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TESTBED - Port User Interface Feedback.

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On 9/25/2018 at 10:09 AM, admin said:

2 currencies. we need to update the base gold description and icons. 

silver (old gold)
doubloons (new gold) (combat marks+pvp marks)

we know its confusing and will fix it before patch hits live servers. 

Will that be a complete everything economy related wipe or gold, silver and dubs only wipe?

 

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Do not know if this was reported yet but there is no tow to port ability on the Test server.

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Whoa...I entered battle well inside Puerto de Nipe and when I came out, I was way outside the harbour....that's a big change and seems very random

 

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when crafting cannon - the cannon BP does not show the cannon class.

I know in the live system crafting cannon does not give crafting XP - but why not? 

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8 minutes ago, Angus MacDuff said:

Whoa...I entered battle well inside Puerto de Nipe and when I came out, I was way outside the harbour....that's a big change and seems very random

 

Same situation different location. Done with battle and was right in front of port.

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14 minutes ago, Aster said:

Do not know if this was reported yet but there is no tow to port ability on the Test server.

Admin has stated that feature will go poof.

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57 minutes ago, jodgi said:

Admin has stated that feature will go poof.

Yes, but the unstuck command is needed. a Clan mate was stuck on a rock in the open world, and could not get off of it; I think that's what prompted Aster OP.

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Hello, new time posting thought I would put in my two cents since you asked. I think the new UI is great visually I just wished the ships scaled with the town as well so you didnt have a L'Hermione looking as small as a cutter etc. Beyond that I feel that the UI is a lot of small boxes that could be combined into some things like in the crafting screen why not combine the different outposts button with the port button so someone going on that path would not have to open up yet another box to teleport between ports. It would also be cool if we could see the realistic weather outside if not the shipping coming to and fro. Thanks for listening. :)

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8 hours ago, thanatos-tg said:

Overall i like this update so far that i seen, but some of the stuff is a little overwhelming could be managed a bit different, maybe an idea would be an interactive ui like some games have where you click the warehouse and it puts you in a warehouse and opens your warehouse inventory up idk just something, and it would be nice to see instead of just your ship zoom out to see the port and have x amount of dockyards there with each ship tied to a dock you just select the ship you want to look at and it zooms in to it. overall loving it.

please keep the ai fleets how they are, allow all the ships to spawn in the open world ai fleets just make them out of crap wood and only be grey or green quality or something (maybe even no special refits and save those just for crafted ships) and make it so that 4th rates are capturable and just 1 - 3 non capturable (maybe later even make all rates capturable just make the ai ones that you capture be a really crap quality not worth keeping except for like unboxing the ship or something just a thought)

 

 

and the multiple port thing kinda like this picture (ik its modern ships) but make them each clickable and that is how you select your ship instead of a pop up menu, just a thought to make it a little more "interactive"

1428851560-aerial-bremerton-shipyard-november-2012.jpg

My girl is in that line, old USS Independence (CV-62), Sadly all those have been sent to Brownsville to be scrapped. I was down there when the Ranger came in it was a sad day.

 

Though back on topic kinda like this but man that would be a bunch of resources to have all your ship list or the top ones.  Though I kinda like the concept of having some ambit ships (none owned by players) in dock too so your ship doesn't look like the only one in port.

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When in port and looking at Building & Crafting > All Blueprints, I think it would be a good idea that when you hover the mouse cursor over the greyed out blueprints of skill books (ie the ones you don't currently have) that they also showed what was required by those blueprints. eg Gunnery Encyclopedia - it would be very helpful to know which books are needed to collect to make Gunnery Encycloedia. This would be particularly useful to new players and cause less annoyance and frustration when later finding out you used a book that you should have kept hold of until you had all books to make the full Gunnery Encyclopedia! 

Or as an alternative, add note to tool tip of skill books that are a requirement for the bigger skill books saying " This skill book is needed to craft Gunnery Encyclopedia skill book" as an example.

Edited by PaladinFX

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2 hours ago, Aster said:

Do not know if this was reported yet but there is no tow to port ability on the Test server.

 

1 hour ago, Rabman said:

Yes, but the unstuck command is needed. a Clan mate was stuck on a rock in the open world, and could not get off of it; I think that's what prompted Aster OP.

 

2 hours ago, jodgi said:

Admin has stated that feature will go poof.

 

 

Tow feature appears if you have multiple shallows around you which is a nice workaround in my oppinion.

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@admin I have the colourblind mode activated (as I am colourblind - not just prefer it) and the font colour for low (not enough) crew - I presume to be red - is very hard to distinguish that it is different than when a ship reaches min. crew on the sliding scale.

