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

Nyla Skin
Maximum fun chamber
89
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Posted - 2012.10.11 06:48:00 -
[331] - Quote
CCP Phantom wrote:CCP karkur introduces in her latest devblog our ideas how to improve tactical awareness in general the visual aspects of targeting in special. You can find the devblog here. Please use this thread for all your constructive feedback.
I get error 500 - internal server error from the link.
On topic:
Quote:That is; the opacity of the hit icon will indicate the impact to YOUR ship. If the hit takes a big chunk of your hitpoints (HP), you will see the attacker's hit icon flash strongly even if it was a pretty lousy shot for their equipment.
I don't think opacity should have anything to do with information about my ship. Opacity is one of those things I would rather adjust myself to my personal tastes.
I also don't like the circular shield/armor/structure display. Its not intuitive which part of the circle is shield and so on, while with the current bar display its obvious that the defenses are attacked in top-to-bottom order.
Circular targeting icons are fine though. |

mechtech
Ice Liberation Army
184
|
Posted - 2012.10.11 06:55:00 -
[332] - 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
also have the ship that is selected in bracket to be an instant live depiction of the target so we can see it's orientation
also have all this optional for those that prefer performers if effected.
any other suggestions regarding brackets are welcome
Great suggestions! |

Sinooko
Gespenster Kompanie
38
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Posted - 2012.10.11 06:58:00 -
[333] - Quote
CCP karkur wrote: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 
How about 'chance to hit' indicators.
Blue, "You could hit this with 1400's at 5m" Green "Pretty good chance of hitting, you will likely do decent damage" Yellow "This will be a challenge but it's doable." Red "You would have an easier time shooting off a squirrel's nut with a BAR with no scope at one KM." Long Live Eve Online! |

D4mane
Tribal Liberation Force Minmatar Republic
0
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Posted - 2012.10.11 07:04:00 -
[334] - Quote
CCP Punkturis wrote:this stuff is soooooo nice, was playing with it all day on my computer!
Get back to work. |

Sturmwolke
296
|
Posted - 2012.10.11 07:09:00 -
[335] - Quote
Please allow turning off the drone dmg message flashes. It's a lot of spam when it's not your focus. I'd welcome filter enhancements to the Log to make it easier for a player to filter specific messages.
- As for those dmg bars, they need colors. Subtle/neutral colors, not gaudy.
- I'd also welcome some sort of compact target icons so that all 10 targets (typical max without assist) won't stretch all the way across the screen (either horizontal or vertical). Ideally they should occupy less than a quarter screen, half screen at most.
- Since you're playing with opacity indicators, will these be propagated to allow logis to see who's taking a lot of pounding in their RR lock list? Does this apply to the watchlist as well?
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Nyla Skin
Maximum fun chamber
89
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Posted - 2012.10.11 07:17:00 -
[336] - Quote
Sinooko wrote: How about 'chance to hit' indicators.
Blue, "You could hit this with 1400's at 5m" Green "Pretty good chance of hitting, you will likely do decent damage" Yellow "This will be a challenge but it's doable." Red "You would have an easier time shooting off a squirrel's nut with a BAR with no scope at one KM."
While that looks like a good idea at first glance, it would propably cause lot of stress to the servers which would have to do all those calculations for hundreds of players on grid in real time.. |

DerArt1st
DEFCON. The Initiative.
2
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Posted - 2012.10.11 07:38:00 -
[337] - Quote
CCP Phantom wrote:As our new Winter expansion, EVE Online: Retribution, draws closer we would like to present you another of its many exciting features. CCP karkur introduces in her latest devblog our ideas how to improve tactical awareness in general the visual aspects of targeting in special. You can find the devblog here. Please use this thread for all your constructive feedback.
I really hope you are thinking about movement indicators aswell. Its a real shame that u have to "lock at" your target to get a clue where it is flying to and that there are no visual indicators about flying directions at all. |

