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Kismeteer
BGG League of Abnormal Gentlemen
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Posted - 2007.06.20 14:35:00 -
[1]
Greetings,
It is very hard for a colorblind person to tell if his modules are activated now. I have made a simple example using a colorblind example website.
Some modules are on and some modules are off. The top row is how it appears in game, and the bottom row appears as it would to a colorblind person. (though to me they look exactly the same.)
Please consider changing the colors or arrangement. Also, it would be nice if you could tell if they were on even if you're lagged out, like when the module goes completely black from time to time.
In generally, avoid color changes between red and green, or changes between yellow and blue, and you should heave less issues with this in the future. -- Kismeteer, carebear extraordinaire
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Mister Driller
Firing Squad Interstellar Alcohol Conglomerate
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Posted - 2007.06.20 14:54:00 -
[2]
I'm not colorblind, but I find it a lot harder to see if modules are on or off with the new color scheme. With the addition of the heat section, the amount of space which changes color is pretty small now. It's kind of a pain when you're cycling through autocannons left and right trying to take out a bunch of frigs and don't know what's firing and what's not.
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Rei Sara
Caldari
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Posted - 2007.06.20 21:52:00 -
[3]
Edited by: Rei Sara on 20/06/2007 21:54:38 There was a discussion about this that I read prior to Rev II going live in which someone suggested a fix for this that I really liked the idea of. I'm just repeating what I came away from that discussion with, so the person whose idea this was is welcome to chime in and take credit.
In addition to the color change, have some sort of animation like a little white dot blinking it's way in a circle around the icon. Not only does this give a non-color-based visual indicator, but the rate at which it blinks it's way around the icon could be synchronized to cycles of the module so that every time it's in the "12 'o clock" position the module is starting a new cycle. This is also useful in light of the addition of Heat as you know when the next cycle is coming around and therefore when you might expect another wave of heat damage, or if you have a few seconds to start locking that next target before you need to get that module switched off.
I think that was about it.
Edit: Oh yeah, I think they also suggested turning the overload/overheat/whatever indicator light/button orange instead of green so it contrasts more with the green of normal activation (though I don't know how this would work for colorblind people, but I imagine if the indicator was gray instead of just dimmed orange when it was off, that would probably work) - - - - - - Forum noob, no sig to get nerfed yet. |

Shueki Seiko
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Posted - 2007.06.20 22:25:00 -
[4]
You should attend to the Live Dev Blog... Last time they were talking about that problem for quite some time...
Out of interest: What happens if you turn of the colors at all and play black and white... Is there a difference?
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NIkis
Minmatar W33D Corp. O X I D E
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Posted - 2007.06.20 23:34:00 -
[5]
NO NO NO .. you have to think that 'color-normal' people maybe don't need all the blinking dots in the world on their screen (I for one am very satisfied with the red thingy and other elements there would be overkill). If you suggest such change you should make it a complete suggestion by having a toggle to bring it on or not. Also the normal people find the red-green contrast to be the best , and your suggestion of making other color schemes is discriminating against them.
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Icome4u
Caldari Dark and Light inc. D-L
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Posted - 2007.06.21 01:52:00 -
[6]
TBH the new UI color for the modules is ****. That's S H I T for everyone.
Why? Hard hard to see if modules are activated... and it looks ugly.
Now i knot i'm gonna get a GM to *snip* me but heh... a lot of people stated they did NOT like the new UI module color/theme... and yet we get that... wtf? :-/ ______
Originally by: Vyger If I lose connection while walking around a station will my avatar run off in a random direction and go hide in a corner? 
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Santa Anna
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Posted - 2007.06.21 01:56:00 -
[7]
Originally by: Icome4u TBH the new UI color for the modules is ****. That's S H I T for everyone.
Why? Hard hard to see if modules are activated... and it looks ugly.
Now i knot i'm gonna get a GM to *snip* me but heh... a lot of people stated they did NOT like the new UI module color/theme... and yet we get that... wtf? :-/
FYI, at the resolutions I normally play there's not a problem with determining whether a module is active. What resolution/what modules are giving you trouble? |

Rei Sara
Caldari
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Posted - 2007.06.21 15:31:00 -
[8]
Originally by: NIkis NO NO NO .. you have to think that 'color-normal' people maybe don't need all the blinking dots in the world on their screen (I for one am very satisfied with the red thingy and other elements there would be overkill). If you suggest such change you should make it a complete suggestion by having a toggle to bring it on or not. Also the normal people find the red-green contrast to be the best , and your suggestion of making other color schemes is discriminating against them.
-shrug- Like I said, it was someone else's idea, I was just reiterating as a possible solution, but sure, make the dots an option just like changing between percent and absolute readout for your HP.
But for the record, I'm "color-normal" and I'd like some indicator of my cycles, so I'm in favor of it because it's a double solution. - - - - - - Forum noob, no sig to get nerfed yet. |

