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Author |
Thread Statistics | Show CCP posts - 88 post(s) |
Niko Lorenzio
United Eve Directorate
77
|
Posted - 2012.10.12 21:35:00 -
[631] - Quote
CCP karkur wrote:But we are not planning on removing the damage notification... we will (most likely) be improving them, I'm not really sure though how (I just don't know right now). And thank you
Well I didn't want to divert the post, but since you asked, I was thinking maybe with perfect/good hits the turrets should hit somewhere in the center of the ship, the slight and grazed somewhere on the far sides, and barely hits maybe just off the bow... not sure how realistic it is, but that's my thought.
CCP Prism X wrote:So... WHICH ONE IS SHIELD?!!
Seriously, why don't I know this yet!?! Stop ignoring me just because I'm asking the difficult questions nobody else wants to ask!
I cant believe they can't figure this out. If you compare to the "old view" it's obviously the one w/o any damage, top right.
CCP karkur wrote:John Nucleus wrote:Thought I would throw this out there, might generate some ideas for the new damage indicator. The idea was to have a simple indicator that shows hit quality, damage and damage type. http://i.imgur.com/RZq0p.png Interesting idea
^THIS IS GENIUS! Can it be done w/o turning our screens into a disco party with LSD??
CCP Explorer wrote:The day starts at midnight, at 12 o'clock, which is at the top of the clock, and the day progresses clock-wise. The targeting animation starts at "12 o'clock" and progresses clock-wise, same for the damage (shields starts at "12 o'clock"). Your mod timer animation observation is correct, it progresses clock-wise but starts at "6 o'clock"; perhaps that should be changed to start at "12 o'clock" as well. But that's for CCP karkur and Team Pony Express to think about if and how they want to tackle, not me.
I don't know what the score is on which way people prefer it to go, but my vote is 100% clockwise. Counterclockwise will be the confusing way. And I don't buy that module HP damage rises while Hull HP depletes. It's all how you look at it, and since it shows % of damage taken, it should be rising, not depleting. It's clockwise everywhere, should be clockwise on targets as well. Also if you think about, starting at 12 like you have is the best, because it's like you start from the top of the circle, and as you progress the red circle goes all around and when it's complete you get a pop!
Thanks for monitoring the posts so actively and addressing the negative feedback quickly and efficiently, even if people seem to overlook your answers, many of us are actually paying attention to them! |
krickettt
Golden Orb Technology inc
7
|
Posted - 2012.10.12 21:36:00 -
[632] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release (of course we can't update you on every step we take, but I just wanted to share this with you )
Yay lock counter! :D |
Bubanni
ElitistOps Pandemic Legion
474
|
Posted - 2012.10.12 21:40:00 -
[633] - Quote
I find the decimals useful on my quick locking ships, specificaly between 2-3 sec locks. May I suggest that there is at least 1 decimal. When below 10 sec locks
So when it says 11 sec lock time it only says 11, but at 9 it says 9.9 and down or something like that
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
GeeShizzle MacCloud
218
|
Posted - 2012.10.12 22:00:00 -
[634] - Quote
maybe sort it to 2 significant figures so when its over 10 seconds its not showing decimals and when its less it shows 1 decimal place. that way you can work around the counter as always having 2 numbers and itd be easier to optimise placements of things.
=) |
Niko Lorenzio
United Eve Directorate
77
|
Posted - 2012.10.12 22:10:00 -
[635] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release (of course we can't update you on every step we take, but I just wanted to share this with you )
Noooooooooooooooooooooo!!!! BAD TEAM, BAD TEAM! Stop giving in to pressure, CLOCKWISE PLEASE! |
Tyberius Franklin
Federal Navy Academy Gallente Federation
329
|
Posted - 2012.10.12 22:41:00 -
[636] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release (of course we can't update you on every step we take, but I just wanted to share this with you ) So long as everything it moves in a continuous (lock counter, damage inflicted and defensive layers) direction I'm fine either way. but clockwise prograssion of damage just seems more... proper.
That said I'm not sure counterclockwise is terribly intuitive even considering the HUD. But if we are talking consistency then another way to look at it is the HUD's clockwise motion is beneficial (my HP) where the clockwise motion of my targets HP indicator is non-beneficial (they are regaining HP).
