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Targeting-Range Notification on Overview

Author
towerston11
The Scope
Gallente Federation
#1 - 2016-05-18 15:45:53 UTC  |  Edited by: towerston11
I've been PvEing a' plenty, and I've found a few minor quirks that make it sort of obtuse at times.
Not difficult,
not unfun,
just slightly obtuse.

One of such things is how, on the overview, you have no indication of an enemy being within lock-on range.

It wouldn't in any way make the game 'easier', it'd just make it a smoother experience. Maybe just slightly 'emphasize' the enemy icon, somehow, if they're within lock-on range? Maybe grey-out the area around their icon, or maybe just brighten the icon a bit if they're within lock-on range.

That's all.

Edit: By the by, some people prefer knowing the full name of the ship they're fighting/prefer not having half of their screen blocked out by the overview, so it'd help in either case.
Iain Cariaba
#2 - 2016-05-18 17:30:28 UTC
Experience, and the ability to read your ship fitting window, will tell you what you need to know here.

By the way, this is once of those "player ability" things I keep referring to in your other thread.
Ralph King-Griffin
New Eden Tech Support
#3 - 2016-05-18 17:41:19 UTC  |  Edited by: Ralph King-Griffin
but the fitting screen tells you what your lock range is ... and the overview tells you what range they are at ... how is this obtuse?
towerston11
The Scope
Gallente Federation
#4 - 2016-05-18 19:33:07 UTC  |  Edited by: towerston11
Ralph King-Griffin wrote:
but the fitting screen tells you what your lock range is ... and the overview tells you what range they are at ... how is this obtuse?

Yeah. Apparently it's too much to ask for an either on-Overview indicator of your max lock-on range or an indicator that an enemy is within the max lock-on range. You know, one of those QoL improvements that don't change the game in any shape, way, or form, save for the better.

At least now I see what people mean, with the forums being the *least* helpful place within the community.
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2016-05-18 19:57:00 UTC
Doesn't the tactical overlay already do this?
Lugh Crow-Slave
#6 - 2016-05-18 20:57:03 UTC
towerston11 wrote:
Ralph King-Griffin wrote:
but the fitting screen tells you what your lock range is ... and the overview tells you what range they are at ... how is this obtuse?

Yeah. Apparently it's too much to ask for an either on-Overview indicator of your max lock-on range or an indicator that an enemy is within the max lock-on range. You know, one of those QoL improvements that don't change the game in any shape, way, or form, save for the better.

At least now I see what people mean, with the forums being the *least* helpful place within the community.


just because an idea would not be bad if implemented does not mean it is a good idea devs only have so much time to work on things so yes ppl will point out alternative ways to get a result you are looking for w/o making the devs have to change something
Ralph King-Griffin
New Eden Tech Support
#7 - 2016-05-18 21:00:13 UTC
Htfu,adapt ect ect ... Btw the tactical overlay just got an overhaul, its now much more usefull than it previously was.
Iain Cariaba
#8 - 2016-05-18 21:16:37 UTC
towerston11 wrote:
Ralph King-Griffin wrote:
but the fitting screen tells you what your lock range is ... and the overview tells you what range they are at ... how is this obtuse?

Yeah. Apparently it's too much to ask for an either on-Overview indicator of your max lock-on range or an indicator that an enemy is within the max lock-on range. You know, one of those QoL improvements that don't change the game in any shape, way, or form, save for the better.

At least now I see what people mean, with the forums being the *least* helpful place within the community.

Apparently it's also too much to ask for some people to learn to play the game. No, they have to keep coming to the forums suggesting P.O.S. improvements to the game to compensate for their lack of knowledge and ability.

It's not a matter of the forums being unhelpful. In fact, if you stop taking the objections to your idea personally, and actually read what we say as objective criticism instead of us simply being bitter-vets, you'll realize we're telling you how to get what you want without some new tool. All the information you want is already there. Part of what separates a great player from everyone else is the knowledge of how to use the tools already provided.

