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Dev blog: Stay on Target!

First post First post
Author
M1k3y Koontz
House of Musashi
Stay Feral
#261 - 2012-10-11 00:20:02 UTC
I like it, except for the HP bars being in a circle around the targeted icon.
If those are kept in strait, stacked bars under the locked target as they are now, nothing else to complain about.

Looks good other than that Smile

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

Ark Anhammar
Federal Navy Academy
Gallente Federation
#262 - 2012-10-11 00:25:06 UTC
Oberine Noriepa wrote:
Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.]

Why not make black the background for each so you can clearly see that there's nothing there? The bars could fade from (color) to red to even flashing red the lower and lower it got.
OutCast EG
Very Industrial Corp.
#263 - 2012-10-11 00:25:49 UTC
Don't make damage bars circular.
Don't.
Just don't.
Mars Theran
Foreign Interloper
#264 - 2012-10-11 00:27:31 UTC  |  Edited by: Mars Theran
Chribba wrote:
We're on target!

One of the neatest things of the new icons, is that we're heading back to the old school 2003 EVE I remember and their icons Smile

http://timeline.eve-files.com/Part01/slides/00085.jpg

/c


Wow. Things change. Shocked Is that planet lopsided? Lol

edit:

P.S. I like it, just needs a bit of polish.

Maybe identify shields by having them turn dull blue-grey instead of red at damage, but with a flashing red pulse to them to indicate the shields are dropping. Kind of like the speed/acceleration bar.

Armor and structure would the be the only ones left to resolve. Structure could be brown, armor could be green. I don't think anyone would want the colors too obvious, but they still need to show some differentiation between them. Now if you could just make them spin, like they do in the trailer. Smile

The slide in the following post is terrible. I'd hate to have to fight with that. Ugh

Just occurred to me you could connect them in a clockwise fashion and put a little pod at the end of structure. Everyone would be pretty sure to figure that out. Lol
zubzubzubzubzubzubzubzub
Oberine Noriepa
#265 - 2012-10-11 00:32:10 UTC  |  Edited by: Oberine Noriepa
Ark Anhammar wrote:
Oberine Noriepa wrote:
Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.]

Why not make black the background for each so you can clearly see that there's nothing there? The bars could fade from (color) to red to even flashing red the lower and lower it got.

This is an even better idea! I like it.

Quoting my buried post:

Oberine Noriepa wrote:
Evelgrivion wrote:
I don't like the circle indicators; the current ordered list of Shield Armor Hull is very good at conveying at a glance information; the rounded bars condenses it, but at the cost of at a glance clarity; not a worthy tradeoff, IMO.

I do like the idea of conveying targeting range and providing a visual indicator on the HUD of who is hitting you. Overall, I think the ol' box is the best way to go, rather than circles.

I think this could be fixed by making each gauge a specific color. Shields: Blue / Armor: Green / Structure: White [Red should be the background color for each gauge.]

Bienator II wrote:
please make sure that you can find the selected item on the edge of the screen easier. Right now if you select something on the overview and are under bad light or system backgground conditions. you have to rotate the cam and search quite a bit till you see it on screeen. This makes dscanning even more anoying as it already is in some systems. The new circle instead of the rect will help somewhat, maybe make it blink once or twice after selecting it to help out a bit.

Yes! Please fix this. Many of the HUD brackets can easily become obscured. Maybe a good time to update them? A slide from Fanfest showed off some interesting looking brackets.

I know that a lot of stuff is in research and development, but is picture-in-picture still an element that you guys are interested in implementing within the HUD? I really like how a lot of HUD elements in that slide I linked look. The ship readout and modules look very sleek. That overview design could definitely use some work, but I think it would be nice if the overview appeared a lot sleeker without reducing its effectiveness.

EDIT: Also, I think it would be great if we got rid of the cross lines that span across the entire screen when you lock onto a target.

Silath Slyver Silverpine
Aliastra
Gallente Federation
#266 - 2012-10-11 00:49:08 UTC  |  Edited by: Silath Slyver Silverpine
I like where this new development is going. Could take a little getting used to, but it appears to be a definite improvement.

Strange because the targeting display was never really something I've considered improving, but now that it's been mentioned I can really see it. Still rather have a new drone UI though Sad
GeeShizzle MacCloud
#267 - 2012-10-11 00:49:42 UTC
ohhh and a few ideas and a mock up of those ideas on the image u devs gave us!

http://i.imgur.com/HSIrY.jpg
Rain Kaessinde
Liminal Cloudwatch
#268 - 2012-10-11 00:55:42 UTC  |  Edited by: Rain Kaessinde
I like the abstract idea of an icon that pulses to indicate threat, but please, stop putting transparent GUI elements in the main viewport. Too much of the HUD already becomes invisible or difficult to read against a bright background, such as a glowing cloud.

The stars might lie, but the numbers never do.

Inquisitor Kitchner
The Executives
#269 - 2012-10-11 00:56:18 UTC

I approve. Circles are far more futuristic then squares. Squares are dead, long live circles!

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Kethry Avenger
Ministry of War
Amarr Empire
#270 - 2012-10-11 00:57:58 UTC
Inquisitor Kitchner wrote:

I approve. Circles are far more futuristic then squares. Squares are dead, long live circles!


Triangles!
Qoi
Exert Force
#271 - 2012-10-11 01:02:03 UTC  |  Edited by: Qoi
I absolutely love the circular damage indicators. They make a lot more sense this way, and are much easier to read. They are basically just one big progress bar wrapped around, instead of three separate ones you need to look at.

