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Author |
Thread Statistics | Show CCP posts - 88 post(s) |
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CCP karkur
C C P C C P Alliance
1330
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Posted - 2012.10.10 20:01:00 -
[1] - Quote
First CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1333
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Posted - 2012.10.10 20:23:00 -
[2] - Quote
Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you We do not want to have the 2 system living side by side, we just want to make this on right so you will like it! CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1334
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Posted - 2012.10.10 20:34:00 -
[3] - Quote
Karl Planck wrote:PinkKnife wrote: That is the ewar time on the Raven, instead of the normal bar, it is also displayed as the circle graph...I caught this from a simple glance. <.<
actually, after staring at the pic for a bit i see that its the lock timer. The avatar and one raven are already locked. The raven that is locked has no damage notifications on it. The raven that is being locked has a grey bar at roughly 25% of the full circle, which is confusing because in the other image the lock timer has just started (15 sec). It isn't ewar i believe, its the lock timer which is slightly confusing considering there are two ravens. you are correct... this is the locking timer on the Raven (skills is locked but he's in a different Raven) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1335
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Posted - 2012.10.10 20:36:00 -
[4] - Quote
Vincent Athena wrote:CCP Prism X wrote:So.. Which one is shield? 12 oclock to 4 oclock. Will there be an indication when I or my drones hit? What will other's drones look like that hit me? What bout ships I do not have targeted hitting me, what will they look like? Im wondering what the screen will look like when 30 NPCs are all shooting and hitting me. We have talked about this, and are looking into how we can represent the damage you deal to your targets.
The ships you do not have targeted will have the yellow or red "box" if they are targeting, and if they are doing enough damage, then they will have the "hit icon" play when they shoot you. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1335
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Posted - 2012.10.10 20:38:00 -
[5] - Quote
Arydanika wrote:What is being done to minimize server load for these icons and to compensate for those who do not use brackets? In many larger scale fleet fights brackets are turned off to make sure clients are able to function properly. For many who do not have "current series" hardware when it comes to their processor and graphics card; they may not be able to handle the extra load to their computer. I'm currently running Eve on newer hardware components, but I still keep my brackets off most of the time when I PvP.
That said, the changes look great! Looking forward to hearing more as development progresses! The client has all the information we need already... if anything you should be worried about client performance. But we are keeping a close eye on that, and if the client is not performing well enough, we are ready to react to that and cut stuff if needed.
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1335
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Posted - 2012.10.10 20:46:00 -
[6] - Quote
Karl Planck wrote:Going to repost this as I do not think the devs are looking at the first couple of posts. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized ). Also, can we get the damage UI on every ship we have locked, not just the one we have selected? This would help out on logis as well as keeping track of primaries. Last, with this being a really nice UI option, can we disable the stacked bar of ships we have locked? As it is already on our screen :) (would free up that vital screen space) We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module)
And I don't really understand.. you say you want the health bars on all the targets, and then you say you want to disable them? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1338
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Posted - 2012.10.10 20:57:00 -
[7] - Quote
James Amril-Kesh wrote:I don't get why the hit animation has to be so complicated. Make it blink when they fire. Don't need a mathematical equation for opacity, which nobody's going to be paying much attention to anyway.
As far as the animation goes when you're establishing target lock, you could make it like a timer that goes all the way around the circle. So if it takes 12 seconds to lock a ship, the circle takes 12 seconds to fill up
The hit animation is to allow you to see at a glance who's doing some serious damage to you. I've been noobing in missions and have no idea who is really the one damaging me, but if I had these indicators, it would help me find that guy and shoot him down!
