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

Author
Newtstadamus
Ministry of War
Amarr Empire
#21 - 2012-04-04 18:32:07 UTC
Jonathan Malcom wrote:
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.


Exactly. Everything you said. I'm not eloquent enough to say it so thank you.
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#22 - 2012-04-04 19:26:16 UTC
I absolutely agree with the the idea here.

The reason for this is that in general terms, tracking in Eve, while being based on some very long numbers, and having multiple degrees of depth, normally breaks down to being 'can hit' and 'can not hit'.

99% of the time, tracking just doesn't factor into fights for a few reasons. In gang fights, a primary is going to be webbed and scrammed, and you are going to be able to hit the guy. Outside of that, tracking falls broadly into small guns (can hit anything), medium guns (can hit cruisers and slow/far away frigs) and large guns (can hit bs, slow cruiser and immobile frigs). And people apply their guns accordingly. The difference between the tracking on blasters, ACs and pulses is largely irrelevant. Same for rails, arties and beams. It works the same on the other end. Frigs and nano-cruisers always move at top speed, because it is essentially impossible to figure out how to only be inside your tracking by a fraction.

This FAR easier to use approach to tracking allows that difference to become much, much more useful to you. You can see if your guns actually could hit that frigate who is out at range, for example. You can push your tracking advantage to its extreme by going just fast enough to still be able to track the target, knowing he can't track you.

This kinda feature gives people the tools to push small advantages in tracking speed or maneuverability or speed. I've been in quite a few BS slugging matches and there is distressingly little movement happening. Minmatar ships kite, again, because they can OBVIOUSLY do that to decrease damage. But that's it really, because a lot of the time moving at all hurts you as much as it does the other guy. You don't have a genuine feeling of where the boundary of your tracking lies, and that knowledge can be very empowering, particularly to the non-mini ships.

Finally, a solid understanding of when you a missing the target by miles, and when you are missing by a fraction, would also be very useful. If he's WAY too fast, well, at least you KNOW you can't hit him, and you'll need to figure out an escape plan. However, if you are only just missing him, then that gives you a chance to counter with your own movement.

More information coming out of spreadsheet form and into an easy to use, but challenging to turn into an advantage form is the stuff that can't fail to improve the game. Im sure that some people have complained at extreme length about staticmapper and dotlan and similar tools that make eve too easy. But those kind of sites prove that well presented information can radically improve the experience of the game. For a lot of people, the tools have no relevance or interest, but that's no excuse for not having the the information out there for us to turn into awesome plans, or at least use to better apply the mechanics.

This in no way makes things easier, it just helps us understand hat is happening, and to take the relevant actions. It's like having a parking sensor on a car. They don't make driving a car easier, and in fact you definitely don't need one. It just gives you data that you already have access to in a way that is comfortable.

I know I have totally rambled. But this idea is amazing, and should be implemented.
Zyress
Caldari Provisions
Caldari State
#23 - 2012-04-04 19:51:16 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.


Yes the information is available if you set up your overview right, but I know I miss a lot of scenery and explosions and special effects watching my overview and tracking numbers. The physics of getting in position to make a good shot does not change if the display of the data you use to get there looks better and is more intuitive to read. It'll make a lot of pilots better and isn't a good fight what you are always looking for anyway? I think this improvement might go a long way to move more of the subscription base towards Pvp as it will be a great confidence builder, but tactics and bringing the right ship will still win the battle. They'll just have a clear idea of why they lost.
Rikki Sals
BioLogistics
#24 - 2012-04-04 19:58:28 UTC
Really like this idea. The general lack of UI elements like this in EVE is likely a large part of why it doesn't retain a lot of people who might otherwise really enjoy its combat.
Let's face it, thinking about two points in liquid-space moving around each other, while staring at a spreadsheet of numbers describing this, isn't exactly the most gripping gameplay out there. The more UI elements there are to better illustrate all the mechanics that are really in play, the more absorbing the combat will be for a larger audience. And all without actually changing any existing mechanics. The numbers are all still there for people to pour over, and the strategy just a deep.
FeralShadow
Tribal Liberation Force
Minmatar Republic
#25 - 2012-04-04 21:20:14 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.


