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blankseplocked Post-Revelations II interface discussion.
 
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Krutov
Posted - 2007.06.27 15:45:00 - [31]
 

Originally by: CCP Tuxford
Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.


I agree!

Why not replace it with a DOT meter thats visible for each target only when you have that target selected that you ve been shooting at and another DOT meter for your own ship?

And please, make us able to move chat, navinfo, market, overview, neocom etc off the main client window to be placed on a 2nd monitor?

I d like to atleast be able to move around overview and upper let nav info to where I find it most comfortable to view for any given situation.

Sc0rpion
Faster Pussycat Kill Kill
Posted - 2007.06.27 15:50:00 - [32]
 

Originally by: CCP Tuxford
Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.


Which is all fine and dandy, and I happen to agree with you here, but (and this seems to be a recurring theme for this game) the development team are not the only ones playing this game.

Rather than giving the players the option to toggle an option as they see fit, the team as a whole just seems to say "Well *I* like/dislike this" and summarily add/remove it, often in direct opposition to what the playerbase wants.

The heat interface is a prime example. There's no way to turn it off. Even if you don't have the skills to use it, you're stuck with the interface on your screen. You want to give us a new feature, great. But since not everybody will train those skills, why are they stuck looking at the interface for it?

The damage messages are another example. You don't like them. I don't like them either. But lots of people *do* like them, and the information ends up in the log anyway, so instead of summarily removing them, why not give the player the option to toggle them on/off? That way, everybody is happy.

knifee
Caldari
Euphoria Released
HYDRA RELOADED
Posted - 2007.06.27 15:57:00 - [33]
 

Originally by: Sc0rpion


The damage messages are another example. You don't like them. I don't like them either. But lots of people *do* like them, and the information ends up in the log anyway, so instead of summarily removing them, why not give the player the option to toggle them on/off? That way, everybody is happy.


i'm sure there is a toggle under the generic options window to turn dmg msg off. its a good idea to turn them off in a laggy fleet fight. Only problem is though that it stops logging the dmg as well.

Cardice Makar
Dark Knights of Deneb
Posted - 2007.06.27 16:01:00 - [34]
 

Originally by: Sc0rpion

The damage messages are another example. You don't like them. I don't like them either. But lots of people *do* like them, and the information ends up in the log anyway, so instead of summarily removing them, why not give the player the option to toggle them on/off? That way, everybody is happy.



Yeah, I really really think we need some options in the interface. Everyone thinks a bit differently, and everyone has their own layout in mind. I'd like some options myself.

I think we can all agree though, that the interface needs some work.

[ I predict this biting me in the back later when I'm stumbling around trying to mentally un-program four-plus years worth of EVE-related memorized control locations ]

Velsharoon
Gallente
Arcane Velshologies
Posted - 2007.06.27 16:12:00 - [35]
 

If somethings happening to my ship i wanna know about it, nuff said.

Angelus Custos
Amarr Electronics
Posted - 2007.06.27 16:25:00 - [36]
 

Originally by: CCP Tuxford

You can always press ctrl-shift-f to get the fitting screen up.



Is there any way of finding out things like this without random dev encounters on the forums? Smile

Winterblink
Body Count Inc.
Pandemic Legion
Posted - 2007.06.27 16:26:00 - [37]
 

Originally by: Angelus Custos
Originally by: CCP Tuxford

You can always press ctrl-shift-f to get the fitting screen up.



Is there any way of finding out things like this without random dev encounters on the forums? Smile


Could always look at the key mappings already defined in the Escape menu. :)

Angelus Custos
Amarr Electronics
Posted - 2007.06.27 16:32:00 - [38]
 

Originally by: Winterblink
Originally by: Angelus Custos
Originally by: CCP Tuxford

You can always press ctrl-shift-f to get the fitting screen up.



Is there any way of finding out things like this without random dev encounters on the forums? Smile


Could always look at the key mappings already defined in the Escape menu. :)



Splendid! Now is there any way of finding out that those key mappings exist without a random dev encounter followed by a friendly helpful fellow player? Very Happy

I need a manual.

Vitrael
Reaper Industries
Cry Havoc.
Posted - 2007.06.27 16:35:00 - [39]
 

100% Agree with OP and Tux.

I frequently cannot tell whether modules are active because of the green bar in heat UI. My top slots spill over into the the Drone UI because of heat UI. There is no good indicator of status effects. Damage messages are practically useless because they come and go so quickly. I might add that the Drone UI is junky and quite a few good alternatives to it have been recommended already.

Winterblink
Body Count Inc.
Pandemic Legion
Posted - 2007.06.27 16:36:00 - [40]
 

Originally by: Angelus Custos
Splendid! Now is there any way of finding out that those key mappings exist without a random dev encounter followed by a friendly helpful fellow player? Very Happy

I need a manual.

They're always out of date. :)

Ecchus
Minmatar
Egbinger Mining Co
Posted - 2007.06.27 16:44:00 - [41]
 

Originally by: Tobias Solem
This is irrelevant compared to the lag issues of this game.


