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Author |
Thread Statistics | Show CCP posts - 39 post(s) |
Galmas
United System's Commonwealth R.E.P.O.
18
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Posted - 2012.12.04 13:10:00 -
[1] - Quote
I dont get it (or havnt yet found out how to), why have you put so much effort into the damage notification and other notification window and made them "movable"... but still we cannot get rid it????
I cant even hide the notifications behind another window since they almost show up on top of everything.
I really dont get it, it almost makes me angry.
Good job on the log window!!! very very much appreciated, that will free up a lot of room on my screen....
now lets give me a switch to disable the damage notifications that are STILL crowding the main window and let me have them only in the log window. i am pretty sure a lot of folks would really prefer to have it like that. well.. the folks i am flying with at least.
PPPLLLEEEEAAAASSSSEEEE
PS: anyone who thinks "what a ******, you can disable the damage notifications", read again please, think again, just don't post. |
Galmas
United System's Commonwealth R.E.P.O.
19
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Posted - 2012.12.04 15:24:00 -
[2] - Quote
What is that noise when i activate my guns or point on anything or someone else does that to me?
I bet some more folks complained about that already. Complete nightmare. Please remove that sound again or make it configurable. |
Galmas
United System's Commonwealth R.E.P.O.
21
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Posted - 2012.12.04 18:23:00 -
[3] - Quote
Lyr Rickh wrote:New targets are swanky, but is there any chance they can slim down a bit? Especially the vertical spacing between them. Used to be able to fit 5 targets vertically in the old position, now its only 3.
Was my first impression too. I lately moved the targeted items to the bottom of the screen right on top of the module slots for less millage on the mouse. The locked items soom to take up a lot more room (vertical). I think mainly because of the text below the target "pizza".
I need to check on another screen but since everyone got a "wide-screen" monitor layout these days, vertical pixels are very precious. |
Galmas
United System's Commonwealth R.E.P.O.
21
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Posted - 2012.12.04 18:35:00 -
[4] - Quote
Spc One wrote:What patch notes don't tell you:
EXPANSION ABOUT NERFS, Because Missiles were ok for 6 years now but now they're overpowered.
a.) PVE
1. All missile ships are now obsolete (very low range and decreased damage) 2. All Drone ships are now obsolete due to new AI (your drones get targeted as soon as you deploy them) 3. All ships that rely on drones for protection against frigates are obsolete 4. NPC's tracking disruptor now affects optimal range and falloff instead of just optimal range, which makes 800mm's minmatar ships obsolete in pve. 5. All npc complexes and ark missions are now insanely hard to do, you can't use drones 6. There are only few ships that can save you from mission if you loose all of your drones and get stuck (scrambled with npc agression). 7. New meta 9 - 14 drone modules are obsolete for pve, since ai will always shoot your drones. 8. If you use marauders or other ships for guristas missions you'll get perma jammed, there's nothing you can do since you can't use drones.
b). PVP 1. All Heavy Missile ships are now obsolete 2. Drake is worst battlecruiser for pvp 3. Hurricane got nerfed so it is kinda useless now 4. Tengu now sucks compared to other t-3's 5. Very hard to gank someone ratting in low sec or 0.0 with stealth bombers or frigate since npc's will switch targets
I respect your opinion but i also would like to put a different light on it here as well.
PVE I think missions and k-space plexes were way to easy compared to the effort/risk/attention vs reward you got there. Especially when you compare it to sleeper sites in w-space.
PVE Heavy Missiles and Drake and Hurricane re-balancing are certainly going the right way. At least from a pvp point of view. We will have to see if there is some fine tuning needed but it is for sure the right way. One could hold against you that before the re-balancing any other battlecruiser beside the hurricane and the drake were pretty much useless looking at their stats (tank vs dps/range and utility in case of the hurricane).
For my part its a big thumbs up on that balancing!!! |
Galmas
United System's Commonwealth R.E.P.O.
21
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Posted - 2012.12.04 18:40:00 -
[5] - Quote
nesdaq wrote:Insta agro (10 sec)from rats. Fun if you're in a BS/ orca/ freighter jumping around and have jamming rats (and not mention the 5min. timer every time)
Is it really still 10 seconds? Make it really insta please! Hardcore game play rules! |
Galmas
United System's Commonwealth R.E.P.O.
