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Thread Statistics | Show CCP posts - 88 post(s) |
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CCP Phantom
C C P C C P Alliance
2283

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Posted - 2012.10.10 19:36:00 -
[1] - Quote
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. CCP Phantom - German Community Coordinator |
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CCP karkur
C C P C C P Alliance
1330

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Posted - 2012.10.10 20:01:00 -
[2] - Quote
First CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Karl Planck
Heretic Army Heretic Nation
269
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Posted - 2012.10.10 20:02:00 -
[3] - Quote
rofl, my first got deleted. Damn you ccp ninja skills Low-sec Best-sec |

Salpun
Paramount Commerce
386
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Posted - 2012.10.10 20:02:00 -
[4] - Quote
What devblog no link |
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CCP Punkturis
C C P C C P Alliance
3365

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Posted - 2012.10.10 20:03:00 -
[5] - Quote
this stuff is soooooo nice, was playing with it all day on my computer! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Explorer
C C P C C P Alliance
937

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Posted - 2012.10.10 20:03:00 -
[6] - Quote
.. and the ball continues rolling! Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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corestwo
Goonfleet Investment Banking
739
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Posted - 2012.10.10 20:03:00 -
[7] - Quote
So, uh...how do you tell what's shield/armor/structure with the circle then? Try coloring them, perhaps. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Warde Guildencrantz
TunDraGon
130
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Posted - 2012.10.10 20:07:00 -
[8] - Quote
Oh yes. This is such a good thing for micro work in small gangs and soloing.
WANT |

Bienator II
madmen of the skies
988
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Posted - 2012.10.10 20:08:00 -
[9] - Quote
please make sure that you can find the selected item on the edge of the screen easier. Right now if you select something on the overview and are under bad light or system backgground conditions. you have to rotate the cam and search quite a bit till you see it on screeen. This makes dscanning even more anoying as it already is in some systems. The new circle instead of the rect will help somewhat, maybe make it blink once or twice after selecting it to help out a bit. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Evelgrivion
Gunpoint Diplomacy
164
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Posted - 2012.10.10 20:08:00 -
[10] - Quote
I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles. |
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Cordo Draken
ABOS Industrial Enterprises
17
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Posted - 2012.10.10 20:10:00 -
[11] - Quote
Shiney Upgrades \o/ eëÆWhomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my AutocannonseëÆ eÉà |

Myxx
Minmatar Death Squad Broken Chains Alliance
608
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Posted - 2012.10.10 20:11:00 -
[12] - Quote
So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. |

Wibla
Tactical Narcotics Team
84
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Posted - 2012.10.10 20:13:00 -
[13] - Quote
I like it, for the most part.
But I have to say, the targeted icons are -not- intuitive with regards to what is what (shield, armor, hull). And they work fine the way they are today... maybe make that switchable depending on what people prefer? |
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CCP Sisyphus
C C P C C P Alliance
95

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Posted - 2012.10.10 20:13:00 -
[14] - Quote
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?' CCP Sisyphus | Team PE | @CCP_Sisyphus |
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Dersen Lowery
Knavery Inc. StructureDamage
115
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Posted - 2012.10.10 20:14:00 -
[15] - Quote
Oh, I don't know. "How red is the circle?" is a pretty good at-a-glance heuristic. It'll take a little getting used to, but new things always do.
This looks good. |
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Chribba
Otherworld Enterprises Otherworld Empire
5007
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Posted - 2012.10.10 20:14:00 -
[16] - Quote
We're on target!
/c
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GeeShizzle MacCloud
210
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Posted - 2012.10.10 20:14:00 -
[17] - Quote
nice stuff btw karkur! like the change to circle hud items... as much as some may complain about it being slightly less easy at a glance, thats because theyre used to the old system, not that its worse.
can easily tell shield armor and hull on it as it works clockwise from the 12'o'clock position, and loving the new hit indicators and targetting range indicators! awesome stuff!
what id say for percentage opacity is not base it off individual shield armor and hull, but base it off total ship HP vs the hp taken off by hits.
Awesome stuff!
One question tho... is this going to be on Buckingham for us to get a sneak peak at before launch? thanks! xx |
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CCP Prism X
C C P C C P Alliance
897

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Posted - 2012.10.10 20:15:00 -
[18] - Quote
So.. Which one is shield? @CCP_PrismX EVE Database Developer and Expert Ranter |
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Lost Hamster
Hamster Holding Corp
65
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Posted - 2012.10.10 20:15:00 -
[19] - Quote
corestwo wrote:So, uh...how do you tell what's shield/armor/structure with the circle then? Try coloring them, perhaps. 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. |

Bienator II
madmen of the skies
989
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Posted - 2012.10.10 20:16:00 -
[20] - 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?' shield, armor, hull clockwise. kinda intuitive IMO a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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Two step
Aperture Harmonics K162
2229
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Posted - 2012.10.10 20:16:00 -
[21] - Quote
As I said elsewhere, maybe something like this:
Pic
Blue = Shields Green = Armor Orange = Hull Black tick = speed (or something else?)
CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Warde Guildencrantz
TunDraGon
131
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Posted - 2012.10.10 20:17:00 -
[22] - 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?'
I think people will understand "it starts at 12 o clock, from shields, and moves clockwise" pretty quickly, it's not all that hard.
Another option would be to make 3 thin circles around the target, one for shield, one for armor, one for structure, rather than 3 thicker lines that are 33% of a circle. The shield circle contains the armor circle and the armor circle contains the structure circle, inside the structure circle is the picture of the ship.
Might be harder to glance at though. |

Kiarchu Sumanochi
Independant Ideals Allied Forces
0
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Posted - 2012.10.10 20:17:00 -
[23] - Quote
Do it. Do it now |

Salpun
Paramount Commerce
386
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Posted - 2012.10.10 20:17:00 -
[24] - Quote
When will the damage notification be movable And the log be easeier to read? |

GeeShizzle MacCloud
210
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Posted - 2012.10.10 20:17:00 -
[25] - 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?'
blue shield light grey armor and hmm.... gold/orange hull maybe? |

Spaceship PiIot
University of Caille Gallente Federation
0
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Posted - 2012.10.10 20:18:00 -
[26] - Quote
Here's how you make the damage messages better: Split them up into Incoming and Outgoing. 2 Seperate boxes. JOB COMPLETE.
The new 'targets' UI might be pretty but it's harder to understand what's going on. Which is shield/armor/hull? I guess it goes clockwise? Shield then armor at 6 o clock then hull? It just feels like it should go the other way.
As far as the locking thing, you are getting rid of the timer and making us guess how long is left on lock based on how quick it's going?
The hit icon sequence seems a bit pointless and probably extremly laggy in a fleet.
For the who is hitting you thing and for how much, if you're smart you should know that already just based on what ships and what range they're at in combination with damage messages. |

Bienator II
madmen of the skies
989
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Posted - 2012.10.10 20:19:00 -
[27] - Quote
requesting predator targeting triangle. screw that circles!  a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

corestwo
Goonfleet Investment Banking
741
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Posted - 2012.10.10 20:19:00 -
[28] - 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?'
"Which is shields" is important. The stack right now is fairly intuitive - shields are my top layer, then armor, then hull. This is important both for new players and for (topically) e-sports, which ya'll seem to be wanting to get into.
Right now, when I look at the picture, I'd assume that both the raven and avatar took shield damage, bled into armor, and repped it. Someone new, or someone less familiar with eve, wouldn't have a clue.
Just something to consider 
Warde Guildencrantz wrote:Another option would be to make 3 thin circles around the target, one for shield, one for armor, one for structure, rather than 3 thicker lines that are 33% of a circle. The shield circle contains the armor circle and the armor circle contains the structure circle, inside the structure circle is the picture of the ship.
Might be harder to glance at though. This would be a great example if it's visible enough. Keeps your new circle motif, but has the same instantly obvious meaning that the stacked bars have now. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

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

St Mio
Imperial Academy Amarr Empire
982
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Posted - 2012.10.10 20:19:00 -
[30] - Quote
Suggestion: Link the color of the HP bars to the color in the overview. Reds on overview = red HP bars on targeting icon Purple fleet members = purple HP bars Green corpies = green HP bars
Also, agree with Shield > Armor > Hull start from 12'o clock and moving clockwise. |
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CCP Sisyphus
C C P C C P Alliance
98

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Posted - 2012.10.10 20:20:00 -
[31] - Quote
Salpun wrote:When will the damage notification be movable  And the log be easeier to read?
Give us time... CCP Sisyphus | Team PE | @CCP_Sisyphus |
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Sassums
Wormhole Exploration Crew R.E.P.O.
52
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Posted - 2012.10.10 20:21:00 -
[32] - Quote
Why are we switching from the nice square icons to these new circle icons?
With the square ones you can easily distinguish how much shield damage the target has, armor damage, and finally structure damage.
With the new circle system I can't figure out which bar indicates which part of the ship. IE: Shield, armor, and structure.
Please shed some light on this change or make it easier to distinguish which is which. |

Warde Guildencrantz
TunDraGon
131
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Posted - 2012.10.10 20:22:00 -
[33] - Quote
CCP Sisyphus wrote:Salpun wrote:When will the damage notification be movable  And the log be easeier to read? Give us time...
Please make the yellow box and red box icons still flash, its a lot easier to notice them that way :)
other than that, awesome |

Myxx
Minmatar Death Squad Broken Chains Alliance
608
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Posted - 2012.10.10 20:22:00 -
[34] - Quote
If anything, I'd like to have an at-a-glance popup next to what I'm targeting displaying relevant info, ala many trailers such as like here:
http://www.youtube.com/watch?v=q62Wk3xWH8g&t=1m10s |

Skippermonkey
Tactical Knightmare
1515
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Posted - 2012.10.10 20:22:00 -
[35] - Quote
Make it optional, squares or circles, and its a winner TK is recruiting |

PinkKnife
L F C Ethereal Dawn
252
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Posted - 2012.10.10 20:23:00 -
[36] - Quote
Karl Planck wrote:rofl, my first got deleted. Damn you ccp ninja skills
Edit: So a few things.
First, in the new UI you show how the both the raven and the avatar are locked. On the Titan it shows the shield and armor and hull indicators with corresponding damage. However on the raven it is only a single bar that has full shield (which is correct) but no notification on the armor and hull damage. Is this because the raven is not the active target? If this is correct could we get it so that all targets show the full damage layout?
That is the ewar time on the Raven, instead of the normal bar, it is also displayed as the circle graph...I caught this from a simple glance. <.<
+1 to ALL OF THIS. THIS IS AWESOME AND I LOVE YOU. The UI needs massive updates and this looks fantastic. There will be some people who don't like change, as always, but I think it is glorious.
Now can I have drones redone please? Pretty please? Just the UI part, it is super awful terribad. |

Squeaks
Seniors Clan Get Off My Lawn
0
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Posted - 2012.10.10 20:23:00 -
[37] - Quote
This looks pretty good... it's building up to the stuff we see in the trailers which would be excellent! |
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CCP Masheen
C C P C C P Alliance
100

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Posted - 2012.10.10 20:23:00 -
[38] - Quote
Sup o/ - EVE Online Quality Assurance - |
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CCP karkur
C C P C C P Alliance
1333

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Posted - 2012.10.10 20:23:00 -
[39] - Quote
Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you  We do not want to have the 2 system living side by side, we just want to make this on right so you will like it!  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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EvilweaselFinance
BUTTECORP INC Goonswarm Federation
308
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Posted - 2012.10.10 20:24:00 -
[40] - Quote
please make sure this adds no extra server calls or data requests from the server Technetium Lord |
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Evelgrivion
Gunpoint Diplomacy
164
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Posted - 2012.10.10 20:26:00 -
[41] - Quote
CCP karkur wrote:Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you  We do not want to have the 2 system living side by side, we just want to make this on right so you will like it! 
In that case, I strongly prefer that you don't implement the HP bars around the ship icon; I don't see how it won't increase the amount of eye movement needed to identify the current status of a targeted ship. A demand for increased eye movement (and thus effort to read the same information) while it occupies the same amount of screen real-estate is a downgrade, not an upgrade.  |

Arienne Deveraux
Suddenly Ninjas Tear Extraction And Reclamation Service
12
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Posted - 2012.10.10 20:26:00 -
[42] - Quote
While we're at it, any chance of more distinguishable target brackets, especially for Destroyer through Battlecruiser classes? |

Vincent Athena
V.I.C.E.
1029
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Posted - 2012.10.10 20:26:00 -
[43] - Quote
CCP Prism X wrote:So.. Which one is shield? 12 oclock to 4 oclock.
Will there be an indication when I or my drones hit? What will other's drones look like that hit me? What bout ships I do not have targeted hitting me, what will they look like? Im wondering what the screen will look like when 30 NPCs are all shooting and hitting me. http://vincentoneve.wordpress.com/ |

MIrple
BSC LEGION Tactical Narcotics Team
143
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Posted - 2012.10.10 20:26:00 -
[44] - Quote
I like the changes that are being implemented.
A few questions. You have addressed that ships that shoot you will have a red burst to it. What about ships that are applying ECM type items. Will there be a way to see at a glance which ones are applying this?
The second would be could there be a minimalist targeting window something similar to the watch list that we could use. This would take up less space and improve my immersion.
TY |
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Chribba
Otherworld Enterprises Otherworld Empire
5007
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Posted - 2012.10.10 20:27:00 -
[45] - Quote
CCP Sisyphus wrote:Salpun wrote:When will the damage notification be movable  And the log be easeier to read? Give us time... Can you also put back so one can minimize the chat requests? 
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Celestial One
Militant Miners
1
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Posted - 2012.10.10 20:27:00 -
[46] - Quote
I like these ideas. I would like to see you also get around to the drone UI as it is really terrible. |

Riffix
Synergistic Arbitrage
43
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Posted - 2012.10.10 20:27:00 -
[47] - Quote
Maybe it's not a huge deal to people, but I always thought it was lame that the damage TYPE being done was not clearly displayed. Especially for new people who might not even understand that there are damage types. But it would be good to know what type of damage is mostly being done. It might help you decide how to refit, fit in the future, or whether to run or fight.
Also, I think if you are going to be updating situational awareness, I would like to see something that tells the player what type of ship is out there. My vote is to stop using generic brackets and use an icon that represents ship type. That way when you see a cluster of ships you can know almost immediately what type of fight you might have on your hands. Lead, Follow, or Get the #@$!@ Out of the Way. |
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CCP Sisyphus
C C P C C P Alliance
98

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Posted - 2012.10.10 20:27:00 -
[48] - Quote
Warde Guildencrantz wrote:CCP Sisyphus wrote:Salpun wrote:When will the damage notification be movable  And the log be easeier to read? Give us time... Please make the yellow box and red box icons still flash, its a lot easier to notice them that way :) other than that, awesome
They do still pulse. The yellow lock, and red aggro isn't so changed (shape a bit) This is still under work, so it is NOT going to be exactly this when it comes out. We want to get your feedback and try it out on public Test servers so we can make it better. CCP Sisyphus | Team PE | @CCP_Sisyphus |
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Alx Warlord
The Scope Gallente Federation
182
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Posted - 2012.10.10 20:28:00 -
[49] - Quote
Woa, too fast posted!!!! It was a double devblog...
AWESOME POST!!!!!
With really nice stuff in it!!! : )
OBS: And.. when CCP will start to work on the big features promised in the fanfest? POS revamp and Tesselation and Ring Minning? Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Demyen
Royal Black Watch Highlanders RISE of LEGION
1
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Posted - 2012.10.10 20:29:00 -
[50] - Quote
LOVE it. Absolutely gorgeous. I just spacegasmed. |
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Karl Planck
Heretic Army Heretic Nation
269
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Posted - 2012.10.10 20:30:00 -
[51] - Quote
PinkKnife wrote: That is the ewar time on the Raven, instead of the normal bar, it is also displayed as the circle graph...I caught this from a simple glance. <.<
actually, after staring at the pic for a bit i see that its the lock timer. The avatar and one raven are already locked. The raven that is locked has no damage notifications on it. The raven that is being locked has a grey bar at roughly 25% of the full circle, which is confusing because in the other image the lock timer has just started (15 sec).
It isn't ewar i believe, its the lock timer which is slightly confusing considering there are two ravens. Low-sec Best-sec |

Myxx
Minmatar Death Squad Broken Chains Alliance
608
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Posted - 2012.10.10 20:30:00 -
[52] - Quote
CCP karkur wrote:Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you  We do not want to have the 2 system living side by side, we just want to make this on right so you will like it!  Why try to reinvent the wheel on something that, tbh, isn't broken? It could use improvement, but i dont think this is the way to go about it. If anything, a transparent window next to my target in space when I'm targeting them or being targeted would be appreciated. The box and three bars work perfectly fine as is. Just put up next to the target. No need for the sphere. |
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CCP Sisyphus
C C P C C P Alliance
98

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Posted - 2012.10.10 20:31:00 -
[53] - Quote
EvilweaselFinance wrote:please make sure this adds no extra server calls or data requests from the server
Oh yes, we ensured this. All this is just re-displaying information the client already has. CCP Sisyphus | Team PE | @CCP_Sisyphus |
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CCP Explorer
C C P C C P Alliance
937

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Posted - 2012.10.10 20:32:00 -
[54] - Quote
CCP karkur wrote:Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you  We do not want to have the 2 system living side by side, we just want to make this on right so you will like it!  What CCP karkur said. The code would very soon become entangled and messy unless we refactor and remove the old system. We want to get this right and we don't want to maintain two separate systems. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Shang Fei
The Illuminatii Mildly Intoxicated
35
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Posted - 2012.10.10 20:32:00 -
[55] - Quote
I like the new aggro, target, in range and this mombo jumbo, the hit thingie is neat aswell.
However I do not like the round target thingie in the picture above it. It's hard to read what's what and it looks fine the way it is.
edit: what i meant to say in the above sentence was i dislike having the hp bars in a circle around the portrait I think it's more easily read the way it is now with them under eachother, the same way as they are under eachother in "layers" on ur ship and on ur HUD with the capacitor and all that good stuff... |
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CCP Explorer
C C P C C P Alliance
937

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Posted - 2012.10.10 20:32:00 -
[56] - Quote
EvilweaselFinance wrote:please make sure this adds no extra server calls or data requests from the server Performance is of utmost concerns. Duly noted. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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KIller Wabbit
The Scope Gallente Federation
73
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Posted - 2012.10.10 20:32:00 -
[57] - Quote
Reserved
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Gilbaron
Free-Space-Ranger Ev0ke
366
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Posted - 2012.10.10 20:33:00 -
[58] - Quote
one thing i would love:
do not give percentage values but "absolute" ones (EHP) for shield, armor and hull, so when i have someone targeted i can see how he is tanked, a huuuuge shield bar and a small armor bar might make me switch to some EM ammunition... |

The Bazzalisk
Teshnology Inc. Stealth Wear Inc.
21
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Posted - 2012.10.10 20:33:00 -
[59] - Quote
Targeting circles look like change for the point of change and will just clutter up the screen when locking up many targets and being zoomed out a lot. Don't bother. Same for the 'in targeting range' things. Change for the point of change is worthless. |
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CCP karkur
C C P C C P Alliance
1334

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Posted - 2012.10.10 20:34:00 -
[60] - Quote
Karl Planck wrote:PinkKnife wrote: That is the ewar time on the Raven, instead of the normal bar, it is also displayed as the circle graph...I caught this from a simple glance. <.<
actually, after staring at the pic for a bit i see that its the lock timer. The avatar and one raven are already locked. The raven that is locked has no damage notifications on it. The raven that is being locked has a grey bar at roughly 25% of the full circle, which is confusing because in the other image the lock timer has just started (15 sec). It isn't ewar i believe, its the lock timer which is slightly confusing considering there are two ravens. you are correct... this is the locking timer on the Raven (skills is locked but he's in a different Raven) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Sheynan
Lighting the blight
75
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Posted - 2012.10.10 20:34:00 -
[61] - Quote
Looks really good, I might need some time getting comfortable with it though |

Mark726
Project Compass Holdings
80
|
Posted - 2012.10.10 20:35:00 -
[62] - Quote
I love the looks and the breakdowns of the new icons/reticules. The ONLY suggestion I have is to look again at having the arcs around the icons for shield/armor/hull. There is NO reason that I would associate the "upper right arc" to mean "shield" if I were just glancing at an icon. I'm not entirely sure how to fix that given the rest of the design, but even a transparent S/A/H marking would be nice if you're going the circle route.
That said, I liked basically everything else in the dev blog... I look forward to seeing the results! Author, [url]http://evetravel.wordpress.com/[/url] Author, [url]http://freebooted.blogspot.com/p/fiction.html[/url] |

Arydanika
Amok. Goonswarm Federation
146
|
Posted - 2012.10.10 20:35:00 -
[63] - Quote
What is being done to minimize server load for these icons and to compensate for those who do not use brackets? In many larger scale fleet fights brackets are turned off to make sure clients are able to function properly. For many who do not have "current series" hardware when it comes to their processor and graphics card; they may not be able to handle the extra load to their computer. I'm currently running Eve on newer hardware components, but I still keep my brackets off most of the time when I PvP.
That said, the changes look great! Looking forward to hearing more as development progresses! Voices from the Void; a bi-weekly podcast and weekly news vlog featuring current events of the MMORPG Eve Online. Check out other Eve Online podcasts by visiting the Eve Online Pod Pack. |

Imigo Montoya
Wildly Inappropriate Goonswarm Federation
46
|
Posted - 2012.10.10 20:35:00 -
[64] - Quote
Any change that makes the complex nature of the game state and its events more accessible is a good thing.
Thanks guys. |
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CCP karkur
C C P C C P Alliance
1335

|
Posted - 2012.10.10 20:36:00 -
[65] - Quote
Vincent Athena wrote:CCP Prism X wrote:So.. Which one is shield? 12 oclock to 4 oclock. Will there be an indication when I or my drones hit? What will other's drones look like that hit me? What bout ships I do not have targeted hitting me, what will they look like? Im wondering what the screen will look like when 30 NPCs are all shooting and hitting me. We have talked about this, and are looking into how we can represent the damage you deal to your targets.
The ships you do not have targeted will have the yellow or red "box" if they are targeting, and if they are doing enough damage, then they will have the "hit icon" play when they shoot you. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Bagrat Skalski
Poseidaon
49
|
Posted - 2012.10.10 20:36:00 -
[66] - Quote
The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. About WIS |

Karl Planck
Heretic Army Heretic Nation
270
|
Posted - 2012.10.10 20:36:00 -
[67] - Quote
Going to repost this as I do not think the devs are looking at the first couple of posts.
I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized ).
Also, can we get the damage UI on every ship we have locked, not just the one we have selected? This would help out on logis as well as keeping track of primaries.
Last, with this being a really nice UI option, can we disable the stacked bar of ships we have locked? As it is already on our screen :) (would free up that vital screen space) Low-sec Best-sec |

Salpun
Paramount Commerce
386
|
Posted - 2012.10.10 20:36:00 -
[68] - Quote
If the ship is on the edge of the screen it needs to have stronger effects then if its in the center.
Also did the missing effects like warp scrams from bubbles get on the effects bar yet? |

Kitt JT
League of Non-Aligned Worlds Nulli Secunda
135
|
Posted - 2012.10.10 20:37:00 -
[69] - Quote
I'd like to point out, eve originally had circular targeting icons. They were removed because they sucked. Now we get them back. |

Tippia
Sunshine and Lollipops
9824
|
Posted - 2012.10.10 20:38:00 -
[70] - Quote
Looks good. Just one suggestion for a tweak, along with the ideas others have posted about colour-coding the damage segments: make a larger gap between the GǣendGǥ and the GǣbeginningGǥ (i.e. hull and shield) segments so there's a clear marker that communicates Gǣdamage track starts hereGǥ. Right now, the segments are all equal, giving the impression that after one comes another and then another and after that comes another andGǪ waitGǪ four? Where does it start and end?
Something like this (using a very quick and ugly mock-up). 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 karkur
C C P C C P Alliance
1335

|
Posted - 2012.10.10 20:38:00 -
[71] - Quote
Arydanika wrote:What is being done to minimize server load for these icons and to compensate for those who do not use brackets? In many larger scale fleet fights brackets are turned off to make sure clients are able to function properly. For many who do not have "current series" hardware when it comes to their processor and graphics card; they may not be able to handle the extra load to their computer. I'm currently running Eve on newer hardware components, but I still keep my brackets off most of the time when I PvP.
That said, the changes look great! Looking forward to hearing more as development progresses! The client has all the information we need already... if anything you should be worried about client performance. But we are keeping a close eye on that, and if the client is not performing well enough, we are ready to react to that and cut stuff if needed.
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Djakku
Pod Liberation Authority HYDRA RELOADED
123
|
Posted - 2012.10.10 20:39:00 -
[72] - Quote
skills needs an avatar |

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
286
|
Posted - 2012.10.10 20:39:00 -
[73] - Quote
Gilbaron wrote:one thing i would love:
do not give percentage values but "absolute" ones (EHP) for shield, armor and hull, so when i have someone targeted i can see how he is tanked, a huuuuge shield bar and a small armor bar might make me switch to some EM ammunition...
this could wonderfully work with circular thingies
+1. The ability to see absolute levels for shield armour and hull would be awesome. Bonus points if you give us the ability to toggle between the two or even better, both at the same time. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
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James Amril-Kesh
4S Corporation RAZOR Alliance
928
|
Posted - 2012.10.10 20:43:00 -
[74] - Quote
I don't get why the hit animation has to be so complicated. Make it blink when they fire. Don't need a mathematical equation for opacity, which nobody's going to be paying much attention to anyway. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Alx Warlord
The Scope Gallente Federation
182
|
Posted - 2012.10.10 20:43:00 -
[75] - Quote
Where the damage will be shown??? Over/Above the shooting ship bracket? And where yours damage will be shown? over/above your weapon? Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Nalren
Aperture Harmonics K162
0
|
Posted - 2012.10.10 20:44:00 -
[76] - Quote
Two step wrote:As I said elsewhere, maybe something like this: PicBlue = Shields Green = Armor Orange = Hull Black tick = speed (or something else?)
Yeah, I like that a bit better. The current system shows, at a glance, the layered defenses ships have - outside to inside, top to bottom. I feel like that's been lost by putting them in a ring.
I'm not sure what the black tick-mark will show, even if it's speed; I'd have to ask "relative to what - my target's max speed?" Since I can't reliably know that, I wonder about its value. At a quick glance, I can't imagine what other percentage-like value - that I am allowed to know about my target - I would want displayed.
Unless CCP suddenly want to show me my target's cap level without making me fit a ship scanner..... (grin) |

Kandreath
De Re Metallica Epsilon Shimmy Alliance
40
|
Posted - 2012.10.10 20:45:00 -
[77] - Quote
They look really nice.
One thing though, you said things like Targeting and Agressing icons will be "subtle". I think this is a mistake. Quickly identifying this difference is key to PVP and PVE for that matter and remember there are older players that find subtle = annoyingly difficult to see.
Remember the old icon iteration, the more subtle icons where not popular. One reason was difficulty in making out the subtle differences in the icons.
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CCP karkur
C C P C C P Alliance
1335

|
Posted - 2012.10.10 20:46:00 -
[78] - Quote
Karl Planck wrote:Going to repost this as I do not think the devs are looking at the first couple of posts. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized  ). Also, can we get the damage UI on every ship we have locked, not just the one we have selected? This would help out on logis as well as keeping track of primaries. Last, with this being a really nice UI option, can we disable the stacked bar of ships we have locked? As it is already on our screen :) (would free up that vital screen space) We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module)
And I don't really understand.. you say you want the health bars on all the targets, and then you say you want to disable them? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Deornoth Drake
Cybermana
1
|
Posted - 2012.10.10 20:46:00 -
[79] - Quote
I'm glad you mentioned that there is something within the new aggression picture. Being color-blind (well, only red-blind according to my doctor but who knows what that means) I missed that! |

Salpun
Paramount Commerce
386
|
Posted - 2012.10.10 20:48:00 -
[80] - Quote
CCP karkur wrote:Karl Planck wrote:Going to repost this as I do not think the devs are looking at the first couple of posts. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized  ). Also, can we get the damage UI on every ship we have locked, not just the one we have selected? This would help out on logis as well as keeping track of primaries. Last, with this being a really nice UI option, can we disable the stacked bar of ships we have locked? As it is already on our screen :) (would free up that vital screen space) We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module) And I don't really understand.. you say you want the health bars on all the targets, and then you say you want to disable them? Why show the same information in two places? |
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Jean D'Hon
State War Academy Caldari State
1
|
Posted - 2012.10.10 20:48:00 -
[81] - Quote
For those of us that are color impaired, please make sure there is enough contrast between the un- & damaged parts so we can tell the difference. Tbh, I would prefer the current horizontal bar system but I could get used the circular one if they are well contrasted with the background. |

Azurun Li
O'Rly Industries Endeavour Shipyards
6
|
Posted - 2012.10.10 20:50:00 -
[82] - Quote
I hate damage notifications in the middle of my screen. But sometimes I like to look back at the log and see the details of what happened.
I would like it a lot if the log recorded even when damage notifications are turned off. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2012.10.10 20:50:00 -
[83] - Quote
While i don't mind the circle health bar around ships i think the ones up in the corner should remain a list, its easier to look at at a glance (Although it might not be bad if you could chose whichever you like more) |

Zloco Crendraven
BALKAN EXPRESS
79
|
Posted - 2012.10.10 20:51:00 -
[84] - Quote
I know everybody hates WoW around here, but one thing they did good is the combat log. Pls make anything similar like that. To be able to scroll around, filter your or enemy dps, show which type of dmg it did etc.
And about the targeting, i like what u guys did. Just make more intuitive where from does shield start. |

Maria Kitiare
Lead Farmers Kill It With Fire
2
|
Posted - 2012.10.10 20:51:00 -
[85] - Quote
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..
Also.. This all seem to be bracket gfxs.. Many people remove all brackets when in big fleet fights.. So question will be, will these functions also be added to the overview? (without making the overview more laggy and/or buggy than it already is?)
Edit: Maybe take the big step and finally give EVE a more customizable UI? So we can move around where Shield, armor and hull is, change between a few different animations etc. This would help because your lovely nebula graphics fucks up visibility on the screen.. Making it customizable so we can make our UI work with the background world we fly often in, would be awesome.. |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
179
|
Posted - 2012.10.10 20:51:00 -
[86] - Quote
I like this idea a lot.
Two step has a good way to iterate on the circle design, howver I think it'll become second nature after only a day to know which is shield/armor/structure tbh.
Ps what's with all the haters? How is this at all bad? Some people just like to complain I guess. Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |

Wrathful Hawk
Warsmiths
7
|
Posted - 2012.10.10 20:52:00 -
[87] - Quote
Great, i like it, it's looking pretty nice in my opinion.
Two pieces of input.
First of all the hit indicator, i like that idea ALOT as it makes the visual representation of damage very noticeable to a pilot in a very quick method. Would you consider having this as a two way indication system for a target you're engaging, and having white (or green or whatever) flashes on that ship behaving in a similar way to indicate the damage you are doing to them (Though this would have to be in relation of your weapon damage and not the opponents hitpoints (i'm thinking metagaming here) i.e. opacity = hitHP / (ourMaxVolleyHP) * magic instead of opacity = hitHP / (ourShieldHP + ourArmorHP) * magic.
This in mind, I appreciate that this would make the visual display of damage quite confusing if it was flashing from red to green constantly, so perhaps if you split the damage indicator down the center and dedicate the right side of it to your damage being applied and the left to damage you're taking, and when the damage becomes one directional it fades over to either just red / green depending on the direction of damage.
Secondly, will you be doing an overhaul of the overview at any stage or at very least the settings as they're still very unmanageable for someone that isn't an expert in cryptology? |

Ryuichi
Gunpoint Diplomacy
2
|
Posted - 2012.10.10 20:53:00 -
[88] - Quote
Opacity and colour dependency is a terribru idea for UI. Sorry. |
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CCP Masheen
C C P C C P Alliance
101

|
Posted - 2012.10.10 20:54:00 -
[89] - Quote
Deornoth Drake wrote:I'm glad you mentioned that there is something within the new aggression picture. Being color-blind (well, only red-blind according to my doctor but who knows what that means) I missed that!
In the images shown on the Devblog the damage shown to shield/armor/hud uses a bright red on white (with reduced alpha layer) which contrast well. However, the new aggressing brackets and hit icon sequence use a dark, almost blood red which does not contrast well against the black background of space. This is something we are aware of and plan to address shortly. - EVE Online Quality Assurance - |
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Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
1258
|
Posted - 2012.10.10 20:57:00 -
[90] - Quote
Man... this is awesome! +1 from me. 
This expansion is really starting to shape up 
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Azurun Li
O'Rly Industries Endeavour Shipyards
6
|
Posted - 2012.10.10 20:57:00 -
[91] - Quote
Also...
I would like it if the UI symbol for "this guy is in your fleet / alliance / corp/ is-blue-to-you" were a bit more prominent than it is now. As things are currently, the tiny little symbol that is added to the target list is easy to miss mid-combat.
I think a color-coded border indicating standing would be perfect. It doesn't need to be very thick. Just enough so that logi and carrier pilots can see at a glance "shoot that guy" and "repair this guy".
Thanks. o7 |
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CCP karkur
C C P C C P Alliance
1338

|
Posted - 2012.10.10 20:57:00 -
[92] - Quote
James Amril-Kesh wrote:I don't get why the hit animation has to be so complicated. Make it blink when they fire. Don't need a mathematical equation for opacity, which nobody's going to be paying much attention to anyway.
As far as the animation goes when you're establishing target lock, you could make it like a timer that goes all the way around the circle. So if it takes 12 seconds to lock a ship, the circle takes 12 seconds to fill up
The hit animation is to allow you to see at a glance who's doing some serious damage to you. I've been noobing in missions and have no idea who is really the one damaging me, but if I had these indicators, it would help me find that guy and shoot him down!
The targeting animation is like that... the 1/3 of a circle you see on the Raven in the "after" screenshot is the targeting animation... I'm sorry, I didn't notice until now that it kind of looks like it's the shield. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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mkint
895
|
Posted - 2012.10.10 20:57:00 -
[93] - Quote
What will the new indicator icons look like on the overview? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Karl Planck
Heretic Army Heretic Nation
270
|
Posted - 2012.10.10 20:58:00 -
[94] - Quote
CCP karkur wrote: We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module)
I see your point, as in you are trying to assess high risk targets visually through damage notifications. most players in eve already asses high damage dealing targets so I guess this is a bit of a philosophic difference between you and I. I know that an ibis will be hitting me for crap while a megathron will be pounding me and I donGÇÖt need a UI to tell me what is a bigger threat. Maybe newer players do. What I am suggesting would be a tool that helps you asses how well a player is hitting you. Most players (even vetrans) donGÇÖt really understand what sig tanking, speed tanking, tracking and optimal really do in battle. Changing the purpose of this UI feature could be a way to know when you are flying well as opposed to taking max damage.
CCP karkur wrote: And I don't really understand.. you say you want the health bars on all the targets, and then you say you want to disable them?
I mean leave the UI bars on the ships viewable in the 3D environment but have the option to remove the image icons at the top of the screen. Low-sec Best-sec |

Caellach Marellus
Aideron Technologies
604
|
Posted - 2012.10.10 20:59:00 -
[95] - Quote
corestwo wrote:So, uh...how do you tell what's shield/armor/structure with the circle then? Try coloring them, perhaps.
Pretty much the only negative feedback I can think of.
The targeting range reticles will be a godsend when jumping into generic Serpentis Mission of Sensor Dampening DoomGäó #23134 though. I love this, very pretty overall :D Enjoy your gaming.
http://northern-goblin.blogspot.com |

KIller Wabbit
The Scope Gallente Federation
73
|
Posted - 2012.10.10 21:00:00 -
[96] - Quote
CCP karkur wrote:Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you  We do not want to have the 2 system living side by side, we just want to make this on right so you will like it! 
As a some recent commentaries have noted... we've had a lot of stuff forced on us lately - despite a lot of people telling CCP it is not the way to go.
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MIrple
BSC LEGION Tactical Narcotics Team
143
|
Posted - 2012.10.10 21:00:00 -
[97] - Quote
Azurun Li wrote:Also...
I would like it if the UI symbol for "this guy is in your fleet / alliance / corp/ is-blue-to-you" were a bit more prominent than it is now. As things are currently, the tiny little symbol that is added to the target list is easy to miss mid-combat.
I think a color-coded border indicating standing would be perfect. It doesn't need to be very thick. Just enough so that logi and carrier pilots can see at a glance "shoot that guy" and "repair this guy".
Thanks. o7
Why couldnt this be added to the picture that is brought up when you target someone. Would be nice to see. |

Isac Ecca
Institute for Science Research
0
|
Posted - 2012.10.10 21:02:00 -
[98] - Quote
corestwo wrote:So, uh...how do you tell what's shield/armor/structure with the circle then? Try coloring them, perhaps.
Please this! We already need colors for s/a/s, it will be more needed when circles come.
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Cryodrus
nXo Intrepid Crossing
24
|
Posted - 2012.10.10 21:03:00 -
[99] - Quote
So.... you change the damage notifications color... nice.. but...
WHERE ARE MY MOVABLE NOTIFICATIONS LOGS  nXo's Youtube Channel |

Demonos Silentium
Nictus X Initiative Mercenaries
5
|
Posted - 2012.10.10 21:03:00 -
[100] - Quote
it does look nice. but i hope there will be option to change which UI you want to use. AND then i have a question. have you guys tested how the new UI works on big fleet fights. would be a shame if it will be even more lag when 200 guys start shooting you on bigger fleetfights. |
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CCP Punkturis
C C P C C P Alliance
3370

|
Posted - 2012.10.10 21:03:00 -
[101] - Quote
EvilweaselFinance wrote:please make sure this adds no extra server calls or data requests from the server
CCP Atlas alt spotted!!!!!!  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Alx Warlord
The Scope Gallente Federation
182
|
Posted - 2012.10.10 21:04:00 -
[102] - Quote
CCP Karkur,
There are some information that we just don't need, Like the Square in the middle of the screen saying " X blablabla bblaba alba 150 damgage uabauabu" we just read the numbers, we just need the numbers.... Remove it completly. and Place only the damage value over the shotting ship Bracket (hitting icon), with the same color transparency as the blink (of the hitting icon). And also The damage that we do, the yellow one, Place it Above ower weapon icon!!! that is it!!! And if you want to do some thing for the logistics too it will be awesome!!!!
thx
o7 Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |
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CCP karkur
C C P C C P Alliance
1339

|
Posted - 2012.10.10 21:04:00 -
[103] - Quote
mkint wrote:What will the new indicator icons look like on the overview? The hit icons will not play there... there is no room for them. We don't all agree on how the targeted/agressing brackets will be... they might just stay as they are now except their blink rate and color/opacity will match the inspace targeted/agressing brackets CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Resilan Bearcat
Cold Moon Destruction Talocan United
1
|
Posted - 2012.10.10 21:05:00 -
[104] - Quote
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. |

Saede Riordan
Alexylva Paradox
831
|
Posted - 2012.10.10 21:05:00 -
[105] - Quote
I worry that switching the 'rows of HP bars' for 'rings of HP bars' while make it harder to tell what you're hitting. Perhaps colour code it, with shields blue, armour green, and hull yellow?
Torn from grace, gotta find your faith or the devils gonna claim your soul
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Midnight Hope
Pator Tech School Minmatar Republic
43
|
Posted - 2012.10.10 21:06:00 -
[106] - Quote
CCP Prism X wrote:So.. Which one is shield?
Agree with this...intuitively I though shield would be the first starting at top left and round the clock go armor and hull... but form the screenshots it seems hull is at top left... I have to admit the old 3 stacked bars give a much better idea of the health of a ship in one very quick glance.
The icons look good, I like the hit animation and think I want to see who is dealing the most damage to me, not how good or bad the hit they just inflicted was.
One idea for the in range icon...how about coloring the brackets green or blue? Dunno, maybe too many colors at once.
Also, it seems the counter in seconds for projected effects is gone, not happy about that... I kinda like to know I am screwed for 20 seconds and counting ... and how long I have until it expires...I usually relied more on that than the actual bar filling up.
In all I like the work and how it's looking. The hit icon is just an awesome idea!
Maybe a small video showing how this looks in action would help sell the idea.
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Vincent Athena
V.I.C.E.
1030
|
Posted - 2012.10.10 21:06:00 -
[107] - Quote
Hmm, I note that module timers go around clockwise, but start at the 6 o'clock location. The damage circle also goes around clockwise, but starts at the 12 o'clock position.
Everything goes clockwise, nice and consistent. But they start at inconsistent locations. http://vincentoneve.wordpress.com/ |
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CCP karkur
C C P C C P Alliance
1339

|
Posted - 2012.10.10 21:07:00 -
[108] - Quote
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  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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HxChippiewill
Deep Core Mining Inc. Caldari State
1
|
Posted - 2012.10.10 21:07:00 -
[109] - Quote
The hit icon opacity thing sounds very cool and is a very nice visual indicator. However my concern is that it'll effectively display individual shots rather than the rate of incoming damage from a target. What I would suggest is that you have a value for opacity that diminishes at a certain rate (Whether it's linear, exponential or whatever isn't exactly important) and on each hit the value is topped up a little bit depending on the damage of the hit (Still the ratio of damage to HP) so that you can still see each individual shot come in as the opacity suddenly increases. So now a missile volley (Massive value) and turret shots (loads of little values) are now visibly comparable as you now have in a way a display of average incoming damage rather than what the last shot was like which isn't very helpful when you're trying to decide whether a missile boat or a turret boat is dealing more damage. |

darius mclever
38
|
Posted - 2012.10.10 21:07:00 -
[110] - Quote
can you add a screenshot how this looks like e.g. in fleet fights of different sizes? 30-40 people shooting you, 100 shooting you? |
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CCP Masheen
C C P C C P Alliance
104

|
Posted - 2012.10.10 21:09:00 -
[111] - Quote
mkint wrote:What will the new indicator icons look like on the overview?
Good question!
Short answer: in Retribution we're not changing the overview.
The reason for this is that In the overview the square in which you can see the icons for locking/aggressing etc. is a tiny area in which there is very little room for tweaking. For that reason the new design retains the color-coding of yellow and red brackets that you recognize to mean "has you locked" and "has you aggressed".
EDIT: Dammit Karkur you were too fast versus my glacial typing pace! - EVE Online Quality Assurance - |
|

Bagrat Skalski
Poseidaon
49
|
Posted - 2012.10.10 21:10:00 -
[112] - Quote
Vincent Athena wrote:Everything goes clockwise, nice and consistent. But they start at inconsistent locations.
http://jestertrek.com/eve/blog/2011/overheat-1.png
About WIS |

agrajag119
Paxton Industries Gentlemen's Agreement
8
|
Posted - 2012.10.10 21:10:00 -
[113] - Quote
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 or what % my enemies shields are without a mouseover. Our eyes are well trained to spot percentages on a bar -scale, not so much for partial arc. |

Vincent Athena
V.I.C.E.
1030
|
Posted - 2012.10.10 21:10:00 -
[114] - Quote
CCP karkur wrote:The client has all the information we need already... if anything you should be worried about client performance. But we are keeping a close eye on that, and if the client is not performing well enough, we are ready to react to that and cut stuff if needed.
Be sure to test it in a mission with clouds, zoomed in, on an Apple laptop, all at the same time. http://vincentoneve.wordpress.com/ |
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CCP karkur
C C P C C P Alliance
1339

|
Posted - 2012.10.10 21:11:00 -
[115] - Quote
HxChippiewill wrote:The hit icon opacity thing sounds very cool and is a very nice visual indicator. However my concern is that it'll effectively display individual shots rather than the rate of incoming damage from a target. What I would suggest is that you have a value for opacity that diminishes at a certain rate (Whether it's linear, exponential or whatever isn't exactly important) and on each hit the value is topped up a little bit depending on the damage of the hit (Still the ratio of damage to HP) so that you can still see each individual shot come in as the opacity suddenly increases. So now a missile volley (Massive value) and turret shots (loads of little values) are now visibly comparable as you now have in a way a display of average incoming damage rather than what the last shot was like which isn't very helpful when you're trying to decide whether a missile boat or a turret boat is dealing more damage. We did actually try that first... but then the big shots got completely lost. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Dersen Lowery
Knavery Inc. StructureDamage
117
|
Posted - 2012.10.10 21:11:00 -
[116] - Quote
I'm not sure I understand why color-coding the bars is so important. Shield is the one that turns red first; armor is the one that turns red second; hull is the one that turns red last. The important summary is "how red is the circle?" If the bars were proportional to the size of the defense type (so shield tanked ships would have a long first bar, etc.) that would be cool.
It would be even more intuitive if the ship's own HUD worked that way, so that the presentation of information was absolutely consistent, right down to the HUD pulsing brightly when you land a wrecking strike, and dimly when you just graze your target.
|

Saede Riordan
Alexylva Paradox
831
|
Posted - 2012.10.10 21:13:00 -
[117] - Quote
Is this the first step leading up to a (imo much needed) complete overhaul of the overview/selected item UI?
Torn from grace, gotta find your faith or the devils gonna claim your soul
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Saede Riordan
Alexylva Paradox
831
|
Posted - 2012.10.10 21:14:00 -
[118] - Quote
CCP karkur wrote:HxChippiewill wrote:The hit icon opacity thing sounds very cool and is a very nice visual indicator. However my concern is that it'll effectively display individual shots rather than the rate of incoming damage from a target. What I would suggest is that you have a value for opacity that diminishes at a certain rate (Whether it's linear, exponential or whatever isn't exactly important) and on each hit the value is topped up a little bit depending on the damage of the hit (Still the ratio of damage to HP) so that you can still see each individual shot come in as the opacity suddenly increases. So now a missile volley (Massive value) and turret shots (loads of little values) are now visibly comparable as you now have in a way a display of average incoming damage rather than what the last shot was like which isn't very helpful when you're trying to decide whether a missile boat or a turret boat is dealing more damage. We did actually try that first... but then the big shots got completely lost.
I'd argue big individual shots don't matter that much in relation to incoming DPS
Torn from grace, gotta find your faith or the devils gonna claim your soul
|
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CCP karkur
C C P C C P Alliance
1339

|
Posted - 2012.10.10 21:15:00 -
[119] - Quote
[quote=Dersen Lowery]I'm not sure I understand why color-coding the bars is so important. Shield is the one that turns red first; armor is the one that turns red second; hull is the one that turns red last. The important summary is "how red is the circle?/quote] This is what I think... you will need to see it once in action and then you'll just know. I'm looking forward to seeing how people actually experience it on the test server... if people will be confused or just understand it right away. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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James Amril-Kesh
4S Corporation RAZOR Alliance
929
|
Posted - 2012.10.10 21:16:00 -
[120] - Quote
CCP karkur wrote:James Amril-Kesh wrote:I don't get why the hit animation has to be so complicated. Make it blink when they fire. Don't need a mathematical equation for opacity, which nobody's going to be paying much attention to anyway.
As far as the animation goes when you're establishing target lock, you could make it like a timer that goes all the way around the circle. So if it takes 12 seconds to lock a ship, the circle takes 12 seconds to fill up The hit animation is to allow you to see at a glance who's doing some serious damage to you. I've been noobing in missions and have no idea who is really the one damaging me, but if I had these indicators, it would help me find that guy and shoot him down! The targeting animation is like that... the 1/3 of a circle you see on the Raven in the "after" screenshot is the targeting animation... I'm sorry, I didn't notice until now that it kind of looks like it's the shield. Alright. I have no real problem with the targeting animation, but I see how it can be useful.
As for the latter, I did think it was the shield, but since that is the targeting animation then all I have to say is "excellent". http://themittani.com/features/local-problem
A simple fix to the local intel problem |
|

Jing Xin
Gravity Mining and Manufacturing Inc
4
|
Posted - 2012.10.10 21:16:00 -
[121] - Quote
Probably was said already:
Quote:When they start aggressing, the 'yellow box' will turn red (but it will still be pretty subtle). Please don't make targets applying EWar look too subtle.
Hitpoint indicators as three sectors of a circle as depicted are not intuitive. It will not be obvious where is shield and where is armor. Currently indicators follow layered logic (shield on top, structure at bottom). This has served quite well so far.
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James Amril-Kesh
4S Corporation RAZOR Alliance
929
|
Posted - 2012.10.10 21:17:00 -
[122] - Quote
Saede Riordan wrote:CCP karkur wrote:HxChippiewill wrote:The hit icon opacity thing sounds very cool and is a very nice visual indicator. However my concern is that it'll effectively display individual shots rather than the rate of incoming damage from a target. What I would suggest is that you have a value for opacity that diminishes at a certain rate (Whether it's linear, exponential or whatever isn't exactly important) and on each hit the value is topped up a little bit depending on the damage of the hit (Still the ratio of damage to HP) so that you can still see each individual shot come in as the opacity suddenly increases. So now a missile volley (Massive value) and turret shots (loads of little values) are now visibly comparable as you now have in a way a display of average incoming damage rather than what the last shot was like which isn't very helpful when you're trying to decide whether a missile boat or a turret boat is dealing more damage. We did actually try that first... but then the big shots got completely lost. I'd argue big individual shots don't matter that much in relation to incoming DPS That's a good point, actually. The opacity should be determined by rate of incoming damage, not the actual individual volley damage. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Ugleb
Masuat'aa Matari Ushra'Khan
237
|
Posted - 2012.10.10 21:18:00 -
[123] - Quote
I like the damage notification stuff, it should be a much better way of providing visual feedback. Good stuff. 
But my first glance at the targetting UI changes resulted in a "URGH!" response. :(
Many moons ago, before we had the three status bars, of shield/armor/structure we had a circular targetting UI more like this one. It was horrible because it was not clear if you were hitting shield armor or structure at a quick glance. I think this new look display has a similar problem - which third is which without mousing over?
It does look more 'sci-fi' and cool but it is lacking clarity. And goes in what I think is a counter intuitive order. I would expect the shield to be top left, going to armor top right then finally structure on the bottom. As it is I'm not sure if structure is the bottom or on the top left bar...
Possible solutions:
1) Stick with the current 3 rectangles. (visually boring maybe but they do the job) 2) Colour code it. 3) Add small icons next to the bars denoting which is which. 4) Think carefully about the order they go in! http://uglebsjournal.wordpress.com/
To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

Saede Riordan
Alexylva Paradox
832
|
Posted - 2012.10.10 21:19:00 -
[124] - Quote
Dersen Lowery wrote: It would be even more intuitive if the ship's own HUD worked that way, so that the presentation of information was absolutely consistent, right down to the HUD pulsing brightly when you land a wrecking strike, and dimly when you just graze your target.
agreed.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Snus Mumriken
EVE University Ivy League
8
|
Posted - 2012.10.10 21:19:00 -
[125] - Quote
CCP Prism X wrote:So.. Which one is shield?
Very easy, the blue one of cause. Mana is always blue. 
First of all kudos to Karkur for writing the dev blog and to the team for the (proposed) changes. Switching from rectangles/squares to circles is a very good idea, since you can much easier include information in them.
My first thought was also: Which one is shield? And I would say finding colors for all three is not just a small task. Let me explain why: To streamline the user experience I would suggest that the selection of colors will be reflected throughout the game. In detail this would mean:
- Colorize the HUD accordingly instead of white / red bars as you have them currently
- Colorize the effects (just a little touch of the selected color is fine) of (Remote) Shield Repair Modules, (Remote) Armor Repair Modules, (Remote) Hull Repair Modules
- Colorize the effects when you take damage accordingly, so Shield damage has a touch of the Shield color, Armor damage has a touch of the Armor color, Hull damage has a touch of the Hull color. When damage mixes the colors can be mixed too, but it could also be that only the major part of the damage is highlighted in the appropriate color
What I mean is, if 3 colors are selected, place them everywhere where appropriate. The human brain is quite clever in recognizing things even if it doesn't tell us about it. Like a company slogan or a logo.
Oh, and please think about the color blind and color deficiency. So, please don't mix red and green 
My suggestion for colors:
- Shield - Blue
- Armor - Red (I know that will be confusing first because red currently means "missing")
- Hull - Yellow (a real yellow, not the nearly orange/red one used in the devblog for targeting
) or wait ... I heard some devs like Pink. 
Looking forward to Retribution. It is looking great so far!
(on a side note: All praise [CCP]PrismX ) I'm on Twitter. |

Cade Windstalker
EVE University Ivy League
4
|
Posted - 2012.10.10 21:20:00 -
[126] - Quote
Just wondering how this is going to work with disabled brackets, may MANY players with machines on the lower end of the performance spectrum disable brackets during fleet fights. Are we still going to have the list of active targets and will disabling brackets turn off the "in-range" bracket? (I would hope yes on that second one, and I'm on the fence on the first personally)
Have you considered color coding the circle bars slightly so people have a clear visual indication for what is what? (possibly letting people choose their own colors through menu options? :3
BTW if we do keep the UI targets list can we get some more customization options for it? It's really hard to position as things stand right now, especially with dual monitors. |

Nalha Saldana
Eternity INC. Goonswarm Federation
321
|
Posted - 2012.10.10 21:20:00 -
[127] - Quote
CCP whatever you do, do NOT remove the seconds remaining on targeting like you have in that screenshot! |

Midnight Hope
Pator Tech School Minmatar Republic
44
|
Posted - 2012.10.10 21:22:00 -
[128] - Quote
Since we are at it, how about showing how good MY shots are hitting the target? Something like a hit icon but for my damage?
One idea would be to display this as an icon on my gun/launchers icon on the HUD and NOT over the targeted ship (which may not be in the middle of the screen at all times).
Not sure how to display drone damage though... |

Imigo Montoya
Wildly Inappropriate Goonswarm Federation
46
|
Posted - 2012.10.10 21:24:00 -
[129] - Quote
Having looked at this a little closer, I have some criticism for the new locked ships UI.
I'm a big fan of the concept of UIs being "immediately apparent", and the changes fail one test here. With the hit points of the shield/armour/structure it is not immediately apparent which one is which.
The old way has shields on top, armour below that, and structure below that. The HUD has shields on the outside, armour inside that, and structure inside that.
Both of these are clear because they adhere to the concept that you take damage to shields first as the outer layer, then armour, then structure.
The new design does not make it clear which one is which because there is no relationship between which layer they are and which angle they are at around the target. I like Two Steps suggestion with the shields and armour above (with armour inside shields) and structure below, but the main thing to get right is where something is placed visually maps to what they represent conceptually. |
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CCP karkur
C C P C C P Alliance
1339

|
Posted - 2012.10.10 21:26:00 -
[130] - Quote
Cade Windstalker wrote:Just wondering how this is going to work with disabled brackets, may MANY players with machines on the lower end of the performance spectrum disable brackets during fleet fights. Are we still going to have the list of active targets and will disabling brackets turn off the "in-range" bracket? (I would hope yes on that second one, and I'm on the fence on the first personally). These things all belong to the brackets (except the big targeting circle thingie), so if you have the brackets off, you won't see the "in target range" and "hit" icons CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
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Callic Veratar
Power of the Phoenix
252
|
Posted - 2012.10.10 21:27:00 -
[131] - Quote
Vincent Athena wrote:Hmm, I note that module timers go around clockwise, but start at the 6 o'clock location. The damage circle also goes around clockwise, but starts at the 12 o'clock position.
Everything goes clockwise, nice and consistent. But they start at inconsistent locations.
Edit: Except the HUD. It goes counterclockwise with damage.
Counterclockwise is bad. Things must never go counterclockwise. |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2284
|
Posted - 2012.10.10 21:29:00 -
[132] - Quote
First of all, this is a big step forward. The only question is how big of a step can it be.
I agree with Two step (and others) that disambiguation is the route to improvement. But I would go further.
I would suggest that you consider making the s/a/h arcs cover the top hemisphere, just as they do in the current HUD. This would free up the bottom hemisphere for traffic light status icons.
These would be red octagon, yellow triangle, green circle (so you have both color and shape to help out the color-blind players) and could tell you things like:
* You (can / are close to being able to / cannot) target this guy.
* You can go (faster / about as fast / not nearly as fast) as this guy.
* Your (last activated on / being hovered over) weapon can (shoot for full damage / is in falloff / can't hit for crap).
* Your (last activated on / being hovered over) weapon can (fully track / sort of track / they're too fast for our turbolasers).
* And so on
Hovering over a targeted ship might give you a popup that gives more detailed information than the traffic lights.
You could also save space on the top arcs by dynamically changing their thickness, making the arc that has been taking damage recently but has the highest # of hp remaining thicker, and the other two thinner.
So, no damage would be thin (s) thin (a) thin (h)
Starting to take shield damage means thick / thin / thin
Into armor means thin / thick / thin
But if he gets shield reps, it might go back to thick / thin / thin
The point is, things should be as intuitively obvious as possible -- building on people's current familiarity and real-world intuition ("damage penetrates from outside to inside", "red is bad"). I shouldn't have to remember that shields are at the top, armor from 2 to 6-oclock, etc.
Or, if you really want to wow everyone, give us several alternatives, including the gee-wiz sci-fi movie mode, and let people choose which to use. The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |

Vincent Athena
V.I.C.E.
1033
|
Posted - 2012.10.10 21:30:00 -
[133] - Quote
Callic Veratar wrote:Vincent Athena wrote:Hmm, I note that module timers go around clockwise, but start at the 6 o'clock location. The damage circle also goes around clockwise, but starts at the 12 o'clock position.
Everything goes clockwise, nice and consistent. But they start at inconsistent locations.
Edit: Except the HUD. It goes counterclockwise with damage. Counterclockwise is bad. Things must never go counterclockwise. See the issue? http://vincentoneve.wordpress.com/ |

