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Tooltip update today!

First post First post
Author
Othran
Route One
#21 - 2012-08-10 11:58:24 UTC
Tooltips are great for LEARNING a product's UI.

However if you can't disable them once you have learned the UI then they WILL drive you batshit mad.

As UI designers you should ALWAYS permit the user to disable any enhancements such as tooltips.

I appreciate you're using the tooltips here to show module info (which is subject to change under some conditions) but you should respect the users right to not see what you consider "awesome" Blink

Put a disable checkbox in please.
Hannott Thanos
Squadron 15
#22 - 2012-08-10 12:11:57 UTC  |  Edited by: Hannott Thanos
Delay is waaaay to long in my opinion. 0.3 seconds or 0.2 seconds would be fine.

Edit to add something constructive.

It would be nice if the delay was like 0.1 second even, and it required you to keep the mouse still. Then it would not pop up every time you activate a module, but is super fast if you want information

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Louis deGuerre
The Dark Tribe
#23 - 2012-08-10 12:17:07 UTC
Nice to see CCP awake and listening. Loving them tooltips ! P
Vilnius Zar
SDC Multi Ten
#24 - 2012-08-10 12:19:00 UTC
- Yes there's now a delay of one second, I would like ito be *slightly* longer so it only really shows up when you actively want to read it instead of "forgetting to move your mouse away from the icon quick enough". Better yet, I'd like an opt-out option (you might think it's radical but many players don't need nor want this kind of clutter on their UI).

- Falloff is listed above optimal, I could go all tinfoil and rant about CCP being pro-minmatar but realistically it's probably because it's sorted alphabetically. Still, it makes no sense and "ease of coding" shouldn't interfere with logic. Optimal needs to be listed above falloff

- Falloff is counted as optimal+1xfallof, WHY? It's not logical, it's not explained nor does it help newer players understand how things work and it certainly doesn't help players who quickly want to glance at their range. Now we have to read the fallof number, read optimal number and subtract that and THEN we can quickly calc our 2x falloff. Stop dumbing **** down beyond logic, state falloff as what it is, JUST the falloff number. That way you actually state truth and allow us to make use of those numbers.

Sorry for the rant :P
Schmata Bastanold
In Boobiez We Trust
#25 - 2012-08-10 12:19:49 UTC
Quoting myself from another "tooltip" thread:

Quote:
IMHO much better option to present those "tooltip" data would be dedicated part of ship's HUD just like effects bar with an option to hide it completely just as currently we have for passive modules for example.

OR

If we really have to have it as a tooltip it should be at least 50% of current size with only text information without icons and huge space between lines.


Just my 0.2 ISK

Invalid signature format

Logicycle
Stimulus
Rote Kapelle
#26 - 2012-08-10 12:32:59 UTC
Can I get an ON / OFF switch on this?
Bob Kilometer
Material School
#27 - 2012-08-10 13:11:05 UTC
CCP karkur wrote:
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

It appears to be half fixed. The tooltip now appears in the correct place after alt tabbing but still persists until I put the mouse over another module.
CCP Soundwave
C C P
C C P Alliance
#28 - 2012-08-10 13:11:07 UTC
Schmata Bastanold wrote:
Quoting myself from another "tooltip" thread:

Quote:
IMHO much better option to present those "tooltip" data would be dedicated part of ship's HUD just like effects bar with an option to hide it completely just as currently we have for passive modules for example.

OR

If we really have to have it as a tooltip it should be at least 50% of current size with only text information without icons and huge space between lines.


Just my 0.2 ISK


That's a pretty damn cool idea.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#29 - 2012-08-10 13:15:10 UTC  |  Edited by: Salpun
Schmata Bastanold wrote:
Quoting myself from another "tooltip" thread:

IMHO much better option to present those "tooltip" data would be dedicated part of ship's HUD just like effects bar with an option to hide it completely just as currently we have for passive modules for example.


Best idea so farSmile

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

See you around the universe.

Darth Skorpius
352 Industries
#30 - 2012-08-10 13:15:29 UTC
Can we get Mining laser/Ice Harvester range, cycle timers and yield added to the tool tips please?
Joe Skellington
Sarz'na Khumatari
#31 - 2012-08-10 13:17:55 UTC
As suggested by Erlendur, I will state my thoughts:

I think the icons are a bit big, if they could be reduced in size or given the option to remove them all together (for text only), it would reduce the goddiness of the tooltip as it stands now. Thank you.

Please note that ASCII art is not permitted in the forum signatures. Spitfire

Gilbaron
The Scope
Gallente Federation
#32 - 2012-08-10 13:19:24 UTC  |  Edited by: Gilbaron
i wish we could have tooltips (and other functionality) that use the "dogtag" thing i remember from pitbull unitframes in WoW

but since CCP does not want us to have a fully configurable interface we have to run with what we get. i really like the idea of tooltips giving the information they now give. this plus iterations mentioned by soundwave will make my eve life better. thats what really matters.
Bloodpetal
Tir Capital Management Group
#33 - 2012-08-10 13:23:34 UTC  |  Edited by: Bloodpetal
I think the tactical data of modules etc can have some dedicated part of the UI as said above (and I mentioned earlier in an image linked with it).

It would keep the info in a consistent place, make it feel more like a HUD element, etc.

The major obstacle to that at the moment, imho, is just the whole EVE UI is very window pane oriented, so there is no good place to put it really.


