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Dev Blog: Stay on Target - UI Features set for Retribution

First post First post
Author
Roime
Mea Culpa.
Shadow Cartel
#121 - 2012-11-16 06:34:58 UTC
Amazing expansion <3

.

StuRyan
Space Wolves ind.
Solyaris Chtonium
#122 - 2012-11-16 06:56:20 UTC
looks very cool.

I was wondering if you were able to add things like turret tracking; this is a useful feature since a lot of other things come from knowing what speed your turrets track and whether it is able to hit the target you have selected.

Perhaps an traffic light effective; Red meaning no chance of hitting, Yellow meaning current tranversal, turrent tracking and speed means you have a 75% of hitting. Green meaning more often than not you will hit. I dunno, Eve is hard enough and it is all based on a calculated chance which does take the element of trying something new.

Looking forward to the new patch.
Keko Khaan
Center for Advanced Studies
Gallente Federation
#123 - 2012-11-16 13:44:39 UTC
CCP Falcon wrote:
There are more awesome UI changes coming with EVE Online: Retribution including new targeting brackets, re-worked damage notifications and all kinds of eye-pleasing goodness.

CCP Sisyphus is here on behalf of Team Pony Express to tell you all about them in his new Dev Blog.*


*Please Note - For your reading pleasure, we suggest that you read this upside down, while drunk.


On buckingham all rats in great wildlands was allready dead or something (no anoms etc) so i find it hard to test these changes without targets.. Sad
Jim Luc
Deep Core Mining Inc.
Caldari State
#124 - 2012-11-16 16:54:36 UTC
I really like the new targeting and brackets, but my only thought is that it hides the ship you're fighting. Any way you can offset the brackets with a line to the ship? Similar to the Dominion video
Niko Lorenzio
United Eve Directorate
#125 - 2012-11-16 18:01:24 UTC
CCP Masheen wrote:
Terh Rumnatarn wrote:
I know it is very hard to please all the players at the same time, and beside the target icon, all the other improvements are splendid.

But please CCP, reconsider this http://mirage-sg.com/hpbars.png.

I understand the need for an improved UI, more slick and rounder, which I fully agree on. But THAT icon, not only it looks bad, but it is very hard to read. On large scale (the shield/arm/hull for your own ship) it looks ok, but on a smaller scale doesn't fit with eve concept. That white/red marble chain around the ship icon is wrong.

For me the original concept (from the 1st blog) was beautiful and easy to read (even if it displeased a no. of players with left and right orientation problems). I would accept almost any other concept, that has some transparancy, gray/ not so gray style, etc. but not this.

Hope we won`t see this introduced in Tranq. It would make me very sad when pew pew.

For everything else, only thumbs up, very good useful improvements, and very intuitive. Thank you for EVE, and keep up the good work.


I get where you're coming from, I too had some affection for the previous design but having had a week with this one I'm learning to love it all the more and it has some clear advantages as it's much more accurate than anything we've had before.

We found from mass-testing that this layered design causes much less confusion and was loads more popular. We're now working on fine-tuning the design to make it easier to differentiate between layers. I hope that will help to mitigate any reservations you still have


Baahhhhh!!!! I'm sorry, but I complete agree with Terh. I LOVED the circle damage indicators on the previous UI blog. It was so easy to read and see at a glance, one complete circle which easily and intuitively indicated the damage. Ok, I admit, people might be confused the first.....15mins of using it, but after that it's pretty clear which is shields or whatnot. I hate the layers of damage under each other, it's not easy to read, or identify, especially with many targets locked in a fleet fight.

I'd even accept it going in counterclockwise direction, and I'm sorry I participated in that debate if it led to us all being punished with this.

CCP Sisyphus wrote:

Also - the hairlines work both ways - mouseover on module, and also on the icon next to the targetted symbol.


What would be really cool is getting hairlines when mousing over the EWAR indicators above your hud, with multiple hairlines if being webbed/jammed/whatever by multiple targets. Those indicators at the moment, while useful for telling what kind of EWAR is affecting you, are completely useless in countering it (at least to me as I hate right clicking anything). I still rely on the overview icons to find the culprits and hit them back.

Overall, great blog and I like the changes coming, but the new target lock icons make me really sad Sad

P.S. CCP Sisyphus, you should change your name, I keep reading it as CCP Syphilis. Almost didn't read your posts out of fear of catching something P

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Jaden Mars
Cargo Dawg's Group Mining Corp.
#126 - 2012-11-16 23:59:10 UTC  |  Edited by: Jaden Mars
I usually try to stay out of this type of discussion - but with the new iteration on the targeting icons/HUD - and different camps making their case for keeping the old vs. new vs. keeping the game pretty in high-res.... there appears to be an easy compromise available:

Why not add the new target icons as a feature in the tactical overview? And at the same time - show that this information is augmented-reality by making it uber-contrasty (maybe with a nice green tint ala this targeting imager).

It is a beautiful game & the tactical overview could use a lovely upgrade like this feature making it the go-to mode for PVPers or PVEers who were so inclined. It would also allow this to be added depth - either fly "pretty", keep it status-quo, or use this great feature as an added tool for maximum combat effectiveness.

I can put together something in paint (if anyone is mildly interested and want the dots connected more).

[edit - the only other suggestion is if you can work into red/blue into whether targets are coming at you or moving away - that would be awesome] Smile
Angeliq
Brutor Tribe
Minmatar Republic
#127 - 2012-11-17 08:46:44 UTC
TBH the 1 circle UI target looked better compared to this one, BUT this 3 layers target is much more easy to read/understand and more useful. Besides, it gives me a back to old school feeling which I like. Thank you.

wow much space very ship such pvp many pew

Karbonadas
Old School Spacebenders
Dreads Amongst Drifters
#128 - 2012-11-17 12:29:42 UTC
I see some unused space at targeted ship icon so i think it could be used for some brief info like distance, speed or ECM.

