There was an earlier suggestion about this in the general discussion so I thought I'd raise it again here.
With the onset of Colonisation and mapping the stars I thought it would be a good time to suggest this improvement to ED's aging interface seeing as so many people will be trawling through the galaxy.
Issue:
FDev please consider looking into how to mitigate this conflicting functionality.
I understand Hold keybind functions are a valid method for console controllers and other input devices, however, in this instance it directly conflicts with basic interface navigation - leading to frustrating UX.
Technically this is an interface "bug" because the game is overriding a user's input for their intended function - hold left mouse to rotate map. The game is evidently detecting mouse-over on system points while the button is being held and triggering the associated Hold function. It could also be that the mouse click is off for a split second and so the game sees a mouse hover, wants to show the player a system name, detects a mouse hold, and replots a route.
If a player chooses to hold a button, the game must wait for the hold on that button to end before allowing / re-enabling any subsequent functions.
Suggestion:
With the onset of Colonisation and mapping the stars I thought it would be a good time to suggest this improvement to ED's aging interface seeing as so many people will be trawling through the galaxy.
Issue:
- I am often attempting to carefully wade through clouds of stars to find things, and while holding left button to rotate the map with my mouse it constantly triggers the Hold-to-Plot function and completely interrupts the search effort - extremely frustrating if I have forgotten to record/bookmark the system that was plotted!
FDev please consider looking into how to mitigate this conflicting functionality.
I understand Hold keybind functions are a valid method for console controllers and other input devices, however, in this instance it directly conflicts with basic interface navigation - leading to frustrating UX.
Technically this is an interface "bug" because the game is overriding a user's input for their intended function - hold left mouse to rotate map. The game is evidently detecting mouse-over on system points while the button is being held and triggering the associated Hold function. It could also be that the mouse click is off for a split second and so the game sees a mouse hover, wants to show the player a system name, detects a mouse hold, and replots a route.
If a player chooses to hold a button, the game must wait for the hold on that button to end before allowing / re-enabling any subsequent functions.
Suggestion:
- Remove hold on left click, and perhaps when you select a system it creates small contextual submenu popup buttons (Plot Route, Cancel Route, etc) which can be selected with single-click so as to avoid the above controls conflict.
- Alternately, look into a fractional delay change of the mouse-over detection or block / remove the mouse hover detection function when a user's button hold is active.
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