Daedra Blue
Atomic Biohazard
24
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Posted - 2012.10.11 07:43:00 -
[338] - Quote
CCP karkur wrote: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 
Here's an idea that might not solve that problem but can really help the awareness for people.
make space near the HUD bottom-center for 2 numbers;
NR1 Incoming dps : SUM(Select ALL DMG from enemy ships) / timer NR2 Outgoing dps: SUM(Select ALL DMG to enemy ships) / timer
Right click on number and have ability to select timer (1s-5s-10s-manual(max30s-min1s))
this will show the average dps for the duration your set up. And it will refresh once every second and include all log notifications of the past seconds set in the time.
You can then clearly see if the dps you are doing increases with your maneuvers or decreases. As well as if you mitigate the incoming dmg or not. And hey maybe you can even make a FPS(meter) like small chart to see trends of the past w/e seconds to help with data understanding like hey i dealt most dmg last 5 seconds let me get back to that position.
Having both meters can instantly correlate if the piloting you do decreases incoming dps and increases outgoing dps or maybe outgoing dps goes too much down and incoming dps is still holding maybe that maneuver is not worth it. |

Daedra Blue
Atomic Biohazard
24
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Posted - 2012.10.11 07:47:00 -
[339] - Quote
Trebor Daehdoow wrote: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.pngI 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.
Yeah like take the formulas from my previous post and place under the target the dps he's doing to you for the preset timer, that WILL 100% of the time tell you the EXACT amount of threat he does to you. |

Sinooko
Gespenster Kompanie
38
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Posted - 2012.10.11 07:48:00 -
[340] - Quote
Nyla Skin wrote:Sinooko wrote: How about 'chance to hit' indicators.
Blue, "You could hit this with 1400's at 5m" Green "Pretty good chance of hitting, you will likely do decent damage" Yellow "This will be a challenge but it's doable." Red "You would have an easier time shooting off a squirrel's nut with a BAR with no scope at one KM."
While that looks like a good idea at first glance, it would propably cause lot of stress to the servers which would have to do all those calculations for hundreds of players on grid in real time..
The data is all available in the client. Guage together optimal range, transversal, and tracking Info. I do it in my head all the time. This little bit of help will more easily convince new players that the battleship is not the end all solution to combat, and will allow me to take transversal off my overview freeing up a little space on my screen. Long Live Eve Online! |
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Nebula Terron
Wolf's in Sheep's Clothing
37
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Posted - 2012.10.11 07:52:00 -
[341] - Quote
Give those 3 bars three different colours already.
Eve Online Forums: You will never find a more wretched hive of scum and villainy. We must be cautious. |

Ana Fox
Center for Advanced Studies Gallente Federation
16
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Posted - 2012.10.11 07:57:00 -
[342] - Quote
With all respect ,but I am far from liking this .
Why you need to change something that was fine ?Circles are more harder to look than squares ,bars on circles even more.
Pleas stop for love of god making UI changes like we are playing Hell Kitty online.EvE is game of numbers and calculation,so UI need to be simple and effective with information ,not blaped nice to see icons.
Also why you constantly avoid giving players option to customize their UI?Also it would be nice if players can choose UI templates so you dont force us to use just your choices.
I respect all hard work you people are doing ,but this just look for me terrible .It is also sad that circles that you removed as bad thing ,you now are now taking back as cool idea.
Give us choices dont force us to do any ,let us have sandbox in UIs too. |

Sizeof Void
Center for Advanced Studies Gallente Federation
285
|
Posted - 2012.10.11 08:00:00 -
[343] - Quote
If you are going to use varying opacity as an indicator, please be sure to test it against ALL possible background conditions in the game, to ensure that it is always visible and easy to read.
The transparent capacitor display is still nearly impossible to read against bright objects, such as a sun. This is simply bad UI design. |

Adoro
Reikoku The Retirement Club
13
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Posted - 2012.10.11 08:07:00 -
[344] - Quote
No No No CCP. I like it the way it is. (Except the targeting range bracket, thats good stuff actually) |

