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Buckingham - HUD Changes

First post
Author
Nathanien Indoril
Creation and Extraction
#21 - 2012-11-10 16:58:16 UTC
Tippia wrote:
Is there any scaling in that screen shot?

Don't know. I didn't make the screenshot.

I also think it looks not so bad... but why is it not full round...?
What's the deal with the free space at the bottom of the targeted ship?
Is this free room used for the 'criminal' or 'suspect' token?
Tippia
Sunshine and Lollipops
#22 - 2012-11-10 17:04:36 UTC
Nathanien Indoril wrote:
I also think it looks not so bad... but why is it not full round...?
What's the deal with the free space at the bottom of the targeted ship?
Is this free room used for the 'criminal' or 'suspect' token?
It's there to give you a good indication of the start and end of the damage track. When it was a full circle in the previous incarnations, it lacked any intuitive sense of where the beginning was.
Altrue
Exploration Frontier inc
Tactical-Retreat
#23 - 2012-11-10 18:47:38 UTC
There is also the fact that this display is not according to the new interface CCP is trying to give to EvE.

The single circle is more adapted both to EvE new Interface in general, and to the new targeting brackets.

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EI Digin
irc.zulusquad.org
#24 - 2012-11-10 18:59:50 UTC
Person who took the screenshot here,

UI scaling was at 90%.

Here, it's at 100%: http://i.imgur.com/38sfr.jpg. You can make it bigger if you really want by increasing your UI scale to 110% and 125%
Tippia
Sunshine and Lollipops
#25 - 2012-11-10 21:46:26 UTC
EI Digin wrote:
Person who took the screenshot here,

UI scaling was at 90%.
So the scaling really muddies the detail. I need to play around with it more, but so far, I'm leaning towards the old three-segment version but with the gap. Straight
LoBlo Fet
Terra-Formers
#26 - 2012-11-10 23:38:35 UTC
So after flying and fighting a bit on the test servers I have to say that while I applaud your efforts, I would offer constructive criticism regarding the new hud. My impression is that it actually changes many things that did not and should not have been altered. Here is what I would keep from the changes that you made and here is what I would maintain from the current system. I opinion is that many of its features of the old hud are better and did not need to be adjusted.

The changes that are good:
-I like the new 'Target Tracking Camera'. Great idea.

The changes that aren't needed:
- the circular targets and circular health bars are not somewhat awkward looking and don't look as crisp as the square targets
- the 'activated modules' were better on the side than the bottom as on the botton they sometimes obscure the range.

The changes that are good, but need tweaking
- the damage notifications are good, but the font is too 'WoW like'. I would keep the message font the same as the current font, but still incorpate the changes made.
- the new brackets/reticles should remain square (square looks better). The top 5 damage dealers should be denoted by a simple colored dot at the corner of the square reticle. The colors should be red (top damage dealter), orange (next 2 damage dealers), and yellow (4th and 5th damage dealer).

We appreciate the work and I hope you consider the suggestions above.
Oberine Noriepa
#27 - 2012-11-11 02:40:57 UTC  |  Edited by: Oberine Noriepa
Tippia wrote:
EI Digin wrote:
Person who took the screenshot here,

UI scaling was at 90%.
So the scaling really muddies the detail. I need to play around with it more, but so far, I'm leaning towards the old three-segment version but with the gap. Straight

I feel the same way. The previous single-ring style was better. I will say that I like the aesthetics of the gauges themselves in this build better, however. They're reminiscent to our own.

Rengerel en Distel
#28 - 2012-11-11 14:32:33 UTC
LoBlo Fet wrote:

- the new brackets/reticles should remain square (square looks better). The top 5 damage dealers should be denoted by a simple colored dot at the corner of the square reticle. The colors should be red (top damage dealter), orange (next 2 damage dealers), and yellow (4th and 5th damage dealer).


I'm not sure why people keep suggesting something that only shows a difference in color. There are 10 threads about the UI/HUD where it's mentioned that it has to be visible to color blind people as well.

With the increase in shiptoasting, the Report timer needs to be shortened.

Castelo Selva
Forcas armadas
Brave Collective
#29 - 2012-11-11 16:04:13 UTC
Ok, I am not native English speak, but I will try to sell my point.
I would like an option to make the overview appears from bottom top.
I know that you can sort the overview from ascendant or descendant, but the option you choose is always from top to down. I will be really harpy if the overview could starts from bottom.

To difficult to understand, no problem. Picture here: http://go-dl1.eve-files.com/media/1211/bottomtotopoverview.jpg

Please, do it !!
JessiJames
Caldari Provisions
Caldari State
#30 - 2012-11-11 17:22:15 UTC
Love it, really really nice work.

I keep bringing up this topic: It would be VERY helpfull in smaller engagements if one could see the shiptypes that are in space, i.e. a tag to their bracket like the mouse-over info works but just for shiptype.

(CCP Mausheen replied that text rendering is very expensive on performance, and obviously if many ships are on grid the tags would cause other problems, too.)

So, a solution could be to add shiptype tags just to the damage dealers brackets, or to ships that do lock the player or are locked by the player ?

This should be easy for performance, and my hope would also be that if it is easy enough to code, you would consider adding this change or keep it on the list for future consideration.


Thanks


Please if you find time to reply if this is feasible at all would be much appreciated, so i can stop posting about it if its a total no-go.
LoBlo Fet
Terra-Formers
#31 - 2012-11-11 18:37:10 UTC  |  Edited by: LoBlo Fet
Rengerel en Distel wrote:
LoBlo Fet wrote:

- the new brackets/reticles should remain square (square looks better). The top 5 damage dealers should be denoted by a simple colored dot at the corner of the square reticle. The colors should be red (top damage dealter), orange (next 2 damage dealers), and yellow (4th and 5th damage dealer).


