UI cleanup. It's time.

Despite the varying opinions on what is fun and what is not, I don't find it unfair to claim we can all agree that Elite Dangerous has terrible menu navigation and UI utilization. It's fine that there are things we need to press a button to do and functions that should have our attention on the menu when appropriate, but as it stands, there are far too many little "nuances" that absolutely no one would miss. If fdev ninja patched them out most folks might not even notice some of them were gone. Before you say "if they're not important, don't complain!" I say "that's how little we actually need these things."

Let's run down the list, shall we? Got your popcorn? Make sure the butter's unsalted. By the way, for all cases assume I'm talking about using keyboard navigation here. Mouse clicking obviates SOME of these issues, but if we want players to use cool things like a HOTAS or a VR headset (and I'm confident in assuming that fdev does in fact want that, given how much work they've put into making these things function and how many keybindings are available) then as a famous meme once implied: AIN'T NOBODY GOT TIME FOR THAT!

Just remember folks: I like Elite Dangerous. I say these things not with venom, but with passion. I care about these things because I care enough about the game to want to see it break out of its boundaries and grow. How do we grow? by admitting our faults and correcting them. Buckle up, buttercups!


1: On the main menu, why is "training" permanently locked above "start?" We do our training missions one time, if that, then we never need to again unless we want a refresher or want to show someone the game. The other 99.999999999999999% of the time, we want to START THE GAME. Switch these. Default cursor on START. Basic stuff here.

2: The nav panel needs an option to NOT shuffle the in-system objects around based on our proximity. If you're not using a mouse, you're CONSTANTLY scrolling to find the object you want to lock onto and it's not even a consistent amount of scrolling because EVERYTHING KEEPS MOVING unless you're at a complete stop. Make this a toggled option so we can have a static list of objects ordered by their distance from the main star. With this option toggled, the ONLY time anything should move on that list is when a USS shows up.

3: In the transactions panel, missions need to be visually rearranged so that the pertinent data, including locations, factors and rewards, is IMMEDIATELY VISIBLE. WITH NO SCROLLING. Having to scroll down to see how many ships I still need to massacre or exactly what station I needed to hit is a purely negative experience. It's unnecessary tedium and it needs to go.

4: Why isn't there a keybinding to request docking with a button press? We're guaranteed to have the station targeted when we drop in, so why don't we have this keybound? Why must we go into a menu every time we want to dock? I fully embrace the need for us to actively request docking; that doesn't mean we should have to go into a menu to be able to to do so. It's just extra clicks for the sake of extra clicks and it can be discarded in favor of a simple key.

5: HERE'S ONE OF THE WORST OFFENDERS IN THE ENTIRE GAME: The social panel. Upon hitting 2 to bring up our social panel, we are immediately entered into chat, forcing us to hit Esc or another key to exit chat and navigate the rest of the panel. STOP. THAT. I should hit 2 and the panel comes into focus, then I hit enter to chat. This menu ASSUMES we want to jump in, regardless of our intent and more often than not it assumes INCORRECTLY. You'll notice a pattern here soon.

6: The helm panel, brought up by 3, is only used when working with SRV's or multicrew SLFs, but boy does it need some work. First off, when we bring our SRV underneath our ship and align with the loading column properly, nine times out of ten what we want to do is board our ship. So why is "board ship" the THIRD OPTION DOWN? Why is this not configurable at the very least?? Why is "dismiss ship" at the top?? If we want to dismiss the ship we don't have to get under it to do so and we usually won't bother because we're in a hurry!

7: The "transfer cargo" option is a ludicrously clunky screen. Not only do we have to move UP to the cargo we want to move, then back and forth clicking on ALL TWO TONS of what we want to transfer, but if we accidentally leave the screen without clicking "confirm" then NOTHING HAPPENS. MY GOD this is an obscenely unnecessary waste of time! Transferring cargo from SRV to ship could easily be automated by simply stopping under the ship for a second, then driving the F*%&^ off. It's an absurd number of extra clicks and interactions for an insultingly minor task. If we're going to have bigger SRV's with more cargo or more features that call for transferring cargo OUT of the ship, then fine. We'll cross that bridge when we come to it but for now, CLEAN THIS S&%$ UP.

8: In the inventory section of the functions panel, brought up with 4, split manufactured materials and raw materials into their own headers. Small thing, but cleans things up, especially for those of us who use the material traders (read: basically everyone who uses materials for anything at all.)

9: On to starport services! I won't speak to the layout of the primary station menu on the left because some people use some services more often than others, but an option to reconfigure that order WOULD be appreciated by all, I'm sure.

10: The commodities market needs better controls for filtering, sorting, searching and scrolling. Collapsible sections would be nice (with memory, so we don't have to keep doing so.)

11: the "trade data" at the top is a great idea, but clumsily designed. If I know the precise name of the station I want to view, I should be able to type it in (with precise spelling, of course) and boom, there's my data. We can type in a system and then click it to show all its stations, which is functional, but we can take that further. Some systems are automatically suggested because they're easy names like Rhea or Gende so you get them even if you misspell them, but if it's some number-dash-letter-dash-sector name and you're not sure precisely which one? Good g luck. If you know the station name you should be able to look up the station specifically, plain and simple.

12: Buying and selling commodities should have a few simple things: First off a "buy max" and "sell max" option. What we have now is, you guessed it, more scrolling. It would also be useful to include a field to simply click and type a number. I want exactly, say, 576 of a commodity? I shouldn't have to "get a feel" for how fast the scrollbar accelerates when I hold down the button so I can stop it right on the amount I want. This is Elite Dangerous, not "Braben's Pro Scrollmaster."