You are absolutely correct. This post is totally irrelevant to lag issues.

This is why the word lag appears nowhere in the OP.

Kudos for noticing that.


NightF0x
Gallente
Intergalactic League of Terrorists
Posted - 2007.06.27 16:49:00 - [42]
 

Originally by: CCP Tuxford
Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.


I have to disagree. I like having the single damage messages, but would like to have a grid level communication box that contained these messages. Having to load the log to see if you are even hitting the other ship is a huge PITA.

MuthaTrucka
Amarr
space-truckers
Posted - 2007.06.27 16:50:00 - [43]
 

I concur with the Above Posters.
I'd like to add that making the Ship Module UI more like the Ship information UI would make it passable.

My above statement means move the modules to a Separate, non transparent Box with some customization abilities. Like Heat display on/off. Activation/deactivation Custom Colors. with the addition of Color customizable ECM,Web,Warp scramble Buttons would be nice(each Extra warp strength would add a Button for example).

All of course would be on/off with custom colors so the color blind among us have better options.The Box being no longer see through would take care of the Bright Color Problem encountered in certain locations.

Thoric Frosthammer
Vanguard Frontiers
Imperial Republic Of the North
Posted - 2007.06.27 16:56:00 - [44]
 

TBH, i don't understand why they don't just move to a more extensible xml interface like virtually every other mmo on the market has. Then you just look at the mods that come out, see what people are really using and want, and incorporate the "best of" mods into the interface over time. This would also basically allow people to put interface components wherever they personally wanted them.

One of the worst things about this game, imo, is the lack of interface customization.

Sha'Uri Dark
Intrepid Crossing
Posted - 2007.06.27 17:05:00 - [45]
 

Originally by: CCP Tuxford

As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.


UI Improvments

Anything thats gets me the 20-30+ fps the UI eats would be welcome, of course along with some much needed added functionality.

ISD hango


ISD Interstellar Correspondents
Posted - 2007.06.27 17:14:00 - [46]
 

Quote:
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?


You can click on the little icons of your mods that are displayed next to the target picture above the target health indicators. This will deactivate those mods.

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2007.06.27 17:23:00 - [47]
 

Edited by: Tarron Sarek on 27/06/2007 17:26:45

As much as I dislike the current UI, I hate the WoW interface customization frenzy.

Fix the EVE UI, make it faster, snappier, more usable, with shorter mouse movements and add keyboard shortcut. Great.

But for the love of everything that's EVE, don't make it freely customisable.
Searching for the newest and most effective UI mods every week or day to such an extend that you're not competitive without sucks big big time.
I'm glad I've put that behind me.

Quote:
You can click on the little icons of your mods that are displayed next to the target picture above the target health indicators. This will deactivate those mods.
That still doesn't tell you which mod you just deactivated. Now if it was easier to make out which icon is blinking in which colour..
So you're able to deactivate the right gun, fine. But is it equally easy to activate the right one again?

Miranda Duvall
Gallente
Saberick Interest and Development
Free Traders of EVE
Posted - 2007.06.27 21:09:00 - [48]
 

Originally by: hango
Quote:
3) Modules assignment indicators need love. While there is an indication of modules engaged on each target, it doesnt distinguish between similar modules. Example - i have 6 turrets engaged on 3 different targets. I want to redirect all guns on to of the targets - how do I know which 4 need redirection? They all have the same icon. Maybe a number of slot can be introduced to those icons?


You can click on the little icons of your mods that are displayed next to the target picture above the target health indicators. This will deactivate those mods.


Now you tell me ?!?!
I get the distinct impression that only a very few players know this little trick, I for one didn't and I wish I had leared about it years ago, would have saved me tuns of frustration...

Any more of these little known tricks???

ISD hango


ISD Interstellar Correspondents
Posted - 2007.06.27 21:13:00 - [49]
 

I figured that one out by accident. When you hover over the icons your cursor changes, I was curious and clicked. Usually that results in my ship self-destructing or me declaring war on CONCORD by accident, but this time nothing bad happened...

Popsikle
Minmatar
Caffeine Commodities Company
Posted - 2007.06.27 21:25:00 - [50]
 

You always know whos firing something at you.

The icon in the overview changes from yellow (locked) to red (module active against you)

bluechimera
Caldari
The Legion.
Requiem-Aeternam
Posted - 2007.06.27 21:27:00 - [51]
 

Originally by: CCP Tuxford
Originally by: Empyre
i've already missed the two little indicators that tell you how much powergrid and cpu your ship is using/has left on several occasions, forcing me to dock to see how much grid i have left. =(

where did those go anyway?


You can always press ctrl-shift-f to get the fitting screen up.

As for general UI things, then all good points. Personally I don't think the damage messages aren't that useful as they usually get lost in a spam of messages and single damage message means nothing as you're much more interested in damage over time.


