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Dev blog: Stay on Target!

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Author
Camera Drone
EYES 3VERYWHERE
Sentinel.
#821 - 2012-10-21 13:55:37 UTC  |  Edited by: Camera Drone
Ask any professional designer, you never sacrifice simplicity and user-friendly features for more "shine".

Making it half a circle with left to right bleed would at least make it familiar and human :p
Bernard 2007
The Scarlet Storm
#822 - 2012-10-21 21:07:03 UTC  |  Edited by: Bernard 2007
Frankly speaking I'm not sure if I like the new system. The targetting system is pretty darn good as it is, compared to say the overview (lots of wasted space), the directional scanner (shitloads of wasted space making it clutter screen) and the probing window (it's a MESS!). And seeing how this window alone takes up a solid 10-12% of my entire screen while the new targetting GUI takes up just the amount of space it needs. I'd say effort is better put elsewhere.

Right now the targetting system tells me everything I need to know in a easy to understand and non-cluttering way. It shows me where the target is, its range, its health and an image in a very clean manner. Sure the other one is nicer looking, but it's not as intuitive in a high pressure combat situation.

In fact, I'm fairly certain that given the choice, I'm gonna keep using the old system over the new one.
Bernard 2007
The Scarlet Storm
#823 - 2012-10-21 21:10:35 UTC
Dominus Alterai wrote:
Sobic wrote:
I for one LOVE the circles and honestly it would be easy to learn which part represent what after only a few hours of game play.

Shield are left bracket, armor bottom, structure right, or whatever.

Seriously you people are so afraid of change it's funny.... and sad....

EVE is an awesome looking game, and making the graphics actually help me understand better what is going on will be huge for this game.


Wanna know why we're afraid of change?
Have you ever wondered why there's a running joke about CCP and their "upgrades?"

Look, I'm all for upgrading the UI a bit, but this is really confusing. Maybe make the armor/shield different colors? Like, say, blue for shields and yellow for armor. Keep structure white. WAY easier to keep track of it in large fleet battles.

And before you ask, yes. I have tried it on duality and it is confusing for the first couple dozen times, which brings me to New player familiarity, but then this would be a rant...


Outlined system doesnt work for color blind people.. (It's a factor, really)
Rengerel en Distel
#824 - 2012-10-22 11:36:24 UTC
Bernard 2007 wrote:
Frankly speaking I'm not sure if I like the new system. The targetting system is pretty darn good as it is, compared to say the overview (lots of wasted space), the directional scanner (shitloads of wasted space making it clutter screen) and the probing window (it's a MESS!). And seeing how this window alone takes up a solid 10-12% of my entire screen while the new targetting GUI takes up just the amount of space it needs. I'd say effort is better put elsewhere.

Right now the targetting system tells me everything I need to know in a easy to understand and non-cluttering way. It shows me where the target is, its range, its health and an image in a very clean manner. Sure the other one is nicer looking, but it's not as intuitive in a high pressure combat situation.

In fact, I'm fairly certain that given the choice, I'm gonna keep using the old system over the new one.


CCP isn't really big on offering choice. This is a sandbox game, you get to play it however you like, as long as however you like matches exactly how they want you to play it.

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

Lors Dornick
Kallisti Industries
#825 - 2012-10-22 12:18:47 UTC
Rengerel en Distel wrote:


CCP isn't really big on offering choice. This is a sandbox game, you get to play it however you like, as long as however you like matches exactly how they want you to play it.



Erh, no.

They do force the UI on us.

And I do have serious issues about that ...

But as far as I've noticed they haven't done much to control how we use that more or less annoying UI.

I've found that the limitations on how I can play this in an entertaining way (for me) isn't limited by CCP's more or less succesful UI.

It's down to how I can adapt my game to all the other effing morons that hasn't understood that EvE is dead and continue to play this game in a way that I don't like ;)

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Tabiothi Talaenei
Royal Order of Security Specialists
#826 - 2012-10-22 19:53:20 UTC  |  Edited by: Tabiothi Talaenei
Karl Planck wrote:
rofl, my first got deleted. Damn you ccp ninja skills

Edit: So a few things.

First, in the new UI you show how the both the raven and the avatar are locked. On the Titan it shows the shield and armor and hull indicators with corresponding damage. However on the raven it is only a single bar that has full shield (which is correct) but no notification on the armor and hull damage. Is this because the raven is not the active target? If this is correct could we get it so that all targets show the full damage layout?

