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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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2012.11.10 12:28:00 -
[15] - Quote
Y'know, the old bars were fine |
Rengerel en Distel
Amarr Science and Industry
497
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
Castelo Selva
Forcas armadas Moon Warriors
9
|
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
|
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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LoBlo Fet
Inner 5phere
28
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Posted - 2012.11.11 18:37:00 -
[31] - Quote
Rengerel en Distel wrote: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.
Color blind doesn't mean black and white. There could easily be adjustedments for color blind. Perhaps instead of colors, just symbols like 1, 2, and 3 stars.
I would prefer either to the colored circle method. |
Liner Xiandra
Caldari State Reserve
13
|
Posted - 2012.11.11 20:23:00 -
[32] - Quote
Very much like the idea behind the changes. Showing top damage dealers; having cycle time of module shown at the targetted module icon etc.
I just feel that this new layouting takes up way too much space for what it does. As a player you get more information fed to you; and this information is taking up more space on screen as well. Maybe to a point of information overload.
Damagedealing information: - animation curve should be more linear, or actually push the previous item up. Current setup shows the first few miliseconds all text overlapped. If it's unreadable, dont feed me this information. It's distracting. - new colourscheming doesn't add to the information given. It used to be "yellow = good, orange is bad" Now all of it is white which goes either way. Once I spotted the red or blueish damage numbers, its hard to read the whole of that sentence; as the rest of the white lines are interfering. (and the animation doesn't help with that)
Currently targetted: - the 240 degree (or so) shield/armor/hull indicator are trying to imitate your own circular hud indicators; but your own version only uses 180 degrees. So you need another translating step to gauge your opponent stats versus your own. - Activated modules are now shown under the current target. They seem to be spaced out a little more - taking more space on screen. Might be due to the fact that your targets are now shown as circles instead of squares. Squares can be ordered neatly and tightly. Circles are horrible to space out between each other. Maybe you could hit two birds with one stone by reducing the curvature to 180deg. on the S/A/H and use the bottom 180degrees to space out any activated modules. - the new timer on a module such as a target painter doesn't seem to share it's duration with the original module timer. Is one using client-time while the other uses server-time or something? They seem out of sync.
-Incoming damage from NPC indicator: GÖÑ it, although a few of these on your screen and things become occluded. Tone down the effect a bit? Maybe instead of a circle-fill, increase the border of the target-indicator by half a pixel per step or so? - Radius on targetted circles/selection might be turned down a little to -once again- to save space |
Alice Katsuko
Terra Incognita Intrepid Crossing
147
|
Posted - 2012.11.11 23:10:00 -
[33] - Quote
The single-ring locked target icons shown in the dev blog were definitely better. The new HP bands are much too narrow, and due to lack of spacing the bands blur into one another once the target takes armor damage, making it difficult to tell how much HP a target has. The little segments don't help determine the actual HP of the target, because there are too many of them to serve as meaningful reference points. The indentations on the HP bars on the current live-server are much more useful reference points.
Also, would it be possible to allow us to control on which side of the locked target the active module icons appear? For example, to have them show up above or to the left of the locked target, instead of on the bottom. That would help those of us who run the locked targets along the bottom or the side of the screen. |
Mars Theran
Tribal Liberation Force Minmatar Republic
395
|
Posted - 2012.11.12 05:57:00 -
[34] - Quote
I am looking forward to this. zubzubzubzubzubzubzubzub |
Rytell Tybat
Kallocain Pharmaceuticals
15
|
Posted - 2012.11.12 11:38:00 -
[35] - Quote
Definitely agree with some of the others, that the previous version of the shield/armor/hull damage display was cleaner looking. Much prefer the single ring version to this new one.
The existing HUD needs to be redesigned. Making the targeting info look like the HUD is a step backwards not forward. Also agree that perhaps the 320-¦ applied to the previous style might be the best solution.
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PinkKnife
L F C Ethereal Dawn
267
|
Posted - 2012.11.12 19:10:00 -
[36] - 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.
Something like that PLEASE. The layers are AWFUL and ugly and not at all easy to view at a glance, and are no more "intuitive" to new players than before. Please please please go back to the way they were before, layers are awful. |
Maraner
The Executioners Capital Punishment.
222
|
Posted - 2012.11.13 02:14:00 -
[37] - Quote
Hmm not sure about this tbh. Still prefer the current three bar system we have, although the layered wrap around is somewhat better.
There seems to be a huge amount of individual variation amongst the players with these changes, many hating them others liking the look.
Suggest give us the option as to what we want to use. - thanks for trying to please all of us. And good to see that the feedback appears to be generating other options. Tough job. |
Rammix
FreeWorkers HeII Gate Alliance
13
|
Posted - 2012.11.13 09:03:00 -
[38] - Quote
When I try to change tracking position it affects my ship's position on the screen. Can't place the ship in the centre and tracking point slightly higher. It's either impossible or inconvenient. Not good, please fix it.
Scaling set to 125% (1920x1080). OpenSUSE 12.2, wine 1.5 |
Rammix
FreeWorkers HeII Gate Alliance
13
|
Posted - 2012.11.13 10:00:00 -
[39] - Quote
Found a bug. Trying to move locked targets - any except the 1st - breaks target switching and choosing. OpenSUSE 12.2, wine 1.5 |
Seismic Stan
293
|
Posted - 2012.11.13 10:45:00 -
[40] - Quote
I'm loving the look of the improved target tracking camera. How feasible would it be to expand on it to keep multiple targets in view simultaneously?
