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Iam Widdershins
Project Nemesis WE FORM VOLTRON
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Posted - 2011.06.10 21:09:00 -
[1]
After the Incursion 1.6 patch introducing the new UI framework, I was very pleased to see that they changed the way Cloaking Devices were shown in the HUD. Activated cloaks had a full module timer around them, essentially a white circle highlighting them and making it much easier to see when they were active.
See how easy it is to tell?
When I first saw this, I was very pleased. Cloaks are an important thing to be able to see at a glance, and since they are basically the only active module without a timer you have to stare at it for a second or two to see if it is softly pulsing green or not. With the full module timer circle around it, you can see whether your cloak is on or not from across the room, or in an instant's glance -- a measurable improvement to usability with no drawbacks.
Thus, it was with consternation that I saw the patch notes for 1.6.1 include a fix for "the module highlighting for Covert Ops Cloaking Device II (and similar)". I'd mistakenly assumed that it was an intentional change by some enterprising dev that thought of the fix to something that had only annoyed me a couple seconds at a time, never long enough to actually think of suggesting the change.
At the behest of CCP Arcade from CCP Customer Support, I bring to you the proposition/suggestion/petition/demand that CCP bring this bugFeature back with the next patch. It comes across to me as one of those small polishes that really make a a good UI come together. With all the work CCP is planning to do in improving the UI in upcoming months, I'd be sorry to see something this easy fall by the wayside.
What do YOU think?
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Rombing
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Posted - 2011.06.10 22:37:00 -
[2]
Edited by: Rombing on 10/06/2011 22:40:56
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Rinker Jass
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Posted - 2011.06.10 22:40:00 -
[3]
i loved the little circle around my cloack cuase then i knew my mod was ACTUALLY WORKING.... i dont like having to strain my eyes just to see if the cloack is on :(. how dare CCP remove another super usefull thing and it has no mechanic change at all. i agree with widder i wants back little circle on cloacking device it was awesome...
moar cheese plox
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Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.10 22:42:00 -
[4]
Edited by: Soden Rah on 10/06/2011 22:48:04 +1 I fully support this idea.
And should any other class of module ever be activate-able without a timer this should also apply.
EDIT: Also the devs working on the UI should all be made to read Donald A Normans The design of everyday things .... It's a great read, and very pertinent. It details exactly how to get the balance between Good functional design and good looking design. And the guys at CCP sorely need to read it. The relevant bit here is that any button/control a human uses should clearly indicate what state it's in and when you press/activate it it should be immediately indicate that you have done so and it is doing something.
On that note, modules should have another state to indicate you have clicked them but they are waiting for the server to register it, for high lag situations. __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function
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Iam Widdershins
Project Nemesis WE FORM VOLTRON
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Posted - 2011.06.10 23:20:00 -
[5]
Originally by: Soden Rah On that note, modules should have another state to indicate you have clicked them but they are waiting for the server to register it, for high lag situations.
There are some very specific restrictions to EVE's UI that a lot of people don't get, given the model by which it works. Specifically, anything you do or click on is only sent as a command to the server saying you'd like to do it, rather than informing the server that it's something that you've already done. In this way it differs from other more low-lag applications like first person shooters, whose implementations are partially client-side and open up exploits such as aim-bots and wall hacks.
While module activation and deactivation has gotten more reliable over the last year or so, I do agree that modules should be clickable while they are deactivating (red). This will probably require either some pretty involved changes in the server's module pipeline, or just make the client automatically request that it be turned back on/change ammo when the server reports that the module is now off.
I would also like to see similar changes to overheat status. I want the light to be yellow or red if it's going to be switching on or switching off in the next cycle. Right now the only way to be sure that your module will stop overheating the next cycle is to turn it off and back on again, a clunky and non-optimal solution.
And we could do with shift+click changing overheating status. But let's not get ahead of ourselves. If they just bring back cloak circles, I'll be happy for now.