Tippia
Sunshine and Lollipops
9826
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Posted - 2012.10.11 08:33:00 -
[345] - Quote
Trebor Daehdoow wrote: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.pngI took the circular, multicolored arrowed indicators (excellent cues) and added two additional features while maintaining a very compact layout: It's an interesting variation, but the thing that really strikes me when looking at them is that I think we need to realise that we're talking about two different elements at once here and that we should probably consider separating them.
On the one hand, we have the GÇ£lock rowGÇ¥ GÇö the list of ships that we have locked and which we intend to do something to GÇö and on the other hand, we have the free-floating brackets. Right now, it looks like the two are meant to be largely the same, which is what's causing the repeated mention of duplication and redundant information. It also means a lot more screen clutter. Neither of those are good things.
Yes, the brackets will have an additional function: to display the state information (locking, incoming damage, in range etc.), but I'm beginning to wonder if it's really a good idea to try to squeeze even more information in there, especially since it's already more readily available elsewhere.
In essence, the lock row can probably easily be loaded down with the kind of extra information Trebor shows here, but the brackets need to be a lot cleaner and neater GÇö the mockups in the blog are already quite bloated. Someone showed a version where the damage information was just a single pixel wide, and that's probably a better route to go: it's not really there to show the damage (you look at the lock row for that), but to identify which ship is which GÇö GÇ£hmm, 50% into armour, must be target #3 in my rowGÇ¥. Maybe the brackets should show completely different information instead GÇö stuff that makes more sense showing on the free-floating overlay.
On the other hand, since I immediately start thinking about the classic combat flightsim hud, this can get pretty messy too, showing things like a lock-on diamond, a range circle, a closing speed tick, an approach-vector caret etc. But then, it's rarely a good idea to trigger that part of my brainGǪ  GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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CCP Prism X
C C P C C P Alliance
918

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Posted - 2012.10.11 08:34:00 -
[346] - Quote
So... WHICH ONE ONE 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! @CCP_PrismX EVE Database Developer and Expert Ranter |
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DarthNefarius
Minmatar Heavy Industries
380
|
Posted - 2012.10.11 08:40:00 -
[347] - Quote
CCP Prism X wrote:So... WHICH ONE ONE 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!
Since I fly armour shield visula is always red anyways.. it is the one that I don't look at but HEAR because it is the buffer that goes beep & reminds me to click on need armour reps   Nostalgie ist die Faehigkeit, darueber zu trauern, dass es nicht mehr so ist, wie es frueher nicht gewesen ist. -- Manfred Rommel-á |

BobFromMarketing
ElitistOps Pandemic Legion
0
|
Posted - 2012.10.11 08:41:00 -
[348] - Quote
Why the hell are so many of you whining about being able to tell which bar is armor/shield/hull? Just as a person who has never played Eve has no ******* idea which of the stacked bars represents each, you won't be able to tell at a glance until you've actually used them a bit. Get over it, this change isn't bad
The way you people gnash your teeth you would think CCP declared the bars would randomly switch places every 15 seconds. |

Myrkala
Royal Robot Ponies Happy Cartel
22
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Posted - 2012.10.11 08:46:00 -
[349] - Quote
CCP Prism X wrote:So... WHICH ONE ONE 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!
Lets look at the picture and think logically.
On the old one the shields are full.
Only arc with no red on it is the top right arc. There's your shield.
It would be logical for the arcs to "deplete" towards the next layer, so we get:
- Top Right: Shields
- Bottom: Armor
- Top Left: Structure
I think however that the following is more intuitive, because of left-to-right reading and "structure" being the lowest layer it should be on the bottom:
- Top Left: Shields
- Top Right: Armor
- Bottom: Structure
The arcs should deplete clockwise towards the next "layer". (Shield -> Armor -> Structure)
Now be a good dev and stop trolling so much!  |