For example, having options to keep on screen all targeted ships, and/or squad/wing/fleet members? It would be a great function to automatically optimise viewing the relevant elements of the engagement, allowing the pilot to concentrate on actually doing the flying rather than camera spinning. Freebooted - Tech4 News - Incarna: The Text Adventure - Guild Launch EVE Correspondent |
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Rammix
FreeWorkers HeII Gate Alliance
13
|
Posted - 2012.11.13 11:15:00 -
[41] - Quote
Seismic Stan wrote:I'm loving the look of the improved target tracking camera. How feasible would it be to expand on it to keep multiple targets in view simultaneously?
For example, having options to keep on screen all targeted ships, and/or squad/wing/fleet members? It would be a great function to automatically optimise viewing the relevant elements of the engagement, allowing the pilot to concentrate on actually doing the flying rather than camera spinning. You mean automatic zoom-out? I'd prefer ability to create simple zooming profiles and switch between them with hotkeys. OpenSUSE 12.2, wine 1.5 |
DJ P0N-3
Table Flippendeavors
54
|
Posted - 2012.11.13 13:24:00 -
[42] - Quote
Blue Harrier wrote: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'm with you on this one. I went from "ughhh I can't see things" to "OMG I CAN SEE AND IT'S ALL GROUPED TOGETHER AS A VISUALLY DISTINCT BLOCK" when I saw the new layering. I don't have to look around the icons any more. I can look above the icons as one unit, and I can line up my targets and compare health status across them at a glance without looking at the icons (which was the best thing about the old rectangular display and it's back). This is best and I am very appoint. It may be working well for me because I've trained myself to gauge health based on negative space and counting lines.
I may be expressing myself badly due to lack of caffeine and excitement, but tl;dr I actually like this more than what we have on TQ right now. I know, I was shocked too. |
jonnykefka
Adhocracy Incorporated Adhocracy
166
|
Posted - 2012.11.13 13:39:00 -
[43] - Quote
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, in some ways moreso than what we have on TQ now.
Did not get the chance to see how it looked with Sleepers (who have no shield) but do make sure someone in QA takes a glance at that. |
Altrue
Exploration Frontier inc
49
|
Posted - 2012.11.13 17:56:00 -
[44] - 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* |
Super Stallion
Caldari Provisions Caldari State
2
|
Posted - 2012.11.13 18:07:00 -
[45] - Quote
I would agree with you... if i could think of a single time it was important to know the exact percentage of enemy HP.
A rough approximation is more than what is needed for every situation that I can think of... outside of one. Knowing when youve broken through passive shield regen. And even then, with the current settup on tranquility, you wont know for certain until your past a guestimation area. I see no differance, and think you are just being picky. |
Solaris Ecladia
League of Non-Aligned Worlds Nulli Secunda
26
|
Posted - 2012.11.13 18:08:00 -
[46] - Quote
CCP please please listen to your players on these circular health bars. They are terrible. When people tell you "its hard to see, we dont like it, the old way was better, etc". For Christs sake listen this time before screaming ahead with a change.
Yea OK, you want to give it a change, make it look cooler. Great. Do That. But please listen this time. Isnt that why we have these forums anyways? |
Altrue
Exploration Frontier inc
50
|
Posted - 2012.11.13 18:33:00 -
[47] - 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* |
Alice Katsuko
Terra Incognita Intrepid Crossing
148
|
Posted - 2012.11.13 18:38:00 -
[48] - Quote
I wouldn't be terribly worried about whether the HP bars are automagically intuitive. A new player will quickly figure out which bar represents the shields, and which the armor.
That said, maybe the following would be both readable and intuitive, and might even save space:
Split the target HP into three separate bars, arranged in a semicircle rather than a full circle around the target. Shield HP will be the right-most on the semi-circle, centered at the three o'clock position. Armor HP will be in the middle, centered at the twelve o'clock position. Hull HP will be the left-most, centered at the nine o'clock position. That will make the centers of the HP arcs align with the crosshairs, so that they are not merely ornamental but also are a reference point. I would make small indents at 25% and 75% levels for each HP arc as well.
Something like this: http://i.imgur.com/qOFb3.png
Apologies for the awful drawing, but best I can do using MSPaint. I don't know whether segmenting the HP bar itself will be desirable.
The damage will go from right to left, just like on the current HUD, and the whole thing will also flow from right to left. For additional clarity, maybe add 'SH,' 'AR,' and 'ST' above each bar or something, but I don't think it's really necessary. |
Altrue
Exploration Frontier inc
50
|
Posted - 2012.11.13 19:40:00 -
[49] - 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* |
Ravcharas
GREY COUNCIL Nulli Secunda
191
|
Posted - 2012.11.13 20:59:00 -
[50] - Quote
CCP Sisyphus wrote: 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)
It's cool. The motion is a little too fast though. A couple of misclicks and I almost get seasick.
If you select something close to what you're already looking at the camera does a little jump that would probably benefit from being a little slower and smoother. Say if the new target is within a certain angle form the previous one make the transition at a third of the usual speed or something.
