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blankseplocked I hate the green blinking modules
 
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Sharupak
Minmatar
Brutor Tribe
Posted - 2007.06.20 17:30:00 - [61]
 

ROFL this thread is hilarious. Do you guys really check your buttons that often to see if they are on? Its just been easier for me to push the button and then when I am done with it, I push it again! LOL!

Black Scorpio
Posted - 2007.06.20 17:32:00 - [62]
 

Originally by: Sharupak
ROFL this thread is hilarious. Do you guys really check your buttons that often to see if they are on? Its just been easier for me to push the button and then when I am done with it, I push it again! LOL!


Exactly..

Black

Nicho Void
Rage and Terror
Against ALL Authorities
Posted - 2007.06.20 17:35:00 - [63]
 

Agreed. If you're too ADD to remember whether you pushed your mod or not, you've got bigger problems than a flashing green button.

Hamfast
Gallente
Posted - 2007.06.20 17:36:00 - [64]
 

To me this is one of, if not the biggest issue that is not "A Bug"...

I am not color blind, but my vision is not as good as it was 20 years ago... and with the rest of the back grounds in space, I am almost unable to tell which module is active and which is not.

I ended up using the mouse-over to see if a module was active...

Were the Center of the button included in the state (Green for Active, Red for deactivating, grey for inactive and perhaps yellow or blue for overloaded) then I think it would eliminate the issue for most of us...

If the colors were contrasting enough then the Color Blind Members (they can correct me if I am wrong) would be more easily tell at least which modules are inactive as compared to some active state (Active, deactivating or overloaded).

Valan
Posted - 2007.06.20 17:40:00 - [65]
 

HCI theory is pretty well established and an easy concept to grasp. There is no reason for a professional software developer to screw it up.

Ling Xiao
Prism Project Technologies
Posted - 2007.06.20 17:43:00 - [66]
 

The whole change seemingly stems from the fact they don't want to mix the green of an active module, with the little green "Overload module" button at the top of every mod.

So the active module animation is subtle and around the edge of the module button instead of in the inside.

A flaw that could have been avoided by *GASP* making the overload button blue instead of green. You know, since universally red = hot and blue = cold.

Cheunger
Perkone
Posted - 2007.06.20 17:43:00 - [67]
 

CCP should stop ****ing around all the time.

Heat, constellation sov, etc.

Waste of time.

Faekurias
Muppet Ninja's
Ninja Unicorns with Huge Horns
Posted - 2007.06.20 17:46:00 - [68]
 

Originally by: Mud Pandemonium
Try being colourblind.

Yeah, I can't tell the difference between,

red/green
purple/blue
yellow/orange
brown/green

Currently I mouse-over the module and look to see if it says active or inactive.

It works.



I'm Red/green colourblind, If I REALLY REALLY look for it, I can spot the inactive turrets though.

CCP want make arian race play eve? No-one with seeing disabilities kthx? :( Crying or Very sad

Rillian
Black Lance
Posted - 2007.06.20 17:47:00 - [69]
 

Originally by: Verone

Turn on "Widescreen" in the Graphics tab of the escape menu.

This will put a black letterbox effect up that sits behind the module and targetting UI for now until it gets sorted.

Temporary fix that might help, makes it easier on the eyes Smile





Thanks Verone I will try this... CCP please fix this as I am going blind and not in the good way :P

Khonsu
Posted - 2007.06.20 17:48:00 - [70]
 

Is it only on my computer that active modules flash very visibly while inactive ones don't?

Granted, it's not as clear against very bright backgrounds, but it was worse before - then it was literally impossible (against bright background).

Hamfast
Gallente
Posted - 2007.06.20 17:51:00 - [71]
 

Originally by: Sharupak
ROFL this thread is hilarious. Do you guys really check your buttons that often to see if they are on? Its just been easier for me to push the button and then when I am done with it, I push it again! LOL!


You must not run many missions...

I will try to explane...

