I want to be very very clear with anyone who is criticizing or trying to “yes man” the changes.
We understand changes will happen to this game. And some of these players have seen and designed more GUI and UI…than some of you have even been alive (including the Devs at Fenris Creations). Including work for Industry, Commercial, Personal, and Entertainment concepts.
Hence why there has been some very vocal and frustrated response with this. And the problems that Fenris Creations has a track record of making very poor decisions based on some extremely limited feedback from an extremely small percentage of a fraction of the game playerbase. Sometimes without really factoring in necessary need based functions first.
First, the “definition” of “dated” as in the inference of “ancient” UI design. Needs to be dealt with very clear and destructive ends so it being used as an argument doesn’t ever come up again.
Function- all UI are basically (in generality) the same in intent and usage. Simple point and click. We are not dealing with command entry based UI like 1960-1980. So everyone here understands that UI needs to be able to accessible and functional from the get go.
And I can say pretty confidently, considering how many EVE players play this game. This game could be converted to a wireframe system like 1980s computers. And you guys would probably still play it without batting an eye.
which ironically no one has discussed that EVE Frontier…especially with their Keeper videos is using Retro 1980 graphic concepts.
So we know its not a graphics issue with the UI. In some cases people would like the older versions of EVEs UI back.
And ironically…looking at the “New UI” its not really new actually…it seems to be a rehash of an older concept. [So anyone trying to “yes man” the UI changes needs to probably go back and revisit older UI concepts in EVE since its inception.]
We have also dropped into this discussion…faction specific UI.
Which has been a standard in games even predating EVE Online. Its one oddity of EVE Online…that with all the factions in game, there hasn’t been an attempt to concretely make faction specific UIs for customization and immersion.
That said the playerbase is frustated, because alot of these changes confuse information. And in EVE Online confusion = a lost ship. You should be fighting other players, not trying to figure out your UI so you are not dying randomly.
I have stated in above posts about several major problems and considerations…I can see with this system. People have even done better modifications of the Devs own ideas. And some of us have pointed out various flaws, underconsidered complications, and ideas that were not factored in [active repping and logi repping. Which were not part of this design.]
I am concerned about the booster system, because knowing how bad the situation has become with multiboxing and botting. I can see where people can make a script to maximize max-min botting of mining/ratting. Especially of the 2 hour boosters (Which can go to 4-5 hours with max skills Biology V and Alchemist implant) I know the nullsec players want simplistic controls for the F1 Monkey line men.
But I also considering what is being changed to EVE, the F1 Monkey ball fleet tactics might become obsolete in the near future. If certain game mechanics that are tied to the Python code upgrade happens. [There is some interesting interplay between Frontier and EVE Online…that is ongoing with the Python Changes…to be seen.]
So don’t use the term “dated” as a devaluation for feedback that isn’t getting hyped or “onboard” for the change. Alot of us are fine with change…we are not fine with “Change for Change Sake.” And sadly to say…the last few years of “Hyping” of content. Now has made the playerbase much more cautious and reserved. Since the Hype didn’t always pan out with the materials. And content involved was either smaller than hyped, or was not something most people interacted with.
And some of us are very concerned that changes to a core component of the game which is the GUI/UI of the HUD of EVE, could have massive negative consequences. If some people are not understanding that…then we need a simple tutorial. [Ironically many EVE players have videos on various platforms discussing the various modes/functions/and inputs for the UI]
As last point, using an old X Box Windows XP Ui system as the closing idea. EVEs UI [bones] need to be solid/ intuitive [easy to learn with bare minimum fiddling and figuring out] so that then Fenris Creations can hang any little pretty customization or personalization of the UI to the players preference…yet the rules and functions are rock solid the same items. [Points to the X Box XP theme…its the same Windows XP UI…just with a skin…same function same rules…different looks.]
The problem is it feels someone at Fenris Creations is trying to justify their job slot, and doing something change for change sake to keep their job. And that is why this UI situation has gotten fairly ugly rather quickly, players want smaller meaningful UI changes. This is slower and requires Fenris Creations to listen to feedback. And this feels completely arbitrary in how its being implemented, we have the same problem with the Photon UI changes which happened a few years back, the game still has complications from that still ongoing. So I understand why there is now alot of “fighting over inches.” If you give them an inch [Photon UI]…they take the yard [Photon UI implementation and opt in which then became mandatory and they even patched out older UI elements so no one could compare and give feedback on problems too.] then you will be fighting for every inch. [Current HUD UI discussion.]
Maybe a conversation on the depth of UI concepts and perspectives would be more helpful. And you might find out a few interesting angles and perspectives.