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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Turtlepower
C C P C C P Alliance
340

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Posted - 2016.03.22 16:52:35 -
[1] - Quote
Hello sisi pilots,
We are deploying a new tactical overlay to the Singularity test server today and would love to hear what you think of it. Note that this is still in development so we hope to add some more shiny features to it in the coming weeks. The following features are already implemented, at least partially:
-Improved readability of targeting and module falloff -The range discs are lighter and less obtrusive -Distances to objects more accurately mapped to the 2D plane (curved lines) -Large groups of ships are more easily readable and perform better
As well as these improvements, we hope you will agree that it looks much better than its predecessor. Please file bug reports for any bugs you find, and give general feedback in this thread 
o7 CCP Turtlepower // Team Psycho Sisters |
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Zappity
Pandemic Horde Inc. Pandemic Horde
2774
|
Posted - 2016.03.23 09:57:35 -
[2] - Quote
I can't believe no-one has posted yet - this is tremendously exciting! That awful grey sphere has been my nemesis for many a moon now so thank you for looking at this.
I really like the smaller numbers and fainter lines. I really like the dashed ring for lock range. I love the little curvy lines which replace the sphere. (I hate that sphere, did I mention that?)
Could you make lines to brackets beyond lock range dashed or something? Probably not necessary because you can tell at a glance whether it is in or out by following the curve to the horizontal plane.
Only negative I can see it how do I tell the cyno range with a salvager?
For anyone not on singularity: http://i.imgur.com/wbM48GM.png
Zappity's Adventures for a taste of lowsec and nullsec.
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Grookshank
Jump Drive Appreciation Society
72
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Posted - 2016.03.23 10:08:49 -
[3] - Quote
It looks very good, but one thing:
We need the bubble for the bomb explosion radius back please. |

Zappity
Pandemic Horde Inc. Pandemic Horde
2774
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Posted - 2016.03.23 10:28:11 -
[4] - Quote
Grookshank wrote:It looks very good, but one thing:
We need the bubble for the bomb explosion radius back please. I saw this comment on reddit but must confess to not understanding it. Could you explain please?
Zappity's Adventures for a taste of lowsec and nullsec.
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Grookshank
Jump Drive Appreciation Society
73
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Posted - 2016.03.23 10:32:35 -
[5] - Quote
Zappity wrote:Grookshank wrote:It looks very good, but one thing:
We need the bubble for the bomb explosion radius back please. I saw this comment on reddit but must confess to not understanding it. Could you explain please?
When you mouse-over a bomb launcher you get a sphere that shows you where the explosion of your bomb will hit. |
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CCP Blaze
C C P C C P Alliance
56

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Posted - 2016.03.23 10:40:56 -
[6] - Quote
Grookshank wrote:
When you mouse-over a bomb launcher you get a sphere that shows you where the explosion of your bomb will hit.
Right, shouldn't be a problem. Will look into it asap. |
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elitatwo
Eve Minions The-Company
1133
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Posted - 2016.03.23 10:42:31 -
[7] - Quote
Grookshank wrote:Zappity wrote:Grookshank wrote:It looks very good, but one thing:
We need the bubble for the bomb explosion radius back please. I saw this comment on reddit but must confess to not understanding it. Could you explain please? When you mouse-over a bomb launcher you get a sphere that shows you where the explosion of your bomb will hit.
Nah that would be like an inbuilt aim-bot.
I wish I could try this new overlay out but I am afraid the client is now a picture show since the 5789027580246746782546754154897062956197561854 citadels are online in the same system.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
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Grookshank
Jump Drive Appreciation Society
74
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Posted - 2016.03.23 10:43:14 -
[8] - Quote
elitatwo wrote:Grookshank wrote:Zappity wrote:Grookshank wrote:It looks very good, but one thing:
We need the bubble for the bomb explosion radius back please. I saw this comment on reddit but must confess to not understanding it. Could you explain please? When you mouse-over a bomb launcher you get a sphere that shows you where the explosion of your bomb will hit. Nah that would be like an inbuilt aim-bot. I wish I could try this new overlay out but I am afraid the client is now a picture show since the 5789027580246746782546754154897062956197561854 citadels are online in the same system. ... it is in the current tactical overlay... |

Zappity
Pandemic Horde Inc. Pandemic Horde
2774
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Posted - 2016.03.23 11:02:01 -
[9] - Quote
It does seem like a pretty important use case. I generally manage by estimating the 5km for cyno but bomb radius is a bit different.
Zappity's Adventures for a taste of lowsec and nullsec.
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Lair Osen
114
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Posted - 2016.03.23 11:11:05 -
[10] - Quote
Will the new Fighter/Doomsday UI be adapted to the new overlay? Because it's still designed for the old one with vertical lines. |
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Quetzalcoatl FortyTwo
Alfa Corporation Dream Fleet
0
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Posted - 2016.03.23 11:55:11 -
[11] - Quote
Will we have an option to keep the old tactical overlay with spheres? |

Sulzer Wartzilla
Zebra Corp Goonswarm Federation
45
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Posted - 2016.03.23 12:02:41 -
[12] - Quote
I love this, it is beautiful. This is exactly what I hoped for when the tactical overlay was hinted at in the capital devblog |

Lugh Crow-Slave
1722
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Posted - 2016.03.23 12:28:22 -
[13] - Quote
bombs no longer have a prediction as to where they are going to detonate is this intended?
Citadel worm hole tax
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Primary This Rifter
4S Corporation Goonswarm Federation
1159
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Posted - 2016.03.23 12:51:33 -
[14] - Quote
Lugh Crow-Slave wrote:bombs no longer have a prediction as to where they are going to detonate is this intended? Reading is hard. |
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CCP Turtlepower
C C P C C P Alliance
343

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Posted - 2016.03.23 13:42:42 -
[15] - Quote
Quetzalcoatl FortyTwo wrote:Will we have an option to keep the old tactical overlay with spheres? Nope, but we will make sure the new overlay has all the same features as the old one before it replaces the old one on Tranquility.
Lugh Crow-Slave wrote:bombs no longer have a prediction as to where they are going to detonate is this intended? This is not yet implemented.
Cheers, CCP Turtlepower |
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Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
163
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Posted - 2016.03.23 13:47:55 -
[16] - Quote
I think there is some disconnect right now between the aiming method and the new overlay. Let me clarify:
- Aiming a doomsday or fighter wing is done by giving it the XY projection of the radius to the target first, and the height second. For the technically inclined, it works in cylindrical coordinates.
- The new overlay works in spherical coordinates, as it doesn't project ship positions straight down, but rather lays their radial vector on the XY plane conserving it's modulus.
While I suspect you're gonna fix this, right now it's harder to aim with the new overlay than with the old one.
EDIT: forgot to say how nice it looks. Getting rid of the XY plane shading was a longtime wish of mine, so I could better see my ship while retaining the tactical utility of the overlay. Thanks CCP |
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CCP Lebowski
C C P C C P Alliance
705

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Posted - 2016.03.23 14:57:22 -
[17] - Quote
Aivlis Eldelbar wrote:I think there is some disconnect right now between the aiming method and the new overlay. This is a great point! We're looking into solutions for this problem as we speak, thanks for highlighting it!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Eli Stan
Center for Advanced Studies Gallente Federation
425
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Posted - 2016.03.23 15:21:01 -
[18] - Quote
As I posted in the Citadel (or cap?) thread, I love the new look of the tactical overlay. Good job!
A couple thoughts:
Think about making the lock range dotted-line ring a little brighter or otherwise easier to see.
Aivlis Eldelbar is correct about the two different coordinate systems being used causing some conflict. Using the spherical coordinate system of the new tactical overlay to indicate a point in space would be excellent.
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FistyMcBumBardier
TURN LEFT
113
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Posted - 2016.03.23 15:46:31 -
[19] - Quote
CCP Blaze wrote:Grookshank wrote:
When you mouse-over a bomb launcher you get a sphere that shows you where the explosion of your bomb will hit.
Right, shouldn't be a problem. Will look into it asap.
While you are at it could you pretty pretty please make a grey sphere for your MJD and Micro MJD? It would drastically improve the quality of life of many pilots. Thanks and have a great day. |