Ofcourse one could look at the opposite and say regaining HP moves clockwise whereas loosing HP moves counterclockwise...
I see the conflict now, I think... |
Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:14:00 -
[637] - Quote
CCP Explorer wrote:Misanth wrote:Yah this is unfortunately quite common with CCP.
I have repeatedly highlighted every recent UI change for how everything just increases in size. At one point I asked Punkturis straight out if she's blind as a bat, and I even said the very least they can do is to give players the option to customize, as that is never a bad option. She was at least honest in her reply, stating she disagrees, and that more options is bad.
But frankly, in this case, those circular icons looked to be smaller to me, not bigger? I could be wrong, as others pointed out, the pictures doesn't really show. Either case, I completely agree with you, CCP should stop making everything so damn big, and they should really re-consider their stance that customizeable is bad. CCP karkur already replied to a good portion of this here https://forums.eveonline.com/default.aspx?g=posts&m=2030910#post2030910
No, she didn't. She replied to comments on THIS issue, I was talking about CCP in general. No offense to anyone, and karkur has been excellent in this thread, but your company has a poor track record when it comes to make-everything-in-the-UI-massive-and-wide!
..and I didn't plan to reply to this comment by you, but since you mis-read my post:
CCP Explorer wrote:CCP karkur wrote:Battlingbean wrote:The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven? skills is just clueless and does whatever... for example he loses avatars to noobs Video proof: http://www.youtube.com/watch?v=1HrNu0WdUJg&t=1m10s
..karkur already posted a link to that video as well. So you didn't just mis-read my post, it seems you also didn't read through the thread - not even checking what your workmates posted. But it's ok, I think you're cute. <3 AFK-cloaking in a system near you. |
Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:24:00 -
[638] - Quote
Oovarvu wrote:just want to have my twopennyworth,
shields on the left, armor on the right, structure at the bottom with the damage bar starting from the left
ship type at the top and range and speed underneath
with speed underneath its one less thing cluttering up the overview.
just an idea.
I liked it, until you said "one less thing cluttering up the overview". Well, as it is today we rarely have to look at targets/brackets, we have to look at the overview, or tactical overlay. We want range, distance, type, name (if in fleet and FC calling targets that way), and then either radial or transversal (or both). If you suddenly remove one or a few of these from the overview, we will suddenly have to look at two places - overview as well as target.
Basicly what is happening here is CCP doing two things: 1) They're adding new options to see range etc on the bracket. I.e. something we can't read out from targets or overview or similar today. (those who have zero interest in this new information won't have to pay attention to how brackets look, either, so nothing is 'lost' there, it's just a pure win for those who want more information). 2) CCP is also changing the look of targets, hitpoints, lock time bars etc. This is a separate issue.
When you're requesting information to be removed from the overview, to the new targets, then you're adding a separate third issue that is unrelated to two things CCP currently is doing. And you create issues by doing this: you're virtually making the overview 'worse'.
That being said, I wouldn't mind having the information on the target, like you described, but the emphasis is on "adding" it to the new target box. Not 'swapping it away/removing it from the overview'. It'd give alternate ways for people to view limited information. But don't force us who keep a wide variety of intel to have to watch several spots, that'd make the game considerably worse and harder to play, for no reason.
(otherwise I liked your post) AFK-cloaking in a system near you. |
Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:29:00 -
[639] - Quote
CCP Prism X wrote:Luka Datitties wrote:The Dev who starts the thread should just edit the first post with the ideas that have already been addressed, ideas that are being considered, updates to current line of thinking etc... so that people don't have to filter through 50+ pages of posts to make sure they are contributing something new to the thread. Perhaps these updates could even have links to where the idea was posted on whichever page? It doesn't help. Nobody reads even the first page before posting.. Edit: Smiley added. Smileys make everyone happy!
You're getting better at this. Since you practice on your co-workers, might I suggest you give the forum volonteers some help as well, they seem to need it. AFK-cloaking in a system near you. |
Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:33:00 -
[640] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release (of course we can't update you on every step we take, but I just wanted to share this with you )
One decimal please, it's quite vital at times when you're running against multiple e-wars etc. The same applies, like someone else suggested here earlier, that it would be helpful to have that show on the distance (overview) as well. If you're running boosts, faction modules, etc, sometimes you might end up with xx.x range, and game rounding things up.. you start to wonder why you lost your point on a target that should've been in range, etc. No need for more than a single decimal, but it would help greatly both in timer bar + overview distance.
