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New modules tooltips ....

First post
Author
Bloodpetal
Tir Capital Management Group
#81 - 2012-08-08 17:23:22 UTC  |  Edited by: Bloodpetal
CCP Soundwave wrote:
Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.


Delay time is clearly the issue.

2 seconds minimum.

One Mississipi, Two Mississippi, POP!

Where I am.

War Kitten
Panda McLegion
#82 - 2012-08-08 17:25:49 UTC
CCP Soundwave wrote:
Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.


Please add proper delays to the mouse-over effects on in-space brackets too.

Please?

Pretty Please?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Smoking Blunts
ZC Omega
#83 - 2012-08-08 17:26:39 UTC
CCP Soundwave wrote:
Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.



no it needs to be disable function, as i do not need or more importantly want to see this thing every time i have to cycle missiles/guns in a large fleet fight.

OMG when can i get a pic here

CCP Soundwave
C C P
C C P Alliance
#84 - 2012-08-08 17:30:02 UTC
Bloodpetal wrote:
CCP Soundwave wrote:
Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.


Delay time is clearly the issue.

2 seconds minimum.

One Mississipi, Two Mississippi, POP!



Yep!
Bloodpetal
Tir Capital Management Group
#85 - 2012-08-08 17:34:16 UTC
As well, sometimes people are going to HOVER over a module in anticipation of some event that may happen in the un-foretold future. Possibly for hours, and the tool-tip might get in the way at that point.

Perhaps this issue is just the tooltip itself. Or the location of the tooltip. You could just have it appear above the modules rather than "linked" over it. Make it look more like part of the interface as a HUD element.... let me try and draft something.

http://imgur.com/5DKPl

So, instead of it obstructing the general "Module area", it just looks like a statistics display as you hover over, and when you're not hovering over you can put some other info there?

Just throwing that out there.

Where I am.

Riknarr
Midhalla
#86 - 2012-08-08 17:36:04 UTC
Solstice Project wrote:
and AGAIN ... just like in the fitting window ...

only dps, no alpha.


Or how about separate suggested DPS and alpha values for each resist for targets based on distance, sig, transversal etc.
Jerick Ludhowe
Internet Tuff Guys
#87 - 2012-08-08 17:38:51 UTC
CCP karkur wrote:
We have talked this over, and we will add the ability to disable the tooltips.
I hope you guys will still use them, but if you really don´t want them, you will be able to turn them off (so it's new awesome tooltips or no tooltips).

I hope that will work for you guys :)


How did a simple disable function miss launch? Did you guys really assume that people would be ok with huge windows displaying next to no useful information would be accept by the masses? Also it's very buggy and the tool tips windows often get stuck in the top left of my screen...

Anyway, i'm glad to see that you're correcting your short sightedness.
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#88 - 2012-08-08 17:40:46 UTC  |  Edited by: Jame Jarl Retief
Abdiel Kavash wrote:
Would it be possible to alter the icons of the resist modules so that they're not the same then?


This makes too much sense...my head hurts...I think I'm going to pass out. Big smile

Seriously though, how difficult is it to do a different icon, simply and concisely showing the damage type the hardener improves? Similar to the faction/tier marker in the corner, only in the opposite corner. And if you wanted to go totally crazy, you could even make this a toggle in the options.

EDIT: Oh, never mind. This is probably going to fall under "dumbing down EVE" header for most people, and I don't need any more hate mail. Disregard please.
Jim Era
#89 - 2012-08-08 17:43:44 UTC
Jame Jarl Retief wrote:
Abdiel Kavash wrote:
Would it be possible to alter the icons of the resist modules so that they're not the same then?


This makes too much sense...my head hurts...I think I'm going to pass out. Big smile

Seriously though, how difficult is it to do a different icon, simply and concisely showing the damage type the hardener improves? Similar to the faction/tier marker in the corner, only in the opposite corner. And if you wanted to go totally crazy, you could even make this a toggle in the options.

EDIT: Oh, never mind. This is probably going to fall under "dumbing down EVE" header for most people, and I don't need any more hate mail. Disregard please.


We don't get options.

Wat™

Archdaimon
Merchants of the Golden Goose
#90 - 2012-08-08 17:44:31 UTC
I like the new overlay.

