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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Sisyphus
C C P C C P Alliance
166
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Posted - 2012.11.09 12:21:00 -
[1] - Quote
So, Building on CCP Karkur's earlier post
New brackets: - The top 5 enemies dealing damage to you are highlighted in space. Lets you see who you need to deal with.
Targets: - they are now circular, with the health bars wrapped around them in layers
Target Tracking Camera - set from selected items window menu. - camera will track your currently selected item - keeps it on screen - can set keyboard shortcut to toggle this - you can set where you want the target to be tracked. (move the focal point around)
CCP Sisyphus | Team PE | @CCP_Sisyphus |
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Oberine Noriepa
1032
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Posted - 2012.11.09 12:47:00 -
[2] - Quote
CCP Sisyphus wrote:- you can set where you want the target to be tracked. (move the focal point around)
Superb! |
Renan Ruivo
Vera Cruz. Nulli Secunda
888
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Posted - 2012.11.09 13:29:00 -
[3] - Quote
CCP Sisyphus wrote:So, Building on CCP Karkur's earlier post - you can set where you want the target to be tracked. (move the focal point around)
Awesome?
Also, can we have fixed behind-the-ship camera? That moves with the ship? The world is a community of idiots doing a series of things until it explodes and we all die. |
Blue Harrier
129
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Posted - 2012.11.09 16:41:00 -
[4] - Quote
I actually like them \o/.
The highlight on the damage dealer works as I was able to see an NPC ship not on my overview that had sneaked in close to me, and was then able to target it for demolition.
I have set a hot key for the GÇÿTrack selected ItemGÇÖ toggle and it works just fine thanks for that little gem. I can now flip it on and off as required if I need to find something quickly while out in space.
Adjusting the tracking focal point of the camera was fun as I already had a target selected and the point was jumping the camera all over the place, but I won in the end.
Just a small request, I donGÇÖt even know if this is feasible, but wrecks have a different icon for GÇÿloot in holdGÇÖ and empty. So would it be possible to have some small indicator on the large target icon to show if a targeted wreck has loot on board? I ask because if you are tractoring wrecks back to your ship it is easy to forget which has loot on board and the small wreck icon is often obscured.
Lastly I donGÇÖt know if this is your department or not but we have a small indicator line that traverses from the HUD icon (say a missile launcher) to the targeted ship and back to the targeted ship icon. Would it again be possible to do the same for the electronic warfare icons that appear when a ship is say sensor dampening your ship. It would be so useful to quickly select that ship from the many that are attacking you. And yes I do know it appears on the overview as well but it is easy to overlook that in the heat of battle if you have many ships targeted.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
Altrue
Exploration Frontier inc
47
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Posted - 2012.11.09 19:26:00 -
[5] - Quote
I understand what you were trying to do with the "wrapped in layer" healthbar, but in my opinion the old version was better (understand by that : the one shown in your dev blog). Now you have these tiny lines divinding each healthbar in parts of 5%. On our own ship's healthbars, that's pretty cool, but these target's bars are clearly too tiny to support a feature like that.
In addition, the previous version was better because there were a clearer help to distinguish where were 75, 50 and 25%. Now, with these bars that are not 180-¦ nor 360-¦, we have to use the tooltip to have a clear overview of our target's remaining hp. (One good point though, tooltip is displaying the 3 layer's informations at once)
Think of the "UI" created for this last Alliance Tournament. You probably had troubles the first minutes to accustom, like me, to the fact that one team's shield were on the right, and the other on the left. But after a few fights this clearly appeared to be a good choice and everything went fine.
Here is the same problem, people need to be accustomed to the new targeting UI, that's what caused the famous question "Were is the shield ?" I understand that so much confusion have been taken very seriously, but it was just a matter of getting used to it, a matter of hours.
Edit : The new "bracket background" displaying an information about relative damages done to the client's ship : I found the idea truly brilliant. It took only seconds to me, after the beggining of the fight, to understand which target was dealing the higher damages. Instinctive and clear. *Yelling "Manticooore !" on teamspeak* |
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CCP karkur
C C P C C P Alliance
1589
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Posted - 2012.11.09 20:33:00 -
[6] - Quote
Blue Harrier wrote:Lastly I donGÇÖt know if this is your department or not but we have a small indicator line that traverses from the HUD icon (say a missile launcher) to the targeted ship and back to the targeted ship icon. Would it again be possible to do the same for the electronic warfare icons that appear when a ship is say sensor dampening your ship. It would be so useful to quickly select that ship from the many that are attacking you. And yes I do know it appears on the overview as well but it is easy to overlook that in the heat of battle if you have many ships targeted.
