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Mysterlee
Gallente 5punkorp Betrayal Under Mayhem
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Posted - 2007.05.21 16:34:00 -
[1]
Edited by: Mysterlee on 21/05/2007 16:36:09 Edited by: Mysterlee on 21/05/2007 16:34:15 Edited by: Mysterlee on 21/05/2007 16:33:17 Edited by: Mysterlee on 21/05/2007 16:32:47 Firstly, the little green dots need moved to the left of the module icons so they dont overlap your ammo counters.
Secondly, some shortcuts are required. There needs to be a way to overheat all hi/med/low slot modules in one click, holding shift and clicking a green dot should do this. When initially activating a module, holding shift while doing so should activate it and overheat it.
Finally, modules that can't be overheated shouldn't have a green dot.
Anyone else thought of anything?
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Hectaire Glade
Forum Jockey
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Posted - 2007.05.21 16:39:00 -
[2]
Bring back the % shading on the speed bar, that arrow is fine, but the old half light half dark display was much easier to read at a glance, right now you have to focus on the numbers to see if you are going full speed or full stop, as the little finger on the dial goes invisible when at either extreme
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Thommy
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Posted - 2007.05.21 18:11:00 -
[3]
Actually you CAN activate / disable heat by clicking the green dot on itself
The indicators look really nice though in the "heat" of time you may want to have everything clear to you at a glance and the tiny indicators don't really make it very clear (high resolution = need to look very VERY close on the screen to see it).
Indeed like said the green dot would look better to the left so it doesn't overlap the ammo counters.
Other then that it looks really great and promising.
Guide to fix eve problems. Cleanup your cache with my cache tool |
Mysterlee
Gallente 5punkorp Betrayal Under Mayhem
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Posted - 2007.05.21 18:35:00 -
[4]
Originally by: Thommy Actually you CAN activate / disable heat by clicking the green dot on itself
No one said you couldn't
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Mysterlee
Gallente 5punkorp Betrayal Under Mayhem
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Posted - 2007.05.22 11:02:00 -
[5]
bump
Seriously, this is extremely important stuff for ui usability, I really hope a dev takes notice of this.
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CCP Oneiromancer
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Posted - 2007.05.22 11:13:00 -
[6]
Yep, sorry for not replying earlier, I'm keeping an eye on all Heat-related threads on the Game Development forum. I've noticed most of these problems as well and reported them to the UI programmer.
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.22 11:43:00 -
[7]
We need to be able to set a module to overload before we activiate it and that overloading needs to be remembered (have on option like auto-repeat on overloading) so we don't have to reactivate the overload everytime our guns reload or we switch targets.
The UI needs some more improvement. Currently its too easy to misclick on the green dot and either deactivate a module or overload it by mistake, especially as currently the size of the green dot does not correspond correctly to the area upon which clicking activates the overload.
Also as already mentioned, as small black needle on a grey background is less than clear, the old speed dial was much better. The same goes for the 3 heat dials, even more so as they are smaller. Ideally the dial should change colour depending on the heat level, that'd make it much easier to keep track of in a fight. Also it'd be nice if heat values were displayed on the readout again. --------------
[Coreli Corporation Mainframe] |
Mysterlee
Gallente 5punkorp Betrayal Under Mayhem
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Posted - 2007.05.22 15:09:00 -
[8]
I think the heat dials should also maybe cover the full 360 degrees round the capacitor readout, right now they're a bit too small and hard to see.
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Mysterlee
Gallente 5punkorp Betrayal Under Mayhem
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Posted - 2007.05.22 15:28:00 -
[9]
Edited by: Mysterlee on 22/05/2007 15:25:50 Just another thought on the green dots overlapping the ammo counter, because of the way most of the module icons are drawn I'm not sure the green dots would look too good on the left, maybe the ammo counter could be moved to the left instead?
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Aiyleena Iluvatar
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Posted - 2007.05.22 17:36:00 -
[10]
Edited by: Aiyleena Iluvatar on 22/05/2007 17:34:32
Originally by: Mysterlee Edited by: Mysterlee on 22/05/2007 15:25:50 Just another thought on the green dots overlapping the ammo counter, because of the way most of the module icons are drawn I'm not sure the green dots would look too good on the left, maybe the ammo counter could be moved to the left instead?
agreed atm it causes confusion what ammount is left in the module
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Ferocious FeAr
Eternity INC. Mercenary Coalition
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Posted - 2007.05.22 18:27:00 -
[11]
Edited by: Ferocious FeAr on 22/05/2007 18:28:35 The biggest problem I see is that mistakenly you are clicking the actual Hi/mid/low slot modules instead of the overheat. I have come up with a fairly simple idea, the coders at CCP could probably work with this being that it doesn't seem to hard to accomplish.
I have given an example on how overheat can be better suited for the players with a quick ms paint example.
Overheat-Revised This allows for the player to know where to click and not deactivate a module by mistake. Obviously the size of those circles are going to be bigger, however, I was going for organization. Now keep in mind the middle and low slots would have the same layout.
Don't hate me, learn to love me |
ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.05.24 01:10:00 -
[12]
Some other things about heat.
You have to activate the module before you can overheat it, but the overheating does not deactivate after the weapon stops firing. We should be able to overheat modules before lock + firing. A overheat all shortcut would also also be useful.
Drawbacks for overheating should be listed in the module description.
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