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Carnyx release - General feedback

First post First post First post
Author
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#1161 - 2015-06-05 05:02:41 UTC
Good morning!

How about we include some new skills in the next release?

Chamois Leather Operation - Provides a 10% per level reduction in dirt accumulation on Amarrian vessels.

Threat Assessment - Provides a 10% per level reduction in the amount of scaling blur evident on brackets.
Sullen Bear
Arctic Spirit
#1162 - 2015-06-05 05:07:09 UTC  |  Edited by: Sullen Bear
4th day with new icons. They are as terrible as at release. May be more terrible. CCP, how about try EVE PvP? It may be some fun for you and save many of us from your brilliant ideas.

BTW - please, never, NEVER disable old map. New map unacceptable in PvP too. At least system map.
AeonOfTime
Syrkos Technologies
#1163 - 2015-06-05 05:38:58 UTC
I, for one, welcome our new icon overlords. Change is good, it keeps the mind flexible Cool

Sadly with all this talk about icons, very few talk about the new graphics shaders and all the other good stuff that came this release. Among other things, I love the way my Hyperion looks now. There's even less texture distortion visible in the prow of the ship now, and oh boy, the way light reflects off it!

+10 for changes that make me ogle stuff as if I just started up EVE for the first time.

Kudos for the good work!

Lone wolf and nomad extraordinaire. eve.aeonoftime.com

Captain Semper
Fusion Enterprises Ltd
Pandemic Horde
#1164 - 2015-06-05 06:55:23 UTC  |  Edited by: Captain Semper
Ok. This is my point.

Old icons

The reason that nobody complains about them - there are no alternative. Do you complain about the sun? And if you have an option to choose other sun with less radiation but different light color (blue for example)?
Let's be honest - old icons were less informative then new (wait, keep read). Littile square, medium square (just +few pixels width) and etc.

New icons

I will pass problems with scale or other optical issues because it is technical problem and can be solved easily.
New icons much more informative. You do not have to strain your eyes to distinguish cruiser from destroyer.

Problem
Old ship icons had one big +
If you saw square in overview you instantly understand that this is a player ship. No other icon was not like an icon of the ship.
But some icons ships are too similar to the icons of other objects. Industrial ship are very close in shape to a circle. The carrier is too different from the other shapes.
I didnt count but ~1/3 ship icons doesnt follow main theme - triangle. Because of this we have mess on our screens that need more time to recognize who is who.

Second problem - NPC. Other shape which is radically different from. It is not enough just to paint a different color and fill icon. Because people are not the same. Someone has vision problems , some not so good to determinate a color.

Solution
The best thing and the right decision to allow users to customize the icons. Just give us pool of icons and an option to set any icon to ship type, celestial or other object. It is also a good opportunity to paint icons.

If you for any reason dont want to give us that option so return to 1-st ISIS icons variation with some improvments for NPC icons.
But main point is that ship icons should not be like anything else but must stick to their theme. If this arrow - that all vessels in varying degrees should be arrows.
It should not be such that some ships have triangle-style icons. Other - rounded and etc.
Myriad Blaze
Common Sense Ltd
Nulli Secunda
#1165 - 2015-06-05 07:16:25 UTC
Btw CCP, did you consider to hand over icons to players?

You don't even need to code an editor or something, just set some rules like max/min icon size (within the same scale - if they are pixel based I would assume that each icon would need to come in 3 sizes perhaps, to make UI scaling possible), color use etc. and add an option to import/export icons in a format that is accessable with 3rd party tools.
And as a QoL feature you could give us a page (like the page for keybinds) to assign icons to ingame objects.

Think about the benefits. No more complaints about ugly icons ever. Each and every player can have the icons they want. Players will come up with their own styles and icon sets and most will share them with friends and bros. And CCP will be praised for listening to the player base, for giving them tools to express their creativity and for modernizing the (sandbox) game by giving players the freedom of choice instead of forcing stuff upon them that many (if not the majority) don't like.

