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Dev blog: Stay on Target!

First post First post
Author
CCP Prism X
C C P
C C P Alliance
#621 - 2012-10-12 15:45:39 UTC  |  Edited by: CCP Prism X
Luka Datitties wrote:
The Dev who starts the thread should just edit the first post with the ideas that have already been addressed, ideas that are being considered, updates to current line of thinking etc... so that people don't have to filter through 50+ pages of posts to make sure they are contributing something new to the thread. Perhaps these updates could even have links to where the idea was posted on whichever page?


It doesn't help. Nobody reads even the first page before posting.. Blink

Edit: Smiley added. Smileys make everyone happy!
Darnok Iksnibiks
Aliastra
Gallente Federation
#622 - 2012-10-12 15:46:03 UTC  |  Edited by: Darnok Iksnibiks
Q: How it is indicated if enemy is alpha volleying you?
A: Well... You are going to see that single, powerful pulse effect around your ship... It will be blue-ish...
Bagrat Skalski
Koinuun Kotei
#623 - 2012-10-12 17:33:45 UTC  |  Edited by: Bagrat Skalski
http://oi46.tinypic.com/34nppjo.jpg

I made mockup of layout I think about. Its "pre alpha", but you can get general impression of it. Blink
Anja Talis
Sal's Waste Management and Pod Disposal
#624 - 2012-10-12 19:29:08 UTC
Stay on target.
We're too close!
Stay on target!
Loosen up!
Gold Five to Red leader, lost Tiree, lost Dutch.
I copy, Gold Leader.
It came from... behind!
JadeCantare
Constantine.
Ninja Unicorns with Huge Horns
#625 - 2012-10-12 20:19:05 UTC
I don't like the new target boxes much, But I do like the new target actions brackets.

I personally think there is nothing wrong with the current target boxes, They work, so why try and fix what isn't broken?
Bagrat Skalski
Koinuun Kotei
#626 - 2012-10-12 20:28:08 UTC
I think the same, if we have to change something, then why not change everything, so it will be more esthetically pleasing and improved for the sake of customization, intuition, speed and scalability.

For now nearly every thing is square and it works too. Blink
Claire Raynor
NovaGear
#627 - 2012-10-12 20:56:51 UTC
This DEV BLOG is made of WIN!!!

I like Circles. I always have. This is ace! Big smile
Claire Raynor
NovaGear
#628 - 2012-10-12 21:00:17 UTC
Bagrat Skalski wrote:
http://oi46.tinypic.com/34nppjo.jpg

I made mockup of layout I think about. Its "pre alpha", but you can get general impression of it. Blink


That is also a really nice UI.
Claire Raynor
NovaGear
#629 - 2012-10-12 21:12:08 UTC
Siduru wrote:
i got only one question.

It will be possible to turn it off ?



I think it's F9
CCP karkur
C C P
C C P Alliance
#630 - 2012-10-12 21:26:08 UTC
Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today.
I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important).
We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends.
And the work just continues, we still have almost 2 months until we release Smile
(of course we can't update you on every step we take, but I just wanted to share this with youSmile)

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Niko Lorenzio
United Eve Directorate
#631 - 2012-10-12 21:35:35 UTC  |  Edited by: Niko Lorenzio
CCP karkur wrote:


But we are not planning on removing the damage notification... we will (most likely) be improving them, I'm not really sure though how (I just don't know right now).

And thank you Big smile


Well I didn't want to divert the post, but since you asked, I was thinking maybe with perfect/good hits the turrets should hit somewhere in the center of the ship, the slight and grazed somewhere on the far sides, and barely hits maybe just off the bow... not sure how realistic it is, but that's my thought.

CCP Prism X wrote:
So... WHICH ONE IS SHIELD?!!

Seriously, why don't I know this yet!?! Stop ignoring me just because I'm asking the difficult questions nobody else wants to ask!


I cant believe they can't figure this out. If you compare to the "old view" it's obviously the one w/o any damage, top right.

CCP karkur wrote:
John Nucleus wrote:
Thought I would throw this out there, might generate some ideas for the new damage indicator. The idea was to have a simple indicator that shows hit quality, damage and damage type.

http://i.imgur.com/RZq0p.png

Interesting idea Smile


^THIS IS GENIUS! Can it be done w/o turning our screens into a disco party with LSD??

