Pages: 1 [2] :: one page |
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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
youthink
Dem0tivated.
1
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Posted - 2012.02.09 09:28:00 -
[31] - Quote
+1 |
Blastfizzle
Quondam Souls of the Universe corporation ROMANIAN-LEGION
52
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Posted - 2012.02.09 16:41:00 -
[32] - Quote
+1 |
ACE McFACE
Acetech Systems
577
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Posted - 2012.02.10 08:17:00 -
[33] - Quote
If it hasnt already been said: Yellow for 'imma overheat next cycle' and red for overheating
+1 Real men wear goggles and a Navy shirt! |
Wacktopia
Noir.
167
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Posted - 2012.02.10 08:38:00 -
[34] - Quote
Something like...
Green > Activating Red > Deactivating
Apparently we're getting censored now. |
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CCP Tuxford
C C P C C P Alliance
116
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Posted - 2012.02.10 22:16:00 -
[35] - Quote
We did actually discuss not blinking when the module is active and just make it a constant green color since we can already see that it is active with the timer but then again you can hide that timer.
Having different colors when module is going into overloaded and stopping is definitely a good idea though. https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
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Liang Nuren
Heretic Army Heretic Nation
775
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Posted - 2012.02.10 22:19:00 -
[36] - Quote
CCP Tuxford wrote:We did actually discuss not blinking when the module is active and just make it a constant green color since we can already see that it is active with the timer but then again you can hide that timer.
Having different colors when module is going into overloaded and stopping is definitely a good idea though.
Please use something other than color... or something in addition to color. :(
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://vimeo.com/user9887127 Twitter: http://twitter.com/LiangNuren
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Lady Spank
Genos Occidere HYDRA RELOADED
1519
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Posted - 2012.02.10 22:36:00 -
[37] - Quote
This is a great idea with no drawbacks and would put heat cycles in line with module activations. This is a perfectly simple fix to a frustrating issue. (a¦á_a¦â) ~ http://getoutnastyface.blogspot.com/ ~ (a¦á_a¦â) |
Bloodpetal
Mimidae Risk Solutions
431
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Posted - 2012.02.10 23:00:00 -
[38] - Quote
I totally agree. i dealt with that earlier today.
Mimidae Risk Solutions Recruiting |
Nova Fox
Novafox Shipyards
3101
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Posted - 2012.02.10 23:17:00 -
[39] - Quote
I say when you overheat the module inner icon shrinks a bit the outer ring expands a little bit more and cycle time grows much bigger.
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Bienator II
madmen of the skies
571
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Posted - 2012.02.11 00:35:00 -
[40] - Quote
why does it have to blink at all if you deactivate it mid cycle? Just switch to the normal state.
it does not add any information if you think about it.
i would do the following: green -> will overheat next cycle red -> overheated nothing -> normal, or overheated but will deactivate overheat next cycle
simple two staged approach a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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Gorefacer
STRAG3S THE UNTHINKABLES
16
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Posted - 2012.02.11 02:27:00 -
[41] - Quote
This would be awesome.
The only downside of course would be that when I burn out a web or MWD like an idiot in a fight, my only conclusion could be that yes I am in fact an idiot with no poorly planned GUI implementation to take some of the blame. |
Fon Revedhort
Monks of War DarkSide.
311
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Posted - 2012.02.11 03:04:00 -
[42] - Quote
I didn't get the idea of new animation at all! It looks very embarassing to me.
May I suggest another idea?
http://oi39.tinypic.com/15oi45s.jpg \o/ |
Elindreal
Planetary Interactors
80
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Posted - 2012.02.11 04:58:00 -
[43] - Quote
jes i like |
Killdu
New Eden Renegades
0
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Posted - 2012.02.11 05:08:00 -
[44] - Quote
Signed. |
Sprite Can
21
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Posted - 2012.02.11 06:35:00 -
[45] - Quote
The cease light should be red as well. Or, maybe this convention?
