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Dev blog: UI Modernization - Icon Strategy

First post
Author
War Kitten
Panda McLegion
#121 - 2015-02-27 12:18:54 UTC  |  Edited by: War Kitten
At a quick glance, the industrial ship icons look too combat-like. The mining barge / industrial could be mistaken for battlecruisers, and the mining frigate for destroyers. The symbols for combat vs. (typically) non-combat ships ought to be readily distinguishable, not something you have to look closer at to be sure.

I also noticed what someone else pointed out - your POS mod dampener and scrambler icons were the same. If you're going to all the trouble to have different icons for every thing in the world, you ought to include differences in Scrambler vs Disruptor too.

More thoughts as they come....

Why did you drop the egg icon on capsules and turn it into a bullet?

I appreciate the different drone icons. Differentiating size may be tricky though.

The structure icons seem odd having the bracket on top. Most human beings I know of readily associate structures as having a firm flat base, not a flat roof. Why not put the bracket on the bottom? (Yes, I know we're in space but we still have up/down and we're already programmed to think in terms of buildings being on the ground)

I rather liked the mobile sentry icons we had - changing them to a squared-off "C" shape seems less intuitive to me, especially since you're using that C shape for POS Ewar batteries. POS guns ought to have a gun-like icon, not an EWAR-like icon. Again, these are modules you want to see the differences between at a quick glance when evaluating a POS. Staring at a cluster of icons that all look the same (more than they used to even!!) is going to be a PITA.



All in all, I like that you're making changes to the icons, but some of the choices seem off.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Spugg Galdon
Federal Navy Academy
Gallente Federation
#122 - 2015-02-27 12:20:53 UTC
I'm going to be extremely positive about this.

Why? Because I am having no difficulty in making out the difference between the icons at a glance.

They all seem to be intuitive and are acceptable for the size that they are required to be.

Maybe it's because my eye has been trained to pick out very subtle differences in shape and silhouette. That doesn't mean that these icons have differences that are too subtle.

This is a large change to iconography and I think we should accept it and adapt to it. You will find it easy and helpful in the future and will think back to the "Good ole days" when the overview was mad up of red and grey + symbols and capsuleer ships were just an empty bracket of 3 different sizes meaning you had to actually read the ship type to know if you are about to fight a destroyer or a cruiser. Well guess what.... all you nay sayers and complainers just made "Bitter Vet" status. Enjoy wearing your medal.



P.S. The new monochrome neocom is way better than the old blurry images.
Nagarythe Tinurandir
Einheit X-6
#123 - 2015-02-27 12:29:37 UTC
With the remastered version of HOMEWORLD available on steam and present on like every youtube channel,
I want to draw your attention (CCP) on the solution to the ship icon problem in that particular game francise.
It's very simplistic and relies entirely on shape to transport ship size information and it is a very robust system in every situation.
Don't get me wrong, I like what you have done very much, but the proposed icon set won't make it easier to distinguish ship classes via icons, maybe even harder.
There some nice examples in this thread already for more distinguishable icons, use these as an inspiration?

keep up the good work
o7
Jenshae Chiroptera
#124 - 2015-02-27 12:34:30 UTC
Trinkets friend wrote:
The problem you have is that you are using SIZE to distinguish the ships, not iconography. Remember - an ICON is a representative shape which the user recognises as having a particular meaning or function.

Finally - pods are eggs. Leave it alone.
Quoted for emphasis and linked back to the original post.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Marcus Gord
Caldari Provisions
Caldari State
#125 - 2015-02-27 12:54:07 UTC
I don't even see icons anymore. i see THE COLUMN THAT TELLS ME WHAT IT IS BY NAME.

the fact that something is a cruiser is not as relevant as the fact it is a Guardian, for example.

why do we even have icons?

In a few moments you will have an experience that will seem completely real. It will be the result of your subconscious fears transformed to your conscious awareness.

http://i.imgur.com/LM2NKUf.png

Geanos
The Scope
Gallente Federation
#126 - 2015-02-27 13:04:52 UTC
Marcus Gord wrote:
I don't even see icons anymore. i see THE COLUMN THAT TELLS ME WHAT IT IS BY NAME.

the fact that something is a cruiser is not as relevant as the fact it is a Guardian, for example.

why do we even have icons?