(Crossposted this because I have no idea which thread you want feedback in, sorry. Maybe the other camera thread should be merged with this.) |
|
Circumstantial Evidence
46
|
Posted - 2012.11.13 21:43:00 -
[51] - Quote
Copying from previous thread, to make a +1 vote for return of my own ship's bracket when I press Alt.Drup Yog wrote:CCP Fear wrote:The problem is that is shouldn't be the same bracket as used on other ships, as it can lead to confusion, especially amongst our newer players. Thus it would be better to handle it in a different way, introducing a new bracket for your ship for example.
we can take a look at it, but it won't happen until after Retribution. Then it will be a good idea to get the "alt" feature back. On TQ, when you press alt, you get a bracket on your ship. This was far enough to see exactly where your ship is. A single circle like the one you got when you click on your ship would be perfect. I depended on a "ghost bracket" that I could summon to find my ship on screen when running around cloaked, or zoomed out, or in those ANNOYINGly bright clouds in some missions and exploration sites. This is one of the features that gets little fanfare, but you know it when its gone. |
Ravcharas
GREY COUNCIL Nulli Secunda
191
|
Posted - 2012.11.13 21:58:00 -
[52] - Quote
Circumstantial Evidence wrote:Copying from previous thread, to make a +1 vote for return of my own ship's bracket when I press Alt. Drup Yog wrote:CCP Fear wrote:The problem is that is shouldn't be the same bracket as used on other ships, as it can lead to confusion, especially amongst our newer players. Thus it would be better to handle it in a different way, introducing a new bracket for your ship for example.
we can take a look at it, but it won't happen until after Retribution. Then it will be a good idea to get the "alt" feature back. On TQ, when you press alt, you get a bracket on your ship. This was far enough to see exactly where your ship is. A single circle like the one you got when you click on your ship would be perfect. I depended on a "ghost bracket" that I could summon to find my ship on screen when running around cloaked, or zoomed out, or in those ANNOYINGly bright clouds in some missions and exploration sites. This is one of the features that gets little fanfare, but you know it when its gone. I've been wishing for that bracket to be toggle-able since I started playing. Press ALT once to turn it on, press ALT again to turn it off. |
Regan Rotineque
Rl'yeh Interstellar Ltd. Lawful Insanity
35
|
Posted - 2012.11.13 22:35:00 -
[53] - Quote
Wow do I ever not like the round things
Its soooo much harder to see and figure out how far into shields/armor you are
I can at a glance see where I am at on TQ right now, and it is MUCH preferable to the round circley things.
Also the damage pop up thing, first thing i did was turn it off, having it take up the entire center of the screen scrolling and telling me about near hits/misses .... holy smokes that was not good. I like to know if I am damaging something and usually i go to the log, what i discovered was that if i turn off the on screen stuff the log is empty. At least on TQ right now i have one orange little line in the middle of the screen.
The round things on the targets, well those are alright as well....not that i care who is damaging me since ratting it does not really matter much, and in fleet you shoot who FC tells you to.
Well i really hate to be negative, but these round circley things showing damage and stuff - not good...
sorry CCP
~R~ |
Alice Katsuko
Terra Incognita Intrepid Crossing
149
|
Posted - 2012.11.14 01:33:00 -
[54] - Quote
Altrue wrote: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.
I died a little inside while drawing it.
|
nikon56
UnSkilleD Inc. Reverberation Project
8
|
Posted - 2012.11.14 09:37:00 -
[55] - Quote
since those HUD updates are now on bunckingham test server, i would have to report one bug here (i cannot on test server because passwords is not recognized when submitting a bug)
the target list doesn't stack correctly when arranged vertically, the space between 2 target sem random, and sometime lead in one overlapping another making one of them almost impossible to select.
to reproduce, prety easy: arrange terget verticaly go in space with 3-5 budys, lock a first one, activate several modules on him, lock the others, switch modules between target
-> list is all broken, you can't see 50% of the information, you can't select 50% of the target due to overlaping
also i run dual screen, and notification were not offseted while they would have been, checked the settings, everythink ok, but still, the notification are not in the place they shall be (ship is well offsetted tho) |
|
CCP Fear
C C P C C P Alliance
69
|
Posted - 2012.11.14 13:42:00 -
[56] - Quote
nikon56 wrote:since those HUD updates are now on bunckingham test server, i would have to report one bug here (i cannot on test server because passwords is not recognized when submitting a bug)
the target list doesn't stack correctly when arranged vertically, the space between 2 target sem random, and sometime lead in one overlapping another making one of them almost impossible to select.
to reproduce, prety easy: arrange terget verticaly go in space with 3-5 budys, lock a first one, activate several modules on him, lock the others, switch modules between target
-> list is all broken, you can't see 50% of the information, you can't select 50% of the target due to overlaping
also i run dual screen, and notification were not offseted while they would have been, checked the settings, everythink ok, but still, the notification are not in the place they shall be (ship is well offsetted tho)
We are aware of this and looking into a fix right now. |
|
Terh Rumnatarn
Epidemic Inc.
10
|
Posted - 2012.11.14 14:22:00 -
[57] - Quote
Altrue wrote:I took an example to illustrate. Look at this screenshot "quickly" like you would do in a quick glance. http://bit.ly/TB5Qn8
Please CCP, not like this.
I do realize that you want to improve the UI, and you want it to make it more stylish and rounder. I am all for this change. Even if there is negative response to the initial shield/armor/hull that you presented, it was rather ok, and easy to predict and learn. (some players are real morons that only want to express smth even if they don`t know what and why. And that whole right to left, left to right debate was below 80 IQ)
But this last improvement, please no. It looks far from stylish and very, very hard to read (that white/red health bar is awful, cheesy [don`t have the proper word] - more transparency fits eve better, see the initial target design). Ask the art designers for smth slick and very easy to read. I agree even with the initial change, much, much more than with this.
Everything else, really good improvements. Thumbs up. You guys are great at enriching this game, both with graphics and accessibility.
