CCPlease, no LCARS.
I just got the new Proton UI activated, and I had one gripe. I wanted to make specific parts of the UI transparent, but I couldnât. This is a problem, because now the UI obscures the game and I canât react as fast to get rid of a ganker.
I like the look of the new interface but have a few issues.
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Before switching to try Photon, I had my client set to Disable Light Background and the transparency slid all the way to the left. When Photon was enabled, windows like the Overview were transparent despite what I set the mentioned two options. Having a sun shining through the Overview made it very hard to read.
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Photon requires me to restart my client, despite some players saying it is not necessary to do that. I am wondering if the players are wrong, or if that is a glitch.
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While Photon is a nice interface to look at, I canât make out the borders of the windows any more. They need the same faint outline the original UI had. Without the borders, the icons look like they float over other UI objects and it looks messy as a result.
Channel headers are not lit when I receive messages. Maybe I configured something wrong, but I can not understand which of the chat channels I receive messages, which I do not like
- Hopefully that will be fixed soon
âmodernâ in this case was used in the same way as elite pvpers in eve.
Modern android/iOS/windows where information density is trending towards zero and itâs nearly impossible to figure out what is what and where it belongs.
I agree that we need a good UI. Tons of padding and hiding information behind drop down menus is not it (this is possibly even worse idea than the already impressively bad idea of dynamic drop down menus that MS came up with).
What Eve needs is an âactionâ (customisable) ribbon bar, like the Neocom, except for actions.
Eve also needs to de-cluster/de-depend upon the right click context menu, right click and a menu that spans half the screen and has destructive actions next to safe actions of similar names.
Iâm thinking hell no.
Ribbon is an amazingly â â â â idea to begin with (as evidenced by the messed up workflow in every program that actually uses it and introduction of ânewâ customized ribbons), because it never fits with what you are trying to do and you end up flipping between different ribbons constantly (with context switching and extra clicking penalties).
Configurable toolbars (including positioning) would be useful. But before that I would go for todayâs UI basically copied to a new system that allows us setup profiles.
Please consider adding horizontal rules at the bottom and top of the item hanger container, it looks really odd to have the bottom and top rows of items cut off by an invisible boundary, especially at the bottom where youâre seeing the complete item icon but not sure why the names arenât below them.
Attached image shows what Iâm talking about, with changes mocked up on the right
A few things stand out as poor
The placement of the buttons changes depending on the size of the window.
Some buttons are not color coded but all look the same, undocking for example is blue like any other button instead of yellow.
The chat buttons are too blinky
The dots in the background of every window give me anxiety, PLEASE remove those or give us the option of reverting that
Hello!
Itâs very pleasing to see that GUI is still a part of development in EvE Online!
Although some little issues still dont get fixed.
- The Neocomâs minimum size is still to large, all players complain about that.
- D-Scan Range in D-Scan window is bugged.
The new view seems ok, but the possition of the Undock button is tricky.
The board my corvet button is so to big it should be smaller, i mean, who is using this â â â â that much? xD
Please do fix the old Problems befor creating new ones, thx.
The Glowy Window Selection is a bit⌠forced?
Maybe I can adapt to it, it does show you what is selected but somehow feels weird.
Scroll bar in memberlist in chat should be on the far right on the edge, not inside the window.
Sidemenuebar can take a bit more ability to be smaller.
Undock Button is soulless.
I guess Iâm not aware enough to notice a big difference. The reason Iâm turning it back off, is that the spacing is messed up. For instance, in the fitting window, the main circle overlaps the Simulation History test and Save State button, as well as the title in the upper left. On the fitting management popup, the name box is almost unnoticable due to the lower half not showing. These are what is in front of me right now, but it is noticable in other places as well. Overall, solely because of this spacing issue, it makes the interface more difficult to use.
You lose a surprising amount of usable space in your open windows to borders and margins. Its a very modern, clean and minimalist look but the exaggerated borders make open windows feel larger and more cramped.
To those not using PhotonUI, yâall might as well switch to PhotonUI now and get it over with as youâre going to get it whether you like it or not, itâs coming. I see no sense in people holding out, just switch over to it. Itâs not like youâre going to get a choice later once itâs out of âpreviewâ. It also seems to work smoother/faster than the old UI.
I donât think CCP will be maintaining both the old UI and PhotonUI.
You say that, but as far as I know you can still use the old map
Maybe cuz when they tried to remove that the tables started rumbling and lights flickered in the office.
So I liked it apart from two things:
1, My channel stack/group titles are too big so not all the tabs fit
2, If you could change something could you change where the standings icon next to the name is? Currently bottom right, would be better in the middle right.
Theming colours and destructive action buttons are confusing if the theme is the similar colour.
Red theme for example and red destroy clone button blurs the visual clue to the destructive nature of the button action. There should be a clearer indicator to destructive action controls than the colour.
Perhaps something on the button border (double lined, double dashed line border?) to indicate destruction and some iconography?
The one thing I find confusing on this UI is the margins in the station hangar, which seem a bit too narrow. The hangar items view keeps glitching as well, randomly disappearing.