Hahahaha, epic! As long as the icons show only the class of ship, we're still ending up with a crowded overview (need for type column for ex). So I guess, the change is about making the overview more eye candy.
Josef Djugashvilis
#127 - 2015-02-27 13:05:11 UTC
Once we all get used to the new icons, I am sure it will be seen as a good change.

Well done CCP

This is not a signature.

Memphis Baas
#128 - 2015-02-27 13:29:23 UTC
You know what the problem is?

The problem is that NONE of the ship icons look like any actual ships in the game. The icons look like Star Wars ships, especially the v-shaped star destroyers etc. But none of the ships in EVE look like that. None of the battleships are diamond shaped, none of the frigates are ^ shaped, none of your ships look anything like the icons.

We'd have a much easier time recognizing things if you took the outline of an iconic ship from each class and made it the icon for that class. For example, the Vexor, everyone will recognize a Vexor outline. Pretty sure we're all familiar with the rookie ships, pick one. Rifter, Magnate, Armageddon, Scorpion, Avatar, Moros, Nyx, are all recognizable shapes.

Basically, your ship icons kinda suck. Going by the system you've picked, the icon for an asteroid would be a sword - something completely unrelated to the shape or purpose of a roid.

Tippia
Sunshine and Lollipops
#129 - 2015-02-27 13:29:55 UTC  |  Edited by: Tippia
Josef Djugashvilis wrote:
Once we all get used to the new icons, I am sure it will be seen as a good change.

Well done CCP

Echoes from the (rescinded) module icon change.

So probably not, since the same mistake is being made here: they're going for something that looks good rather than something that is functional and tell you at a glance what you're actually looking at.

Don't get me wrong — the ship icons and brackets could use an overhaul, but they need to retain their absolute clarity in terms of conveying information, and the wide scope of that information and the lacking amount of cues used to convey it, simply will not do that. I'm also still very curious how these will interact with colourings and tags when used as brackets — our current boring boxes work because they simply enclose those markings, whereas there's very little room to do so with the new ones without covering them up completely and rendering them pointless.

Memphis Baas wrote:
You know what the problem is?

The problem is that NONE of the ship icons look like any actual ships in the game. The icons look like Star Wars ships, especially the v-shaped star destroyers etc. But none of the ships in EVE look like that. None of the battleships are diamond shaped, none of the frigates are ^ shaped, none of your ships look anything like the icons.

We'd have a much easier time recognizing things if you took the outline of an iconic ship from each class and made it the icon for that class. For example, the Vexor, everyone will recognize a Vexor outline. Pretty sure we're all familiar with the rookie ships, pick one. Rifter, Magnate, Armageddon, Scorpion, Avatar, Moros, Nyx, are all recognizable shapes.

As a general idea, that might work, but it runs afoul of the same problem as we're seeing with these icons: at 18×18px, those familiar outlines will become indistinct and blurry. It also kind of goes counter to the whole idea of iconography: representing something symbolically rather than as an accurate depiction.

Hell, I know people who only when the neocom icons were being changed realised (or, more accurately, were told) that the “Insurance” icon was supposed to be a chained-up Vexor… So betting on shape recognition might not be the best idea.
Sgt Ocker
What Corp is it
#130 - 2015-02-27 13:43:01 UTC
Josef Djugashvilis wrote:
Once we all get used to the new icons, I am sure it will be seen as a good change.

Well done CCP

You do of course mean in years to come when the hardware they are specifically designed for is affordable for the masses and not just the rich and idle who want to play 1 character on maximum resolution.

With all these new changes being targeted at a minority of highend machines owners who can run all the pretty but mainly irrelevant bling effects, it is going to leave a lot of players with 2 options. Buy a new machine or find another game.

As others have pointed out - being able to easily recognize the difference between a cruiser and a battleship by icon size is pointless when you still need a column for ship type to tell which cruiser you should be shooting at.