My thinking is that the "Drones window" could become something like this and converted to the "Tactical Panel". Instead of exclusively for drones (and appearing and disappearing with drones), you can make the drone window have a tab for tactical information and then a tab with all your drones (if you have them) in the drone bin for when you want to do the drones as clickable modules. It would be 2 tabs (or more) And you could then position that wherever you wanted to position it.

The Pros of this is you have a UI element that doesn't come and go randomly and you're not adding yet ANOTHER window.

The Cons of this are that you add a bit of complication to a window, and explaining that cleanly so new people understand what is going on would be important and to know where to look for the information.


You guys are doing a great job on this, thanks for the fast updates and I do like this a lot lot better overall, especially the tooltip distance from the module is cleaner.

Where I am.

Hrett
The Scope
Gallente Federation
#34 - 2012-08-10 13:32:20 UTC  |  Edited by: Hrett
I like the tweaks here, and some of the suggested ones, but overall I LOVE the feature. With the eleventy-billion types of hybrid ammo that I sometimes carry around for pvp, this is exactly what I need to easily tweak my optimal ranges and proper engagement distances. I would like a timing option though, because I personally prefer them to be instant.

Thanks for the great UI addition and the quick tweaks.

spaceship, Spaceship, SPACESHIP!

Daneel Trevize
Give my 11percent back
#35 - 2012-08-10 13:33:39 UTC  |  Edited by: Daneel Trevize
Re: the OP. I don't see why you can't have delayable module tooltips without impacting the rest. You state all tooltips would become delayed if any did, but surely you can just make a new subclass of tooltip for the modules, and put the delayable code in/for them. You're willing to add configurable delayableness but not derive a 2nd type of dialog that is/isn't delayable?

Another way around would be all tooltips are made delayable, all existing ones run off of a setting of 0 delay, and module ones are a type/take a constructor parameter that runs them off of a 2nd setting which ccp/the user can configure.

As much as I like the idea to move the new modules dialog to a dedicate collapsable HUD area, could we have some simpler UI changes first, like being able to reverse the overview alignment so it can fill from bottom, up? You let us move the modules UI, locked targets, selected item dialog, etc to the bottom, and change the sort order of the overview, but this feels half-crippled without having the overview fill upwards with the scrollbar starting&staying bottom-aligned. We still have to move all the way to the top of the overview to select single/nearest things. Or have them at a varying position at the bottom of the overview where they might even be hidden and need to be scrolled to.
ISD TYPE40
Imperial Shipment
Amarr Empire
#36 - 2012-08-10 13:36:03 UTC
Non-constructive troll posts removed, thread given a little polish, please post responsibly - ISD Type40.

[b]ISD Type40 Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department[/b]

Rek Seven
University of Caille
Gallente Federation
#37 - 2012-08-10 13:44:31 UTC  |  Edited by: Rek Seven
Instant pop ups worked fine for me. It's now quicker to right click and show info that it is to wait for the pop-up. That's kind of dump

Please allow us to set the delay to 0 asap.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#38 - 2012-08-10 13:46:46 UTC  |  Edited by: FloppieTheBanjoClown
I'd like to see a little more information (cycle time and alpha damage) as well as the tooltip being condensed. The icons are useless fluff that create too much white space, actually making the tooltip take longer to read.

I'd like to see a text-only tip that looks like this:

[Hotkey] Module Name
Charge Name
Range || Cycle Time
Damage || DPS

Founding member of the Belligerent Undesirables movement.

Elijah Craig
Trask Industries
#39 - 2012-08-10 13:46:53 UTC  |  Edited by: Elijah Craig
Hey folks - I love the tool tips. The initial 1 second delay is great.

Sure, give folks further customisability if they want to be OCD about it, but I think we are near the defaut which 98% of folks would just take as-is and get on with their lives.

However, I noticed that once I hold for a second and get that great info, I want to then see what the other module tooltips show. By hovering for that initial second, I am mentally wanting to be in 'tooltip mode' and I want to see tool tip info on all modules quickly.

Especially if in combat, seconds are critical. Having to wait for ~each individual module~ to wait out the 1 sec timer is I think an issue.

How about, once that first 1 second pause is done and the tooltip pops up, it should then open immediately over ~all the modules~ that I hover over, until the mouse is taken away from the module area.

Does that make sense? I'm really forgetful, especially in fast combat situations. I want to remind myself of my range and ammo, then scram range, then web range, all quickly before I land on grid, or something. I want to do all that in one swoop across all those relevant modules, as a reassuring reminder of my fit. So I'd wait out the initial 1 second delay and then the tool tip pops up immediately on each module until moved away.

Otherwise it is:

-wait 1 sec- Weapons Info
-wait 1 sec- Scram info
-wait 1 sec- Web info etc

so at least 3+ seconds in total, which in urgent combat situations when you are warping onto grid to someone's www's to get tackle is... nervewracking :-D

Anyway just my 0.02 ISK
Makari Aeron
Imperial Shipment
Amarr Empire
#40 - 2012-08-10 14:05:06 UTC
While I do like the tooltips, I find them to be quite large (height wise) even on a 1920x1200 resolution. A few pieces of information could be placed onto the same line such as the ranges for guns/missiles. I would also recommend making the images 33% smaller (down to 66% of their current size). While I don't particularly find that the images are needed, they do add a nice touch. Though my thoughts on the images could simply be biased from playing the game for a few years.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP