View Full Version : Whats so bad about the UI????
javaslinger
November 30th, 2006, 04:03 PM
In countless posts I hear people complaing about the UI but rarely does anyone say what's so bad about it.
Frankly, I haven't had any issue. It seems functional to me. I can find everything. It has hotkeys... It has a nice menu from the right click that is context sensitive....
I'm just wondering what's so bad about it???
Thanks,
Javaslinger
Wenin
November 30th, 2006, 04:09 PM
Did you play SEIV?
javaslinger
November 30th, 2006, 04:28 PM
Not in a long time, I don't really remember the differences.
I mean, I suppose it may be drastically different, but in my opinion, it seems to work perfectly fine. Everything is there. Most things are at your fingertips. It's functional and 'relatively efficient'.
If I have any complaints it would be that 'at first' things are a bit hard to find. And I suppose there may be more efficinet ways to do somethings.
But those are all about the learnig curve. Once you find things it all works pretty seamlessly and quickly.
Could it be improved? Sure, I'm sure everything could be.
It is HORRIBLE as I keep hearing. I really don't see why it's HORRIBLE....
Thanks,
Javasligner
President_Elect_Shang
November 30th, 2006, 04:31 PM
Wenin said:
Did you play SEIV?
javaslinger said:
Not in a long time, I don't really remember the differences.
Oh, that’s why! http://forum.shrapnelgames.com/images/smilies/happy.gif However, I do think “horrible” is a bit too strong.
Intimidator
November 30th, 2006, 04:39 PM
I think the biggest problem for people is ' being used to SEIV '
but after a few days of playing it's going really faster and easier with SEV, I really like the game and am hoping that more mods and shipsets will come ASAP........
Captain Kwok
November 30th, 2006, 04:58 PM
I really only have a few gripes left with the SE:V UI. This primarily includes the retrofit order and accessing the queue settings (emergency build, send to, etc). A few other little items exist that I like to nag MM about, but otherwise I've become just about as efficient in the UI as I was with SE:IV.
Thy_Reaper
November 30th, 2006, 05:32 PM
I like the UI overall, and of course there are little changes I would like to see, but the fact that any menu takes my computer down to the 20 FPS range makes it a real pain to use any menu. Having to wait even half a second because of how slowly the cursor updates on menus makes any significant amount of micromanagement feel much, much more troublesome.
Atrocities
November 30th, 2006, 05:55 PM
I dislike the lack of immediate information. The UI in SE IV provided a lot of valuable info at a glance. The use of tabs in SE IV would have been a very welcome addition to the UI in SE V. I find using the SE V UI comberson, frustrating, and uninspiring. It sucks all of the enjoyment out of the game for me.
I have made dozens of suggestions to improve the UI but as of yet only a few have been used. The mouse, you should have seen the old mouse pointer they had. Getting that replaced was a victory for all players of SE V.
Wenin
November 30th, 2006, 06:07 PM
I'm in complete agreement with Atrocities.
I'd like to add that the main reason people are becoming use to the new UI is because of Shortcut Keys.
SE:V is completely dependent on shortcut keys.
In SEIV I never used shortcut keys, cause everything I needed was a mouse click or two away. I don't want to have to hover over my keyboard.
Slick
November 30th, 2006, 06:10 PM
I have a list at home I'm creating, but in a nutshell:
- way too many clicks and operations to get routine things done.
- not being able to see the info you want on the screen where you can change what you want.
- cumbersome layers/levels of screens.
- cumbersome methods to determine important info.
- inconsistencies between screens.
Ragnarok-X
November 30th, 2006, 06:27 PM
cumbersome is probably the most important word here.
-> agreed
shinigami
November 30th, 2006, 06:31 PM
Now that I've gotten used to it, the UI isn't that bad.
The one main complaint I do have, however, is the ship design UI, it is much too tedious and I miss the simplicity of SEIV.
Possum
November 30th, 2006, 06:31 PM
One more vote for "overly cumbersome".
Plus it takes too many clicks.
My question is, what the **** was wrong with the SE4 interface, that it had to be changed? Why did all the KB shortcuts need to be changed?
It's the same ****ing game, people. It's just an updated version. There are no major changes which required a total rework of the UI.
And don't take the rampant asterisks to mean that I'm all upset. I'm not. I'm just profane by nature http://forum.shrapnelgames.com/images/smilies/wink.gif
Raapys
November 30th, 2006, 06:41 PM
Considering the entire game is basically remade, I guess it's natural with a change in UI as well. Unfortunately, reinventing the wheel didn't lead to an improvement in this case.
