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TESTBED - Port User Interface Feedback.

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Guest

@admin possible to add the ctrl and shift function marking on more items instead of right clicking 20 different items to send to clan warehouse or selecting one and one ship if you want to put more ships to fleet or sell them :) 

Edited by Guest

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The Text goes from Large to Small macros in different shapes and sizes on the same textural subjects , Uniformity, and an Admirals Log UI , so weights and measures can be done ahead of builds or battles and used for presetting needed purchases ,I Just have a hard time looking at all the windows .

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Whist crafting I noticed that the list of ship blueprints you can make doesn't update as you craft, so you can't see what you can make with your live crafting level. You have to close the list and then open it again in order to get the up to date list

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The new port UI looks great!  It's great to be able to see your ship in port.   Using windows, it also solves one of the current UI's biggest challenges, which is that you can't view the contents of multiple tabs simultaneously (for instance, the shop and the hold). However, I think those windows, and the iconographic approach to the interface, make for a long learning curve and a lot of clicking.  I wonder if a hybrid of the new and old interface would be a little smoother.  I drew up a few quick layouts (below), operating under the assumption that most people use the port UI for two things mainly: viewing ships and viewing the store.

 

The first layout combines the roster of ships with the fleet tab on the left side of the screen, and displays ship information on the right side.  A "Ship Stats" toggle in the bottom center of the screen displays displays information about speed, armor, hull, etc.  Ship purchasing still occurs in a window that can occupy the middle of this screen, or be dragged around.  I toyed with adding representative silhouettes beside the names of the ships on the left side, but I couldn't find a range of suitable images in a cohesive style.  Still, it might look really cool, especially if the ships have player-assigned names (e.g. "USS Bonhomme Richard"). 

1620126032_FleetUI.thumb.png.7d3d3d14f023e38a33ad6357105c0501.png

 

The following image explains some of the interface's functionality.  The various buttons here would incorporate mouseover information and menus to save space (for instance mouseovers for SKILLS and UPGRADES).  Note that the color of the overlay changes with the ambient light.  I thought this was cool as I tried out different colors for the background.

632661528_FleetUI(Overlay).thumb.png.836013f2229d84ed6544a1897e195219.png

 

Below, we see a warehouse layout (left), maintaining the grid's economy of space, but giving the option to instead show a list to make use of the details presented in the new UI.  The ship's hold is on the right side of the screen, where it was in the fleet layout (above). A right click menu on items would list "Send to Hold" or "Send to Warehouse".  A few buttons are missing on the warehouse: "Expand Warehouse", "Sort A-Z", "Sort by Group", etc. It might be preferable to list the flagship and the fleet ships on the warehouse side so that it's easy to transfer cargo between the warehouse and the player's various vessels.

1369890672_WarehouseUI.thumb.png.d60f78fb751bf0bd7b64a583e9101eff.png

 

Finally, I added a couple general suggestions in the image below.  It seems to me as though the outpost and economic building windows should be accessed from the port menu in the upper left corner.  That was where I first looked for them, and I think it's logical to assume that if you're going to interact with All Saints, you'll do it through the menu that reads "All Saints".

I think one of the new UI's strong points is that you can orbit the camera around the ship in port.  I wouldn't view lock in any of the layouts I presented, but I think the image below is a cool shot for landing in the port.  

In closing, 11/10 sailors agree we must have the blue peter on the sail out button!

877014134_CommentsUI.thumb.png.fafaff0a61489e592ec9fd4feba24bbc.png

 

 

Edited by John Waveland
Subject-verb agreement.
  • Like 18

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1 hour ago, John Waveland said:

The new port UI looks great!  It's great to be able to see your ship in port.   Using windows, it also solves one of the current UI's biggest challenges, which is that you can't view the contents of multiple tabs simultaneously (for instance, the shop and the hold). However, I think those windows, and the iconographic approach to the interface, make for a long learning curve and a lot of clicking.  I wonder if a hybrid of the new and old interface would be a little smoother.  I drew up a few quick layouts (below), operating under the assumption that most people use the port UI for two things mainly: viewing ships and viewing the store.

