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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
Max G Force
State War Academy Caldari State
4
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Posted - 2012.08.09 10:25:00 -
[181] - Quote
It needs to be a disable imo, even if you consider it an overkill. |
Eugene Kerner
TunDraGon
82
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Posted - 2012.08.09 10:31:00 -
[182] - Quote
Taranius De Consolville wrote:No, stop, ive had enuff of this thread already There is nothing wrong with ccp has done and ill be damned if sum idiot pvper is gonna start a thread nought because you feel slighted over a change that is designed for new players 1. the text and size is fine, if u cant read it, get glasess 2. it is not offensive, i often forget what mods ive got on a ship when im out in it alot so go away and stop wasting ccps time with your attention seeking crap
Why so mad Idiot PvEer |
Cray47
Gravity Pipe
10
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Posted - 2012.08.09 10:38:00 -
[183] - Quote
nevermind if(stfu == me) then -á-á-á no u; |
Kallie Rae
NorCorp Security AAA Citizens
19
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Posted - 2012.08.09 10:39:00 -
[184] - Quote
CCP Soundwave wrote:Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.
I like this new feature, but there is no wrong in giving people the choice to use or not to use. So please include an off/on switch as well. |
Tobiaz
Spacerats
678
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Posted - 2012.08.09 10:44:00 -
[185] - Quote
CCP karkur wrote:more talking... we are also planning on adding more delay (not sure how much).... I'm about to start making those changes :)
How about letting players decide how much delay they want for their tooltips?
Perhaps we could then also get the tool-tip camera focus back for mouse-over on locked targets. I miss that. Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |
Eugene Kerner
TunDraGon
82
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Posted - 2012.08.09 10:45:00 -
[186] - Quote
Ah yeah...there I lost my virginity and tanked like a battleship...that lasted for 10 min....good times |
Sarah Schneider
PonyWaffe Test Alliance Please Ignore
1431
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Posted - 2012.08.09 10:56:00 -
[187] - Quote
CCP karkur wrote:I have not checked it in yet, but tonight I implemented a 1 second delay on the tooltips. I think it works great, and to be honest if we go with that, I don't see that we need the enable/disable option... tomorrow morning I'll show it to Soundwave and some other cool people and see what they think.
The tooltips are bigger than the old ones, but not that much bigger... we did talk about whether we should put more delay on them, but then because of consistency and stuff, and the fact that the old tooltips never seemed to be a problem, we decided not to do anything for the time being. The new tooltips pop in just like the old ones did, but I think the new ones maybe just demand more attention with the images and all.
I (and many more people) went on vacation, but I was still reading the forums and replying, so it annoys me a bit when some people say we don't read the feedback. Yes, there were a few people saying they wanted more delay and to hide them, but as we all know, people have different opinions and others liked it. If I had gotten the feeling so many people would be this mad, I would have hit pause on my (well-deserved) vacation and gone to work to make any changes needed. Much appreciated, but if it's not too much to ask, could CCP please reconsider to reduce the size of the icons and reduce the spacing between the lines? The current layout might not be too big when viewed by comparison, but from usability perspective it might help to reduce the screen clutter and could make the tooltip more acceptable from older players whom have lesser need for the additional information at all times (instead of turning them off completely) and not to mention those who play Eve with smaller screen. Don't like spaceships sandbox? then this is not the game for you. "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer |
Mag's
the united Negative Ten.
9998
|
Posted - 2012.08.09 11:07:00 -
[188] - Quote
CCP karkur wrote:Jess Maine wrote:Is it REALLY that hard to code an option to turn them on and off? Really? Nope... it seemed to be pretty easy when I added it earlier today But, if we don't need it, there is no need to clutter the settings and code with it. Let's not panic people... we are looking into this Please give us the option to turn them off. I'd rather have clutter in the settings, than constant tool tip clutter on the screen.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
KIller Wabbit
The Scope Gallente Federation
32
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Posted - 2012.08.09 11:21:00 -
[189] - Quote
CCP - back from vacation and ready to enrage it's customers - again. Deja Vu 2011. |
Mag's
the united Negative Ten.
