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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.10.04 09:45:00 -
[1]
This proposal collects several positively received ideas.
Issue 1: Enabling overload in the heat of battle can often be tricky. Solution: Make the button a few pixels taller, and it should go orange when overload has been activated and will be enable on the next cycle. Example:
Here i am overloading 1 webber, the guns and the MWD ill be overloaded on the next cycle.
Issue 2: IN battle, It is very hard to see what target is affected by, impossible to know whether it is scrambled, warp disrupted, jammed, sensor damped, in large battle it is hard to see who is remote repping who. That makes fleet management all more complicated. Solution: When the target is locked, under the target bar you can see all the remote effects projected on it, including damage, remote rep, and all commonly used mods. Hovering cursor over it will cause a line to be drawn from the effector (the guys who is projecting the effect) to the target. The lines will have different clolour depending of the type of the effector: Red for damage, blue for e-war, green for remote-repp and shield transfer, yellow for cap transfer, or whatever colours developers see fit. As well as that, hovering your cursor over the icon of the effector, let's say warp disruptor, will cause the multiplyer to be shown, showing how many of the modules are being used on the target. That will help FC make sure that target is jammed and all DPS is on the primary. Example:
Here i am attacking hulc, and the icon of the warp distruptor and webber at thebottomn helps me make sure that my friend in a tackling frigate has the target immobilized. Clicking tactical overlay button would display all effects in the form of lines for all targets in sight, it could have an arrow or something else to demonstrate direction of the effect, this would greatly help all Fleet commanders.
Issue 3: I do not want to be limited to just a few "warp at", "orbit" and "keep at range" options. Solution: When you click "Esc", you would have a menu "personalize", where you could change all the ranges defaults, to any custom numbers in kilometers, with 1 decimal place. That was i could completely change the entire set of ranges that pops up when i click "warp at" to my guns optimal, my point's maximum range, and my drones maximum range, and pick the one i need.
For a "warp at" I would be able to enter coordinates X, Y, and Z, with the center of the coordinates being at the object that i am warping to, so having: X = 50 Y = 130 Z = 73 Would mean that i am warping 50 km in front of the gate, 130 km above it, and then 73 km to the left. These coordinats would be saved, and would show up in the "warp at" menu, in custom order, in format X50y130z73, or in the for of the linear distance to the gate.
Issue 4: It is annoying that when I try to fit my ship, and I do not have a scrambler of meta lvl 4,but instead have a lvl 3 one, I cannot use automatic fitting, but i have to do it manually. Solution: Add a pop-up asking "no item of exact meta lvl found, would you like to fit the closest avaliable lvl item instead?". the same would happen for ammo and drones, scripts, booster charges and so on. WHen one of the items is not found during fitting, an option to "skip" AND "replace" would pop up, whenre fitting would continue without this item, or you would fit something else instead.
Issue 5: It is very hard to transport large amount of goods, belonging to different people, and then figure oput what is whose. Solution Add an in-game item, a plastic wrapper with volume of 0.1 M^3 that acts exactly same way as courier contract once you place your items into it. Can be only used once. SHows name of person who packed it. Fix Destroyers |
Maxsim Goratiev
Imperial Tau Syndicate
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Posted - 2009.10.04 09:50:00 -
[2]
Edited by: Maxsim Goratiev on 04/10/2009 09:51:19 Please understand that as i am not a professional game developer, exact balance and tweaking and color is up to CCP game designers to make it the most user friendly and appealing. Same goes for the numbers and exact position of buttons. If you Like the suggestion, but you have another view on how it could be solved in a more elegant way, support this topic (as you want to solve the same issue) and post your way of solving it. If you disagree with just one of the five points I posted, point it out with reasoning and preferably some constructive critics. Lastly, not all of the ideas are mine, i just collected alot of UI issues and there solutions under 1 roof. PS: i know that barge on the picture is not a hulk, but i cannot change it to retriever due to character limit. Fix Destroyers |
Neriel Odershank
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Posted - 2009.10.04 11:18:00 -
[3]
Nice man, i like them all and i would love to see them ingame asap.
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H3llHound
Blacksteel Mining and Manufacturing
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Posted - 2009.10.04 13:19:00 -
[4]
like it +1
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OwlManAtt
Yasashii Heavy Industries
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Posted - 2009.10.04 14:28:00 -
[5]
Supporting a UI improvement thread despite the futility of such an action. --- Owl |
Xahara
StarFleet Enterprises Libertas Fidelitas
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Posted - 2009.10.04 16:41:00 -
[6]
Fully supported. Especially Issue 2.
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SupaKudoRio
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Posted - 2009.10.04 19:46:00 -
[7]
More useful UI features are always good. On another note, how do you like your pods in the morning? |
Malcanis
Vanishing Point. The Initiative.
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Posted - 2009.10.04 20:01:00 -
[8]
These are all fine ideas. Strongly supported.
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.10.04 20:58:00 -
[9]
1) Seems good to me. 2) I can see the value of it, but I can't think of a way to make this anything other than incredibly busy visually. If it can be done in a way that doesn't fry the brains of newbies and fill up 90% of the remaining screen space on vets, sure. 3) This might actually be too complicated for me to support. More customization, sure, but what you're asking for is more the province of bookmarks than of menu options. 4) Sure, good idea. 5) Already a couple threads on this idea, but yeah.
On the whole, supported.