 

The first layout combines the roster of ships with the fleet tab on the left side of the screen, and displays ship information on the right side.  A "Ship Stats" toggle in the bottom center of the screen displays displays information about speed, armor, hull, etc.  Ship purchasing still occurs in a window that can occupy the middle of this screen, or be dragged around.  I toyed with adding representative silhouettes beside the names of the ships on the left side, but I couldn't find a range of suitable images in a cohesive style.  Still, it might look really cool, especially if the ships have player-assigned names (e.g. "USS Bonhomme Richard"). 

1620126032_FleetUI.thumb.png.7d3d3d14f023e38a33ad6357105c0501.png

 

The following image explains some of the interface's functionality.  The various buttons here would incorporate mouseover information and menus to save space (for instance mouseovers for SKILLS and UPGRADES).  Note that the color of the overlay changes with the ambient light.  I thought this was cool as I tried out different colors for the background.

632661528_FleetUI(Overlay).thumb.png.836013f2229d84ed6544a1897e195219.png

 

Below, we see a warehouse layout (left), maintaining the grid's economy of space, but giving the option to instead show a list to make use of the details presented in the new UI.  The ship's hold is on the right side of the screen, where it was in the fleet layout (above). A right click menu on items would list "Send to Hold" or "Send to Warehouse".  A few buttons are missing on the warehouse: "Expand Warehouse", "Sort A-Z", "Sort by Group", etc. It might be preferable to list the flagship and the fleet ships on the warehouse side so that it's easy to transfer cargo between the warehouse and the player's various vessels.

1369890672_WarehouseUI.thumb.png.d60f78fb751bf0bd7b64a583e9101eff.png

 

Finally, I added a couple general suggestions in the image below.  It seems to me as though the outpost and economic building windows should be accessed from the port menu in the upper left corner.  That was where I first looked for them, and I think it's logical to assume that if you're going to interact with All Saints, you'll do it through the menus that reads "All Saints".

I think one of the new UI's strong points is that you can orbit the camera around the ship in port.  I wouldn't view lock in any of the layouts I presented, but I think the image below is a cool shot for landing in the port.  

In closing, 11/10 sailors agree we must have the blue peter on the sail out button!

877014134_CommentsUI.thumb.png.fafaff0a61489e592ec9fd4feba24bbc.png

 

 

That looks really great

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1 час назад Кристоф сказал:

Это выглядит очень здорово

Noooo

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Guest

Click Forge-Craft-Canon- “Craft Canon Tab”, these canon tabs don’t show the “canon class” number, makes it hard to match them up with the ship canon class number/s.

For non-researched ships, there’s no label/message showing which ship is needed to research/unlock, at the moment it’s all guest work or you have to go out-off-game and google the craft order.

PS, and I haven’t found where my crafting level/craft points are, yet!, I’m sure they're there somewhere, in the crafting tab.

 

 

 

Edited by Guest

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Guest
10 hours ago, John Waveland said:

1620126032_FleetUI.thumb.png.7d3d3d14f023e38a33ad6357105c0501.png

Sorry but that’s alot of work for nothing, dev's have spend many months on the new UI, they’re not going to change it now! its not easy to "unlearn" the old screen but this is the hurdle.

Dev's maybe considering UI scaling for Laptops, low resolutions.

Note, you can resize most of the tabs, this is what many of us are doing, resizing/locating tabs is how one can manage the UI optimally.

 

Edited by Guest

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  1. I open window and it does not always open on top, instead created under currently open window. This makes you wonder if you clicked a button or not or why nothing happens.
  2. Equipment/Repairs/etc buttons are not fully event areas, instead images on button are areas accepting events?  I click button, if I dont click from the image nothing happens. Not nice.
  3. Menu buttons at the bottom could have small white text under. eg. Picture of shop has a small "Shop" text under. Divides opinion for sure but I would appreciate text + image. Could be done with other main screen buttons as well.
  4. When I hover mouse on a ship in the ship store, I would like hover window to open. Much more practical than opening only from those small numbers on left. Could also open ship info when I click a ship, so that it is continuously open some where, even with more info than we have right now in that small hover window.
  5. Windows are small and there are scroll bars. Cannot resize windows to take full advantage from my screen space.
  6. X to close windows has too small event area. Check for example in windows 10, the whole top corner is an event area and not just the x.
  7. Graphical style is nice.
  8. Crew window has a slider, on top of it "Basic Cutter".  "Basic Cutter" text could descripe the functionality of the slider instead.
  9. Equipment window is messy. You could for example add there lighter and darker background to clarify, divide, different components. The right side "General", "Hit Points", "Thickness" could have this background to divide it in sections. Or a border, lines, whatever to make it more readable. Upgrades/Knowledge could have small text as well.
  10. In the end don't like multiple small windows but it could be just me. Menu buttons opening screens with fixed elements would have been better.
  11. All ship windows could be one fixed screen with fixed elements + show me directly all port information that I may need to equip the ship, for example the warehouse.
     