Thank you for your hard work. Looking forward for these on Tranq, hope not the new white/red marble circle. |
Ganthrithor
GoonWaffe Goonswarm Federation
453
|
Posted - 2012.11.14 15:23:00 -
[58] - Quote
I have no idea what's going on but I got on Buckingham and tried to shoot some stuff (an asteroid, a station) with my dramiel...
When I went to lock a target, the target icon popped up in the top right corner of my screen (ALL the way in the corner, and underneath my selected items window). When I tried to activate guns, the target lock appeared to break (but the target icon remained in the top right corner). It proved to be impossible to lock and fire on anything, and the icon for every single thing I locked remained in ghost form in the upper right (even warping around wouldn't clear them), resulting in a stack of ghost icons.
IDK what you've done but you've completely borked something. |
Bloodpetal
Mimidae Risk Solutions
1043
|
Posted - 2012.11.14 16:28:00 -
[59] - Quote
I like the new circular layered damage indicators.
\o/
How are the top 5 damage dealers highlighted atm? Are they the only ones that blink a full circle of red on the screen?
Overall, I like what I see on your devblog, great job :)
Where I am. |
Haifisch Zahne
Hraka Food Processing and Manufacture GmbH
92
|
Posted - 2012.11.14 17:17:00 -
[60] - Quote
The "crystal balls" look silly. Do they come with special mystic aura candles? Or, just the typical vague words of reassurance that "all will be as you wanted... as we saw it"? |
|
Altrue
Exploration Frontier inc
53
|
Posted - 2012.11.14 17:48:00 -
[61] - 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* |
Nagarythe Tinurandir
Random Rule Conform Corpname A Point In Space
75
|
Posted - 2012.11.14 18:58:00 -
[62] - Quote
on the mass test yesterday i noticed, that the names of targets with long names don't take the space downwards where the modules are you ahve activated on them, but upwards. essentially pushing the picture and the health bars of that targets out of line. in the end the names of my targets where neatly in a row, but the healthbar and picture section was distributed all over the place.
i wasn't able to recheck it today since all targets are now on one pile in the top right corner ^^ |
Bienator II
madmen of the skies
1136
|
Posted - 2012.11.14 19:09:00 -
[63] - Quote
if you target someone you see a little icon below the ring which shows the standing of the target towards you. Thats cool but there is enough space for more icons, like sec status, militia, bounty... etc Just put them next to each other. (order is defined by the priority as set in the overview settings) 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 |
Loardriver
Imperial Academy Amarr Empire
19
|
Posted - 2012.11.14 19:51:00 -
[64] - Quote
That about this variant of HUD: http://img201.imageshack.us/img201/1999/ui3q.jpg (850kb) ? now actual taegeted icons on Buckh look like first eve build: http://cdn.medialib.computerandvideogames.com/screens/screenshot_98537_thumb_wide940.jpg |
Altrue
Exploration Frontier inc
53
|
Posted - 2012.11.14 20:00:00 -
[65] - Quote
Sweet !
This is how it should look like :) *Yelling "Manticooore !" on teamspeak* |
FistyMcBumBasher
Agony Unleashed Agony Empire
21
|
Posted - 2012.11.14 20:53:00 -
[66] - Quote
I was on Buckhingham last night and I noticed that every targetable item had the new icon on it. Can we make it so that wrecks, station guns, cargo containers do not have the new nifty targetable bracket on them unless they are on the overview? There is no need to know if you are in targeting range of an object if it is not on your overview.
Is it possible to add a right click option '' add object to brackets' and 'remove object from brackets'? |
|
CCP karkur
C C P C C P Alliance
1591
|
Posted - 2012.11.14 21:01:00 -
[67] - Quote
FistyMcBumBasher wrote:I was on Buckhingham last night and I noticed that every targetable item had the new icon on it. Can we make it so that wrecks, station guns, cargo containers do not have the new nifty targetable bracket on them unless they are on the overview? There is no need to know if you are in targeting range of an object if it is not on your overview.
Is it possible to add a right click option '' add object to brackets' and 'remove object from brackets'? Only players, NPCs and drones should have the targeting brackets. And regarding the "remove from brackets"... of course anything is possible, but we are at least not doing it now CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
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CCP karkur
C C P C C P Alliance
1591
|
Posted - 2012.11.14 21:03:00 -
[68] - Quote
Nagarythe Tinurandir wrote:on the mass test yesterday i noticed, that the names of targets with long names don't take the space downwards where the modules are you ahve activated on them, but upwards. essentially pushing the picture and the health bars of that targets out of line. in the end the names of my targets where neatly in a row, but the healthbar and picture section was distributed all over the place.
i wasn't able to recheck it today since all targets are now on one pile in the top right corner ^^ Yeah, all the targets in a pile is probably because of a bug that got fix this morning.
But... I have fixed the target alignment so now they are all even (when we have a new build, try dragging the icons around and see what happens ) CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
|
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CCP karkur
C C P C C P Alliance
1592
|
Posted - 2012.11.14 21:40:00 -
[69] - Quote
Ganthrithor wrote:e: while I'm posting here, are you guys gonna fix the "brackets randomly vanish either from space or from your overview" bug that's currently on TQ? (EG, you'll have a target locked, but that target will either vanish from your overview [but remain locked] or will remain on the overview but its in-space bracket will vanish [but it remains locked]-- both game-breaking and fiercely irritating bugs) We fixed the target bug this morning.