The targeting animation is like that... the 1/3 of a circle you see on the Raven in the "after" screenshot is the targeting animation... I'm sorry, I didn't notice until now that it kind of looks like it's the shield. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1339
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Posted - 2012.10.10 21:04:00 -
[8] - Quote
mkint wrote:What will the new indicator icons look like on the overview? The hit icons will not play there... there is no room for them. We don't all agree on how the targeted/agressing brackets will be... they might just stay as they are now except their blink rate and color/opacity will match the inspace targeted/agressing brackets CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1339
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Posted - 2012.10.10 21:07:00 -
[9] - Quote
Resilan Bearcat wrote:I like the concept shown for the additional information shown on the brackets. The dev blog shows a targeting icon based on targeting range. This is mostly useless information for me. I live and fight in wormholes where most encounters occur at very close range. What I care about is the weapon range for my weapons and selected ammo. From a personal perspective, I would prefer to see the targeting icon when a target is inside my optimal + falloff instead of the targeting range of my ship. We are actually working on something like that... but we haven't started implementing it so I can't comment much more than that we are looking into that CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1339
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Posted - 2012.10.10 21:11:00 -
[10] - Quote
HxChippiewill wrote:The hit icon opacity thing sounds very cool and is a very nice visual indicator. However my concern is that it'll effectively display individual shots rather than the rate of incoming damage from a target. What I would suggest is that you have a value for opacity that diminishes at a certain rate (Whether it's linear, exponential or whatever isn't exactly important) and on each hit the value is topped up a little bit depending on the damage of the hit (Still the ratio of damage to HP) so that you can still see each individual shot come in as the opacity suddenly increases. So now a missile volley (Massive value) and turret shots (loads of little values) are now visibly comparable as you now have in a way a display of average incoming damage rather than what the last shot was like which isn't very helpful when you're trying to decide whether a missile boat or a turret boat is dealing more damage. We did actually try that first... but then the big shots got completely lost. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1339
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Posted - 2012.10.10 21:15:00 -
[11] - Quote
[quote=Dersen Lowery]I'm not sure I understand why color-coding the bars is so important. Shield is the one that turns red first; armor is the one that turns red second; hull is the one that turns red last. The important summary is "how red is the circle?/quote] This is what I think... you will need to see it once in action and then you'll just know. I'm looking forward to seeing how people actually experience it on the test server... if people will be confused or just understand it right away. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1339
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Posted - 2012.10.10 21:26:00 -
[12] - Quote
Cade Windstalker wrote:Just wondering how this is going to work with disabled brackets, may MANY players with machines on the lower end of the performance spectrum disable brackets during fleet fights. Are we still going to have the list of active targets and will disabling brackets turn off the "in-range" bracket? (I would hope yes on that second one, and I'm on the fence on the first personally). These things all belong to the brackets (except the big targeting circle thingie), so if you have the brackets off, you won't see the "in target range" and "hit" icons CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1339
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Posted - 2012.10.10 21:32:00 -
[13] - Quote
Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1340
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Posted - 2012.10.10 21:37:00 -
[14] - Quote
Isbariya wrote: another thing is, how does that flashy thing affect large fleet fights ? I guess these will put some stress to some computers out there when a few hundret players start attacking you. We can switch off effects, but can we switch this one off ?.
Yes, that's the plan.
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1343
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Posted - 2012.10.10 22:19:00 -
[15] - Quote
Ugleb wrote:Andski wrote:Brackets should flash distinctly when the other ship is using an assistance module on you. This would be pretty useful in situations i.e. cap chaining where the only indications that they're transferring capacitor to you are the effect (which is usually turned off) and the fact that your capacitor is increasing. Maybe something similar to the 'hit icon sequence' pulsing animation but in green or blue? It could become more intense as you receive a larger rep amount per cycle. This is something that has come up in our meetings (except we were thinking blue) ... but we haven't made any decision on it yet. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1344
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Posted - 2012.10.10 22:31:00 -
[16] - Quote
Shilalasar wrote:Have you tested the new "healthcircles" with setups where there is a lot of movement? F.e. with a alphafleet on the one side and shieldlogis on the other. Might not be so easy to see what is shields when all bars move at the same time up and down. Or a handful of ships beating on a x-large ASB sleipnir. Also the new locked targets look bigger, like everything else in the UI got bigger. There are people who don-¦t play on high resolutions and are already running low on actual room to see something. Now try it with 10 locked targets and the new aggressionflags... Please don-¦t force us to get better hardware just fo rsuch little tweeks. Another thing is "how visable is it if you are breaking something-¦s tank or not?" Atm we can use things like the text below the bars to measure the movement. Not possible with the circles. Please try it with stuff like a large DEDbooster tengu or carriers. The locktimevalue no longer displaying is also a bad thing. For the notifications: A lot of players already use colourcoded notifications where the different things are in different colours, so for example you just look for red if you want to know who is doing something, green for what he is doing and blue for whom he is doing it to. Maybe incorporate something like this. Overall I have to say: Needs more work please. And don-¦t just go with it because you already put in so much work. To be honest, I don't think this will work in all situations, and we want to allow you to toggle it on/off.
And I just did a quick size comparison on the targets, and they aren't really much bigger.
Interesting, do people use the text to measure movement? . Today we discussed something similar, how to better see that the bar is moving, and we'll probably discuss it more and find some magic solution.
For the colors... how are people doing that?
