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  1. As the title says once clicked on the "Add Offer" button, if the game can't determine which item is going to be sold, NO ITEM should be selected by default. I made the same post on reddit and i'm creating it here in order to attract devs attention. Feel free to chime in to voice your opinion but please be respectful of other's opinions and avoid being toxic. Tank you for the attention. Original reddit post: https://www.reddit.com/r/EscapefromTarkov/comments/lwveny/add_offer_window_should_not_auto_select_random/ Digest of Flea Market improvements suggested: Flea Market UI Each failed purchase should not add or at least add less to captcha counter "Add offer" button Decrease width in Preset window or put the filters in another row "Add offer" window DO NOT pre select any item Smaller, resizable with position persistence through sessions Highlight the item currently being filtered Highlight number and/or modal box on very high taxes (based on item) "Add Requirements" window Resizable with position persistence through sessions Focus on price input ADD on Enter ONLY IN THIS SMALL WINDOW Hideout crafting windows Smaller items Scroll position persistence for the session
  2. skullavengr

    Quest item inventory

    Please add a window that shows your quest item inventory in the insurance or lobby screen so you can see if you're still holding on to a quest item from the previous raid. I'm sure many people have accidentally went on to another raid with quest items that they forgot to turn in and then proceed to die and lose it.
  3. NaturalBornToka

    Will UI scaling return?

