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Dev blog: Stay on Target!

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CCP karkur
C C P
C C P Alliance
#721 - 2012-10-15 00:25:20 UTC
Internet Knight wrote:
So these hit animations will also include people doing ewar, right? So if someone is warp scrambling me, I can see some sort of *obvious* warp scramble animation on the aggressor?

no... this will only be for damage.
Another team is working on something that will allow you to more easily target the ewaring people.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

CCP karkur
C C P
C C P Alliance
#722 - 2012-10-15 00:33:39 UTC
Myriad Blaze wrote:
If it isn't “too much” information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.

Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't “too much” information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.

It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).

I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info.

I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

CCP karkur
C C P
C C P Alliance
#723 - 2012-10-15 00:34:12 UTC
Lipbite wrote:
It's sad to see CCP karkur leaving team Avatar - EVE station interiors and avatars are greatest graphic environment in modern games. Thanks for your work in team Avatar, CCP karkur! And best of luck with new team.

Thanks Smile

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Soden Rah
Federal Navy Academy
Gallente Federation
#724 - 2012-10-15 00:47:13 UTC
CCP karkur wrote:
Myriad Blaze wrote:
If it isn't “too much” information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.

Instead of using absolute sizes for shield, armour and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't “too much” information). That way a ship with 1000 points in shield and 500 in armour and structure each would show a shield bar from 12 o'clock to 6 o'clock, armour bar from 6 to 9 o'clock and structure from 9 to 12.

It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might pre-set the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).

I personally think that telling you exactly how much the other guy has in shield, armour and structure is giving too much info.

I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)




Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track?
CCP karkur
C C P
C C P Alliance
#725 - 2012-10-15 01:04:01 UTC
Soden Rah wrote:

Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track?

To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all).

We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Rengerel en Distel
#726 - 2012-10-15 01:20:13 UTC
One thing i think in space that could be added without going too far is to add different brackets if the ship is being ewar'ed or rep'd. Perhaps something like { } around the ship icon if ewar, and ] [ if being repaired. You might end up with ] { icon } [ but you wouldn't know which ewar until you actually targeted the ship.

Also, if you're working on the overview in general, is there a reason we can't decide on the order of the icons like we can with pilots? If I always want stargates at the top of the list, i'm not sure why that's impossible. It would be nice if local system bookmarks were automatically seeded into the overview as well.

I know you don't want to have 2 systems running at the same time, but with the targeted icons in the target list, perhaps we could have simple ones like we have currently except for the focus target, which could be more robust. Perhaps even minimized versions of those that aren't the main focus, while the main focus has a larger icon. With chat windows, dscan window, overview, drone bays, people and places for quick bookmarks, etc. I can't see more than 7 targets currently because I'm out of UI real estate.

With the increase in shiptoasting, the Report timer needs to be shortened.

Sturmwolke
#727 - 2012-10-15 01:41:18 UTC
CCP karkur wrote:

We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.

Would suggest somehow putting radial velocity into the direction of those rotating arrows (inwards/outward pointing) to roughly indicate whether the target is moving towards/away from you.
The magnitude can be graduated by arrow length, though however you can omit this in favor of the simple 3 toggle setting - moving away, moving towards and maintained distance (i.e zero radial velocity).
mkint
#728 - 2012-10-15 02:23:44 UTC
Sturmwolke wrote:
CCP karkur wrote:

We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.

Would suggest somehow putting radial velocity into the direction of those rotating arrows (inwards/outward pointing) to roughly indicate whether the target is moving towards/away from you.
The magnitude can be graduated by arrow length, though however you can omit this in favor of the simple 3 toggle setting - moving away, moving towards and maintained distance (i.e zero radial velocity).

There would be a whole lot of info that could be added by displaying it on the tactical overlay. Maybe a second icon on the overlay plane that has the various velocities. It needs an update anyway... it's been buggy for a few years now, which is sad considering how important it is for situational awareness.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Warde Guildencrantz
Caldari Provisions
Caldari State
#729 - 2012-10-15 02:27:56 UTC
CCP karkur wrote:


We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.


doo eeeet

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Soden Rah
Federal Navy Academy
Gallente Federation
#730 - 2012-10-15 02:55:10 UTC
CCP karkur wrote:
Soden Rah wrote:

Would it (in your view) be giving too much info to colour the angular velocity / transversal/ ect in the overview based on the tracking speed of your turrets as outlined in this post post 679 page 34 so that you can tell at a glance which targets are going too fast for you to track?

To be honest, I don't think I know enough about angular velocity to answer this, but I would be a bit scared of adding to the overview work by doing the calculation that you suggest for everything on the field (although I have not looked into it at all).

We have talked about how cool it could be to let the rotation speed of the arrows that rotate around the active target be based on that, but we first want to get everything else solid.


Thanks for the reply Big smile

Hmm.... Personally if you were going to do anything with the arrows around the active target (or targets generally) I would go with colouring them by standing (according to active overview settings) so that they appear green (say) around allies/fleetmates and red around enemies so that when you have a list of target icons jiggling around you can immediately see at a glance who is a friend you should be repping and who is an enemy you should be shooting.
Which too me at least would be far more useful information than transversal, although you could of course do both.