Thank you for your feedback, we know it needs more work... that's why we will continue working on it CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1346
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Posted - 2012.10.10 22:55:00 -
[17] - Quote
mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1346
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Posted - 2012.10.10 23:02:00 -
[18] - Quote
Bubanni wrote:CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? Don't listen to him, sure it could use some extra tweaking :D but this kind of change is exactly what we need... but what do you think about my suggestion to touch the brackets too? (thinner, with standing as colour instead, perhaps different shapes?) http://i.imgur.com/Dk5Nu.jpgkinda like this picture? To be honest, I had a pretty hard time seeing the brackets... I would be scared that the colors would just blend in with the ships and you wouldn't see them that well. And I'm afraid that it's a bit out of scope for us, at least for now... but interesting idea though CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1347
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Posted - 2012.10.10 23:10:00 -
[19] - Quote
Bloodpetal wrote:Let me ask this, are you adding anything more to the tooltip in the future or what ideas do you have?
On the retribution art, it shows Criminal Flags and such on the targeting reticles, is that part of your plan as well? What other tid bits can we hope to see?
Yes, we've now added more info in the tooltips for about 20 other module groups
And yes, we will need to work with Team Five 0 on the Criminal flags and that stuff. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1351
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Posted - 2012.10.10 23:27:00 -
[20] - Quote
Rengerel en Distel wrote: I think when people said the target icons are larger, and you dismissed it saying they're not that much larger that it shows the same kind of thing as with the module icon windows. We also complained those were too large, and you didn't think so, and all iteration on the feature has gone silent. Icons and window borders keep getting bigger with each new feature, without any way for the players to adjust it, because you guys know best.
Do you want to know what I did before I said that? I logged into my computer at work (since I'm at home now), opened the screenshot in photoshop. Selected the old target, moved it over the new target. My observations were the following: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. - the height of the old ones is greater, but then I have to add a little bit to the bottom of the new ones because that's where the active modules appear.
which I summed up as " they aren't really much bigger."
And in case you haven't noticed, we made the tooltips A LOT smaller than they were, and we are in fact iterating on them in this release. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1358
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Posted - 2012.10.10 23:55:00 -
[21] - Quote
Angeliq wrote:WE NEED THE SECONDS! We need to know how many seconds it takes to lock a target not to see a filling circle. What's wrong with you ppl? EVE is about information, numbers and tactic. Instead of making the UI more intuitive and add useful info to it, you guys are going in the opposite direction. Instead of redesigning/recoloring the weapon icons showing next to the targeting UI (cos most of them are really hard to see against a dark background), you did what? Removed critical information from gameplay and made the targeting UI counter-intuitive. Ofc, ppl will get used to it, just like we did with the new horrible inventory, but it is wrong. Stop wasting time repairing what is not broken. http://oi45.tinypic.com/fa7ts8.jpg As I said in the blog, this is very much work in progress and we have plenty of time to add one simple counter . It's def. something we will reconsider since some of you feel so strongly about it, and it might very well make a return CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1360
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Posted - 2012.10.11 00:15:00 -
[22] - Quote
Niko Lorenzio wrote: Well, I'm not going to complain as this is something you're adding that wasn't there before, not something you're changing around, however I agree with Karl, that seeing the kind of hit would be much more useful. Maybe you need to stop nubing missions and try pvping as this is where that information will be truly critical, not in PVE. But, like I said, better than nothing.
Unless.... you're planning to remove damage notifications and rely solely on this new mechanism, then you better get ready for a rage storm.
Also, I don't really understand, can't you already see all the HP notifications on all locked targets???
P.S. Great work, I like that you're going back to the round target icons, and I think starting clockwise with shields at 12 is just friggen awesome :)
I'm actually doing more PVP now than PVE... but I'm such a noob that I usually just die when people start shooting
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 CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1361
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Posted - 2012.10.11 00:19:00 -
[23] - Quote
All right boys and girls... it's late and this girl needs to get some sleep after a long day. Please keep posting your feedback, but please don't get upset that we have gone quiet... we just need to get some sleep so we can get some stuff done tomorrow!