Natya Mebelle
Center for Advanced Studies
Gallente Federation
#1166 - 2015-06-05 07:22:12 UTC  |  Edited by: Natya Mebelle
AeonOfTime wrote:
Sadly with all this talk about icons, very few talk about the new graphics shaders and all the other good stuff that came this release. Among other things, I love the way my Hyperion looks now. There's even less texture distortion visible in the prow of the ship now, and oh boy, the way light reflects off it!

I can answer that:

The graphic shaders are a bittersweet taste because of all the dirt that came with it. Dirt on ships is stupid.
The newly rendered preview icons look like so many ships are stuck with an armor hardener active, with all that golden-ish glow around them.
The very Hyperion you named is still a sad relic of old, because back in the days it had 8 turret slots, making the 4x2 socket layout on aft and nose a lot more sensible. Now with only 6 highslots, it looks broken.
Model update on the Caracal would be nicer if it wasn't looking so fragile now, which takes away the bulky blocky design the Caldari have. The Cerberus model does not follow the Tech2 ship design philosophy of "Tech2 ships have slight model differences to them." Or I am too blind to see them?
The Jackdaw looks horrible, like a twig of a satellite without solar panels. CCP seems to go a very nonsensical, weird way with all their "everything needs to have moving stuff" tendencies. The Jackdaw looks like one of those fragile toys that break when you grip them firmly and the animations (like with all t3 destroyers) bear no meaning to what the mode actually does.
Sovereignty. It is too early to tell how it really will work out, so no reason for early praise or naysaying.
New wormholes... fine I guess? More systems are always an uncertain thing. In theory more space for more people, but in practice it often means that big entities get even bigger.
Sentry rebalance is not fixing the actual problem that goes along with it.
Performance decrease and reports of crashes during alt+tab are not helping players appreciate the good things.

...I stop here for a moment and try to think about the REALLY good things that came with this release. Oh yes, the "fit" button when looking at a fit is handy, and Kronos police skin is nice, although I am not sure about the others. The police skin is completely out of the way of regular paintings, but I do have a real problem with skins and tech1 / tech2 variance. The Ardishapur skins have the same exact colour scheme as Viziam for example, and Viziam is solely reserved for Amarr tech2 ships. That is only one of many. This is probably becoming less of an issue when all tech2 hulls have a distinct visual difference to their tech1 counterpart, more than they had before. For example, Stealth Bombers.
But looking at the Caracal and the Cerberus, my hopes go down that this is still a goal that would be pursued.

What was the question again? oh yes, why do people complain so much... well, anyone who cannot even log in, has the benefit of not even seeing the bad things. And eve is a game that could as well be called "Overview online" and if you change something so crucial like overview icons, which are something that almost everybody has to deal with so often... it is hard to enjoy the other good things.

Edit:
Myriad Blaze wrote:
Btw CCP, did you consider to hand over icons to players?
You don't even need to code an editor or something, just set some rules like max/min icon size.
I would assume that each icon would need to come in 3 sizes perhaps, to make UI scaling possible.

I will not lift a finger if I'm not getting a reward for it. I'm here to play a game, not do the work for developers for free, even though I am already doing way too much. Milking playerbase efforts without rewards is just abuse of good will.
And we don't even know if the engine supports all 4 scales individually, as I mentioned repeatedly. We do not know the technical limitations of the overview, it might as well be legacy code as well.
dinotopija
Destructive Brothers
Fraternity.
#1167 - 2015-06-05 07:48:09 UTC
Ican take all most everthing with this petch but icons of npc sucks realy.Or wreck .Realy,after all this years now u find it change?I WANT IT BACK .

thks
Astatine Nobelium
Nobelium Mining
#1168 - 2015-06-05 08:42:05 UTC
shmeade wrote:
A lot of people I see are complaining of their client lagging out horribly. The old icons were better...wayyy better. and when are you guys going to de-contaminate that station door?


Icons aside, there terrible btw, what's with the lag now, everythings slow ? Gate jumping, entering a station, even the planetary map ?