Darwinism is alive and kicking in EvE. Where do you place in the food chain?
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2016-05-18 21:24:30 UTC
Guys. Stop telling him how stupid the idea is.

I just LOGGED IN. What he's asking for is indeed part of the tactical overlay, it shows your lock range as a red dashed line, your optimal range as a solid red circle, and your falloff as a semitransparent one.

What more could you possibly want?
Lugh Crow-Slave
#10 - 2016-05-18 21:46:51 UTC
yes we know its part of the overlay he wants it also on the overview :P
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2016-05-18 22:37:55 UTC
And brackets do this.

I dont mind it as long as it doesn't make overview icons harder to read.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ralph King-Griffin
New Eden Tech Support
#12 - 2016-05-18 22:48:24 UTC
Lugh Crow-Slave wrote:
yes we know its part of the overlay he wants it also on the overview :P

I know right?
This is literally how to eve 101.
Arya Regnar
Darwins Right Hand
#13 - 2016-05-18 23:05:37 UTC
Two words

Tactical Overlay.

EvE-Mail me if you need anything.

Iain Cariaba
#14 - 2016-05-19 01:24:41 UTC
Ralph King-Griffin wrote:
Lugh Crow-Slave wrote:
yes we know its part of the overlay he wants it also on the overview :P

I know right?
This is literally how to eve 101.

Why learn the game when you can simply ask for the game to make it even easier for you?
Zatar Sharisa
New Eden Heavy Industries Incorporated
#15 - 2016-05-19 02:25:20 UTC  |  Edited by: Zatar Sharisa
towerston11 wrote:
Ralph King-Griffin wrote:
but the fitting screen tells you what your lock range is ... and the overview tells you what range they are at ... how is this obtuse?

Yeah. Apparently it's too much to ask for an either on-Overview indicator of your max lock-on range or an indicator that an enemy is within the max lock-on range. You know, one of those QoL improvements that don't change the game in any shape, way, or form, save for the better.

At least now I see what people mean, with the forums being the *least* helpful place within the community.



I don't know, man, when I look through the thread and see a lot of people pointing out the same thing: that the information you're wanting is already there in a format easier than trying to read some new color, flash, or icon on the overview, I'm not sure that the problem is with the community. Call me crazy....

Edit: As an aside, after reading this thread earlier today, I logged in to call up the tactical readout, and it really is easier to tell what's inside that dashed red circle than it is to try and pick out some new bling on the overview. It really would be a waste of dev time to work in whatever flags would be necessary to put something into the overview, when it's as simple as clicking a little circle to get a full bore graphical cue that fills your screen.

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

Iain Cariaba
#16 - 2016-05-19 03:23:37 UTC
Zatar Sharisa wrote:
towerston11 wrote:
Ralph King-Griffin wrote:
but the fitting screen tells you what your lock range is ... and the overview tells you what range they are at ... how is this obtuse?

Yeah. Apparently it's too much to ask for an either on-Overview indicator of your max lock-on range or an indicator that an enemy is within the max lock-on range. You know, one of those QoL improvements that don't change the game in any shape, way, or form, save for the better.

At least now I see what people mean, with the forums being the *least* helpful place within the community.



I don't know, man, when I look through the thread and see a lot of people pointing out the same thing: that the information you're wanting is already there in a format easier than trying to read some new color, flash, or icon on the overview, I'm not sure that the problem is with the community. Call me crazy....

Hi crazy. How you doing? P

Actually, what you noticed in this thread is actually a very common occurrence here. The problem is always with the community, never with their idea. We don't automatically jump behind every single idea vomited onto these pages, so it's us that is the problem, because we're bitter-vets/against change/maintaining the status quo/holding the newbie down.
Zatar Sharisa
New Eden Heavy Industries Incorporated
#17 - 2016-05-19 03:32:06 UTC
Iain Cariaba wrote:
Hi crazy. How you doing? P

Actually, what you noticed in this thread is actually a very common occurrence here. The problem is always with the community, never with their idea. We don't automatically jump behind every single idea vomited onto these pages, so it's us that is the problem, because we're bitter-vets/against change/maintaining the status quo/holding the newbie down.


