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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Soundwave
C C P C C P Alliance
1929
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Posted - 2012.08.10 11:03:00 -
[1] - Quote
Hey everyone
We launched the new tooltips a few days ago and weGÇÖve gotten a lot of feedback. Getting quick access to useful information is pretty awesome and IGÇÖd love to extend this type of functionality to other modules down the road.
There are a few issues we need to deal with though, primarily relating to the speed at which it pops up and the positioning of the box. WeGÇÖre going to add two things today: First of all, weGÇÖre going to add a one second delay when hovering over modules, so the pop-up is less intrusive. Secondly, weGÇÖre going to move the tooltip away from the module you hover over. These two changes should make the feature more useful and hopefully less intrusive for the players that are not interested in constantly seeing the tooltip.
Other changes weGÇÖre looking at:
Global tooltip delay setting: This would be an option to set a global delay to ALL tooltips, somewhere in the 0-3 second range. It would be located in the escape menu and is in my opinion the ideal solution. The downside is that it will affect a lot of different tooltips and making sure it works correctly across the game takes a bit of time.
Disabling tooltips completely. This would basically be a button that lets you disable all tooltips in the game by selecting it. That means no more stuff popping up anywhere, giving you a cleaner UI if you feel the tips aren't helpful anymore.
Re-vamping the size and content of the window. IGÇÖm wondering if we shouldnGÇÖt condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.
Disabling the module tooltip only. Adding an option to disable a single type of window isn't the best solution. We already have a myriad of options regarding the HUD and adding another one isn't really ideal. This is really using a chainsaw on the problem and while it definitely remains an option, it's certainly the least attractive one. If the more graceful solutions aren't enough though, we can revert to this.
Anyway, the delay and position change is being implemented today. Feedback is appreciated while we consider the longer term options.
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Noisrevbus
185
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Posted - 2012.08.10 11:06:00 -
[2] - Quote
Quick reaction, seemingly good solutions . Thumbs up!
Now give us Ring mining before hell freezes over . |
Destination SkillQueue
Are We There Yet
2568
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Posted - 2012.08.10 11:11:00 -
[3] - Quote
Why is this in ships & modules? You'll propably get more people(trolls) to reply, if you put this in GD or the information portal or at least advertise this feedback thread there. |
Salpun
Paramount Commerce
369
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Posted - 2012.08.10 11:11:00 -
[4] - Quote
How does this effect the top justified HUD users? |
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CCP karkur
C C P C C P Alliance
1230
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Posted - 2012.08.10 11:14:00 -
[5] - Quote
Salpun wrote:How does this effect the top justified HUD users? If you have the HUD aligned to top, the tooltips appear below the module you are mousing over. CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
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Siyis Rholh
Republic Military School Minmatar Republic
7
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Posted - 2012.08.10 11:21:00 -
[6] - Quote
I like the new tooltips. They take up a bit too much space but you already figured that out.
Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess?
If you add a setting for adjusting the tooltip delay please make it more granular than whole seconds, at least for shorter durations. 0.5 would be nice, perhaps 0.25 increments from 0 to 1, then whole seconds up to 3 beyond that. |
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CCP Soundwave
C C P C C P Alliance
1933
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Posted - 2012.08.10 11:24:00 -
[7] - Quote
Siyis Rholh wrote:I like the new tooltips. They take up a bit too much space but you already figured that out.
Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess?
If you add a setting for adjusting the tooltip delay please make it more granular than whole seconds, at least for shorter durations. 0.5 would be nice, perhaps 0.25 increments from 0 to 1, then whole seconds up to 3 beyond that.
Yep, that could work.
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CCP karkur
C C P C C P Alliance
1230
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Posted - 2012.08.10 11:26:00 -
[8] - Quote
Siyis Rholh wrote:Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess? I fixed that bug yesterday and the fix was deployed today CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
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Roime
Shiva Furnace Dead On Arrival Alliance
1033
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Posted - 2012.08.10 11:28:00 -
[9] - Quote
CCP karkur wrote:Salpun wrote:How does this effect the top justified HUD users? If you have the HUD aligned to top, the tooltips appear below the module you are mousing over.
After this patch, you mean? If so, thanks, tooltip covering the r-click menu while swapping ammo was a major issue.
I personally feel that screen estate is extremely valuable and scarce resource in EVE, and having the option to completely disable the module tooltips would be the optimal solution.
