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Rename Ammo

Author
Lamiamoto Serrotta
State War Academy
Caldari State
#21 - 2017-01-27 19:30:09 UTC
elitatwo wrote:
What is difficult for you to differentiate between missile damage??

Scourge = kinetic and here's a hint they are GREEN
Inferno = thermal and here's another hint they are RED
Mjolnir = em damage and they are BLUE
Nova = explosive damage like super-nova and is YELLOW

Now let's look on your fitting screen. You have shield, armor and hull resistance. All have some random color on them.

Let's look at them:

EM resistance = BLUE
Thermal resistance = RED
Kinetic resistance = GREEN
Explosive resistance = YELLOW

Can you comprehend where I are going with this now?


We get it, we all do, but who said anything about the colors?

What I suggested was the ability to rename/make ammo groups to make it FASTER and EASIER to switch while fighting.

We all know the names and what the ammo do, you still need to read the names while you're switching though and it takes a lot of useful time, especially when you carry 5-6 types of ammo.
Lugh Crow-Slave
#22 - 2017-01-27 19:31:33 UTC
Lamiamoto Serrotta wrote:
elitatwo wrote:
What is difficult for you to differentiate between missile damage??

Scourge = kinetic and here's a hint they are GREEN
Inferno = thermal and here's another hint they are RED
Mjolnir = em damage and they are BLUE
Nova = explosive damage like super-nova and is YELLOW

Now let's look on your fitting screen. You have shield, armor and hull resistance. All have some random color on them.

Let's look at them:

EM resistance = BLUE
Thermal resistance = RED
Kinetic resistance = GREEN
Explosive resistance = YELLOW

Can you comprehend where I are going with this now?


We get it, we all do, but who said anything about the colors?

What I suggested was the ability to rename/make ammo groups to make it FASTER and EASIER to switch while fighting.

We all know the names and what the ammo do, you still need to read the names while you're switching though and it takes a lot of useful time, especially when you carry 5-6 types of ammo.



if you know all the ammo types it shouldn't take that long at all to find the one in the list or your cargo(the latter i find to be much faster and more reliable)
Van Doe
#23 - 2017-01-27 19:42:04 UTC
Lamiamoto Serrotta wrote:
elitatwo wrote:
What is difficult for you to differentiate between missile damage??

Scourge = kinetic and here's a hint they are GREEN
Inferno = thermal and here's another hint they are RED
Mjolnir = em damage and they are BLUE
Nova = explosive damage like super-nova and is YELLOW

Now let's look on your fitting screen. You have shield, armor and hull resistance. All have some random color on them.

Let's look at them:

EM resistance = BLUE
Thermal resistance = RED
Kinetic resistance = GREEN
Explosive resistance = YELLOW

Can you comprehend where I are going with this now?


We get it, we all do, but who said anything about the colors?

What I suggested was the ability to rename/make ammo groups to make it FASTER and EASIER to switch while fighting.

We all know the names and what the ammo do, you still need to read the names while you're switching though and it takes a lot of useful time, especially when you carry 5-6 types of ammo.

If I get you right. 3les letters will improve your reload speed?

Nit Shure if it works but you could try change interface to Chinese.
You pretty much end up with 1-2 symbols for everything thing.
You could improve your gaming speed by easy 100%

I'm not trolling, I create content for everyone to enjoy. afk cloaky in a system near you while posting in this forum.

Professor JinMine
Project Fruit House
#24 - 2017-01-31 04:53:47 UTC
elitatwo wrote:
What is difficult for you to differentiate between missile damage??

Scourge = kinetic and here's a hint they are GREEN
Inferno = thermal and here's another hint they are RED
Mjolnir = em damage and they are BLUE
Nova = explosive damage like super-nova and is YELLOW

Now let's look on your fitting screen. You have shield, armor and hull resistance. All have some random color on them.

Let's look at them:

EM resistance = BLUE
Thermal resistance = RED
Kinetic resistance = GREEN
Explosive resistance = YELLOW

Can you comprehend where I are going with this now?


Incidentally, the colour scheme applies to the ECM modules as well. Blue for jamming Blue (Caldari) ships, Red for Red (Minmatar) ships, etc
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#25 - 2017-01-31 05:21:04 UTC
How many ammo types do you need to carry? I find I'm using 2-3 types (max) and they really aren't that hard to find in a list. Once you use them enough you'll become familiar with them off by heart.

I am currently away, traveling through time and will be returning last week.

Cade Windstalker
#26 - 2017-01-31 14:20:32 UTC
Lamiamoto Serrotta wrote:
I think it's faster to read LONG RANGE EM - SHORT RANGE THERMAL rather than CALDARI NAVY INFERNO or JAVELIN INFERNO whatever.

Now that you mention it, another thing they could add is a little icon next to the name that shows damage type.

And devs are paid to work, so don't worry, effort is good.


Two things here. First, as Lugh already pointed out this naming convention already exists, you just seem to be a bit lazy about learning it. Inferno = Thermal, Javelin = Long Range Missile.

Seriously, not hard.

Second, this isn't a case of devs being paid to work, they're going to be working whether they implement this suggestion of yours or not, it's down to what they're working on and where their priorities lie. It's not like if they don't implement this they're going to just sack off for a day and not do anything, if they work on this they're not working on something else, like Citadels, or new ships, or refining old content, or other UI improvements.

Personally I can think of about half a dozen UI changes or updates that I'd rather see than the ability to rename ammo, something that becomes pointless after about your 40th hour of play.