Natya Mebelle
Center for Advanced Studies
Gallente Federation
#1169 - 2015-06-05 08:45:25 UTC  |  Edited by: Natya Mebelle
Whoopsie I missed that! Sorry.

darkchild's corpse wrote:
actually someone in the german discussion thread said that it's not good if there is just a difference in size. i think it is but made the difference bigger so that it's easier to see the difference. but i think you're right about the scaling thingy.

i've also made another suggestion there: just take the 14x14 brackets and put a different symbol in the middle for each class. in my opinion the difference in size is better but some ppl there seem to like this idea instead.

The person in the german forums (you can link it if you want, I can read german) has forgotten one tiny little thing there: Less is more when space is an issue.
Again, I challenge the long-lived players here to tell me they had difficulties distinguishing frigates from cruisers or battleships from cruisers. I never heard this to be an issue, especially when reading this topic. But I can be proven wrong if there is enough evidence for it. The only issue back then was the impossibility to see destroyers from frigates, and battlecruisers from cruisers. Therefore, you don't need to make the difference bigger, if the difference is big enough already. If you do, then you repeat the same mistake that has been done with the new icons: Don't design yourself into a corner, especially not by making changes that are not required. Fixing issues first is the imperative. A sidegrade is not an upgrade.

The different symbol in the middle of brackets you are suggesting needs to follow bi-symmetry again and the symbols inside need to be different enough from each other again, without crowding it up too much. You have to take into account the colour tag like bounty, standing, etc. when designing those, which means that symbol WILL partly be obstructed.
And if you ONLY make 14x14 size brackets, then I bet the majority of people will say "no." Me included.

Designing icons is hard c:
AnSky
BALKAN EXPRESS
Shadow Cartel
#1170 - 2015-06-05 09:06:53 UTC
So what is the ETA on reverting to old icon system??

anybody??

60 pages not enough to you??

You need Dostoievsky up here to write some 2678 pages more?
Lahnius
#1171 - 2015-06-05 09:13:20 UTC
Lahnius wrote:
something to consider ...

the reaction time of the human eye is limited. the old icons were easy on the eyes as far as reaction time is concerned. when you introduce multiple shapes into a visual environment where reaction time is critical, you reduce the speed at which the human brain reacts, thusly reducing the speed in which it takes the human brain to send a command to the hand to "click".

the old icons allowed a simple and basic instruction set for the eyes to react upon. uniformity provided ease in that reaction time. the player knows exactly what theyre going to do based on uniformity of a set of given shapes.

the new icons reduce eye to brain to hand reaction time due to the increased number of shapes introduced into the visual environment. this causes delays, pause for the brain to think, confusion in the brain causes the hand to delay waiting for a commmand from the brain, which is awaiting the reaction from the eye.

multiple shapes in the visual environment where speed is a crucial factor can, and does, cause eye strain, delayed reaction, reduced thought processing, stress, fatigue ... and all of this can create anger since the mind desires speed and is not obtaining that speed.

introducing multiple non-colored shapes into the visual environment where speed is a crucial factor DOES reduce reaction time since the human brain sometimes doesnt retain in memory too many shapes being delivered through the eyes at one single moment.

proven, large scale pvp is a pain in the arse - too many shapes being introduced in the overview causing confusion and delays in reaction time. the simplicity was removed, complexity was added, thusly the end result is going to be frustration and anger, not pleasure and acceptance.

multiple shapes in a visual environment where reaction time is not a factor is easily processed in the brain ... but again, when reaction timing is critical, those same shapes will cause a slowdown in reaction time.

this entire thread is about frustration, dislike, hatred, and confusion as to why this is being added and that it should be removed.

yay groovy someone got paid to create a bunch of things they thought was going to be cool ... what has happened is something entirely different due to ignorance and a lack of consideration.

what is going to happen here, is people WILL quit this game due to the fact that the human body can only process so much and to introduce factors that exceed that processing ability, you create a negative reaction in the mind. create a negative reaction in peoples minds and people walk away. they might not really want to, but they will.