Yeah, we did the lines, and that is something we were considering doing, but we are starting off small, and will perhaps expand the scope of the feature later. But... did you know that now (on the test server) you can ctrl click the icon in the effects bar and target the guys that are ewaring you? CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Melina Lin
Universal Frog
50
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Posted - 2012.11.09 22:02:00 -
[7] - Quote
CCP Sisyphus wrote: - The top 5 enemies dealing damage to you are highlighted in space. Lets you see who you need to deal with.
I like this, it is very useful.
CCP Sisyphus wrote: Targets: - they are now circular, with the health bars wrapped around them in layers
I don't like that at all. The three segments in the earlier version were easy to check with just a glimpse. The layered variant has me squinting, not very easy to read at all. Also, gun icons sometimes appear above the distance readout. I'd rather have the icons on the right side of the target, tbh. |
Arienne Deveraux
Suddenly Ninjas Tear Extraction And Reclamation Service
15
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Posted - 2012.11.09 22:39:00 -
[8] - Quote
CCP Sisyphus wrote:
Targets: - they are now circular, with the health bars wrapped around them in layers
Previous implementation with full 360 degree circle was much cleaner visually, as well as more informative. I don't feel this change is an improvement.
Also, any chance on bringing back target damage readout on in-space brackets? While it did look quite busy visually, extra information about targets is always appreciated.
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Blue Harrier
129
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Posted - 2012.11.09 22:48:00 -
[9] - Quote
How strange how different people like one type of damage reporting and others another. Myself with my colour defective vision found the 3 segment circular display confusing and at times almost invisible against the background.
I suppose it also depends on how you have your target icons displayed I have mine stacked vertically on the right side next to my overview display window.
The new type display which is very like the HUD display, for me works pretty well, however perhaps the individual segments could be a tad wider to show up better, making the ship picture smaller would fit them in. You might even have them colour coded, (and repeat the coding on the main HUD display). It would freshen up both of them.
Otherwise they have a big thumbs up from me.
P.S. CCP karkur thanks for the heads up on the ctrl+click thing will test that over the weekend. IGÇÖll keep a watch out for the lines in 2013
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
Tippia
Sunshine and Lollipops
10287
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Posted - 2012.11.09 23:29:00 -
[10] - Quote
HmmGǪ Yeah, I have to agree with those preferring the older variation: a single segmented circle, only I'd still prefer it to be 320-¦ (or some such) rather than the full circle, with the damage track starting at 5 o'clock going counter-clockwise to 7 o'clock. 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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Altrue
Exploration Frontier inc
47
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Posted - 2012.11.10 08:45:00 -
[11] - Quote
Tippia wrote:HmmGǪ Yeah, I have to agree with those preferring the older variation: a single segmented circle, only I'd still prefer it to be 320-¦ (or some such) rather than the full circle, with the damage track starting at 5 o'clock going counter-clockwise to 7 o'clock.
I do agree that the solution to avoid "confusion" for the single circle could be to reduce it to something like 320-¦. It would clearly help showing precisely where are the beggining and the end of healthbars. (Shield and Hull)
However, I wouldn't make it counter-clockwise, to stick to the "left to right" damage progression, displayed by the watch list where shield is at left. *Yelling "Manticooore !" on teamspeak* |
Solhild
Republic Military School Minmatar Republic
854
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Posted - 2012.11.10 09:45:00 -
[12] - Quote
I like it the way it works now so the targets are similar to the HUD. Both could do with a polish to be a bit more fresh / cleaner graphically, but they do work well. Good job. |
Nagarythe Tinurandir
Random Rule Conform Corpname A Point In Space
73
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Posted - 2012.11.10 09:56:00 -
[13] - Quote
i have to agree with the people who liked the circular design better than the layered one. i liked, that you gave the target layers the same structure your own shield/armor/hull bars have but on the target its just too small. maybe its ok, when you have 120% HUD scale on or something but then i get the feeling my screen is totally crowded.
some observation for the camera targeting. it's a cool feature but i noticed some odd things:
- when you initiate warp the camera always bobs to you ship for a short time and then resumes showing the gate you want to warp to. as if the camera forgetts that its supposed to track the gate.