Overloading will start : Blink green semicircle on top Overloading: Full green circle around module Overloading will stop: Blink red semicircle on bottom Refreshing Lemon-Lime~ |
Archare
SKEET ELITE Sk33t Fl33t
53
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Posted - 2012.02.11 07:11:00 -
[46] - Quote
One thing the devs need to consider along with this is the possibility of making it color blind friendly. While flashing greens and reds don't affect me, increasing the accessibility of the UI for all users would make sense. Providing a noticeable effect aside from just coloration could remedy this. |
FlinchingNinja Kishunuba
Bellum Esca
89
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Posted - 2012.02.11 12:13:00 -
[47] - Quote
Green bar at top glows when activated, when module is actually in an overload state white timer bar is red. |
Bloodpetal
Mimidae Risk Solutions
431
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Posted - 2012.02.11 17:23:00 -
[48] - Quote
Colors :
Blue when inactive (cool module)
Yellow when activating (warming up)
Green when Active (Go for Green)
Red when stopping overheat.
This isn't color blind friendly, either. But at least it acknowledge the issue. Also, telling "Green on" and "Red off" apart isn't that bad, since red is a transition state. Mimidae Risk Solutions Recruiting |
Diomidis
Pod Liberation Authority HYDRA RELOADED
38
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Posted - 2012.02.11 17:41:00 -
[49] - Quote
Bloodpetal wrote:Colors :
Blue when inactive (cool module)
Yellow when activating (warming up)
Green when Active (Go for Green)
Red when stopping overheat.
This isn't color blind friendly, either. But at least it acknowledge the issue. Also, telling "Green on" and "Red off" apart isn't that bad, since red is a transition state.
Too complicated for something that already has / had status indicators: green upper sector light on when active, off when inactive. The red heat dmg indicator bars are there too...
Flashing, and in multiple colors from multiple modules I would say will probably add to the frustration instead of clarifying things.
Eve is already too complicated without flashing crap. And yes, I do design stuff for actual users in real life. If it wasn't a toy for a 5yo, lights would not fly. "War does not determine who is right - only who is left." -- Bertrand Russell |
Djakku
Pod Liberation Authority HYDRA RELOADED
50
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Posted - 2012.02.13 20:33:00 -
[50] - Quote
To the top |
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Liafcipe9000
Kosher Nostra
7
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Posted - 2012.02.14 05:24:00 -
[51] - Quote
DaRiKavus wrote:Confirmed,
This is a good idea.
Red for hot, green for not.
+1
such a change would help everyone no matter what. |
Vile Coyote
Deep Space Legacy REN0VATI0
19
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Posted - 2012.02.14 13:16:00 -
[52] - Quote
Liafcipe9000 wrote:DaRiKavus wrote:Confirmed,
This is a good idea.
Red for hot, green for not. +1 such a change would help everyone no matter what.
-1. It's rare but some people can't tell the difference, especially over a dark background. Colors are fine but either choose some that are colorblind-proof (*) , or have another way of telling.
(*red , green, blue : pick only one). |
Buzzy Warstl
Huron Syndicate
10
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Posted - 2012.02.14 14:04:00 -
[53] - Quote
CCP Tuxford wrote:We did actually discuss not blinking when the module is active and just make it a constant green color since we can already see that it is active with the timer but then again you can hide that timer.
Having different colors when module is going into overloaded and stopping is definitely a good idea though. There is a green glow around an active module already, using a green indicator for overheat is too low a contrast.
Amber shifting to a nice hard red as the module gets damaged would be much more visible. |
Djakku
Pod Liberation Authority HYDRA RELOADED
53
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Posted - 2012.02.16 22:39:00 -
[54] - Quote
bump |
M1k3y Koontz
Taxes Suck Inc.
1
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Posted - 2012.02.21 21:39:00 -
[55] - Quote
+1, definitely needs difference colors |
Djakku
Pod Liberation Authority HYDRA RELOADED
55
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Posted - 2012.02.28 00:11:00 -
[56] - Quote
Bump |
Dibblerette
The Phantom Regiment The House Of Cards.
42
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Posted - 2012.02.28 00:47:00 -
[57] - Quote
Would it be too much of a burden for the icon to physically rotate as it cooks? That would be very cool, and combined with the top of the icon lighting up to currently show that it is overheated would provide a good reference point. Plus, It would be colorblind proof.
*Le poorly drawn example:
^ > v < ^
cool, 25% dmg, 50%, 75%, 100%+shuts down
Might be a little difficult for things like smartbombs, or possibly some other things, but maybe something to iterate on?
EDIT: looks fine in preview, but not real forums? |
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