Hey! :D

Yeah, I don't comment on too many of these threads, though I'm constantly reading them, because I'm a high sec carebear, know it, and due to my temperament and RL, that's all I really care to be. I log in every three or four days on average, run a couple of missions, and then go away for awhile again. It's nice, relaxing, and I get to see pretty imitation space pictures. That's good enough for me!

That said, some of the ideas that come up are either so good that it's worth chiming in on them, or they're so....hmmm....well, I just kind of have to stick my head in and go, "Wait, what?"

Anyway, as I edited, I went in and turned on tactical today because I just haven't used it in awhile. That red dashed circle is really cool. Add in that any module that has range that I put my cursor over shows its optimal and falloff, and that's just an incredible improvement right there, and pretty much everything the OP is asking for in a format that's even easier to read and make note of than the overview.

But hey, he's had classes. If so, all I can say is that explains so much in the realm of computer gaming the past few years if that's the sort of thing they're teaching. And yes, I'm being a bit snarky. Facing qualifying exams will do that to you.

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

Mike Voidstar
Voidstar Free Flight Foundation
#18 - 2016-05-19 08:07:50 UTC
"but teh Dev time!" Is a poor excuse for trollish behavior.

Once again we have a zero impact QoL suggestion that is clear cut, well presented, makes sense and would take an intern about half a second to implement.

I guess a lot more of you play the game primarily through the simulation display than you do through the overview. You click in space to move, right click icons in space to target or approach things, ext...

Forever the game has done what he is asking by highlighting things in range when you mouse over the module button- in space, not on the overview. But no one I have ever played with in the same room, including my esteemed colleague Zatar, primarily uses the simulation window when the object you want is in the overview.

I think the opposite functionality should apply- when you mouse over items in the overview any relevant modules should highlight to show they can affect the target.

Please.... Let's stop enforcing the notion that the UI should be some kind of stripped down early 90's contest of wills, and just stop shooting down things that hurt nothing and honestly don't take dev time to implement. At worst this is some entry level coders job to see if he knows how to turn on a computer during his first hour on the job.
Iain Cariaba
#19 - 2016-05-19 14:15:19 UTC
Mike Voidstar wrote:
"but teh Dev time!" Is a poor excuse for trollish behavior.

Once again we have a zero impact QoL suggestion that is clear cut, well presented, makes sense and would take an intern about half a second to implement.

I guess a lot more of you play the game primarily through the simulation display than you do through the overview. You click in space to move, right click icons in space to target or approach things, ext...

Forever the game has done what he is asking by highlighting things in range when you mouse over the module button- in space, not on the overview. But no one I have ever played with in the same room, including my esteemed colleague Zatar, primarily uses the simulation window when the object you want is in the overview.

I think the opposite functionality should apply- when you mouse over items in the overview any relevant modules should highlight to show they can affect the target.

Please.... Let's stop enforcing the notion that the UI should be some kind of stripped down early 90's contest of wills, and just stop shooting down things that hurt nothing and honestly don't take dev time to implement. At worst this is some entry level coders job to see if he knows how to turn on a computer during his first hour on the job.

Oh? Please do explain how adding yet more information to the single most information saturated window of the game is a QOL improvement to everyone in the game that isn't a highsec carebear?
Mike Voidstar
Voidstar Free Flight Foundation
#20 - 2016-05-19 15:37:35 UTC
It's not needed to benefit everyone, just not hurt anyone.

What he is asking is problematic as you can have many weapons fitted with each having different ranges. What I suggest as a workable alternative does not even appear in the overview itself.

The same could be done to overview icons as is done in space, where mousing over a module brackets the icon of things in range of that module... Harming no one yet again.

An option box highlight for items in the overview within max target range, perhaps active when tactical overlay is on, would also be minimally invasive yet useful to some.

Don't discount what's useful to high sec carebears. They are the largest demographic in EvE, yet see very little benefit for much of the dev time as it is.
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