Escape from Tarkov

List of current UI/UX issues & possible QoL improvements (Megathread?)

Content of the article: "List of current UI/UX issues & possible QoL improvements (Megathread?)"

As some of you know, I only make stupidly long posts and also like to humbly brag about being a software engineer with fairly decent experience in QA, automated testing and testing in general (6+ years a C# dev).

This is my personal list of things that either make no sense, are unpleasant, incoherent, or could be improved.

Please feel free to add to the list, I will come back and edit every day.

Numbers are also here to help you quote & provide your own criticism.

Note that is is done with the following optimization mindset, in order of importance :

  • Remove redundancy / incoherence
  • Reduce time spent in menus/inventory (out of raid)
  • Reduce number of clicks / interactions

As you can see I worked under the assumption that the average player wants to spend more time in raid rather than in inventory ; obviously this falls apart if that is not the case. To do that I try to improve time spent on searching / arranging things without creating unecessary automation or remove important/immersive aspects of the game, even in inventory. I also try to improve time spent clicking through various windows as currently a lot of them are done to be fast & easy to for the devs, not for the players. I want to emphasize that I'm okay with that. I know the importance of having sub-optimal navigation to help you find out what your better navigation is. I also know a complete rework is not always possible, that is why I made my list without changing too much of the menus as well as keeping the vibe/current feel of those menus.

Keywords like should & could are used as intended ; since this is not a professional report I'm emphasizing here, the meaning of the word is important. Should means it is adding an improvement over an existing issue, could means it's a possible improvement but requires further investigation. Would means investigation was done and is just one possible outcome usually relevant within the context.

Please note that most of us now are very used to the current UI/UX, which will generate two reactions:

– "It's fine as it is because I can do it quite fast."

– "I don't want it to change again, I'm used to it now."

I cannot emphasize how unefficient it is to let those emotions get the best of you. UI/UX is the study of common sense & ease of use in an interface. You should never have to get used to anything, it should be fluid and intuitive. If you think you're fast now, that means it's possible to be slow. This is extremely bad for a UI/UX standpoint. Everybody should be able to navigate/understand the menus just as fast the 1st time than the 100th time (ideally). Keep this in mind when you read everything down here, because some stuff you probably won't like at first glance, but you will get used to it very fast, and you will gain a lot of time in the future, as well as new players.


1. Autostacking of items

Money & Ammo. When a stackable item or stack of items enter an inventory, it should autostack itself to an available non-full stack, then fill other available stacks until there aren't any. At that point, the item should just go at the top of the inventory as it is doing now. Autostacking should *not* browse for sublayers of inventory.

Items drag & dropped on an inventory slot should not be auto-stacked either (drag & drop overrides autostacking).

It would autostack when control clicking, or using "Receive all" from another inventory, or when dropping into a sublayer without selecting a specific slot.

Autostacking should only stack FiR items together and non FiR items together.

Example 1

Drag & Dropping would not stack in the same inventory layer. Drag & dropping would override auto stacking.

Dragging over the money case would auto stack in the inventory of the case.

Using Ammo as example here. If you drag & drop directly on a slot (even in an inventory sublayer), you would override autostacking.


2. Highlighting of full stacks

Stacks at full capacity could be highlighted for easier inventory management.

Many aspects could be used to highlight (either the name of the item, or the value, or the background of the cell)

Apology for the poor photoshop skills

This could be a highlighting method

This could be a highlighting method


3. Consistent item order in hideout craft list

Currently when in the workbench (and I think others? now I doubt), the list of craftable items appears to be random. The order should always be the same for consistency. Does not provide meaningful gameplay experience to have to "look for the recipe" every time.

Read:  From a Naked, Thank You Juicy Friend

4. Collecting crafts

Hideout stations could display the finished craft on top for easy collection of craft, or there could be a "Get Items" or "Receive All" elsewhere to avoid unecessary scrolling. This is uncessary if ongoing crafts are moved on top of the list, or if the list is autoscrolled to the ongoing craft.

"Collect All" on station level is not the best idea. If you go in a station, it's probably better that you know what you're collecting. I suggest moving the relevant craft on top or auto scrolling and not adding "receive all" on station level, although it would be a good help.

This should be investigated.

Receive All or Get Items could be moved or added at the top or bottom of the window.


5. "Receive All" could exist at hideout level

The same way we "receive all" from a trader, it would be nice to "Receive all" from the hideout. Either in the form of a trader (in which we can receive all / pick manually from) or by instantly putting it in inventory. If there is enough space it just works. If there isn't, it displays an error like it already does.

This is not mutually exclusive with the previous suggestion.


6. Display crafts readyness/collection

6.1 Hideout

The current behaviour is partially coherent. You get notified when an item is sold, and you get notified when a craft is finished.

