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[Citadels Release] New Tactical Overlay on Singularity!

First post
Author
Altrue
Exploration Frontier inc
Tactical-Retreat
#21 - 2016-03-23 17:35:18 UTC
(General purpose question)
Is it the same team working on all of the EVE UI?

Who do I have to harass with cuddles to have the blur effect of the UI still display all the in-game icons? Ships, scanning stuff, tactical overlay and so on... or if you prefer, have the blur software of the capsule only blur the actual image, and not whatever information it should put on top? :D

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elitatwo
Zansha Expansion
#22 - 2016-03-23 18:57:08 UTC
Cristl wrote:
Turtlepower, could we please have a 5km sphere effect back when we mouse-hover over a cyno module? Or some newer, shinier thing that accomplishes the same result.


May I suggest an orange-ish bubble? I think that would look cool and wouldn't interfere with other color for other bubble effect.

And yes I have seen the new sphere targeting sphere thing, I just meant it is hard to test with 1 frame per second and the fighter tend to have a mind on their own instead of obeying your command.

Though I managed to "fire" this mother-ship neutralizing beam thing once. What I couldn't figure out was how to explain to the new long range fighter-bombers a squad of Amethysts) to drop the bombs in the sphere.

I had an arch ready to "fire" the bombs but they didn't do anything but mocking me instead.

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BroodAlpha
Perkone
Caldari State
#23 - 2016-03-23 19:39:15 UTC
http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use

So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.

In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.

I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.

I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.

In short, I want to keep my bubbles, or at least have the option to keep them.

I think your short 'Nope' to keeping it was harsh.
Eli Stan
Center for Advanced Studies
Gallente Federation
#24 - 2016-03-23 20:06:18 UTC  |  Edited by: Eli Stan
BroodAlpha wrote:
http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use

So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.

In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.

I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.

I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.

In short, I want to keep my bubbles, or at least have the option to keep them.

I think your short 'Nope' to keeping it was harsh.


Actually, it does account for all possible locations in 3D space. It is a direct, precise and constant indication of distance from you. Keep your eye on where the trace curve intersects your ship's plane. That tells you the distance from you to the target no matter where the target is in space, whether below you, above, to the side, or in between. As soon as that intersection point crosses your range indicator (whether it be locking, optimal or falloff range) you know the ship is in range. No eyeballing required.
Zappity
New Eden Tank Testing Services
#25 - 2016-03-23 20:11:00 UTC
Maybe CCP could colour the curved lines orange if they are in range of the hovered-over module.

Zappity's Adventures for a taste of lowsec and nullsec.

Eli Stan
Center for Advanced Studies
Gallente Federation
#26 - 2016-03-23 20:28:19 UTC
Zappity wrote:
Maybe CCP could colour the curved lines orange if they are in range of the hovered-over module.


I think I would like to test that out, yeah. But just for targeting range, not optimal or falloff.
BroodAlpha
Perkone
Caldari State
#27 - 2016-03-23 20:50:54 UTC
Eli Stan wrote:
BroodAlpha wrote:
http://puu.sh/nRirC/fdfe2e8903.jpg <- Screenshot of my tactical overlay in use

So using the old tactical overlay I can clearly see at all times my targeting range and the range of my guns if I so wish on any axis by hovering over them. With the new overlay, I cannot accurately judge targeting, optimal or falloff ranges on any axis other than the flat plane positioned on my ship. I can see the ship trace curve but I can't see people entering and exiting ranges for targeting and different modules. The red area on the plane with the dotted line isn't good enough, it doesn't account for all the possible locations in 3D space a ship could be.

In a game where almost every offensive module has a range of some sort, being able to accurately judge it is paramount.

I want to know the moment that a ship enters my targeting radius, I don't want to have to eyeball it. The tactical overlay right now is essential to good play and being able to judge distances.

I just don't feel that this new overlay (while being very pretty and shiny) will give me the information I need as fast as the old one.

In short, I want to keep my bubbles, or at least have the option to keep them.

I think your short 'Nope' to keeping it was harsh.


Actually, it does account for all possible locations in 3D space. It is a direct, precise and constant indication of distance from you. Keep your eye on where the trace curve intersects your ship's plane. That tells you the distance from you to the target no matter where the target is in space, whether below you, above, to the side, or in between. As soon as that intersection point crosses your range indicator (whether it be locking, optimal or falloff range) you know the ship is in range. No eyeballing required.