Isbariya
The Dancer. Initiative Mercenaries
9
|
Posted - 2012.10.10 21:30:00 -
[134] - Quote
Honestly, don't you have anything else to do ? Why would you chaneg something that is working perfectly fine ? Yes, we don't see how much dmg we get by whom, but that does not matter. if I can't tank the incoming dmg I#ll notice and fly away if possible, if not, well then I don't need to know who is hitting me the hardest ...
The in space UI does look a bit better then before, i admit that, but the round icons of my targets and the round shield/armor/structure indicators are one one the worst ideas I have encountered so far in your attampt to make things "better".
another thing is, how does that flashy thing affect large fleet fights ? I guess these will put some stress to some computers out there when a few hundret players start attacking you. We can switch off effects, but can we switch this one off ?
There are some more pressing matters out there then this, i know that you wont e able to help out in the graphics department, but there must be something else that is worth inproving ? Like adding a better overview to the assets menu for example. |

Kerono Thalmor
Deadly Shadow Clan Silent Infinity
1
|
Posted - 2012.10.10 21:32:00 -
[135] - Quote
Okay, cool... But are you gonna fix the capitals and their weapons? I don't mean nerf the balls outta them (no pun intended), I mean make them better. Because I know quite a few Caldari capital pilots who are shedding tears because the Phoenix (for instance) sucks. |
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CCP karkur
C C P C C P Alliance
1339

|
Posted - 2012.10.10 21:32:00 -
[136] - Quote
Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Callic Veratar
Power of the Phoenix
252
|
Posted - 2012.10.10 21:33:00 -
[137] - Quote
Vincent Athena wrote:Callic Veratar wrote:Vincent Athena wrote:Hmm, I note that module timers go around clockwise, but start at the 6 o'clock location. The damage circle also goes around clockwise, but starts at the 12 o'clock position.
Everything goes clockwise, nice and consistent. But they start at inconsistent locations.
Edit: Except the HUD. It goes counterclockwise with damage. Counterclockwise is bad. Things must never go counterclockwise. See the issue?
Yup, the target circle is someone else. Their dials are going clockwise, which is good. |

Warde Guildencrantz
TunDraGon
135
|
Posted - 2012.10.10 21:34:00 -
[138] - Quote
CCP Sisyphus wrote:Warde Guildencrantz wrote:CCP Sisyphus wrote:Salpun wrote:When will the damage notification be movable  And the log be easeier to read? Give us time... Please make the yellow box and red box icons still flash, its a lot easier to notice them that way :) other than that, awesome They do still pulse. The yellow lock, and red aggro isn't so changed (shape a bit) This is still under work, so it is NOT going to be exactly this when it comes out. We want to get your feedback and try it out on public Test servers so we can make it better.
Might want to reflect the flash animation on lock and aggro in the GIF picture, it sort of is misleading otherwise :P |

Metal Icarus
Endless Destruction Against ALL Anomalies
293
|
Posted - 2012.10.10 21:34:00 -
[139] - Quote
As far as targeting range is concerned, why not have the bracket go semi transparent when it is on grid and solid when it is within targeting range. |

Bagrat Skalski
Poseidaon
49
|
Posted - 2012.10.10 21:35:00 -
[140] - Quote
Quote:Counterclockwise is bad. Things must never go counterclockwise.
Counterclokwise, clockwise, from left to right, from right to left... Why can't we have it all in one direction. 
We haven't tried up/down yet.  About WIS |
|

James Amril-Kesh
4S Corporation RAZOR Alliance
929
|
Posted - 2012.10.10 21:35:00 -
[141] - Quote
Vincent Athena wrote:Callic Veratar wrote:Vincent Athena wrote:Hmm, I note that module timers go around clockwise, but start at the 6 o'clock location. The damage circle also goes around clockwise, but starts at the 12 o'clock position.
Everything goes clockwise, nice and consistent. But they start at inconsistent locations.
Edit: Except the HUD. It goes counterclockwise with damage. Counterclockwise is bad. Things must never go counterclockwise. See the issue? The HUD goes clockwise with health. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Ugleb
Masuat'aa Matari Ushra'Khan
237
|
Posted - 2012.10.10 21:35:00 -
[142] - Quote
A thought; does this replace the current text damage notifications or will we still see those in addition to this new stuff?
I don't know if I just want just the one or both types of notification tbh. http://uglebsjournal.wordpress.com/
To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |
|

CCP Goliath
C C P C C P Alliance
1060

|
Posted - 2012.10.10 21:35:00 -
[143] - Quote
Pretty badass guys. Keep up the good work! CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath |
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Titos Polo
0utbreak Outbreak.
2
|
Posted - 2012.10.10 21:35:00 -
[144] - Quote
Alx Warlord wrote:CCP Karkur,
There are some information that we just don't need, Like the Square in the middle of the screen saying " X blablabla bblaba alba 150 damgage uabauabu" we just read the numbers, we just need the numbers.... Remove it completly. and Place only the damage value over the shotting ship Bracket (hitting icon), with the same color transparency as the blink (of the hitting icon). And also The damage that we do, the yellow one, Place it Above ower weapon icon!!! that is it!!! And if you want to do some thing for the logistics too it will be awesome!!!!
Anyway... if you want a more detailed damage info... look at the log...
thx
o7
^^^^^^^^^^^^ omg this!!! now that what would fix tactical awareness not some faded blinking circles.
my whole life in eve i was so desperate of not fully aware if im doing the amount of dmg i should be making to the target ship or how much my piloting actions effecting the dmg avoidance from the hostile.
the notification box is just as the guys said " X blablabla bblaba alba 150 damgage uabauabu" VERY HARD TO READ
|

Saede Riordan
Alexylva Paradox
834
|
Posted - 2012.10.10 21:36:00 -
[145] - Quote
Trebor Daehdoow wrote:First of all, this is a big step forward. The only question is how big of a step can it be.
I agree with Two step (and others) that disambiguation is the route to improvement. But I would go further.
I would suggest that you consider making the s/a/h arcs cover the top hemisphere, just as they do in the current HUD. This would free up the bottom hemisphere for traffic light status icons.
These would be red octagon, yellow triangle, green circle (so you have both color and shape to help out the color-blind players) and could tell you things like:
* You (can / are close to being able to / cannot) target this guy.
* You can go (faster / about as fast / not nearly as fast) as this guy.
* Your (last activated on / being hovered over) weapon can (shoot for full damage / is in falloff / can't hit for crap).
* Your (last activated on / being hovered over) weapon can (fully track / sort of track / they're too fast for our turbolasers).
* And so on
Hovering over a targeted ship might give you a popup that gives more detailed information than the traffic lights.
You could also save space on the top arcs by dynamically changing their thickness, making the arc that has been taking damage recently but has the highest # of hp remaining thicker, and the other two thinner.
So, no damage would be thin (s) thin (a) thin (h)
Starting to take shield damage means thick / thin / thin
Into armor means thin / thick / thin
But if he gets shield reps, it might go back to thick / thin / thin
The point is, things should be as intuitively obvious as possible -- building on people's current familiarity and real-world intuition ("damage penetrates from outside to inside", "red is bad"). I shouldn't have to remember that shields are at the top, armor from 2 to 6-oclock, etc.
Or, if you really want to wow everyone, give us several alternatives, including the gee-wiz sci-fi movie mode, and let people choose which to use.
I really like this. I had made a small mockup of how it would look in colour, and added a small bar to indicate speed, but I think I like the ideas you have here better.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Highauger's animated corpse
Eve Defence Force Fatal Ascension
29
|
Posted - 2012.10.10 21:36:00 -
[146] - Quote
Loving the focus on the UI we have been seeing recently. Thanks to all involved.
Alien attack is no laughing matter. Most governments have really been focusing on stiffing their populations and each other, and have been really far too busy to focus on planetary defense development. Possibly this is due to the fact that most clever people know aliens aren't real, and if they were, they don't know where we are, and it's far and that. But when the bugs come, or stormtroopers whatever, we will all be glad that somewhere in all this crazy crazy madness, someone had been working on a UI capable of delivering real survival based information about multiple targets in a rolling 3d environment in a way that is immediate. Thanks CCP from our warring future selves. The Mars target callers of the next 10 millenia thank you. Earth thanks you.
...not so sure about the round damage rings though. I like round things mostly, but with bars you can tell everything from the corner of your eye. One eyeflick. like a badass ninja.
Arrgh and no colour coding! CCP UI battle grey IS the new alert red
And no I'm not just being lazy. And yes, I'll have a scotch.
|

Dersen Lowery
Knavery Inc. StructureDamage
118
|
Posted - 2012.10.10 21:36:00 -
[147] - Quote
Imigo Montoya wrote:I'm a big fan of the concept of UIs being "immediately apparent", and the changes fail one test here. With the hit points of the shield/armour/structure it is not immediately apparent which one is which.
Just FYI, I've had to explain to new players which one is which, with the existing system. Shield/armor/hull is a bit more elaborate than "hit points." The stacking only becomes obvious once you learn that hierarchy. Wrapping the three around a circle is essentially putting them in a straight line, which is also obvious once you learn the way defenses work, because nothing affects hull without punching through armor first, and nothing affects armor without punching through shields first[1].
[1] Not necessarily all the way through, of course. |

Ten Bulls
Sons of Olsagard
218
|
Posted - 2012.10.10 21:37:00 -
[148] - Quote
When there are important changes like, its also important that capsuleers have something to complain about.
In future it would be appreciated if you would clarify what that will be ahead of time, so we can co-ordinate our rage.
random |

Tippia
Sunshine and Lollipops
9825
|
Posted - 2012.10.10 21:37:00 -
[149] - Quote
CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. Once you start seeing damage, yes, it'll be fairly self-evident what's going on, but when there's nothing there to provide that kind of distinction, the whole GÇ£at a glanceGÇ¥ effect is a bit lost since there is nothing to separate the different parts.
GǪhence the idea of a larger gap to denote the beginning and end: something that's always there regardless of how much (if any) damage has been applied.
And of course, the dream scenario would be if the segments were proportional to the amount of hitpoints (EHP depending on current ammo would be even neater, but since it could be a very mixed bag of weapons and damage combinations, I'd venture to guess that it becomes cumbersome and/or ultimately inaccurateGǪ so just plain HP would still do nicely). 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 karkur
C C P C C P Alliance
1340

|
Posted - 2012.10.10 21:37:00 -
[150] - Quote
Isbariya wrote: another thing is, how does that flashy thing affect large fleet fights ? I guess these will put some stress to some computers out there when a few hundret players start attacking you. We can switch off effects, but can we switch this one off ?.
Yes, that's the plan.
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP Sisyphus
C C P C C P Alliance
103

|
Posted - 2012.10.10 21:38:00 -
[151] - Quote
Ugleb wrote:A thought; does this replace the current text damage notifications or will we still see those in addition to this new stuff?
I don't know if I just want just the one or both types of notification tbh.
This is all "in addition". The text damage notifications are next on the list to be improved. CCP Sisyphus | Team PE | @CCP_Sisyphus |
|

mkint
896
|
Posted - 2012.10.10 21:38:00 -
[152] - Quote
CCP karkur wrote:Dersen Lowery wrote:I'm not sure I understand why color-coding the bars is so important. Shield is the one that turns red first; armor is the one that turns red second; hull is the one that turns red last. The important summary is "how red is the circle? This is what I think... you will need to see it once in action and then you'll just know. I'm looking forward to seeing how people actually experience it on the test server... if people will be confused or just understand it right away. Can be figured out with enough work =/= good ui design. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Callic Veratar
Power of the Phoenix
253
|
Posted - 2012.10.10 21:39:00 -
[153] - Quote
Ideally, what would come out of this is a customisable interface where you can select the size, shape, position, orientation, and colour of the meters. With that I could set three vertical bars that empty or just one. Or you could use current horizontal bars the old fashion stacked bars, or the proposed circle bars.
Even better you could chose which direction they empty, clockwise, counterclockwise, or both (from each end). |

Ugleb
Masuat'aa Matari Ushra'Khan
237
|
Posted - 2012.10.10 21:39:00 -
[154] - Quote
CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P
People will get used to it after awhile, but it looks to be initially confusing. Unless the 'fix' turns out to be worse than the issue, I'd suggest that EVE needs to be made less initially confusing, not more! ;) http://uglebsjournal.wordpress.com/
To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

PinkKnife
L F C Ethereal Dawn
254
|
Posted - 2012.10.10 21:41:00 -
[155] - Quote
CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P
QFT
Just keep in mind change is scary and people are resistant to it.
The three bar things isn't intuitive, it is just what people know, A brand new player has no indication that shield is on top anymore than they do that structure is on bottom.
People need to stop confusing intuition with familiarity. Just because YOU know top is shields, doesnGÇÖt mean it is intuitive. |

Anja Talis
Sal's Waste Management and Pod Disposal The Mockers AO
86
|
Posted - 2012.10.10 21:42:00 -
[156] - Quote
My first reaction was that shield was top left, armour top right, hull beneath. This appears to be wrong! I suspect I'll be getting confused.
The changing target stuff seems interesting. Need to play test it to see how it works. |

Midnight Hope
Pator Tech School Minmatar Republic
45
|
Posted - 2012.10.10 21:42:00 -
[157] - Quote
CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P
I agree. I can already picture this working and after a couple of weeks it will be second nature....as long as the shield is top left, armor is top right and hull is bottom.  |

Hakaru Ishiwara
Republic Military School Minmatar Republic
340
|
Posted - 2012.10.10 21:43:00 -
[158] - Quote
Unclear if the demo images were of poor quality or it is simply the new graphical assets, but everything looked way too fuzzy or anti-aliased. For me, that it made the circular targeting graphics less obvious and required a double-glance rather than the squared off and crisp targeting graphics.
A double glance might mean life or death in PvP.
Please ensure that the graphics are as crystal clear / bright / obvious as possible before releasing on TQ. We had the Inventory UI debacle earlier this year. We do not need an arbitrary change to targeting graphical assets ****-up to wrap up 2012.
Thanks. +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Alx Warlord
The Scope Gallente Federation
182
|
Posted - 2012.10.10 21:44:00 -
[159] - Quote
CCP Sisyphus wrote:Ugleb wrote:A thought; does this replace the current text damage notifications or will we still see those in addition to this new stuff?
I don't know if I just want just the one or both types of notification tbh. This is all "in addition". The text damage notifications are next on the list to be improved.
Quote: There are some information that we just don't need, Like the Square in the middle of the screen saying " X blablabla bblaba alba 150 damgage uabauabu" we just read the numbers, we just need the numbers.... Remove it completly. and Place only the damage value over the shotting ship Bracket (hitting icon), with the same color transparency as the blink (of the hitting icon). And also The damage that we do, the yellow one, Place it Above ower weapon icon!!! that is it!!! And if you want to do some thing for the logistics too it will be awesome!!!!
Anyway... if you want a more detailed damage info... look at the log...
o7 Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Imigo Montoya
Wildly Inappropriate Goonswarm Federation
47
|
Posted - 2012.10.10 21:44:00 -
[160] - Quote
CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P
(Highlighted the bit I am addressing)
This is precisely not immediately apparent.
As Dersen said, even the current system has to be explained to new players, but it's pretty easy to get if you understand the simplest concept of the hull/armour/shield trinity.
As Tippia said, the new system fails the "at a glance" test.
I foresee this being the source of significant confusion. While confusion has a vital role to play in the battlefield, it's place most certainly is not in the UI. |
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Bagrat Skalski
Poseidaon
49
|
Posted - 2012.10.10 21:45:00 -
[161] - Quote
My idea is that all target ships should have 4 bars (shield, armor, hull, speed) allocated around thumbnail, player too. But for player there should be capacitor inside circle like it is now.  About WIS |

Lucius Exitius
Protectors Holdings CORE Alliance
0
|
Posted - 2012.10.10 21:48:00 -
[162] - Quote
I am really looking forward to this new system! Keep up the good work CCP! |

Isbariya
The Dancer. Initiative Mercenaries
10
|
Posted - 2012.10.10 21:48:00 -
[163] - Quote
A video of a smal fight would have been nice, then we would have seen it live and in action. Maybe that would help us understand your point of view better. |

PinkKnife
L F C Ethereal Dawn
254
|
Posted - 2012.10.10 21:48:00 -
[164] - Quote
Bagrat Skalski wrote:My idea is that all target ships should have 4 bars (shield, armor, hull, speed) allocated around thumbnail, player too. But for player there should be capacitor inside circle like it is now. 
Speed is already in the overview, cap would be interesting to put in there though.
I want to reiterate again though that the current system is no more intuitive at a glance unless you already know how it works. |
|

CCP Masheen
C C P C C P Alliance
105

|
Posted - 2012.10.10 21:50:00 -
[165] - Quote
Dersen Lowery wrote:Imigo Montoya wrote:I'm a big fan of the concept of UIs being "immediately apparent", and the changes fail one test here. With the hit points of the shield/armour/structure it is not immediately apparent which one is which. Just FYI, I've had to explain to new players which one is which, with the existing system. Shield/armor/hull is a bit more elaborate than "hit points." The stacking only becomes obvious once you learn that hierarchy. Wrapping the three around a circle is essentially putting them in a straight line, which is also obvious once you learn the way defenses work, because nothing affects hull without punching through armor first, and nothing affects armor without punching through shields first[1]. [1] Not necessarily all the way through, of course.
This is also my view. I trust that once you get your hands on the new targeting brackets when we publicly test on Duality later this month people will 'get' it.
P.S. there are several small advantages to the concentric circular arrangement which you may have missed, for example:
- We are able to make the target icons larger and therefore more recognizable, did you notice that? - The length of the bar that indicates time-to-lock is approximately three times longer than before because it now wraps completely around the targeting bracket. This makes it easier to discern the speed at which your locking attempt is progressing. - The spinning arrows around your selected target no longer cross over the shield/armor health bars - Ship brackets are square, targeting brackets are rounded, this distinction should help new players especially - EVE Online Quality Assurance - |
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Myrkala
Royal Robot Ponies Happy Cartel
20
|
Posted - 2012.10.10 21:51:00 -
[166] - Quote
CCP Prism X wrote:So.. Which one is shield?
The left one.
So..
- Left: Shield
- Right: Armor
- Bottom: Structure
Not totally sure why but I think it may have something to do with reading order (left to right) and that I (and probably most other players) visualize the three stats as layers that sit on top of each other. I know the images in the devblog have it the other way around but if you want to do that I would rotate the arcs by 45-¦ counterclockwise as I feel that arrangement/layout makes more sense. Anyways, you should probably keep the "flow" of the eyes in a reading direction, which is not what it is currently... |

War Porcika
Perkone Caldari State
9
|
Posted - 2012.10.10 21:52:00 -
[167] - Quote
Isbariya wrote: The in space UI does look a bit better then before, i admit that, but the round icons of my targets and the round shield/armor/structure indicators are one one the worst ideas I have encountered so far in your attempt to make things "better".
Changing the UI to a circle looks good in the first 10-15 second, you think it's awesome. But when you try to use that in the real game for hours, they you just notice that something what was working fine, and was logical, have been removed for something what looks good, but it's illogical, in a heat of the combat it will just annoy you.
Isbariya wrote: There are some more pressing matters out there then this, i know that you wont e able to help out in the graphics department, but there must be something else that is worth improving ? Like adding a better overview to the assets menu for example.
I had to agree to this. How about to fix the "new" inventory system? It's a fact that there have been doing some improvement, but it's a halfway fixed product. It shill have many glitches, which are irritating.
Not sure how is this development going on, but just look around in the game, there are soooo many thing what is just halfway finished. You start a big change, then you fix some of the big issues, but many small ones remain, and you completely ignoring them for years. How about if you FINISH once an expansion properly.
As someone mentioned before, don't fix something what is not broken. just my 2 cent |

Ugleb
Masuat'aa Matari Ushra'Khan
237
|
Posted - 2012.10.10 21:53:00 -
[168] - Quote
PinkKnife wrote:CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P QFT Just keep in mind change is scary and people are resistant to it. The three bar things isn't intuitive, it is just what people know, A brand new player has no indication that shield is on top anymore than they do that structure is on bottom. People need to stop confusing intuition with familiarity. Just because YOU know top is shields, doesnGÇÖt mean it is intuitive.
The order of the three bars is consistent with the HUD, whereas the circular display is not. The two don't match up, you should be able to visually compare your own ship's status to your target.
They can ofc fix this by redesigning the HUD to match the targeting UI, but I'm not sure I want to see that atm. ;) http://uglebsjournal.wordpress.com/
To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

Saede Riordan
Alexylva Paradox
834
|
Posted - 2012.10.10 21:53:00 -
[169] - Quote
I'd definitely like to see as much information incorporated into these icons as possible. Damage, speed, targetting, weapons range, etcs
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Evei Shard
122
|
Posted - 2012.10.10 21:54:00 -
[170] - Quote
Looks like good changes, though I agree with others that having some options on turning the display pieces on/off is good.
Just curious. Any chance of having the damage indicator be slightly less red when the given defense layer is not completely wiped out? Example: Your ASB finally got reloaded and your shields are pumping back up, so at their greater than 0% status, they display as yellow/orange, while your armor, which you completely lost during the ASB reload, is full red, as you have none.
Also, +1 to the idea of displaying damage you are dealing as a number directly above the module icon. This would separate the incoming damage from the outgoing damage really well. Profit favors the prepared |
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Bagrat Skalski
Poseidaon
49
|
Posted - 2012.10.10 21:55:00 -
[171] - Quote
Quote:Speed is already in the overview, cap would be interesting to put in there though.
Bah, my missiles would like to see who's sitting in place. Other players guns would like too i think. And NPC have unlimited capacitor, so its not that important, and for PVP there is tactical feel to hidden capacitor. About WIS |

John Nucleus
Red Federation RvB - RED Federation
18
|
Posted - 2012.10.10 21:56:00 -
[172] - Quote
CCP karkur wrote:Karl Planck wrote:Going to repost this as I do not think the devs are looking at the first couple of posts. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized  ). Also, can we get the damage UI on every ship we have locked, not just the one we have selected? This would help out on logis as well as keeping track of primaries. Last, with this being a really nice UI option, can we disable the stacked bar of ships we have locked? As it is already on our screen :) (would free up that vital screen space) We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module)
Still, knowing how well someone hits you is an important information and would help people get a better feeling of the mechanics at work. You just need to find a way to show both information. For example, opacity could be how well you get hit and the animation radius would be for the amount of damage.
This gives: small circle with low opacity = low dmg and weak hit small circle with high opacity = low dmg and excellent hit big circle with low opacity = high dmg and weak hit big circle with high opacity = high dmg and excellent hit
You could also change the color of the circle based on the damage type. This would give you a lot of information with a very simple and intuitive system.
|

krickettt
Golden Orb Technology inc
5
|
Posted - 2012.10.10 21:57:00 -
[173] - Quote
CCP Masheen wrote: P.S. there are several small advantages to the concentric circular arrangement which you may have missed, for example:
- The length of the bar that indicates time-to-lock is approximately three times longer than before because it now wraps completely around the targeting bracket. This makes it easier to discern the speed at which your locking attempt is progressing.
I hope we're not losing the actual text of time-to-lock. I would much rather see the time displayed in text rather than guestimate using a circular loading bar. These changes should not take anything away from what we currently have. |

Ugleb
Masuat'aa Matari Ushra'Khan
238
|
Posted - 2012.10.10 21:58:00 -
[174] - Quote
CCP Masheen wrote:- The length of the bar that indicates time-to-lock is approximately three times longer than before because it now wraps completely around the targeting bracket. This makes it easier to discern the speed at which your locking attempt is progressing.
I would prefer it if there was still a numerical countdown to go with the 'locking' bar I think.
Can we still see this with a tooltip? http://uglebsjournal.wordpress.com/
To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

RAGE QU1T
Deep Core Mining Inc. Caldari State
35
|
Posted - 2012.10.10 22:01:00 -
[175] - Quote
New UI looks awesome! +10, Retro is in! look forward for this finshed product. |

Raster Fain
Andraste.
0
|
Posted - 2012.10.10 22:05:00 -
[176] - Quote
Just to say this is ****!!!! Should be banned and flamed to death!!
http://content.eveonline.com/www/newssystem/media/63449/1/targets3.png |

War Porcika
Perkone Caldari State
9
|
Posted - 2012.10.10 22:06:00 -
[177] - Quote
CCP Masheen wrote: - We are able to make the target icons larger and therefore more recognizable, did you notice that?
You mean this? http://content.eveonline.com/www/newssystem/media/63449/1/targets3.png They are not bigger. You just cut the picture edge. If you want to have more recognized pictures, then make them bigger in the picture. Less background. More zoom.
CCP Masheen wrote: - The length of the bar that indicates time-to-lock is approximately three times longer than before because it now wraps completely around the targeting bracket. This makes it easier to discern the speed at which your locking attempt is progressing.
The current numeric system is easy to use. You look there once, and you know it will take XX second, that's it. With the circular progress bar you can only GUESS how long it will take to target.
CCP Masheen wrote: - The spinning arrows around your selected target no longer cross over the shield/armor health bars
And why is that a problem?
CCP Masheen wrote: - Ship brackets are square, targeting brackets are rounded, this distinction should help new players especially
I agree on this. |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
47
|
Posted - 2012.10.10 22:09:00 -
[178] - Quote
Make the health bars colored.
Shield = Blue
Armor = Green
Structure = Yellow
When Yellow turns Red your in trouble, unless you structure tanked your new Gallente ship
And other than Structure, the blue is the color of shields, and green is the color of active armor repairers. |

Andski
GoonWaffe Goonswarm Federation
5074
|
Posted - 2012.10.10 22:10:00 -
[179] - Quote
Brackets should flash distinctly when the other ship is using an assistance module on you. This would be pretty useful in situations i.e. cap chaining where the only indications that they're transferring capacitor to you are the effect (which is usually turned off) and the fact that your capacitor is increasing. This post was crafted by a member of the Goonswarm Federation posting cabal, the foremost authority on Eve: Online posting.
fofofofofo |

Tahnil
Sirius Fleet
9
|
Posted - 2012.10.10 22:10:00 -
[180] - 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 
That would be nice, but not enough. The indicator should also consider transversal speed/tracking and explosion velocity. |
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Shilalasar
Dead Sky Inc. Talocan United
2
|
Posted - 2012.10.10 22:10:00 -
[181] - Quote
Have you tested the new "healthcircles" with setups where there is a lot of movement? F.e. with a alphafleet on the one side and shieldlogis on the other. Might not be so easy to see what is shields when all bars move at the same time up and down. Or a handful of ships beating on a x-large ASB sleipnir. Also the new locked targets look bigger, like everything else in the UI got bigger. There are people who don-¦t play on high resolutions and are already running low on actual room to see something. Now try it with 10 locked targets and the new aggressionflags... Please don-¦t force us to get better hardware just fo rsuch little tweeks. Another thing is "how visable is it if you are breaking something-¦s tank or not?" Atm we can use things like the text below the bars to measure the movement. Not possible with the circles. Please try it with stuff like a large DEDbooster tengu or carriers. The locktimevalue no longer displaying is also a bad thing. For the notifications: A lot of players already use colourcoded notifications where the different things are in different colours, so for example you just look for red if you want to know who is doing something, green for what he is doing and blue for whom he is doing it to. Maybe incorporate something like this. Overall I have to say: Needs more work please. And don-¦t just go with it because you already put in so much work. |

Bubanni
ElitistOps Pandemic Legion
463
|
Posted - 2012.10.10 22:14:00 -
[182] - Quote
CCP karkur I like everything your showing :D
may I come with an idea? The ability to add different bracket informations in space next to selected ships? I am thinking like adding angular velocity or velocity to ships you have either targeted or selected, something that could be added from overview settings or something so it's something people have to add themselves if desired. Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Ugleb
Masuat'aa Matari Ushra'Khan
241
|
Posted - 2012.10.10 22:16:00 -
[183] - Quote
Andski wrote:Brackets should flash distinctly when the other ship is using an assistance module on you. This would be pretty useful in situations i.e. cap chaining where the only indications that they're transferring capacitor to you are the effect (which is usually turned off) and the fact that your capacitor is increasing.
Maybe something similar to the 'hit icon sequence' pulsing animation but in green or blue? It could become more intense as you receive a larger rep amount per cycle. http://uglebsjournal.wordpress.com/
To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |
|

CCP karkur
C C P C C P Alliance
1343

|
Posted - 2012.10.10 22:19:00 -
[184] - Quote
Ugleb wrote:Andski wrote:Brackets should flash distinctly when the other ship is using an assistance module on you. This would be pretty useful in situations i.e. cap chaining where the only indications that they're transferring capacitor to you are the effect (which is usually turned off) and the fact that your capacitor is increasing. Maybe something similar to the 'hit icon sequence' pulsing animation but in green or blue? It could become more intense as you receive a larger rep amount per cycle. This is something that has come up in our meetings (except we were thinking blue) ... but we haven't made any decision on it yet. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Caldari 5
The Element Syndicate
14
|
Posted - 2012.10.10 22:19:00 -
[185] - Quote
I only just noticed the new DevBlog before heading to work(+10GMT its 8:20AM Local Time) First reaction is Love the new In space "Brackets" and Hate the new Locked Target information. Seriously Which indicator is Shield/Armor/Hull, with the old one it was Top Down which is easy to see at a glance.
I'll Probably Make a new post when I get home from work and back on the net. |

Salpun
Paramount Commerce
387
|
Posted - 2012.10.10 22:23:00 -
[186] - Quote
Where on the circle shield armor and hull should be would be a great test of the new voting fuctionality you are going to add to the client |

James Amril-Kesh
4S Corporation RAZOR Alliance
929
|
Posted - 2012.10.10 22:23:00 -
[187] - Quote
Myrkala wrote:CCP Prism X wrote:So.. Which one is shield? The left one. So..
- Left: Shield
- Right: Armor
- Bottom: Structure
No, no no no. Shield is in top right, then go clockwise from there for armor and structure. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

John Nucleus
Red Federation RvB - RED Federation
19
|
Posted - 2012.10.10 22:26:00 -
[188] - Quote
PinkKnife wrote:CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P QFT Just keep in mind change is scary and people are resistant to it. The three bar things isn't intuitive, it is just what people know, A brand new player has no indication that shield is on top anymore than they do that structure is on bottom. People need to stop confusing intuition with familiarity. Just because YOU know top is shields, doesnGÇÖt mean it is intuitive.
The three bars are similar to how your own HP is displayed on your HUD, shield top then armor and structure. So I would say it's intuitive because it's familiar. |

Mocktar Olachenko
10
|
Posted - 2012.10.10 22:27:00 -
[189] - Quote
I'll attempt to offer my feedback bit by bit, but overall there's not much here I really like. It seems to be "change for the sake of change" and that usually does not breed a very useful outcome. In the grand scheme of things, the present targeting UI is completely sufficient and does its job adequately, and there are far better things that could be fixed in the UI (*COUGH* DRONES *COUGH*).
On the "who is damaging me and how hard" indicator: In theory it sounds neat but honestly I'm not sure how useful I'd find it. One of the skills every Eve pilot learns is target assessment and pretty soon it becomes second nature. For example, someone earlier stated they'll always know an Ibis is tickling them but a Megathron will be laying the hurt much harder. Maybe that's not particularly clear to a complete newbie but I think by a month everyone has pretty much figured it out. To me, it'll just be a bunch of additional distracting blinks on the screen.
On the circular target reticule: This change I don't like one bit. Sure, it looks subjectively cool, but at the cost of intuitiveness and clarity. There is nothing wrong with the reticule at present: shields at top, then armor, then hull. It makes perfect sense. With the bars surrounding the circle it's not quite as clear. Your response so far has been "Well after you play with it for a bit you'll get the hang of it and it will be clear which is which." Why learn something new when what we have works just fine? Additionally, the compactness of the current S/A/H display makes it much easier to see at a glance how damaged something is. If you think of the current display as one larger rectangle broken into three sections, it's quite easy to glance and see "hey, half this ship's rectangle is gone." Whereas with the new system, your eye has to look at three different parts of the reticule to get the same information. That takes more time, which is a backwards step. You've said it will likely be an option if desired to turn off the new damage and in-range indicators, so If you insist on rolling out this change at least give us the option to choose between square and circular reticules; this seems to be a fair compromise.
On the new bracket changes: Personally I prefer the "square" aesthetic myself for the targeting and aggressing brackets, but I understand it's to match the new circular targeting reticules. I've already voiced my displeasure of the circular design overall. Again, if it could be an option in the UI to have a circular or square design I'd be fine with that. I do like the idea of the "in targeting range" graphic. Oh, and for the love of everything in New Eden, please do not lose the "time to target" box! |

Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.10 22:28:00 -
[190] - Quote
The NEW target UI looks like the initial OLD UI.
Good job guy! (I'm being sarcastic now)
http://www.zurb.com/blog_uploads/0000/0097/1.jpg 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 |
|

Swidgen
Republic University Minmatar Republic
23
|
Posted - 2012.10.10 22:31:00 -
[191] - Quote
You can't seriously be redesigning this without adding an indication of the target's capacitor level, can you? If you don't add that, this amounts to fluff nobody asked for. Again. |
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CCP karkur
C C P C C P Alliance
1344

|
Posted - 2012.10.10 22:31:00 -
[192] - Quote
Shilalasar wrote:Have you tested the new "healthcircles" with setups where there is a lot of movement? F.e. with a alphafleet on the one side and shieldlogis on the other. Might not be so easy to see what is shields when all bars move at the same time up and down. Or a handful of ships beating on a x-large ASB sleipnir. Also the new locked targets look bigger, like everything else in the UI got bigger. There are people who don-¦t play on high resolutions and are already running low on actual room to see something. Now try it with 10 locked targets and the new aggressionflags... Please don-¦t force us to get better hardware just fo rsuch little tweeks. Another thing is "how visable is it if you are breaking something-¦s tank or not?" Atm we can use things like the text below the bars to measure the movement. Not possible with the circles. Please try it with stuff like a large DEDbooster tengu or carriers. The locktimevalue no longer displaying is also a bad thing. For the notifications: A lot of players already use colourcoded notifications where the different things are in different colours, so for example you just look for red if you want to know who is doing something, green for what he is doing and blue for whom he is doing it to. Maybe incorporate something like this. Overall I have to say: Needs more work please. And don-¦t just go with it because you already put in so much work. To be honest, I don't think this will work in all situations, and we want to allow you to toggle it on/off.
And I just did a quick size comparison on the targets, and they aren't really much bigger.
Interesting, do people use the text to measure movement? . Today we discussed something similar, how to better see that the bar is moving, and we'll probably discuss it more and find some magic solution.
For the colors... how are people doing that?
Thank you for your feedback, we know it needs more work... that's why we will continue working on it  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Lin Fatale
Center for Advanced Studies Gallente Federation
4
|
Posted - 2012.10.10 22:33:00 -
[193] - Quote
I would prefer if you could fix things that are really broken first like tactical overview or the mega menu if you are fleet boss where you have a hundret option something like you could configure your tactical ov or the menus |

Bloodpetal
Mimidae Risk Solutions
913
|
Posted - 2012.10.10 22:34:00 -
[194] - Quote
The square to circles looks very cool!
My main issue is, looking at it from a glance, i have no clue which one is the shields, armor, structure. I think you need to address how we can identify them better... please. Thank you.
I think the idea of showing the pulsing damage is excellent. Can we maybe get ewar icons or an ewar thing going on near there as well? Where I am. |

Swidgen
Republic University Minmatar Republic
23
|
Posted - 2012.10.10 22:34:00 -
[195] - Quote
CCP Sisyphus wrote:Salpun wrote:When will the damage notification be movable  And the log be easeier to read? Give us time... How does :18months: sound? Or are we up to 36 now? Do I hear 48? |

Kaelarian
Handsome Millionaire Playboys Flatline.
5
|
Posted - 2012.10.10 22:36:00 -
[196] - Quote
I like the WIP so far, though I think the suggestions for a layered circle approach have merit for at-a-glance readability.
Bubanni wrote:CCP karkur I like everything your showing :D
may I come with an idea? The ability to add different bracket informations in space next to selected ships? I am thinking like adding angular velocity or velocity to ships you have either targeted or selected, something that could be added from overview settings or something so it's something people have to add themselves if desired.
You should give us togglable directed popups with whatever overview info we configure to put in them, along the lines of what it shows in the Apocrypha trailer.
The popup need not be visible all the time. It could show only on the actively selected target or possibly on all targets with a setting to change this behavior if it doesn't degrade performance too much.
One team was already working on popups in space as part of the tutorial system. This could be another use for them.
You could also make it available as a key-press event so it/they don't get in the way in combat.
Example information: In the popup show the damage log entry from that ship, like it appears at the top of the screen. You could also show a running approximate dps from that ship. You could show the dps you're sending to it (not what it is actually receiving), only modified by what the client has access to: the other ship's velocity vector vs your turrets' tracking ability and raw damage output. This could/should be calculated locally. Any selected overview info could be placed here, such as faction, angular velocity, velocity, ship name, etc.
The popup could be available for un-targeted ships but only display readily available overview data.
Just a thought. |

Sable Blitzmann
Fist of Eargon The Jagged Alliance
46
|
Posted - 2012.10.10 22:39:00 -
[197] - Quote
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. |

Tippia
Sunshine and Lollipops
9825
|
Posted - 2012.10.10 22:39:00 -
[198] - Quote
Kethry Avenger wrote:Make the health bars colored.
Shield = Blue
Armor = Green
Structure = Yellow I'm not sureGǪ If you make the colour strong, it'll just make for a technicolour jumble where it becomes difficult to make out the damage, and if you make it subtle, there's the question of why use it at all since they will be fairly similar.
Compare this non-coloured version, but with a gap to provide a hint about the beginning and end of the gauge (and a gentle arrow effect to show the direction), and the coloured version of the same display. I don't feel like those colours add much except make it look more cluttered and messy. 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.
|

Bloodpetal
Mimidae Risk Solutions
913
|
Posted - 2012.10.10 22:42:00 -
[199] - Quote
I don't like the loss of the "timer" to lock indicator. Although the completion circle communicates well, I want to know if I have another 10 seconds to lock or another 2 seconds to lock the target.
To resolve the "which is shield" - I really like the symmetry of the bars. I think the real issue is just adding a little icon in between the shield and structure that indicates this is where everything "Starts and ends".
So at the top of the circle, put a >< image between the 2 bars, or a Shield Image, or a Little Dot or something to indicate the start and end. Where I am. |

The Antiquarian
Imperial Academy Amarr Empire
576
|
Posted - 2012.10.10 22:43:00 -
[200] - Quote
This is an amazing feature. Getting very excited. |
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Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
47
|
Posted - 2012.10.10 22:44:00 -
[201] - Quote
Tippia wrote:Kethry Avenger wrote:Make the health bars colored.
Shield = Blue
Armor = Green
Structure = Yellow I'm not sureGǪ If you make the colour strong, it'll just make for a technicolour jumble where it becomes difficult to make out the damage, and if you make it subtle, there's the question of why use it at all since they will be fairly similar. Compare this non-coloured version, but with a gap to provide a hint about the beginning and end of the gauge (and a gentle arrow effect to show the direction), and the coloured version of the same display. I don't feel like those colours add much except make it look more cluttered and messy.
<---- Not a UI designer. Just spit balling. Though I would pick more EVE like colors, pastels probably wouldn't work. |

GeeShizzle MacCloud
210
|
Posted - 2012.10.10 22:44:00 -
[202] - Quote
Just a quick question as we're all having fun with what to do with new graphical elements for the Overview UI etcetera...
Can we maybe get some under-the-hood work on the Overview System so its less buggy so it doest:
1) Go mental under laggy conditions when we use custom bracket profiles. 2) Show up blues as neutrals every so often 3) Automatically default certain options in the overview settings to "on" even when you've expressly turned them off both in-game and out of game in a custom XML File. |

corestwo
Goonfleet Investment Banking
753
|
Posted - 2012.10.10 22:45:00 -
[203] - Quote
CCP karkur wrote:Many of you are worried that you will not know which bar is which. I personally think that people will just know once the they start playing with it, and I look forward to seeing how you feel about it when you have tested it yourself. We are going to be looking into what we can do to make it clearer, especially if we find out that people just don't get it. That being said, we are still so deep in development of this that it might completely change, who knows :P
Don't be so sure. Someone pointed out to me earlier today that the game, in its early phases (we're talking like 2003-2004 here) had circular indicators for HP like what we're looking at here and that - wait for it - people were confused by them!
Swidgen wrote:You can't seriously be redesigning this without adding an indication of the target's capacitor level, can you? If you don't add that, this amounts to fluff nobody asked for. Again.
That's not info available to you at all (except by target scanner, maybe?) Why would it be included and openly available? This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Bloodpetal
Mimidae Risk Solutions
913
|
Posted - 2012.10.10 22:46:00 -
[204] - Quote
Tippia wrote:Kethry Avenger wrote:Make the health bars colored.
Shield = Blue
Armor = Green
Structure = Yellow I'm not sureGǪ If you make the colour strong, it'll just make for a technicolour jumble where it becomes difficult to make out the damage, and if you make it subtle, there's the question of why use it at all since they will be fairly similar. Compare this non-coloured version, but with a gap to provide a hint about the beginning and end of the gauge (and a gentle arrow effect to show the direction), and the coloured version of the same display. I don't feel like those colours add much except make it look more cluttered and messy.
I dont know if the arrows are necessary, but I think adding a gap with an image is a good idea, same thing I proposed before I read yours (Although I posted after)  Where I am. |

Bubanni
ElitistOps Pandemic Legion
463
|
Posted - 2012.10.10 22:48:00 -
[205] - Quote
CCP karkur wouldn't it be time to update the brackets themselves also? something that can give plenty of information about standings like now, but also doesn't block out the ships your looking at, even from a distance? unless you play without brackets
It's basicly impossible to play without brackets unless your just sitting still or set orbit on an FC as it's very hard to see where the hostile ships would be at in space, what if brackets where thinner and had a colour depending on standing
Like this?:
http://i.imgur.com/Dk5Nu.jpg
(different shapes as examples?, also leet ms paint skills) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

SyntaxPD
PowerDucks PowerDucks Alliance
22
|
Posted - 2012.10.10 22:48:00 -
[206] - Quote
I'd more like square targeted icons... Circle is just... fine, but i better like corners. |

Tippia
Sunshine and Lollipops
9826
|
Posted - 2012.10.10 22:49:00 -
[207] - Quote
Kethry Avenger wrote:<---- Not a UI designer. Just spit balling. Though I would pick more EVE like colors, pastels probably wouldn't work. Agreed, but that's just it: they have to be rather light and faint, or they'll drown out the damage colour (unless, counter-intuitively, you make the damage a very light). On the other hand, if you make them very strong and darker, they risk blending in with the surrounding space and/or the black background of the targeting circle.
You get more contrast if you go for light grey vs. bright red than if you go for bright [colour] vs. bright red. 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.
|

mkint
901
|
Posted - 2012.10.10 22:51:00 -
[208] - Quote
I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Ark Anhammar
EVE University Ivy League
25
|
Posted - 2012.10.10 22:52:00 -
[209] - Quote
Cordo Draken wrote:Actually I like the Circles (i.e. Targets)... As for seeing the Shield, Armor, Structure at a glance... I think it's just a matter of getting used to it. Even w/o knowing what they plan I'd guess that Shields would be on the left, Armor = Right side & Structure on the bottom... It seems rather logical to me. Hell, after having to get used to the new inventory UI, this is a piece of Cake, and it will become "At a Glance" in no time as it's only 3 bars. I think keeping Circles around the target would be awesome, but I propose these tweaks:
-Can you order the Shield on the left, Armor on the Right and structure at the bottom?
-When the Shield/Armor are depleted, they should start at the top (100%) and slowly be reduced toward the bottom (structure). So a ship with 10% shield and 20% armor would have small bar on the lower left, little bigger bar on the lower right and a bar at the bottom for structure.
-Color coding the bars is definitely a good idea--maybe the bar could go from a solid color at the top (gray) and as it's destroyed it could change color gradually into red until it disappears?
-Could we try segmented bars to give a better guess-timation about the remaining %?
-Can we try leaving the Square lock/bars at the top of the screen, but use the new circular dynamic bars on the actual ship?
Just some thoughts, but I love it overall!
|

Tork Norand
Mechanical Eagles Inc. The Ancients.
114
|
Posted - 2012.10.10 22:53:00 -
[210] - Quote
I read about half the posts, then decided to reply...I don't think I'm repeating anyone, but who knows. 
Instead of doing the 120-¦ arcs around the target (I am not a fan of that look), I would suggest doing it like your own ship is displayed. Three 180-¦ arcs stacked (Shields on top, Armor in the middle, Hull as the innermost). That would be on each target both as the icons and on the brackets.
Then, you have the lower-half to indicate damage amount (red), ewar level, or whatever other information. Possibly one option would be "which target is hurting me the most over the past 10 seconds?" with each target getting a portion of it's "pi". :)
If you keep with the square icons (which there's no real reason to change from), then you could put the defenses on the top half of the icon and the other data below the icon. The icon itself doesn't need to be as large as it is now (and in fact, a name may be a better choice).
I would also highly recommend letting the end user turn on and off what they want to see here and in what order (and what color). That will take some extra work but the client is receiving the data anyway, let the user decide what and how much data he wants displayed.
--Tork. CEO and Herder of Cats. |
|

Bloodpetal
Mimidae Risk Solutions
913
|
Posted - 2012.10.10 22:54:00 -
[211] - Quote
CCP karkur wrote:Ugleb wrote:Andski wrote:Brackets should flash distinctly when the other ship is using an assistance module on you. This would be pretty useful in situations i.e. cap chaining where the only indications that they're transferring capacitor to you are the effect (which is usually turned off) and the fact that your capacitor is increasing. Maybe something similar to the 'hit icon sequence' pulsing animation but in green or blue? It could become more intense as you receive a larger rep amount per cycle. This is something that has come up in our meetings (except we were thinking blue)  ... but we haven't made any decision on it yet.
Do eeet!
Where I am. |
|

CCP karkur
C C P C C P Alliance
1346

|
Posted - 2012.10.10 22:55:00 -
[212] - Quote
mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
|

CCP Sisyphus
C C P C C P Alliance
105

|
Posted - 2012.10.10 22:56:00 -
[213] - Quote
mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game.
We've been trying to say: it's work in progress and we're taking your feedback and will see what we can do. The confusion about shield/armour/hull is understood and we'll see what we can do to improve it.
There is some other nice feedback here, and some stuff we've already been considering. CCP Sisyphus | Team PE | @CCP_Sisyphus |
|

Tahna Rouspel
Big Johnson's
87
|
Posted - 2012.10.10 22:56:00 -
[214] - Quote
How would it look if the damage reports were floating numbers on top of the victim like in many other games? You would see the damage numbers pop over the image of your target. Damage received could stay as is. |

Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.10 22:56:00 -
[215] - Quote
The really reallyOLD targeting UI versus the NEW targeting UI.
http://oi49.tinypic.com/b6t6aq.jpg
As one of the oldest still active players I can not help ask myself if any of the devs that worked at this 'new targeting UI" actually know how EVE looked like back in it's early days? 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 |

Prince aikka
Vanguard Frontiers Intrepid Crossing
9
|
Posted - 2012.10.10 22:57:00 -
[216] - Quote
Having an issue even being able to see the blog
Quote:500 - Internal server error. There is a problem with the resource you are looking for, and it cannot be displayed. |

Lyric Lahnder
Noir. Noir. Mercenary Group
110
|
Posted - 2012.10.10 22:58:00 -
[217] - Quote
So fast firing guns get smaller but more frequent flashes.
How do we know a group of people wont just start un grouping there auto canons and crash some one else's client because there's dozens of flying Christmas trees on there screen?
This system sounds interesting I'm just worried about how many resources it will consume. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |
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CCP Sisyphus
C C P C C P Alliance
105

|
Posted - 2012.10.10 22:59:00 -
[218] - Quote
Angeliq wrote:The really reallyOLD targeting UI versus the NEW targeting UI. http://oi49.tinypic.com/b6t6aq.jpgAs one of the oldest still active players I can not help ask myself if any of the devs that worked at this 'new targeting UI" actually know how EVE looked like back in it's early days?
Yes we do. Actually have reference pictures on my screen now... CCP Sisyphus | Team PE | @CCP_Sisyphus |
|

Bubanni
ElitistOps Pandemic Legion
465
|
Posted - 2012.10.10 22:59:00 -
[219] - Quote
CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really?
Don't listen to him, sure it could use some extra tweaking :D but this kind of change is exactly what we need... but what do you think about my suggestion to touch the brackets too? (thinner, with standing as colour instead, perhaps different shapes?)
http://i.imgur.com/Dk5Nu.jpg
kinda like this picture? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Optimo Sebiestor
The Society Calyxes
26
|
Posted - 2012.10.10 23:00:00 -
[220] - Quote
Looks awsome! but we need the visual timer on locking another vessel. I wouldnt mind having a visual on the targeted ships cap either!  |
|

Swidgen
Republic University Minmatar Republic
24
|
Posted - 2012.10.10 23:01:00 -
[221] - Quote
corestwo wrote:Swidgen wrote:You can't seriously be redesigning this without adding an indication of the target's capacitor level, can you? If you don't add that, this amounts to fluff nobody asked for. Again. That's not info available to you at all (except by target scanner, maybe?) Why would it be included and openly available? Exactly. It should be available since neuts and vamps are such an important part of combat. Logistics pilots would also appreciate a heads-up about who in their fleet is running out of cap. A logi pilot with a target locked (or on their watch list) can see who's taking damage even before that pilot broadcasts for reps. They should also have a visual indication of cap drain to make things consistent. |

coolzero
The Replicators Li3 Federation
35
|
Posted - 2012.10.10 23:02:00 -
[222] - Quote
Prince aikka wrote:Having an issue even being able to see the blog Quote:500 - Internal server error. There is a problem with the resource you are looking for, and it cannot be displayed.
same here
while im here and your working on UI
could you take a look at the scanning UI.... when i scan ships out(pvp targets) sometime the target boxes are so damn small and the line of the box is so small i at times have to spend up to 1 minute just to find where they are.
maby make then solid would help a lot
|

Ines Tegator
Towels R Us
179
|
Posted - 2012.10.10 23:02:00 -
[223] - Quote
Looks fantastic! Now hurry it up!!!!!1 :)
Comments: Don't forget to redo the tactical overlay! The information it provides is pretty good, but the clarity is horrible. Colorize it! Higher contrast near the center, lower towards the outside, so overlapping features don't occlude each other. Also, fade the range indicator lines a bit for targets that you have not locked- they add a LOT of clutter. Also you can remove the targeting range sphere, since your new system will take care of that.
Circles give a nice clean futuristic look, but I'm going to agree with some others and say they are a bad idea. One of the reasons the 3 bars is so easy to read is that the human eye sees shape and movement in peripheral vision much better then color (number of rods+cones and all that). When the color of one of the 3 bars changes, it changes the shape we perceive from a nice, uninteresting square to a much more interesting shape. That makes it easy to see without directly focusing on it. A circle doesn't change shape nearly that much, and will be more confusing as a result. I'd try for Hex, or Pentagon shapes instead of circles. Or put the bars in a 3-sided box, or triangle around the center circle. Or something like that. Something so that the image is clearly altered when it changes. |

Bloodpetal
Mimidae Risk Solutions
913
|
Posted - 2012.10.10 23:02:00 -
[224] - Quote
CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really?
Don't feed the trolls!
Let me ask this, are you adding anything more to the tooltip in the future or what ideas do you have?
On the retribution art, it shows Criminal Flags and such on the targeting reticles, is that part of your plan as well? What other tid bits can we hope to see?
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.
Where I am. |
|

CCP karkur
C C P C C P Alliance
1346

|
Posted - 2012.10.10 23:02:00 -
[225] - Quote
Bubanni wrote:CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? Don't listen to him, sure it could use some extra tweaking :D but this kind of change is exactly what we need... but what do you think about my suggestion to touch the brackets too? (thinner, with standing as colour instead, perhaps different shapes?) http://i.imgur.com/Dk5Nu.jpgkinda like this picture? To be honest, I had a pretty hard time seeing the brackets... I would be scared that the colors would just blend in with the ships and you wouldn't see them that well. And I'm afraid that it's a bit out of scope for us, at least for now... but interesting idea though  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Roll Sizzle Beef
Space Mutiny
1257
|
Posted - 2012.10.10 23:05:00 -
[226] - Quote
Bubanni wrote:CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? Don't listen to him, sure it could use some extra tweaking :D but this kind of change is exactly what we need... but what do you think about my suggestion to touch the brackets too? (thinner, with standing as colour instead, perhaps different shapes?) Space isnt always black. you have to deal with an obnoxious amount of nebula glow so specific colors arnt washed out in specific parts of space. Same with mission dust clouds. Two tone would be best, a dark and light color to work in both extremes. |
|

CCP Sisyphus
C C P C C P Alliance
108

|
Posted - 2012.10.10 23:06:00 -
[227] - 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.
Some nice thoughts there! CCP Sisyphus | Team PE | @CCP_Sisyphus |
|

Bubanni
ElitistOps Pandemic Legion
465
|
Posted - 2012.10.10 23:10:00 -
[228] - Quote
CCP karkur wrote:Bubanni wrote:CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? Don't listen to him, sure it could use some extra tweaking :D but this kind of change is exactly what we need... but what do you think about my suggestion to touch the brackets too? (thinner, with standing as colour instead, perhaps different shapes?) http://i.imgur.com/Dk5Nu.jpgkinda like this picture? To be honest, I had a pretty hard time seeing the brackets... I would be scared that the colors would just blend in with the ships and you wouldn't see them that well. And I'm afraid that it's a bit out of scope for us, at least for now... but interesting idea though 
Could be a toggle able option in overview settings, just like the small icon setting? :) I am sure you understand my reasoning for wanting it,
http://go-dl.eve-files.com/media/corp/kaar/warping.jpg using this as an example (quick google search) all I am suggesting is just moving the small red, orange, purple or blue square into the grey bracket if people want it
What I really want is to PvP and enjoy the awesome space and graphics at the same time :) instead of looking at these old brackets heh Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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CCP karkur
C C P C C P Alliance
1347

|
Posted - 2012.10.10 23:10:00 -
[229] - Quote
Bloodpetal wrote:Let me ask this, are you adding anything more to the tooltip in the future or what ideas do you have?
On the retribution art, it shows Criminal Flags and such on the targeting reticles, is that part of your plan as well? What other tid bits can we hope to see?
Yes, we've now added more info in the tooltips for about 20 other module groups 
And yes, we will need to work with Team Five 0 on the Criminal flags and that stuff. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Marlona Sky
D00M. Northern Coalition.
1412
|
Posted - 2012.10.10 23:11:00 -
[230] - Quote
How about no HP bars at all...
Remove local, structure mails and revamp the directional scanner! |
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usrevenge
Enlightened Industries Test Alliance Please Ignore
1
|
Posted - 2012.10.10 23:12:00 -
[231] - Quote
terrible Before you could easily see what the enemy ship has HP wise, weather they are in shield armor or structure after part of the circle is red, not sure if shield, or armor damage that was reped up by a scimitar. |

Bloodpetal
Mimidae Risk Solutions
914
|
Posted - 2012.10.10 23:12:00 -
[232] - Quote
I like the idea of standings in space being more integrated, but I like it the way it is also, so don't think there's a big deal to be made there.
Where I am. |

Jace Errata
AirHogs Zulu People
288
|
Posted - 2012.10.10 23:12:00 -
[233] - Quote
I like that there is an overhaul coming, but I'm not too keen on the new round targety bits. They don't match the rest of the UI (overview, window shape, NeoCom button shape) other than the module icons/status swirlie, and they look kind of generic, IMO.
Now, that sleek and shiny new overview from the FanFest UI vid...that I would like. 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 |

Rengerel en Distel
Amarr Science and Industry
453
|
Posted - 2012.10.10 23:13:00 -
[234] - Quote
CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really?
I think when people said the target icons are larger, and you dismissed it saying they're not that much larger that it shows the same kind of thing as with the module icon windows. We also complained those were too large, and you didn't think so, and all iteration on the feature has gone silent. Icons and window borders keep getting bigger with each new feature, without any way for the players to adjust it, because you guys know best.
Nearly every other MMO allows the players to customize the UI, because only the players know how they want it to look to themselves, but EVE says no, you're doing it wrong, and you have to do it the way we say to do it. That is the feeling I tend to get with the feedback on each feature. You'll tweak it as long as it works with what you wanted to do anyways, but if it's outside the scope of the work you want to do, then it's not going to happen.
|

Bill Banner
State War Academy Caldari State
42
|
Posted - 2012.10.10 23:13:00 -
[235] - 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?'
How about concentric rings? |

Sable Blitzmann
Fist of Eargon The Jagged Alliance
47
|
Posted - 2012.10.10 23:14:00 -
[236] - Quote
usrevenge wrote:... not sure if shield, or armor damage that was reped up by a scimitar.
Welp, we can see that you don't play the game. Might as well unsub and give me all your stuff. kthx |

Roll Sizzle Beef
Space Mutiny
1257
|
Posted - 2012.10.10 23:15:00 -
[237] - Quote
CCP Sisyphus wrote: Some nice thoughts there!
I would imagine some players would be concerned about falloff and optimal given to you by the UI, being the same as the game playing for you. One less thing to know and just follow the colors. Although it is basic info, as long as you don't visually indicate that the moving target is moving too fast for your turrets via traversal. And keep the extra flair for tac overview. |

