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Author |
Thread Statistics | Show CCP posts - 88 post(s) |
Tippia
Sunshine and Lollipops
9833
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Posted - 2012.10.11 11:46:00 -
[421] - Quote
Terrorfrodo wrote:Abdiel Kavash wrote:Hmm, how is it useful to you to know what damage type you are getting shot by? It's not like you can adjust your resistances on the fly... (at least unless you have carrier support) You can save cap by activating only the hardeners you need, and you can choose to overheat just the needed hardeners so you can overheat for longer periods before burning out. GǪlikewise, it would be nice if this kind of information was reciprocal: if you hit a target, it will give visual cues as to what kind of hardeners are being used. This could be as subtle as colour shifts in the hardener effects or (once we get those) in the hit effects, ore more direct by including some kind of resist-bracket description to the damage information (e.g. GǣScratches for 5 damage [heavy resist]Gǥ).
It's only fair, after all: if the target gets the information to adjust his tank, the shooter should get the information to adjust his damage. 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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Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
115
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Posted - 2012.10.11 11:48:00 -
[422] - Quote
Tippia wrote:GǪlikewise, it would be nice if this kind of information was reciprocal: if you hit a target, it will give visual cues as to what kind of hardeners are being used. This could be as subtle as colour shifts in the hardener effects or (once we get those) in the hit effects, ore more direct by including some kind of resist-bracket description to the damage information (e.g. GǣScratches for 5 damage [heavy resist]Gǥ). It's only fair, after all: if the target gets the information to adjust his tank, the shooter should get the information to adjust his damage.
So same kind of "brackets" around your guns maybe? :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
Erik Finnegan
Polytechnique Gallenteenne
76
|
Posted - 2012.10.11 11:49:00 -
[423] - Quote
CCP Masheen wrote:Deornoth Drake wrote:Being color-blind (well, only red-blind according to my doctor but who knows what that means) I missed that! This is something we are aware of and plan to address shortly. Can't the client have a general UI setting for extra contrast ? Instead of trying to accomodate both player populations with the same visuals ?
On a general note : these changes look promising. Box or circle I don't care. But I never really understood how anyone could have used the damage notifications; which is info I was always keen on knowing. |
Rommiee
Mercury Inc.
481
|
Posted - 2012.10.11 11:52:00 -
[424] - Quote
CCP Sisyphus wrote:corestwo wrote:So, uh...how do you tell what's shield/armor/structure with the circle then? Try coloring them, perhaps. Yes, we're still tweaking that. When you see the damage being inflicted it is very obvious, but a common theme of all feedback has been 'which one is shield?'
Can you explain the reason behind wanting to change it from a square to a circle ?
At the moment it is very clear which is which, don't change something just for the sake of it without any benefit.....again |
space chikun
Fweddit I Whip My Slaves Back and Forth
6
|
Posted - 2012.10.11 11:56:00 -
[425] - Quote
I finally have something to tell my friends when they say EVE is too "Sci-fi" and not enough "Fantasy" for them to play.
Quote:opacity = hitHP / (ourShieldHP + ourArmorHP) * magic
EVE has magic. |
Rek Seven
Probe Patrol Project Wildfire
446
|
Posted - 2012.10.11 11:58:00 -
[426] - Quote
Looking good.
I would like to make a suggestion while you are tinkering with the UI - Change the colour of the tactical overlay from white. Because you use white text i eve, it clashes with the tactical overlay and sometimes makes the text surrounding your target impossible to read.
Or maybe you could just let us customize our own colours (i.e. text & overlay). They see me trolling, they hating... |
Inquisitor Kitchner
Galaxy Punks Executive Outcomes
166
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Posted - 2012.10.11 11:58:00 -
[427] - Quote
CCP Explorer wrote:Maria Kitiare wrote:Most of your players read from left to right, so if You insist on giving us those circles, please make it so shield is on the left side, armor on the right and hull on the bottom. This will also make it more in line with the current mod timer animation that starts in the bottom and moves around.. The day starts at midnight, at 12 o'clock, which is at the top of the clock, and the day progresses clock-wise. The targeting animation starts at "12 o'clock" and progresses clock-wise, same for the damage (shields starts at "12 o'clock"). Your mod timer animation observation is correct, it progresses clock-wise but starts at "6 o'clock"; perhaps that should be changed to start at "12 o'clock" as well. But that's for CCP karkur and Team Pony Express to think about if and how they want to tackle, not me.
To be fair actually left to right to bottom makes more sense to me.
Shield and armour are destroyed in that order.
Hull is the last to be breached so that is at the bottom (as lets face it you're in trouble if that takes any damage).