CCP Explorer wrote:
The day starts at midnight, at 12 o'clock, which is at the top of the clock, and the day progresses clock-wise. The targeting animation starts at "12 o'clock" and progresses clock-wise, same for the damage (shields starts at "12 o'clock"). Your mod timer animation observation is correct, it progresses clock-wise but starts at "6 o'clock"; perhaps that should be changed to start at "12 o'clock" as well. But that's for CCP karkur and Team Pony Express to think about if and how they want to tackle, not me. Big smile


I don't know what the score is on which way people prefer it to go, but my vote is 100% clockwise. Counterclockwise will be the confusing way. And I don't buy that module HP damage rises while Hull HP depletes. It's all how you look at it, and since it shows % of damage taken, it should be rising, not depleting. It's clockwise everywhere, should be clockwise on targets as well. Also if you think about, starting at 12 like you have is the best, because it's like you start from the top of the circle, and as you progress the red circle goes all around and when it's complete you get a pop! Big smile

Thanks for monitoring the posts so actively and addressing the negative feedback quickly and efficiently, even if people seem to overlook your answers, many of us are actually paying attention to them!

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

krickettt
The Kronos Ritual
#632 - 2012-10-12 21:36:49 UTC
CCP karkur wrote:
Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today.
I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important).
We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends.
And the work just continues, we still have almost 2 months until we release Smile
(of course we can't update you on every step we take, but I just wanted to share this with youSmile)


Yay lock counter! :D
Bubanni
Corus Aerospace
#633 - 2012-10-12 21:40:25 UTC
I find the decimals useful on my quick locking ships, specificaly between 2-3 sec locks. May I suggest that there is at least 1 decimal. When below 10 sec locks

So when it says 11 sec lock time it only says 11, but at 9 it says 9.9 and down or something like that

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

GeeShizzle MacCloud
#634 - 2012-10-12 22:00:10 UTC
maybe sort it to 2 significant figures so when its over 10 seconds its not showing decimals and when its less it shows 1 decimal place. that way you can work around the counter as always having 2 numbers and itd be easier to optimise placements of things.

=)
Niko Lorenzio
United Eve Directorate
#635 - 2012-10-12 22:10:18 UTC
CCP karkur wrote:
Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today.
I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important).
We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends.
And the work just continues, we still have almost 2 months until we release Smile
(of course we can't update you on every step we take, but I just wanted to share this with youSmile)


Noooooooooooooooooooooo!!!! BAD TEAM, BAD TEAM! Stop giving in to pressure, CLOCKWISE PLEASE!

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#636 - 2012-10-12 22:41:37 UTC
CCP karkur wrote:
Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today.
I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important).
We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends.
And the work just continues, we still have almost 2 months until we release Smile
(of course we can't update you on every step we take, but I just wanted to share this with youSmile)

So long as everything it moves in a continuous (lock counter, damage inflicted and defensive layers) direction I'm fine either way. but clockwise prograssion of damage just seems more... proper.

That said I'm not sure counterclockwise is terribly intuitive even considering the HUD. But if we are talking consistency then another way to look at it is the HUD's clockwise motion is beneficial (my HP) where the clockwise motion of my targets HP indicator is non-beneficial (they are regaining HP).

Ofcourse one could look at the opposite and say regaining HP moves clockwise whereas loosing HP moves counterclockwise...

I see the conflict now, I think...
Misanth
RABBLE RABBLE RABBLE
#637 - 2012-10-12 23:14:41 UTC
CCP Explorer wrote:
Misanth wrote:
Yah this is unfortunately quite common with CCP.

I have repeatedly highlighted every recent UI change for how everything just increases in size. At one point I asked Punkturis straight out if she's blind as a bat, and I even said the very least they can do is to give players the option to customize, as that is never a bad option. She was at least honest in her reply, stating she disagrees, and that more options is bad.

But frankly, in this case, those circular icons looked to be smaller to me, not bigger? I could be wrong, as others pointed out, the pictures doesn't really show. Either case, I completely agree with you, CCP should stop making everything so damn big, and they should really re-consider their stance that customizeable is bad.
CCP karkur already replied to a good portion of this here https://forums.eveonline.com/default.aspx?g=posts&m=2030910#post2030910


No, she didn't. She replied to comments on THIS issue, I was talking about CCP in general. No offense to anyone, and karkur has been excellent in this thread, but your company has a poor track record when it comes to make-everything-in-the-UI-massive-and-wide! Blink

..and I didn't plan to reply to this comment by you, but since you mis-read my post:

CCP Explorer wrote:
CCP karkur wrote:
Battlingbean wrote:
The real question we should all be asking is why does skills have a Focused medium Pulse Laser I on his Raven?
skills is just clueless and does whatever... for example he loses avatars to noobs
Video proof: http://www.youtube.com/watch?v=1HrNu0WdUJg&t=1m10s


..karkur already posted a link to that video as well. So you didn't just mis-read my post, it seems you also didn't read through the thread - not even checking what your workmates posted. But it's ok, I think you're cute. <3

AFK-cloaking in a system near you.