13: When you select the mission board, your cursor defaults to the bottom of the screen for some ungodly reason. It should default to the first faction selectable so you can immediately start looking for missions. furthermore, each faction's missions should be visible when we scroll to them, rather than having to click them first. At the very least a small preview should popup giving us a quick glance at what they're offering before we click in and get more details.

14: Speaking of mission details, here we go again with the srcolling! All the pertinent data for the mission should be available at a glance, with as little scrolling as possible. This point is just a case of inefficient use of screen real estate. We could pack a lot more info into a lot less words and use up a lot less screen space for a LOT of missions. the "recommended rank" box could be cut entirely and that little bit of info squeezed into some other part of the briefing. We don't need to be reminded that "higher ranked missions come with higher rewards as your reputation increases." We KNOW this. Even a day one, fresh-out-of-training player can figure this out. CUT IT. A data delivery, for example: we could just cut out the "this will not require cargo space, you will be paid on delivery, good luck commander" lines entirely. They serve no purpose, immersion or otherwise, and just take up lines of space we could be putting to better use.

15: Passenger lounge: Why does this exist? These are clearly missions for the same factions and follow most of the same rules; they just require cabins to take them on. We have mission type filters on the mission board; why not make use of them?

16: When we select the contacts menu, the cursor immediately jumps into the authority contact menu. Stop it. Much like the mission board and social panel, the game assumes we want to jump into the first menu on the list AND doesn't show us any other menus UNTIL we jump into them. Viewable on scrolling, no automatic jumping please.

17: BEFORE I FORGET: There are times, primarily when you receive a popup about fire groups or not having any illegal goods to sell on the black market, that you MUST close this popup before finishing your business. The problem comes when you try to hit a button to dismiss the popup. Is it enter? Is it backspace? Is it spacebar? WHO KNOWS? IT SEEMS TO CHANGE EVERY TIME! Worst of all, if it's NOT enter at that given time, guess what happens? Your chatbox pops up and starts taking down your further button presses! THIS. IS. INFURIATING. MAKE. IT. STOP. I am here to fly spaceships, not MEMORIZE WHICH KEY IS "DISMISS POPUP" for EVERY INDIVIDUAL POPUP! If it's spacebar, MAKE IT SPACEBAR FOR ALL OF THEM. Or, better yet, GET RID OF THE POPUP ENTIRELY. "You don't have any illegal goods to sell." Thanks; I would never have figured that out by seeing an empty black market screen. "You have made changes to a weapon that needs to be in a fire group." Thanks; I would never have figured that out when I deployed hardpoints and nothing popped out. I appreciate that you might want to let players know about important things before they launch, but THIS IS NOT THE WAY.

18: See how the galnet news articles change according to where the cursor is and you don't have to click just to see them? Yeah, do that with everything else in the station, please.

19: the "repair all" option needs to REPAIR. ALL. Paintjob, ship integrity, ALL OF IT. Otherwise, we're not really repairing "all" now are we? This usually means that if we want a TRULY fully repaired ship, we have to hit repair all and STILL go into advanced maintenance (and there's nothing "advanced" about it,) then move over twice to our integrity, click that, then move down, right and double click to get our paint patched up too. My god it's pointless. Repair all means repair all. If there's something we DON'T want to repair, like our gloriously scarred paintjob, then fine, we go into advanced maintenance and hit everything BUT the paintjob! Hell, if it's THAT important to anyone, make a checkbox that says "do not repair all" so it doesn't repair when we hit repair all! but for F*%& sake, why is our ship integrity not restored to 100% when we hit REPAIR ALL?!

20: If you (Fdev) are absolutely married to limpets as cargo, then PLEASE put some option right on the main station window to restock limpets directly with one button. Let us go into the "restock" submenu to set how many limpets we want that ship to restock to and then from that moment on, the "reload limpets" button on the main screen INSTANTLY gives us precisely that many limpets in that ship so long as the cargo space is available! A few clicks to set a preference and then ONE CLICK for the rest of our lives!

21: When selecting a hardpoint or utility point on the ship, PLEASE find some camera angles that don't zoom in so close. Several ships have external points that make it impossible to tell where they are in relation to the ship when we're zoomed in so close we see the GUNSHOT RESIDUE ON THE BARREL, for crying out loud. BACK. THE CAMERA. UP.

22: Moving modules and weapons on and off a ship takes an obnoxious amount of extra time and button presses beyond what it should. Transferring modules from storage is particularly groan-inducing. Go to stored modules, go down the COMPLETELY UNSORTABLE and UNORGANIZED LIST of over a hundred modules to find what you want, click it, the cursor defaults to SELL for some reason (?!) move up to transfer, move to the hardpoint/mount you want, click, HIT TRANSFER AGAIN, then get shown a window that tells you the transfer fee which is zero unless you NEED to transfer it from another station, click transfer AGAIN, then wait for the deploy animation to finish before doing it again. GOOD. LORD. We could cut out literally half those steps. Stored modules, find module, transfer, select point, DONE. The "transfer fee" window SHOULD NOT BE POPPING UP IF THE MODULE IS ALREADY ON SITE. Sorting the list of stored modules and organizing it in some way should be a given as well, but MY GOD PEOPLE, come on now.