Then again I also think that when you get used to it you'll be fine, people hate change etc. |
Sable Moran
Moran Light Industries
63
|
Posted - 2012.10.11 11:59:00 -
[428] - Quote
agrajag119 wrote:Please let us keep the option to see raw #'s somewhere. I like to know at a glance, numerically, what the time to lock is
That's what I very much want to see after the changes too.
Other gripes I don't have at this time, looks fine.
One question, when will this be testable on Buckingham or Duality? Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Laboratories Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
space chikun
Fweddit I Whip My Slaves Back and Forth
6
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Posted - 2012.10.11 12:04:00 -
[429] - Quote
Inquisitor Kitchner wrote:CCP Explorer wrote:The day starts at midnight, at 12 o'clock, which is at the top of the clock, and the day progresses clock-wise. The targeting animation starts at "12 o'clock" and progresses clock-wise, same for the damage (shields starts at "12 o'clock"). Your mod timer animation observation is correct, it progresses clock-wise but starts at "6 o'clock"; perhaps that should be changed to start at "12 o'clock" as well. But that's for CCP karkur and Team Pony Express to think about if and how they want to tackle, not me. To be fair actually left to right to bottom makes more sense to me. Shield and armour are destroyed in that order. Hull is the last to be breached so that is at the bottom (as lets face it you're in trouble if that takes any damage). Then again I also think that when you get used to it you'll be fine, people hate change etc.
I like the clock analogy, why not a compromise? Counter-clockwise for the indicator - shields on the left, armor on the bottom, hull on the right.
Heck, give it a dropdown in settings, but pick a sane default (counter-clockwise sounds like it might be it). Any way you want it, it's a circular animation on one of those 3 arcs. |
Diana Valenti
Dreddit Test Alliance Please Ignore
49
|
Posted - 2012.10.11 12:10:00 -
[430] - Quote
It looks terrible, please let us choose between this and old one |
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Tippia
Sunshine and Lollipops
9833
|
Posted - 2012.10.11 12:10:00 -
[431] - Quote
space chikun wrote:Inquisitor Kitchner wrote:To be fair actually left to right to bottom makes more sense to me.
Shield and armour are destroyed in that order.
Hull is the last to be breached so that is at the bottom (as lets face it you're in trouble if that takes any damage).
Then again I also think that when you get used to it you'll be fine, people hate change etc. I like the clock analogy, why not a compromise? Counter-clockwise for the indicator - shields on the left, armor on the bottom, hull on the right. Heck, give it a dropdown in settings, but pick a sane default (counter-clockwise sounds like it might be it). Any way you want it, it's a circular animation on one of those 3 arcs. In fiddling around with my mock-ups, I've grown to like the idea of right-top-left (counter-clockwise from 5 to 7), largely because it creates a consistency with the damage track for your own ship. The one difference, of course, would be that it's all in a single segmented line rather than three layers, but that feels like a reasonable sacrifice to avoid making the damage track far too fat and unwieldy.
That breaks the clock metaphor but reinforces and builds on the visual language already present in the client: enemy ships display damage in (kind of) the same way you do. 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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Cerulean Ice
Repercussus RAZOR Alliance
32
|
Posted - 2012.10.11 12:14:00 -
[432] - Quote
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! CCP Prism X gets it.
Sure, we can all probably adapt, but when it takes a good half hour of staring at the before and after picture to figure out which is what (and I still guessed wrong, mixed up armor and hull), there's something not right about the design. It looks good, it just isn't clear. Clarity of information should always be the first goal of a targeting UI. Looking good is meaningless if someone can't tell at a glance which one is which.
The capacitor HUD stacks the bars. The tutorials, which have been much improved over the years, say which is which, and the current targeting setup mirrors the capacitor HUD. It's a very intuitive and descriptive setup.
The new setup, however, has none of this. It does not mirror the capacitor HUD. It does not stack. It does not start in an easy to interpret position. If the target has missing bits of hull and armor, it gets even more muddy, because then all the wrapped bars look the same and aren't arranged in a way that points out which is which. |
Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
116
|
Posted - 2012.10.11 12:15:00 -
[433] - Quote
Tippia wrote:That breaks the clock metaphor but reinforces and builds on the visual language already present in the client: enemy ships display damage in (kind of) the same way you do.
Heh, to achieve this it would be easier just to present "our" shield/armor/hull in same kind of way they are currently displayed for targets :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
space chikun
Fweddit I Whip My Slaves Back and Forth
6
|
Posted - 2012.10.11 12:17:00 -
[434] - Quote
Tippia wrote:space chikun wrote:Inquisitor Kitchner wrote:To be fair actually left to right to bottom makes more sense to me.