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14 minutes ago, Borch said:

 

Typo at availible outpost slot.

1033229685_OPs.png.f0d1f52dde9abfbee070f15a2a5be803.png

where?

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Resource Crafting:

Crafted Fir and Oak, and no Compass Wood dropped.

Is Compass Wood part of the material wipe or was it just very bad luck ?

 

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2 minutes ago, Schwabbel said:

Resource Crafting:

Crafted Fir and Oak, and no Compass Wood dropped.

 Is Compass Wood part of the material wipe or was it just very bad luck ?

 

compass wood is no longer part of the BPs.. 

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38 minutes ago, Borch said:

craft.png.923555781615b7ec2e0adec60082f8d7.png1683804183_craft1.thumb.png.9de39c4aa06cde7cf29ec2472cbbe0ba.png

 

Typo at availible outpost slot.

1033229685_OPs.png.f0d1f52dde9abfbee070f15a2a5be803.png

Thanks.

Isn't the value of 2758 a step value and not a total aggregate XP value?

I ask this as my understanding is that to qualify for the Christian redeemable a player needs to earn 10000 Craft and 10000 Combat XP.

Do we know what level of crafting (I see yours is 31) qualifies for the Christian?

Buster (most times it's me but sometimes..)

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2 minutes ago, Busterbloodvessel said:

Thanks.

Isn't the value of 2758 a step value and not a total aggregate XP value?

I ask this as my understanding is that to qualify for the Christian redeemable a player needs to earn 10000 Craft and 10000 Combat XP.

 

  • Goal 2: Gain lvl 10 in crafting (we have significantly increased building production to make testing easier). 
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16 minutes ago, Busterbloodvessel said:

Thanks.

Isn't the value of 2758 a step value and not a total aggregate XP value?

I ask this as my understanding is that to qualify for the Christian redeemable a player needs to earn 10000 Craft and 10000 Combat XP.

Do we know what level of crafting (I see yours is 31) qualifies for the Christian?

Buster (most times it's me but sometimes..)

Overachiever!

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19 minutes ago, admin said:
  • Goal 2: Gain lvl 10 in crafting (we have significantly increased building production to make testing easier). 

Regarding Goal 1, the Tutorial Final Exam increases rank from 280 to 400 crew level, so that qualifies the same as the 10000 combat XP? 

 

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5 minutes ago, Barbancourt said:

Regarding Goal 1, the Tutorial Final Exam increases rank from 280 to 400 crew level, so that qualifies the same as the 10000 combat XP? 

  

i think tutorial should give a M&C rank; if its not broken then you can do a tutorial to get reps and money but still have to get 10000xp in combat gaining next rank. Are you sure final exam gives a rank above mc?

 

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2 minutes ago, admin said:

i think tutorial should give a M&C rank; if its not broken then you can do a tutorial to get reps and money but still have to get 10000xp in combat gaining next rank

 

A guy on the test server (Global chat) last night said that he got Post Captain rank from doing the tutorial.  Sorry, forgot his name

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The redeemable put me at the 280 crew level.  The Tutorial Final Exam advanced me to the 400 crew level.  (Capitaine de Vaisseau) 

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@admin, perhaps you should drop the Tutorial from the test bed.  If you're already giving us the M&C rank, there is no point in it.

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4 minutes ago, Angus MacDuff said:

@admin, perhaps you should drop the Tutorial from the test bed.  If you're already giving us the M&C rank, there is no point in it.

Well, I've tested the Tutorial, and it works on the Testbed. And I got all the goodies from it.  :D

 

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