Thanks for the update, as well. AFK-cloaking in a system near you. |
|
Last Wolf
Umbra Wing
1
|
Posted - 2012.10.12 23:42:00 -
[641] - Quote
Oh yes! I am so glad you are bringing back the circle damage indicators instead of the 3 bars we have now! for anyone who wasn't around 8 or so years ago these targeting icons is similar to how EVE used to look (minus the flashes and targeting range stuff)
it looks great! |
Luka Datitties
Morbidly Obese
13
|
Posted - 2012.10.13 00:13:00 -
[642] - Quote
I would vote for counter clockwise. To me this makes the most sense. When you have something positive like shields and armor, it makes sense that the bar would light up clockwise when I am gaining HP and counter clockwise when I am losing HP. Much like fuel tank in your car. To me a direct relation to real life scenarios and the perception that develops really helps the argument for what is intuitive and what is not. |
GeeShizzle MacCloud
220
|
Posted - 2012.10.13 00:19:00 -
[643] - Quote
Luka Datitties wrote:I would vote for counter clockwise. To me this makes the most sense. When you have something positive like shields and armor, it makes sense that the bar would light up clockwise when I am gaining HP and counter clockwise when I am losing HP. Much like fuel tank in your car. To me a direct relation to real life scenarios and the perception that develops really helps the argument for what is intuitive and what is not.
yahh but when you're gaining speed in a car in real life a speedometer goes clockwise and when u crash and die the speedometer goes counter clockwise or through ur face....
...just sayin. |
Sariton Xavian
Mercado Mercator Partners and Associates
0
|
Posted - 2012.10.13 04:04:00 -
[644] - Quote
For me, seeing the hit notifications in the overview would be more valuable than screen space. Screen space shows you a very small proportion of the battlefield and stuff that is represented on its edges in the direction of its off-screen-ed-ness tends not to be readable.
It would be nice to be able to represent cumulative recent damage received as a dynamic bar in the overview also (perhaps as a background underlay rather than a column of its own), and have it a metric by which you could sort the overview. I realise the high customisability of the overview could make integrating that feature tricky - but this would by far be the most readable way to identify the greatest threat to you on the battlefield. |
Panchatantra
Bunnie Slayers Redrum Fleet
5
|
Posted - 2012.10.13 05:46:00 -
[645] - Quote
Great work.. now make it optional! :) |
Roime
Shiva Furnace Dead On Arrival Alliance
1333
|
Posted - 2012.10.13 05:54:00 -
[646] - Quote
+1 for 1 or 3 decimals in the lock/ewar timer countdowns, as crazy as it sounds we're dealing with very small margins in some pvp occasions.
Gallente - the choice of the interstellar gentleman |
Yankunytjatjara
Blue Republic RvB - BLUE Republic
33
|
Posted - 2012.10.13 06:43:00 -
[647] - Quote
devs,
This is in-fight intel. It's good but don't forget...
When you're taking damage 99% of the eve fights are already decided!
What we really need is pre-fight intel, like for example ship velocity vectors tactical overview option for solo/small gangs: Ship Velocity Vectors - https://forums.eveonline.com/default.aspx?g=posts&m=599319 |
Jermaine Lafisques
Lightning Tech AAA Citizens
6
|
Posted - 2012.10.13 07:37:00 -
[648] - Quote
It's great to see Team Pony Express engaging the community at the concept stage. Thanks!
I do not like the circular damage indicators. The current system is easy and intuitive - the shields are on top, underneath them is the armour, and underneath that is the hull. This makes perfect sense. The debate about whether to have damage creep clockwise or counterclockwise is a good illustration of how confusing the round thing is.
If you come to a fork in the road, take it! -á(Yogi Berra) |
SportBilly
GHOSTS OF THE FIRST AND ONLY
51
|
Posted - 2012.10.13 08:59:00 -
[649] - Quote
And what are u doing in a circle for targets that only have two bars not three!
