Anybody who think replacing a text based UI by an icon based one, is not someone who believe change is a good thing.Yeh...I'm one of those that don't like change, I'll admit. Give me the OG UI.
Funnily enough, the original 1.0 UI was the most intuitive part and easy to get used to as a new player. Allowed me to spend more time getting my speed docking game on...after crashing into just about every surface of the stationAnybody who think replacing a text based UI by an icon based one, is not someone who believe change is a good thing.
And you know the funny thing ? You'll have to get prepared for that one. Apparently, they did they changed it because the previous UI was "confusing" for new player. Because apparently, a weird 3 yin symbol thing turning in circle, the weird looking atom, you know the 3 koi carps swimming in circle ? Anyway, that's easier for a new player than a "realistic" button. Also, as you can see, easier to explain.
Yeah icons are pretty but terrible to use. Especially when you have that much. Text is text, you can read, it works.
I started with Horizon, and didn't have issue. Sure, I didn't know what half the map UI meant, but I just ignored it until I knew. At least, I knew what it was, instead of having weird icons.Funnily enough, the original 1.0 UI was the most intuitive part and easy to get used to as a new player. Allowed me to spend more time getting my speed docking game on...after crashing into just about every surface of the station
You make a really good point. The old UI felt like something that would have been developed in the Universe of Elite.I think Frontier already recognized that the outfitting UI has "issues" as I have read in some dev-response somewhere across the board.
Admitted, I liked the fresh feel of the new UI first, but the longer I look at it, the more it feels all a bit to much. To many icons, to big buttons, to long latency...
The old UI really blended in well with the game and therefore felt immersive. The new UI in some places feels more like a game-interface patched over a space-ship interface - it's a bit to much overlay and not so much integrated functionality. Also I don't know who thought those "slide-in text-boxes" with useless confirmation messages would be a necessary thing to have (I think they call them toast-messages internally)? They remind me very much of annoying ad-popups and smartfone slide-shows. Not really what I expect my space-ship UI to do.
The one thing I really like is the new mission-browser. For my playstyle it's a qualitiy of life improvement that the UI now has the ability to show all missions, regardless of faction-affilation, so I can see all offers at one glance. Also it's a QOL feature in my book that transport missions are grouped for destination. Also it has a quite extensive filter-mechanic. Data-Filters are a good thing.
Playing Elite and cruising these forums for almost 5 years, I have not seen any complaints about the old UI’s other than the need for more storage and bookmarks.
It doesn’t in Odyssey?If you want or need to improve the Galaxy map, How about making the mouse work in VR.
Now that would be a improvement lots have been asking for.
Wait until you have to...
This new thing, which I'm honestly okay with, feels like a current day console game UI. No offense to console players.
When/if EDH gets EDO'd, I'm out. Flying spaceships isn't important enough for me to slog through that.
I'm cool with change, but only if that change is an actual improvement. Not everything old is bad. Take the wheel, for example. It can be improved upon, like these new airless tires, but it's still the same tried and true form that's been used for thousands of years:Yeh...I'm one of those that don't like change, I'll admit. Give me the OG UI.
The sad thing is that module management already had a (somewhat) working solution during alpha - buried under two bugs and also missing crucial info on eng stats, but when it worked it was a clear improvement[1] over Horizons requiring less effort overall. Between alpha and release this got canned though and we are currently left with borderline masochism indeed.Wait until you have to shuffle around a few modules around between your ships... This is the number one nuisance to me with the new UI. Other than that I'm usually fine with a change and adapting, but this comes close to masochism.
My first experience with ED Horizons was on the PS4, and my first impression was, "Finally, a company has written a GOOD user interface for the console!" I've had my share of crappy UIs in console games (as in, most of them), so Frontier really won my respect with their user interface, especially in how they fully utilized the DS4 in creative ways.
When UIs are crappy on the console, it's not the fault of the console, but rather the fault of the developer who tries to force PC paradigms onto a console (like forcing the player to move a pseudo-mouse with the controller stick). Horizons, on the other hand, was usually a joy to use with a controller / HOTAS. Now it feels like Odyssey is making the same mistake, except they are forcing a mobile interface paradigm into a PC / console game. That's a real shame, not just because I don't like the look and feel of the new UI, but because I really appreciated the old UI. Just because something is "old" doesn't mean it's bad.
Because the middle is usually the least desirable area. Initial selection/focus doesn't matter much as it can be pretty much any element. Once you move around though it becomes easier to reach the tiles located at the borders of the layout - that's why Missions and Market are at the far left. No matter which tile is focused, press and hold left and the selector will automatically come to a stop on either one of them. In the other direction it's not as good though, moving to the right the UI focuses on the ARX tile instead of the more commonly used loadout section below it. The reason for that is probably similar as to why the ARX originally had that glaring blue attention seeker color.Like in the current station layout why is Shipyard the big option in the middle? Surely either Mission Board or Commodity Market are the most clicked options in that menu? Surely FDev can capture user metrics to tell them that? And you're putting 5 things in that half of the screen, why not use a + layout? Default select the middle one, use your user metrics to tell you which five station options are selected the most often, bam, none of the most common things the user wants to do are more than one press away for a pad. (and anything that applies to a pad also applies to a HOTAS using a hatswitch to navigate).