Exhibit 1: The elevator. This button only takes me one place, my ship.
Unless you're in a team and your team mate is also docked at the station.
Exhibit 1: The elevator. This button only takes me one place, my ship.
So what does it look like when you have a teammate?Unless you're in a team and your team mate is also docked at the station.
So what does it look like when you have a teammate?
I think the OP is more talking about consistencies with the UI design, but regardless of what it looks like this should only pop up when you're in a team, I would say 90% of players would never find themselves in this situation on a regular basis.Their ship is listed below yours and it's in blue rather than orange. You can chose to go to either.
I think the OP is more talking about consistencies with the UI design, but regardless of what it looks like this should only pop up when you're in a team, I would say 90% of players would never find themselves in this situation on a regular basis.
It screams 'we didn't have time to do something like integrate an actual HUD element to inform you".
How about menus like the one you use to recall your ship while on foot: while this menu is up you can't use your mouse to move, but you also can't use it to interact with the menu. Worse, you can't configure what buttons control this menu because it uses your binds for in-ship menu navigation. Very unpleasant for me because those buttons are on my HOTAS which I am not using at all while on foot. And I don't even want to use binds even if I could. The mouse is locked out so let me use it to make my selection.Lets talk about exiting dialog boxes and menus.
So when my game input is locked to a terminal there is an exit button, but in that case I can simply turn around and leave because the mouse is still for motion. However when at the SRV or ship to board or restock the mouse is locked to the menu without any exit button and I can't disengage the menu without hitting ESC. So I have to move my hand off the mouse or throttle (where my forefinger stick is the fwd/back/left/right) to get out of that menu which is annoying in a firefight.
Why put an exit button where it's not needed and leave them off where FPS movement is locked until the dialog is closed?
There are a number of these all over the interface. Every dialog that takes mouse input should have that option unless the dialog must be completed once entered.
I bet this setting is called "Aggressive" in the code, and a dev just did something like printing its toString() to the status window for quick debug while developing the feature. It would be pretty easy for an inconsistency like that to get overlooked (and then tread into "not high enough priority to figure out how to fix" immediately upon discovery).Then in the info panel it calls it 'Agressive'? Why? Are 2 different teams working on different aspects of the UI? What is going on FDEV! have some consistency! it's so weird to me.
Funny thing about those: I didn't realize they were from Elite at first. Those are similar enough to TCEMk2's toasts. They did annoy me enough that I decided enough was enough and started poking around in TCE's settings trying to figure out how to turn the toasts off.The Toast notifications are jarring and out of place.
It honestly looks like that.Good post CMDR.
As for the toast notifications, somebody was really pleased with themselves for that one, so slapped them everywhere... yet they are soooo wrong!
Yes, when you aren't though, what's the point in the pop up?Unless you're in a team and your team mate is also docked at the station.