We still have a number of UI inconsistencies. Just to list some:
1. Community Goal page not built for any other input than the mouse.
Steps to reproduce:
The UI up/down/left/right can only be used to navigate a part of this interface, while other parts are forgotten. And the standard UI back is, once again, forgotten.
Fix: Upgrade the interface to use existing input bindings.
2. Ground Terminal not really built for any input device.
Steps to reproduce:
Sidenote: this -might- be better for somebody not using a HOTAS, as he probably then has the UI up/down/left/right on the keyboard. But due to how the menus are nested, most HOTAS users have one 4 way switch with up/down/left/right and one 4 way switch with up/down/previous panel/next panel. And while ground combat got its own section on the keyboard binding menu, this UI section is shared. Which means that anybody using such a configuration, whenever using a ground terminal, has to switch to the joystick for just one menu item, then return to keyboard and mouse. That is really bad UI design.
Fix option 1: the clumsy solution is to move the UI bindings to space and give us a second set of UI bindings for ground gameplay. Not beautiful, not good in any way, but definitely matching FDs standard since a while.
Fix option 2: change the one "on-terminal" menu in game to already open as HUD menu. There is no real advantage to the current implementation and the change would make the UI more consistent and better to use.
3. Inconsistent Galaxy and System map.
Steps to reproduce:
Possible fix: Note that you use long-click for all the Apex default action. You use double-click to center a system, a single short click does nothing. So an compact solution could be:
Note that this is merely one idea on how to make things more efficient. A number of others are possible. At any rate, this fix would give the maps for the galaxy, systems and planets a more consistend behaviour, no matter if you use Apex or your own ship, while also putting the most frequenty used actions on the input button, instead of hiding them at a rather inconvenient 7th or 8th place in a menu on the side.
1. Community Goal page not built for any other input than the mouse.
Steps to reproduce:
- Go to Starport Services.
- Go to Mission Board.
- Go to Community goals and select an active community goal.
- Try to get to the "Progress" and "Information" fields on top by using any other input than the mouse pointer.
- Try to leave the community goal page by using UI back.
The UI up/down/left/right can only be used to navigate a part of this interface, while other parts are forgotten. And the standard UI back is, once again, forgotten.
Fix: Upgrade the interface to use existing input bindings.
2. Ground Terminal not really built for any input device.
Steps to reproduce:
- Go to any ground terminal. Note that you at this moment are using keyboard and mouse.
- Use the ground terminal. Note that the mouse still turns your camera, you are unable to move, but the game now wants you to navigate the menu on the terminal by using UI up/down/left/right.
- Select any menu on the ground terminal.
- It now switches to the HUD menu, where you can use your mouse for input again.
Sidenote: this -might- be better for somebody not using a HOTAS, as he probably then has the UI up/down/left/right on the keyboard. But due to how the menus are nested, most HOTAS users have one 4 way switch with up/down/left/right and one 4 way switch with up/down/previous panel/next panel. And while ground combat got its own section on the keyboard binding menu, this UI section is shared. Which means that anybody using such a configuration, whenever using a ground terminal, has to switch to the joystick for just one menu item, then return to keyboard and mouse. That is really bad UI design.
Fix option 1: the clumsy solution is to move the UI bindings to space and give us a second set of UI bindings for ground gameplay. Not beautiful, not good in any way, but definitely matching FDs standard since a while.
Fix option 2: change the one "on-terminal" menu in game to already open as HUD menu. There is no real advantage to the current implementation and the change would make the UI more consistent and better to use.
3. Inconsistent Galaxy and System map.
Steps to reproduce:
- Go to Apex, select the "long range shuttle" option.
- Select a nearby system.
- Click it once. See that it draws a line there, nothing else happens.
- Click it again. See that it gets centered. (Yes, double-clicks in this game work even if you wait a minute in between. )
- Long-click it. See that the game switches to the system map.
- Click a planet with an Apex-Destination. See that it gets marked, but not much else happens.
- Click it again. See that it gets centered.
- Long-click it. See that the game switches to the planetary map.
- Click an Apex-Destination on the planetary map. See that it gets centered already on the first click.
- Click it as much as you like. See that there is no double-click action present.
- Long-click it to book your flight.
- Don't take the taxi, but rather now go to your ship. (Yes, Odyssey indeed has a small appendage where you can enter and fly spaceships! )
- Go to the left side panel, select "Galaxy Map"
- Select a nearby system.
- Click it once. See that nothing happens.
- Double-click it. See that it gets centered.
- Long-click it. See that you plot a route to it.
- Use UI right to get to the right side menu. See that you now have to use UI down for 8! times to get to the system map. Above it, there is an option which already is selected, several things which you don't really need, etc. Also note that the "show trade data" and "buy trade data" are far apart.
- After using UI down for 8 times, to do the same which the similar galaxy map for Apex is the default action, you can switch to the system map.
- Click once on a planet with bases on it. See that you get the right side menu, nothing else happens.
- Click on it again (see "very long double-click") and see that it gets centered.
- Long-click on it and see that it plots a route to this body.
- If you want to zoom in (the default action of the Apex menu) you here have to use UI right and then "only" 7 times UI down. Do that so you are now on the planet map.
- Click a base just once. See that it not only gets the right side menu, but also gets centered.
- Click it as much as you like. See that there is no double-click action present.
- Long-click it. See that you plot a route to it.
- Now ponder how different the two interfaces are, and why people consider the new interface to be clumsy and cumbersome. (If you really want to find out, launch Horizon and see how many key presses you have to do there to achieve the same goal. You might be surprised on how efficient it is and wonder, where those people who designed that interface might work by now. )
Possible fix: Note that you use long-click for all the Apex default action. You use double-click to center a system, a single short click does nothing. So an compact solution could be:
- In the galaxy map a single-click on a system centers it. (Both Apex and ship based.)
- In the galaxy map a double-click on a system plots the route to this system. (Ship based only.)
- In the galaxy map a long-click on a system switches to the system map. (Both Apex and ship based. )
- In the system map a single-click on a body centers it. (Both Apex and ship-based. )
- In the system map a double-click on body plots the route to it. (Ship based only. )
- In the galaxy map a long-click on a body switches to the planetary map (Both Apex and ship based. )
- In the planetary map a single-click on a base centers it. (No change needed here. )
- In the planetary map a double-click on a base plots the route to it. (Both Apex and ship based. )
- In the planetary map a long-click on a base plots the route to it. (No change needed here. It's not completely consistent to the design, but people might be used to it. So unless we have something better, we can also keep it like this. )
Note that this is merely one idea on how to make things more efficient. A number of others are possible. At any rate, this fix would give the maps for the galaxy, systems and planets a more consistend behaviour, no matter if you use Apex or your own ship, while also putting the most frequenty used actions on the input button, instead of hiding them at a rather inconvenient 7th or 8th place in a menu on the side.
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