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The building counter is misleading. The building cap is the same so 5 or 10 for the whole server. The building counter should show your total buildings not how many you have in port.

20180927194858_1.jpg

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6 hours ago, Wraith said:

So, I've spent quite a few hours now with the new interface and I feel like I can give an informed opinion on many issues.

The art is amazing, it looks great and fits the feel of the game that I think many of us have in mind. Well done.

The interface and design of the UI, focused on a multi-window paradigm, seems better suited to displaying that art than on usability. In short, it's horrible from a usability standpoint. It takes three clicks where it should take one, as a general rule. And often it takes even more because the layout of the multiple windows almost always requires you to move those windows around the screen multiple times to cover/uncover various other aspects of the UI to get anything done.

Scaling is a huge issue. UI elements could be half their size or even smaller. I've asked for it multiple times since the OW UI was changed, but the scaling of these UI elements should be user configurable because as it is, across multiple monitors or screen resolutions the UI elements are outrageously large and difficult to deal with. The basis of the default Unreal Engine UI elements is far, far preferable than the non-scaling, new elements. I would urge the developers to do a full rework of the elements that allow for not just optional scaling, but also configurable icon vs. list views.

Furthermore, the list-only warehouse/hold views is incredibly frustrating compared to the ability to sort and organize our holds/warehouses as we see fit. All of these things could be stored locally and the overhead could be minimal but improve usability significantly.

The usability must be improved before launch because new users who buy this game at launch will be twice as frustrated as those of us who know that the feature exists but just can't find it. If it were up to me, I would scrap the multi-window paradigm completely. I would re-skin the existing UI elements, keep the addition of the hot key elements which is a nice usability addition, as well as significant mouse-over information as these all will aid the new user and veteran alike. 

As of now, I would honestly buy a DLC that gives me the old interface elements back, despite the attractiveness of the art.

Well said. I agree with all points. I have ended my effort to achieve the reward ship. Too frustrating

Edited by Guest

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3 hours ago, Rabman said:

Yes, but the unstuck command is needed. a Clan mate was stuck on a rock in the open world, and could not get off of it; I think that's what prompted Aster OP.

It wouldn't be an Age of Sail game without the potential to become shipwrecked.  :D

 

 

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5 hours ago, Angus MacDuff said:

Whoa...I entered battle well inside Puerto de Nipe and when I came out, I was way outside the harbour....that's a big change and seems very random

 

Same issue here. I entered battle outside ocean bight and appeared at little inagua afterwards

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I have also noticed if you come from a neutral port and then go into a port that should have the Admiralty button, it is disabled.

Has happened in Mortimer Town twice, once from Baracoa and once from Samana, the hotkey doesn't work either so it isn't that the button is just hidden

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1 hour ago, Haggard Blanc said:

I have also noticed if you come from a neutral port and then go into a port that should have the Admiralty button, it is disabled.

Has happened in Mortimer Town twice, once from Baracoa and once from Samana, the hotkey doesn't work either so it isn't that the button is just hidden

I didn't understand what was the reason but I can confirm that in my playing today I didn't had admiralty enabled , and i also come from a neutral port.

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I want to add in the economy tab  i would prefer to collect the resources without the need to teleport to the ports where the building are. It seems a waste of time, special if you have many buildings in different ports,  to teleport just to collect the resources to stay in the warehouse.

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Quote

C7F970E2A9FC259BFE192167F0EC1A574F5B00F3

I have no guns on my ship in Equipment tab, but my Aga in the docks has cannons on lower deck? No guns present at bow and stern. That's the only Agamemnon I have.

Also Frigate in my docks with all guns equiped has no guns present in docks:

Quote

864FF741AA8308829FE4B2054F2EF558A166EB83

Imagine me leaving docks after seeing cannons on my ship in the docks, but not actually having them equiped OMEGALUL

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svDyqIN.png

 

So ran into an issue last night @admin. I asked around to see if others have had the same issue and all seem to have come up with similar issues caused by various things. From what I can tell I have all the material and have enough labor hours, yet am unable to produce anything. 

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1 minute ago, Davos Seaworth said:

svDyqIN.png

 

So ran into an issue last night @admin. I asked around to see if others have had the same issue and all seem to have come up with similar issues caused by various things. From what I can tell I have all the material and have enough labor hours, yet am unable to produce anything. 

Labor Hours: Required/Available ? Try using LH contracts

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Just now, Beeekonda said:

Labor Hours: Required/Available ? Try using LH contracts

That is a possibility but that would make no sense since would that mean every item would be the same required/available?

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Edit: Actually everything is right:

Available/Required

 

temp3.png

Edited by Beeekonda

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