Regarding the disappearing stuff... is this also in the overview? I 've been looking into the issue where they disappear in space, and think I have a fix for that, but if they are also dropping out of the overview I'm not so sure my fix will work. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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Kenshi Hanshin
BloodLust Enterprises Apocalypse Now.
11
|
Posted - 2012.11.15 02:30:00 -
[70] - Quote
As I am sure that many people have expressed already: I liked the previous circular bars for targets.
I quickly figured out the order within a few seconds. The present variation that was on the mass test was an eyesore. By that, I had a hard time reading the display or estimating remaining shield, armor or hull. I would appreciate using the previous make of that with the three thicker bands.
To avoid confusion, have the shield be on the right, armor middle, hull on the left. That way when it counts down it will follow the same motion as a clock. Thank you very much for the opportunity to test. |
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Alxea
Blood RaiderZ. Disaster Strikes
99
|
Posted - 2012.11.15 12:25:00 -
[71] - Quote
The layered design is bad, the circular design was good. We want it on the cross-hairs around the ships we are targeting in space as well like before the layered design. Not just on the target lock. Why was that removed? Why can't we toggle that ourselves as a feature. Why remove cool things and replace them with worse designs not everybody likes? Maybe you got something cool going on here with hub customization? Why not make them all toggles? |
Alxea
Blood RaiderZ. Disaster Strikes
99
|
Posted - 2012.11.15 12:27:00 -
[72] - Quote
Altrue wrote:Sweet ! This is how it should look like :) I agree over 9000%! |
Terrorfrodo
GNADE Inc.
234
|
Posted - 2012.11.15 12:58:00 -
[73] - Quote
Kenshi Hanshin wrote:As I am sure that many people have expressed already: I liked the previous circular bars for targets.
I quickly figured out the order within a few seconds. The present variation that was on the mass test was an eyesore. By that, I had a hard time reading the display or estimating remaining shield, armor or hull. I would appreciate using the previous make of that with the three thicker bands.
To avoid confusion, have the shield be on the right, armor middle, hull on the left. That way when it counts down it will follow the same motion as a clock. Thank you very much for the opportunity to test.
I agree, and several other people I know think the same. But to be fair, CCP changed it because of player feedback (=people shouting on the forums). So the players are to blame
What should CCP do in such situations? The five, ten or twenty players posting in a feedback thread may not be representative of the player base. People who liked the initial CCP design will probably just stay silent, because they have no reason to complain, and expect that what they saw in the first dev blog will be in the game. Then on patch day they see something else and are disappointed.
An idea: If there are several ways a feature could be implemented, with no objective 'best' way, make 2-4 alternatives as mockups and create a survey we can fill out, stating our preferences. Place it on the website. A simple survey, prominently placed, will get you opinions from a lot more players, with not so much effort. . |
Anea Ruminare
9
|
Posted - 2012.11.15 15:01:00 -
[74] - Quote
Altrue wrote:Sweet ! This is how it should look like :)
So much better. Simple yet beautiful, round but not ugly, easy to read, fits the eve design, almost perfect.
Still don`t understand why CCP wants the new version, as some other players. Hope they will change their mind. |
Terh Rumnatarn
Epidemic Inc.
15
|
Posted - 2012.11.15 15:14:00 -
[75] - Quote
Is there a way to remove the focus while targeting different ships (the moment I press ctrl+left mouse click), so that the focus remain on the initial ship?
Atm on buck the camera switch every time I ctrl+left click every ship on the list. It is kind of dazzling. The camera for the first ship locked pls.
And please stick to the initial plan for target icon.
Thx CCP. |
Bienator II
madmen of the skies
1140
|
Posted - 2012.11.15 15:20:00 -
[76] - Quote
Altrue wrote:Sweet ! This is how it should look like :) +1 looks sifi and the target has a health indicator. 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 |
Harland White
Circle of Fortune
10
|
Posted - 2012.11.15 17:19:00 -
[77] - Quote
Renan Ruivo wrote: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?
+1 on this idea...should be easy to implement. Would be a fun novelty option! Please? |
|
CCP Orion
C C P C C P Alliance
63
|
Posted - 2012.11.15 21:41:00 -
[78] - Quote
Harland White wrote:Renan Ruivo wrote: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? +1 on this idea...should be easy to implement. Would be a fun novelty option! Please?
Check out the "Chase camera" shortcut command in the navigation esc menu. Senior Programmer - Team Pony Express EVE Online, CCP Games |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
367
|
Posted - 2012.11.15 21:49:00 -
[79] - Quote
Not sure I'd like the shield starting @ 3 o'clock. If the alignment had to be changes from the original concept I'd prefer shield centered at the tip but otherwise I like the concept. |
Castelo Selva
Forcas armadas Moon Warriors
9
|
Posted - 2012.11.15 22:00:00 -
[80] - Quote
YES!! That is a good idea! Please CCP, check it. This is how it should be. +1 for you mate.
Beside, can some CCPer look if is possible for us to choose between overview sorting Top to bottom or Bottom to top. Picture here: http://go-dl1.eve-files.com/media/1211/bottomtotopoverview.jpg
Pretty Please !! |
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Loardriver
Imperial Academy Amarr Empire
21
|
Posted - 2012.11.16 10:37:00 -
[81] - Quote
Tyberius Franklin wrote: Not sure I'd like the shield starting @ 3 o'clock. If the alignment had to be changes from the original concept I'd prefer shield centered at the tip but otherwise I like the concept.
