Career Officer
Join Date: Aug 2012
Posts: 109
# 171
07-10-2014, 03:31 PM
I think their reasonings are pretty apparent now. They have always felt doffs were undervalued on the exchange, especially purples which they have an unusual fixation over with regards to their value. Looks to me like they want to force the hardcore doffers like myself who have 450-500 purple doffs out of the system, they've already made whatever profit they could out of us and they plan to correct this by introducing 'Ultraviolet doffs', they didn't make very rare doffs rare enough. You can find them on the exchange for dirt cheap nowadays, especially since the Elachi doff pack goof that made prices plummet. Mark my words, these new 'school specialist' doffs are just the tip of the iceberg... expect Ultra Rare doffs within 6 months with lockbox ship like drop rates and 50-100 million ec price tags
Empire Veteran
Join Date: Jun 2012
Posts: 74
# 172
07-10-2014, 05:26 PM
My grievance is with the assignment list overview. It is not straightforward. The icons are no help as you HAVE to put the cursor over it to see what doff is needed and what other requirements there are.

If they are going to make a new doff UI, they should definitely take a note from the current UI: which is that when you click on an assignment, all the information about it should be available in front of you to help you determine whether to choose to do the assignment or move on to the next assignment on the list. Taking too long, even for a a few seconds, to look over the specific doff requirements will certainly put me off from doffing more frequently.

To simplify, In the assignment overview, the doff profession and required traits should be shown with the assignment to make an informed decision more easily as to whether to do the assignment or not.
Vice-Chancellor of Federation Fleet Directive 010

DISENCHANTED
Captain
Join Date: Jun 2012
Posts: 1,664
# 173
07-10-2014, 08:26 PM
Here is my feedback after the patch on July 10, 2014.

1. Exploration clusters still give a very limited selection of assignments. I've not seen more than 5 assignments when I click on the button next to an exploration cluster. When exploration clusters were separate maps, I could find many assignments under "Current Map", "Personal", and "Department Heads". Now, those sections show only assignments from the sector block, not from the exploration cluster.

2. When selecting a doff for an assignment slot, I still cannot filter by quality, traits, or specialization.

http://i.imgur.com/AcTFdlo.jpg

3. You've fixed the bug that allowed the same doff to be assigned twice, but the new behavior still has usability problems.

Doff can be assigned twice

Now, if you assign a doff to one slot and assign the same doff to another slot, the first slot will be cleared. However, the selection window does not indicate that a doff has already been slotted, so the user may try to select a doff that he has already assigned to another slot. For example, in the screenshot below, one cannot tell that Toss has already been assigned to the first slot.

http://i.imgur.com/AcTFdlo.jpg

4. Rewards and requirements are still cut off by their surrounding boxes.

http://i.imgur.com/SHIudEC.jpg
http://i.imgur.com/ctQIXNq.jpg

5. The following bugs are still happening:

Always zero seconds until next shipboard update
"View Details" shows wrong doffs
Tab says "Plan Assignment" even when viewing completed assignments

6. The [i]'s next to the bars for critical success, success, failure, and disaster serve no function. They are used in crafting to show the mouseover tooltips for potential outcomes, but they serve no function in the doff UI.

http://i.imgur.com/RkZaSbu.jpg

Furthermore, you are using dark blue for critical success and dark red for disaster against a black background. The contrast is rather low. Consider switching to lighter shades of blue and red.

7. You've added categories back to the assignment list, but the UI elements still look too large and clunky. Can we get the option for a more compact UI?

http://i.imgur.com/41G1oIJ.jpg

Last edited by frtoaster; 07-10-2014 at 08:42 PM.
Career Officer
Join Date: Jun 2012
Posts: 83
# 174
07-11-2014, 04:59 AM
The ONE and ONLY thing that needed to be changed/fixed/updated with the DOFF system is to either remove or fix the algorithm that gives you the three officer recommendations for the mission.

As someone with 300 duty officers, 95% of which are purple, no, no I do not want to use that common officer that I bought just to put into a fleet project. And no, no I do not want to focus more success trait officers on a mission that already has a 100% chance of success.
DOFF UI FEEDBACK --> http://sto-forum.perfectworld.com/sh....php?t=1189061


"All I see in the forums are a lot of subjective ranting" -Al Rivera
I have been here since beta.
Ensign
Join Date: Apr 2013
Posts: 19
# 175
07-11-2014, 05:46 AM
Quote:
Originally Posted by thomasp94232 View Post
The ONE and ONLY thing that needed to be changed/fixed/updated with the DOFF system...
I'd argue they should also fix 'success' pushing off 'crit success'.
Career Officer
Join Date: Jun 2012
Posts: 83
# 176
07-11-2014, 06:04 AM
Quote:
Originally Posted by williampetersen View Post
I'd argue they should also fix 'success' pushing off 'crit success'.
That's what I was trying to get at.
DOFF UI FEEDBACK --> http://sto-forum.perfectworld.com/sh....php?t=1189061


"All I see in the forums are a lot of subjective ranting" -Al Rivera
I have been here since beta.
Ensign
Join Date: Mar 2014
Posts: 26
# 177
07-11-2014, 03:18 PM
Quote:
Originally Posted by frtoaster View Post
Season 9.5 has introduced substantial changes to the doff system. Here is my initial feedback.

1. You've drastically reduced the number of assignments available from exploration clusters. In each exploration cluster, assignments used to be available under "Current Map", "Personal", and "Department Heads". Now, each cluster offers only one tab with fewer assignments than available under "Current Map".