Second, as to the damage indicators. I like the idea behind this, as reading things can be difficult. However, can we make it more useful by having the opacity be a reflection as to how well they are hitting us instead of their damage/our HP? For instance: damage inflicted by enemy/maximum possible damage possible? Damage relative to HP isn’t all too helpful because your ship’s health is a very VERY easy stat to keep track of. However, having a visual que to knowing that you are under the guns of your opponent or that you have flown out of somone’s optimal would be VERY helpful (as opposed to having those numbers memorized Oops).



I like the circular healthbars. they are intuitive and cound down to zero in circular fashion. what i really wanted to +1 was the karls comment on hit quality affecting the damage indicator. this would be extremely useful in smaller ships, moreso than in larger ships, but maybe we can cater to both. The opacity could represent the quality of the hit, and the color could depict the amount of damage done (hit numeric damage/ my ships HP), so a fullt red hit would be like 25% my HP whereas a 5-10% hit might be more yellow or orange. (with a black border around it to make it more visible in space)
Rek Seven
University of Caille
Gallente Federation
#827 - 2012-10-23 08:43:36 UTC  |  Edited by: Rek Seven
@ CCP

The EVE UI does not need small iteration, it need a complete overhaul. It this new targeting UI (and future additions) part of a planed vision or are you just making it up as you go along?

I won't mince my words, EVE has the worst UI I've seen in a game in the last 5 years. Please give the UI the attention it deserves, as I feel it's the biggest thing holding eve back at the moment (that and the lack of new/interesting game mechanics).
Kage Toshimado
Garoun Investment Bank
Gallente Federation
#828 - 2012-10-23 16:51:43 UTC
Lors Dornick wrote:


Erh, no.

They do force the UI on us.

And I do have serious issues about that ...

But as far as I've noticed they haven't done much to control how we use that more or less annoying UI.



Exactly. Take the "NEW" design for the Vagabond and the Stabber. I quote:

"As the icing on the cake from our Art department (many thanks to all the people involved, including the amazing CCP Phor), we would like to let you know that the many cries of despair from Stabber / Vagabond pilots have been heard, and you will also get revamped models as part of the winter deal."

And you know what? IF the Art department hadn't messed with the Vagabond/Stabber design in the first place, you wouldn't have to deal with our "cries of despair". Learn from your mistakes already CCP!! Changing the game, for the sake of change, is counter productive.
Challu
Brutor Tribe
Minmatar Republic
#829 - 2012-10-23 18:41:25 UTC
I can learn to work with the new circular damage controls (it's nothing like the ridiculously derped UniInv system, so don't make those comparisons peeps..) but...

What is with the counterclockwise damage progression? In what universe does that make sense?

Damage goes from right to left now. Do consider preserving that and making damage go clockwise from 12 o'clock...

Tarchus
#830 - 2012-10-23 19:42:25 UTC
I did read some posts and more than 50% were against circle targets.
I am against circle targets as well.

You know the bad part about this?
No matter how many people are against circle targets, CCP will implement it either way.


This dictatorship doesn't work in the world of pc games.
You, CCP, don't make a product shaped for the current or future consumers. Who will like a product shaped only by your desires?

You say you care, but it's this the way you let people show you care?
Some players already listed other more important things than these circle targets.
Langbaobao
Tr0pa de elite.
#831 - 2012-10-23 23:43:47 UTC  |  Edited by: Langbaobao
Eh. TBH I don't see the reason for this change, since in my opinion the old targeting system was quite ok. I don't understand why they're fixing what ain't broken. I know that CCP will bulldoze this trough regardless of objections but it would be nice if you would at least leave the option to have round or square targeting icons. From what I know of ergonomics, human vision recognizes straight lines and corners much better then circles. The new circular icons with the health bars, while aesthetically maybe more pleasing to some, are in my opinion much less readable at a glance then the older ones. The old disposition of health bars in particular was much more intuitive. I'm hoping against hope that CCP will take these objections into consideration and, if not revert the changes, at least give us the option of having old style health bars if we want to use them (I would in a heartbeat). Unfortunately I doubt CCP will listen, in my experience they rarely do. I would write more in detail what and why to do, but I can't be bothered after the previous experience with the new unified inventory when they asked for input, I write 3 extremely long and detailed posts and don't get even an answer. It's not worth the time to do it.

PS. The unified inventory is still broken btw, fix it.
GeeShizzle MacCloud
#832 - 2012-10-24 01:13:19 UTC
feedback on the new overview changes on duality...