- when you destroy your target (for example belt rats) the camera continues to track that spot in space. it would be more intuitive, if it would swoosh to the next target in your target list, exactly as the rotating arrows are doing
- when i am using ctrl+click to target a whole bunch of stuff out of my overview, the camere bobs all over the place. would it be possible to sepparate ctrl+click targetting from selecting a target for the camera to track? or am i supposed to switch camera tracking on and off everytime?
a little bug i observed with the new (and super cool!!) damage notifications: when somebody hits me, there is a space missing between the number and "from" e.g.: 10000from CCP karkur - awesome hit, bro 1from CCP karkur - Smashes (like a baos!) |
Tippia
Sunshine and Lollipops
10287
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Posted - 2012.11.10 12:03:00 -
[14] - Quote
Altrue wrote:However, I wouldn't make it counter-clockwise, to stick to the "left to right" damage progression, displayed by the watch list where shield is at left. The reason I'm voting for counter-clockwise is because the other (semi)circular damage track on the screen GÇö the one one your HUD showing your ship status GÇö counts that way. It's also consistent with the notion of GÇ£counting downGÇ¥.
Granted, both those arguments work in favour of a layered design and in favour of going from 12 to 12 as well, respectively, but pfff!
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. |
Demolishar
United Aggression
399
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Posted - 2012.11.10 12:28:00 -
[15] - Quote
Y'know, the old bars were fine |
Rengerel en Distel
Amarr Science and Industry
497
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Posted - 2012.11.10 13:28:00 -
[16] - Quote
I still think your selected target in the target list should become larger. That would fix a lot of the issues of quick glance info, without making the entire list huge.
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Nathanien Indoril
Engineering. Creation and Extraction
14
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Posted - 2012.11.10 13:43:00 -
[17] - Quote
When i read "in layers", i thought... "That sounds odd..." But then i saw a screenshot (http://i.imgur.com/ad9r9.jpg) and thought: "Well... that's tiny."
I wonder ... how does it looks like on 2560x1440 + Screens with proper scaling... ...Time for a good magnifying glass? |
Luc Chastot
Moira. Villore Accords
74
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Posted - 2012.11.10 16:11:00 -
[18] - Quote
Looks fine, although I do have to agree damage bars it are somewhat tiny. Make it idiot-proof and someone will make a better idiot. |
Bienator II
madmen of the skies
1118
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Posted - 2012.11.10 16:16:00 -
[19] - Quote
will there be also a health indicator around the active target? a few builds ago we had one 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 |
Tippia
Sunshine and Lollipops
10289
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Posted - 2012.11.10 16:28:00 -
[20] - Quote
Nathanien Indoril wrote:When i read "in layers", i thought... "That sounds odd..." But then i saw a screenshot ( http://i.imgur.com/ad9r9.jpg) and thought: "Well... that's tiny." I wonder ... how does it looks like on 2560x1440 + Screens with proper scaling... ...Time for a good magnifying glass? Is there any scaling in that screen shot?
I mean, I feel it's getting very close to something very good at this point, and a lot of the uncertainty I feel about it could just be a case of not being used to it, but it still seems to be right on the edge of where it could be too small to give a clear picture of what's going on.
It's definitely better than before, but stillGǪ hmmm. 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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Nathanien Indoril
Engineering. Creation and Extraction
14
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Posted - 2012.11.10 16:58:00 -
[21] - Quote
Tippia wrote:Is there any scaling in that screen shot?
Don't know. I didn't make the screenshot.
I also think it looks not so bad... but why is it not full round...? What's the deal with the free space at the bottom of the targeted ship? Is this free room used for the 'criminal' or 'suspect' token? |
Tippia
Sunshine and Lollipops
10289
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Posted - 2012.11.10 17:04:00 -
[22] - Quote
Nathanien Indoril wrote:I also think it looks not so bad... but why is it not full round...? What's the deal with the free space at the bottom of the targeted ship? Is this free room used for the 'criminal' or 'suspect' token? It's there to give you a good indication of the start and end of the damage track. When it was a full circle in the previous incarnations, it lacked any intuitive sense of where the beginning was.
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. |
Altrue
Exploration Frontier inc
47
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Posted - 2012.11.10 18:47:00 -
[23] - Quote
There is also the fact that this display is not according to the new interface CCP is trying to give to EvE.