The square icon with three/two layers makes more sense. Surely with all the new effects you know when you are taking damage.
A more important add on would be notification that your drones are taking damage. |
Ana Fox
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.10.13 09:05:00 -
[650] - Quote
This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! |
|
Roime
Shiva Furnace Dead On Arrival Alliance
1333
|
Posted - 2012.10.13 09:15:00 -
[651] - Quote
Ana,
you are ignoring the fact sthat most of the feedback is indeed positive and that the devs react to feedback and adjust things.
Gallente - the choice of the interstellar gentleman |
Ana Fox
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.10.13 09:24:00 -
[652] - Quote
Roime wrote:Ana,
you are ignoring the fact sthat most of the feedback is indeed positive and that the devs react to feedback and adjust things.
Yes cause saying any against is getting ignored and than why to bother at all.
Whit all respect to you Roime but people are a bit tired of that,they will say on first pages and than they will just say it is waste of time.
I know I sound to bitter but that is cause every time is like this.You have like tons of posts it is cool only cause it looks nice,but is it functional?Why are so stubborn to give people option to choose.Like I want simple look of inventory and so.
So Roime and I aware that people will like it ,but you need to take care of people that dont like it too.So give us just that tine option no one will have any butthurt out of that.
|
Roime
Shiva Furnace Dead On Arrival Alliance
1333
|
Posted - 2012.10.13 10:17:00 -
[653] - Quote
Why do you speak like you represent many people?
Maybe you just go against the tide and don't like changes in general?
This new idea is functional, compresses horizontal width of targets, and brackets will offer new information. Current targets look really dated and don't do anything better than this suggestion, so why the hate?
Gallente - the choice of the interstellar gentleman |
|
CCP karkur
C C P C C P Alliance
1494
|
Posted - 2012.10.13 10:45:00 -
[654] - Quote
Ana Fox wrote:This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! I'm sorry that you feel that way.
The main reason we don't want to offer both is that it's a pain to maintain.... every time you need to update or fix something, you need to make sure you are not messing up the other thing. Dealing with special cases eats up our time. Also, the code is old. Sometimes parts of it need to be restructured so it makes more sense, and that can even result in better performance for you. But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes.
Of course I like being nice (I'll even put a smiley here to demonstrate that ), but we are actually asking for feedback and taking it in. That does not mean we are going to do everything people suggest, or completely change our feature, but we taking it in and evaluating it. We actually spent most of yesterday talking this over, looked at screenshots people posted and discussed many of the suggestions.
I don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?)
On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
Soden Rah
Aliastra Gallente Federation
0
|
Posted - 2012.10.13 10:45:00 -
[655] - Quote
I would like to start by saying that I like the idea of these changes very much. They put more information "in the world" rather than in a spreadsheet.
I realise that a lot of peaople are "asking which is sheild" but that doesn't seem to me to be much of an issue as you can easily work that out once you start shooting stuff and as long as it's standardised as sheild armour hull (going around clockwise starting from 12 o'clock) then once learned it's very intuitive and easy. (you can put in togglable tool tips/lables for noobs if needed)
One thing I do note, for those that are colour blind switching the colour from yellow to red might not actually be helpfull. I would recomend also changing the shape as well as colour (basically make sure everything works in black and white and I think you should be ok).
However for those with colour vision...
As shown you have white targetting elements (the rotating chevrons ect) which I think could be colour coded according to your overview settings so that they appear red or orange around hostiles and blue/green/purple around allies/fleetmates. This would help enormously while doing logistics in combat and ensure you don't accidentally rep the enemy and shoot your fleetmates.... Cos nobody has ever done that before...
Also on the subject of the UI/overview...
My beef with the overview is that it has to be far bigger than it needs to be to show all the info you need. And in situations where there are more targets than you have screen hight for it becomes increadibly clunky to use.
My thought for improving it is this. (and this should be optional so you can stick with the old overview, atleast initially)
Use abreviations to condence multiple columns into one or two narrower ones. and allow for multiple sets so you can have enemys and allies seperately next to each other. It could look something liek this (with tags and symbols as well but I can't type them.