Gallente - the choice of the interstellar gentleman |
Destination SkillQueue
Are We There Yet
2569
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Posted - 2012.08.10 11:30:00 -
[10] - Quote
Well my first impression of the changes are, that it's turned from an obvious annoyance to something barely noticeable in normal gameplay. Good improvement over what it was before. |
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aadom
V0LTA Verge of Collapse
2
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Posted - 2012.08.10 11:33:00 -
[11] - Quote
The one second delay is an improvement for clutter but what about when I need to find the range of my different modules NOW, especially when they are being overloaded. Dilly dallying on each one for a second or more is impractical as in a combat scenario my mouse will be wholly committed to that action, these few seconds can be vital.
I suggest right click module tooltips which have no delay at all. With two quick clicks I have the information I need to make my decisions. |
ChromeStriker
The Riot Formation Executive Outcomes
192
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Posted - 2012.08.10 11:36:00 -
[12] - Quote
the size of the module pop up (especially weapons), is my biggest annoyance. Condence this or give a choice of 20:20, ok, blind as a bat settings (maybe not just for pop ups?) would be awesome.
I for one have excelent eye sight and have a small screen, having huge stuff everywhere is irritating, i also know some people that have the oposite problems (things are too small on my big screen). More options = better. if space in the escape menu is becoming a problem perhaps add an advanced settings drop down/ new window, give your self room to work with :D - Nulla Curas |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
176
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Posted - 2012.08.10 11:36:00 -
[13] - Quote
CCP Soundwave wrote:Hey everyone Re-vamping the size and content of the window. IGÇÖm wondering if we shouldnGÇÖt condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.
Thank you - The idea is good, however currently it is as pleasant to look at as having a torn in the eye..
I think someone mentioned removing the icons in the box. Also plz look into transparancy (square black box looks awfull) and consider using the same glowing green edge style as Aura (they look awesome) and perhaps fix the vertical location of the box so it only slides from side to side depending on what module the mouse is hovering over?
Pinky |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
177
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Posted - 2012.08.10 11:36:00 -
[14] - Quote
CCP Soundwave wrote:Re-vamping the size and content of the window. IGÇÖm wondering if we shouldnGÇÖt condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.
I'd love to see a more compact tooltip, I want to be able to see my optimal and falloff at a quick glance. but most of the rest of the stuff is what I already know from when I fit the ship and loaded the ammo. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
177
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Posted - 2012.08.10 11:38:00 -
[15] - Quote
oh yes and also I feel like not everything needs a picture, with hardeners and whatnot it is showing me a picture of the thing I'm mouseing over |
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CCP Soundwave
C C P C C P Alliance
1935
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Posted - 2012.08.10 11:44:00 -
[16] - Quote
Chainsaw Plankton wrote:CCP Soundwave wrote:Re-vamping the size and content of the window. IGÇÖm wondering if we shouldnGÇÖt condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.
I'd love to see a more compact tooltip, I want to be able to see my optimal and falloff at a quick glance. but most of the rest of the stuff is what I already know from when I fit the ship and loaded the ammo.
Yeah, we'll definitely look at this, especially if we're introducing this for more module types. |
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Daniel Plain
Science and Trade Institute Caldari State
289
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Posted - 2012.08.10 11:46:00 -
[17] - Quote
while you are tinkering with the HUD, is there a chance we could streamline the reloading process? each time i click on the wrong missile type in the context menu, i have to supress the urge to punch the screen...
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Solomunio Kzenig
East Khanid Trading Khanid Trade Syndicate
2
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Posted - 2012.08.10 11:49:00 -
[18] - Quote
Could we get greater 'granularity' with these proposed changes?
For example I kinda like the tooltip for my guns, showing range etc. for each damage type, same goes for webs/TP's etc. If we could keep the tooltips for modules that have 'projected effects' i.e. they do effects to other ships?
If this is not possible than how about an option to keep the tooltips for High Slot modules only?
Solo |
Heimdallofasgard
Apex Overplayed Coalition
233
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Posted - 2012.08.10 11:52:00 -
[19] - Quote
Love the new tooltips! Very useful, however I was flying my stealth bomber yesterday and found some of the module tooltips (such as cov ops cloaking device) to not really give any extra information. Are there plans to make even passive modules provide extra information about their ~passive~ effects? Kick Heim... MATE |
Omega Sunset
Caldari Roughnecks
28
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Posted - 2012.08.10 11:58:00 -
[20] - Quote
-off I'm looking fwd to that. laptop screens lack real estate I don't need missile info thx
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Othran
Southern Cross Empire Flying Dangerous
221
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Posted - 2012.08.10 11:58:00 -
[21] - Quote
Tooltips are great for LEARNING a product's UI.