The single circle is more adapted both to EvE new Interface in general, and to the new targeting brackets. *Yelling "Manticooore !" on teamspeak* |
EI Digin
Dreddit Test Alliance Please Ignore
316
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Posted - 2012.11.10 18:59:00 -
[24] - Quote
Person who took the screenshot here,
UI scaling was at 90%.
Here, it's at 100%: http://i.imgur.com/38sfr.jpg. You can make it bigger if you really want by increasing your UI scale to 110% and 125% |
Tippia
Sunshine and Lollipops
10291
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Posted - 2012.11.10 21:46:00 -
[25] - Quote
EI Digin wrote:Person who took the screenshot here,
UI scaling was at 90%. So the scaling really muddies the detail. I need to play around with it more, but so far, I'm leaning towards the old three-segment version but with the gap. 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. |
LoBlo Fet
Inner 5phere
28
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Posted - 2012.11.10 23:38:00 -
[26] - Quote
So after flying and fighting a bit on the test servers I have to say that while I applaud your efforts, I would offer constructive criticism regarding the new hud. My impression is that it actually changes many things that did not and should not have been altered. Here is what I would keep from the changes that you made and here is what I would maintain from the current system. I opinion is that many of its features of the old hud are better and did not need to be adjusted.
The changes that are good: -I like the new 'Target Tracking Camera'. Great idea.
The changes that aren't needed: - the circular targets and circular health bars are not somewhat awkward looking and don't look as crisp as the square targets - the 'activated modules' were better on the side than the bottom as on the botton they sometimes obscure the range.
The changes that are good, but need tweaking - the damage notifications are good, but the font is too 'WoW like'. I would keep the message font the same as the current font, but still incorpate the changes made. - the new brackets/reticles should remain square (square looks better). The top 5 damage dealers should be denoted by a simple colored dot at the corner of the square reticle. The colors should be red (top damage dealter), orange (next 2 damage dealers), and yellow (4th and 5th damage dealer).
We appreciate the work and I hope you consider the suggestions above. |
Oberine Noriepa
1032
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Posted - 2012.11.11 02:40:00 -
[27] - Quote
Tippia wrote:EI Digin wrote:Person who took the screenshot here,
UI scaling was at 90%. So the scaling really muddies the detail. I need to play around with it more, but so far, I'm leaning towards the old three-segment version but with the gap. I feel the same way. The previous single-ring style was better. I will say that I like the aesthetics of the gauges themselves in this build, however. They're reminiscent to our own. |
Rengerel en Distel
Amarr Science and Industry
497
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Posted - 2012.11.11 14:32:00 -
[28] - Quote
LoBlo Fet wrote: - the new brackets/reticles should remain square (square looks better). The top 5 damage dealers should be denoted by a simple colored dot at the corner of the square reticle. The colors should be red (top damage dealter), orange (next 2 damage dealers), and yellow (4th and 5th damage dealer).
I'm not sure why people keep suggesting something that only shows a difference in color. There are 10 threads about the UI/HUD where it's mentioned that it has to be visible to color blind people as well.
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Castelo Selva
Forcas armadas Moon Warriors
9
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Posted - 2012.11.11 16:04:00 -
[29] - Quote
Ok, I am not native English speak, but I will try to sell my point. I would like an option to make the overview appears from bottom top. I know that you can sort the overview from ascendant or descendant, but the option you choose is always from top to down. I will be really harpy if the overview could starts from bottom.
To difficult to understand, no problem. Picture here: http://go-dl1.eve-files.com/media/1211/bottomtotopoverview.jpg
Please, do it !! |
JessiJames
Caldari Provisions Caldari State
6
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Posted - 2012.11.11 17:22:00 -
[30] - Quote
Love it, really really nice work.
I keep bringing up this topic: It would be VERY helpfull in smaller engagements if one could see the shiptypes that are in space, i.e. a tag to their bracket like the mouse-over info works but just for shiptype.
(CCP Mausheen replied that text rendering is very expensive on performance, and obviously if many ships are on grid the tags would cause other problems, too.)
So, a solution could be to add shiptype tags just to the damage dealers brackets, or to ships that do lock the player or are locked by the player ?
This should be easy for performance, and my hope would also be that if it is easy enough to code, you would consider adding this change or keep it on the list for future consideration.
Thanks
Please if you find time to reply if this is feasible at all would be much appreciated, so i can stop posting about it if its a total no-go. |
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