Cristl
385
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Posted - 2016.03.23 16:33:56 -
[20] - Quote
Turtlepower, could we please have a 5km sphere effect back when we mouse-hover over a cyno module? Or some newer, shinier thing that accomplishes the same result. |
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Altrue
Exploration Frontier inc
2005
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Posted - 2016.03.23 17:35:18 -
[21] - Quote
(General purpose question) Is it the same team working on all of the EVE UI?
Who do I have to harass with cuddles to have the blur effect of the UI still display all the in-game icons? Ships, scanning stuff, tactical overlay and so on... or if you prefer, have the blur software of the capsule only blur the actual image, and not whatever information it should put on top? :D
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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elitatwo
Eve Minions The-Company
1135
|
Posted - 2016.03.23 18:57:08 -
[22] - Quote
Cristl wrote:Turtlepower, could we please have a 5km sphere effect back when we mouse-hover over a cyno module? Or some newer, shinier thing that accomplishes the same result.
May I suggest an orange-ish bubble? I think that would look cool and wouldn't interfere with other color for other bubble effect.
And yes I have seen the new sphere targeting sphere thing, I just meant it is hard to test with 1 frame per second and the fighter tend to have a mind on their own instead of obeying your command.
Though I managed to "fire" this mother-ship neutralizing beam thing once. What I couldn't figure out was how to explain to the new long range fighter-bombers a squad of Amethysts) to drop the bombs in the sphere.
I had an arch ready to "fire" the bombs but they didn't do anything but mocking me instead.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
|

BroodAlpha
Pandemic Horde Inc. Pandemic Horde
12
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Posted - 2016.03.23 19:39:15 -
[23] - Quote
http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use
So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.
In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.
I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.
I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.
In short, I want to keep my bubbles, or at least have the option to keep them.
I think your short 'Nope' to keeping it was harsh. |

Eli Stan
Center for Advanced Studies Gallente Federation
425
|
Posted - 2016.03.23 20:06:18 -
[24] - Quote
BroodAlpha wrote:http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use
So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.
In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.
I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.
I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.
In short, I want to keep my bubbles, or at least have the option to keep them.
I think your short 'Nope' to keeping it was harsh.
Actually, it does account for all possible locations in 3D space. It is a direct, precise and constant indication of distance from you. Keep your eye on where the trace curve intersects your ship's plane. That tells you the distance from you to the target no matter where the target is in space, whether below you, above, to the side, or in between. As soon as that intersection point crosses your range indicator (whether it be locking, optimal or falloff range) you know the ship is in range. No eyeballing required. |

Zappity
Pandemic Horde Inc. Pandemic Horde
2776
|
Posted - 2016.03.23 20:11:00 -
[25] - Quote
Maybe CCP could colour the curved lines orange if they are in range of the hovered-over module.
Zappity's Adventures for a taste of lowsec and nullsec.
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Eli Stan
Center for Advanced Studies Gallente Federation
426
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Posted - 2016.03.23 20:28:19 -
[26] - Quote
Zappity wrote:Maybe CCP could colour the curved lines orange if they are in range of the hovered-over module.
I think I would like to test that out, yeah. But just for targeting range, not optimal or falloff.
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BroodAlpha
Pandemic Horde Inc. Pandemic Horde
12
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Posted - 2016.03.23 20:50:54 -
[27] - Quote
Eli Stan wrote:BroodAlpha wrote:http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use
So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.
In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.
I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.
I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.
In short, I want to keep my bubbles, or at least have the option to keep them.
I think your short 'Nope' to keeping it was harsh. Actually, it does account for all possible locations in 3D space. It is a direct, precise and constant indication of distance from you. Keep your eye on where the trace curve intersects your ship's plane. That tells you the distance from you to the target no matter where the target is in space, whether below you, above, to the side, or in between. As soon as that intersection point crosses your range indicator (whether it be locking, optimal or falloff range) you know the ship is in range. No eyeballing required.
Hey!
I'm sorry but why should I have to look away from the target to check how close he is on the plane next to my ship? Right now I can see exactly where he is at all times with a nifty little bubble. Why would I want to change that? |

Eli Stan
Center for Advanced Studies Gallente Federation
426
|
Posted - 2016.03.23 20:56:19 -
[28] - Quote
BroodAlpha wrote:I'm sorry but why should I have to look away from the target to check how close he is on the plane next to my ship? Right now I can see exactly where he is at all times with a nifty little bubble. Why would I want to change that?
Interesting... because I can't see that now with the current setup. I have to rotate the camera around to get the proper viewing angle - for example, if my ship and the target ship are in-line in the view, there's zero information about how far away the target is outside of the overview. With the new tactical overlay, I can keep my isometric view and be able to easily see distance of all targets without having to move the camera. I find it much easier and faster to change the focus of my eyeballs to the side by an inch or two than it is to rotate the camera around. |

BroodAlpha
Pandemic Horde Inc. Pandemic Horde
12
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Posted - 2016.03.23 21:10:39 -
[29] - Quote
Eli Stan wrote:BroodAlpha wrote:I'm sorry but why should I have to look away from the target to check how close he is on the plane next to my ship? Right now I can see exactly where he is at all times with a nifty little bubble. Why would I want to change that? Interesting... because I can't see that now with the current setup. I have to rotate the camera around to get the proper viewing angle - for example, if my ship and the target ship are in-line in the view, there's zero information about how far away the target is outside of the overview. With the new tactical overlay, I can keep my isometric view and be able to easily see distance of all targets without having to move the camera. I find it much easier and faster to change the focus of my eyeballs to the side by an inch or two than it is to rotate the camera around.
I get you, but we can't reverse this change. I don't want it removed completely, I just want it as an option, it's a sweet visual aid that will be lost! |

Eli Stan
Center for Advanced Studies Gallente Federation
426
|
Posted - 2016.03.23 21:58:30 -
[30] - Quote
I wouldn't be surprised if this is available as a beta for several weeks, like scanning/map/camera changes were available as a beta.
CCP Turtlepower, I have a suggestion for the team: First, make the 0 m distance indicator start at the edge of your ship's signature radius, or whatever it is that the game uses to calculate distances between objects. For example, if I approach a Ninazu with a capsule, I can end up 80 meters away according to the game, but visually it's about 4000 meters center-to-center. So for larger ships like FAXes (and especially Citadels) there's a significant divergence between indicated distance per the tactical overlay and actual distance per the overview and module activation. Second, draw the curved distance line thingy not from the center of the object, like now, but instead from the edge of the ship's signature radius (or whatever the game uses - it's not exactly the sig radius since increasing it by turning on an MWD doesn't decrease distance according to the overview.)
To illustrate, take control of an XL Citadel. Where the 150 km circle is right now should instead be the 0 km line, with 5, 10, 20, 30, 50, etc. km lines out from there. Currently I can target lock something that's way outside the indicated lock distance.
(Oh, and what exactly determines whether something gets a curved line or not? I thought it was whether or not the thing was on the overview, but I have instances of things on the overview not getting a curved line.)
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MachineOfLovingGrace
The Bastards The Bastards.
39
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Posted - 2016.03.23 22:05:35 -
[31] - Quote
Eli Stan wrote:CCP Turtlepower, I have a suggestion for the team:(...)
I agree, this would make things a lot clearer. Maybe add a line from the center of each ship to the point closest to you, then add the bow (i really like that concept!), and connect it to you "0"-Radius on the plane like now.
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Shalmon Aliatus
Bluestar Enterprises The Craftsmen
10
|
Posted - 2016.03.24 00:58:55 -
[32] - Quote
Could you add drone range as well ? |

NextDarkKnight
Mental Disorders Inc. Guardians of the Asylum
49
|
Posted - 2016.03.24 01:22:51 -
[33] - Quote
Not sure where to post this.. but you can't eject from your ship in combat anymore? Bug or unintended feature. |