Warp in to the dead space area... 15 or 20 rats (level 2 mission, rats are mostly frigates and a few cruiser sized rats) pop up...

I target 6 of them, and as my drake locks, I fire 1 heavy and 1 assault (light missiles) launcher at each frigate... 2 rounds and they are normally dead. I target the next rat, and go back to fire on the next targeted rat... except at this point, I am not sure which launchers are active, and which are not... so I mouse over, find a heavy and assault launcher that are inactive and open fire... were the graphics not so vague, I could pick out the inactive launchers quicker...

I have T2 Hardeners and Invul Shields (Active Hardeners) that I swap out depending on the mission, but as soon as 1 is on I get the "Glow" around my ship, seeing as I can't tell which beyond the first is active, again, I need to mouse-over each to insure they are active. In this case, yes, on once, leave them on until the end of the fight... not as big a deal as the launchers, but still a pain.

At no point in this am I in much if any danger, but that is not the point.

Major Dim
Caldari
Xenobytes
Stain Empire
Posted - 2007.06.20 17:51:00 - [72]
 

/signed - CCP make the colour more visible. after the patch its really hard to see

Sharupak
Minmatar
Brutor Tribe
Posted - 2007.06.20 18:06:00 - [73]
 

Edited by: Sharupak on 20/06/2007 18:16:02
The Elite


Quote:
Today all space ships are equipped with a capsule, which makes control of the ship much more easy and efficient for the ship captains. Not just anybody can become a ship captain. Captains need special kind of neural riggings and the training is extremely rigorous and taxing, only a small fraction of students actually make it through. This makes able ship captains a unique breed that have a special status within society. The ship captains are regarded by the empires as an expensive investment as well as a huge prestige - the number of inter-stellar traders an empire has in many ways reflects the economic vitality of the empire.




Oh RLY? Then how come half of its pilots are friggen color blind!!!!Laughing

Ihmurria
Amarr
Viziam
Posted - 2007.06.20 18:06:00 - [74]
 

agreed fully...

if they just made the heat bar blue or another colour that doesn't meld easily with red or green for those with colour blindness, it'd help. I don't have any issues with colours and I find it hard to tell which are on and which aren't, it seems like the green aura around active modules has gotten smaller or something and having the heat be green as well isn't too helpful. Hopefully CCP will seriously consider this

NEBO61
Caldari
GalTech Research Group
Posted - 2007.06.20 18:08:00 - [75]
 

Signed CCP please make active modules more visible.

Jim McGregor
Posted - 2007.06.20 18:10:00 - [76]
 


Maybe a thin halo around the active ones?

LaCoHa
The Carebear Stare
Posted - 2007.06.20 18:11:00 - [77]
 

Signed - they are too hard to see.

I have now left my mwd and/or reppers on till cap was drained multiple times. Sitting on a gate, taking sentry fire, trying to kill some other player, while at 0 cap = bad.. mmmkay :)

Sc0rpion
Faster Pussycat Kill Kill
Posted - 2007.06.20 18:27:00 - [78]
 

Is it really that hard to implement user-defined colours for things like this?

(Hint, the answer is 'no')


Jim McGregor
Posted - 2007.06.20 18:28:00 - [79]
 

Originally by: Sc0rpion
Is it really that hard to implement user-defined colours for things like this?

(Hint, the answer is 'no')




Specially since we can already pick colors on windows, backgrounds etc.

Faekurias
Muppet Ninja's
Ninja Unicorns with Huge Horns
Posted - 2007.06.20 18:28:00 - [80]
 

Originally by: Sc0rpion
Is it really that hard to implement user-defined colours for things like this?

(Hint, the answer is 'no')




Agreed, just one simple thing and everyone cna have it the way they want it.
And me/colourblind people could actual see something at all.

