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Thread Statistics | Show CCP posts - 27 post(s) |
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CCP karkur
C C P C C P Alliance
1562

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Posted - 2012.10.20 14:28:00 -
[1] - Quote
Team Pony Express has been working on HUD changes in the last few weeks. Some of it was covered in my devblog, Stay on Target! but other things were not.
- New brackets:
- we have changed the targeted/agressing bracket graphics and now the blinking is not as aggressive. - when you get damage from the guy represented by the bracket, a new graphic will animate to indicate how much damage you got. How we do this has changed from the devblog because we felt it was hard to distinguish the damage groups. So in - new background.... we are trying to a new background graphic - all the brackets that are in targeting range have a new "can target" graphics on them
- Targets:
- they are not circular, with the health bars warpped around them - the targets have changed some from the devblog and now have very little extra graphics. - active target will have the health bars on the bracket - we know the EWar counters are missing, we just haven't added them yet. - we have yet to arrange everything correctly so text and guns don't overlap - (we know that the health bars don't start to show until 5% damage or something like that, it's a polishing task)
- Ship UI:
- added a lot of information to the tooltips (but they have yet to be polished and the text revised). - when you shooting at something and mouse over the module you will see line from the module, to the bracket and to the target, as well as seeing the gun icon on the target light up - when you mouse over a module, the "can target" icon of the brackets that are in range will get brighter ("in range" in this case = optimal range + falloff)
This is of course still work in progress, but we would like to hear what you have to say about those changes after you have tested them. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Salpun
Paramount Commerce
398
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Posted - 2012.10.20 14:31:00 -
[2] - Quote
All feed back is currently in the duality testing period thread please read |

Gilbaron
Free-Space-Ranger Ev0ke
380
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Posted - 2012.10.20 14:39:00 -
[3] - Quote
did you really change the damage to counter-clockwise ?
change it back please :(
(i have only seen screenshots so far) |

Bloodpetal
Mimidae Risk Solutions
985
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Posted - 2012.10.20 14:40:00 -
[4] - Quote
CCP karkur wrote:[list] Targets:
- they are not circular, with the health bars warpped around them
Did you mean NOW circular or NOT? Where I am. |

Salpun
Paramount Commerce
398
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Posted - 2012.10.20 14:43:00 -
[5] - Quote
Bloodpetal wrote:CCP karkur wrote:[list] Targets:
- they are not circular, with the health bars warpped around them
Did you mean NOW circular or NOT? What server will these/are these live on? currently live on Duality |

Bienator II
madmen of the skies
1031
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Posted - 2012.10.20 14:49:00 -
[6] - Quote
the selected object is still hard to find when at the edge of the screen. Make it blink, or use a different color... other games use arrows to indicate the direction. 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 |

Setsune Rin
FOXH0UND Outer Heaven
4
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Posted - 2012.10.20 16:49:00 -
[7] - Quote
http://i.imgur.com/QTiDO.jpg
this happened to me (the legion being targeted)
and i cant switch ammo (not sure if that belongs here) |

Salpun
Paramount Commerce
398
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Posted - 2012.10.20 16:51:00 -
[8] - Quote
Setsune Rin wrote:http://i.imgur.com/QTiDO.jpg
this happened to me (the legion being targeted)
and i cant switch ammo (not sure if that belongs here) what % is the UI in windowed mode 90% works for me
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Setsune Rin
FOXH0UND Outer Heaven
4
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Posted - 2012.10.20 17:18:00 -
[9] - Quote
im at 100% scaling
and it happened only once (so far) |

Jing Xin
Gravity Mining and Manufacturing Inc Storm of Souls
6
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Posted - 2012.10.20 17:28:00 -
[10] - Quote
So which are the shields? |

Salpun
Paramount Commerce
398
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Posted - 2012.10.20 17:31:00 -
[11] - Quote
Jing Xin wrote:So which are the shields? upper left |

