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

mkint
894
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Posted - 2012.10.10 20:19:00 -
[1] - Quote
I'm not sure of any advantages to the circle damage indicators, besides looking like it came from a horrible movie adaptation of a video game. The horizontal ones make more sense, as they are stacked in order of what takes damage first.
Change for the sake of change is bad more often than it is good. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

mkint
895
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Posted - 2012.10.10 20:57:00 -
[2] - Quote
What will the new indicator icons look like on the overview? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

mkint
896
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Posted - 2012.10.10 21:38:00 -
[3] - Quote
CCP karkur wrote:Dersen Lowery wrote: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? 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. Can be figured out with enough work =/= good ui design. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

mkint
901
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Posted - 2012.10.10 22:51:00 -
[4] - Quote
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. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

mkint
910
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Posted - 2012.10.13 16:39:00 -
[5] - Quote
CCP Sisyphus wrote:As Karkur said - we're taking this stuff in, but that doesn't mean we're actually going to do it all.. (that would be very confusing.)
Please be nice, as unhappy Karkur makes everyone unhappy :(
But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) I think mostly, especially early in the thread, the dev response to things players don't like is to defend it. It feels dismissive. Granted there has been a change in tone, but we still have no idea if any of the devs are 'on our side,' which is what we want.. Someone on the team who not only understands but agrees with us, and will argue in favor of what we view as the logical issues. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

mkint
911
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Posted - 2012.10.15 02:23:00 -
[6] - Quote
Sturmwolke wrote:CCP karkur wrote: 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.
Would suggest somehow putting radial velocity into the direction of those rotating arrows (inwards/outward pointing) to roughly indicate whether the target is moving towards/away from you. The magnitude can be graduated by arrow length, though however you can omit this in favor of the simple 3 toggle setting - moving away, moving towards and maintained distance (i.e zero radial velocity). There would be a whole lot of info that could be added by displaying it on the tactical overlay. Maybe a second icon on the overlay plane that has the various velocities. It needs an update anyway... it's been buggy for a few years now, which is sad considering how important it is for situational awareness. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |
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