Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Saietor Blackgreen
|
Posted - 2007.06.27 10:31:00 -
[1]
Well, there is a handful of threads on this, but I didnt find any younger than 2 years old.
I'm a first year player, so I cant really talk about corp management interface, but AFAIK it has got a bit of love lately. So did hangar and market interface, as well as some other stuff, and to my mind they are good enough.
The horrorshow which affects everyone from the start is ship interface, so lets whine on this a little?
Condition: Do NOT suggest anything, which will allow you to get info not available by game rules as by now. Lets just talk ergonomics here.
My points:
1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
2) Topology of buttons needs love. Putting target management and module management in opposite sides of the screen is MEAN. I know that most people use shortcuts - I do - but still, it shouldnt be like this. Moving mouse from targets to Current Object buttons then to modules and back really hurts. Could they be aggregated somehow?
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
4) Module redirection dependent on module status - bad. Why do modules need to end their cycle to get redirected? I dont mean instant switching of effect of course, just targets. Example - Target is dead, i need to switch my guns to another target. Why do I need to wait till their cycle ends or till they reload? I could assign them to target and they'll start shooting when ready. This could be welcome.
5) The whole system of module activation/indication (down right) is poor, and got even worse with Heat introduction. Icons of modules dont just get colored when active, they glow, and some area glows around them. So, if I have one of 6 turrets not working, it is really hard to see. If I fight in a system with bright background it becomes ten times worse, because buttons are semi-transparent! Moreover, now we have Overload switches on the same icons, and all this rendered the modules cluster down into complete blinking mess. This needs rebuilding, and though the task is not that simple, I'm sure CCP has some decent interface specialists to do it right.
***
This is all I can remember for now, maybe more will come up. I realize that reworking interface might not be the most cost-effective resource spending for you guys (i mean Devs), but on the other hand these issues irritate me from my first day of playing, so they might be of a significant influence on decision of new players to stay or not to stay.
Any opinions on this? Maybe there is a thread on this already I couldnt find? Sorry then.
|
Tobias Solem
|
Posted - 2007.06.27 11:25:00 -
[2]
This is irrelevant compared to the lag issues of this game.
|
Saietor Blackgreen
|
Posted - 2007.06.27 11:35:00 -
[3]
I dont understand why you use the word "irrelevant". I didnt talk about lags at all. If you mean "negligible" or "unuimportant" then maybe, but.
Lag issues and poor interface are completely different, not directly interconnected things. All of my suggestions, except maybe #4 have nothing to do with lag issues, which are totally server-side. Corrections I offered are purely client-side. So what does lag have to do with these?
Also, lag issues are a pain for those involved in large fleet battles or Jita natives. Crappy interface buggers everyone out there.
|
Crumplecorn
Gallente Eve Cluster Explorations
|
Posted - 2007.06.27 11:39:00 -
[4]
The thing that bothers me most about the UI changes is they changed the speedo to one which jerks around like it's epileptic, rather than the old one which moved smoothly. That's just annoying. -
You keep using that word . . . I do not think it means what you think it means |
Saietor Blackgreen
|
Posted - 2007.06.27 11:43:00 -
[5]
That too :) Though I like new solid one, smooth movement was better. Also, never understud why the numbers on it are so small.
|
Lord Evangelian
Gallente LEAP Corp United Confederation of Corporations
|
Posted - 2007.06.27 11:45:00 -
[6]
Originally by: Saietor Blackgreen Well, there is a handful of threads on this, but I didnt find any younger than 2 years old.
I'm a first year player, so I cant really talk about corp management interface, but AFAIK it has got a bit of love lately. So did hangar and market interface, as well as some other stuff, and to my mind they are good enough.
The horrorshow which affects everyone from the start is ship interface, so lets whine on this a little?
Condition: Do NOT suggest anything, which will allow you to get info not available by game rules as by now. Lets just talk ergonomics here.
My points:
1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
2) Topology of buttons needs love. Putting target management and module management in opposite sides of the screen is MEAN. I know that most people use shortcuts - I do - but still, it shouldnt be like this. Moving mouse from targets to Current Object buttons then to modules and back really hurts. Could they be aggregated somehow?
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
4) Module redirection dependent on module status - bad. Why do modules need to end their cycle to get redirected? I dont mean instant switching of effect of course, just targets. Example - Target is dead, i need to switch my guns to another target. Why do I need to wait till their cycle ends or till they reload? I could assign them to target and they'll start shooting when ready. This could be welcome.
5) The whole system of module activation/indication (down right) is poor, and got even worse with Heat introduction. Icons of modules dont just get colored when active, they glow, and some area glows around them. So, if I have one of 6 turrets not working, it is really hard to see. If I fight in a system with bright background it becomes ten times worse, because buttons are semi-transparent! Moreover, now we have Overload switches on the same icons, and all this rendered the modules cluster down into complete blinking mess. This needs rebuilding, and though the task is not that simple, I'm sure CCP has some decent interface specialists to do it right.
***
This is all I can remember for now, maybe more will come up. I realize that reworking interface might not be the most cost-effective resource spending for you guys (i mean Devs), but on the other hand these issues irritate me from my first day of playing, so they might be of a significant influence on decision of new players to stay or not to stay.
Any opinions on this? Maybe there is a thread on this already I couldnt find? Sorry then.
I agree whole heartedly with what you suggested, i have thought about that for a while whilst playing. They have added alot of content to the game that needed to be done in REV II and its a great improvement but more can still be done.
Originally by: Tobias Solem This is irrelevant compared to the lag issues of this game.
Read the post, your comment is irelavent this is about teh interface not lag....READ!
-----
One day I'll show you...and then you will bow down... |
Keira Fordring
Caldari State War Academy
|
Posted - 2007.06.27 11:58:00 -
[7]
Edited by: Keira Fordring on 27/06/2007 11:59:14
Quote:
1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
Actually there is an indicator if you have "Damage messages on" checked in the 'Generic' options. Problem with this is during heavy battles it spams your screen way too much, has potential to generate excessive log files and doesn't stay on screen.
Quote:
2) Topology of buttons needs love. Putting target management and module management in opposite sides of the screen is MEAN. I know that most people use shortcuts - I do - but still, it shouldnt be like this. Moving mouse from targets to Current Object buttons then to modules and back really hurts. Could they be aggregated somehow?
Agree
Quote:
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
Agree. I suggested something like this many moons ago.
Quote:
4) Module redirection dependent on module status - bad. Why do modules need to end their cycle to get redirected? I dont mean instant switching of effect of course, just targets. Example - Target is dead, i need to switch my guns to another target. Why do I need to wait till their cycle ends or till they reload? I could assign them to target and they'll start shooting when ready. This could be welcome.
Would be nice but the current system isn't too bad.
Quote:
5) The whole system of module activation/indication (down right) is poor, and got even worse with Heat introduction. Icons of modules dont just get colored when active, they glow, and some area glows around them. So, if I have one of 6 turrets not working, it is really hard to see. If I fight in a system with bright background it becomes ten times worse, because buttons are semi-transparent! Moreover, now we have Overload switches on the same icons, and all this rendered the modules cluster down into complete blinking mess. This needs rebuilding, and though the task is not that simple, I'm sure CCP has some decent interface specialists to do it right.
Agree. Interface seems to have degraded a bit in Rev. 2
Quote:
Any opinions on this? Maybe there is a thread on this already I couldnt find? Sorry then.
Nice, constructive post. It's rare to see people point out what they don't like and offer solutions at the same time.
My advice: post this in the 'Features and Ideas' forum, that's where suggestions really belong
|
Neko Sornan
eXceed Inc. INVICTUS.
|
Posted - 2007.06.27 12:01:00 -
[8]
Originally by: Tobias Solem This is irrelevant compared to the lag issues of this game.
