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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Salpun
Paramount Commerce
405
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Posted - 2012.10.28 22:02:00 -
[91] - Quote
Tracking disruption from NPC's is missing on the action bar and on the overview |
Rengerel en Distel
Amarr Science and Industry
486
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Posted - 2012.10.28 22:07:00 -
[92] - Quote
CCP karkur wrote:Lucienne deBouilard wrote:CCP karkur wrote:And no, it's not possible to show bookmarks in space, sorry I'm pretty sure this was considered for implementation earlier, and indeed, was promised for inferno, then somehow "shelved" after. I know no plans/ideas you shared on the forums are to be considered as promises and I'm well aware that plans may change and not attacking you in any way. I'm just curious as to why I was considered for implementation in the past and is now considered impossible. You're making this game called Eve, it shouldn't be impossible, call it hard to implement and I'll be happy :p Well, there was some work started on it, but sadly it didn't work out.
Being able to have them on the overview would be good enough. Would be nice to be able to close the people and places window.
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GeeShizzle MacCloud
228
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Posted - 2012.10.28 22:35:00 -
[93] - Quote
Rengerel en Distel wrote:CCP karkur wrote:Lucienne deBouilard wrote:CCP karkur wrote:And no, it's not possible to show bookmarks in space, sorry I'm pretty sure this was considered for implementation earlier, and indeed, was promised for inferno, then somehow "shelved" after. I know no plans/ideas you shared on the forums are to be considered as promises and I'm well aware that plans may change and not attacking you in any way. I'm just curious as to why I was considered for implementation in the past and is now considered impossible. You're making this game called Eve, it shouldn't be impossible, call it hard to implement and I'll be happy :p Well, there was some work started on it, but sadly it didn't work out. Being able to have them on the overview would be good enough. Would be nice to be able to close the people and places window.
i dont think its a "thats a lot of work for little gain" cause tbh in my experience if it was that devs would say so as they have before. |
Schmell
Russian Thunder Squad Against ALL Authorities
20
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Posted - 2012.10.28 23:20:00 -
[94] - Quote
Regarding brackets...mostly ok IMO. Don't know how it will feel in the long run, in some cases new system may look noisy. Sensory overload and stuff. Must say, though, decision to show target's hp not only in corner, but also in space, is quite handy when you are piloting actively and can't lose time to look corners. In big fights might be a mess, but we'll see.
Legion picture when targeted is outbreaking...quite literally. But you probably know it already.
Saw some opinions that you should add more customizability. I'll second that, not sure if possible but would be quite nice.
Aaand status messages...Well, they are totally distracting right now. And color scheme for damage report is not intuitively readable, like old one was. |
Blue Harrier
129
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Posted - 2012.10.29 11:17:00 -
[95] - Quote
CCP karkur wrote:[quote=Blue Harrier] (snip) It's supposed to be very subtle so it's not in your way if you don't need it, but if you do, you can look for it... but we might be making it a bit stronger. And sorry, I know you are colorblind but this made me smile... it's not really red The line is white with very low opacity, and the little dot that shoots from the module to the target is actually kind of bluegreenish Thanks for your reply and information itGÇÖs nice to know someone reads what we post and takes note.
With regards to the line colour it just goes to show how disadvantaged colour defective people are when playing games. I never even noticed the moving dot . From my point of view leave it as it is as I donGÇÖt think I will have need of it (the targeting line that is), but others indulging in pvp might find it useful.
I note some very good ideas in this thread especially changing the main HUD display to a circle to match the targeting reticules. This would keep the displays consistent across the whole screen. It might then be possible to make it somewhat less overbearing, intimidating (trying to find a word to describe it, but brain is not working after the time change) .
Anyway thanks for your efforts so far.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
Bloodpetal
Mimidae Risk Solutions
1023
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Posted - 2012.10.29 15:49:00 -
[96] - Quote
CCP karkur wrote: But I'll tell you why we changed it.... damage is a negative thing, right*? So that goes in the "bad" direction. If you look at the ship's shield, armor and hull as bars that are also moving, not just white where there is not red, they are trying to go in the "good" direction when repairing, because that's a positive thing. Also, the damage on your own ship as well as the damage on the modules is counterclockwise (and I'm guessing for the same reasons).
