A Few Essential UI Improvements
Moderator: MOD_DW2
A Few Essential UI Improvements
First of all, I understand that initial release does not equal state of the game 2 years down the road. Its easy to forget all the time and work that went into release Distant Worlds and turned it into Distant Worlds Universe. What I mean to say is, its unfair to expect a release version to be a polished game with years of development and bug fixing.
That being said, there are a couple UI issues which to me are just insane to have in a 2022 game. I was looking forward to playing Distant Worlds with an updated UI, and in a few ways its just as bad, if not worse, than 2014 DWU.
Specifically:
1) You cannot issue relevant ship/fleet orders from the Galactic map. If I want Fleet A to travel to Shipyard X, I have to find said shipyard, zoom all the way in, reselect the fleet I want, pixel hunt for the right place to click on the shipyard, then issue whatever order I want. This process gets even worse when you want some ships or a fleet to guard a specific mining base or research station, since those things are even harder to find than shipyards or planets (not impossible, just not intuitive or easy). Lacking a context menu for a solar system is a big disappointment for me. If I have a fleet or ship selected, I should be able to right click on a star system from the galactic map, find the base or planet that I want, and issue orders from that very same context menu.
2) Related to point 1, there is a hotbar row of planets and shipyards at the bottom of the screen. This is great..except I have no control over what gets added/removed to this hotbar. Even worse, again there is no context menu for issueing orders through this hotbar. Like, why cant I select my fleet, then right click on a planet or shipyard in this hotbar and issue orders for my fleet. Nono, again, I have to find my destination, zoom all the way in, reselect whatever I had selected previously, then pixel hunt for a contet menu.
3) In DW1, adding/removing specific ships to/from fleets was pretty straightforward. In current DW2, moving ships from one fleet into another is a complete micromanagement mess. I dont need to expand on this point to anyone that tries to manually manage any amount of their fleets, which begs the question, hello developers game testers did you actually play the game??
Well. With that off my chest, I remain hopeful that the game will continue to be improved and iterated upon, but I have to say, this release UI is extremely disappointing to someone who played DW1 extensively, and was looking forward to actual improvements to the UI.
Edit: I think my post was unfair to the UI. It is improved, there were a lot of good ideas included in it, its just that the things it is lacking really push my buttons since they were the same things that were lacking in DW1 and to me, the most important things to make improvements upon.
That being said, there are a couple UI issues which to me are just insane to have in a 2022 game. I was looking forward to playing Distant Worlds with an updated UI, and in a few ways its just as bad, if not worse, than 2014 DWU.
Specifically:
1) You cannot issue relevant ship/fleet orders from the Galactic map. If I want Fleet A to travel to Shipyard X, I have to find said shipyard, zoom all the way in, reselect the fleet I want, pixel hunt for the right place to click on the shipyard, then issue whatever order I want. This process gets even worse when you want some ships or a fleet to guard a specific mining base or research station, since those things are even harder to find than shipyards or planets (not impossible, just not intuitive or easy). Lacking a context menu for a solar system is a big disappointment for me. If I have a fleet or ship selected, I should be able to right click on a star system from the galactic map, find the base or planet that I want, and issue orders from that very same context menu.
2) Related to point 1, there is a hotbar row of planets and shipyards at the bottom of the screen. This is great..except I have no control over what gets added/removed to this hotbar. Even worse, again there is no context menu for issueing orders through this hotbar. Like, why cant I select my fleet, then right click on a planet or shipyard in this hotbar and issue orders for my fleet. Nono, again, I have to find my destination, zoom all the way in, reselect whatever I had selected previously, then pixel hunt for a contet menu.
3) In DW1, adding/removing specific ships to/from fleets was pretty straightforward. In current DW2, moving ships from one fleet into another is a complete micromanagement mess. I dont need to expand on this point to anyone that tries to manually manage any amount of their fleets, which begs the question, hello developers game testers did you actually play the game??