As I see it though, the shortcomings of the UI unfortunately pales when compared to the other issues the game has right now.
RCCCL
November 30th, 2006, 07:40 PM
I agree with Raapys.
The UI is definately cumbersome, but it seems a minor issue compared to the other problems.
Hugh Manatee
December 1st, 2006, 12:51 AM
Meh, people need to get their left thumbs out of whatever - Removed by Moderator - and start using it. Seriously, unless you are gimped from the neck down somehow there's no good reason not to use a PC with both hands unless you're - Removed by Moderator - busy cramming cheese powder coated salty fried nummies into your gullet. I've noticed this too among people who dislike RTS type games, calling them confusing clickfests, when in most RTS games there are hotkeys that can greatly ease the load off the mouse.
Most routine ship operations only take eihter 2 clicks, a hotkey and a click, or for cargo a short series of double clicks. Only the research and build lists need a whole lot of clicks, and the design screen needs upper, mid and lower hotkeys with an add item button.
Moderator Note: - Removed offensive material. Please keep your posts in agreement to the TOS of this forum. Thank you.
Suicide Junkie
December 1st, 2006, 01:08 AM
*A series of double clicks*
Whereas, in SE4, you needed only single clicks.
Load, there, this. Drop, there, that. Repeat Orders. 7 clicks/keys total, if it is in the same system.
Whoever gave Aaron the idea that everything needs an "OK" confirmation for SE5 did a lot of damage.
Devnullicus
December 1st, 2006, 02:42 AM
In all honesty, even as a long-time player of SEIV, I don't really have any major gripes with the SEV UI. This is not to say I don't have SOME gripes, but I don't consider them major.
One part of the UI that annoys me is the ship design. It really needs to be able to switch "decks" easier, especially while currently holding a component.
Another UI gripe I have is lists and moving items up and down in the lists. Every time I move an item up or down, it moves the display to the top of the list. This is one of my biggest gripes about the UI, actually.
Lists also need "move to top" and "move to bottom" buttons.
Finally, while I like the listings of colonies, fleets, etc and how you can pick and choose which columns to show, I hate that you can't widen the damn window to fit more columns in. The window is too damn narrow and I keep having to switch views in order to see enough information.
All of these are very specific gripes. Three of the four I suspect would take less than 2 hours total for Aaron to fix. But he currently has more important problems to solve, and I agree with his priorities, personally.
So, despite the above list of UI gripes, I don't really mind the SE V UI. It's certainly a lot more modern than the SE IV UI and I think with a few minor fixes (and one possibly semi-major one), it would be just fine.
My REAL gripe with SE V really doesn't have anything to do with the game, but with the lack of a modder's guide or at least clear documentation in the data files about what the fields do and what their possible values are. *shrug* Wrong thread for that one http://forum.shrapnelgames.com/images/smilies/happy.gif
AstralWanderer
December 1st, 2006, 05:00 AM
I'd add the following: Sluggish mouse cursor (especially painful during ship design). Hot-keys only exist for top level functions (none show for options within most dialogs) and SEV's "modeless" UI means you can't be sure which open window receives a keypress either (try naming a ship design using T during the tutorial for example). Many windows (ship design, colony details, planet/colony lists) would benefit from enlargement with higher screen resolutions. The right-click menu can have too many options and appear disorganised as a result - a radial menu could be one way around this. Switching between selectable items in a hex (ship, planet, warp point) is cumbersome - including an icon for each item type in place of the "go back" arrow would improve this. Presentation generally is wasteful of screen space - the headings (in gold) take up the same space as the data fields whether needed or not. The order box at bottom right requires too much mouse travel to use and takes up more space than needed (since many options are unavailable most of the time). Having it instead only appear alongside a selected item with only the valid options would both minimise travel and free up screen space. Replace the bars in the Weapons Report (the most useless graphical indicator I have ever come across) with line graphs for damage over distance and accuracy over distance. Every component/facility/weapon detail window should include a button linking to previous generations, making it easier to review the benefits gained from research.Ship design would benefit from special attention: Remove the existing component menu (allowing for both ship statistics screens to be displayed instead) and instead have it appear as a floating menu alongside a selected A,I,O space (again minimising mouse travel). Add hotkeys for component selection, e.g. E could bring up a listing of available engines with a letter for each item. Assuming there are 26 or fewer possible choices this should work well, but more than 26 could be accommodated with numeric prefixes, 1A..1Z then 2A..2Z, etc. Use cursor keys to move around a ship level and changing decks (e.g. Ctrl-Up and Ctrl-Down to go up/down a deck). Add a hotkey for jumping to the next available A, O or I section. Add a "condensed" display along the bottom just showing the components added and their number (like that in SEIV) making it easier to review total component usage across all decks.