JonnyPew
Imperial Academy Amarr Empire
37
|
Posted - 2016.03.24 02:45:07 -
[34] - Quote
A few months ago I recommended that an option to adjust the transparency of the tactical overlay be added to the game settings. https://forums.eveonline.com/default.aspx?g=posts&m=5142173
Since you're looking for feedback on the recent tactical overlay changes, I felt it appropriate to bring this idea to your attention again.
Thank you for your time.
EVE Online is my hobby
http://www.youtube.com/JonnyPew
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Raphendyr Nardieu
Unpublished Chapter Suddenly Content
78
|
Posted - 2016.03.24 10:44:56 -
[35] - Quote
While you are on it... small idea...
Currently (when not bugged) there is line between your ship and selected item. White line that is. Could we have way to add more lines to e.g. bookmarks or friendly ships or broadcasted targets. This would help to e.g. manually pilot around a wormhole and selected ship as you can see both of the lines at the same time.
In addition, it might or might not be good idea to show the distance as N km next to the line. If you are not sure why the line is really handy, I recommend checking Chessur's light tackle video as an example.
If the idea doesn't open too much, I can draw a concept image. |

Soleil Fournier
Ultimatum. The Bastion
74
|
Posted - 2016.03.25 21:57:36 -
[36] - Quote
I've been getting a bug where the overlay will display when I didn't want it to after undocking. I have to click the overlay button twice to get it to go away.
It's much improved compared to the last one. As a suggestion perhaps think about coloring the 50/100/150 lines a different color to make them stand out a bit more.
And I like Jonny's suggestion above to add a transparency slider. |

Ciba Lexlulu
Stay Frosty. A Band Apart.
68
|
Posted - 2016.03.26 06:03:47 -
[37] - Quote
I tried SiSi new Tactical Overlay mode. Unfortunately I noticed the line that connect your ship and target on-grid is missing again. Can Dev confirm if this is intentional or a bug? There have been several requests, not just from myself but other member of communities requesting CCP to fix this 'bug'. However Dev seems to gone silent on this.
If CCP intentionally delete this line, we would like to know why this is taken away. The line may appears to be 'minor' but it is great help in piloting.
If this is a bug, can CCPls put it back at least in the Citadel patch? |

John Sparten1117
1
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Posted - 2016.03.26 14:52:34 -
[38] - Quote
Good Overlay but not all ships get that curved line. |
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CCP Turtlepower
C C P C C P Alliance
347

|
Posted - 2016.03.30 13:04:54 -
[39] - Quote
Thanks for all the great feedback 
Altrue wrote:(General purpose question) Is it the same team working on all of the EVE UI? Not quite, it's a collaboration between teams Psycho Sisters (UI/UX) and TriLambda (graphics and audio).
elitatwo wrote:Cristl wrote:Turtlepower, could we please have a 5km sphere effect back when we mouse-hover over a cyno module? Or some newer, shinier thing that accomplishes the same result. May I suggest an orange-ish bubble? I think that would look cool and wouldn't interfere with other color for other bubble effect We definitely want to add this in some form, and are looking into solutions. This might not make it into the initial release, in which case we would try to get it into a later release.
Eli Stan wrote:First, make the 0 m distance indicator start at the edge of your ship's signature radius, or whatever it is that the game uses to calculate distances between objects. This is something we also hope to add, but might not make it into the initial release. Also, how this feature would interact with the cyno range bubble could get a bit tricky.
Shalmon Aliatus wrote:Could you add drone range as well ? Good idea, we will look into it.
Soleil Fournier wrote:I've been getting a bug where the overlay will display when I didn't want it to after undocking. I have to click the overlay button twice to get it to go away. This is a known issue, should be fixed soon.
Ciba Lexlulu wrote:I tried SiSi new Tactical Overlay mode. Unfortunately I noticed the line that connect your ship and target on-grid is missing again. Can Dev confirm if this is intentional or a bug? This is a bug and will be fixed by the Citadels release for sure.
John Sparten1117 wrote:Good Overlay but not all ships get that curved line. What ships have you noticed not getting the line? Do you perhaps have them filtered out of your overview? If that is the case then this is intended. We are still debating whether ships that are locked or selected should have curved lines regardless of overview.
o7 CCP Turtlepower // Team Psycho Sisters |
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Grookshank
Jump Drive Appreciation Society
77
|
Posted - 2016.03.30 13:25:10 -
[40] - Quote
Bomb launcher is not working properly with the new tactical overlay.
1. Range is shown as 15km, which is the bomb explosion area of effect, not the distance it travels. 2. Bomb bubble showing the explosion area of effect *after* the distance it travels is still missing. |
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Shalmon Aliatus
Bluestar Enterprises The Craftsmen
11
|
Posted - 2016.03.30 14:06:52 -
[41] - Quote
CCP Turtlepower wrote:Shalmon Aliatus wrote:Could you add drone range as well ? Good idea, we will look into it.
Drone control as in drone control range and if possible also the optimal/falloff on sentry drones (or maybe even all drones, not sure how hard it would be, maybe if you hover over the drone in space ?) |

Masao Kurata
Many Much Mechanics
442
|
Posted - 2016.03.30 14:47:37 -
[42] - Quote
Ho hum, since you're working on this for better or for worse... this might be an out of place feature request, but I think when cloaked, proximity warnings on the tactical overlay would be a good addition for objects within 4km (whether the bracket for them is enabled or not). |

Ja'e Ambraelle
Center for Advanced Studies Gallente Federation
7
|
Posted - 2016.03.31 07:36:39 -
[43] - Quote
Hmm, that's a really interesting change.
I'm using the tactical overlay all the time, and I like the idea behind this change. Although it does feel weird and unintuitive in some situations (much like the old one, it wasn't perfect).
But first a couple things to consider to improve its overall appearance, and relevant things have already been said by Eli and others, so I won't repeat those. - Because it (the new tactical overlay) blends in much better and feels unobtrusive, the dot showing the projection on the XY plane is way too faint imo and is harder to read than on the previous tactical overlay. - It could maybe be worth to make the optimal versus fall-off indicators more differentiable (maybe different color or way more remarkable color shade?)
So, with the new one, the nice thing is that it always shows the accurate distance from things around you, and in most situations, works like the old one (when things are somehow more or less in the XY plane). The huge difference is felt when things are directly below/above you.
My first issue with it is when you have a lot of things below/above you, reading it feels really unintuitive compared to the old one. I took wrecks in this screenshot ie.
Second thing is, because of how things are projected on the plane, it skews the perception of speed compared to how it was perceived with the previous one. Let's check this exemple. If I move a couple meters on the left, the projection of the amarr sentry gun on the plane is going to move around super fast. Of course in that exemple, the amarr sentry gun is immobile, but imagine this with ships if you wish, my own ship being immobile and the target ship moving a little bit on the right above me.
With the old tactical overlay, the speed at which the projected point could move was between 100% of the ship actual speed (if it's moving exactly in the XY plane) and 0% (if it's moving only in the Z dimension, or up/down if you prefer). With the new tactical overlay, the speed of the projected point can be between 0% and infinity.
It does make a radical change, because the information we get from the tactical overlay is really different.
Let me first emphasize that I don't know if it's a good or bad change, and I'm not arguing for or against the new versus the old tactical overlay. But it will take time to adapt to the new one for sure, not so much because it looks and handles different (like when we have to get used to a new UI or a new camera because we're used to the old one), but mainly because the information we get from it is different. I don't know about others, but my brain isn't particularly fond of working with radial projections, but there again it may just be because I'm used to how it worked with the old one.
Ok last thing is, a very specific use-case that you may not have thought about.
When I make bookmarks (and especially insta-undock bookmarks), I regularly use the plane projection on the current tactical overlay to position myself directly above or below something (a can, or a station sometimes if the in-space station bracket is aligned with the undock direction, like with several amarr stations). There's no real workaround to do the same thing with the new tactical overlay, afaik. Can't say I'm going to unsub my 75 accounts over this, but it does remove something I'm using frequently and will be a minor annoyance, to me, in the future.
PS: I apologize for butchering any technical / mathematical terms, I'm not a native english speaker =) |

