These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next page
 

You guys should see this... (self calibrating tracking and range bars)

Author
Newtstadamus
Ministry of War
Amarr Empire
#1 - 2012-04-04 10:59:30 UTC  |  Edited by: Newtstadamus
It's not my post so all praise goes to MeatCarpet, this is just too good to sit in reddit and never go anywhere.

http://www.reddit.com/r/Eve/comments/rs6fm/what_the_ui_desperately_needs_self_calibrating/

Edit: name change for clarity.
Dorn Val
Ministry of War
Amarr Empire
#2 - 2012-04-04 12:28:32 UTC  |  Edited by: Dorn Val
I wish I could click on "Like" a few hundred times for this idea!!

Needs some ironing out, but it sure beats looking at angular velocity in "spreadsheet mode"...

Edit: For the bitter vets who will whine that this change is "Eve on easy mode": Go find another game to play already and STFU.

Sandbox: An enclosed area filled with sand for children engaged in open-ended, unstructured, imaginative play. Also a place for cats to urinate and defecate...

hmskrecik
TransMine Group
Gluten Free Cartel
#3 - 2012-04-04 12:37:02 UTC
Would be nice to have something like that.
Daktar Jaxs
Sniggerdly
Pandemic Legion
#4 - 2012-04-04 14:06:41 UTC
I would rather not see anything like this in the game. The information is already available, but you need to work it out for yourself. Something like this takes a task which the player must do and moves that process so the client does it for them. It would lower the skill ceiling of the game, particularly for small scale combat.
Crimson Tear
Deep Core Mining Inc.
Caldari State
#5 - 2012-04-04 14:10:25 UTC  |  Edited by: Crimson Tear
OP of Reddit post here. I've updated the concept to include some improvements. Gradients with lines to represent falloff would probably be a better representation, but you get the idea.

http://i.imgur.com/ipcUF.jpg

Edit: Newest version - http://i.imgur.com/N1Xjp.png
Newtstadamus
Ministry of War
Amarr Empire
#6 - 2012-04-04 14:36:17 UTC
Daktar Jaxs wrote:
I would rather not see anything like this in the game. The information is already available, but you need to work it out for yourself. Something like this takes a task which the player must do and moves that process so the client does it for them. It would lower the skill ceiling of the game, particularly for small scale combat.



In the end it is still a game and more info is always better then hard to interpret info, when I was new to the game trying to figure out why my guns weren't doing damage was pretty frustrating, I was in range but my tracking was too slow ect. This wouldn't change anything since the info is already there it would just make it not suck to use the information.
Ro'Kera
The Scope
Gallente Federation
#7 - 2012-04-04 15:52:37 UTC  |  Edited by: Ro'Kera
To everybody saying "this is already available in the overview you should all just learn to use it" -- your opinion is bad and you should feel bad.

If you really want to spend all your time in game looking at this, I guess I won't stop you, but I'd rather log in and look at something like this. I'm entirely in support of this concept.
Sarah Ichinumi
Perkone
Caldari State
#8 - 2012-04-04 16:44:43 UTC  |  Edited by: Sarah Ichinumi
This sounds like easy mode and is a TERRIBLE idea.

You have a distance column and transversal velocity column on your overview. Use them, and your knowledge of your ship's weapon systems.

Next thing you know people will want a green light that lights up when people are within tackle range and not tackled by anyone.

Edit: For those of you who don't know what the hell you're talking about, here's a brief explanation of how tracking works with transversal:

Tracking is a number in RADIANS PER SECOND. That's a number like 0.1 rad/sec. This is the maximum rate of rotation of your guns.

Transversal is a number in METERS PER SECOND. That's a number like 500 m/sec. This is the transversal component of your target's velocity, relative to you.

THESE TWO THINGS CANNOT BE COMPARED DIRECTLY. A THIRD PIECE OF INFORMATION IS NEEDED:

Distance is a number in METERS. That's a number like 23km. This is the actual raw distance between you and your target.

You need ALL THREE numbers in order to figure out if your guns will track. The farther you are, the less tracking you need for the same transversal, and vice versa.

The problem with the OP's suggestion is not that information is displayed clearly, it's that it does the thinking FOR THE PLAYER and spits it out in a nice easy "will it track?" bar. Clear information is not a problem, but turning transversal into "will it track" is an absolutely terrible idea.

There is a high skill cap to PvP in Eve, and this mechanic is an essential part of it. Deal with it.

