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Tooltip update today!

First post First post
Author
CCP Soundwave
C C P
C C P Alliance
#1 - 2012-08-10 11:03:24 UTC
Hey everyone

We launched the new tooltips a few days ago and we’ve gotten a lot of feedback. Getting quick access to useful information is pretty awesome and I’d love to extend this type of functionality to other modules down the road.

There are a few issues we need to deal with though, primarily relating to the speed at which it pops up and the positioning of the box. We’re going to add two things today: First of all, we’re going to add a one second delay when hovering over modules, so the pop-up is less intrusive. Secondly, we’re going to move the tooltip away from the module you hover over. These two changes should make the feature more useful and hopefully less intrusive for the players that are not interested in constantly seeing the tooltip.

Other changes we’re looking at:

Global tooltip delay setting: This would be an option to set a global delay to ALL tooltips, somewhere in the 0-3 second range. It would be located in the escape menu and is in my opinion the ideal solution. The downside is that it will affect a lot of different tooltips and making sure it works correctly across the game takes a bit of time.

Disabling tooltips completely. This would basically be a button that lets you disable all tooltips in the game by selecting it. That means no more stuff popping up anywhere, giving you a cleaner UI if you feel the tips aren't helpful anymore.

Re-vamping the size and content of the window. I’m wondering if we shouldn’t condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.

Disabling the module tooltip only. Adding an option to disable a single type of window isn't the best solution. We already have a myriad of options regarding the HUD and adding another one isn't really ideal. This is really using a chainsaw on the problem and while it definitely remains an option, it's certainly the least attractive one. If the more graceful solutions aren't enough though, we can revert to this.

Anyway, the delay and position change is being implemented today. Feedback is appreciated while we consider the longer term options.
Noisrevbus
#2 - 2012-08-10 11:06:56 UTC
Quick reaction, seemingly good solutions Shocked. Thumbs up!

Now give us Ring mining before hell freezes over Twisted.
Destination SkillQueue
Doomheim
#3 - 2012-08-10 11:11:04 UTC
Why is this in ships & modules? You'll propably get more people(trolls) to reply, if you put this in GD or the information portal or at least advertise this feedback thread there.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#4 - 2012-08-10 11:11:35 UTC  |  Edited by: Salpun
How does this effect the top justified HUD users?

Will the info window be repositionable with all the info showing in one window or is that option ETwisted

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

See you around the universe.

CCP karkur
C C P
C C P Alliance
#5 - 2012-08-10 11:14:48 UTC
Salpun wrote:
How does this effect the top justified HUD users?

If you have the HUD aligned to top, the tooltips appear below the module you are mousing over.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Siyis Rholh
Republic Military School
Minmatar Republic
#6 - 2012-08-10 11:21:53 UTC  |  Edited by: Siyis Rholh
I like the new tooltips. They take up a bit too much space but you already figured that out.

Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess?

If you add a setting for adjusting the tooltip delay please make it more granular than whole seconds, at least for shorter durations. 0.5 would be nice, perhaps 0.25 increments from 0 to 1, then whole seconds up to 3 beyond that. Shorter durations would be for people who either don't mind the tooltips at all or rarely mouseover modules but want the tooltip to appear quickly when they do - and even a quarter of a second difference would be a matter of taste there. Longer would be for people who don't want the tooltip to pop up when they click modules but still want them present if they want to check something in the tooltip and in that case the exact time shouldn't be as relevant.
CCP Soundwave
C C P
C C P Alliance
#7 - 2012-08-10 11:24:47 UTC
Siyis Rholh wrote:
I like the new tooltips. They take up a bit too much space but you already figured that out.

Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess?

If you add a setting for adjusting the tooltip delay please make it more granular than whole seconds, at least for shorter durations. 0.5 would be nice, perhaps 0.25 increments from 0 to 1, then whole seconds up to 3 beyond that.


Yep, that could work.
CCP karkur
C C P
C C P Alliance
#8 - 2012-08-10 11:26:30 UTC
Siyis Rholh wrote:
Currently if I play in fullscreen mode, tab out and then tab back in I get the F1 tooltip in the top left corner of the game which stays there until I mouseover another module. Bug I guess?

I fixed that bug yesterday and the fix was deployed today Smile

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Roime
Mea Culpa.
Shadow Cartel
#9 - 2012-08-10 11:28:52 UTC
CCP karkur wrote:
Salpun wrote:
How does this effect the top justified HUD users?

If you have the HUD aligned to top, the tooltips appear below the module you are mousing over.


After this patch, you mean? If so, thanks, tooltip covering the r-click menu while swapping ammo was a major issue.