Changes that add something useful are great but those like this that are just for the sake of change and or directed specifically at a minority group are more of a nuisance.
If your going to change all the icons, do it right the 1st time, make them useful.
When you land on grid you need to quickly identify the biggest threat, right now that is achieved by using a column for ship type. These new icons are not going to change that or help to change it in any way.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#131 - 2015-02-27 13:56:12 UTC
CCP Arrow wrote:
Lil' Brudder Too wrote:
CCP Arrow wrote:

With 4K and even 5K monitors on the horizon we need to be ready and we want to be. So even though our current overview only gives us so much to work with, our design effort is to have icons that have a good base logic for their style and shapes which can work in various sizes once it becomes possible.

This argument feels like a straw man....

What % of your clientele do you believe will own 4k-5k monitors in that time...versus the number that will still be running just over min-specs?

Of those that will be running Eve on 4k-5k monitors, how many of them are doing it for the sole purpose of enlarging the icon column of their overview, versus the number that will have their overview take up the same space as now, but use the extra resolution for...SPACE SHIPS AND SPACE!


I was pointing out the fact that we need to be ready to support larger versions of all icons once 4K and 5K monitors become mainstream, because on those monitors, the current icons actually look much smaller than on regular monitors. So I was agreeing with the problem of the size but reassuring players it is our plan to address it because it will become an even bigger issue with 4K and 5K monitors.


Thank you, at there current size, the game was going to be "just shoot all the things" as my not all that ageing eyes, really cannot distinguish the details on a 22 inch screen. As for laptop? Just big dots.

There is one EvE. Many people. Many lifestyles. WE are EvE

Dangeresque Too
Pistols for Pandas
#132 - 2015-02-27 14:29:13 UTC
So, in 7 pages, 130 posts, and nearly 24 hours, we finally have one dev response saying they designed the icon base much larger than it was going to be used because they feel the need to cater to a small percentage of clients that will have transitioned to the probably still expensive 4k setups in what, 5+ years, and therefore making indiscernible when it was shrunk down to it's size in game.

So this change is not good for now, he just admitted that, but they still want to go ahead with it because if enough people spend enough money and go all in on the 4k craze in 5+ years it might be good?

Thanks CCP for making yourselves sound more insane with the poor choice of the only thing you decided to respond to in this entire thread.

Please address the more valid concerns:

1) 27 different icons for drones? All most of us need to see is that there is a drone on field, if we really care to know what kind we will mouse over it or select it (or just turn drones on in our overview list, because clicking on fast moving warriors is a pita)

2) POS sentry guns/station guns? Why the change from a very clear and unique current icon to something that is terribad?

3) Why do labs retain the icon looking like a factory, and factories look like, eh, maybe a power coil of some sort?

4) The lack of clear and distinct differences between ship icons. When the difference is only 2 pixels variance between 2 slightly differently slanted/angled triangles it is not very easy to see. Please make these icons unique and discernible. For example see Homeworld, it worked and that was near 20 years ago, and it still works.

5) The overview icons should be a quick guide to basic info, not a place to shove more info and therefore make it more confusing and cluttered. We only need to get the most basic info from a icon in the overview, why, because there are numerous other places in the overview for the more detailed info, like mouse over, selecting it, or looking at one of several columns with that info already there.

I would quote some of the better suggestions I've seen but there are so many, and different ways to do it too. Have you been reading those posts?
Indahmawar Fazmarai
#133 - 2015-02-27 14:33:13 UTC  |  Edited by: Indahmawar Fazmarai
Well, I just read the devblog and I can't tell the smaller icons from each other, woo-hoo! Lol

I'm waiting to see them at Sisi, but so far I fear the worst.

Meanwhile, here's the test image, according to my eyes:

Guess which red blob is which!

Currently I can tell the thickness of the crosses, even if the crosses themselves are fuzzy. But shape recognition is not exactly my strong point.


PS: dammit! I just noticed that I've been mixing up some of the thicker icons too! Lol
Alice Katsuko
Perkone
Caldari State
#134 - 2015-02-27 14:36:44 UTC
Looks good on paper, but the icons need a bit more work:


  • The industrial and combat ship icons are almost identical. They're both basically triangles, and look nearly identical except when oversized. The slight differences in shape will not be easily noticeable in-game. Please consider using wholly different base shapes for industrial and combat ships. Squares, or rhombuses, or anything other than triangles.

