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Author |
Thread Statistics | Show CCP posts - 88 post(s) |
Qoi
Exert Force
0
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Posted - 2012.10.11 01:02:00 -
[271] - Quote
I absolutely love the circular damage indicators. They make a lot more sense this way, and are much easier to read. They are basically just one big progress bar wrapped around, instead of three separate ones you need to look at.
Any color coding would just be stupid, anybody will get how the work within seconds of receiving damage, and will have no issue whatsoever remembering that the red damage runs around clockwise from 12. I was confused about them as well, but EVE itself is not a screenshot! I don't expect any problems in the actual game. Please keep them clean. |
GeeShizzle MacCloud
212
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Posted - 2012.10.11 01:04:00 -
[272] - Quote
Oberine Noriepa wrote: EDIT: Also, I think it would be great if we got rid of the cross lines that span across the entire screen when you lock onto a target.
ohh god yes!!
also for the selected item if its off to the side or top/bottom of the viewscreen could be improved.. say with an animated double arrow like >> that shows the direction of the object.
would also be good if the text had a dark outer glow so that it distinguishes itself against the glare of the sun but still looks normal when against the black of space... or some form like that that plays with opacity and alpha channels.
i hate the whole horizontal and vertical line thing gahh!! |
Ark Anhammar
EVE University Ivy League
26
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Posted - 2012.10.11 01:06:00 -
[273] - Quote
Oberine Noriepa wrote:Yes! Please fix this. Many of the HUD brackets can easily become obscured. Maybe a good time to update them? A slide from Fanfest showed off some interesting looking brackets. I know that a lot of stuff is in research and development, but is picture-in-picture still an element that you guys are interested in implementing within the HUD? I really like how a lot of HUD elements in that slide I linked look. The ship readout and modules look very sleek. That overview design could definitely use some work, but I think it would be nice if the overview appeared a lot sleeker without reducing its effectiveness. YES PLEASE! I had not seen this slide before. This interface looks AMAZING! PLEASE implement this!! |
John Nucleus
Red Federation RvB - RED Federation
19
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Posted - 2012.10.11 01:29:00 -
[274] - Quote
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
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J Kunjeh
404
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Posted - 2012.10.11 01:30:00 -
[275] - Quote
Good work here! I'm so happy to see the UI being moved more and more toward graphical situational awareness. Eve has needed stuff like this for a looooong time. "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |
Elzon1
Shadow Boys Corp Legion of xXDEATHXx
90
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Posted - 2012.10.11 01:30:00 -
[276] - Quote
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.
See now THOSE are the kind of additions we need in EVE!
The weapon ranges are kind of a given thing that needs to happen.
The EWAR affect display icons seem like something that is missing from EVE as well.
Every been given the order "SPREAD POINTS" and not know who is already pointed fast enough to effectively spread points?
How about when you have to ECM a group of ships and don't know which ships are already being jammed?
This could very well help all sorts of pilots see what is actually going on instead of trying to figure it out by looking at the visual effects. I can imagined someone out there would've already made a program to tag enemy ships that were under certain effects with the information being provided from the server(s). Hey, if the information is already being provided to you why not use it in a more effective manner?
On top of all that this would bring my dream of more remote A.O.E modules closer to being a more obvious implementation.
Remote A.O.E examples:
Remote A.O.E tracking disruption
Remote A.O.E ECM (already exists, but I want subcaps to use it)
Remote A.O.E webification
Remote A.O.E warp disruption (2 forms: launched warp bubble (mentioned in CSM minutes) as well as a weaker form of a warp disruptor point (able to disrupt all microwarpdrives in the bubble and possibly cumulative with more Remote A.O.E warp disruption bubbles)
Remote A.O.E target disruption
Remote A.O.E NOS/NEUT
And many more further in the future!
Weapons like these will help make blobbing (a ton of ships on-grid in a small bubble/location not simply a lot of people in local) and bring EVE closer to deserving the name "TOTALHELLDEATH".
Also, it will bring Jamyl Sarum's superweapon closer to being used by capsuleers |
Midnight Hope
Pator Tech School Minmatar Republic
45
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Posted - 2012.10.11 01:33:00 -
[277] - Quote
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.