You're talking about the lagging speed-o-meter on the UI since Rev II? Yes, that's also an issue ... |
Siigari Kitawa
Gallente The Aduro Protocol
|
Posted - 2007.06.27 12:02:00 -
[9]
PLEASE DO NOT QUOTE THE ORIGINAL POST IN IT'S ENTIRETY.
It is HIGHLY annoying, it is generally forum taboo, and it adds TONS of extra needless scrollage. _________________ Burn. |
Excesse
Chaos Reborn
|
Posted - 2007.06.27 12:03:00 -
[10]
Firstly, it should be noted that CCP has different employees for different tasks. Chances are that their graphic designers have little knowledge of netcode optimisation to reduce lag - likewise the code monkeys would probably not be able to produce an interface to the same standard as the graphic designers. Saying "OMG devote 100% to fixing lag" is... just... stupid.
Anyway:
1. Agree, this would be a nice feature to have, as the current event reporting text boxes are utterly useless. 2. This is the most important point and I would hope that CCP are at least considering revamping the layout of their UI based on four years of gameplay experience. My own major gripes with the UI mostly revolve around how awkward it is to fight fleet battles when your ship status is at the bottom of the screen, and the target list is in the top right corner... 3. Would be nice, can't say I've ever had this problem though - focus fire! I can see this perhaps being important for EWAR pilots though. 4. I actually agree with the current system for this - there's currently a degree of commitment involved when you activate your modules, which makes you think a little more before you pull the trigger. 5. The glowing rings are a problem against bright backgrounds, definitely. This will hopefully be reworked as there have been many complaints - if only to replace the transparent "aura" with solid ring. [.CR.]
|
|
Lord Berk
Amarr Ministry of War
|
Posted - 2007.06.27 12:21:00 -
[11]
There's some nice suggestions in there. Good thinking OP.
Kill it! It's killing me. |
Saietor Blackgreen
|
Posted - 2007.06.27 12:50:00 -
[12]
Just to add - thank you so far for comments. Another one I forgot is
6) Lagometer lots of people are talking about, like Everquest featured IIRC. Thats more to lag problem, but still - indicator of response times and other stuff would be welcome feature.
Someone said "concentrate fire!" - yes, in PvP. Do u suggest the same with sniper Hurricane meeting 6 webbing inties in a mission? :)
Someone (think same person) said that waiting for cycle before switching targets adds to the thinking before shooting. Well, I see your point, but most PvPers will laugh. As well as people running missions, actually. At least, some kind of warnings may be introduced, or feature may be disabled and enabled through settings.
Anyone else frustrated with anything?
|
JeanClaude DuSoir
|
Posted - 2007.06.27 13:00:00 -
[13]
There are some really good things here!! (1) and (2) are by far my favorite. Also add, Don't show heat interface if you don't have skill and Right-click on target to have drones engage that target..
For purposes of this thread, we won't worry about the drones actually making it to the target.
And to the complaint that this does nothing to solve lag problems, be it known that software designers and network engineers are not the same as UI designers. -- No siggy.
|
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 13:06:00 -
[14]
Originally by: Saietor Blackgreen 1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
I've been going on about this particular issue for coming on two years. A single status area with simple icons is almost a must at this point. Too many times I get my good old friend the "miscellaneous" indicator, telling me something's being done to some part of my ship. I suppose in the heat of battle I could open up my ship's attributes to see what's being done, but I've got enough to do.
"How much" would probably be too excessive, but "by whom" is pretty important in my humble opinion. Hovering on the icon should indicate the person(s) responsible for the status on your ship. This works both for and against you, depending on your role in a fight.
|
Saietor Blackgreen
|
Posted - 2007.06.27 13:13:00 -
[15]
Originally by: Winterblink
"How much" would probably be too excessive, but "by whom" is pretty important in my humble opinion. Hovering on the icon should indicate the person(s) responsible for the status on your ship. This works both for and against you, depending on your role in a fight.
You are actually right - that "Blood Diviner Miscelanneous..." message that appears below does tell you the source of jamming, so indicators CAN contain the note of source. Good one!
|
Pilok Shitfly
Minmatar
|
Posted - 2007.06.27 13:32:00 -
[16]
Originally by: Saietor Blackgreen Edited by: Saietor Blackgreen on 27/06/2007 13:05:49 Well, there is a handful of threads on this, but I didnt find any younger than 2 years old.
I'm a first year player, so I cant really talk about corp management interface, but AFAIK it has got a bit of love lately. So did hangar and market interface, as well as some other stuff, and to my mind they are good enough.
The horrorshow which affects everyone from the start is ship interface, so lets whine on this a little?
Condition: Do NOT suggest anything, which will allow you to get info not available by game rules as by now. Lets just talk ergonomics here.
My points:
1) Indicators of effects on your ship needed. You can always tell that you are being shot, but the interface badly needs red lights that go on when: - Propulsion jammed - Warp jammed - Tracking jammed - Sensors jammed etc.
Some people suggest it should show also "by whom" and "how much", but that violates The Condition - you dont have indication of who's shooting at you, while captain DEFINITELY knows instantly if any of ship systems are going down. Several small simple VISIBLE indicators would make things better.
2) Topology of buttons needs love. Putting target management and module management in opposite sides of the screen is MEAN. I know that most people use shortcuts - I do - but still, it shouldnt be like this. Moving mouse from targets to Current Object buttons then to modules and back really hurts. Could they be aggregated somehow?
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
4) Module redirection dependent on module status - bad. Why do modules need to end their cycle to get redirected? I dont mean instant switching of effect of course, just targets. Example - Target is dead, i need to switch my guns to another target. Why do I need to wait till their cycle ends or till they reload? I could assign them to target and they'll start shooting when ready. This could be welcome.
5) The whole system of module activation/indication (down right) is poor, and got even worse with Heat introduction. Icons of modules dont just get colored when active, they glow, and some area glows around them. So, if I have one of 6 turrets not working, it is really hard to see. If I fight in a system with bright background it becomes ten times worse, because buttons are semi-transparent! Moreover, now we have Overload switches on the same icons, and all this rendered the modules cluster down into complete blinking mess. This needs rebuilding, and though the task is not that simple, I'm sure CCP has some decent interface specialists to do it right.
***
This is all I can remember for now, maybe more will come up. I realize that reworking interface might not be the most cost-effective resource spending for you guys (i mean Devs), but on the other hand these issues irritate me from my first day of playing, so they might be of a significant influence on decision of new players to stay or not to stay.
Any opinions on this? Maybe there is a thread on this already I couldnt find? Sorry then.
UPD:
6) No Heat controls shown if Thermodynamics skill not learned (by JeanClaude) - arguably necessary, but good idea.
7) "Engage with drones" on right click on target (by JeanClaude)
Nice post. I've seen people ask for some indicator for beeing warp jammed, a long time ago, so i doubt they will do something about it. I'm one of the few who don't use shortcuts so it would be nice to group all my guns and shoot them all at once with one click.
|
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 13:36:00 -
[17]
Originally by: Saietor Blackgreen 3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
If I'm understanding you correctly, maybe this will help.
You know that you can click on those icons to shut off the module, right? Left-click on the gun icons next to the targets you don't want to be firing at and the module will deactivate. Then just send all that metal at the target you want to die.
I use this all the time. You still don't get an indication of which *specific* gun you'll be deactivating, but it lets you do things like redirect fire quickly.
|
El'essar Viocragh
Minmatar FSK23
|
Posted - 2007.06.27 13:37:00 -
[18]
Edited by: El''essar Viocragh on 27/06/2007 13:36:22
Originally by: Saietor Blackgreen 3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
Click on the icons right of the target at the top of your screen (the smallish indicators). That *drums* deactivates that specific effect/turret/ewar. Then reassign the now red/inactive modules.