Edit: Whoa, just realized there's an angular velocity column, must've been added after I started. STILL, players need to learn their own guns' tracking, not have it presented in a bar for them.
Newtstadamus
Ministry of War
Amarr Empire
#9 - 2012-04-04 16:49:05 UTC
An I crazy or did you just win this argument for why it SHOULD be implemented?
Crimson Tear
Deep Core Mining Inc.
Caldari State
#10 - 2012-04-04 16:49:06 UTC  |  Edited by: Crimson Tear
Sarah Ichinumi wrote:
This sounds like easy mode and is a TERRIBLE idea.

You have a distance column and transversal velocity column on your overview. Use them, and your knowledge of your ship's weapon systems.

Next thing you know people will want a green light that lights up when people are within tackle range and not tackled by anyone.

Edit: For those of you who don't know what the hell you're talking about, here's a brief explanation of how tracking works with transversal:

Tracking is a number in RADIANS PER SECOND. That's a number like 0.1 rad/sec. This is the maximum rate of rotation of your guns.

Transversal is a number in METERS PER SECOND. That's a number like 500 m/sec. This is the transversal component of your target's velocity, relative to you.

THESE TWO THINGS CANNOT BE COMPARED DIRECTLY. A THIRD PIECE OF INFORMATION IS NEEDED:

Distance is a number in METERS. That's a number like 23km. This is the actual raw distance between you and your target.

You need ALL THREE numbers in order to figure out if your guns will track. The farther you are, the less tracking you need for the same transversal, and vice versa.

The problem with the OP's suggestion is not that information is displayed clearly, it's that it does the thinking FOR THE PLAYER and spits it out in a nice easy "will it track?" bar. Clear information is not a problem, but turning transversal into "will it track" is an absolutely terrible idea.

There is a high skill cap to PvP in Eve, and this mechanic is an essential part of it. Deal with it.


That, or you can just look at angular velocity, which can also be shown in a column on the Overview. Comparing turret tracking in turret info directly to angular velocity is indeed very difficult. I see how you might think that makes the game difficult.
Sarah Ichinumi
Perkone
Caldari State
#11 - 2012-04-04 16:53:18 UTC  |  Edited by: Sarah Ichinumi
Crimson Tear wrote:
That, or you can just look at angular velocity, which can also be shown in a column on the Overview. Comparing turret tracking in turret info directly to angular velocity is indeed very difficult. I see how you might think that makes the game difficult.


Heh, just learnt of this column myself. OP's suggestion is great.

Edit: NO, NVM. It still removes the requirement for people to learn their own guns' tracking. Still a terrible idea.
Crimson Tear
Deep Core Mining Inc.
Caldari State
#12 - 2012-04-04 17:08:33 UTC
Sarah Ichinumi wrote:
Crimson Tear wrote:
That, or you can just look at angular velocity, which can also be shown in a column on the Overview. Comparing turret tracking in turret info directly to angular velocity is indeed very difficult. I see how you might think that makes the game difficult.


Heh, just learnt of this column myself. OP's suggestion is great.

Edit: NO, NVM. It still removes the requirement for people to learn their own guns' tracking. Still a terrible idea.


Indeed, right clicking the module is hard as hell. What separates the best PvP'ers from everyone else is that they know the capabilities of their opponents. The information about your own ship is already right there for you, it's that encyclopedic knowledge of other ships and modules that makes the difference.
WolfeReign
Caldari Provisions
Caldari State
#13 - 2012-04-04 17:13:21 UTC  |  Edited by: WolfeReign
Ro'Kera wrote:
To everybody saying "this is already available in the overview you should all just learn to use it" -- your opinion is bad and you should feel bad.

If you really want to spend all your time in game looking at this, I guess I won't stop you, but I'd rather log in and look at something like this. I'm entirely in support of this concept.


+1, I would rather be able to enjoy more of the beauty of the game then have my overview take up almost my entire screen
Sarah Ichinumi
Perkone
Caldari State
#14 - 2012-04-04 17:13:28 UTC
Crimson Tear wrote:
Indeed, right clicking the module is hard as hell. What separates the best PvP'ers from everyone else is that they know the capabilities of their opponents. The information about your own ship is already right there for you, it's that encyclopedic knowledge of other ships and modules that makes the difference.


Exactly. This encyclopedic knowledge of Eve is what separates expert players from experienced players from new players. It takes people years to learn all of this stuff, and now you want to just condense it all into "red = can't shoot, green = can shoot."