Well. With that off my chest, I remain hopeful that the game will continue to be improved and iterated upon, but I have to say, this release UI is extremely disappointing to someone who played DW1 extensively, and was looking forward to actual improvements to the UI.
Edit: I think my post was unfair to the UI. It is improved, there were a lot of good ideas included in it, its just that the things it is lacking really push my buttons since they were the same things that were lacking in DW1 and to me, the most important things to make improvements upon.
Re: A Few Essential UI Improvements
If we're talking about UI improvements, there's also the ship design screen that hides a fair bit of information and offers a clunky experience with loads of scrolling, all while spending a whole lot of screen space on a nice 3d model that isn't really all that important for anything other than figuring out gun mount angles.
And there's no drag and drop, which would've been nice. It would also have been nice if we could choose which equipment is visible and which isn't, instead of either having "all stuff" or "latest stuff". And it would have been nice if the "ship equipment" was besides the possible equipment list rather than underneath it. Less scrolling, more overview.
And an argument could be made that instead of listing every piece of equipment separately, items other than weapons could be summarized as "Ion Engine x2" instead of having two separate entries. Not like it matters one iota which slot they're in. Same with armor, shields, crew quarters, and so on.
And there's no drag and drop, which would've been nice. It would also have been nice if we could choose which equipment is visible and which isn't, instead of either having "all stuff" or "latest stuff". And it would have been nice if the "ship equipment" was besides the possible equipment list rather than underneath it. Less scrolling, more overview.
And an argument could be made that instead of listing every piece of equipment separately, items other than weapons could be summarized as "Ion Engine x2" instead of having two separate entries. Not like it matters one iota which slot they're in. Same with armor, shields, crew quarters, and so on.
Re: A Few Essential UI Improvements
While I don't disagree with your suggestions (as a beta tester we made a lot of UI suggestions - a few of which got used) - but just to save you a little time - you can do this:EsoEs wrote: Fri Apr 01, 2022 8:15 pm
2) Related to point 1, there is a hotbar row of planets and shipyards at the bottom of the screen. This is great..except I have no control over what gets added/removed to this hotbar. Even worse, again there is no context menu for issueing orders through this hotbar. Like, why cant I select my fleet, then right click on a planet or shipyard in this hotbar and issue orders for my fleet. Nono, again, I have to find my destination, zoom all the way in, reselect whatever I had selected previously, then pixel hunt for a contet menu.
From Galaxy view:
1) Click on the fleet you want to move (from the bottom bar) to select it
2) Select a base you want to send your fleet to (from the bottom bar).
3) Double click on the title bar of the base select screen (it's tricky but you get used to it). This will zoom and center the base.
4) Hit the "back" arrow in the select view so now the Fleet is selected again.
5) Hold right click on the base and select "Move fleet..."
It's not great - but it avoids all the zooming.
Btw - one idea I proposed was a "favorites tab" and/or to customize the bottom bar (you can select which bases and fleets appear there, etc.)
- Emperor0Akim
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- Location: Germany
Re: A Few Essential UI Improvements
I repeat my favority complaint :
cycle idle ships.
your Ship had in this system, from guarding a planet, to refual at a specific location, to attack single ships.
In my personal oppinion, the graphically enhanced and "condensed" GUI of DW2 is a step backwards.
It is a thing I see in a lot of software, be it Windows itself, Security Software, Websites or Games.
The more the graphic advances, the more options and user agency vanish behind a curtain of shiny buttons.
A good example is the Asset Management Tool in the company I work. After a big update, it got a lot prettier and more dynamic, but the realtime lookup when entering a search term slows down looking up items and the number of clicks to print a document changed from 3 to 11. Add in the procession time after each click and you can clearly see what great progress was made.
I think DW2 is a really good and pretty game,
but in comparison to DWU, Data Representation and Manipulation got unneccesarily more complicated.