23: Related point: when we go to store a module, why is there a "storage fee" window when there's no fee to speak of? If a module's dirty and storing it's going to cost us, then fine, but if it's a clean module and it's never going to have a fee for storing it, GET RID OF THE WINDOW.

24: When viewing a ship in the shipyard, it's far more useful to us to know what actual module slots the ship has than whatever garbage E grade stuff that's thrown in. Every ship seems to come with two class 1 fixed pulse lasers (which are almost universally discarded the instant we buy the thing) but it would be much more useful to have a little column right with the equipped modules that delineates the actual SLOT class. Just a little number is all we need. 1, 2, 3, etc. Maybe a little M for military slots or things like that...just a little bit of practical and useful conveyance, aye? Maybe a little less reliance on third party sites to convey basic info, yeah? Also, why is the COVAS displayed at the bottom in the "livery" section? Unless you plan to start making ships with a different COVAS as standard fitting, this entire line of info is completely pointless and could be removed. I promise no one will miss it.


There you have it. A list of things both big and small that regularly contribute to the annoyance of thousands of players, regardless of whether they will admit it. Fdev, you have to realize we the players appreciate what you've created here and we want to see it thrive. I realize that one of the ways to make a thing thrive is to make it more user-friendly. I don't want to put the game on autopilot or nerf everything or copy No Man's sky's easier gameplay; I just want the supporting tools and functions of the game to work more fluidly so they don't cause quite so many micro-interruptions and speed bumps between actual play. Navigating menus is not gameplay. We're here to tune and fly our ships to accomplish cool stuff, not develop greater finger dexterity than is required to play a twelve-string guitar at 300 BPM. We're here to fight pirates and thargoids, not our UI.
 
I can get behind just about everything on this list. Every suggestion made here is a potential way to streamline the UI to require less clicks and make it more intuitive while improving functionality.

#19 was a game feature at one point. It was removed because players were whining that they had to repair their ship when they had taken no hull or module damage, and that constantly having to pay a few hundred credits for little to no effect was unnecessary and annoying. Paint is cosmetic only and you probably can't tell the difference between 100% and 90% unless you look really closely, so paying 1 CR to get your paint from 99% to 100% seems a bit pointless. Hull integrity is really only important if you are going to be engaging in combat with any frequency, so paying a few hundred credits every time you land in port to get it from 99% to 100% seems pretty pointless on anything that isn't a combat ship. As such, I propose either:
a) The option to (like limpets) set a minimum level of hull/paint integrity that is acceptable before it is automatically repaired with 'Repair All'
b) The option to automatically repair hull/paint integrity with 'Repair All' IF AND ONLY IF you have taken any hull/module damage

Other than that, can we please get an option in the game settings to skip the hardpoint animations in outfitting?
 
All excellent suggestions. are you an UX specialist perhaps?:)

Regarding #4 request docking - there was a weak explanation by Sammarco that they want docking to be "a process". Sadly this is what he come up with, so experienced players do this proces with their eyes closed and almost as fast as a macro. And the other half uses voice attack :-D

#15 passengers - it was a "huge" game feature so they bolted on another UI, probably for posterity reasons (or troubles with abstracting mission board enough to fit this).

Weapon animation cancel - oh god yes, yes, yes! Same with "stop the launch I forgot my limpets!" option instead of rushing to exit to main menu.

I would like to exaggerate one more quality of life to the usage of mission list - I would like to know at first glance what is the (full) reward for the mission. This is especially useful when you have a bunch of missions to claim, some of which have crappy cargo rewards but good credit pay - you want to forfeit the cargo. But some had important materials for example and I would be mad if I clicked one too far and forfeited some modular terminals ;-) Note that it might have changed with the new material system, I haven't played in a while.
 

dayrth

Volunteer Moderator
I can agree with most of these. Infact I use Voice attack to achieve some of them.
The two I'm not so sure about:
I like the passenger cabin.
Repair all would be good if it did integrity, but I like to leave my paint scratched up a bit.


FYI on point 2

2: The nav panel needs an option to NOT shuffle the in-system objects around based on our proximity. If you're not using a mouse, you're CONSTANTLY scrolling to find the object you want to lock onto and it's not even a consistent amount of scrolling because EVERYTHING KEEPS MOVING unless you're at a complete stop. Make this a toggled option so we can have a static list of objects ordered by their distance from the main star. With this option toggled, the ONLY time anything should move on that list is when a USS shows up.

If you select an object it will automatically scroll to keep that object visible.
 
i agree with everything except the repair.
yes, agree that integrity should be repaired (its a pointless feature anyway ever since the cost got reduced)
but no, i don't want the paint to be "repaired" (well, could be something with the checkbox for the player to decide)

little thing you could add:

wing beacon -> why do i have to turn it on manually every play session, when i currently can't find a single reason why its not on by default?
contacts list-> why is there no filter for authority vessels, and why can't we have the distance to the targets displayed
limpet filter -> the lack of a black/whitelist for this is disgusting
wing cargo missions -> whats the point of not delivering all cargo with one click?

and if you expand it,
try multicrew gunner, and you can write the same wall of text about the lack of logic/consistency with the UI.

running out of time...

+rep (i have to spread more rep around before giving....)
 
5: HERE'S ONE OF THE WORST OFFENDERS IN THE ENTIRE GAME: The social panel. Upon hitting 2 to bring up our social panel, we are immediately entered into chat, forcing us to hit Esc or another key to exit chat and navigate the rest of the panel. STOP. THAT. I should hit 2 and the panel comes into focus, then I hit enter to chat. This menu ASSUMES we want to jump in, regardless of our intent and more often than not it assumes INCORRECTLY. You'll notice a pattern here soon.