Solhild
Republic Military School Minmatar Republic
845
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Posted - 2012.10.20 18:38:00 -
[12] - Quote
Gilbaron wrote:did you really change the damage to counter-clockwise ?
change it back please :(
(i have only seen screenshots so far)
Please don't change it. The way you currently have it on Duality is intuitive and consistent with the rest of the game.
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Solhild
Republic Military School Minmatar Republic
845
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Posted - 2012.10.20 18:42:00 -
[13] - Quote
I looked at it last night and again today, love it.
I simply looks cooler and is intuitive. The issues that people seem to be having when they think about logistics should be addressed in the new overview rather than brackets and targeting icons.
I also like the popup for damage type on my ammo. The new icons for tank modules that show damage type are very well done.
Very Very good job folks, keep it coming  |

DexterShark
Li3's Electric Cucumber Li3 Federation
0
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Posted - 2012.10.20 19:09:00 -
[14] - Quote
These changes are all, frankly, excellent and you should be very happy with the work you've done so far in what is, I think, only a short time so far.
It's funny, the question of "which is the shields?" is LOL because the only people who'd ask that haven't tried it yet. It's intuitive after about 2 seconds. It's a non-issue.
Meanwhile, my only question is that I think damage should go down clockwise. I really do. I'm actually surprised by how strongly I feel about that! Odd! Please tell me your reasons for counterclockwise. I'm genuinely interested! |

Destination SkillQueue
Are We There Yet
2830
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Posted - 2012.10.20 19:54:00 -
[15] - Quote
DexterShark wrote:These changes are all, frankly, excellent and you should be very happy with the work you've done so far in what is, I think, only a short time so far.
It's funny, the question of "which is the shields?" is LOL because the only people who'd ask that haven't tried it yet. It's intuitive after about 2 seconds. It's a non-issue.
Meanwhile, my only question is that I think damage should go down clockwise. I really do. I'm actually surprised by how strongly I feel about that! Odd! Please tell me your reasons for counterclockwise. I'm genuinely interested!
Consistency with other damage indicators and because that is the direction it moved before the change? |

Blue Harrier
127
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Posted - 2012.10.20 20:48:00 -
[16] - Quote
Please have a look at my comments in the GÇÿDuality Open periodGÇÖ thread, especially my remarks on colour blind usage.
Thanks.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Solhild
Republic Military School Minmatar Republic
847
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Posted - 2012.10.20 21:27:00 -
[17] - Quote
DexterShark wrote:These changes are all, frankly, excellent and you should be very happy with the work you've done so far in what is, I think, only a short time so far.
It's funny, the question of "which is the shields?" is LOL because the only people who'd ask that haven't tried it yet. It's intuitive after about 2 seconds. It's a non-issue.
Meanwhile, my only question is that I think damage should go down clockwise. I really do. I'm actually surprised by how strongly I feel about that! Odd! Please tell me your reasons for counterclockwise. I'm genuinely interested!
The way the brackets and icons read to me is:
tank increasing = grows clockwise
tank decreasing = reduces back, anti-clockwise
Same as my HUD; Simples 
I'm not against there being options to do all sorts of weird stuff, including mirroring text if that floats your boat!. Having tried these changes I like them as they are and if the option to change them to anti-clockwise was there, I wouldn't take it. |

Rengerel en Distel
Amarr Science and Industry
468
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Posted - 2012.10.21 01:26:00 -
[18] - Quote
My biggest complaint is just how much real estate it seems to take up. The target list feels bigger, and the targeted icons in space just adds to it. I haven't been in too many places with more than 10 rats or so, but it felt cluttered. I'd really like a screenshot from a fleet engagement.
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MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
0
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Posted - 2012.10.21 05:32:00 -
[19] - Quote
the aligning of the modules activate to the target coincide to the distance tag
and the modules icons should be stay at the left hand side of the target, same as the UI change before |