Your important benchmark here is : Number of Clicks and Movement Distance for the Cursor.
If you are producing a monumental space government management tool, we need the ability to work with the amount
of data.
And sometimes prettier is not better.
cycle idle ships.
yes, this was one thing that worked amazing in DWU, Right-Click on the System and you got nearly all optionsEsoEs wrote: Fri Apr 01, 2022 8:15 pm 1) You cannot issue relevant ship/fleet orders from the Galactic map.
your Ship had in this system, from guarding a planet, to refual at a specific location, to attack single ships.
I agree, fleet management is one of the things where the physical distance of the options required to work with the system are astonishing.EsoEs wrote: Fri Apr 01, 2022 8:15 pm 3) In DW1, adding/removing specific ships to/from fleets was pretty straightforward. In current DW2, moving ships from one fleet into another is a complete micromanagement mess. I dont need to expand on this point to anyone that tries to manually manage any amount of their fleets
I have to agree with that sentiment as well, and I am aware of the amount of work and improvements that gone into the game, but I am sad about all those seemingly small QoL options that DWU had that are gone now.EsoEs wrote: Fri Apr 01, 2022 8:15 pm Well. With that off my chest, I remain hopeful that the game will continue to be improved and iterated upon, but I have to say, this release UI is extremely disappointing to someone who played DW1 extensively, and was looking forward to actual improvements to the UI.
Edit: I think my post was unfair to the UI. It is improved, there were a lot of good ideas included in it, its just that the things it is lacking really push my buttons since they were the same things that were lacking in DW1 and to me, the most important things to make improvements upon.
In my personal oppinion, the graphically enhanced and "condensed" GUI of DW2 is a step backwards.
It is a thing I see in a lot of software, be it Windows itself, Security Software, Websites or Games.
The more the graphic advances, the more options and user agency vanish behind a curtain of shiny buttons.
A good example is the Asset Management Tool in the company I work. After a big update, it got a lot prettier and more dynamic, but the realtime lookup when entering a search term slows down looking up items and the number of clicks to print a document changed from 3 to 11. Add in the procession time after each click and you can clearly see what great progress was made.
I think DW2 is a really good and pretty game,
but in comparison to DWU, Data Representation and Manipulation got unneccesarily more complicated.
Your important benchmark here is : Number of Clicks and Movement Distance for the Cursor.
If you are producing a monumental space government management tool, we need the ability to work with the amount
of data.
And sometimes prettier is not better.
Constant DW2 Wishlist :
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
Re: A Few Essential UI Improvements
You know you can set hotkeys, right?
Select something, hit Ctrl 1 and you bind it to the 1 key.
Select something, hit Ctrl 1 and you bind it to the 1 key.
Re: A Few Essential UI Improvements
Maybe my post wasn't clear, but I'm pretty sure it was extremely clear.maggiecow wrote: Sat Apr 02, 2022 1:12 pm You know you can set hotkeys, right?
Select something, hit Ctrl 1 and you bind it to the 1 key.
I understand you can select different things, hotkey them, then use "backspace" to zoom into them. My entire point was that in a 4x space game in 2022, the fact that I cannot issue orders from the galaxy view is a huge WTF for me.
Re: A Few Essential UI Improvements
Yes, totally agree with first post.
We need full context menus from DW1.
We need full context menus from DW1.
For me it's same as bad as constant zooming.Scott2933 wrote: Sat Apr 02, 2022 4:45 am From Galaxy view:
1) Click on the fleet you want to move (from the bottom bar) to select it
2) Select a base you want to send your fleet to (from the bottom bar).
3) Double click on the title bar of the base select screen (it's tricky but you get used to it). This will zoom and center the base.
4) Hit the "back" arrow in the select view so now the Fleet is selected again.
5) Hold right click on the base and select "Move fleet..."
It's not great - but it avoids all the zooming.