There is an option already existing to change this. In the "Mode Switches" section of the Controls menu, look for the line called "Auto Focus on Text Input Field", and change it to "OFF". Then it will work exactly as you have asked for.
 
Despite the varying opinions on what is fun and what is not, I don't find it unfair to claim we can all agree that Elite Dangerous has terrible menu navigation and UI utilization. It's fine that there are things we need to press a button to do and functions that should have our attention on the menu when appropriate, but as it stands, there are far too many little "nuances" that absolutely no one would miss. If fdev ninja patched them out most folks might not even notice some of them were gone. Before you say "if they're not important, don't complain!" I say "that's how little we actually need these things."

Let's run down the list, shall we? Got your popcorn? Make sure the butter's unsalted. By the way, for all cases assume I'm talking about using keyboard navigation here. Mouse clicking obviates SOME of these issues, but if we want players to use cool things like a HOTAS or a VR headset (and I'm confident in assuming that fdev does in fact want that, given how much work they've put into making these things function and how many keybindings are available) then as a famous meme once implied: AIN'T NOBODY GOT TIME FOR THAT!

Just remember folks: I like Elite Dangerous. I say these things not with venom, but with passion. I care about these things because I care enough about the game to want to see it break out of its boundaries and grow. How do we grow? by admitting our faults and correcting them. Buckle up, buttercups!


1: On the main menu, why is "training" permanently locked above "start?" We do our training missions one time, if that, then we never need to again unless we want a refresher or want to show someone the game. The other 99.999999999999999% of the time, we want to START THE GAME. Switch these. Default cursor on START. Basic stuff here.

Great idea, subtle, but a nice QoL change.

2: The nav panel needs an option to NOT shuffle the in-system objects around based on our proximity. If you're not using a mouse, you're CONSTANTLY scrolling to find the object you want to lock onto and it's not even a consistent amount of scrolling because EVERYTHING KEEPS MOVING unless you're at a complete stop. Make this a toggled option so we can have a static list of objects ordered by their distance from the main star. With this option toggled, the ONLY time anything should move on that list is when a USS shows up.

All my yes! As a console player, this is irritating.

3: In the transactions panel, missions need to be visually rearranged so that the pertinent data, including locations, factors and rewards, is IMMEDIATELY VISIBLE. WITH NO SCROLLING. Having to scroll down to see how many ships I still need to massacre or exactly what station I needed to hit is a purely negative experience. It's unnecessary tedium and it needs to go.

I concur!

4: Why isn't there a keybinding to request docking with a button press? We're guaranteed to have the station targeted when we drop in, so why don't we have this keybound? Why must we go into a menu every time we want to dock? I fully embrace the need for us to actively request docking; that doesn't mean we should have to go into a menu to be able to to do so. It's just extra clicks for the sake of extra clicks and it can be discarded in favor of a simple key.

Unfortunately this one is never going to happen. Sandro has been asked numerous times and the answer has always been no because they want the docking request flow to remain as it is with all the extraneous clicks intact.

5: HERE'S ONE OF THE WORST OFFENDERS IN THE ENTIRE GAME: The social panel. Upon hitting 2 to bring up our social panel, we are immediately entered into chat, forcing us to hit Esc or another key to exit chat and navigate the rest of the panel. STOP. THAT. I should hit 2 and the panel comes into focus, then I hit enter to chat. This menu ASSUMES we want to jump in, regardless of our intent and more often than not it assumes INCORRECTLY. You'll notice a pattern here soon.

No idea about this one, sounds like exclusively a PC problem. Focusing on the social panel doesn't automatically force chat on console - in fact, it works as you're suggesting.

6: The helm panel, brought up by 3, is only used when working with SRV's or multicrew SLFs, but boy does it need some work. First off, when we bring our SRV underneath our ship and align with the loading column properly, nine times out of ten what we want to do is board our ship. So why is "board ship" the THIRD OPTION DOWN? Why is this not configurable at the very least?? Why is "dismiss ship" at the top?? If we want to dismiss the ship we don't have to get under it to do so and we usually won't bother because we're in a hurry!

Agreed, that whole panel needs a serious rework.

7: The "transfer cargo" option is a ludicrously clunky screen. Not only do we have to move UP to the cargo we want to move, then back and forth clicking on ALL TWO TONS of what we want to transfer, but if we accidentally leave the screen without clicking "confirm" then NOTHING HAPPENS. MY GOD this is an obscenely unnecessary waste of time! Transferring cargo from SRV to ship could easily be automated by simply stopping under the ship for a second, then driving the F*%&^ off. It's an absurd number of extra clicks and interactions for an insultingly minor task. If we're going to have bigger SRV's with more cargo or more features that call for transferring cargo OUT of the ship, then fine. We'll cross that bridge when we come to it but for now, CLEAN THIS S&%$ UP.

Preach!

8: In the inventory section of the functions panel, brought up with 4, split manufactured materials and raw materials into their own headers. Small thing, but cleans things up, especially for those of us who use the material traders (read: basically everyone who uses materials for anything at all.)

There are filters that you can apply for that, but yeah it does need a bit more organisation, as the filters are really easy to forget about and rather inconvenient. I agree though, if you've got Encoded, Raw and Manufactured material traders, then the mats themselves should be split into Encoded, Raw and Manufactured in the inventory screen. Internal consistency is always nice.