Wormholes have the best accoustics. It's known. - Sing it for me -

Vilnius Zar
SDC Multi Ten
#91 - 2012-08-08 17:46:25 UTC
While not trying to sound like an ass, didn't you guys REALISE that a large number of players wouldn't want 5 acres of text every second they want to activate a module? I mean, surely one of you must have come up with a "wait, shouldn't we make this optional? Some people might not need it or due to their UI setup might actually be hindered by it. Perhaps a yes/no option or a way to disable the icons so it's text only or perhaps put in a delay (which can be selected by the player)".

Didn't anyone pull you back into the reality that not everyone needs to have basic info spoonfed, shouted at them through a megaphone?

Jessica Hakomairos
Doomheim
#92 - 2012-08-08 17:47:21 UTC
let us set the delay ourselves and everyone will be happy. those who want to turn them off can just enter a delay of 60 seconds and that should do it ;-) and those who like the instant info can just keep the 0 seconds delay it currently is
FloppieTheBanjoClown
Arcana Imperii Ltd.
#93 - 2012-08-08 17:49:29 UTC
Good point about the tooltip not showing alpha. Knowing the cycle time would be useful as well.

A new version of my proposed "condensed" tooltip:

Quote:
6x Arbalest Cruise Launcher I [F1]
18 Scourge Cruise Missile
Range: 151 km || Cycle time: x.x s
Damage: xxxxx.x || DPS: 308.6

Founding member of the Belligerent Undesirables movement.

Josef Djugashvilis
#94 - 2012-08-08 17:52:26 UTC
Two second delay, and or the abilty to turn off please.

This is not a signature.

tgl3
The Scope
Gallente Federation
#95 - 2012-08-08 18:03:10 UTC
It'd be nice if the new tooltips showed repair amounts, too...
arria Auscent
Center for Advanced Studies
Gallente Federation
#96 - 2012-08-08 18:15:11 UTC
is it so hard for you devs to put in an option to switch this rubbish off?
alittlebirdy
All Hail The Liopleurodon
#97 - 2012-08-08 18:18:06 UTC
CCP Greyscale wrote:
Cray47 wrote:
screenshot please ^^

here is mine:

https://dl.dropbox.com/u/63164297/2012.08.08.12.47.32.png

this tooltip assumes that new players don;'t know what they fit on their ships. That is pretty offensive, imho.

And why the icons ??


The tooltip assumes that sometimes you might eg fit three active shield hardeners and not remember which one you happened to put in which HUD slot Smile



And we disable this how?

Or did you ASSume we are all assholes and all want this ****?

So missing, alpha, cycle time, telling us "hey ******, this is a X gun and you have Y number of ammo loaded"
Hrothgar Nilsson
#98 - 2012-08-08 18:32:04 UTC
PLEASE give us an option to disable these mouseover boxes for modules.

They're annoying as hell. I can see they might be useful to somebody new, but I don't want to see them.

Or a several second delay as somebody else said. E.G., three seconds with your mouse over the module icon triggers the mouseover box.
CCP karkur
C C P
C C P Alliance
#99 - 2012-08-08 18:36:36 UTC  |  Edited by: CCP karkur
Both Soundwave and I have already addressed the questions everyone is asking:
CCP karkur wrote:
We have talked this over, and we will add the ability to disable the tooltips.
I hope you guys will still use them, but if you really don´t want them, you will be able to turn them off (so it's new awesome tooltips or no tooltips).

I hope that will work for you guys :)


CCP Soundwave wrote:
Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.

We are looking into this Smile
(as Soundwave says, we might end up going just with a delay, we'll see tomorrow if we feel we need both)

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Hannott Thanos
Squadron 15
#100 - 2012-08-08 18:38:43 UTC
CCP karkur wrote:
Both Soundwave and I have already addressed the questions everyone is asking:
CCP karkur wrote:
We have talked this over, and we will add the ability to disable the tooltips.
I hope you guys will still use them, but if you really don´t want them, you will be able to turn them off (so it's new awesome tooltips or no tooltips).

I hope that will work for you guys :)


CCP Soundwave wrote:
Being able to set a delay may even be enough. Adding the option to disable a single function might be a bit overkill with a proper delay.

We are looking into this Smile


What about repair amount? ehp in lowest resist armor per second would be nice. same for shield boost in lowest shield resist

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}