Re: A Few Essential UI Improvements
Are you talking about physically moving ships to fleet locations? Adding or removing individual ships from fleet can be easily done with the "join/leave" fleet button. They will then automatically make their way to the new fleet.EsoEs wrote: Fri Apr 01, 2022 8:15 pm 3) In DW1, adding/removing specific ships to/from fleets was pretty straightforward. In current DW2, moving ships from one fleet into another is a complete micromanagement mess. I dont need to expand on this point to anyone that tries to manually manage any amount of their fleets, which begs the question, hello developers game testers did you actually play the game??
Is the problem that there are just too many fleets? The list becomes unworkable?
Agree with the 1). I often feel like I want to zoom in pretty close to get orders in.
Re: A Few Essential UI Improvements
Note how I said *manually manage my fleets" then you say "automatically make their way to the new fleet".Omena wrote: Sun Apr 03, 2022 9:56 amAre you talking about physically moving ships to fleet locations? Adding or removing individual ships from fleet can be easily done with the "join/leave" fleet button. They will then automatically make their way to the new fleet.EsoEs wrote: Fri Apr 01, 2022 8:15 pm 3) In DW1, adding/removing specific ships to/from fleets was pretty straightforward. In current DW2, moving ships from one fleet into another is a complete micromanagement mess. I dont need to expand on this point to anyone that tries to manually manage any amount of their fleets, which begs the question, hello developers game testers did you actually play the game??
Is the problem that there are just too many fleets? The list becomes unworkable?
Agree with the 1). I often feel like I want to zoom in pretty close to get orders in.
I want you to try and move 4 Frigates from fleet A to fleet B. That's all you need to do to know what I'm talking about.
You can't multi-select ships within a fleet and give orders to them. You have to go 1 by 1. What's EVEN WORSE is that when I do select my single ship, the only option is to "leave fleet". So not only do I have to 1 by 1 click a "leave fleet" button, I then need to click again on each of the ships I want to move to then "join" a different fleet.
This problem in particular is annoying since I could move groups of ships between fleets easily with the DW1 interface, and now 8 years later the UI is actually worse.
People in this thread keep telling me "you can do it like this" and yea thats exactly my point - the way that you go about interacting with the game right now *works* but it is unintuitive, grossly time & click inefficient, and in some cases, worse than it was in the previous game.
- 100thMonkey
- Posts: 641
- Joined: Sat Jul 23, 2016 3:27 pm
Re: A Few Essential UI Improvements
It seems that when it comes to UI/UX problems in games, the "annoyance treshold" varies greatly form person to person. Some people look for a workaround, and once they found one, are seemingly accepting that it is what you have to contend with. While others are more strongly annoyed by having to jump through hoops to do what could be done very simply with a better UI.EsoEs wrote: Sun Apr 03, 2022 1:21 pm People in this thread keep telling me "you can do it like this" and yea thats exactly my point - the way that you go about interacting with the game right now *works* but it is unintuitive, grossly time & click inefficient, and in some cases, worse than it was in the previous game.
I'm definitely in the second category. In fact, even though it's true that DW:U UI was better in some respects than DW2, for me it often felt like the challenge in the game wasn't from the other empires, but rather from the UI. So much so that at one point, I stopped playing it.
DW2 has many improvements over DW:U, including the UI, obviously. But many aspects of the new UI feel unfinished, incomplete. And in some respects, it's worse than DW:U UI was. At this point, I get the same feeling with DW2 UI that I had with DW:U: that the UI is often "in the way". Transforming what should be simple tasks into unecessary complicated ones (for instance, adding or removing ships from fleets). And in a game of the scale of DW, where those tasks need to be done a great number of fimes, that makes the game a lot less enjoyable.
I know that many people want more content (more races, etc.). For my part, I hope that the numerous UI problems already identified in many threads and posts will be addressed before adding new content.