9: On to starport services! I won't speak to the layout of the primary station menu on the left because some people use some services more often than others, but an option to reconfigure that order WOULD be appreciated by all, I'm sure.

As more services get added to this menu, we're going to be due for another complete overhaul soon anyway.

10: The commodities market needs better controls for filtering, sorting, searching and scrolling. Collapsible sections would be nice (with memory, so we don't have to keep doing so.)

Collapsible sections? Yes please! For some reason while reading your suggestions I keep thinking about the UI layout and organisational tools in Adobe Lightroom Classic CC with all its collapsible headings and advanced filtering to deal with such a dense packing of information and feel like ED could do with a little bit of that.

11: the "trade data" at the top is a great idea, but clumsily designed. If I know the precise name of the station I want to view, I should be able to type it in (with precise spelling, of course) and boom, there's my data. We can type in a system and then click it to show all its stations, which is functional, but we can take that further. Some systems are automatically suggested because they're easy names like Rhea or Gende so you get them even if you misspell them, but if it's some number-dash-letter-dash-sector name and you're not sure precisely which one? Good g luck. If you know the station name you should be able to look up the station specifically, plain and simple.

I think it should do what EDDB.io does and start suggesting systems when you start typing, with a subheading of what ports are present in the system. There are some systems with ports of the same name.

12: Buying and selling commodities should have a few simple things: First off a "buy max" and "sell max" option. What we have now is, you guessed it, more scrolling. It would also be useful to include a field to simply click and type a number. I want exactly, say, 576 of a commodity? I shouldn't have to "get a feel" for how fast the scrollbar accelerates when I hold down the button so I can stop it right on the amount I want. This is Elite Dangerous, not "Braben's Pro Scrollmaster."

This is a very simple change, and it's a wonder it's been overlooked for so long to be honest.

13: When you select the mission board, your cursor defaults to the bottom of the screen for some ungodly reason. It should default to the first faction selectable so you can immediately start looking for missions. furthermore, each faction's missions should be visible when we scroll to them, rather than having to click them first. At the very least a small preview should popup giving us a quick glance at what they're offering before we click in and get more details.

Agreed.

14: Speaking of mission details, here we go again with the srcolling! All the pertinent data for the mission should be available at a glance, with as little scrolling as possible. This point is just a case of inefficient use of screen real estate. We could pack a lot more info into a lot less words and use up a lot less screen space for a LOT of missions. the "recommended rank" box could be cut entirely and that little bit of info squeezed into some other part of the briefing. We don't need to be reminded that "higher ranked missions come with higher rewards as your reputation increases." We KNOW this. Even a day one, fresh-out-of-training player can figure this out. CUT IT. A data delivery, for example: we could just cut out the "this will not require cargo space, you will be paid on delivery, good luck commander" lines entirely. They serve no purpose, immersion or otherwise, and just take up lines of space we could be putting to better use.

This one I disagree with. I don't think we should make the assumption that new players will be aware that data delivery missions don't require cargo space, and I think all the most important information is already displayed in the initial mission overview - what you're delivering, where you're going, and what the rewards are. The more detailed information upon clicking is fine, and I personally don't mind scrolling to see the detailed location information on the mission board, as long as they implement your idea further above about not needing to scroll when it's sitting in the transactions tab.

15: Passenger lounge: Why does this exist? These are clearly missions for the same factions and follow most of the same rules; they just require cabins to take them on. We have mission type filters on the mission board; why not make use of them?

I'm a little on the fence about this. On the one hand fully making use of the mission filters in the mission board would be a great thing - giving us a full complement of our selected mission type. But at the same time, the passenger lounge was implemented so that it can be easily seen and you know you're only going to get passenger missions in there, and you know you're going to get a full complement of them. Before the passenger lounge was put in, I'm pretty sure there was a short period after their introduction when they were mixed in with the main mission board and it was terrible - in the same way people complain about too many wing missions crowding out the solo missions, or never being able to find a wing mission because they're all solo missions - so in that sense I think the separation is good.

16: When we select the contacts menu, the cursor immediately jumps into the authority contact menu. Stop it. Much like the mission board and social panel, the game assumes we want to jump into the first menu on the list AND doesn't show us any other menus UNTIL we jump into them. Viewable on scrolling, no automatic jumping please.

Agreed.

17: BEFORE I FORGET: There are times, primarily when you receive a popup about fire groups or not having any illegal goods to sell on the black market, that you MUST close this popup before finishing your business. The problem comes when you try to hit a button to dismiss the popup. Is it enter? Is it backspace? Is it spacebar? WHO KNOWS? IT SEEMS TO CHANGE EVERY TIME! Worst of all, if it's NOT enter at that given time, guess what happens? Your chatbox pops up and starts taking down your further button presses! THIS. IS. INFURIATING. MAKE. IT. STOP. I am here to fly spaceships, not MEMORIZE WHICH KEY IS "DISMISS POPUP" for EVERY INDIVIDUAL POPUP! If it's spacebar, MAKE IT SPACEBAR FOR ALL OF THEM. Or, better yet, GET RID OF THE POPUP ENTIRELY. "You don't have any illegal goods to sell." Thanks; I would never have figured that out by seeing an empty black market screen. "You have made changes to a weapon that needs to be in a fire group." Thanks; I would never have figured that out when I deployed hardpoints and nothing popped out. I appreciate that you might want to let players know about important things before they launch, but THIS IS NOT THE WAY.

