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Thread Statistics | Show CCP posts - 1 post(s) |
Jinx Barker
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Posted - 2006.03.17 17:11:00 -
[1]
span style= font-size:7pt i Edited by: Jinx Barker on 17/03/2006 17:15:40 /i /span br span style= font-size:7pt i Edited by: Jinx Barker on 17/03/2006 17:15:23 /i /span br br br I know it has been propesed before. However, I am not sure how many people actually just live with it, rather than ask for a small change. br br Anyway, as I play EVE in full screen, [not in wide screen / theater mode, when I activate my modules in the systems with the light backgrounds I can barely see the little green flashing of an activated module. So, sometimes when I think module is active it is not, when I dont want it to be active it is, etc.
So, I would ask Devs to perhaps incorporate a small bracket around the module UI, some dark colour, make it look all mechanical and stuff, or perhaps some other way to increase the visibility of active/inactive modules.
At this time I am really having some difficulty discerning between active/inactive modules, especially when fast responce is requiered and I dont have 5-6 seconds to change the angle of view in space to see if my module is flashing green.
Thank You.
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Jinx Barker
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Posted - 2006.03.17 17:17:00 -
[2]
Edited by: Jinx Barker on 17/03/2006 17:17:17 Something went really messy with above post, I swear I do not have any HTML formating in it! Jees.....
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Jinx Barker
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Posted - 2006.03.30 01:07:00 -
[3]
No one else has the problem where you cant see if module is active or not in light systems? Or is everyone playing the game in Wide Screen Mode?
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Parallel
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Posted - 2006.03.30 01:38:00 -
[4]
I wholeheartedly agree. I am using widescreen mode, 1920x1200, which of course also makes the module icons fairly small. I have great difficulty decerning active modules from inactive, and frequently have shut things off accidentally that were firing, or not realized until a few seconds into the fight that something I wanted firing wasn't. When you shut a module down, and it is flashing red, that is no problem to see. I would also like to see at least an option to change the 'active' color, or have it use a much brighter green. A boxed outline or something similar would do the trick also.
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Acerus Malum
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Posted - 2006.03.30 07:20:00 -
[5]
Good idea. While we're on the topic of module buttons, let's make it possible to interact with modules that are blinking red. As it is now, if you accidentally turn off your active module, you can't click it again to reactivate before its cycle finishes.
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Traveler
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Posted - 2006.03.30 07:42:00 -
[6]
We could have them blink between green and yellow. Currently, the alpha channel is used to blink the modules.
Traveler UI programmer |
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Tarron Sarek
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Posted - 2006.03.30 08:37:00 -
[7]
Hm, not sure if I should post it here (as it already lured one dev in) or in a seperate thread:
It would be great to have an option: -lock module slots-
So you don't accidentally move modules around in combat. Would be just one more option besides "show/hide empty module slots" etc. Easy to do, I guess, and very helpful.
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Joerd Toastius
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Posted - 2006.03.30 10:19:00 -
[8]
While you're at it, I currently have a new account flying a Slasher with a pair of 125mm autos fitted with EMP in my highs, and there's a very obvious nearly-but-not-quite-transparent square around each of them, which only appears when they're loaded. Is this normal?
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Jinx Barker
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Posted - 2006.03.30 12:07:00 -
[9]
Originally by: Traveler We could have them blink between green and yellow. Currently, the alpha channel is used to blink the modules.
First of all, Oh My! Thank you for replying Traveler!
Second, whatever you can do to increase Active Module Visibility would help. Because at this time, for me at least it requers a great deal of manipulation during fights to alwasys keep my Module UI in a "dark spot" as to see it better, and it is not always tactically advisable.
Much apreciate you looking into it.
As far as light semitrasnparent squares, I see them too when AMMO is loaded.
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Apixeuj
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Posted - 2006.03.30 18:33:00 -
[10]
I really think that a lock/unlock feature is needed for moving the Icons around.
I am constantly accidentally moving Icon's around. Sometimes due to lag, sometimes due to lazy finger holding down the mouse button too long.
I also occasionally get a ghost icon (partial move) and have to check all the buttons to see which one it is.
Having a Lock/Unlock feature in the options would be REALLY great |
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Jinx Barker
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Posted - 2006.03.30 18:38:00 -
[11]
Originally by: Apixeuj I really think that a lock/unlock feature is needed for moving the Icons around.
