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

Dersen Lowery
Knavery Inc. StructureDamage
122
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Posted - 2012.10.11 18:00:00 -
[541] - Quote
Ranger 1 wrote: I'm very happy with things over all, but I must make one point very clear in reference to the above post.
The most intuitive starting point for shields is the upper left quadrant, then armor in the upper right, then structure on the bottom... with damage progressing around the circle clockwise as it is now.
To whom? The very first thing I thought of was a circle being filled, whether clockwise or counter-clockwise. That way, the red is a seamless line of damage done, and the next category of defense follows directly by following the progress of the red fill.
You want there to be a clear visual relation between shield, armor and hull, because the damage progression is shield->armor->hull->splody. If you break up the progress of the red damage indicator, you cease to reflect that association in the UI.
I'd argue that this way is more intuitive than the current three-stacked-bars UI, because in just about every other game you can think of, stacked bars refer to separate pools that are grouped so that they're all associated with, e.g., your character, or your target. Someone coming from World of Warcraft would look at the current UI and see three different pools--hit points, mana, and something else, perhaps.
If the red damage line is essentially seamless in its progress, you reinforce the idea that shields, armor and hull are three aspects of the same essential stat, which is defense, or "hit points," that absorb damage taken in a fixed order. |

Tsukinosuke
Id Est
6
|
Posted - 2012.10.11 18:00:00 -
[542] - Quote
i like it, and if more customizable, i may like it more :)
i cant see any damage lines on log when i uncheck "show damage notifications". sometimes i dont like fast changing labels in the middle of my screen.. |

Cerulean Ice
Repercussus RAZOR Alliance
32
|
Posted - 2012.10.11 18:01:00 -
[543] - Quote
IDEA! Why not change the full circle hp bars into a 3/4 circle hp bar, with the bottom quarter empty. It could then mirror the capacitor HUD and have shields right, slowly decreasing up and around to the left as it transitions into armor then hull. It would match the current HUD in concept, still retain the cool circle, and nobody would be confused anymore.
I'd draw a picture to help, but making you all gouge out your eyes isn't going to improve this feature much.
CCP Prism X wrote:Cerulean Ice wrote:CCP Prism X gets it. Dude I'm trolling.

We really need a [sarcasm] tag for the forums. It would prevent so many misunderstandings. |

Bantara
Corp 54 Curatores Veritatis Alliance
18
|
Posted - 2012.10.11 18:34:00 -
[544] - Quote
Bienator II wrote:shield, armor, hull clockwise. kinda intuitive IMO Yes, I completely agree, it's just that rather than using a clockface for the order, I would have used reading. Eh? What I mean is they arranged the three using a clockface--starting at midnight and going clockwise. So with it divided into thirds, we have shields on the upper-right, armour in the bottom, and hull in the upper-left. I would have preferred reading order: Being an English-speaker, that would be shield in upper-left, armour in upper-right, and hull on bottom. I think that also makes sense as hull is the bottom/last layer; it seems more intuitive to me that my target is in trouble when the top-half of his circle is red, rather than the right side and most of the bottom.
EDIT: And in hindsight, I realize this has been discussed a lot in 20-some pages. Just consider it my single vote on the issue. |

Za'kerak
1
|
Posted - 2012.10.11 18:42:00 -
[545] - Quote
I dont like it. Counterintuitive. Complex. BEFORE: you exactly know that you will lock 12.79s ...AFTER? BEFORE: you clearly see what you shooting shield/armor/hull ...AFTER? |

Xenuchrist
STK Scientific
7
|
Posted - 2012.10.11 19:14:00 -
[546] - Quote
Hi, it's about time this gets some love.
A quick suggestion (w/o checking the previous 28 pages) : If you keep the round targeting, please let the shield/armor/structure-portions of the circle vary in size according to points. (e.g. in a Raven the Shield-portion would be much larger than for armor etc.)
Only the start of the shield-portion would be common, but with some clever visual cue (colours?) and a fixed minimum size of each portion it should be quite readable.
This alone would more than make up for the slight loss of readability when loosing the old targeting icons.
---á "In human stupidity, when it is not malicious, there is something very touching, even beautiful... There always is." /Tolstoy |
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CCP karkur
C C P C C P Alliance
1407

