obviously have nothing else to complain about. It's like having a route to the shops you take everyday, and suddenly the council block off the road you've always taken, and you have to find a slightly longer route. It's not as simple as the route you used to use, but your only complaint is that it's not the route you are used to using. There's bigger problems with Elite Dangerous and Odyssey than "I had to click 2 or 3 extra clicks to do something". You're not speed running the game FCOL.Or maybe people don't want to get used to workflows now requiring significantly more user actions (2x-3x and even more in some cases).
Much of the redesign violates basic UI/UX principles that have been around for decades and should have never passed any kind of initial design review. The outfitting UI for example - would earn you a failing grade in any type of UI/UX design course.
Much of the UI actually is "wrong" if you judge it based on basic industry-wide UI design standards.
Touch or not, there is the old design motto "form follows function". UIs are not there for their own sake, but rather to support a certain workflow in order to achieve a certain goal. In my feedback to the UI I actually detailed the workflow I follow when I am exploring and how that has changed in Odyssey.People have rightly pointed out that the new UI feels like it is made for a touch screen / tablet. What if they are right? I'm not talking about playing ED on an iPad, but rather the idea of future-proofing the UI to work on VIRTUAL touch screens. For example, if we someday get ship interiors, maybe there will be a station on the bridge that has a screen dedicated to the system and galaxy maps that we access like the screens in the concourse, as virtual CMDRs touching a screen rather than a person playing a video game on their PC (the current full-screen implementation of maps). Same goes with other virtual screens for things like outfitting. This would IMO explain why the UI has been drastically changed to use big "touch buttons" instead the traditional UI we had previously.
Now please don't get me wrong, this is not a defense of the new UI. I hate it as much as anyone. But it might explain why Frontier completely redesigned something that was perfectly fine to begin with, because they want to take a more Star-Citizen approach to everything being interacted with as our character rather than these "out-of-game" full screens we currently have.
Anywho, just a thought!
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Not picking on you, but I find this point of the new UI being "more clicks" pathetic. So it's two or three more clicks, so what? If that's honestly what you think is wrong with the UI, you obviously have nothing else to complain about. It's like having a route to the shops you take everyday, and suddenly the council block off the road you've always taken, and you have to find a slightly longer route. It's not as simple as the route you used to use, but your only complaint is that it's not the route you are used to using. There's bigger problems with Elite Dangerous and Odyssey than "I had to click 2 or 3 extra clicks to do something". You're not speed running the game FCOL.
Again Lone Star, I am not picking on you specifically, I just went into a bit of a rant. No offence is intended towards anyone.
I understand a lot more than you think I do.No offense - but you are ranting about something you really, really don't understand.
I understand a lot more than you think I do.
yea, but you still did not equipped a ship with engineered modules from stock, while trying to figure what is what
You're right ... I wasn't trying to figure out what is what. As I've said, I had no problem adapting to the new UI.yea, but you still did not equipped a ship with engineered modules from stock, while trying to figure what is what
So again I ask ... if a self-confessed idiot like me can adapt to the new UI ... why can't you? ("you" generalisation, not specific you)
I could technically mow my lawn with a non-motorized push mower.... but why would I do that if I could use a tractor instead?It's not about adapting, but accepting a tool that is way worse at serving its purpose
And not at last, that will lead the user to lose modules (unequipping a module defaults to sell instead of storing)
Comparatively, the Horizons Outfitting UI was way better (faster, more informative and with a much much lesser chance of losing modules)
Hmm, you mean like in "they used a experimental UI in reality designed for the VR crowd"?People have rightly pointed out that the new UI feels like it is made for a touch screen / tablet. What if they are right? I'm not talking about playing ED on an iPad, but rather the idea of future-proofing the UI to work on VIRTUAL touch screens. For example, if we someday get ship interiors, maybe there will be a station on the bridge that has a screen dedicated to the system and galaxy maps that we access like the screens in the concourse, as virtual CMDRs touching a screen rather than a person playing a video game on their PC (the current full-screen implementation of maps). Same goes with other virtual screens for things like outfitting. This would IMO explain why the UI has been drastically changed to use big "touch buttons" instead the traditional UI we had previously.
Now please don't get me wrong, this is not a defense of the new UI. I hate it as much as anyone. But it might explain why Frontier completely redesigned something that was perfectly fine to begin with, because they want to take a more Star-Citizen approach to everything being interacted with as our character rather than these "out-of-game" full screens we currently have.
Anywho, just a thought!
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looks a lot like the interface used on console. My guess is its the lazy mans approach, design for one system and make everyone use that system regardlessOh I totally agree. I just wonder why they put so much effort into "fixing" something that wasn't broken (especially when plenty of things that ARE broken remain unfixed). There has to be a reason!
I know a lot of guys here love to bash console.. (it's seriously like blaming the marginalised in 1940's germany up in here) but lemme tell ya.. however bad you think this is for mouse users.. it's ten times worse with a controller!!!looks a lot like the interface used on console. My guess is its the lazy mans approach, design for one system and make everyone use that system regardless