Atrocities
December 1st, 2006, 06:48 AM
RCCCL said:
I agree with Raapys.
The UI is definately cumbersome, but it seems a minor issue compared to the other problems.
Right now the main issue with the game are the game bugs and thankfully Aaron is hard at work resolving them. Hopefully after the new year, and many if not all of the bugs have been addressed by updates, perhaps then Aaron can begin to address the UI and upgrade/enhance it.
The ship design system is indeed extremely time consuming and impraticle. A much more simplified system must be adopted and implamented.
I suggested a while back that a pre-designated slot system be implamented. This way a player need only click on a component to add it to the design. The game would automatically add that component to a pre-designated slot in the hull. The drag and drop system would still be present and usable, especially if you wanted to move something. But having pre-designated spots for everything would be far more efficient. Armor to the outside, weapons to the out side forward, other components like cargo, supply, and such fill up the center section, with spots in the center for the bridge, crew quarters, and such. Of course make this system completely moddable so players can adapt its use for mods and such.
Q
December 1st, 2006, 07:01 AM
Atrocities said:
I suggested a while back that a pre-designated slot system be implamented. This way a player need only click on a component to add it to the design. The game would automatically add that component to a pre-designated slot in the hull. The drag and drop system would still be present and usable, especially if you wanted to move something. But having pre-designated spots for everything would be far more efficient. Armor to the outside, weapons to the out side forward, other components like cargo, supply, and such fill up the center section, with spots in the center for the bridge, crew quarters, and such. Of course make this system completely moddable so players can adapt its use for mods and such.
Excellent idea!
AstralWanderer
December 1st, 2006, 07:40 AM
Atrocities said:
I suggested a while back that a pre-designated slot system be implamented. This way a player need only click on a component to add it to the design. The game would automatically add that component to a pre-designated slot in the hull. The drag and drop system would still be present and usable, especially if you wanted to move something. But having pre-designated spots for everything would be far more efficient. Armor to the outside, weapons to the out side forward, other components like cargo, supply, and such fill up the center section, with spots in the center for the bridge, crew quarters, and such.
The difficulty here is how you deal with items that could be inner or outer hull (or both) depending on design philosophy (shields, supply/ordnance units, religious totems, sensors). Component distribution between decks needs consideration. And this has to be done for every shipset.
Going OT a little, it would be nice to see component placement given more importance - for instance being able to specify weapon facing (which would in turn determine arc of fire - with special mounts, aka "turrets", capable of increasing this) and for Armour/Outer/Inner placement to vary by deck (top and bottom decks should have more A and O slots to account for their top/bottom facing with the middle deck having more I slots).
Slick
December 1st, 2006, 12:00 PM
I think it is a great idea. For components that can be in multiple locations, priority should be inner to outer, finding the first available space. That way you could design the ship with the most vital components first and ending with least vital components. Sure, you'd still probably have to do some component movement manually, but AT's system would cut out a hellova lot of mouseclicks.
Captain Kwok
December 1st, 2006, 12:35 PM
Auto-complete can work well for this purpose.
Atrocities
December 1st, 2006, 01:16 PM
Captain Kwok said:
Auto-complete can work well for this purpose.
Can you be more specific? Are you saying that the idea is pointless because we have auto complete, or are you saying that auto complete can be modified for this purpose?
Captain Kwok
December 1st, 2006, 01:54 PM
I am saying that auto-complete puts all the stuff on the design and leave you only with a bit of tweaking to do. It's about an equal click operation as double-clicking on a component and having it add somewhere on the design - especially with the Balance Mod where there is about double the number of design types that make good auto designs.
Q
December 1st, 2006, 02:16 PM
I disagree Kwok.
Auto complete makes a ship as defined by the AI design instructions. That may be completely different from what I want.
What Atrocities proposed is a completely human design just more efficiently made. I am still convinced that the exact location of a component is rarely relevant for the outcome of a combat therefore to specify the prefered location (inner/outer hull/front/rear/sides) for each component would absolutely be sufficient for most cases IMO.