I see best fit for this in big battle for F.O.F. identification. It could be green for ally and red for enemy. also other colors may apply...

visual for better understanding: Target icons
Cearain
Plus 10 NV
#129 - 2012-11-17 14:14:49 UTC
Awesome stuff. Thanks for this great work.

One thing I would really like on the ui is the ability to have at least 2 orbits presets. Depending on the size ship I am fighting and the type of guns they have i may want a tight orbit or I may want long orbit. Having to right click in the middle of a pvp fight to reset the orbit is pretty frustrating.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Sariton Xavian
Mercado Mercator Partners and Associates
#130 - 2012-11-18 02:18:19 UTC
The fact the blog wasn't written by a real Australian was given away within the first 2 words.

Point of order: Australians never pluralise "mate" in the expression G'day mate. If you're addressing a group with g'day, usage is usually something dull like simply stopping at "g'day". Or alternatively "g'day all", or "g'day everyone".

To deliberately delve into slang, I'd suggest "G'day cobbers". Almost nobody uses cobber without irony nowdays, but every Australian would understand it and respect it as correct usage :)
A8ina
Pator Tech School
Minmatar Republic
#131 - 2012-11-19 00:50:56 UTC
the brackets are excelled , I could even imagine something that simply simple and intuitive for this game

I also like to add a suggestion for the' tracing\high probability' mainly indicating the overall quality of weapon strike on specific target, to be incorporating all aspects like angular velocity, signature radius, and speed ,then have them translated via your ships computer and shown around the main bracket as the 4 small brackets that spin around the main bracket ,

now this targeting resolution will be depicted in different rotational speeds indicating severity of probability for example 5 different speeds that are noticeable or what ever speed

now the speed of the rotation will be the physical translation of your ships capabilities against the target so if you fly small and fast ship and go after other fast ships it won't be spinning out of control

Optimal & Falloff, the 4 rotating brackets are represented be arrowheads when arrowheads facing inwards indicates Optimal and when facing out indicates Falloff and when on Falloff and blinking red is out of Falloff.

I thing this method is simply simple and intuitive too. RollIdea
Xartarous
Ratting By Hand Sux
#132 - 2012-11-20 04:46:03 UTC
When you mouse over an active module you see a hairline link to it's target, and the weapon on the target lights up. Bonzer!

Finally! thank you!!!
Hard King
Pator Tech School
Minmatar Republic
#133 - 2012-11-20 13:12:40 UTC
hmm...

i dont like it. The new targets are bigger, harder to read and overall worse than the older ones. Imagine this in a fleet fight with more than 1 target locked. The old ones might not be this pretty, but damnit, it was simple and clear and you did get all the information with a glance. With the new targets i have to concentrate to know what is going on.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#134 - 2012-11-22 16:32:40 UTC
New tracking camera is more messed up then yesterday. (Being looked into per dev yesterday)

With the advanced camera mode inabled in the esc menu some of the short cuts are not intuative and clash

Focal point box is up and left of where the target settles down. No way to know if it locks.

Camera switching is still not clear. Push to inable is still broken for switching modes.

Fuctionality of follow camera needs to reset to previous camera focul point if it short cut is just a on/ off. It works that way with the selected item box checked but not when its not.

Locked camera angle and follow mode, and advanced camera mode work well they just need a way for the operater to tell when those modes are on. Its like the track player ship and track selected item needs to be linked to the advanced camera menu. and notated in the short cuts as such.

Center camera short cut would make more sense as a on/ off option for the selected item check box. Fuctionality would be clearer.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Sariton Xavian
Mercado Mercator Partners and Associates
#135 - 2012-11-22 19:49:25 UTC  |  Edited by: Sariton Xavian
So, regarding the round target shield/armor/hull readout. I'm still not sold that its better than the old stacked line version in any way. Round target indications in space I can see an argument for, but for the row of targets in your UI, no.

Anyway, if you must make them circles and part of the justification for that is that it makes them look like your own HUD, at least actually make them fundamentally the same as the HUD version.

ie. Make the shield/armor/hull readouts for targets semi-circles that neatly occupy the top half the same way as the HUD, not some weird 3/4 circle that starts and ends at symmetrical but otherwise arbitrary points on the clock.

Maybe the bottom half could be used for something else like the ewar timer bar.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#136 - 2012-11-23 02:44:37 UTC
Is the new locked in orbital position woking correctly. It locks in a specific direction. The old way it worked where it locked on the way the ship was facing and followed the ships movement from that point looked better.Twisted

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Rytell Tybat
Doomheim
#137 - 2012-11-24 15:15:30 UTC
Looks like these mini-hub target damage segmented circle things are the final version for Retribution (?). My description is as overly complicated as these are visually.

Really disappointed that CCP is going in this direction. The UI continues to be cartoony and dated and an opportunity to make it more slick and Sci Fi like has been missed. Glad the work is being done, but the HUD itself is flawed. Adding more of it... :(
LordJohnn
Caldari Provisions
Caldari State
#138 - 2012-11-24 15:50:10 UTC
I like new features and staff , but I dont like new look/skin of targets , maybe in options i can change to old ...
Maul555
Xen Investments
#139 - 2012-11-26 05:34:33 UTC  |  Edited by: Maul555
Crikey! Ill have to have a Fosters to celebrate!

but maybe keep toying with alternative ideas for the hit points indicator bars...
androch
LitlCorp
#140 - 2012-11-26 21:16:05 UTC
please add a way for us to keep our old targeting ui, i do not like how the new setup conveys information as it makes things more confusing compared to what ive been used to for the last 4 years