Changes to Nav HUD?

Is it just me or did they change the way the Nav HUD works so that when you scroll down to the bottom of a list it immediately loops around to the top and continues scrolling?

I know it worked in a similar way before but it always used to pause when it got to the bottom of the list, before looping around.

Now the pause is gone it's more fiddly to select something near the bottom of a list, which is especially irritating in the "Contacts" panel, when you're trying to select a specific ship or mat' drop etc.
 
Most annoying bug/change I've noticed yet, (except for power priorities maybe, twice now I've dropped into wing Assassination USS, deployed hardpoints and dropped shields...) hope it gets fixed.
 
Thing that I don't get is why they decided to spend time faffing around with this stuff when there's heaps of BUGS in the game that need fixing.

"Hey, Adam, d'you think we should try and fix that bug where ore can float inside asteroid chunks or, maybe, sort out HGE spawn rates or fix the BGS?"
"Nah. Remove the pause from the bottom of all scroll-lists, modify how the on-screen buttons work in the market so it takes 10 minutes to load a Cutter and, while you're at it, tell the sound department to create a wheezy new boost sound for the AspX"
"Are you sure that's the best use of everybody's time?"

2vmeb1d.jpg
 
It should stop while scrolling to the bottom and only roll over when you release and hit the key again. Same when you scroll up. It's rather disorienting when it suddenly flips back to the top/bottom when you don't expect it. There is no sign or warning when you reach either end of the list.
 
Thing that I don't get is why they decided to spend time faffing around with this stuff when there's heaps of BUGS in the game that need fixing.

"Hey, Adam, d'you think we should try and fix that bug where ore can float inside asteroid chunks or, maybe, sort out HGE spawn rates or fix the BGS?"
"Nah. Remove the pause from the bottom of all scroll-lists, modify how the on-screen buttons work in the market so it takes 10 minutes to load a Cutter and, while you're at it, tell the sound department to create a wheezy new boost sound for the AspX"
"Are you sure that's the best use of everybody's time?"

2vmeb1d.jpg
Likely because they were busy working on the nav panel. That's generally how it works. You work on a particular area of the application, and whilst you're at it, you make some tweaks here and there to that particular area. At least, that's how it works in my office. Two birds one stone kinda thing.
 
Likely because they were busy working on the nav panel. That's generally how it works. You work on a particular area of the application, and whilst you're at it, you make some tweaks here and there to that particular area. At least, that's how it works in my office. Two birds one stone kinda thing.

As a rule, I tend to find it's best, and most efficient, if employees do the things they need to do and don't touch anything that doesn't need touching.
That way, people don't waste time doing unnecessary things - which means there's more time to do the things that ARE necessary - and the risk of accidentally screwing up things is reduced.

Seems like that might be a better philosophy for FDev to adopt.
 
As a rule, I tend to find it's best, and most efficient, if employees do the things they need to do and don't touch anything that doesn't need touching.
That way, people don't waste time doing unnecessary things - which means there's more time to do the things that ARE necessary - and the risk of accidentally screwing up things is reduced.

Seems like that might be a better philosophy for FDev to adopt.
What needs touching is determined by Frontier; and they determined it needed touching. So they touched it.
 
What needs touching is determined by Frontier; and they determined it needed touching. So they touched it.

Which brings me back to my original question; why they felt it more important to create new sounds for the AspX and modify things like how the market GUI and Nav HUD work instead of fixing things like ore clipping inside asteroid chunks, HGEs and the BGS.
 
Which brings me back to my original question; why they felt it more important to create new sounds for the AspX and modify things like how the market GUI and Nav HUD work instead of fixing things like ore clipping inside asteroid chunks, HGEs and the BGS.
Dunno about the sound thing; I mean, it was perfect. They had their reasons I suppose.
Market and Nav changes.. They wanted to make things more accessible and linked together. The Nav is even more useful with a lot of nice little additions; plus they needed to move things around to make way for the new HUD changes. Market, well, it really needed those changes IMHO; loving trading atm.

Said it before, but I think Frontier kind of fluffed up when it game to ED's interface. Too many menu's and they're running out of space.

I can only speculate:
Ore clipping inside 'roids. Low priority.
HGE's: Not slated for this release or Low priority or Still gathering information (looking at how players play).
BGS: Likely requires a lot of investigation, a lot of data, and a lot of work given the impact changing the BGS can have on the game.
 
Market and Nav changes.. They wanted to make things more accessible and linked together. The Nav is even more useful with a lot of nice little additions; plus they needed to move things around to make way for the new HUD changes. Market, well, it really needed those changes IMHO; loving trading atm.

Said it before, but I think Frontier kind of fluffed up when it game to ED's interface. Too many menu's and they're running out of space.

Gotta say, I think they might have gone (or, at least, are going) a step too far there.

I was fine with the 2.x HUDs but when they changed them for 3.3 I could see the benefits and appreciate the ability to get more info' into the same spaces.
These latest changes just seem to be going a little bit too far, though.
The HUDs now have a distinct "cramped" feeling to them, as if they're trying to squeeze a heap of info into little panes of a single screen.
It's not too bad right now but I hope they don't continue trying to divide the HUDs up into more and more panes with more and more stuff on them.

As I've said before, it might be useful for somebody from FDev to go and spend a day playing with the avionics in a military fighter plane (if it could be arranged), to get an idea of the way real aircraft display multiple features, how they prioritise what the pilot gets to see and learn about the philosophy of providing information to a pilot in ways that are easy to understand, using systems that are easy to navigate.
 
If I'm not mistaken, CIG has approached it that way in their ships (I haven't checked in a long time). The ships themselves display pertinent information. They are very busy with ship info stuff, but it's not taken up with "fluff" - that's what the MobiGlass is for.

I think ED needs a MobiGlass; perhaps a visor unit, or a shoulder mounted HUD projector or something along those lines.
 
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