2. I can no longer filter by quality, traits, or specialization when an planning assignment.

http://i.imgur.com/4LOv5yD.jpg

Update: As of July 10, 2014, I still cannot filter by quality, traits, or specialization when selecting a doff for an assignment slot.

http://i.imgur.com/AcTFdlo.jpg

3. Why do I need to see crafting skill when I'm planning a normal doff assignment?

4. Assignments under "Current Map" and "Personal" are no longer organized by commendation category. This makes it hard to look for assignments belonging to a specific category. The same applies to department heads who offer more than one category of assignment. The same also applies to the new exploration cluster tab.

Update: As of July 10, 2014, categories have been added back to the assignment list, but the UI elements still look too large and clunky. Can we get the option for a more compact UI?

http://i.imgur.com/41G1oIJ.jpg

5. Please color-code the chances of critical success, success, failure, and disaster.

6. The rewards and requirements often don't fit in their boxes.

http://i.imgur.com/j4WmZKn.jpg
http://i.imgur.com/avEB42R.jpg

Update: As of July 10, 2014, rewards and requirements are still cut off by their surrounding boxes.

http://i.imgur.com/SHIudEC.jpg
http://i.imgur.com/ctQIXNq.jpg

7. I cannot buy doffs under the "Request More" tab.

http://i.imgur.com/CFzppoA.jpg

8. In the old UI, even before planning an assignment, I could see the specialization requirements as well as the traits which influence critical success, success, failure, and disaster. In the new UI, I have to hover my mouse over icons in the assignment list to read the specialization requirements, and the mouseover tooltips don't show the traits.

http://i.imgur.com/xPlPMrw.jpg

9. When I plan an assignment, the specialization requirement is hidden away in the slot's bottom right corner instead of being displayed prominently.

http://i.imgur.com/nOvoVwu.jpg

10. You've fixed the bug that allowed the same doff to be assigned twice, but the new behavior still has usability problems.

Doff can be assigned twice

Now, if you assign a doff to one slot and assign the same doff to another slot, the first slot will be cleared. However, the selection window does not indicate that a doff has already been slotted, so the user may try to select a doff that he has already assigned to another slot. For example, in the screenshot below, one cannot tell that Toss has already been assigned to the first slot.

http://i.imgur.com/AcTFdlo.jpg

11. The [i]'s next to the bars for critical success, success, failure, and disaster serve no function. They are used in crafting to show the mouseover tooltips for potential outcomes, but they serve no function in the doff UI.

http://i.imgur.com/RkZaSbu.jpg

Furthermore, you are using dark blue for critical success and dark red for disaster against a black background. The contrast is rather low. Consider switching to lighter shades of blue and red.


Edit: Updated with additional points from my later posts.
Please listen to this guy and the criticism of others. I *very* much enjoyed the Doff system before you planned on changing it. There's currently players on the trading channel dumping doff packs on the speculation that doffing is going away.
Career Officer
Join Date: Aug 2012
Posts: 98
# 178
07-11-2014, 03:36 PM
I am NOT a fan of this new DOff interface.


The new interface, especially custom choosing which DOffs go and do which jobs, is a mess compared to what we had. There is zero organization, and when you are optimized for DOffing you tend to have a LOT of DOffs... I have above 380 at any given time, to have to sort through them all to slot the appropriate DOff for an assignment is a pain in the butt.

Not have a clear PIE CHART COLOR CODE to tell me at a glance my chances for success or failure is a major step backwards from what we had. The players are all for improvements, however this is a step backwards, not an improvement. This might end my use of DOffs, as I don't think I will want to put up with the menus' knowing what we had at one point.

Thus far this is what I think needs to be improved, retrofitted back in:
  1. Reduce the size of the tasks themselves in the window, they should not take up the lion's sharre of the real estate, and have giant blank holes in they're GUI.
  2. Add the pie charts back in, they were essential for good successful DOffing.
  3. Drop the auto slotting,
  4. Restore the ability to sort DOffs by specialty, rarity, and traits. the current iteration has this and your new version does not. It is a glaringly bad ommision as the previous version had this capability.
  5. Adding the ability to store DOffs in inventory at our convience would be aprpeciated, as moving them from the DOff window to the market is sometimes iffy, and searching for them to price compare is nearly impossible.
Career Officer
Join Date: Aug 2012
Posts: 109
# 179
07-11-2014, 04:11 PM
Well it's been almost a month now and still not one dev has replied to any of our feedback on the UI... Not shocking really seeing how they didn't even bother to make an official feedback thread, someone else had to make one!

So I guess this new system is coming "Bill O'Reilly" style

Last edited by trelane87; 07-11-2014 at 04:19 PM.
Lt. Commander
Join Date: Jun 2014
Posts: 146
# 180
07-12-2014, 10:36 AM
Quote:
Originally Posted by trelane87 View Post
Well it's been almost a month now and still not one dev has replied to any of our feedback on the UI... Not shocking really seeing how they didn't even bother to make an official feedback thread, someone else had to make one!

So I guess this new system is coming "Bill O'Reilly" style
What bugs me about this the most, aside from the deafening silence from ANY Dev on this matter - is that I am confused as to where the need for these changes came from. What is the reasoning behind it? Are they simply trying to dumb down the Doff metagame so there's more buy-in from average players by reducing those "confuising buttons and pulldowns"? Are they trying to delete pie charts to make them "more starship-like"?

There's very valuable and detailed feedback here in this thread. Ignore it at your own danger.

No one wanted or needed these changes. It just seems like change for the sake of change. As Azetbur said herself "Just because you CAN do a thing, does not mean you SHOULD do a thing."
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