I am constantly accidentally moving Icon's around. Sometimes due to lag, sometimes due to lazy finger holding down the mouse button too long.
I also occasionally get a ghost icon (partial move) and have to check all the buttons to see which one it is.
Having a Lock/Unlock feature in the options would be REALLY great
I agree, I like having my UI the way I set it, and sometimes in a fight, when I click the damn thing, and my hand slips a little the whole slew of buttons pops up! Then module needs to be activated again, etc...
A function in settings to "Lock Module UI" would be nice as well.
Oh, and in Corp "AFK" button would be nice as well.
Might as well pile it all up here.
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Beletre
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Posted - 2006.03.30 18:40:00 -
[12]
Agreed. Maybe flash between diffrent shades of green. But yes, a dark frame would probally work best.
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Jinx Barker
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Posted - 2006.03.30 19:20:00 -
[13]
Originally by: Beletre Agreed. Maybe flash between diffrent shades of green. But yes, a dark frame would probally work best.
I am like 100 light years away from a graphic designer, so please dont shoot me for the ugly representation of the possible UI modification.
UGLY MODULE UI
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NateX
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Posted - 2006.03.30 21:20:00 -
[14]
Originally by: Traveler We could have them blink between green and yellow. Currently, the alpha channel is used to blink the modules.
and a little sign showing how many secounds thats left of the duration of the moduel
"Signatures is for n00bs".. lol |
Drizit
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Posted - 2006.03.31 00:37:00 -
[15]
I have problems seeing when it is active or not, also seeing whether it is online or not when the background is too light.
Flashing active would be much better so we can actually see it working. and I also would love to see a countdown timer on all modules that have a cycle time. I get fed up with trying to roughly calculate my strip mining laser cycle time by the cap recharge rate or guess when my next missile salvo will launch. Hmm... will my missiles fire in time to take them out before they rip my hull apart or should I try to warp out now?
A dark border would distinguish online/offline as well as the current method. Dark border in light areas would show up better but in dark areas, the current method would show up alright.
--
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Jameroz
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Posted - 2006.04.02 10:41:00 -
[16]
Edited by: Jameroz on 02/04/2006 10:43:01
Yeah it's very hard to see if the module is active or not. Here are my reasons:
- Modules are so big there is only small area of background visible
- Only the background shows if the module is active (the module icon itself doesn't get any color)
- The background is transparent (space backgrounds are annoying with modules)
- The blinking makes it even harder because at times it doesn't show the color at all (if you just quickly glance)
- The blinking colour is so light and is also transparent.
So some clearly visible thing is more than welcome. Brackets sound good to me. Maybe surround the button with non-transparent color when it's active?
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Jinx Barker
Gallente Federal Bank Ratel Alliance
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Posted - 2006.10.30 02:04:00 -
[17]
Originally by: Traveler We could have them blink between green and yellow. Currently, the alpha channel is used to blink the modules.
Traveler, I am bumping this thread for your and UI guys attention. Kali is coming, many, many changes are being made. Please take a look at this issue as you promised.
Anything you can do to help would be greatly apreciated by all people who are expiriencing same difficulty I am.
Oh, and thank you.
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Neru Hatakani
Caldari
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Posted - 2006.10.31 22:07:00 -
[18]
Yes, please, have a dev look at it. I spoke with Sharkbait about it in Jita of all places, and pointed him to this thread. It is awfully hard to see active/inactive modules sometimes.
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Tarron Sarek
Gallente
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Posted - 2006.11.01 10:24:00 -
[19]
Edited by: Tarron Sarek on 01/11/2006 10:26:50 Well, they actually did incorporate a 'lock modules' option recently - which I was very surprised, and pleased, to find out. It came kinda quiet and unnoticed, at least by me. But it's there, and that's great.
So there is hope they'll fix your issue Jinx. Our issue actually, since I totally agree. It's very hard to make out.
edit: Oh and Traveler, or whoever was responsible for the lock option: Many many thanks!
________________________ -Don't try to enforce your opinion by usage of multiple exclamation marks, question marks, CAPS or swear words. It doesn't work- |
BigWhale
Gallente
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Posted - 2006.11.02 09:28:00 -
[20]
Or maybe just the option to disable background clouds. That's something I'd like to see... ;) I want me space black! :)
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Reggie Stoneloader
eXceed Inc. Ascendant Frontier
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Posted - 2006.11.02 10:00:00 -
[21]
It's not so bad with small modules, but I agree it's a serious problem for things like siege launchers, where you can't even see the circle behind it.