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Scerolikk Teromni
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Posted - 2009.10.04 21:48:00 -
[10]
I support all of this but the solution to Issue 3. The premise of warping to something is that your warp drive finds the object, locks onto it, and flies to it. It's not surgically accurate, nor should it be, and warping at distance is the only reasonable custom coordinate to have. Though I am in full support of allowing full customization of at-distance values (up to, say, 180km or something so that you can't warp in to just anywhere at 210 to scout out before warping the rest of the way).
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.10.05 09:18:00 -
[11]
Originally by: Scerolikk Teromni I support all of this but the solution to Issue 3. The premise of warping to something is that your warp drive finds the object, locks onto it, and flies to it. It's not surgically accurate, nor should it be, and warping at distance is the only reasonable custom coordinate to have. Though I am in full support of allowing full customization of at-distance values (up to, say, 180km or something so that you can't warp in to just anywhere at 210 to scout out before warping the rest of the way).
you have a point there.. what do you think about warp drive having sertain inaccuracy, like +/- 5km? either way, ven more options of range would be nice. Currently warp drive is not surgicly precise either, it will warp you in somewhere withing 2km of the point you where warping to. Fix Destroyers |
Prexir
Sane Industries Inc. Novus Auctorita
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Posted - 2009.10.06 06:30:00 -
[12]
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Bomberlocks
Icarus Prime
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Posted - 2009.10.06 13:24:00 -
[13]
Yes, very nice
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.10.08 12:40:00 -
[14]
bump Fix Destroyers |
Doomed Predator
Red Federation
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Posted - 2009.10.08 13:12:00 -
[15]
The 'Fendahlian Collective' strikes again |
Avan Sercedos
The Tuskers
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Posted - 2009.10.08 14:49:00 -
[16]
supportan everything but #3
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Bill Buttlicker
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Posted - 2009.10.08 22:36:00 -
[17]
Nice ideas
/supported
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Crimsoneer
Gallente Knowledge Stick Station
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Posted - 2009.10.09 10:24:00 -
[18]
Everything but 3. This would make it pretty damn hard to get the jump on anybody. ---------------------------------------
Pods and Pills, a low sec blog |
Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.10.09 12:25:00 -
[19]
Originally by: Crimsoneer Everything but 3. This would make it pretty damn hard to get the jump on anybody.
yep, i think you are right, #3 needs separate discussion and is rather controversial, the jump at part of it, however having more orbit options would be nice. Fix Destroyers |
Vestus Regula
The Black Dawn Gang
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Posted - 2009.10.09 21:52:00 -
[20]
Other than no. 3, I'm up for it.
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shuckstar
Hauling hogs
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Posted - 2009.10.11 01:32:00 -
[21]
You are going to fast! Wait five minutes and try again. |
aetherguy881
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Posted - 2009.10.11 18:22:00 -
[22]
I'll bite, good job compiling the well received issues/suggestions. ------------------- Always remember this about EVE:
Life is cheap, or 15 bucks a month. |
Don Pellegrino
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Posted - 2009.10.11 19:57:00 -
[23]
yes, especially overloading.
At the VERY least, holding Shift when clicking should turn overloading on/off
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Marked Ugler
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Posted - 2009.10.13 13:55:00 -
[24]
BUMP
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.10.18 19:13:00 -
[25]
BUmp Fix Destroyers |
Sovereign533
The Collective Against ALL Authorities
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Posted - 2009.10.18 23:35:00 -
[26]
overal... it's ok
*Your signature file has been removed for the inclusion of inappropriate language. -- Fallout 3 |
Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.11.14 21:36:00 -
[27]
Quote: Issue 2: IN battle, It is very hard to see what target is affected by, impossible to know whether it is scrambled, warp disrupted, jammed, sensor damped, in large battle it is hard to see who is remote repping who. That makes fleet management all more complicated. Solution: When the target is locked, under the target bar you can see all the remote effects projected on it, including damage, remote rep, and all commonly used mods. Hovering cursor over it will cause a line to be drawn from the effector (the guys who is projecting the effect) to the target. The lines will have different clolour depending of the type of the effector: Red for damage, blue for e-war, green for remote-repp and shield transfer, yellow for cap transfer, or whatever colours developers see fit. As well as that, hovering your cursor over the icon of the effector, let's say warp disruptor, will cause the multiplyer to be shown, showing how many of the modules are being used on the target. That will help FC make sure that target is jammed and all DPS is on the primary. Example: Please visit your user settings to re-enable images. Here i am attacking retriever, and the icon of the warp disruptor and webber at the bottomn helps me make sure that my friend in a tackling frigate has the target immobilized. Having a status bar next to your capacitor deiplaying all effects projected on to you would be nice, so in a 10 men fight I know who exactly is jamming me, and I tell my Fc about it, so that that guy is primaried. If I am doing a mission that will tell me which rat is webbing or scramming me. Clicking tactical overlay button would display all effects in the form of lines for all targets in sight, it could have an arrow or something else to demonstrate direction of the effect, this would greatly help all Fleet commanders.
I would like to tie issue 2 to tactical overlay for 2 reasons: 1 currently it is not of much use anyways, so improving the feature should be alright 2) as i imagine it, the sole purpose of tactical overlay is display of tactical information like who is warp scramming&jamming what, and that's not what is currently happening. So when i click "tactical overlay" all the remote effects and e-war should be highlighted adn displayed using Hud. Fix Destroyers |
Another Forum'Alt
Center for Advanced Studies
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Posted - 2009.11.15 01:11:00 -
[28]
BECAUSE OF FALCON. Guide to forum posting |
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