Tippia
Sunshine and Lollipops
9827
|
Posted - 2012.10.11 08:49:00 -
[350] - Quote
BobFromMarketing wrote:Why the hell are so many of you whining about being able to tell which bar is armor/shield/hull? Just as a person who has never played Eve has no ******* idea which of the stacked bars represents each, you won't be able to tell at a glance until you've actually used them a bit. Because there is no hierarchy or apparent structure in the proposed image. With the current setup, you have three bars. You may not know the first time you look at them which one comes first, but there is an apparent order to them GÇö up-down or down-up. With the new circular display, there is no such apparent beginning or end GÇö it's just a circle that ends up where it begins.
Since damage application is not circular and won't come around for another lap, that's not really the appropriate visual language to employ. Having a clear disconnect between the beginning and end communicates the whole idea better.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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Alexej
HUN Corp. HUN Reloaded
0
|
Posted - 2012.10.11 08:50:00 -
[351] - Quote
I have a feeling that the team responsible for the GUI of EVE doing a terrible job. First the crappy inventory, now this. This new targeting circle looks really awful, why tempering with a part of EVE that works just fine. CCP please hire new employees for the department of GUI! |

BobFromMarketing
ElitistOps Pandemic Legion
0
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Posted - 2012.10.11 08:50:00 -
[352] - Quote
Tippia wrote:BobFromMarketing wrote:Why the hell are so many of you whining about being able to tell which bar is armor/shield/hull? Just as a person who has never played Eve has no ******* idea which of the stacked bars represents each, you won't be able to tell at a glance until you've actually used them a bit. Because there is no hierarchy or apparent structure in the proposed image. With the current setup, you have three bars. You may not know the first time you look at them which one comes first, but there is an apparent order to them GÇö up-down or down-up. With the new circular display, there is no such apparent beginning or end GÇö it's just a circle that ends up where it begins. Since damage application is not circular and won't come around for another lap, that's not really the appropriate visual language to employ. Having a clear disconnect between the beginning and end communicates the whole idea better.
God forbid you attempt using common sense or *gasp* play Eve for a bit to see which bar is which. Go kill a rat or something. Zero risk AND you get to watch all 3 bars go down sequentially. Are you honestly trying to tell me you can't keep track of the same 3 things you have been keeping track of for years in a slightly different pattern? |

Jesspa
BlackWing Cartel
10
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Posted - 2012.10.11 08:55:00 -
[353] - Quote
I like what I'm seeing. However, since you're going to the trouble of re-designing the shield/armor/structure indicators around the target's icon in the upper-right corner (and I think what you've come up with is a nice improvement on what we have now), how about having three concentric circles to indicate these, rather than one circle split into three? The outer circle would be shield, the middle circle would be armor, and the inner circle armor.
I think this would more intuitively portray what was happening, especially for new players. It's a simple metaphor to understand - you start off with 'three layers of defence', with your ship at the 'core', and those layers are broken down one at a time as first your shield, then your armor, then your structure being damaged. |

Tippia
Sunshine and Lollipops
9828
|
Posted - 2012.10.11 08:55:00 -
[354] - Quote
BobFromMarketing wrote:God forbid you attempt using common sense or *gasp* play Eve for a bit to see which bar is which. GǪor you could make it intuitive instead, since that's a far better idea. Why are you so angry that people want it to be more distinct and to communicate the notion of a beginning and end better?
Quote:Are you honestly trying to tell me you can't keep track of the same 3 things you have been keeping track of for years in a slightly different pattern? No, I'm trying to tell you that it's better to visually communicate that there's a beginning and an end, rather than a continuous circle. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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Creedling
22
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Posted - 2012.10.11 08:56:00 -
[355] - Quote
If the three bars were colour coded this would be a far more intuitive piece of design work.
Also, can't we make those circular indicators a little thinner? They seem a bit chunky at the moment and actually cover up a great deal of the icon artwork - thus obscuring an important indicator! |

