Overengineered UI

PalletTown

Well-Known Member
Sep 10, 2015
465
622
I tried on three seperate occasions to get back into this game but I always hit a brick wall with the ui. If I had to describe it in one word, I would use the word overengineered. It is more designed to look pretty than to function. Frequently actions take 1 more button press then they should. The old ui was not super pretty to look at but it was fairly functional. Here are a couple of key issues I have with the current ui.

1. You can either have you stats on screen or the map not both.
2. Clicking your character portrait enlarges it, but clicking your enlarged portrait does not shrink it back.
3. Storing items in your ship requires you to click on the sub menu to store it rather than store it from the main page
4. Using a TF item take you out of your inventory
5. Several sub menus such as non class perks are hidden behind submenus.
6. Several menus are hidden behind symbols or arrows.
7. Item comparison is confusing.
 
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Animefan666

Well-Known Member
Sep 6, 2020
819
313
Selecting an option now shows tooltips and selecting it again proceeds with that option. You can revert to single-click selection in the settings.
 

PalletTown

Well-Known Member
Sep 10, 2015
465
622
Can you actually see them? I've been trying to find them but I don't know where's left to look.
Its the perks menu in your appearance screen.

Also to be fair. Number 1. isn't technically true, but I only found out how to have the map and stats on the screen 30min after I wrote that post.
 

Theron

Well-Known Member
Nov 8, 2018
3,666
1,391
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1. They're reworking the Sidebar, 'based on feedback'. While I don't know exactly what feedback they've heard, the mockup screenshot has the Map and Stats visible at the same time.
2. Given that the expanded Map shrinks when you click on empty space, I'd support a change to the bust, too.
3. While you probably should be able to store stuff and have it automatically go to the correct category, it worked this way in Flash.
4. They deliberately changed it so using an item would return you to the Inventory. If it doesn't, that's probably a bug.
5. In theory, you don't need to see your Perks that often. In practice, since the Perks menu was behind one button, it's a big change. Have you noticed in Flash, they were ordered alphabetically, in JavaScript, they're in order of acquisition?
6. 'Hiding' menus behind symbols lets them take up less space. They 'hid' menus this way in Flash, too.
7. This one, I'll agree on. I think more information should be visible when you select the item. Even with the flavor text, there's a huge blank space.

One of my major gripes is Inventory & Shop hotkeys* were added for one update, then they broke and haven't been fixed. Why? Do they work in the secret Dev builds?
*Which make things a lot more convenient.

I'd also like a way to turn off the Codex 'flashing' if I have unspent Stat points. I know! I'm doing it deliberately!

One thing I do like is I think it's now possible to avoid activating certain things by sending e-mail directly to the Spam/Trash folders without actually reading it. Unread email in Spam/Trash doesn't count for 'new' email notice, either.
 
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Tide Hunter

Well-Known Member
May 4, 2019
891
1,195
I'd also like a way to turn off the Codex 'flashing' if I have unspent Stat points. I know! I'm doing it deliberately!
Yeah, same. They have options for disabling flashing in other UI elements, but for some reason not for that specifically. Maybe keep a blue outline to indicate that something can be done, but the flashing sucks.
 
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