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Player Features and Ideas Discussion

 
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Reload timer

Author
KeinKo
NetSphere Authority
#1 - 2012-05-17 20:07:22 UTC
Reloading

My thoughts are something similar to a filling up a glass. Once out of ammo/charge the item turns to the unloaded icon and a graded colour or line fill's the icon to indicate its progress with it reloading.

We now have session change timers and activation times which visually represent progress yet reloading still works on a notification and a simple flashing of the icon.

Just my idea on how to further develop the UI Smile
TheButcherPete
KarmaFleet
Goonswarm Federation
#2 - 2012-05-19 02:07:26 UTC
Yeah, would be nice to see how much longer I need to wait.
Also, do the same with the repairing of modules in space, and how much longer a Bomb launcher has until it is ready to fire again.

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Marwolaeth Arglwydd
Alternate Powers
#3 - 2012-05-19 06:34:01 UTC
Maybe a yellow circle going around the module on the UI, like the activation white circle. That way its out of the way and easy to see at the same time. Can be used for reload cycles, repairing a module, and bomb reactivation. Really anytime a module is not useable but reactivatible I would think .
MortisLegati
School of Applied Knowledge
Caldari State
#4 - 2012-05-19 11:51:55 UTC
Marwolaeth Arglwydd wrote:
Maybe a yellow circle going around the module on the UI, like the activation white circle. That way its out of the way and easy to see at the same time. Can be used for reload cycles, repairing a module, and bomb reactivation. Really anytime a module is not useable but reactivatible I would think .


That's probably one of the better ideas. I fear, though, that it would suffer from the same 'overshoot' problem associated with lag that's rampant with modules (e.g. the extra 1/4, 1/2 cycle guns will do and the 1/2 cycle behind missiles show themselves at 99% of the time).
There's a lot of little things that could get added to the UI. This post coincidences chronologically with mine on the same subject and category of UI improvement.
Xhaiden Ora
Doomheim
#5 - 2012-05-19 12:01:23 UTC
Honestly, you're not going to eliminate UI lag by changing the graphic and the module circle progress bar already exists in game. So it would be very easy to re-adapt it.
MortisLegati
School of Applied Knowledge
Caldari State
#6 - 2012-05-19 12:33:18 UTC
Xhaiden Ora wrote:
Honestly, you're not going to eliminate UI lag by changing the graphic and the module circle progress bar already exists in game. So it would be very easy to re-adapt it.


I'm getting the feeling you're replying in response to my comment, but I was speaking particularly about the fact that there is serious module lag clientside that stems from serverside lag. That's reflected visually. Being told when your reload timers are active may cause the UI to lock your input out (like when that module is cycling the extra 1/2 cycle and I'm desperately mashing my guns to try to get them to activate on that frigate which is going to be out of optimal in .000000001s) since it assumes "oh, I don't need to send a request because I am absolutely sure something else is going on right now that would prevent that, so no reason to even try at all". The client does very very little extrapolating so reloading might even be linked to that lag already which the proposed change would make more visible rather than cause. (I haven't timed reloads at all, since I assumed they worked under a different system, but thinking about it makes me more curious as to whether reloads are also subject to lag failures even though they're automatic in most cases.)
Xhaiden Ora
Doomheim
#7 - 2012-05-19 12:37:50 UTC
MortisLegati wrote:
I'm getting the feeling you're replying in response to my comment, but I was speaking particularly about the fact that there is serious module lag clientside that stems from serverside lag.


Ah, yes, sorry. Think I may have inadvertantly been trying to make the same point.