GeeShizzle MacCloud
210
|
Posted - 2012.10.10 23:18:00 -
[238] - Quote
Marlona Sky wrote:How about no HP bars at all...
was thinking this myself... why would you broadcast your hp to all enemy ships after all?
and also... always wondered why soo many FPS games show you your enemies health. yes its the future, yes you can say advanced systems read health status etc blah blah blah.. but surely it makes sense as advanced systems to gather information gets more advanced, so does systems to shield and obscure information retrieval.
i say revisit the notion of knowing soo much about your enemy... it will also reduce the amount of data flow to all users from the server and improve server performance in big fleet fights.
\o/ |

Utremi Fasolasi
La Dolce Vita
98
|
Posted - 2012.10.10 23:19:00 -
[239] - Quote
Is it coincidence that Pony EXpress and Player EXperience start with the same letters?
Well played either way. |

Bloodpetal
Mimidae Risk Solutions
914
|
Posted - 2012.10.10 23:21:00 -
[240] - Quote
CCP karkur wrote:Bloodpetal wrote:Let me ask this, are you adding anything more to the tooltip in the future or what ideas do you have?
On the retribution art, it shows Criminal Flags and such on the targeting reticles, is that part of your plan as well? What other tid bits can we hope to see?
Yes, we've now added more info in the tooltips for about 20 other module groups  And yes, we will need to work with Team Five 0 on the Criminal flags and that stuff.
Cool on the module tooltips! One thing I've noticed about module tooltips is it's hard to see what ammo i have loaded in there (if it's t2 or faction) because that top left edge of the ammo icon is cut off. Perhaps you can look into some ideas for that?
So what about in-space tooltips? I noticed the images you have aren't showing corporation tickers and player names on there
i.e. Bloodpetal -MMDRS- (Minmatar Frigate) @ 208 km (that's what my customized one looks like at least)
How about moving the range finder to somewhere a bit more cozy on the circle? with a vertical format next to the circle ::
i.e. Bloodpetal MMDRS - Alliance Rifter 200km
Where I am. |
|

Luiki
Gold Hand CareBear Union
1
|
Posted - 2012.10.10 23:23:00 -
[241] - Quote
i got to say this is the biggest expansion of EVE ever, my wife gonna find out that I am playing a whole different game!
From shooting Square to shooting CIRCLE !! |

Kogh Ayon
Dissident Aggressors Mordus Angels
40
|
Posted - 2012.10.10 23:27:00 -
[242] - Quote
Well could you please use different colors for shield,armour and structure? There is no confusion at the moment because people will assume the top bar is shied, but you can't assume the shield bar is the one on the left. |
|

CCP karkur
C C P C C P Alliance
1351

|
Posted - 2012.10.10 23:27:00 -
[243] - Quote
Rengerel en Distel wrote: I think when people said the target icons are larger, and you dismissed it saying they're not that much larger that it shows the same kind of thing as with the module icon windows. We also complained those were too large, and you didn't think so, and all iteration on the feature has gone silent. Icons and window borders keep getting bigger with each new feature, without any way for the players to adjust it, because you guys know best.
Do you want to know what I did before I said that? I logged into my computer at work (since I'm at home now), opened the screenshot in photoshop. Selected the old target, moved it over the new target. My observations were the following: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. - the height of the old ones is greater, but then I have to add a little bit to the bottom of the new ones because that's where the active modules appear.
which I summed up as " they aren't really much bigger."
And in case you haven't noticed, we made the tooltips A LOT smaller than they were, and we are in fact iterating on them in this release. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Nikolai Vodkov
Pro Synergy
31
|
Posted - 2012.10.10 23:36:00 -
[244] - Quote
Back to the future? Most Excellent! I like. Run level 4 missions? Double your profits!Let us loot your missions and give you 45% of it's value.Join channel: "Pro Synergy" to find out more. |

Rengerel en Distel
Amarr Science and Industry
453
|
Posted - 2012.10.10 23:42:00 -
[245] - Quote
CCP karkur wrote:Rengerel en Distel wrote: I think when people said the target icons are larger, and you dismissed it saying they're not that much larger that it shows the same kind of thing as with the module icon windows. We also complained those were too large, and you didn't think so, and all iteration on the feature has gone silent. Icons and window borders keep getting bigger with each new feature, without any way for the players to adjust it, because you guys know best.
Do you want to know what I did before I said that? I logged into my computer at work (since I'm at home now), opened the screenshot in photoshop. Selected the old target, moved it over the new target. My observations were the following: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. - the height of the old ones is greater, but then I have to add a little bit to the bottom of the new ones because that's where the active modules appear. which I summed up as " they aren't really much bigger." And in case you haven't noticed, we made the tooltips A LOT smaller than they were, and we are in fact iterating on them in this release. Please don't take it as a personal attack towards you, I mean the developers mindset in general. I code for an online game, and I can be bullheaded in what I want something to look like and how it works as well. I have a problem more with the philosophy of EVE in general which states that the players aren't allowed to change things how they want, besides in very limited ways. It just boggles my mind when games like Everquest allow so much more customization than games that came out years later, and should have known that players will expect to be allowed customization.
|

Flem'berk
Radio Nowhere Indecisive Certainty
0
|
Posted - 2012.10.10 23:42:00 -
[246] - Quote
I like the idea of gathering more information from the UI such as Gǣin targeting rangeGǥ ect butGǪ..
Issue with the circles:
1)Which is which, 2)Harder to compare the bars: so hard to say which is getting the most reps, and rate of damage taken. 3)Harder to compare two or more ships side beside where as before they where all in nice line that I could glance across 4)Where will the weapons active icons go? Around the circle, or like in the old days and now to side in lines, because that makes them easier to right click and view. 5)What the UI locking graphic? 6)Still have square brackets and overview and all the buttons are square creating a uniform, functioning UI, that also looks good. 7)I presume watch list and drones are still in lines? 8)Make the sections coloured will only work if I can choose the colours, and at that point I would like to choose the old lines back please.
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Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.10 23:46:00 -
[247] - Quote
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 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 |

Kaildoth
Generic Corp.
10
|
Posted - 2012.10.10 23:49:00 -
[248] - Quote
Personally i dont really like flashy stuff with a lot of graphics, animations etc. for the UI. For the "this ship is hitting you" icon i would prefer a static icon. The first frame (where the regular icon gets some more color) on the little image on the dev blog is what i would like. Also if its possible it would be nice if that icon is off when hes trying to hit but he misses. The opacity is a nice addition.
About the locked target icon, the new circle hp bars might be a little confusing as to which one is shield etc., maybe you might wanna try adding a little color to the different bars for shield/armor/structure, or maybe add this option to the client settings so everyone can set it to whatever color they like.
Sorry if anything has been said before, didnt have much time to read all the posts. |
|

CCP karkur
C C P C C P Alliance
1358

|
Posted - 2012.10.10 23:55:00 -
[249] - Quote
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  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Steve Ronuken
Fuzzwork Enterprises
699
|
Posted - 2012.10.10 23:58:00 -
[250] - Quote
My 2 cents:
Nice. I like. just make sure that all the bars have an alternate colour border.
If they're light in colour, a black border. If they're dark, a white one.
This is for use when you're staring into the sun (for example). You don't want the start and end of the bar to be washed out. FuzzWork Enterprises http://www.fuzzwork.co.uk/
Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
|

Chaos Transcension
Pator Tech School Minmatar Republic
3
|
Posted - 2012.10.10 23:59:00 -
[251] - Quote
I love and adore this development, I was JUST saying on my alliance voice chat about the targeting system and how it is needing a serious overhaul. Here are my proposals / suggestions:
Color Coordinating and Coding is DIRE!
Blue for shields and give the option to have it a solid bar or a detailed bar that glows like shields do. A Rusty Gold for Armor. extra detail could be that is is shiny as it is a full bar but becomes broken and damaged as it degrades. Hull would be Silver I'd think.
Another idea for them is to keep them a solid color as you have them, but as damage is dealt the bar will pulse very subtly with small hits or give a big visual pulse on big hits.
Scrolling Combat Text: Something that is beyond popular and almost standard in so many games can be easily worked to have that EVE online feel; You keep the same font size, but instead of that little box in the middle (which you can choose to have it or not) you instead have the damage dealt to your target bounce off of that ship in clear text (with options for standard EVE Online font, or two or three other simple fonts to move with a player's personality choice)
The damage you receive will be a small font number bouncing off of your own ship status overlay.
Modules that inflict damage will have their damage dealt to the target also appear coming just off of the module icon.
Shield boosting modules, Nosferatu, shield rep, etc. will also have small bits of text bouncing gently off of those modules.
All damage types will be color-coded, combinations of damages will have their color schemes split on the bouncing text, if you do more Heat (red) than EM (dark blue) then you would have the numbers appear where more of the text is dominated by red OR you could simply keep the text as you desire but put the slightest underlining that is color-coded.
Would also be awesome to know the Shield Boost Per Second, Remote Armor Repair Per Second, Capacitor Transfer Amount Per Second, Nosferatu Drain Per Second, etc. in the ship fitting. But that is an optional semi-unrelated suggestion perhaps for other things you folks are working on.
Thank you for reading my ideas, If you'd like a Gimp2 artist creation of what my ideal overview would look like, I could also submit a file in a week, as I now work quite a lot in demolition. But I am proficient with art programs and I could always whip together some jpeg images of my suggestions in this post.
Alright, time to mine. |

Niko Lorenzio
United Eve Directorate
73
|
Posted - 2012.10.11 00:06:00 -
[252] - Quote
CCP karkur wrote:Karl Planck wrote:Going to repost this as I do not think the devs are looking at the first couple of posts. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized  ). Also, can we get the damage UI on every ship we have locked, not just the one we have selected? This would help out on logis as well as keeping track of primaries. Last, with this being a really nice UI option, can we disable the stacked bar of ships we have locked? As it is already on our screen :) (would free up that vital screen space) We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module) And I don't really understand.. you say you want the health bars on all the targets, and then you say you want to disable them?
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 :) |

KrakizBad
Eve Defence Force Fatal Ascension
915
|
Posted - 2012.10.11 00:11:00 -
[253] - Quote
Circular indicators are not an improvement. There seems to be no intuitive progression. And how bad will this lag my client when a 250 man fleet calls me primary?
edit: Also, now we have to just guess how long it will take to target?  Why did you take my wings away? |

87102-6
Sebiestor Tribe Minmatar Republic
4
|
Posted - 2012.10.11 00:13:00 -
[254] - Quote
To CCP dev folks --
How do I go about providing you with verbose/detailed constructive feedback about the proposed UI design changes, other than via this thread?
This thread is going to become a massive given what has been proposed, and what I've written so far already spans a couple pages of text so it would be ignored/lost/whatever if I was to post it on a forum. Plus the mark-up here makes it difficult to provide good formatting that's easy to read/follow. (I'm actually surprised this kind of thing isn't being siphoned through the CSMs...)
There are good and bad things about your proposal, but I want to make sure you get a concise/detailed explanation of each part. Your single blog post encapsulates several changes, which is why a lengthy response is needed.
Please let me know either in a reply here or privately. Thank you. |

Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.11 00:14:00 -
[255] - 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 
I hope so. Now on a more positive note, there is one thing I like: the "in targeting range" bracket. That is useful! It would also be nice if the tactical overlay gets some love, maybe some more transparent spheres every 50 km when you max zoom out and maybe tactical information like speed and transversal like those shown in overview, but right next to the ship brackets when in space, so we could see more easily this information, at a glance and not search the entire overview for it (cos most of the time you have a lot of ppl in overview). This info could be shown only when you open the tactical overlay or even better, make it customizable. We like options and customization. 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 |
|

CCP karkur
C C P C C P Alliance
1360

|
Posted - 2012.10.11 00:15:00 -
[256] - Quote
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  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Olodn
The Scope Gallente Federation
1
|
Posted - 2012.10.11 00:15:00 -
[257] - Quote
I think less is more.
A half circle consisting of shields, armor and structure from left to right would be more intuitive. |

Oberine Noriepa
943
|
Posted - 2012.10.11 00:16:00 -
[258] - Quote
Evelgrivion wrote:I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles. I think this could be fixed by making each gauge a specific color. Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.]
Bienator II wrote:please make sure that you can find the selected item on the edge of the screen easier. Right now if you select something on the overview and are under bad light or system backgground conditions. you have to rotate the cam and search quite a bit till you see it on screeen. This makes dscanning even more anoying as it already is in some systems. The new circle instead of the rect will help somewhat, maybe make it blink once or twice after selecting it to help out a bit. 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 still in research and development, but is picture-in-picture still an element that you guys would like to implement in 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. |

GeeShizzle MacCloud
211
|
Posted - 2012.10.11 00:17:00 -
[259] - Quote
some constructive criticism for u devs btw... :)
http://i.imgur.com/e11vC.jpg
and yes i did put one of the arrows in the wrong place but you know where it should have been pointing! |
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CCP karkur
C C P C C P Alliance
1361

|
Posted - 2012.10.11 00:19:00 -
[260] - Quote
All right boys and girls... it's late and this girl needs to get some sleep after a long day . Please keep posting your feedback, but please don't get upset that we have gone quiet... we just need to get some sleep so we can get some stuff done tomorrow! 
Have a good night all, and thank you for your input!  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
|

M1k3y Koontz
Blackened Skies Nulli Secunda
53
|
Posted - 2012.10.11 00:20:00 -
[261] - Quote
I like it, except for the HP bars being in a circle around the targeted icon. If those are kept in strait, stacked bars under the locked target as they are now, nothing else to complain about.
Looks good other than that 
How much herp could a herp derp derp if a herp derp could herp derp. |

Ark Anhammar
EVE University Ivy League
26
|
Posted - 2012.10.11 00:25:00 -
[262] - Quote
Oberine Noriepa wrote:Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.] Why not make black the background for each so you can clearly see that there's nothing there? The bars could fade from (color) to red to even flashing red the lower and lower it got. |

OutCast EG
Very Industrial Corp. Legion of xXDEATHXx
11
|
Posted - 2012.10.11 00:25:00 -
[263] - Quote
Don't make damage bars circular. Don't. Just don't. |

Mars Theran
Tribal Liberation Force Minmatar Republic
347
|
Posted - 2012.10.11 00:27:00 -
[264] - Quote
Wow. Things change. Is that planet lopsided? 
edit:
P.S. I like it, just needs a bit of polish.
Maybe identify shields by having them turn dull blue-grey instead of red at damage, but with a flashing red pulse to them to indicate the shields are dropping. Kind of like the speed/acceleration bar.
Armor and structure would the be the only ones left to resolve. Structure could be brown, armor could be green. I don't think anyone would want the colors too obvious, but they still need to show some differentiation between them. Now if you could just make them spin, like they do in the trailer.  zubzubzubzubzubzubzubzub |

Oberine Noriepa
943
|
Posted - 2012.10.11 00:32:00 -
[265] - Quote
Ark Anhammar wrote:Oberine Noriepa wrote:Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.] Why not make black the background for each so you can clearly see that there's nothing there? The bars could fade from (color) to red to even flashing red the lower and lower it got. This is an even better idea! I like it.
Quoting my buried post:
Oberine Noriepa wrote:Evelgrivion wrote:I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles. I think this could be fixed by making each gauge a specific color. Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.] Bienator II wrote:please make sure that you can find the selected item on the edge of the screen easier. Right now if you select something on the overview and are under bad light or system backgground conditions. you have to rotate the cam and search quite a bit till you see it on screeen. This makes dscanning even more anoying as it already is in some systems. The new circle instead of the rect will help somewhat, maybe make it blink once or twice after selecting it to help out a bit. 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. 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. |

Silath Slyver Silverpine
Federal Navy Academy Gallente Federation
38
|
Posted - 2012.10.11 00:49:00 -
[266] - Quote
I like where this new development is going. Could take a little used to, but it appears to be a definite improvement.
Strange because the targeting display was never really something I've considered improving, but now that it's been mentioned I can really see it. Still rather have a new drone UI though  |

GeeShizzle MacCloud
212
|
Posted - 2012.10.11 00:49:00 -
[267] - Quote
ohhh and a few ideas and a mock up of those ideas on the image u devs gave us!
http://i.imgur.com/HSIrY.jpg |

Rain Kaessinde
Adhocracy Incorporated
4
|
Posted - 2012.10.11 00:55:00 -
[268] - Quote
I like the abstract idea of an icon that pulses to indicate threat, but please (FOR THE LOVE OF GOD) stop putting transparent GUI elements in the main viewport. Too much of the HUD already becomes invisible or difficult to read against a bright background, such as a glowing cloud. |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
162
|
Posted - 2012.10.11 00:56:00 -
[269] - Quote
I approve. Circles are far more futuristic then squares. Squares are dead, long live circles! |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
47
|
Posted - 2012.10.11 00:57:00 -
[270] - Quote
Inquisitor Kitchner wrote: I approve. Circles are far more futuristic then squares. Squares are dead, long live circles!
Triangles! |
|

Qoi
Exert Force
0
|
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
|
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
|
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
|
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
|

J Kunjeh
404
|
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
|
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
|
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
|
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
|
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
|
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? |
|

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2288
|
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
|
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
|
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"
|

Salpad
Carebears with Attitude
49
|
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.
|

Spc One
The Chodak Void Alliance
90
|
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.
 |

Marcus Caspius
67
|
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!
|

Spc One
The Chodak Void Alliance
90
|
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
|
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
|
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
|

Leo Litvinov
Night Crawlers
0
|
Posted - 2012.10.11 02:50:00 -
[290] - Quote
Would be nice if you make damage numbers marked with color. |
|

Loco Ramos
The Dark Space Initiative
0
|
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
|
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!
|

Ryunosuke Kusanagi
54
|
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
|
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
|
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
|
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
|

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
220
|
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
|
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
|
Posted - 2012.10.11 04:21:00 -
[299] - Quote
#1 terrible for color blind people. however im not color blind. #2 cicles > squares, always.
|

Mzr
Session9 Malum Exuro
7
|
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?? |
|

KIller Wabbit
The Scope Gallente Federation
75
|
Posted - 2012.10.11 04:32:00 -
[301] - Quote
KIller Wabbit wrote:While the circular brackets are nice to look at - don't they make a pretty heavy demand on CPU/GPU versus the square brackets? Client performance should be a higher goal than pretty.
The crowd had run past when I posted the above in a reserved spot.
I keep seeing "add this", "bend that", and know that more and more client proc cycles are being burned away..
|

Pipa Porto
1184
|
Posted - 2012.10.11 04:42:00 -
[302] - Quote
They look great. EvE: Everyone vs Everyone
-RubyPorto |

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 04:49:00 -
[303] - Quote
PinkKnife wrote:Karl Planck wrote:rofl, my first got deleted. Damn you ccp ninja skills
Edit: So a few things.
First, in the new UI you show how the both the raven and the avatar are locked. On the Titan it shows the shield and armor and hull indicators with corresponding damage. However on the raven it is only a single bar that has full shield (which is correct) but no notification on the armor and hull damage. Is this because the raven is not the active target? If this is correct could we get it so that all targets show the full damage layout? That is the ewar time on the Raven, instead of the normal bar, it is also displayed as the circle graph...I caught this from a simple glance. <.< +1 to ALL OF THIS. THIS IS AWESOME AND I LOVE YOU. The UI needs massive updates and this looks fantastic. There will be some people who don't like change, as always, but I think it is glorious. Now can I have drones redone please? Pretty please? Just the UI part, it is super awful terribad.
actualy its the lock timer I caught this from a simple glance. <.< |

Tyrion Moath
Browncoat Industries Rura-Penthe
5
|
Posted - 2012.10.11 04:59:00 -
[304] - Quote
Love the changes. I think it'll be pretty intuitive when you're actually dealing damage as to which bars are shields etc. I'll just add in my voice that I'd really like to keep lock timers in there. I like being able to tell my fleet it'll take me thirty seconds to lock them in my carrier, etc. Telling them they have to wait two thirds of a lock timer bar isn't very helpful. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
21
|
Posted - 2012.10.11 05:10:00 -
[305] - Quote
Quote:500 - Internal server error. There is a problem with the resource you are looking for, and it cannot be displayed.
|

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:12:00 -
[306] - Quote
Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different.
firstly i must know "All damage is counterclockwise" what does that even mean? also the damage looks to move clockwise which is the logical way for it to move shields start at 12 o'clock and moves around the circle in to armor then in to structure this makes sense because if you took the 3 bars from the current box style put them end to end and wrapped them around a circle the damage will move around the circle clockwise just as the bars move from left to right currently so it looks right to me  what would be nice to see is have the bars in per portion to the total hp of the target ship so if it had say 50% of its hp in shields then the shield bar would take up 50% of the circle but it looks great the way it is gj keep it up Team Pony Express  |

Logan LaMort
Black Rebel Rifter Club The Devil's Tattoo
1270
|
Posted - 2012.10.11 05:13:00 -
[307] - Quote
This is a nice surprise and I can't wait to test it. I particularly like the new (old?) ui designs. |

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:14:00 -
[308] - Quote
Tyrion Moath wrote:Love the changes. I think it'll be pretty intuitive when you're actually dealing damage as to which bars are shields etc. I'll just add in my voice that I'd really like to keep lock timers in there. I like being able to tell my fleet it'll take me thirty seconds to lock them in my carrier, etc. Telling them they have to wait two thirds of a lock timer bar isn't very helpful.
this is true very good point if they just put a timer next to the new bar all will be fine
|

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:17:00 -
[309] - Quote
CCP karkur wrote:Arydanika wrote:What is being done to minimize server load for these icons and to compensate for those who do not use brackets? In many larger scale fleet fights brackets are turned off to make sure clients are able to function properly. For many who do not have "current series" hardware when it comes to their processor and graphics card; they may not be able to handle the extra load to their computer. I'm currently running Eve on newer hardware components, but I still keep my brackets off most of the time when I PvP.
That said, the changes look great! Looking forward to hearing more as development progresses! The client has all the information we need already... if anything you should be worried about client performance. But we are keeping a close eye on that, and if the client is not performing well enough, we are ready to react to that and cut stuff if needed. i think he ment client performance |

Acac Sunflyier
Burning Star L.L.C.
244
|
Posted - 2012.10.11 05:19:00 -
[310] - Quote
500 - Internal server error. There is a problem with the resource you are looking for, and it cannot be displayed.
There just isn't anything intresting on the front page of the GD anymore. Yawn! |
|

Justin Ackaris
Order of the Shadow The Revenant Order
6
|
Posted - 2012.10.11 05:24:00 -
[311] - Quote
Shang Fei wrote:I like the new aggro, target, in range and this mombo jumbo, the hit thingie is neat aswell.
However I do not like the round target thingie in the picture above it. It's hard to read what's what and it looks fine the way it is.
edit: what i meant to say in the above sentence was i dislike having the hp bars in a circle around the portrait I think it's more easily read the way it is now with them under eachother, the same way as they are under eachother in "layers" on ur ship and on ur HUD with the capacitor and all that good stuff...
I agree with Shang Fei. Keep the current straight bars on the damage indicator as they are but the new aggro, target, in range etc is a step forward.
If the general consensus is to change to a ring format on the damage indicator, I would like to see 3 full circles around the target. Outer being shields, middle being armor, inner being hull.
Easily understood at a glance for players of all levels. |

DarthNefarius
Minmatar Heavy Industries
379
|
Posted - 2012.10.11 05:26:00 -
[312] - Quote
Looks interesting TBH: first thought is a box is better then a circle but its something that definately warrrents testing IMHO. Do modern jet fighters ( like the F-22 raptor ) HUD's use boxes? They may for a good reason. I believe modern sniper rifles tend towards boxes but they are more static then HUDs Anohter suggestion when being repped can we get a BLUE OR GREEN color instead of red for damage hit so we can discern from HEALING HITS to make sure the logi's are repping or AFK  I don't think the logs mention reps either & its be interesting to know if logi are nodding off or are AWOxing Nostalgie ist die Faehigkeit, darueber zu trauern, dass es nicht mehr so ist, wie es frueher nicht gewesen ist. -- Manfred Rommel-á |

Martin0
Maximum-Overload
78
|
Posted - 2012.10.11 05:30:00 -
[313] - Quote
Acac Sunflyier wrote: 500 - Internal server error. There is a problem with the resource you are looking for, and it cannot be displayed.
|

DarthNefarius
Minmatar Heavy Industries
379
|
Posted - 2012.10.11 05:31:00 -
[314] - Quote
Martin0 wrote:Acac Sunflyier wrote: 500 - Internal server error. There is a problem with the resource you are looking for, and it cannot be displayed.
HAD THAT error here a few times myself Nostalgie ist die Faehigkeit, darueber zu trauern, dass es nicht mehr so ist, wie es frueher nicht gewesen ist. -- Manfred Rommel-á |

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:34:00 -
[315] - Quote
CCP karkur wrote:mkint wrote:What will the new indicator icons look like on the overview? The hit icons will not play there... there is no room for them. We don't all agree on how the targeted/agressing brackets will be... they might just stay as they are now except their blink rate and color/opacity will match the inspace targeted/agressing brackets
also i noticed int the pics in the dev blog that the arrows spinning around the avatr are not in sync plese fix this for my ocd friends in space and als what are the four bars on the outside of the s/a/h bars if you mad these blink yellow and red for lock and argo that would be nice also im confsed as to what label is on the target circle is that the name of the ship or the ship type or the pilots name if you could put the pilots name then the ship type under the locked targets window in that order that would be nice so in pvp i could just say " skils in the raven is blaping me OMG KILL HIM NOW HEEEEEEEEEEELP ME HE HAZ POINTZ ON MEEEEE...nvm im dead" the reson i say this is cause the avatar says avatar but the raven says skillz im asuming this is the raven pilots name???? plz clarifie dis for me plz thx
|

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:37:00 -
[316] - Quote
this is wrond and ccp knows it fix it nao plz
|

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:43:00 -
[317] - Quote
Myrkala wrote:CCP Prism X wrote:So.. Which one is shield? The left one. So..
- Left: Shield
- Right: Armor
- Bottom: Structure
Not totally sure why but I think it may have something to do with reading order (left to right) and that I (and probably most other players) visualize the three stats as layers that sit on top of each other. I know the images in the devblog have it the other way around but if you want to do that I would rotate the arcs by 45-¦ counterclockwise as I feel that arrangement/layout makes more sense. Anyways, you should probably keep the "flow" of the eyes in a reading direction, which is not what it is currently... Edit: Should also probably make sure that the arcs deplete in the direction they are meant to be read, not the other way around. So shield should deplete towards armor, armor should deplete towards structure, and structure should deplete towards... well your explosion. 
shield is on the left armor is on the bottom structure is on the left it starts @ the 12 o'clock |

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:49:00 -
[318] - 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.
if you want to see a shios cap staus fit a ship scanner and also shoing cap status would break pvp i think |

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 05:54:00 -
[319] - Quote
Optimo Sebiestor wrote: Looks awsome! but we need the visual timer on locking another vessel. I wouldnt mind having a visual on the targeted ships cap either!  NO! if you want to see cap lvls fit a ship scanner! |

Roime
Shiva Furnace Dead On Arrival Alliance
1326
|
Posted - 2012.10.11 05:55:00 -
[320] - Quote
Wow! Circular looks very yummy indeed, and I'm very much looking forward to the new functionality.
NOTE: circular targets seem wider than current ones, and screen estate is precious. Please try to make them more compact?
WISH: I often hope the target ship type would read in the target window, and not only on the overview. The small images are often very dark and unclear (time to make new ones already, btw, without those spacey distracting backgrounds?) Gallente - the choice of the interstellar gentleman |
|

A8ina
Celestial Argonauts HELL4S
10
|
Posted - 2012.10.11 05:55:00 -
[321] - Quote
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 |

Gilbaron
Free-Space-Ranger Ev0ke
369
|
Posted - 2012.10.11 05:59:00 -
[322] - Quote
i have slept a night about this and i have come to the following conclusion
giving hp bars on the brackets themselves might be to much clutter for my screen
how about connecting a locked target with its bracket via a line on the screen ? not sure if it is a good idea, but it might reduce clutter, which is a good thing |

Dex Tera
Clann Fian Transmission Lost
48
|
Posted - 2012.10.11 06:01:00 -
[323] - Quote
CCP Sisyphus wrote: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.
Some nice thoughts there!
i too would like to know what effects my friends are applying to other ships im sure every one would like to know this an icon next to the target window would be great but it would need to be differnt from my efects on a ship so it could say have a green tint to the icon or somthing else |

Gorn Arming
Merch Industrial Goonswarm Federation
83
|
Posted - 2012.10.11 06:01:00 -
[324] - Quote
The "targeting" and "aggressing" brackets (i.e. the part providing the same basic functionality we now have) need to be brighter or otherwise higher in contrast. Judging by your side-by-side comparison, the old ones have better visibility.
Also, for the love of god test these changes in some large fleet fights before they go live. I don't want to get knocked right off the Internet when that little animation tries to play in a thousand different spots on my screen simultaneously. |

Tau Cabalander
Retirement Retreat Working Stiffs
1020
|
Posted - 2012.10.11 06:03:00 -
[325] - Quote
1. How does TiDi affect the UI changes? [I do hope somebody thought of addressing modules that cycle very slowly.]
2. Anything for drones? I'd really like to know what my drones are doing. |

Dex Tera
Clann Fian Transmission Lost
49
|
Posted - 2012.10.11 06:11:00 -
[326] - Quote
Chaos Transcension wrote:I love and adore this development, I was JUST saying on my alliance voice chat about the targeting system and how it is needing a serious overhaul. Here are my proposals / suggestions:
Color Coordinating and Coding is DIRE!
Blue for shields and give the option to have it a solid bar or a detailed bar that glows like shields do. A Rusty Gold for Armor. extra detail could be that is is shiny as it is a full bar but becomes broken and damaged as it degrades. Hull would be Silver I'd think.
Another idea for them is to keep them a solid color as you have them, but as damage is dealt the bar will pulse very subtly with small hits or give a big visual pulse on big hits.
Scrolling Combat Text: Something that is beyond popular and almost standard in so many games can be easily worked to have that EVE online feel; You keep the same font size, but instead of that little box in the middle (which you can choose to have it or not) you instead have the damage dealt to your target bounce off of that ship in clear text (with options for standard EVE Online font, or two or three other simple fonts to move with a player's personality choice)
The damage you receive will be a small font number bouncing off of your own ship status overlay.
Modules that inflict damage will have their damage dealt to the target also appear coming just off of the module icon.
Shield boosting modules, Nosferatu, shield rep, etc. will also have small bits of text bouncing gently off of those modules.
All damage types will be color-coded, combinations of damages will have their color schemes split on the bouncing text, if you do more Heat (red) than EM (dark blue) then you would have the numbers appear where more of the text is dominated by red OR you could simply keep the text as you desire but put the slightest underlining that is color-coded.
Would also be awesome to know the Shield Boost Per Second, Remote Armor Repair Per Second, Capacitor Transfer Amount Per Second, Nosferatu Drain Per Second, etc. in the ship fitting. But that is an optional semi-unrelated suggestion perhaps for other things you folks are working on.
Thank you for reading my ideas, If you'd like a Gimp2 artist creation of what my ideal overview would look like, I could also submit a file in a week, as I now work quite a lot in demolition. But I am proficient with art programs and I could always whip together some jpeg images of my suggestions in this post.
Alright, time to mine.
hmm good post sir +1 but i must inform you that gold does not rust |

Iam Widdershins
Project Nemesis
739
|
Posted - 2012.10.11 06:12:00 -
[327] - Quote
This looks good, but I have a word of caution CCP:
The blink animation on hit with variable opacity is really cool and all, but I feel like it should be at least partially based on damage you've received over a reasonable time period -- like 2-3 seconds -- rather than simply on-hit. If it is only on-hit, there is motivation to split up weapon groups to make every hit as unobtrusive and difficult to notice as possible, letting everyone else get the big hits and light themselves up as a target. This naturally increases server load, and anything that's a reason to increase server load can't be good. Lobbying for your right to delete your signature |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
21
|
Posted - 2012.10.11 06:17:00 -
[328] - Quote
I like those new features. UI will become more clear and informative with those, however I'd like post some feedback here:
1) Please add time left in seconds to locking target bracket as mentioned before. We like to know exact numbers here. It could be placed inside the round bracket and be disabable in options. 2) Bracket that show that you are allowed to lock target based on distance is great. Could you consider making it disappear or change if you cannot lock target due to other reasons? - Target is under force field (will make it clearer for new players). - Target has just undocked (will stop us from derpherp-style CTRL+Clicking wating target to become lockable). - Target has just finished warping and is still in seemingly bugged_laggy_unlockable mode (same reason as above). - You have just finished warping and is still in seemingly bugged_laggy_unlockable mode so you can't lock on anything. - You are being jammed (good additional visual indication). 3) Those flashing indicators are interesting. I would like to see then not only when I'm being damaged but also when enemies use EWAR on me. It could be another color, shape or size. 4) How about allies that target you? You could add green flashing signs when your friendly logistic ship repairs you. Brackets for fleet members locking you can be green/blue or some variations of this. They could turn red/yellow if your ally start attacking you instead of assisting. 5) Make some indication when my attacks hit the target, so we could see we hit someone not only by yellow text table that appears for split second. In large fleet battles I can't see whos hit got to enemy Abaddon based only on bars on locked target. 6) A bit unrelated but please consider reworking module damage indication. It's very counter-intuitive when red line goes under green overheat button. |

Sinooko
Gespenster Kompanie
38
|
Posted - 2012.10.11 06:43:00 -
[329] - Quote
I would like to see UI enhancements kinda like what is shown,
Here at 1:07
I would also really like to take advantage of my second screen so I could use my main screen for all the juicy graphics that I barely see behind my many, many windows.
Example 1
Example 2 Long Live Eve Online! |

Peter Powers
Terrorists of Dimensions Free 2 Play
90
|
Posted - 2012.10.11 06:46:00 -
[330] - Quote
the new brackets? seems quite cool idea, however, since a lot of players play with brackets turned off (blobfights anyone?) i wonder if it is worth the effort.
the new circular targetting things (forgive me not knowing the name this early in the morning) that you usually have at the top of your screen, while they look cooler, the way the shield/armor/structure is arranged around it makes it harder to see on the first view whats going on. Obviously you could argue that changes with getting used to it, but having 3 bars below each other is much easier to read than the circular part (because its aligned in a way that we humans are used to read stuff, and because the eye-path is much shorter on it), so could you please reconsider it? form should always follow function. 3rdPartyEve.net - your catalogue for 3rd party applications |
|

Nyla Skin
Maximum fun chamber
89
|
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
|
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
|
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?
|

Nyla Skin
Maximum fun chamber
89
|
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
|
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
|
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
|
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
|
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! |
|

Nebula Terron
Wolf's in Sheep's Clothing
37
|
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
|
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
|
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
|
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.
|
|

CCP Prism X
C C P C C P Alliance
918

|
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 |
|

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
|
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.
|
|

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
|
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
|
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.
|

Creedling
22
|
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
|
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.
|

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 |
|

Tippia
Sunshine and Lollipops
9828
|
Posted - 2012.10.11 09:10:00 -
[361] - Quote
BobFromMarketing wrote:Nope. But keep trying to throw up walls of words about how your opinion is that of everyone else. It's entertaining. Sure. As soon as you stop whining about people offering suggestions for improvements.
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.
|

DeBingJos
Avalon Project Shadow Rock Alliance
408
|
Posted - 2012.10.11 09:13:00 -
[362] - Quote
I hope this makes it into the winter expansion!
CCP Karkur > CCP Puncturis ( never thougt I would say that ) Ungi ma+¦urinn ++ekkir reglurnar, en gamli ma+¦urinn ++ekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions. |

BobFromMarketing
ElitistOps Pandemic Legion
0
|
Posted - 2012.10.11 09:13:00 -
[363] - Quote
Tippia wrote:BobFromMarketing wrote:Nope. But keep trying to throw up walls of words about how your opinion is that of everyone else. It's entertaining. Sure. As soon as you stop whining about people offering suggestions for improvements. My entire post was aimed at people crying about how confusing it was. You chose to argue that post. I don't care what alternate straw man you wanted to argue about. The new UI would remain confusing until you saw something drop to hull ONCE. Maybe half a dozen times in your case. But at the end of an hour you would be just as comfortable with the circle as you are with the stacked bars. |

Tippia
Sunshine and Lollipops
9828
|
Posted - 2012.10.11 09:22:00 -
[364] - Quote
BobFromMarketing wrote:My entire post was aimed at people crying about how confusing it was. You chose to argue that post. I chose to inform you what the problem was since you apparently didn't get it (even though it was fairly well spelled out in many of the posts you were reacting to).
If you don't want the answer, don't ask the question.
Quote:The new UI would remain confusing until you saw something drop to hull ONCE. GǪand again, it's not a matter of confusion but of good design. It doesn't matter if you learn it after the first time GÇö if it looks odd or lacking in information the first time you see it, then it's a good instinct to get rid of that first doubt, especially since so little is needed to fix it.
Again, there's a reason why the vast majority of gauges work this way: because it communicates the idea well (be it by convention or by deeper cognitive reasons) and because it costs nothing to add this piece of information. So again, what's so upsetting about people suggesting a simple improvement to something that immediately caught everyone's attention? 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.
|

Aine Ni
Some Really Meaningless Name
39
|
Posted - 2012.10.11 09:23:00 -
[365] - Quote
+++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++
Okay - I simply LOVE this change.
Looks much better !!! Gives better infomation !!! And gives it easier !!!
BUT... Please, please do the infomation about Shield/Armor/St of target different. I love the circle idea - but why not match it with the circle of ones own ships or similiar. Plus PLEASE use more colours than just white.
If you do - it will be a PREFECT update :)
+++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++
|

Peter Tjordenskiold
23
|
Posted - 2012.10.11 09:31:00 -
[366] - Quote
I would like this style better :
http://i.imgur.com/8szst.png
3 rings. The outer most one is the shield, the mid one is armor and the inner one is hull. |
|

CCP karkur
C C P C C P Alliance
1379

|
Posted - 2012.10.11 09:35:00 -
[367] - Quote
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  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

BobFromMarketing
ElitistOps Pandemic Legion
0
|
Posted - 2012.10.11 09:39:00 -
[368] - Quote
Tippia wrote:BobFromMarketing wrote:My entire post was aimed at people crying about how confusing it was. You chose to argue that post. I chose to inform you what the problem was since you apparently didn't get it (even though it was fairly well spelled out in many of the posts you were reacting to). If you don't want the answer, don't ask the question. Quote:The new UI would remain confusing until you saw something drop to hull ONCE. GǪand again, it's not a matter of confusion but of good design. It doesn't matter if you learn it after the first time GÇö if it looks odd or lacking in information the first time you see it, then it's a good instinct to get rid of that first doubt, especially since so little is needed to fix it. Again, there's a reason why the vast majority of gauges work this way: because it communicates the idea well (be it by convention or by deeper cognitive reasons) and because it costs nothing to add this piece of information. So again, what's so upsetting about people suggesting a simple improvement to something that immediately caught everyone's attention? Perhaps you missed my point the first time since you keep trying to knock down that straw man. I have no issue with people suggesting improvements, you however did not quote my post to suggest improvements, you quoted it directly to refute my point that it's not all that confusing once you sit down and use it. I don't give a rats ass what other points you wish to try to twist into the discussion between us. It's not confusing unless your IQ is lower than 40. End of story.
But I expect you to respond with a block of words almost completely unrelated to anything I have said as you have a habit of doing. |

Jesspa
BlackWing Cartel
10
|
Posted - 2012.10.11 09:42:00 -
[369] - Quote
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
This is good - even CCP's suggestion doesn't indicate the damage type you're taking. Once you got the hang of interpreting this it'd tell you everything in a very clean way. |

Echo Mande
34
|
Posted - 2012.10.11 09:44:00 -
[370] - Quote
I like the new icons in the target bar, but I don't like the ones in the main screen to show HP values because (as others have said) it is more clutter for me to look through. The ECM demo looks nice though. However, I would like the HP value indicator colors, along with an indicator border color and transparency, to be selectable so that I can change the intensity or contrast or choose high visibility colors. Some of us are colorblind (in various ways) or would like the indicators to be in colors that are rarely if ever on the background. |
|

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
115
|
Posted - 2012.10.11 09:45:00 -
[371] - Quote
Jesspa 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 This is good - even CCP's suggestion doesn't indicate the damage type you're taking. Once you got the hang of interpreting this it'd tell you everything in a very clean way.
This is so good that he will be flamed away with "don't dumb down our Eve" responses soon :) But I really really like this idea, far better than mockups presented by devs :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Lunaleil Fournier
StarFleet Enterprises Red Alliance
15
|
Posted - 2012.10.11 09:46:00 -
[372] - Quote
The best UI is the UI that provides functionality without getting in the way. The new UI does not do this.
The battlefield itself is now much more cluttered. Why have the health status of the ship over-top of the ship? This provides a barrier between the ship and me that is not there currently and doesn't need to be there because it's redundant information. It breaks visual immersion, and for a pretty game like eve, that's not a good thing. I want to see the ship not the health bars over top of a ship, please.
The health bars around the ship icon instead of stacked under it means it's much, much harder to determine the status of multiple targets. Instead of glancing once at the health bars we have currently, I have to glace 3 times at 1 'bar' around the ship icon. Try loading your icon bar up with 7 targets of various states of damage in the new UI and the old UI. Tell me which one you can understand more quickly, without giving yourself a headache. This new UI gives me a headache, and I'm just looking at the sample photo.
There is need for more information in the current targeting UI. (Gun tracking anyone? I don't see that information in this 'more informative' UI). But that doesn't mean you have to rip out the old one. So please don't. |

Tippia
Sunshine and Lollipops
9833
|
Posted - 2012.10.11 09:49:00 -
[373] - Quote
BobFromMarketing wrote:Perhaps you missed my point the first time since you keep trying to knock down that straw man. I have no issue with people suggesting improvements GǪaside from you calling them whiners and stupid, and you being generally pissy and defensive about it. So no, it's not really a straw man.
Quote:you however did not quote my post to suggest improvements, you quoted it directly to refute my point that it's not all that confusing once you sit down and use it. No. I quoted you to explain why people are reacting to it, since you were asking why. I also explained why a relatively simple change would improve things; illustrated how it's not an uncommon issue that has a well-known solution to it; and why first impressions are actually worth listening too, regardless of how clear things become at a later point.
Quote:It's not confusing unless your IQ is lower than 40. End of story. GǪexcept it's still something that has caught a lot of attention and which therefore warrants a fix, especially since it's so easy to do so. GÇ£They'll learnGÇ¥ is a stupid excuse and the product of a lazy mind. 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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GeeShizzle MacCloud
212
|
Posted - 2012.10.11 09:54:00 -
[374] - Quote
GeeShizzle MacCloud wrote: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.
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BobFromMarketing
ElitistOps Pandemic Legion
1
|
Posted - 2012.10.11 09:57:00 -
[375] - Quote
Tippia wrote:BobFromMarketing wrote:Perhaps you missed my point the first time since you keep trying to knock down that straw man. I have no issue with people suggesting improvements[/quote GǪaside from you calling them whiners and stupid, and you being generally pissy and defensive about it. So no, it's not really a straw man.] I have no issue discussing that topic. I do in fact find the people complaining about how confusing it is to be frighteningly dim. But then again I guess I can't expect much from people who day in and day out engage in the most mind numbing PvE the MMO world has to offer.
Quote:Quote:you however did not quote my post to suggest improvements, you quoted it directly to refute my point that it's not all that confusing once you sit down and use it. No. I quoted you to explain why people are reacting to it, since you were asking why. I also explained why a relatively simple change would improve things; illustrated how it's not an uncommon issue that has a well-known solution to it; and why first impressions are actually worth listening too, regardless of how clear things become at a later point. I don't recall asking for any of that information. But thanks for providing yet more useless text!
Quote:It's not confusing unless your IQ is lower than 40. End of story. GǪexcept it's still something that has caught a lot of attention and which therefore warrants a fix, especially since it's so easy to do so. GǣThey'll learnGǥ is a stupid excuse and the product of a lazy mind.[/quote] [/quote] Again, that's your opinion. The current damage layout is not intuitive until you have seen it in action a few times. In fact it's baffling to most non Eve players.
Eve players figured out the new circular non layered fitting window, they can figure out an HP bar working the exact same way. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
317
|
Posted - 2012.10.11 10:02:00 -
[376] - Quote
You say you are still playing around with it .. why not have add it as an adjustable thing through options. Has the potential to a massive distraction if set just a little too high especially in this alpha age.
On the other hand, it could just be a clever ploy to make us play the game with even less stuff showing as I reckon a lot of people will turn off brackets when engaging 
PS: Didn't Eve have those circular UI object way back when .. seem to remember something of the sort when I did my two weeks in the Beta (didnt join proper until several years later because the beta *cough*). |

Hannott Thanos
Notorious Legion
139
|
Posted - 2012.10.11 10:04:00 -
[377] - 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  Please do this <3 |

Nyla Skin
Maximum fun chamber
89
|
Posted - 2012.10.11 10:05:00 -
[378] - Quote
The thing that I don't like is that the new circular indicator doesn't actually improve the display in any way, so the change is purely cosmetic. Changes in indicators just for cosmetic reasons I oppose. Especially as I see this change as a step to a more obscure UI. |

Tippia
Sunshine and Lollipops
9833
|
Posted - 2012.10.11 10:06:00 -
[379] - Quote
BobFromMarketing wrote:I don't recall asking for any of that information. Your poor memory isn't something I can help you with. Go back and read what you wrote, and I'm sure you'll spot it very quickly.
Quote:Again, that's your opinion. Not reallyGǪ well, yes, it's my opinion too, but that's largely because I picked it up from people who are good at designing these kinds of things. If the current damage layout is not intuitive, then that just means there's a good reason to make it more intuitive, and in this area in particular, it is more intuitive using the current design than in the proposed one: there's a beginning and an end to the bars, but not to the circle.
Quote:Eve players figured out the new circular non layered fitting window, they can figure out an HP bar working the exact same way. Fun fact: the fitting window does not work the same way GÇö in fact, it works the way people are suggesting it should work: clearly separated segments, and different colours representing different quantities. 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 karkur
C C P C C P Alliance
1381

|
Posted - 2012.10.11 10:09:00 -
[380] - Quote
Dex Tera wrote:CCP karkur wrote:mkint wrote:What will the new indicator icons look like on the overview? The hit icons will not play there... there is no room for them. We don't all agree on how the targeted/agressing brackets will be... they might just stay as they are now except their blink rate and color/opacity will match the inspace targeted/agressing brackets also i noticed int the pics in the dev blog that the arrows spinning around the avatr are not in sync plese fix this for my ocd friends in space and als what are the four bars on the outside of the s/a/h bars if you mad these blink yellow and red for lock and argo that would be nice also im confsed as to what label is on the target circle is that the name of the ship or the ship type or the pilots name if you could put the pilots name then the ship type under the locked targets window in that order that would be nice so in pvp i could just say " skils in the raven is blaping me OMG KILL HIM NOW HEEEEEEEEEEELP ME HE HAZ POINTZ ON MEEEEE...nvm im dead" the reson i say this is cause the avatar says avatar but the raven says skillz im asuming this is the raven pilots name???? plz clarifie dis for me plz  thx Enter, ', ' and "." are your friend 
I have not done anything right now to sync the animation and transition, but will look into that when we are getting closer to a final design. The name on the target in space is the character's name, I believe followed by the ship name. It's a bit confusing because I have at least 2 Ravens on the field. One is owned by my friends skills, and the other one is just floating in space. I have skill's Raven locked, but am locking the unmanned Raven, therefore it just says "Raven". CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Ark Anhammar
EVE University Ivy League
26
|
Posted - 2012.10.11 10:10:00 -
[381] - Quote
Oberine Noriepa wrote: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) Those look so awesome! They must do something similar!!
It's so clean, and I love the active picture of the target!
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Nyla Skin
Maximum fun chamber
89
|
Posted - 2012.10.11 10:11:00 -
[382] - Quote
Peter Tjordenskiold wrote:I would like this style better : http://i.imgur.com/8szst.png3 rings. The outer most one is the shield, the mid one is armor and the inner one is hull.
This is a better idea than what was in the original topic. Now there is again hierarchy, from the edge toward the center. |
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CCP karkur
C C P C C P Alliance
1381

|
Posted - 2012.10.11 10:12:00 -
[383] - 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
We actually have some dreams about something like that... but first we need to make everything solid, and this could be a nice bonus sometime later  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1381

|
Posted - 2012.10.11 10:13:00 -
[384] - Quote
Gilbaron wrote:i have slept a night about this and i have come to the following conclusion
giving hp bars on the brackets themselves might be to much clutter for my screen
how about connecting a locked target with its bracket via a line on the screen ? not sure if it is a good idea, but it might reduce clutter, which is a good thing something we should be trying out in the sprint that just started today  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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BobFromMarketing
ElitistOps Pandemic Legion
1
|
Posted - 2012.10.11 10:13:00 -
[385] - Quote
Tippia wrote:Your poor memory isn't something I can help you with. Go back and read what you wrote, and I'm sure you'll spot it very quickly.
How cute, it doesn't understand a rhetorical statement when it sees one. Probably just as baffling as circles.
Quote:Not reallyGǪ well, yes, it's my opinion too, but that's largely because I picked it up from people who are good at designing these kinds of things. If the current damage layout is not intuitive, then that just means there's a good reason to make it more intuitive, and in this area in particular, it is more intuitive: there's a beginning and an end. Once again a block of words utterly unrelated to the discussion at hand! Bravo!
Quote:Fun fact: the fitting window does not work the same way GÇö in fact, it works the way people are suggesting it should work: clearly separated segments, and different colours representing different quantities.
The fragments look pretty separated to me. Must just be how awesome I am. |

Tippia
Sunshine and Lollipops
9833
|
Posted - 2012.10.11 10:18:00 -
[386] - Quote
BobFromMarketing wrote:How cute, it doesn't understand a rhetorical statement when it sees one. It wasn't a statement. It was a question. If you don't understand the difference, you should probably avoid using either, much how you shouldn't project your own confusion about circles onto others.
Quote:Once again a block of words utterly unrelated to the discussion at hand! GǪaside from discussing what we were discussing and once again answering your original question since you have such a hard time grasping it. Again, if you don't want the answer, don't ask the question (or make the unproven claim). Just because you can't argue against it doesn't mean it doesn't relate to the errors you made.
That said, would you like to actually discuss the topic of UI rather than whine a lot?
Quote:The fragments look pretty separated to me. In the fitting screen, yes. In the circle, no. There is no clear beginning or end in the latter, for instance. 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 karkur
C C P C C P Alliance
1381

|
Posted - 2012.10.11 10:20:00 -
[387] - Quote
Iam Widdershins wrote:This looks good, but I have a word of caution CCP:
The blink animation on hit with variable opacity is really cool and all, but I feel like it should be at least partially based on damage you've received over a reasonable time period -- like 2-3 seconds -- rather than simply on-hit. If it is only on-hit, there is motivation to split up weapon groups to make every hit as unobtrusive and difficult to notice as possible, letting everyone else get the big hits and light themselves up as a target. This naturally increases server load, and anything that's a reason to increase server load can't be good. If you have many smaller hits, your bracket should be really busy, and therefore drawing attention to you.
This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Tippia
Sunshine and Lollipops
9833
|
Posted - 2012.10.11 10:21:00 -
[388] - Quote
CCP karkur wrote:This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar. General rule of EVE: if they can gain an advantage from doing it, they'll do itGǪ 
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.
|

Nyla Skin
Maximum fun chamber
89
|
Posted - 2012.10.11 10:23:00 -
[389] - Quote
BobFromMarketing wrote: I have no issue discussing that topic. I do in fact find the people complaining about how confusing it is to be frighteningly dim.
You aren't actually discussing anything, just throwing out random ad hominem arguments. |

DeBingJos
Avalon Project Shadow Rock Alliance
408
|
Posted - 2012.10.11 10:23:00 -
[390] - Quote
CCP karkur wrote: ... I don't know if people would rather press 8 buttons just to try to fly under the radar.
Yes, they would  Ungi ma+¦urinn ++ekkir reglurnar, en gamli ma+¦urinn ++ekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions. |
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Inquisitor Kitchner
Galaxy Punks Executive Outcomes
165
|
Posted - 2012.10.11 10:36:00 -
[391] - Quote
CCP karkur wrote: If you have many smaller hits, your bracket should be really busy, and therefore drawing attention to you.
This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar.
From the perspective of gang fights I don't think it'll make too much of a difference PvP wise. The best FCs and small gang PvPers learn all the PvP ships and the optimised load outs anyway, so you'll know which ship should be doing the most DPS and have the least tank.
FC's generally call targets by ship type rather then DPS received right now, unless of course that's something you're hoping to change. |

BobFromMarketing
ElitistOps Pandemic Legion
2
|
Posted - 2012.10.11 10:38:00 -
[392] - Quote
Nyla Skin wrote:BobFromMarketing wrote: I have no issue discussing that topic. I do in fact find the people complaining about how confusing it is to be frighteningly dim.
You aren't actually discussing anything, just throwing out random ad hominem arguments. You are correct! I stopped trying to discuss things pretty much with my initial post which it has yet to touch on. Choosing instead to hammer out sentences while throwing the word intuitive in wherever it feels it can. |

marly cortez
Mercurialis Inc. RAZOR Alliance
15
|
Posted - 2012.10.11 10:38:00 -
[393] - Quote
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.
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Bubanni
ElitistOps Pandemic Legion
465
|
Posted - 2012.10.11 10:39:00 -
[394] - Quote
CCP karkur wrote:Iam Widdershins wrote:This looks good, but I have a word of caution CCP:
The blink animation on hit with variable opacity is really cool and all, but I feel like it should be at least partially based on damage you've received over a reasonable time period -- like 2-3 seconds -- rather than simply on-hit. If it is only on-hit, there is motivation to split up weapon groups to make every hit as unobtrusive and difficult to notice as possible, letting everyone else get the big hits and light themselves up as a target. This naturally increases server load, and anything that's a reason to increase server load can't be good. If you have many smaller hits, your bracket should be really busy, and therefore drawing attention to you. This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar.
The effect could simply stack? so the more shots that are fired within a short period (and dealing high damage % of your health) the more flashy it becomes like you showed... so basicly splitting guns dont make a difference Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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CCP Explorer
C C P C C P Alliance
948

|
Posted - 2012.10.11 10:41:00 -
[395] - Quote
KIller Wabbit wrote:While the circular brackets are nice to look at - don't they make a pretty heavy demand on CPU/GPU versus the square brackets? Client performance should be a higher goal than pretty. In terms of rendering there is negligible difference. Concerns about performance are duly noted and something we are keenly aware of. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Kenpachi Viktor
Gradient Electus Matari
211
|
Posted - 2012.10.11 10:52:00 -
[396] - Quote
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
Now this is what I'd like to see  What is the point if every race has an Jam/Damp/Disruptor/ ship etc? Not every race has to be a fluffy little mirror of each other, it's seriously not needed. Things like Gallente having the only drone BS and Caldari having the only ECM BS are incredibly cool distinctions that only add to EVE in both game play value and flavour. |

Durzel
The Xenodus Initiative.
73
|
Posted - 2012.10.11 10:53:00 -
[397] - Quote
Bubanni wrote:CCP karkur wrote:Iam Widdershins wrote:This looks good, but I have a word of caution CCP:
The blink animation on hit with variable opacity is really cool and all, but I feel like it should be at least partially based on damage you've received over a reasonable time period -- like 2-3 seconds -- rather than simply on-hit. If it is only on-hit, there is motivation to split up weapon groups to make every hit as unobtrusive and difficult to notice as possible, letting everyone else get the big hits and light themselves up as a target. This naturally increases server load, and anything that's a reason to increase server load can't be good. If you have many smaller hits, your bracket should be really busy, and therefore drawing attention to you. This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar. The effect could simply stack? so the more shots that are fired within a short period (and dealing high damage % of your health) the more flashy it becomes like you showed... so basicly splitting guns dont make a difference http://farm9.staticflickr.com/8183/8075811191_1c6ff3bc27_o.png also I agree we need tactical overlay kinda like this This looks awesome, and has utility in fleet fights.
These circular HP bars are going to be useless in fleet fights with people zoomed out a considerable distance and/or hiding brackets.
It is also counter-intuitive (compared to 3 bars stacked as with current target locks) to look at a circle and have to work out which segment means what.
I wish CCP would just give us the tools to skin the UI ourselves, to be honest. Forcing an alternative way of presenting the same information is always going to have fans and detractors. |

Bubanni
ElitistOps Pandemic Legion
465
|
Posted - 2012.10.11 10:56:00 -
[398] - Quote
Kenpachi Viktor 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 Now this is what I'd like to see 
I agree, this is perfect,
In the past it's basicly been impossible to see which damage type someone is shooting you with (unless it was lasers or hybrids)
Something similar to that would be perfect, design wise together with what Karkur has already made Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Abdiel Kavash
Paladin Order Fidelas Constans
892
|
Posted - 2012.10.11 10:59:00 -
[399] - Quote
On the subject of locked target icons, I have to say I like the current (flat) style more than the new (round) style. I think it is much easier to eyeball, even after one gets used to the "which one is shield". And I'm not even talking about new players who will have all the right to be confused.
However, the round style would allow for a very neat effect: scale the length (angle) of the shield / armor / hull indicators in proportion to the target's hitpoints. So a shield-tanked ship might have its shield bar take up 2/3 of the circle, armor bar 2/9, and hull bar 1/9. This would give a much better indication of "how much longer do I need to shoot until this guy dies". |

