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Re: Whats so bad about the UI????
cumbersome is probably the most important word here.
-> agreed |
Re: Whats so bad about the UI????
Now that I've gotten used to it, the UI isn't that bad.
The one main complaint I do have, however, is the ship design UI, it is much too tedious and I miss the simplicity of SEIV. |
Re: Whats so bad about the UI????
One more vote for "overly cumbersome".
Plus it takes too many clicks. My question is, what the **** was wrong with the SE4 interface, that it had to be changed? Why did all the KB shortcuts need to be changed? It's the same ****ing game, people. It's just an updated version. There are no major changes which required a total rework of the UI. And don't take the rampant asterisks to mean that I'm all upset. I'm not. I'm just profane by nature http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Whats so bad about the UI????
Considering the entire game is basically remade, I guess it's natural with a change in UI as well. Unfortunately, reinventing the wheel didn't lead to an improvement in this case.
As I see it though, the shortcomings of the UI unfortunately pales when compared to the other issues the game has right now. |
Re: Whats so bad about the UI????
I agree with Raapys.
The UI is definately cumbersome, but it seems a minor issue compared to the other problems. |
Re: Whats so bad about the UI????
Meh, people need to get their left thumbs out of whatever - Removed by Moderator - and start using it. Seriously, unless you are gimped from the neck down somehow there's no good reason not to use a PC with both hands unless you're - Removed by Moderator - busy cramming cheese powder coated salty fried nummies into your gullet. I've noticed this too among people who dislike RTS type games, calling them confusing clickfests, when in most RTS games there are hotkeys that can greatly ease the load off the mouse.
Most routine ship operations only take eihter 2 clicks, a hotkey and a click, or for cargo a short series of double clicks. Only the research and build lists need a whole lot of clicks, and the design screen needs upper, mid and lower hotkeys with an add item button. Moderator Note: - Removed offensive material. Please keep your posts in agreement to the TOS of this forum. Thank you. |
Re: Whats so bad about the UI????
*A series of double clicks*
Whereas, in SE4, you needed only single clicks. Load, there, this. Drop, there, that. Repeat Orders. 7 clicks/keys total, if it is in the same system. Whoever gave Aaron the idea that everything needs an "OK" confirmation for SE5 did a lot of damage. |
Re: Whats so bad about the UI????
In all honesty, even as a long-time player of SEIV, I don't really have any major gripes with the SEV UI. This is not to say I don't have SOME gripes, but I don't consider them major.
All of these are very specific gripes. Three of the four I suspect would take less than 2 hours total for Aaron to fix. But he currently has more important problems to solve, and I agree with his priorities, personally. So, despite the above list of UI gripes, I don't really mind the SE V UI. It's certainly a lot more modern than the SE IV UI and I think with a few minor fixes (and one possibly semi-major one), it would be just fine. My REAL gripe with SE V really doesn't have anything to do with the game, but with the lack of a modder's guide or at least clear documentation in the data files about what the fields do and what their possible values are. *shrug* Wrong thread for that one http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Whats so bad about the UI????
I'd add the following:
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Re: Whats so bad about the UI????
Quote:
The ship design system is indeed extremely time consuming and impraticle. A much more simplified system must be adopted and implamented. I suggested a while back that a pre-designated slot system be implamented. This way a player need only click on a component to add it to the design. The game would automatically add that component to a pre-designated slot in the hull. The drag and drop system would still be present and usable, especially if you wanted to move something. But having pre-designated spots for everything would be far more efficient. Armor to the outside, weapons to the out side forward, other components like cargo, supply, and such fill up the center section, with spots in the center for the bridge, crew quarters, and such. Of course make this system completely moddable so players can adapt its use for mods and such. |
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