Terrible. Absolutely terrible idea. Next thing you know, there's a red outline around ships that aren't tackled by anything and "Show Info" on modules will just be removed from the game.
Newtstadamus
Ministry of War
Amarr Empire
#15 - 2012-04-04 17:19:55 UTC
Sarah Ichinumi wrote:
Crimson Tear wrote:
Indeed, right clicking the module is hard as hell. What separates the best PvP'ers from everyone else is that they know the capabilities of their opponents. The information about your own ship is already right there for you, it's that encyclopedic knowledge of other ships and modules that makes the difference.


Exactly. This encyclopedic knowledge of Eve is what separates expert players from experienced players from new players. It takes people years to learn all of this stuff, and now you want to just condense it all into "red = can't shoot, green = can shoot."

Terrible. Absolutely terrible idea. Next thing you know, there's a red outline around ships that aren't tackled by anything and "Show Info" on modules will just be removed from the game.


Making stuff hard for no reason when there is a better alternative doesn't make sense, yeah the way it works now is ok but it would be like me complaining that people don't use manual lawn mowers anymore because they are more manly and riding mowers are girly. Making stuff easier to use is good.
Sarah Ichinumi
Perkone
Caldari State
#16 - 2012-04-04 17:23:15 UTC
Newtstadamus wrote:
Making stuff hard for no reason when there is a better alternative doesn't make sense, yeah the way it works now is ok but it would be like me complaining that people don't use manual lawn mowers anymore because they are more manly and riding mowers are girly. Making stuff easier to use is good.


The problem isn't making stuff easier to use, it's doing the thinking for the player. If the OP's suggestion was just a visual way to display the target's range and angular velocity, that's fine - it's the built-in comparison to your OWN guns' tracking and optimal that is the problem.
Newtstadamus
Ministry of War
Amarr Empire
#17 - 2012-04-04 17:30:45 UTC
Sarah Ichinumi wrote:
Newtstadamus wrote:
Making stuff hard for no reason when there is a better alternative doesn't make sense, yeah the way it works now is ok but it would be like me complaining that people don't use manual lawn mowers anymore because they are more manly and riding mowers are girly. Making stuff easier to use is good.


The problem isn't making stuff easier to use, it's doing the thinking for the player. If the OP's suggestion was just a visual way to display the target's range and angular velocity, that's fine - it's the built-in comparison to your OWN guns' tracking and optimal that is the problem.


You know you can right click a gate and hit jump so I don't have to think to warp to the gate and then jump, I don't have to individually repair sections of my armor I can just click on button and suddenly my whole ship is fixed, the idea that this thinks for the player is ridiculous, the information is there it just sucks to use, this would fx it.
Ike Erata
Caldari Provisions
Caldari State
#18 - 2012-04-04 17:34:26 UTC
Sarah Ichinumi wrote:
Newtstadamus wrote:
Making stuff hard for no reason when there is a better alternative doesn't make sense, yeah the way it works now is ok but it would be like me complaining that people don't use manual lawn mowers anymore because they are more manly and riding mowers are girly. Making stuff easier to use is good.


The problem isn't making stuff easier to use, it's doing the thinking for the player. If the OP's suggestion was just a visual way to display the target's range and angular velocity, that's fine - it's the built-in comparison to your OWN guns' tracking and optimal that is the problem.



So by your logic if you could right click to 'set tracking speed', 'set optimal', and 'set falloff' like we do for orbit and range it'd be ok to change the UI as per OP?
Crimson Tear
Deep Core Mining Inc.
Caldari State
#19 - 2012-04-04 17:46:09 UTC  |  Edited by: Crimson Tear
Sarah Ichinumi wrote:
Newtstadamus wrote:
Making stuff hard for no reason when there is a better alternative doesn't make sense, yeah the way it works now is ok but it would be like me complaining that people don't use manual lawn mowers anymore because they are more manly and riding mowers are girly. Making stuff easier to use is good.


The problem isn't making stuff easier to use, it's doing the thinking for the player. If the OP's suggestion was just a visual way to display the target's range and angular velocity, that's fine - it's the built-in comparison to your OWN guns' tracking and optimal that is the problem.


Is this really so different?

http://i.imgur.com/4iELd.jpg
Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#20 - 2012-04-04 17:46:11 UTC
Memorizing the range and tracking for your weapons does not take skill.

This is not dumbing down the game. Presenting the information to the player in a way that is easy to access and understand is the purpose of the UI. The skill comes in determining what to do with that information.

If you engage a ship that you can't track, this change will not allow you to track them any better. It'll just show you why you're getting your **** stomped. Which is the purpose of the UI.
123Next page