There's an app...err.. module for that! :) |
Aedeal
Bangarang Inc
28
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Posted - 2012.10.11 01:51:00 -
[278] - Quote
Like it, other than the hp readings. Anything that puts awareness onto the 'main' UI rather than spamming over the 'side' UI is great |
Inepsa1987
Dabin Wax
13
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Posted - 2012.10.11 01:53:00 -
[279] - Quote
Looks awesome. Should make the size of the locked targets adjustable.
Here's hoping for a bangin new drone UI Spaceship Pilot. |
Velarra
Ghost Festival Naraka.
114
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Posted - 2012.10.11 02:00:00 -
[280] - Quote
These targeting and related informational ui changes are really confusing and feel particularly awkward.
[shield] [armor] [hull]
Neat, tidy, clear, instinctive and logical. Acutely -intuitive-
Confusing circles colours?
No thank you.
You're currently in the process of "fixing" something that's -not broken-.
Conversely:
How many clicks from start to finish does it take for a newb to fit a rifter from packaged frigate and plenty of suitable mods in inventory to undock? When that ship is lost, how many more clicks to fit another? |
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Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2288
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Posted - 2012.10.11 02:05:00 -
[281] - Quote
I have the photoshop skills of a stoned rabid wombat, but after reading the thread and seeing some of the mockups people have come up with, I cribbed one of them to add a couple of features that address some of the major concerns:
https://www.dropbox.com/s/yczdff38xs99gff/TreborMockup.png
I took the circular, multicolored arrowed indicators (excellent cues) and added two additional features while maintaining a very compact layout:
1) Internal numeric blisters that appear when the ship takes shields/armor/hull damage and indicate the % remaining. This compensates for the smaller size of the bars and gives a more precise "at a glance" reading than the current setup.
2) External blisters in the 4 corners that contain green/yellow/red stoplight icons that can be used to indicate various states, like range, tracking, relative velocity, etc.
The numeric blister idea can, of course, be extended to do things like indicate lock times, etc.
Note that this kind of layout could be used to revamp the HUD itself.
Lots of good ideas in the thread, hope this stimulates even more. The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |
GeeShizzle MacCloud
212
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Posted - 2012.10.11 02:07:00 -
[282] - Quote
Much with whats been said previously in this thread i agree with, but one of the absolute best things you guys could do is indicate other effects on enemies better.
Ie warp scrambling webbing etc... yes we have visual cues for those but some we dont at all like tracking disruption, sensor dampening etc... plz plz plz as you've added the effect bar above the ships control area of the HUD theres no need to also include these on the overview box still... stop throwing the same info to multiple areas unless you're doing something clever with them.
id much rather see the icons in the overview area be purple versions of itself to show fleet effects on those contacts in the overview (fleet effects being the effects on the overview contact performed by a member of my fleet)
That would benefit us imensly , it would not be immersion breaking, we dont need more info streamed to us as its info our clients already get to render effects to and from objects in space.
to sum up: it helps people co-ordinate better without out of game advantages. it uses art assets that are practically there already. It turns a now obsolete duplicated system into something useful. it doesn't increase server load. |
Atomic Option
Taggart Transdimensional Virtue of Selfishness
23
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Posted - 2012.10.11 02:08:00 -
[283] - Quote
I'll second "don't like the circles cause they're confusing" The squares are great and the stacked shield over armor over hull bars are more intuitive than a 3 part ring. Two steps' terrible MSPaint picture would be better concept art if you're committed to circles though.
Love the pulses from damage and the targetable indicator bracket.
The log could stand to have more filtering options. (damage I'm doing, damage I'm taking, shield/armor sent/received)
Log messages should list damage amount first so I can guestimate the incoming DPS while keeping my log window thin. Currently I have to expand it really wide--and even wider if I'm using a gun with a long name.
"17 damage received from Focused Medium Pulse Laser I belonging to skills" for example. Same thing for outgoing damage: "250.9 damage hit to skills (Raven) done by your Scourge Torpedo"
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Salpad
Carebears with Attitude
49
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Posted - 2012.10.11 02:11:00 -
[284] - Quote
What about including information about damage flavour?
It's really annoying that the interface doesn't tell me whether I'm being hit with EM, or mostly kinetic, or whatever.
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Spc One
The Chodak Void Alliance
90
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Posted - 2012.10.11 02:12:00 -
[285] - Quote
Can you please define what's: 1. Shield 2. Armor 3. Structure
http://content.eveonline.com/www/newssystem/media/63449/1/targets3.png
Because it's circular i don't know which is which.