Misanth
RABBLE RABBLE RABBLE
#638 - 2012-10-12 23:24:29 UTC  |  Edited by: Misanth
Oovarvu wrote:
just want to have my twopennyworth,

shields on the left, armor on the right, structure at the bottom with the damage bar starting from the left

ship type at the top and range and speed underneath

with speed underneath its one less thing cluttering up the overview.

just an idea.


I liked it, until you said "one less thing cluttering up the overview". Well, as it is today we rarely have to look at targets/brackets, we have to look at the overview, or tactical overlay. We want range, distance, type, name (if in fleet and FC calling targets that way), and then either radial or transversal (or both). If you suddenly remove one or a few of these from the overview, we will suddenly have to look at two places - overview as well as target.

Basicly what is happening here is CCP doing two things:
1) They're adding new options to see lock range and "threat" etc on the bracket. I.e. something we can't read out from targets or overview or similar today. (those who have zero interest in this new information won't have to pay attention to how brackets look, either, so nothing is 'lost' there, it's just a pure win for those who want more information).
2) CCP is also changing the look of targets, hitpoints, lock time bars etc. This is a separate issue.

When you're requesting information to be removed from the overview, to the new targets, then you're adding a separate third issue that is unrelated to two things CCP currently is doing. And you create issues by doing this: you're virtually making the overview 'worse'.

That being said, I wouldn't mind having the information on the target, like you described, but the emphasis is on "adding" it to the new target box. Not 'swapping it away/removing it from the overview'. It'd give alternate ways for people to view limited information. But don't force us who keep a wide variety of intel to have to watch several spots, that'd make the game considerably worse and harder to play, for no reason. P

(otherwise I liked your post)

AFK-cloaking in a system near you.

Misanth
RABBLE RABBLE RABBLE
#639 - 2012-10-12 23:29:43 UTC
CCP Prism X wrote:
Luka Datitties wrote:
The Dev who starts the thread should just edit the first post with the ideas that have already been addressed, ideas that are being considered, updates to current line of thinking etc... so that people don't have to filter through 50+ pages of posts to make sure they are contributing something new to the thread. Perhaps these updates could even have links to where the idea was posted on whichever page?


It doesn't help. Nobody reads even the first page before posting.. Blink

Edit: Smiley added. Smileys make everyone happy!


You're getting better at this. Since you practice on your co-workers, might I suggest you give the forum volonteers some help as well, they seem to need it. P

AFK-cloaking in a system near you.

Misanth
RABBLE RABBLE RABBLE
#640 - 2012-10-12 23:33:35 UTC  |  Edited by: Misanth
CCP karkur wrote:
Just a little update in case you are interested... yesterday there was a lot of discussion on my team about this project (I was sickish so I was working from home and missed it all) and it continued today.
I've put the lock counter back, but will be removing the decimals (unless I find out that people find them VERY important).
We talked a lot about the health bars and will most likely be making them counterclockwise and that it's obvious where the circle starts and ends.
And the work just continues, we still have almost 2 months until we release Smile
(of course we can't update you on every step we take, but I just wanted to share this with youSmile)


One decimal please, it's quite vital at times when you're running against multiple e-wars etc. The same applies, like someone else suggested here earlier, that it would be helpful to have that show on the distance (to targets, in km, on overview) as well. If you're running boosts, faction modules, etc, sometimes you might end up with xx.x range, and game rounding things up.. you start to wonder why you lost your point on a target that should've been in range, etc. No need for more than a single decimal, but it would help greatly both in timer bar + overview distance.

Thanks for the update, as well.

GeeShizzle MacCloud wrote:
maybe sort it to 2 significant figures so when its over 10 seconds its not showing decimals and when its less it shows 1 decimal place. that way you can work around the counter as always having 2 numbers and itd be easier to optimise placements of things.

=)


..that! Excellent suggestion, it solves the decimal request for us, as well as keeping it a bit smaller for you guys. Giefv. P

AFK-cloaking in a system near you.