... this original post only took into consideration the factors surrounding a prime human candidate. i failed to include additional obstacles:

1. age

2. eyeglasses

3. disability

darkchild's corpse
Rens Nursing Home
#1172 - 2015-06-05 09:17:32 UTC  |  Edited by: darkchild's corpse
Natya Mebelle wrote:
Therefore, you don't need to make the difference bigger, if the difference is big enough already.


yes, i already got that after your first feedback. i was just trying to take the feedback into account, that i got so far. but in general it's as i said: my icons aren't perfect at all. but i was trying to show that ccp could simply improve the old icons, wich were consistent and everybody was used to, instead of creating something completely different. i thought doing it visually would be more helpful than all these "mimimi, the devs are ****" posts.


Natya Mebelle wrote:

The different symbol in the middle of brackets you are suggesting needs to follow bi-symmetry again and the symbols inside need to be different enough from each other again, without crowding it up too much. You have to take into account the colour tag like bounty, standing, etc. when designing those, which means that symbol WILL partly be obstructed.
And if you ONLY make 14x14 size brackets, then I bet the majority of people will say "no." Me included.



i continued playing around in photoshop yesterday and in 14x14 there is not enough space in the middle to place the difference there. so i tried placing a little letter in the top left corner and brackets in the other corners. for destroyers or battlecruisers i put a little plus next to the letter. so then it was S,S+,M,M+,L,C,D,T. the letter had no anti aliasing and was well readable even if it was scaled. so i guess this would work but it doesn't look very nice. specially with the plus.

then i tried something with a little triangle in the top left corner followed by diagonal lines. the more lines, the bigger the ship. and again, there was not enough space. then i did a little triangle in each corner wich just get bigger for bigger ships (s,m,l,xl) and added a dot in the center for destroyer and battlecruisers. then i tried the same with brackets instead of triangles and this was finally what i would consider a good solution to this. it follows a sheme that all of us know, it doesn't care about a colortag, it has good scalability and is small enough. here it is: http://i.imgur.com/xIpQUFU.png

i'm not trying to do CCP's work here, i'm just trying to give some usable feedback that makes sense because in general i'm really open to new stuff but these new brackets are cutting down the playability of the game (specially for PVP) in my opinion and it's important for me to do something about it.


unfortunately it looks like ccp isn't even reading here anymore.
Xela Kcaneoh
The Pirates Of Orion
#1173 - 2015-06-05 09:44:48 UTC
Eve Online Launcher wrote:
Carnyx has been successfully deployed on June 2 - Feedback is welcome!

FEEDBACK: I suggest you halt the 6-week update schedule. It was a terrible idea, and I still hate it every time.

Seagull craps on everything.

Natya Mebelle
Center for Advanced Studies
Gallente Federation
#1174 - 2015-06-05 10:40:04 UTC
darkchild's corpse wrote:
yes, i already got that after your first feedback. i was just trying to take the feedback into account, that i got so far.

I'm not bashing on you, don't worry c: Please don't ever think that.
The reason why I give seemingly more feedback to you than to CCP is, because you're apparently not in the design business, which is why I want you to understand the ins and outs and the important differences and how many things there are to consider c:

darkchild's corpse wrote:
i continued playing around in photoshop yesterday and in 14x14 there is not enough space in the middle to place the difference there. so i tried placing a little letter in the top left corner and brackets in the other corners. for destroyers or battlecruisers i put a little plus next to the letter.

Well, if you only rely on 14x14, then of course we need a mandatory extra other than the bracket to know what ships we're actually seeing. Now, in terms of using shapes, this might be considered a step backwards by some, but I bear with you for the moment to give you another example:
Why do you rely on letters with a + for intermediate sizes? Instead, you could simply use extra shapes on the top left corner, and those shapes can be based on the 9 variations of a + that I mentioned earlier, or other abstracts of parts of a 2x2 cube attached one pixel away on the inner side of the upper left bracket.