However the trouble with using the rotation speed of the arrows as an indication of transversal it doesn't give you the information I was after which was how much the angular speed of the target is effecting your ability to track which is a function of both the targets angular velocity and your current tracking speed.
It's hard atm to analyse the effect as you have to remember the current tracking speed of your turrets (in radians per sec) and compare it to the angular velocity of the target and both numbers can often be really small (as in disappearing off the number of decimal places you could managed to budget for angular velocity in your overview). and so you really just end up checking whether the angular velocity is the same order of magnitude as your tracking.

Perhaps if we could get tracking numbers in degrees per second as well as/instead of radians per second.

Then we might get tracking numbers not front loaded with so many decimal points and could make better guestimates of the tracking penalty. It's easier to see where you are if your guns can track 45 Deg/s and the target is doing 25 Deg/sec than trying to compare 0.000234 with 0.000213 (making the numbers up but you get the idea) particularly when you only have enough space for 4 decimal points.

However colouring the numbers would be clearer still, then you don't have to remember what your current tracking speed is (is your tracking computer on or off...) relative to target speed.

Or you could make the number a percentage of your guns tracking speed rather than an absolute value.
that's an even simpler calculation for the client to do.

Maybe if you did the colouring calculations only for targeted objects, which limits to a Max of, what? 12 items.

If adding 12 really basic calculations to the overview all done client side is going to break the overview then I suggest that the overview was already broken. Blink

Also if this is toggle-able then people with performance issues could turn it off, those running quad graphix card i7 rigs could have it turned on Cool

In this thread Thread In features and ideas I suggested an idea for condensing several columns of data you currently need/want in the overview into one more useful and informative one. I wonder if this might also reduce the processing overhead of the overview into the bargain and gain the extra needed to compensate for this idea? I would have thought that fewer columns would result in less cpu/gpu cycles.
Mirajane Cromwell
#731 - 2012-10-15 05:33:57 UTC
CCP karkur wrote:
Myriad Blaze wrote:
If it isn't “too much” information with regard to PvP you might think about adding a numerical DPS meter for incoming damage (maybe instead of the flashing red circle). Just make an overlay over the ship pictures in the (old style) target icons. Outgoing DPS could be displayed near the bottom of the targeting bracket of the currently selected target.

Instead of using absolute sizes for shield, armor and structure bars in the circular targeting bracket you could use relative sizes (again, if that isn't “too much” information). That way a ship with 1000 points in shield and 500 in armor and structure each would show a shield bar from 12 o'clock to 6 o'clock, armor bar from 6 to 9 o'clock and structure from 9 to 12.

It would be nice to get information about the damage type of incoming damage. In case you think about the above mentioned DPS meter you might preset the value with the icon of the damage type dealt by that target (or in case of mixed damage types the type that represents the biggest portion of the damage).

I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info.

I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)
What if there was a module that shows target ship's relative sizes of armor/shield/hull when the module is activated and what if the module can be fitted only to logistics/EWAR type of ships...?
Bob Niac
Aliastra
Gallente Federation
#732 - 2012-10-15 06:11:17 UTC
Hey Kark ... I got a derpy one for you.

Why not just do like every other display on hit game and spit them out above the target taking damage? I really like the flashy thing .. but it works better when I hit THEM, imo.

Ex:
128
128
256 Well Aimed!
512 Wrecking Shot!
0 Miss!
Ship Goes Here


Oh .. and colors. If you do the "flashy thing" (hereafter referred to as the neuralizer effect) .. let's color code it. Decouple it from the targeting reticule on the main view. So now we can have x color flash when I hit shields, y color when I hit armor, and z when I 1 shot their structure. (what? it could happen!)

as for visually indicating I am getting hit .. I think modern shooters are generally doing it right. Glowing visual representation from the direction the shot came from. This could even be pings on a sphere surrounding me ship, but maybe just the side of the screen glowing. same thing, tick off the damage counter above me ship.

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

Bob Niac
Aliastra
Gallente Federation
#733 - 2012-10-15 06:13:03 UTC
That being said .. if the neuralizer was on the staic overlay (group of targets on the right) I could see that working.

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

Lunaleil Fournier
Viziam
Amarr Empire
#734 - 2012-10-15 06:42:11 UTC  |  Edited by: Lunaleil Fournier
I'd like to also support the idea of getting information on target tracking. Right now it's mostly hope and pray that you hit the target - of course, there's always educated guessing once you're familiar with the system but it's still not really an easy mechanic to understand and master. I'm not saying give an absolute "you will 100% hit this guy" readout, but maybe just give a broad estimate so that only the ships that are -so- far outside of tracking would be indicated.