+1 on no health bars floating on the targeted ship (only on the horizontal / vertical target bar)
-1 on the size of the new targets on the targeting bar as the change to circles have increased the footprint. meaning people running lower resolutions will find it increasingly difficult to have all necessary things on screen when if fleets etc. plus lengthy names invade on the area where miniature module icons appear, causing it to clash and appear messy and unrefined.

+1 on the unified invntory change to keep the width of the left column independent to the overall width of the window.

theres still a bug with keeping the advanced filters menu closed when closing the window nd opening it when u change the size of the window to extreme sizes.

-1 on the gun optimals and locking range icons for multiple reasons. They are extremely subtle and although the mouse over idea for weapon groupings is a novel idea, it clashes with an efficient workflow. having to divide concentration on a mouse over activity and then on the overview contacts in the main window and not locked target bar or overview contacts list is going to be frustrating and aggravating to the point people wont bother using the system.

the round health bars i personally dont have a problem. but i would presume if measured the square target health bars have more length to indicate health than the circumference of the circular form. Although this cound be considered superfluous as tooltips allow a percentage readout.

-1 to the fleet hangar changes as fleet hangar access is still locked to refitting access and should be split to allow others to refit without access to a "fleet hangar". regardless of what you guys call it, the hangar space will ALWAYS be used primarily by the main pilot of the ship to store personal items of his or hers.
one has to wonder if this is a subtle stand by CCP to discourage carrier groups to use refitting during combat without voicing such opinions? who's to know.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#833 - 2012-10-24 02:00:44 UTC
I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance.

Do people have issues understanding their own ship hud (in semi circular format)?
Do people frequently forget simple static sequences that do not change?
If progress in a circle is so difficult to read or can't be read at a glance why do we still use it so extensively IRL?
What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels?
Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right?
What specifically are people likely to become confused about when using this system?

Having experienced the system in question I can't substantiate any of the issues being stated. This could very well be personal, but any issues being experienced I'd have a hard time believing weren't the result of a resistive user trying to create issues to validate their viewpoint.
Rengerel en Distel
#834 - 2012-10-24 03:25:07 UTC
Tyberius Franklin wrote:
I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance.
Intuitive means easy to understand instinctively. If you have to wait until your ship is under fire to know which way it's going, and which is which, it's not intuitive by definition.

Do people have issues understanding their own ship hud (in semi circular format)?
The ship hud is split into 3 parts, intuitively you know which is which.

Do people frequently forget simple static sequences that do not change?
Once you know how it works, you don't forget, no one has said that you do.

If progress in a circle is so difficult to read or can't be read at a glance why do we still use it so extensively IRL?
Perhaps different professions use different things, but what are the daily uses in your life where things are measured in circles? I can't think of a single thing in my daily life where it counts down measured in a circle.

What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels?
Not color blind, so can't speak to this point.

Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right?
I don't believe the direction matters as much as the shape. Bars are just easier to read than circles.

What specifically are people likely to become confused about when using this system?
You can't at a glance tell when you've taken something from shield to armor to hull. Instead of with the bar system, where you know because the total bar has changed color, the circles you have to look a bit harder at, because of the gap. There's also less sense of scale with a partial circle vs the bar if it's your job to RR. There's also just the increase in the target bar size, as well as the in space icon sizes.
Having experienced the system in question I can't substantiate any of the issues being stated. This could very well be personal, but any issues being experienced I'd have a hard time believing weren't the result of a resistive user trying to create issues to validate their viewpoint.

My answers in italics.
A lot of HUDs are personal preference, which is why many of us can't understand why CCP refuses to allow their players to personalize the options. It's such an arrogant attitude, and is really off putting in a game you're trying to enjoy.

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

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#835 - 2012-10-24 03:53:46 UTC  |  Edited by: Tyberius Franklin
Rengerel en Distel wrote:
Tyberius Franklin wrote:
I'm in need of help understanding how circular progress is not intuitive or can't be identified at a glance.
Intuitive means easy to understand instinctively. If you have to wait until your ship is under fire to know which way it's going, and which is which, it's not intuitive by definition.
I'll grant the complaint of which way it is going, but again that comes down to personal preference and many expressed the desire for it to go the other way. Progression from one layer to another felt no less intuitive than now since it goes in a circle just as the basic shape suggests

Do people have issues understanding their own ship hud (in semi circular format)?
The ship hud is split into 3 parts, intuitively you know which is which.
Same for the new targetting icons. Again they go in a circle.