I personally feel that screen estate is extremely valuable and scarce resource in EVE, and having the option to completely disable the module tooltips would be the optimal solution.

.

Destination SkillQueue
Doomheim
#10 - 2012-08-10 11:30:58 UTC
Well my first impression of the changes are, that it's turned from an obvious annoyance to something barely noticeable in normal gameplay. Good improvement over what it was before.
aadom
black.listed
#11 - 2012-08-10 11:33:21 UTC  |  Edited by: aadom
The one second delay is an improvement for clutter but what about when I need to find the range of my different modules NOW, especially when they are being overloaded. Dilly dallying on each one for a second or more is impractical as in a combat scenario my mouse will be wholly committed to that action, these few seconds can be vital.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#12 - 2012-08-10 11:36:14 UTC  |  Edited by: ChromeStriker
the size of the module pop up (especially weapons), is my biggest annoyance. Condence this or give a choice of 20:20, ok, blind as a bat settings (maybe not just for pop ups?) would be awesome.

I for one have excelent eye sight and have a small screen, having huge stuff everywhere is irritating, i also know some people that have the oposite problems (things are too small on my big screen). More options = better. if space in the escape menu is becoming a problem perhaps add an advanced settings drop down/ new window, give your self room to work with :D

No Worries

Pinky Denmark
The Cursed Navy
#13 - 2012-08-10 11:36:20 UTC
CCP Soundwave wrote:
Hey everyone
Re-vamping the size and content of the window. I’m wondering if we shouldn’t condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.


Thank you - The idea is good, however currently it is as pleasant to look at as having a torn in the eye..

I think someone mentioned removing the icons in the box. Also plz look into transparancy (square black box looks awfull) and consider using the same glowing green edge style as Aura (they look awesome) and perhaps fix the vertical location of the box so it only slides from side to side depending on what module the mouse is hovering over?

Pinky
Chainsaw Plankton
FaDoyToy
#14 - 2012-08-10 11:36:30 UTC
CCP Soundwave wrote:
Re-vamping the size and content of the window. I’m wondering if we shouldn’t condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.


I'd love to see a more compact tooltip, I want to be able to see my optimal and falloff at a quick glance. but most of the rest of the stuff is what I already know from when I fit the ship and loaded the ammo.

@ChainsawPlankto on twitter

Chainsaw Plankton
FaDoyToy
#15 - 2012-08-10 11:38:23 UTC
oh yes and also I feel like not everything needs a picture, with hardeners and whatnot it is showing me a picture of the thing I'm mouseing over

@ChainsawPlankto on twitter

CCP Soundwave
C C P
C C P Alliance
#16 - 2012-08-10 11:44:11 UTC
Chainsaw Plankton wrote:
CCP Soundwave wrote:
Re-vamping the size and content of the window. I’m wondering if we shouldn’t condense the gun and ammo part of the tooltip into a better format, so the tooltip still contains the same information, but takes up less space.


I'd love to see a more compact tooltip, I want to be able to see my optimal and falloff at a quick glance. but most of the rest of the stuff is what I already know from when I fit the ship and loaded the ammo.


Yeah, we'll definitely look at this, especially if we're introducing this for more module types.
Daniel Plain
Doomheim
#17 - 2012-08-10 11:46:39 UTC  |  Edited by: Daniel Plain
while you are tinkering with the HUD, is there a chance we could streamline the reloading process? each time i click on the wrong missile type in the context menu, i have to supress the urge to punch the screen...

edit: how about middle clicking a weapon group shows a speech bubble with all available ammo types as fat-finger-proof icons?

I should buy an Ishtar.

Solomunio Kzenig
Incursions Missions and Mining
#18 - 2012-08-10 11:49:52 UTC
Could we get greater 'granularity' with these proposed changes?

For example I kinda like the tooltip for my guns, showing range etc. for each damage type, same goes for webs/TP's etc. If we could keep the tooltips for modules that have 'projected effects' i.e. they do effects to other ships?

If this is not possible than how about an option to keep the tooltips for High Slot modules only?

Solo
Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#19 - 2012-08-10 11:52:05 UTC
Love the new tooltips! Very useful, however I was flying my stealth bomber yesterday and found some of the module tooltips (such as cov ops cloaking device) to not really give any extra information. Are there plans to make even passive modules provide extra information about their ~passive~ effects?
Omega Sunset
Black.Omega
#20 - 2012-08-10 11:58:07 UTC
-off
I'm looking fwd to that.
laptop screens lack real estate
I don't need missile info
thx

—Ω—

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