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Thread Statistics | Show CCP posts - 4 post(s) |

Nicho Void
Gallente Hyper-Nova
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Posted - 2007.06.20 17:35:00 -
[61]
Agreed. If you're too ADD to remember whether you pushed your mod or not, you've got bigger problems than a flashing green button. ---------------
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Hamfast
Gallente
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Posted - 2007.06.20 17:36:00 -
[62]
To me this is one of, if not the biggest issue that is not "A Bug"...
I am not color blind, but my vision is not as good as it was 20 years ago... and with the rest of the back grounds in space, I am almost unable to tell which module is active and which is not.
I ended up using the mouse-over to see if a module was active...
Were the Center of the button included in the state (Green for Active, Red for deactivating, grey for inactive and perhaps yellow or blue for overloaded) then I think it would eliminate the issue for most of us...
If the colors were contrasting enough then the Color Blind Members (they can correct me if I am wrong) would be more easily tell at least which modules are inactive as compared to some active state (Active, deactivating or overloaded).
None of us is as dumb as all of us...
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Valan
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Posted - 2007.06.20 17:40:00 -
[63]
HCI theory is pretty well established and an easy concept to grasp. There is no reason for a professional software developer to screw it up.
/start sig I love old characters that post 'I've beeen playing the game three years' when I know their account has been sold on. /end sig |

Ling Xiao
Prism Project Technologies
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Posted - 2007.06.20 17:43:00 -
[64]
The whole change seemingly stems from the fact they don't want to mix the green of an active module, with the little green "Overload module" button at the top of every mod.
So the active module animation is subtle and around the edge of the module button instead of in the inside.
A flaw that could have been avoided by *GASP* making the overload button blue instead of green. You know, since universally red = hot and blue = cold. __________ If you think the game is rigged, why are you still playing? |

Cheunger
BURN EDEN
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Posted - 2007.06.20 17:43:00 -
[65]
CCP should stop ******* around all the time.
Heat, constellation sov, etc.
Waste of time.
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Faekurias
Caldari Federation Fleet Endless Horizon
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Posted - 2007.06.20 17:46:00 -
[66]
Originally by: Mud Pandemonium Try being colourblind.
Yeah, I can't tell the difference between,
red/green purple/blue yellow/orange brown/green
Currently I mouse-over the module and look to see if it says active or inactive.
It works.
I'm Red/green colourblind, If I REALLY REALLY look for it, I can spot the inactive turrets though.
CCP want make arian race play eve? No-one with seeing disabilities kthx? :(  The ladies man. MY sign was wrongfully hijacked!:( Seriously, give back emokitteh. :< Oh mai GOD! |