21
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Posted - 2012.12.04 18:52:00 -
[6] - Quote
Remiel Pollard wrote:Colonial Burton wrote:
But then they shoot the drones, so you recall them, then how are you supposed to have them engage the target once you re-launch them? They won't auto-attack until something new shoots the host ship, or if you can lock onto something, which you can't, because your damped to hell and back.
Le sigh - would you like me to come and do your mission for you? Maybe all this means is you can't fly lvl4s solo anymore. What a shame.
LVL4 missions as teamwork?
OMG how sweet would that be!!! |
Galmas
United System's Commonwealth R.E.P.O.
21
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Posted - 2012.12.04 18:55:00 -
[7] - Quote
Tirreal wrote:OK ,
Hurricane, why was the PG reduced? never realy saw why. now, with a 4% pg implant, I cann't use my pvp neut fit. max pg skills and can I get a refund on the drake I just bought? lol
so the re-balancing actually worked!!! |
Galmas
United System's Commonwealth R.E.P.O.
22
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Posted - 2012.12.04 18:57:00 -
[8] - Quote
Terrorfrodo wrote:The people who spend their time adjusting their market orders by 0.01 ISK every hour are obviously fond of torture, so why not torture them a little more?
This!!!! |
Galmas
United System's Commonwealth R.E.P.O.
22
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Posted - 2012.12.04 19:02:00 -
[9] - Quote
Ohto Pach wrote:There's a really annoying high pitched screech that plays apparently whenever something that starts a timer of some sorts happens. Whenever you shoot a rat, jump a gate or undock etc. there's the sound. I could live without the 5 second countdown sounds when a timer is running out, too.
I'm not quite sure if this is the correct thread for this but apparently this is intended behaviour so I posted this in here intead of the "EVE Online: Retribution 1.0 Issues" thread.
Sorry for spamming but i really have to stress that topic. Please make it optional instead of mandatory or turn it off again. |
Galmas
United System's Commonwealth R.E.P.O.
24
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Posted - 2012.12.05 01:30:00 -
[10] - Quote
Prometheus Lapetos wrote:All you nubs crying about tiny flaws in a great system and threatening to leave cause u cant exploit old game mechanics any more good bye and farewell dont expect the tru gamers to miss you.
The Last dev blog said everything needed to be said almost all your complaints were address with what was going to happen.. Mission runners and drones.. What did you think sleeper AI meant... Learn the game mechanics before you complain about stuff.. if you dont understand the mechanic your problem not ccp's..
This AI change works great to reduce the Expoit of afk players simply dropping drones in sites and going afk and farming.. I.E Deltole where drrons boats were previously address about being afk and farming bounties... this is a step above that....
The missle range nerf was already stated.. we didnt expect 35% i havent verified how far mine still go but my drake now has more dps. not less so check ur facts before try and burn ccp to the ground..
This, while i would have used other words : )
I think a lot of issues (which many state as being their "game play") got fixed with this patch.
If this patch reduces the amount of ISK being made afk it is a good one already, almost regardless of how the rest goes. : )
Beside that it made the game a bit more hard core which is basically what keeps me playing since many years. |
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Galmas
United System's Commonwealth R.E.P.O.
24
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Posted - 2012.12.05 13:54:00 -
[11] - Quote
complete no goes:
- sound when aggressing/deaggressing , you must be kiddn, have you played your game for longer then 5 mins in combat with these sounds??? i dont want it to make noise then - sounds when opening cans - blinking modules at the end of their cycle (make it an option for e.g. triage or siege mods) - size of the bubbles around the targets in space, way too large - size of the icons for locked targets, way too large of a icon but the actual status information of the shield/armor/hull is way too small - sound when a target gets destroyed
all these new audible and visual effects need a lot of tuning |
Galmas
United System's Commonwealth R.E.P.O.
