These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Tiptoe Through the Tooltips

First post First post
Author
Dinsdale Pirannha
Pirannha Corp
#181 - 2014-05-13 23:31:45 UTC
Ivan Taredi wrote:
James Amril-Kesh wrote:

*snip*
And finally, the solar system map, the most atrocious part of this entire mess:
WTF?
Seriously, WTF?
*snip*

Mother of God...


CCP, when people from every aspect of Eve game play, even mortal enemies, are unanimous in their hatred of a new game mechanic, you might want to rethink the whole mechanic.

How did this get by the CSM, if they are so keen on keeping track of items that affect gameplay?
Ali Aras
Nobody in Local
Deepwater Hooligans
#182 - 2014-05-13 23:32:07 UTC
Quick feedback note:

Hovering over other pilots on the overview should include corp/alliance info.

The new tooltip (class / info about why it's colored that way) is f'n fantastic, especially as a learning tool. But I used to hover over people to get their corp/alliance-- I have those on some overview setups, but not all; I don't think it's a great use of space when I'm not scouting. Still, I like to see who's around me, because it helps me make decisions about engagements, hence the hover.

Two other ideas: why not add corp/alliance tooltips to local, too? (would it be annoying?) Makes it a lot easier to see whether the local reds in system are in their home system, or fellow roamers cruising through.

Second, what about making some tooltips newbie-only? By which I mean, hide them (with option to re-enable?) after the player is no longer able to join Rookie Chat. For example, the "stargate" and "station" ones are ones that most veteran eve players *should* know, but might help a new player map symbols to type of space object.

http://warp-to-sun.tumblr.com -- my blog

Gregor Parud
Imperial Academy
#183 - 2014-05-13 23:34:07 UTC
The game is not made by people who actually play it themselves, this is yet another example of this. Anyone who ACTUALLY plays, beyond afk mining in a mackinaw, would instantly realise this is no good.
Kaarous Aldurald
Black Hydra Consortium.
#184 - 2014-05-13 23:34:32 UTC
Hey, here's a quick question.

Precisely what problem was this intended to fix? What, in exact terms, was wrong with the old setup?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Gaijin Lanis
Gallente Federation
#185 - 2014-05-13 23:40:20 UTC
Kaarous Aldurald wrote:
Hey, here's a quick question.

Precisely what problem was this intended to fix? What, in exact terms, was wrong with the old setup?

Making ready for the xbone and PS4 ports.

The above was written and posted with nothing but love in my heart for all.

Kaarous Aldurald
Black Hydra Consortium.
#186 - 2014-05-13 23:42:04 UTC
Gaijin Lanis wrote:
Kaarous Aldurald wrote:
Hey, here's a quick question.

Precisely what problem was this intended to fix? What, in exact terms, was wrong with the old setup?

Making ready for the xbone and PS4 ports.


Way to give a guy a frikkin heart attack.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#187 - 2014-05-13 23:42:13 UTC
Tool tip me how many light years to destination please. Keep me in game.
Mu Reznor
Starpaws Intergalactic Cat Herding Collective
#188 - 2014-05-13 23:45:11 UTC
Jean deVallette wrote:
This is a disaster - where can I turn this crap off.

Try doing a data or relic site. The stupid tips obliterate the ability to get to tightly packed groups of cans.

FFS do you do any bloody testing, I would get fired at work for letting this through.


This. It's unplayable, did they even test it with exploration sites?
Davion Falcon
Those Once Loyal
#189 - 2014-05-13 23:47:16 UTC
Mashie Saldana wrote:
Can we disable the new tooltips?


The mouse prediction is a very nice addition though.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Torii Kato
Those Once Loyal
#190 - 2014-05-13 23:47:53 UTC
Mashie Saldana wrote:
Can we disable the new tooltips?


The mouse prediction is a very nice addition though.

Khori Renalard
Those Once Loyal
#191 - 2014-05-13 23:48:40 UTC
Cristl wrote:
We need options as to what level of tooltips we want to use - many seem to be designed by the department of redundancy department.

Thumbs up on Amazon menu hack.

Hardin Thick
Those Once Loyal
#192 - 2014-05-13 23:49:13 UTC
Davion Falcon wrote:
Mashie Saldana wrote:
Can we disable the new tooltips?


The mouse prediction is a very nice addition though.


Mr Lo Dragg
Those Once Loyal
#193 - 2014-05-13 23:49:47 UTC
Hardin Thick wrote:
Davion Falcon wrote:
Mashie Saldana wrote:
Can we disable the new tooltips?


The mouse prediction is a very nice addition though.



James Amril-Kesh
Viziam
Amarr Empire
#194 - 2014-05-13 23:50:24 UTC
James Amril-Kesh wrote:
Redundant info 1
Thanks CCP, I didn't know those were tracking speed scripts and I didn't know how many I had.