-- [17:47] <Mephysto> its dead, jim |
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 13:40:00 -
[19]
And just in regards to the whole heat management UI issue, I posted this in the RevII feedback thread about my own ideas of how it could be reworked.
Post #646: http://oldforums.eveonline.com/?a=topic&threadID=539694&page=22#646
Might make things a bit more sensible than the way they are now.
|
Sc0rpion
Archer Daniels Midland
|
Posted - 2007.06.27 13:49:00 -
[20]
Everyone agrees the interface is an out-dated resource hogging pile of steaming turd, but it's clearly more important that modules that nobody complained about get completely unneeded tweeks.
Because let's face it - writing a UI is much harder than changing a database entry and calling it a patch.
The true secret to enjoying life is to live it dangerously. -Friedrich Nietzsche
Killmails are for pooftas. |
|
Angelus Custos
Deep Core Mining Inc.
|
Posted - 2007.06.27 13:52:00 -
[21]
Originally by: Tobias Solem This is irrelevant compared to the lag issues of this game.
When will people understand that all EVE employees are not generalists working on whatever is needed. They have job descriptions, and different skills. Being the worlds best interface designer is not necessarily a merit when working with servers.
As for the suggested solutions i agree. Perhaps CCP could start a suggestions thread where people can post pictures and or function flowcharts on how they would want the interface to be designed. It could be good inspiration all round.
If the interface is better designed the decresed ammount of repeated commands hampering the servers down might even decrease lag (press F1... wtf, F1, F1, F1, F1!... there we go).
Not that i dislike the present interface that much (except the drone part), but it could be improved.
|
cheru
Queens of the Stone Age Anarchy Empire
|
Posted - 2007.06.27 13:57:00 -
[22]
Very good suggestions.
Unfortunately they are a waste of your time. Wishes re UI and its customisation have gone unheeded by CCP for 2+ years.
................................................. been there done that |
Frug
Zenithal Harvest
|
Posted - 2007.06.27 14:09:00 -
[23]
Originally by: cheru Very good suggestions.
Unfortunately they are a waste of your time. Wishes re UI and its customisation have gone unheeded by CCP for 2+ years.
It's true. Even minor suggestions don't seem like they're ever gonna happen. They don't think the glowing green module buttons is a problem.
The best proposition was made a few months ago by someone with screenshots of module timers which would give you of an idea when the module's cycle will be over. That would be perfect. But no. Never happen.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 14:14:00 -
[24]
To be honest, I think this is an excellent time to suggest things since the GUI code is getting the attention it needs for the new clients. Saying nothing pretty much guarantees your opinion will get ignored.
|
Sc0rpion
Archer Daniels Midland
|
Posted - 2007.06.27 14:18:00 -
[25]
Originally by: Winterblink To be honest, I think this is an excellent time to suggest things since the GUI code is getting the attention it needs for the new clients. Saying nothing pretty much guarantees your opinion will get ignored.
What's the hurry? With Eve's patch schedule, the new UI won't be hitting Sisi until something like October 2009.
The true secret to enjoying life is to live it dangerously. -Friedrich Nietzsche
Killmails are for pooftas. |
Atrelle
Viziam
|
Posted - 2007.06.27 14:19:00 -
[26]
Originally by: Siigari Kitawa PLEASE DO NOT QUOTE THE ORIGINAL POST IN IT'S ENTIRETY.
It is HIGHLY annoying, it is generally forum taboo, and it adds TONS of extra needless scrollage.
As does large text.
But nice of you to support the OP by showing how little niggly things (quoting the OP in its entirety and an inefficent UI) effect us in big ways.
/signed to the OP btw
|
Alora Venoda
Caldari GalTech
|
Posted - 2007.06.27 14:55:00 -
[27]
Currently, there is ZERO indicator for when you are being warp-scrambled. But most other forms of EW are indicated. Since warp-scram is more imporantant than anything, it really sucks when you don't realise until you actually try to warp. At least they added an audio message instead of just a popup message that gets eaten by all the other combat message spam. But it would still be FAR more effective to simply change the color of your speedometer to red or yellow or something to show that you simply cannot enguage warp at that time.
On the issue of weapon cycles, I often anticipate the death of the current target and manually deactivate my weapons so that right as the target pops, I can start shooting next target immediately. This also helps save ammo, especially missiles. But it is guesswork, which can be wrong and actually reduce combat efficiency.
~~~~ ~~~~ ~~~~ Take away the risk and it would make flying around in space utterly pointless.
Take away the flying around part and you make EVE into a space themed spreadsheet application. |
Empyre
Domestic Reform
|
Posted - 2007.06.27 15:03:00 -
[28]
i've already missed the two little indicators that tell you how much powergrid and cpu your ship is using/has left on several occasions, forcing me to dock to see how much grid i have left. =(
where did those go anyway?
People argue when their personal views are at odds
--
Removed Rauths' message stating they removed my empty image tag. -Empyre |
|
CCP Tuxford
|
Posted - 2007.06.27 15:34:00 -
[29]
Originally by: Empyre i've already missed the two little indicators that tell you how much powergrid and cpu your ship is using/has left on several occasions, forcing me to dock to see how much grid i have left. =(
where did those go anyway?
You can always press ctrl-shift-f to get the fitting screen up.
As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time. _______________ |
|
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 15:43:00 -
[30]
Originally by: CCP Tuxford As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
It's not so much the damage messages that folks have issues with, it's the status ones for when you're affected by a status of some kind, such as being scrambled or jammed. Having all the statuses in a simple UI element of some kind would be extremely handy.
That way you can see whether you're being warp scrambled, or see how much logistic assistance you're getting and who's giving it to you. Etc.
|
|
Krutov
|
Posted - 2007.06.27 15:45:00 -
[31]
Originally by: CCP Tuxford Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
I agree!
Why not replace it with a DOT meter thats visible for each target only when you have that target selected that you ve been shooting at and another DOT meter for your own ship?
And please, make us able to move chat, navinfo, market, overview, neocom etc off the main client window to be placed on a 2nd monitor?
I d like to atleast be able to move around overview and upper let nav info to where I find it most comfortable to view for any given situation.
|
Sc0rpion
Archer Daniels Midland
|
Posted - 2007.06.27 15:50:00 -
[32]
Originally by: CCP Tuxford Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
Which is all fine and dandy, and I happen to agree with you here, but (and this seems to be a recurring theme for this game) the development team are not the only ones playing this game.
Rather than giving the players the option to toggle an option as they see fit, the team as a whole just seems to say "Well *I* like/dislike this" and summarily add/remove it, often in direct opposition to what the playerbase wants.
The heat interface is a prime example. There's no way to turn it off. Even if you don't have the skills to use it, you're stuck with the interface on your screen. You want to give us a new feature, great. But since not everybody will train those skills, why are they stuck looking at the interface for it?
The damage messages are another example. You don't like them. I don't like them either. But lots of people *do* like them, and the information ends up in the log anyway, so instead of summarily removing them, why not give the player the option to toggle them on/off? That way, everybody is happy.
The true secret to enjoying life is to live it dangerously. -Friedrich Nietzsche
Killmails are for pooftas. |
knifee
Caldari Rage Academy oooh Shiny
|
Posted - 2007.06.27 15:57:00 -
[33]
Originally by: Sc0rpion
The damage messages are another example. You don't like them. I don't like them either. But lots of people *do* like them, and the information ends up in the log anyway, so instead of summarily removing them, why not give the player the option to toggle them on/off? That way, everybody is happy.
i'm sure there is a toggle under the generic options window to turn dmg msg off. its a good idea to turn them off in a laggy fleet fight. Only problem is though that it stops logging the dmg as well.
www.eve-dev.net - making a good thing better
|
Cardice Makar
Caldari Dark Knights of Deneb Against ALL Authorities
|
Posted - 2007.06.27 16:01:00 -
[34]
Originally by: Sc0rpion
The damage messages are another example. You don't like them. I don't like them either. But lots of people *do* like them, and the information ends up in the log anyway, so instead of summarily removing them, why not give the player the option to toggle them on/off? That way, everybody is happy.
