Does anyone else find the death screen awfully annoying?

I really would like to have an immersive escape pod moment on exploding. Pod encapsulates around you and fires you into the void. You see your ship exploding, then the window freezes and in the black you listen the ping which is your aignal to any rescuers.
Back then when the onboard NPC pilot died with your explosion I wanted to have the opportunity for a rescue mission instead of perma death. Now I have three Elite pilots on my payroll still and an entry on the rebuy screen, too.
this is exactly what i have wished for in the past as well and indeed would fit with how a lot of role playing games do it,

i would also say insurance only replaces stuff with stock and if you want to get your engineered stuff back then you have to go and collect it.
 
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If/when I die in a game, all I want to do is get back into the action. I do not want to discuss my insurance premiums and options. Who thought that this was a good idea? I can safely assume that when most/all players die, they have the 'red mist', and therefore want to get back into the fray immediately, not to put the kettle on and lay the insurance paperwork out.

I wish there was a toggle switch where I can 'opt in' to have my credit account emptied of my rebuy costs and auto spawn at the nearest station with a 3-5 sec timer. In other games, they allow you to get back into the action, but with Elite, by the time I get the "confirm & redeploy" button to behave & work, I've lost interest in the mission that I was doing (and the game itself), and just abandon it.

As an alternative idea after dying, you respawn at the nearest station/carrier automatically (3-5 secs at the most), then you have to go to the ship desk to discuss your insurance claims/selecting an available ship, rather than discussing your premium options when you're dead, which is how it currently is.
Death should be kinda annoying, don't you think?
 
Death should be kinda annoying, don't you think?
I have the feeling the OP is playing a lot of games where instant respawns are common. Battlefield or Hell Let Loose have mechanics to revive to save tickets, and people can't be bothered to wait some seconds even when a message and a flag highlights that a medic is running and risking his virtual life to revive them. The playstyle of rushing into enemies fire without care about the virtual death is also what kills the immersion.
 
Oh yeah, I'll happily agree that the UI since the big UI overhaul is terrible. Its like it was designed by someone fresh out of university with a head full of Web 2.0 nonsense (or is it 3.0 now?) without any due consideration for workflows.

The biggest travesty is the outfitting screens. It used to be easy, quick, and simple. If you wanted to sell all your stored modules quickly, you could get a single list. Now everything is categorized so you have to go to each category to see what you have stored there and then sell or do whatever with it.

I understand the desire to improve the UI or even the need (the system map had a need because of new buttons that were added with more to come), but that's also really bad.

Now, i'm no designer, and not saying i could do better right now, but if someone was willing to pay me the salary, I'd happily pick up UI/UX for Dummies and get reading and then come up with something better.

I agree with all but the assessment on what it actually worst. For me, it's the reworked system and galaxy map.

The old version was designed well. No matter if you used keyboard and mouse, HOTAS or a controller, it always was fast to use. Bonus points: it had some similarities to something i once saw on some aviation channel. So, whoever built that, might have had some aviation background. Or at least invested some brainpower to create a good user interface.

The new version on the other hand... indeed, the search function for systems was improved. But the rest of the UI... it's extremely terrible to use with a HOTAS, feels way more cumbersome to use with keyboard and mouse and i was told that it also is very clunky to use with a controller. All the buttons, no matter how important they are, got squeezed to the side, and often to opposite corners. So "optimized for maximum mouse useage" or something like that. The thing feels, like the designer up to now only knew smartphone games.

Or maybe designed and presented it on a tablet, and everybody who looked at it and approved of it was happy with how it handled, having no clue or idea on the game it was used in... which by now, based on all we know about FD, might be more plausible than one would believe. :(

It took them almost two years to just fix inconsistencies between the different versions used for normal use and Apex use. There are still handling inconsistencies between galaxy and system map. When they wrere new, my criticism was along the lines of "i dislike them, but maybe it's because i just was used too much to the old ones". By now, i have used the new ones enough, to clearly say that i consider them garbage. I would so much wish the old ones back...
 
The idea of "big 3 boxes of iconography" bothers the hell out of me, because iconography inevitably causes people to not understand what it means and has to ask outside of game when they need to make an immediate choice.

Text is fine. People need to read more.

Fair comment.

If it was up to me, I'd have the 3 big icons - so it's almost impossible to make the wrong choice - and then, after selecting one, it'd take you to an information page that tells you how you lost your ship, what it's value was and what the rebuy is costing etc.
You'd click "Accept" to proceed or "Back" to pick a different choice.

Like I said, I'm not especially familiar with the rebuy screen and, possibly under the affluence of incahol, there have been times when I've checked various boxes and then, at the last moment, I've thought "Hang on a minute!" and it turns out I've selected something that would've resulted in losing my ship, or the engineering, or whatever.

It'd be a lot more reassuring (for me, at least) if there was just a big, daft, icon you initially selected to put you on the correct path.

Course, maybe FDev has deliberately chosen to make it a bit convoluted to create some bureaucratic "jeopardy"? 🤷‍♂️
 
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