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Thread Statistics | Show CCP posts - 6 post(s) |
Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 13:06:00 -
[1]
Originally by: Saietor Blackgreen 1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
I've been going on about this particular issue for coming on two years. A single status area with simple icons is almost a must at this point. Too many times I get my good old friend the "miscellaneous" indicator, telling me something's being done to some part of my ship. I suppose in the heat of battle I could open up my ship's attributes to see what's being done, but I've got enough to do.
"How much" would probably be too excessive, but "by whom" is pretty important in my humble opinion. Hovering on the icon should indicate the person(s) responsible for the status on your ship. This works both for and against you, depending on your role in a fight.
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 13:36:00 -
[2]
Originally by: Saietor Blackgreen 3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
If I'm understanding you correctly, maybe this will help.
You know that you can click on those icons to shut off the module, right? Left-click on the gun icons next to the targets you don't want to be firing at and the module will deactivate. Then just send all that metal at the target you want to die.
I use this all the time. You still don't get an indication of which *specific* gun you'll be deactivating, but it lets you do things like redirect fire quickly.
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 13:40:00 -
[3]
And just in regards to the whole heat management UI issue, I posted this in the RevII feedback thread about my own ideas of how it could be reworked.
Post #646: http://oldforums.eveonline.com/?a=topic&threadID=539694&page=22#646
Might make things a bit more sensible than the way they are now.
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 14:14:00 -
[4]
To be honest, I think this is an excellent time to suggest things since the GUI code is getting the attention it needs for the new clients. Saying nothing pretty much guarantees your opinion will get ignored.
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 15:43:00 -
[5]
Originally by: CCP Tuxford As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
It's not so much the damage messages that folks have issues with, it's the status ones for when you're affected by a status of some kind, such as being scrambled or jammed. Having all the statuses in a simple UI element of some kind would be extremely handy.
That way you can see whether you're being warp scrambled, or see how much logistic assistance you're getting and who's giving it to you. Etc.
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 16:26:00 -
[6]
Originally by: Angelus Custos
Originally by: CCP Tuxford
You can always press ctrl-shift-f to get the fitting screen up.
Is there any way of finding out things like this without random dev encounters on the forums?
Could always look at the key mappings already defined in the Escape menu. :)
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.06.27 16:36:00 -
[7]
Originally by: Angelus Custos Splendid! Now is there any way of finding out that those key mappings exist without a random dev encounter followed by a friendly helpful fellow player?
I need a manual.
They're always out of date. :)
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