I'm not sure why people keep suggesting something that only shows a difference in color. There are 10 threads about the UI/HUD where it's mentioned that it has to be visible to color blind people as well.


Color blind doesn't mean black and white. There could easily be adjustedments for color blind. Perhaps instead of colors, just symbols like 1, 2, and 3 stars.

I would prefer either to the colored circle method.
Liner Xiandra
Sparks Inc
#32 - 2012-11-11 20:23:30 UTC  |  Edited by: Liner Xiandra
Very much like the idea behind the changes. Showing top damage dealers; having cycle time of module shown at the targetted module icon etc.

I just feel that this new layouting takes up way too much space for what it does. As a player you get more information fed to you; and this information is taking up more space on screen as well. Maybe to a point of information overload.

Damagedealing information:
- animation curve should be more linear, or actually push the previous item up. Current setup shows the first few miliseconds all text overlapped. If it's unreadable, dont feed me this information. It's distracting.

- new colourscheming doesn't add to the information given. It used to be "yellow = good, orange is bad" Now all of it is white which goes either way. Once I spotted the red or blueish damage numbers, its hard to read the whole of that sentence; as the rest of the white lines are interfering. (and the animation doesn't help with that)

Currently targetted:
- the 240 degree (or so) shield/armor/hull indicator are trying to imitate your own circular hud indicators; but your own version only uses 180 degrees. So you need another translating step to gauge your opponent stats versus your own.

- Activated modules are now shown under the current target. They seem to be spaced out a little more - taking more space on screen. Might be due to the fact that your targets are now shown as circles instead of squares. Squares can be ordered neatly and tightly. Circles are horrible to space out between each other. Maybe you could hit two birds with one stone by reducing the curvature to 180deg. on the S/A/H and use the bottom 180degrees to space out any activated modules.

- the new timer on a module such as a target painter doesn't seem to share it's duration with the original module timer. Is one using client-time while the other uses server-time or something? They seem out of sync.

Incoming damage from NPC indicator:
♥ it, although a few of these on your screen and things become occluded.
- Tone down the effect a bit? Maybe instead of a circle-fill, increase the border of the target-indicator by half a pixel per step or so?

- Radius on targetted circles/selection might be turned down a little to -once again- to save space
Alice Katsuko
Perkone
Caldari State
#33 - 2012-11-11 23:10:26 UTC
The single-ring locked target icons shown in the dev blog were definitely better. The new HP bands are much too narrow, and due to lack of spacing the bands blur into one another once the target takes armor damage, making it difficult to tell how much HP a target has. The little segments don't help determine the actual HP of the target, because there are too many of them to serve as meaningful reference points. The indentations on the HP bars on the current live-server are much more useful reference points.

Also, would it be possible to allow us to control on which side of the locked target the active module icons appear? For example, to have them show up above or to the left of the locked target, instead of on the bottom. That would help those of us who run the locked targets along the bottom or the side of the screen.
Mars Theran
Foreign Interloper
#34 - 2012-11-12 05:57:38 UTC
I am looking forward to this. Smile
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Rytell Tybat
Doomheim
#35 - 2012-11-12 11:38:03 UTC
Definitely agree with some of the others, that the previous version of the shield/armor/hull damage display was cleaner looking. Much prefer the single ring version to this new one.

The existing HUD needs to be redesigned. Making the targeting info look like the HUD is a step backwards not forward. Also agree that perhaps the 320º applied to the previous style might be the best solution.
PinkKnife
The Cuddlefish
Ethereal Dawn
#36 - 2012-11-12 19:10:47 UTC
Tippia wrote:
Hmm… Yeah, I have to agree with those preferring the older variation: a single segmented circle, only I'd still prefer it to be 320° (or some such) rather than the full circle, with the damage track starting at 5 o'clock going counter-clockwise to 7 o'clock.


Something like that PLEASE. The layers are AWFUL and ugly and not at all easy to view at a glance, and are no more "intuitive" to new players than before. Please please please go back to the way they were before, layers are awful. Sad
Maraner
The Executioners
#37 - 2012-11-13 02:14:36 UTC
Hmm not sure about this tbh. Still prefer the current three bar system we have, although the layered wrap around is somewhat better.

There seems to be a huge amount of individual variation amongst the players with these changes, many hating them others liking the look.

Suggest give us the option as to what we want to use. - thanks for trying to please all of us. And good to see that the feedback appears to be generating other options. Tough job.
Rammix
TheMurk
#38 - 2012-11-13 09:03:13 UTC  |  Edited by: Rammix
When I try to change tracking position it affects my ship's position on the screen. Can't place the ship in the centre and tracking point slightly higher. It's either impossible or inconvenient. Not good, please fix it.

Scaling set to 125% (1920x1080).

p.s. The whole idea is awesome but current implementation is raw.

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Rammix
TheMurk
#39 - 2012-11-13 10:00:38 UTC  |  Edited by: Rammix
Found a bug. Trying to move locked targets - any except the 1st - breaks target switching and choosing.

Also, please change distance for "reset camera", it moves camera too close.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Seismic Stan
Freebooted Junkworks
#40 - 2012-11-13 10:45:15 UTC
I'm loving the look of the improved target tracking camera. How feasible would it be to expand on it to keep multiple targets in view simultaneously?

For example, having options to keep on screen all targeted ships, and/or squad/wing/fleet members? It would be a great function to automatically optimise viewing the relevant elements of the engagement, allowing the pilot to concentrate on actually doing the flying rather than camera spinning.