BobFromMarketing
ElitistOps Pandemic Legion
0
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Posted - 2012.10.11 09:00:00 -
[356] - Quote
Tippia wrote:BobFromMarketing wrote:God forbid you attempt using common sense or *gasp* play Eve for a bit to see which bar is which. GǪor you could make it intuitive instead, since that's a far better idea. Why are you so angry that people want it to be more distinct and to communicate the notion of a beginning and end better? Not angry, just sort of sad people continue to be this dense. You argue that it isn't intuitive because you yourself seem to find a circle "confusing". This may shock you but the bars will always be in the same locations every time you lock something. Just as they are now. So long as you aren't a fish with a 20 second memory I don't see a problem other than a bunch of babies making a big deal about nothing until its in the game.
Quote:Quote:Are you honestly trying to tell me you can't keep track of the same 3 things you have been keeping track of for years in a slightly different pattern? No, I'm trying to tell you that it's better to visually communicate that there's a beginning and an end, rather than a continuous circle. That sounds rather like a cosmetics opinion. Why don't you just admit that you don't like the cosmetics of it and leave this whole "It's confusing" rubbish out of it then?
Seriously, this would be confusing for all of until I took any shield damage whatsoever. Then it would become familiar and just as mundane as the bars are currently.
tl;dr You're whining about the bars so you can have something to whine about. Not because there's any actual problem. |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
164
|
Posted - 2012.10.11 09:02:00 -
[357] - Quote
CCP Prism X wrote:So... WHICH ONE ONE 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!
CCP Troll Best Troll |

Tippia
Sunshine and Lollipops
9828
|
Posted - 2012.10.11 09:07:00 -
[358] - Quote
BobFromMarketing wrote:Not angry, just sort of sad people continue to be this dense. Good news: it has nothing to do with being dense. It has to do with communicating a simple idea: a beginning and an end GÇö something that the current design has and which is lost with the new one.
Quote:That sounds rather like a cosmetics opinion. Not really. Go look at the speedometer or fuel gauge in your car. Most likely, they will both be in the form of parts of a circle. Why not the full circle? Because even though you know that if you accelerate beyond 250kph, you won't go back to stand-still, and even if you know that if you run the tank dry, it suddenly won't become full again, it's good visual communication to show that there is a 0-mark and there is a full-mark.
Quote:Why don't you just admit that you don't like the cosmetics of it and leave this whole "It's confusing" rubbish out of it then? More good news: you are the one calling it confusing, not me. I'm calling it poorly communicated and saying that there is a simple way to do it better.
Quote:You're whining about the bars so you can have something to whine about. Not because there's any actual problem. Incorrect. I'm pointing out a GÇ£typoGÇ¥ in their design and proposing the same solution as everyone else who's ever designed something similar has employedGǪ because it's a good solution and it solves the actual problem of not properly communicating the existence of a begging and an end. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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BobFromMarketing
ElitistOps Pandemic Legion
0
|
Posted - 2012.10.11 09:08:00 -
[359] - Quote
Tippia wrote:BobFromMarketing wrote:Not angry, just sort of sad people continue to be this dense. Good news: it has nothing to do with being dense. It has to do with communicating a simple idea: a beginning and an end GÇö something that the current design has and which is lost with the new one. Quote:That sounds rather like a cosmetics opinion. Not really. Go look at the speedometer or fuel gauge in your car. Most likely, they will both be in the form of parts of a circle. Why not the full circle? Because even though you know that if you accelerate beyond 250kph, you won't go back to stand-still, and even if you know that if you run the tank dry, it suddenly won't become full again, it's good visual communication to show that there is a 0-mark and there is a full-mark. Quote:Why don't you just admit that you don't like the cosmetics of it and leave this whole "It's confusing" rubbish out of it then? More good news: you are the one calling it confusing, not me. Quote:You're whining about the bars so you can have something to whine about. Not because there's any actual problem. Incorrect. I'm pointing out a GÇ£typoGÇ¥ in their design and proposing the same solution as everyone else who's ever designed something similar has employedGǪ because it's a good solution and it solves the actual problem of not properly communicating the existence of a begging and an end. Nope. But keep trying to throw up walls of words about how your opinion is that of everyone else. It's entertaining. |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
115
|
Posted - 2012.10.11 09:08:00 -
[360] - Quote
Well, already late to the party at 18th page but ...
Anything making more visible data that client already has is good direction but to be honest new blinking for brackets is kinda meh improvement. Ok, I understand it can be just a tip of the iceberg of awesomeness coming next but I would be more happy if you rework overview and for example allow us to undock tabs as separate windows. Or visual indicators of target being in optimal/falloff range. Or any of many UI tweaks listed in F&I subforum sticky.
Anyway, keep up good work. I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
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