Pan Crastus
Anti-Metagaming League
Posted - 2007.06.20 20:46:00 - [81]
 

Edited by: Pan Crastus on 20/06/2007 20:48:11
Edited by: Pan Crastus on 20/06/2007 20:45:56
Originally by: Gaven Blands
Originally by: Pan Crastus
Originally by: Gaven Blands
Do you have to look at the gearstick to know which gear you are driving in too?


Gearsticks don't change their position on their own.

If you want to be a good troll, use better examples.




Modules don't switch off for no reason whatsoever.

If you want to be a good troll, use better examples.


They switch off after reloading or when you're out of cap temporarily... But I guess that's news to you.


Rooker
Lysian Enterprises
Posted - 2007.06.20 20:47:00 - [82]
 

The green heat meter on top of each module doesnt' help things either. You don't even have to be color blind to have trouble. I was running a plex next to a very bright moon last night and amongst a very bright cloud (why so many clouds in npc missions???) and could barely see my modules at all, much less tell if they were active or not.

Pan Crastus
Anti-Metagaming League
Posted - 2007.06.20 20:52:00 - [83]
 

Originally by: Tecam Hund
Originally by: Pan Crastus

Edit - spot the inactive turret: Linkage






I think 5th is inactive, but who knows...




Wow, your eyes are good. New to EVE? ;-P


Toffles
Pod'em All
Not Found.
Posted - 2007.06.20 20:54:00 - [84]
 

Maybe they could use those citadel torpedo flashes they took out and apply them to activated modules.

Frug
Omega Wing
Snatch Victory
Posted - 2007.06.20 20:55:00 - [85]
 

I really, really hate whoever is in charge of the UI at CCP.

Who do they have designing the interfaces for this game? Why is is so goddamn gimpy?

The module activation glow is just one of several stupid 'features' and just happens to be the worst.

Lyn Bunnions
Posted - 2007.06.20 21:21:00 - [86]
 

Only thing I miss from WoW is the classy mods you could get, interface changers in particular. Would help a lot to get some more UI options soon. Colors, maybe some new skins for the hub, options on what to show and stuff. It gets dull to stare at the same conformation for months on end. And the retro look doesn't help, at least let us opt to get rid of the damn Heat stuff if we don't even have TD trained.

Robdon
Vanishing Point.
The Initiative.
Posted - 2007.06.20 22:08:00 - [87]
 

I'm not even colour blind, and I find it hard to tell if they are active or not....

It needs to be changed ASAP..

But due to the massive lag all day you cant turn your modules on, any way :)

Gotta love this 'Need for Speed' jargon, it seems to be making things slower...

Arushia
Nova Labs
New Eden Research.
Posted - 2007.06.20 22:17:00 - [88]
 

Any chance of letting us customize the glow color?

I'd like to set mine to white for active and 30% gray for deactivating. No way my colorblindness could mix those up.

Templer Relleg
4S Corporation
Morsus Mihi
Posted - 2007.06.20 22:18:00 - [89]
 

I thought i had activated all my missile launchers. Even tho i doublechecked, i had missed 2. And i never noticed till the end of the fight.

Hamfast
Gallente
Posted - 2007.06.20 22:31:00 - [90]
 

Originally by: Pan Crastus
Edited by: Pan Crastus on 20/06/2007 20:48:11
Edited by: Pan Crastus on 20/06/2007 20:45:56
Originally by: Gaven Blands
Originally by: Pan Crastus
Originally by: Gaven Blands
Do you have to look at the gearstick to know which gear you are driving in too?


Gearsticks don't change their position on their own.

If you want to be a good troll, use better examples.




Modules don't switch off for no reason whatsoever.

If you want to be a good troll, use better examples.


They switch off after reloading or when you're out of cap temporarily... But I guess that's news to you.




Pan,

I have to agree with the bolded part of what Gaven Blands said... they do not switch off for no reason, I would also like to add that if their target is destroyed to your list of reasons they automatically go inactive...

To Recap -
--> Reloading
--> Temporarily out of cap
--> Target Destroyed

are all valid reasons why a module will automatically deactivate.


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