Abdiel Kavash
Paladin Order Fidelas Constans
892
|
Posted - 2012.10.11 11:01:00 -
[400] - Quote
Bubanni wrote:Kenpachi Viktor 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 Now this is what I'd like to see  I agree, this is perfect, In the past it's basicly been impossible to see which damage type someone is shooting you with (unless it was lasers or hybrids) Something similar to that would be perfect, design wise together with what Karkur has already made
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) |
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Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2292
|
Posted - 2012.10.11 11:04:00 -
[401] - Quote
Tippia wrote: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.
This is an important point, and it's good that you emphasize it. I would go further and say that there are many substates of the free-floating brackets. For example:
* the basic bracket
* ships that I am locking
* ships that are locked
* ships that are selected in the overview
* ships that are on my watchlist
* ships that are locking me
* ships that have locked me
* ships that are doing good things to me
* ships that are doing bad things to me
Ideally, there should be several variants of the free-floating brackets, with different levels of detail (including associated info boxes, etc) -- and players should be able to configure what info is provided for each state (subject to the limitations of what info the client actually has, of course). There's no one-size-fits-all for this, and in particular, different types of fights mean different kinds of settings.
Couple of random things:
WRT those people who prefer the straight bar damage indicators, I empathise. My original thought when CSM got a preview of this blog was a stack of arcs, preserving that metaphor. But reading through this thread, and seeing the various prototypes people are coming up with, I've come to the conclusion that it has the problem of making the bracket non-symmetrical (ie: it does not easily fit into a square box, or the circular subset of it).
So I'm not so much against the circular indicator as long as it builds upon existing real-world metaphors that everyone is familar with, such as a speedometer or gas gauge. One possible way to reinforce that metaphor would be to limit the circular indicator for s/a/h to one hemisphere, like this: https://www.dropbox.com/s/imzy8swdukqm364/TreborMockup2.png
This would also free up the bottom hemisphere for additional info readouts.
Finally, I would like to thank CCP karkur and the rest of the team for going to the community for feedback early in the process. I think it's been very productive, and I hope that it becomes the expected norm. The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |
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CCP Explorer
C C P C C P Alliance
949

|
Posted - 2012.10.11 11:06:00 -
[402] - Quote
Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators? Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
|

Steve Ronuken
Fuzzwork Enterprises
699
|
Posted - 2012.10.11 11:06:00 -
[403] - Quote
Abdiel Kavash wrote:Bubanni wrote:Kenpachi Viktor 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 Now this is what I'd like to see  I agree, this is perfect, In the past it's basicly been impossible to see which damage type someone is shooting you with (unless it was lasers or hybrids) Something similar to that would be perfect, design wise together with what Karkur has already made 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)
Adaptive hardeners, so you know when to change their cycle? FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

Steve Ronuken
Fuzzwork Enterprises
699
|
Posted - 2012.10.11 11:08:00 -
[404] - Quote
CCP Explorer wrote:Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators?
'Intuitive' is an interesting one.
I'd have thought:
3 segments, starting at 12 o'clock with shields, then armour, then hull.
filling in red clockwise.
That's 'intuitive' for me. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

PDP11
EVE University Ivy League
0
|
Posted - 2012.10.11 11:08:00 -
[405] - Quote
Quote:When someone has you targeted, the new 'yellow box' targeting icon will appear around their bracket. It will blink very subtly (or maybe not at all, we are still playing with it).
Don't do it, just don't. I hate the idea of subtle. Suggest on an initial lock that the 'yellow box' flares up bright (very unsubtle) and over time it becomes subtle (flashing, dims, whatever). The idea is being locked is in your face but if nothing further happens it gets less attention. If over time there are a series of locks you can tell who has put on the latest lock so you can know the source of the latest threat. |

Tetania
Wildly Inappropriate Goonswarm Federation
12
|
Posted - 2012.10.11 11:09:00 -
[406] - Quote
Nice to see more general UI work. Anything that improves the availability of information to aid player decision making is a positive change.
First up I'd like to ask people stop polluting the discussion with "think of the newbies" "which bar is shields" comments. This is pretty dumb. Think of the first time you played any game with a UI. The concept of health and resource is ingrained in gaming when the bar starts turning red segment at a time in a clockwise direction you will implicitly understand.
A couple of general comments on design now. As mentioned before please use shape where possible rather than colour. Strongly consider this for in range, out of range, locking, locked etc. Brackets could be Diamond, broken diamond, square, broken square, Circle as the state transitions from a totally neutral target to a locked agressed target. This is very quickly identified and is colour blind and partially sighted safe.
Consider projected effects and ewar as part of the design. Having a consistent presentation of information to players is a must. Brackets are a great place to have all this info.
Also consider other Overview info like speed and traversal for brackets.
And finally you have mentioned that the notification area is an area for future development but please consider bringing all of these elements together. Floating combat text has become the standard for everything from single player RPGs to MMOs since modders to WoW showed what was possible. It presents allot of detailed info in a visual and obvious form the player can analise quickly. |

GeeShizzle MacCloud
212
|
Posted - 2012.10.11 11:11:00 -
[407] - Quote
Abdiel Kavash wrote:Bubanni wrote:Kenpachi Viktor 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 Now this is what I'd like to see  I agree, this is perfect, In the past it's basicly been impossible to see which damage type someone is shooting you with (unless it was lasers or hybrids) Something similar to that would be perfect, design wise together with what Karkur has already made 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)
this thread has become "information for informations sake". its not like knowing the damage type ur being hit with will change anything barring carrier groups being able to retrofit.
these also seems to be a spreading requirement to duplicate information in various areas on the screen. if you duplicate information then people get confused, plus more screen real estate gets used literally for no real reason! have it in one place thats logical and easy to find, not scattered in 5 different places jeez.
as much as i love a 20 page thread about the merits of circles vs squares, can we have something coming out of this that aids players experiences in space like fleet ewar/ecm effects on overview contacts. itd be a great benefit to all players. |

Bubanni
ElitistOps Pandemic Legion
465
|
Posted - 2012.10.11 11:15:00 -
[408] - Quote
Abdiel Kavash wrote:Bubanni wrote:Kenpachi Viktor 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 Now this is what I'd like to see  I agree, this is perfect, In the past it's basicly been impossible to see which damage type someone is shooting you with (unless it was lasers or hybrids) Something similar to that would be perfect, design wise together with what Karkur has already made 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)
Well, it's not useless information either :) Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Willie Horton
Brutor Tribe Minmatar Republic
9
|
Posted - 2012.10.11 11:20:00 -
[409] - Quote
Is there any chance to give option to players to choose from few UI templates?
For example this what you are making now to be advanced graphic version of UI,and what we are we using now to be lets say "compact" version.
I am not fan of cosmetic things like this UI looks,I like pure simple boxes and numbers that give me info what I need.I dont see what benefit I get from slick UI looks.It is nice to see ,but game wise beside nice cosmetic look it is just not game changing.
Dont get me wrong ,but for example only sub based MMO that is still there is WoW.They dont have any problem giving players option to make UI as they like and it is like that for years .I dont say you need to do same ,but at least give us option so we can decide what is better for us.
UI changes are always pain ,I know you cant make all people happy ,still giving players more options is nice.For me as I said more graphic is something I dont like ,but that is personal so I cant say my choice is best for others.Saying that maybe it would be nice not to force players to use just one option as mandatory.
PS nice work ,I hope you would use all feedback when you make final version.
|

GeeShizzle MacCloud
213
|
Posted - 2012.10.11 11:20:00 -
[410] - Quote
Bubanni wrote: Well, it's not useless information either :)
maybe not for you Bubanni, but most people in eve dont go around in slowcat carrier groups or have configured carriers on hotdrops to allow on the fly module switching.
itd be a very niche thing for a very select group of people, people who should be able to tell by damage notifications if someones hitting their resist hole or having their shots be pinged off their highest effective tank profile. |
|

Radius Prime
EVE University Ivy League
23
|
Posted - 2012.10.11 11:22:00 -
[411] - Quote
Will there be an option to return to the old interface like with windows 8... or maybe not :P?
On a serious note like the squares on top. Thing with curved objects is they can deceive you when they display information. Reopen the EVE gate so we can invade Serenity. Goons can go first. |

Beat General
Painkiller.
61
|
Posted - 2012.10.11 11:25:00 -
[412] - Quote
Looks good.
Very nice!
The only thing I want to suggest is to make the round shield and armor indicators to go in the same direction.
So it would spin counter clockwise until it reaches zero! |
|

CCP Explorer
C C P C C P Alliance
949

|
Posted - 2012.10.11 11:25:00 -
[413] - Quote
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.  Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Bubanni
ElitistOps Pandemic Legion
466
|
Posted - 2012.10.11 11:28:00 -
[414] - Quote
GeeShizzle MacCloud wrote:Bubanni wrote: Well, it's not useless information either :)
maybe not for you Bubanni, but most people in eve dont go around in slowcat carrier groups or have configured carriers on hotdrops to allow on the fly module switching. itd be a very niche thing for a very select group of people, people who should be able to tell by damage notifications if someones hitting their resist hole or having their shots be pinged off their highest effective tank profile.
Look at my edit above, just because you can't see a use for it, doesn't mean someone else out there wont like the information, what harm would it do to have a subtle information about the damage type being dealt to you?
I did not even consider the slowcats when I thought it was a awesome thing to see. I was thinking about newbies out there, about people who fly around with damage types being dealt by rats in their bio :)
It's not like it would be a disadvantage to you in pvp or a huge advantage for that matter, but that doesn't mean it's not useful for something else Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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CCP Explorer
C C P C C P Alliance
949

|
Posted - 2012.10.11 11:31:00 -
[415] - Quote
CCP Punkturis wrote:EvilweaselFinance wrote:please make sure this adds no extra server calls or data requests from the server CCP Atlas alt spotted!!!!!!  And epically then CCP Atlas published an internal tech devblog today on how to monitor client calls.  Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Bubanni
ElitistOps Pandemic Legion
466
|
Posted - 2012.10.11 11:31:00 -
[416] - 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. 
I gotta agree with Maria though, regardless of when the day starts :D
shields on left, armor on right, hull at bottom, Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
201
|
Posted - 2012.10.11 11:35:00 -
[417] - Quote
The new UI looks nice. The functionality is of limited usefulness, though.
Whether a ship is in targeting range is not an important information in most ships and in most situations. Usually everyone will be in targeting range. But not in optimal range of our weapons or modules. The only regular exception is when you fly an interceptor or similar. So the more useful info would be: Is the target in optimal range? Is it within optimal+falloff?
Which ship does the most damage to me is more useful, but not much. If I fight an Ares, a Hurricane and a Drake, I don't need the UI tell me who hurts me most. The more useful info here would really be: Does this ship hurt me as much as it could? Are my evasion maneuvers working?
The dev blog recognizes how awful and useless the damage notifications are. Why don't you replace them with something else? -make a new notification area -messages are displayed in several rows so we cannot only see the last one -filters can be applied to reduce the number of messages (filter out message about drones etc) -shorten the messages to the essentials: "Name | severity of hit | damage amount" Cut the useless filler text so we can always see at first glance what's happening!
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. . |

Bubanni
ElitistOps Pandemic Legion
466
|
Posted - 2012.10.11 11:39:00 -
[418] - 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.
Good example :D
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Louise deGuerre
Public Funded War Targets
0
|
Posted - 2012.10.11 11:43:00 -
[419] - Quote
While I can't say the devblog has excited me much there are tons of excellent suggestions in these comments. I hope CCP is taking notes. |

Tetania
Wildly Inappropriate Goonswarm Federation
13
|
Posted - 2012.10.11 11:46:00 -
[420] - Quote
The tactical overlay already provides for optimal and falloff range judgement in a better way than brackets ever could. There is of course no reason lock range couldn't be dealt with there too.
A good UI design won't duplicate but will present information in most obvious and easily assimilated way possible. |
|

Tippia
Sunshine and Lollipops
9833
|
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.
|

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
115
|
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
|
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
|
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.
|

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!
|
|

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. |
|

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 |
|

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. |
|

Rommiee
Mercury Inc.
482
|
Posted - 2012.10.11 12:43:00 -
[451] - Quote
Kage Toshimado wrote: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? 
This
And once this is introduced in whichever format CCP decide (as it makes no difference what any of us say) make absolutely sure that it will not induce more lag, or any slowdown of client operation whatsoever.
DonGÇÖt forget the option to turn this off and revert to the much clearer square targeting icon.
|

Misanth
RABBLE RABBLE RABBLE
735
|
Posted - 2012.10.11 12:43:00 -
[452] - Quote
Bienator II wrote:please make sure that you can find the selected item on the edge of the screen easier. Right now if you select something on the overview and are under bad light or system backgground conditions. you have to rotate the cam and search quite a bit till you see it on screeen. This makes dscanning even more anoying as it already is in some systems. The new circle instead of the rect will help somewhat, maybe make it blink once or twice after selecting it to help out a bit.
This is a major problem with the sky, and system layout in general, to be honest.
I have several different installments of EVE, and some clients have massive issues in certain systems while others have none. And the systems with the lighter sky (bit gold/brown/yellow-ish) is an absolute mess. Only the really black/dark skies function properly. But it's still potentially horrible if the belts are somewhere near the sun, even with 'sun is occluded by ships' setting ticked. AFK-cloaking in a system near you. |

Tippia
Sunshine and Lollipops
9835
|
Posted - 2012.10.11 12:45:00 -
[453] - Quote
CCP Prism X wrote:But on a lighter, more positive note: There's a lot of good feedback here. And a discussion between BobFromMarketing and Tippia. Humour. Also, rather generous to call that a GÇ£discussionGÇ¥.
Anyway, more related to this last page of the actual discussion, do you guys have any plans for updating the HUD to match this new style for enemy targets? I'm thinking that some thing might simply be that: not just a change from what's familiar but also a clash with how similar information is displayed elsewhere.
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.
|

Kage Toshimado
TunDraGon
19
|
Posted - 2012.10.11 12:46:00 -
[454] - Quote
"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."
Prism,
Not to heap on, but you have to understand that we are tired of this. Many, many people don't like the Unified Inventory, and we were told it was a work in progress and then BAM!!! we all got this piece of garbage anyhow.
If we don't speak up, chances are (at least we are worried) we'll have this forced upon us as well.
|

Misanth
RABBLE RABBLE RABBLE
735
|
Posted - 2012.10.11 12:46:00 -
[455] - Quote
Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm.
CCP always forces stuff on us. You could just take a look at the Door and ship spinning. We had to make major hell, spam negative publicity across the web/everywhere, and yet it took them half a year to just give us ship spinning back. And the option to turn off walking in station was nothing they even considered to begin with. Higher ups in CCP likes to dictate gameplay, they misunderstood that players should run the sandbox, not them. AFK-cloaking in a system near you. |

Vincent Athena
V.I.C.E.
1041
|
Posted - 2012.10.11 12:49:00 -
[456] - Quote
CCP Explorer wrote:Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators? Most people associate "clockwise" with "left to right". When you turn your car to the right, you are doing a clockwise circle. Turn to the left, a counterclockwise circle. The current damage bars under the targeted items go to the left. In fact don't all damage bars, those on the watch list, those for drones, etc increase as they go left? http://vincentoneve.wordpress.com/ |

space chikun
Fweddit I Whip My Slaves Back and Forth
6
|
Posted - 2012.10.11 12:51:00 -
[457] - Quote
Kage Toshimado wrote:"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."
Prism,
Not to heap on, but you have to understand that we are tired of this. Many, many people don't like the Unified Inventory, and we were told it was a work in progress and then BAM!!! we all got this piece of garbage anyhow.
If we don't speak up, chances are (at least we are worried) we'll have this forced upon us as well.
I hate to break it to you, I've only heard complaints from a small number of people on the UI. It was difficult to get used to, but once you've actually taken the time to explore its features, it makes a GREAT NUMBER of tasks a LOT easier than before. And a very, very small number a tiny bit more difficult if you're in a hurry.
Who am I kidding, I do like breaking it to you - just like Prism X, I'm getting sick of the vocal few jumping up and down like toddlers whenever CCP wants to make their game look cool or function in a more modern way. Just because you're USED to the crappy old way, doesn't mean the game should continue using the crappy way.
The game needs players to keep getting better. This change makes it more accessible for some players, and knowing CCP, there's probably a backend revamp that went with this to make it less laggy. I hope. Well lag never gets fixed, just induced, so I could be wrong. |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
116
|
Posted - 2012.10.11 12:52:00 -
[458] - Quote
CCP Prism X wrote: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.
Well, maybe if those designs and mockups were about really useful changes like it was with ewar bar addition you would get more reasonable or consistent feedback. Let's be honest, with brackets disabled half of this work won't be noticed and I personally would prefer to see velocity/transversal/angular info below locked target "rectangle" than indicator of target being in locking range. Right now it is basically circles vs rectangles "discussion" as somebody mentioned few pages ago.
I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Warde Guildencrantz
TunDraGon
138
|
Posted - 2012.10.11 12:56:00 -
[459] - Quote
marly cortez wrote:1. Pilots in null sec blobs will just turn anything off that distracts them.
2. Pilots in null sec blobs will just turn anything off that might possibly contribute to latency.
3. no, this one is just wrong in general
4. Pilots in null sec blobs that engage in PvE will not give a damn about flashing stuff, they just kill everything and move on quickly.
5. Pilots in Null Sec blob fights will have graphics turned down, brackets off and use only minimal information to fight.
Fixed
I have never had problems with bracket lag or graphical lag, maybe because I don't fly in fleets of huge numbers...I would think most people not in a blob would have the same experience for the most part. |
|

CCP Prism X
C C P C C P Alliance
928

|
Posted - 2012.10.11 12:58:00 -
[460] - Quote
Kage Toshimado wrote: Prism,
Not to heap on, but you have to understand that we are tired of this. Many, many people don't like the Unified Inventory, and we were told it was a work in progress and then BAM!!! we all got this piece of garbage anyhow.
If we don't speak up, chances are (at least we are worried) we'll have this forced upon us as well.
I'm not telling you to keep your opinions to yourself. Merely saying thta there's a difference between feedback and repeating the same feedback over and over again despite said feedback having been acknowledged.
Why am I saying this? It's not because we've got fragile egos and will cry ourselves to sleep if you don't treat us kindly.
It's because it creates a very bad atmosphere. We cant acknowledge the same feedback over and over again, so eventually we stop answering the question. That makes somebody feel like he is being ignored when it's really the issue having already been covered. That makes people angry. They start posting angry. Newcomers come to the thread and see an angry poster talking about being ignored. A bandwagon is created. 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 longwinded attempt to re-rail the discussion that I feel I may have de-railed somewhat. @CCP_PrismX EVE Database Developer and Expert Ranter Member of Team Pony Express |
|
|

Vincent Athena
V.I.C.E.
1041
|
Posted - 2012.10.11 12:59:00 -
[461] - Quote
This entire "which is the shields" thing is so odd. I figured it out from the screen shot in seconds (none of the targeted ships have shield damage). If you had released a short video of it in action, most of those repeated questions would have gone away, and the rest could have been answered with a link to the video.
But you do need to consider the consistency of the clockwise vs counterclockwise movements, and starting positions (6 o'clock vs 12 o'clock).
What happens when 2 of these rings overlap, like when you are zoomed out or 2 targets happen to be close? Are they transparent? One blocks the other? Or....? http://vincentoneve.wordpress.com/ |

Tippia
Sunshine and Lollipops
9836
|
Posted - 2012.10.11 13:03:00 -
[462] - Quote
Schmata Bastanold wrote:Let's be honest, with brackets disabled half of this work won't be noticed and I personally would prefer to see velocity/transversal/angular info below locked target "rectangle" than indicator of target being in locking range. Right now it is basically circles vs rectangles "discussion" as somebody mentioned few pages ago. The question is, how do you present those visually with any kind of clarity?
For my part, I'm (perhaps too) used to the flightsim version, with various carets and ticks rotating around a lock-on circle to denote things like relative motion and range, but that might clutter things up a bit too much (and, as with so many other things, get drowned out by bright nebulas in the background) GÇö
So how should you do it? Just numerically, in which case it's just duplication from the overview? Perhaps a GÇ£traffic lightGÇ¥ system: red/yellow/green dots for targets within double-falloff / falloff / optimal range and another for targets moving at twice / roughly equal / half your tracking speed? Should it include actual tracking (i.e. modified by sig radius) or just the base tracking and angular velocity numbers? But then, how do you deal with mixed weapons, which is a reality on many ships?
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.
|

Kifette
SnaiLs aNd FroGs Northern Coalition.
1
|
Posted - 2012.10.11 13:03:00 -
[463] - Quote
Good stuff 
Please consider adding colors to the target UI : green if the target is in corp, purple for fleet, etc... |

DJ P0N-3
Table Flippendeavors
35
|
Posted - 2012.10.11 13:03:00 -
[464] - Quote
In your quest to make it a little more readable at a quick glance to those of us with poor eyesight, could you consider returning the thin borders around the health bars? I'd rather be able to see a white outline of nothingness than look for the edges of the red against the black. (If this has been asked before then consider me seconding the request; it's too early in the morning to read 23 pages of forum robbling). |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
116
|
Posted - 2012.10.11 13:06:00 -
[465] - Quote
Tippia wrote:So how should you do it?
I would go with pure numbers because it would be quite compact (but not like it was in case of tooltips at first version). Duplication with overview - yes, but at least in case of locked targets we could stop jumping with our eyes between space (to observe target maneuvers), overview (to see those numbers), locked target (to see effects of our damage). I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Vaerah Vahrokha
Vahrokh Consulting
1932
|
Posted - 2012.10.11 13:11:00 -
[466] - Quote
I have a suggestion.
What about the target stays in a circle and:
- On the upper side (say 220-¦, that is a bit more than half of the circle) there's the lock countdown, basically a thin red-dish arc (with number at the top of the targetting circle in a little square) that shortens as the lock progresses. The thin red arc is on the perimeter of the target circle.
- On the bottom, 3 other concentric semi-arcs, say 60-80-¦.
One is shields, the second is armor the third is hull.
It'd keep the "modern circular" theme while also being VERY easy to learn, to glance at and easy to adapt from "old pilots".
Here's is an awful but illustrative picture detailing my idea.
Of course the lower arcs could be better joined with the overall circular shape, be inside it or whatsnot.
Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Misanth
RABBLE RABBLE RABBLE
736
|
Posted - 2012.10.11 13:13:00 -
[467] - Quote
Mark726 wrote:I love the looks and the breakdowns of the new icons/reticules. The ONLY suggestion I have is to look again at having the arcs around the icons for shield/armor/hull. There is NO reason that I would associate the "upper right arc" to mean "shield" if I were just glancing at an icon. I'm not entirely sure how to fix that given the rest of the design, but even a transparent S/A/H marking would be nice if you're going the circle route.
That said, I liked basically everything else in the dev blog... I look forward to seeing the results!
That transparent S/A/H is also a better option than colours. I have colourblind corpmates who'd approve of this, I'm sure. AFK-cloaking in a system near you. |

Dex Tera
Clann Fian Transmission Lost
49
|
Posted - 2012.10.11 13:26:00 -
[468] - 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!
any 1 who cant figure this out yet and is posting "which 1is dem shieldz DERPDERP???" is clearly not smart enough to play eve and should be banned from eve 4evar! it start at12 o'clock position on the targeted ship circle and ends at the 4 Oclock position also prism i know ur trolling and are smart enough to play eve but srsly why do you let these derps derp all over the fourms
|

Inepsa1987
Dabin Wax
13
|
Posted - 2012.10.11 13:27:00 -
[469] - Quote
Vaerah Vahrokha wrote:I have a suggestion. What about the target stays in a circle and: - On the upper side (say 220-¦, that is a bit more than half of the circle) there's the lock countdown, basically a thin red-dish arc (with number at the top of the targetting circle in a little square) that shortens as the lock progresses. The thin red arc is on the perimeter of the target circle. - On the bottom, 3 other concentric semi-arcs, say 60-80-¦. One is shields, the second is armor the third is hull. It'd keep the "modern circular" theme while also being VERY easy to learn, to glance at and easy to adapt from "old pilots". Here's is an awful but illustrative picture detailing my idea. Of course the lower arcs could be better joined with the overall circular shape, be inside it or whatsnot.
I was thinking this same exact thing. Good idea. Spaceship Pilot. |

Akrasjel Lanate
Naquatech Conglomerate
789
|
Posted - 2012.10.11 13:37:00 -
[470] - Quote
I like it |
|

Musashi Date
25TH miss
0
|
Posted - 2012.10.11 13:40:00 -
[471] - Quote
I have a suggestion about activated modules. Say I mouse over one of my activated module - after a while it will glow and the current target on the Target Tist also glows and maybe even in the Overview. If you mouse over a target in the Target List, the activated modules on it will glow accordingly.
This is going to be useful for mission salvagers and miners that often have multiple targets working with ungrouped modules. |
|

CCP karkur
C C P C C P Alliance
1389

|
Posted - 2012.10.11 13:48:00 -
[472] - Quote
Musashi Date wrote:I have a suggestion about activated modules. Say I mouse over one of my activated module - after a while it will glow and the current target on the Target Tist also glows and maybe even in the Overview. If you mouse over a target in the Target List, the activated modules on it will glow accordingly.
This is going to be useful for mission salvagers and miners that often have multiple targets working with ungrouped modules. guess what i'm working on right now  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.11 13:49:00 -
[473] - Quote
CCP Prism X wrote:
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.
What exactly "you've already acknowledged"? The fact that this new circle UI is not useful, or the fact that it could be better if colored (but still not as useful as the current squared one)?
Speaking of usefulness, NOW if I want to see how much hp on shield, armor and structure the targeted ship has, I just move the mouse just a little bit up or down. AFTER I'll have to move it on a circle pattern and travel more distance.
NOW I can see at a glance if the target is deeper into shields, armor or structure (the bars being stacked makes comparison extremely easy), AFTER it will not be so intuitive.
Tell you what. Why don't you (I was going to say give us the option, but I remembered that for some reason you guys don't like to give players the option to customize anything, so I'll just say) make the target's location on screen organized on rows according to ship types, T1 frigates being on the lowest row and titans on the highest? Let me explain this. It's like having the targets aligned vertical (like you can do now) but instead of having only 1 column, you would also have a row for each ship type you target. If you target 4 different ship types, you'll have 1 column and 4 row. If you target 4 ships of the same type you'll have 4 columns and 1 row. This is also applicable if the targets are aligned horizontal, in this case you'll just swap the column-row numbers. This way you have all targeted logistic ships in the same place (on the same column or row), all tacklers on one place, all bs's on one place, etc. You could even make it so targeted fleet members are positioned on a different part of the screen so you won't friendly fire on them by accident.
This image should make it even more clear:
http://oi45.tinypic.com/a2rvc.jpg Excuse my paint skills, I only trained them to lvl 1. (By "enemy" I mean anyone who's not in your fleet and/or corporation.) 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 |

Misanth
RABBLE RABBLE RABBLE
736
|
Posted - 2012.10.11 13:53:00 -
[474] - Quote
Vincent Athena wrote:CCP karkur wrote:The client has all the information we need already... if anything you should be worried about client performance. But we are keeping a close eye on that, and if the client is not performing well enough, we are ready to react to that and cut stuff if needed.
Be sure to test it in a mission with clouds, zoomed in, on an Apple laptop, all at the same time.
Mission clouds is a major issue altogether tbfh.
I can easily run 8 accounts same time no problem, doing PvP with max setting on some and bit lower setting gfx clients doing PvE simultaneously. No problem. Now ONE of them hits a cloud.. if I just dare to zoom in a little bit, rather than being max zoomed out, that client stutters like mad and it affects the other clients as well. Single client with max setting vs single cloud works, usually two as well but around there it starts to complain.
TL;DR even with good PCs the cloud is an issue. It's a separate issue tho, but still, has to be considered when doing changes to other potentially-client-worsening-performance-changes. EVE has always been very friendly to lower performing hardware, and we also traditionally have alot of people multiboxing. It would be really bad for CCP if they start to balance all game around a single PC (IBM clone) with top of the line specifications. AFK-cloaking in a system near you. |

Musashi Date
25TH miss
0
|
Posted - 2012.10.11 13:55:00 -
[475] - Quote
CCP karkur wrote:Musashi Date wrote:I have a suggestion about activated modules. Say I mouse over one of my activated module - after a while it will glow and the current target on the Target Tist also glows and maybe even in the Overview. If you mouse over a target in the Target List, the activated modules on it will glow accordingly.
This is going to be useful for mission salvagers and miners that often have multiple targets working with ungrouped modules. guess what i'm working on right now 
Thank you, i'll be looking forward to it :D |

GeeShizzle MacCloud
215
|
Posted - 2012.10.11 13:56:00 -
[476] - Quote
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. |

Misanth
RABBLE RABBLE RABBLE
737
|
Posted - 2012.10.11 13:57:00 -
[477] - Quote
Dersen Lowery wrote:I'm not sure I understand why color-coding the bars is so important. Shield is the one that turns red first; armor is the one that turns red second; hull is the one that turns red last. The important summary is "how red is the circle?" If the bars were proportional to the size of the defense type (so shield tanked ships would have a long first bar, etc.) that would be cool.
It would be even more intuitive if the ship's own HUD worked that way, so that the presentation of information was absolutely consistent, right down to the HUD pulsing brightly when you land a wrecking strike, and dimly when you just graze your target.
My hull-tanked bait ships would hate this. So would my bait-Tengu that has ten times the shield of the average PvE-Tengus. I kill plenty of people that mistakenly believes I'm PvE. Why'd they get free information, not cool..  AFK-cloaking in a system near you. |

Marcel Devereux
Aideron Robotics
166
|
Posted - 2012.10.11 14:02:00 -
[478] - Quote
CCP Explorer wrote:Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators?
I agree that it is the odd one out, but it makes the most sense. Using your example, as heat builds up it is "filling up". Shields, armor, and hull do not "fill up" as they take damage, they deplete. To put it another way. Your modules take heat damage and it is usually represented as X% of heat damage. This starts at 0% and increases until it hits 100%. Shields, armor, and hull start at 100% and deplete to 0%. It is a bit confusing to count up and count down rotate the same way just for the sake of "that is what everything else does but this odd ball". Increasing should be clockwise and decreasing should be counter clockwise. |

Rixx Javix
The Tuskers
247
|
Posted - 2012.10.11 14:05:00 -
[479] - Quote
I fully support this effort. Anything that adds a level of elegance and simplicity to the UI is a good thing in my opinion.
I suspect that all of us will immediately get used to the Shield/Armor/Hull configuration in about two minutes of actual play.
I won't re-hash some of the suggested changes or modifications, since I am loathe to read all the entries, but from what I've seen there are some good modifications suggested within this thread.
I haven't seen a suggestion to allow players to CHOOSE the targeting range they want, ie; do I want it based on guns, point, ecm, repping, or other ranges? I think that choice would be extremely helpful and mean more than simply targeting range. This could be done by simply assigning hot-keys, or yet another rick-click menu I suppose. http://eveoganda.blogspot.com |

Tippia
Sunshine and Lollipops
9837
|
Posted - 2012.10.11 14:07:00 -
[480] - Quote
GeeShizzle MacCloud wrote: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:
- 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. Nice. The colours might need some tweaking for all the usual accessibility and stand-out-against-the-Amarr-nebula reasons, but it's simple and direct.
As you point out, though, the actual GÇ£correctGÇ¥ combination might vary with the weapon system so it's important to teach what you want for different weapons GÇö being within optimal with ACs is often, ironically enough, suboptimal. 
Perhaps some of that could be solved by having two of them GÇö one for range and one for tracking GÇö but ugh, clutter. It would certainly be much neater if it could be done like you showed it. 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.
|
|

MailDeadDrop
Rage and Terror Against ALL Authorities
78
|
Posted - 2012.10.11 14:07:00 -
[481] - Quote
CCP Prism X wrote:Why am I saying this? It's not because we've got fragile egos and will cry ourselves to sleep if you don't treat us kindly. Oh, CCP Guard isn't on your team? 
CCP Prism X wrote:That being said, I'm no saint. That should be obvious by the fact that I troll my own coworkers. Every team has that guy. Good teams tolerate him. Great teams celebrate him. Which one is your team?
MDD
|

Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.11 14:08:00 -
[482] - Quote
Tippia wrote:GeeShizzle MacCloud wrote: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:
- 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. Nice. The colours might need some tweaking for all the usual accessibility and stand-out-against-the-Amarr-nebula reasons, but it's simple and direct. As you point out, though, the actual GÇ£correctGÇ¥ combination might vary with the weapon system so it's important to teach what you want for different weapons GÇö being within optimal with ACs is often, ironically enough, suboptimal.  Perhaps some of that could be solved by having two of them GÇö one for range and one for tracking GÇö but ugh, clutter. It would certainly be much neater if it could be done like you showed it.
What about color blind ppl?
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 |

MIrple
BSC LEGION Tactical Narcotics Team
144
|
Posted - 2012.10.11 14:09:00 -
[483] - Quote
I would also like to see speed and maybe transversal with this new feature. This is important information that helps and would help new players and old as you can see at a glance if your turrets will track the target. |

DeBingJos
Avalon Project Shadow Rock Alliance
408
|
Posted - 2012.10.11 14:11:00 -
[484] - Quote
Tippia wrote:GeeShizzle MacCloud wrote: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:
- 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. Nice. The colours might need some tweaking for all the usual accessibility and stand-out-against-the-Amarr-nebula reasons, but it's simple and direct. As you point out, though, the actual GÇ£correctGÇ¥ combination might vary with the weapon system so it's important to teach what you want for different weapons GÇö being within optimal with ACs is often, ironically enough, suboptimal.  Perhaps some of that could be solved by having two of them GÇö one for range and one for tracking GÇö but ugh, clutter. It would certainly be much neater if it could be done like you showed it.
The range is fixed for the weapons and ammo you use. you should know that before you undock. Displaying this would indeed clutter up the hud imo.
Now tracking, that is an interesting stat to display for the selected target. +1 For this.
Ungi ma+¦urinn ++ekkir reglurnar, en gamli ma+¦urinn ++ekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions. |

Rommiee
Mercury Inc.
483
|
Posted - 2012.10.11 14:11:00 -
[485] - Quote
space chikun wrote:I hate to break it to you, I've only heard complaints from a small number of people on the UI. It was difficult to get used to, but once you've actually taken the time to explore its features, it makes a GREAT NUMBER of tasks a LOT easier than before. And a very, very small number a tiny bit more difficult if you're in a hurry.
I hate to break it to you, but if you have only heard a few complaints about the new UI, then you must have been living on an island for the last 6 months. There have been sooo many people on a number of the Eve forums complaining about the UI. There was a thread on the Test server Feedback which reached over a hundred pages saying that the new system was not in a fit condition to be brought onto TQ. They ignored everyone and did it anyway.
Once it was on TQ, CCP pretended to be surprised at the backlash and made hasty GÇ£iterationsGÇ¥ to try and minimise the damage, promising weekly updates until GÇ£we(the players) were happy with itGÇ¥. Well, surprise surprise, those weekly updates stopped pretty quickly, leaving quite a few promised improvements outstanding, probably never to be implemented.
So, forgive those of us who spent a lot of time testing the UI on SISI (ever heard of it) and giving meaningful feedback, to wonder whatGÇÖs the point to it all when they will do what they want anyway.
Wake up and smell the coffee dude.
|

Nnezu
Imperial Guardians Tribal Band
2
|
Posted - 2012.10.11 14:12:00 -
[486] - Quote
whatever you do at CCP HQ, as long as I can see the distance everytime when the target anchor is set to vertically, I am happypanda for a long time.
atm vertically target list is hiding the distance when name + corp use more than one line |

Bloodpetal
Mimidae Risk Solutions
916
|
Posted - 2012.10.11 14:18:00 -
[487] - Quote
CCP Prism X wrote:
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.
Ask CCP Community to give you a day moderating the forums and you'll forget about this sensation of "annoying" and it will be replaced by a sensation of Compassion for the Community team and volunteers.
 Where I am. |

Steve Ronuken
Fuzzwork Enterprises
701
|
Posted - 2012.10.11 14:18:00 -
[488] - Quote
Tippia wrote:Nice. The colours might need some tweaking for all the usual accessibility and stand-out-against-the-Amarr-nebula reasons, but it's simple and direct. As you point out, though, the actual GÇ£correctGÇ¥ combination might vary with the weapon system so it's important to teach what you want for different weapons GÇö being within optimal with ACs is often, ironically enough, suboptimal.  Perhaps some of that could be solved by having two of them GÇö one for range and one for tracking GÇö but ugh, clutter. It would certainly be much neater if it could be done like you showed it.
Slapping a border round any indicators should help differentiate them. Dark around light colours, light around dark colours.
That way you should always see the edges. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

Tippia
Sunshine and Lollipops
9837
|
Posted - 2012.10.11 14:19:00 -
[489] - Quote
Angeliq wrote:What about color blind ppl? Looking at my simulator, I'd say that he's actually done fairly well. The red and orange are a bit too similar for some of the more common kinds, but it should be fixable.
DeBingJos wrote:The range is fixed for the weapons and ammo you use. you should know that before you undock. Displaying this would indeed clutter up the hud imo. Well, yes. I was thinking more along the lines of GÇ£I will always be in falloff so I don't care about range that much, but I really care about trackingGÇ¥ (read: I'm using ACs) and being able to say the opposite GÇ£I have more than enough tracking, but how close am I to losing damage to falloffGÇ¥ (read: I'm using rails), which that kind of combo-display won't allow GÇö either both are perfect, or you won't know what you need to adjust. And of course, there's always the chance that someone hits you with a TD so your range is no longer what you think it is.
But yeah, limiting it to tracking is probably the better solution to reducing clutter since it's a slightly more complicated factor than range is. 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.
|
|

CCP Explorer
C C P C C P Alliance
949

|
Posted - 2012.10.11 14:21:00 -
[490] - Quote
Marcel Devereux wrote:CCP Explorer wrote:Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators? I agree that it is the odd one out, but it makes the most sense. Using your example, as heat builds up it is "filling up". Shields, armor, and hull do not "fill up" as they take damage, they deplete. To put it another way. Your modules take heat damage and it is usually represented as X% of heat damage. This starts at 0% and increases until it hits 100%. Shields, armor, and hull start at 100% and deplete to 0%. It is a bit confusing to count up and count down rotate the same way just for the sake of "that is what everything else does but this odd ball". Increasing should be clockwise and decreasing should be counter clockwise. Yep, that's indeed the opposite argument that has been in internal discussion this morning. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
|
|

MIrple
BSC LEGION Tactical Narcotics Team
146
|
Posted - 2012.10.11 14:24:00 -
[491] - Quote
CCP Explorer wrote:Marcel Devereux wrote:CCP Explorer wrote:Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators? I agree that it is the odd one out, but it makes the most sense. Using your example, as heat builds up it is "filling up". Shields, armor, and hull do not "fill up" as they take damage, they deplete. To put it another way. Your modules take heat damage and it is usually represented as X% of heat damage. This starts at 0% and increases until it hits 100%. Shields, armor, and hull start at 100% and deplete to 0%. It is a bit confusing to count up and count down rotate the same way just for the sake of "that is what everything else does but this odd ball". Increasing should be clockwise and decreasing should be counter clockwise. Yep, that's indeed the opposite argument that has been in internal discussion this morning.
Best solution to this would be a cage match. Who ever comes out alive can have it the way they want. Please make a vid of it. |

Rommiee
Mercury Inc.
483
|
Posted - 2012.10.11 14:28:00 -
[492] - Quote
CCP Explorer wrote:Marcel Devereux wrote:CCP Explorer wrote:Bagrat Skalski wrote:The red damaged stripes.. why they are not progressing counter clockwise? I think it's more intuitive. All damage is counterclockwise. This new circle indicators are different. Heat buildup (on the HUD) is like a pressure gauge and builds up clock-wise. Module damage (due to heat) is clock-wise. The new targeting/damage system is clock-wise. The odd one out will be the HUD itself, there damage is counter-clock-wise. Are there any other damage indicators? I agree that it is the odd one out, but it makes the most sense. Using your example, as heat builds up it is "filling up". Shields, armor, and hull do not "fill up" as they take damage, they deplete. To put it another way. Your modules take heat damage and it is usually represented as X% of heat damage. This starts at 0% and increases until it hits 100%. Shields, armor, and hull start at 100% and deplete to 0%. It is a bit confusing to count up and count down rotate the same way just for the sake of "that is what everything else does but this odd ball". Increasing should be clockwise and decreasing should be counter clockwise. Yep, that's indeed the opposite argument that has been in internal discussion this morning.
Or just leave it as it is now GÇô perfectly clear.
CCP, can you please give a logical reason for changing it ? |

Izi55IzI
TunDraGon
5
|
Posted - 2012.10.11 14:32:00 -
[493] - Quote
can you please make this useless crap optional?
i like the old UI, rectangles and all, the new one imho looks like you let loose a 2 year old with a crayon
also while you're at it please make the popup with range on modules optional as well
|

Valkyrs
Deep Vein Trading
8
|
Posted - 2012.10.11 14:33:00 -
[494] - Quote
Why not use the template that already exists, our own display
Have two smaller arcs above and one below, this implies an order while encompassing the target. Just slap the ship where the capacitor goes and you're set.
If this change does go through and it's not as I've detailed, consider changing the personal layout to match the overlay? to keep things consistent?
Didn't know this change was coming, very excited, I like watching my targets instead of the static images.
Keep up the good work CCP! |

GeeShizzle MacCloud
216
|
Posted - 2012.10.11 14:34:00 -
[495] - Quote
Angeliq wrote:Tippia wrote:GeeShizzle MacCloud wrote: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. Nice. The colours might need some tweaking for all the usual accessibility and stand-out-against-the-Amarr-nebula reasons, but it's simple and direct. As you point out, though, the actual GÇ£correctGÇ¥ combination might vary with the weapon system so it's important to teach what you want for different weapons GÇö being within optimal with ACs is often, ironically enough, suboptimal.  Perhaps some of that could be solved by having two of them GÇö one for range and one for tracking GÇö but ugh, clutter. It would certainly be much neater if it could be done like you showed it. What about color blind ppl?
the colours and animations i put is specifically tailored so that ALL colour blindness types can differentiate between them. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
342
|
Posted - 2012.10.11 14:35:00 -
[496] - Quote
CCP Prism X wrote:Kage Toshimado wrote: Prism,
Not to heap on, but you have to understand that we are tired of this. Many, many people don't like the Unified Inventory, and we were told it was a work in progress and then BAM!!! we all got this piece of garbage anyhow.
If we don't speak up, chances are (at least we are worried) we'll have this forced upon us as well.
I'm not telling you to keep your opinions to yourself. Merely saying thta there's a difference between feedback and repeating the same feedback over and over again despite said feedback having been acknowledged. Why am I saying this? It's not because we've got fragile egos and will cry ourselves to sleep if you don't treat us kindly. It's because it creates a very bad atmosphere. We cant acknowledge the same feedback over and over again, so eventually we stop answering the question. That makes somebody feel like he is being ignored when it's really the issue having already been covered. That makes people angry. They start posting angry. Newcomers come to the thread and see an angry poster talking about being ignored. A bandwagon is created. 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 longwinded attempt to re-rail the discussion that I feel I may have de-railed somewhat. A couple of alternative thoughts on this topic.
1) Sometimes there will be repetitive feedback, especially with longer threads where people read the developer's blog and then write [hopefully honest] their opinion / findings. This is the nature of the medium, so do not take it personally.
2) In some cases, repetitive feedback might mean that significant numbers of people have similar impressions of the new feature or idea presented in the blog.
3) Perhaps there are other ways to solicit customer feedback, in addition to discussion forums, where repetitive and authenticated feedback is actually meaningful... Surveys, test groups, structured UAT, etc. If CCP, as a company, is exclusively relying upon forum feedback as its only means of per-determining the success of a project, then that might be the true problem here.
+++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Misanth
RABBLE RABBLE RABBLE
738
|
Posted - 2012.10.11 14:39:00 -
[497] - Quote
CCP Masheen wrote:P.S. there are several small advantages to the concentric circular arrangement which you may have missed, for example:
- We are able to make the target icons larger and therefore more recognizable, did you notice that? - The length of the bar that indicates time-to-lock is approximately three times longer than before because it now wraps completely around the targeting bracket. This makes it easier to discern the speed at which your locking attempt is progressing. - The spinning arrows around your selected target no longer cross over the shield/armor health bars - Ship brackets are square, targeting brackets are rounded, this distinction should help new players especially
Funky that you posted this. When I read it, I tried to picture this in small scale PvP action, and all I saw was.. Alliance Tournament. I.e. something that only benefit me as a spectator, not really as someone playing the game.
I'm not sure this is positive or negative, to be honest. There are positive elements in it, for AT, spectators, for videos etc it might have a benefit. But for me as a player, it might just be 'too much' information that I can't take in in the heat of the moment. I personally play max zoomed out 95%+ of the time, not seldom with tactical overlay out. My information is generally coming from a zoomed out perspective, combined with a couple of vital tabs on the overview (distance, velocity, radial velocity, type). These suggested changes will not change or add a single thing to my gameplay, not for PvE either. Neither will it make it worse, tho, unless the new icons will take up more UI space than the present ones, and if the targeting bar etc will lose its number (like it has on the icon). I really do hope you'll maintain the duration number/time in the locking bar, tbfh.
It just made me wonder if this change is for CCPs, and some kind of e-sports, sake? AFK-cloaking in a system near you. |

Bloodpetal
Mimidae Risk Solutions
916
|
Posted - 2012.10.11 14:41:00 -
[498] - Quote
Tippia wrote:GeeShizzle MacCloud wrote: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:
- 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. Nice. The colours might need some tweaking for all the usual accessibility and stand-out-against-the-Amarr-nebula reasons, but it's simple and direct. As you point out, though, the actual GÇ£correctGÇ¥ combination might vary with the weapon system so it's important to teach what you want for different weapons GÇö being within optimal with ACs is often, ironically enough, suboptimal.  Perhaps some of that could be solved by having two of them GÇö one for range and one for tracking GÇö but ugh, clutter. It would certainly be much neater if it could be done like you showed it.
Although this is a neat idea, I think it can be better represented in other ways.
I recommended a few pages back that simply drawing a line between your locked/selected target could put tickers along that line with colors perhaps to indicate weapons ranges (this line exists in tactical overview mode, so practically already implemented).
I think any tacked on info on the weapons systems can be more useful than that. Most of that information is easy to remember and really. I'd be more interested in having visual representations for radial velocity (coming/going) and vector in general. Where I am. |

Rommiee
Mercury Inc.
483
|
Posted - 2012.10.11 14:41:00 -
[499] - Quote
So, all the information for these new icons is already in the Client. Therefore, it follows that the Client will have to do some extra work to present all this additional information on screen in new fancy graphic format.
Fast forward to a 2000 ship fleet fight with all the new fancy brackets. Are you seriously saying that you expect minimal impact on client performance ? CanGÇÖt see it to be honest, so donGÇÖt forget to include the option to turn it off.
People still like to have brackets on in these fights to make it easier to orientate themselves, turning brackets off isnGÇÖt the answer.
|

Bloodpetal
Mimidae Risk Solutions
916
|
Posted - 2012.10.11 14:43:00 -
[500] - Quote
Rommiee wrote:So, all the information for these new icons is already in the Client. Therefore, it follows that the Client will have to do some extra work to present all this additional information on screen in new fancy graphic format.
Fast forward to a 2000 ship fleet fight with all the new fancy brackets. Are you seriously saying that you expect minimal impact on client performance ? CanGÇÖt see it to be honest, so donGÇÖt forget to include the option to turn it off.
People still like to have brackets on in these fights to make it easier to orientate themselves, turning brackets off isnGÇÖt the answer.
You just presumed a whole bunch of stuff that you have no basis for information.
Just because it's more graphically "fancy" doesn't mean it uses more CPU.
Where I am. |
|

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
168
|
Posted - 2012.10.11 14:44:00 -
[501] - Quote
CCP Prism X wrote:
Why am I saying this? It's not because we've got fragile egos and will cry ourselves to sleep if you don't treat us kindly.
Liar. I've seen CCP's tissue bill.
Wait... |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2294
|
Posted - 2012.10.11 14:46:00 -
[502] - Quote
Angeliq wrote:What about color blind ppl? This is an issue I've been harping on for a long time. While it would be nice to be able to change the standard "eve colors" to let color-blind players remap things to fit their tastes, in the shorter term, the solution that improves things for everyone, not just color-blind players, is to provide information through multiple channels.
So:
* Not just a color, but a color and a shape. Red stopsign. Yellow triangle. Green circle.
* Not just a bar-graph (straight, curved, or whatever), but a bar with an embedded number.
* Not just a pulse, but different rates and rhythms of pulses (long-short-short, long-long-short, long-long-long, short-short-short).
CCP Explorer wrote:Yep, that's indeed the opposite argument that has been in internal discussion this morning. The convention is that gauges where the axis of the needle is entirely above or below the dial readouts have min to the left, and max to the right, and where the axis of the needle is entirely to the left or right of the dial readouts have min at the bottom and max at the top. Also, a readout where the neutral setting is in the middle will typically be placed in the bottom quadrant, so that the neutral position is straight down.
See some google images: https://www.google.com/search?q=automotive+gauges&hl=en&safe=off&prmd=imvns&source=lnms&tbm=isch&sa=X&ei=i9t2UKrMA4ma9gSy-YHoCg&sqi=2&ved=0CAcQ_AUoAQ&biw=1161&bih=1084
and also: http://www.autoinstruments.com/auto1.jpg The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |

Bloodpetal
Mimidae Risk Solutions
916
|
Posted - 2012.10.11 14:47:00 -
[503] - 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 
I like this. It might be hard to see in some cases, but I like it. Where I am. |

Iam Widdershins
Project Nemesis
739
|
Posted - 2012.10.11 14:49:00 -
[504] - Quote
CCP karkur wrote:If you have many smaller hits, your bracket should be really busy, and therefore drawing attention to you.
This is actually something I've been thinking about, and I don't know if people would rather press 8 buttons just to try to fly under the radar. As long as the smaller hits are at least equally visible I'm fine with it.
Durzel wrote:I will also add that the person doing the most damage to you might not be the biggest threat. If you're fighting 6 guys one of which is in a Sleipnir and another in a Blackbird, which should you getting off the field first? So you're complaining that, because it doesn't necessarily show what is necessarily always the most important piece of information, you don't want to know? Give me a break.
Abdiel Kavash wrote:However, the round style would allow for a very neat effect: scale the length (angle) of the shield / armor / hull indicators in proportion to the target's hitpoints. So a shield-tanked ship might have its shield bar take up 2/3 of the circle, armor bar 2/9, and hull bar 1/9. This would give a much better indication of "how much longer do I need to shoot until this guy dies". I have to say this is a terrible idea. What fun is it if all anyone needs to do to find out if you're shield or armor buffered is target your ship? Lobbying for your right to delete your signature |

Ulam Stanislaw
9
|
Posted - 2012.10.11 14:53:00 -
[505] - Quote
+1 |

John Nucleus
Red Federation RvB - RED Federation
23
|
Posted - 2012.10.11 14:54:00 -
[506] - Quote
Angeliq wrote: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.
Remeber that damage type is also an ammo's signature. With experience if you know which ammo is being used against you you can change your tactics accordingly.
Scorch: high optimal, low tracking -> get close and increase transversal. Imperial navy frequency: high tracking, low optimal -> increase range. Conflagrate: Low optimal, low tracking, high damage -> increase transversal or range.
Also like it's been said before, for PVE, this would help figuring out what you are up against.
|

Garia666
T.H.U.G L.I.F.E
12
|
Posted - 2012.10.11 14:54:00 -
[507] - Quote
This is not an improvement but . back to the stone edge. We have seen this al before.. |

Bloodpetal
Mimidae Risk Solutions
917
|
Posted - 2012.10.11 14:56:00 -
[508] - Quote
CCP karkur wrote: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. .
Are you saying you're removing the activated module icons from the side of the locked targets section?
How am I going to know which modules I have applied to which target? This is actually a very important part of the current.
And doing the whole "hover over my modules" thing does NOT cut it for me.
I did read a comment above that you are going to "connect" modules by highlighting over them, but I'm sorry, but this will NOT be sufficient - we should have a clear visual indication without more "hovering" over stuff for information that should be immediately visible. I go full shortcuts, and I don't have time to hover over my targets to figure out what module is going where and how because I'm manual piloting or reading other information, or telling 40 people what to do in a fleet fight, and so on and so forth.
Especially if you have friendlies locked, they won't be on your overview for PVP. And in situations where you may be repping one friendly and shooting an enemy, it's going to be impossible to know you have screwed up at a glance, and now you have to double check all your targets to see where you screwed up. I hope this is an oversight to be fixed. There is no reason to remove functionality as well, clicking on those active module icons on the side of a target deactivates them, which is a very useful way to turn modules off when you have, let's say, 3 webs on 3 different targets and you don't remember which one you activated, and it's a quick "click" the module to turn it off.
Please, make sure you keep the activated modules on the targeting layer. Where I am. |

Misanth
RABBLE RABBLE RABBLE
740
|
Posted - 2012.10.11 14:56:00 -
[509] - Quote
James Amril-Kesh wrote:Myrkala wrote:CCP Prism X wrote:So.. Which one is shield? The left one. So..
- Left: Shield
- Right: Armor
- Bottom: Structure
No, no no no. Shield is in top right, then go clockwise from there for armor and structure.
No. Not only do I agree with him (and clearly me > you!11!onetwelve), numerous people have posted it while only one or two backing your preference. That being said, since CCP since to prefer it your way, even tho most that even mention that specific subject here, it's quite clear that we all have very different preferences for whatever reasons. Some guy posted that he recommended we'd be able to decide ourselves which one of them that would be where, and we'd also be able to chose if the bars would descend/ascend when damage was done/taken as well - brilliant solution to this. It's quite clear this is not a crystal clear positioning of these bars, to begin with. AFK-cloaking in a system near you. |

Dersen Lowery
Knavery Inc. StructureDamage
122
|
Posted - 2012.10.11 15:03:00 -
[510] - Quote
Angeliq wrote: What about color blind ppl?
Good point. One possibility is to make the green blue, the way a lot of modern stoplights do. Another possibility is to have different shapes: square for red (octagon would look too much like a circle at that size), inverted triangle for yellow, circle for green/blue.
That should allow anyone to read the information at a glance.
Perhaps, make the flashy part configurable, so that if you're in an AC hurricane you can have the HUD flash when you're in falloff, instead of optimal. If you're in a blaster Brutix, you can have the HUD flash whenever you have a prayer of hitting something. :-P |
|

Ranger 1
Ranger Corp
2524
|
Posted - 2012.10.11 15:04:00 -
[511] - Quote
Two step wrote:As I said elsewhere, maybe something like this: PicBlue = Shields Green = Armor Orange = Hull Black tick = speed (or something else?)
The black tick could be capacitor. I've always wanted an indicator for that, but the trick is not clluttering the screen or overview with it. This would work nicely... not that I have an issue with a single circle. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

GeeShizzle MacCloud
216
|
Posted - 2012.10.11 15:05:00 -
[512] - Quote
Dersen Lowery wrote:Angeliq wrote: What about color blind ppl?
Good point. One possibility is to make the green blue, the way a lot of modern stoplights do. Another possibility is to have different shapes: square for red (octagon would look too much like a circle at that size), inverted triangle for yellow, circle for green/blue. That should allow anyone to read the information at a glance. Perhaps, make the flashy part configurable, so that if you're in an AC hurricane you can have the HUD flash when you're in falloff, instead of optimal. If you're in a blaster Brutix, you can have the HUD flash whenever you have a prayer of hitting something. :-P
actually thats how the traffic lights in the uk are red, then blinky yellow and finally green... thatd allow enough differentiation =) |

Misanth
RABBLE RABBLE RABBLE
740
|
Posted - 2012.10.11 15:13:00 -
[513] - 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.
I havn't gotten further than your post yet, so this might yet have been posted, but:
There is a module that shows you hostiles capacity. If you dumb down EVE and give free intel, that is already readily available for those who put more effort than you currently do, then you make their hard work pay off less and your lazy mode gets rewarded for.. nothing. No offense meant, by the way. I'm just respectfully disagreeing with your comment, and I disagree with everyone here that wants the bars to reflect the size of peoples tank, show EHP, percentage of damage intake and god knows what that makes the game virtually giving them free intel about hostiles.
There are currently rewards in actually fitting modules that tells you about enemy ships (check cap, check fitting, even disguise your targeting so enemy don't know you scan them, etc). Do you really think this game should be Hello Kitty in space where everyone is presented with information that completely offset the rewards for those who put in an effort? Doesn't that go against the very nature of both a sandbox, but also EVE through history?
This game has traditionally always rewarded those who put in an effort (or are lucky). Yet, 'poor' or slack players have always been able to fight those people, by offsetting it with tactics, numbers, etc. It's a very good balance, it's fair, etc. That balance is already struggling immensely right now, with all the blobs completely offsetting skill and tactics. My point: the least thing we need is even more reward for the lazy players, on the contratrary, we could really use more boosts to those who put in an effort. Perhaps we should just not let players see enemy shield/armor/hull totals AT ALL unless they fit modules or train spedific skills. (that's a joke, obviously, but it would still be better than dumbing down the game and rewarding lazy people) AFK-cloaking in a system near you. |

