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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Altrue
Exploration Frontier inc
47
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Posted - 2012.11.09 19:26:00 -
[1] - 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* |
Altrue
Exploration Frontier inc
47
|
Posted - 2012.11.10 08:45:00 -
[2] - 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* |
Altrue
Exploration Frontier inc
47
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Posted - 2012.11.10 18:47:00 -
[3] - 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* |
Altrue
Exploration Frontier inc
49
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Posted - 2012.11.13 17:56:00 -
[4] - Quote
jonnykefka wrote:New targeting icons are excellent. Stacked health-bars that follow the same basic logic as the central HUD makes perfect sense and is easy to read at a glance.
Not true. As stated before, the central HUD is not made to be copied that small, and the new health in layers has a very unreadable health since it is not 180-¦. Health in circle had 4 clear distinction every 25% of each layer, which was much better for a quick glance.
I also agree with the fact that duplicating an old HUD is definitely not a step forward, nor it is according to the new interface's overall style.
About sleepers, as a WH player I was curious and checked out myself. This is exactly the same thing without shield layer, so basically the missing circle leaves a bit of empty room. Simple and clear.
So, the two key problems with the targeting interface are, imo : 1- The odd 270-¦ covered by the layers, making very hard to tell were are each quarter. It is aggravated by the fact that there is four lines, one for each cardinal point of the circle, around it. Creating some "false" indications about were are 25 and 75%.
I took an example to illustrate. Look at this screenshot "quickly" like you would do in a quick glance. http://bit.ly/TB5Qn8
If I were asking you if the armor is at more or less than 40%, what would you answer on your first impression ? (Note : For some reason I found it even more confusing when the small picture is moved to a corner of the screen.)
2- I honestly don't get the point with the "insertion" of this feature among the new others that we've seen recently. Take a look at module tooltips for example, they are quite dark and "clear", taking enough room so that all the informations are spaced enough to leave a comfortable feeling when you look at them. Now we have a flashy white bar were each layer takes, what.. 3 pixels of thickness ? Seriously ?
I do love to see CCP offering improvements to their game, to us :) But this second "proposition" of health display looks more like a workaround for me.
Edit : Answer : armor is at 37% *Yelling "Manticooore !" on teamspeak* |
Altrue
Exploration Frontier inc
50
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Posted - 2012.11.13 18:33:00 -
[5] - Quote
Super Stallion wrote:I would agree with you... if i could think of a single time it was important to know the exact percentage of enemy HP.
Answer : I use it each time I want to know when to overload in 1V1 against a passive drake.
Answer 2: When I want to tank bait my teammate by voluntarily maintaining him low shield with my basilisk without taking the risk to see a piercing. Because we don't have tactical shield at 5. *Yelling "Manticooore !" on teamspeak* |
Altrue
Exploration Frontier inc
50
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Posted - 2012.11.13 19:40:00 -
[6] - Quote
My poor screenshot what have you done ! :D
That's an interesting idea, and it would obviously be better than the current proposition.
Even if I don't understand why devs absolutely wants to keep 90-¦ to display... an icon. *Yelling "Manticooore !" on teamspeak* |
Altrue
Exploration Frontier inc
53
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Posted - 2012.11.14 17:48:00 -
[7] - Quote
It's quite hard to tell because currently there is a lot of bugs with the targeting UI, including targets all stacked on the top right corner... So it might be because of the stacking :
But it seems that they have thickened the HP bars of our incoming targeting UI. A little adjustment in the good direction with no doubt :)
*Yelling "Manticooore !" on teamspeak* |
Altrue
Exploration Frontier inc
53
|
Posted - 2012.11.14 20:00:00 -
[8] - Quote
Sweet !
This is how it should look like :) *Yelling "Manticooore !" on teamspeak* |
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