Atrocities
December 1st, 2006, 02:33 PM
Thank you CK for giving us a more detailed statement. I however have to agree with Q. While it would be great to use the auto design, it lacks the ability to allow the player to add his own components. Components should be added at a single click.
Also the downward scrolling of the component list just seems impracticle and combersome to use. Having more of the components listed across the entire window from left to right with arrors to move it would be a far better system than the current one.
Hell a Tab window or multiple choice Tabs filled with components would be better. Weapons, Combat Support, Required, Engines, Etc would go a long ways to improve the ship design UI. But that isn't going to happen so here we are.
If we must live with what we have, and the auto-design is it, then I guess having a good easy to use editor for setting up mulitple pre-designs would be the next best thing.
This way players can spend some time setting up their own design for use with the auto-design feature of the game.
But still having pre-specified slots for components would be the better choice overall as Q described above.
Captain Kwok
December 1st, 2006, 02:36 PM
Don't get me wrong I wasn't criticizing AT's suggestion and of course it would help - I was just saying that auto complete is sometimes not a bad alternative in the meantime.
Captain Kwok
December 1st, 2006, 02:43 PM
A tab is more-or-less equivalent to the current right-click filter in terms of time. More important is a logical order of components by default!
Moving the mount option to the right side and yes maybe even making it a pop-up instead (I know, I know) might be ok as it would provide space for 5-6 more components.
There are already system functions for spreading out each component that the AI adds, so it's not really too hard to add AT's idea as a double-click functionality.
eddieballgame
December 1st, 2006, 03:37 PM
Why am I always in the minority on these "major issues". Now that I have a good feel of the UI, I have NO complaints. Hell, I liked MOO3's UI (patched, of course). http://forum.shrapnelgames.com/images/smilies/happy.gif
Possum
December 1st, 2006, 04:50 PM
Hugh Manatee said:
Meh, people need to get their left thumbs out of whatever oriface it's crammed into and start using it. Seriously, unless you are gimped from the neck down somehow there's no good reason not to use a PC with both hands unless you're beating off or a lazy fatass who's to busy cramming cheese powder coated salty fried nummies into your gullet. I've noticed this too among people who dislike RTS type games, calling them confusing clickfests, when in most RTS games there are hotkeys that can greatly ease the load off the mouse.
Ok, this is what we mean when we talk about hostility toward anyone who complains. We were having a calm, rational, objective discussion of issues, and then Hugh chimes in with personal attacks.
How is this justified? Why is this violation of forum rules tolerated?
Atrocities
December 1st, 2006, 06:16 PM
eddieballgame said:
Why am I always in the minority on these "major issues". Now that I have a good feel of the UI, I have NO complaints. Hell, I liked MOO3's UI (patched, of course). http://forum.shrapnelgames.com/images/smilies/happy.gif
http://forum.shrapnelgames.com/images/smilies/happy.gif As the minority here you hereby appointed Minority Leader. http://forum.shrapnelgames.com/images/smilies/happy.gif
Raapys
December 1st, 2006, 06:23 PM
Uhuh, I thought MoO3's UI, at least the major parts of it, was ingenius. I still don't like SE V's UI very much though. SE IV's was just about perfect.
Atrocities
December 1st, 2006, 06:54 PM
OT: Moo3 had a lot of unutilized protential. It was a game that should have been a hell of a lot better than it turned out to be. To "me" the UI had fuzzy fonts, was combersome to use, and lacked intuitiviness. It was more frustrating than useful and that seriously hurt the game IMHO.
I really didn't play much of Moo3 after about a week. While many have grown to love the game and some have even improved it, I haven't played it in years. I really wish I could have gotten to play this game, but honestly I just could not get into it.
I look back on Moo3 with sincere regret. Here was a game that I wanted, that I waited for, and that I shelled out $60.00 buck for. I was really angry at the time both at the developers, and at the publishers. (But more so at the developers.)
I think many game developers learned a very valuable lesson from the whole moo3 incident. (Well not VUG, Tribes Vengence was a solid single player game but had astonishingly cheat riddled multiplayer coupled with insanely bad game play design, two things which were key elements to the games failure.)
Aaron, I am sure, took notice of what happened with MOO3 and has done everything he can do to develope a solid game. SE V, even with its current flaws, is a surprisingly damn good game right out of the box and patched to current version.
As a one man development team, he himself, and Otus, his games have consitantly been addictive time consuming life destroyers.
While I would have gladdly paid another $40.00 or more for a FIXED version of MOO3, or waited another year for it to be released as the game it should have been, I can understand the need to get money coming in after so many years of development.