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Posted - 2012.10.11 19:17:00 -
[547] - Quote
Cerulean Ice wrote:CCP Prism X wrote:Cerulean Ice wrote:CCP Prism X gets it. Dude I'm trolling.  We really need a [sarcasm] tag for the forums. It would prevent so many misunderstandings. The rule of thumb is CCP PrismX is always trolling  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Ager Agemo
Saturn Reaper
108
|
Posted - 2012.10.11 19:26:00 -
[548] - Quote
Two step wrote:As I said elsewhere, maybe something like this: PicBlue = Shields Green = Armor Orange = Hull Black tick = speed (or something else?)
love that idea, reminds me of star wars shield indicators! |

Lin Fatale
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.10.11 19:33:00 -
[549] - Quote
please just tell me what is wrong with the current icons?
if you are honest you would make a pro / cons list
and the only pro for the new icons are imho they look more shiny but the usability and readability are really really bad
its like the inventory on a first look it looks better, but after xxx months its still worse then the old one |

Bantara
Corp 54 Curatores Veritatis Alliance
18
|
Posted - 2012.10.11 19:41:00 -
[550] - Quote
Lin Fatale wrote:and the only pro for the new icons are imho they look more shiny but the usability and readability are really really bad Do not confuse the effort needed to adapt to a new UI for a UI with less usability and 'readability'. UI experts have to explain this all the time.
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Mere Gorgon
TIMELINE Industries
0
|
Posted - 2012.10.11 19:43:00 -
[551] - Quote
How about something like this? http://oi48.tinypic.com/i74lsl.jpg
colors: blue = shield green = armor orange/yellow = structure
The targeting thing would look like cooldown timer, as you can see. And of course there is "seconds left"-timer, so no need to guess how much time is left 
Btw. this is my first forum post 
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Tyberius Franklin
Federal Navy Academy Gallente Federation
324
|
Posted - 2012.10.11 19:58:00 -
[552] - Quote
Dersen Lowery wrote:Ranger 1 wrote: I'm very happy with things over all, but I must make one point very clear in reference to the above post.
The most intuitive starting point for shields is the upper left quadrant, then armor in the upper right, then structure on the bottom... with damage progressing around the circle clockwise as it is now.
To whom? The very first thing I thought of was a circle being filled, whether clockwise or counter-clockwise. That way, the red is a seamless line of damage done, and the next category of defense follows directly by following the progress of the red fill. 2nd'ing this. The way it is now seems very intuitive to me with damage flowing in a single clockwise circle around the icon. Starting at 12'oclock only reinforces this. The flow of damage was readily apparent to me just looking at the screenshot. |

Dex Tera
Clann Fian Transmission Lost
50
|
Posted - 2012.10.11 20:21:00 -
[553] - Quote
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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MIrple
BSC LEGION Tactical Narcotics Team
146
|
Posted - 2012.10.11 20:31:00 -
[554] - Quote
Mere Gorgon wrote:How about something like this? http://oi48.tinypic.com/i74lsl.jpgcolors: blue = shield green = armor orange/yellow = structure The targeting thing would look like cooldown timer, as you can see. And of course there is "seconds left"-timer, so no need to guess how much time is left  Btw. this is my first forum post 
That looks great. If you could fit in speed and transversel at the bottom I would vote yours in. |

Tippia
Sunshine and Lollipops
9848
|
Posted - 2012.10.11 20:38:00 -
[555] - Quote
I like it for obvious reasons.  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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Maarl Junis
Ciprian Resources Rieos Coalition
0
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Posted - 2012.10.11 20:40:00 -
[556] - Quote
I love the idea of freshening the targeting system. The idea of having the bracket surrounded by a round HP display for the ship is awesome. Like several others here, I don't like the round targeting icons. Personally, what I would rather see is an option to see targeted ships in a view similar to the drones window where I would have a list of ships/objects that I have targeted with little bars for the Shield/Armor/Structure. This would allow a small column to be added that would tell me how much damage the ships dealt the last time they hit me.
Keep up the good work on the client, I've seen alot of great improvements and as presented by you, this targeting change would be a good improvement. |

