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Thread Statistics | Show CCP posts - 88 post(s) |

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Posted - 2012.10.11 04:49:00 -
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PinkKnife wrote:Karl Planck wrote:rofl, my first got deleted. Damn you ccp ninja skills
Edit: So a few things.
First, in the new UI you show how the both the raven and the avatar are locked. On the Titan it shows the shield and armor and hull indicators with corresponding damage. However on the raven it is only a single bar that has full shield (which is correct) but no notification on the armor and hull damage. Is this because the raven is not the active target? If this is correct could we get it so that all targets show the full damage layout? 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. <.< +1 to ALL OF THIS. THIS IS AWESOME AND I LOVE YOU. The UI needs massive updates and this looks fantastic. There will be some people who don't like change, as always, but I think it is glorious. Now can I have drones redone please? Pretty please? Just the UI part, it is super awful terribad.
actualy its the lock timer I caught this from a simple glance. <.< |

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Posted - 2012.10.11 05:12:00 -
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Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different.
firstly i must know "All damage is counterclockwise" what does that even mean? also the damage looks to move clockwise which is the logical way for it to move shields start at 12 o'clock and moves around the circle in to armor then in to structure this makes sense because if you took the 3 bars from the current box style put them end to end and wrapped them around a circle the damage will move around the circle clockwise just as the bars move from left to right currently so it looks right to me  what would be nice to see is have the bars in per portion to the total hp of the target ship so if it had say 50% of its hp in shields then the shield bar would take up 50% of the circle but it looks great the way it is gj keep it up Team Pony Express  |

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Posted - 2012.10.11 05:14:00 -
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Tyrion Moath wrote:Love the changes. I think it'll be pretty intuitive when you're actually dealing damage as to which bars are shields etc. I'll just add in my voice that I'd really like to keep lock timers in there. I like being able to tell my fleet it'll take me thirty seconds to lock them in my carrier, etc. Telling them they have to wait two thirds of a lock timer bar isn't very helpful.
this is true very good point if they just put a timer next to the new bar all will be fine
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Posted - 2012.10.11 05:17:00 -
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CCP karkur wrote: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. i think he ment client performance |

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Posted - 2012.10.11 05:34:00 -
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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
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Posted - 2012.10.11 05:37:00 -
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this is wrond and ccp knows it fix it nao plz
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Posted - 2012.10.11 05:43:00 -
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Myrkala wrote:CCP Prism X wrote:So.. Which one is shield? The left one. So..
- Left: Shield
- Right: Armor
- Bottom: Structure
Not totally sure why but I think it may have something to do with reading order (left to right) and that I (and probably most other players) visualize the three stats as layers that sit on top of each other. I know the images in the devblog have it the other way around but if you want to do that I would rotate the arcs by 45-¦ counterclockwise as I feel that arrangement/layout makes more sense. Anyways, you should probably keep the "flow" of the eyes in a reading direction, which is not what it is currently... Edit: Should also probably make sure that the arcs deplete in the direction they are meant to be read, not the other way around. So shield should deplete towards armor, armor should deplete towards structure, and structure should deplete towards... well your explosion. 
shield is on the left armor is on the bottom structure is on the left it starts @ the 12 o'clock |

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Posted - 2012.10.11 05:49:00 -
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Sable Blitzmann wrote:Love the new changes. However, I was hoping for possibly adding capacitor state to the target lock. This is something that's been asked for again and again. We can see shields, armor, and structure hitpoint percentages, but we cannot read the targets capacitor. I think adding this will go a long way for those who like to neut. I know that I don't neut a lot because I'm unsure just how effective I am at disabling my target. Having this information will mix up pvp a bit.
if you want to see a shios cap staus fit a ship scanner and also shoing cap status would break pvp i think |

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Posted - 2012.10.11 05:54:00 -
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Optimo Sebiestor wrote: Looks awsome! but we need the visual timer on locking another vessel. I wouldnt mind having a visual on the targeted ships cap either!  NO! if you want to see cap lvls fit a ship scanner! |