Spc One
The Chodak Void Alliance
95
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Posted - 2012.10.21 06:23:00 -
[20] - Quote
This new HUD is not really necessary. There is NOTHING wrong with current HUD, it's perfect as it is now so please don't change it to circles.
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Morgan North
The Wild Bunch Electus Matari
89
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Posted - 2012.10.21 07:30:00 -
[21] - Quote
Plus:
The information available at the modules is awesome. The HUD looks good. I'm not that fond of having repeated information on EVE, but at least this enables you to check his HP while your trying to see him move around.
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Tippia
Sunshine and Lollipops
10060
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Posted - 2012.10.21 11:14:00 -
[22] - Quote
The new HUD and targeting row is awesome, with one exception: the starting point, as pointed out in the dev blog thread. It would really be better if you made the whole thing a bit more consistent with how your own ship's damage track works: starting in the (lower) right corner and ending in the (lower) left (see ye olde mock-up from that thread).
Even if you don't change the starting point, the gap would still be a welcome addition. Yes, you learn where it starts and end; no, it's still missing the GÇ£feelGÇ¥ of intuitiveness. 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
1564

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Posted - 2012.10.21 11:25:00 -
[23] - Quote
Blue Harrier wrote:Please have a look at my comments in the GÇÿDuality Open periodGÇÖ thread, especially my remarks on colour blind usage.
Thanks.
For reference, here is a link to it.
Quote:3, As I am red/green colour blind the faded colour (I assume red), of the target reticule is very hard for me to see, it might be useful to have a colour blind mode with a change of colour for people like myself. After all we donGÇÖt always need red as a warning colour as long as we (as in myself) know this is the warning. My son who was watching the test also pointed out there was a colour change from I think yellow or green to red but again this was not apparent to me (could someone confirm this please). Are you talking about when they are targeting you and then aggressing? (Targeting is yellow, agressing is red, but there is no green). Or are you talking about when they hit you? Then you have red, orange or yellow, depending on the damage of the hit. We will be trying out new graphics for that, so read has one, orange one and yellow one. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Blue Harrier
127
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Posted - 2012.10.21 12:12:00 -
[24] - Quote
CCP karkur wrote:Quote:3, As I am red/green colour blind the faded colour (I assume red), of the target reticule is very hard for me to see, it might be useful to have a colour blind mode with a change of colour for people like myself. After all we donGÇÖt always need red as a warning colour as long as we (as in myself) know this is the warning. My son who was watching the test also pointed out there was a colour change from I think yellow or green to red but again this was not apparent to me (could someone confirm this please). Are you talking about when they are targeting you and then aggressing? (Targeting is yellow, agressing is red, but there is no green). Or are you talking about when they hit you? Then you have red, orange or yellow, depending on the damage of the hit. We will be trying out new graphics for that, so read has one, orange one and yellow one. Thank you so much for responding to my request;
It applies to both situations; the worst offender is the red, orange, yellow combinations. To give you an idea traffic lights to me (in the UK) read top to bottom, red (very dim in daylight), yellow and white, this should be red, amber and green.
Most colour blind people can see primary colours reasonably well but mixed or secondary colours really start to screw with our vision. Adding a GÇÿglowGÇÖ to the red colour helps as it makes it stand out more.
I will now swear (people of a nervous or easily offended stop reading here), I play WOW and they have a simple tick box in the many settings that turns on GÇÿColor Blind ModeGÇÖ, and it works. Also many years ago I played a game called GÇÿAlpha CentauriGÇÖ and Sid Meirs brought out a set of special tiles for colour impaired people like myself which made the game superbly playable.
For all you colour perfect people out there I envy you and wish I had bookmarked a web site that listed sets of pictures next to each other one in natural colour and one as seen by colour blind people, to me they looked the same but my son was flabbergasted at the huge difference between the two for him.
I donGÇÖt expect preferential treatment but any small GÇÿimprovementGÇÖ will be appreciated.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Solhild
Republic Military School Minmatar Republic
847
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Posted - 2012.10.21 12:52:00 -
[25] - Quote
Tippia wrote:The new HUD and targeting row is awesome, with one exception: the starting point, as pointed out in the dev blog thread. It would really be better if you made the whole thing a bit more consistent with how your own ship's damage track works: starting in the (lower) right corner and ending in the (lower) left (see ye olde mock-up from that thread). Even if you don't change the starting point, the gap would still be a welcome addition. Yes, you learn where it starts and end; no, it's still missing the GǣfeelGǥ of intuitiveness. Oh, and: the whole hit notification animation was a bit more subtle than I expected, but that could be due to only having small:ish groups of NPCs to test againstGǪ but right now I'm inclined to suggesting that maybe they should be made a bit more prominent. A bit more testing will be needed there, and so far it seems like a nice effect, albeit less GǣmeatyGǥ than I imagined it would be.
That mockup is great. Our own HUD could do with looking like a bigger version of this. Great stuff. |

