As a former developer turned QA managers/tester (for 15years) for web and mobile development, I take pride in picking apart UI and UX so as the honest trailers people say.
Prepare!
For!
Nitpicking!
So I agree and have been complaining since the alpha about a lot of what you said, but (of course) with modification.
The UI is not in its final developed form.
as you said.
We have 3 options
Check out the store
Check out your ship
Check out your storemodule.
Both module storage and shop deposits you sideways in the ship-loadout option.
And with the lack of “context” of the showing the navigation. This is mesmerizingly confusing with regards to the old logic.
But I think this is an intended design, and the main issue isn’t that the UI is poorly designed, it’s just not finished yet.
there are a lot of fixes here to old old issues,
However, outfitting was fairly well conceived until module storage was added in horizons, it split up the navigation and forced drilling down and going back up again.
So “I believe” this sidestep depositing the play back onto the equipped ship module
Is working as “intended” but it’s suffering from
this a “feature not finished” and some fundamental bugs in logic and naming conventions.
I think FDev meant to be able to equip a module from either the station shop front or station storage from the same list,
So players don’t need to back out and drill down again, instead you are deposited at the intersect, your ship.
as we saw this behaviour in there alpha, stored modules appeared in the stations storefront window.
So It’s just a question of filtering and catergorisation, which is the main problem.
It’s not finished and I think there are some naming issues between the UI designer the graphic artist and the developer implementing it all.
issue like meetings over chat programs around discussions of “okaydid you mean the stations module store, or the stations store for modules”.
So getting back nitpicking.
Undo
I’ve lost 2 engineer e modules and 0% paint job because habituated muscle memory.
“Undo” is a major requirement.
which is odd, because it was present In horizons.
It’s absence is explained by Unfinished UI and buggy filtering, faultily filtering away the “ purchase back sold module”
Current module
Showing off the current module you are replacing was actually a part of horizons, but it kept that module in focus at the top with a boundary Seperating it from the other modules in the shop.
The new list confusingly shows all the equipped modules as purchasable items.
The horizons list was single column which could be painful to scroll so the solution in the new UIa double column , which then evolves into the spot the difference problems, confounded by equipped modules can be in numbers if 1,2,3,4 and 5 (thanks beluga)
The double column list does not conform to, this new module, is to go into this slot here which you got sorted out.
“are you sure” dialogue
“buy and equip”
Is straightforward when filling a empty slot.
But the complexity branches when the module slot on the ship is already equipped.
Are you selling the previously equipped module, or storing it.
Which could get even confusing , if you could equip a module from storage and replace the ships-module as the confirm purchase now follows the branching dialogue of store/sell existing module.
so I think stuffs broken.
I think it’s valid to point out confusion between legibility of
What is equipped.
What is in the shop
And what is in storage (locally/somewhere else/and what is in transit - not keep the same design in ship ui and module UI, as they are different)
And What fits in the ship slots and what doesn’t.