However if you can't disable them once you have learned the UI then they WILL drive you batshit mad.
As UI designers you should ALWAYS permit the user to disable any enhancements such as tooltips.
I appreciate you're using the tooltips here to show module info (which is subject to change under some conditions) but you should respect the users right to not see what you consider "awesome"
Put a disable checkbox in please. |
Hannott Thanos
Notorious Legion
92
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Posted - 2012.08.10 12:11:00 -
[22] - Quote
Delay is waaaay to long in my opinion. 0.3 seconds or 0.2 seconds would be fine.
Edit to add something constructive.
It would be nice if the delay was like 0.1 second even, and it required you to keep the mouse still. Then it would not pop up every time you activate a module, but is super fast if you want information |
Louis deGuerre
The Dark Tribe Against ALL Authorities
436
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Posted - 2012.08.10 12:17:00 -
[23] - Quote
Nice to see CCP awake and listening. Loving them tooltips ! FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
Vilnius Zar
Ordo Ardish
111
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Posted - 2012.08.10 12:19:00 -
[24] - Quote
- Yes there's now a delay of one second, I would like ito be *slightly* longer so it only really shows up when you actively want to read it instead of "forgetting to move your mouse away from the icon quick enough". Better yet, I'd like an opt-out option (you might think it's radical but many players don't need nor want this kind of clutter on their UI).
- Falloff is listed above optimal, I could go all tinfoil and rant about CCP being pro-minmatar but realistically it's probably because it's sorted alphabetically. Still, it makes no sense and "ease of coding" shouldn't interfere with logic. Optimal needs to be listed above falloff
- Falloff is counted as optimal+1xfallof, WHY? It's not logical, it's not explained nor does it help newer players understand how things work and it certainly doesn't help players who quickly want to glance at their range. Now we have to read the fallof number, read optimal number and subtract that and THEN we can quickly calc our 2x falloff. Stop dumbing **** down beyond logic, state falloff as what it is, JUST the falloff number. That way you actually state truth and allow us to make use of those numbers.
Sorry for the rant :P Amat victoria curam. |
Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
108
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Posted - 2012.08.10 12:19:00 -
[25] - Quote
Quoting myself from another "tooltip" thread:
Quote:IMHO much better option to present those "tooltip" data would be dedicated part of ship's HUD just like effects bar with an option to hide it completely just as currently we have for passive modules for example.
OR
If we really have to have it as a tooltip it should be at least 50% of current size with only text information without icons and huge space between lines.
Just my 0.2 ISK I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
Logicycle
Terra Incognita Intrepid Crossing
53
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Posted - 2012.08.10 12:32:00 -
[26] - Quote
Can I get an ON / OFF switch on this? |
Bob Kilometer
Material School
0
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Posted - 2012.08.10 13:11:00 -
[27] - Quote
CCP karkur wrote:Siyis Rholh wrote:Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess? I fixed that bug yesterday and the fix was deployed today It appears to be half fixed. The tooltip now appears in the correct place after alt tabbing but still persists until I put the mouse over another module. |
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CCP Soundwave
C C P C C P Alliance
1937
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Posted - 2012.08.10 13:11:00 -
[28] - Quote
Schmata Bastanold wrote:Quoting myself from another "tooltip" thread: Quote:IMHO much better option to present those "tooltip" data would be dedicated part of ship's HUD just like effects bar with an option to hide it completely just as currently we have for passive modules for example.
OR
If we really have to have it as a tooltip it should be at least 50% of current size with only text information without icons and huge space between lines. Just my 0.2 ISK
That's a pretty damn cool idea. |
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Salpun
Paramount Commerce
369
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Posted - 2012.08.10 13:15:00 -
[29] - Quote
Schmata Bastanold wrote:Quoting myself from another "tooltip" thread:
IMHO much better option to present those "tooltip" data would be dedicated part of ship's HUD just like effects bar with an option to hide it completely just as currently we have for passive modules for example.
Best idea so far |
Darth Skorpius
Legion of Darkwind Order of the Void
69
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Posted - 2012.08.10 13:15:00 -
[30] - Quote
Can we get Mining laser/Ice Harvester range, cycle timers and yield added to the tool tips please? Follow my Adventures in New Eden! http://www.skorpiuschronicles.com/
Baa Means Baa! |
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