BOT:
With some work the UI in SE V can be made very functional and intuative. I am sure that as time passes many things will happen with the UI. I look forward to the time that I can start a game of SE V and instinctively use the UI without becoming frustrated and angry. I want to look back at these days and feel good about how the game has improved over time.
I figure that after most of the bugs have been delt with, Aaron will begin to work on the UI. So having a good idea of the improvements that are needed wouldn't hurt their chances of becoming part of the game. http://forum.shrapnelgames.com/images/smilies/happy.gif
So the more we talk about it, the better the chance that we will come up with some good ideas.
Raapys
December 1st, 2006, 08:11 PM
Continued OT: Latest patch, lots of 'data patches'( i.e. edited game executable to fix alot of bugs) and a mod or two, then MoO3 really shines. Not only that, but it's a *completely unique* game, so different that it can't even be compared to MoO2 nor Space Empires. Which I like more is difficult to say; just like SE5, MoO3 has alot of issues still, but it was completely worth the 50$'ish I paid for it, eventually. I usually find myself doing about one game a year; my games usually stretch out to like turn 800++. In short, though, it's the only real epic and 'realistic' 4X.
Artaud
December 1st, 2006, 09:39 PM
Hugh Manatee said:
Meh, people need to get their left thumbs out of whatever oriface it's crammed into and start using it. Seriously, unless you are gimped from the neck down somehow there's no good reason not to use a PC with both hands unless you're beating off or a lazy fatass who's to busy cramming cheese powder coated salty fried nummies into your gullet. I've noticed this too among people who dislike RTS type games, calling them confusing clickfests, when in most RTS games there are hotkeys that can greatly ease the load off the mouse.
Most routine ship operations only take eihter 2 clicks, a hotkey and a click, or for cargo a short series of double clicks. Only the research and build lists need a whole lot of clicks, and the design screen needs upper, mid and lower hotkeys with an add item button.
^^^
Reason #1 why I very rarely post in this forum anymore.
This, friends, is what I meant when I said before that I sense a growing hostility here toward those of us who politely voice complaints.
Demorve
December 2nd, 2006, 12:36 AM
One of the improvements to the UI that I would like to see is moveable windows that are also resizable. I currently have a dual monitor setup and would love to be able to move some of the windows to my secondary screen. Imagine being able to take quadrant map, enlarging it and then moving it off the system window to your other monitor and then clicking on the systems' icons and being able to see what's in that system. Another advantage would be being able to open up a window that you use alot, resize it to what you want and then leave it open all the time. The game would also remember the size and position in case you closed and then reopened the window. This UI would favor those of us that have dual or widescreen monitors, but if every time you opened a window it created a tab on the task bar then you could open up as many window as you want, leave them open and then just single click on a windows tab to make it the active window and bring it to the front. http://forum.shrapnelgames.com/images/smilies/smile.gif
Hugh Manatee
December 2nd, 2006, 02:18 AM
ok first some OT BS:
Ok, this is what we mean when we talk about hostility toward anyone who complains. We were having a calm, rational, objective discussion of issues, and then Hugh chimes in with personal attacks.
How is this justified? Why is this violation of forum rules tolerated?
Reason #1 why I very rarely post in this forum anymore.
This, friends, is what I meant when I said before that I sense a growing hostility here toward those of us who politely voice complaints.
Who did I personally attack? What forum rule did I violate? Lastly I don't have to justify anything because it was meant as a crude joke to make a very valid point.... Seriously get a sense of humor people - Removed by Moderator - just because some forum trolls go blasting off on certain people or topics doesn't mean you have to lose all sense of humor, even if I was a bit crude, and maintain some sort of "Masterpiece Forum" stuck up ettiquet. For someone who "rampantly uses asterisks" I thought at least someone would get it and chuckle....
