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Test Server Feedback

 
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HUD changes Feedback Thread (for Duality test server)

First post First post
Author
Lord Okinaba
Aliastra
#101 - 2012-10-30 00:17:56 UTC
Those damage notifications that appear in the upper center of the screen. Do you think you could add an option to move them to somewhere else?

I know they have always been displayed in that position, but it has always annoyed me that we don't have the option to relocate them to somewhere else on screen. I think my ideal position would be just above my cap display at the bottom of the screen, but the option to move it any where on screen would be great.
CCP Sisyphus
C C P
C C P Alliance
#102 - 2012-10-30 09:48:43 UTC
Logan LaMort wrote:
So first of all 'Point camera at selected item' is such a simple but amazing feature and is something I've wanted for years. It's almost perfect for us frigate pilots who do a lot of manual flying, no longer do we have to pan the camera like crazy to keep track of our targets... in theory.

There is one small problem, double clicking in empty space disables the focus of the camera so that it is no longer tracking our selected object. This means that instead of frantically panning the camera, we have to click on our target in the overview every time we make a flight adjustment, which can be every second some times. It is an improvement but is there any possible way for double clicking in space to not disable the camera focus of whatever we had selected last? If we could double click in space to manually fly while the camera tracks whatever we had selected, it would make a lot of frigate pilots happy Smile

Ideally it would be amazing to have the 'double click to manual fly' command remappable to another key, because double clicking can be cumbersome (click and hold orbits the camera, and it's frustrating when you issue a manual fly command when you wanted to orbit the camera, or vica versa) and it's other purpose, double clicking on an entity in space to approach is made redundant with the 'approach' shortcut. Anyway, it's still a step in the right direction Big smile


Thank you for the feedback - glad you like it, as this is pretty much the exact use case we were aiming at :)
When you manually drag to move the camera is when it should disable the target-tracking, so thanks for pointing this out. Making double-click not interfere should be quite doable, Se lets give it a try :)

Changing the way navigation works is beyond the scope of this release though...

CCP Sisyphus | Team TriLambda | Team Klang | @CCP_Sisyphus

CCP Sisyphus
C C P
C C P Alliance
#103 - 2012-10-30 09:49:10 UTC
Lord Okinaba wrote:
Those damage notifications that appear in the upper center of the screen. Do you think you could add an option to move them to somewhere else?

I know they have always been displayed in that position, but it has always annoyed me that we don't have the option to relocate them to somewhere else on screen. I think my ideal position would be just above my cap display at the bottom of the screen, but the option to move it any where on screen would be great.


We're working on making them movable as we speak :)

CCP Sisyphus | Team TriLambda | Team Klang | @CCP_Sisyphus

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#104 - 2012-10-30 09:52:38 UTC  |  Edited by: Salpun
The location of the option needs a second look A hud icon would be nice or a short cut option.

Will the notifications be re sizable? Higher lower text size and are they effected by UI scaling?

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Michael Harari
Genos Occidere
HYDRA RELOADED
#105 - 2012-10-30 12:07:44 UTC
When you lock up a ship, any effects that you activate on it (drones, guns, TDs, etc) obscure the distance reading under the targeting frame.

Move the effects a little further down please.
Logan LaMort
Screaming Hayabusa
#106 - 2012-10-30 15:03:31 UTC
CCP Sisyphus wrote:
Logan LaMort wrote:
So first of all 'Point camera at selected item' is such a simple but amazing feature and is something I've wanted for years. It's almost perfect for us frigate pilots who do a lot of manual flying, no longer do we have to pan the camera like crazy to keep track of our targets... in theory.

There is one small problem, double clicking in empty space disables the focus of the camera so that it is no longer tracking our selected object. This means that instead of frantically panning the camera, we have to click on our target in the overview every time we make a flight adjustment, which can be every second some times. It is an improvement but is there any possible way for double clicking in space to not disable the camera focus of whatever we had selected last? If we could double click in space to manually fly while the camera tracks whatever we had selected, it would make a lot of frigate pilots happy Smile

Ideally it would be amazing to have the 'double click to manual fly' command remappable to another key, because double clicking can be cumbersome (click and hold orbits the camera, and it's frustrating when you issue a manual fly command when you wanted to orbit the camera, or vica versa) and it's other purpose, double clicking on an entity in space to approach is made redundant with the 'approach' shortcut. Anyway, it's still a step in the right direction Big smile


Thank you for the feedback - glad you like it, as this is pretty much the exact use case we were aiming at :)
When you manually drag to move the camera is when it should disable the target-tracking, so thanks for pointing this out. Making double-click not interfere should be quite doable, Se lets give it a try :)

Changing the way navigation works is beyond the scope of this release though...


Excellent, this would make it perfect and definitely one of my favourite features of the upcoming expansion Big smile

As for how navigation works, I don't expect it to be looked at any time soon, but I'm hoping maybe if I keep mentioning it enough, it will be looked at one day. Regardless, this is an awesome step in the right direction Blink
Shinnen
Deep Core Mining Inc.
Caldari State
#107 - 2012-10-30 16:00:55 UTC
Are we getting remote armor / shield / cap / hull rep notifications, like for e-war?

This would be super useful for Logi pilots!

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#108 - 2012-10-30 16:08:12 UTC
Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM?

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#109 - 2012-10-30 20:37:04 UTC
So, i'll ask again, since you don't want to answer it it...

Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?

Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

CCP karkur
C C P
C C P Alliance
#110 - 2012-10-30 20:38:06 UTC
Salpun wrote:
Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM?

no... at least not from this team P (I have no idea what you are talking about)

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#111 - 2012-10-30 20:40:44 UTC
CCP karkur wrote:
Salpun wrote:
Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM?

no... at least not from this team P (I have no idea what you are talking about)

I got a CSM on the case and the fleet hanger team. Pos security was something brought up during the CSM meetings as something that needed to be fixed as soon as possible so you know the context.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

GeeShizzle MacCloud
#112 - 2012-10-30 20:40:57 UTC  |  Edited by: GeeShizzle MacCloud
heyy karkur.. is it even hypothetically possible on the hud system to show ewar of your own fleet being used on the overview contact list like the old ewar icons appear when someone was using ewar on you?
CCP Explorer
C C P
C C P Alliance
#113 - 2012-10-30 21:02:41 UTC  |  Edited by: CCP Explorer
Salpun wrote:
CCP karkur wrote:
Salpun wrote:
Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM?
no... at least not from this team P (I have no idea what you are talking about)
I got a CSM on the case and the fleet hanger team. Pos security was something brought up during the CSM meetings as something that needed to be fixed as soon as possible so you know the context.
Please use Team Gridlock's feedback thread https://forums.eveonline.com/default.aspx?g=posts&t=164501 for this. They are working on personal, fleet, and corp hangars.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

CCP karkur
C C P
C C P Alliance
#114 - 2012-10-30 21:04:30 UTC
Panhead4411 wrote:
So, i'll ask again, since you don't want to answer it it...

Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?

Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ.
I'm just not sure how to answer that... our plan was obviously not "hey, let's make bigger UI just to mess with them". Last time I compared the 2 designs they were very similar size, just differently distributed.

I'm pretty sure I never claimed that it takes less time to render a circle than a square, so I'm not sure why you are asking about that. In the next few days I will be taking a good look at the performance, and if I see any issue I will be doing my very best to solve those issues.Smile

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#115 - 2012-10-30 21:05:00 UTC  |  Edited by: Salpun
CCP Explorer wrote:
Salpun wrote:
CCP karkur wrote:
Salpun wrote:
Any word about the person corp hangers for wh pos. That was a ASAP issue with the CSM?
no... at least not from this team P (I have no idea what you are talking about)
I got a CSM on the case and the fleet hanger team. Pos security was something brought up during the CSM meetings as something that needed to be fixed as soon as possible so you know the context.
Please use Team Gridlock's feedback thread for this. They are working on personal, fleet, and corp hangars.

I did.Big smile This is kinda a miss post: sorry. Someone else started a stand alone thread alsoWhat?

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

CCP Explorer
C C P
C C P Alliance
#116 - 2012-10-30 21:13:48 UTC
CCP karkur wrote:
Panhead4411 wrote:
So, i'll ask again, since you don't want to answer it it...

Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?

Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ.
I'm just not sure how to answer that... our plan was obviously not "hey, let's make bigger UI just to mess with them". Last time I compared the 2 designs they were very similar size, just differently distributed.

I'm pretty sure I never claimed that it takes less time to render a circle than a square, so I'm not sure why you are asking about that. In the next few days I will be taking a good look at the performance, and if I see any issue I will be doing my very best to solve those issues.Smile
Even further to that:

In addition I know that CCP karkur will do a very thorough performance analysis. Being meticulous is her style.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#117 - 2012-10-30 21:47:28 UTC
Panhead4411 wrote:
So, i'll ask again, since you don't want to answer it it...

Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?

Also, isn't one of the larger lag inducing items in fleet fights the HUG UI, specifically brackets. And the current brackets are square. Since when does it take less to render a circle (and lots of them) than it does to render a square? I have a feeling this will be a hot mess when it hits TQ.

I run a 90% UI. currently the new target icons do not seem to be effected by the % set by the UI but once they do 90% will be a much smaller Circle. If it does get shrunk the target in range arrows might get two small. Will be interesting to see.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Roll Sizzle Beef
Space Mutiny
#118 - 2012-10-30 21:59:17 UTC
Many many people use adjusted xml to recolor the ship labels of the HUD and overview tabs to their liking. Anyway this could be done officially in the esc menu?
http://img440.imageshack.us/img440/1421/shiplabels.jpg
Oberine Noriepa
#119 - 2012-10-31 21:30:58 UTC
Roll Sizzle Beef wrote:
Many many people use adjusted xml to recolor the ship labels of the HUD and overview tabs to their liking. Anyway this could be done officially in the esc menu?
http://img440.imageshack.us/img440/1421/shiplabels.jpg

YES! Please do this!

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#120 - 2012-11-01 03:58:38 UTC
CCP karkur wrote:
Panhead4411 wrote:


Why make the new HUD UI so big? Did you even consider how much larger this new system is compared to the old?

I'm just not sure how to answer that... our plan was obviously not "hey, let's make bigger UI just to mess with them". Last time I compared the 2 designs they were very similar size, just differently distributed.


That is your story? Go into the current TQ client, target 10 things. And task something on each. Not how big the whole set is, wide and tall. Now go into the build for winter, target 10 things, task stuff to them, and compare the size difference to the first test.

Then tell me its very similar in size. It adds a whole unit and a half to the end of the line from what we have now. I will mess around with different configurations, like targets stacked vertically, tomorrow, Duality willing.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...