24
|
Posted - 2012.12.05 14:02:00 -
[12] - Quote
Galmas wrote:complete no goes:
- sound when aggressing/deaggressing , you must be kiddn, have you played your game for longer then 5 mins in combat with these sounds??? i dont want it to make noise then - sounds when opening cans - blinking modules at the end of their cycle (make it an option for e.g. triage or siege mods) - size of the bubbles around the targets in space, way too large - size of the icons for locked targets, way too large of a icon but the actual status information of the shield/armor/hull is way too small - sound when a target gets destroyed
all these new audible and visual effects need a lot of tuning
in addition to the above:
- when hovering the mouse over e.g. a tractor beam all the cans around you start playing disco lights, please turn that off again.
why did you clutter the already cluttered screen so much more? i really dont understand that. |
Galmas
United System's Commonwealth R.E.P.O.
26
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Posted - 2012.12.06 22:20:00 -
[13] - Quote
these little arrows around the brackets are covering so much of the actual ship model that i am not able to tell what ship by looking at it from a natural zoom level. it was possible with the old brackets. maybe remove these little arrows again? don't see what benefit they give.
but most disturbing certainly is the disco lights when you hover over a module... everything starts blinking and stuff... almost as annoying as the lot of agression sounds when activating mods on something... horrible |
Galmas
United System's Commonwealth R.E.P.O.
26
|
Posted - 2012.12.06 22:28:00 -
[14] - Quote
Oraac Ensor wrote:Totally Wasted Blonde wrote:For those having such a hard time with bleeps, bing, buzzes of in game sounds.... I present this revolutionary in game add on Soundless Please explain to the rest of us how we use this tool to remove only the annoying pointless sounds and leave the useful ones.
I hope CCP is by now aware of the fact that there are actually a lot of useful sounds (e.g. gate activation) that you cannot really turn off if you want to keep situation awareness.
I hope CCP also realizes that sounds like when you agress something are totally obsolete. they are like the "are you sure you you want to delete this" after you just clicked "delete", of course i am sure... dumb ass... i also turned the safety to "red" just before to be able to "delete" this... |
Galmas
United System's Commonwealth R.E.P.O.
30
|
Posted - 2012.12.10 14:19:00 -
[15] - Quote
Hakaru Ishiwara wrote:Challu wrote:Yo CCP, generally, nice job! ECCM skills, new destroyers, bounties, etc. are good additions.
One thing bugging me is the new targeting system. Two issues with that:
- The circular layout and the mods applied being shown underneath is a phenomenal waste of space. If I'm in a logi with 10 locked targets, I have icons spread-eagled all over my screen over multiple rows. Circles waste much more space than squares, so I can see how making it more compact is hard. Would be good if you could do something about all that superfluous white space.
*snip* Can't be emphasized enough.
Well, i reported this as sub-optimal already at the first day after the patch. Now i have played a couple of days, went to a bunch of pvp fights, did some pve as well....
My first impression of the new locked items layout still applies for me. Takes up way too much room on the screen and it is much harder to read the actual health status of the target. I really need to look hard at the tiny indicators to actually be able to read the health status of a target. This really failed guys.
The big red bubble around the targets in space as well as the four arrows around the brackets are cluttering the screen. (24 inch screen, 1920 x 1080)
The flashing of the brackets when hovering the mouse over your modules is distracting and exhausting.
The aggression / de-aggression sounds and the sounds of the tons of timers expiring is distracting... the latter one even minutes after fights, we try to make fun about it in our corp cause we are certain that you will remove it again pretty soon but by now it really isn't funny anymore... and i am still not used to it. Also the sound you play there is pretty odd. Would probably be only half as bad if it at least was a distinctive sound instead of this... i don't even know how to describe it.
The exploding targets sounds: horrible, please get rid of them again. It was really cool to "look at" a target just before it exploded and listen to the explosion.... when you got the time, cause you it was the last ship of the hostile fleet... now it is just a nightmare to fight multiple targets that die relatively fast.
While i like a lot of aspects of this patch from the UI point of view (visual and audible) it is a complete disaster in my eyes (and ears).
The new notification "streams" are crazy, going the exactly wrong way of what veteran players would like to have. Please give us a "off" button for the whole on screen notifications so we can just have them in the log file.