Palovana
Inner Fire Inc.
305
|
Posted - 2012.10.11 20:52:00 -
[557] - Quote
Keras Authion wrote:This looks good and useful. Can't wait to try these things out.
While you are working on the icons, could you squeeze some more information out of the brackets. As we know the player ships have broken boxes to identify themselves from other objects. However these do not give much information if it's a frigate or a battlecruiser unless you can distinguish a few pixel difference out of memory.
This could be improved by adding a geometric symbol in the box. Let's say a frigate would have a triangle in the box and a cruiser a square. Now we can see what is going on around us much easier, especially in the overview. Taking it further the icons could be separated by colour or adding lines or symbols to mark different tech levels or roles. For example a merlin has a gray triangle and a hawk golden triangle with a black stripe while a buzzard has a golden triangle with a blue stripe. This would make it easier for people to identify ship classes at a glance and speed up the identification so you could assess the situation better. I recall an earlier (test) build a couple years ago, where the brackets and overview icons were changed and while there wasn't as much detail (colour stripes, etc) as you requested, it was quickly reverted due to negative feedback. Please support: export of settings in editable format
Your stuff goes here. |

Angeliq
Soimii Patriei Nulli Secunda
164
|
Posted - 2012.10.11 21:16:00 -
[558] - Quote
Why are we still debating the direction from-to which the damage should flow in those circles and what colors those should be, since the majority of people already concluded that while this is indeed nice looking bendy shiny thingy, it is less functional and counter-intuitive. While the brackets MIGHT prove to be useful to new player experience, the new targeting UI is just shiny. It adds no new usability, it is actually worse than the current UI. 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 |

Oreb Wing
Federal Defense Union Gallente Federation
27
|
Posted - 2012.10.11 21:20:00 -
[559] - Quote
Two step wrote:As I said elsewhere, maybe something like this: PicBlue = Shields Green = Armor Orange = Hull Black tick = speed (or something else?)
I think there might be some unintended confusion for some to find armor damage on a ship that had its shield recharged. I would prefer the 3 separated as a ring, as I could train my eye to glance over these much faster. |

Tippia
Sunshine and Lollipops
9848
|
Posted - 2012.10.11 21:22:00 -
[560] - Quote
Angeliq wrote:Why are we still debating the direction from-to which the damage should flow in those circles and what colors those should be, since the majority of people already concluded that while this is indeed nice looking bendy shiny thingy, it is less functional and counter-intuitive. Really? Could we get a vote count on that one? 
The reason we're still debating it is because answering those makes it just as functional and more intuitive. 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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Takeshi Yamato
Blue Republic RvB - BLUE Republic
497
|
Posted - 2012.10.11 21:29:00 -
[561] - Quote
A small request: the current target crosshair should stand out more compared to targets that are merely locked.
There are also a bit too many vertical and horizontal lines. Try it with max number of locked targets in a fleet and you'll see what I mean. |

Angeliq
Soimii Patriei Nulli Secunda
164
|
Posted - 2012.10.11 21:33:00 -
[562] - Quote
Tippia wrote:Angeliq wrote:Why are we still debating the direction from-to which the damage should flow in those circles and what colors those should be, since the majority of people already concluded that while this is indeed nice looking bendy shiny thingy, it is less functional and counter-intuitive. Really? Could we get a vote count on that one?  The reason we're still debating it is because answering those makes it just as functional and more intuitive.
The world you live in must be a strange one. 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 |

Tippia
Sunshine and Lollipops
9848
|
Posted - 2012.10.11 21:36:00 -
[563] - Quote
Angeliq wrote:The world you live in must be a strange one. So no vote count, and you've understood why it's still a topic for discussion, I take it. Goodie.
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.
|

Logicycle
Terra Incognita Intrepid Crossing
75
|
Posted - 2012.10.11 22:04:00 -
[564] - Quote
Leave the rectangular damage indicators alone, the rest looks pretty cool. |