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Posted - 2012.10.11 06:01:00 -
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CCP Sisyphus wrote:Bloodpetal wrote:
Here's a couple dream ideas ::
-- Draw a line between my ship and the enemy target (This already happens in Tactical Overview mode I believe), put "ticks" on the line that represent my various weapon ranges along that line. (So optimal will be green, falloff will be yellow, red will be out of range.
-- Show what EWAR affects are being applied to the target ship already (from friendlies or otherwise) - so I can see if he's being tracking disrupted so I know I can tracking disrupt other targets out there. I know this information is already sent to my client because the VISUAL effects from friendlies are projected to targets, so it's just a matter of showing me in a clear visual format that they're being applied.
Some nice thoughts there!
i too would like to know what effects my friends are applying to other ships im sure every one would like to know this an icon next to the target window would be great but it would need to be differnt from my efects on a ship so it could say have a green tint to the icon or somthing else |
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Posted - 2012.10.11 06:11:00 -
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Chaos Transcension wrote:I love and adore this development, I was JUST saying on my alliance voice chat about the targeting system and how it is needing a serious overhaul. Here are my proposals / suggestions:
Color Coordinating and Coding is DIRE!
Blue for shields and give the option to have it a solid bar or a detailed bar that glows like shields do. A Rusty Gold for Armor. extra detail could be that is is shiny as it is a full bar but becomes broken and damaged as it degrades. Hull would be Silver I'd think.
Another idea for them is to keep them a solid color as you have them, but as damage is dealt the bar will pulse very subtly with small hits or give a big visual pulse on big hits.
Scrolling Combat Text: Something that is beyond popular and almost standard in so many games can be easily worked to have that EVE online feel; You keep the same font size, but instead of that little box in the middle (which you can choose to have it or not) you instead have the damage dealt to your target bounce off of that ship in clear text (with options for standard EVE Online font, or two or three other simple fonts to move with a player's personality choice)
The damage you receive will be a small font number bouncing off of your own ship status overlay.
Modules that inflict damage will have their damage dealt to the target also appear coming just off of the module icon.
Shield boosting modules, Nosferatu, shield rep, etc. will also have small bits of text bouncing gently off of those modules.
All damage types will be color-coded, combinations of damages will have their color schemes split on the bouncing text, if you do more Heat (red) than EM (dark blue) then you would have the numbers appear where more of the text is dominated by red OR you could simply keep the text as you desire but put the slightest underlining that is color-coded.
Would also be awesome to know the Shield Boost Per Second, Remote Armor Repair Per Second, Capacitor Transfer Amount Per Second, Nosferatu Drain Per Second, etc. in the ship fitting. But that is an optional semi-unrelated suggestion perhaps for other things you folks are working on.
Thank you for reading my ideas, If you'd like a Gimp2 artist creation of what my ideal overview would look like, I could also submit a file in a week, as I now work quite a lot in demolition. But I am proficient with art programs and I could always whip together some jpeg images of my suggestions in this post.
Alright, time to mine.
hmm good post sir +1 but i must inform you that gold does not rust |

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Posted - 2012.10.11 13:26:00 -
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CCP Prism X wrote:So... WHICH ONE IS SHIELD?!!
Seriously, why don't I know this yet!?! Stop ignoring me just because I'm asking the difficult questions nobody else wants to ask!
any 1 who cant figure this out yet and is posting "which 1is dem shieldz DERPDERP???" is clearly not smart enough to play eve and should be banned from eve 4evar! it start at12 o'clock position on the targeted ship circle and ends at the 4 Oclock position also prism i know ur trolling and are smart enough to play eve but srsly why do you let these derps derp all over the fourms
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Posted - 2012.10.11 20:21:00 -
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GeeShizzle MacCloud wrote:CCP Prism X wrote:
Constructive feedback, such as making the triangles spin wildly out of control if your tracking is too **** for the traversal velocity, gets lost. Everybody loses and goes home a bit angrier than they had to.
That being said, I'm no saint. That should be obvious by the fact that I troll my own coworkers. But I cant do that if I start creating problems by doing that. Which is why I'm now making a long winded attempt to re-rail the discussion that I feel I may have de-railed somewhat.
well also allow me to help re-rail the discussion by offering an idea with a few mock up pictures.... http://i.imgur.com/8h0e9.jpg - red http://i.imgur.com/CoehQ.jpg - orange http://i.imgur.com/oTOEx.gif - green Introduce a traffic light system for giving pilots indications of gun/ missile range and tracking. How it would work is as follows and is listed in order of priority, where a higher priority colour overrides a lesser one:
- Red: out of falloff range and/or out of tracking speed
- Orange: In falloff range and/or within +/- 10% of tracking speed
- Green: In optimal range and/or within tracking speed
This traffic light system would only appear on the selected object and only when either a pilot has moused over a weapon group or has a weapon group activated on a target. This may seem a bit of a big helping hand for noobs but when you consider how people fight within weapon systems this could serve as a guide but not a full proof way of knowing you're going to hit a target effectively in a given situation. for example... Autocannon PvP ships generally fight at half falloff so being in a AC cynabal for example you'd not want to get within 10km of a target typically so you wouldnt fight when your reticle hits green flashy. Missiles use an explosion radius vs sig radius calculations that shouldnt be used to indicate tracking on this system, adding some requirement of further study and knowledge of ur target and your weapon system. FYI the green flashy is so that the 3 colours are easily distinguishable by all forms of colour blindness. hey bro i like dis good post and the fact that you added a lock timer is cool too its very clear to read and the fact that i can know at a glance if im with in range is great +1
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