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Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.10 23:26:00 -
[6]
I understand that nothing that affects the game can do anything but go strait to the server... but all I am asking for is that the icon change in some visible way to indicate you have clicked it. This does nothing other than let me know my client knows what I want to do. As this is all client side and non game-play affecting (and also lag reducing as it should reduce button spamming ;-) ) I don't see why it shouldn't be introduced... apart from the fact that altering the UI is so hard to do... Although the latest changes to carbonise it apparently make changing it easier
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Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function
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Iam Widdershins
Project Nemesis WE FORM VOLTRON
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Posted - 2011.06.10 23:38:00 -
[7]
Originally by: Soden Rah I understand that nothing that affects the game can do anything but go strait to the server... but all I am asking for is that the icon change in some visible way to indicate you have clicked it. This does nothing other than let me know my client knows what I want to do. As this is all client side and non game-play affecting (and also lag reducing as it should reduce button spamming ;-) ) I don't see why it shouldn't be introduced... apart from the fact that altering the UI is so hard to do... Although the latest changes to carbonise it apparently make changing it easier
Yeah, I would be OK with a yellow glow for "awaiting activation". I see what you were referring to.
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Tertiacero
North Eastern Swat Pandemic Legion
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Posted - 2011.06.11 00:59:00 -
[8]
I, too, thought this was intentional as it was a good idea.
I should have known better. Bring it back anyways?
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Oregin
Red Sky Morning BricK sQuAD.
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Posted - 2011.06.11 01:06:00 -
[9]
Agree with the OP.
Let's not confuse the cycle timer with the ON/OFF indication, however. I'd suggest that there is a simple change to flash green/flash red indicators such that it's more clear at a glance as to which state a module is in.
By the same token I really think the overheat buttons are crazy. Those tiny strip buttons are hard to push after a few beers. I saw a suggestion a while back that the button be over to the top right corner (a bit like the Half Life icon in shape... thought that was a wicked idea.
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Santiago Fahahrri
Gallente Galactic Geographic
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Posted - 2011.06.11 01:15:00 -
[10]
Supported.
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Iam Widdershins
Project Nemesis WE FORM VOLTRON
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Posted - 2011.06.11 01:29:00 -
[11]
Originally by: Oregin Agree with the OP.
Let's not confuse the cycle timer with the ON/OFF indication, however. I'd suggest that there is a simple change to flash green/flash red indicators such that it's more clear at a glance as to which state a module is in.
By the same token I really think the overheat buttons are crazy. Those tiny strip buttons are hard to push after a few beers. I saw a suggestion a while back that the button be over to the top right corner (a bit like the Half Life icon in shape... thought that was a wicked idea.
I disagree with changes to the flashing indicator. I think the red/green pulse is just fine, because anything that can be activated also has a cycle timer: the little white circle that spins around it, so you can see at a glance whether it's on or not. Cloaks are the only exception to this. They even move, which is neurologically more visible than a still, full white circle even though it is smaller.
People have been pushing CCP for better overheating controls for years now, pretty much since it comes out. I agree that it needs improving, but I think there are more usable and innovative ways of doing it than simply moving it to the corner.
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Tomaso Yoshitome
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Posted - 2011.06.11 10:50:00 -
[12]
+1 to white circle thingy around activated cloaking device.
kthnxbai
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Cid SilverWing
Gallente Dark Star Confederation The Ancients.
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Posted - 2011.06.12 05:00:00 -
[13]
+1
If you can't tell whether your cloak is working in an instant, you're dead.
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Iam Widdershins
Project Nemesis WE FORM VOLTRON
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Posted - 2011.06.13 00:45:00 -
[14]
Plus one, two, three, four, five more supports to this issue in the patch feedback thread.
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Teff nogero
Born-2-Kill 0ccupational Hazzard
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Posted - 2011.06.13 03:36:00 -
[15]
With all of the power vested in me, I support Iam in this idea. |
Iam Widdershins
Project Nemesis WE FORM VOLTRON
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Posted - 2011.06.13 15:33:00 -
[16]
Originally by: Teff nogero With all of the power vested in me, I support Iam in this idea.
Born2support? ♥
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Mr Fairbarn
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Posted - 2011.06.16 07:58:00 -
[17]
Supported.
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Robert Caldera
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Posted - 2011.06.16 08:54:00 -
[18]
I didnt like the circle, it hurted my eye because it looked just like a bug.
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Diva Bara
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Posted - 2011.06.16 08:57:00 -
[19]
+1
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