  • The little engine flare things on the bases of the destroyers and cruisers will blur into the image on all but the lowest resolutions. You can even see this in the posted screenshot. Little details are an awful way to distinguish icons in a fast-moving environment precisely because the player won't have time to squint to see the little tiny details. Merely increasing separation between the engine flare and the main icon probably won't work well because the icons are already too small .

  • Triangle width is not sufficient to distinguish combat icons by itself. Especially on large monitors, where variance between a frigate and a cruiser may be just a few pixels.

  • Icon size should correlate more with ship size so that small ships have small icons, and large ships have large icons. Such a system both very intuitive and is much better than simply adding more stuff to icons to distinguish them.

  • Please add a 'large overview icons' option.


In general the icons seem like they were designed for an 800x600 monitor, and for a fairly slow-paced game. They rely too much on fine details, which will not work as a mechanism for easy ship identification on large monitors, and will doubly not work when the player has to do things other than try to figure out whether that triangle is stumpy like an industrial or pointy like a combat ship.
Liafcipe9000
Critically Preposterous
#135 - 2015-02-27 14:43:04 UTC  |  Edited by: Liafcipe9000
for tiny icons these have a rather large amount of effort put into them. I still don't see how one would distinguish between one ant-sized picture and another "at a glance". Are we supposed to start using magnifying glasses and buy 4K resolution monitors now?

Also I'm looking at the example screenshot with the new icons, and to be honest I don't give a s**t. battleships are still battleships, and frigates are still frigates. they'll die either way, who cares?

you could have instead have the art team put some actual rust on my minmatar ships, I'm sick of these squeaky clean pieces of amarrian feces.
Leyete Wulf
Caldari Provisions
Caldari State
#136 - 2015-02-27 14:57:09 UTC
Rowells wrote:
SECONDARY SUNS????? :D



Structure Groups?
thowlimer
Roprocor Ltd
#137 - 2015-02-27 15:05:44 UTC
From the looks of it CCP has once again made the same mistake as they did with the neocom icons.
They look ok and are easily to separate once you have them at about 3-4 times the size that they
are in game, as they are now i would have to use a magnifying glass(not even pressing my nose against
the screen works).

I suggest that whoever is testing these things at CCP buy a 22 screen, set it to default resolution
place it in a dark or very little light room with a glass screen placed 1 meter in front of it to prevent
the tester from moving his head any closer. Maybe then we could get actual useful in-house feedback
for these changes.

As has been mentioned earlier in the thread icons should give a quick estimate of what is present, that means
that they need to be easy to tell apart at a glance. If that means fewer groups then so be it, i would rather
have something that actually gives me a few bits of useful info than the current new ones that try to give so
much info that it all gets blurred out.
iforumizer Hamabu
Doomheim
#138 - 2015-02-27 15:13:24 UTC  |  Edited by: iforumizer Hamabu
I for one would use shadowless flat colors instead. Color gradient and shadows are so yesterday.

I'd even add a bit of alpha, like 95% or something.
Tippia
Sunshine and Lollipops
#139 - 2015-02-27 15:13:26 UTC
Indahmawar Fazmarai wrote:
Well, I just read the devblog and I can't tell the smaller icons from each other, woo-hoo! Lol

I'm waiting to see them at Sisi, but so far I fear the worst.

[…]

Currently I can tell the thickness of the crosses, even if the crosses themselves are fuzzy. But shape recognition is not exactly my strong point.

Just doing some testing of ideas, but, with your bad eyes, how distinguishable are these different icons? Are the gaps distinct enough? Can the difference in shape be seen? Are the tiny protrusions too tiny?
Strata Maslav
Federal Navy Academy
Gallente Federation
#140 - 2015-02-27 15:17:43 UTC
These are definitely a step in the right direction and I would take these over the current implementation any day. In the concept space scene provided, I can make accurate classification of ships.

If am going to critique, in my opinion more emphasis should be given to the differentiation of the ship classes. Its nice to have a running theme, but for example the difference between the frigate and cruiser are too small. If I were looking to target frigate specifically they don't 'jump out at me' enough.

Of course this is all conjecture until we get a chance to use it in situ.

TL;DR POSSITIVE FEEDBACK