Shield and armour are destroyed in that order.
Hull is the last to be breached so that is at the bottom (as lets face it you're in trouble if that takes any damage).
Then again I also think that when you get used to it you'll be fine, people hate change etc. I like the clock analogy, why not a compromise? Counter-clockwise for the indicator - shields on the left, armor on the bottom, hull on the right. Heck, give it a dropdown in settings, but pick a sane default (counter-clockwise sounds like it might be it). Any way you want it, it's a circular animation on one of those 3 arcs. In fiddling around with my mock-ups, I've grown to like the idea of right-top-left (counter-clockwise from 5 to 7), largely because it creates a consistency with the damage track for your own ship. The one difference, of course, would be that it's all in a single segmented line rather than three layers, but that feels like a reasonable sacrifice to avoid making the damage track far too fat and unwieldy. That breaks the clock metaphor but reinforces and builds on the visual language already present in the client: enemy ships display damage in (kind of) the same way you do.
If only our shield / armor / hull / cap indicators were transparent and more hud-like, folks would understand what they're going for. That needs to be updated, too. I'd like to see it de-coupled from the butans somehow. |
Rommiee
Mercury Inc.
481
|
Posted - 2012.10.11 12:17:00 -
[435] - Quote
CCP karkur wrote: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
Why the hell would you even consider removing it in the first place ? Seriously
|
space chikun
Fweddit I Whip My Slaves Back and Forth
6
|
Posted - 2012.10.11 12:18:00 -
[436] - Quote
Schmata Bastanold wrote:Tippia wrote:That breaks the clock metaphor but reinforces and builds on the visual language already present in the client: enemy ships display damage in (kind of) the same way you do. Heh, to achieve this it would be easier just to present "our" shield/armor/hull in same kind of way they are currently displayed for targets :)
Pretty much what I was just trying to say. |
none nalim
Lamb Federation Navy Against ALL Authorities
2
|
Posted - 2012.10.11 12:18:00 -
[437] - Quote
Could you add something that displays somewere around HUD information about selected target's basic stats? speed/transversal, angular etc. (costumized what is displayed). In this way players shouldn't have to look for key informations in overview. You could even add those beneath locked target icon (size of this icons costomized so bigger icon, bigger font) Then you could even display those in diferent colors (yellow/red), thickness so under your victim (hopefully) you can find everything that is needed to survive. |
Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.11 12:20:00 -
[438] - Quote
CCP karkur wrote: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
... but not useful information since you can't do anything to compensate for the incoming damage type while in combat. If you want to see what kind of damage you receive, just check the logs, dock and refit. Maybe you can tune the logs so it will show the damage type, but to have an actual bracket indicator that tells you what kind of damage you receive while in combat is totally useless. Velator vs Tornado https://forums.eveonline.com/default.aspx?g=posts&t=62323 Velator vs Oracle https://forums.eveonline.com/default.aspx?g=posts&t=109741 |
Kage Toshimado
TunDraGon
19
|
Posted - 2012.10.11 12:22:00 -
[439] - Quote
Here we go again.
Why do you mess with things that are perfectly fine....Squares to Circles?
It's like some designer is trying to keep his job, has done nothing relevant, and when it was his turn to stand up and present everyone in the meeting with what he had been working on, he had nothing.
He says to himself.... think think!!!
"Gentlemen, we are going to turn the locking mechanism from squares... to circles!!! Eh eh!!!??? Sounds good right!?!"
Everyone else in the room is like.. yeah, ok, whatever.
Why CCP? It's like the Unified Inventory. People said it was crap, people still say it's crap. Why break something that doesn't need breaking? |
Viscount Hood
Gallivanting Travel Company
33
|
Posted - 2012.10.11 12:23:00 -
[440] - Quote
Reminds me a little bit of the original interface. Looks good sofar, although I think it should start at 9 o'clock, who starts at 12 o'clock - only students!
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Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
220
|
Posted - 2012.10.11 12:24:00 -
[441] - Quote
marly cortez wrote:1. Pilots will just turn anything off that distracts them.
2. Pilots will just turn anything off that might possibly contribute to latency.
3. Pilots that engage in PvP will have the experience to know who is who and what threat they pose.
4. Pilots that engage in PvE will not give a damn about flashing stuff, they just kill everything and move on quickly.
5. Pilots in Fleet fights will have graphics turned down, brackets off and use only minimal information to fight.
While I fully understand the need for children to get out there crayons and draw brightly coloured pictures this Dev blog just confirms my belief that CCP has no real understanding of how players actually play EVE, what it is they actually need CCP to fix and why if they wish to increase the player enjoyment of the game they 'NEED', to get a handle on this aspect before they go forwards in this manner.