9998
|
Posted - 2012.08.09 11:21:00 -
[190] - Quote
KIller Wabbit wrote:CCP - back from vacation and ready to enrage it's customers - again. Deja Vu 2011. Who'da thunk it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
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KIller Wabbit
The Scope Gallente Federation
32
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Posted - 2012.08.09 11:28:00 -
[191] - Quote
In previous releases these feedback threads would have been aborted at the start. Why hasn't this thread been closed and everyone directed to the "official" feedback and issues threads?
This just divides and conquers our outrage CCP. Uh, I mean - our ideas on what needs to be changed is scattered all over the place.... |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
144
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Posted - 2012.08.09 11:45:00 -
[192] - Quote
Instead of a delay I'd prefer the option to make the tooltip transparent. That way we'd still get the information instantly but without the distracting blocks on the screen. The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone! |
Velarra
Ghost Festival Naraka.
96
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Posted - 2012.08.09 11:56:00 -
[193] - Quote
If you must keep a tool tip that hovers, I'd like a very minimal version that includes:
Charge count & Heat rating.
Keep it simple & clean.
Perfect scenario?
Tooltip options: 1. Off 2. Heat & Charge count 3. Heat, Charge Count & incoming ewar modifier effects (current range max under TD/damps, etc) 4. New Player (leave as current). |
Nota Niceone
Blue Republic RvB - BLUE Republic
7
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Posted - 2012.08.09 12:08:00 -
[194] - Quote
Sarah Schneider wrote:Much appreciated, but if it's not too much to ask, could CCP please reconsider to :
- reduce the size of the icons and reduce the spacing between the lines
- it might even be viable to remove primary module icon altogether (and the charges or leave the charges displayed for better representation of charge types), because it doesn't provide any additional information by showing off those icons, aside from the fancy eyecandy.
- number of charges can/should be made bigger/more visible in comparison to the charges fontsize displayed on the modules icon (due to scaling, etc), seeing number of charges and the type of charges are two of the most important information that should be relayed to players regarding modules, for example instead of :
18 Scourge Cruise Missile it can be 18 Inferno Cruise Missile (with Inferno Cruise Missile colored appropriately)
- maybe group the secondary information like dps, optimal, falloff etc. in one row? or an inline display? or made them smaller or at least not that separate from each other to reduce the tooltip size overall.
The current layout might not be too big when viewed by comparison, but from usability perspective it might help to reduce the screen clutter and could make the tooltip more acceptable from older players whom have lesser need for the additional information at all times (instead of turning them off completely) and not to mention those who play Eve with smaller screen.
First, I think the tool tips are a great addition. That said, the quoted above is great feedback to further improve them. The two things that struck me immediately were the no-delay (and I agree that it is probably because these simply demand attention compared to the old ones) and the amount of white space in the tooltip. The first is addressed, the second could use some attention. We have a virtual ton of information on our screens that we need/use, so a more compact tooltip with the same information would be best in my opinion. |
Seetesh
Deep Core Mining Inc. Caldari State
4
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Posted - 2012.08.09 12:41:00 -
[195] - Quote
Thus far i am happy with the tooltips. But i do agree with the OP that it can be a little large. Maybe reducing the size a little or allowing us to customise the tooltip is an option. |
Mallikanth
Wasters
60
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Posted - 2012.08.09 13:10:00 -
[196] - Quote
CCP karkur wrote:We have talked this over, and we will add the ability to disable the tooltips. I hope you guys will still use them, but if you really don-¦t want them, you will be able to turn them off (so it's new awesome tooltips or no tooltips).
I hope that will work for you guys :)
What about a multi stage disable... All On Disable High Slot Tool Tips, Disable Medium, Disable Low All Off
Believe in what they do, not what they say. Occasionally Tweets stuff as Hamerhead
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Josef Djugashvilis
The Scope Gallente Federation
391
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Posted - 2012.08.09 13:11:00 -
[197] - Quote
So mouse-over dalay will be tomorrow then? You want fries with that? |
Rengerel en Distel
Amarr Science and Industry
295
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Posted - 2012.08.09 13:46:00 -
[198] - Quote
You know why most other games have tooltips that open in their own window where the players can move the window where it works best for them? Because it's the best way of doing it.
CCP needs to take the deathgrip off the UI and let us mod it.
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Sexy Cakes
Poasting
29
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Posted - 2012.08.09 13:49:00 -
[199] - Quote
Rengerel en Distel wrote: CCP needs to take the deathgrip off the UI and let us mod it.