Yeah, I really really think we need some options in the interface. Everyone thinks a bit differently, and everyone has their own layout in mind. I'd like some options myself.
I think we can all agree though, that the interface needs some work.
[ I predict this biting me in the back later when I'm stumbling around trying to mentally un-program four-plus years worth of EVE-related memorized control locations ]
|
Velsharoon
Gallente Endgame.
|
Posted - 2007.06.27 16:12:00 -
[35]
If somethings happening to my ship i wanna know about it, nuff said.
|
Angelus Custos
Deep Core Mining Inc.
|
Posted - 2007.06.27 16:25:00 -
[36]
Originally by: CCP Tuxford
You can always press ctrl-shift-f to get the fitting screen up.
Is there any way of finding out things like this without random dev encounters on the forums?
|
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 16:26:00 -
[37]
Originally by: Angelus Custos
Originally by: CCP Tuxford
You can always press ctrl-shift-f to get the fitting screen up.
Is there any way of finding out things like this without random dev encounters on the forums?
Could always look at the key mappings already defined in the Escape menu. :)
|
Angelus Custos
Deep Core Mining Inc.
|
Posted - 2007.06.27 16:32:00 -
[38]
Originally by: Winterblink
Originally by: Angelus Custos
Originally by: CCP Tuxford
You can always press ctrl-shift-f to get the fitting screen up.
Is there any way of finding out things like this without random dev encounters on the forums?
Could always look at the key mappings already defined in the Escape menu. :)
Splendid! Now is there any way of finding out that those key mappings exist without a random dev encounter followed by a friendly helpful fellow player?
I need a manual.
|
Vitrael
Stormriders Fimbulwinter
|
Posted - 2007.06.27 16:35:00 -
[39]
100% Agree with OP and Tux.
I frequently cannot tell whether modules are active because of the green bar in heat UI. My top slots spill over into the the Drone UI because of heat UI. There is no good indicator of status effects. Damage messages are practically useless because they come and go so quickly. I might add that the Drone UI is junky and quite a few good alternatives to it have been recommended already.
----------
|
Winterblink
Body Count Inc. Mercenary Coalition
|
Posted - 2007.06.27 16:36:00 -
[40]
Originally by: Angelus Custos Splendid! Now is there any way of finding out that those key mappings exist without a random dev encounter followed by a friendly helpful fellow player?
I need a manual.
They're always out of date. :)
|
|
Ecchus
Minmatar Egbinger Mining Co
|
Posted - 2007.06.27 16:44:00 -
[41]
Originally by: Tobias Solem This is irrelevant compared to the lag issues of this game.
You are absolutely correct. This post is totally irrelevant to lag issues.
This is why the word lag appears nowhere in the OP.
Kudos for noticing that.
==========
Towards thee I roll, thou all-destroying but unconquering whale; to the last I grapple with thee; from hell's heart I stab at thee; for hate's sake I spit my last breath at thee..
- Melville.
|
NightF0x
Gallente principle of motion Interstellar Alcohol Conglomerate
|
Posted - 2007.06.27 16:49:00 -
[42]
Originally by: CCP Tuxford Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
I have to disagree. I like having the single damage messages, but would like to have a grid level communication box that contained these messages. Having to load the log to see if you are even hitting the other ship is a huge PITA.
|
MuthaTrucka
Amarr Celestial Horizon Corp. Valainaloce
|
Posted - 2007.06.27 16:50:00 -
[43]
I concur with the Above Posters. I'd like to add that making the Ship Module UI more like the Ship information UI would make it passable.
My above statement means move the modules to a Separate, non transparent Box with some customization abilities. Like Heat display on/off. Activation/deactivation Custom Colors. with the addition of Color customizable ECM,Web,Warp scramble Buttons would be nice(each Extra warp strength would add a Button for example).
All of course would be on/off with custom colors so the color blind among us have better options.The Box being no longer see through would take care of the Bright Color Problem encountered in certain locations.
--------------- Don't Call me a Carebear, I don't really care about much at all.
|
Thoric Frosthammer
Fallen Angels Inc INVICTUS.
|
Posted - 2007.06.27 16:56:00 -
[44]
TBH, i don't understand why they don't just move to a more extensible xml interface like virtually every other mmo on the market has. Then you just look at the mods that come out, see what people are really using and want, and incorporate the "best of" mods into the interface over time. This would also basically allow people to put interface components wherever they personally wanted them.
One of the worst things about this game, imo, is the lack of interface customization.
|
Sha'Uri Dark
Freelancing Corp Confederation of Independent Corporations
|
Posted - 2007.06.27 17:05:00 -
[45]
Originally by: CCP Tuxford
As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
UI Improvments
Anything thats gets me the 20-30+ fps the UI eats would be welcome, of course along with some much needed added functionality. -------------------------------- As a Freelancer...scratch that Originally by: Shar Tegral Stop projecting your out of game beliefs of what society should be upon the rest of us.
said it best. |
|
hango
Forum Moderator Interstellar Services Department
|
Posted - 2007.06.27 17:14:00 -
[46]
Quote: 3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
You can click on the little icons of your mods that are displayed next to the target picture above the target health indicators. This will deactivate those mods.
forum rules | [email protected] | Our Website
|
|
Tarron Sarek
Gallente Cadien Cybernetics
|
Posted - 2007.06.27 17:23:00 -
[47]
As much as I dislike the current UI, I hate the WoW interface customization frenzy.
Fix the EVE UI, make it faster, snappier, more usable, with shorter mouse movements and add keyboard shortcut. Great.
But for the love of everything that's EVE, don't make it freely customisable. Searching for the newest and most effective UI mods every week or day to such an extend that you're not competitive without sucks big big time. I'm glad I've put that behind me.
_________________________________ - Balance is power, guard it well.. - |
Miranda Duvall
Gallente OPM Holdings
|
Posted - 2007.06.27 21:09:00 -
[48]
Originally by: hango
Quote: 3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?
You can click on the little icons of your mods that are displayed next to the target picture above the target health indicators. This will deactivate those mods.
Now you tell me ?!?! I get the distinct impression that only a very few players know this little trick, I for one didn't and I wish I had leared about it years ago, would have saved me tuns of frustration...
Any more of these little known tricks???
My Skills -Invention HowTo |
|
hango
Forum Moderator Interstellar Services Department
|
Posted - 2007.06.27 21:13:00 -
[49]
I figured that one out by accident. When you hover over the icons your cursor changes, I was curious and clicked. Usually that results in my ship self-destructing or me declaring war on CONCORD by accident, but this time nothing bad happened...
forum rules | [email protected] | Our Website
|
|
Popsikle
Minmatar Re-Awakened Technologies Inc Electus Matari
|
Posted - 2007.06.27 21:25:00 -
[50]
You always know whos firing something at you.
The icon in the overview changes from yellow (locked) to red (module active against you) ____ <t20> i want to be in a manager potition at Hooters <SaraDawn> Garthagk, do you have it up ? <Garthagk> I can get it up anytime. |
|
bluechimera
D00M. Triumvirate.
|
Posted - 2007.06.27 21:27:00 -
[51]
Originally by: CCP Tuxford
Originally by: Empyre i've already missed the two little indicators that tell you how much powergrid and cpu your ship is using/has left on several occasions, forcing me to dock to see how much grid i have left. =(
where did those go anyway?