Introducing fancy flashing thingy's into the game may from there point of view be everything to them right now, play EVE and the multitude of former bugs still evident in the game to a player is the real detractor in EVE.
Want something that will actually make EVE a better place to be, sort the PoS interface maybe, or invest in the servers to reduce latency, maybe correct the chat system, heard about that one have you,
In short try and understand what it is that makes EVE players tick, why are they here in the first place and when they are here what is it they actually do and I can assure you it is not spend every minute trying to kill each other while drooling over your inept attempts at Disney graphics.
If you are determined to introduce this flight of fancy into the game could you please do the one thing that players will really enjoy and add a button to change these graphics to a minimalistic design for those of us that have no need of them, you know the sort of thing, no clutter, less distraction sort of thing, the very reason the original hud/target graphics were changed to begin with all those years ago.
This. Seriously CCP, play your own game before making change for change sake.
Also
Rommiee wrote:CCP karkur wrote: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. 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 Why the hell would you even consider removing it in the first place ? Seriously
Its just like the "DATE" thing, they thought, oh, well players never really use it, and the info can be found in other areas burried behind mouse clicks, so since they don't use it, we'll remove it. Turns out CCP was wrong, and since then there have been very few "thanks for removing the useless date" threads...
Why do we continue to pay your salaries when this is what you spend your time doing?
http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
space chikun
Fweddit I Whip My Slaves Back and Forth
6
|
Posted - 2012.10.11 12:25:00 -
[442] - Quote
Panhead4411 wrote:
This. Seriously CCP, play your own game before making change for change sake.
They do. This was posted by the *art* team, dude. This is their job. The code behind this was probably minimal (relative to the FEATURES they're adding with Winter), the rest was art.
Panhead4411 wrote: Why do we continue to pay your salaries when this is what you spend your time doing?
... doing their job? What? |
Tippia
Sunshine and Lollipops
9834
|
Posted - 2012.10.11 12:27:00 -
[443] - Quote
space chikun wrote:Schmata Bastanold wrote:Heh, to achieve this it would be easier just to present "our" shield/armor/hull in same kind of way they are currently displayed for targets :) Pretty much what I was just trying to say. Sure, but that would probably have to come at the cost of not having as (visually) detailed information about your damage, and my instinctive feeling is that it's far more important for me to have such details about my own ship than about the enemy.
I don't disagree that the HUD could use a bit of polish and renewal; I just think that the three-layered display actually serves a useful purpose there and manages to do it without being too bloated. But it's an interesting balance to strike between consistency and the relative need for detailed information.
Viscount Hood wrote:Reminds me a little bit of the original interface. Looks good sofar, although I think it should start at 9 o'clock, who starts at 12 o'clock - only students! Naah. Around here, students start at quarter past for historical reasons (viz. the cathedral rang in every hour, at which point it was time to go to class, which took no more than 15 minutes). 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.
|
Misanth
RABBLE RABBLE RABBLE
735
|
Posted - 2012.10.11 12:28:00 -
[444] - Quote
I like this.
It's an added bonus, that when you remove the three bars below our target, we get "more space and less UI" on the screen. You guys at CCP (Punkturis especially) have a habit of making all fancy looking UI stuff that blocks everything else on the screen, completely eating up all visibility. These changes, altho early in development, is actually doing something rare as in showing more EVE and less blobbed up massive UI blocks - that alone is worth pat on the back.
TL;DR - Better information read-out from targetboxes = win - Less UI blocking actual screenspace = win
Looks good so far, me likes it. AFK-cloaking in a system near you. |
Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.11 12:29:00 -
[445] - Quote
marly cortez wrote:1. Pilots will just turn anything off that distracts them.
2. Pilots will just turn anything off that might possibly contribute to latency.
3. Pilots that engage in PvP will have the experience to know who is who and what threat they pose.
4. Pilots that engage in PvE will not give a damn about flashing stuff, they just kill everything and move on quickly.
5. Pilots in Fleet fights will have graphics turned down, brackets off and use only minimal information to fight.
While I fully understand the need for children to get out there crayons and draw brightly coloured pictures this Dev blog just confirms my belief that CCP has no real understanding of how players actually play EVE, what it is they actually need CCP to fix and why if they wish to increase the player enjoyment of the game they 'NEED', to get a handle on this aspect before they go forwards in this manner.
Introducing fancy flashing thingy's into the game may from there point of view be everything to them right now, play EVE and the multitude of former bugs still evident in the game to a player is the real detractor in EVE.