QFT |
Boxless
Secure Space Test Alliance Please Ignore
24
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Posted - 2012.08.09 14:08:00 -
[200] - Quote
Ok, you said the new tool-tips were meant to cut down on menus online, and I can sort of see where you did that on high-slot modules.
Why did you stop showing useful info at high-slots?
For Example: Webs should show the velocity reduction they apply. ECM Modules should jamming strength. Afterburners should show velocity bonus. Hardeners should show the resist bonuses they give. Shield Extenders/armor plates should show how much HP they add.
If your going to insist on having the tooltips so large, make use of all of the real-estate. -áFREE Iamien !!!!! |
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Smoking Blunts
ZC Industries Dark Stripes
339
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Posted - 2012.08.09 14:55:00 -
[201] - Quote
so i patched and i cant see the option to turn this off..
why isnt it there yet, you said you had it ready yesterday OMG when can i get a pic here
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Jame Jarl Retief
Murientor Tribe Defiant Legacy
221
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Posted - 2012.08.09 15:12:00 -
[202] - Quote
Roime wrote:So, how is the drone UI fix doing? It's desperately needed.
Tooltips that don't give any info that wasn't available before (turrets) we're maybe not so much needed.
Last I heard any news about it was in CSM Minutes. If I remember right, they were shown something, and it looked good. Also they're going to iterate is by adding rather than replacing, or so the Minutes said (again, if I remember right), which means they are planning to build stuff on top of the old shoddy drone UI, which is problematic. In other words - it'll likely be a nice long while yet.
But back to the topic of tooltips. What is this aversion to giving players options? In a sandbox game that's all about choice at that? Give people an option to switch them off, to switch some off, etc.
While we're at it, someone earlier here said if you can't read the font, you need glasses. How about letting people choose fonts and font sizes? People often toot the horn that EVE is the second largest paid western MMO. And it doesn't have the option to change fonts or tweak size even on something as trivial as tooltips? Come on now, that's just silly. |
Xercodo
Disturbed Friends Of Diazepam Disturbed Acquaintance
1316
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Posted - 2012.08.09 15:20:00 -
[203] - Quote
Smoking Blunts wrote:so i patched and i cant see the option to turn this off..
why isnt it there yet, you said you had it ready yesterday
She said that she had implemented it, not that it had been checked into the code base and been approved by the various people to go live. The Drake is a Lie |
Tlat Ij
Hedion University Amarr Empire
19
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Posted - 2012.08.09 15:43:00 -
[204] - Quote
CCP karkur wrote:Jess Maine wrote:Is it REALLY that hard to code an option to turn them on and off? Really? Nope... it seemed to be pretty easy when I added it earlier today But, if we don't need it, there is no need to clutter the settings and code with it. Let's not panic people... we are looking into this I would like either the ability to turn them off or change what info they show. The tooltips show things that I already know, or don't care about and don't need to be shown like module name, dps, but not things I check a lot like tracking. I also think they are ridiculously huge and could use having the text shrunk down a size or two and most of the empty space removed.
Also, I really don't see why you can't just add it in so that people who don't want them can turn it off and people who do what them can leave them on and everybody is happy. |
Sephira Galamore
Nemesis Holdings Corp Luna Sanguinem
26
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Posted - 2012.08.09 16:03:00 -
[205] - Quote
For those asking why they don't simply add the option to turn it off/on / what the drawback is:
It's one more piece of code to maintain and document and most importantly.. to test! On one hand people complain when bugs appear after updates. Then you complain why adding a simple option is worth so much fuzz over.
You do realize, that with every new option / function in a game, the required test cases increases? Up to 100% per option, if you want to be absolutely sure there are no side-effects. Which becomes increasingly more difficult as a codebase grows. |
Smoking Blunts
ZC Industries Dark Stripes
339
|
Posted - 2012.08.09 16:29:00 -
[206] - Quote
Sephira Galamore wrote:For those asking why they don't simply add the option to turn it off/on / what the drawback is:
It's one more piece of code to maintain and document and most importantly.. to test! On one hand people complain when odd bugs appear after updates. Then people complain why adding a simple option is worth so much fuzz over.