Hey!

I'm sorry but why should I have to look away from the target to check how close he is on the plane next to my ship? Right now I can see exactly where he is at all times with a nifty little bubble. Why would I want to change that?
Eli Stan
Center for Advanced Studies
Gallente Federation
#28 - 2016-03-23 20:56:19 UTC
BroodAlpha wrote:
I'm sorry but why should I have to look away from the target to check how close he is on the plane next to my ship? Right now I can see exactly where he is at all times with a nifty little bubble. Why would I want to change that?


Interesting... because I can't see that now with the current setup. I have to rotate the camera around to get the proper viewing angle - for example, if my ship and the target ship are in-line in the view, there's zero information about how far away the target is outside of the overview. With the new tactical overlay, I can keep my isometric view and be able to easily see distance of all targets without having to move the camera. I find it much easier and faster to change the focus of my eyeballs to the side by an inch or two than it is to rotate the camera around.
BroodAlpha
Perkone
Caldari State
#29 - 2016-03-23 21:10:39 UTC
Eli Stan wrote:
BroodAlpha wrote:
I'm sorry but why should I have to look away from the target to check how close he is on the plane next to my ship? Right now I can see exactly where he is at all times with a nifty little bubble. Why would I want to change that?


Interesting... because I can't see that now with the current setup. I have to rotate the camera around to get the proper viewing angle - for example, if my ship and the target ship are in-line in the view, there's zero information about how far away the target is outside of the overview. With the new tactical overlay, I can keep my isometric view and be able to easily see distance of all targets without having to move the camera. I find it much easier and faster to change the focus of my eyeballs to the side by an inch or two than it is to rotate the camera around.


I get you, but we can't reverse this change. I don't want it removed completely, I just want it as an option, it's a sweet visual aid that will be lost!
Eli Stan
Center for Advanced Studies
Gallente Federation
#30 - 2016-03-23 21:58:30 UTC
I wouldn't be surprised if this is available as a beta for several weeks, like scanning/map/camera changes were available as a beta.

CCP Turtlepower, I have a suggestion for the team: First, make the 0 m distance indicator start at the edge of your ship's signature radius, or whatever it is that the game uses to calculate distances between objects. For example, if I approach a Ninazu with a capsule, I can end up 80 meters away according to the game, but visually it's about 4000 meters center-to-center. So for larger ships like FAXes (and especially Citadels) there's a significant divergence between indicated distance per the tactical overlay and actual distance per the overview and module activation. Second, draw the curved distance line thingy not from the center of the object, like now, but instead from the edge of the ship's signature radius (or whatever the game uses - it's not exactly the sig radius since increasing it by turning on an MWD doesn't decrease distance according to the overview.)

To illustrate, take control of an XL Citadel. Where the 150 km circle is right now should instead be the 0 km line, with 5, 10, 20, 30, 50, etc. km lines out from there. Currently I can target lock something that's way outside the indicated lock distance.

(Oh, and what exactly determines whether something gets a curved line or not? I thought it was whether or not the thing was on the overview, but I have instances of things on the overview not getting a curved line.)
MachineOfLovingGrace
V0LTA
WE FORM V0LTA
#31 - 2016-03-23 22:05:35 UTC
Eli Stan wrote:
CCP Turtlepower, I have a suggestion for the team:(...)


I agree, this would make things a lot clearer. Maybe add a line from the center of each ship to the point closest to you, then add the bow (i really like that concept!), and connect it to you "0"-Radius on the plane like now.
Shalmon Aliatus
Bluestar Enterprises
The Craftsmen
#32 - 2016-03-24 00:58:55 UTC
Could you add drone range as well ?
NextDarkKnight
Storm Chasers.
Pandemic Horde
#33 - 2016-03-24 01:22:51 UTC
Not sure where to post this.. but you can't eject from your ship in combat anymore? Bug or unintended feature.
JonnyPew
Doomheim
#34 - 2016-03-24 02:45:07 UTC  |  Edited by: JonnyPew
A few months ago I recommended that an option to adjust the transparency of the tactical overlay be added to the game settings.
https://forums.eveonline.com/default.aspx?g=posts&m=5142173

Since you're looking for feedback on the recent tactical overlay changes, I felt it appropriate to bring this idea to your attention again.