Want something that will actually make EVE a better place to be, sort the PoS interface maybe, or invest in the servers to reduce latency, maybe correct the chat system, heard about that one have you,
In short try and understand what it is that makes EVE players tick, why are they here in the first place and when they are here what is it they actually do and I can assure you it is not spend every minute trying to kill each other while drooling over your inept attempts at Disney graphics.
If you are determined to introduce this flight of fancy into the game could you please do the one thing that players will really enjoy and add a button to change these graphics to a minimalistic design for those of us that have no need of them, you know the sort of thing, no clutter, less distraction sort of thing, the very reason the original hud/target graphics were changed to begin with all those years ago.
^^THIS^^ Velator vs Tornado https://forums.eveonline.com/default.aspx?g=posts&t=62323 Velator vs Oracle https://forums.eveonline.com/default.aspx?g=posts&t=109741 |
Colman Dietmar
Red Federation RvB - RED Federation
3
|
Posted - 2012.10.11 12:32:00 -
[446] - Quote
I like all of this. And I'm convinced that in dynamic it will be clear which bar is shield etc. Also, I think that using much color would not fit EVE style, better keep it grey-ish.
I'd also like to note that you might want to make the damage notification fading speed dynamic based on damage, since with weapons like large artillery, hits will be coming in rarely and if something takes out 50% of your HP and goes silent for 20 seconds, you want the flash to stay there for a bit in case you miss it the moment it occurs. Or, on the second thought, you might base it on the attacker weapon's cycle time, so that it fades completely only once the cycle finishes.
And finally, I realy hope that you'll find a way to squeeze damage notification into the overview. That would double the usefulness of the feature. |
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CCP Prism X
C C P C C P Alliance
926
|
Posted - 2012.10.11 12:34:00 -
[447] - Quote
Cerulean Ice wrote:CCP Prism X gets it.
Dude I'm trolling.
Covered on page one. And multiple other pages. And the DevBlog clearly states this is a work in progress and not a final We're shipping this straight in your FACE! Dev blog. I'm also on the team, so clearly the team members are aware of this flaw.
I'm probably being a rear-end-hat but it's very annoying to get the same feedback over and over again when you've already acknowledged it. It gives you the feeling that people are not reading the discussion. If they are not reading the discussion, then it's not a discussion but a shouting match.
I just thought I'd clarify why I'm clearly trolling my coworkers rather than invite a misundertanding into the feedback.
But on a lighter, more positive note: There's a lot of good feedback here. And a discussion between BobFromMarketing and Tippia. @CCP_PrismX EVE Database Developer and Expert Ranter |
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Oscar Mars
Republic Military School Minmatar Republic
0
|
Posted - 2012.10.11 12:36:00 -
[448] - Quote
Thank You, that's long overdue, even for me. |
Pinky Denmark
The Cursed Navy
225
|
Posted - 2012.10.11 12:38:00 -
[449] - Quote
Thank you for trying to optimize the player experience - The combat UI is definately deserving a look into.
I do like the new graphics, however a warning (or 3) :
The new rounded hitbox bars can be very confusing because with a little big of damage to all styates of a hostile ship can be a tricky quest to read - what bar simulates shield / armor / structure..? I would at a glance think the left part of the circle to be shields, right part to be armor and bottom part to be structure, however activating my learned knowledge would start reading from 12 o'clock on the clock icon. My point is people are different and you might end up confusing people if you are not very clear with your graphics :-) I still don't know when fitting my ships if the modules to the left on my lowslots in the fitting screen will appear left or right on my HUD in space due to the circular fitting layout. (I suck - I know)
Also the module clock timer indication (the white bar orbiting the modules to simulate cycles) is ****** up and doesn't follow module cycles properly. It doesn't seem to start at 12 o'clock or end at the same place it starts. This definately need to be looked into and fixed when handling these things...
Also when people agress it is one of the most important things to know in pvp. If you are waiting to start an engagement it is necesary to know if people are agressing (because then they cannot dock/jump etc) or fleeing (because springing a trap too early is the sux). If people are agressed make sure the color is solid and impossible to miss...
Pinky Denmark
Questions: Will all of this be displayed all 3 places? (screen, targeting row and overview...)
Also sorry for bringing up the which is shield part again... I just felt I'd bring up everything I got fromt he devblog in a constructive manner not excluding anything... |
Steve Ronuken
Fuzzwork Enterprises
699
|
Posted - 2012.10.11 12:41:00 -
[450] - Quote
Main thing I can think of, unless you're a goldfish, 'which one is their shields' is a question that will be answered the very first time you use it. And it only needs answered once.
Once you know, it's entirely intuitive. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
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