That popup is crazy. It has actually led me to think there was something wrong with my HOTAS for a moment before realising I had to go back to the popup and close it because though it will let me focus on another screen, it won't let me input on that screen until the popup is gone. If you focus on another screen after the firegroup warninig popup comes up, it should dismiss automatically, or at least not impede your ability to actually sort out your fire groups while it's still open.

18: See how the galnet news articles change according to where the cursor is and you don't have to click just to see them? Yeah, do that with everything else in the station, please.

Internal consistency, yes please.

19: the "repair all" option needs to REPAIR. ALL. Paintjob, ship integrity, ALL OF IT. Otherwise, we're not really repairing "all" now are we? This usually means that if we want a TRULY fully repaired ship, we have to hit repair all and STILL go into advanced maintenance (and there's nothing "advanced" about it,) then move over twice to our integrity, click that, then move down, right and double click to get our paint patched up too. My god it's pointless. Repair all means repair all. If there's something we DON'T want to repair, like our gloriously scarred paintjob, then fine, we go into advanced maintenance and hit everything BUT the paintjob! Hell, if it's THAT important to anyone, make a checkbox that says "do not repair all" so it doesn't repair when we hit repair all! but for F*%& sake, why is our ship integrity not restored to 100% when we hit REPAIR ALL?!

Rename button to "Basic Repairs" and be done with it. Then we can go into the advanced maintenance to repair the paintjob or integrity. I do quite like that you can weaken your ship by not managing its integrity, so I don't think that we should repair absolutely everything in one button, otherwise it just makes that integrity mechanic pointless.

20: If you (Fdev) are absolutely married to limpets as cargo, then PLEASE put some option right on the main station window to restock limpets directly with one button. Let us go into the "restock" submenu to set how many limpets we want that ship to restock to and then from that moment on, the "reload limpets" button on the main screen INSTANTLY gives us precisely that many limpets in that ship so long as the cargo space is available! A few clicks to set a preference and then ONE CLICK for the rest of our lives!

The restock button, however, should restock everything - including limpets if we have a limpet controller. But I would much prefer limpets to be ammunition for the controllers, as someone who flies an exploration build without space for a cargo rack, it would make life a lot simpler.

21: When selecting a hardpoint or utility point on the ship, PLEASE find some camera angles that don't zoom in so close. Several ships have external points that make it impossible to tell where they are in relation to the ship when we're zoomed in so close we see the GUNSHOT RESIDUE ON THE BARREL, for crying out loud. BACK. THE CAMERA. UP.

I wonder if a schematic of the ship in the corner of the screen highlighting which hardpoint/utility mount we're looking at might be useful here? Because some ships are so big in the hangar that you'll be clipping through the ceiling if you backed the camera up.

22: Moving modules and weapons on and off a ship takes an obnoxious amount of extra time and button presses beyond what it should. Transferring modules from storage is particularly groan-inducing. Go to stored modules, go down the COMPLETELY UNSORTABLE and UNORGANIZED LIST of over a hundred modules to find what you want, click it, the cursor defaults to SELL for some reason (?!) move up to transfer, move to the hardpoint/mount you want, click, HIT TRANSFER AGAIN, then get shown a window that tells you the transfer fee which is zero unless you NEED to transfer it from another station, click transfer AGAIN, then wait for the deploy animation to finish before doing it again. GOOD. LORD. We could cut out literally half those steps. Stored modules, find module, transfer, select point, DONE. The "transfer fee" window SHOULD NOT BE POPPING UP IF THE MODULE IS ALREADY ON SITE. Sorting the list of stored modules and organizing it in some way should be a given as well, but MY GOD PEOPLE, come on now.

Agreed, the amount of button presses to transfer a module to a ship is obnoxious. I think the other key point here is that the module list should be sortable - be it by type, class, engineering grade or whatever - maybe have some collapsible lists too.

23: Related point: when we go to store a module, why is there a "storage fee" window when there's no fee to speak of? If a module's dirty and storing it's going to cost us, then fine, but if it's a clean module and it's never going to have a fee for storing it, GET RID OF THE WINDOW.

Might be a hangover from when it was planned to cost credits to store things...

24: When viewing a ship in the shipyard, it's far more useful to us to know what actual module slots the ship has than whatever garbage E grade stuff that's thrown in. Every ship seems to come with two class 1 fixed pulse lasers (which are almost universally discarded the instant we buy the thing) but it would be much more useful to have a little column right with the equipped modules that delineates the actual SLOT class. Just a little number is all we need. 1, 2, 3, etc. Maybe a little M for military slots or things like that...just a little bit of practical and useful conveyance, aye? Maybe a little less reliance on third party sites to convey basic info, yeah? Also, why is the COVAS displayed at the bottom in the "livery" section? Unless you plan to start making ships with a different COVAS as standard fitting, this entire line of info is completely pointless and could be removed. I promise no one will miss it.

I agree with most of this, but don't understand your comments about the COVAS. All of the livery is optional, including COVAS, and sometimes it can be a way to distinguish one ship from another. Of course, that's for ships you already own, but I think it shows that you can change your COVAS. Not sure it's necessary to remove it for shipyard tbh...