GeeShizzle MacCloud
216
|
Posted - 2012.10.11 15:18:00 -
[514] - Quote
Misanth wrote: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. I havn't gotten further than your post yet, so this might yet have been posted, but: There is a module that shows you hostiles capacity. If you dumb down EVE and give free intel, that is already readily available for those who put more effort than you currently do, then you make their hard work pay off less and your lazy mode gets rewarded for.. nothing. No offense meant, by the way. I'm just respectfully disagreeing with your comment, and I disagree with everyone here that wants the bars to reflect the size of peoples tank, show EHP, percentage of damage intake and god knows what that makes the game virtually giving them free intel about hostiles. There are currently rewards in actually fitting modules that tells you about enemy ships (check cap, check fitting, even disguise your targeting so enemy don't know you scan them, etc). Do you really think this game should be Hello Kitty in space where everyone is presented with information that completely offset the rewards for those who put in an effort? Doesn't that go against the very nature of both a sandbox, but also EVE through history? This game has traditionally always rewarded those who put in an effort (or are lucky). Yet, 'poor' or slack players have always been able to fight those people, by offsetting it with tactics, numbers, etc. It's a very good balance, it's fair, etc. That balance is already struggling immensely right now, with all the blobs completely offsetting skill and tactics. My point: the least thing we need is even more reward for the lazy players, on the contratrary, we could really use more boosts to those who put in an effort. Perhaps we should just not let players see enemy shield/armor/hull totals AT ALL unless they fit modules or train spedific skills.  (that's a joke, obviously, but it would still be better than dumbing down the game and rewarding lazy people)
joking aside im totally for not seeing your enemies shield armor and hull status.. i think it'll provide more challenging gameplay |

Tippia
Sunshine and Lollipops
9837
|
Posted - 2012.10.11 15:22:00 -
[515] - Quote
Misanth wrote:There are currently rewards in actually fitting modules that tells you about enemy ships (check cap, check fitting, even disguise your targeting so enemy don't know you scan them, etc). Do you really think this game should be Hello Kitty in space where everyone is presented with information that completely offset the rewards for those who put in an effort? Doesn't that go against the very nature of both a sandbox, but also EVE through history? GǪthat said, there might be some merit to combining the two standpoints: what if fitting (and running) certain modules simply revealed more UI elements, Deus Ex-style*?
In this case, the ship scanner would be turned into a constantly active module instead of a one-shot deal, and give you that fourth health bar on the target display, showing cap, and maybe access to a drop down or fold-out menu with other fittings. Alternatively, it would give you a, say, 20-second window where that display is updated before it fades away and you need to ping the ship again. Since part of the goal of this whole exercise is to make information more readily available without spawning new windows all over the place, incorporating that information as add-ons to existing displays would be one way to go.
Thus, you get the benefit of fitting and running the module and the benefit of not having to wade through new windows to read the information you've bought with that fitting space and extra cap use.
* I'm sure other games than DX does it, but I couldn't think of any off the top of my head. 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.
|
|

CCP karkur
C C P C C P Alliance
1400

|
Posted - 2012.10.11 15:27:00 -
[516] - Quote
Bloodpetal wrote:CCP karkur wrote: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. .
Are you saying you're removing the activated module icons from the side of the locked targets section? How am I going to know which modules I have applied to which target? This is actually a very important part of the current. And doing the whole "hover over my modules" thing does NOT cut it for me. . No, we are not  this is what I wrote... I've highlighted the part you might be interested in 
Quote:- Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. - the height of the old ones is greater, but then I have to add a little bit to the bottom of the new ones because that's where the active modules appear. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Kage Toshimado
TunDraGon
19
|
Posted - 2012.10.11 15:31:00 -
[517] - Quote
space chikun wrote:[
I hate to break it to you, I've only heard complaints from a small number of people on the UI. It was difficult to get used to, but once you've actually taken the time to explore its features, it makes a GREAT NUMBER of tasks a LOT easier than before. And a very, very small number a tiny bit more difficult if you're in a hurry.
Who am I kidding, I do like breaking it to you - just like Prism X, I'm getting sick of the vocal few jumping up and down like toddlers whenever CCP wants to make their game look cool or function in a more modern way. Just because you're USED to the crappy old way, doesn't mean the game should continue using the crappy way.
The game needs players to keep getting better. This change makes it more accessible for some players, and knowing CCP, there's probably a backend revamp that went with this to make it less laggy. I hope. Well lag never gets fixed, just induced, so I could be wrong.
You're not breaking anything to me. We probably just hang out with different playerbase. Players I fly with, who pvp, have needs to change ships quickly on the dock or undock, pick up loot quickly, etc... we hate it. It is too slow, and takes too much time to loot something. This is the majority of people I fly with.
Maybe you and the players you hang with have the time to enjoy this crappy new way because, I don't know, maybe you have all the time in the world and don't mind the lag?
Changing the interface in the game mechanics for the worse, doesn't make players "better"
|

Angeliq
Soimii Patriei Nulli Secunda
162
|
Posted - 2012.10.11 15:35:00 -
[518] - Quote
What about this for a targeting UI redesign/update?
http://oi45.tinypic.com/a2rvc.jpg Excuse my paint skill, I only trained it to lvl 1.
Just like now, you could place the targets anywhere on screen, aligned vertical or horizontal but on multiple columns and rows configuration, depending on ship types. You could have all fleet/corp/alliance/blue targets on one side of the screen and all neutral/reds on the other side, sorted by ship types. I think you can figure it out for yourselves how useful this layout would be. 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 |

Palovana
Inner Fire Inc.
305
|
Posted - 2012.10.11 15:48:00 -
[519] - Quote
CCP Masheen wrote:mkint wrote:What will the new indicator icons look like on the overview? Good question! Short answer: in Retribution we're not changing the overview. Does this also mean that there will be no way in the Overview to see who has specific (suspect, criminal, etc) flags? Please support: export of settings in editable format
Your stuff goes here. |

Ranger 1
Ranger Corp
2524
|
Posted - 2012.10.11 15:50:00 -
[520] - 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.  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.
This is perhaps something only apparent to a player, and if I were messing with the coding I might well lose sight of this, but there you have it.
Starting at 12 will work, but it is not NEARLY as intuitive for a new (or veteran player) as going from upper left, to upper right, to bottom. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
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CCP karkur
C C P C C P Alliance
1403

|
Posted - 2012.10.11 15:54:00 -
[521] - Quote
Palovana wrote:CCP Masheen wrote:mkint wrote:What will the new indicator icons look like on the overview? Good question! Short answer: in Retribution we're not changing the overview. Does this also mean that there will be no way in the Overview to see who has specific (suspect, criminal, etc) flags? There is actually another team working on that... and I think they are planning on showing that. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Jin alPatar
Entertainment 7wenty
3
|
Posted - 2012.10.11 16:07:00 -
[522] - Quote
One request: Don't make the red and yellow color difference too subtle. I'm colorblind and already have a hard enough time telling the difference between the two.
Please make the yellow very yellow and the red very red. |

Palovana
Inner Fire Inc.
305
|
Posted - 2012.10.11 16:10:00 -
[523] - Quote
CCP karkur wrote:Palovana wrote:CCP Masheen wrote:mkint wrote:What will the new indicator icons look like on the overview? Good question! Short answer: in Retribution we're not changing the overview. Does this also mean that there will be no way in the Overview to see who has specific (suspect, criminal, etc) flags? There is actually another team working on that... and I think they are planning on showing that. Excellent news.
Wouldn't want to make a criminal of myself by "accidentally" shooting an innocent pilot.  Please support: export of settings in editable format
Your stuff goes here. |

Keras Authion
Science and Trade Institute Caldari State
106
|
Posted - 2012.10.11 16:13:00 -
[524] - Quote
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. This post was rated "C" for capsuleer. |

Lallante
Blue Republic RvB - BLUE Republic
107
|
Posted - 2012.10.11 16:20:00 -
[525] - Quote
I think this is a great development and this kind of UI detail deserves the attention it is getting. This is an exciting development and some of the extra functionality described sounds great!
That out of the way, I do think the circular damage indicators are a bit of a retrograde step as far as "instant information" goes - the function of shield, armor and structure is essentially of three consequent layers, and the old square UI at least made this clear (shield on top, then armor, then structure). With the new display its really unclear, at a glance, what is going on. It isn't obvious that, for example, someone is at 0 shield rather than having no armor but full shield from an earlier engagement.
Of course, as people get used to the new setup they will learn, but applying that learning is a process that takes a half seconds concentration - the "at a glance" usage is diminished.
This can be fixed without abandoning the circular aesthetic. I think you should experiement with part-circles rather than a full circule for the Shield-armor-structure ring. If they covered say, 3/4 or 1/2 the circle instead of the full circumference, it would be obvious which is the "first" and "last" of the three segments, if you see what I'm getting at.
Another option floated on FHC would be to make all three into full circle seperate concentric rings (shield on the outside). This would work too but would take up more room.
Either way, at present I dont think the display properly conveys the info.
Would love to hear CCPs thoughts on these points.
Love
Lall |

MooCowofKow
Adhocracy Incorporated Adhocracy
0
|
Posted - 2012.10.11 16:26:00 -
[526] - Quote
Evelgrivion wrote:I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles.
I completely agree with this. The circle indicators seem like downgrading clarity to make it look shiny. |

TheLostPenguin
Surreal Departure
35
|
Posted - 2012.10.11 16:30:00 -
[527] - Quote
Quote:And yes, should you desire it we will most likely be offering you a way to turn off the new Damage and Targeting Range indicators.
Frankly, just THIS GåæGåæGåæGåæ
Hopefully this will turn out to be something nice and useful and I'll want it on, but there should always, ALWAYS be the option to turn off :new stuff: for those that don't like it or find it has adverse performance effects for them. Including this option will so greatly reduce the flamefest received whenever :new stuff: is added to the ui it's hard to understnd why you don't... |

Marlona Sky
D00M. Northern Coalition.
1419
|
Posted - 2012.10.11 16:32:00 -
[528] - Quote
I was wondering if the selected target would be re-sizable and give far more room to display more information on the ship icon. I don't mean information that is not already present, but perhaps more customization. Maybe instead of health bars, I am more concerned with my angular velocity and the targets speed and distance. Maybe instead of being part of the row/column of targets, when I select the target; it is in its own movable and adjustable UI.
So no new information, just more customization to taste on how that selected target is displayed to me with the information I am most concerned about.
More customization on my own HUD would be nice too. Give us the ability to decide what color we want what and how much space on the screen it takes up.
Remove local, structure mails and revamp the directional scanner! |

Punky260
Blue Screen Victims CompleXion Alliance
0
|
Posted - 2012.10.11 16:37:00 -
[529] - Quote
I really like the changes and would like to start playing with them right now ^^
But I don't like the new circle icons of your ships targetet that much. I think they are nice right now - making them round would make them not fit that well into the rest of the UI. Just to be sure, Im talking about the icons of the ships you have targeted in the upper right of the screen, the ones with the pictures. The other icons are good.
Best way to deal with the problem, that some players like one shape more than the other would be: Simply add the option to choose between the two (or maybe more later) shapes. That would be the best .)
Thanks for your good work :) |

Viddles
Imperial Academy Amarr Empire
1
|
Posted - 2012.10.11 16:42:00 -
[530] - Quote
Overall I like that you're trying to improve the UI.
I agree with the posters that say there are disadvantages to the circular UI - namely, we have to learn which one represents which damage attribute. I hope that once we've learned it will be second nature... with the current scheme, knowing that the "outer defence" is on the top and the "inner, most critical defence" is on the bottom helps keep that UI quick to read.
Having said that, I like having the damage UI on the ship itself, and not just in the Target List. That'll be very quick to see status of your target.
I see this as duplicating some of what is in the Target List - or, less and less use for the Target List, in fact; if it could be engineered so that you could turn it off (General Settings tab?), that would be a great way to reduce clutter and increase usable screen space.
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 |
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Galmas
United System's Commonwealth R.E.P.O.
8
|
Posted - 2012.10.11 16:45:00 -
[531] - Quote
Salpun wrote:When will the damage notification be movable  And the log be easier to read?
Before commenting on the quote i would like to voice my concerns about the changes of the targeting UI. At a first glance: do not like at all! why?
1. it is much easier to read (and folks are actually used to it too) when you have the layers of defense (shield, armor, hull) stacked since they are actually (mostly) stacked in the mechanics of the game and thus much easier to sense. (well we will eventually get used to it like we got used to the horrible inventory system performance at POS)
2. displaying the shield/armor/hull stats on the locked targets in space is a nice thing to have in general but should display in the same way as in the "locked targets" area. hence i dont like the round thingy there too.
3. The ships stats on the locked targets in space should really be an option since in close range combat (all ships within like 10km of each other with 20 ships in combat) it will totally clutter the screen and you will actually loose information.
Now to the quote above:
For me it would certainly be much more beneficial if you folks at ccp would work on the format of the logs (damage done/received at the beginning of the line, then pilot name, then the weapon, then the rest of the more or less useless spam...) instead of changing a part of the UI which is actually working quite well for me. If you then give me a switch to toggle these stupid damage notifications in the middle of the screen i would be very much pleased with UI tweaking for one expansion.
I don't want to demotivate you or be negative towards your work but i really do not understand why the log and the damage notifications are still that horrible (since so many years...) but you guys touch stuff that is in fact working just fine.
If i wanted to exaggerate i could say that making EVE a arcade shooter is not going to make you many friends and certainly not going to enhance your business case, thought ccp learned that with "useless quartersTM".
Thanks, Regards Gal
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Rengerel en Distel
Amarr Science and Industry
454
|
Posted - 2012.10.11 16:46:00 -
[532] - Quote
Marlona Sky wrote:I was wondering if the selected target would be re-sizable and give far more room to display more information on the ship icon. I don't mean information that is not already present, but perhaps more customization. Maybe instead of health bars, I am more concerned with my angular velocity and the targets speed and distance. Maybe instead of being part of the row/column of targets, when I select the target; it is in its own movable and adjustable UI.
So no new information, just more customization to taste on how that selected target is displayed to me with the information I am most concerned about.
More customization on my own HUD would be nice too. Give us the ability to decide what color we want what and how much space on the screen it takes up.
I think to go with this, the problem is trying to do too many things. If you don't have a ship targeted, you should get basic info only: are they locking me, have they locked me, are they shooting at me.
When you have them targeted you're expecting your ship to have more information. You should be able to see what effects they're under, their movement, distance and the like.
When you have them as your focus target, you should get the most information. The window for that target should be larger, perhaps as big as your own indicator, and your other targeted icons get smaller, yet readable.
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Galmas
United System's Commonwealth R.E.P.O.
8
|
Posted - 2012.10.11 16:49:00 -
[533] - Quote
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.
|

Rengerel en Distel
Amarr Science and Industry
454
|
Posted - 2012.10.11 16:56:00 -
[534] - Quote
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.
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Galmas
United System's Commonwealth R.E.P.O.
8
|
Posted - 2012.10.11 17:01:00 -
[535] - Quote
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? |

Ulair Memmet
Infinite Covenant Tribal Band
37
|
Posted - 2012.10.11 17:03:00 -
[536] - Quote
OK, first: Those target symbols look FAMILIAR ^^ "UQ Graveyard" EVE-Video from ~2003
I like the new options (target in range, impact, etc.) but this worries me:
- The new Target-icons: There is no indication of what the shield is, what the armor and what the hull. Everyone will learn it eventually, but it should be indicated somehow. Or maybe you could rearrange them and leave a small gap at the bottom and then have Shield -> Armor -> Hull from left to right (or the other way round) Like this: target-mock.png
- Again the new Target-icons: It's much harder to judge whether a target is under 50% or 25% of shield/armor/hull (Kinda relevant for POS-bashing)
- The targeting animation: Please leave the numerical timer there with at least one decimal. I often forget to activate sensor boosters and the timer always showed me this. The bar is NOT enough.
- The "aggressing" icon: I'm colorblind and I already have trouble seeing those bloody red quadratic markers. But the one in this screenshot/mockup is INVISIBLE to me.
Other than that: Good Job :) Keep it up
- Ulair |

Dersen Lowery
Knavery Inc. StructureDamage
122
|
Posted - 2012.10.11 17:05:00 -
[537] - Quote
Misanth wrote:This game has traditionally always rewarded those who put in an effort (or are lucky). Yet, 'poor' or slack players have always been able to fight those people, by offsetting it with tactics, numbers, etc. It's a very good balance, it's fair, etc. That balance is already struggling immensely right now, with all the blobs completely offsetting skill and tactics. My point: the least thing we need is even more reward for the lazy players, on the contratrary, we could really use more boosts to those who put in an effort. Perhaps we should just not let players see enemy shield/armor/hull totals AT ALL unless they fit modules or train spedific skills.  (that's a joke, obviously, but it would still be better than dumbing down the game and rewarding lazy people)
You have a point.
We could go 100% the other way and remove all information about target defenses. |

AMirrorDarkly
Ekchuah's Shrine Comporium Kill It With Fire
29
|
Posted - 2012.10.11 17:09:00 -
[538] - Quote
I really like the direction you guys are going, particularly the circular lock icons....
I particularly like the vision for the UI seen at fanfest, the square icon's and UI that we have in general now is very much a 90's style interface and this is the first steps in bringing it into the 21st century. Now we can just do away with some of these other boxes :D
Change for the sake of change and all that is rubbish, how many people go out and get a new clothes just because it's new and not because it adds anything, does anything different, except for it looking cooler or just different. Oh yeah, theres a whole industry built around it! my bad.
As long as it is intuative, sleek and practical then it will be great, a few tweaks are of course still needed, I think different colour bars is the way to move forward in that instance, blue/green/red that move to black as depleted is a pretty straight forward scheme, but as long as it serves it's purpose I am all for it.
I for one took one look at the screen shot and new exactly what everything was for, I did require both side by side to gather which one was shield/armour/structure, but it took less than 5 seconds to see changes on the Avatar and it was easy to replicate on the others to see their status. I like the fact I don't have to keep looking at the top of the screen (or wherever you've anchored the target list) to see the status of the fight, no need to move your eyes off the targets, and given how adaptive and supposedly intelligent eve players are, I really don't think this should be a problem.
|

Chicken Pizza
Penumbra Institute
72
|
Posted - 2012.10.11 17:31:00 -
[539] - Quote
This isn't practical in the least. You can make anything look nice, but the utility will always remain the same. These circles are downright confusing, and I see absolutely no advantage to changing the display in this fashion.
This is a waste of resources that would be better spent on other visual aspects of EvE. 27 pages and still no reasonable justification for this garbage. No offense to the designers or anything. I mean, it looks nice but it's utterly impractical in comparison to what we have right now.
Come on, CCP. Don't **** my target list up like this. |

Bloodpetal
Mimidae Risk Solutions
933
|
Posted - 2012.10.11 17:39:00 -
[540] - Quote
CCP karkur wrote:Bloodpetal wrote:CCP karkur wrote: - Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. .
Are you saying you're removing the activated module icons from the side of the locked targets section? How am I going to know which modules I have applied to which target? This is actually a very important part of the current. And doing the whole "hover over my modules" thing does NOT cut it for me. . No, we are not  this is what I wrote... I've highlighted the part you might be interested in  Quote:- Yes, the graphics are a bit wider now, but the old one had the module icons on the side so that should also count as the width of the targets. - the height of the old ones is greater, but then I have to add a little bit to the bottom of the new ones because that's where the active modules appear.
Ya, sorry. I read thoroughly typically, but I was going back through the posts and I glanced over that and I missed the second part. 
Where I am. |
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Dersen Lowery
Knavery Inc. StructureDamage
122
|
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

|
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
|
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 
|

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
|
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.
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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

|
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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OlRotGut
37
|
Posted - 2012.10.11 22:53:00 -
[571] - Quote
Please try to keep this in mind when revamping this.
Try to make it as easy as possible to know when you are being red/yellow boxed by enemies when you have brackets off, or if you are configured to see say "Friendly Logi" vs "all hostiles".
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CCP karkur
C C P C C P Alliance
1410

|
Posted - 2012.10.11 22:54:00 -
[572] - Quote
Jace Errata wrote: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? The HP bars are only on the active target... on the screenshot you have 2 targeted, and are targeting the 3rd ship, but you don't have the the HP bars on my friend skills, only on the Avatar CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1410

|
Posted - 2012.10.11 22:58:00 -
[573] - Quote
Djakku wrote:skills needs an avatar do you mean a new one? because poor skills used to have an Avatar, but some noob shot it down earlier this year CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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betoli
Morior Invictus. Ethereal Dawn
46
|
Posted - 2012.10.11 23:00:00 -
[574] - Quote
It would be nice to have an option so that the inbound damage from each ship is a time average (rolling 20 seconds?)
The flash flash will look better, but a rolling average is surely what you need. visually telling the difference between
flashflashflashflashflashflashflashflashflashflashflashflashflashflashflashflash
and
FLASH...........FLASH............FLASH...........FLASH............FLASH...........FLASH............
is not terribly intuitive in comparing relevence. or combine both. ITt should only take a small amount of arithmetic in the client.... |

Praerian
FireStar Inc Curatores Veritatis Alliance
52
|
Posted - 2012.10.11 23:01:00 -
[575] - Quote
As long as we don't lose the tooltips that show percentages, and each segment of UI is clearly defined as Sh Ar and str looks good. |

Maraner
The Executioners Capital Punishment.
214
|
Posted - 2012.10.12 00:05:00 -
[576] - Quote
CCP Explorer wrote:CCP karkur wrote:Myxx wrote:So, any way to make this something we don't need to have forced on us? I kinda like the current targeting UI atm. I would like to see it as something we are "delivering" to you, not forcing it on you  We do not want to have the 2 system living side by side, we just want to make this on right so you will like it!  What CCP karkur said. The code would very soon become entangled and messy unless we refactor and remove the old system. We want to get this right and we don't want to maintain two separate systems.
I realise I'm going back a bit on the current discussion, I have to say I very much like the look of the new system and you may not want to have two running but I STRONGLY and humbly urge you to leave the current three bar system in there as an optional extra.
I am not sure what sort of resources would be required to do this but many may not like the new system. Lack of optionality to the Unified inventory was largely responsible for the rage from the community in regards to that feature. We all like the new stuff, but I would prefer to wait for it if it means that there is an option around retaining the old system.
If you have to remove the old system so be it, but please re-code it's current functionality in the new system and provide it as an option. I'm still running all of my stuff of the station tab in regards to items and ships as I still find the Unified Inventory horrible.
So please, provide the old system as an option, we all are drawn to the shiny and new but it has to be shiny, new and have improved functionality.
p.s Unified Inventory still suks  |

Battlingbean
Star Frontiers THORN Alliance
8
|
Posted - 2012.10.12 00:08:00 -
[577] - Quote
The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven? |
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CCP karkur
C C P C C P Alliance
1411

|
Posted - 2012.10.12 00:11:00 -
[578] - Quote
Battlingbean wrote:The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven? skills is just clueless and does whatever... for example he loses avatars to noobs CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Misanth
RABBLE RABBLE RABBLE
742
|
Posted - 2012.10.12 00:15:00 -
[579] - Quote
Rengerel en Distel wrote:CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? I think when people said the target icons are larger, and you dismissed it saying they're not that much larger that it shows the same kind of thing as with the module icon windows. We also complained those were too large, and you didn't think so, and all iteration on the feature has gone silent. Icons and window borders keep getting bigger with each new feature, without any way for the players to adjust it, because you guys know best. Nearly every other MMO allows the players to customize the UI, because only the players know how they want it to look to themselves, but EVE says no, you're doing it wrong, and you have to do it the way we say to do it. That is the feeling I tend to get with the feedback on each feature. You'll tweak it as long as it works with what you wanted to do anyways, but if it's outside the scope of the work you want to do, then it's not going to happen.
Yah this is unfortunately quite common with CCP.
I have repeatedly highlighted every recent UI change for how everything just increases in size. At one point I asked Punkturis straight out if she's blind as a bat, and I even said the very least they can do is to give players the option to customize, as that is never a bad option. She was at least honest in her reply, stating she disagrees, and that more options is bad.
But frankly, in this case, those circular icons looked to be smaller to me, not bigger? I could be wrong, as others pointed out, the pictures doesn't really show. Either case, I completely agree with you, CCP should stop making everything so damn big, and they should really re-consider their stance that customizeable is bad. AFK-cloaking in a system near you. |

KIller Wabbit
The Scope Gallente Federation
77
|
Posted - 2012.10.12 00:18:00 -
[580] - Quote
space chikun wrote:Kage Toshimado wrote:"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."
Prism,
Not to heap on, but you have to understand that we are tired of this. Many, many people don't like the Unified Inventory, and we were told it was a work in progress and then BAM!!! we all got this piece of garbage anyhow.
If we don't speak up, chances are (at least we are worried) we'll have this forced upon us as well.
I hate to break it to you, I've only heard complaints from a small number of people on the UI. It was difficult to get used to, but once you've actually taken the time to explore its features, it makes a GREAT NUMBER of tasks a LOT easier than before. And a very, very small number a tiny bit more difficult if you're in a hurry. Who am I kidding, I do like breaking it to you - just like Prism X, I'm getting sick of the vocal few jumping up and down like toddlers whenever CCP wants to make their game look cool or function in a more modern way. Just because you're USED to the crappy old way, doesn't mean the game should continue using the crappy way. The game needs players to keep getting better. This change makes it more accessible for some players, and knowing CCP, there's probably a backend revamp that went with this to make it less laggy. I hope. Well lag never gets fixed, just induced, so I could be wrong.
You must play with just yourself. I hear from my Alliance all the time about how poor the new inventory is - of course they use much more appropriate language for a half-birth. I also see it in local in my travels throughout EVE.
If you deal with anything beyond simple personal stuff it lags like crazy and makes getting things done a total pain. They said they were going to improve lag - my corporate inventory takes a LOT longer to open than is intuitive, which make me thing I missed clicking it, which results in me closing it - and around and around I go.
Constant half-baked ingredients added to game make it a half-baked game. |
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KIller Wabbit
The Scope Gallente Federation
77
|
Posted - 2012.10.12 00:22:00 -
[581] - Quote
CCP Prism X wrote:Kage Toshimado wrote: Prism,
Not to heap on, but you have to understand that we are tired of this. Many, many people don't like the Unified Inventory, and we were told it was a work in progress and then BAM!!! we all got this piece of garbage anyhow.
If we don't speak up, chances are (at least we are worried) we'll have this forced upon us as well.
I'm not telling you to keep your opinions to yourself. Merely saying thta there's a difference between feedback and repeating the same feedback over and over again despite said feedback having been acknowledged. Why am I saying this? It's not because we've got fragile egos and will cry ourselves to sleep if you don't treat us kindly. It's because it creates a very bad atmosphere. We cant acknowledge the same feedback over and over again, so eventually we stop answering the question. That makes somebody feel like he is being ignored when it's really the issue having already been covered. That makes people angry. They start posting angry. Newcomers come to the thread and see an angry poster talking about being ignored. A bandwagon is created. 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 longwinded attempt to re-rail the discussion that I feel I may have de-railed somewhat.
Then how about a daily DEV summary of the issues and suggestions you have recognized? Tell people up front you are going to do that. Then all they have to do is blue tag jump through Dev posts and they will be caught up on what you've acknowledged. I had to scroll through 10 pages before I found that you acknowledged that performance degradation is a recognized risk.
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Lyrrashae
Crushed Ambitions Reckless Ambition
359
|
Posted - 2012.10.12 00:32:00 -
[582] - Quote
Real-time velocity-vectors can we haz plees? There is a fine and proper artistry to wielding verbal scalpels, such that the crap-poster you've slashed doesn't even know they've been cut. But verbal bludgeons -- Those are just fun. |

Misanth
RABBLE RABBLE RABBLE
742
|
Posted - 2012.10.12 00:34:00 -
[583] - 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 
If you remove the damage notifications (ingame), at least let them stay in logs externally. To elaborate; I more or less never use the ingame combat log, even tho yes I do have the 'log' added to my Neocom (there are times when you really want quick access to it). But I very frequently use the log, out of game. In cross-corporation/alliance conflicts, for example, when you need to know who shot when, this is a very nice tool for reference. Or, if you need to know more exaclty when an event transpired (when, more exactly on the minute/second, did we do X?).
The combat log is an excellent tool, especially for corporation directors, diplomats, etc. Ingame it is not very attractive and fills limited use, a more attractive UI could replace it. But as information tool, it will be gravely missed if it's completely removed. All you have to do is a tickbox like the 'log chat to file' for combat messages, and let those of us who want it get it in a .txt externally, should be a fairly simple solution?
Thank you. AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
742
|
Posted - 2012.10.12 01:00:00 -
[584] - Quote
GeeShizzle MacCloud wrote: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.
Using existing duplicate features to illustrate something else, useful. Good idea. Assuming the old system (overview) is outdated, and the new better, is not.
TL;DR some of us use the overview extensively. It's the main source of information during combat. There's plenty of players who, like me, about never ever look at your own ship. Let alone, above the speedometer. Overview tells me most stuff I want to know, with speed, type, distance, radial, (transversal, depending on setup), etc. The tactical overlay shows me positions. And using 'look at' feature on enemy ship can give me vital information as well, in certain environments. What is of LEAST concern, is to look at my own ship or the surroundings. I'm not a space-tourist, and I have much more pressing matters than to glance at bottom-middle for some random information I can as well get from a source I use non-stop, i.e., the overview.
Having e-war information on the overview is really really helpful. Having the new icons added recently, is kinda useless. Even in a DED plex with 10+ frigates webbing me, it was just easier to lock down the overview and target webbers from there, so I don't even see PvE benefits with those icons. For some missionrunners with little to no interest in other peoples movement, and where you don't need instant reaction to others movement, I guess, these new icons can come in handy.
If anything, your suggestion should rather add more icons, preferably on the targetbox itself (and quite possibly coloured or otherwise easily distinguishable). Hopefully we'll never ever see CCP remove the ewar effects from the overview, that'd just make the game less intuitive and harder to read. I.e. it's easier to look at one-two spots (overview, tac overlay), rather than four (overview, tac overlay, target box, above your speedometer). AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
743
|
Posted - 2012.10.12 02:01:00 -
[585] - 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. 
Funny that you bring that up, some RL friends and me were discussing the other day how kids today don't see things 'at the hours' or clock-/counterclockwise. They're too used to digital watches, and many of them never owned an analogue one.
That being said, while I'm slightly older than those kids, I still find it alot more more intuitive to read the hp bars from left, to right, to bottom. I'd prefer the HP bars to rather 'fill up' than deplete like they do today tho. In the current system I prefer them to run out, in a future circular system I'd want them to 'progress' through the circles. And ultimately I would much prefer to have a small distance between where the shield start and hull ends, like Tippia suggested.
It could be a cultural thing, like those tribes in Africa or whatever that really can't handle squares, everything in their life is circular.  AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
743
|
Posted - 2012.10.12 02:08:00 -
[586] - Quote
Bubanni wrote: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.  I gotta agree with Maria though, regardless of when the day starts :D shields on left, armor on right, hull at bottom,
..and this is exactly why CCP must (if the circular target boxes goes through) let the players chose which bar that has what position. Plus, let us chose if the health will deplete/progress through the bars. It's really obvious that between everyone that post here, it's big variation of what we feel is 'intuitive'. That just makes me feel Tippia is more right when stating this system is not intuitive, as in, yes we can learn and get used to it. But it will feel wrong, and in the heat of the moment etc.. this new system has the risk of hampering player performance, plus/or add annoyance/frustration.
Is it worth enforcing a certain mechanic that will be an annoyance for many? Is there any issue with letting it be adaptible/configured to players preference? I mean; the core functionality plus the exact same circle will be there for everyone, so it's still only one system to maintain, not multiple. It just lets players position health, and the movement of their bars, as they like. AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
743
|
Posted - 2012.10.12 02:21:00 -
[587] - Quote
CCP Prism X wrote:Cerulean Ice wrote:CCP Prism X gets it. Dude I'm trolling.
Forum rules: http://wiki.eveonline.com/en/wiki/W/index.php
Quote: Trolling is prohibited.
Trolling is the word used to describe a post that is deliberately designed for the purpose of angering and insulting the players. Posts of this nature are disruptive and do not contribute to the sense of community we want for our forums.
..this post may or may not have been posted lightheartedly, and may or may not be taken in a super-serious fashion. AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
743
|
Posted - 2012.10.12 02:27:00 -
[588] - Quote
Steve Ronuken wrote: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.
No it's not.
Intuitive - as the word suggest, it is something that is supposedly understood by intuition (or known or perceived). That is not the same as learning something easily and then remembering it. Intuitive means you will spontaneously assume that X is the way to go. The first time you do it, if you're woken up and immediately requested an action, etc.
Judging by all the comments here, the new system is far from that, in fact, it seems mandatory to "have to learn" it, so it's anything but intuitive. I'm not saying this is good or bad tho, but let's pull all those bullshit argument out at least. It's a lie to call it intuitive or logical, posts here already prove it is not. It's might "make sense" or be "easy to learn", but that's a completely different thing.. and is as such not a good reply/counter-argument to those claiming this system isn't intuitive.
I'd recommend something along the line of, first agreeing it is not, "yes, it's not untuitive .. but", and then adding the benefits with the system that comes for this tradeoff. It would make alot more sense. AFK-cloaking in a system near you. |

Ranger 1
Ranger Corp
2525
|
Posted - 2012.10.12 03:02:00 -
[589] - Quote
I just wanted to mention I'm rather a fan of the idea of having some info actually show up on the in space icon, and a thin line connect it to the "targetted" icon at the top (or wherever) of your screen and it shows the rest.
I suppose you could also consider running that line over the the overview, but that might get visually confusing.
The truth is, it would make you view of a battle look a heck of a lot more like the sci fi looking readouts we see in the trailers (the current ideas help a lot in this regard already). To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
345
|
Posted - 2012.10.12 03:16:00 -
[590] - Quote
KIller Wabbit wrote:CCP Prism X wrote:*snip*
I'm not telling you to keep your opinions to yourself. Merely saying thta there's a difference between feedback and repeating the same feedback over and over again despite said feedback having been acknowledged.
Why am I saying this? It's not because we've got fragile egos and will cry ourselves to sleep if you don't treat us kindly.
It's because it creates a very bad atmosphere. We cant acknowledge the same feedback over and over again, so eventually we stop answering the question. That makes somebody feel like he is being ignored when it's really the issue having already been covered. That makes people angry. They start posting angry. Newcomers come to the thread and see an angry poster talking about being ignored. A bandwagon is created. 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 longwinded attempt to re-rail the discussion that I feel I may have de-railed somewhat. Then how about a daily DEV summary of the issues and suggestions you have recognized? Tell people up front you are going to do that. Then all they have to do is blue tag jump through Dev posts and they will be caught up on what you've acknowledged. I had to scroll through 10 pages before I found that you acknowledged that performance degradation is a recognized risk. This. It is the medium (discussion forum) which creates the feedback challenges.
Great suggestion by KIller Wabbit re: the consolidation of issues, feedback and findings. This will help with the project meetings and moving things forward when addressing customer input results.
If it sounds like we are telling you (CCP Prism X) how to execute in your job, then you are correct. Interestingly, this is the first time that I have seen a useful discussion on how CCP processes customer feedback via these forums. This subject material is applicable across *all* CCP project teams who even glance at the EVE-O forums as a resource for obtaining customer input.
+++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |
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Luka Datitties
Morbidly Obese
9
|
Posted - 2012.10.12 03:41:00 -
[591] - Quote
If anything gets changed I'd like it to be the static box at the top middle of the screen that blocks other windows. Why not eliminate that for combat purposes and show yellow numbers representing damage dealt to what you shot over top of what you hit? Why not show red numbers coming out of your capacitor circle when you get hit? It does NOT have to be like WoW or whatever other game you can compare that to, but visually it would be much better than a box in the middle of the screen. According to that screenshot Chribba posted, that is the one thing that remains unchanged in this game for 10 years. |

Misanth
RABBLE RABBLE RABBLE
750
|
Posted - 2012.10.12 03:55:00 -
[592] - Quote
Tippia wrote:Misanth wrote:There are currently rewards in actually fitting modules that tells you about enemy ships (check cap, check fitting, even disguise your targeting so enemy don't know you scan them, etc). Do you really think this game should be Hello Kitty in space where everyone is presented with information that completely offset the rewards for those who put in an effort? Doesn't that go against the very nature of both a sandbox, but also EVE through history? GǪthat said, there might be some merit to combining the two standpoints: what if fitting (and running) certain modules simply revealed more UI elements, Deus Ex-style*? In this case, the ship scanner would be turned into a constantly active module instead of a one-shot deal, and give you that fourth health bar on the target display, showing cap, and maybe access to a drop down or fold-out menu with other fittings. Alternatively, it would give you a, say, 20-second window where that display is updated before it fades away and you need to ping the ship again. Since part of the goal of this whole exercise is to make information more readily available without spawning new windows all over the place, incorporating that information as add-ons to existing displays would be one way to go. Thus, you get the benefit of fitting and running the module and the benefit of not having to wade through new windows to read the information you've bought with that fitting space and extra cap use. * I'm sure other games than DX does it, but I couldn't think of any off the top of my head.
Why not, it'd give CCP something mouth-watering to play around with for FANCY LOOKZ too. It's a separate issue tho to what I replied to there, but it's definately something that sounds appealing to me at first glance. AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
750
|
Posted - 2012.10.12 03:58:00 -
[593] - Quote
Palovana wrote:CCP karkur wrote:Palovana wrote:CCP Masheen wrote:mkint wrote:What will the new indicator icons look like on the overview? Good question! Short answer: in Retribution we're not changing the overview. Does this also mean that there will be no way in the Overview to see who has specific (suspect, criminal, etc) flags? There is actually another team working on that... and I think they are planning on showing that. Excellent news. Wouldn't want to make a criminal of myself by "accidentally" shooting an innocent pilot. 
Easy fix. There is no innocent pilots.  AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
750
|
Posted - 2012.10.12 04:03:00 -
[594] - Quote
Galmas wrote:Salpun wrote:When will the damage notification be movable  And the log be easier to read? For me it would certainly be much more beneficial if you folks at ccp would work on the format of the logs (damage done/received at the beginning of the line, then pilot name, then the weapon, then the rest of the more or less useless spam...) instead of changing a part of the UI which is actually working quite well for me. If you then give me a switch to toggle these stupid damage notifications in the middle of the screen i would be very much pleased with UI tweaking for one expansion.
If.. a) damage logs would separate (different windows, and separate on/off tickboxes) damage done, damage taken, and information, and b) damage logs could be positioned wherever you wanted
Then I think CCP would please alot of players, and achive alot more success than many other suggested changes in here. Simple as that. AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
750
|
Posted - 2012.10.12 04:09:00 -
[595] - 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.
How many of my accounts can I use for that?  AFK-cloaking in a system near you. |

space chikun
Fweddit I Whip My Slaves Back and Forth
10
|
Posted - 2012.10.12 04:14:00 -
[596] - Quote
Vaerah Vahrokha wrote:I have a suggestion. What about the target stays in a circle and: - On the upper side (say 220-¦, that is a bit more than half of the circle) there's the lock countdown, basically a thin red-dish arc (with number at the top of the targetting circle in a little square) that shortens as the lock progresses. The thin red arc is on the perimeter of the target circle. - On the bottom, 3 other concentric semi-arcs, say 60-80-¦. One is shields, the second is armor the third is hull. It'd keep the "modern circular" theme while also being VERY easy to learn, to glance at and easy to adapt from "old pilots". Here's is an awful but illustrative picture detailing my idea. Of course the lower arcs could be better joined with the overall circular shape, be inside it or whatsnot.
Hire this guy. |

Lieam Thellere
Noctis Inc. The CodeX Alliance
8
|
Posted - 2012.10.12 04:15:00 -
[597] - Quote
Might have already been mentioned, but we're 30 pages in, so I read a few then skipped to the end.
I like the basic concept of the clock-style bars, but agree that my first instinct was the left-side bar would be the shield. I think this could be fixed just by rotating the "clock" a bit.
Put the shield bar on top (so it reaches from 10 to 2), the armor in the right-lower third (from 2 to 6) and the hull in the lower-left third (6 to 10). That leaves the "break" points between each in a kind of Y shape, instead of the inverted-Y as it's currently shown. This way, you instinctively look at the TOP for your shields, and damage progresses clockwise around the icon. |

Misanth
RABBLE RABBLE RABBLE
751
|
Posted - 2012.10.12 04:29:00 -
[598] - Quote
space chikun wrote:Vaerah Vahrokha wrote:I have a suggestion. What about the target stays in a circle and: - On the upper side (say 220-¦, that is a bit more than half of the circle) there's the lock countdown, basically a thin red-dish arc (with number at the top of the targetting circle in a little square) that shortens as the lock progresses. The thin red arc is on the perimeter of the target circle. - On the bottom, 3 other concentric semi-arcs, say 60-80-¦. One is shields, the second is armor the third is hull. It'd keep the "modern circular" theme while also being VERY easy to learn, to glance at and easy to adapt from "old pilots". Here's is an awful but illustrative picture detailing my idea. Of course the lower arcs could be better joined with the overall circular shape, be inside it or whatsnot. Hire this guy. EDIT: Just not for art.
Hire him for f-art?
I like his idea, but if I get to dream as well about possible look of this, I'd want his vision.. upside down. 220 degrees of shield/armor/hull on top of the circle, and the bottom part would be 'open' for active module icons, and below that.. a customizeable transparent zone for text. I'd make mine something like: [ Name ] (PvE) / [ Type ] (PvP) [ Distance ] [Radial Velocity ]
Say we can do some 5-6 various settings, i.e. basicly like the overview, but you put all that information in text below the target. Below should be more flexible for icons/texts, that's why I'd prefer to see the health indicators on top instead. The left/right could have timers, say, right for ex could be timer of your activation on enemy, while left side show timer of enemies activation on you. Just brainstorming, but it'd literally be CCP's circular idea, with Vaerah's image, but upside down (and the added left/right timer indicators). AFK-cloaking in a system near you. |

Nyla Skin
Maximum fun chamber
94
|
Posted - 2012.10.12 06:13:00 -
[599] - Quote
space chikun wrote: 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.
Why in the blooming earth do INDICATORS of all things need to be transparent? What possible purpose would not seeing indicators clearly have?
I will again second the suggestion given earlier in the thread. Make the indicators three concentric circles. Shield on the outside, armor in the middle, structure on the inside. That way it is at least intuitive which is which. When suffering damage, the shield indicator goes full circle before moving to armor and so on.
If indeed having the indicator as a circle is crucial to CCP? Maybe because circular indicator looks nice when it blinks.. I wish not all practicality was sacrificed on altar of "looking pretty".
|

ergherhdfgh
Imperial Academy Amarr Empire
57
|
Posted - 2012.10.12 06:35:00 -
[600] - Quote
This all sounds really great but so did the new inventory system at first and that has turned out to be a big hassle. I would say how you do it might be more important that what you do. The devil is in the details.
That being said if this stuff is even half as good as you make it sound and you don't introduce any buggy behavior in the process then it should be great. |
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CCP Explorer
C C P C C P Alliance
959

|
Posted - 2012.10.12 09:16:00 -
[601] - Quote
CCP karkur wrote:Battlingbean wrote:The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven? skills is just clueless and does whatever... for example he loses avatars to noobs Video proof: http://www.youtube.com/watch?v=1HrNu0WdUJg&t=1m10s
Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
959

|
Posted - 2012.10.12 09:26:00 -
[602] - Quote
CCP karkur wrote:Palovana wrote:CCP Masheen wrote:mkint wrote:What will the new indicator icons look like on the overview? Good question! Short answer: in Retribution we're not changing the overview. Does this also mean that there will be no way in the Overview to see who has specific (suspect, criminal, etc) flags? There is actually another team working on that... and I think they are planning on showing that. For information on Crimewatch please read this devblog http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 from CCP Masterplan and kindly post your questions and comments in the feedback thread for that devblog. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Herren Varno
Perkone Caldari State
0
|
Posted - 2012.10.12 09:52:00 -
[603] - Quote
In every one of my thousand plus engagements, I've never once had an issue keeping track of an opponent's HP. The three stacked bars are perfectly intelligible and intuitive. The circular bars as they currently stand add a lot of ambiguity and would lead to misinterpretation. Even with tweaking I really can't see how it would ever be as intuitive. This is a backwards step for usability that adds precisely nothing and really needs to be reconsidered.
[I haven't read through the whole thread so forgive me if I'm repeating what's already been said, or if you've already seen sense!] |
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CCP Explorer
C C P C C P Alliance
959

|
Posted - 2012.10.12 10:23:00 -
[604] - Quote
Misanth wrote:Rengerel en Distel wrote:CCP karkur wrote:mkint wrote:I like how the typical dev response so far has been 'I'm right you're wrong, suck it.' I'm getting that bad feeling that comes before things like before the inventory changes, and every other unpopular failure that I've seen added to the game. wow, really? I think when people said the target icons are larger, and you dismissed it saying they're not that much larger that it shows the same kind of thing as with the module icon windows. We also complained those were too large, and you didn't think so, and all iteration on the feature has gone silent. Icons and window borders keep getting bigger with each new feature, without any way for the players to adjust it, because you guys know best. Nearly every other MMO allows the players to customize the UI, because only the players know how they want it to look to themselves, but EVE says no, you're doing it wrong, and you have to do it the way we say to do it. That is the feeling I tend to get with the feedback on each feature. You'll tweak it as long as it works with what you wanted to do anyways, but if it's outside the scope of the work you want to do, then it's not going to happen. Yah this is unfortunately quite common with CCP. I have repeatedly highlighted every recent UI change for how everything just increases in size. At one point I asked Punkturis straight out if she's blind as a bat, and I even said the very least they can do is to give players the option to customize, as that is never a bad option. She was at least honest in her reply, stating she disagrees, and that more options is bad. But frankly, in this case, those circular icons looked to be smaller to me, not bigger? I could be wrong, as others pointed out, the pictures doesn't really show. Either case, I completely agree with you, CCP should stop making everything so damn big, and they should really re-consider their stance that customizeable is bad. CCP karkur already replied to a good portion of this here https://forums.eveonline.com/default.aspx?g=posts&m=2030910#post2030910 Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
959

|
Posted - 2012.10.12 10:30:00 -
[605] - Quote
Cerulean Ice wrote: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. Just assume CCP Prism X == ~sarcasm~. It simplifies life a lot.
Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Tippia
Sunshine and Lollipops
9862
|
Posted - 2012.10.12 10:35:00 -
[606] - Quote
KIller Wabbit wrote:Then how about a daily DEV summary of the issues and suggestions you have recognized? Tell people up front you are going to do that. Then all they have to do is blue tag jump through Dev posts and they will be caught up on what you've acknowledged. I had to scroll through 10 pages before I found that you acknowledged that performance degradation is a recognized risk. This is actually a pretty nifty idea (except for the devs who have to write a lotGǪ ).
It doesn't have to be daily, exactly, but some kind of consolidation update every now and then on what feedback has struck a note and if there's some common point of confusion that should be highlighted and cleared up once and for all. 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
937

|
Posted - 2012.10.12 10:49:00 -
[607] - Quote
CCP Explorer wrote:Just assume CCP Prism X == ~sarcasm~. It simplifies life a lot.
Hey I don't give out cheat codes for you, stop giving them cheat codes for me! @CCP_PrismX EVE Database Developer and Expert Ranter Member of Team Pony Express |
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Myrkala
Royal Robot Ponies Happy Cartel
25
|
Posted - 2012.10.12 11:03:00 -
[608] - Quote
GeeShizzle MacCloud wrote:Bubanni wrote: Well, it's not useless information either :)
maybe not for you Bubanni, but most people in eve dont go around in slowcat carrier groups or have configured carriers on hotdrops to allow on the fly module switching. itd be a very niche thing for a very select group of people, people who should be able to tell by damage notifications if someones hitting their resist hole or having their shots be pinged off their highest effective tank profile.
Well, lets say you have a setup with three active hardeners. Being able to see what type of damage type is incoming allows you to make the decision to overload one hardener that will be hardening against the most abundant incoming damage type.
Granted this won't help older and more experienced players as much because they will usually be able to guess correctly based on the scenario or shiptype they are fighting against what damage type will be most abundant. |

Holy One
Habitual Euthanasia Pandemic Legion
233
|
Posted - 2012.10.12 11:29:00 -
[609] - Quote
Harder to read, introduces even more pixel consuming excessive ui clutter and reduces information available. Thew view from the top will necessitate squinting at circles trying to guess which bar is which and whats moving. All while trying to do 50 other things. Do not want. |

Gun Gun
Black Omega Security Goonswarm Federation
23
|
Posted - 2012.10.12 11:49:00 -
[610] - Quote
It all looks alright but I would like to know what is the logic behind switching to circular damage bars on locked targets. To me it seems counter intuitive as our own ship's health is represented by 3 (curved) bars one bellow the other. |
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GeeShizzle MacCloud
218
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Posted - 2012.10.12 11:53:00 -
[611] - Quote
just a quick question... as much as i like a fresher new snazzy looking overview.. theres some issues with overviews under the bonnet, is there any plans to get out the wrenches and go to town on those at some point in the near future?
kthanksbye! |

Debir Achen
The Red Circle Inc.
30
|
Posted - 2012.10.12 11:57:00 -
[612] - Quote
Going to jump on the "don't like the summary circles" bandwagon.
The current "locked target summary" UI is pretty good. Square boxes line up nicely, and most of the important information is in a band underneath each icon. My main criticisms currently are that the "active weapons" icons can get pretty small once you have three or more, that the icons sometimes move about when I'm trying to interact with them, and that the "targeted ship" and the "active on overview" ship sometimes are not the same thing. None of these issues will be dealt with by circular icons.
In contrast, the circular icons spread out the information in a less obvious manner, and also the "active area" of a square box (for clicking, dragging, etc) is a lot more obvious that a circular box when dealing with a 2-D pointing device.
The rest looks pretty good. For status on ships in the main window (vs the summary), other options include three little bars to one side, or stacked underneath as they are on the summary. Aren't Caldari supposed to have a large signature? |

Siduru
Unexpected Accident
4
|
Posted - 2012.10.12 12:07:00 -
[613] - Quote
i got only one question.
It will be possible to turn it off ?
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Oovarvu
Iron Skies Ethereal Dawn
0
|
Posted - 2012.10.12 12:20:00 -
[614] - Quote
just want to have my twopennyworth,
shields on the left, armor on the right, structure at the bottom with the damage bar starting from the left
ship type at the top and range and speed underneath
with speed underneath its one less thing cluttering up the overview.
just an idea. |

Oberine Noriepa
943
|
Posted - 2012.10.12 12:47:00 -
[615] - Quote
Ranger 1 wrote:The truth is, it would make you view of a battle look a heck of a lot more like the sci fi looking readouts we see in the trailers (the current ideas help a lot in this regard already). Improvements are paramount in a feature like this. I do hope that the new HUD ends up looking cool, however. The HUD and UI are both in need of a face lift. Personally, I thought that the Fanfest UI was very sci-fi looking. Hopefully it isn't forgotten. |

Kusum Fawn
State War Academy Caldari State
215
|
Posted - 2012.10.12 14:40:00 -
[616] - Quote
Nyla Skin wrote: I wish not all practicality was sacrificed on altar of "looking pretty".
for goddamn truth.
its nice that its shiny
but does it work? Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

War Kitten
Panda McLegion
1322
|
Posted - 2012.10.12 15:18:00 -
[617] - Quote
LOVING the idea of more visual info during combat - Very nice!!
CCP karkur wrote:[quote=Karl Planck]Going to repost this as I do not think the devs are looking at the first couple of posts. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized  ). We want to display who is seriously hurting you and threatening your life... and if I'm shooting at you with my Civilian gun and getting some AMAZING hits in (for me), it wouldn't make much sense that I was flashing bright red, while the guy that is dealing 20x my damage is just blinking faintly because he can do a lot better, would it? (the current damage messages actually categorize the hits based on the ability of the module) /quote]
Make this a checkbox in the settings and let us pick. I can think of times I'd want it both ways.
- Or - Do both...
Make the red brightness/opacity reflect the damage in relation to the shooter's potential, and make the size of the circle burst relative to your ship's HP.
Big circles - Big incoming damage. Bright Red circles - They're doing their max damage.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Roime
Shiva Furnace Dead On Arrival Alliance
1330
|
Posted - 2012.10.12 15:26:00 -
[618] - Quote
Oovarvu wrote:just want to have my twopennyworth,
shields on the left, armor on the right, structure at the bottom with the damage bar starting from the left
ship type at the top and range and speed underneath
with speed underneath its one less thing cluttering up the overview.
just an idea.
+2 pennies, I'll live without range & speed (angular/transversal go hand in hand with those two) but yeah, why not if it doesn't clutter things too much.
But most importantly, that arrangement of the tank displays is the most logical one.
Gallente - the choice of the interstellar gentleman |

Utremi Fasolasi
La Dolce Vita
98
|
Posted - 2012.10.12 15:36:00 -
[619] - Quote
Inquisitor Kitchner wrote: I approve. Circles are far more futuristic then squares. Squares are dead, long live circles!
I think EVE needs more hexagons.
edit: I was sort of joking at first but after I hit Send.. it comes to me that hexagons are pretty awesome and futuristic aesthetically and have a little more space around them than a circle or a square for additional info to fit, like speed or transversal velocity.
I don't mind the clocklike display of HP though through the three layers, I think once its on the test server folks will get used to it quickly. |

Luka Datitties
Morbidly Obese
9
|
Posted - 2012.10.12 15:37:00 -
[620] - Quote
Tippia wrote:KIller Wabbit wrote:Then how about a daily DEV summary of the issues and suggestions you have recognized? Tell people up front you are going to do that. Then all they have to do is blue tag jump through Dev posts and they will be caught up on what you've acknowledged. I had to scroll through 10 pages before I found that you acknowledged that performance degradation is a recognized risk. This is actually a pretty nifty idea (except for the devs who have to write a lotGǪ  ). It doesn't have to be daily, exactly, but some kind of consolidation update every now and then on what feedback has struck a note and if there's some common point of confusion that should be highlighted and cleared up once and for all.
The Dev who starts the thread should just edit the first post with the ideas that have already been addressed, ideas that are being considered, updates to current line of thinking etc... so that people don't have to filter through 50+ pages of posts to make sure they are contributing something new to the thread. Perhaps these updates could even have links to where the idea was posted on whichever page? |
|
|

CCP Prism X
C C P C C P Alliance
940

|
Posted - 2012.10.12 15:45:00 -
[621] - Quote
Luka Datitties wrote:The Dev who starts the thread should just edit the first post with the ideas that have already been addressed, ideas that are being considered, updates to current line of thinking etc... so that people don't have to filter through 50+ pages of posts to make sure they are contributing something new to the thread. Perhaps these updates could even have links to where the idea was posted on whichever page?
It doesn't help. Nobody reads even the first page before posting.. 
Edit: Smiley added. Smileys make everyone happy! @CCP_PrismX EVE Database Developer and Expert Ranter Member of Team Pony Express |
|

Darnok Iksnibiks
Grim Determination Nulli Secunda
4
|
Posted - 2012.10.12 15:46:00 -
[622] - Quote
Q: How it is indicated if enemy is alpha volleying you? A: Well... You are going to see that single, powerful pulse effect around your ship... It will be blue-ish... |

Bagrat Skalski
Poseidaon
51
|
Posted - 2012.10.12 17:33:00 -
[623] - Quote
http://oi46.tinypic.com/34nppjo.jpg
I made mockup of layout I think obout. Its "pre alpha", but you can get general impresion of it.  About WIS |

Anja Talis
Sal's Waste Management and Pod Disposal The Mockers AO
90
|
Posted - 2012.10.12 19:29:00 -
[624] - Quote
Stay on target. We're too close! Stay on target! Loosen up! Gold Five to Red leader, lost Tiree, lost Dutch. I copy, Gold Leader. It came from... behind! |

JadeCantare
Dropbear Preservation Society Test Friends Please Ignore
0
|
Posted - 2012.10.12 20:19:00 -
[625] - Quote
I don't like the new target boxes much, But I do like the new target actions brackets.
I personally think there is nothing wrong with the current target boxes, They work, so why try and fix what isn't broken? |

Bagrat Skalski
Poseidaon
53
|
Posted - 2012.10.12 20:28:00 -
[626] - Quote
I think the same, if we have to change something, then why not change everything, so it will be more esthetically pleasing and improved for the sake of customization, intuition, speed and scalability.
For now nearly every thing is square and it works too.  About WIS |

Claire Raynor
NovaGear
20
|
Posted - 2012.10.12 20:56:00 -
[627] - Quote
This DEV BLOG is made of WIN!!!
I like Circles. I always have. This is ace!  |

Claire Raynor
NovaGear
20
|
Posted - 2012.10.12 21:00:00 -
[628] - Quote
Bagrat Skalski wrote:http://oi46.tinypic.com/34nppjo.jpg I made mockup of layout I think about. Its "pre alpha", but you can get general impression of it. 
That is also a really nice UI. |

Claire Raynor
NovaGear
20
|
Posted - 2012.10.12 21:12:00 -
[629] - Quote
Siduru wrote:i got only one question.
It will be possible to turn it off ?
I think it's F9 |
|