Rillian
Black Lance NBSI Alliance
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Posted - 2007.06.20 17:47:00 -
[67]
Originally by: Verone
Turn on "Widescreen" in the Graphics tab of the escape menu.
This will put a black letterbox effect up that sits behind the module and targetting UI for now until it gets sorted.
Temporary fix that might help, makes it easier on the eyes 
Thanks Verone I will try this... CCP please fix this as I am going blind and not in the good way :P
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Khonsu
Rest home for Tired Seadogs
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Posted - 2007.06.20 17:48:00 -
[68]
Is it only on my computer that active modules flash very visibly while inactive ones don't?
Granted, it's not as clear against very bright backgrounds, but it was worse before - then it was literally impossible (against bright background).
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Hamfast
Gallente
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Posted - 2007.06.20 17:51:00 -
[69]
Originally by: Sharupak ROFL this thread is hilarious. Do you guys really check your buttons that often to see if they are on? Its just been easier for me to push the button and then when I am done with it, I push it again! LOL!
You must not run many missions...
I will try to explane...
Warp in to the dead space area... 15 or 20 rats (level 2 mission, rats are mostly frigates and a few cruiser sized rats) pop up...
I target 6 of them, and as my drake locks, I fire 1 heavy and 1 assault (light missiles) launcher at each frigate... 2 rounds and they are normally dead. I target the next rat, and go back to fire on the next targeted rat... except at this point, I am not sure which launchers are active, and which are not... so I mouse over, find a heavy and assault launcher that are inactive and open fire... were the graphics not so vague, I could pick out the inactive launchers quicker...
I have T2 Hardeners and Invul Shields (Active Hardeners) that I swap out depending on the mission, but as soon as 1 is on I get the "Glow" around my ship, seeing as I can't tell which beyond the first is active, again, I need to mouse-over each to insure they are active. In this case, yes, on once, leave them on until the end of the fight... not as big a deal as the launchers, but still a pain.
At no point in this am I in much if any danger, but that is not the point.
None of us is as dumb as all of us...
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Major Dim
Caldari PROFTECH Ultima Rati0
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Posted - 2007.06.20 17:51:00 -
[70]
/signed - CCP make the colour more visible. after the patch its really hard to see
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Sharupak
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Posted - 2007.06.20 18:06:00 -
[71]
Quote: Today all space ships are equipped with a capsule, which makes control of the ship much more easy and efficient for the ship captains. Not just anybody can become a ship captain. Captains need special kind of neural riggings and the training is extremely rigorous and taxing, only a small fraction of students actually make it through. This makes able ship captains a unique breed that have a special status within society. The ship captains are regarded by the empires as an expensive investment as well as a huge prestige - the number of inter-stellar traders an empire has in many ways reflects the economic vitality of the empire.
Oh RLY? Then how come half of its pilots are friggen color blind!!!!
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Ihmurria
Amarr
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Posted - 2007.06.20 18:06:00 -
[72]
agreed fully...
if they just made the heat bar blue or another colour that doesn't meld easily with red or green for those with colour blindness, it'd help. I don't have any issues with colours and I find it hard to tell which are on and which aren't, it seems like the green aura around active modules has gotten smaller or something and having the heat be green as well isn't too helpful. Hopefully CCP will seriously consider this
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NEBO61
Caldari GalTech
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Posted - 2007.06.20 18:08:00 -
[73]
Signed CCP please make active modules more visible.
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Jim McGregor
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Posted - 2007.06.20 18:10:00 -
[74]
Maybe a thin halo around the active ones?
---
Originally by: CCP Wrangler You're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, thats what hello kitty online is for.
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LaCoHa
The Carebear Stare
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Posted - 2007.06.20 18:11:00 -
[75]
Signed - they are too hard to see.
I have now left my mwd and/or reppers on till cap was drained multiple times. Sitting on a gate, taking sentry fire, trying to kill some other player, while at 0 cap = bad.. mmmkay :)
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Sc0rpion
Archer Daniels Midland
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Posted - 2007.06.20 18:27:00 -
[76]
Is it really that hard to implement user-defined colours for things like this?
(Hint, the answer is 'no')
The true secret to enjoying life is to live it dangerously. -Friedrich Nietzsche
Killmails are for pooftas. |

Jim McGregor
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Posted - 2007.06.20 18:28:00 -
[77]
Originally by: Sc0rpion Is it really that hard to implement user-defined colours for things like this?
(Hint, the answer is 'no')
Specially since we can already pick colors on windows, backgrounds etc.
---
Originally by: CCP Wrangler You're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, thats what hello kitty online is for.
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Faekurias
Caldari Federation Fleet Endless Horizon
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Posted - 2007.06.20 18:28:00 -
[78]
Originally by: Sc0rpion Is it really that hard to implement user-defined colours for things like this?
(Hint, the answer is 'no')
Agreed, just one simple thing and everyone cna have it the way they want it. And me/colourblind people could actual see something at all. The ladies man. MY sign was wrongfully hijacked!:( Seriously, give back emokitteh. :< Oh mai GOD! |

Pan Crastus
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Posted - 2007.06.20 20:46:00 -
[79]
Edited by: Pan Crastus on 20/06/2007 20:48:11 Edited by: Pan Crastus on 20/06/2007 20:45:56
Originally by: Gaven Blands
Originally by: Pan Crastus
Originally by: Gaven Blands Do you have to look at the gearstick to know which gear you are driving in too?
Gearsticks don't change their position on their own.
If you want to be a good troll, use better examples.
Modules don't switch off for no reason whatsoever.
If you want to be a good troll, use better examples.
They switch off after reloading or when you're out of cap temporarily... But I guess that's news to you.
this is a free post provided to you by a member of the EVE community.
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Rooker
Lysian Enterprises United Corporations Against Macros
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Posted - 2007.06.20 20:47:00 -
[80]
The green heat meter on top of each module doesnt' help things either. You don't even have to be color blind to have trouble. I was running a plex next to a very bright moon last night and amongst a very bright cloud (why so many clouds in npc missions???) and could barely see my modules at all, much less tell if they were active or not.
-- SAVE EANM FROM THE NERFBAT! |