Shalmon Aliatus
Bluestar Enterprises The Craftsmen
12
|
Posted - 2016.04.01 10:55:16 -
[44] - Quote
Some things show a different distance on XY plane, which is really annoying. For example, if you undock from a gallente outpost, the cloning service says it's 24km away, the tactical overlay shows a dot at 30km |

Rek Seven
Art Of Explosions 404 Hole Not Found
2173
|
Posted - 2016.04.01 13:36:36 -
[45] - Quote
You have made very minor improvements to a terribly outdated feature so don't bring out the champaign just yet.
The tactical overlay should be used when you need to get a wide view of the battle field but still enable you to have precise control of your ship. It fails at that!
At the very least, i want an icon added to clearly indicate the vector of my ship and I want the picture-in-picture camera for selected objects that was mentioned so many years ago at fanfest.
Also, why have you removed the vertical line that connects another object to your own ships plane? You should have improved this feature by making the "elevation line" of objects above you blue and below you, red.
... I can't for the life of me think why you decided to remove the sphere of a modules influence and replaced it with a flat 2D circle 
Over all rating: 5/10 - colours and space north are nice both other things are missing/worse
The wishlist is pretty much complete...
|

Ja'e Ambraelle
Center for Advanced Studies Gallente Federation
8
|
Posted - 2016.04.02 09:59:49 -
[46] - Quote
Ok, after thinking about it for a while, I will add a couple more things about why I now think that the paradigm shift in how information is displayed is worse in my opinion. And I may meet Rek and what he said about what the improvements focus should be for the tactical overlay.
First let me clarify that except for some things others and I mentionned previously, it's visually much better as far as colors and readability and all that jazz compared to the old one, and that's great.
The first question we have to answer, before deciding whether or not the new one is better as to how information is displayed, is why are we using the tactical overlay today. The answer to that question is of course really subjective, I'm only offering my own answer to that question and it will differ from player to player.
(1) I've always had some trouble grasping the 3d aspect of eve online, because the game is how it is and when you zoom out I just see a blurb of icons; I have to move my camera around a lot before understanding where things are around me in space. That's the first and main reason I'm using the tactical overlay today, as it simplifies that process a lot and I need a lot less camera moves to see where things are and whether or not they're moving towards me. (2) The same issue arise when trying to grasp distances from things visually. That's the second reason I use the tactical overlay, because distances are written down, and because of the range bubbles, it helps a lot understanding really quick how far away things are from me. (3) Related to the previous one, having a quick glance at my modules optimal range / fall-off is really useful as well.
So that's the 3 main reasons why I'm using the tactical overlay today. Let's see if the new tactical overlay improves anything there. To build up on my previous post, let's just remind ourselves that for most things more or less within the XY (horizontal) plane, nothing really changes, but it changes a lot for things below or above. And let's keep in mind as well the other remarks: speed perception and how the new one skews that a bit, some new things I may need to get used to, etc. I'm not sure those are the correct terms, but let's use perpendicular projection (the old one) versus radial projection (the new one).
(GåÆ1) That's the main thing for me, and I'll argue that it's not better and may be worse in some situations. I don't think I need to explain why it's easier to understand where things are in 3d environment like eve with the perpendicular projection. There you could argue that it's about getting used to it, and it's partially true, and I'd argue that you'll need a lot more time to get used to the radial projection compared to the perpendicular one, and the radial one doesn't help make it easier even after getting used to it. If you only have a couple of things in space around you, it's not that hard to get where they are even with the radial one. When there are a lot of things around, especially directly above or below you, it's way harder imo. It's just a blurb of curved lines going in every direction and not helping readind the position of things in space.
(GåÆ2) What the radial projection succeed at doing, is giving an accurate read on distances of things around you, which on paper sounds super cool. Unfortunately, I would argue there again that it's not much better and maybe worse in most situations. First reason: The old tactical overlay already allows a quick read and estimate at distances (because when you zoom out and you see the 50km, 100km rings, you can tell if things are more or less at that range even with things directly above or below you) and when I want an accurate read of distances today (and tomorrow) I can look at the overview. Second reason: building up on (GåÆ1) and realizing that understanding where things are around you isn't made easier and even made harder when there are a lot of things on grid above and below, having an accurate read on distances on the tactical overlay itsefl doesn't help because it's harder to tell which ship it belongs to (curved lines ... same arguments).
(GåÆ3) It's related to the (2) really, and even if the read on optimal / fall-off isn't harder (and maybe even better because as I said at the beginning, the new one is less clutered and unobstrusive), because of (GåÆ1) and (GåÆ2) it's not much of an improvement in the end.
What I think would be a good improvement, is working on the tactical overlay to make it easier to, first, pilot your ship and see where you're going, and second, estimate the speed and direction of things around you, things the new one doesn't do at all (see my previous post as to why it's even worse for speed imo, even if the old one wasn't great either). As Rek said previously, vectors would be nice, but maybe hard to implement?
Well that's my 2 cents anyway.
TL;DR: Radial projection doesn't make things better: for things above and below you, it doesn't improve spatial awareness nor speed perception, sometimes worsens it. The only good thing it does is giving accurate distances, which you can already do with the overview and partially estimate with the current perpendicular projection. |

AngelFood
28
|
Posted - 2016.04.03 08:45:54 -
[47] - Quote
Since 2005 I've used the tactical overlay for one reason only, to easily see the optimal and falloff range in every direction of every weapon or module.
Flat red marker simply does not achieve the same effect, and is less subtle in my opinion.
I agree that there is no need for the permanent sphere whatever that was for, but I don't like the idea of living without that amazing perfect subtle hover over module/weapon range sphere. Even the new curved lines linking npc's and such to the overlay would compliment it.
I like everything else about it. |

AngelFood
28
|
Posted - 2016.04.03 09:01:59 -
[48] - Quote
Eli Stan wrote:BroodAlpha wrote:http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use
So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.
In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.
I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.
I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.
In short, I want to keep my bubbles, or at least have the option to keep them.
I think your short 'Nope' to keeping it was harsh. Actually, it does account for all possible locations in 3D space. It is a direct, precise and constant indication of distance from you. Keep your eye on where the trace curve intersects your ship's plane. That tells you the distance from you to the target no matter where the target is in space, whether below you, above, to the side, or in between. As soon as that intersection point crosses your range indicator (whether it be locking, optimal or falloff range) you know the ship is in range. No eyeballing required.
He was talking about the ranges of modules and weapons nothing to do with a target or distance from it.
|

Soltys
Brutor Tribe Minmatar Republic
122
|
Posted - 2016.04.04 11:19:10 -
[49] - Quote
Spherical projection to always show precise distance to your ship is a feature that can be amazing in some situations, and also amazing p.i.t.a. in some other ones (see https://forums.eveonline.com/default.aspx?g=posts&m=6420634#post6420634 above for just two examples).
Please add option to switch between vertical and spherical projection.
Jita Flipping Inc.: Solmp / Kovl
|

Ja'e Ambraelle
Center for Advanced Studies Gallente Federation
9
|
Posted - 2016.04.04 15:30:47 -
[50] - Quote
Indeed, giving an option to switch between the old and new projection would be nice. We have 3 cameras now, I'm sure the 2 kind of projections for the tactical overlay can cohabit. |
|

Jeff Morpox
Galactic Sanitation
0
|
Posted - 2016.04.05 11:03:51 -
[51] - Quote
Love the new Tac! |

Prime FLux
Vanishing Point. The Initiative.
54
|
Posted - 2016.04.05 15:44:11 -
[52] - Quote
Is it possible to get a Speed / direction vector arrow for the locked targets? To visualise the velocity and direction of other ships?
|

Dimitrios Bekas
Bearded BattleBears I N F A M O U S
8
|
Posted - 2016.04.06 18:08:36 -
[53] - Quote
@CCP Turtlepower
PLEASE,i beg you... implement the simple option to deactivate those blue dots around the HUD.
At the moment you can only disable/enable both, the bookmarks on grid and the dots or nothing.
I have about 300 Tactical Bookmarks in HED-GP and those blue dots around my HUD are screwing up my framerate. Eve Engine calculates the 360Degree Position all the time for some goddamn blue dots i don-¦t want to see.
Just the simple option "optional Markers around HUD" yes or no.
PLEASE PLEASEEEEEEE (crying like a baby)...
|
|