Couldn't have said it better myself. This is where the True Skill comes from. More people need to see this. Anything that improves the UI is +1.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Deneth Vakorum
Space Men
#26 - 2012-04-04 21:42:18 UTC  |  Edited by: Deneth Vakorum
This is a fantastic idea. So much could be done with the targeting display we currently have and this is an excellent first step. It may lower the skill ceiling, but only in your ability to quickly scan a list of tiny decimal values, and I think we can agree, that's not a very intuitive way to fly a spaceship. Putting these bars in (and perhaps other similar ones), would still leave plenty of room for a healthy skill gradient.

Besides, you'd only have these nifty bars after you've taken the time to target someone. You still have to know who in that overview you're going to be able to hit, this just lets you have better second-to-second feedback once you have.
Dorn Val
Ministry of War
Amarr Empire
#27 - 2012-04-05 05:25:03 UTC
Jonathan Malcom wrote:
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.


Very well said!

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...

Dorn Val
Ministry of War
Amarr Empire
#28 - 2012-04-05 05:44:23 UTC
Rikki Sals wrote:
Really like this idea. The general lack of UI elements like this in EVE is likely a large part of why it doesn't retain a lot of people who might otherwise really enjoy its combat.
Let's face it, thinking about two points in liquid-space moving around each other, while staring at a spreadsheet of numbers describing this, isn't exactly the most gripping gameplay out there. The more UI elements there are to better illustrate all the mechanics that are really in play, the more absorbing the combat will be for a larger audience. And all without actually changing any existing mechanics. The numbers are all still there for people to pour over, and the strategy just a deep.


Very well said -you're someone who obviously "gets it"! +1

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...

DarkAegix
Center for Advanced Studies
Gallente Federation
#29 - 2012-04-05 06:12:33 UTC
I'm a tad confused by the second picture ( http://i.imgur.com/ipcUF.jpg )
Can the creator of it explain why the left side of the range bar is red? Turrets don't have minimum range in EVE.
hmskrecik
TransMine Group
Gluten Free Cartel
#30 - 2012-04-05 08:41:54 UTC  |  Edited by: hmskrecik
I'd like to also point out that lore wise this capsule thing is all about channelling necessary and relevant information to single human being so she/he can act in human-machine unity. Presenting vital gun info in symbolic way goes along this line. Reading OOB database info doesn't.

P.S. Point in case: contemporary planes use avionics which try to show pilot as much information as possible in as least intrusive way as possible. Expecting pilot to look up the flying manual during maneuvers would be ridiculous. I know EVE is not RL, but this world is supposed to be MORE advanced than ours.
Rashpla Bastanold
In Boobiez We Trust
#31 - 2012-04-05 09:16:44 UTC
According to bitterfu*ks Eve should be redone into ASCII to make all non l33t players go away.

And +1 for OP idea. Anything making UI better is good.
Crimson Tear
Deep Core Mining Inc.
Caldari State
#32 - 2012-04-05 13:21:42 UTC
DarkAegix wrote:
I'm a tad confused by the second picture ( http://i.imgur.com/ipcUF.jpg )
Can the creator of it explain why the left side of the range bar is red? Turrets don't have minimum range in EVE.


The point of the bar is just to show optimal and where the target sits in relation to that.
Geoscape
Imperial Academy
Amarr Empire
#33 - 2012-04-05 14:23:50 UTC  |  Edited by: Geoscape
Lots of people dismiss ideas that would improve the interface, whining that it would "dumb down" the game.

But i have learned to ignore such naysayers.