I dunno, I find the damage messages useful (when I don't need them off to fight lag) as I seem to focus on the center of my screen...that sudden red text helps me remember to rep soon :P

The overview I've always had issues with...primarily with how long the dang thing gets, especially when in a fleet converted gang, with broadcasts, in a carrier, while using the top section to target etc so I dont misclick someone...

But at the same time, save being able to "Detach" each section and put it wherever you want, or getting multiple monitors, I'm not really sure how else to make it better :P

Mortok Tristan
Posted - 2007.06.27 22:02:00 - [52]
 

do whatever you want to the UI, but for the love of god dont make damage info show up in all chat channels like new mission npc chatter, turning my screen in a blink-fest.

Acacia Everto
INTERNET HARBLRAGE
Posted - 2007.06.27 22:26:00 - [53]
 

I agree. The UI needs a serious overhaul (and the jamming indicator that does exist now needs to be fixed to Pre-Rev II specs so it doesn't overlap percentage/hp overlays). The EWAR indicators and the ability to see the cycle time of each module (which I always imagined looking like what the heat damage indicator did, go figure :P) is an invaluable tool. How far are your reps from saving your ship from destruction? Are you scrammed so if your reps aren't close enough to cycling you can get out?

Drones. The Drone UI is awful. I wish it was like module activation in a way, prime them to fight and upon lock the drones would attack, but even a right click on target and "Engage drones on target" as suggested before would be an amazing improvement.

Bein Glorious
SAKUMA DROP
ANAHEIM ELECTRONICS Alliance
Posted - 2007.06.27 22:54:00 - [54]
 

I kind of like how the UI is complicated, it makes it so its harder to learn how to PvP without getting tips from someone else.

It'd be nice if it didn't kill my framerate so much, though.

Tareen Kashaar
Gyoza Society
The Star Fraction
Posted - 2007.06.27 22:57:00 - [55]
 

Edited by: Tareen Kashaar on 27/06/2007 22:58:12
Oh yes please. And if you don't, at least give us a more modular UI! :p

/me scurries off to play with a bunch of EVE screenshots in photoshop... let's see if I can't come up with some good suggestions

El'essar Viocragh
Minmatar
Meltdown Luftfahrttechnik
Posted - 2007.06.28 04:18:00 - [56]
 

Originally by: Miranda Duvall
Now you tell me ?!?!
Could have found out on page 1.

Erinon
Posted - 2007.06.28 05:07:00 - [57]
 

All I want is a little UI Element that I can move around or disable that looks like:

|----------------------|
|Engines: Online ... |
|----------------------|
|Warp Drive: Offline |
|----------------------|
|Scanners: Offline .. |
|----------------------|

Or even just a red light/green light toggle for each would be nice. I don't even want to know who is jamming me. I just want to know when I am or not. I hate not knowing that my warp drive is scrambled until it's too late, simply because my combat messages passed over it too quickly from damage spam.

Maglorre
Posted - 2007.06.28 05:12:00 - [58]
 

Originally by: Winterblink

You know that you can click on those icons to shut off the module, right? Left-click on the gun icons next to the targets you don't want to be firing at and the module will deactivate. Then just send all that metal at the target you want to die.


No, didn't know that, wish I had. Thank you Winterblink. I'd send you ISK but I need it more than you I suspect.

In relation to a couple of the comments about this being unrelated to lag, I disagree a little with that. When I'm in a mission or medium gang battle and I'm suffering from CLIENT SIDE lag it's a right pain to reassign the drones to another target because it takes so long to do with the menu . Trying to select an option from a menu that takes 5-10 seconds to appear and with a lagging mouse pointer is a nightmare.

Being able to select a target and then use a hot key or single button to tell my drones to attack the target would solve that problem. Same goes with reassigning all my offensive weapons as well but at least those are bound to hotkeys so i can still mash the keys even when lagged and have some hope that the commands get through.

Wrayeth
EdgeGamers
Situation: Normal
Posted - 2007.06.28 05:33:00 - [59]
 

Edited by: Wrayeth on 28/06/2007 05:35:28
The damage messages are necessary for you to figure out which damage type your enemy is weak against when you're in a missile boat.

If, for instance, you're in a raven and fire off a mixed volley of torps, you'll check the log (which only works if damage messages are on) and discover which of your opponent's tank's resists are weakest, then switch all of your launchers to that damage type to maximize your damage potential (which is what Caldari do to make up for crappy base DPS). As such, damage messages are entirely necessary.

EDIT:

P.S. Please, I'm begging you, switch the Caldari kinetic damage bonus to a bonus to all appropriate missile types so our racial advantage actually WORKS on ships that aren't the raven.

William Hamilton
Caldari
Endless Destruction
Imperial 0rder
Posted - 2007.06.28 05:41:00 - [60]
 

On the topic of point 3:


You can click the little icons besides targets in order to tell the guns you have on them to turn off, then just turn the guns back onto another target when they finish tjeir cycle and stop blinking (and then that brings us to point 4 again :P)


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