But let me get back to icon real estate:
Centered in the frame, a 14x14 sized bracket with 1px thickness while adding a 9x9 tag on the bottom right which as a 1px overlap to the borders, and with 1px spacing between the top left bracket and whatever else you add then, it means you have 5x5 hard limit to work with, while hitting the very center of the icon. So for legibility reasons, it will boil down to 3x3 or 4x4. Rather 3x3 if we're honest. That is your workspace for distinction with this solution. It doesn't get any better than that.
But any icon optimized for a 3x3 or 4x4 shape, is likely completely destroyed when you have to subtract one pixel in size, which is likely going to happen when scaling down, except we risk to keep it exactly the same size and simple nudge the brackets closer together by 1px and also eat up that extra space towards the center we've left free intentionally.


darkchild's corpse wrote:
then i tried something with a little triangle in the top left corner followed by diagonal lines. the more lines, the bigger the ship. and again, there was not enough space. then i did a little triangle in each corner wich just get bigger for bigger ships (s,m,l,xl) and added a dot in the center for destroyer and battlecruisers. then i tried the same with brackets instead of triangles and this was finally what i would consider a good solution to this. it follows a sheme that all of us know, it doesn't care about a colortag, it has good scalability and is small enough. maybe i will post some images when i'm at my desktop again.
Mostly what I said above and I would need to see that because in my head, the dot is not only too close to the tag, but also needs to be of significant size to be visible. And at that point, we're conflicting with structure icons again.

Which reminds me, if you stick with 14x14 brackets, what are you going to do with industrials, barges, Freighters, shuttles, etc? Just saying c:

darkchild's corpse wrote:
i'm not trying to do CCP's work here, i'm just trying to give some usable feedback that makes sense because in general i'm really open to new stuff but these new brackets are cutting down the playability of the game (specially for PVP) in my opinion and it's important for me to do something about it.
I am curious if you have read the previous sisi feedback topics on the icons. If not, you might want to look at them.

And again, I want to make sure that you do not think I'm devaluing your efforts or bashing on your attempts c: You seem to be genuinely interested and wanting to try something out, so I rather respond to you than that other mockup that was based on the new icons, which is barely any improvement at all.

The reason why I have not brought my own set of high quality mockups is... because it would be work. I'm not doing things half-hearted, so when I sit down to something, I'm doing it all and make it all work on a professional level. So the reasons why I don't do that is simple: it is work, and I'm not getting paid for my efforts. It does not fill my little belly and does not pay my bills. If CCP wants to reward designers for good effort and final prizes individually? I'm game.
But if you read my previous posts, you probably get a good idea how my goals would look like IF I sit down to design them in the OLD way c:
I still think they should have also changed how the overview works first, before bringing in new icons. There would be so much more freedom of design and visibility if we can put the tags AND the target stuff OUT of the icon frame WITHOUT needing more vertical space.

Now, I've received a few private mails and chat messages along these lines, if I'm a CCP employee or if I would want to work for them. Well I'm not employed by CCP. Would I be willing to work for them? Maybe, sure. Do I know the hours of overtime, the lack of sleep, and the hardships that come along with producing and maintaining a video game? I do.
Being part of a video game company is a the thrilling rollercoaster combination of the best time of your life mixed with your worst nightmares and highest stress levels. Squared. Without preparation, it will be a death by a thousand paper cuts.
Community moderators even have it worse. They cannot decide to retreat back to their workspace. Their work IS the forum.


darkchild's corpse wrote:
unfortunately it looks like ccp isn't even reading here anymore
Only because they are not posting does not mean they are not reading. You would be surprised c:
darkchild's corpse
Rens Nursing Home
#1175 - 2015-06-05 11:03:06 UTC  |  Edited by: darkchild's corpse
@ natya: i know that you're not bashing and i also know that i asked for your opinion on my first try. but i really wasn't expecting that much feedback ;)
http://i.imgur.com/xIpQUFU.png
and again: i'm not trying to do CCP's work here. i'm ok with the fact that i'm not a UI designer and my designs might have problems. all i want to do is making a point: we need more consistense for the icons.