    As gamers and game developers alike, we all recognise that immersion is everything. When you're immersed you lose track of time and become involved in what the game is presenting. A major factor in what makes or breaks immersion is how easy it is for the player to convert an idea into an in-game action - that is to say, how intuitive the game's User Experience (UX) is and how well designed its User Interface (UI) is. A game hurts itself by providing too little information or too much, requiring too many inputs, confusing the player with unhelpful prompts or making it hard for a new player to interact. Poor UI design can even break your game completely. The terms UI and UX are sometimes (incorrectly) used interchangeably, but they have specific meanings. UI, or User Interface, refers to the methods and interfaces (inventory screen) through which a user interacts with the game. UX, or User Experience, refers to how intuitive and enjoyable those interactions are. UI and UX are inextricably linked. With me so far? Good. Let’s continue… The UI in Escape from Tarkov on UWQHD is simply too big! The significant issue is that the font and icons are double (if not greater) the size they need to be for viewing on a PC monitor, and this greatly limits the number of items that can be displayed and completely destroys any semblance of immersion that the developers have worked so hard to create. I’ve listened to Nikita (as I’m sure many of you have) discuss the toil he and the team have put into creating EFT’s incredible UI, through many a podcast and with much negative criticism bound his way. He heroically answered criticism relating to the tabbing mechanic (I personally enjoy this immensely), down to the intricate details that make the player aware of only the most crucial information necessary at any one given time. Further, I’d argue interacting with the UI in EFT forms almost, if not 50% of the experience! I genuinely believe EFT’s UI and overall UX (prior to March 2020) was the best in class. To make matters worse – poor UI scaling only effects a fraction of the community using UWQHD and WQHD monitors (1440p). Players using a 1080p monitor appear to be unaffected, notwithstanding a minority of 2560 x 1080 / 1440p players who have reported experiencing similar UI scaling issues. Any criticism from my part or others committed enough to pursue the issue are sadly met with the uniformed replies of: “You’re just a small proportion”, “They have better things to do”, “Who cares?” and “Stop crying”. None of which are true may I add. On the contrary. We all play the same game regardless of hardware choices or skill level. I’d like to argue the case that all players experience should be all encompassing, UI and all. Nobody deserves to be handicapped by the game. It wasn’t always this way which is why the issue of poor UI scaling on UWQHD and WQHD monitors is so perplexing. I adopted the game at an earlyish stage – May 2018. With the intuitive nature of the player base, methods of being able to scale the UI on 1440p monitors were quickly discovered and published online for all to utilise. I've made two UI scaling tutorials in an attempt to help others - one video has 3.5K views. The demand is there. The fundamental point to remember is the game had the ability to scale the UI within itself and within the code. No additional program or *hack* was required. More importantly, development resources could be utilised elsewhere. This remained the case for a solid 15 months. At that period of development I wholeheartedly agree there were more pressing concerns regarding development progression; stability (stutters, anyone?), optimization and the addition of new anticipated equipment to name but a few. The fact the player had the ability to scale the UI removed any onus on the developers to spend additional resources attempting fixes. The shining light was UI scaling was totally unaffected by all the aforementioned changes, and then came Tuesday 12th March 2020 and more specifically patch (Revised Weight Mechanic) With this patch, everything changed on a User Experience perspective. The immersion that had been so fundamental to the user’s experience, including my own, had been broken. Community fixes were desperately sought – none were found. It’s now been 9+ months or #289 days to be precise since that patch deployed and I don’t believe we’re any closer to a fix. I implore you to look at the images below, before and after. I’ve heard talk “the devs know” within the streamer community – the players don’t. Will a member of the EFT team (moderator or dev) relay this to somebody ‘in the know’ and kindly acknowledge this issue has now exceeded a reasonable time to be fixed? Devs, thank you for creating the most immersive and adrenaline pumping game I’ve ever played.
  4. Hello, there are 2 small things that should have a easy quick fix that kind bugs me: 1. Objective(s) label width needs a bit more space on player Tasks view in English 2. On the dog tag add a space between Killed by and the player name By the way would be great to be able to see the rewards of the quests on this player Tasks view as well. Thank you.
  5. I wanted to make a mega QoL/UI thread of things that could be improved usability Market 1) “Add offer” covers prices of items https://i.imgur.com/knwDgDE.png 2) When you “Filter by item” search for an item on the market, and then “add offer” you should attempt to sell the similar item in your inventory https://i.imgur.com/0gDOyiC.png 3) When sending a captcha to block bots, send it AFTER the purchase not before. Often an item will be purchased if you get the captcha. 4) I am not sure what the MIN. is when you “add offer” on an item but it never makes sense to me. Can the MIN. be the lowest current offer? https://i.imgur.com/t0oJEuR.png UI 1) When I throw money/ammo/??? into a container, docs case, SICC, wallet etc. it should automatically stack instead of manually needing to be manually stacked. https://i.imgur.com/5YZhBoL.png The only issue I can see with this is Found in raid but then you can stack similar objects and I don’t think there is any reason why you need found in raid money. 2) Allow us to rotate an object with middle mouse button if it has been picked up. 3) When I open an container (or the top selected container if multiple are open), that object should be the location of where things get sent if I ctrl + click 4) Allow us to click on a dropdown menu on a slot of gears on our body to show us a list of all acceptable gear for that slot https://i.imgur.com/dOhGwAM.png Gun Management 1) While a gun is in my hands on the character screen, I should be able to right click on the gun and select “Find magazines” which brings up a list of all your mags. Currently the only way to do this is by taking the weapon off your character, select mod, select the last mag, unload mag and do that for how many mags you need. Seeing the modding window’s list, we know that this is do-able https://i.imgur.com/TZlw07E.png 2) While right clicking on a gun we should be able to select “Find ammo” which brings up a list of all the ammo that will fit in the gun. 3) Warn the user when they are about to depart with a weapon that has its stock not extended. Hideout (oh god so many) 1) The module bar along the bottom should be changed to a vertical menu (like how the market is designed) for better readability and visibility 2) The modules could be broken up into groups, crafting, (Booze generator, medstation) and utility (Illumination, heating) . 3) The top left should have a countdown for how much fuel is left in the generator. 4) The shooting range has VERY poor lighting, it is not far enough, there is no way to refresh the targets/bullet holes and if you stray away from it AT ALL then you can’t shoot. 5) Honestly, I am unsure why the hideout is even 3d generated. There is nothing to do in it expect the shooting range. It could more quickly be rendered without the 3d environment and could just be redesigned as a shooting range when you need it. 6) Make the crafting lists menu a static list instead of being randomized every time on load-in. https://i.imgur.com/2oJcQkc.png / https://i.imgur.com/HACwIup.png 7) Make completed crafted goods be at the top of the list when finished. 8 ) Any finished hideout modules (max level) that don’t craft anything should go to the bottom of the list
  6. Hey - people! First post here - I hope I am doing okay! When creating a new offer on the Fleamarket some Item is preselected for selling. This preselection sometimes leads to selling the incorrect item if the user is doing things very swiftly. [Including myself] Since those actions create fees and influence the Flea Market reputation I think it would be a simple improvement to not have any Item preselected for selling when creating an offer. I hope you people agree - I attached a poll to this topic to see if I am the only one. Anyway thank you!
  7. bigbob556677

    Chat Menu Exit Issue

    The exit button for the game is conveniently positioned like it is the exit button for the chat window. Is there a way to disable this button so that you don't accidentally exit your game when trying to close chat?
  8. Blackadder70

    Tooltips in the stash

    Hey Would it be possible to implement these QOL changes for tooltips in the stash? Reduce the time for the tooltip to show to about 0.5 seconds If an item has a tag then show that in the tooltip as well, specifically as you can't see tags for single-slot items in the slot (such as "Keytool [Customs]" or "Wallet [Dollars]"
  9. Вот решил попробовать поделать концепт приложения игры Escape from Tarkov 1-ый скрин запуск приложения с меняющимися страничками в данный момент предлагающий варианты изданий 2-ой скрин авторизация в систему... после нажатия на кнопку ВХОД на первой странице. Пока так, если интересно могу продолжить.... Может и разрабам будет интересно P.S Если темой ошибся, извините не нашел подходящей.
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