I do understand that this is an initial release. And I have no doubts that Erik and Eliott, have worked very hard on DW2 and continue to do so. I just hope that continuing to improve the UI will be a priority.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
-
MichaelJ007
- Posts: 108
- Joined: Fri Mar 18, 2022 8:43 pm
Re: A Few Essential UI Improvements
A simple approach would be context menus on the objects themselves.
Right click object .... and available commands are listed (guard, escort, attack, refuel or whatever).
Mouse over the command and a flyout menu shows list of availabke fleets sorted by distance.
In short: GUARD this planet with Fleet 2. Refuel at this station with Fleet 7.
------
Another approach would be for the commands on the ship/fleet to have a context sensitive list.of destinations.
E.g. if you click 'repair' it should offer you a list of space ports at which to repair, rather than seemingly picking one at random. List can be limited to 5 or 10 entries. Will be better than no choice.
-------
At galaxy view, if you have a fleet selected, would be nice if you had a context menu when right clicking a system, like (guard, refuel, repair, attack) followed by a list of appropriate targets in that system.
Right click object .... and available commands are listed (guard, escort, attack, refuel or whatever).
Mouse over the command and a flyout menu shows list of availabke fleets sorted by distance.
In short: GUARD this planet with Fleet 2. Refuel at this station with Fleet 7.
------
Another approach would be for the commands on the ship/fleet to have a context sensitive list.of destinations.
E.g. if you click 'repair' it should offer you a list of space ports at which to repair, rather than seemingly picking one at random. List can be limited to 5 or 10 entries. Will be better than no choice.
-------
At galaxy view, if you have a fleet selected, would be nice if you had a context menu when right clicking a system, like (guard, refuel, repair, attack) followed by a list of appropriate targets in that system.
- 100thMonkey
- Posts: 641
- Joined: Sat Jul 23, 2016 3:27 pm
Re: A Few Essential UI Improvements
That would be so nice. And not only for fleets. But also for exploration ships (right clicking on a planet, and then having a menu showing the nearest exploration ships sorted by distance). Same principle could apply to military ships; for instance:MichaelJ007 wrote: Sun Apr 03, 2022 11:02 pm A simple approach would be context menus on the objects themselves.
Right click object .... and available commands are listed (guard, escort, attack, refuel or whatever).
Mouse over the command and a flyout menu shows list of availabke fleets sorted by distance.
- right clicking on a fleet, having the option to add ships to it, and showing a list of nearest ships, sorted by distance
- right clicking on a pirate ship, getting an "Attack [currently selected target]" that, when clicked, would show a list of the nearest military ships AND fleets, sorted by distance
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
-
MichaelJ007
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- Joined: Fri Mar 18, 2022 8:43 pm
Re: A Few Essential UI Improvements
A other nice to have would be if colonies on the colony list were valid targets directly. So you could just right click the colony in the list and choose 'load troops' instead if having to double click to zoom in, then right clicking the planet itself.
Re: A Few Essential UI Improvements
Hey, no argument here. The UI sucks. I'm with you, brother. Just pointing out the hotkeys in case anyone wasn't aware. It does make what you want to do much simpler, under the confines of the existing system, which let's face it isn't going to be fixed because there's some design mantra at work and going back to the old DW:U system is going to be a bitter pill for them to swallow. I feel your pain.EsoEs wrote: Sat Apr 02, 2022 5:20 pmMaybe my post wasn't clear, but I'm pretty sure it was extremely clear.maggiecow wrote: Sat Apr 02, 2022 1:12 pm You know you can set hotkeys, right?
Select something, hit Ctrl 1 and you bind it to the 1 key.
I understand you can select different things, hotkey them, then use "backspace" to zoom into them. My entire point was that in a 4x space game in 2022, the fact that I cannot issue orders from the galaxy view is a huge WTF for me.
Re: A Few Essential UI Improvements
Selecting and giving orders to a selection of ships should be improved, sure.EsoEs wrote: Sun Apr 03, 2022 1:21 pm
Note how I said *manually manage my fleets" then you say "automatically make their way to the new fleet".
