Alright, I’m going to state right from the git go, UI design is a point of autistic rage for me. I consider it a lost art. The UI the game had back when I joined in 2012 was kind of the gold standard I measure all UIs against. It presented tons of information in easy to read, organize and customize ways. I ■■■■■■■ loved it. I just came back after a few years and now have some… complaints… but that’s another topic dissertation.
Let’s look at and compare the current proposed changes.
I’ll start with the throttle meter. I actually don’t hate this. I always thought the tiny thing we had at the bottom of the bar was a little too small and could use something bigger and easier to use. I like that change. +1, good pick.
Now, I’m going to tear into your other medallion changes.
Sometimes, we changes things because things really need to be changed. Sometimes, we change things things because we like to change things or we want to make our mark or we have to justify our pay checks or we got really drunk and it sounded like a good idea and we made promises and now we’re stuck in a commitment that turned out to be a bad idea and we don’t know how to get out of it.
The changes to the health bar look like some trust fund kid wanted to make changes he thought would look cool but he grew up in a life of money and yes men and no one ever told him no. It looks border line cartoonish while having about as much personality as a corporate office type McDonalds where everything is white and grey, even the M. I’m not a fan. It also doesn’t always accurately reflect a ship’s real tank. There are going to be fits where the raw HP between hull, armor and shield might be similar, but the resistances might make one bar more of a brick than the others, so, having it based on that will be visually deceptive. There’s also issues with how the game’s EHP calculator has always been a little wonky. The only way a player is going actually know where their tank is is to know how their ship functions. A combination of in game tutorial, youtube videos, and having other players explain things is honestly going to help them more than this change ever will. I’m also going to state, real loudly, that the healthbars were never confusing to me at any point when I played the game.
The new capacitor… yeah, ok, not terrible. Functionally, the same thing, just a slightly different flavor to the look, I guess. No real notes there.
Over heating: Yeah, I agree, a better over heat button than the tiny sliver at the top of the module would be nice. It would definitely help new players to direct them more toward hot keys as well. Eve lives and dies by it’s hot keys, you might do better to tell people that, “Hey, there’s a hot key for that”
It would also help to explain how heat spreads and applies damage across modules in a rack. Teach players things like spacing out active and in active modules so that the inactive modules can absorb heat, instead of all the over heating modules heating each other and immediately slagging themselves. It would also be useful to have an indicator of individual module heat so players can gauge how much heat damage a module is going to acquire in the next cycle or two.
Next, module buttons. The blue button feature isn’t terrible visible, if I’m honest. It’s tiny. Having the white ring and occasional icon flash is good, but you gloss over the point of the original point of the white right in your video: module cycle indicator. Biggest issue with it is it tends to be mistimed after a few cycles, but that was still a great indicator that your module was running or reloading. Next, your heat damage indication is dim and very easy to miss, even with your video completely blown up across my monitor. People are not going to notice how much heat damage they have, specially with the red overload indicators on their modules. That needs a redesign, before people start accidentally slagging a whole rack. Spend more time asking how UI features interact and possible interfere with each other.
Overload interface: I don’t hate it, don’t love it. I’d need to ■■■■ around with it to have more opinions about it.
New inventory indicator: Meh? I guess? more useful for mining
The minimap: at no point have I thought this game would benefit from a minimap. Tactical overlay we already have is great, could use a bit of a graphical polish maybe just sharpen a few things up. Otherwise, the minimap adds no additional functionality while adding hud clutter. The only vaguely useful function there would be the metro map, that’s it and only if I can do things like select systems straight from it. If it’s just dots and lines I can’t directly interact with, then it goes back in the trash pile. Everything else, if I can completely disable this feature, I will. The grid map looks like it’s telling me less than I would get just by zooming out, and there’s no features in the solar map that I would need if I wasn’t already doing things in the solar map anyway. Please, do not make me have to have this on my hud, real estate is a premium.
Consumable buttons: Yeah, alright, this is a good one. My first big ask, though: don’t rebind our hot keys automatically. You’ll ■■■■ up so much ■■■■ for so many people. But, also, the person who gave us “Booster chutes” where we can throw batches of boosters in so we can inject all of the drugs into our eyeballs at once? Yall thought about this one, yall can have a cookie, good job. Our drug exploded eyeballs will thank you.
The biggest thing I want to call out though: You keep mentioning players, specially new players, do not know a thing. This indicates a failure to have an effective tutorial. I know Eve has the longest tutorial I’ve ever seen, including career agents. That said, with basic features like overheat, it really wouldn’t be a huge deal to include that in the tutorial. The NPE (new player experience) was something that was hemmed and hawed about years ago because, frankly, Eve’s NPE was one of the worst in the gaming world. The joke about CCP going “Here’s a ship, go ■■■■ yourself, welcome to Eve” was only sort of a joke. They did make a lot of improvement on it, but Eve being Eve, this game will always have room to improve on that and we’re probably going to have to accept that this game is always going to be more complicated than what some people will want to deal with. I’d say that the most useful things the game can probably finish off the tutorial with would be shoving players into help chat and recruitment chat. Nothing will help new players more than connecting them with other, more veteran players.
Otherwise, those are my thoughts on the current round of changes. I could give more on the current state of the UI, but that’s another foam at the mouth rant