You can always press ctrl-shift-f to get the fitting screen up.
As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.
I dunno, I find the damage messages useful (when I don't need them off to fight lag) as I seem to focus on the center of my screen...that sudden red text helps me remember to rep soon :P
The overview I've always had issues with...primarily with how long the dang thing gets, especially when in a fleet converted gang, with broadcasts, in a carrier, while using the top section to target etc so I dont misclick someone...
But at the same time, save being able to "Detach" each section and put it wherever you want, or getting multiple monitors, I'm not really sure how else to make it better :P
|
Mortok Tristan
|
Posted - 2007.06.27 22:02:00 -
[52]
do whatever you want to the UI, but for the love of god dont make damage info show up in all chat channels like new mission npc chatter, turning my screen in a blink-fest.
|
Acacia Everto
State War Academy
|
Posted - 2007.06.27 22:26:00 -
[53]
I agree. The UI needs a serious overhaul (and the jamming indicator that does exist now needs to be fixed to Pre-Rev II specs so it doesn't overlap percentage/hp overlays). The EWAR indicators and the ability to see the cycle time of each module (which I always imagined looking like what the heat damage indicator did, go figure :P) is an invaluable tool. How far are your reps from saving your ship from destruction? Are you scrammed so if your reps aren't close enough to cycling you can get out?
Drones. The Drone UI is awful. I wish it was like module activation in a way, prime them to fight and upon lock the drones would attack, but even a right click on target and "Engage drones on target" as suggested before would be an amazing improvement.
|
Bein Glorious
GoonFleet GoonSwarm
|
Posted - 2007.06.27 22:54:00 -
[54]
I kind of like how the UI is complicated, it makes it so its harder to learn how to PvP without getting tips from someone else.
It'd be nice if it didn't kill my framerate so much, though. |
Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.27 22:57:00 -
[55]
Edited by: Tareen Kashaar on 27/06/2007 22:58:12 Oh yes please. And if you don't, at least give us a more modular UI! :p
/me scurries off to play with a bunch of EVE screenshots in photoshop... let's see if I can't come up with some good suggestions --- WTS: Forum Signatures, price negotiable. Evemail me!
|
El'essar Viocragh
Minmatar FSK23
|
Posted - 2007.06.28 04:18:00 -
[56]
Originally by: Miranda Duvall Now you tell me ?!?!
Could have found out on page 1.
-- [17:47] <Mephysto> its dead, jim |
Erinon
|
Posted - 2007.06.28 05:07:00 -
[57]
All I want is a little UI Element that I can move around or disable that looks like:
|----------------------| |Engines: Online ... | |----------------------| |Warp Drive: Offline | |----------------------| |Scanners: Offline .. | |----------------------|
Or even just a red light/green light toggle for each would be nice. I don't even want to know who is jamming me. I just want to know when I am or not. I hate not knowing that my warp drive is scrambled until it's too late, simply because my combat messages passed over it too quickly from damage spam.
|
Maglorre
|
Posted - 2007.06.28 05:12:00 -
[58]
Originally by: Winterblink
You know that you can click on those icons to shut off the module, right? Left-click on the gun icons next to the targets you don't want to be firing at and the module will deactivate. Then just send all that metal at the target you want to die.
No, didn't know that, wish I had. Thank you Winterblink. I'd send you ISK but I need it more than you I suspect.
In relation to a couple of the comments about this being unrelated to lag, I disagree a little with that. When I'm in a mission or medium gang battle and I'm suffering from CLIENT SIDE lag it's a right pain to reassign the drones to another target because it takes so long to do with the menu . Trying to select an option from a menu that takes 5-10 seconds to appear and with a lagging mouse pointer is a nightmare.
Being able to select a target and then use a hot key or single button to tell my drones to attack the target would solve that problem. Same goes with reassigning all my offensive weapons as well but at least those are bound to hotkeys so i can still mash the keys even when lagged and have some hope that the commands get through.
|
Wrayeth
Shiva Morsus Mihi
|
Posted - 2007.06.28 05:33:00 -
[59]
Edited by: Wrayeth on 28/06/2007 05:35:28 The damage messages are necessary for you to figure out which damage type your enemy is weak against when you're in a missile boat.
If, for instance, you're in a raven and fire off a mixed volley of torps, you'll check the log (which only works if damage messages are on) and discover which of your opponent's tank's resists are weakest, then switch all of your launchers to that damage type to maximize your damage potential (which is what Caldari do to make up for crappy base DPS). As such, damage messages are entirely necessary.
EDIT:
P.S. Please, I'm begging you, switch the Caldari kinetic damage bonus to a bonus to all appropriate missile types so our racial advantage actually WORKS on ships that aren't the raven. -Wrayeth n00b Extraordinaire
"Look, pa! I just contributed absolutely nothing to this thread!" |
William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
|
Posted - 2007.06.28 05:41:00 -
[60]
On the topic of point 3:
You can click the little icons besides targets in order to tell the guns you have on them to turn off, then just turn the guns back onto another target when they finish tjeir cycle and stop blinking (and then that brings us to point 4 again :P)
|
|
Maglorre
|
Posted - 2007.06.28 05:50:00 -
[61]
Originally by: Wrayeth ...you'll check the log...
I've tried to do this but even that is quite difficult when there is a lot of damage messages coming in, quite apart from the death inducing lag that opening the log window creates for me it's difficult to find the right messages.
I'm seriously considering writing a program to monitor the log file externally and give me a little display of recent damage dealt in real time (dual head FTW!).
Ideally this could be added to the game client. Overlay a "last damage" amount onto the weapons. More clutter I guess but terribly useful information that is already provided (in a very poor way).
|
Acacia Everto
State War Academy
|
Posted - 2007.06.28 06:32:00 -
[62]
Originally by: Maglorre
Originally by: Wrayeth ...you'll check the log...
I've tried to do this but even that is quite difficult when there is a lot of damage messages coming in, quite apart from the death inducing lag that opening the log window creates for me it's difficult to find the right messages.
I'm seriously considering writing a program to monitor the log file externally and give me a little display of recent damage dealt in real time (dual head FTW!).
Ideally this could be added to the game client. Overlay a "last damage" amount onto the weapons. More clutter I guess but terribly useful information that is already provided (in a very poor way).
That's not a bad idea, or at least some basic overlay of scramming and such, just so you know you've been scrammed during the fight. I think I'll end up doing this on my laptop...could be very simple to access a share and continually grep a logfile for scrams, and if so alert me with an audible and visual warning. It's an awful way to do things, but if CCP won't give us the tools, why not make a tool that'll at least do a decent portion of what we want.
|
Lastdon
|
Posted - 2007.06.28 07:06:00 -
[63]
My suggestion to CCP is to take a smart business point of view from another company.
What I mean even though people get mad when you use this companys name is look what blizz did to WOW. When that game first came out the UI sucked big time. So what they did is created a easy add ons folder for players to make their own UI changes as long as they didn't fall under botting. A majority of the Interface in that game wasn't developed by blizz but some college kid who thought this would be a good idea for the interface.
For example CT Mod, titan panel ex.... It saves you guys money and time, some kid will develop it for you then you can just implement it to the game later on. It just requires you to put some aggrement in the terms.
|
Mnengli Noiliffe
|
Posted - 2007.06.28 07:11:00 -
[64]
Yeah the UI. It's fugliest thing I saw in computer games tbh.