CCP Turtlepower
C C P C C P Alliance
354

|
Posted - 2016.04.07 14:03:48 -
[54] - Quote
Shalmon Aliatus wrote:Some things show a different distance on XY plane, which is really annoying. For example, if you undock from a gallente outpost, the cloning service says it's 24km away, the tactical overlay shows a dot at 30km This is being worked on, we hope to have an update to this mechanic on sisi next week.
Prime FLux wrote:Is it possible to get a Speed / direction vector arrow for the locked targets? To visualise the velocity and direction of other ships? This is something we really want to do, but will probably not be able to finish for the Citadels release.
o7 CCP Turtlepower |
|

Eli Stan
Center for Advanced Studies Gallente Federation
447
|
Posted - 2016.04.09 14:42:38 -
[55] - Quote
Team Psycho Sisters,
I've noticed a faint line in my ship's plane that corresponds to an object's 0km edge. That's exactly the information I was looking for. It's subtle though. Almost too subtle? I don't currently have any suggestion to change it, just wanted to let you know I saw it and like it.
I also notice that when there are multiple targets on grid, and I'm hovering my mouse over a gun or launcher, when the range circle shows up all projection lines within the optimal circle are bright while all projection lines outside the circle are dark. Makes it extremely clear which targets are in range and which aren't. Nice!
Are the red circles brighter now? They seem brighter than what I remember. They're easy to see, which I like.
Also, I continue to just really like the new overlay. When I landed on grid with 30 targets nearby, it was immediately clear that they were all between 30 and 50 km range.
For people who liked the grey sphere to help determine relative distances - perhaps code in a very, very subtle red sphere when mousing over an offensive module? Or make that a selectable option.
Finally for today - imagine what you could do in collaboration with the client team and the VR team to bring room-scale VR to EVE with the Vive and Rift, where a player could walk through and around the grid. 
|

Eli Stan
Center for Advanced Studies Gallente Federation
447
|
Posted - 2016.04.10 16:14:35 -
[56] - Quote
And now that I can again sit in a Citadel after the mirror, I see that the ranges start from the edge of the "ship" rather than its center. Very nice, thanks! |

Lugh Crow-Slave
2198
|
Posted - 2016.04.17 22:11:50 -
[57] - Quote
Something that would be huge is if the overlay appeared where I was looking at when I opened it. So if I'm using look at on a ship or a drone or a fighter and I then open the overlay it would open on that ship done or fighter. I could then reset it by closing it looking back at my ship and reopening it.
Citadel worm hole tax
|

Red Deck
The Tebo Corp
80
|
Posted - 2016.04.25 14:10:00 -
[58] - Quote
If the new overview icons introduced some time ago made my life really worse and forced me to use workarounds to make the overview somewhat usable again, it was nothing compared to how miserable my EVE life is going to be with this new, non-optional tactical overlay.
I can't express how terrified I am about this. Seriously.
The radial projection is so much worse compared to what we have now. Objects not projecting a dot-connected-with-a-line on the XY plane my ship is in is a disaster for me (insta bookmark making and all).
With the only real advantage of the new overlay being accurate distance information (arguments presented by earlier posters), make it an optional tactical overlay mode. If someone finds it useful, let him/her use it. But don't take the current tactical overlay away, it's got very important features that are simply not available in the new version.
The current tactical overlay enhances the 3D view in a way that makes the 3D easier to "see" (for me anyway). So much easier that I have it on almost all the time.
The new tactical overlay does not. |

SecretService
Secret Services
8
|
Posted - 2016.04.25 21:16:02 -
[59] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=6456138
That was fast. Not sure if that kicked the development but Thank You! :)
Feels like my wish came true! |

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 11:08:54 -
[60] - Quote
SecretService wrote:https://forums.eveonline.com/default.aspx?g=posts&m=6456138
That was fast. Not sure if that kicked the development but Thank You! :)
Feels like my wish came true!
I can only seem to get this to work with carriers hire do you manage on other ships
Citadel worm hole tax
|
|

Torr Victros
EVE University Ivy League
2
|
Posted - 2016.04.27 23:16:07 -
[61] - Quote
Thanks for the info on the new Tactical Overlay, CCP Turtlepower.
I particularly like that the distance text retains size so is readable and the arced lines to show object distances better.
One thing that I don't recognize is a red dotted circle at about 55km (in my industrial). Anyone know what that represents?
|

Paula Myok
Prime Forces The Methodical Alliance
2
|
Posted - 2016.04.28 09:26:02 -
[62] - Quote
Cristl wrote:Turtlepower, could we please have a 5km sphere effect back when we mouse-hover over a cyno module? Or some newer, shinier thing that accomplishes the same result.
Yes, This ^^^^^ !!! For some stations this is needed !! |

Lord Podgelark
Unforeseen Consequences. The Unthinkables
3
|
Posted - 2016.04.29 10:19:57 -
[63] - Quote
The new Tactical Overlay is pretty useless if you're colour blind. Can't see any range for locking or weapons! So useless from my point of view. You need to provide a means to change the colour to allow someone to select a colour they can see. On feedback to the expansion it was indicated that there is a coloured "floor" to the tactical view. I can't see that at all although after 10 minutes of highlighting modules I could detect a change in shading.......and my blindness isn't that bad.
|

Caliburn Zara
Dreddit Test Alliance Please Ignore
0
|
Posted - 2016.04.29 17:26:34 -
[64] - Quote
I didn't find this thread initially, so I made the below post in general:
Caliburn Zara wrote:I don't recall seeing this on singularity, but it appears CCP has changed the tactical camera. Before it used to draw straight, vertical, lines to an object in order to display their horizontal position in relation to you even though they were on a different plane. This was invaluable, at least to me, in determining the location of objects, targets, etc. in relation to me, both vertically and horizontally. Depth and actual location is somewhat difficult to tell on a 2D screen representing 3D space. The old tactical camera did a wonderful job of resolving this issue.
Now, the new tactical camera draws curved lines to what appears to be the representation of their distance to you on the 'circle grid'. I don't need this, if I select the object or mouse over it, it tells me it's distance or I can look at the overview. I need to know where objects are in relation to me at a glance....this new curved line makes objects that are directly below me appear to be, say, 70km in front of me or beside me. This is not helpful at all and clutters up that 'disc grid' with useless points that don't accurately tell me, at a glance, where something is in relation to me. It basically makes the whole camera mode useless and more of a hindrance.
I haven't been able to find an option to change this curved line back to the straight one. I'm hoping it's a bug and isn't supposed to represent distance. I'm not even sure why this change would have been made. It's highly infuriating.
If CCP sees this, please fix or change it back.
P.S. I'm not sure where I can post feed back for this, the feedback area I found wouldn't let me post a new topic and didn't have a topic about the tactical camera specifically, so I tossed this up in general.
Then I saw this, reading through this thread:
CCP Turtlepower wrote:Quetzalcoatl FortyTwo wrote:Will we have an option to keep the old tactical overlay with spheres? Nope, but we will make sure the new overlay has all the same features as the old one before it replaces the old one on Tranquility.
Cheers, CCP Turtlepower
CCP Turtle, you have not followed through on this. Where are the straight, vertical, lines showing where an object above or below me is in relation to my horizontal plane? The curved line setup doesn't do this, it only shows distance. Something the overview already shows me. The curved lines only account for the sphere's purpose but does not account for the vertical lines showing relative spacial location. Those straight, vertical, lines were incredibly important for more clearly depicting the 3D location on a 2D display. Once I discovered this feature was missing I docked up immediately, as it's vital for me to fly and interpret what's around me.
I see others have mentioned this issue in the thread. It also seems like CCP Turtle hasn't answered to those complaints and ignored them, while answering to others. Can we please get this feature back, be it an adjustment to the current camera or adding another camera mode for "spatial awareness".
Don't get me wrong, visually the "style" of the camera has vastly improved but functionally it's been reduced to useless and redundant, since the overview already shows distance. Bring back spacial location, please. |

