Quote:
Originally Posted by HappyHappyJoyJoy
Uh... you can rearrange your HUD you know.
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Three minutes, that's a new record.
So let's start the 'why you shouldn't merge a context activity button and a secondary info panel' lesson in User Interface design. Again.
When navigating sector space, the best feedback available is looking at the ship avatar. This shows the direction of movement, and the warp effect gives a rough indication of speed.
Below that, in the default UI, we have the warp speed indicator, giving better feedback.
In the pre-Season 3 UI, there was a context activity button wedged between the two. By looking at your ship and the warp speed indicator, you could tell where you were, where you were going, and what to do from a game perspective when you got there. (i.e. Use the Transwarp, Enter System, etc.) The location of the button between the ship and the warp speed indicator was perfect.
The first UI faux pas of Season 3 was moving the default location of this button to directly obscure the ship. This causes problems with navigation, especially when leaving a system.
Case in point: Reset the UI to default positions, and warp out of a busy system such as the Featured Episode locations. Then try manually pointing your ship in the direction you want to go next. Without being able to see your ship, combined with the lack of visual feedback from the new Astrometrics/Sector Space changes, you'll find your progress slowed and have to resort to navigating from the map.
This is why many players have changed the default location of this button back to where it used to be, so it returns to the mid point between the ship and the speed. If everyone has to change the default, it's a bad default.
This triad of useful gameplay elements (Ship, Context Activity, Speed) is now broken by a non-gameplay essential element: The "System Information" panel. The panel provides no help at all in getting from A to B, and is thus a secondary source of information. Fluff is good, people like fluff. But it is not essential to navigation. Attaching it to the context activity button forces it into the centre of the player's view, obscuring their ship and causing loss of control. (Such as when passing by a system with a lot of ships by it, and getting stuck because you can't see where you're going.)
Yes, it can be minimized, (using a non-standard UI element), but this is an either/or situation. Some players may prefer to read the System Info. It's very well written in most cases. But the UI for this information should be off to one side, or relegated to the System Map.
The Context Activity button can also be moved elsewhere, taking the info panel with it. But how many Klingon players have forgotten to Jam Communications in Pi Canis because the button to do so was out of the central field of view? The location of the button in the triad is perfect.
Do we really want a new player's first experience of Sector Space navigation to be shooting past the S.S. Azura because of temporary loss of control?
My suggestion is to separate the active button from the passive panel, and allow the player to move either to wherever they like. This way, everybody wins.
And yes, I provided this much feedback when it was on Tribble, for what good it did.
Any questions?