Have a good night all, and thank you for your input! CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1379
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Posted - 2012.10.11 09:35:00 -
[24] - Quote
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 CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1381
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Posted - 2012.10.11 10:09:00 -
[25] - Quote
Dex Tera wrote:CCP karkur wrote:mkint wrote:What will the new indicator icons look like on the overview? The hit icons will not play there... there is no room for them. We don't all agree on how the targeted/agressing brackets will be... they might just stay as they are now except their blink rate and color/opacity will match the inspace targeted/agressing brackets also i noticed int the pics in the dev blog that the arrows spinning around the avatr are not in sync plese fix this for my ocd friends in space and als what are the four bars on the outside of the s/a/h bars if you mad these blink yellow and red for lock and argo that would be nice also im confsed as to what label is on the target circle is that the name of the ship or the ship type or the pilots name if you could put the pilots name then the ship type under the locked targets window in that order that would be nice so in pvp i could just say " skils in the raven is blaping me OMG KILL HIM NOW HEEEEEEEEEEELP ME HE HAZ POINTZ ON MEEEEE...nvm im dead" the reson i say this is cause the avatar says avatar but the raven says skillz im asuming this is the raven pilots name???? plz clarifie dis for me plz thx Enter, ', ' and "." are your friend
I have not done anything right now to sync the animation and transition, but will look into that when we are getting closer to a final design. The name on the target in space is the character's name, I believe followed by the ship name. It's a bit confusing because I have at least 2 Ravens on the field. One is owned by my friends skills, and the other one is just floating in space. I have skill's Raven locked, but am locking the unmanned Raven, therefore it just says "Raven". CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1381
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Posted - 2012.10.11 10:12:00 -
[26] - Quote
A8ina wrote:very nice change I also would like to see the brackets that are rotating around the main bracket to have a purpose like indicating the targets status for example
rotating brackets spinning fast is high transversal velocity or low when spinning slowly
rotating brackets have tight rotation around main bracket is good tracking a lose rotation is but tracking
rotating brackets have a different color or shape to indicate when in falloff off or optimal
We actually have some dreams about something like that... but first we need to make everything solid, and this could be a nice bonus sometime later CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1381
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Posted - 2012.10.11 10:13:00 -
[27] - Quote
Gilbaron wrote:i have slept a night about this and i have come to the following conclusion
giving hp bars on the brackets themselves might be to much clutter for my screen
how about connecting a locked target with its bracket via a line on the screen ? not sure if it is a good idea, but it might reduce clutter, which is a good thing something we should be trying out in the sprint that just started today CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1381
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Posted - 2012.10.11 10:20:00 -
[28] - Quote
Iam Widdershins wrote:This looks good, but I have a word of caution CCP:
The blink animation on hit with variable opacity is really cool and all, but I feel like it should be at least partially based on damage you've received over a reasonable time period -- like 2-3 seconds -- rather than simply on-hit. If it is only on-hit, there is motivation to split up weapon groups to make every hit as unobtrusive and difficult to notice as possible, letting everyone else get the big hits and light themselves up as a target. This naturally increases server load, and anything that's a reason to increase server load can't be good. If you have many smaller hits, your bracket should be really busy, and therefore drawing attention to you.
This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1389
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Posted - 2012.10.11 13:48:00 -
[29] - Quote
Musashi Date wrote:I have a suggestion about activated modules. Say I mouse over one of my activated module - after a while it will glow and the current target on the Target Tist also glows and maybe even in the Overview. If you mouse over a target in the Target List, the activated modules on it will glow accordingly.
This is going to be useful for mission salvagers and miners that often have multiple targets working with ungrouped modules. guess what i'm working on right now CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1400
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Posted - 2012.10.11 15:27:00 -
[30] - Quote
Bloodpetal wrote:CCP karkur wrote: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. .
Are you saying you're removing the activated module icons from the side of the locked targets section? How am I going to know which modules I have applied to which target? This is actually a very important part of the current. And doing the whole "hover over my modules" thing does NOT cut it for me. . No, we are not this is what I wrote... I've highlighted the part you might be interested in
Quote:- Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. - the height of the old ones is greater, but then I have to add a little bit to the bottom of the new ones because that's where the active modules appear. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1403
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Posted - 2012.10.11 15:54:00 -
[31] - Quote
Palovana wrote:CCP Masheen wrote:mkint wrote:What will the new indicator icons look like on the overview? Good question! Short answer: in Retribution we're not changing the overview. Does this also mean that there will be no way in the Overview to see who has specific (suspect, criminal, etc) flags? There is actually another team working on that... and I think they are planning on showing that. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1407
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Posted - 2012.10.11 19:17:00 -
[32] - Quote
Cerulean Ice wrote:CCP Prism X wrote:Cerulean Ice wrote:CCP Prism X gets it. Dude I'm trolling. We really need a [sarcasm] tag for the forums. It would prevent so many misunderstandings. The rule of thumb is CCP PrismX is always trolling CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1409
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Posted - 2012.10.11 22:30:00 -
[33] - Quote
Takeshi Yamato wrote:A small request: the current target crosshair should stand out more compared to targets that are merely locked. . In the new version, there is actually quite a difference between the lines for the selected target and the other targets. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1410
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Posted - 2012.10.11 22:54:00 -
[34] - Quote
Jace Errata wrote:I much, much prefer the Fanfest presentation UI to this proposal.