Now on topic, I say again, there is no reason short of being handicapped or having your "off" hand occupied by some other task such as self gratification or gorging onself while sedentary(some apparently on tea, scones or biscits instead of cheese powder coated, fried nummies), that you shouldn't play or work with both hands on a PC. Take Blender, people who first see it tend to call it one of the most bizar or "cumbersome" UIs ever, unabe to find menus or buttons for stuff unlike milkshape, anim8or, or others, till they get to know that you actually have to use both hands to use it well. Every manual and tutorial starts with "have one hand on the mouse the other on the keyboard", and it works. Stuff gets done faster in blender because of it's keyboard oriented interface. you can get to the stuff with the mouse if you have to, but the keyboard is faster. Once I learned this I started memorizing hotkeys for Civ2, Alpha Centauri, Guild Wars, SEIV, SE3, sim city, and now SEV, even FPS and flight sims. I'm telling you, stuff gets done faster with less movement of the wrists, less wear on the mouse, I don't have to hunt for icons buried in menus, info is imidiate and I can dismiss it imediately it's great. All because I'm willing to lift my left arm and reach about 2 feet in front of me. A printed list of the keys is not hard to come by and if you lack that, open the game windowed and put the list in the background. If you are capable, and don't want to lift your off arm out, then there's no excuse, you're whatever I described above. Stuborn, lazy, a "wanker" or some combo of both. I'm sorry if that's true, but it is, and if you took the good natured, if a little crude, jibe a little rough so be it, no apologies given. Play with both hands, always.
Also, atrocities I'm not sure what info the SEIV interface gave at a glance that wasn't already in a menu that the SEV doesn't, can you elaborate(IIRC they still show what facilities exist on the planets in the main system display right)? I recall the map SEIV being a bit bigger, clearer, sometimes I can't see if there are warps on an unexplored system in SEV's if I don't expand it, and I'm not sure how boarders or colors get marked but otherwise it's still functional.
Atrocities
December 2nd, 2006, 06:27 AM
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Possum
December 3rd, 2006, 08:51 PM
OK, let's address the concept that I am somehow reluctant to use both hands.
I spent most of 6 years playing FPS games, (that's First-Person Shooters, to those who aren't familiar with the term)
TF (Team Fortress) was my game-type of choice. TF is a series of mods for various engines. Essentially, the TF concept is a class-based variant of CTF (Capture the Flag), involving 9 classes (Soldier, Demoman, Heavy Weapons Guy, Scout, Spy, Flametrooper, Medic, Engineer, and Sniper). I led and co-led several different clans. I played in two different leagues, albeit not at the same time.
League play involved 2-4 hours of practice 3 nights a week, and then a game on Sunday (usually).
I list all this only to give you some idea of the dedication and seriousness I brought to this pursuit, and also the hours committed.
Nobody ever, ever, ever played any FPS game competitively without using both hands. It can't be done. Period, end of sentence, end of paragraph.
I spent years using both hands furiously, to the point where I wrapped my left wrist with an Ace bandage before playing, simply to limit range of motion, and avoid RMI injuries.
There were weeks when I spent 25-30 hours or more playing TF. With both hands.
Am I making my point here? Your "use both hands" routine is so much hogwash.
Atrocities
December 3rd, 2006, 09:15 PM
I use both hands all the time in ALL of my games.
I learned to use the Key Board by playing Freespace.
Hugh Manatee
December 3rd, 2006, 09:20 PM
Ok, obviously you are willing to use the keyboard if you like the game enough, then why all the reluctance from everyone in using the keyboard for space empires(which requires MUCH less reflexes and stress then a FPS)? It seems that you agree with me, I'm basically saying the hotkey commands make the UI much smoother, and there's no good reason not to use them in this sort of game where there's a large amount of commands to execute you need at least 3 mouse strokes and clicks as opposed to 1 key command. You seem to be saying the keyboard is essential too, where's our conflict?
Suicide Junkie
December 3rd, 2006, 10:07 PM
Better hotkeys would go a long way to encouraging that...
The commands that are most often used need the first choice of hotkey.
O for load? Psh. I don't even know what the hotkey for drop is... certainly not D though.
BTW, does anybody know where the default hotkeys are defined so that I can fix them?
DeadMilkman
December 3rd, 2006, 10:25 PM
Personally, the only thing I really dislike about the UI is that the screen does not center on your current selection when using the Next/Previous ship buttons. I have lost count of how many times I have sent a ship way off course because I thought a different ship was selected.
(OT)
Heyya Possum, I'm an old TFer myself (from qwtf days). Went by [FC]Lee Harvey Oswald back then, was a founding member of Fatal Cure, and Clan Doomsday. I do indeed miss those days, before cheats became such a common thing in online gaming. Now I am considering if I want to try TF2 when it finally comes out.
Baron Grazic
December 3rd, 2006, 11:34 PM
Suicide Junkie said:
O for load? Psh. I don't even know what the hotkey for drop is... certainly not D though.
'K' for drop. The only way I remember it is Drop (K) is below Pick up (O) http://forum.shrapnelgames.com/images/smilies/wink.gif
The hot key that gets me, is 'Move ship to Way point n'. Putting this back to SE IV method would save me a lot of trouble.