(*even though when it's target that's getting damaged it's usually a good thing for you)
Can I just say something about the circular damage indicator?
Why does 100% have to be on the top?
Why can't it be on the bottom? Or, I think on the Bottom Right (turn it 60degrees to the clockwise for the 0-100 meeting point)
If you start it on the bottom right, then that is synonymous with our health bar on our necom meters (starting right, going counterclockwise left), and then it goes all the way back to the beginning and that will be a bit more like our damage meters.
Think about it. Where I am. |
AtomicConnor
Adhocracy Incorporated Adhocracy
0
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Posted - 2012.10.29 17:46:00 -
[97] - Quote
How will this work with Sleeper Drones, as they do not have shields? Will we just see 2 half health circles instead of 3? |
Xercodo
Disturbed Friends Of Diazepam Disturbed Acquaintance
1380
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Posted - 2012.10.29 18:08:00 -
[98] - Quote
Btw can we finally get a single health bar for wrecks and cans instead of having that silly "armor and hull only" set up with armor automatically filled in?
Edit: (Nvm on the other thing, mis read :3 But the one above would still be appreciated ) The Drake is a Lie |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
244
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Posted - 2012.10.29 18:33:00 -
[99] - Quote
WHY SOO BIG!!!!
Seriously, in the test today, if i targeted 10 things i ran out of space....and why so many 'tick's on each bar. Keep it simple. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Logan LaMort
Black Rebel Rifter Club
1272
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Posted - 2012.10.29 21:10:00 -
[100] - Quote
So first of all 'Point camera at selected item' is such a simple but amazing feature and is something I've wanted for years. It's almost perfect for us frigate pilots who do a lot of manual flying, no longer do we have to pan the camera like crazy to keep track of our targets... in theory.
There is one small problem, double clicking in empty space disables the focus of the camera so that it is no longer tracking our selected object. This means that instead of frantically panning the camera, we have to click on our target in the overview every time we make a flight adjustment, which can be every second some times. It is an improvement but is there any possible way for double clicking in space to not disable the camera focus of whatever we had selected last? If we could double click in space to manually fly while the camera tracks whatever we had selected, it would make a lot of frigate pilots happy
Ideally it would be amazing to have the 'double click to manual fly' command remappable to another key, because double clicking can be cumbersome (click and hold orbits the camera, and it's frustrating when you issue a manual fly command when you wanted to orbit the camera, or vica versa) and it's other purpose, double clicking on an entity in space to approach is made redundant with the 'approach' shortcut. Anyway, it's still a step in the right direction |
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Lord Okinaba
32
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Posted - 2012.10.30 00:17:00 -
[101] - Quote
Those damage notifications that appear in the upper center of the screen. Do you think you could add an option to move them to somewhere else?
I know they have always been displayed in that position, but it has always annoyed me that we don't have the option to relocate them to somewhere else on screen. I think my ideal position would be just above my cap display at the bottom of the screen, but the option to move it any where on screen would be great.
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CCP Sisyphus
C C P C C P Alliance
155
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Posted - 2012.10.30 09:48:00 -
[102] - Quote
Logan LaMort wrote:So first of all 'Point camera at selected item' is such a simple but amazing feature and is something I've wanted for years. It's almost perfect for us frigate pilots who do a lot of manual flying, no longer do we have to pan the camera like crazy to keep track of our targets... in theory. There is one small problem, double clicking in empty space disables the focus of the camera so that it is no longer tracking our selected object. This means that instead of frantically panning the camera, we have to click on our target in the overview every time we make a flight adjustment, which can be every second some times. It is an improvement but is there any possible way for double clicking in space to not disable the camera focus of whatever we had selected last? If we could double click in space to manually fly while the camera tracks whatever we had selected, it would make a lot of frigate pilots happy Ideally it would be amazing to have the 'double click to manual fly' command remappable to another key, because double clicking can be cumbersome (click and hold orbits the camera, and it's frustrating when you issue a manual fly command when you wanted to orbit the camera, or vica versa) and it's other purpose, double clicking on an entity in space to approach is made redundant with the 'approach' shortcut. Anyway, it's still a step in the right direction
Thank you for the feedback - glad you like it, as this is pretty much the exact use case we were aiming at :) When you manually drag to move the camera is when it should disable the target-tracking, so thanks for pointing this out. Making double-click not interfere should be quite doable, Se lets give it a try :)
Changing the way navigation works is beyond the scope of this release though... CCP Sisyphus | Team PE | @CCP_Sisyphus |
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CCP Sisyphus
C C P C C P Alliance
155
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Posted - 2012.10.30 09:49:00 -
[103] - Quote
Lord Okinaba wrote:Those damage notifications that appear in the upper center of the screen. Do you think you could add an option to move them to somewhere else?