Sanukun Shayiskhun
Black Frog Logistics Red-Frog
0
|
Posted - 2016.04.30 13:36:34 -
[65] - Quote
First, we would like to thank you for your efforts to improve the tactical overlay, which we appriciate (red is great btw.).
CCP Turtlepower wrote:Quetzalcoatl FortyTwo wrote:Will we have an option to keep the old tactical overlay with spheres? Nope, but we will make sure the new overlay has all the same features as the old one before it replaces the old one on Tranquility. Cheers, CCP Turtlepower
In order to make further improvements, we would like to draw your attention to cyno placement in the new tactial overlay.
Our primary goal, when setting up a cyno boomkark, is to bring our jump freighters in without bumping in to the station or landing off docking range. Most of the stations can't be cynod while remaining in 2D - which would be no problem with the red disc as the new tactical overlay. That's the part where the sphere from the old tactical overlay helped us by placing our cynos properly.
Without it, we can only have a good guess if there are station parts inside the area the JF might jump in.
Some Amarr and Minmatar stations were already pretty time consuming to cyno properly with the sphere, but have become almost impossible to cyno without a sphere.
So we ask you very kindly to take this view into account.
Kind regards Sanukun Shayiskhun Contract Manager Black Frog Logistics |

BroodAlpha
Dreddit Test Alliance Please Ignore
14
|
Posted - 2016.04.30 14:03:53 -
[66] - Quote
''Nope, but we will make sure the new overlay has all the same features as the old one before it replaces the old one on Tranquility.
Cheers, CCP Turtlepower''
I'm gonna carry on being nice about this but the new Tactical Overlay is really not doing it for me. CCP Turtlepower please how hard can it be to give us the old overlay back as an option? I really really dislike this new one and it's basically integral to my PvP playstyle. I haven't PvP'd since you replaced it and I don't feel comfortable doing so. It just doesn't give me the information I need because it lacks proper 3D representation without tracing curved lines all over the place.
PLEASE can we have the old one back? |

Caldari 5
D.I.L.L.I.G.A.F. S.A.S Affirmative.
443
|
Posted - 2016.05.01 03:28:23 -
[67] - Quote
Given that this is now in TQ, wasn't sure if I should post this in this thread or not, it's also posted here: https://forums.eveonline.com/default.aspx?g=posts&m=6462597#post6462597
(EVE: Citadel expansion - General feedback thread)
Caldari 5 wrote:Recently found out what I earlier reported as a Bug, is actually a New Tactical Overlay. It has no Spheres for ranges so its hard to tell if something is in range or not if directly above/below you. The arc point thingy that is uses is nowhere near the ship so you have to look away from the target to tell if it's in range or not. It's even worse at the other end of the range level https://i.gyazo.com/6d5f44159c723c1466e1573215dc4935.jpg , I can't tell if I'm directly above something anymore or not, no vertical line to the plane to tell, direct line to asteroid, but no arc either.
|

John Banzai
Republic University Minmatar Republic
0
|
Posted - 2016.05.01 06:29:13 -
[68] - Quote
I'd like to request that we have the option to use the old style tactical overlay or something similar to the sphere. I understand that there were folks who were tired of the sphere for range, but it was incredibly useful. Having used this for a few days now in a variety of circumstances, I implore to consider allowing us to revert to the hold tactical overlay or to add a range sphere option to the new system.
I understand that there are people who are glad to not have the sphere, etc. there from an aesthetic standpoint, but aesthetics should not determine the choices for tactical tools at the expense of providing quick information for decision making.
Why:
1) In large fleet fights the curved lines become useless since they just become a jumbled mass that more often obscure parts of the battlefield than assist in determining the range of enemy ships. White lines on top of white brackets quickly becomes a visual mess. When passing above or below and enemy fleet and the curved lines start shifting to the other side of the circle much faster than the enemy ships are actually moving, those lines get even more distracting.
2) In PVE, I now have to choose between the tactical overlay and showing brackets for wrecks--I used the old overlay 100% of the time. Once there are more than a handful of wrecks on the screen, the curved lines to wrecks quickly become a tangled mess and start to obscure the ship brackets. Hence, the new system requires me to reduce the amount of available information on the screen because of the clutter created by the tactical overlay.
3) The old sphere was very handy for quickly determining ranges to targets because it was very easy to sort out visually from any direction. The point of the sphere was to quickly determine in/out of range in a single step. The new system adds an extra step to this process, forcing me to trace out the curved line from the ship (again, nearly impossible to do in fleet fights) to the horizontal plane. Hence, my eyes have to look at two objects (the ship and its range indication circle) to determine the same information I could do by looking at one object (the ship) with the old overlay. For a "tactical" tool, this is a move in the wrong direction since tactical tools are supposed to speed up the decision process, not add extra steps.
4) The circles on the horizontal plane are visually very similar to ship and other brackets. This very distracting in any engagement where ships are moving constantly as there are now twice as many bracket-like objects moving around the screen that my eyes have to sort out. It gets especially distracting when those circles are moving across the horizontal plane faster than the ships themselves (e.g., passing above/below).
I understand you want to update the cosmetics of the tactical overlay, but replacing the range sphere with curved lines adds significant visual clutter to the grid without providing additional information over the old design. Please give us the option to revert to the old tactical overlay or add a range sphere option to the new tactical overlay. Without these, the new tactical overlay may look prettier and more "modern," but from a tactical standpoint is a step in the wrong direction from the old overlay. |
|

CCP Turtlepower
C C P C C P Alliance
362

|
Posted - 2016.05.02 09:49:11 -
[69] - Quote
Caliburn Zara wrote: Where are the straight, vertical, lines showing where an object above or below me is in relation to my horizontal plane? I guess we incorrectly assumed the curved lines would fill this role. We will discuss this as soon as possible.
Sanukun Shayiskhun wrote:In order to make further improvements, we would like to draw your attention to cyno placement in the new tactial overlay. We will be implementing a sphere on the overlay for cyno pilots very soon.
BroodAlpha wrote:I really really dislike this new one and it's basically integral to my PvP playstyle. I haven't PvP'd since you replaced it and I don't feel comfortable doing so. It just doesn't give me the information I need because it lacks proper 3D representation without tracing curved lines all over the place. What exactly is missing from the new overlay that would give you the information you need? Is it just the curved vs. straight lines, or is it something else?
o7 CCP Turtlepower // Team Psycho Sisters |
|

BroodAlpha
Dreddit Test Alliance Please Ignore
15
|
Posted - 2016.05.02 11:08:40 -
[70] - Quote
BroodAlpha wrote:I really really dislike this new one and it's basically integral to my PvP playstyle. I haven't PvP'd since you replaced it and I don't feel comfortable doing so. It just doesn't give me the information I need because it lacks proper 3D representation without tracing curved lines all over the place.
What exactly is missing from the new overlay that would give you the information you need? Is it just the curved vs. straight lines, or is it something else?
o7 CCP Turtlepower // Team Psycho Sisters
Hey man thanks for the swift reply.
Combat
It's just that the curved lines are all very close to each other when you have a group of ships, they don't stand out very well and they didn't give the instant visual representation that the spheres did. Having proxy lines that represent a ship is no substitute for actually having the ship itself inside or outside the targeting bubble.
When there are more than 5-10 ships on grid, distinguishing those curved lines for each ship then tracing it up to the horizontal plane is next to impossible as they all merge into each other. I liked having a 3D representation of my targeting, gun range, falloff and ranges for my other modules.
I used to move my camera around to the side of the ship, zoom out and kite watching the enemy ship was drifting in and out of the bubble. I could easily see if the enemy ship was entering or exiting my range bubble, but now it's hard to tell.
If other ships joined the fray I could see where they were instantly with relation to my guns. With this new system I have to take my eyes off the other ship, trace the new enemy's line and then go back to the other ship by which time
Conclusion
I see what you're tried to do here and I appreciate the effort but for me, the old system provided information that was easier to digest and react to. This new system is visually inefficient. While being pretty, it takes longer to work out where someone is in relation to you.
Reddit Post
https://www.reddit.com/r/Eve/comments/4h41uy/the_new_tactical_overlay/
Thanks in advance Turtlepower |
|