I'd like to see the change incorporate the other popular idea of a radial wipe to illustrate cycle time. If, instead of flashing, the icon had a colored wipe go across it like the line on a sonar screen, it would both make the module's status unmistakable and provide a reliable indication of when your weapon/EW/MWD/Miner would finish its cycle. -------------- Civis Ascendant Sum |
Naran Darkmood
Gallente MC Cubed Inc Interstellar Starbase Syndicate
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Posted - 2006.11.02 10:32:00 -
[22]
Originally by: Reggie Stoneloader
I'd like to see the change incorporate the other popular idea of a radial wipe to illustrate cycle time. If, instead of flashing, the icon had a colored wipe go across it like the line on a sonar screen, it would both make the module's status unmistakable and provide a reliable indication of when your weapon/EW/MWD/Miner would finish its cycle.
100% signed, please make this a pre-Kali feature
(ducks below the table to avoid flame - the pre-Kali-thing was a JOKE!)
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nardaq
Infinity Enterprises
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Posted - 2006.11.02 20:58:00 -
[23]
Originally by: Traveler We could have them blink between green and yellow. Currently, the alpha channel is used to blink the modules.
could. yeah. after 3 years or they forgot it about it already
/signing is not working besouse u need to mass spam the bug petition (is it a freeking bug?) about this and then your not even shure they will look at it and is going to /null
u know, these little things WE want the most, but are on the "todo list" VERY low @ ccp HQ
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LeisureSuit Lurkie
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Posted - 2006.11.02 23:02:00 -
[24]
If you have even slight color blindness (which very many do have) it's painfully hard to tell if module is active even against darkish backgrounds, with light ones it's just impossibility.
There are plenty of little ui thingies in Eve that irritate everyday gaming, but this has always been one of the most irritating ones. Well, with the transpart-clickable Overview causing concordoken and friendly fire.
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Jinx Barker
Gallente Federal Bank Ratel Alliance
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Posted - 2006.11.06 05:57:00 -
[25]
How do I feel? How do I feel you ask? Betrayed, bewildred, devastated..... I was hoping Sharky or Traveler would pop in and would let us know if they could fix this small, and annoying, problem, but no, I feel hurt, really do.
By the way, the only thing that would alleviate my hurt feelings now will be a hug from Kieron, a jug of beer or slab of Brie signed by Oveur, and little bit of Valar's DNA, so I can make myself Jove.
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Zeonos
Amarr Ministry of War
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Posted - 2006.11.06 06:36:00 -
[26]
add a little border around. Green for active. red for out of ammo / or shutting down "could be roid is depleted, or need of power"... would help. instead of the little blink think.. then have it on all the time, with active moduls.
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Jinx Barker
GFB Scientific
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Posted - 2006.11.21 22:51:00 -
[27]
Hey, hey, hey!
Now that ECm modules changed colour in Kali/Revelations, can we please do something about the issue discussed in this thread? Please, please, pretty please?
/me cries like a little baby and rolls on the floor, kicking and screaming.
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Lisian Tonoko
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Posted - 2006.11.21 23:01:00 -
[28]
whatever changes you do to the UI, make it fit with the existing UI so you don't trample of its original design style. (I'm mainly talking about too bright colors)
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Bellatrix VanFeldt
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Posted - 2006.11.22 14:33:00 -
[29]
An active module would have a border that ticks down from 100% to 0% coverage (or up from 0 to 100%).
Somewhere on the background there is a symbol to signify the activity of the module.
| Bar (stop): manual trigger, not running || Two bars (pause): auto trigger, not running
>| Arrow + bar: manual trigger, running OR auto trigger, running but cancelled (this is a play and stop marker) (replaces red background) > Arrow marker (play): auto trigger, running to repeat (replaces green background) ?? Reload (replaces flashing module)
So the transitions are: Auto trigger, player stops: || (press) > (cycle) > (cancel or lost target) >| (ready) || Manual trigger: | (press) >| (ready) |
Bella
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Jinx Barker
GFB Scientific
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Posted - 2007.08.07 20:44:00 -
[30]
Look ma, I am in another thread on a subject that annoys most, if not all EVE player base, and affects them all in one way or another. Yet, nothing!
Traveler, any updates would be nice, the module UI is still terrible and is barely discernible in Active/Inactive State, add to it the "Heat" option and we really have a buggered problem. You got to help us man.
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