CCP karkur
C C P C C P Alliance
1435

|
Posted - 2012.10.12 21:26:00 -
[630] - Quote
Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you ) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
|

Niko Lorenzio
United Eve Directorate
77
|
Posted - 2012.10.12 21:35:00 -
[631] - Quote
CCP karkur wrote: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 
Well I didn't want to divert the post, but since you asked, I was thinking maybe with perfect/good hits the turrets should hit somewhere in the center of the ship, the slight and grazed somewhere on the far sides, and barely hits maybe just off the bow... not sure how realistic it is, but that's my thought.
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!
I cant believe they can't figure this out. If you compare to the "old view" it's obviously the one w/o any damage, top right.
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 
^THIS IS GENIUS! Can it be done w/o turning our screens into a disco party with LSD??
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. 
I don't know what the score is on which way people prefer it to go, but my vote is 100% clockwise. Counterclockwise will be the confusing way. And I don't buy that module HP damage rises while Hull HP depletes. It's all how you look at it, and since it shows % of damage taken, it should be rising, not depleting. It's clockwise everywhere, should be clockwise on targets as well. Also if you think about, starting at 12 like you have is the best, because it's like you start from the top of the circle, and as you progress the red circle goes all around and when it's complete you get a pop! 
Thanks for monitoring the posts so actively and addressing the negative feedback quickly and efficiently, even if people seem to overlook your answers, many of us are actually paying attention to them! |

krickettt
Golden Orb Technology inc
7
|
Posted - 2012.10.12 21:36:00 -
[632] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you  )
Yay lock counter! :D |

Bubanni
ElitistOps Pandemic Legion
474
|
Posted - 2012.10.12 21:40:00 -
[633] - Quote
I find the decimals useful on my quick locking ships, specificaly between 2-3 sec locks. May I suggest that there is at least 1 decimal. When below 10 sec locks
So when it says 11 sec lock time it only says 11, but at 9 it says 9.9 and down or something like that
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

GeeShizzle MacCloud
218
|
Posted - 2012.10.12 22:00:00 -
[634] - Quote
maybe sort it to 2 significant figures so when its over 10 seconds its not showing decimals and when its less it shows 1 decimal place. that way you can work around the counter as always having 2 numbers and itd be easier to optimise placements of things.
=) |

Niko Lorenzio
United Eve Directorate
77
|
Posted - 2012.10.12 22:10:00 -
[635] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you  )
Noooooooooooooooooooooo!!!! BAD TEAM, BAD TEAM! Stop giving in to pressure, CLOCKWISE PLEASE! |

Tyberius Franklin
Federal Navy Academy Gallente Federation
329
|
Posted - 2012.10.12 22:41:00 -
[636] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you  ) So long as everything it moves in a continuous (lock counter, damage inflicted and defensive layers) direction I'm fine either way. but clockwise prograssion of damage just seems more... proper.
That said I'm not sure counterclockwise is terribly intuitive even considering the HUD. But if we are talking consistency then another way to look at it is the HUD's clockwise motion is beneficial (my HP) where the clockwise motion of my targets HP indicator is non-beneficial (they are regaining HP).
Ofcourse one could look at the opposite and say regaining HP moves clockwise whereas loosing HP moves counterclockwise...
I see the conflict now, I think... |

Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:14:00 -
[637] - Quote
CCP Explorer wrote:Misanth wrote:Yah this is unfortunately quite common with CCP.
I have repeatedly highlighted every recent UI change for how everything just increases in size. At one point I asked Punkturis straight out if she's blind as a bat, and I even said the very least they can do is to give players the option to customize, as that is never a bad option. She was at least honest in her reply, stating she disagrees, and that more options is bad.
But frankly, in this case, those circular icons looked to be smaller to me, not bigger? I could be wrong, as others pointed out, the pictures doesn't really show. Either case, I completely agree with you, CCP should stop making everything so damn big, and they should really re-consider their stance that customizeable is bad. CCP karkur already replied to a good portion of this here https://forums.eveonline.com/default.aspx?g=posts&m=2030910#post2030910
No, she didn't. She replied to comments on THIS issue, I was talking about CCP in general. No offense to anyone, and karkur has been excellent in this thread, but your company has a poor track record when it comes to make-everything-in-the-UI-massive-and-wide! 
..and I didn't plan to reply to this comment by you, but since you mis-read my post:
CCP Explorer wrote:CCP karkur wrote:Battlingbean wrote:The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven? skills is just clueless and does whatever... for example he loses avatars to noobs Video proof: http://www.youtube.com/watch?v=1HrNu0WdUJg&t=1m10s
..karkur already posted a link to that video as well. So you didn't just mis-read my post, it seems you also didn't read through the thread - not even checking what your workmates posted. But it's ok, I think you're cute. <3 AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:24:00 -
[638] - Quote
Oovarvu wrote:just want to have my twopennyworth,
shields on the left, armor on the right, structure at the bottom with the damage bar starting from the left
ship type at the top and range and speed underneath
with speed underneath its one less thing cluttering up the overview.
just an idea.
I liked it, until you said "one less thing cluttering up the overview". Well, as it is today we rarely have to look at targets/brackets, we have to look at the overview, or tactical overlay. We want range, distance, type, name (if in fleet and FC calling targets that way), and then either radial or transversal (or both). If you suddenly remove one or a few of these from the overview, we will suddenly have to look at two places - overview as well as target.
Basicly what is happening here is CCP doing two things: 1) They're adding new options to see range etc on the bracket. I.e. something we can't read out from targets or overview or similar today. (those who have zero interest in this new information won't have to pay attention to how brackets look, either, so nothing is 'lost' there, it's just a pure win for those who want more information). 2) CCP is also changing the look of targets, hitpoints, lock time bars etc. This is a separate issue.
When you're requesting information to be removed from the overview, to the new targets, then you're adding a separate third issue that is unrelated to two things CCP currently is doing. And you create issues by doing this: you're virtually making the overview 'worse'.
That being said, I wouldn't mind having the information on the target, like you described, but the emphasis is on "adding" it to the new target box. Not 'swapping it away/removing it from the overview'. It'd give alternate ways for people to view limited information. But don't force us who keep a wide variety of intel to have to watch several spots, that'd make the game considerably worse and harder to play, for no reason. 
(otherwise I liked your post) AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:29:00 -
[639] - Quote
CCP Prism X wrote:Luka Datitties wrote:The Dev who starts the thread should just edit the first post with the ideas that have already been addressed, ideas that are being considered, updates to current line of thinking etc... so that people don't have to filter through 50+ pages of posts to make sure they are contributing something new to the thread. Perhaps these updates could even have links to where the idea was posted on whichever page? It doesn't help. Nobody reads even the first page before posting..  Edit: Smiley added. Smileys make everyone happy!
You're getting better at this. Since you practice on your co-workers, might I suggest you give the forum volonteers some help as well, they seem to need it.  AFK-cloaking in a system near you. |

Misanth
RABBLE RABBLE RABBLE
759
|
Posted - 2012.10.12 23:33:00 -
[640] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you  )
One decimal please, it's quite vital at times when you're running against multiple e-wars etc. The same applies, like someone else suggested here earlier, that it would be helpful to have that show on the distance (overview) as well. If you're running boosts, faction modules, etc, sometimes you might end up with xx.x range, and game rounding things up.. you start to wonder why you lost your point on a target that should've been in range, etc. No need for more than a single decimal, but it would help greatly both in timer bar + overview distance.
Thanks for the update, as well. AFK-cloaking in a system near you. |
|

Last Wolf
Umbra Wing
1
|
Posted - 2012.10.12 23:42:00 -
[641] - Quote
Oh yes! I am so glad you are bringing back the circle damage indicators instead of the 3 bars we have now! for anyone who wasn't around 8 or so years ago these targeting icons is similar to how EVE used to look (minus the flashes and targeting range stuff)
it looks great! |

Luka Datitties
Morbidly Obese
13
|
Posted - 2012.10.13 00:13:00 -
[642] - Quote
I would vote for counter clockwise. To me this makes the most sense. When you have something positive like shields and armor, it makes sense that the bar would light up clockwise when I am gaining HP and counter clockwise when I am losing HP. Much like fuel tank in your car. To me a direct relation to real life scenarios and the perception that develops really helps the argument for what is intuitive and what is not. |

GeeShizzle MacCloud
220
|
Posted - 2012.10.13 00:19:00 -
[643] - Quote
Luka Datitties wrote:I would vote for counter clockwise. To me this makes the most sense. When you have something positive like shields and armor, it makes sense that the bar would light up clockwise when I am gaining HP and counter clockwise when I am losing HP. Much like fuel tank in your car. To me a direct relation to real life scenarios and the perception that develops really helps the argument for what is intuitive and what is not.
yahh but when you're gaining speed in a car in real life a speedometer goes clockwise and when u crash and die the speedometer goes counter clockwise or through ur face....
...just sayin. |

Sariton Xavian
Mercado Mercator Partners and Associates
0
|
Posted - 2012.10.13 04:04:00 -
[644] - Quote
For me, seeing the hit notifications in the overview would be more valuable than screen space. Screen space shows you a very small proportion of the battlefield and stuff that is represented on its edges in the direction of its off-screen-ed-ness tends not to be readable.
It would be nice to be able to represent cumulative recent damage received as a dynamic bar in the overview also (perhaps as a background underlay rather than a column of its own), and have it a metric by which you could sort the overview. I realise the high customisability of the overview could make integrating that feature tricky - but this would by far be the most readable way to identify the greatest threat to you on the battlefield. |

Panchatantra
Bunnie Slayers Redrum Fleet
5
|
Posted - 2012.10.13 05:46:00 -
[645] - Quote
Great work.. now make it optional! :) |

Roime
Shiva Furnace Dead On Arrival Alliance
1333
|
Posted - 2012.10.13 05:54:00 -
[646] - Quote
+1 for 1 or 3 decimals in the lock/ewar timer countdowns, as crazy as it sounds we're dealing with very small margins in some pvp occasions.
Gallente - the choice of the interstellar gentleman |

Yankunytjatjara
Blue Republic RvB - BLUE Republic
33
|
Posted - 2012.10.13 06:43:00 -
[647] - Quote
devs,
This is in-fight intel. It's good but don't forget...
When you're taking damage 99% of the eve fights are already decided!
What we really need is pre-fight intel, like for example ship velocity vectors tactical overview option for solo/small gangs: Ship Velocity Vectors - https://forums.eveonline.com/default.aspx?g=posts&m=599319 |

Jermaine Lafisques
Lightning Tech AAA Citizens
6
|
Posted - 2012.10.13 07:37:00 -
[648] - Quote
It's great to see Team Pony Express engaging the community at the concept stage. Thanks!
I do not like the circular damage indicators. The current system is easy and intuitive - the shields are on top, underneath them is the armour, and underneath that is the hull. This makes perfect sense. The debate about whether to have damage creep clockwise or counterclockwise is a good illustration of how confusing the round thing is.
If you come to a fork in the road, take it! -á(Yogi Berra) |

SportBilly
GHOSTS OF THE FIRST AND ONLY
51
|
Posted - 2012.10.13 08:59:00 -
[649] - Quote
And what are u doing in a circle for targets that only have two bars not three!
The square icon with three/two layers makes more sense. Surely with all the new effects you know when you are taking damage.
A more important add on would be notification that your drones are taking damage. |

Ana Fox
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.10.13 09:05:00 -
[650] - Quote
This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! |
|

Roime
Shiva Furnace Dead On Arrival Alliance
1333
|
Posted - 2012.10.13 09:15:00 -
[651] - Quote
Ana,
you are ignoring the fact sthat most of the feedback is indeed positive and that the devs react to feedback and adjust things.
Gallente - the choice of the interstellar gentleman |

Ana Fox
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.10.13 09:24:00 -
[652] - Quote
Roime wrote:Ana,
you are ignoring the fact sthat most of the feedback is indeed positive and that the devs react to feedback and adjust things.
Yes cause saying any against is getting ignored and than why to bother at all.
Whit all respect to you Roime but people are a bit tired of that,they will say on first pages and than they will just say it is waste of time.
I know I sound to bitter but that is cause every time is like this.You have like tons of posts it is cool only cause it looks nice,but is it functional?Why are so stubborn to give people option to choose.Like I want simple look of inventory and so.
So Roime and I aware that people will like it ,but you need to take care of people that dont like it too.So give us just that tine option no one will have any butthurt out of that.
|

Roime
Shiva Furnace Dead On Arrival Alliance
1333
|
Posted - 2012.10.13 10:17:00 -
[653] - Quote
Why do you speak like you represent many people?
Maybe you just go against the tide and don't like changes in general?
This new idea is functional, compresses horizontal width of targets, and brackets will offer new information. Current targets look really dated and don't do anything better than this suggestion, so why the hate?
Gallente - the choice of the interstellar gentleman |
|

CCP karkur
C C P C C P Alliance
1494

|
Posted - 2012.10.13 10:45:00 -
[654] - Quote
Ana Fox wrote:This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! I'm sorry that you feel that way.
The main reason we don't want to offer both is that it's a pain to maintain.... every time you need to update or fix something, you need to make sure you are not messing up the other thing. Dealing with special cases eats up our time. Also, the code is old. Sometimes parts of it need to be restructured so it makes more sense, and that can even result in better performance for you. But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes.
Of course I like being nice (I'll even put a smiley here to demonstrate that ), but we are actually asking for feedback and taking it in. That does not mean we are going to do everything people suggest, or completely change our feature, but we taking it in and evaluating it. We actually spent most of yesterday talking this over, looked at screenshots people posted and discussed many of the suggestions.
I don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?)
On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Soden Rah
Aliastra Gallente Federation
0
|
Posted - 2012.10.13 10:45:00 -
[655] - Quote
I would like to start by saying that I like the idea of these changes very much. They put more information "in the world" rather than in a spreadsheet.
I realise that a lot of peaople are "asking which is sheild" but that doesn't seem to me to be much of an issue as you can easily work that out once you start shooting stuff and as long as it's standardised as sheild armour hull (going around clockwise starting from 12 o'clock) then once learned it's very intuitive and easy. (you can put in togglable tool tips/lables for noobs if needed)
One thing I do note, for those that are colour blind switching the colour from yellow to red might not actually be helpfull. I would recomend also changing the shape as well as colour (basically make sure everything works in black and white and I think you should be ok).
However for those with colour vision...
As shown you have white targetting elements (the rotating chevrons ect) which I think could be colour coded according to your overview settings so that they appear red or orange around hostiles and blue/green/purple around allies/fleetmates. This would help enormously while doing logistics in combat and ensure you don't accidentally rep the enemy and shoot your fleetmates.... Cos nobody has ever done that before...
Also on the subject of the UI/overview...
My beef with the overview is that it has to be far bigger than it needs to be to show all the info you need. And in situations where there are more targets than you have screen hight for it becomes increadibly clunky to use.
My thought for improving it is this. (and this should be optional so you can stick with the old overview, atleast initially)
Use abreviations to condence multiple columns into one or two narrower ones. and allow for multiple sets so you can have enemys and allies seperately next to each other. It could look something liek this (with tags and symbols as well but I can't type them.
Hostile Column | | Allied column Distance | velocity | angular | Target info | | Distance | velocity | angular | Target info 12.6km | 105m/s | 0.0023 | GAL-BSH-DOMI-IVY-{N00b} | | 5,274m | 3750m/s | 0.2573 | GAL-CRU-TRAX-EVIL-{Badie1} 15.7Km | 57m/s | 0.0004 | CAL-CRU-BLAK-IVY-{Stufee} | | 27.4Km | 54m/s | 0.0001 | MIN-BSH-MAEL-EVIL- {Badie2}
Now you can see the ships Race-Class-Type-Alliance/Corp-Name all in one collumn (with the ability to sort by any of the above in the options.) and you can have both allies and hostiles sorted however you like to allow you to both shoot the enemy and do logistics easily. (the target info column would be a bit like the mouse over ticker info currently, but condensed)
Of course this would require a standardised 3~4 letter abreviation set for all ships/objects in the game but that shouldn't be to difficult to sort out (most ships/classes have abreviations in common use anyway). The item description of items could be updated to include their abreviations. Which could also be used for searching for items, which would help with some of the more hard to spell ships. |

Shemmy
The Order Of Entropy
1
|
Posted - 2012.10.13 10:46:00 -
[656] - Quote
Yankunytjatjara wrote:devs, This is in-fight intel. It's good but don't forget... When you're taking damage 99% of the eve fights are already decided!What we really need is pre-fight intel, like for example ship velocity vectors
So what you're saying is that you want more ways to decide if a fight is worth engaging before you commit?
Did you post this from the wrong character? It's not exactly RvB mantra. |

Bubanni
ElitistOps Pandemic Legion
478
|
Posted - 2012.10.13 10:56:00 -
[657] - Quote
CCP karkur wrote:Ana Fox wrote:This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! I'm sorry that you feel that way. The main reason we don't want to offer both is that it's a pain to maintain.... every time you need to update or fix something, you need to make sure you are not messing up the other thing. Dealing with special cases eats up our time. Also, the code is old. Sometimes parts of it need to be restructured so it makes more sense, and that can even result in better performance for you. But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes. Of course I like being nice (I'll even put a smiley here to demonstrate that  ), but we are actually asking for feedback and taking it in. That does not mean we are going to do everything people suggest, or completely change our feature, but we taking it in and evaluating it. We actually spent most of yesterday talking this over, looked at screenshots people posted and discussed many of the suggestions. I don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?) On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.
I think you guys are doing a good job with taking in feedback, like I am sure you will take in my 1 decimal in countdowns under 10 sec (9.9 and down)
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Shemmy
The Order Of Entropy
2
|
Posted - 2012.10.13 10:58:00 -
[658] - Quote
FWIW - I think this looks awesome and I for one have no problem comprehending how a rotating damage bar divided into three sections works.
Eve players have been bitching about the UI on and off since time immemorial and frankly this is a huge step forward in appearance. I've been kind of expecting something like this for a while based on some of the trailer videos that have come out and it's going to look pretty shiny when it's implemented.
Small targeted engagements will benefit immensely from being able to work out who's dealing the most damage and thus focusing their fire accordingly. 500 v 500 fleet fights, not so much, but vOv for them tbh as it's no worse than now.
Finally, what is it with this "make it optional" crap that comes every time CCP come out with a change? There was one thing that needed to be made optional for performance reasons (CQ) but it seems to be a new mantra that people jump on just because they don't like change. Do you really want a client that balloons even further in size because you want to continue to live in 2006? Really? Do you think building in two different visualisation mechanics for bits of the UI at a time is really a way to build maintainable, robust, performant code? *sigh* |
|

CCP karkur
C C P C C P Alliance
1494

|
Posted - 2012.10.13 11:02:00 -
[659] - Quote
Bubanni wrote: I think you guys are doing a good job with taking in feedback, like I am sure you will take in my 1 decimal in countdowns under 10 sec (9.9 and down)
Thank you  I'm taking it in but I might not do it I think I actually changed the string so it only has 1 decimal and I think it's probably best to keep it that way for all times.... but we'll see  CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Bagrat Skalski
Poseidaon
53
|
Posted - 2012.10.13 11:05:00 -
[660] - Quote
Quote:But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes.
EVE 2.0?  About WIS |
|

Soden Rah
Aliastra Gallente Federation
0
|
Posted - 2012.10.13 11:05:00 -
[661] - Quote
CCP karkur wrote:Bubanni wrote: I think you guys are doing a good job with taking in feedback, like I am sure you will take in my 1 decimal in countdowns under 10 sec (9.9 and down)
Thank you  I'm taking it in but I might not do it  I think I actually changed the string so it only has 1 decimal and I think it's probably best to keep it that way for all times.... but we'll see 
Just seconding/thirding the sentiment that this is a great idea (with a couple of tweaks ;-) ) and that your work is very much apreciated. |
|

CCP Sisyphus
C C P C C P Alliance
139

|
Posted - 2012.10.13 11:18:00 -
[662] - Quote
As Karkur said - we're taking this stuff in, but that doesn't mean we're actually going to do it all.. (that would be very confusing.)
Please be nice, as unhappy Karkur makes everyone unhappy :(
But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) CCP Sisyphus | Team PE | @CCP_Sisyphus |
|

Soden Rah
Aliastra Gallente Federation
1
|
Posted - 2012.10.13 11:37:00 -
[663] - Quote
CCP Sisyphus wrote:As Karkur said - we're taking this stuff in, but that doesn't mean we're actually going to do it all.. (that would be very confusing.)
Please be nice, as unhappy Karkur makes everyone unhappy :(
But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :)
One thought, And I don't know if this would be too much work to implement, But if there was a post at the top of the thread which you updated with a list of the ideas that you (collectively) thought were good that might be nice as we could see what suggestions made the grade as it were.
However I agree that niceness is the order of the day. |

Soden Rah
Aliastra Gallente Federation
1
|
Posted - 2012.10.13 11:43:00 -
[664] - Quote
Salpun wrote:When will the damage notification be movable  And the log be easier to read?
On the easier to read log front...
How about allowing seperate columns for incomming and outgoing damage as well as notifications. That way you can easily sort out what damage you are doing and is being done to you. |

Flyin' Hawaiian
Adhocracy Incorporated Adhocracy
2
|
Posted - 2012.10.13 12:10:00 -
[665] - Quote
Probably been said already (not gonna look through all the pages )
But you guys could try making the health bars in a semi-circle on the top. Like a health bar rainbow! \o/ And have the bars read left to right.
Or in a semi-circle on the bottom. Or wherever. Just take a piece out of the circle.
Also, intuitive for me is to read things left to right, top to bottom. So I hope whatever you do, incorporates that. |

Kenpachi Viktor
Gradient Electus Matari
215
|
Posted - 2012.10.13 12:14:00 -
[666] - Quote
CCP karkur wrote: We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.
I for one am awed at how much the fine folk at CCP are coming to the forums, posting early and often. Use to be only moderators posted with any frequency, and even with Dev blog comment threads, you would rarely get a dev post after the first 5 pages.
To every dev who has braved these forums, you are all heroes with massive balls  What is the point if every race has an Jam/Damp/Disruptor/ ship etc? Not every race has to be a fluffy little mirror of each other, it's seriously not needed. Things like Gallente having the only drone BS and Caldari having the only ECM BS are incredibly cool distinctions that only add to EVE in both game play value and flavour. |

Bubanni
ElitistOps Pandemic Legion
478
|
Posted - 2012.10.13 12:21:00 -
[667] - Quote
Soden Rah wrote:CCP Sisyphus wrote:As Karkur said - we're taking this stuff in, but that doesn't mean we're actually going to do it all.. (that would be very confusing.)
Please be nice, as unhappy Karkur makes everyone unhappy :(
But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) One thought, And I don't know if this would be too much work to implement, But if there was a post at the top of the thread which you updated with a list of the ideas that you (collectively) thought were good that might be nice as we could see what suggestions made the grade as it were. However I agree that niceness is the order of the day.
What if devs could "like" posts and everyone could see which devs liked it, (blue stamp) By simply having this stamp on everyone knows if devs liked an idea or not :)
(That way devs don't have to comment on every single good or bad idea)
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Dinsdale Pirannha
Pirannha Corp
343
|
Posted - 2012.10.13 12:21:00 -
[668] - Quote
This whole feature is an utter waste of development time. Why alter the targeting UI at all?
You could have spent the time on things like, I dunno...the inventory UI abomination, thinking through and making changes to the broken moon goo mechanic....you know, trivial things like that.
But no, you have to create pretty baubles to distract the players from what is really wrong with the game. |

Bubanni
ElitistOps Pandemic Legion
479
|
Posted - 2012.10.13 12:30:00 -
[669] - Quote
Dinsdale Pirannha wrote:This whole feature is an utter waste of development time. Why alter the targeting UI at all?
You could have spent the time on things like, I dunno...the inventory UI abomination, thinking through and making changes to the broken moon goo mechanic....you know, trivial things like that.
But no, you have to create pretty baubles to distract the players from what is really wrong with the game.
Shut up, the devs working on uni-invi are already working on it and doing a good job... plus this stuff makes the game feel better and more up to date Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Soden Rah
Aliastra Gallente Federation
2
|
Posted - 2012.10.13 12:34:00 -
[670] - Quote
Dinsdale Pirannha wrote:This whole feature is an utter waste of development time. Why alter the targeting UI at all?
You could have spent the time on things like, I dunno...the inventory UI abomination, thinking through and making changes to the broken moon goo mechanic....you know, trivial things like that.
But no, you have to create pretty baubles to distract the players from what is really wrong with the game.
There is no dislike button for me to press... but if there were i would currentlt be pressing it.
|
|

Flyin' Hawaiian
Adhocracy Incorporated Adhocracy
2
|
Posted - 2012.10.13 12:36:00 -
[671] - Quote
Also, if you could, I would like it if we got to keep the %health we can get by mousing over the health bars of the targeted items in our current setup. Doesn't mean much for a normal fight. But when you're shooting something w/ tons of HP, like pos bashing, it makes it ever so less soul crushing when you can actually see the % tick downward. |

Dinsdale Pirannha
Pirannha Corp
343
|
Posted - 2012.10.13 12:41:00 -
[672] - Quote
Bubanni wrote:Dinsdale Pirannha wrote:This whole feature is an utter waste of development time. Why alter the targeting UI at all?
You could have spent the time on things like, I dunno...the inventory UI abomination, thinking through and making changes to the broken moon goo mechanic....you know, trivial things like that.
But no, you have to create pretty baubles to distract the players from what is really wrong with the game. Shut up, the devs working on uni-invi are already working on it and doing a good job... plus this stuff makes the game feel better and more up to date
Well, it is certainly important that Eve do things to make you and the other fan-boi's feel better. |

Soden Rah
Aliastra Gallente Federation
2
|
Posted - 2012.10.13 12:50:00 -
[673] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you  )
Any chance that the bars could optionally go clockwise or counterclockwise?
Clockwise makes much more sense to me, (whereas for others the opposite seems to apply). Having the option to have it go around either way would allow both sets of people to be happy, and shouldn't (hopes) be too hard to program. |

Bubanni
ElitistOps Pandemic Legion
480
|
Posted - 2012.10.13 12:58:00 -
[674] - Quote
Dinsdale Pirannha wrote:Bubanni wrote:Dinsdale Pirannha wrote:This whole feature is an utter waste of development time. Why alter the targeting UI at all?
You could have spent the time on things like, I dunno...the inventory UI abomination, thinking through and making changes to the broken moon goo mechanic....you know, trivial things like that.
But no, you have to create pretty baubles to distract the players from what is really wrong with the game. Shut up, the devs working on uni-invi are already working on it and doing a good job... plus this stuff makes the game feel better and more up to date Well, it is certainly important that Eve do things to make you and the other fan-boi's feel better.
Yes.
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

MeBiatch
Republic University Minmatar Republic
614
|
Posted - 2012.10.13 13:29:00 -
[675] - Quote
A hard concept for newer players to figure out is transversal... And even after you get a basic understanding of it you still have to manipulate your overview settings and stare at numbers to make sure you get max dps...
how about you have some sort of graphic for a target that when thier transversal is low it then displays graphic A (being the max dps graphic) which would be an easy intuitive way to know that you should start shooting. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Oberine Noriepa
945
|
Posted - 2012.10.13 13:43:00 -
[676] - Quote
MeBiatch wrote:A hard concept for newer players to figure out is transversal... And even after you get a basic understanding of it you still have to manipulate your overview settings and stare at numbers to make sure you get max dps...
how about you have some sort of graphic for a target that when thier transversal is low it then displays graphic A (being the max dps graphic) which would be an easy intuitive way to know that you should start shooting. During the Q&A part of the art presentation at Fanfest, someone suggested the implementation of a line tracing from your ship's turrets to your target that could change color to indicate ideal transversal velocities. Perhaps a line isn't the best mechanism to use here. Regardless, I think it would be great if the HUD used something that looks nice and is easy to read for such information. Less reliance on the overview menu is a good thing here. |

Kabaos
HellRiders Desman Alliance
24
|
Posted - 2012.10.13 13:50:00 -
[677] - Quote
Cool. I think this is good innovation. Invent something new more |

Gibbo3771
AQUILA INC Verge of Collapse
247
|
Posted - 2012.10.13 13:51:00 -
[678] - Quote
it is going to be SUPER ANNOYING having a big red blinky ******* bracket for every drones and ship on the field, like literally even in a 1 vs 5 fight, thats 25 drones.
The idea of having it blink corresponding to there weapons is just plain not required, its pretty damn easy to identify wtf is hitting you and how hard as long as you are not massively overwhelmed.
In my honest opinion the 3 parallel horizontal bar set-up that we have the now is perfectly fine, i see no reason to change a working game mechanic that does not even look that bad..... Everytime you dont like my comments/posts the terrorists win and your a disgrace to your country. |

Soden Rah
Aliastra Gallente Federation
5
|
Posted - 2012.10.13 13:56:00 -
[679] - Quote
Oberine Noriepa wrote:MeBiatch wrote:A hard concept for newer players to figure out is transversal... And even after you get a basic understanding of it you still have to manipulate your overview settings and stare at numbers to make sure you get max dps...
how about you have some sort of graphic for a target that when thier transversal is low it then displays graphic A (being the max dps graphic) which would be an easy intuitive way to know that you should start shooting. During the Q&A part of the art presentation at Fanfest, someone suggested the implementation of a line tracing from your ship's turrets to your target that could change color to indicate ideal transversal velocities. Perhaps a line isn't the best mechanism to use here. Regardless, I think it would be great if the HUD used something that looks nice and is easy to read for such information. Less reliance on the overview menu is a good thing here.
However a very quick and simple update to the overview would be to colour angualr velocity readouts based on the percent damage reduction due to tracking.
So a target with an angular velocity which results in less than 10% reduction in damage would be green. A target with an angualr velocity which results in more than 90% reduction in damage would be deep red. Inbetween it would go from green to red (via yellow and orange) and objects with 0 tracking penulty they would be blue.
This requires no extra server load as it already tells the client the angualr velocity and your tracking speed.
You could do something similar with range for reductions due to falloff, and even sig radius.
Then you could imediately tell from the overview which ships are best to shoot at based on tracking speeds and range. |

Crexa
Star Mandate
14
|
Posted - 2012.10.13 14:16:00 -
[680] - Quote
That looks pretty and all but a couple of questions:
Whats the hit to bandwidth performance if any? And will it have a function key toggle either to turn it off or switch back to original? Screenies don't look so good with all that stuff going on.
Whatever you do, please add options. "...its breakfast time and i am very hungry. may i have some of your paint chips?" |
|

MeBiatch
Republic University Minmatar Republic
615
|
Posted - 2012.10.13 14:24:00 -
[681] - Quote
Soden Rah wrote:Oberine Noriepa wrote:MeBiatch wrote:A hard concept for newer players to figure out is transversal... And even after you get a basic understanding of it you still have to manipulate your overview settings and stare at numbers to make sure you get max dps...
how about you have some sort of graphic for a target that when thier transversal is low it then displays graphic A (being the max dps graphic) which would be an easy intuitive way to know that you should start shooting. During the Q&A part of the art presentation at Fanfest, someone suggested the implementation of a line tracing from your ship's turrets to your target that could change color to indicate ideal transversal velocities. Perhaps a line isn't the best mechanism to use here. Regardless, I think it would be great if the HUD used something that looks nice and is easy to read for such information. Less reliance on the overview menu is a good thing here. However a very quick and simple update to the overview would be to colour angualr velocity readouts based on the percent damage reduction due to tracking. So a target with an angular velocity which results in less than 10% reduction in damage would be green. A target with an angualr velocity which results in more than 90% reduction in damage would be deep red. Inbetween it would go from green to red (via yellow and orange) and objects with 0 tracking penulty they would be blue. This requires no extra server load as it already tells the client the angualr velocity and your tracking speed. You could do something similar with range for reductions due to falloff, and even sig radius. Then you could imediately tell from the overview which ships are best to shoot at based on tracking speeds and range.
while i do like the idea of a colour coded image... i am not sure having it in the overview would be optimal as CCP stated they want to move away from EVE Spreadsheets... so for me anything to get away from having the bulk of the screen being numbers...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Kabaos
HellRiders Desman Alliance
24
|
Posted - 2012.10.13 14:24:00 -
[682] - Quote
What about Amarr Battleship? Than they will be redesigned?!!! 
https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/317518_10151190189914394_1480317101_n.jpg |

Soden Rah
Aliastra Gallente Federation
5
|
Posted - 2012.10.13 14:31:00 -
[683] - Quote
MeBiatch wrote:Soden Rah wrote:Oberine Noriepa wrote:MeBiatch wrote:A hard concept for newer players to figure out is transversal... And even after you get a basic understanding of it you still have to manipulate your overview settings and stare at numbers to make sure you get max dps...
how about you have some sort of graphic for a target that when thier transversal is low it then displays graphic A (being the max dps graphic) which would be an easy intuitive way to know that you should start shooting. During the Q&A part of the art presentation at Fanfest, someone suggested the implementation of a line tracing from your ship's turrets to your target that could change color to indicate ideal transversal velocities. Perhaps a line isn't the best mechanism to use here. Regardless, I think it would be great if the HUD used something that looks nice and is easy to read for such information. Less reliance on the overview menu is a good thing here. However a very quick and simple update to the overview would be to colour angualr velocity readouts based on the percent damage reduction due to tracking. So a target with an angular velocity which results in less than 10% reduction in damage would be green. A target with an angualr velocity which results in more than 90% reduction in damage would be deep red. Inbetween it would go from green to red (via yellow and orange) and objects with 0 tracking penulty they would be blue. This requires no extra server load as it already tells the client the angualr velocity and your tracking speed. You could do something similar with range for reductions due to falloff, and even sig radius. Then you could imediately tell from the overview which ships are best to shoot at based on tracking speeds and range. while i do like the idea of a colour coded image... i am not sure having it in the overview would be optimal as CCP stated they want to move away from EVE Spreadsheets... so for me anything to get away from having the bulk of the screen being numbers...
True, but this is a minor tweak of a current feature that would be relatively quick and cheep to implement. Wheras removing the overview for something better would be a massive undertaking that they are not about to do.
This wasn't supposed to be an ultimate best solution to the problem but a quick fix that would make what we currently have better.
|

MeBiatch
Republic University Minmatar Republic
615
|
Posted - 2012.10.13 14:51:00 -
[684] - Quote
Soden Rah wrote: True, but this is a minor tweak of a current feature that would be relatively quick and cheep to implement. Wheras removing the overview for something better would be a massive undertaking that they are not about to do.
This wasn't supposed to be an ultimate best solution to the problem but a quick fix that would make what we currently have better.
not sure if i had said get rid of the overview...
i was mearly suggesting an alternative to having to expand the overview to include angluar velocity...
Hell i would do both... make it a colour coded thing for the overview and also make it a graphic for targeted ships...
also i would make both options be be toggled so if you like you can disable them...
example they showed a WIP of three images where you target then optimal range then actual fire on target... i would like to see a 4th where its a max dps potential image...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Luka Datitties
Morbidly Obese
14
|
Posted - 2012.10.13 15:27:00 -
[685] - Quote
MeBiatch wrote:Soden Rah wrote: True, but this is a minor tweak of a current feature that would be relatively quick and cheep to implement. Wheras removing the overview for something better would be a massive undertaking that they are not about to do.
This wasn't supposed to be an ultimate best solution to the problem but a quick fix that would make what we currently have better.
not sure if i had said get rid of the overview... i was mearly suggesting an alternative to having to expand the overview to include angluar velocity... Hell i would do both... make it a colour coded thing for the overview and also make it a graphic for targeted ships... also i would make both options be be toggled so if you like you can disable them... example they showed a WIP of three images where you target then optimal range then actual fire on target... i would like to see a 4th where its a max dps potential image...
The overview already has Velocity, Radial Velocity, Transversal Velocity and Angular Velocity. You just have to enable them. I think what he's saying is that new players don't know what those changing numbers mean right away, so if for example transversal velocity of half your targets was so high that your tracking would be compromised, change the color of the number in that column red. If it is stationary, make it blue. For all other numbers in between combine those colors in respect to how much of a damage penalty your guns will take due to target transversal/angular/whatever velocity. This would allow a newer player to more successfully chose targets based on what he can actually hit. Perhaps this can be expanded to include gun size, so if he's in a battle ship, frigs would be mostly red since you can't hit frigs very easily with a gun sig radius of 400 vs a ship sig radius of around 30. <- unless said frig is at your optimal and stationary... Then he would be a blue target!
This will be all client side calculations and you can totally disable it already. It is something that could be done right away with little effort (compared to many things anyway) and could be iterated on later with better visual feedback like icons and such. |

MeBiatch
Republic University Minmatar Republic
616
|
Posted - 2012.10.13 15:31:00 -
[686] - Quote
Luka Datitties wrote:MeBiatch wrote:Soden Rah wrote: True, but this is a minor tweak of a current feature that would be relatively quick and cheep to implement. Wheras removing the overview for something better would be a massive undertaking that they are not about to do.
This wasn't supposed to be an ultimate best solution to the problem but a quick fix that would make what we currently have better.
not sure if i had said get rid of the overview... i was mearly suggesting an alternative to having to expand the overview to include angluar velocity... Hell i would do both... make it a colour coded thing for the overview and also make it a graphic for targeted ships... also i would make both options be be toggled so if you like you can disable them... example they showed a WIP of three images where you target then optimal range then actual fire on target... i would like to see a 4th where its a max dps potential image... The overview already has Velocity, Radial Velocity, Transversal Velocity and Angular Velocity. You just have to enable them. I think what he's saying is that new players don't know what those changing numbers mean right away, so if for example transversal velocity of half your targets was so high that your tracking would be compromised, change the color of the number in that column red. If it is stationary, make it blue. For all other numbers in between combine those colors in respect to how much of a damage penalty your guns will take due to target transversal/angular/whatever velocity. This will be all client side calculations and you can totally disable it already. It is something that could be done right away with little effort (compared to many things anyway) and could be iterated on later with better visual feedback like icons and such.
ok i am convinced... now go do it CCP! Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Luka Datitties
Morbidly Obese
14
|
Posted - 2012.10.13 15:41:00 -
[687] - Quote
Soden Rah wrote:Dinsdale Pirannha wrote:This whole feature is an utter waste of development time. Why alter the targeting UI at all?
You could have spent the time on things like, I dunno...the inventory UI abomination, thinking through and making changes to the broken moon goo mechanic....you know, trivial things like that.
But no, you have to create pretty baubles to distract the players from what is really wrong with the game. There is no dislike button for me to press... but if there were I would currently be pressing it.
If there was a dislike button, Devs and others could bypass the posts that have a 2:1 dislike to like ratio easily and not waste their time reading their hurtful venom. Perhaps such posts could be a few shades darker than a normal post? Perhaps posts that receive the top 10 amount of likes in a thread get linked to the top OR make a "smart button" that will open a new window and show only those top 10 posts. This would allow the players to filter through all the ideas, pick out/support the good ones, and repress the bad ones, thus saving the Devs time and effort. I think it would be a pretty good bullshit filter for people who don't want to read 35 pages of posts, yet still benefit from the good ideas on the table in a fraction of the time. |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2302
|
Posted - 2012.10.13 15:44:00 -
[688] - Quote
CCP Sisyphus wrote:But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) I think it would be wonderful if more and more devs felt this way. Hopefully the feedback from this thread, and its general tone, will encourage more such efforts in the future.
After all, you can catch more devs with honey than with vinegar. The Sarcasm is Strong with Me GÇó Member of CSM 5-7 GÇó Blog |

Agent Xena
University of Caille Gallente Federation
1
|
Posted - 2012.10.13 16:31:00 -
[689] - Quote
The new target circles look good but their "direction" makes absolutely no sense. They should all decrease in a circle, starting with shields, right to left, then armor in the same direction, then hull, left to right. If will be much easier to follow that way instead of jumping and changing direction on you. |

MeBiatch
Republic University Minmatar Republic
617
|
Posted - 2012.10.13 16:34:00 -
[690] - Quote
Trebor Daehdoow wrote:CCP Sisyphus wrote:But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) I think it would be wonderful if more and more devs felt this way. Hopefully the feedback from this thread, and its general tone, will encourage more such efforts in the future. After all, you can catch more devs with honey than with vinegar.
that true i love 99% of the devs...
they are awesome hard working peeps who really care about this game... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
|

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

Dirael Papier
Nevermined Inc Storm of Souls
33
|
Posted - 2012.10.13 16:46:00 -
[692] - Quote
Luka Datitties wrote:If there was a dislike button, Devs and others could bypass the posts that have a 2:1 dislike to like ratio easily and not waste their time reading their hurtful venom. Perhaps such posts could be a few shades darker than a normal post? Perhaps posts that receive the top 10 amount of likes in a thread get linked to the top OR make a "smart button" that will open a new window and show only those top 10 posts. This would allow the players to filter through all the ideas, pick out/support the good ones, and repress the bad ones, thus saving the Devs time and effort. I think it would be a pretty good bullshit filter for people who don't want to read 35 pages of posts, yet still benefit from the good ideas on the table in a fraction of the time. If dislikes were used by devs to skip posts then I could see one of two things happening.
Goons would go through and dislike every post to drop it below that ratio so that the devs could work in peace without disturbances from the unwashed masses.
Or (more likely scenario I would think) goons would go through and like every post that is being disliked to bring it well above the cutoff point, since everyone's voice should be heard. Rendering the dislike system for that specific purpose useless.
Now, that's not saying we shouldn't have dislikes (not saying we should either. Personally I don't care either way) just that we can't base whether or not the devs will read a post on something that can be so easily manipulated. |

Gilbaron
Free-Space-Ranger Ev0ke
373
|
Posted - 2012.10.13 16:56:00 -
[693] - Quote
one more thing from me: do we really need that big pictures for targeted ships?
I would absolutely love to have the functionality of the pitbull unitframes addon from the other game. especially the dog tags part. less clutter, more information.
P. S. : clockwise please! |

ACESsiggy
Red Federation
25
|
Posted - 2012.10.13 17:20:00 -
[694] - Quote
Agree that the damage notifications need massive improvements but the circle shield/armor/structure read out I'm not digging. GÇ£The open-minded see the truth in different things: the narrow-minded see only the differences.GÇ¥ |

Bloodpetal
Mimidae Risk Solutions
950
|
Posted - 2012.10.13 17:30:00 -
[695] - Quote
CCP karkur wrote:
On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.
Well. This is the work of a lot of people in "public" office. They take a lot of different opinions on what they are doing, and some can be very nasty. You should be proud of what you do for doing it, and not let one person discourage the valuable work of others.
Don't let 2 bad notes in a song ruin the whole song. :)
Where I am. |

Bloodpetal
Mimidae Risk Solutions
950
|
Posted - 2012.10.13 17:32:00 -
[696] - Quote
mkint wrote:CCP Sisyphus wrote:As Karkur said - we're taking this stuff in, but that doesn't mean we're actually going to do it all.. (that would be very confusing.)
Please be nice, as unhappy Karkur makes everyone unhappy :(
But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) I think mostly, especially early in the thread, the dev response to things players don't like is to defend it. It feels dismissive. Granted there has been a change in tone, but we still have no idea if any of the devs are 'on our side,' which is what we want.. Someone on the team who not only understands but agrees with us, and will argue in favor of what we view as the logical issues.
I agree with this sentiment.
You are having a dialogue with a "large" group of people "throwing" things at you.
When you move immediately into a "Defensive" position, that's a "Weak" position to take. Your initial interaction is important to make it sound "interactive" and not "Defensive".
Ask questions about why we experience things, and then we have a dialogue and we can settle into the communication, and then you can defend your position rather than immediately feeling like you have to counter what we are saying. Where I am. |

Luka Datitties
Morbidly Obese
16
|
Posted - 2012.10.13 17:37:00 -
[697] - Quote
Dirael Papier wrote:Luka Datitties wrote:If there was a dislike button, Devs and others could bypass the posts that have a 2:1 dislike to like ratio easily and not waste their time reading their hurtful venom. Perhaps such posts could be a few shades darker than a normal post? Perhaps posts that receive the top 10 amount of likes in a thread get linked to the top OR make a "smart button" that will open a new window and show only those top 10 posts. This would allow the players to filter through all the ideas, pick out/support the good ones, and repress the bad ones, thus saving the Devs time and effort. I think it would be a pretty good bullshit filter for people who don't want to read 35 pages of posts, yet still benefit from the good ideas on the table in a fraction of the time. If dislikes were used by devs to skip posts then I could see one of two things happening. Goons would go through and dislike every post to drop it below that ratio so that the devs could work in peace without disturbances from the unwashed masses. Or (more likely scenario I would think) goons would go through and like every post that is being disliked to bring it well above the cutoff point, since everyone's voice should be heard. Rendering the dislike system for that specific purpose useless. Now, that's not saying we shouldn't have dislikes (not saying we should either. Personally I don't care either way) just that we can't base whether or not the devs will read a post on something that can be so easily manipulated.
So what? Let the "goons" spend all sorts of time manipulating forums. How much fun could this possibly be? Anything that forces goons to have less fun and be more like a job they hate I'm all for.
Besides, it's not as though an idea that receives a lot of attention is immediately carved in the CCP road map stone. Maybe add a block feature to the forums too, though that really should not be needed. |

Steve Ronuken
Fuzzwork Enterprises
720
|
Posted - 2012.10.13 17:40:00 -
[698] - Quote
Luka Datitties wrote:Maybe add a block feature to the forums too, though that really should not be needed.
You mean like the 'hide posts' option that shows up when you click the small yellow triangle next to a person's name? FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

cBOLTSON
Star Frontiers THORN Alliance
72
|
Posted - 2012.10.13 18:19:00 -
[699] - Quote
I'm looking forwards to this. It will take a bit of getting used to I think but its certainly better to look at visually. "Were not elitists, were just tired of fail" - The Sorn |

Shemmy
The Order Of Entropy
3
|
Posted - 2012.10.13 18:43:00 -
[700] - Quote
Several people are saying that transversal / angular velocity / speed need to be visible on the target graphics.
Maybe CCP can add a feature where your ship automatically approaches optimal in the most effective way WRT transversal, and maybe then they could turn the guns on automatically too.
Oh and they could autopilot your alt's hulk into a belt and mine some veld for you while you're at it.
Sheesh.  |
|

MeBiatch
Republic University Minmatar Republic
618
|
Posted - 2012.10.13 18:58:00 -
[701] - Quote
Shemmy wrote:Several people are saying that transversal / angular velocity / speed need to be visible on the target graphics. Maybe CCP can add a feature where your ship automatically approaches optimal in the most effective way WRT transversal, and maybe then they could turn the guns on automatically too. Oh and they could autopilot your alt's hulk into a belt and mine some veld for you while you're at it. Sheesh. 
hey troll...
it would be a usefull tip for new players who dont fully understand the concept of transversal ffs... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

GeeShizzle MacCloud
222
|
Posted - 2012.10.13 19:02:00 -
[702] - Quote
Trebor Daehdoow wrote:CCP Sisyphus wrote:But on the plus side, there are some real gold nuggets of feedback here! Which makes me feel like coming to you more often at the concept stage :) I think it would be wonderful if more and more devs felt this way. Hopefully the feedback from this thread, and its general tone, will encourage more such efforts in the future. After all, you can catch more devs with honey than with vinegar.
i tend to catch more devs with rohypnol personally... |

Niko Lorenzio
United Eve Directorate
79
|
Posted - 2012.10.13 19:39:00 -
[703] - Quote
CCP karkur wrote:
On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.
Please don't punish the rest of us by being discouraged by some angry voices  Like many of us said, you guys are doing an awesome job and we appreciate you getting to us early for the feedback... to avoid yet another catastrophe like the Unified Inventory. After CQ and UI disasters though you have to admit, a lot of players are very suspicious and skeptical about CCP's credibility in general (myself included). Nothing personal, but I started to put a lot more value into what you guys do and what the final product is than what you actually say. You will never be able to please 100% of players 100% of the time, the important thing is to make sure that you don't go against 90% of players in your decision making, like you have with CQ and UI. If it's broken, postpone it, if it's unpopular, compromise, but we understand you can't flip flop back and forth every time.
That being said, MAKE DAMAGE CLOCKWISE OR I WILL RAGE QUIT! Ok, I won't, but seriously... it makes sense! 
Edit: PS: It's the weekend! Go home, there's plenty of time ahead, we'll see you guys on Monday! |

Dinsdale Pirannha
Pirannha Corp
345
|
Posted - 2012.10.13 20:18:00 -
[704] - Quote
Has any logistics pilot made comments about this new UI? I used to fly logi's in null sec battles, in wh's, and in Incursions.
I can't imagine what this is going to look like when I am targeting 15 pilots.
|

Myriad Blaze
13
|
Posted - 2012.10.13 22:39:00 -
[705] - Quote
I like some of the innovations presented in the dev blog, but some I don't like.
The proposed change of the target icons (upper right section) is what I don't like and I believe it would be a bad (!) move.
Current target icons are very efficient and present the relevant data in an intuitive way. The strength of the current target icons should become apparent when you manage multiple targets. With the new target icons it get progressively harder to GÇ£readGÇ¥ the information at a glance the more targets you have to manage. In part this is because you no longer have all shield, armor and structure bars aligned side by side (with regard to multiple targets) or top to bottom (with regard to each singular target) respectively. It is as if you had the damage information per target now in three separate places instead of a single place. Another (lesser) problem with the new design is the difficulty to understand which section represents shields, which is armor and which is structure. While it should be possible for players to adapt, it is less intuitive and thus could make it harder for new players. Adding a distinguished color hue for each section might help. All in all the new target icons seem to make it much harder to access necessary information without providing a noticeable benefit.
I do like the change of the targeting brackets or at least most of it.
It looks nice and it provides additional information. Before you make final decisions on the size of the circles and especially the line thickness please test it with as many targets as is possible. From the picture it seems as if the new targeting brackets obscure more of the background than the old brackets.
Suggestions:
If it isn't GÇ£too muchGÇ¥ information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.
Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
|

Lipbite
Express Hauler
168
|
Posted - 2012.10.14 07:27:00 -
[706] - Quote
It's sad to see CCP karkur leaving team Avatar - EVE station interiors and avatars are greatest graphic environment in modern games. Thanks for your work in team Avatar, CCP karkur! And best of luck with new team. |

OlRotGut
38
|
Posted - 2012.10.14 07:28:00 -
[707] - Quote
Dinsdale Pirannha wrote:Has any logistics pilot made comments about this new UI? I used to fly logi's in null sec battles, in wh's, and in Incursions.
I can't imagine what this is going to look like when I am targeting 15 pilots.
I fly logi and I approve of this change. The entire in-space UI needs to be drastically overhauled. Specifically to enhance notifications/information/targeting to players.
This is a great first step and some of the suggestions are pretty good too. I am looking fwd to version 2.0 of the UI. |

KIller Wabbit
The Scope Gallente Federation
84
|
Posted - 2012.10.14 15:05:00 -
[708] - Quote
Dinsdale Pirannha wrote:Has any logistics pilot made comments about this new UI? I used to fly logi's in null sec battles, in wh's, and in Incursions.
I can't imagine what this is going to look like when I am targeting 15 pilots.
Very good point - which is why CCP needs 1000's of pilots to look at developments loooong before it hits a test server.
Perhaps a different color scheme for targeted friendlies and neut objects?
|

Tippia
Sunshine and Lollipops
9883
|
Posted - 2012.10.14 16:03:00 -
[709] - Quote
Dinsdale Pirannha wrote:I can't imagine what this is going to look like when I am targeting 15 pilots. Like an impassable log-in screen after you get banned for injecting code to circumvent your skill limitationsGǪ 
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.
|

AlleyKat
The Unwanted.
364
|
Posted - 2012.10.14 16:27:00 -
[710] - Quote
CCP karkur wrote:First  Edit: We know that people are a bit confused what is what in the HP circles around the targets. We will be looking into what we can do to make it clearer. We appreciate your feedback, and please keep it coming, but there is no need to keep repeating what many have said before you, we are aware of this confusion 
Hi Karkur,
Thank you for the dev blog and providing new eden with an insight into the level of dedication required to create a UI for a MMORG like EVE.
I think the improvements you have in WiP look very promising and no doubt will be well received, however I feel I should point something out that perhaps you have mused upon yourself, I'm not sure...
It's the necessity of the 'target locked' icon itself.
Y'see, originally we had to click on a potential target to get a lock-on, and there was not an overview to use, so most people used to constantly scan to get a list of potential targets.
Then (thank the heavens) we got the 'overview' table, which is what people use the most - and I must say that the very thing you are working on is actually redundant.
All that (afaict) is needed is perhaps enlargement/zoom of what is already on the overview, with whatever modules/alerts etc are needed right next to it. So, if you target someone, or they target you, their information on the overview would be enlarged and then, perhaps, pop to the top of the overview.
Ask yourself the question: "what is the end purpose of having a large icon when people use the overview for everything?"
I hope you drop development of the 'target locked icon', and just work on improving the brackets, which is partially what you have done and I think that is looking like it has great potential.
Thanks again for the blog,
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥ Reynir Hardarson, founding member of CCP Games, 2002.
somethingjustgotreal.com |
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CCP Explorer
C C P C C P Alliance
974

|
Posted - 2012.10.14 16:49:00 -
[711] - Quote
CCP karkur wrote:Ana Fox wrote:This looks like we "want you to tell us what you think but we will do what we want anyway".
What is purpose of this blogs when you ignore all negative feedback and just look nice ones?
If you are asking people for sake of asking than dont bother ,it is boring and just giving chance to people that are forum fans to write here.
Through all this pages players noted numerous times that they dont like this ,or they just ask to have option to have old UI to choose when they log in.No you dont give **** you just ignore that.
CCP Fozzie is only start of your team and guy that is really reading feedback ,rest of team this is just sad.It was same with inventory ,now with crime watch (that is epic fail),and lets us not forget bot heaven you made with mining barges together with farmwill named FW (that you needed 6 freaking months to see it is broken what is really sad).
I am really sad that I have both my accounts payed for one year more.
Point is you are not asking for opinion you are just trying to be nice,but you will just continue being stubborn and f... all we will do what ever we want to do,cause we are awesom.
Dont bother to reply ,cause I learned something from you too. I dont care anymore ! I'm sorry that you feel that way. The main reason we don't want to offer both is that it's a pain to maintain.... every time you need to update or fix something, you need to make sure you are not messing up the other thing. Dealing with special cases eats up our time. Also, the code is old. Sometimes parts of it need to be restructured so it makes more sense, and that can even result in better performance for you. But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes. Of course I like being nice (I'll even put a smiley here to demonstrate that  ), but we are actually asking for feedback and taking it in. That does not mean we are going to do everything people suggest, or completely change our feature, but we taking it in and evaluating it. We actually spent most of yesterday talking this over, looked at screenshots people posted and discussed many of the suggestions. I don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?) On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something. On that note, and especially given the reference to CCP Fozzie then I want to copy/paste a part from a post he made recently:
Quote:I will ask everyone to please keep your feedback and your interactions with each other civil. Remember that this is the Features and Ideas forum, not the wild untamed expanse of General Discussion or the brutal gladiatorial pit of CAOD. This is the section of the forums where intellectual equals meet in mutual admiration to calmly and rationally discuss potential changes to the game, muse casually about overnight interest rates, and sip tea with our pinky extended. Feedback is always more useful when it includes details about the problems you foresee from a specific change.
- "I don't agree with change X because I believe it will have effect Y for reasons A, B and C" is excellent and very persuasive feedback and I thank the large numbers of you who have provided this kind of feedback so far.
- "DIE IN A FIRE" is an example of significantly less useful feedback. It doesn't tell us which changes you object to, or what the reasons for your position are. In fact it even makes it hard to tell whether you actually object to the content of the change or are just experiencing an unusually strong craving for S'mores.
Nobody is ignoring anyone here; your feedback is welcome and appreciated and will be evaluated. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
974

|
Posted - 2012.10.14 17:07:00 -
[712] - Quote
Misanth wrote:CCP Explorer wrote:Misanth wrote:Yah this is unfortunately quite common with CCP.
I have repeatedly highlighted every recent UI change for how everything just increases in size. At one point I asked Punkturis straight out if she's blind as a bat, and I even said the very least they can do is to give players the option to customize, as that is never a bad option. She was at least honest in her reply, stating she disagrees, and that more options is bad.
But frankly, in this case, those circular icons looked to be smaller to me, not bigger? I could be wrong, as others pointed out, the pictures doesn't really show. Either case, I completely agree with you, CCP should stop making everything so damn big, and they should really re-consider their stance that customizeable is bad. CCP karkur already replied to a good portion of this here https://forums.eveonline.com/default.aspx?g=posts&m=2030910#post2030910 No, she didn't. She replied to comments on THIS issue, I was talking about CCP in general. No offense to anyone, and karkur has been excellent in this thread, but your company has a poor track record when it comes to make-everything-in-the-UI-massive-and-wide!  No, you weren't You started off talking about CCP in general and then you proceeded to talk about the size of the icons here in particular.
Misanth wrote:..and I didn't plan to reply to this comment by you, but since you mis-read my post: CCP Explorer wrote:CCP karkur wrote:Battlingbean wrote:The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven? skills is just clueless and does whatever... for example he loses avatars to noobs Video proof: http://www.youtube.com/watch?v=1HrNu0WdUJg&t=1m10s ..karkur already posted a link to that video as well. So you didn't just mis-read my post, it seems you also didn't read through the thread - not even checking what your workmates posted. But it's ok, I think you're cute. <3 I normally read through a thread and respond as I go along; it's very tricky to read a long thread, note down what might I might want to respond to and then further note for each of those if anyone has already responded  Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
974

|
Posted - 2012.10.14 17:11:00 -
[713] - Quote
Bagrat Skalski wrote:Quote:But it gets harder and harder to keep the new code and the old code compatible if you need to make those changes. EVE 2.0?  As of Tuesday this week we'll be up to EVE 8.10 We are constantly refactoring EVE's code base as we improve and extend EVE. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Shemmy
The Order Of Entropy
4
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Posted - 2012.10.14 17:12:00 -
[714] - Quote
MeBiatch wrote:
hey troll...
it would be a usefull tip for new players who dont fully understand the concept of transversal ffs...
Where do you stop with that, though? Do you have graphics over every item in your hangar that tells you their fitting cost? Do you have graphics over every asteroid in a belt telling you how much ore is left in them? Do you have graphics over every wormhole telling you how much mass it can still take? Do you have graphics on each mission offer that tells you the amount of bounty you're going to earn and factors that into the pay? Do you have graphics that tell you what the target's shield/armour resists are? Do you have graphics that tell you the target's hitpoints? Do you have graphics when you approach a stargate that tells you the number of ship kills and pod kills in the next system in the last X hours?
Seriously, dude, this information is already available to people and they have to use their nous to work it out. I honestly never believed I'd be the "don't dumb down mai EvE" bittervet type, but some of the things I've read in this thread do make me wonder if people want to be spoon fed everything without having to lift a finger. This has always been the kind of game where you have to *do things*. You have to make stuff happen, you have to take the initiative.
Overview --> Right click --> Settings --> Columns --> oh look, all the information you desire. Why does that *also* need to be on a targetting icon? |