Circumstantial Evidence
308
|
Posted - 2016.05.02 11:25:06 -
[71] - Quote
I think the distinction is that range spheres provide information *at the location of the target's icon*, where tracing lines requires extra eye movement. If the design team is trying to get away from multiple overlapping translucent spheres due to other problems, perhaps "in range" info could be communicated in some other way... like making icons brighter or darker. But cramming too much information next to ship icons, such as 'in-range' indicator dots or labels... would not be good. (I was happy with the various spheres.) |

Ja'e Ambraelle
Center for Advanced Studies Gallente Federation
21
|
Posted - 2016.05.02 13:20:09 -
[72] - Quote
Hey Turtlepower, that's cool you're still keeping an eye on this.
I've already commented on the subject a lot so i'm not going to repeat everything, I will however repeat that I'd like to have the option to choose for ourselves on the fly (with shortcuts to switch between two styles ie). I think the straight versus curved lines and sphere versus circle for range both have pros and cons for each, and we can probably resume it like that: the new tactical overlay is much better with a handful of ships on grid, but much worse in fleet fights with lots of stuff on grid.
I know that would mean keeping more things updated and so on, more work in the end. But now that we have 3 cameras that may not be too much to ask. At least think about it and discuss it with the other dev working on it, thank you! :) |

BroodAlpha
Dreddit Test Alliance Please Ignore
17
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Posted - 2016.05.03 07:06:57 -
[73] - Quote
I agree with what Ja'e has said.
There are pros and cons for each but this new one, for me anyway, has more cons than pros. You must still have a patch with the code for the old overlay lying around, I'm sure it's not a huge stretch to add an option in the 'esc' menu which says 'use legacy tactical overlay'.
I would love you forever and so would lots of other people.
Rather than working on a separate cyno field and bomb targeting device you simply switch from new overview to old overview. Could even have a button for it within the tactical overlay button (hold the left click down and swipe left for new overlay, right for old overlay). You wouldn't even have to hit 'esc' then.
Thanks guise. |
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CCP Turtlepower
C C P C C P Alliance
362

|
Posted - 2016.05.03 16:28:49 -
[74] - Quote
All the devs involved in the tactical overlay's development have met and discussed how to move forward; here are the results:
Cyno Range Spheres - Since this is by far the most requested feature, we will add this as soon as possible. Hopefully we can get it into the next release. It's hard to see what is in and what is outside your range - There is actually a subtle transparency difference between items and lines outside your range and inside it, but this is probably a bit too subtle since many of you did not notice it (lines are more transparent outside your range). We are looking into possible solutions to make this more obvious. We would like to point out that there is another way to see what is in your range; if you hover over a module that has a range (like a gun) it will place little targeting bracket arrows around all brackets inside your range. Color blindness issues - we have scheduled a deeper investigation into this and hope to implement some changes in the future to improve this. Vertical lines - we decided not to add this back to the overlay, at least not yet. Most of the feedback we have received is that the new curved lines are simply better, particularly in large scale fights. We will continue monitoring feedback of course and could very well revisit it later down the line.
Torr Victros wrote:One thing that I don't recognize is a red dotted circle at about 55km (in my industrial). Anyone know what that represents? That should be your targeting range.
BroodAlpha wrote:It's just that the curved lines are all very close to each other when you have a group of ships, they don't stand out very well and they didn't give the instant visual representation that the spheres did. Having proxy lines that represent a ship is no substitute for actually having the ship itself inside or outside the targeting bubble.
When there are more than 5-10 ships on grid, distinguishing those curved lines for each ship then tracing it up to the horizontal plane is next to impossible as they all merge into each other. I liked having a 3D representation of my targeting, gun range, falloff and ranges for my other modules.
I used to move my camera around to the side of the ship, zoom out and kite watch the enemy ship drifting in and out of the bubble. I could easily see if the enemy ship was entering or exiting my range bubble, but now it's hard to tell.
If other ships joined the fray I could see where they were instantly with relation to my guns. With this new system I have to take my eyes off the other ship, trace the new enemy's line and then go back to the other ship by which time the other ship could have overheated MWD and come into scram range. Your case is a bit of an unfortunate one, as you've obviously mastered using the old tactical overlay. We are certainly considering this feedback, but for now please try using the new overlay in PVP. Perhaps you will appreciate it more once you have mastered its usage to a similar level.
Fly safe CCP Turtlepower // Team Psycho Sisters |
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Ja'e Ambraelle
Center for Advanced Studies Gallente Federation
22
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Posted - 2016.05.03 17:23:11 -
[75] - Quote
Well even if I don't agree with all the decisions, thank you for the feedback and for considered all the options, it's really appreciated =) And yeah, there's probably something to be said about getting used to the thing, even if I won't agree it will compensate everything (we'll see on the long run).
On the very specific use case I talked about in one of my posts, about making bookmarks above or below things using the vertical line to place myself directly above or below that thing XXX km from it, is there a way to do that now with the new overlay? (with some accuracy I mean, we can still approximate it of course ... and maybe there's some other way I'm not thinking about right now to do that accurately without the vertical lines, I'll ask around) Maybe that's a very super specific thing that only a couple of players used to do, I don't know. |

BroodAlpha
Dreddit Test Alliance Please Ignore
17
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Posted - 2016.05.03 18:08:10 -
[76] - Quote
CCP Turtlepower wrote:Your case is a bit of an unfortunate one, as you've obviously mastered using the old tactical overlay. We are certainly considering this feedback, but for now please try using the new overlay in PVP. Perhaps you will appreciate it more once you have mastered its usage to a similar level.
Fly safe CCP Turtlepower // Team Psycho Sisters
Thanks for responding bud, don't take any of the following in the wrong way but I need to explain things in a blunt way.
Honestly this patch I don't feel great about any of it. The Shadow suicide damage is too high, fighters seem really overpowered and imbalanced, doomsdays are hella overpowered (80 cerbs insta-vaporized lol) and citadels are making warp paths laggy as hell.
After this patch I've also experienced about 3-4 CTDs (Crash to Desktop) which I was never experiencing before. I'm not running a bad rig either, Haswell i5 chip, 8GB RAM and a GTX980.
To top it off this tactical overlay is something that I voiced my concerns about before release, got completely ignored by both the community and the devs, now it's live and has completely replaced the old one and I'm pretty stuffed. I'm left with a buggy, messy game with a difficult-to-use control system that feels far from what a finished expansion should look like.
I've tried being nice over and over but it's not working.
About the other guy's point about the vertical straight lines. You came to the conclusion that the curved lines are better right? How are they better? Without straight lines you can't trace straight up to position your ship for things like decloaks. Curved lines don't replace the functionality that the straight ones gave us. They actually give us no more functionality than the spheres had. So they replaced a good, functional feature (spheres) and you removed another good feature (straight lines).
Your advice regarding the overlay is simply; 'Keep trying it till you git gud at it'. I'm telling you, it doesn't work. It's like replacing my nice snowboard with an old rusty pair of cross country skis and saying, 'If you keep riding those for long enough, you'll git gud'. No mate, I won't. I'll end up double ejecting and dying, a.k.a. losing billions of ISK in PvP ships because I can't see wtf is going on.
If you've had a meeting with a bunch of devs and decided against adding the old overlay back as an option the first time, you're not likely gonna change your mind the second time. You haven't stuck to your promise of making sure that the new overlay has ALL THE FUNCTIONALITY of the old overlay BEFORE replacing it on Tranquility.
I'm not saying remove the new overlay, I'm just saying that I really dislike it and I'm not alone. Those of us that dislike it want the option of returning to the old overlay, which you're refusing for no reason other than principal it seems.
You're not making it easy for me to keep giving you -ú20/month. If I bought a game where the control system was great, then they patched it and it was yuck, I'd take the game back.
Please look at this seriously, give me a real reason why it can't be done or why it shouldn't be done or I'm out. I have other hobbies that I can invest -ú20/month in. |