You do realize, that with every new option / function in a game, the required test cases increase? Up to 100% per option, if you want to be absolutely sure there are no side-effects. Which becomes increasingly more difficult as a codebase grows.
by that logic, they shouldnt have added this to the game in the first place, its just a pointless bit of fluffy that only shows info that was already avalible in the fitting tool or by show info on the mod.
OMG when can i get a pic here
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Sephira Galamore
Nemesis Holdings Corp Luna Sanguinem
26
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Posted - 2012.08.09 16:38:00 -
[207] - Quote
Smoking Blunts wrote:Sephira Galamore wrote:For those asking why they don't simply add the option to turn it off/on / what the drawback is:
It's one more piece of code to maintain and document and most importantly.. to test! On one hand people complain when odd bugs appear after updates. Then people complain why adding a simple option is worth so much fuzz over.
You do realize, that with every new option / function in a game, the required test cases increase? Up to 100% per option, if you want to be absolutely sure there are no side-effects. Which becomes increasingly more difficult as a codebase grows. by that logic, they shouldnt have added this to the game in the first place, its just a pointless bit of fluffy that only shows info that was already avalible in the fitting tool or by show info on the mod. This had nothing to do with my logic but everything with your opinion.
Also, I never said that they shouldn't introduce the option (altho I wouldnt need it), I simply stated why it's not as simple as it seems.
Obviously it was CCP opinion that introducing the popups was worth the trouble. Whether introducing an option now is worth it is obviously beeing discussed just now. |
Xercodo
Disturbed Friends Of Diazepam Disturbed Acquaintance
1316
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Posted - 2012.08.09 16:39:00 -
[208] - Quote
Smoking Blunts wrote:Sephira Galamore wrote:For those asking why they don't simply add the option to turn it off/on / what the drawback is:
It's one more piece of code to maintain and document and most importantly.. to test! On one hand people complain when odd bugs appear after updates. Then people complain why adding a simple option is worth so much fuzz over.
You do realize, that with every new option / function in a game, the required test cases increase? Up to 100% per option, if you want to be absolutely sure there are no side-effects. Which becomes increasingly more difficult as a codebase grows. by that logic, they shouldnt have added this to the game in the first place, its just a pointless bit of fluffy that only shows info that was already avalible in the fitting tool or by show info on the mod.
It is however important for on the fly decision making when getting boosted by a tracking link or getting hit by a tracking disruptor, or when changing ammo types a lot. The Drake is a Lie |
Destination SkillQueue
Are We There Yet
2562
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Posted - 2012.08.09 16:54:00 -
[209] - Quote
CCP karkur wrote:Jess Maine wrote:Is it REALLY that hard to code an option to turn them on and off? Really? Nope... it seemed to be pretty easy when I added it earlier today But, if we don't need it, there is no need to clutter the settings and code with it. Let's not panic people... we are looking into this
I can handle settings clutter very well. I only have to go through that once, assuming you don't delete my settings or allow me to save them on my HD. I have trouble handling the constant UI misery your current UI designers feel the need to inflict upon us. A good UI is all about options and adaptability to the needs and workflow of the users. There is never one way of implementing things, that won't be a problem for a significant percentage of the playerbase. If the additional settings and code needed to achieve this is really being a problem for you, please free up the UI for modding and let us do the work for you. I'll take player made UI mods over the "one/our way or the highway" -UI design philosophy anyday of the week.
Don't take this the wrong way. It's not a thing that I have to have my way or I'll ragequit. It's just something I dislike, but can deal with. The problem is, that instead of having a good and enjoyable UI, it's yet another constant source of paper cuts I'll have to endure to enjoy the rest of the game. With more options/adaptibility or UI modding the UI would be a source of strength, that makes playing the game even more enjoyable, instead of the detriment it currently often is. |
Sarah Schneider
PonyWaffe Test Alliance Please Ignore
1433
|
Posted - 2012.08.09 17:06:00 -
[210] - Quote
Tbh, all these past, present (and perhaps future) UI issues and public rage can be solved by developing and opening up an UI modding API to users (or 3rd party) so CCP can just concentrate on managing the API functionality and access instead of building their own and coming up with fixes and "adjustments" every time they release new stuff.
I'm curious as to why CCP haven't decided to pursue this path already. :( Don't like spaceships sandbox? then this is not the game for you. "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer |
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