I'd also like to request the ability to disable the HP bars that's displayed over primary target on your screen...I'd really like to see the ship itself and not have to look past the readout - which as you can see on the preview pic, covers up a large portion of that titan. The current bracketing lines on the main target are thin and easy to look past, but the new overlay is with thick bars do take away from the visuals of the ship itself. Or maybe display them below the ship or something...
Inquisitor Kitchner
The Executives
#735 - 2012-10-15 09:31:17 UTC
CCP karkur wrote:

I personally think that telling you exactly how much the other guy has in shield, armor and structure is giving too much info.

I like the idea of show the damage type, but I don't know, maybe that's giving too much info? (we did actually discuss both these things at our meetings on Friday)


I think it would be interesting to show damage type from Rats, as let's face it they all deal one damage type and it's on the internet etc everywhere so it's not a secret. So it'll make it not less easier to tank your ship against NPCs if you know where to look for it currently, but it will allow new players to figure it out for themselves (if they want to).

On the other hand, how easily do players notice what damage type the other player is doing to them? Does it really matter? The only ships able to do anything about it would generally be capital ships (near carriers etc). I'm not a capital pilot but it might be worth seeing how often they switch out resistances on the fly. If they do it all the time now then I see no reason not to add it. If they say it's hard to know what to swap to now then showing this would essentially buff carrier fleets.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Xylynex Farqir
Positive Research Initiative
#736 - 2012-10-15 09:42:20 UTC
Overall the main objective for this feature is to provide information that is clear and specific in a way that is meaningful on who is doing the most damage to the individual. I see three areas that this can be handled.

1) Overview
2) Locked targets
3) In space targets

The client side of the program already has information in relation to the total HP of the ship we are flying and therefore we can use this as the basis of graphical feedback to the user. Also we are already receiving information about the amount of damage being inflicted onto the ship through the current messages. It should be an easy task for the client to keep a record of the current damage inflicted and the total damage of a fight. Also we are already having this information provided when we receive kill mails.

The overview can be used to determine who is doing the most damage to the player by sorting on this fact. Highest total damage to the top of the screen (obviously an option in the overview settings). In massive fleet fights this would be an easy way to see who is the main damage dealers for this fleet and see who you need to avoid.

The overview can also provide graphical feedback on the amount of relevant damage being inflicted by a green yellow and red level of intensity of each hit. This could flash across the line of the opponent being shown in the overview.

To the left of the overview we could have a separate green to red scale similar to an equalizer bar on an amplifier showing the total damage graphically. As more is received this increases to red based on the total damage received.

In relation to locked targets we can use a similar equalizer bar concept. Showing this next to the graphic of the locked ship.

In space I would suggest a flash emanating from the ship doing damage to you on a green, yellow and red scale. This way you can scroll out and view this from a distance to get on overview of the battle from afar.

I believe the best tools we have are already in place and this generally is the overview view.


DRONES
Is there some way we can see which ships are locking our drones? eg a blue target icon in the overview - flashing when damage is being done...
Rengerel en Distel
#737 - 2012-10-15 11:29:01 UTC
While I agree that colors are the simplest way to indicate things, people need to remember they need to be able to graphically show it for colorblind people as well. That's why you're more likely to get arrows, and sweeping circles vs just color changes.

With the increase in shiptoasting, the Report timer needs to be shortened.

Rommiee
Mercury Inc.
#738 - 2012-10-15 12:14:40 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)


If you insist on making these icons circular, check out this illustration:

Here's is an awful but illustrative picture detailing my idea



It would make things far clearer.
Rommiee
Mercury Inc.
#739 - 2012-10-15 12:24:11 UTC
Bubanni wrote:
Shut up, the devs working on uni-invi are already working on it and doing a good job


lolol
Terrorfrodo
Interbus Universal
#740 - 2012-10-15 12:45:28 UTC
CCP karkur wrote:
don't see the need to keep responding to people who say the are confused by the health bars, because I've already stated that we acknowledge that people are confused about it and that we are working on it. And in some cases I don't know what to say, because I might not have the answer right now or can't comment on it... it doesn't mean we are not reading it (or should I maybe comment on every single post I read "Roger"?)

On a more personal note it just makes me sad when people act like this. Fozzie is indeed doing a great job, but so is a whole lot of other people I work with. We come here to talk to you guys but it's like your damned if you do and damned if you don't.... and the more people that act like that, the more likely is that we will just not bother and just go watch TV or something.


I want to make two suggestions how to limit this unfortunate dynamic.

1. Add a feature to the forums: View only dev posts in thread. Even a dedicated person like me gets tired of 30 or 50 pages of posts, most of them by ranting players (often double- or triple-posting). Most of us are not interested in other players' questions, we are interested in questions that have been answered: What we want to read is what the devs said, and the question they were responding to. If we could filter that out without scrolling through 50 pages to spot the blue badges, it would save us a lot of time and you some trouble!

2. In threads like this one, you need to update the first post or even the dev blog as you go along. So we can see what new information was posted by devs in the thread, which common player complaints were already addressed, which features from the dev blog were possibly changed in the meantime due to player feedback.

Some people would still complain about things that were already addressed, but I think it would become much less frequent.

.