Clockwise progress status i like more, then otherwise, but now all HP flowdown otherwise and start at @ 3o`clock - only this things govern my vision of HUD. |
Ganthrithor
GoonWaffe Goonswarm Federation
454
|
Posted - 2012.11.17 09:18:00 -
[82] - Quote
Will you guys be bringing the little "your ship" bracket that comes up when you hold alt on TQ back? It's really handy for aiming the directional scanner and I noticed that it was missing on Buckingham the other day. |
Rammix
FreeWorkers HeII Gate Alliance
13
|
Posted - 2012.11.17 11:36:00 -
[83] - Quote
Totally disagree (1st pic). The HUD that's now on Buckingham is just fine.
But turning on target tracking still moves your ship a bit to the left. And trying to adjust tracking point moves your ship as well. That's NOT good. Target tracking adjustments must not affect your own ship's position on the screen. OpenSUSE 12.2, wine 1.5 |
Lloyd Roses
Blue-Fire Tribal Band
5
|
Posted - 2012.11.17 14:59:00 -
[84] - Quote
Tested it on Sisi, the new target brackets and notification bar pleases me :D especially since I now can move it at least, still an option to adjust the notification size would be great.
The new camera seems nice, makes my stomach turn round when i have that 'follow target' always on, nut limiting myself to the occasional b-pressing to quickcheck the next object in space comes in very handy. I think the b-button is sufficient, the rest doesn't need a rush. I'd rather prefer a camera that zooms in and out if necessary to keep both me and my selected item on screen, rather than spinning round my ship. I
The best, damage notifications stack now sufficiently to really understand what you are being shot with! |
Oberine Noriepa
1043
|
Posted - 2012.11.17 17:20:00 -
[85] - Quote
Bloodpetal wrote:I like the new circular layered damage indicators.
\o/
How are the top 5 damage dealers highlighted atm? Are they the only ones that blink a full circle of red on the screen?
Overall, I like what I see on your devblog, great job :)
Bolded: Yes.
I've warmed up to the new indicators. I like the visual consistency between your own ship's readout and the target's. |
Zor'katar
Matari Recreation
16
|
Posted - 2012.11.17 20:02:00 -
[86] - Quote
Just ran a few missions on Buckingham, and I have to agree that the new concentric layered target HP bars are hard to read. The layered approach worked before because all of the bars were located in the same little blob of space, so it was easy to take them all in at once. In the current test iteration, it takes more brain-processing power to run your eyes along the entire circle and get an idea of where you're at. I think the serial-bars suggestions (shield, armor, structure each taking up about 90-100 degrees of the way around the target circle, arranged so one leads into the next) sound easiest to work with.
Other than that, though, I like the switch to circular stuff, and pretty much all of the other changes I've noticed. |
YuuKnow
Inner 5phere
430
|
Posted - 2012.11.18 00:52:00 -
[87] - Quote
After testing out the latest tweaks to the hud, I have to say I like the adjustments. Being able to move the damage notifications around is nice. And the circular icons are catchy after a while. |
Mars Theran
Tribal Liberation Force Minmatar Republic
408
|
Posted - 2012.11.18 07:36:00 -
[88] - Quote
Altrue wrote: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.
Except that your ship HUD damage goes down right-to-left, (i.e.: counter-clockwise), which means you'll be constantly second guessing the effect if it's opposite. People get used to a visual queue and you flip it on them, they tend to find this difficult to accept.
Particularly when the other one is still doing the same old thing.
I think the simple thought process is, counter-clockwise = negative, removing, taking away from, where clockwise = adding to, increasing, positive.
They don't call counter-clockwise widdershins for nothing. zubzubzubzubzubzubzubzub |
Mars Theran
Tribal Liberation Force Minmatar Republic
408
|
Posted - 2012.11.18 07:43:00 -
[89] - Quote
Loardriver wrote:Tyberius Franklin wrote: Not sure I'd like the shield starting @ 3 o'clock. If the alignment had to be changes from the original concept I'd prefer shield centered at the tip but otherwise I like the concept.
Clockwise progress status i like more, then otherwise, but now all HP flowdown otherwise and start at @ 3o`clock - only this things govern my vision of HUD.
If someone switched your fuel gauge on you car from left to right and emptied your tank, how long would it be before you realized you were out of gas I wonder? zubzubzubzubzubzubzubzub |
Loardriver
Imperial Academy Amarr Empire
22
|
Posted - 2012.11.18 17:12:00 -
[90] - Quote
Mars Theran wrote:
If someone switched your fuel gauge on you car from left to right and emptied your tank, how long would it be before you realized you were out of gas I wonder?
Where i swiched directions of values? Now full HP start at 3 o`clock, in my version it start in the same place.
(for the car - i look on fuelmeter only twice: then i start engine, and then lights "low level fuel lamp". Need see to road, or not something else) |
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FrostTime
Austudy The Welfare State
0
|
Posted - 2012.11.19 04:00:00 -
[91] - Quote
Bienator II wrote:Altrue wrote:Sweet ! This is how it should look like :) +1 looks sifi and the target has a health indicator.
+1 - consistent UI design (both your own ship's and targeted ship have the same style of Shield, Armour and structure indicators) - Simple and easy to read |
FrostTime
Austudy The Welfare State
0
|
Posted - 2012.11.19 04:07:00 -
[92] - Quote
Considering that the overview is one of THE MOST IMPORTANT UI elements it would be nice to have some more options for customising it like the the one suggested. One feature that I would like to see is controlling the alignment of text in overview columns of the UI.
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Mars Theran
Tribal Liberation Force Minmatar Republic
412
|
Posted - 2012.11.19 04:40:00 -
[93] - Quote
Loardriver wrote:Mars Theran wrote:
If someone switched your fuel gauge on you car from left to right and emptied your tank, how long would it be before you realized you were out of gas I wonder?