and btw: even if i'm not a designer this is consuming my free time as well. coding killboard and all the other 3rd party applications for eve consumes the time of every developer who is involved and they neither get a monetizable reward. i think it's unfortunate if you have experience and knowledge to do some really good mockups and don't want to do it but noone can force you and until now, noone asked you :P



and other problems like target brackets and how the overview works are there, yes, but that doesn't mean that CCP can't change it. i agree with natya that it should've been done before the icon changes. and even if the overview code is messy and old. i'm a developer and know the pain of working with old messy code. and sometimes there is even no way around rewriting it completely. but that shouldn't be an excuse for not doing it. i'm not saying that this is done in 6 weeks and that it has to be done now but... you know... soon(tm) if noone can figure out icons that fit into the current overview.
Arch-Magus Mephisto
Sebiestor Tribe
Minmatar Republic
#1176 - 2015-06-05 11:09:39 UTC  |  Edited by: Arch-Magus Mephisto
Three days now. Please tell me when I log in the ghastly target icons in the overview are now fixed. You must do this thing. It's awful.

Simpler is sometimes better.

Very Small

Small

Kinda Medium

Medium

Big

It's real Big


Holy Crap! It's Huge!


This is a simple but effective breakdown of what it should be. The icons in question should clearly tell you this. Not confuse you as it has since the patch went active.
Tyr Dolorem
State War Academy
Caldari State
#1177 - 2015-06-05 11:13:15 UTC  |  Edited by: Tyr Dolorem
darkchild's corpse wrote:


Top and second lines are great stuff.
ARMED1
Native Freshfood
Minmatar Republic
#1178 - 2015-06-05 11:13:35 UTC
Horrible patch...

Game is slow and I run on a fast machine & net. Much slower and more glitchy than pre-patch.

Caracal looks like a stomped on male member now...

New icons are a tremendous fail and they all run together. It is like Monopoly game pieces came to roost in my overview. DO NOT PASS GO AND DO NOT COLLECT $200 (Or the salary for whoever made this icon change).

Hmmm what else - oh yeah did I say the game is more glitchy now, slower and the icons are awful?

On top of that OP Jackdaw is out now YAY - whilst the other D3s have been previously nerfed. Way to go CCP wonderful job.

MWDs have new names - so what - who cares - at least it makes sense when you meta up now.

Oh but the new shaders look great and we can now see the dirt on our ships even better. Wait - maybe the extra mass of the dirt is what causes the new lag!
GinBar
Imperial Academy
Amarr Empire
#1179 - 2015-06-05 11:16:53 UTC
Someone already posted http://i.imgur.com/xIpQUFU.png, simple, neat, nothing more nothing less. PERFECT
Natya Mebelle
Center for Advanced Studies
Gallente Federation
#1180 - 2015-06-05 11:17:20 UTC  |  Edited by: Natya Mebelle
darkchild's corpse wrote:
@ natya: i know that you're not bashing and i also know that i asked for your opinion on my first try. but i really wasn't expecting that much feedback ;)

http://i.imgur.com/xIpQUFU.png
Well, that's what I do :D

Two things before I let others give opinion on this first, because I'm out of time writing for most of the day now.

First: http://i.imgur.com/aqTViHA.png . I'm still curious what you want to do with freighters, industrials, barges, etc.

Second: 90% scale is reducing all icons by 2px in total size, so I was accurate with my estimate of 1pixel loss in the corner. A 14x14 becomes 12x12. Good luck c:

So in short, I don't think this is going to cut it when you consider other things. It MIGHT look good at first glance. But... you know. It is different when you have to take EVERYTHING else into consideration WHILE playing the game, not just looking at a standalone excerpt.

darkchild's corpse wrote:
i think it's unfortunate if you have experience and knowledge to do some really good mockups and don't want to do it but noone can force you and until now, noone asked you :P

Let me put it this way...
I've written more than 30.000 characters of concise information like that "fact" post I did shortly ago, while adding 60 pictures just as starmap feedback. And I was not even done.
I'm in the works to restructure the opportunities and rework the entire new player experience from the ground up, while releasing a "damage control" guide for new players shortly.
Only when that is done, and I still feel the icons, I MIGHT make a complete mockup. I mean, if I have any sanity left at that point c:
That is why I said I'm already too invested without getting anything for it.