The more I get into programming myself, the more I see how much the UI of EvE is lacking the actual feel of playing a game but rather makes me wonder why there isn’t a console yet. Furthermore, I have analyzed my playstylem which mostly consists of med-largescale PVP and ratting, and came to the conclusion that I spend a considerable amount of time with waiting for modules, what is still waiting and takes some part of the fun away for me.
Speaking in general, the design aspects of the UI may be very informative with its tabs and structured appearance but they are hard to access and sometimes even don’t make quite sense, specifically talking of the icon bar of which only a few icons are very oftenly used and thus mostly eats up space on the suers’ screen. I will therefore elaborate on the points I see ingame which are still in need of a lot of work in my eyes.
- Combination and chaining of actions
With the upcome of Citadels we saw a chaining of multiple actions on them in terms of docking and immediately undocking, which would have required the player to first wait for some time until they could hit undock on regular stations. Although there is a chance that this happens on citadels as well, it is a very handy feature and provides some smoothness to the game.
This smoothness, however, could be used in various other parts of the game.
1a) As a pilot of various ships I oftenly see myself in the situation in which I need to swap drones for a different set, which of course requires me to first recall the current ones, then start the other group and then assign them to their target. This requires a lot of micromanagement and oftenly results in a stressful situation under certain circumstances. Therefore I suggest to implement a “swap” functionality for dronesquads which are waiting in the dronebay, which combines the recall and start in one single action.
1b) The same applies to the reload mechanic of turrets and whatever else uses ammunition. At the moment, the process of swapping ammunition, charges or scripts consists of turning off the module, waiting for the cooldown, swapping to the desired charge and then activating the module again. I think there should be the option to combine the process of stopping the weapon and swapping the ammunition.
1c) Toggling the turnoff of modules is something I honestly desire the most since I oftenly run with roundabout six active modules and missclicking one would oftenly mean stopping its execution. In addition this is one of the “features” I don’t see the deeper meaning of. It appears completely senseless to me to restrict a user from reverting their action.
- Centralize information, increase hover-over information and accessibility
2a) I oftenly see myself in the situation in which I have a unknown module or object in my inventory and want to see its stats, or at least know what its use is, however for this I first have to right-klick or doubleklick on it and browse through the tabs - this is inefficient in terms of time and also clutters my screen, not to speak of that I have to close the window again. I therefore suggest moving a compressed part of the information into a hoverover box which summarizes the sues of the object and shows some stats, resistance enhancements for shield hardeners for example as well as a little text which states that the hardener increaes resistances but stacks with other such effects.
2b) Planetary interaction needs some UI love in my opinion. Except the overview of the player’s colonies and the PI mode of planets, there’s no other way of gathering information about planets and especially comparing information of resources on the planets of a solar system.
I’d suggest the implementation of a new overview window which allows a user to do all three things: Manage their colonies on other planets, list all planets in a solar system together with their resources and the extent of the deposits as well as the option to click on a planet and view it in the planetary mode.
I can’t grasp why a user has to completely close a client once their socet closes or they want to log out - it’d save loads of work on the user-side if they were thrown back to a simple in-client login screen or the character selection.
This is my little list of things I think could be improved in the game in order to provide some more accessibility and a overall better feeling of the game. There may be people who disagree with me, but I hope that these people put in at least the same effort into their responses as I put into this thread. Maybe we can get a good discussion started, otherwise I hope the mods will be with us