Where i swiched directions of values? Now full HP start at 3 o`clock, in my version it start in the same place. (for the car - i look on fuelmeter only twice: then i start engine, and then lights "low level fuel lamp". Need see to road, or not something else)
Sorry, I suppose it seemed from your indication that it should have a "clockwise progress," that you intended for the damage to apply left-to-right in progress, meaning that it would start on the left, and progress clockwise.
Just how I read it.
..anyway, that pic is awful. I'm really kind of hoping that is a very-rough UI element in place. I think we indicated when this project started that it should be clear which was which, and where it started and stopped. That isn't evident until you start taking shield damage apparently, and with armor to the left of that, it is even less apparent which is which.
Something we'll have to get used too?
Also, that percentage thing is definitely out of place. Maybe they should drop an icon, lose a bar, and fit the percentage between the elements themselves or something..
zubzubzubzubzubzubzubzub |
Mars Theran
Tribal Liberation Force Minmatar Republic
412
|
Posted - 2012.11.19 05:19:00 -
[94] - Quote
Ultimately, wouldn't it be better to leave the players HUD alone. There is no reason it has to mirror the target. You could apply clockwise removal of shields, armor, and structure to the target, and leave the player UI element alone. It's already circular; no need to change. Then you only have to redesign one UI element and there's limited culture shock for the players.
edit: I mean, aside from additions like useful little buttons and stuff; not that I have any recollection of what that does, if I ever knew. The primary element of the player HUD with the stacked shields, armor, and structure has always been fine imo. I like it, and I don't see a need for it to change.
Also, the change to that particular means of displaying it looks odd, and it seems very cumbersome. For the targets, you could have the whole thing spinning for all I care, including the damage indicators, as long as they all turn red, I'm good.
Of course, that wouldn't really be helpful for logistics.
zubzubzubzubzubzubzubzub |
Ravcharas
GREY COUNCIL Nulli Secunda
193
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Posted - 2012.11.21 22:35:00 -
[95] - Quote
Also, the session-change timer is still super tiny with no customization option and that makes me sad |
Lockheed19
ColdBlueAnt Inc.
5
|
Posted - 2012.11.22 08:37:00 -
[96] - Quote
Awfully sorry, but I don't have the time to go through all the posts to see if this has been asked/answered.
Regards the target tracking camera; is this going to be like a picture-in-picture on our screens that can be moved around? |
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CCP Sisyphus
C C P C C P Alliance
183
|
Posted - 2012.11.22 08:53:00 -
[97] - Quote
Lockheed19 wrote:Awfully sorry, but I don't have the time to go through all the posts to see if this has been asked/answered.
Regards the target tracking camera; is this going to be like a picture-in-picture on our screens that can be moved around?
no. It makes the thing you have selected be kept on a spot on the screen (which you can set). So if you want to focus just above your ship, you can make every selected item stay just above your ship (camera moves to focus it there) CCP Sisyphus | Team PE |@CCP_Sisyphus |
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Oberine Noriepa
1048
|
Posted - 2012.11.22 12:34:00 -
[98] - Quote
I really like that the camera doesn't spaz out when I target multiple objects now. Very nice.
I was wondering if it would be possible to reduce the "bobbing" that the camera does as it moves into position? To me, it would be better if it just snapped to your target without having that last second correction. It just looks better that way, in my opinion. |
Rammix
FreeWorkers HeII Gate Alliance
15
|
Posted - 2012.11.23 00:03:00 -
[99] - Quote
CCP Sisyphus wrote:Lockheed19 wrote:Awfully sorry, but I don't have the time to go through all the posts to see if this has been asked/answered.
Regards the target tracking camera; is this going to be like a picture-in-picture on our screens that can be moved around? no. It makes the thing you have selected be kept on a spot on the screen (which you can set). So if you want to focus just above your ship, you can make every selected item stay just above your ship (camera moves to focus it there) I don't know maybe it's already fixed, but several days ago turning on this tracking caused your own ship to get shifted a bit to the left. Plus moving tracking point around also affected ship's position on the screen. OpenSUSE 12.2, wine 1.5 |
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CCP Fear
C C P C C P Alliance
71
|
Posted - 2012.11.23 09:46:00 -
[100] - Quote
Oberine Noriepa wrote:I really like that the camera doesn't spaz out when I target multiple objects now. Very nice. I was wondering if it would be possible to reduce the "bobbing" that the camera does as it moves into position? To me, it would be better if it just snapped to your target without having that last second correction. It just looks better that way, in my opinion.
We have been working towards that goal to make it smoother with an overall goal to not induce sea sickness.
I would hate to ship the expansion with some dramamine. |
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Salpun
Paramount Commerce
426
|
Posted - 2012.11.23 13:59:00 -
[101] - Quote
You removed all the camera options that where going to make life so much better.
Will they be back in a point release?
Current state.
When the box in selected item is not checked using the short cut results in a camera black screen jump when deactivating the view. Focal box still does not show the exact point the ship comes to rest in. |
Jahn Ntago
Association of Commonwealth Enterprises Test Alliance Please Ignore
55
|
Posted - 2012.11.24 05:30:00 -
[102] - Quote
1/ Targeted ship indicators on overview
I can live wih the concentric circles for damage but don't like them. I would prefer a linear segmented display (shield, armor, hull) between 8 and 4 o'clock so they waste less space. I also have up to 4 lines of text (some of them duplicated??) then module indicators under a targetted ship. How can I reduce the clutter? I had thought there might be an overview option to do this but I couldn't find one.