You have a display notification "Attachment" style when a trader has something for you, and you should get a display notification "attachment" style when the hideout has something for you.

Ideally, there should also be such notifications for currently unused station

Receive all on the right, Nutrition unit has finished crafting and Lavatory is currently NOT crafting

6.2 Traders

There should be a way of knowing if something is waiting in trader inventory on a global level (quest rewards, money, insurance, unsold market items returns), like the nofication. The "new item" notification could be always visible as long as items are in the trader inventories, compared to now where it disappears as soon as you either click it or visit the messenger. In this hypothesis, there could be a change of color in the notification to show that there are still item waiting including some that haven't been seen yet (to still fulfill the current role of the notification)


7. CTA's

Note : CTA = Call to Action, it's the button your user will press 99.3% of the time. Example, in the launcher, it's the "Start Game". Clearly visible, easily accessible, highlighted, much bigger, and at a very common CTA spot. That one is great.

Some others are not.

7.1. "Receive All" should not be displayed when there is nothing to receive.

7.2 "Get" in single transaction messages from Ragman could be removed. There is no reason to take single items from the window when you can receive it all at once.

7.3 A "group collect" Receive all action could be added when you click on the attachment notification, or as an extra action next to the notification (just like shown on the Hideout in figure 6.0) that would specifically collect all. it would loop through all conversations and collect all and dump at the top of stash, either until its finished or there is not enough room, in which case it displays an error. It could also work like the scav case and not pick up anything until you have room, and in that case you would go in the window manually and/or make room (like we do now).

7.3 The "Receive all" is at the bottom when most CTAs in the game is at the top (dealer tabs, market tabs, character sheet tabs, settings…). Save in the settings is at the bottom too. It is incoherent. It would make more sense to have all CTAs at the bottom and options/tabs/menus at the top.

7.4 The "DEAL" button in trader view is much smaller and less visible than the "Fill Item" checkbox. The CTA should be getting more attention than a setting. New players pretty much *never* see it first and look around the "Fill Item" with eyes & mouse.

DEAL should be at the bottom in the current "Fill Item" box. Fill Items should be removed entirely.

7.5 Quests could be automatically accepted (no need for CTA). I don't see a reason why someone would not accept a quest. The only reason we're Accepting them now is to let the user know he has a new quest. There are other means of notifying players of new stuff : usually notifications. If not, that button should at least be more visible/highlighted. Every new player ( 100%! ) I coach does not see it at first and never looks at the right spot the first time.

7.6 "Insure All" is the most commonly used button in the insurance screen and could be emphasized more.

Example 7.5


8. Remove "Fill Items"

The Fill Items to automatically fill the trader's requirements should be removed and set as the default behaviour. There is no need to fill items manually nor tell the game to do so.


9. Expire / Delete pending requests

Friend requests should be cancellable and could expire. Requests should not be stuck until another user acts on them. Right clicking the request could display a "Cancel" or "Delete" request button.

Read:  I think I'm about done.

Ideally, the cell should include a CTA on the right, as the only action I would ever do in a cell in this context is cancel.

Opening a submenu with only 1 item means you should not be opening a submenu, but displaying a button where the user right clicked instead.

I can only re-send a friend request to someone that already denied me. This is incoherent.


10. Market Rows

From my somewhat small sample (about 60 players), nobody uses the expand button on the top right of a cell (see below). I think everybody uses the right click on item instead.

An expanded cell with context menu opened, and a collapsed cell

The extra information available on the right is the exact same as a right click, but is hidden behind a left click. This is incoherent.

The only difference is the profile picture that I only get from expanding, but currently we all have the same one. This would need to be investigated.

This could be an improvement, displaying the CTA's immediately (although BUY is definitely way too small). Notice profile picture on the left

10.1 The expandable cell feature should be removed altogether, as the other options are available on right click.

10.2 The whole row should provide the same context menu (right click).

10.3 The "Send friend request" could be included in the row's context menu, or could be removed entirely, as right now most requests are missclicks. Adding the Send Friend Request at the bottom of the context menu on the row would reduce the amount of missclicks.

10.4 Left clicking should not open the context menu. This is mostly the reason behind missclick friend requests, people double clicking slightly off the item icon sending a friend request by mistake. Now I have 4 just because I was trying to make a screenshot. F's in the chat. This would be resolved with 10.2 and 10.3.

10.5 Barter items have a "Barter" icon that is redundant, the first and second column are completely irrelevant to the player.

Example 10.5


11. Filtering search

11.1 "Filter by Item" should not filter the browse list. If you're writing a valid keyword in the search field it should display the correct suggestions. Filtering content is good, filtering suggestions is incoherent.