Any color coding would just be stupid, anybody will get how the work within seconds of receiving damage, and will have no issue whatsoever remembering that the red damage runs around clockwise from 12. I was confused about them as well, but EVE itself is not a screenshot! I don't expect any problems in the actual game. Please keep them clean.

http://eve-industry.org

GeeShizzle MacCloud
#272 - 2012-10-11 01:04:35 UTC
Oberine Noriepa wrote:

EDIT: Also, I think it would be great if we got rid of the cross lines that span across the entire screen when you lock onto a target.


ohh god yes!!

also for the selected item if its off to the side or top/bottom of the viewscreen could be improved.. say with an animated double arrow like >> that shows the direction of the object.

would also be good if the text had a dark outer glow so that it distinguishes itself against the glare of the sun but still looks normal when against the black of space... or some form like that that plays with opacity and alpha channels.

i hate the whole horizontal and vertical line thing gahh!!
Ark Anhammar
Federal Navy Academy
Gallente Federation
#273 - 2012-10-11 01:06:35 UTC
Oberine Noriepa wrote:
Yes! Please fix this. Many of the HUD brackets can easily become obscured. Maybe a good time to update them? A slide from Fanfest showed off some interesting looking brackets.

I know that a lot of stuff is in research and development, but is picture-in-picture still an element that you guys are interested in implementing within the HUD? I really like how a lot of HUD elements in that slide I linked look. The ship readout and modules look very sleek. That overview design could definitely use some work, but I think it would be nice if the overview appeared a lot sleeker without reducing its effectiveness.

YES PLEASE! I had not seen this slide before. This interface looks AMAZING! PLEASE implement this!!
John Nucleus
24th Imperial Crusade
Amarr Empire
#274 - 2012-10-11 01:29:48 UTC
Thought I would throw this out there, might generate some ideas for the new damage indicator. The idea was to have a simple indicator that shows hit quality, damage and damage type.

http://i.imgur.com/RZq0p.png
J Kunjeh
#275 - 2012-10-11 01:30:15 UTC
Good work here! I'm so happy to see the UI being moved more and more toward graphical situational awareness. Eve has needed stuff like this for a looooong time.

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

Elzon1
School of Applied Knowledge
Caldari State
#276 - 2012-10-11 01:30:31 UTC  |  Edited by: Elzon1
Bloodpetal wrote:
Here's a couple dream ideas ::

-- Draw a line between my ship and the enemy target (This already happens in Tactical Overview mode I believe), put "ticks" on the line that represent my various weapon ranges along that line. (So optimal will be green, falloff will be yellow, red will be out of range.

-- Show what EWAR affects are being applied to the target ship already (from friendlies or otherwise) - so I can see if he's being tracking disrupted so I know I can tracking disrupt other targets out there. I know this information is already sent to my client because the VISUAL effects from friendlies are projected to targets, so it's just a matter of showing me in a clear visual format that they're being applied.



See now THOSE are the kind of additions we need in EVE!

The weapon ranges are kind of a given thing that needs to happen.

The EWAR affect display icons seem like something that is missing from EVE as well.

Every been given the order "SPREAD POINTS" and not know who is already pointed fast enough to effectively spread points?

How about when you have to ECM a group of ships and don't know which ships are already being jammed?

This could very well help all sorts of pilots see what is actually going on instead of trying to figure it out by looking at the visual effects. I can imagined someone out there would've already made a program to tag enemy ships that were under certain effects with the information being provided from the server(s). Hey, if the information is already being provided to you why not use it in a more effective manner?


On top of all that this would bring my dream of more remote A.O.E modules closer to being a more obvious implementation.

Remote A.O.E examples:

Remote A.O.E tracking disruption

Remote A.O.E ECM (already exists, but I want subcaps to use it)

Remote A.O.E webification

Remote A.O.E warp disruption (2 forms: launched warp bubble (mentioned in CSM minutes) as well as a weaker form of a warp disruptor point (able to disrupt all microwarpdrives in the bubble and possibly cumulative with more Remote A.O.E warp disruption bubbles)

Remote A.O.E target disruption

Remote A.O.E NOS/NEUT

And many more further in the future!

Weapons like these will help make blobbing (a ton of ships on-grid in a small bubble/location not simply a lot of people in local) and bring EVE closer to deserving the name "TOTALHELLDEATH".

Also, it will bring Jamyl Sarum's superweapon closer to being used by capsuleers Twisted
Midnight Hope
Pator Tech School
Minmatar Republic
#277 - 2012-10-11 01:33:52 UTC
Sable Blitzmann wrote:
Love the new changes. However, I was hoping for possibly adding capacitor state to the target lock. This is something that's been asked for again and again. We can see shields, armor, and structure hitpoint percentages, but we cannot read the targets capacitor. I think adding this will go a long way for those who like to neut. I know that I don't neut a lot because I'm unsure just how effective I am at disabling my target. Having this information will mix up pvp a bit.


There's an app...err.. module for that! :)
Aedeal
Bangarang Inc
#278 - 2012-10-11 01:51:46 UTC
Like it, other than the hp readings. Anything that puts awareness onto the 'main' UI rather than spamming over the 'side' UI is great
Inepsa1987
#279 - 2012-10-11 01:53:32 UTC
Looks awesome. Should make the size of the locked targets adjustable.

Here's hoping for a bangin new drone UI Blink

Spaceship Pilot.

Velarra
#280 - 2012-10-11 02:00:41 UTC
These targeting and related informational ui changes are really confusing and feel particularly awkward.

[shield]
[armor]
[hull]

Neat, tidy, clear, instinctive and logical. Acutely -intuitive-

Confusing circles colours?

No thank you.

You're currently in the process of "fixing" something that's -not broken-.



Conversely:

How many clicks from start to finish does it take for a newb to fit a rifter from packaged frigate and plenty of suitable mods in inventory to undock? When that ship is lost, how many more clicks to fit another?