I know they have always been displayed in that position, but it has always annoyed me that we don't have the option to relocate them to somewhere else on screen. I think my ideal position would be just above my cap display at the bottom of the screen, but the option to move it any where on screen would be great.
We're working on making them movable as we speak :) CCP Sisyphus | Team PE | @CCP_Sisyphus |
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Salpun
Paramount Commerce
408
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Posted - 2012.10.30 09:52:00 -
[104] - Quote
The location of the option needs a second look A hud icon would be nice or a short cut option.
Will the notifications be re sizable? Higher lower text size and are they effected by UI scaling? |
Michael Harari
The Hatchery Team Liquid
336
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Posted - 2012.10.30 12:07:00 -
[105] - Quote
When you lock up a ship, any effects that you activate on it (drones, guns, TDs, etc) obscure the distance reading under the targeting frame.
Move the effects a little further down please. |
Logan LaMort
Black Rebel Rifter Club
1272
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Posted - 2012.10.30 15:03:00 -
[106] - Quote
CCP Sisyphus wrote:Logan LaMort wrote:So first of all 'Point camera at selected item' is such a simple but amazing feature and is something I've wanted for years. It's almost perfect for us frigate pilots who do a lot of manual flying, no longer do we have to pan the camera like crazy to keep track of our targets... in theory. There is one small problem, double clicking in empty space disables the focus of the camera so that it is no longer tracking our selected object. This means that instead of frantically panning the camera, we have to click on our target in the overview every time we make a flight adjustment, which can be every second some times. It is an improvement but is there any possible way for double clicking in space to not disable the camera focus of whatever we had selected last? If we could double click in space to manually fly while the camera tracks whatever we had selected, it would make a lot of frigate pilots happy Ideally it would be amazing to have the 'double click to manual fly' command remappable to another key, because double clicking can be cumbersome (click and hold orbits the camera, and it's frustrating when you issue a manual fly command when you wanted to orbit the camera, or vica versa) and it's other purpose, double clicking on an entity in space to approach is made redundant with the 'approach' shortcut. Anyway, it's still a step in the right direction Thank you for the feedback - glad you like it, as this is pretty much the exact use case we were aiming at :) When you manually drag to move the camera is when it should disable the target-tracking, so thanks for pointing this out. Making double-click not interfere should be quite doable, Se lets give it a try :) Changing the way navigation works is beyond the scope of this release though...
Excellent, this would make it perfect and definitely one of my favourite features of the upcoming expansion
As for how navigation works, I don't expect it to be looked at any time soon, but I'm hoping maybe if I keep mentioning it enough, it will be looked at one day. Regardless, this is an awesome step in the right direction |
Shinnen
Guardians of Eden Soldiers Of New Eve
1
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Posted - 2012.10.30 16:00:00 -
[107] - Quote
Are we getting remote armor / shield / cap / hull rep notifications, like for e-war?
This would be super useful for Logi pilots!
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Salpun
Paramount Commerce
409
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Posted - 2012.10.30 16:08:00 -
[108] - Quote
Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM? |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
244
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Posted - 2012.10.30 20:37:00 -
[109] - Quote
So, i'll ask again, since you don't want to answer it it...
Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?
Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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CCP karkur
C C P C C P Alliance
1583
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Posted - 2012.10.30 20:38:00 -
[110] - Quote
Salpun wrote:Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM? no... at least not from this team (I have no idea what you are talking about) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Salpun
Paramount Commerce
411
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Posted - 2012.10.30 20:40:00 -
[111] - Quote
CCP karkur wrote:Salpun wrote:Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM? no... at least not from this team (I have no idea what you are talking about) I got a CSM on the case and the fleet hanger team. Pos security was something brought up during the CSM meetings as something that needed to be fixed as soon as possible so you know the context. |
GeeShizzle MacCloud
228
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Posted - 2012.10.30 20:40:00 -
[112] - Quote
heyy karkur.. is it even hypothetically possible on the hud system to show ewar of your own fleet being used on the overview contact list like the old ewar icons appear when someone was using ewar on you? |
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CCP Explorer
C C P C C P Alliance
1017
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Posted - 2012.10.30 21:02:00 -
[113] - Quote
Salpun wrote:CCP karkur wrote:Salpun wrote:Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM? no... at least not from this team (I have no idea what you are talking about) I got a CSM on the case and the fleet hanger team. Pos security was something brought up during the CSM meetings as something that needed to be fixed as soon as possible so you know the context. Please use Team Gridlock's feedback thread https://forums.eveonline.com/default.aspx?g=posts&t=164501 for this. They are working on personal, fleet, and corp hangars. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP karkur
C C P C C P Alliance
1583
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Posted - 2012.10.30 21:04:00 -
[114] - Quote
Panhead4411 wrote:So, i'll ask again, since you don't want to answer it it...
Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?
Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ. I'm just not sure how to answer that... our plan was obviously not "hey, let's make bigger UI just to mess with them". Last time I compared the 2 designs they were very similar size, just differently distributed.
I'm pretty sure I never claimed that it takes less time to render a circle than a square, so I'm not sure why you are asking about that. In the next few days I will be taking a good look at the performance, and if I see any issue I will be doing my very best to solve those issues.
CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Salpun
Paramount Commerce
411
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Posted - 2012.10.30 21:05:00 -
[115] - Quote
CCP Explorer wrote:Salpun wrote:CCP karkur wrote:Salpun wrote:Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM? no... at least not from this team (I have no idea what you are talking about) I got a CSM on the case and the fleet hanger team. Pos security was something brought up during the CSM meetings as something that needed to be fixed as soon as possible so you know the context. Please use Team Gridlock's feedback thread for this. They are working on personal, fleet, and corp hangars. I did this is kinda miss post sorry and someone else started a stand alone thread also |
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CCP Explorer
C C P C C P Alliance
1017
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Posted - 2012.10.30 21:13:00 -
[116] - Quote
CCP karkur wrote:Panhead4411 wrote:So, i'll ask again, since you don't want to answer it it...
Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?
Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ. I'm just not sure how to answer that... our plan was obviously not "hey, let's make bigger UI just to mess with them". Last time I compared the 2 designs they were very similar size, just differently distributed. I'm pretty sure I never claimed that it takes less time to render a circle than a square, so I'm not sure why you are asking about that. In the next few days I will be taking a good look at the performance, and if I see any issue I will be doing my very best to solve those issues. Even further to that:
In addition I know that CCP karkur will do a very thorough performance analysis. Being meticulous is her style. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Salpun
Paramount Commerce
411
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Posted - 2012.10.30 21:47:00 -
[117] - Quote
Panhead4411 wrote:So, i'll ask again, since you don't want to answer it it...
Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?
Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ. I run a 90% UI. currently the new target icons do not seem to be effected by the % set by the UI but once they do 90% will be a much smaller Circle. If it does get shrunk the target in range arrows might get two small. Will be interesting to see. |
Roll Sizzle Beef
Space Mutiny
1437
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Posted - 2012.10.30 21:59:00 -
[118] - Quote
Many many people use adjusted xml to recolor the ship labels of the HUD and overview tabs to their liking. Anyway this could be done officially in the esc menu? http://img440.imageshack.us/img440/1421/shiplabels.jpg |
Oberine Noriepa
1026
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Posted - 2012.10.31 21:30:00 -
[119] - Quote
YES! Please do this! |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
244
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Posted - 2012.11.01 03:58:00 -
[120] - Quote
CCP karkur wrote:Panhead4411 wrote:
Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?
I'm just not sure how to answer that... our plan was obviously not "hey, let's make bigger UI just to mess with them". Last time I compared the 2 designs they were very similar size, just differently distributed.
That is your story? Go into the current TQ client, target 10 things. And task something on each. Not how big the whole set is, wide and tall. Now go into the build for winter, target 10 things, task stuff to them, and compare the size difference to the first test.
Then tell me its very similar in size. It adds a whole unit and a half to the end of the line from what we have now. I will mess around with different configurations, like targets stacked vertically, tomorrow, Duality willing. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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