Last Wolf
Umbra Wing
1
|
Posted - 2012.10.14 17:14:00 -
[715] - Quote
FYI, statistically, people are more likely to take the time to log-in to post a complaint than a complement. So for everyone posting that they hate the new circles, there are a lot more people NOT posting that love them (I love them!)
Great job devs, I have been wanting the circles back since they left 8 or 9 years ago. It is SO much more easy to read for me and really looks a lot more polished.
For people complaining that is is confusing... how? How could this possibly take longer than 1 second to figure out? It doesn't even matter which one is shield/armor/hull because as soon as you start shooting the mystery is solved!
Also, I'm wondering why you guys decided to go back to circles. I posted this https://forums.eveonline.com/default.aspx?g=posts&m=1892872#post1892872 (post #62 if my hyper linking skills aren't working) and almost exactly a month later this change is in a dev blog!.....
Ok ok, I'm sure it is just a coincidence, but I'm going to pretend otherwise! |

Internet Knight
The Kobayashi Maru
12
|
Posted - 2012.10.14 17:46:00 -
[716] - Quote
So these hit animations will also include people doing ewar, right? So if someone is warp scrambling me, I can see some sort of *obvious* warp scramble animation on the aggressor? |

John Nucleus
Red Federation RvB - RED Federation
23
|
Posted - 2012.10.14 20:15:00 -
[717] - Quote
Shemmy wrote:MeBiatch wrote:
hey troll...
it would be a usefull tip for new players who dont fully understand the concept of transversal ffs...
Where do you stop with that, though? Do you have graphics over every item in your hangar that tells you their fitting cost? Do you have graphics over every asteroid in a belt telling you how much ore is left in them? Do you have graphics over every wormhole telling you how much mass it can still take? Do you have graphics on each mission offer that tells you the amount of bounty you're going to earn and factors that into the pay? Do you have graphics that tell you what the target's shield/armour resists are? Do you have graphics that tell you the target's hitpoints? Do you have graphics when you approach a stargate that tells you the number of ship kills and pod kills in the next system in the last X hours? Seriously, dude, this information is already available to people and they have to use their nous to work it out. I honestly never believed I'd be the "don't dumb down mai EvE" bittervet type, but some of the things I've read in this thread do make me wonder if people want to be spoon fed everything without having to lift a finger. This has always been the kind of game where you have to *do things*. You have to make stuff happen, you have to take the initiative. Overview --> Right click --> Settings --> Columns --> oh look, all the information you desire. Why does that *also* need to be on a targetting icon?
You stop when the information needed to do a task is intuitive to retrieve and understand. Obscuring data in an excel sheet doesn't make Eve hardcore, just less accessible. Also, representing data through well defined symbols and icons would help leveling the playing field between new and experience players.
This isn't dumbing down eve, it's smarting up the player base.
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Solhild
Republic Military School Minmatar Republic
845
|
Posted - 2012.10.14 21:20:00 -
[718] - Quote
Hi,
The proposal that target lock icons should be redundant is worth considering.
An updated overview would certainly be the best way to go. Something like this:
Overview top section (1) = locked targets move here. The ship cell in the table could be backfilled with a coloured bar representing the status of their tank (similar to the cargo contents bars now). Split the bar into 3 sections for shield/armour/hull and give them a different base colour. Add a column for damage being inflicted, agression, lock, EWAR etc.
Overview middle (2) = similar to current overview, with a filterable column that contains new icons as with (1).
Overview lower section (3) = Flagged friendlies go here, if locked, go to the very bottom. Use a coloured bar as with (1).
The improved circular graphic for the brackets looks great! If anything, make it bigger 
I'll fall into the set that wants increasing tank to go clockwise and damage to reduce it back anticlockwise. Can you consider an option to set the '0' point to the base of the circle rather than the top? Perhaps make the HUD work like this too?
Looking good so far, can't wait to test it all
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Ireland VonVicious
Vicious Trading Company Alliance of Abandoned Cybernetic Rejects
69
|
Posted - 2012.10.14 23:29:00 -
[719] - Quote
It would be nice if guys that have blue standings and are also negative sec status don't just show up red to us.
Please seperate these 2 things along with the new targeting. |
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CCP karkur
C C P C C P Alliance
1514

|
Posted - 2012.10.15 00:22:00 -
[720] - Quote
Ireland VonVicious wrote:It would be nice if guys that have blue standings and are also negative sec status don't just show up red to us.
Please seperate these 2 things along with the new targeting. Unless I'm misunderstanding you, you can fix that yourself in the overview. Open the overview settings, drag the "has good/excellent standing" above the "is outlaw" option, and then you should see them as blue. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514

|
Posted - 2012.10.15 00:25:00 -
[721] - Quote
Internet Knight wrote:So these hit animations will also include people doing ewar, right? So if someone is warp scrambling me, I can see some sort of *obvious* warp scramble animation on the aggressor? no... this will only be for damage. Another team is working on something that will allow you to more easily target the ewaring people. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514

|
Posted - 2012.10.15 00:33:00 -
[722] - Quote
Myriad Blaze wrote:If it isn't GÇ£too muchGÇ¥ information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.
Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info.
I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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CCP karkur
C C P C C P Alliance
1514

|
Posted - 2012.10.15 00:34:00 -
[723] - Quote
Lipbite wrote:It's sad to see CCP karkur leaving team Avatar - EVE station interiors and avatars are greatest graphic environment in modern games. Thanks for your work in team Avatar, CCP karkur! And best of luck with new team. Thanks 
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Soden Rah
Aliastra Gallente Federation
6
|
Posted - 2012.10.15 00:47:00 -
[724] - Quote
CCP karkur wrote:Myriad Blaze wrote:If it isn't GÇ£too muchGÇ¥ information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.
Instead of using absolute sizes for shield, armour and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armour and structure each would show a shield bar from 12 o'clock to 6 o'clock, armour bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might pre-set the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
I personally think that telling you exactly how much the other guy has in shield, armour and structure is giving too much info. I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)
Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? |
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CCP karkur
C C P C C P Alliance
1514

|
Posted - 2012.10.15 01:04:00 -
[725] - Quote
Soden Rah wrote:Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all).
We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Rengerel en Distel
Amarr Science and Industry
456
|
Posted - 2012.10.15 01:20:00 -
[726] - Quote
One thing i think in space that could be added without going too far is to add different brackets if the ship is being ewar'ed or rep'd. Perhaps something like { } around the ship icon if ewar, and ] [ if being repaired. You might end up with ] { icon } [ but you wouldn't know which ewar until you actually targeted the ship.
Also, if you're working on the overview in general, is there a reason we can't decide on the order of the icons like we can with pilots? If I always want stargates at the top of the list, i'm not sure why that's impossible. It would be nice if local system bookmarks were automatically seeded into the overview as well.
I know you don't want to have 2 systems running at the same time, but with the targeted icons in the target list, perhaps we could have simple ones like we have currently except for the focus target, which could be more robust. Perhaps even minimized versions of those that aren't the main focus, while the main focus has a larger icon. With chat windows, dscan window, overview, drone bays, people and places for quick bookmarks, etc. I can't see more than 7 targets currently because I'm out of UI real estate. |

Sturmwolke
298
|
Posted - 2012.10.15 01:41:00 -
[727] - Quote
CCP karkur wrote: We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
Would suggest somehow putting radial velocity into the direction of those rotating arrows (inwards/outward pointing) to roughly indicate whether the target is moving towards/away from you. The magnitude can be graduated by arrow length, though however you can omit this in favor of the simple 3 toggle setting - moving away, moving towards and maintained distance (i.e zero radial velocity).
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mkint
911
|
Posted - 2012.10.15 02:23:00 -
[728] - Quote
Sturmwolke wrote:CCP karkur wrote: We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
Would suggest somehow putting radial velocity into the direction of those rotating arrows (inwards/outward pointing) to roughly indicate whether the target is moving towards/away from you. The magnitude can be graduated by arrow length, though however you can omit this in favor of the simple 3 toggle setting - moving away, moving towards and maintained distance (i.e zero radial velocity). There would be a whole lot of info that could be added by displaying it on the tactical overlay. Maybe a second icon on the overlay plane that has the various velocities. It needs an update anyway... it's been buggy for a few years now, which is sad considering how important it is for situational awareness. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Warde Guildencrantz
TunDraGon
145
|
Posted - 2012.10.15 02:27:00 -
[729] - Quote
CCP karkur wrote:
We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
doo eeeet |

Soden Rah
Aliastra Gallente Federation
6
|
Posted - 2012.10.15 02:55:00 -
[730] - Quote
CCP karkur wrote:Soden Rah wrote:Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all). We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
Thanks for the reply 
Hmm.... Personally if you were going to do anything with the arrows around the active target (or targets generally) I would go with colouring them by standing (according to active overview settings) so that they appear green (say) around allies/fleetmates and red around enemies so that when you have a list of target icons jiggling around you can immediately see at a glance who is a friend you should be repping and who is an enemy you should be shooting. Which too me at least would be far more useful information than transversal, although you could of course do both.
However the trouble with using the rotation speed of the arrows as an indication of transversal it doesn't give you the information I was after which was how much the angular speed of the target is effecting your ability to track which is a function of both the targets angular velocity and your current tracking speed. It's hard atm to analyse the effect as you have to remember the current tracking speed of your turrets (in radians per sec) and compare it to the angular velocity of the target and both numbers can often be really small (as in disappearing off the number of decimal places you could managed to budget for angular velocity in your overview). and so you really just end up checking whether the angular velocity is the same order of magnitude as your tracking.
Perhaps if we could get tracking numbers in degrees per second as well as/instead of radians per second.
Then we might get tracking numbers not front loaded with so many decimal points and could make better guestimates of the tracking penalty. It's easier to see where you are if your guns can track 45 Deg/s and the target is doing 25 Deg/sec than trying to compare 0.000234 with 0.000213 (making the numbers up but you get the idea) particularly when you only have enough space for 4 decimal points.
However colouring the numbers would be clearer still, then you don't have to remember what your current tracking speed is (is your tracking computer on or off...) relative to target speed.
Or you could make the number a percentage of your guns tracking speed rather than an absolute value. that's an even simpler calculation for the client to do.
Maybe if you did the colouring calculations only for targeted objects, which limits to a Max of, what? 12 items.
If adding 12 really basic calculations to the overview all done client side is going to break the overview then I suggest that the overview was already broken. 
Also if this is toggle-able then people with performance issues could turn it off, those running quad graphix card i7 rigs could have it turned on 
In this thread Thread In features and ideas I suggested an idea for condensing several columns of data you currently need/want in the overview into one more useful and informative one. I wonder if this might also reduce the processing overhead of the overview into the bargain and gain the extra needed to compensate for this idea? I would have thought that fewer columns would result in less cpu/gpu cycles. |
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Mirajane Cromwell
89
|
Posted - 2012.10.15 05:33:00 -
[731] - Quote
CCP karkur wrote:Myriad Blaze wrote:If it isn't GÇ£too muchGÇ¥ information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.
Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info. I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday) What if there was a module that shows target ship's relative sizes of armor/shield/hull when the module is activated and what if the module can be fitted only to logistics/EWAR type of ships...?
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Bob Niac
Macabre Votum Against ALL Authorities
20
|
Posted - 2012.10.15 06:11:00 -
[732] - Quote
Hey Kark ... I got a derpy one for you.
Why not just do like every other display on hit game and spit them out above the target taking damage? I really like the flashy thing .. but it works better when I hit THEM, imo.
Ex: 128 128 256 Well Aimed! 512 Wrecking Shot! 0 Miss! Ship Goes Here
Oh .. and colors. If you do the "flashy thing" (hereafter referred to as the neuralizer effect) .. let's color code it. Decouple it from the targeting reticule on the main view. So now we can have x color flash when I hit shields, y color when I hit armor, and z when I 1 shot their structure. (what? it could happen!)
as for visually indicating I am getting hit .. I think modern shooters are generally doing it right. Glowing visual representation from the direction the shot came from. This could even be pings on a sphere surrounding me ship, but maybe just the side of the screen glowing. same thing, tick off the damage counter above me ship. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Bob Niac
Macabre Votum Against ALL Authorities
20
|
Posted - 2012.10.15 06:13:00 -
[733] - Quote
That being said .. if the neuralizer was on the staic overlay (group of targets on the right) I could see that working. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Lunaleil Fournier
StarFleet Enterprises Red Alliance
17
|
Posted - 2012.10.15 06:42:00 -
[734] - Quote
I'd like to also support the idea of getting information on target tracking. Right now it's mostly hope and pray that you hit the target - of course, there's always educated guessing once you're familiar with the system but it's still not really an easy mechanic to understand and master. I'm not saying give an absolute "you will 100% hit this guy" readout, but maybe just give a broad estimate so that only the ships that are -so- far outside of tracking would be indicated.
I'd also like to request the ability to disable the HP bars that's displayed over primary target on your screen...I'd really like to see the ship itself and not have to look past the readout - which as you can see on the preview pic, covers up a large portion of that titan. The current bracketing lines on the main target are thin and easy to look past, but the new overlay is with thick bars do take away from the visuals of the ship itself. Or maybe display them below the ship or something... |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
187
|
Posted - 2012.10.15 09:31:00 -
[735] - Quote
CCP karkur wrote: I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info.
I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)
I think it would be interesting to show damage type from Rats, as let's face it they all deal one damage type and it's on the internet etc everywhere so it's not a secret. So it'll make it not less easier to tank your ship against NPCs if you know where to look for it currently, but it will allow new players to figure it out for themselves (if they want to).
On the other hand, how easily do players notice what damage type the other player is doing to them? Does it really matter? The only ships able to do anything about it would generally be capital ships (near carriers etc). I'm not a capital pilot but it might be worth seeing how often they switch out resistances on the fly. If they do it all the time now then I see no reason not to add it. If they say it's hard to know what to swap to now then showing this would essentially buff carrier fleets. |

Xylynex Farqir
Positive Research Initiative
0
|
Posted - 2012.10.15 09:42:00 -
[736] - Quote
Overall the main objective for this feature is to provide information that is clear and specific in a way that is meaningful on who is doing the most damage to the individual. I see three areas that this can be handled.
1) Overview 2) Locked targets 3) In space targets
The client side of the program already has information in relation to the total HP of the ship we are flying and therefore we can use this as the basis of graphical feedback to the user. Also we are already receiving information about the amount of damage being inflicted onto the ship through the current messages. It should be an easy task for the client to keep a record of the current damage inflicted and the total damage of a fight. Also we are already having this information provided when we receive kill mails.
The overview can be used to determine who is doing the most damage to the player by sorting on this fact. Highest total damage to the top of the screen (obviously an option in the overview settings). In massive fleet fights this would be an easy way to see who is the main damage dealers for this fleet and see who you need to avoid.
The overview can also provide graphical feedback on the amount of relevant damage being inflicted by a green yellow and red level of intensity of each hit. This could flash across the line of the opponent being shown in the overview.
To the left of the overview we could have a separate green to red scale similar to an equalizer bar on an amplifier showing the total damage graphically. As more is received this increases to red based on the total damage received.
In relation to locked targets we can use a similar equalizer bar concept. Showing this next to the graphic of the locked ship.
In space I would suggest a flash emanating from the ship doing damage to you on a green, yellow and red scale. This way you can scroll out and view this from a distance to get on overview of the battle from afar.
I believe the best tools we have are already in place and this generally is the overview view.
DRONES Is there some way we can see which ships are locking our drones? eg a blue target icon in the overview - flashing when damage is being done...
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Rengerel en Distel
Amarr Science and Industry
460
|
Posted - 2012.10.15 11:29:00 -
[737] - Quote
While I agree that colors are the simplest way to indicate things, people need to remember they need to be able to graphically show it for colorblind people as well. That's why you're more likely to get arrows, and sweeping circles vs just color changes.
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Rommiee
Mercury Inc.
485
|
Posted - 2012.10.15 12:14:00 -
[738] - Quote
CCP karkur wrote:Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today. I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important). We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends. And the work just continues, we still have almost 2 months until we release  (of course we can't update you on every step we take, but I just wanted to share this with you  )
If you insist on making these icons circular, check out this illustration:
Here's is an awful but illustrative picture detailing my idea
It would make things far clearer. |

Rommiee
Mercury Inc.
485
|
Posted - 2012.10.15 12:24:00 -
[739] - Quote
Bubanni wrote:Shut up, the devs working on uni-invi are already working on it and doing a good job
lolol
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Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
206
|
Posted - 2012.10.15 12:45:00 -
[740] - Quote
CCP karkur wrote: don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?)
On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.
I want to make two suggestions how to limit this unfortunate dynamic.
1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!
2. In threads like this one, you need to update the first post or even the dev blog as you go along. So we can see what new information was posted by devs in the thread, which common player complaints were already addressed, which features from the dev blog were possibly changed in the meantime due to player feedback.
Some people would still complain about things that were already addressed, but I think it would become much less frequent. . |
|

Soden Rah
Aliastra Gallente Federation
6
|
Posted - 2012.10.15 12:53:00 -
[741] - Quote
Rengerel en Distel wrote:While I agree that colors are the simplest way to indicate things, people need to remember they need to be able to graphically show it for colorblind people as well. That's why you're more likely to get arrows, and sweeping circles vs just color changes.
I fully agree that whatever system is implemented it should work for colour blind people (correct me if I am wrong but working in black and white should be the base test for this?).
However for those not colour blind. Colour is often not just the simplest but the fastest and most robust way way to indicate things. The red is bad, green is good, system is incredibly useful and powerful.
So my view is that the system should be designed in the first instance to work in black and white. And then coloured as well (possibly with an optional colour blind friendly colour pallet as well as I believe such things exist) so that everyone gets as much info as easily as possible.
For example I have suggested here that the white areas of the targeting icons could be coloured to show friend or foe status. So you can more easily tell which of your targets are allies you want to rep and which are enemies you want to shoot.
However you could also do this by altering the shape of the icons.
For example when you look at the overview or ships in space it should distinguish between fleetmates/allies targeting you and hostiles doing the same.
This could be done by making hostiles targeting brackets look like Predator targeting triangles. And allies use the new proposed circles. Colours could be used on top of that. |

War Kitten
Panda McLegion
1328
|
Posted - 2012.10.15 13:05:00 -
[742] - Quote
CCP karkur wrote:Soden Rah wrote:Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all). We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
Oooh, I love that idea on the rotating arrow speed depicting your likelihood of tracking the target.
Angular velocity is already available on the overview. It's just a few short math steps to compare that to your guns' tracking and translate that into a modifier to the speed of rotation of those arrows, and you can only target a handful of ships at a time. It shouldn't hurt the client performance much at all.
The niggling issue is split-weapons - do you do it for missiles too? What about the nubs or extreme fits that require mixed guns? Average the tracking values on each turret?
Make it so!
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Tippia
Sunshine and Lollipops
9885
|
Posted - 2012.10.15 13:20:00 -
[743] - Quote
Soden Rah wrote:I fully agree that whatever system is implemented it should work for colour blind people (correct me if I am wrong but working in black and white should be the base test for this?). Nah. Just employ some kind of simulation. 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.
|
|

CCP karkur
C C P C C P Alliance
1521

|
Posted - 2012.10.15 13:27:00 -
[744] - Quote
Terrorfrodo wrote:1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!
Did you know that if you click on the blue DEV badge you will jump to the next dev post in the thread? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Soden Rah
Aliastra Gallente Federation
6
|
Posted - 2012.10.15 13:34:00 -
[745] - Quote
CCP karkur wrote:Terrorfrodo wrote:1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!
Did you know that if you click on the blue DEV badge you will jump to the next dev post in the thread?
I for one did not know that. Thankyou for this. |

Inquisitor Kitchner
Galaxy Punks Executive Outcomes
188
|
Posted - 2012.10.15 13:35:00 -
[746] - Quote
Terrorfrodo wrote:
1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!
You can already do this.
Either go to the forums and click "Dev Posts" to see all the lovely CCP Employees engaging with (or banning, down with Mods! etc) members of the community.
Likewise you can click the blue "Dev" tab on the topics page and then the Dev tab in the thread to skip through just Dev posts.
It's how I protect myself from morons (though I still have to talk to my Corp so I can't win every battle).
EDIT: Ninja's by CCP. |

Col Ostomy
B0rthole Test Alliance Please Ignore
0
|
Posted - 2012.10.15 16:02:00 -
[747] - Quote
The design looks cool, but is lacking what a lot of people want. Please include the capacitor level on targets. Even if it is for friendly targets in fleet or those on watch lists. This would help the Logi bros so much. |

GeeShizzle MacCloud
222
|
Posted - 2012.10.15 23:20:00 -
[748] - Quote
Col Ostomy wrote:The design looks cool, but is lacking what a lot of people want. Please include the capacitor level on targets. Even if it is for friendly targets in fleet or those on watch lists. This would help the Logi bros so much.
i think we as players need to talk to the devs about how much information we should be getting of the enemy vs friendlies and fleet members. cause right now its pretty terrible how little 'actual' thought has been put into it. |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
24
|
Posted - 2012.10.16 01:58:00 -
[749] - Quote
CCP karkur wrote:Myriad Blaze wrote:numerical DPS meter for incoming damage Outgoing DPS
Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info. I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)
The biggest issue with adjusting the visual size of shield/armor/hull based on raw HP is that the information isn't relevant to the damage you're going to do. For the sizes to be informative they would have to be based on EHP vs the damage type of the ammo(s) you have loaded and that gets complicated very fast.
Also, I agree that it might be too much information as it would effectively tell you the type of tank you're facing before you face it. That's good/important information to have, but currently it can only be acquired before damage starts flying through a ship scan or an educated guess based on velocity+ship type. Making it available earlier would change effectiveness of surprising fits.
Incoming damage types is an interesting idea. Currently we have a visual effect that tells us incoming damage type for missiles and lasers (if you know your crystal colors). We can sorta tell hybrid types based on range/tracking. but I don't think we have any indication for projectiles. |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
24
|
Posted - 2012.10.16 02:28:00 -
[750] - Quote
CCP karkur wrote:Soden Rah wrote:... Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all). We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
Can someone add the radial and angular tracking speeds to the tooltip for gun modules please?
I prefer radial, but I know others like angular.
I like the tracking+radial velocity indicators idea though i'm not sure exactly what it should look like. There is no visual indicator of tracking vs radial/angular velocity anywhere right now, only raw numbers for the radial/angular velocity that have to be compared to what the Show Info window for your modules says before the fight.
Also if you're being tracking disrupted or change the scripts in your targeting computers you probably don't have time to show info on your module again to see what your new tracking number is--especially in smaller ships. A tooltip line would make this accessible, and a visual indicator would be even better.
Third party programs like EFT are currently the only way to see graphs of what tracking vs radial velocity does to your DPS output and that's not very practical during a fight. Is this too much info or making EVE easy? The info is already there it's just very hard to see and use. Show this info to the player in an easier to read way just makes the game more about flying. |
|

Tippia
Sunshine and Lollipops
9894
|
Posted - 2012.10.16 07:07:00 -
[751] - Quote
Atomic Option wrote:I prefer radial, but I know others like angular. That's because radial velocity has no bearing on anything in the game (other than the question of whether the other guy is getting away or not) whereas angular velocity is the key figure in trackingGǪ  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.
|

Atomic Option
Taggart Transdimensional Virtue of Selfishness
24
|
Posted - 2012.10.16 08:37:00 -
[752] - Quote
Tippia wrote:Atomic Option wrote:I prefer radial, but I know others like angular. That's because radial velocity has no bearing on anything in the game (other than the question of whether the other guy is getting away or not) whereas angular velocity is the key figure in trackingGǪ 
...I just looked this up because I always thought radial velocity == angular velocity only in radians per second instead of m/s. Turns out that is called Radial Motion so you are correct and I should have known not to make assumptions in English based on latin roots. Thanks.
Point being I prefer to see rad/s rather than m/s since I'm used to it from Pyfa and the number of digits displayed is more consistent so I can set a less forgiving width for that column in the overview. But others may prefer m/s. Add both. There's room. |

Tippia
Sunshine and Lollipops
9895
|
Posted - 2012.10.16 08:49:00 -
[753] - Quote
Atomic Option wrote:Point being I prefer to see rad/s rather than m/s since I'm used to it from Pyfa and the number of digits displayed is more consistent so I can set a less forgiving width for that column in the overview. But others may prefer m/s. Add both. There's room. Yes, I'll agree with you there: rad/s is generally a better measurement since it's the same unit as the towers themselves use to measure their tracking ability. Transversal (usually measured in m/s) doesn't tell the full story and uses a completely different unit as well, so it's not nearly as handy for evaluating your turrets' chance to hit. 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.
|

Nyla Skin
Maximum fun chamber
107
|
Posted - 2012.10.16 09:01:00 -
[754] - Quote
CCP karkur wrote: Did you know that if you click on the blue DEV badge you will jump to the next dev post in the thread?
I for one would want it to jump to the last dev post as opposed to first.. |

Steve Ronuken
Fuzzwork Enterprises
725
|
Posted - 2012.10.16 09:07:00 -
[755] - Quote
Tippia wrote:Atomic Option wrote:Point being I prefer to see rad/s rather than m/s since I'm used to it from Pyfa and the number of digits displayed is more consistent so I can set a less forgiving width for that column in the overview. But others may prefer m/s. Add both. There's room. Yes, I'll agree with you there: rad/s is generally a better measurement since it's the same unit as the towers themselves use to measure their tracking ability. Transversal (usually measured in m/s) doesn't tell the full story and uses a completely different unit as well, so it's not nearly as handy for evaluating your turrets' chance to hit.
Oh, you're traversing at 1000 m/s. How nice for you.
Pity you're 80km away.
*Boom go the 1400s*
 FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

War Kitten
Panda McLegion
1330
|
Posted - 2012.10.16 11:22:00 -
[756] - Quote
Yeah, what Tippia said.
Transversal is what you were thinking of, and its nearly useless by itself. Angular velocity is the one measured in radians per second, and is directly comparable to your guns' tracking value.
To get angular velocity, you divide Transversal speed by your distance to the target.
Let's pretend to be a frigate tackling a cruiser (very generic and rough calcs, but it illustrates the point.)
2000 m/s transversal at 20km range is only 0.100 rad/s angular velocity. Medium Autocannons with barrage can hit that. 2000 m/s transversal at 10km range is 0.200 rad/s. Medium autocannons with tracking ammo will have trouble with that but still hit. 1000 m/s transversal at 2km range (assume you got webbed) is 0.500 rad/s. Medium autocannons will not hit this much if at all.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Hideo Jones
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.10.16 11:28:00 -
[757] - Quote
Apologies if this has been posted already...(I rely on TGL3 to do my reading). Anyways, i kinda like having to watch my o/view and know my ship capabilities to know who is in targetting range. Rather than having it pointed out to me. Is EvE becoming console easy? |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
207
|
Posted - 2012.10.16 11:33:00 -
[758] - Quote
CCP karkur wrote:Terrorfrodo wrote:1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!
Did you know that if you click on the blue DEV badge you will jump to the next dev post in the thread?
No I didn't, thanks :)
I actually tried once to interact with the dev badge, but nothing happened. It must have been because it was the last dev post in the thread. . |

addelee
The 404
3
|
Posted - 2012.10.16 11:45:00 -
[759] - Quote
This may have been mentioned but personally, I'd like to see a change which makes any form of electronic warfare obvious. Knowing who is scambling you is key to some decisions when in combat (whether this be PVE or PVP) and right now, it just doesn't work.
I dunno, perhaps put a pulsating blue ring around things that are scrambling and what not. Even an extra column on the overview (with a tick box) would be better than the current system.
Or even better, make it customizable so in theory you could have different setups for PVE and PVP as in reality, you do want to see different information.
However, this wasn't me criticising as I like the new designs, just adding feedback  |

Soden Rah
Aliastra Gallente Federation
7
|
Posted - 2012.10.16 12:29:00 -
[760] - Quote
Tippia wrote:Atomic Option wrote:Point being I prefer to see rad/s rather than m/s since I'm used to it from Pyfa and the number of digits displayed is more consistent so I can set a less forgiving width for that column in the overview. But others may prefer m/s. Add both. There's room. Yes, I'll agree with you there: rad/s is generally a better measurement since it's the same unit as the towers themselves use to measure their tracking ability. Transversal (usually measured in m/s) doesn't tell the full story and uses a completely different unit as well, so it's not nearly as handy for evaluating your turrets' chance to hit.
As it is currently set up Rad/s is indeed the key number to look at... which is why I had it in my overview (even before I spent time in E-Uni.)
However as there are only 2*Pi ~ 6.28 radians in a circle and tracking speeds are (especially for larger turrets where, lets face it, tracking is a bigger issue) very slow what you get is a number that looks like this 0.00234 or 0.000157 ect.
The number is very often heavily front loaded with zeros.
However if we got the tracking in Deg/s we are now looking at having 360 degrees for the full circle or ~57 times larger numbers. so an angular velocity of 0.00234 rad/s becomes 0.134 deg/s.. it's still decimal but I get useful info with only 3 or 4 dp rather than 5 or 6 which means the column in my overview can be narrower while giving me the same information.
Obviously having the angular velocity as a percentage of your turrets current tracking speed (assuming you have turrets fitted, otherwise angular velocity is irrelevant anyway) would be best yet because it shows you the information you actually want which is "can I actually track this target given the current status of tracking computers/enhancers/loaded scripts/skills and whether and how many tracking disruptor's your being hit with?"
EDIT: in the case of fail fits with multiple types of turrets I would opt for using the tracking speed of the slowest tracking turret as that tells you where you are with respect to your worst tracking speed and everything else will be better. I don't think that there is a nice solution for this but then you shouldn't be flying a fail fit anyway.
with a percentage readout you could get away with showing no decimal places making the column locked at 3 digits perfectly acceptable.
Colour coding the readout to make it stand out even more would be even better.
At the moment the overview is a real space hog and anything that allows it to be made smaller while giving the same info has to be a good thing.
That's what my other suggestion of using abbreviations for condensing the information was really about. So you have for example a HAC instead of "Heavy Assault Cruiser" and APOC instead of Apocalypse and STN for station ect. The amount of useless redundant info in the overview is staggering. It has to be better to have
MIN-STN-Pator Tech School or even MIN-STN-PTS rather than Minmatar Station - Pator Tech School
As long as every in space item has it's abbreviation in its show info and there was an in and out of game complete list of all abbreviations (which would be created with player consultation so we can use as much as possible already used abbreviations) then it should make reading the overview easier and faster while at the same time making it smaller. With the option for those with the screen size to then have essentially multiple instances so that they could for example show hostiles in one and friends in another, or have one set for combat and the other for looting ect. |
|

Torch Toomb
Aliastra Gallente Federation
0
|
Posted - 2012.10.16 12:43:00 -
[761] - Quote
Is it just me, or does this resemble the very old Shield/Armour indicators as shown in this video:
http://www.youtube.com/watch?v=JX8BxTLzpf0
I believe there was a reason you moved away from that... |

GeeShizzle MacCloud
222
|
Posted - 2012.10.16 13:42:00 -
[762] - Quote
Tippia wrote:Atomic Option wrote:Point being I prefer to see rad/s rather than m/s since I'm used to it from Pyfa and the number of digits displayed is more consistent so I can set a less forgiving width for that column in the overview. But others may prefer m/s. Add both. There's room. Yes, I'll agree with you there: rad/s is generally a better measurement since it's the same unit as the towers themselves use to measure their tracking ability. Transversal (usually measured in m/s) doesn't tell the full story and uses a completely different unit as well, so it's not nearly as handy for evaluating your turrets' chance to hit.
Agreed! why we have the others i dont know... its information sent to us that as far as i can tell we dont need, dont use and doesnt apply to any form of combat or space related activity in the game.
rad/sec, distance and velocity is all you need to know if a targets coming at you, away from you orbiting you, stationary etc...
cut out the superfluous BS from the overview, and if its info being streamed to us from the servers then great! less lag, if its stuff our own comps are calculating in the client, then great better client performance with less CPU cycles working out redundant info we DONT NEED!
|

GeeShizzle MacCloud
222
|
Posted - 2012.10.16 13:45:00 -
[763] - Quote
addelee wrote:This may have been mentioned but personally, I'd like to see a change which makes any form of electronic warfare obvious. Knowing who is scambling you is key to some decisions when in combat (whether this be PVE or PVP) and right now, it just doesn't work. I dunno, perhaps put a pulsating blue ring around things that are scrambling and what not. Even an extra column on the overview (with a tick box) would be better than the current system. Or even better, make it customizable so in theory you could have different setups for PVE and PVP as in reality, you do want to see different information. However, this wasn't me criticising as I like the new designs, just adding feedback 
http://www.eveonline.com/inferno/effects-bar/
read it...
understand it...
open up eve more than once every 6 months...
log in...
play the game...
... receive cookie. |

GeeShizzle MacCloud
222
|
Posted - 2012.10.16 13:53:00 -
[764] - Quote
CCP karkur wrote:Myriad Blaze wrote:If it isn't GÇ£too muchGÇ¥ information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.
Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't GÇ£too muchGÇ¥ information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.
It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).
I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info. I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)
:) im glad you think this way about enemy HP info karkur!
im sure you've noticed im not a great fan of giving everyone all the information all the time for everything. To me the shroud of war is a vital component of the tactical gameplay. Plz Plz PLEASE let someone at CCP realise that advances in data retrieval and collection (whether covert or not) is always followed by more advanced ways of encrypting and shielding data from being propagated, especially sensitive information that can give tactical advantages. |

Zahn Seul
Deep Axion Ushra'Khan
0
|
Posted - 2012.10.16 14:06:00 -
[765] - Quote
Oh HELL yes.! This is gold, humans are just awesome at interpreting intuitive information like this, we'll be ablle to make the judgement about how a fight goes so much more easily this way.. "My flashy damage is flashier than his flashy damage, damn, I'm losing," etc. |

Vertisce Soritenshi
Tactical Vendor of Services and Goods Partners of Industrial Service and Salvage
1800
|
Posted - 2012.10.16 15:39:00 -
[766] - Quote
This looks awesome! Good job guys! EvE is not about PvP.-á EvE is about the SANDBOX! |

Herren Varno
Perkone Caldari State
1
|
Posted - 2012.10.16 16:04:00 -
[767] - Quote
To the apparent majority who like the new circular targetting system purely on looks alone, I hope that you can appreciate that for small gang FCs and Logi pilots, this is going to be a bad thing; and even though it is likely that you don't partake in those activities, you may benefit directly or indirectly from others who do.
Some criticisms of the proposed system and suggested amendments from a functional perspective:
-Circular hp bars will never be as intuitive or as scannable as a row of stacked hp bars. More attention will be required, errors will be made. Those who need to make snap judgements will suffer. Think about quickly scanning half a dozen targets and quickly assessing which has most shield/armour damage - a row of stacked hp bars is ideal for this.
-Due to the horizontal bias of human vision processing, the proportions of the hp bar at the top and bottom will appear to be disproportionate in length to those at the sides, this means it would be more difficult to accurately judge the proportion of a hp bar that has incurred damage, than it would with a straight bar. This could be rectified by making each bar symmetrical in the horizontal or vertical axes, but would require smaller bars (e.g split into quarters and leave the top portion unused). However...
-While large amounts of spacing between the shield and structure bars would greatly enhance intuitiveness, it would entail reducing the available bar length, making them less scannable.
-While differentiating by colour can assist those with the prerequisite colour vision, it is still an arbitrary assignment that doesn't approach the level of intuitiveness that the stacked bars provide.
-Text labels are not scannable without introducing excess screen clutter (i.e. making them large and prominent) to the detriment of other UI elements.
-Shoot-and-see is rarely a viable tactic for FCs and Logi pilots. Additionally, any situation involving active tanks, and relocking of targets introduces the possiblity of, for instance, an active shield tanked ship being identified as having its shield depleted, when in fact its armour has been depleted and the shield has fully restored.
|

Covert Kitty
SRS Industries
206
|
Posted - 2012.10.16 16:57:00 -
[768] - Quote
I like that your looking into this, it is probably due for some cleanup. However I would point out two things:
1. The brackets themselves should be redone to help add some differentiation between ship classes. In this way if your in fleet fight you can have a better visual sense of whats going on spatially as opposed to not being able to tell whats a bomber and whats a titan when your zoomed out a bit.
2. For the new target icons the shield/armour/hull bars should probably be coloured differently instead of all being grey. Moving to a circular layout is fine, but without the coloring it makes even less sense than the old system (which probably also should have been colored). |

Soden Rah
Aliastra Gallente Federation
8
|
Posted - 2012.10.16 17:46:00 -
[769] - Quote
CCP karkur wrote:First  Edit: We know that people are a bit confused what is what in the HP circles around the targets. We will be looking into what we can do to make it clearer. We appreciate your feedback, and please keep it coming, but there is no need to keep repeating what many have said before you, we are aware of this confusion 
I may have missed it but I haven't seen this asked so far so...
I have a question...
Sleepers don't have shields... Just armour and hull.
So what do their brackets look like? |

Opusmind
ROFLSTOMPERS Gank for Profit
9
|
Posted - 2012.10.16 18:34:00 -
[770] - Quote
I have an idea on how to show who is doing the most damage to you. I skipped from page 4 to this page 39, so I don't know if anyone already suggested this:
When you hover your own shield/armor/hull indicators, it would be awesome if a popup box would tell you who did what damage to you. Just like when you hover your guns, a popup box tells you information about that.
The popup box should contain the TOP5 or so damage dealers on you in hitpoints and % - with an option of showing the whole list maybe. Because in 0.0 blobfleets you might get a really long list.
So the popup text could look something like this, when hovering your shilds/armor/hull:
TOP DAMAGE DEALERS: 2.530 HP (12%) mrniceguy (Maelstrom) 834 HP (4%) Sir Gankalot (Drake) 490 HP (2%) CCP Punkturis (Hurricane)
or
TOP DAMAGE DEALERS:
- 1. mrniceguy 2.530 HP (12%) (Maelstrom)
- 2. Sir Gankalot 834 HP (4%) (Drake)
- 3. CCP Punkturis 490 HP (2%) (Hurricane)
This way you can easily see who is doing the most damage to you since the fight started, which can be very usefull.
The list would only be reset/removed when shields got back up to 100%. Oh, and of course there would be a small button to "export list to clipboard" (or simply drag an icon down from the popup) as well, so you could share it easily and fast with your buddies in fleetchat :) Opusmind |
|

Major Trant
Angry Mustellid Iron Oxide.
121
|
Posted - 2012.10.16 18:35:00 -
[771] - Quote
Hate the new targeted icons. Much prefer the current stacked bars.
As for the stuff on the main screen:
a. Lag! b. How do you tell what is going on behind you. c. What happens when you zoom out in a 200 fleet battle? d. Who the hell looks at, nevermind targets objects in the main screen? My eyes are all over the overview, the targetted icons, my ships health and cap bars, my active module icons and the fleet chat window. I only glance very briefly at the main window to get an idea how many people are on field.
I get that you are trying to give us something exotic, but I fear this is one of those great ideas in theory, which turns into an absolute disaster in the implementation. Please quietly kill this and put your resources on more important stuff.
And I'll say again LAG! |

Soden Rah
Aliastra Gallente Federation
8
|
Posted - 2012.10.16 19:21:00 -
[772] - Quote
Major Trant wrote:Hate the new targeted icons. Much prefer the current stacked bars.
As for the stuff on the main screen:
a. Lag! b. How do you tell what is going on behind you. c. What happens when you zoom out in a 200 fleet battle? d. Who the hell looks at, nevermind targets objects in the main screen? My eyes are all over the overview, the targetted icons, my ships health and cap bars, my active module icons and the fleet chat window. I only glance very briefly at the main window to get an idea how many people are on field.
I get that you are trying to give us something exotic, but I fear this is one of those great ideas in theory, which turns into an absolute disaster in the implementation. Please quietly kill this and put your resources on more important stuff.
And I'll say again LAG!
d. I can't agree more with d.
Even with two screens I have only a small area left in one screen that is not covered in windows. The overview is THE method of knowing what the hell is going on and targeting things.
Now this sucks, and you really should be able to work without all these windows and be able to do stuff in the main screen. But until that is fixed (which this doesn't) the thing that really needs improving is the overview.
Now don't get me wrong I like the look of these (until I see what they look like in big fleet battles.) but the overview is the piece of the UI that is really in need of some love (barring a complete roots up renovation of the entire UI) and will most impact how we actually get information on the battlefield. |

Maraner
The Executioners Capital Punishment.
217
|
Posted - 2012.10.16 20:02:00 -
[773] - Quote
Agree with above poster.
I like the 'look' of the new targeting locks, I do really. But the functionality of it is a worry. At the end of the day I don't really feel that what we have is currently broken. The three bars work very well, easy to understand etc etc. By all means if you want to put a revolving round 'active' target dial around what we are shooting at I'm happy with that.
You've asked for feedback and specifics, I think you have received that. I do worry that your responses are beginning to remind me strongly of the unified inventory debacle. I posted in the development thread regularly prior to the launch of that 'feature' and gave specific feedback on it, I urged optionality for it at least and had the same 'we do not want to have to code for two' statement.
To be honest you may want to seriously revisit this. Is it really that big an effort to retain a three bar system over the radial dial look that your suggesting? Really? Much of the rage on the forums was directed at you guys due to the perception that strong feedback was ignored, that this was another moment when CCP went ahead despite a lot of raised concerns, all of that could have been removed immediately if the old system had been largely replicated in new code (as your doing now bit by bit with each release - I look forward to the day when quite frankly we are back where we started with the unified inventory).
By all means add new stuff, we like new stuff but please code for the same degree of functionality as the old. If you cant promise that with the new, make it optional. |

Korinne
The Partisan Brigade Republic Alliance
30
|
Posted - 2012.10.16 20:22:00 -
[774] - Quote
This change is completely pointless; it's as pointless as renaming missles and propmods were. I mean ffs, the missles were COLOR CODED how hard was that to figure out? There was nothing wrong with them and there is nothing wrong with the existing flashing brackets, all it is, is wasting time on **** that isn't broken instead of working on stuff that needs attention. At best, it's just more of a reduction where eve becomes "hit tab, hit 1-9, repeat". |

androch
River-Rats in space The Ditanian Alliance
0
|
Posted - 2012.10.16 21:43:00 -
[775] - Quote
this change looks like crap please leave us an option to keep the targeting ui the way it is before you make that change |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
120
|
Posted - 2012.10.17 00:27:00 -
[776] - Quote
As others have stated the circular health bar is confusing, but what is more is how you did that ; you should make it as ONE bar cut in 3 : in your example, the bar takes red on different side, that's nice to know the damages on each bar, but that's not clear at on glance, you should make red come on a way, and continue like a clock do (in one sense or another, no importance here, but a continuous thing, which is not the case on yours). on your example I didn't knew which bar was which, and worse I made a mistake, until I looked at the original image.
also the lock time is not clear on your example, you should do something better. either 360-¦ = 60 seconds either 360-¦ = total time needed for this particular lock on your example it's neither or those, so I don't get it. |

C DeLeon
Pangalactic Punks n' Playboys HUN Reloaded
48
|
Posted - 2012.10.17 03:44:00 -
[777] - Quote
I don't know if the thread is still monitored by the devs but i'm gonna leave my opinion here anyway :)
On the pictures it seems that armor bar is on the left and shield bar is on the rigth side. I guess the reason behind this is that the damage notification starts at the top (12 o'clock). I think it makes more sense if the damage bar goes a full circle instead of starting somewhere and continue on a different place on the circle. I think that makes more sense even i it means that the damage notifications aren't starting at the top. |

Soy Salomon
Envoy Corps Holdings
0
|
Posted - 2012.10.17 04:12:00 -
[778] - Quote
I really hate the circular struct/armor/shield bars in the targetting icons. That's bad bad bad bad.
Other than that, really love the other ideas!! Keep 'em coming :)
|

Fyrr Deerdan
Envoy Corps Holdings
1
|
Posted - 2012.10.17 04:15:00 -
[779] - Quote
Soy Salomon wrote:I really hate the circular struct/armor/shield bars in the targetting icons. That's bad bad bad bad.
Other than that, really love the other ideas!! Keep 'em coming :)
+1 |

Fyrr Deerdan
Envoy Corps Holdings
1
|
Posted - 2012.10.17 04:19:00 -
[780] - Quote
Cordo Draken wrote:Shiney Upgrades \o/ Approximately when do you guys plan to try to have this done by? Evelgrivion wrote:I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles. Actually I like the Circles (i.e. Targets)... As for seeing the Shield, Armor, Structure at a glance... I think it's just a matter of getting used to it. Even w/o knowing what they plan I'd guess that Shields would be on the left, Armor = Right side & Structure on the bottom... It seems rather logical to me. Hell, after having to get used to the new inventory UI, this is a piece of Cake, and it will become "At a Glance" in no time as it's only 3 bars.
Spoken as a true carebear. |
|

Eddie Meth
Enlightened Industries Test Alliance Please Ignore
0
|
Posted - 2012.10.17 05:14:00 -
[781] - Quote
I like new indicators, but I preffer old boxes, they just looks more militaristic for me. I would be happy if I could chose in options if I want to use these round targeting boxes, or square ones. |

Ines Tegator
Towels R Us
180
|
Posted - 2012.10.17 05:31:00 -
[782] - Quote
There's a biological reason that fighter jets, etc, don't use circles in their HuDs. The human eye is just not that precise- as soon as you go off the center of focus, the level of detail the eye can discern drops VERY fast. You don't notice because your brain is constantly filling in the gaps with memory and assumptions- this is how most optical illusions work. Even colors fade and all you will see are grays and shapes toward the edges of your vision. The upshot is that circles are bad, mmk? That's not really a style opinion either, but based in biology.
Here's a great educational frame about field of vision, it' was linked earlier but here it is again: http://xkcd.com/1080/ Science!
So, in a user interface, shapes are of much more important then color. EVE obviously wants a futuristic look, so squares are out. But squares are not the only option. Here's a mockup I did with my leet (aka, terrible) shop skills and manual painting.
http://imgur.com/FCaKM
I think it's pretty obvious how much easier that is to read then circles. And it's almost as simple to make the art for (polygon tool instead of circle tool. whoa). The clipped octagon creates a clear visual shape, even in peripheral vision, and that chape changes as the bar turns red. It even maintains the circular target bracket shape; only the health bars need to be affected. Actually, to my eye, it looks more technical and futuristic then plain circles do anyway. Top down, left to right reading order makes shield>armor>structure intuitive as well. This or something like this would be the ideal answer to the circle issue IMO. |

Tippia
Sunshine and Lollipops
9955
|
Posted - 2012.10.17 07:24:00 -
[783] - Quote
Ines Tegator wrote:There's a biological reason that fighter jets, etc, don't use circles in their HuDs. Fun fact: fighter jets etc. use circles in their HUDs, most notably to show things like countdowns, relational data, directions, areas of effect, areas of uncertainty, and so on.
The reason is because some thing are very well represented by circles and we have an easier time understanding them if represented that way (especially under stress). It's the same reason why circular dials of many kinds are still in wide use to this day: because they present the information more clearly and efficiently than other shapes would.
Quote:Here's a mockup I did with my leet (aka, terrible) shop skills and manual painting. http://imgur.com/FCaKMI think it's pretty obvious how much easier that is to read then circles. Yes: not at all. You lose all sense of relative size and of precise location of the areas filled in. The corners will create discontinuities in how much a filled-in segment is GÇ£worthGÇ¥. 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.
|

admiral root
Red Galaxy Persona Non Gratis
101
|
Posted - 2012.10.17 09:42:00 -
[784] - Quote
The current locked target squares aren't broken so please stop trying to fix them. |

Mr Bimble
Lost Ark Enterprises
14
|
Posted - 2012.10.17 11:38:00 -
[785] - Quote
More useless distractions.Why change something that works for something that wont? Oh wait, this complements the UI that wasn't wanted , needed or had to be fixed. Instead of this I would love not to have a wide open inventory when I salvage wrecks. I would like Inventory filters that stay shut until I WANT them open. How many folk really care how wonderful the avatars look? Its just a portrait in chat.And that would go if local went awol. What I like about the latest update is...... bugger all. Why is there an infantry notification in the chat box?Just joking,the clear the crap from the chat box is good. |

Maginica
University of Caille Gallente Federation
4
|
Posted - 2012.10.17 13:43:00 -
[786] - Quote
this work is completly usefull ! the current systeme is working very well. Why forcing player to change their habitudes
you should better focus on most importante task as bugs we can see around, or thos ******** capsuleer who pissed of high sec players who dosn't care about your broken pvp!
come on ccp, stop sucking players with your incrarna barby stuff, 20 plex bid for a joke tournement or even a dust lol who will blow up by planet side 2.
give us new ships, new moduls, new pvp games modes, new things to play into your sand box !!!! |

Luka Datitties
Morbidly Obese
17
|
Posted - 2012.10.17 15:58:00 -
[787] - Quote
I like the speed indicator idea. You could use your current top speed to set the scale of the bar, so the current target speed is displayed in proportion to your max speed. If the target's current speed is faster than your max speed, the bar becomes full and has a small red + at the end of it indicating your target is faster than you can go. If you see this you should consider disengaging or webbing if possible.
Knowing your enemy can kite you will change your tactics. Sometimes without knowing intimate details about each ship and common setups one might discover the enemy can kite you too late to do anything about it. Even those that do know these speed and common setup details, with all these balancing changes to ships lately, that old information may prove false at the wrong time anyway. This can help level the playing field for newer players to an extent.
Since speed is already in the overview, getting the client to harvest this information and transpose it onto an icon in the form of a bar should be fairly easy to do. If you kick in your afterburner the scale of the target's speed graph will change with it as the current speed indicator does on the HUD.
This may also add a new dynamic of combat. If the enemy wants to suck you in he may chose to dual prop or not engage his prop mod to appear to be slower than you. Once you commit, spring the trap. |

Bantara
Corp 54 Curatores Veritatis Alliance
19
|
Posted - 2012.10.17 16:47:00 -
[788] - Quote
Quote:The current locked target squares aren't broken so please stop trying to fix them.
Quote:More useless distractions.Why change something that works for something that wont? Oh wait, this complements the UI that wasn't wanted , needed or had to be fixed. Instead of this I would love not to have a wide open inventory when I salvage wrecks. I would like Inventory filters that stay shut until I WANT them open. How many folk really care how wonderful the avatars look? Its just a portrait in chat.And that would go if local went awol. What I like about the latest update is...... bugger all. Why is there an infantry notification in the chat box?Just joking,the clear the crap from the chat box is good.
Quote:this work is completly usefull ! the current systeme is working very well. Why forcing player to change their habitudes
you should better focus on most importante task as bugs we can see around, or thos ******** capsuleer who pissed of high sec players who dosn't care about your broken pvp!
come on ccp, stop sucking players with your incrarna barby stuff, 20 plex bid for a joke tournement or even a dust 514 exclusive on ps3 who will be blow up by planet side 2.
give us new ships, new moduls, new pvp games modes, new things to play into your sand box !!!!
Continue ignoring requests such as these, CCP. Fix bad code. Fix inefficient code. If that means UI has to change so be it. The core of what makes Eve Eve isn't changing, so don't worry about it. You, I, and some others out here know that some of these bugs people want fixed can't happen until other pieces of code are re-written...it's the nature of the beast. |

Ines Tegator
Towels R Us
180
|
Posted - 2012.10.17 18:41:00 -
[789] - Quote
Tippia wrote:Ines Tegator wrote:There's a biological reason that fighter jets, etc, don't use circles in their HuDs. Fun fact: fighter jets etc. use circles in their HUDs, most notably to show things like countdowns, relational data, directions, areas of effect, areas of uncertainty, and so on. Fair enough, but your example actually reinforces my main point- circles aren't good in peripheral vision. That's a target indicator in the center of the HUD, where the pilot will be focusing his attention. The target indicators are not what I have a problem with; it's the damage indicators on the edge of the screen.
Quote:Yes: not at all. You lose all sense of relative size and of precise location of the areas filled in. The corners will create discontinuities in how much a filled-in segment is GÇ£worthGÇ¥. It's painted by hand in openoffice.org. I'm sure a professional artist can get the proportions better. The corners actually make perfect places to put the information blisters that one of the Devs proposed earlier- they make natural highlight points. |

Tippia
Sunshine and Lollipops
9970
|
Posted - 2012.10.17 19:05:00 -
[790] - Quote
Ines Tegator wrote:Fair enough, but your example actually reinforces my main point- circles aren't good in peripheral vision. As luck would have it, we're not discussing peripheral-vision graphics either (not that the circles on a HUD are necessarily fixed in the centre anyway, but can move around quite a lot to match the target). And let's not even go into the flexing-circle-segment bank indicator tucked away at the very bottom of some HUDsGǪ
Oh, and the same circles are used for various purposes on fighter (and other) jet MFDs and fixed instrumentation, much of which is for peripheral-vision use.
Quote:It's painted by hand in openoffice.org. I'm sure a professional artist can get the proportions better. No, because they are inherently discontinuous shapes, unlike circles. The GÇ£better proportionsGÇ¥ would be to make it as equilateral as possible, trying to approach the proportions of a circle. There's a reason why circular displays are used for exactly these kinds of things in machinery and information displays across the world and why octagons are languishing in the same field.
It's simply not a shape that suited for this purpose. Circles and lines are; squircles, oblongs and other inconsistent forms are not, and if you're going to argue GÇ£peripheral visionGÇ¥, then circles are definitely vastly better than those shapes since their continuity, consistency, and all-axis symmetry (to say nothing of familiarity) makes them very easy to evaluate at a glance. 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.
|
|

KIller Wabbit
The Scope Gallente Federation
87
|
Posted - 2012.10.18 06:51:00 -
[791] - Quote
Tippia wrote:Fun fact: fighter jets etc. use circles in their HUDs, most notably to show things like countdowns, relational data, directions, areas of effect, areas of uncertainty, and so on. The reason is because some thing are very well represented by circles and we have an easier time understanding them if represented that way (especially under stress). It's the same reason why circular dials of many kinds are still in wide use to this day: because they present the information more clearly and efficiently than other shapes would.
The reason circular dials were/are used is because it is much easier to cut round holes (and much less likely to lead to stress fractures) than square holes.
|

Tippia
Sunshine and Lollipops
9979
|
Posted - 2012.10.18 09:01:00 -
[792] - Quote
KIller Wabbit wrote:The reason circular dials were/are used is because it is much easier to cut round holes (and much less likely to lead to stress fractures) than square holes. Interesting. I find the opposite to be true, but that's probably because they're drilling rather than cutting and have much larger drill bits than I doGǪ. 
And anyway, now that we've (long since) moved beyond mechanical displays and onto digital ones, such considerations are no longer a problem and we're still using circular dials because they simply convey some information better.
In particular, we have this very common need to display a linear, continuous scales counting from GÇ£nothing or very littleGÇ¥ to GÇ£a lotGÇ¥ and wanting to do it in a longer distance than a single straight line would allow in the space allotted. Bending that line into circle or segment neatly solves that problem while losing very little in the informative department. 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.
|
|

CCP karkur
C C P C C P Alliance
1561

|
Posted - 2012.10.18 15:03:00 -
[793] - Quote
We've been busy making changes, and adding more stuff such as "in module range" indication and connecting modules to their targets. Duality should be opening up tomorrow with our latest stuff so you can go and check it out there (and please do some missions for the AI team). We do have a switch to turn the new brackets and targets on and off, so we might not have them enabled the whole time. (but that does not mean it will deploy like that, I will need to clean up the code soon). CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Mers Caster
Republic Commerce and Trade
0
|
Posted - 2012.10.18 15:09:00 -
[794] - Quote
Can't be arsed to read 40 pages of comments to check if this has been suggested, sorry:
As a user of long range, poor-tracking guns, I'd love a visual way to see if a given ship's angular velocity is such that my guns will actually hit it. In combat, I pretty much just stare at my Overview trying to pick targets within range that are also below a certain angular velocity (which I have to calculate myself for targets with small signature radius). This is exactly the sort of thing a combat UI should be doing for me, and displaying in an easy to read manner!
Short version: Highlight targets with slow enough angular velocity that I can actually hit them. |