I want you to try and move 4 Frigates from fleet A to fleet B. That's all you need to do to know what I'm talking about.
You can't multi-select ships within a fleet and give orders to them. You have to go 1 by 1. What's EVEN WORSE is that when I do select my single ship, the only option is to "leave fleet". So not only do I have to 1 by 1 click a "leave fleet" button, I then need to click again on each of the ships I want to move to then "join" a different fleet.
This problem in particular is annoying since I could move groups of ships between fleets easily with the DW1 interface, and now 8 years later the UI is actually worse.
People in this thread keep telling me "you can do it like this" and yea thats exactly my point - the way that you go about interacting with the game right now *works* but it is unintuitive, grossly time & click inefficient, and in some cases, worse than it was in the previous game.
Ideally it would be like this: select 4 ships (4 clicks), leave fleet/join fleet X (1-2 clicks), give a move command to where the fleet is stationed (1 click, but probably requires you to zoom out). Total of 5-6 clicks.
Now it works like this: Select ship (1 click), leave/join fleet (2 clicks), repeat 3x times (9 clicks), select the fleet and give it a move command (2 clicks). Total of 14 clicks.
Not ideal, but also not something you end up doing so much. Personally, I find that the troop UI much more straining and very hard to handle manually.
- 100thMonkey
- Posts: 641
- Joined: Sat Jul 23, 2016 3:27 pm
Re: A Few Essential UI Improvements
Agreed: troop management is another area that need some love. Definitely!Omena wrote: Mon Apr 04, 2022 8:25 am (...) Personally, I find that the troop UI much more straining and very hard to handle manually.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
Re: A Few Essential UI Improvements
I know I'm repeating myself here a bit but, the more I play the more I think that the "hotbar" at the bottom of the screen should be clickable and allow for the giving of orders.
As soon as you the zoom in towards an area, you get a more contextualized view of whats in a given system such as planets, bases, etc which is great! However, I would really like to see this taken a step further, and adding the functionality to issue orders by clicking on items in this hotbar would go a long way towards streamlining the UI and reducing the constant "backspace" zoom in, "insert" zoom out, select, and re-select that is the current system.
As soon as you the zoom in towards an area, you get a more contextualized view of whats in a given system such as planets, bases, etc which is great! However, I would really like to see this taken a step further, and adding the functionality to issue orders by clicking on items in this hotbar would go a long way towards streamlining the UI and reducing the constant "backspace" zoom in, "insert" zoom out, select, and re-select that is the current system.
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MichaelJ007
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- Joined: Fri Mar 18, 2022 8:43 pm
Re: A Few Essential UI Improvements
If I need to move 10 frigates from Fleet A to Fleet B, this is what I do.Omena wrote: Mon Apr 04, 2022 8:25 am
Selecting and giving orders to a selection of ships should be improved, sure.
Ideally it would be like this: select 4 ships (4 clicks), leave fleet/join fleet X (1-2 clicks), give a move command to where the fleet is stationed (1 click, but probably requires you to zoom out). Total of 5-6 clicks.
Now it works like this: Select ship (1 click), leave/join fleet (2 clicks), repeat 3x times (9 clicks), select the fleet and give it a move command (2 clicks). Total of 14 clicks.
Not ideal, but also not something you end up doing so much. Personally, I find that the troop UI much more straining and very hard to handle manually.
- Military Tab, Single Ship List
- Sort Order = Fleet
- Filter = Frigate
- Ctrl click or Shift Click 10 frigates in Fleet A.
- Click Join Fleet and select Fleet B
Generally though, I use fleet templates, not manually compiled fleets, so this is not something I have to do often. Only when I am doing major re-organising of my fleets.
It would be nice if the Fleet Details form below the Fleet List allowed for multi-select, and directly re-assigning ships to other fleets (instead of leave + join).
Drag and drop would also be nice