Redundant info 2
This should really say "overview options". I know what my active overview configuration is, it's already listed like 15 pixels down and to the right.

Redundant info 3
The rest of the tooltip is nice, but it doesn't need to be titled. Again, this info is already shown.

Redundant info 4
This I kind of understand given how you've redone bracket tooltips, but you should really avoid showing this if it's just one bracket being shown.

Redundant info 5
Again, you don't need the title. The rest is fine.

This is not a pilot.

There is only one Sun. This is a star.

This module doesn't even have a fitting window tooltip.
(Energized Armor Layering Membrane II)

And finally, the solar system map, the most atrocious part of this entire mess:
WTF?
Seriously, WTF?


Also:
I know what minimize and close are. Everyone who has ever used a computer in the past 20 years knows what these are. They do not need tooltips.

The tooltips in space are awful, slow, and when you stack many items together the tooltip blocks out a significant portion of the screen entirely. The previous tooltips are far superior.

Visibility quote

Enjoying the rain today? ;)

Longdrinks
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#195 - 2014-05-13 23:51:51 UTC
hover your cursor over a cluster of moons, get a black box covering the middle of you screen. Hope you wherent in battle needing to keep track of where people where in space :(
Ali Aras
Nobody in Local
Deepwater Hooligans
#196 - 2014-05-13 23:58:37 UTC
Petar Harad wrote:

For example, I know the fitting of my ship, I know what does what and when to use what module. So having a tooltip pop-up every time I activate or deactivate a module is way over the top. Also game breaking as I had it several times already that I wanted to overheat a module (not the entire rack) and the tooltip obscured the already not that big green bar on the module. Resulting in a misclick half of the time.

It's funny you mention this, because the tooltips on the modules have been in-game for a long time...maybe even over a year? Also fwiw you can shift + click on a mod to overheat it; much easier than hitting the green bar.

http://warp-to-sun.tumblr.com -- my blog

Little Chubby
Atrocity.
#197 - 2014-05-14 00:00:44 UTC
Ali Aras wrote:


Second, what about making some tooltips newbie-only? By which I mean, hide them (with option to re-enable?) after the player is no longer able to join Rookie Chat. For example, the "stargate" and "station" ones are ones that most veteran eve players *should* know, but might help a new player map symbols to type of space object.


If I have to deal with this for 30 days next time I make a character for whatever purpose, then I'll just buy another character off the bazaar as I won't be making something I can't use efficiently for a month. As it is, it's damn near impossible to do many things at present without being bombarded by useless, redundant or otherwise obstructive windows.

The only reasonable solution is a toggle in the menu. Leave them on by default. Cool. That way new players can learn and that's great. Maybe even an 'Are you sure? These tooltips teach you that the stargate is, in point of fact, a stargate' popup if the devs are feeling snazzy. However, an instant option to remove what many of us already know is pretty much necessary if undocking is to be considered a viable option at any point.
Doc Fury
Furious Enterprises
#198 - 2014-05-14 00:02:58 UTC
Kaarous Aldurald wrote:

At this point I think we have proof positive that the UI team does not actually play the game.


That's a bingo!



There's a million angry citizens looking down their tubes..at me.

Ravcharas
Infinite Point
Pandemic Horde
#199 - 2014-05-14 00:03:41 UTC
Ali Aras wrote:
Petar Harad wrote:

For example, I know the fitting of my ship, I know what does what and when to use what module. So having a tooltip pop-up every time I activate or deactivate a module is way over the top. Also game breaking as I had it several times already that I wanted to overheat a module (not the entire rack) and the tooltip obscured the already not that big green bar on the module. Resulting in a misclick half of the time.

It's funny you mention this, because the tooltips on the modules have been in-game for a long time...maybe even over a year? Also fwiw you can shift + click on a mod to overheat it; much easier than hitting the green bar.

Fwiw that's no excuse for the tiny overheat buttons.
wheniaminspace
My Wife's Son
#200 - 2014-05-14 00:09:00 UTC
Ravcharas wrote:
Ali Aras wrote:
Petar Harad wrote:

For example, I know the fitting of my ship, I know what does what and when to use what module. So having a tooltip pop-up every time I activate or deactivate a module is way over the top. Also game breaking as I had it several times already that I wanted to overheat a module (not the entire rack) and the tooltip obscured the already not that big green bar on the module. Resulting in a misclick half of the time.

It's funny you mention this, because the tooltips on the modules have been in-game for a long time...maybe even over a year? Also fwiw you can shift + click on a mod to overheat it; much easier than hitting the green bar.

Fwiw that's no excuse for the tiny overheat buttons.


i agree.