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Marcus Caspius
67
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Posted - 2012.10.11 02:14:00 -
[286] - Quote
Firstly I think it should be said that it is great to see that you guys are reviewing things however insignificant it may seems. I believe this practice is useful.
I do think that change for the sake of change is a bad thing... I have not heard anyone offering the opinion that the targetting and hitting graphics need to be worked on.
I do think the its visually appealing but on closer inspection it is pretty hard to determine which defence metric (Shield, Armour, Structure) is which. It is not intuitive at all.
Also bear in mind that the way that small scale combat is fought is very different to the way that Large Fleets combat works.
On short I like the what you did there but just make the metrics more intuitive. Grammatical error and spelling mistakes are included for your entertainment!
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Spc One
The Chodak Void Alliance
90
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Posted - 2012.10.11 02:19:00 -
[287] - Quote
Skippermonkey wrote:Make it optional, squares or circles, and its a winner Yes please do this, oh wait, once it's new system you can't go back, like new UI ..
Kitt JT wrote:I'd like to point out, eve originally had circular targeting icons. They were removed because they sucked. Now we get them back. I agree. |
Oberine Noriepa
943
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Posted - 2012.10.11 02:41:00 -
[288] - Quote
Ark Anhammar wrote:Oberine Noriepa wrote:Yes! Please fix this. Many of the HUD brackets can easily become obscured. Maybe a good time to update them? A slide from Fanfest showed off some interesting looking brackets. I know that a lot of stuff is in research and development, but is picture-in-picture still an element that you guys are interested in implementing within the HUD? I really like how a lot of HUD elements in that slide I linked look. The ship readout and modules look very sleek. That overview design could definitely use some work, but I think it would be nice if the overview appeared a lot sleeker without reducing its effectiveness. YES PLEASE! I had not seen this slide before. This interface looks AMAZING! PLEASE implement this!! Here are some clearer shots of that concept UI featured at Fanfest. I really hope the final UI redesigns end up looking sleek like this.
(Regular ship view with destruction effects) (Tactical view) |
Liang Nuren
Heretic Army Heretic Nation
2311
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Posted - 2012.10.11 02:47:00 -
[289] - Quote
Please make things different shapes. I can't tell which one of those was aggression and which was attacking. This is your opportunity to make the game suck less for colorblind people. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Leo Litvinov
Night Crawlers
0
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Posted - 2012.10.11 02:50:00 -
[290] - Quote
Would be nice if you make damage numbers marked with color. |
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Loco Ramos
The Dark Space Initiative
0
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Posted - 2012.10.11 02:51:00 -
[291] - Quote
Good. Make this happen!
Also, since you said that you are "(...) tasked with the tall order of improving the EVE players' experience" Here's a low hanging fruit: https://forums.eveonline.com/default.aspx?g=posts&m=1808178#post1808178
Cheers! |
Marcus Caspius
67
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Posted - 2012.10.11 03:02:00 -
[292] - Quote
CCP karkur wrote:First
lol Not Fair - you had prior notice!
Grammatical error and spelling mistakes are included for your entertainment!
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Ryunosuke Kusanagi
54
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Posted - 2012.10.11 03:06:00 -
[293] - Quote
looks good, looks good
to everyone saying "which is this?" here is something to consider, you are looking at a still shot. EVE is by no measure still shots. when you start getting into combat situations, whether ratting or pvp, I suspect the icons will be fairly intuitive. |
MailDeadDrop
Rage and Terror Against ALL Authorities
77
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Posted - 2012.10.11 03:08:00 -
[294] - Quote
Trebor Daehdoow get out of my head!
Actually, I was thinking about the top-to-bottom aspect of the current indicators and how they readily show shield, armor, and hull in apparent order. So, try this:
- Four arcs, divided at the radials heading to the corners (10:30, 1:30, 4:30, and 7:30)
- Shield is the top arc, with damage progressing clockwise from the 10:30 position to the 1:30 position
- Armor is the right arc, with damage progressing clockwise from the 1:30 position to the 4:30 position
- Hull is the bottom arc, with damage progressing clockwise from the 4:30 position to the 7:30 position
- Traversal is the left arc, with traversal as a percentage of the F1 weapon's current tracking rate progressing clockwise from the 7:30 position to the 10:30 position
For guns I feel that traversal is the most useful instant statistic, but others may differ. And for missiles, well, heh. So, for extra bonus points, make the left arc configurable to other useful stats like:
- Target range as a percentage of the F1 gun's optimal + 1x falloff
- Target velocity as a percentage of the F1 launcher's explosion velocity/radius/whatever
Basically I'm putting the three protection layers (shield, armor, hull) in some semblance of top-to-bottom, then using the leftover 4th arc for something new and useful.