Also, with the in-space HP bars (not the target row ones), what happens if you have several targets within say 25k or so of each other, and zoom quite a way out? Do they overlap? The HP bars are only on the active target... on the screenshot you have 2 targeted, and are targeting the 3rd ship, but you don't have the the HP bars on my friend skills, only on the Avatar CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1410
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Posted - 2012.10.11 22:58:00 -
[35] - Quote
Djakku wrote:skills needs an avatar do you mean a new one? because poor skills used to have an Avatar, but some noob shot it down earlier this year CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1411
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Posted - 2012.10.12 00:11:00 -
[36] - Quote
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 CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1435
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Posted - 2012.10.12 21:26:00 -
[37] - Quote
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) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1494
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Posted - 2012.10.13 10:45:00 -
[38] - 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 |
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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 -
[39] - 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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CCP karkur
C C P C C P Alliance
1514
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Posted - 2012.10.15 00:22:00 -
[40] - Quote
Ireland VonVicious wrote:It would be nice if guys that have blue standings and are also negative sec status don't just show up red to us.
Please seperate these 2 things along with the new targeting. Unless I'm misunderstanding you, you can fix that yourself in the overview. Open the overview settings, drag the "has good/excellent standing" above the "is outlaw" option, and then you should see them as blue. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514
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Posted - 2012.10.15 00:25:00 -
[41] - Quote
Internet Knight wrote:So these hit animations will also include people doing ewar, right? So if someone is warp scrambling me, I can see some sort of *obvious* warp scramble animation on the aggressor? no... this will only be for damage. Another team is working on something that will allow you to more easily target the ewaring people. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514
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Posted - 2012.10.15 00:33:00 -
[42] - Quote
Myriad Blaze wrote:If it isn't GÇ£too muchGÇ¥ information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.
Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info.
I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514
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Posted - 2012.10.15 00:34:00 -
[43] - Quote
Lipbite wrote:It's sad to see CCP karkur leaving team Avatar - EVE station interiors and avatars are greatest graphic environment in modern games. Thanks for your work in team Avatar, CCP karkur! And best of luck with new team. Thanks
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514
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Posted - 2012.10.15 01:04:00 -
[44] - Quote
Soden Rah wrote:Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all).
We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1521
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Posted - 2012.10.15 13:27:00 -
[45] - Quote
Terrorfrodo wrote:1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!
Did you know that if you click on the blue DEV badge you will jump to the next dev post in the thread? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1561
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Posted - 2012.10.18 15:03:00 -
[46] - Quote
We've been busy making changes, and adding more stuff such as "in module range" indication and connecting modules to their targets. Duality should be opening up tomorrow with our latest stuff so you can go and check it out there (and please do some missions for the AI team). We do have a switch to turn the new brackets and targets on and off, so we might not have them enabled the whole time. (but that does not mean it will deploy like that, I will need to clean up the code soon). CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1585
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Posted - 2012.11.06 00:28:00 -
[47] - Quote
GeeShizzle MacCloud wrote:this does sound very very VERY much like you're actually afraid of touching the old overview code and just want to use some of the codes output into a new system.
who in CCP actually has the expertise to remedy the overview code btw? well yes, I admit that I'm a bit afraid to touch the overview code too much when our feature is not about the overview. I am fairly familiar with the code, but you need to be very careful with this stuff since it's so important to so many people (and is very optimized to perform better). CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1585
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Posted - 2012.11.06 00:31:00 -
[48] - Quote
Just FYI, we should have some information for you soon about our progress and stuff. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1587
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Posted - 2012.11.06 08:26:00 -
[49] - Quote
Salpun wrote:The persistant cross hairs when you are targeting something are a little annoying. While I see there use people keep saying there is a way to turn them off. I must be looking in the wrong spots. Will some one direct me to where the option is? Thanks. It would not be bad if it was the one that was targeted for action only but right now it is for every thing you have locked. Even if you are not in the combat overview. Short cut would be better but the next post will tell me that is exactly what there is but it sure is hard to find Short cut for "Special Bracket Display" tested it did not notice any change but it was only on some cans at the testing station. What does that option do? That crosshair option has been in the game for a long time, and is in the ESC menu, in the General tab I think (I think we will be moving that).
And as far as I can tell the special bracket display is to show you brackets on large collidable objects and moons. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1587
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Posted - 2012.11.06 13:32:00 -
[50] - Quote
Salpun wrote: The names for these hard to understand option needs to change so they are clear to understand. Haha, you are correct because I have no idea what you are talking about
But we haven't yet added disabling options for the new stuff. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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