Hostile Column | | Allied column Distance | velocity | angular | Target info | | Distance | velocity | angular | Target info 12.6km | 105m/s | 0.0023 | GAL-BSH-DOMI-IVY-{N00b} | | 5,274m | 3750m/s | 0.2573 | GAL-CRU-TRAX-EVIL-{Badie1} 15.7Km | 57m/s | 0.0004 | CAL-CRU-BLAK-IVY-{Stufee} | | 27.4Km | 54m/s | 0.0001 | MIN-BSH-MAEL-EVIL- {Badie2}
Now you can see the ships Race-Class-Type-Alliance/Corp-Name all in one collumn (with the ability to sort by any of the above in the options.) and you can have both allies and hostiles sorted however you like to allow you to both shoot the enemy and do logistics easily. (the target info column would be a bit like the mouse over ticker info currently, but condensed)
Of course this would require a standardised 3~4 letter abreviation set for all ships/objects in the game but that shouldn't be to difficult to sort out (most ships/classes have abreviations in common use anyway). The item description of items could be updated to include their abreviations. Which could also be used for searching for items, which would help with some of the more hard to spell ships. |
Shemmy
The Order Of Entropy
1
|
Posted - 2012.10.13 10:46:00 -
[656] - Quote
Yankunytjatjara wrote:devs, This is in-fight intel. It's good but don't forget... When you're taking damage 99% of the eve fights are already decided!What we really need is pre-fight intel, like for example ship velocity vectors
So what you're saying is that you want more ways to decide if a fight is worth engaging before you commit?
Did you post this from the wrong character? It's not exactly RvB mantra. |
Bubanni
ElitistOps Pandemic Legion
478
|
Posted - 2012.10.13 10:56:00 -
[657] - Quote
CCP karkur wrote:Ana Fox wrote:This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! I'm sorry that you feel that way. The main reason we don't want to offer both is that it's a pain to maintain.... every time you need to update or fix something, you need to make sure you are not messing up the other thing. Dealing with special cases eats up our time. Also, the code is old. Sometimes parts of it need to be restructured so it makes more sense, and that can even result in better performance for you. But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes. Of course I like being nice (I'll even put a smiley here to demonstrate that ), but we are actually asking for feedback and taking it in. That does not mean we are going to do everything people suggest, or completely change our feature, but we taking it in and evaluating it. We actually spent most of yesterday talking this over, looked at screenshots people posted and discussed many of the suggestions. I don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?) On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.
I think you guys are doing a good job with taking in feedback, like I am sure you will take in my 1 decimal in countdowns under 10 sec (9.9 and down)
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Shemmy
The Order Of Entropy
2
|
Posted - 2012.10.13 10:58:00 -
[658] - Quote
FWIW - I think this looks awesome and I for one have no problem comprehending how a rotating damage bar divided into three sections works.
Eve players have been bitching about the UI on and off since time immemorial and frankly this is a huge step forward in appearance. I've been kind of expecting something like this for a while based on some of the trailer videos that have come out and it's going to look pretty shiny when it's implemented.
Small targeted engagements will benefit immensely from being able to work out who's dealing the most damage and thus focusing their fire accordingly. 500 v 500 fleet fights, not so much, but vOv for them tbh as it's no worse than now.
Finally, what is it with this "make it optional" crap that comes every time CCP come out with a change? There was one thing that needed to be made optional for performance reasons (CQ) but it seems to be a new mantra that people jump on just because they don't like change. Do you really want a client that balloons even further in size because you want to continue to live in 2006? Really? Do you think building in two different visualisation mechanics for bits of the UI at a time is really a way to build maintainable, robust, performant code? *sigh* |
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CCP karkur
C C P C C P Alliance
1494
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Posted - 2012.10.13 11:02:00 -
[659] - Quote
Bubanni wrote: I think you guys are doing a good job with taking in feedback, like I am sure you will take in my 1 decimal in countdowns under 10 sec (9.9 and down)
Thank you I'm taking it in but I might not do it I think I actually changed the string so it only has 1 decimal and I think it's probably best to keep it that way for all times.... but we'll see CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Bagrat Skalski
Poseidaon
53
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Posted - 2012.10.13 11:05:00 -
[660] - Quote
Quote:But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes.
EVE 2.0? About WIS |
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