Pan Crastus
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Posted - 2007.06.20 20:52:00 -
[81]
Originally by: Tecam Hund
Originally by: Pan Crastus
Edit - spot the inactive turret: Linkage
I think 5th is inactive, but who knows...
Wow, your eyes are good. New to EVE? ;-P
this is a free post provided to you by a member of the EVE community.
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Toffles
GoonFleet GoonSwarm
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Posted - 2007.06.20 20:54:00 -
[82]
Maybe they could use those citadel torpedo flashes they took out and apply them to activated modules.
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Frug
Zenithal Harvest
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Posted - 2007.06.20 20:55:00 -
[83]
I really, really hate whoever is in charge of the UI at CCP.
Who do they have designing the interfaces for this game? Why is is so goddamn gimpy?
The module activation glow is just one of several stupid 'features' and just happens to be the worst.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Lyn Bunnions
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Posted - 2007.06.20 21:21:00 -
[84]
Only thing I miss from WoW is the classy mods you could get, interface changers in particular. Would help a lot to get some more UI options soon. Colors, maybe some new skins for the hub, options on what to show and stuff. It gets dull to stare at the same conformation for months on end. And the retro look doesn't help, at least let us opt to get rid of the damn Heat stuff if we don't even have TD trained.
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Robdon
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Posted - 2007.06.20 22:08:00 -
[85]
I'm not even colour blind, and I find it hard to tell if they are active or not....
It needs to be changed ASAP..
But due to the massive lag all day you cant turn your modules on, any way :)
Gotta love this 'Need for Speed' jargon, it seems to be making things slower...
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Arushia
Nova Labs Empire Research
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Posted - 2007.06.20 22:17:00 -
[86]
Any chance of letting us customize the glow color?
I'd like to set mine to white for active and 30% gray for deactivating. No way my colorblindness could mix those up.
Tired of Waiting? Use Empire Research |

Templer Relleg
Endgame.
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Posted - 2007.06.20 22:18:00 -
[87]
I thought i had activated all my missile launchers. Even tho i doublechecked, i had missed 2. And i never noticed till the end of the fight.
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Hamfast
Gallente
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Posted - 2007.06.20 22:31:00 -
[88]
Originally by: Pan Crastus Edited by: Pan Crastus on 20/06/2007 20:48:11 Edited by: Pan Crastus on 20/06/2007 20:45:56
Originally by: Gaven Blands
Originally by: Pan Crastus
Originally by: Gaven Blands Do you have to look at the gearstick to know which gear you are driving in too?
Gearsticks don't change their position on their own.
If you want to be a good troll, use better examples.
Modules don't switch off for no reason whatsoever.
If you want to be a good troll, use better examples.
They switch off after reloading or when you're out of cap temporarily... But I guess that's news to you.
Pan,
I have to agree with the bolded part of what Gaven Blands said... they do not switch off for no reason, I would also like to add that if their target is destroyed to your list of reasons they automatically go inactive...
To Recap - --> Reloading --> Temporarily out of cap --> Target Destroyed
are all valid reasons why a module will automatically deactivate.
None of us is as dumb as all of us...
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Nuxim
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Posted - 2007.06.20 22:37:00 -
[89]
Edited by: Nuxim on 20/06/2007 22:41:38 Edited by: Nuxim on 20/06/2007 22:39:08 I glance at my modules to see what guns are firing and which arn't... in my glance I look for any green, so the heat button is really annoying.
Whats more, the UI/Right Click is now incredibly cluttered thanks to a feature I cant use for 2-3 weeks and even if I could I'd only use it once a month or so...
Heat sucks
An example of useless heat clutter... I always reload my guns after a fight, but theres no button for that on the UI.. How come theres so many buttons for Heat, which is a rare emergency only thing?
The heat semi-circle is bigger then your hull semi-circle... which is more important?
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Krulla
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.20 22:55:00 -
[90]
Originally by: Pan Crastus
Originally by: Tecam Hund
Originally by: Pan Crastus
Edit - spot the inactive turret: Linkage
I think 5th is inactive, but who knows...
Wow, your eyes are good. New to EVE? ;-P
Actually I think he just saw that one had more ammo than the others. 
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