Mers Caster
Republic Commerce and Trade
1
|
Posted - 2012.10.18 15:31:00 -
[795] - Quote
Oh, and if we've got three bars to display, and squares are out, and circles are making people grumble..
triangular lock indicators? |

GeeShizzle MacCloud
225
|
Posted - 2012.10.18 16:14:00 -
[796] - Quote
k so im gonna post a ton and a half of overview issues and suggestions ordered into groups based on where the issues most likely lie. Most are not my suggestions, a couple are but consider it a collection of issues and suggestions and if you like them plz quote them and/or like my post!
cheers!
Overview Upgrades
Underlying code
- The all to famous Overview Bug - possibly due to standings lookup, possibly lag from server to server request and results coming through too late (call query expiration reached?)
- Huge amount of filter types and states - needs to be simplified in some form.
- States particularly complex and liable to lead to death if set incorrectly (hostiles not appearing on overviews due to states order - no standings / neutral standings confusion) CCP Karkur knows of this and has acknowledged that its confusing to newer players.
- Columns (radial velocity / traversal velocity practically useless information - CCP, is it derived locally or sent by main server?) - either way removal could improve performance.
- Contact GÇÿSizeGÇÖ column, is it required? (does not show MWD bloom or Sig radius, only bounding sphere - no real use in combat, havenGÇÖt heard anyone needing to use it ever)
- Custom Bracket Profiles - Prone to break under heavy lag for some reason. Can anyone shed light as to why this happens?
- DScans ship name and type (model name), should it be used to only show ship class eg battlecruiser, not claymore or hurricane?
- Probing filter groups should stay being able to differentiate ship model name eg vagabond rather than Heavy Assault Ship if Dscan switches to Ship Class.
UI Graphics
- Iterate on the floating Ship Info: pilot name / ship type / ship name / corp / alliance etc... currently allows HTML tagging.
- Appearance of colour tags & backgrounds (Can CCP dispel myths of higher CPU clock cycles for using solid colour backgrounds to colour tags)
- Customisation is great but it leads to situations where people get confused by some aspects of the Overview - eg red colourtags and backgrounds (flashing/not flashing) - can i kill it in highsec etc? Possibly Lock some important aspects?
- Tagging, FCGÇÖs Need tagging to have keyboard shortcuts - please allow full alphanumeric tagging (no symbols), not just select letters and numbers. Maybe have a toggle key to write up to 8 characters per overview contact if needed?
- Certain aspects of no bracket profile needs tweaking - showing hostile/friendly locked animation brackets when GÇÿno bracketsGÇÖ profile active, required in big fleet fights to see aggression as most fly with brackets off to reduce Client and server lag.
- DScan ship name one of the few remaining areas where racist / homophobic / bad language etc... can appear to minors playing Eve Online, with relative anonymity for the offender.
- Optimal / falloff and tracking indicators. Colour coding for multiple gun groups. Use graphics on the gun groups themselves based on actively selected object/target (cannot use outer glow so
like overload icon, range/tracking can be placed on the underside of gun/missile/ewar groups/mods to show red, blinky orange and green for hit potential) Gun Grouping Range/Tracking Indicators
- Effects bar. If youGÇÖre inside a bubble should show a graphic of some form saying youGÇÖre warp disrupted by the object.
Applicable Issues with features in both above areas
- Custom colour coding on floating ship should be kept or expanded upon, and import / export function very valuable but still buggy. eg some XML commands default to true regardless of XML coding saying false in the imported file..
- EWAR icons showing contacts applying ewar/ecm to me has become obsolete with KarkurGÇÖs effects bar, could be utilised showing fleet only ewar/ecm effects on contacts in overview.
|

Soden Rah
Rapier Industry and Technology Second Sun Rising
8
|
Posted - 2012.10.18 17:24:00 -
[797] - Quote
Mers Caster wrote:Can't be arsed to read 40 pages of comments to check if this has been suggested, sorry:
As a user of long range, poor-tracking guns, I'd love a visual way to see if a given ship's angular velocity is such that my guns will actually hit it. In combat, I pretty much just stare at my Overview trying to pick targets within range that are also below a certain angular velocity (which I have to calculate myself for targets with small signature radius). This is exactly the sort of thing a combat UI should be doing for me, and displaying in an easy to read manner!
Short version: Highlight targets with slow enough angular velocity that I can actually hit them.
Ahhh. So you want to support my ideas here Post here Post and here Post As well as my more general overview improvement suggestion here Thread |

kryjak
Fear Factor Prototype
0
|
Posted - 2012.10.18 19:48:00 -
[798] - Quote
Cant tell whats shield/armor/hull unless tagret start takindg dmg can u at least make it recognizable somehow? Seems like if i have 8 tagrets for examle targeted and they all have some type of dmg on them, how can i tell if theyre hull isnt damaged and theyre shelds or armor are restorered or opposite? By picture looks confusing but if there was no picture to compare i would assume they had armor and shield dmg not armor and hull like picture shows. |

Soden Rah
Rapier Industry and Technology Second Sun Rising
8
|
Posted - 2012.10.18 20:10:00 -
[799] - Quote
kryjak wrote:Cant tell whats shield/armor/hull unless tagret start takindg dmg can u at least make it recognizable somehow? Seems like if i have 8 tagrets for examle targeted and they all have some type of dmg on them, how can i tell if theyre hull isnt damaged and theyre shelds or armor are restorered or opposite? By picture looks confusing but if there was no picture to compare i would assume they had armor and shield dmg not armor and hull like picture shows.
Ok, so you don't get it the first time you look at them.
But they are standardised.
They don't randomly mix up the order for each target.
Once you realise which order they go in you never get confused again unless you forget every single time.
No matter how many targets you have. |

Kayrl Bheskagor
Hedion University Amarr Empire
25
|
Posted - 2012.10.18 21:05:00 -
[800] - Quote
CCP Punkturis wrote:this stuff is soooooo nice, was playing with it all day on my computer!
Riight. So the new round target UI is "so nice", just like that useless unified UI was also "so nice". Epic fail coming, not to mention all kinds of bugs and lag then. |
|

Kayrl Bheskagor
Hedion University Amarr Empire
25
|
Posted - 2012.10.18 21:09:00 -
[801] - Quote
40 pages of comments. I wonder how many are not in favor of the round target UI? If I had no life, I'd grind through the posts.
So for the "devs", you know Eve had round target UI before, right? Maybe you posted it, but did you bother to check back and see WHY IT WAS CHANGED to the square we have now? I'm thinking this change is going to be rammed through, just because any change is good for job justification, i guess, like that useless inventory. So, aside from the fact that the old square target UI is clear, obvious and incredibly easy to understand and interpret, even for a completely new player, why are you going back to a design that was taken OUT of the game years ago?? For more fail, bugs and lag? |

Kayrl Bheskagor
Hedion University Amarr Empire
25
|
Posted - 2012.10.18 21:24:00 -
[802] - Quote
Tippia wrote:Ines Tegator wrote:There's a biological reason that fighter jets, etc, don't use circles in their HuDs. Fun fact: fighter jets etc. use circles in their HUDs, most notably to show things like countdowns, relational data, directions, areas of effect, areas of uncertainty, and so on. The reason is because some thing are very well represented by circles and we have an easier time understanding them if represented that way (especially under stress). It's the same reason why circular dials of many kinds are still in wide use to this day: because they present the information more clearly and efficiently than other shapes would. Quote:Here's a mockup I did with my leet (aka, terrible) shop skills and manual painting. http://imgur.com/FCaKMI think it's pretty obvious how much easier that is to read then circles. Yes: not at all. You lose all sense of relative size and of precise location of the areas filled in. The corners will create discontinuities in how much a filled-in segment is GÇ£worthGÇ¥.
Uh, yeah, well, having only worked on fighter aircraft for a couple short decades, a fighter hud is nothing like Eve's gui. The circle, and it's ONLY ONE, locks the intended target and tracks it. So, comparison: FAIL. In a hud, there are far more straight lines, boxes and rectangles than there will ever be circles. Why? Those shapes are easier to pick up and distinguish, especially under info saturation and stress.
The fact that the wonderful CCP crew are looking to change something for the sake of change, won't be the first time nor the last time a stupid idea has been rammed down the player's throats.
Instead of screwing around with a part that absolutely ISN'T BROKEN, how about focusing your misguided efforts on fixing all the **** that is STILL broken, after MONTHS, from that useless inventory? Try that. |

Soden Rah
Rapier Industry and Technology Second Sun Rising
8
|
Posted - 2012.10.18 21:48:00 -
[803] - Quote
Kayrl Bheskagor wrote:Tippia wrote:Ines Tegator wrote:There's a biological reason that fighter jets, etc, don't use circles in their HuDs. Fun fact: fighter jets etc. use circles in their HUDs, most notably to show things like countdowns, relational data, directions, areas of effect, areas of uncertainty, and so on. The reason is because some thing are very well represented by circles and we have an easier time understanding them if represented that way (especially under stress). It's the same reason why circular dials of many kinds are still in wide use to this day: because they present the information more clearly and efficiently than other shapes would. Quote:Here's a mockup I did with my leet (aka, terrible) shop skills and manual painting. http://imgur.com/FCaKMI think it's pretty obvious how much easier that is to read then circles. Yes: not at all. You lose all sense of relative size and of precise location of the areas filled in. The corners will create discontinuities in how much a filled-in segment is GÇ£worthGÇ¥. Uh, yeah, well, having only worked on fighter aircraft for a couple short decades, a fighter hud is nothing like Eve's gui. The circle, and it's ONLY ONE, locks the intended target and tracks it. So, comparison: FAIL. In a hud, there are far more straight lines, boxes and rectangles than there will ever be circles. Why? Those shapes are easier to pick up and distinguish, especially under info saturation and stress. The fact that the wonderful CCP crew are looking to change something for the sake of change, won't be the first time nor the last time a stupid idea has been rammed down the player's throats. Instead of screwing around with a part that absolutely ISN'T BROKEN, how about focusing your misguided efforts on fixing all the **** that is STILL broken, after MONTHS, from that useless inventory? Try that.
Ahem Thread discussing the upcomming UI changes ......
How about you learn some manners? |

Tippia
Sunshine and Lollipops
10010
|
Posted - 2012.10.18 22:48:00 -
[804] - Quote
Kayrl Bheskagor wrote:Uh, yeah, well, having only worked on fighter aircraft for a couple short decades, a fighter hud is nothing like Eve's gui. The circle, and it's ONLY ONE, locks the intended target and tracks it. So, comparison: FAIL. Hey, don't blame me. I didn't make it. That said, I count three circles on an LCOS HUD. And while we're at it, if the comparison fails so muchGǪ
Quote:In a hud, there are far more straight lines, boxes and rectangles than there will ever be circles. GǪmaybe you should not keep doing it. Even so, you're still pretty much describing the EVE UI. They're introducing a couple of things for stuff that is very well suited for circular displays: a couple of full/empty-gauges. The world isn't going to end because of it. 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.
|

GeeShizzle MacCloud
228
|
Posted - 2012.10.18 23:06:00 -
[805] - Quote
Tippia wrote:Quote:In a hud, there are far more straight lines, boxes and rectangles than there will ever be circles. GǪmaybe you should not keep doing it. Even so, you're still pretty much describing the EVE UI. They're introducing a couple of things for stuff that is very well suited for circular displays: a couple of full/empty-gauges. The world isn't going to end because of it.
lol.. id love to see the petition of a titan killed complaining that the loss was due to circular GUI instead of square GUI, thatd have to be one of the all time best petitions on CCPs logs! |

Tippia
Sunshine and Lollipops
10011
|
Posted - 2012.10.18 23:09:00 -
[806] - Quote
GeeShizzle MacCloud wrote:lol.. id love to see the petition of a titan killed complaining that the loss was due to circular GUI instead of square GUI, thatd have to be one of the all time best petitions on CCPs logs! See? If this doesn't convince people that we need more circular bits of UI, I don't know what will. 
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.
|

Last Wolf
Umbra Wing
2
|
Posted - 2012.10.19 03:04:00 -
[807] - Quote
ugh.... forum ate my rant. Anyways, the short version.
The guys who worked on this had/has nothing to do with other stuff getting done or not.
So quit yer (female dog)ing and go play the (four letter word)ing game. |

Camera Drone
School of Applied Knowledge Caldari State
3
|
Posted - 2012.10.19 03:04:00 -
[808] - Quote
Evelgrivion wrote:I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles.
what about something like this: http://www.eveshits.com/example-newui-targetlock.png |

DeBingJos
Avalon Project Shadow Rock Alliance
416
|
Posted - 2012.10.19 06:43:00 -
[809] - Quote
Camera Drone wrote:Evelgrivion wrote:I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.
I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles. what about something like this: http://www.eveshits.com/example-newui-targetlock.png
+1 Ungi ma+¦urinn ++ekkir reglurnar, en gamli ma+¦urinn ++ekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions. |

Yankunytjatjara
Blue Republic RvB - BLUE Republic
38
|
Posted - 2012.10.19 18:54:00 -
[810] - Quote
devs, as you are doing this work on in-fight intel.
Would you mind telling me what you think of doing the same kind of upgrade to pre-fight (in-flight) intel? A navigational aid would do wonders for small/medium gangs
I'm speaking of ship velocity vectors
When you're taking damage 99% of the eve fights are already decided!
tactical overview option for solo/small gangs: Ship Velocity Vectors - https://forums.eveonline.com/default.aspx?g=posts&m=599319 |
|

Rengerel en Distel
Amarr Science and Industry
468
|
Posted - 2012.10.19 20:50:00 -
[811] - Quote
For those wondering how it works on Duality if you missed all the other posts, shields is top left, armor bottom, hull right. The damage goes counterclockwise around the circle. It might just be change, but it's a really jarring process. The icons seem to take up a lot more space, even if they don't actually. The in space icons also take up a lot of space, and just become blobs when the ships are near each other. Overall, doesn't seem like an improvement.
|

Soden Rah
Rapier Industry and Technology Second Sun Rising
8
|
Posted - 2012.10.19 23:43:00 -
[812] - Quote
Rengerel en Distel wrote:For those wondering how it works on Duality if you missed all the other posts, shields is top left, armor bottom, hull right. The damage goes counterclockwise around the circle. It might just be change, but it's a really jarring process. The icons seem to take up a lot more space, even if they don't actually. The in space icons also take up a lot of space, and just become blobs when the ships are near each other. Overall, doesn't seem like an improvement.
Oh that's soo going to bug me.
It's backwards.
The thing you want to achieve is damage, you want to destroy the enemy.
Your progress towards this goal should go clockwise around the target.
I am sorry but there really needs to be a toggle for making it go around either way because counterclockwise just makes no sense to me. |

Crowdad
Sebiestor Tribe Minmatar Republic
2
|
Posted - 2012.10.20 00:42:00 -
[813] - Quote
I have an extra bit of visual information I'd like you to add...
I, personally, would like the lock-on indicator to grow outwards or shrink inwards given a ship is flying towards you or away from you, respectively.
Thank you, Crowdad. |

Ark Anhammar
EVE University Ivy League
28
|
Posted - 2012.10.20 00:46:00 -
[814] - Quote
CCP karkur wrote:First  Edit: We know that people are a bit confused what is what in the HP circles around the targets. We will be looking into what we can do to make it clearer. We appreciate your feedback, and please keep it coming, but there is no need to keep repeating what many have said before you, we are aware of this confusion  Yeah, if you guys are going to go for it, then just go for it! Change the colors of the shield/armor/hull rings both around the ships and in the HUD. It's going to be way easier to adjust to and better to take the changes all at once vs trying a colorful locking ring then later deciding the HUD display should match it.
|

Oberine Noriepa
952
|
Posted - 2012.10.20 01:08:00 -
[815] - Quote
While I like this a lot, I don't think it has enough space to accommodate every status effect. I could be wrong, though.  |

Sobic
Sturmgrenadier Inc Nulli Secunda
17
|
Posted - 2012.10.20 02:04:00 -
[816] - Quote
I for one LOVE the circles and honestly it would be easy to learn which part represent what after only a few hours of game play.
Shield are left bracket, armor bottom, structure right, or whatever.
Seriously you people are so afraid of change it's funny.... and sad....
EVE is an awesome looking game, and making the graphics actually help me understand better what is going on will be huge for this game. |

Rengerel en Distel
Amarr Science and Industry
468
|
Posted - 2012.10.20 13:50:00 -
[817] - Quote
Sobic wrote:I for one LOVE the circles and honestly it would be easy to learn which part represent what after only a few hours of game play.
Shield are left bracket, armor bottom, structure right, or whatever.
Seriously you people are so afraid of change it's funny.... and sad....
EVE is an awesome looking game, and making the graphics actually help me understand better what is going on will be huge for this game. I never sad it was hard to learn, i said it was jarring. Your statement seems to indicate you haven't logged onto duality to check it out yourself, which i would recommend before commenting.
|

Captain Nares
O3 Corporation
40
|
Posted - 2012.10.20 14:09:00 -
[818] - Quote
Round targeting UI is bad idea.
People aren't aliens and it is much easier to red 3 lines than THE ROUND THING your designer designed.
In old UI it is just impossible to confuse end of the shield with its beginning, impossible to confuse shield with armor and so on. It was almost perfect - as easy and functional as possible.
Now you are going to sacrifice simplicity and functionality to design. This is wrong. |

Adan Natrier
Paladin Order Fidelas Constans
9
|
Posted - 2012.10.20 15:45:00 -
[819] - Quote
I definitely can't bring myself to read 40 pages, but as someone that probably looks at targeting boxes at least a couple hours a day every day (from say, fleets, not say, pve) I do have a few things to input.
The main of these is the basic concern you'll be making changes to a critical system that again, doesn't fully account for all the things important to the 0.0 no-lifer demographic when it comes to shooting at people that might theoretically be in ships, as opposed to merely making shooting rats look nicer. There's a few precedents for bugs that only matter to us not being/never fixed, especially after say, you rip out an old system and implement a completely new one without giving advanced/complicated uses of an old system any prior consideration in particular.
I don't like circles, but whatever, it's apparently in style. I'd be entirely for more information being presented in the UI. It's somewhat more compact, which is good but couldn't it be better? Let's not waste a UI upgrade cycle. Can't we just have more brackets, to cleanly identify ship classes as more than just a differently sized square, or whatever other shape is currently in style? e.g.
frigate > destroyer > cruiser > bc > bs >> capital >> supercap square > large square > pentagon > large pentagon > (large) hexagon >> octagon >> large octagon
This is not even a new idea. You could put tags onto a shape to indicate subclasses like e.g. heavy assault ship (HAC; this is what players of your game call them, just saying) or logistics, but if I try to suggest anything too useful there's literally no chance of getting it.
Please don't ruin anything in your 'upgrade', thank you.
|

Dominus Alterai
No Bullshit Jokers Wild.
76
|
Posted - 2012.10.20 18:01:00 -
[820] - Quote
Sobic wrote:I for one LOVE the circles and honestly it would be easy to learn which part represent what after only a few hours of game play.
Shield are left bracket, armor bottom, structure right, or whatever.
Seriously you people are so afraid of change it's funny.... and sad....
EVE is an awesome looking game, and making the graphics actually help me understand better what is going on will be huge for this game.
Wanna know why we're afraid of change? Have you ever wondered why there's a running joke about CCP and their "upgrades?"
Look, I'm all for upgrading the UI a bit, but this is really confusing. Maybe make the armor/shield different colors? Like, say, blue for shields and yellow for armor. Keep structure white. WAY easier to keep track of it in large fleet battles.
And before you ask, yes. I have tried it on duality and it is confusing for the first couple dozen times, which brings me to New player familiarity, but then this would be a rant... Illigitimate son of Korako "The Rabbit" Kosakami.
Ship miner/corpse collector extrordinaire. |
|

Camera Drone
School of Applied Knowledge Caldari State
8
|
Posted - 2012.10.21 13:55:00 -
[821] - Quote
Ask any professional designer, you never sacrifice simplicity and user-friendly features for more "shine".
Making it half a circle with left to right bleed would at least make it familiar and human :p |

Bernard 2007
The Scarlet Storm
1
|
Posted - 2012.10.21 21:07:00 -
[822] - Quote
Frankly speaking I'm not sure if I like the new system. The targetting system is pretty darn good as it is, compared to say the overview (lots of wasted space), the directional scanner (shitloads of wasted space making it clutter screen) and the probing window (it's a MESS!). And seeing how this window alone takes up a solid 10-12% of my entire screen while the new targetting GUI takes up just the amount of space it needs. I'd say effort is better put elsewhere.
Right now the targetting system tells me everything I need to know in a easy to understand and non-cluttering way. It shows me where the target is, its range, its health and an image in a very clean manner. Sure the other one is nicer looking, but it's not as intuitive in a high pressure combat situation.
In fact, I'm fairly certain that given the choice, I'm gonna keep using the old system over the new one. |

Bernard 2007
The Scarlet Storm
1
|
Posted - 2012.10.21 21:10:00 -
[823] - Quote
Dominus Alterai wrote:Sobic wrote:I for one LOVE the circles and honestly it would be easy to learn which part represent what after only a few hours of game play.
Shield are left bracket, armor bottom, structure right, or whatever.
Seriously you people are so afraid of change it's funny.... and sad....
EVE is an awesome looking game, and making the graphics actually help me understand better what is going on will be huge for this game. Wanna know why we're afraid of change? Have you ever wondered why there's a running joke about CCP and their "upgrades?" Look, I'm all for upgrading the UI a bit, but this is really confusing. Maybe make the armor/shield different colors? Like, say, blue for shields and yellow for armor. Keep structure white. WAY easier to keep track of it in large fleet battles.And before you ask, yes. I have tried it on duality and it is confusing for the first couple dozen times, which brings me to New player familiarity, but then this would be a rant...
Outlined system doesnt work for color blind people.. (It's a factor, really) |

Rengerel en Distel
Amarr Science and Industry
470
|
Posted - 2012.10.22 11:36:00 -
[824] - Quote
Bernard 2007 wrote:Frankly speaking I'm not sure if I like the new system. The targetting system is pretty darn good as it is, compared to say the overview (lots of wasted space), the directional scanner (shitloads of wasted space making it clutter screen) and the probing window (it's a MESS!). And seeing how this window alone takes up a solid 10-12% of my entire screen while the new targetting GUI takes up just the amount of space it needs. I'd say effort is better put elsewhere.
Right now the targetting system tells me everything I need to know in a easy to understand and non-cluttering way. It shows me where the target is, its range, its health and an image in a very clean manner. Sure the other one is nicer looking, but it's not as intuitive in a high pressure combat situation.
In fact, I'm fairly certain that given the choice, I'm gonna keep using the old system over the new one.
CCP isn't really big on offering choice. This is a sandbox game, you get to play it however you like, as long as however you like matches exactly how they want you to play it.
|

Lors Dornick
Kallisti Industries Solar Assault Fleet
266
|
Posted - 2012.10.22 12:18:00 -
[825] - Quote
Rengerel en Distel wrote:
CCP isn't really big on offering choice. This is a sandbox game, you get to play it however you like, as long as however you like matches exactly how they want you to play it.
Erh, no.
They do force the UI on us.
And I do have serious issues about that ...
But as far as I've noticed they haven't done much to control how we use that more or less annoying UI.
I've found that the limitations on how I can play this in an entertaining way (for me) isn't limited by CCP's more or less succesful UI.
It's down to how I can adapt my game to all the other effing morons that hasn't understood that EvE is dead and continue to play this game in a way that I don't like ;) |

Tabiothi Talaenei
Royal Order of Security Specialists Late Night Alliance
0
|
Posted - 2012.10.22 19:53:00 -
[826] - Quote
Karl Planck wrote:rofl, my first got deleted. Damn you ccp ninja skills Edit: So a few things. First, in the new UI you show how the both the raven and the avatar are locked. On the Titan it shows the shield and armor and hull indicators with corresponding damage. However on the raven it is only a single bar that has full shield (which is correct) but no notification on the armor and hull damage. Is this because the raven is not the active target? If this is correct could we get it so that all targets show the full damage layout? Second, as to the damage indicators. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isnGÇÖt all too helpful because your shipGÇÖs health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somoneGÇÖs optimal would be VERY helpful (as opposed to having those numbers memorized  ).
I like the circular healthbars. they are intuitive and cound down to zero in circular fashion. what i really wanted to +1 was the karls comment on hit quality affecting the damage indicator. this would be extremely useful in smaller ships, moreso than in larger ships, but maybe we can cater to both. The opacity could represent the quality of the hit, and the color could depict the amount of damage done (hit numeric damage/ my ships HP), so a fullt red hit would be like 25% my HP whereas a 5-10% hit might be more yellow or orange. (with a black border around it to make it more visible in space) |

Rek Seven
Probe Patrol Project Wildfire
449
|
Posted - 2012.10.23 08:43:00 -
[827] - Quote
@ CCP
The EVE UI does not need small iteration, it need a complete overhaul. It this new targeting UI (and future additions) part of a planed vision or are you just making it up as you go along?
I won't mince my words, EVE has the worst UI I've seen in a game in the last 5 years. Please give the UI the attention it deserves, as I feel it's the biggest thing holding eve back at the moment (that and the lack of new/interesting game mechanics). They see me trolling, they hating... |

Kage Toshimado
TunDraGon
22
|
Posted - 2012.10.23 16:51:00 -
[828] - Quote
Lors Dornick wrote:
Erh, no.
They do force the UI on us.
And I do have serious issues about that ...
But as far as I've noticed they haven't done much to control how we use that more or less annoying UI.
Exactly. Take the "NEW" design for the Vagabond and the Stabber. I quote:
"As the icing on the cake from our Art department (many thanks to all the people involved, including the amazing CCP Phor), we would like to let you know that the many cries of despair from Stabber / Vagabond pilots have been heard, and you will also get revamped models as part of the winter deal."
And you know what? IF the Art department hadn't messed with the Vagabond/Stabber design in the first place, you wouldn't have to deal with our "cries of despair". Learn from your mistakes already CCP!! Changing the game, for the sake of change, is counter productive. |

Challu
Wishful Desires Inc. Armada Assail
54
|
Posted - 2012.10.23 18:41:00 -
[829] - Quote
I can learn to work with the new circular damage controls (it's nothing like the ridiculously derped UniInv system, so don't make those comparisons peeps..) but...
What is with the counterclockwise damage progression? In what universe does that make sense?
Damage goes from right to left now. Do consider preserving that and making damage go clockwise from 12 o'clock...
|

Tarchus
Association of Commonwealth Enterprises Test Alliance Please Ignore
16
|
Posted - 2012.10.23 19:42:00 -
[830] - Quote
I did read some posts and more than 50% were against circle targets. I am against circle targets as well.
You know the bad part about this? No matter how many people are against circle targets, CCP will implement it either way.
This dictatorship doesn't work in the world of pc games. You, CCP, don't make a product shaped for the current or future consumers. Who will like a product shaped only by your desires?
You say you care, but it's this the way you let people show you care? Some players already listed other more important things than these circle targets. |
|

Langbaobao
Tr0pa de elite. Against ALL Authorities
11
|
Posted - 2012.10.23 23:43:00 -
[831] - Quote
Eh. TBH I don't see the reason for this change, since in my opinion the old targeting system was quite ok. I don't understand why they're fixing what ain't broken. I know that CCP will bulldoze this trough regardless of objections but it would be nice if you would at least leave the option to have round or square targeting icons. From what I know of ergonomics, human vision recognizes straight lines and corners much better then circles. The new circular icons with the health bars, while aesthetically maybe more pleasing to some, are in my opinion much less readable at a glance then the older ones. The old disposition of health bars in particular was much more intuitive. I'm hoping against hope that CCP will take these objections into consideration and, if not revert the changes, at least give us the option of having old style health bars if we want to use them (I would in a heartbeat). Unfortunately I doubt CCP will listen, in my experience they rarely do. I would write more in detail what and why to do, but I can't be bothered after the previous experience with the new unified inventory when they asked for input, I write 3 extremely long and detailed posts and don't get even an answer. It's not worth the time to do it. |

GeeShizzle MacCloud
228
|
Posted - 2012.10.24 01:13:00 -
[832] - Quote
feedback on the new overview changes on duality...
+1 on no health bars floating on the targeted ship (only on the horizontal / vertical target bar) -1 on the size of the new targets on the targeting bar as the change to circles have increased the footprint. meaning people running lower resolutions will find it increasingly difficult to have all necessary things on screen when if fleets etc. plus lengthy names invade on the area where miniature module icons appear, causing it to clash and appear messy and unrefined.
+1 on the unified invntory change to keep the width of the left column independent to the overall width of the window.
theres still a bug with keeping the advanced filters menu closed when closing the window nd opening it when u change the size of the window to extreme sizes.
-1 on the gun optimals and locking range icons for multiple reasons. They are extremely subtle and although the mouse over idea for weapon groupings is a novel idea, it clashes with an efficient workflow. having to divide concentration on a mouse over activity and then on the overview contacts in the main window and not locked target bar or overview contacts list is going to be frustrating and aggravating to the point people wont bother using the system.
the round health bars i personally dont have a problem. but i would presume if measured the square target health bars have more length to indicate health than the circumference of the circular form. Although this cound be considered superfluous as tooltips allow a percentage readout.
-1 to the fleet hangar changes as fleet hangar access is still locked to refitting access and should be split to allow others to refit without access to a "fleet hangar". regardless of what you guys call it, the hangar space will ALWAYS be used primarily by the main pilot of the ship to store personal items of his or hers. one has to wonder if this is a subtle stand by CCP to discourage carrier groups to use refitting during combat without voicing such opinions? who's to know.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
341
|
Posted - 2012.10.24 02:00:00 -
[833] - Quote
I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance.
Do people have issues understanding their own ship hud (in semi circular format)? Do people frequently forget simple static sequences that do not change? If progress in a circle is so difficult to read or can't be read at a glance why do we still use it so extensively IRL? What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels? Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right? What specifically are people likely to become confused about when using this system?
Having experienced the system in question I can't substantiate any of the issues being stated. This could very well be personal, but any issues being experienced I'd have a hard time believing weren't the result of a resistive user trying to create issues to validate their viewpoint. |

Rengerel en Distel
Amarr Science and Industry
474
|
Posted - 2012.10.24 03:25:00 -
[834] - Quote
Tyberius Franklin wrote:I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance. Intuitive means easy to understand instinctively. If you have to wait until your ship is under fire to know which way it's going, and which is which, it's not intuitive by definition.
Do people have issues understanding their own ship hud (in semi circular format)? The ship hud is split into 3 parts, intuitively you know which is which.
Do people frequently forget simple static sequences that do not change? Once you know how it works, you don't forget, no one has said that you do.
If progress in a circle is so difficult to read or can't be read at a glance why do we still use it so extensively IRL? Perhaps different professions use different things, but what are the daily uses in your life where things are measured in circles? I can't think of a single thing in my daily life where it counts down measured in a circle.
What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels? Not color blind, so can't speak to this point.
Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right? I don't believe the direction matters as much as the shape. Bars are just easier to read than circles.
What specifically are people likely to become confused about when using this system? You can't at a glance tell when you've taken something from shield to armor to hull. Instead of with the bar system, where you know because the total bar has changed color, the circles you have to look a bit harder at, because of the gap. There's also less sense of scale with a partial circle vs the bar if it's your job to RR. There's also just the increase in the target bar size, as well as the in space icon sizes. Having experienced the system in question I can't substantiate any of the issues being stated. This could very well be personal, but any issues being experienced I'd have a hard time believing weren't the result of a resistive user trying to create issues to validate their viewpoint. My answers in italics. A lot of HUDs are personal preference, which is why many of us can't understand why CCP refuses to allow their players to personalize the options. It's such an arrogant attitude, and is really off putting in a game you're trying to enjoy.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
341
|
Posted - 2012.10.24 03:53:00 -
[835] - Quote
Rengerel en Distel wrote:Tyberius Franklin wrote:I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance. Intuitive means easy to understand instinctively. If you have to wait until your ship is under fire to know which way it's going, and which is which, it's not intuitive by definition. I'll grant the complaint of which way it is going, but again that comes down to personal preference and many expressed the desire for it to go the other way. Progression from one layer to another felt no less intuitive than now since it goes in a circle just as the basic shape suggests
Do people have issues understanding their own ship hud (in semi circular format)? The ship hud is split into 3 parts, intuitively you know which is which. Same for the new targetting icons. Again they go in a circle. Do people frequently forget simple static sequences that do not change? Once you know how it works, you don't forget, no one has said that you do. Yet people lament this as being especially counterintuitive. Considering the simplicity and overall clarity of damage progress I don't understand the issue with at a glance analysis.
If progress in a circle is so difficult to read or can't be read at a glance why do we still use it so extensively IRL? Perhaps different professions use different things, but what are the daily uses in your life where things are measured in circles? I can't think of a single thing in my daily life where it counts down measured in a circle. Every gauge in my vehicle, time on an analog clock/watch, temp reading on my analog thermostat, really everything I have that doesn't have a digital numeric display in which I expect a detailed reading. I have more circular displays than bar ones by far and use them more frequently
What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels? Not color blind, so can't speak to this point.
Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right? I don't believe the direction matters as much as the shape. Bars are just easier to read than circles. I didn't have a lack of ease either way. As said before the first time something starts to take damage under the new system is the only time there is any ambiguity and it is eliminated at that very same moment. Additionally I've yet to see any real evidence that bars tend to be inherently easier to understand.
What specifically are people likely to become confused about when using this system? You can't at a glance tell when you've taken something from shield to armor to hull. Instead of with the bar system, where you know because the total bar has changed color, the circles you have to look a bit harder at, because of the gap. There's also less sense of scale with a partial circle vs the bar if it's your job to RR. There's also just the increase in the target bar size, as well as the in space icon sizes. Vertical size I can grant however this is only due to activation icons being moved to below the target. Visual at a glance identification of damage seemed a non issue. I've not in my limited experience with it missed the gap between the bars and mistaken defensive layers. This is with no extra effort. I'm not having a sense of scale issue either, but then radial scale registers the same as linear scale for me so far as I can tell when eyeballing it.
Having experienced the system in question I can't substantiate any of the issues being stated. This could very well be personal, but any issues being experienced I'd have a hard time believing weren't the result of a resistive user trying to create issues to validate their viewpoint. My answers in italics. A lot of HUDs are personal preference, which is why many of us can't understand why CCP refuses to allow their players to personalize the options. It's such an arrogant attitude, and is really off putting in a game you're trying to enjoy. Retorts in bold. As far as not understanding the lack of choice, we run through this with every change in UI, good or bad in popular view in that as should be obvious. There is extra work in maintaining 2 visual systems. I've not seen any MMO title have support for what you are asking in any real capacity. So in the end it comes down to preference and despite the last few pages if you go over the whole thread you will see that most are overall positive while debating minor implementation details or making additional related feature requests. |

Rengerel en Distel
Amarr Science and Industry
479
|
Posted - 2012.10.24 20:49:00 -
[836] - Quote
Tyberius Franklin wrote: As far as not understanding the lack of choice, we run through this with every change in UI, good or bad in popular view in that as should be obvious. There is extra work in maintaining 2 visual systems. I've not seen any MMO title have support for what you are asking in any real capacity. So in the end it comes down to preference and despite the last few pages if you go over the whole thread you will see that most are overall positive while debating minor implementation details or making additional related feature requests.
The amount of MMOs that don't let you change from the default UI are far smaller than those that let you. Just look at curse, or any of the "MMO"interface sites. They don't have to maintain 2 systems, they have to maintain one system that lets the players make changes to the UI.
As to the gauges in your car, they're actually circles, and not semi-circles? http://www.featurepics.com/FI/Thumb300/20080406/Car-Gauges-677905.jpg They also don't represent 3 different things in one semi-circle, they split them up because it's clearer.
But it's just splitting hairs, as CCP will do whatever they want, regardless of anything anyone says.
|

Willie Horton
Brutor Tribe Minmatar Republic
9
|
Posted - 2012.10.24 21:06:00 -
[837] - Quote
If you plan to leave this new feature like this http://www.youtube.com/watch?v=cXwBrlEGshM&feature=player_embedded#! I am kinda sickened .
For my taste this is beyond bad.I say that cause I don't see this fit in current UI that we have (boxes ). Second problem,if you look you will notice that small icons that show what module is active on target is covering distance.That is one of most important information that you need in combat.
Do we really need safety button ?When I started to play this game someone told me well this is hard game so you will need to really push your self to get along with EVE.How that button is representing that ?People are coming to EVE as last resort ,place where they will play hardcore hard game not some WoW clone.
I know it sounds funny but I am even thinking to ask "someone want my stuff"?Yes you will say man it is just UI ,but it is not,since current was nice and you could see what you need.And I will ask again as people before me asked many times ,can you give us options to have old UI ?
I am not trying to place here hate comments,but you CCP people are getting some weird ideas that don't make any sense to me.To much stuff blinking around,HP bars all around,dont know really it give me shivers.
Sorry but for UI changes from here where I stand you will get -10. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
342
|
Posted - 2012.10.24 21:11:00 -
[838] - Quote
Rengerel en Distel wrote:Tyberius Franklin wrote: As far as not understanding the lack of choice, we run through this with every change in UI, good or bad in popular view in that as should be obvious. There is extra work in maintaining 2 visual systems. I've not seen any MMO title have support for what you are asking in any real capacity. So in the end it comes down to preference and despite the last few pages if you go over the whole thread you will see that most are overall positive while debating minor implementation details or making additional related feature requests.
The amount of MMOs that don't let you change from the default UI are far smaller than those that let you. Just look at curse, or any of the "MMO"interface sites. They don't have to maintain 2 systems, they have to maintain one system that lets the players make changes to the UI. As to the gauges in your car, they're actually circles, and not semi-circles? http://www.featurepics.com/FI/Thumb300/20080406/Car-Gauges-677905.jpgThey also don't represent 3 different things in one semi-circle, they split them up because it's clearer. But it's just splitting hairs, as CCP will do whatever they want, regardless of anything anyone says. CCP doesn't allow mods and the sites you spoke of are mod sites. They are not packaged visual alterations within the distributed game client. As to whether it's good or bad that CCP disallows mods, that is another debate. It is however true that the unaltered clients on most games have a relatively static style. As far as making a system to create user generated changes, again I'd have to ask you to point out another game that bundles that capability.
As far as the guages, you have 3 separate semi circles arranged in a pattern to indicate which level of defense each represents. The overall pattern is a circle, but to suggest that a full circle is unintuitive is like suggesting that analog clocks are difficult to interpret. Also is heat something people have issues with reading often? |

Rengerel en Distel
Amarr Science and Industry
480
|
Posted - 2012.10.24 22:02:00 -
[839] - Quote
Tyberius Franklin wrote: CCP doesn't allow mods and the sites you spoke of are mod sites. They are not packaged visual alterations within the distributed game client. As to whether it's good or bad that CCP disallows mods, that is another debate. It is however true that the unaltered clients on most games have a relatively static style. As far as making a system to create user generated changes, again I'd have to ask you to point out another game that bundles that capability.
As far as the guages, you have 3 separate semi circles arranged in a pattern to indicate which level of defense each represents. The overall pattern is a circle, but to suggest that a full circle is unintuitive is like suggesting that analog clocks are difficult to interpret. Also is heat something people have issues with reading often?
I'm not sure what you're even arguing at this point. Yes, i listed mod sites, as what i said is that EVE should allow us to mod the UI. A few MMOs will let you have different default configurations, but I don't think that would be needed if they allowed mods. Their attitude that only they can decide how the game should be played is the problem i have.
|

Misspi en Divalone
Exotic dancer training club Exotic Dancer Trainer Alliance
3
|
Posted - 2012.10.25 10:43:00 -
[840] - Quote
I haven't read all replies and suggestions but here are my suggestions.
- Allow a choice for either old rectangular, circular and triangular (flipped 180 degrees to distinguish between asteroids) shapes. I like choice! All of these in either full shape or corners only. Why? See suggestion #2.
- Allow a shape change depending on locked/unlocked/aggressed/non-aggressed. A change in shape and colour should help the colour blind. For everyone it should make it easier to distinguish where on grid your locked target hangs out in between other targets. A shape and colour change is an improved indicator over the current overview regardless.
- Allow everyone to change box/colour settings in the overview any which way they choose and everyone will be happy. The "old" overview would just be a matter of setting everything ship related to rectangular boxes with separate colour changes for states and not ticking the view target shield/armor/hull status box.
Example : Personally I'd go for unlocked unaggressed using an open rectangular box, full rectangular box for opponent lock but not aggressed or locked by me. Open triangle for opponent who aggressed me but aren't locked by me. A circular open marker for targets I locked but who are not aggressing me and closed triangle if we're both shooting each other.
I hope the input is appreciated and will be implemented. |
|

DJ P0N-3
Table Flippendeavors
52
|
Posted - 2012.10.26 13:15:00 -
[841] - Quote
Tyberius Franklin wrote:I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance.
What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels? Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right?
Re: colorblindness: I'm not fully colorblind, but my vision is very poor. It's corrected to the point where in daily life I don't notice how bad it is because my vision has slowly deteriorated for over a decade and I've come up with a lot of compensatory mechanisms, but every so often something comes up that I just can't compensate for. Color contrast is one of them.
A lot of people think that red and black contrast beautifully! (I'm looking at you, goths) This is completely and utterly not so. To me, red on black means that I have to stop paying attention to everything else and look at it hard to figure out where one begins and the other ends. When I checked the new targeting system on Duality, it's a lot better than it was in the WIP picture. It's outlined and it has tickmarks, and that's perfect. I can now eyeball health as a percentage without having to think about it. My own ship's health bars are less of an issue because it's bigger, it's central, it has some outlining, and I don't have to look around anything -- it's all stacked on top of each other. I keep my targets in my peripheral vision so I can focus on my HUD.
Personally, I'd like to see shields going clockwise from 8 to 12 o'clock, armor from 12 to 4, and hull from 4 to 8. This is really intuitive for me, if we have to go with circles (and I assume we do). Circles do space out the targets more, so you have to look around the ship icon for all your information instead of it being grouped below it. You can no longer look across a horizontal line and compare health bars and nothing else. Now that nice grouping is dedicated to the name of the pilot and corp and alliance and all that (which, on Duality, is in a lower contrast font than it was. Please at least make the pilot name have better contrast). I use very few circular gauges in my life, and when I do, they go clockwise starting at about 8 or 9 o'clock.
I now focus a lot more on the ship icon when I'm trying to gauge health because I'm looking at its circumference, which makes it feel bloated. I'm sure I'll tune it out eventually, but the ship icons used to be unobtrusive. The information they contain is way, way low on my priority list because I almost never assign my offensive modules based on "this tiny square has a Blackbird-shaped blob in it and the background is blue". I assign targets based on "this dude is in a Falcon and I see his name under a blue box that just appeared because I just targeted him! Death to Falcons!" |

Mae Leva
Perkone Caldari State
0
|
Posted - 2012.10.28 20:51:00 -
[842] - Quote
feel its important to say it again
but its ALOT of harder to see the new icons if you are colorblind (old ones are pretty hard too) |

Xylorn Hasher
Sumiyoshi-Kai
47
|
Posted - 2012.10.28 22:29:00 -
[843] - 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'm wondering how long Eve will be unplayable after deploying so many changes at once. It will be huge mess, but we will see. |

Salpun
Paramount Commerce
405
|
Posted - 2012.10.28 22:31:00 -
[844] - Quote
Xylorn Hasher wrote: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'm wondering how long Eve will be unplayable after deploying so many changes at once. It will be huge mess, but we will see. Have you gotten on Duality and tested them?
|

Dinsdale Pirannha
Pirannha Corp
378
|
Posted - 2012.10.28 23:46:00 -
[845] - Quote
Salpun wrote:Xylorn Hasher wrote: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'm wondering how long Eve will be unplayable after deploying so many changes at once. It will be huge mess, but we will see. Have you gotten on Duality and tested them?
While suggesting the game will be unplayable is probably slightly over-the-top, it is not by much. Many parts of the game badly broken, with huge holes to exploit, I have no doubt.
As I was trying to say in the Duality channel, the problem is CCP is introducing way too many moving parts at once. We are facing 3 new or completely overhauled concepts, plus an FW overhaul, plus a new HUD, plus new targeting, plus 40 ship hulls overhauled, and that is only the stuff I can think of.
Do you seriously believe, even if all the testers on Duality are "dedicated", as you commented there, do you seriously believe they can catch every unforseen circumstance of ALL these changes blending together, especially in such short windows for testing. And that does not even include the impact of Dust. |

Xylorn Hasher
Sumiyoshi-Kai
47
|
Posted - 2012.10.29 09:16:00 -
[846] - Quote
Salpun wrote:Xylorn Hasher wrote: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'm wondering how long Eve will be unplayable after deploying so many changes at once. It will be huge mess, but we will see. Have you gotten on Duality and tested them?
It's not my job to test CCP product. They aren't paying me for that. I'm like we all a customer not beta tester. If others wants to do tests for CCP for free I'm fine with that.
We had shooting POSes in the past, ships radomly changeing flying direction, socet close issues ( thankfully it never happend to me during the fight or while GCC ) and other nasty things which could cause death in PvP, But now CCP is messing with aggro mechanic which might resault in Concord killing players on sight for example ( this would be funny however ). |

Angeliq
Soimii Patriei Nulli Secunda
169
|
Posted - 2012.10.30 17:07:00 -
[847] - Quote
So after all the negative feed-back you are still pushing through with the circle UI crap just like you did with the inventory. You say that you need to change some of the old codding and this is the main reason why you change the UI, well rewrite the code, but make the targeting UI squared again. Why do you insist on those stupid circles? Did your research team came to the conclusion that under-age and below average IQ players like shiny, roundy and sparkling things?
Well done Crowd Control Productions! "Stay the course, we have done this many times before." - Hilmar Veigar P+¬tursson 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 |

Mikaila Penshar
Take it Deep
20
|
Posted - 2012.10.31 17:53:00 -
[848] - Quote
The reality of this whole thing is that this is CCP's game and we are allowed the privilege to participate if we want to... they're gonna make changes and we'll love them or hate them, make our comments and requests - but at the end of the day they're just gonna do whatever and we'll decide to keep playing or quit. Simple enough- as for this? I like it, it's pretty and it'll take a hot minute to get used to it, so no complaints... would i like more important things worked on? sure wouldn't we all? but good job so far- fingers crossed for it to work once it goes live though. |

Lieam Thellere
Noctis Inc. The CodeX Alliance
16
|
Posted - 2012.10.31 19:39:00 -
[849] - Quote
Xylorn Hasher wrote:Salpun wrote:Xylorn Hasher wrote:I'm wondering how long Eve will be unplayable after deploying so many changes at once. It will be huge mess, but we will see. Have you gotten on Duality and tested them? It's not my job to test CCP product. They aren't paying me for that. I'm like we all a customer not beta tester. If others wants to do tests for CCP for free I'm fine with that.
I think Salpun's statement went right over your head. You're stating that EVE will be unplayable, yet you've not even tried the new system on Duality. He wasn't asking you to beta test, but to test and see if it was unplayable, instead of simply talking trash. |

Angeliq
Soimii Patriei Nulli Secunda
169
|
Posted - 2012.11.01 00:59:00 -
[850] - Quote
Mikaila Penshar wrote:The reality of this whole thing is that this is CCP's game and we are allowed the privilege to participate if we want to... they're gonna make changes and we'll love them or hate them, make our comments and requests - but at the end of the day they're just gonna do whatever and we'll decide to keep playing or quit. Simple enough- as for this? I like it, it's pretty and it'll take a hot minute to get used to it, so no complaints... would i like more important things worked on? sure wouldn't we all? but good job so far- fingers crossed for it to work once it goes live though.
If so, why do they try to make it like they give a f* about what the player base wants? Why do they still ask for feedback? Just to give us the false idea of choice, to make us believe we count for something in the developing of this game? 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 |
|

A8ina
Celestial Argonauts HELL4S
24
|
Posted - 2012.11.03 04:12:00 -
[851] - Quote
I also like to add some more things
1) the brackets will look better if they are looking more like the main control bar that indicates shield/armor/ of the ship that I am using, a ring with in a ring looking more like the Seagate logo and with in the ring you see the ship.
2) incoming damage type indicator. at the left of the control bar indicator you know that thing that tells you your stats of your ship shields and armor ,somewhere next to auto pilot add four bars representing the 4 elements of damage with color and as you get pounded the appropriate damage type races the appropriate bar according to the damage amount , this bars will retain the history of a selected number of shots and refresh. so it will look like the bars you see representing the sound when you play music.
|

Rammix
FreeWorkers HeII Gate Alliance
13
|
Posted - 2012.11.04 04:49:00 -
[852] - Quote
CCP karkur wrote:Soden Rah wrote:Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all). We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid. Would be nice to see in colour when a target is approaching or moving away. "Warm" colours for the first, and "cold" colours for the second. Smth like Doppler effect. And simple indicators for movement vectors. OpenSUSE 12.2, wine 1.5 |

Sirinda
Ekchuah's Shrine Comporium Kill It With Fire
126
|
Posted - 2012.11.04 22:59:00 -
[853] - Quote
Why not have
blue/red for shields
yellow/red for armor
and the current grey/red for structure?
(I went by the colors of the visual repair/hardening effects BTW) |

GeeShizzle MacCloud
229
|
Posted - 2012.11.05 10:04:00 -
[854] - Quote
CCP karkur wrote:Soden Rah wrote:Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track? To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all). We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.
this does sound very very VERY much like you're actually afraid of touching the old overview code and just want to use some of the codes output into a new system.
who in CCP actually has the expertise to remedy the overview code btw? |

JessiJames
Caldari Provisions Caldari State
5
|
Posted - 2012.11.05 21:45:00 -
[855] - 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.
..in combination with your plans....
...one tiny UI-change that would be EXTREMELY helpful is an option to display that "mousover-info" on ships ALWAYS for ALL ships. (Players can already select the info they want, e.g. Shiptype only, all it needs is another checkbox. The overview has to load all the information anyways so i imagine this does not cause any more traffic.)
Especially for small gangs and solo pilots this tiny change would GREATLY improve information flow and immersion. For larger fleets that target by overview only or when just running for 20 jumps thru hisec traffic one can simply turn it off.
Thanks. |
|

CCP karkur
C C P C C P Alliance
1585

|
Posted - 2012.11.06 00:28:00 -
[856] - Quote
GeeShizzle MacCloud wrote:this does sound very very VERY much like you're actually afraid of touching the old overview code and just want to use some of the codes output into a new system.
who in CCP actually has the expertise to remedy the overview code btw? well yes, I admit that I'm a bit afraid to touch the overview code too much when our feature is not about the overview. I am fairly familiar with the code, but you need to be very careful with this stuff since it's so important to so many people (and is very optimized to perform better). CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
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CCP karkur
C C P C C P Alliance
1585

|
Posted - 2012.11.06 00:31:00 -
[857] - Quote
Just FYI, we should have some information for you soon about our progress and stuff. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Buzzy Warstl
The Strontium Asylum
186
|
Posted - 2012.11.06 01:13:00 -
[858] - Quote
Use real stoplight green for the green and things get a lot easier for colorblind players. |

Maximus Andendare
The Scope Gallente Federation
5
|
Posted - 2012.11.06 01:39:00 -
[859] - Quote
CCP karkur wrote:Just FYI, we should have some information for you soon about our progress and stuff. We love updates!! Updates! Updates!!
|

Salpun
Paramount Commerce
412
|
Posted - 2012.11.06 04:47:00 -
[860] - Quote
The persistant cross hairs when you are targeting something are a little annoying. While I see there use people keep saying there is a way to turn them off. I must be looking in the wrong spots. Will some one direct me to where the option is? Thanks.
It would not be bad if it was the one that was targeted for action only but right now it is for every thing you have locked. Even if you are not in the combat overview. Short cut would be better but the next post will tell me that is exactly what there is but it sure is hard to find |
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CCP karkur
C C P C C P Alliance
1587

|
Posted - 2012.11.06 08:26:00 -
[861] - Quote
Salpun wrote:The persistant cross hairs when you are targeting something are a little annoying. While I see there use people keep saying there is a way to turn them off. I must be looking in the wrong spots. Will some one direct me to where the option is? Thanks. It would not be bad if it was the one that was targeted for action only but right now it is for every thing you have locked. Even if you are not in the combat overview.  Short cut would be better but the next post will tell me that is exactly what there is but it sure is hard to find  Short cut for "Special Bracket Display" tested it did not notice any change but it was only on some cans at the testing station. What does that option do? That crosshair option has been in the game for a long time, and is in the ESC menu, in the General tab I think (I think we will be moving that).
And as far as I can tell the special bracket display is to show you brackets on large collidable objects and moons. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|

Salpun
Paramount Commerce
412
|
Posted - 2012.11.06 12:58:00 -
[862] - Quote
CCP karkur wrote:Salpun wrote:The persistant cross hairs when you are targeting something are a little annoying. While I see there use people keep saying there is a way to turn them off. I must be looking in the wrong spots. Will some one direct me to where the option is? Thanks. It would not be bad if it was the one that was targeted for action only but right now it is for every thing you have locked. Even if you are not in the combat overview.  Short cut would be better but the next post will tell me that is exactly what there is but it sure is hard to find  Short cut for "Special Bracket Display" tested it did not notice any change but it was only on some cans at the testing station. What does that option do? That crosshair option has been in the game for a long time, and is in the ESC menu, in the General tab I think (I think we will be moving that). And as far as I can tell the special bracket display is to show you brackets on large collidable objects and moons. Thanks for the response. The stand alone cross hair removal option still is hiding from me. I am sure the removal option is included in the hud removal option but i want it a stand alone option or an option for the cross hairs to fade out once a module is activated on a target. The new module activation line is a good replacement for this feature if all targets has them. They could use lines movement to guage tranversal. While not a perfect solution it could work.
The names for these hard to understand option needs to change so they are clear to understand. |
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CCP karkur
C C P C C P Alliance
1587

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Posted - 2012.11.06 13:32:00 -
[863] - Quote
Salpun wrote: The names for these hard to understand option needs to change so they are clear to understand. Haha, you are correct because I have no idea what you are talking about 
But we haven't yet added disabling options for the new stuff. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Salpun
Paramount Commerce
412
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Posted - 2012.11.06 13:50:00 -
[864] - Quote
CCP karkur wrote:Salpun wrote: The names for these hard to understand option needs to change so they are clear to understand. Haha, you are correct because I have no idea what you are talking about  But we haven't yet added disabling options for the new stuff.
I'll send you a bug report later including your name  |

Ranzabar
Vertical Ventures Unlimited Corp
25
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Posted - 2012.11.11 06:17:00 -
[865] - Quote
Keep it as simple as possible, but no simpler - Einstein Keep your expectations tiny and you won't be so winey |

Roime
Shiva Furnace
1406
|
Posted - 2012.11.11 08:58:00 -
[866] - Quote
CCP karkur wrote: And as far as I can tell the special bracket display is to show you brackets on large collidable objects and moons.
Brackets for moons :o
Lovely!
Shiva Furnace - recruiting again! |

Colonel Falkland
Federal Navy Academy Gallente Federation
0
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Posted - 2012.11.12 22:47:00 -
[867] - Quote
Hi there,
Is there anyway you could add a feature to allow the player/pilot to set their ship's velocity more acurately? Maybe right click the velocity icon in the UI get a pop up and enter the desired velocity to the 1 digit? And a feature to set fleet velocity this way also for the FC?
Thanks for your time.
Colonel Falkland |

Rek Seven
Probe Patrol Project Wildfire
472
|
Posted - 2012.11.13 10:01:00 -
[868] - Quote
http://www.youtube.com/watch?feature=player_embedded&v=kbFrKWHUehk
OMG that target tracking camera is now my most anticipated feature. Thanks to whichever team developed/implemented this.  They see me trolling, they hating... |

Heronk
Onion Corps SOLAR FLEET
0
|
Posted - 2012.11.13 19:57:00 -
[869] - Quote
You showed us this: http://lh4.googleusercontent.com/-SjfLfVJIGgo/T24cZkG_GkI/AAAAAAAAARw/T1PnHYoavY0/s0/EVE_UI_burn_fanfest2012.png and http://lh5.googleusercontent.com/-X1t-pvDjHcg/T24caPGej6I/AAAAAAAAAR4/lc1IBXitFAI/s0/EVEtac_overlay_fanfest2012.png
but u made this: http://content.screencast.com/users/epti/folders/Jing/media/06b36761-0666-459b-85a5-dfabcddd4d2f/2012-11-13_2301.png
Why? Did u think about fleet fights? You know that with this UI its impossible to see who is targeting you, btw i didnt think that its gonna work fine when two or more 300 people fleets fight. |

Rek Seven
Probe Patrol Project Wildfire
472
|
Posted - 2012.11.13 21:05:00 -
[870] - Quote
^^ LMAO 
That second image of the tactical overview would be nice and much needed IMO. They see me trolling, they hating... |
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Heronk
Onion Corps SOLAR FLEET
0
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Posted - 2012.11.13 21:11:00 -
[871] - Quote
Rek Seven wrote:^^ LMAO  That second image of the tactical overview would be nice and much needed IMO.
I think that CCP doesn't ever think about functional and informational content, they just wanna make it more beautiful.
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