Please make these new sound notifications optional or remove them again. This really should have a high priority.
Please start looking into the above "issues". It is not really feedback, it is "serious" issues that affect our game play in a negative way. |
Galmas
United System's Commonwealth R.E.P.O.
30
|
Posted - 2012.12.10 18:10:00 -
[16] - Quote
Syri Taneka wrote:Seay Prime wrote:Conclusion: THE WORST PATCH EVER TO BE RELEASED IN EVE. You weren't here for Red Moon Rising, so kindly shut up.
Was that the one where they deleted my boot.ini file from the hard drive? |
Galmas
United System's Commonwealth R.E.P.O.
30
|
Posted - 2012.12.10 18:15:00 -
[17] - Quote
Dograzor wrote:Dear CCP, Due to me having to switch off safety every single time when I log in I have already missed a few kills. Please let the client or server save my safety settings. The only safety I use when shooting stuff is my trigger finger, and I have been happy with that for years. Now I'm disappointed.
Seems to be quite a task to code that, otherwise i would have expected CCP to have it fixed by now.
Certainly massively annoying... considering one might have more than one char |
Galmas
United System's Commonwealth R.E.P.O.
31
|
Posted - 2012.12.11 13:37:00 -
[18] - Quote
Miiikka wrote:Galmas wrote:Seems to be quite a task to code that, otherwise i would have expected CCP to have it fixed by now. You think ? LOL
Just tried to be a bit provoking/humorous... anything that helps.
People might or might not get it... or just LOL at others... whatever. |
Galmas
United System's Commonwealth R.E.P.O.
32
|
Posted - 2012.12.12 13:32:00 -
[19] - Quote
Alright, we did some more pvp/pve with this new locked targets UI.
Before you start moaning, i think the locked targets UI is an absolutely fundamentally important part of the UI. Well, if you want the game to be an "internet space ship fighting each other MMO".
We discussed within the fleet why it seems to be so much worse than the old one and it boiled down to the following:
the old UI for locked targets:
quadratic icons for the locked targets with three lines of health indicators for shield/armor/hull below the icons, all perfectly alligned as three long lines of indicators, active modules to the side of the icon, pretty slim design, static position on the screen (depending on where you moved it to of course and given you used a horizontal alignment)
from a logistics pilot point of view that meant:
-> it was possible to "read" along the "line" of e.g. armor health bars and quickly figure who was in need of support, just by "reading" through all the status indicator like a line of text from left to right. natural feel of reading for a human (cause it was like reading along a line)
from an attackers point of view:
-> you could quickly figure out how well the tank of the opponents was holding (or not) by reading that "line" of health indicators
the new UI for locked targets:
round icons for the locked targets with three semi circle indicators around them, layered on top of each other, very close to each other, several lines of text below the round icon, below the lines of text the active modules icons, dynamic position on the screen depending on (i think) the amount of modules active and the size of the text etc...
from a logistics pilot point of view that now means:
-> to figure the health status of a locked target (e.g. armor status) you need to locate the target you want to look at in the now non-static row of locked targets, find the right semi-circle status indicator layer, double check you are looking at the right layer of indicators, find the position where the indicator changes from red(ish) to black(ish) and estimate what that means in regards to e.g. armor amount. i can feel that i have to put significantly more effort into monitoring locked friendlies while in a triage carrier than with the old UI and i used it several times by now. it is not getting any better. it is a disaster for any UI overhaul when it is less readable than before the overhaul.
attackers point of view
-> it is much harder to tell whether it is the shield or armor or hull indicator that changes since you need to pay much more attention on looking at the right layer of health indicators to not mix up the indicators
Conclusion
All the guys i have talked to yet are of the opinion that this new locked target UI is definitely less user friendly because it is harder to read respectively doesn't give away the relevant information as easy as before (three lines of status indicators (old) versus the semi-circle layers of indicators)
We think key is really to get rid of the semi-circle onion layer thingy again and somehow make it a row of status bars again which are clearly separated from each other and which one can quickly scan again in a natural way. (Beside to slim down the whole design again, which could be done by getting rid of the layers of indicators as well and maybe downsize the target icons a bit. )
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Galmas
United System's Commonwealth R.E.P.O.