1. Please make it possible to reload all turrets with specific ammo type. Currently there is no point in reloading because when you finish clicking every turret choosing new ammo, the target is already dead (or your ship). So you either choose range before the fight or become highly ineffective as you are switching ammo instead of fighting. This also makes laser fast crystal switch advantage null and void. 2. Please increase the number of F- keys usable. Why can we only use F1-F8 and not F9-F12? Either that of fix the method a keypress is captured. For example if I want to press ALT+F1 I have to hold down ALT, then hold down F1 and then release F1, however if I release ALT before the game acts on ALT+F1 combo, then the game will think I only pressed F1. This means that any non-high slot mods are very hard to activate using keyboard (because when there are lots of objects, game lags too much and kaypresses are only notified in few seconds. and my computer is P4/3GHz/1GB RAM) To work this around I could drag more mods to high row but I can't drag more than 8 mods there.
|
Alex Tremayne
Lyrus Associates Betrayal Under Mayhem
|
Posted - 2007.06.28 09:16:00 -
[65]
The UI has been desperately in need of a complete overhaul for some time. Many good points have been made here.
My personal pet hates are the drone UI having to share space with the overview and the gang UI and the lack of indications for ECM effects. Seriously CCP: little blinking lights for each ECM effect, it can't be that difficult.
Lyrus Associates' Diplomat Of Last Resort |
torswin
Caldari Capital Productions Inc.
|
Posted - 2007.06.28 10:09:00 -
[66]
Originally by: Alex Tremayne Seriously CCP: little blinking lights for each ECM effect, it can't be that difficult.
the problem is that then some colour blind or epeleptic will whine about it causing scheisures or something... there's always someone who will whine about any changes ccp do :( ---
|
Alex Tremayne
Lyrus Associates Betrayal Under Mayhem
|
Posted - 2007.06.28 10:44:00 -
[67]
Originally by: torswin
Originally by: Alex Tremayne Seriously CCP: little blinking lights for each ECM effect, it can't be that difficult.
the problem is that then some colour blind or epeleptic will whine about it causing scheisures or something... there's always someone who will whine about any changes ccp do :(
So have them be lights that don't blink. Or little ticky boxes that get ticked when the appropriate bad stuff is happening. I don't care. I just want some sort of indicator.
Anything is better than nothing.
Lyrus Associates' Diplomat Of Last Resort |
Anehra
X-Fire
|
Posted - 2007.06.28 11:07:00 -
[68]
Nice post, supported.
Also; very annoying to have the heat buttons so close and easily accidenly activated when not wanted to.
Happened to my other character a couple of days ago, he was fighting and wanted to activate heat on a module and noticed it accidently went on when he was activating alot of modules a few sec earlier. (I'm mentioning that as using the right-click option to 'lock' the heat activation would not be a solution as I *wanted* to use it a few secs after I had accidently activated it. It needs to be separated and less risky to accidently activate - while still having the option to access it fast in the 'heat' *cough* of battle).
- Revelation II - "WE'RE SORRY, SOMETHING HAPPENED" |
Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.28 11:12:00 -
[69]
Originally by: torswin
Originally by: Alex Tremayne Seriously CCP: little blinking lights for each ECM effect, it can't be that difficult.
the problem is that then some colour blind or epeleptic will whine about it causing scheisures or something... there's always someone who will whine about any changes ccp do :(
Colorblindness handicaps can always be circumvented in UI design by not just using color as a contrast, but brightness in addition. For example, inactive icons would be dark and grey, active ones would be bright and flashing red.
I really do wonder though, why can't there just be a customizable UI? Doesn't even have to go as far as including all the different tools and windows, but all the other stuff that is shown in space, like: Overview, Targets, Modules, Ship Status, Solar system info. Wouldn't it be possible to have all that information, as well as information on what is on the same grid (and warpable objects off grid) as pollable data sets in the client, that any custom UI plugin could query and display in whatever way they prefer?
Another "feature", that really obstructs usability in my humble opinion, is the automatic focus on the last active chat window whenever you start to type anything. In station, I can understand this, but in space, it has to go. I don't want to have to press Ctrl+Alt+Shift+[key] for keyboard shortcuts, I want to be able to hit one key and be done with it. Chat could still be activated by pressing the Enter key first, like it is done in many other games.
Example of this: Active targets. Why not let us switch between our currently locked targets with the 1-0 key, and those two next to the zero for those few people with Multitasking 5?
Why not let us use Page-up and Page-down to browse the overview, and give us hotkeys to activate the various available actions?
Why not give us one-click action buttons for drone commands? Let us bind a key to certain drone groups on the fly, and dispatch or recall them with just two buttons! Active drone groups could still be switched through the right click menu.
Why not let us group our modules and activate them all with a single keystroke? Fully customizable through the right click menu, individual modules could be assigned to one of the F1-F12 keys - I doubt anyone will ever need more than 12 module groups. Group the visually - give us for ex. a tab around them that we can right click to batch change ammo, reload, etc.
Why not give us a simple clock-like timer overlay on our modules, for easy visibility of how long their current cycle? This is so obvious, easy and handy that I really don't understand why it isn't in.
Why not give us little EW indicators next to the ships on our overview? Let us see at a glance for example which of the 20 npc frigates is the one with the scrambler, or in denser fleet situations, how deep in **** we really are.
I'm working on a little UI concept incorporating these concepts and will post it on the Features and Ideas as soon as it's ready... I just hope the dev team realizes the importance of the UI. I have my hopes up for the new graphics engine, but I fear I might get disappointed if I don't at least take some action myself --- WTS: Forum Signatures, price negotiable. Evemail me!
|
Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
|
Posted - 2007.06.28 11:18:00 -
[70]
well damage messages have one usefullness.. adn its a very important one: now if you are hitting, missing or hitting barely... Could be cahnged by a small percentage number under the gun rack showing the % hit chance on taget beign shot at.
If brute force doesn't solve your problem... you are not using enough |
|
|
CCP Tuxford
|
Posted - 2007.06.28 11:33:00 -
[71]
Originally by: Tareen Kashaar *loads of suggestions*
I like a lot of those suggestions. I've always dreamed of a sort of a "combat mode" which would disable chat and let me use any button I damn well pleased.
So to sum up problems people have with UI
Hard to see module activation with red blinky stuff around modules for damage and module in overloaded state and what not lack of keyboard shortcuts, we have a lot but more is well... more Ship status. That means seeing if you're scrambled, webbed, damaged, dampened and so on and who's doing it to you
I'd like to see drone manager thingie moved from the overview as well. _______________ |
|
Siigari Kitawa
Gallente The Aduro Protocol
|
Posted - 2007.06.28 11:35:00 -
[72]
Edited by: Siigari Kitawa on 28/06/2007 11:34:52 Tuxford, think outside the module icon.
Maybe make a single LINE on one side of the icon that shows heat. The line will fill up as the module overheats, instead of having it going around the module iteslf.
Like this:
|O _________________ Burn. |
|
CCP Tuxford
|
Posted - 2007.06.28 11:37:00 -
[73]
Originally by: Siigari Kitawa Edited by: Siigari Kitawa on 28/06/2007 11:34:52 Tuxford, think outside the module icon.
Maybe make a single LINE on one side of the icon that shows heat. The line will fill up as the module overheats, instead of having it going around the module iteslf.
Like this:
|O
ah well the heat is in the round thing above the capacitor. What you see around the modules is the damage state of each module. That needs to be linked to the module. _______________ |
|
Tolomea
Gallente 5th Front enterprises New Eve Order
|
Posted - 2007.06.28 11:39:00 -
[74]
can I request 2 more?
sweep timers on all the modules, by sweep timer I mean that lil clock effect that lets you know how long till the next cycle
also could the drones please get the reduced overview entry format that gang members get and could we please see the health of drones in the bay
|
|
CCP Tuxford
|
Posted - 2007.06.28 11:42:00 -
[75]
Originally by: Tolomea can I request 2 more?
sweep timers on all the modules, by sweep timer I mean that lil clock effect that lets you know how long till the next cycle
I'd like that as well
Originally by: Tolomea
also could the drones please get the reduced overview entry format that gang members get and could we please see the health of drones in the bay
Seems reasonable. Tbh I'd just like a whole new drone management window with drone settings and such.