Icome4u
Caldari Dark and Light inc. D-L
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Posted - 2007.06.21 15:47:00 -
[9]
Originally by: Santa Anna
Originally by: Icome4u TBH the new UI color for the modules is ****. That's S H I T for everyone.
Why? Hard hard to see if modules are activated... and it looks ugly.
Now i knot i'm gonna get a GM to *snip* me but heh... a lot of people stated they did NOT like the new UI module color/theme... and yet we get that... wtf? :-/
FYI, at the resolutions I normally play there's not a problem with determining whether a module is active. What resolution/what modules are giving you trouble?
1680x1050 on a high def 20 inch screen. Quality of the game is amazing... but unless im nose against screen, its hard to see if the modules are activate or not. ______
Originally by: Vyger If I lose connection while walking around a station will my avatar run off in a random direction and go hide in a corner? 
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Icome4u
Caldari Dark and Light inc. D-L
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Posted - 2007.06.21 15:49:00 -
[10]
Originally by: NIkis NO NO NO .. you have to think that 'color-normal' people maybe don't need all the blinking dots in the world on their screen (I for one am very satisfied with the red thingy and other elements there would be overkill). If you suggest such change you should make it a complete suggestion by having a toggle to bring it on or not. Also the normal people find the red-green contrast to be the best , and your suggestion of making other color schemes is discriminating against them.
If your environment (aka space) is green, blue, or red, g/l trying to figure out wtf is going on with your modules durring a 200-400 fleet war.
CCP should let us change the colors and strength of the 'illuminated' modules (On/Overload/Turning Off). ______
Originally by: Vyger If I lose connection while walking around a station will my avatar run off in a random direction and go hide in a corner? 
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Rei Sara
Caldari
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Posted - 2007.06.21 15:54:00 -
[11]
Originally by: Icome4u
Originally by: NIkis NO NO NO .. you have to think that 'color-normal' people maybe don't need all the blinking dots in the world on their screen (I for one am very satisfied with the red thingy and other elements there would be overkill). If you suggest such change you should make it a complete suggestion by having a toggle to bring it on or not. Also the normal people find the red-green contrast to be the best , and your suggestion of making other color schemes is discriminating against them.
If your environment (aka space) is green, blue, or red, g/l trying to figure out wtf is going on with your modules durring a 200-400 fleet war.
CCP should let us change the colors and strength of the 'illuminated' modules (On/Overload/Turning Off).
QFT on the environment color part. I actually haven't encountered it yet with the Rev II UI, but even with the previous UI I would have trouble telling if a module had turned on in certain missions that had green-hued clouds strewn about. - - - - - - Forum noob, no sig to get nerfed yet. |

Marlenus
Ironfleet Towing And Salvage
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Posted - 2007.06.21 17:51:00 -
[12]
I can't tell the difference between the top and bottom examples either.
To folks who listened to the Live Dev blog, what did they *say* about color issues? Because the only dev posting I've ever seen (in connection with the funky colors on EW icons) said something like "well, it makes it easier for folks with normal color vision" (with the unspoken subtext that the rest of us should just **** off).
CCP appears supremely insensitive to color vision issues surrounding its interface. "Don't use reds and greens as the sole clue to the status of *anything* in your interface" is a very simple message, but it's not getting through. ------------------ Ironfleet.com Proposal: Automated Ore Return Vehicles |

Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.06.21 19:07:00 -
[13]
Originally by: Marlenus
CCP appears supremely insensitive to color vision issues surrounding its interface. "Don't use reds and greens as the sole clue to the status of *anything* in your interface" is a very simple message, but it's not getting through.
Given that the servers are in the UK - I wonder if CCP have considered the Disability Access Act 
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Hammer Judge
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Posted - 2007.06.22 17:08:00 -
[14]
Colorblindness is quite common in men. A lot of men play Eve. This is no small issue.
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Visit my newbie guide for experienced MMO gamers.
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Seth Ruin
Minmatar Galactic Exploration and Mining Corporation Dark Matter Coalition
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Posted - 2007.06.22 17:20:00 -
[15]
I'm not colorblind, but I'm all for anything that can help out our colorblind mates. This issue should seriously be looked into.
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CaptainSeafort
Gallente Through the Looking Glass
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Posted - 2007.06.22 18:21:00 -
[16]
Originally by: Marcus Tedric
Originally by: Marlenus
CCP appears supremely insensitive to color vision issues surrounding its interface. "Don't use reds and greens as the sole clue to the status of *anything* in your interface" is a very simple message, but it's not getting through.
Given that the servers are in the UK - I wonder if CCP have considered the Disability Access Act 
this has been lobbed around before (like 6mo->1y ago) and a coupla devs all stated they were working on either better definition on modules or an optional "higher contrast" tickbox in options. seems like this got assigned to the drones dev 
"Planets and moons no longer hitch rides on player ships. Their towel privileges have been revoked." HHGG Lives on in EVE! |