Oberine Noriepa
995
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Posted - 2012.10.21 15:20:00 -
[26] - Quote
Solhild wrote:Tippia wrote:The new HUD and targeting row is awesome, with one exception: the starting point, as pointed out in the dev blog thread. It would really be better if you made the whole thing a bit more consistent with how your own ship's damage track works: starting in the (lower) right corner and ending in the (lower) left (see ye olde mock-up from that thread). Even if you don't change the starting point, the gap would still be a welcome addition. Yes, you learn where it starts and end; no, it's still missing the GǣfeelGǥ of intuitiveness. Oh, and: the whole hit notification animation was a bit more subtle than I expected, but that could be due to only having small:ish groups of NPCs to test againstGǪ but right now I'm inclined to suggesting that maybe they should be made a bit more prominent. A bit more testing will be needed there, and so far it seems like a nice effect, albeit less GǣmeatyGǥ than I imagined it would be. That mockup is great. Our own HUD could do with looking like a bigger version of this. Great stuff. Agreed. It's very good. Not only is it simple and easy to read, but it immediately displays a good amount of information for adequate situational awareness.
Once the mechanics of the new HUD are finalized, please don't forget to make it look cool and futuristic. Of course, functionality should never be sacrificed for form, but still... don't forget about the concepts that were shown at Fanfest. (Link)  |

dischordia
Specter Syndicate Persona Non Gratis
8
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Posted - 2012.10.21 19:30:00 -
[27] - Quote
I have noticed that when hovering over the icons the web shows reduces target ship's velocity by 90 ... and not 90% as i guess it should show also the armor hardeners show a -% of damage resistance and i would guess that should show a +%damage resistance is also the same with the shield hardeners too What we're actually doing is removing both hisec and PvP from the game entirely. It seems like the fairest way to solve this problem. - CCP Grayscale -á- CCP troll BEST troll <3 |
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CCP Prism X
C C P C C P Alliance
961

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Posted - 2012.10.22 08:04:00 -
[28] - Quote
Ok ok.. I now get which one is Shield. But that doesn't tell me which is armour and which is the other thing which I keep forgetting what is called but I know is bad because when it goes blood coloured my brain takes me to my bad place? @CCP_PrismX EVE Database Developer and Expert Ranter Member of Team Pony Express |
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Hannott Thanos
Notorious Legion
144
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Posted - 2012.10.22 08:59:00 -
[29] - Quote
CCP Prism X wrote:Ok ok.. I now get which one is Shield. But that doesn't tell me which is armour and which is the other thing which I keep forgetting what is called but I know is bad because when it goes blood coloured my brain takes me to my bad place? ohyou.jpg
I know you love it. Admit it bro. DOOO EEEET!
srsly tho. It is super nice |

Hannott Thanos
Notorious Legion
144
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Posted - 2012.10.22 09:02:00 -
[30] - Quote
Spc One wrote:This new HUD is not really necessary. There is NOTHING wrong with current HUD, it's perfect as it is right now on TQ so please don't change it to circles. *in your opinion*
I think you will find a lot of people who does not agree with you
Edit: Also, ITT: people who have not tried the new GUI wonders what is what |
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