Remember this is not me promising anything, I'm not a UI designer or a programmer but I can at least present your demands and lobby for them internally _______________ |
|
Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.28 11:42:00 -
[76]
Originally by: CCP Tuxford
Originally by: Tareen Kashaar *loads of suggestions*
I like a lot of those suggestions. I've always dreamed of a sort of a "combat mode" which would disable chat and let me use any button I damn well pleased.
Yeah, that's exactly what I'm talking about. Mouse navigation is all nice and well, but there's two different "layers" if you so will to a UI, and the mouse is only one of them: It's for easy access, look for function, find function, click. It may be accessible, but it's not efficient. That's what keyboard navigation is for: Longer learning time required to memorize all the shortcuts, but in exchange, you get instant access to the functions you want to activate.
I feel that the EVE UI covers the accessible layer very well, but it is damn inefficient for "power users", which pretty much everyone mutates to after a few months of playing.
I hope you'll consider some of those suggestions for when you guys start working on the new UI post-graphics update --- WTS: Forum Signatures, price negotiable. Evemail me!
|
Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.28 11:44:00 -
[77]
Originally by: CCP Tuxford
Originally by: Tolomea can I request 2 more?
sweep timers on all the modules, by sweep timer I mean that lil clock effect that lets you know how long till the next cycle
I'd like that as well
The little link I posted above has that too, I just didn't find the right word for it, not a native english speaker here --- WTS: Forum Signatures, price negotiable. Evemail me!
|
Tolomea
Gallente 5th Front enterprises New Eve Order
|
Posted - 2007.06.28 11:47:00 -
[78]
Originally by: Tareen Kashaar
The little link I posted above has that too, I just didn't find the right word for it, not a native english speaker here
That is some profoundly cool photoshopage and some sweet idea's I'm going to go back and read your other posts
|
Splagada
Minmatar Tides of Silence Hydra Alliance
|
Posted - 2007.06.28 11:50:00 -
[79]
Please Tuxford consider a Fleet fix
just on the client side wouldnt it be better using This idea(fleet display)? ------
|
Dan Flack
|
Posted - 2007.06.28 11:52:00 -
[80]
As long as they don't change the font!!!11
|
|
Tolomea
Gallente 5th Front enterprises New Eve Order
|
Posted - 2007.06.28 11:54:00 -
[81]
Originally by: CCP Tuxford
Remember this is not me promising anything, I'm not a UI designer or a programmer but I can at least present your demands and lobby for them internally
I think most everybody here understands that.
I also think I probably speak for most of us when I say that you've done a lot just by letting us know you are listening and understanding, and I/we appreciate that.
|
Tolomea
Gallente 5th Front enterprises New Eve Order
|
Posted - 2007.06.28 11:57:00 -
[82]
Originally by: Tolomea
sweep timers on all the modules, by sweep timer I mean that lil clock effect that lets you know how long till the next cycle
Also this could potentially tie in well with heat, I'm not sure what heat currently does to the cycle in progress, but if I could look at the timer on my LAR, realize that it just isn't going to get there in time and then use heat to kick it along... that would be cool.
|
Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.28 11:59:00 -
[83]
Originally by: Tolomea
Originally by: CCP Tuxford
Remember this is not me promising anything, I'm not a UI designer or a programmer but I can at least present your demands and lobby for them internally
I think most everybody here understands that.
I also think I probably speak for most of us when I say that you've done a lot just by letting us know you are listening and understanding, and I/we appreciate that.
Amen :) --- WTS: Forum Signatures, price negotiable. Evemail me!
|
Speed Burnout
Evolution Band of Brothers
|
Posted - 2007.06.28 11:59:00 -
[84]
Originally by: CCP Tuxford
ah well the heat is in the round thing above the capacitor. What you see around the modules is the damage state of each module. That needs to be linked to the module.
Can we have a setting to turn this off manually? Like the way we can hide passive modules. -------------------------------------------- We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp! |
Kharadran Sullath
Caldari
|
Posted - 2007.06.28 12:05:00 -
[85]
The Heat interface really needs a fix. It's so easily misclicked when you just want to turn on/off the mods. ------ --Don't get saucy with me Bernaise!-- |
Anehra
X-Fire
|
Posted - 2007.06.28 12:05:00 -
[86]
Originally by: CCP Tuxford
Originally by: Tareen Kashaar *loads of suggestions*
I like a lot of those suggestions. I've always dreamed of a sort of a "combat mode" which would disable chat and let me use any button I damn well pleased.
So to sum up problems people have with UI
Hard to see module activation with red blinky stuff around modules for damage and module in overloaded state and what not lack of keyboard shortcuts, we have a lot but more is well... more Ship status. That means seeing if you're scrambled, webbed, damaged, dampened and so on and who's doing it to you
I'd like to see drone manager thingie moved from the overview as well.
Quoted for truth. Both Tareens suggestion (I like the image provided too btw, except that imho the 'bar' on top is way oversized. Minimalistic ftw. Small icons, small text, small everything, more space!), as well as Tuxfords replies.
The UI as it is is already too blurry with at least 2 chatboxes (local, maximized from top to buttom - there's no option really, for a 0.0 roaming pvper), scanner (always up and somewhat bigger than default to list everything), the default UI, the overview..
..and add in a separate drone interface (much needed), and you basicly won't get any nice view of the fighting or space or roids at all.
Tragic.
Give an option to resize things to smaller than needed: * local! needs to be 'thinner' from left/right * overview could use some smaller textsize for those that want it, I'm more interested in 'tag' 'distance' and 'velocity' than everything else - and yet I need to see the name of things. Bleh! * default UI, hiding buttons is nice but they're still 'there' if you know what I mean, if I jump into other ships I might need it - so i can't use 'their space' for other things like the scanner or a potential drone UI. Let us move buttons and display around, unlock it - and resize it, I want it half the current size, or smaller. * scanner needs to be able to resize left-right just as local, thinner please, it takes up too much space. * colours, let us just change all colours as we want, icons on the HUD, borders, hell even the colour 'theme' when logging in hasn't even got the option to chose RMR-winered (the best colour so far, easy visibility and pleasant for the eye). It's help colourblind people as well as making buttons easier to see when active/not active too. Everything should be possible to re-colour, buttons, hud, speedometer, everything.
Things that are good today is the transparent windows. It helps to give visibility but it has turned more necessary than 'nice' to be honest.
- Revelation II - "WE'RE SORRY, SOMETHING HAPPENED" |
Felysta Sandorn
Caldari System-Lords
|
Posted - 2007.06.28 12:16:00 -
[87]
Originally by: CCP Tuxford Ship status. That means seeing if you're scrambled, webbed, damaged, dampened and so on and who's doing it to you
EW TRACKING WINDOW!
Pilot >>> Timer >>> EW Type Felysta Sandorn >>> 3.2s >>> Warp Disruption CCP Tuxford >>> 7.5s >>> Tracking Disruption CCP Tuxford >>> 7.1s >>> Tracking Disruption
You get the picture... Have them all in a little window that you can move about, with those nice little timer boxes...
Latest Video, Click Here!
|
Tolomea
Gallente 5th Front enterprises New Eve Order
|
Posted - 2007.06.28 12:21:00 -
[88]
Originally by: CCP Tuxford
Originally by: Tolomea
also could the drones please get the reduced overview entry format that gang members get and could we please see the health of drones in the bay
Seems reasonable. Tbh I'd just like a whole new drone management window with drone settings and such.
So would I but there's some hope that simpler = sooner, for example if a drone interface over haul is going to take 6 months to get here, then slip it another month or 2 and give us some small fixes now.