Do people frequently forget simple static sequences that do not change?
Once you know how it works, you don't forget, no one has said that you do.
Yet people lament this as being especially counterintuitive. Considering the simplicity and overall clarity of damage progress I don't understand the issue with at a glance analysis.

If progress in a circle is so difficult to read or can't be read at a glance why do we still use it so extensively IRL?
Perhaps different professions use different things, but what are the daily uses in your life where things are measured in circles? I can't think of a single thing in my daily life where it counts down measured in a circle.
Every gauge in my vehicle, time on an analog clock/watch, temp reading on my analog thermostat, really everything I have that doesn't have a digital numeric display in which I expect a detailed reading. I have more circular displays than bar ones by far and use them more frequently

What issue is introduced here for the color blind that wasn't apparent before? Was it just the text labels?
Not color blind, so can't speak to this point.

Is counterclockwise (or clockwise for that matter) inherently more difficult than left to right?
I don't believe the direction matters as much as the shape. Bars are just easier to read than circles.
I didn't have a lack of ease either way. As said before the first time something starts to take damage under the new system is the only time there is any ambiguity and it is eliminated at that very same moment. Additionally I've yet to see any real evidence that bars tend to be inherently easier to understand.

What specifically are people likely to become confused about when using this system?
You can't at a glance tell when you've taken something from shield to armor to hull. Instead of with the bar system, where you know because the total bar has changed color, the circles you have to look a bit harder at, because of the gap. There's also less sense of scale with a partial circle vs the bar if it's your job to RR. There's also just the increase in the target bar size, as well as the in space icon sizes.
Vertical size I can grant however this is only due to activation icons being moved to below the target. Visual at a glance identification of damage seemed a non issue. I've not in my limited experience with it missed the gap between the bars and mistaken defensive layers. This is with no extra effort. I'm not having a sense of scale issue either, but then radial scale registers the same as linear scale for me so far as I can tell when eyeballing it.

Having experienced the system in question I can't substantiate any of the issues being stated. This could very well be personal, but any issues being experienced I'd have a hard time believing weren't the result of a resistive user trying to create issues to validate their viewpoint.

My answers in italics.
A lot of HUDs are personal preference, which is why many of us can't understand why CCP refuses to allow their players to personalize the options. It's such an arrogant attitude, and is really off putting in a game you're trying to enjoy.


Retorts in bold.

As far as not understanding the lack of choice, we run through this with every change in UI, good or bad in popular view in that as should be obvious. There is extra work in maintaining 2 visual systems. I've not seen any MMO title have support for what you are asking in any real capacity. So in the end it comes down to preference and despite the last few pages if you go over the whole thread you will see that most are overall positive while debating minor implementation details or making additional related feature requests.
Rengerel en Distel
#836 - 2012-10-24 20:49:11 UTC
Tyberius Franklin wrote:

As far as not understanding the lack of choice, we run through this with every change in UI, good or bad in popular view in that as should be obvious. There is extra work in maintaining 2 visual systems. I've not seen any MMO title have support for what you are asking in any real capacity. So in the end it comes down to preference and despite the last few pages if you go over the whole thread you will see that most are overall positive while debating minor implementation details or making additional related feature requests.


The amount of MMOs that don't let you change from the default UI are far smaller than those that let you. Just look at curse, or any of the "MMO"interface sites. They don't have to maintain 2 systems, they have to maintain one system that lets the players make changes to the UI.

As to the gauges in your car, they're actually circles, and not semi-circles?
http://www.featurepics.com/FI/Thumb300/20080406/Car-Gauges-677905.jpg
They also don't represent 3 different things in one semi-circle, they split them up because it's clearer.

But it's just splitting hairs, as CCP will do whatever they want, regardless of anything anyone says.

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

Willie Horton
Brutor Tribe
Minmatar Republic
#837 - 2012-10-24 21:06:03 UTC  |  Edited by: Willie Horton
If you plan to leave this new feature like this http://www.youtube.com/watch?v=cXwBrlEGshM&feature=player_embedded#! I am kinda sickened .

For my taste this is beyond bad.I say that cause I don't see this fit in current UI that we have (boxes ). Second problem,if you look you will notice that small icons that show what module is active on target is covering distance.That is one of most important information that you need in combat.

Do we really need safety button ?When I started to play this game someone told me well this is hard game so you will need to really push your self to get along with EVE.How that button is representing that ?People are coming to EVE as last resort ,place where they will play hardcore hard game not some WoW clone.Maybe this button is not UI dev part of work so sorry if am blaming you for that.