38
|
Posted - 2012.12.13 11:12:00 -
[20] - Quote
UnqJack wrote:Korinne wrote:UnqJack wrote:+ destroyers + some effects
- MISSILE RANGE AND DAMAGE
Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ... Tbh 100mn tengus still work and are still op. I'm talking about the PVE Tengu. Damage and flight range decreased.
A weapon system that was totally overpowered compared to any other weapon system (looking at range vs damage) got balanced out. Face it. |
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Galmas
United System's Commonwealth R.E.P.O.
40
|
Posted - 2012.12.13 11:40:00 -
[21] - Quote
Wigster Atild wrote:Galmas wrote:UnqJack wrote:Korinne wrote:UnqJack wrote:+ destroyers + some effects
- MISSILE RANGE AND DAMAGE
Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ... Tbh 100mn tengus still work and are still op. I'm talking about the PVE Tengu. Damage and flight range decreased. A weapon system that was totally overpowered compared to any other weapon system (looking at range vs damage) got balanced out. Face it. name one wep system other than missiles that you can defend against? missiles can be countered by defenders... the old style hm traveled much further taking much longer to hit a targeet.. during this time players in pvp had the option of using defenders to reduce the number of hits you took.. what anti weapon system is there for gunnery.. other than shields/armour??? we now have to fly towards ships taking fire for long periods of time (as some ships retreat to keep the distance right for their weapons.. with nurfed cap, and shield tank as well reduced by half hm's.. you can spout out other ship names and uses all you like if players spent their time training missiles then gunnery is a waiste of time.. not every player has maxed gunnery especailly if there had never been a reason to do so until now.. Edit.. As for anti missile defenders did they nurf them too?? or can you still take out missiles at 50k as easily as at 100k??
Whenever i a read one of your posts (most of the time i see the avatar and right away start scrolling again) i wish i could filter a thread on these forums here in a way that excludes certain character's posts.
Now please don't tell me that it is possible and make me look like a noob. |
Galmas
United System's Commonwealth R.E.P.O.
40
|
Posted - 2012.12.13 12:04:00 -
[22] - Quote
Vaerah Vahrokha wrote:Galmas wrote:Now please don't tell me that it is possible and make me look like a noob. Click the little triangle under the poster's name. A mini menu appears, including "hide posts".
OMG i am a noob. Thanks a lot! |
Galmas
United System's Commonwealth R.E.P.O.
40
|
Posted - 2012.12.17 11:26:00 -
[23] - Quote
Yet another patch and no word about removing the horrible new UI sounds still nobody likes.
Yesterday i was sitting at a gate and onlined/offlined some mods on my hictor. To make the cap look fine i put an energy transfer from my second account's guardian on it... that's where it started buzzing and beeping and humming.... but still like 15 minutes after that it still is buzzing and beeping and whatnot for some stupid timer notifications i really don't care about.... seriously this is horrible and it is so easy to be fixed.
After every little thingy you do in EVE now when we get back to scouting for targets or just chilling at a pos after an engagement or whatnot there is this constant alerting noise. And half the fleet and all the scout panic and check their cloak status and the directional scan and any wormhole/gate they are sitting at for some damage or aggression to their ships. Super stressful, do something about it urgently.
I really like to have the UI sound on since there are some quite useful notifications in it. Like for scanning or locking targets etc...
Why cant you have mercy and just replace the sound files with some empty sound files and clean up the code later when you got more time again. PLEASE!!!
Or give me a guide how i can replace these sound files... while this is prolly a violation of some agreement about changing the client...
This is absolutely horrible as it is right now.
Cheers Gal |
Galmas
United System's Commonwealth R.E.P.O.
40
|
Posted - 2012.12.17 12:55:00 -
[24] - Quote
I red the patch notes but i dont remember having red anything about a change to the mechanics between de-cloaking and bubbling up with a heavy interdictor.
Question:
Is it an intended change to the warp disruption field generator that there now is a delay for activating it after de-cloaking with a hictor? Like 5 secs or so?
This is a rather big change in game mechanics for that module and effects our tactics quite a bit.
Cheers Gal |
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