Thank you for your time.

EVE Online video content creator

http://www.youtube.com/JonnyPew

Raphendyr Nardieu
Avanto
Hole Control
#35 - 2016-03-24 10:44:56 UTC
While you are on it... small idea...

Currently (when not bugged) there is line between your ship and selected item. White line that is. Could we have way to add more lines to e.g. bookmarks or friendly ships or broadcasted targets. This would help to e.g. manually pilot around a wormhole and selected ship as you can see both of the lines at the same time.

In addition, it might or might not be good idea to show the distance as N km next to the line. If you are not sure why the line is really handy, I recommend checking Chessur's light tackle video as an example.

If the idea doesn't open too much, I can draw a concept image.
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#36 - 2016-03-25 21:57:36 UTC  |  Edited by: Soleil Fournier
I've been getting a bug where the overlay will display when I didn't want it to after undocking. I have to click the overlay button twice to get it to go away.

It's much improved compared to the last one. As a suggestion perhaps think about coloring the 50/100/150 lines a different color to make them stand out a bit more.

And I like Jonny's suggestion above to add a transparency slider.
Ciba Lexlulu
Stay Frosty.
A Band Apart.
#37 - 2016-03-26 06:03:47 UTC
I tried SiSi new Tactical Overlay mode. Unfortunately I noticed the line that connect your ship and target on-grid is missing again. Can Dev confirm if this is intentional or a bug? There have been several requests, not just from myself but other member of communities requesting CCP to fix this 'bug'. However Dev seems to gone silent on this.

If CCP intentionally delete this line, we would like to know why this is taken away. The line may appears to be 'minor' but it is great help in piloting.

If this is a bug, can CCPls put it back at least in the Citadel patch?
John Sparten1117
#38 - 2016-03-26 14:52:34 UTC
Good Overlay but not all ships get that curved line.
CCP Turtlepower
C C P
C C P Alliance
#39 - 2016-03-30 13:04:54 UTC
Thanks for all the great feedback Big smile

Altrue wrote:
(General purpose question)
Is it the same team working on all of the EVE UI?
Not quite, it's a collaboration between teams Psycho Sisters (UI/UX) and TriLambda (graphics and audio).
elitatwo wrote:
Cristl wrote:
Turtlepower, could we please have a 5km sphere effect back when we mouse-hover over a cyno module? Or some newer, shinier thing that accomplishes the same result.


May I suggest an orange-ish bubble? I think that would look cool and wouldn't interfere with other color for other bubble effect
We definitely want to add this in some form, and are looking into solutions. This might not make it into the initial release, in which case we would try to get it into a later release.
Eli Stan wrote:
First, make the 0 m distance indicator start at the edge of your ship's signature radius, or whatever it is that the game uses to calculate distances between objects.
This is something we also hope to add, but might not make it into the initial release. Also, how this feature would interact with the cyno range bubble could get a bit tricky.
Shalmon Aliatus wrote:
Could you add drone range as well ?
Good idea, we will look into it.
Soleil Fournier wrote:
I've been getting a bug where the overlay will display when I didn't want it to after undocking. I have to click the overlay button twice to get it to go away.
This is a known issue, should be fixed soon.
Ciba Lexlulu wrote:
I tried SiSi new Tactical Overlay mode. Unfortunately I noticed the line that connect your ship and target on-grid is missing again. Can Dev confirm if this is intentional or a bug?
This is a bug and will be fixed by the Citadels release for sure.
John Sparten1117 wrote:
Good Overlay but not all ships get that curved line.
What ships have you noticed not getting the line? Do you perhaps have them filtered out of your overview? If that is the case then this is intended. We are still debating whether ships that are locked or selected should have curved lines regardless of overview.

o7
CCP Turtlepower // Team Psycho Sisters
Grookshank
Center for Advanced Studies
Gallente Federation
#40 - 2016-03-30 13:25:10 UTC
Bomb launcher is not working properly with the new tactical overlay.

1. Range is shown as 15km, which is the bomb explosion area of effect, not the distance it travels.
2. Bomb bubble showing the explosion area of effect *after* the distance it travels is still missing.