Tribal Trogdor
Trauma Ward
15
|
Posted - 2016.05.03 23:14:45 -
[77] - Quote
BroodAlpha wrote:
Stuff...
Please look at this seriously, give me a real reason why it can't be done or why it shouldn't be done or I'm out. I have other hobbies that I can invest -ú20/month in.
They did give a reason. More people like the functionality of the new lines. Keeping old lines and new lines would be a mess. Keeping both available as options means having to do QA on two systems which is time and money. If these aren't good enough, can I have your stuff before you go do other hobbies?
Also, its hella easy to decloak now if you're good. Hold Q, wait for the dot to show up, click it and and follow the curve to get the angle. Can do it before stuff falls off the overview from cloaking |

BroodAlpha
Dreddit Test Alliance Please Ignore
17
|
Posted - 2016.05.04 06:32:16 -
[78] - Quote
Tribal Trogdor wrote:BroodAlpha wrote:
Stuff...
Please look at this seriously, give me a real reason why it can't be done or why it shouldn't be done or I'm out. I have other hobbies that I can invest -ú20/month in.
They did give a reason. More people like the functionality of the new lines. Keeping old lines and new lines would be a mess. Keeping both available as options means having to do QA on two systems which is time and money. If these aren't good enough, can I have your stuff before you go do other hobbies? Also, its hella easy to decloak now if you're good. Hold Q, wait for the dot to show up, click it and and follow the curve to get the angle. Can do it before stuff falls off the overview from cloaking
You don't need QA for a system that's been functional for years. I'm sure they didn't QA the overlay until they decided to ruin it. |

Blue Binary
Polychoron
51
|
Posted - 2016.05.04 18:09:03 -
[79] - Quote
Rek Seven wrote:You have made very minor improvements to a terribly outdated feature so don't bring out the champaign just yet. The tactical overlay should be used when you need to get a wide view of the battle field but still enable you to have precise control of your ship. It fails at that! At the very least, i want an icon added to clearly indicate the vector of my ship and I want the picture-in-picture camera for selected objects that was mentioned so many years ago at fanfest. Also, why have you removed the vertical line that connects another object to your own ships plane? You should have improved this feature by making the "elevation line" of objects above you blue and below you, red. ... I can't for the life of me think why you decided to remove the sphere of a modules influence and replaced it with a flat 2D circle  Over all rating: 5/10 - colours and space north are nice but other things are missing/worse Adding to Rek's point about ship vector. Displaying the vector on my target would also be useful. Perhaps a small line pointing from the bow, rather than an icon, to indicate it's direction.
Good to see that the overlay is receiving some much overdue attention. |

Caliburn Zara
Dreddit Test Alliance Please Ignore
0
|
Posted - 2016.05.09 18:32:12 -
[80] - Quote
CCP Turtlepower wrote:All the devs involved in the tactical overlay's development have met and discussed how to move forward; here are the results:
Cyno Range Spheres - Since this is by far the most requested feature, we will add this as soon as possible. Hopefully we can get it into the next release. It's hard to see what is in and what is outside your range - There is actually a subtle transparency difference between items and lines outside your range and inside it, but this is probably a bit too subtle since many of you did not notice it (lines are more transparent outside your range). We are looking into possible solutions to make this more obvious. We would like to point out that there is another way to see what is in your range; if you hover over a module that has a range (like a gun) it will place little targeting bracket arrows around all brackets inside your range. Color blindness issues - we have scheduled a deeper investigation into this and hope to implement some changes in the future to improve this. Vertical lines - we decided not to add this back to the overlay, at least not yet. Most of the feedback we have received is that the new curved lines are simply better, particularly in large scale fights. We will continue monitoring feedback of course and could very well revisit it later down the line.
Thanks for the update. However this bothers me. From what I've read in this thread people seem to be ok with the curved lines, as in they are workable, in small scale fights only. Not necessarily better. In large scale fights the curves are useless as they all blur together and you can't tell what curve goes to where, contrary to what you're saying. I haven't seen a single person say that the curves are better for large scale fights.
This still doesn't fix that you can't tell where a ship or object is in relation to you, horizontally, with the curved lines. Only the straight lines do this, they also do not have the blurring together problem. There are still many people in this thread requesting the straight lines as it messes up their location awareness. It is still a feature that was there before and is now being removed when you said all features will be maintained. The new curved lines do not do the function of spacial awareness.
I like the options being put forth by others to split them into a toggle or separate camera modes. One for the curved lines and distance, and one for the vertical lines for spacial awareness. Could this be done as a workaround?
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Caldari 5
D.I.L.L.I.G.A.F. S.A.S Affirmative.
455
|
Posted - 2016.05.18 07:26:44 -
[81] - Quote
CCP Turtlepower wrote:Cyno Range Spheres - Since this is by far the most requested feature, we will add this as soon as possible. Hopefully we can get it into the next release. Just changing everything back to spheres instead of discs would be the better solution.
CCP Turtlepower wrote:It's hard to see what is in and what is outside your range - There is actually a subtle transparency difference between items and lines outside your range and inside it, but this is probably a bit too subtle since many of you did not notice it (lines are more transparent outside your range). We are looking into possible solutions to make this more obvious. I must admit even when looking for the difference I can barely make out the difference.
CCP Turtlepower wrote:Vertical lines - we decided not to add this back to the overlay, at least not yet. Most of the feedback we have received is that the new curved lines are simply better, particularly in large scale fights. We will continue monitoring feedback of course and could very well revisit it later down the line. I'm kinda curious as to who has said that Curved line are better, everyone I've spoken to preferred the old Spheres and straight lines.
CCP Turtlepower wrote:BroodAlpha wrote:It's just that the curved lines are all very close to each other when you have a group of ships, they don't stand out very well and they didn't give the instant visual representation that the spheres did. Having proxy lines that represent a ship is no substitute for actually having the ship itself inside or outside the targeting bubble.
When there are more than 5-10 ships on grid, distinguishing those curved lines for each ship then tracing it up to the horizontal plane is next to impossible as they all merge into each other. I liked having a 3D representation of my targeting, gun range, falloff and ranges for my other modules.
I used to move my camera around to the side of the ship, zoom out and kite watch the enemy ship drifting in and out of the bubble. I could easily see if the enemy ship was entering or exiting my range bubble, but now it's hard to tell.
If other ships joined the fray I could see where they were instantly with relation to my guns. With this new system I have to take my eyes off the other ship, trace the new enemy's line and then go back to the other ship by which time the other ship could have overheated MWD and come into scram range. Your case is a bit of an unfortunate one, as you've obviously mastered using the old tactical overlay. We are certainly considering this feedback, but for now please try using the new overlay in PVP. Perhaps you will appreciate it more once you have mastered its usage to a similar level. Fly safe CCP Turtlepower // Team Psycho Sisters Even without anything moving in a static Environment like an Asteroid belt, it is hard to tell which Asteroid is which Curved line.
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BroodAlpha
Dreddit Test Alliance Please Ignore
19
|
Posted - 2016.05.30 15:43:49 -
[82] - Quote
I have given CCP adequate time to fix this problem, while I've had one reply it has basically been a fob-off.
Due to the incompleteness of the new tactical overlay and the importance of the old one to my style of play, I have cancelled both of my subscriptions.
I spent a year or more playing this game for PvP. Just as I feel I'm starting to get the hang of it, this new tactical overlay comes in without my consent and the old one is removed with no possibility of even an option to turn it back on (WHY?!?!?).
Due to the lack of customer care and due dilligence of the CCP employee that decided to completely remove the old option without offering a complete and workable alternative, you have lost a player and 2 subscriptions.
There are a million ways you can make the game prettier and you already have with the shield and armor effects, new textures, new ships and effects. You NEVER NEEDED TO CHANGE CORE FUNCTIONALITY.
The old tactical overlay was there for INFORMATION purposes. It was not there to make the game look nice, it was there to give us tactical information about the battlefield. If I wanted to see EVE in a pretty way, I could just switch it off.
No, none of you can have my stuff, I already plan on giving it to a few of the people in-game that took the time out to help me out when I was learning.
Thanks CCP for everything, it's been cool but it's clearly time for me to invest my time elsewhere.
<3 |
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