11.2 Filters could be cleared as soon as you type text in the search field. This would resolve 11.1

Example 11

11.3 "My Offers" could not be affected by filters, or could reset filters. It is more trouble to remove the filter manually every time rather than browsing through the offer list. Currently we never have more than ~10 offers at the same time for most players, which is okay to display without filter.

11.4 Filters should not overlap with other UI elements, they could be resized to fit or the expandable filter list could include more elements so the visible ones fit.

Example 11.4

11.5 The Remember Selected Filter / Reset Filter is unclear. Looks great, feels weird, and should be investigated to be more useful.


12. Context Menu in player lobby

The current lobby with context menu open

All players in this list are looking for a group, there is no need to write a status "Looking for group", it's redundant. The exception is friends, which 99.633…% of the time is the group i'm about to play with. Those are displayed on top.

The only action we do on the list on this screen is the "Invite to group" context menu action. It's a CTA and should not be hidden in a context menu, especially if the context menu only has one option. Since recently it has two, but we'll come to that in a minute.

12.1 The invite CTA should be on the player cell itself.

12.2 The report action should not be the default one from the context menu

12.3 Since there could be only one item in the context menu according to 12.1, the report action could be on the cell as well.

A low quality suggestion for 12.x


13. Trader Buy/Sell

Trader screen needs to be reworked. I won't provide a solution that doesn't completely change how everything looks/works as I stated at the start of the post. That being said this should be improved.

Example 13.1

13.1 Buying UI should be reworked.

When buying, the price of the item is already displayed on the item itself in the trader view.

The price is also displayed a second time in the tooltip of the item if you mouse-over.

The price is also displayed a third time in the barter area on the right of the image (middle of the screen in game). This is redundant. I understand the item on the right is the physical item "Roubles" in a stack that is paid, like a barter, but it does not need to be displayed a third time.

13.2 Quantity limit (red box in the image) could be shown in the tooltip ; most of the time people will hit "DEAL" until they get an error insted of actually reading the red box.

Read:  If you are having a hard time in Tarkov...

13.3 The red box looks like an error even when at 0/x, this is not intuitive. Limited items can be listed in different ways that are not so invasive. We could add "out of X" at the right side of the quantity box.

13.4 Barter item prices (if we assume 13.1) would need to also displayed differently. This needs to be investigated

13.5 Selling UI should be reworked

Example 13.5

Currently selling an item still displays the full available items to BUY, this is incoherent. Especially from the "Sell" tab. The whole left side of the screen is wasted, and cannot be used.

13.6 Items on the left are not greyed out (even though I can't buy them), but items on the right are greyed out (because I can't sell them). This is incoherent.

13.7 Trader sell space should be infinite

13.8 Buy/Sell could be done in a single tab if the whole screen is reworked. There are different levels to this. An easy one I could think :

"Trade" Tab instead of "Buy". Displays the same as the current "BUY" tab. If you ctrl+click an item from your stash, it instantly sells without confirmation. The second tab would be a "Buyback" where you can see what you sold in the current trade session. If you leave the screen your buyback is reset and items cannot be recovered. Another way would be to keep buybacks for the last X items. You would need to pay what you received to get back. The item would not lose it's FiR status. This preleminary and simplistic rework has issues, notably that you have to know to right click to sell. One way to fix that would be to make right click sell to trader instead of control click, but that would definitely make missclicks the first few days (and buyback would be mandatory).

This could be investigated.

13.9 Currency exchange rates should be easily available in relevant areas (Peacekeeper, Therapist and flea market) for all currencies (Rouble, Euro, Dollar, Bitcoin)


14. Boxing

Items should be boxables and moved around. At least to be dropped in boxes, ideally to be moved around freely.

There is a limit of 20 images. 🤷‍♂

Example 14


15. Quest inventory

If you loot too many quest items in a raid, you can end up not being able to loot it. I assume this is by design and it is why you have limited quest item space.

The quest inventory could be infinite if it's not by design to be limited.

The quest inventory should be manageable. In my case i had a 1 slot item blocking me from taking the suitcase, I should have been allowed to move that 1 slot item to the top or to the right of my inventory, clearing a whole line and letting me take the case.

Quest items could be stored in backpack (and resized) ; since you lose them on death it's not relevant to the players looting you or you dying and that issue would be gone. Storing it in your stash would also prevent you from losing it by going in raid with it by mistake. Taking it in raid or giving it to trader would be a volontary action. It also makes much more sense that way as other quest items (that are also usable items) work that way.


Alright this ended up taking more time than my lunchbreak, and there is *much* more to write but for the time being I'll leave it at that and come tomorrow to add your suggestions or mine. See you in 24 hours.

Source: reddit.com

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