Atrocities
December 3rd, 2006, 11:52 PM
Hugh Manatee said:
Ok, obviously you are willing to use the keyboard if you like the game enough, then why all the reluctance from everyone in using the keyboard for space empires(which requires MUCH less reflexes and stress then a FPS)? It seems that you agree with me, I'm basically saying the hotkey commands make the UI much smoother, and there's no good reason not to use them in this sort of game where there's a large amount of commands to execute you need at least 3 mouse strokes and clicks as opposed to 1 key command. You seem to be saying the keyboard is essential too, where's our conflict?
What would be really cool would be a key board over lay or cheat sheet that listed all of the hot keys.
President_Elect_Shang
December 4th, 2006, 12:34 AM
Atrocities said:
What would be really cool would be a key board over lay or cheat sheet that listed all of the hot keys.
Isn’t there a keyboard being developed that will be able to do just that?
DeadMilkman
December 4th, 2006, 01:46 AM
President_Elect_Shang said:
Atrocities said:
What would be really cool would be a key board over lay or cheat sheet that listed all of the hot keys.
Isn’t there a keyboard being developed that will be able to do just that?
The Optimus Keyboard (http://www.artlebedev.com/everything/optimus/) All the keys are programmable, it uses OLED tech to change what the keys themselves display. Can't wait http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
December 4th, 2006, 04:47 AM
Baron Grazic said:
'K' for drop. The only way I remember it is Drop (K) is below Pick up (O) http://forum.shrapnelgames.com/images/smilies/wink.gif
So QWERTY-centric; I feel disenfranchised! My o and k keys are 3 apart!
Putting this back to SE IV method would save me a lot of trouble.
Easier done than said. Just go into the Controls configuration in the main menu.
Raapys
December 4th, 2006, 10:27 AM
Haha, the Optimus keyboard was sort of neat. Wonder how long it'll last before it stops working, considering all the electronics.
President_Elect_Shang
December 4th, 2006, 11:15 AM
Raapys said:
Haha, the Optimus keyboard was sort of neat. Wonder how long it'll last before it stops working, considering all the electronics.
It does make one wonder?
Possum
December 4th, 2006, 09:14 PM
I trash a keyboard in 6 months, max.
Possum
December 4th, 2006, 09:18 PM
DeadMilkman said:
Personally, the only thing I really dislike about the UI is that the screen does not center on your current selection when using the Next/Previous ship buttons. I have lost count of how many times I have sent a ship way off course because I thought a different ship was selected.
(OT)
Heyya Possum, I'm an old TFer myself (from qwtf days). Went by [FC]Lee Harvey Oswald back then, was a founding member of Fatal Cure, and Clan Doomsday. I do indeed miss those days, before cheats became such a common thing in online gaming. Now I am considering if I want to try TF2 when it finally comes out.
Hey hey, buddy! I'm pretty sure I remember you! You know, actually, the name Dead Milkman sounds damn familiar, you sure you never used that as a TF handle?
I played QWTF, yeah. I was a member of the "Cult of CZ", as canalzone was my favorite map.
Then I played TFC, then Q3F, and finally ETF.
Do you remember an old QWTF map called Colony, where you had to collect the canisters? How about Aztec1?
DeadMilkman
December 5th, 2006, 12:20 AM
Possum said:
Hey hey, buddy! I'm pretty sure I remember you! You know, actually, the name Dead Milkman sounds damn familiar, you sure you never used that as a TF handle?
I played QWTF, yeah. I was a member of the "Cult of CZ", as canalzone was my favorite map.
Then I played TFC, then Q3F, and finally ETF.
Do you remember an old QWTF map called Colony, where you had to collect the canisters? How about Aztec1?
I remember your clan well, I have played Aztec1, but dont recall Colony, but my mind isn't what it used to be http://forum.shrapnelgames.com/images/smilies/happy.gif
I didnt start using the name DeadMilkman until a couple of years ago while playing COD, but have used it in several games since then. It may sound familiar to you because it is an old punk band from the 80's.
My favorite maps were Rock, canalzone, well6 (overplayed I know, but still a fav). Didnt get into TFC much, as my clan had pretty much broken up by then, and I didnt like the physics much.
Possum
December 5th, 2006, 05:48 PM
Agreed, Rock was awesome, though Rock1 and Rock2 were significantly different.