MDD |
RShade
The Grudgebringers
0
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Posted - 2012.10.11 03:17:00 -
[295] - Quote
Id say, if you guys are working on the in-space UI.. while you are at it.. modify the "locked targets" and the overview to show the "tenths" decimal point on distances. Like.. 22.5 and 15.2 rather than the system rounding down to 22 and 15. That has been a slight annoyance for along time and shouldnt have been rounding any values at all for distances. Most modules are not an even .. and they sometimes even will list 2 decimal places on some weapons/modules/etc. so if the modules show that.. the UI/Overview should too.
Also this really goes towards when/if the inventory team puts out a devblog.. but the inventory rounding large stacks of items UP needs to stop. If anything has to be rounded.. round down. Id rather be told i have 230000 of something when its actually 231250, and have more than what i need for an item, rather than under what i need for an item under the current system where it would round up to 232000,etc, on the item icon itself, and you wouldnt know the real value until you mouse over the item and see its actually less. |
Rengerel en Distel
Amarr Science and Industry
453
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Posted - 2012.10.11 03:22:00 -
[296] - Quote
GeeShizzle MacCloud wrote:Oberine Noriepa wrote: EDIT: Also, I think it would be great if we got rid of the cross lines that span across the entire screen when you lock onto a target.
ohh god yes!!
ESC -> General Settings : Inflight : Show targeting crosshair
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Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
220
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Posted - 2012.10.11 03:39:00 -
[297] - Quote
Lost Hamster wrote: Or just leave like it is now.
I don't mind the circles in the middle of the screen, however on the top, the rectangle is much better. The circle thing is just damm confusing. Don't like it.
PS: don't fix something what is not broken.
QFT
Seriously, is this going to be like the new shiney icon's that did anything but fulfill the basic function of a bloody ICON!
The current system is fine. Yes, the targeting range thing could be handy, but why change the information on the top of the screen (or wherever you have your targets aligned)???
Why is this deemed necessary, and why is changing this thing that is not broken more important that fixing the bloody (still not as good as it used to be) Inventory????
I'm losing faith in you CCP. not sure how much longer i can justify paying your obviously misused salary.
http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Mane Frehm
The Executioners Capital Punishment.
27
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Posted - 2012.10.11 04:13:00 -
[298] - Quote
My 2 cents:
Visuals are used to convey complex information such that one can quickly and easily (dare I say intuitively) understand the information presented.
Ships etc in EVE have 3 layers - shield, then armor, then structure. The current box provides that information clearly and simply in a top-down manner....a circle (even the lovely mockup Trebor did) does not.
I appreciate your efforts...but not every idea is a good one, and a circle is not the right image for this set of data. |
Nak an
Black Thorne Corporation Black Thorne Alliance
1
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Posted - 2012.10.11 04:21:00 -
[299] - Quote
#1 terrible for color blind people. however im not color blind. #2 cicles > squares, always.
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Mzr
Session9 Malum Exuro
7
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Posted - 2012.10.11 04:22:00 -
[300] - Quote
Fix the ******** unified inventory, as previous poster said.
Open your beautifull craptastic unified inventory and open `Assets` on the side (which actually looks like the old inv). Do that for a few hours/days/months so you can fully realise the ******** crap you've forced down our throats. Win95 explorer tree died a long time ago, that's not innovation. Especially if you have SEVEN goddamn corp hangars.
What you should've done is update the code behind it but keep functionality.
Same with this targeting crap change, same with the old fitting window.
Keep it goddamn simple. No-one asked you for my fitting window to sport another picture of my ship inside it (thus taking a shitload of screen realestate), no-one asked you for that ******** piece of junk unified inventory and literally no-one is asking you to destroy the simple targeting interface.
But you're gonna do it anyway.
As a good friend of mine said, every goddamn feature that ended up on SISI went 100% to TQ. No matter how buggy/crappy/********, no rollbacks, no scraps, nothing. CCP marching forward! \o/
PS. A lot of us know that this crap you're pushing down our throats is not innovation, it's just change for the sake of change. Is everybody in decision positions at CCP bored out of their minds? There's literally no usefull/practical stuff you can spend these dev hours?? |
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