There you have it. A list of things both big and small that regularly contribute to the annoyance of thousands of players, regardless of whether they will admit it. Fdev, you have to realize we the players appreciate what you've created here and we want to see it thrive. I realize that one of the ways to make a thing thrive is to make it more user-friendly. I don't want to put the game on autopilot or nerf everything or copy No Man's sky's easier gameplay; I just want the supporting tools and functions of the game to work more fluidly so they don't cause quite so many micro-interruptions and speed bumps between actual play. Navigating menus is not gameplay. We're here to tune and fly our ships to accomplish cool stuff, not develop greater finger dexterity than is required to play a twelve-string guitar at 300 BPM. We're here to fight pirates and thargoids, not our UI.

Great post, OP! Agree with most things here.
 
Wanted - (how badly)
Mass lock (scale shown so we get a hum of how far we have to fly)
FSD - gets recharging popup but does not inform you when booting up similarly or if ready/turned off (module panel).
Check-box for hard point deployed or not.
Lights on or off.
 
Agreed with almost all of these ideas.

2: The nav panel needs an option to NOT shuffle the in-system objects around based on our proximity. If you're not using a mouse, you're CONSTANTLY scrolling to find the object you want to lock onto and it's not even a consistent amount of scrolling because EVERYTHING KEEPS MOVING unless you're at a complete stop. Make this a toggled option so we can have a static list of objects ordered by their distance from the main star. With this option toggled, the ONLY time anything should move on that list is when a USS shows up.
...or as you move into or out of range of "only visible within 1000Ls POIs", but that's not as big a problem with the scroll keeping to what you have selected.

5: HERE'S ONE OF THE WORST OFFENDERS IN THE ENTIRE GAME: The social panel. Upon hitting 2 to bring up our social panel, we are immediately entered into chat, forcing us to hit Esc or another key to exit chat and navigate the rest of the panel. STOP. THAT. I should hit 2 and the panel comes into focus, then I hit enter to chat. This menu ASSUMES we want to jump in, regardless of our intent and more often than not it assumes INCORRECTLY. You'll notice a pattern here soon.
There is a menu option to stop it doing this - but, now that much more than chat is on that panel to begin with, no auto-focus should be the default. (Maybe it already is for new commanders?)

12: Buying and selling commodities should have a few simple things: First off a "buy max" and "sell max" option. What we have now is, you guessed it, more scrolling. It would also be useful to include a field to simply click and type a number. I want exactly, say, 576 of a commodity? I shouldn't have to "get a feel" for how fast the scrollbar accelerates when I hold down the button so I can stop it right on the amount I want. This is Elite Dangerous, not "Braben's Pro Scrollmaster."
Same with the fetch mission depots - and they should default to "as much cargo as possible", too.

15: Passenger lounge: Why does this exist? These are clearly missions for the same factions and follow most of the same rules; they just require cabins to take them on. We have mission type filters on the mission board; why not make use of them?
This I think is somewhat reasonable to allow generation of more missions in total by not needing to generate the passenger missions for the ships which won't usually be interested in them.

19: the "repair all" option needs to REPAIR. ALL. Paintjob, ship integrity, ALL OF IT. Otherwise, we're not really repairing "all" now are we? This usually means that if we want a TRULY fully repaired ship, we have to hit repair all and STILL go into advanced maintenance (and there's nothing "advanced" about it,) then move over twice to our integrity, click that, then move down, right and double click to get our paint patched up too. My god it's pointless. Repair all means repair all. If there's something we DON'T want to repair, like our gloriously scarred paintjob, then fine, we go into advanced maintenance and hit everything BUT the paintjob! Hell, if it's THAT important to anyone, make a checkbox that says "do not repair all" so it doesn't repair when we hit repair all! but for F*%& sake, why is our ship integrity not restored to 100% when we hit REPAIR ALL?!
Paint, fine, lots of people like having intentionally scuffed paint. Have that on a separate button somewhere, or let people define a target paint level which it'll only repair if it goes below, like your target limpet restock suggestion.

Integrity I think should just be scrapped entirely, never mind the UI.
- if you repair it every time you dock, it basically does nothing
- if you don't repair it every time you dock, and you're not a long-distance explorer, it's basically a test of how often you remember to click "Advanced Repair" and still basically does nothing in most cases. If it was included in the basic repairs it would literally do nothing.
- if you're a long-distance explorer it just gives you -30% hull strength
 
There is an option already existing to change this. In the "Mode Switches" section of the Controls menu, look for the line called "Auto Focus on Text Input Field", and change it to "OFF". Then it will work exactly as you have asked for.

Okay, two things:

1: OH MY F*%&ING GOD THANK YOU.

2: This should never have even been a thing, let alone an option that has to be found and toggled off. Revise point #5. Thanks again.
 
FYI on point 2

2: The nav panel needs an option to NOT shuffle the in-system objects around based on our proximity. If you're not using a mouse, you're CONSTANTLY scrolling to find the object you want to lock onto and it's not even a consistent amount of scrolling because EVERYTHING KEEPS MOVING unless you're at a complete stop. Make this a toggled option so we can have a static list of objects ordered by their distance from the main star. With this option toggled, the ONLY time anything should move on that list is when a USS shows up.

If you select an object it will automatically scroll to keep that object visible.

That's nice, but my point is that until you DO select an object, the list keeps shuffling as you move. Makes it damned annoying to locate the object of choice if you happen to be in transit somewhere, forcing you to slow down, stop, scroll, click the object and THEN get moving. It completely breaks the flow. I want an option that makes the entire list STAY PUT AT ALL TIMES. With the obvious exception of USSes.
 