I know it sounds funny but I am even thinking to ask "someone want my stuff"?Yes you will say man it is just UI ,but it is not,since current was nice and you could see what you need.And I will ask again as people before me asked many times can you give us options to have old UI ?

There is a lot of ways to make this work for all players.Simple things as giving option of flat graphic icon and enhanced like this is what you are proposing ,but you kinda don't want players to mess with any creation you make and that is making me angry.It is like you go to shop and you have T-shirt in one color but you dont like and ask do you have in any other than I will reconsider.

I am not trying to place here hate comments,but you CCP people are getting some weird ideas that don't make any sense to me.To much stuff blinking around,HP bars all around,dont know really it give me shivers.

Sorry but for UI changes from here where I stand you will get -10.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#838 - 2012-10-24 21:11:12 UTC
Rengerel en Distel wrote:
Tyberius Franklin wrote:

As far as not understanding the lack of choice, we run through this with every change in UI, good or bad in popular view in that as should be obvious. There is extra work in maintaining 2 visual systems. I've not seen any MMO title have support for what you are asking in any real capacity. So in the end it comes down to preference and despite the last few pages if you go over the whole thread you will see that most are overall positive while debating minor implementation details or making additional related feature requests.


The amount of MMOs that don't let you change from the default UI are far smaller than those that let you. Just look at curse, or any of the "MMO"interface sites. They don't have to maintain 2 systems, they have to maintain one system that lets the players make changes to the UI.

As to the gauges in your car, they're actually circles, and not semi-circles?
http://www.featurepics.com/FI/Thumb300/20080406/Car-Gauges-677905.jpg
They also don't represent 3 different things in one semi-circle, they split them up because it's clearer.

But it's just splitting hairs, as CCP will do whatever they want, regardless of anything anyone says.

CCP doesn't allow mods and the sites you spoke of are mod sites. They are not packaged visual alterations within the distributed game client. As to whether it's good or bad that CCP disallows mods, that is another debate. It is however true that the unaltered clients on most games have a relatively static style. As far as making a system to create user generated changes, again I'd have to ask you to point out another game that bundles that capability.

As far as the guages, you have 3 separate semi circles arranged in a pattern to indicate which level of defense each represents. The overall pattern is a circle, but to suggest that a full circle is unintuitive is like suggesting that analog clocks are difficult to interpret. Also is heat something people have issues with reading often?
Rengerel en Distel
#839 - 2012-10-24 22:02:17 UTC
Tyberius Franklin wrote:

CCP doesn't allow mods and the sites you spoke of are mod sites. They are not packaged visual alterations within the distributed game client. As to whether it's good or bad that CCP disallows mods, that is another debate. It is however true that the unaltered clients on most games have a relatively static style. As far as making a system to create user generated changes, again I'd have to ask you to point out another game that bundles that capability.

As far as the guages, you have 3 separate semi circles arranged in a pattern to indicate which level of defense each represents. The overall pattern is a circle, but to suggest that a full circle is unintuitive is like suggesting that analog clocks are difficult to interpret. Also is heat something people have issues with reading often?


I'm not sure what you're even arguing at this point. Yes, i listed mod sites, as what i said is that EVE should allow us to mod the UI. A few MMOs will let you have different default configurations, but I don't think that would be needed if they allowed mods. Their attitude that only they can decide how the game should be played is the problem i have.

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

Misspi en Divalone
University of Caille
Gallente Federation
#840 - 2012-10-25 10:43:09 UTC
I haven't read all replies and suggestions but here are my suggestions.

- Allow a choice for either old rectangular, circular and triangular (flipped 180 degrees to distinguish between asteroids) shapes. I like choice! All of these in either full shape or corners only. Why? See suggestion #2.

- Allow a shape change depending on locked/unlocked/aggressed/non-aggressed. A change in shape and colour should help the colour blind. For everyone it should make it easier to distinguish where on grid your locked target hangs out in between other targets. A shape and colour change is an improved indicator over the current overview regardless.

- Allow everyone to change box/colour settings in the overview any which way they choose and everyone will be happy. The "old" overview would just be a matter of setting everything ship related to rectangular boxes with separate colour changes for states and not ticking the view target shield/armor/hull status box.

Example : Personally I'd go for unlocked unaggressed using an open rectangular box, full rectangular box for opponent lock but not aggressed or locked by me. Open triangle for opponent who aggressed me but aren't locked by me. A circular open marker for targets I locked but who are not aggressing me and closed triangle if we're both shooting each other.

I hope the input is appreciated and will be implemented.