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Please change the overheat animation

First post
Author
Djakku
The Scope
Gallente Federation
#21 - 2012-02-06 19:02:42 UTC
bump
Ahrieman
Codex Praedonum
Top Belt for Fun
#22 - 2012-02-06 19:35:11 UTC
I don't care what color/convention is used. The bottom line is that overheating should be just as obvious as activating a module and it's not X

Solo Rifter since 2009

Famble
Three's a Crowd
#23 - 2012-02-06 20:48:06 UTC
Flame animation above the modules being overheated. Make it purple for all I care, just make it obvious.

If anyone ever looks at you and says,_ "Hold my beer, watch this,"_  you're probably going to want to pay attention.

Griznatch
Distinguished Gentleman's Boating Club
Domain Research and Mining Inst.
#24 - 2012-02-06 21:50:42 UTC
I am not Barack Obama and I support this message

I used to have a clever sig but I lost it.

Djakku
The Scope
Gallente Federation
#25 - 2012-02-07 21:06:31 UTC
bump to the top
To mare
Advanced Technology
#26 - 2012-02-08 01:43:17 UTC
i like the idea of different colours.
to help color blind ppl ccp could just make the overload button a bit bigger (not too much) and put a green light to the left and a red light to the right.
something like this
image
Wideen
Caldari Provisions
Caldari State
#27 - 2012-02-08 11:26:29 UTC
Also, I'd like a real-time update of the overheated module, you only seem to get a good read-out of the amount of damage once the module is taken off overheating..
Roime
Yamagata Syndicate
Shadow Cartel
#28 - 2012-02-08 16:20:12 UTC
Makes sense.

+1

Wideen wrote:
Also, I'd like a real-time update of the overheated module, you only seem to get a good read-out of the amount of damage once the module is taken off overheating..


Because they still receive damage from the heat after the actual overheating has been turned off.

.

Zondrail
Formic Hive
#29 - 2012-02-09 01:32:31 UTC
Agreed.

Also make it so that when a module is flashing and has an image larger than the circle, I can still see the actual heat damage progress. As of now, with those two things, I can't see the damage very well in some cases and not at all in others.
Derth Ramir
Fight The Blob
Kingless.
#30 - 2012-02-09 08:19:19 UTC
I am Derth Ramir and I support this message. Lol

Fight The Blob.

youthink
Brave Newbies Inc.
Brave Collective
#31 - 2012-02-09 09:28:14 UTC
+1
Blastfizzle
The Chosen 0nes
#32 - 2012-02-09 16:41:33 UTC
+1
ACE McFACE
Dirt 'n' Glitter
Local Is Primary
#33 - 2012-02-10 08:17:00 UTC
If it hasnt already been said: Yellow for 'imma overheat next cycle' and red for overheating

+1

Now, more than ever, we need a dislike button.

Wacktopia
Noir.
The Network.
#34 - 2012-02-10 08:38:35 UTC
Something like...

Green > Activating
Red > Deactivating

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

CCP Tuxford
C C P
C C P Alliance
#35 - 2012-02-10 22:16:59 UTC
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

Liang Nuren
No Salvation
Top Belt for Fun
#36 - 2012-02-10 22:19:35 UTC
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

I'm an idiot, don't mind me.

Lady Spank
Get Out Nasty Face
#37 - 2012-02-10 22:36:46 UTC
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.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Bloodpetal
Tir Capital Management Group
#38 - 2012-02-10 23:00:44 UTC


I totally agree. i dealt with that earlier today.

Where I am.

Nova Fox
Novafox Shipyards
#39 - 2012-02-10 23:17:56 UTC  |  Edited by: Nova Fox
I say when you overheat the module inner icon shrinks a bit the outer ring expands a little bit more and cycle time line grows much bigger into a circular bar.

It be like smashing a button.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Bienator II
madmen of the skies
#40 - 2012-02-11 00:35:51 UTC  |  Edited by: Bienator II
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

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

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