Okay, two things:

1: OH MY F*%&ING GOD THANK YOU.

2: This should never have even been a thing, let alone an option that has to be found and toggled off. Revise point #5. Thanks again.

funny,
as i had to reinstall my whole system, i have noticed that newer player do not get the experience of the "jettison all" cargo button beeing defaulted to the key right next to "open cargo hatch"
 
clarity on a couple things:

The COVAS line in the shipyard--I suggested removing this for one simple reason: IT'S ALWAYS THE SAME NO MATTER THE SHIP. When you're looking to buy a ship, the COVAS is always going to be Verity. No exceptions. It's a useless line of information because it's completely static. Ships have different prices, different speeds, different modules, different jump ranges--THOSE are lines of info that matter because we can compare them, but the COVAS? Always the same. If some ships came with a different COVAS as a standard feature, that would be different, but since it's always going to be Verity unless you BUY the ship and later CHANGE it, there's no point in the line of info even being there in the yard; it's kind of assumed that we will in fact get Verity as our default COVAS.

Ship integrity getting repaired with "repair all--" this is just a matter of basic sense and respect for our time--something Fdev claims is important to them. If the button doesn't repair all, it shouldn't be called repair all. Ship integrity either matters so little that it shouldn't require separate repairs, or matters SO MUCH that it should be more prominent and visible, rather than being insignificant AND requiring us to go into a completely separate menu to address it. As it is, it's a waste of our time and something needs to change.

Ship paint repair--like I said, I'm fine with this not being under "repair all" if people like their battle scars. You know what? I'd even go a step further and give us an option to update our paintjobs to INCORPORATE the battle damage we incur, should we so choose; that way when we DO repair our "paintjob" later it keeps the trophies of our countless battles visible on our hull. I'm totally down with that. AS LONG AS IT DOESN'T REQUIRE US TO GO INTO A WHOLE SEPARATE F*$&ING MENU. Put it right there on the main services screen. One click. Done.

Seeing critical data on missions without scrolling--This is, again, just a matter of priorities and flow. When you pull up a mission on your transactions tab, what are the first things you want to see? I'm guessing they include things like your destination, number of targets left, time remaining--you know, CRITICALLY IMPORTANT points and such. Not "this data requires no cargo space" or "you will be paid upon delivery" or "GOOD LUCK." That stuff all goes under the category of "no s&%^, I know this already" and can be shown somewhere on the mission briefing at the station, but it still needs to be pruned so that we don't always have to scroll to see the info that MATTERS. On your transactions tab, it shouldn't be there AT ALL because at that point it's fluff that 100% of people already know and 0% of people care about. It's supposed to be your notes; it's meant to contain CRITICAL INFO, not the mission providers life story and inspirational speech. As it is, with virtually EVERY mission, there's scrolling involved to see the relevant info, but the stuff that never changes and doesn't matter is what's stuck at the top. That's bad design priorities to me and the thing needs to be rethought.

As for Sandro wanting docking to be a "process?" I hate to be "that guy" but it sounds like Sandro needs a new job then. Docking IS a process involving hitting buttons, flying in, slowing down, deploying landing gear and landing; requesting docking is a singular function and should only require a singular button. Maybe he's confused about the words he thinks he's using, I dunno. Doesn't take a UX expert to see this function could be streamlined with no real loss of gameplay.
 
tbh, the shipyard interface is the same for ships owned and those you buy.
so you can see what you have equipped on your owned ships.

for the ships you buy, all those informations are pointless in the first place, because most of the ships you can't even leave the dock without changing the internals. (eg. federal corvette or T9 that often can't even jump to the next system with the default FSD)

a little bit more effort could have been put into displaying the hardpoint in the preview, eg. with annotations.
 
19: the "repair all" option needs to REPAIR. ALL. Paintjob, ship integrity, ALL OF IT. Otherwise, we're not really repairing "all" now are we? This usually means that if we want a TRULY fully repaired ship, we have to hit repair all and STILL go into advanced maintenance (and there's nothing "advanced" about it,) then move over twice to our integrity, click that, then move down, right and double click to get our paint patched up too. My god it's pointless. Repair all means repair all. If there's something we DON'T want to repair, like our gloriously scarred paintjob, then fine, we go into advanced maintenance and hit everything BUT the paintjob! Hell, if it's THAT important to anyone, make a checkbox that says "do not repair all" so it doesn't repair when we hit repair all! but for F*%& sake, why is our ship integrity not restored to 100% when we hit REPAIR ALL?!

Disagree on paint. Paint is purely cosmetic, and was removed from the autorepair on request, I believe? (Before my time, though.)

But cargo- why is my owned cargo scattered through a massive list of things of which I possess ZERO units? If I have random stuff that I found on a planet or whatever, I have to fight a massive list looking for the stuff, then check my cargo to make sure I didn't miss anything. That is idiotic.

And SRV cargo. YES! A THOUSAND TIMES YES. It is WAY too many button clicks, and easily dismissing the ship when I'm under the cargo hatch is BAD DESIGN.
 
YES to almost all.
Trying to get 2 srv's in your hold takes WAY to many clicks !

But for the training missions NO, i use this fairly often to see if my key bindings work like i want them.when i changed them or he game gets updated.

Another thing ; Why these BIG windows when there's almost nothing in but you have to click in the far left corner & far right corner...so windows things. To the defs, look @ linux and change your behavior, microsoft did it and made windows a bit better (still stinks tho).
Following that, make a LINUX version damned.
 
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