2/ Targetted ship indicators on brackets
I like the damage generation shading though I think even a small fleet fight will end up with a red screen. Perhaps you might only display the top 3 damage dealers to avoid screen flooding.
3/ Salvage drones - AWESOME!
I see they now work their way through a list of wrecks but only if the wreck exists at the time they are instructed to salvage. Perhaps they could look around occassionally like normal drones and refresh their list of targets?
4/ Scrolling damage updates
These are cute (for about 3 minutes). How do I turn them off completely? At the moment I am forced to hide them under an opaque window.
5/ Market window updates
All I have seen so far are great!
6/ In range target indicators
Pretty subtle but I like them. Took me a while to even see them. They don't consistently appear - a station for instance does not show them. |
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CCP karkur
C C P C C P Alliance
1596
|
Posted - 2012.11.24 14:18:00 -
[103] - Quote
Jahn Ntago wrote: 4/ Scrolling damage updates These are cute (for about 3 minutes). How do I turn them off completely? At the moment I am forced to hide them under an opaque window.
You cannot disable them if you want them to be logged. You can however change the settings so you only get 10 from X You can do this in the "notifications and log" window (previously known as "log"). There you can also turn them off, but then they will not be logged.
You can also move them way to the top of the screen so you only see about 1 line.
Jahn Ntago wrote: 6/ In range target indicators
Pretty subtle but I like them. Took me a while to even see them. They don't consistently appear - a station for instance does not show them.
First we had them on everything in targeting range... missions and asteroid fields then became really cluttered. We decided to restrict them to ships, NPCs and drones. It's easier to draw the line there rather then having all sorts of confusing exceptions to what should have them. Space can also become pretty busy if you have them on drones, so I just added something that will allow you to turn the indicators off completely or turn them off for each of the 3 categories. CCP karkur | User Interface Programmer | Team Pony Express | @CCP karkur |
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FistyMcBumBasher
Agony Unleashed Agony Empire
21
|
Posted - 2012.11.24 14:21:00 -
[104] - Quote
CCP karkur wrote: Space can also become pretty busy if you have them on drones, so I just added something that will allow you to turn the indicators off completely or turn them off for each of the 3 categories.
Thank you so much! You are a splendid person, and I hope you have a wonderful weekend! |
Endymion Varg
Interstellar Vermin Inc.
9
|
Posted - 2012.11.25 23:33:00 -
[105] - Quote
Did all the new camera options get scrapped or what? I thought they were wonderful... |
Rammix
FreeWorkers HeII Gate Alliance
15
|
Posted - 2012.11.26 05:56:00 -
[106] - Quote
I'd love to see more customizable settings for everything that can possibly be customized. For example, ability to hide in local channels everything except characters, to change the default range of camera ("reset camera" option) - it's too close and should be adjustable.
Also, would love to be able to move links (item, character, system and other links) to any opened EVE client; i.e. I have 3 alts online, drag an item or a link from the 1st eve client and drop it to a chat channel of the 2nd or 3rd eve client. In short, cross-linking between active eve clients on the same PC. I think it can be done through the cut+paste mechanism, like: send dragged link to clipboard when you reach an edge of the window holding some hotkey while dragging a link, if there is a valid link in the clipboard when your mouse activates another window and the hotkey is still being pressed the 2nd window behaves like it normally does when you drag a link with mouse (taking the valid link from the clipboard).
N.b. Also, multi-cursor support - 2 cursors for 2 mice in the same window. Just imagine controlling d-scan + modules with left hand and targeting + movements with right hand simultaneously. Latest versions of Windows have support for multi-pointers, EVE is a technologically very progressive game so let it keep the pace and be the 1st game with such amazing feature. OpenSUSE 12.2, wine 1.5 |
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CCP Fear
C C P C C P Alliance
73
|
Posted - 2012.11.26 09:09:00 -
[107] - Quote
Endymion Varg wrote:Did all the new camera options get scrapped or what? I thought they were wonderful...
Not scrapped but we need more time to polish and bug-fixing so we removed them from the release. Can't say exactly when they will come back, but I suppose soonGäó ? |
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Benito Arias
Lutinari Syndicate Electus Matari
0
|
Posted - 2012.11.30 10:47:00 -
[108] - Quote
I get confused by any type of circular health bars. Got used to them being the same size and aligned with the same axis, so I could know: 1) where one the badoes the count star 1) whether my HP is closer to full or zero 2) percentage of my HP at each layer independently, without having to convert from polar coordinate system 3) the rate i am taking damage to a given layer of defense, and compare that to the damage rate to other layers, without having to convert from polar coordinate system 4) that if all bars are red at near one and, i'm in trouble. That is, the end that I intuitively use as a zero point, because it's kind of like a zero on an axis. |
Aristolan
Zaristos
0
|
Posted - 2012.12.01 15:37:00 -
[109] - Quote
Bug:
Using the track target camera option (default keyboard shortcut "c") does not obey camera offset that can be set in the settings. So on my dualscreen where I set the offset to have the ship on one screen, it is split between the screens when using "c". Obviously making the whole feature unusable since all the good stuff is now behind various windows on the other screen. |
Alxea
Blood RaiderZ. Disaster Strikes
104
|
Posted - 2012.12.01 16:01:00 -
[110] - Quote
Why was the old circular health bars around the crosshairs removed from the game? Having both should be an option and a lot of us actually liked that. |
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