These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
Previous page123
 

Please change the overheat animation

First post
Author
Gorefacer
State War Academy
Caldari State
#41 - 2012-02-11 02:27:54 UTC
This would be awesome.

The only downside of course would be that when I burn out a web or MWD like an idiot in a fight, my only conclusion could be that yes I am in fact an idiot with no poorly planned GUI implementation to take some of the blame.
Fon Revedhort
Monks of War
#42 - 2012-02-11 03:04:44 UTC
I didn't get the idea of new animation at all! It looks very embarassing to me.

May I suggest another idea?

http://oi39.tinypic.com/15oi45s.jpg

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Elindreal
Planetary Interactors
#43 - 2012-02-11 04:58:29 UTC
jes i like
Killdu
Soggy Biscuit.
#44 - 2012-02-11 05:08:27 UTC
Signed.
Sprite Can
#45 - 2012-02-11 06:35:44 UTC
Fon Revedhort wrote:
I didn't get the idea of new animation at all! It looks very embarassing to me.

May I suggest another idea?

http://oi39.tinypic.com/15oi45s.jpg


The cease light should be red as well. Or, maybe this convention?

Overloading will start : Blink green semicircle on top
Overloading: Full green circle around module
Overloading will stop: Blink red semicircle on bottom

Refreshing Lemon-Lime~

Archare
Aliastra
Gallente Federation
#46 - 2012-02-11 07:11:11 UTC
One thing the devs need to consider along with this is the possibility of making it color blind friendly. While flashing greens and reds don't affect me, increasing the accessibility of the UI for all users would make sense. Providing a noticeable effect aside from just coloration could remedy this.
FlinchingNinja Kishunuba
Crunchy Crunchy
#47 - 2012-02-11 12:13:08 UTC
Green bar at top glows when activated, when module is actually in an overload state white timer bar is red.
Bloodpetal
Tir Capital Management Group
#48 - 2012-02-11 17:23:35 UTC  |  Edited by: Bloodpetal
Colors :

Blue when inactive (cool module)

Yellow when activating (warming up)

Green when Active (Go for Green)

Red when stopping overheat.


This isn't color blind friendly, either. But at least it acknowledge the issue. Also, telling "Green on" and "Red off" apart isn't that bad, since red is a transition state.

Where I am.

Diomidis
Pod Liberation Authority
#49 - 2012-02-11 17:41:16 UTC
Bloodpetal wrote:
Colors :

Blue when inactive (cool module)

Yellow when activating (warming up)

Green when Active (Go for Green)

Red when stopping overheat.


This isn't color blind friendly, either. But at least it acknowledge the issue. Also, telling "Green on" and "Red off" apart isn't that bad, since red is a transition state.


Too complicated for something that already has / had status indicators: green upper sector light on when active, off when inactive.
The red heat dmg indicator bars are there too...

Flashing, and in multiple colors from multiple modules I would say will probably add to the frustration instead of clarifying things.

Eve is already too complicated without flashing crap.
And yes, I do design stuff for actual users in real life. If it wasn't a toy for a 5yo, lights would not fly.

"War does not determine who is right - only who is left." -- Bertrand Russell

Djakku
U Subbed M8
#50 - 2012-02-13 20:33:14 UTC
To the top
Liafcipe9000
Critically Preposterous
#51 - 2012-02-14 05:24:52 UTC
DaRiKavus wrote:
Confirmed,

This is a good idea.

Red for hot, green for not.


+1

such a change would help everyone no matter what.
Vile Coyote
Deep Space Legacy
#52 - 2012-02-14 13:16:28 UTC
Liafcipe9000 wrote:
DaRiKavus wrote:
Confirmed,

This is a good idea.

Red for hot, green for not.


+1

such a change would help everyone no matter what.



-1. It's rare but some people can't tell the difference, especially over a dark background. Colors are fine but either choose some that are colorblind-proof (*) , or have another way of telling.


(*red , green, blue : pick only one).
Buzzy Warstl
Quantum Flux Foundry
#53 - 2012-02-14 14:04:44 UTC
CCP Tuxford wrote:
We did actually discuss not blinking when the module is active and just make it a constant green color since we can already see that it is active with the timer but then again you can hide that timer.

Having different colors when module is going into overloaded and stopping is definitely a good idea though.

There is a green glow around an active module already, using a green indicator for overheat is too low a contrast.

Amber shifting to a nice hard red as the module gets damaged would be much more visible.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Djakku
U Subbed M8
#54 - 2012-02-16 22:39:32 UTC
bump
M1k3y Koontz
House of Musashi
Stay Feral
#55 - 2012-02-21 21:39:35 UTC
+1, definitely needs difference colors

How much herp could a herp derp derp if a herp derp could herp derp.

Djakku
U Subbed M8
#56 - 2012-02-28 00:11:21 UTC
Bump
Dibblerette
Solitude-Industries
#57 - 2012-02-28 00:47:40 UTC  |  Edited by: Dibblerette
Would it be too much of a burden for the icon to physically rotate as it cooks? That would be very cool, and combined with the top of the icon lighting up to currently show that it is overheated would provide a good reference point. Plus, It would be colorblind proof.

*Le poorly drawn example:

^ > v < ^

cool, 25% dmg, 50%, 75%, 100%+shuts down


Might be a little difficult for things like smartbombs, or possibly some other things, but maybe something to iterate on?

EDIT: looks fine in preview, but not real forums?
Previous page123