n0thing
omen. D-L
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Posted - 2007.06.22 18:25:00 -
[17]
Im not colorblind, but I know how people feel with such issues, since sometimes, I even might click twice on web/scrambler since I simply cant see if thats active.
Simply put, in tight close-range fights, your whole attention concentrated on local/gang/TS/overview/range/damage. You may have 1/3 of a second to quickly slip with eye thru the mod panel seeing all is done and running, while second eye quickly goes to cap %/amount.
Its really harder now. ---
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Thresh Avery
Best Path Inc. Ethereal Dawn
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Posted - 2007.06.23 01:37:00 -
[18]
Edited by: Thresh Avery on 23/06/2007 01:41:20 Edited by: Thresh Avery on 23/06/2007 01:40:06 I'm not colourblind either, but sometimes i have issues seeing whether a mod is online or not.
This sort of thing can be vital in a PvP situation and has caused me to lose a ship before - i thought all my turrets were offline when i realised i couldn't win a 5 on 1 battle, so i just needed to wait for the 30 second aggression timer to run out so i could jump the gate, hoping that my tank would last that long, whereas in fact one of my turrets was still firing and i didn't realise until about 40 secs later, when my armour was very low and my cap had drained.
Either way, I think any solution to improving gameplay for colourblind people needs to be considered because i'd rather my enjoyment of the game was the slightest bit compromised (we're talking like "well, i don't like my mods flashing blue") so that colourblind people can enjoy the game properly, because from that colour sample i can see that it must be incredibly difficult to enjoy any form of the game other than manufacturing.
The flashing dot idea is an excellent one, especially because it doubles up as a cycle indicator - i've longed for something to show me when the cycles start and end and how long they last. Of course, i do like the current system, so i'd like there to be a chance of doing a mix and match of these options in the generic menu. Check out the screenshot i edited below to see how i think it should work (the new section is in red). 
This way you can select which option you prefer, or a mixture of both. For example, because i like the cycle indicator and green/red module activation colours, i can have both, but choose not to use the cycle timer's ability to flash (as i don't suffer with being colourblind).
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Chagrinnish
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Posted - 2007.06.23 03:51:00 -
[19]
I'll just drop in my two cents and agree that the module status is hard to see. The pulsing notably forces you to stare at the module.
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MindDragon
Caldari The Plane Walkers
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Posted - 2007.06.23 06:17:00 -
[20]
I absolutely agree. I am not color blind and I have great depth perception and all that. But I still find it hard to see if a module is activated or not at a glance.
My Screen is 1600x1050 but I play in a 1024x768 or thereabouts resolution. The number of pixels and the amount of added shading that a module has when activated is so small compared to the previous generation Eve client that we had.
I find myself having to use other indicators to determine if a module is activated or not now which adds to the delay in decision making. I have to mouse over a particular module to check the activated status. Otherwise, I have to stare at the stupid module for a few seconds and really try to look for the glowy thingie. Either make the glowy area larger and make it a few shades darker or do something. But in its current state, I would view this as a major design flaw/defect and whoever designed this should be taken out back and forced to stare at a 16 shades of grey version of Eve Online to get our point.
MD ------ This space for rent. |

n0thing
omen. D-L
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Posted - 2007.06.23 09:20:00 -
[21]
I would say that what also blocks the indication is the green line above mods that can be overloaded, you keep thinking they are on. ---
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Dylatar
Gallente
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Posted - 2007.06.23 11:03:00 -
[22]
/signed
I'm also not colourblind, but find it harder now, special in combination with some background colours behind the UI.
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Gar Nomar
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Posted - 2007.06.23 14:14:00 -
[23]
CCP Devs don't give a rats arse about anyone's oppinions but their own... THEY decided on the interface and that's that... I'm not ever really sure why there is a test server as they RARELY take any feedback from it into account...
Personally, I can see the indicators fine, but agree that anyone that is colorblind has no hope of seeing the status and depending on the current background, even those with perfect vision could be hard pressed to tell what's happening.
I found that running in a 4:3 resolution and ticking off the Widescreen box in the settings works well... The HUD appears in the black band at the bottom of the screen and makes the indicators stand out much better. For those that hate widescreen, do some test while swapping the views... you actually see more of your surroundings in the widescreen mode (although it's slightly smaller)...
I hope no one actually expect a Dev or any other CCP Employee (with status) to directly comment in this thread... They are very busy drinking beer and can't be bothered by you lowly users (but keep the money coming so they can buy more beer)...
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