The two I listed there seem simple (I appreciate that there is often more to these things than is apparent at face value).
A third simple seeming one that would be quite nice is to decouple the expanded state of the bay folders and the in space folders. Generally I want to see all the individual details for all the drones in space and only the group names for those in the bay. Unfortunately currently the expanded/collapsed state of a given drone group are somewhat tied together.
|
Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.28 13:01:00 -
[89]
Originally by: Anehra I like the image provided too btw, except that imho the 'bar' on top is way oversized. Minimalistic ftw. Small icons, small text, small everything, more space!
Agreed, it's still a work in progress concept anyway --- WTS: Forum Signatures, price negotiable. Evemail me!
|
TA6YPET
|
Posted - 2007.06.28 13:15:00 -
[90]
The 2 things that kill me alive.
Firstly, all this green blinking and glowing is abominable. You can't control what's going on half of the time, as you have to stare into the module icon for about a second to actually understand if it's freaking working or not. And when you are fighting a nos ship all your modules switch off at random.
The second thing is drones, and esp. the right click menu that is the only means to control them.
I have thought a little, and that's what I suggest.
1. Focus on "At one glance" perception. The state of each module should be clearly indicated 100% of the time. Now it's only about 50% when the glowing is bright.
2. More info. Cycle time absolutely must be displayed. Probably a bar indicator under each module.
I'd also like the damage messages (numbers only, probably of different colour for wrecking and poor hits) to appear above of each gun icon, missle launchers must also display the ammount of missles in flight.
I'd also like to have the indication of ew modules applied to my ship and to my targets by my gangmates.
3. customisable group buttons.
I think it's time to separate ship slots and inspace interface icons. icons must be customisable, for example I'd like to set all guns on 1 interface icon (and keyboard shortcut), active tank modules on the second icon, speed mod on the third and so on.
All Icons should have "autorepeat" and "repeat when possible" triggers.
Overload buttons should be also customisable (you set the modules to be overloaded) and with 2 options - auto disable on critical (25% of any module hp) and disable on module destruction (0% of overloaded module hp)
4. drones.
I thought of an icon for drones just like any ship module. On activation drones engage current target, on deactivation they disengage and orbit. If a drone is destroyed in "engage" phase and a new drone is lauched, it must engage automatically.
and the current drone interface must be simplified and will be used only to launch and recall drones. First, it needs a big red "Dock drones" button with a keyboard shortcut. Then, all drone group folders must be eliminated, and all drones in dronebay stacked by type. There must not be suchlike
warrior I x5 warrior I warrior I
picture, it's plain stupid. Just "warrior I x7" followed by 2 buttons, "launch 1" and "launch all" for each drone type.
"launch damaged drones" option will be needed to repair drones in space, but in all other cases damaged drones must be set to the end of the launch queue.
The second part of drone interface will display the drones in action,with health bars like that of fleet members, and drone damage messages like I proposed to guns and launchers.
5. Visual effects. Guys, seriously, interface must be informative, and only then cute. If it's not cute, we'll live with it. It's the "informative" part that matters to 80% of eve players. Leave visual effects to ship guns.
Thanks for attention, hope my ideas will be of some use.
|
|
Alex Tremayne
Lyrus Associates Betrayal Under Mayhem
|
Posted - 2007.06.28 15:05:00 -
[91]
Originally by: TA6YPET
A whole bunch of really good stuff.
This is the kind of thing we need. We shouldn't have to battle with the UI just to be able to battle with other people.
Lyrus Associates' Diplomat Of Last Resort |
Methem
The Hand of Mortis
|
Posted - 2007.07.04 06:51:00 -
[92]
Could you have a green/yellow/red indicator to let you know the effectiveness of a module?
Green for optimal Yellow for 'accuracy falloff' Red for out of range/falloff
Just a suggestion thx
|
Jonny Warhawk
Gallente Blood Moon Masques
|
Posted - 2007.07.04 08:02:00 -
[93]
The interface is the most unappealing thing about this game to me. Now, while I will say the menus are beautiful and by far the best looking in any game, I really hate how the overview is and how the combat pans out. Do something in a future patch my friends! - - - - -
|
Minmatar baby
|
Posted - 2007.07.04 08:13:00 -
[94]
dident ccp once say where were rewriting the entire UI ?
|
Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
|
Posted - 2007.07.04 10:44:00 -
[95]
Originally by: CCP Tuxford
Originally by: Tareen Kashaar *loads of suggestions*
I like a lot of those suggestions. I've always dreamed of a sort of a "combat mode" which would disable chat and let me use any button I damn well pleased.
So to sum up problems people have with UI
Hard to see module activation with red blinky stuff around modules for damage and module in overloaded state and what not lack of keyboard shortcuts, we have a lot but more is well... more Ship status. That means seeing if you're scrambled, webbed, damaged, dampened and so on and who's doing it to you
I'd like to see drone manager thingie moved from the overview as well.
http://oldforums.eveonline.com/?a=topic&threadID=550176
Thanks for reminding me to get off my sorry ass and post my thread, been sitting on this for far too long -----
Tech 2 Tier 2 Battlecruisers Eve GUI Tweaks |
Dr Shameless
Celestial Horizon Corp. Valainaloce
|
Posted - 2007.07.04 11:26:00 -
[96]
or let us modify the UI with our own artworks and scripts =)
|
djenghis jan
Amarr Debiloff's Vanguard
|
Posted - 2007.07.04 11:48:00 -
[97]
I would like to add a color to overview telling what ship is doing what. For example a warp scramble frig that is scrambling rather than damaging should flash in a different color then red.
Also having overview sort on targets you specify would be usefull so you can pick from the top of the list, or better, a second set of rows or a second overview for ships that are actually hurting you would be nice to pick targets.
nice post :-)
|
Tanaka Nari
|
Posted - 2007.07.04 12:18:00 -
[98]
It might have been proposed before, but wouldn't a simple solution to several problems be this:
Add an additional chat window (anemd "notifications" or whatever) that contains everything that currently flashes in the middle of the screen for a split second, and it also contains mission popup messages that are then banished from all other chat windows.
Couldn't this be done pretty much right away, with existing technology?
|
Davos Breemer
|
Posted - 2007.07.04 12:30:00 -
[99]
Originally by: Thoric Frosthammer TBH, i don't understand why they don't just move to a more extensible xml interface like virtually every other mmo on the market has. Then you just look at the mods that come out, see what people are really using and want, and incorporate the "best of" mods into the interface over time. This would also basically allow people to put interface components wherever they personally wanted them.
One of the worst things about this game, imo, is the lack of interface customization.
QFT
Having the players being able to customize the UI is really the only way. Even in this limited thread there's disagreement about what needs to be done. People will want the UI setup the way they want it and that is going to be different for nearly everybody.
|
Supreme Biovizier
|
Posted - 2007.07.04 12:54:00 -
[100]
Edited by: Supreme Biovizier on 04/07/2007 12:54:15 1) signed 2) signed also 3) omfg so signed 4) signtastic 5) sign sign siggidy sign 6) don't really care
and 7) please CCP make something for the red-green challenged, a menu option so the module buttons blink/light/annoy in different colors I really can't tell whats firing and whats not half of the time, thank you.
edit: I really think they should make the quick fixes and put resouorces in the new client. This game soooo needs a new client IMHO
|
|
Gaurav
The Wild Hunt FATAL Alliance
|
Posted - 2007.07.13 05:21:00 -
[101]
Great ideas :) I know this might be something that doesn't bother too many people out there, but how about getting rid of those white lines that come off the crosshairs? They seem to take away from from the interface. I would be quiet happy with just the crosshairs.
|
|
|
|
Pages: 1 2 3 4 :: [one page] |