Benedictus de Suede
Ordo Fratrum Hospitalis Sancti Ioannis
0
|
Posted - 2012.10.11 22:06:00 -
[565] - Quote
Looks really good and promising. I would like to make som additional suggestions though...
First however. There are a few important, I think, guidelines in order to get att good Tactical Awareness (TA).
1. Important (crucial) information should be in the center of ones field of view i.e where your target is. This is especially important in a stressful combat/dogfight situation where u tend to get a "tunnel vision". 2. It-¦s a myth that u can do two things simultaneously. What u can do is to shift attention between 2 tasks more or less rapidly. Keep that in mind when u design a TA system. 3. Textinformation should be short and concise. "Torpedo damage 345" instead of "Your group of bla bla ..hits ex...doing 345 of bla." This should be general. In the Overview for exampel under "Type" it would be better with AJ 37 instead of Viggen Attack Version or SR-71 instead of Blackbird. Do we really need to know if it-¦s a Caldari Sentry Gun III or is it enough with just "Sentry Gun III" 4. Symbols always gives faster input then text, but they sould be good also. The "Class symbol" i.e different sizes of + makes it easy to differentiate between NP battleships and cruisers. The "player" version a "box" is harder to read. In addition I would like a symbol that tells something about the ships roll. Is it a transporter, ewar cruiser etc. U sholuldn-¦t be living dictionary in order to tell what kind of a threat a ship impose. 5. Always prioritize functionality over "good looks". Ask yourself...If this was for real how would they do (design) it?
Ok, with this in mind here are my suggestions:
The symbol for "In target range" is good but u should also ad information that tells something about the abillity of your guns to track the selected target and the chance to inflict a good hit. For example a dragging circle behind a fast mowing frigate could give a split second information that there is no chance in hell that I could hit that sucker with my 1400 mm guns. If the same circel had an X in it the target is totally out of range. If the circle i flashing the target would be in "fall-off range". The flashing should end as the target approaches optimal range. The same principle goes for missiles. For dragging triangle could indicate a fast moving target with lesser chance to get a clean hit. OK u would to have different size and multiple circles if u mix heavy, medium and light guns. But it could be a cool effect to se those chasing circles finally merging to a decision of a maxium "fire for effect". |

Tyberius Franklin
Federal Navy Academy Gallente Federation
325
|
Posted - 2012.10.11 22:09:00 -
[566] - Quote
Angeliq wrote:Why are we still debating the direction from-to which the damage should flow in those circles and what colors those should be, since the majority of people already concluded that while this is indeed nice looking bendy shiny thingy, it is less functional and counter-intuitive. While the brackets MIGHT prove to be useful to new player experience, the new targeting UI is just shiny. It adds no new usability, it is actually worse than the current UI. I disagree on it being counter-intuitive and I like shiny. I also don't see how it would be less functional as it only adds information while leaving the info we have always had access to in the same locations. |

Oberine Noriepa
943
|
Posted - 2012.10.11 22:18:00 -
[567] - Quote
Takeshi Yamato wrote:There are also a bit too many vertical and horizontal lines. Try it with max number of locked targets in a fleet and you'll see what I mean. Agreed. I find the extra lines superfluous. |

Rengerel en Distel
Amarr Science and Industry
454
|
Posted - 2012.10.11 22:26:00 -
[568] - Quote
Galmas wrote:Rengerel en Distel wrote:Galmas wrote:Viddles wrote:Overall I like that you're trying to improve the UI.
The things I'd like to see changed that you haven't mentioned would be the horizontal and vertical lines that splay all over the screen when you have like 7 targets locked. Very messy and cluttered. When you have 7 targets to manage, that's when you need an especially clear screen, and those lines do nothing for me except make it more confusing. The lines are a neat idea... but how about they get some lovin' too? I suggest that instead of continuing them to the edges of the screen, no matter how long the lines will be, change them so that they fade out over a distance that is about 1/3rd if your window size - or perhaps just a fixed length like 400 pixels. That way you can still be guided toward them, but they won't take up the whole screen bombarding you with parallel lines leading off to nowhere, doing you no good.
-V This one is a very good point. This is actually one big thing (beside the usless damage notification in the middle of the screen) that is not very good with the current Targeting UI. You can turn those off in general settings, which i think i mentioned 5 or 6 pages ago. afaik it will turn off the damage notification in the log too, doesnt it? I was making reference to the targeting crosshairs which you can turn off in the settings.
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CCP karkur
C C P C C P Alliance
1409

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Posted - 2012.10.11 22:30:00 -
[569] - Quote
Takeshi Yamato wrote:A small request: the current target crosshair should stand out more compared to targets that are merely locked. . In the new version, there is actually quite a difference between the lines for the selected target and the other targets. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Jace Errata
AirHogs Zulu People
288
|
Posted - 2012.10.11 22:42:00 -
[570] - Quote
I much, much prefer the Fanfest presentation UI to this proposal.
Also, with the in-space HP bars (not the target row ones), what happens if you have several targets within say 25k or so of each other, and zoom quite a way out? Do they overlap? Stealth OST puns and blatant lies since 2009 Jace Errata on Twitter
One day they woke me up so I could live forever It's such a shame the same will never happen to you |
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