/Signed
Crimson Tear
Deep Core Mining Inc.
Caldari State
#34 - 2012-04-05 15:05:05 UTC  |  Edited by: Crimson Tear
I added gradients, number readouts, and a spot for a fleet tag on the target along with some other minor changes. I just made up some number for the target, pulled some numbers off my turrets, then basically arbitrarily placed the arrows.

http://i.imgur.com/mJ6p6.png
Astroniomix
School of Applied Knowledge
Caldari State
#35 - 2012-04-05 15:24:25 UTC
People apear to think that making information easier to get at turns the game into WoW in space. (see module renaming threads) What spearates good pilots from bad ones is not their ability to right click on something and read: ".0123456789 rad/s" The smart ones can figure out how to MAKE their guns track something.
Crimson Tear
Deep Core Mining Inc.
Caldari State
#36 - 2012-04-05 16:07:23 UTC  |  Edited by: Crimson Tear
Oh, and with regard to signature radius:

That would be something you could put on the info display under the player's name. I don't really intend the panel to be a green if you can hit, red if not kind of thing, rather it's just a visual way to display the information normally on the overview. You would still need to account for sig radius and think about how the 3 factors combine. Though adding a signature radius vs turret scan resolution might be a good thing.
Newtstadamus
Ministry of War
Amarr Empire
#37 - 2012-04-05 17:18:00 UTC
The new mock up is really nice, wonder if anyone at CCP has seen this and what they think. Really would like this in the game.
Lek Arthie
Doomheim
#38 - 2012-04-05 17:26:14 UTC  |  Edited by: Lek Arthie
NO NO NO and NO.

We dont need W0W-like addons for EVE interface. All the information is on show info. Its up to you to find that out during combat. Its exactly what separates a good pilot vs a bad one. A good pilot will be calm during battle and will calculate everything for himself.
WE DONT NEED W0W-LIKE ADDONS FOR EVE. GO BACK TO W0W IF YOU WANT AN EASY GAME, WITH ADDONS THAT DO EVERYTHING EXCEPT MOVE YOUR CHARACTER.
Newtstadamus
Ministry of War
Amarr Empire
#39 - 2012-04-05 17:35:56 UTC
Lek Arthie wrote:
NO NO NO and NO.

We dont need W0W-like addons for EVE interface. All the information is on show info. Its up to you to find that out during combat. Its exactly what separates a good pilot vs a bad one. A good pilot will be calm during battle and will calculate everything for himself.
WE DONT NEED W0W-LIKE ADDONS FOR EVE. GO BACK TO W0W IF YOU WANT AN EASY GAME, WITH ADDONS THAT DO EVERYTHING EXCEPT MOVE YOUR CHARACTER.


How is a better interface make it like WoW? I think that presenting the information that you need to be effective in a more precise manner doesn't change the fundamental workings of the game it just makes it more user friendly, this wouldnt make a bad pvper good it would just make life in EVE better.
WolfeReign
Caldari Provisions
Caldari State
#40 - 2012-04-05 18:04:49 UTC  |  Edited by: WolfeReign
Newtstadamus wrote:
Lek Arthie wrote:
NO NO NO and NO.

We dont need W0W-like addons for EVE interface. All the information is on show info. Its up to you to find that out during combat. Its exactly what separates a good pilot vs a bad one. A good pilot will be calm during battle and will calculate everything for himself.
WE DONT NEED W0W-LIKE ADDONS FOR EVE. GO BACK TO W0W IF YOU WANT AN EASY GAME, WITH ADDONS THAT DO EVERYTHING EXCEPT MOVE YOUR CHARACTER.


How is a better interface make it like WoW? I think that presenting the information that you need to be effective in a more precise manner doesn't change the fundamental workings of the game it just makes it more user friendly, this wouldnt make a bad pvper good it would just make life in EVE better.



even with this indicator you would still need to know how to manually pilot your ship to get the best tracking and still keep range (depending on what/who your fighting). The indicator gives you more precise information that is all it does; how you act on that information is still player dependent.


p.s. makes my overview smaller so I can actually see some of the beauty of the fighting!!!!!
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