Just off the top of my head:

Corp/Alliance UI improvements
More Citadel management tools
Another quick update to the targets UI
Performance improvements for the market browser
Tweaks to the scanning UI
LP Store UI improvements

Your suggestion is just "I'm too lazy to learn the ammo for my guns"
Serendipity Lost
Repo Industries
#27 - 2017-01-31 16:25:39 UTC
I think the better solution is to just change the whole game over to universal ammo. We all just buy standard 'smart rounds'. Your offensive weapon system would then mold the 'smart rounds' to comply with its needs. The game would be much better if we didn't have to know anything beyond 'I need ammo to shoot things'. Buy a big blob of 'ammo' and the rest just happens.

Once we all get accustomed to 'ammo' we could begin phase 2. Replace all these confusing short and long range weapons with universal weapons. Just buy 'weapon' and equip it to your ship, fill it with 'ammo' and go have fun. No more wasting time with range, speed, optimal, tracking and all that other gibberish some players pretend to understand.

Phase 3 (of course there is, and this is the best one) Replace all those confusing ship types, sizes and what not with 'ship'. Not only will it remove the nuances, strategy and tactics from the game (because really - who has the time or desire to learn the difference between 'orthrus' and 'aeon'), but it will eliminate the need for modules and fitting, because all the ships will be identical.


Phase 4 (still in the beginning stages, but it's being worked on) incorporate 'weapons' (and possibly 'ammo') into the ship. Kind of like how motherboards swallowed up sound cards and made everything better.


Once all these mundane and uninteresting differences are removed from the game it will flourish and probably dominate the online gaming market. Let's get this done!
Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#28 - 2017-02-01 02:10:37 UTC  |  Edited by: Arthur Aihaken
No, we don't need to dumb things down to that extent... I think being able to tell a few different types of ammunition apart is a good litmus test on whether or not you should in fact be playing the game...

I am currently away, traveling through time and will be returning last week.

Glathull
Warlock Assassins
#29 - 2017-02-01 06:45:32 UTC
Serendipity Lost wrote:
I think the better solution is to just change the whole game over to universal ammo. We all just buy standard 'smart rounds'. Your offensive weapon system would then mold the 'smart rounds' to comply with its needs. The game would be much better if we didn't have to know anything beyond 'I need ammo to shoot things'. Buy a big blob of 'ammo' and the rest just happens.

Once we all get accustomed to 'ammo' we could begin phase 2. Replace all these confusing short and long range weapons with universal weapons. Just buy 'weapon' and equip it to your ship, fill it with 'ammo' and go have fun. No more wasting time with range, speed, optimal, tracking and all that other gibberish some players pretend to understand.

Phase 3 (of course there is, and this is the best one) Replace all those confusing ship types, sizes and what not with 'ship'. Not only will it remove the nuances, strategy and tactics from the game (because really - who has the time or desire to learn the difference between 'orthrus' and 'aeon'), but it will eliminate the need for modules and fitting, because all the ships will be identical.


Phase 4 (still in the beginning stages, but it's being worked on) incorporate 'weapons' (and possibly 'ammo') into the ship. Kind of like how motherboards swallowed up sound cards and made everything better.


Once all these mundane and uninteresting differences are removed from the game it will flourish and probably dominate the online gaming market. Let's get this done!


Eventually, we could eliminate playing the game altogether. You just log into the client, select the number of fights you want to get into, and how much ISK you're willing to spend on each ship. The game does the rest and determines the outcome of each fight based on a combination of how much ISK you spent, how many shiptoasts you have on the forums here, and some PRNG sprinkled in for a tiny amount of uncertainty.

Then you just hang out here on the forums all day upping your shiptoasting score and wait for the battle reports to get evemailed to you.

I honestly feel like I just read fifty shades of dumb. --CCP Falcon

Jonah Gravenstein
Machiavellian Space Bastards
#30 - 2017-02-01 13:46:19 UTC
Lamiamoto Serrotta wrote:
I think it's faster to read LONG RANGE EM - SHORT RANGE THERMAL rather than CALDARI NAVY INFERNO or JAVELIN INFERNO whatever.
Compared to the old missile naming scheme, which was much longer, the current scheme is both fairly obvious and simplistic.

MISSILES (as they used to be)

ROCKETS
Gremlin - EM
Foxfire - Thermal
Thorn - Kinetic
Phalanx - Explosive

LIGHT MISSILES
Sabretooth - EM
Flameburst - Thermal
Bloodclaw - Kinetic
Piranha - Explosive

HEAVY MISSILES
Thunderbolt - EM
Widowmaker - Thermal
Scourge - Kinetic
Havoc - Explosive

HEAVY ASSAULT MISSILES
Torrent - EM
Hellfire - Thermal
Terror - Kinetic
Fulmination - Explosive

CRUISE MISSILES
Paradise - EM
Cataclysm - Thermal
Wrath - Kinetic
Devastator - Explosive

TORPEDOES
Mjolnir - EM
Inferno - Thermal
Juggernaut - Kinetic
Bane - Explosive

CITADEL TORPEDOES
Thor - EM
Purgatory - Thermal
Rift - Kinetic
Doom - Explosive


Quote:
Now that you mention it, another thing they could add is a little icon next to the name that shows damage type.
Alternatively you could put in some effort and learn the current scheme which contains only 4 universal base names for all missile classes, and 2 T2 variants per missile class.

Quote:
And devs are paid to work, so don't worry, effort is good.
They're paid to improve the game, not pander to minutia.

In the beginning there was nothing, which exploded.

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