CZ, ahh, the best TF map ever, back in the days before bunnyhopping spoiled things.
Well6, yes, another classic!
And as far as TFC, yeah. The physics sucked, and the HL1 engine was never ever meant for MP gaming. But it was something to do while we waited for Q3.
I will confess, by the time Q3 was released, I was so sick of TFC that I actually played Q3 CTF while waiting for Q3F (the fortress mod) to be ready.
Theonlystd
December 5th, 2006, 06:49 PM
The example that leaps off my head. Moving Population to a freighter.
I gotta find the tiny little button in the right hand corner for moving. That screen comes up. Wheres the handy move 1,10,100 from Se4?!??!?! Not there. I have to go down to the bottom and increase the unit count thingy or click 20bajillion times to add 10mil people to the ship. Maybe theres some key i can hold to make me add 10 in a click or something. But thats a step back. In se4 i click on 100 click on the population a couple times and the ships full and rdy to move.
And well things that are just lacking from the whole series. This is the 5th installment y cant i double click on a planet to bring up the que or something? Y do i still have to click on the plant then click on the que button
Ragnarok-X
December 5th, 2006, 07:24 PM
A day ago news regarding the Optimus were released. It will feature only a black/white mode and will cost 1200 $ when it is being released, going down to 1000 $ later.
Anyone ? http://forum.shrapnelgames.com/images/smilies/laugh.gif
Moving pop a pain, yeah.
Raapys
December 5th, 2006, 07:38 PM
In this very off-topic thread I'd like to continue the trend: Doesn't anyone else find it a little strange that we're supposedly transporting millions of people in a smallish cargo ship? And that a recently established colony can pump out huge starships in a matter of 'months'?
Yeah, I know, mods and all. I'm just wondering, where did this idea come from originally? I mean, it's nowhere realistic that a year after we establish a colony on Mars we'll have millions of people there and build dozens of ships a year.
So that leaves the reason that it must have been done for gameplay. Which begs the question: would it really be so bad if the home colony continued to be the main base of operations for the entire game( except troop-occupied homeworlds taken from enemies)? MoO3 deals with this a little better, as it takes quite some time to actually get a colony operational( slow moving population, lots of things has to built on colonies ), and very long to make it production efficient. I wouldn't say it lowers the 'fun' of the game any, though.
Atrocities
December 5th, 2006, 08:10 PM
This is why we need progressive ship building capabilities. You can't even build a ship yard until your population reaches X amount. Then the yard is only X amout useful until population increases are met or expansion yards are built.
I like to limit my colony ships to 1 million population and require more engines for the ships. I have thought about making colony ships huge costly ships but that would just slow the AI down and make it a lot harder for players.
There is a give and take from game play vs reality. You just got to go with the flow and ignor the obvious at times.
Suicide Junkie
December 5th, 2006, 08:17 PM
You mean the whole "population required to operate facility" thing that was tried and then dropped in SE4 too?
Atrocities
December 5th, 2006, 08:20 PM
Suicide Junkie said:
You mean the whole "population required to operate facility" thing that was tried and then dropped in SE4 too?
Ya sure whatever works.
Suicide Junkie
December 5th, 2006, 10:25 PM
Of course, you could always just plug in realistic population modifiers...
http://imagemodserver.mine.nu/other/MM/SE5/Tools/SE4+5PopModifier.zip
Say, 5% build rate for 1M people and add 1% rate for every 20M people added after that.
dmm
December 6th, 2006, 03:10 PM
Off topic: Remember, at the very beginning of every game, these societies have already mastered intrasystem travel. (Neptune and Pluto on opposite sides of the Sun, and the trip only takes a bit over a month. Think about it!) And they've also developed warp point interstellar travel. Plus, they've developed planetary colonization, and the colonization ships only take a few months to build. CLEARLY, there is widespread use of robotics and a highly segmented society. MOST of the population of a homeworld does NOTHING, unless you count 1) sitting on their fat ***** eating fried chippies and/or doing nasty things while refusing to use their keyboards while playing computer games; or 2) posting dirty comments to game forums. So when they colonize a new planet, they take a few million of the useful clean-mouthed keyboard-using people who know how to program in C++ or at least Excel and that's all they need to terraform the whole planet and build a superstardestroyer.
On topic: The problem with the default keyboard shortcuts is that you need BOTH hands, since many of them are uppercase letters (and the CapsLock doesn't work) or else they are Ctrl-something. The solution is to reassign the shortcuts, but you really shouldn't have to do that.
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