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Archbot
W a r F o r g e d
39
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Posted - 2014.02.25 02:38:00 -
[1] - Quote
The HUD provides a lack of information, this is detrimental to a player's full efficiency and potential. I'd like to propose changes to this, these changes include the following. Redesigned HUD
Flexible HUD options
Additional HUD features
This is a visual proposal, no need to read a huge wall of text. If you want further information, it will be at the bottom.
ADDITIONAL INFORMATION
TOP Compass---[As you turn it will show where you're facing. ---[N,NE,E,SE,S,SW,W,NW. ---[Tick marks will appear to show where enemies, objectives, vehicles, and other assets are. TOP RIGHT Notifications & Active Effects---[Top boxes are active effects that are on you. ------[Active effects could be anything from reps, shield recharge, overheat, etc. ------[Characterized by symbols. ------[If a box isn't filled it will not be displayed. ---[Below that are notifications. ------[A new notification will slide out, blink, and slide back in. Newer notifications are on the bottom. TOP LEFT Radar/Minimap---[Coordinates on top. ---[Planet name below that. ---[MCC total health in percentage is shown. ---[Team names are shown. ---[Players in need of revive are shown as white on the radar. ---[Buildings are shown on the radar. ---[Field of view is shown on the radar. ---[Weapon range is shown on the radar. ------[Middle ring is unequipped weapon range. ------[Colored in area is equipped weapon range. ---[When a gun is fired, it's bullet trajectory is shown. ---[Targeted hostiles show up as orange. MIDDLE Crosshairs---[Center dot is shown. ---[Ring around center dot shows how charged/overheated a weapon is. MIDDLE LEFT Squad List---[Names are shown ------[Green = alive, gray = dead. ---[Boxes near names show equipment, a symbol will fill the box letting you know what equipment that player has. ------[Green = inactive, Blue = active, = Red = depleted/destroyed. ---[Health is shown. ------[Green = safe, Orange = danger (hostile in area/within orbital range/shot at), Red = taking damage, Blue = healing. ---[Configurable role names. A player could give a role name to each dropsuit, it will then display on the Squad List. ---[Speaker shows who's speaking. ---[Icon to show if squad member is in a vehicle, and what vehicle it is. ------[Green = safe, Red = taking damage Messages---[Messages in the form of text is displayed below the Squad List (for those who communicate without a mic). BOTTOM RIGHT WPs---[Shows list of WP rewards and total number of WPs earned. KillfeedBOTTOM LEFT Player Info---[Equipment is shown. ------[Blue = active, gray = inactive. ---[Speed is shown. ---[Stamina in number form shown. ---[Regeneration is shown. ---[Grenade name is shown. ---[Weapon name is shown. ---[Overheat/charge bar is shown. ---[Amount of ISK lost is shown. ---[KDR is shown. ---[WPs is shown.
This proposal is open to suggestions, requests, and of course questions.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4645
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Posted - 2014.02.25 04:02:00 -
[2] - Quote
You put a lot of thought and work into this, and I like how it looks!
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Texs Red
DUST University Ivy League
250
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Posted - 2014.02.25 04:10:00 -
[3] - Quote
That looks very nice, it looks like a real HUD lol Only problem I could see is that you have so much information up there that one might start to lose peripheral vision. Could easily be solved though be allows us to customize our HUD with what we want or don't want on it. Perhaps even some control over placement as well?
Honestly I would like to +1 this again I like it so much. Real information! |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9550
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Posted - 2014.02.25 04:24:00 -
[4] - Quote
OMFG! This is great
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Awry Barux
Ametat Security Amarr Empire
1088
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Posted - 2014.02.25 04:38:00 -
[5] - Quote
Amazing! CCP's HUD designers should feel bad for being worse than some guy on the internets. Seriously, just have them ditch their design and get working on implementing this one ASAP.
Edit: My only request would be that the ammo indicator text be slightly larger when not in ADS, due to the frequency with which hip-fire is used. |
Absoliav
Tronhadar Free Guard Minmatar Republic
134
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Posted - 2014.02.25 05:27:00 -
[6] - Quote
Agreed, the HUD needs to be revised to more accurately shows what is happening on the battlefield, while also remaining user friendly.
I don't see us getting anything like this anytime soon, but Fanfest is around the corner, so we might hear/see something about it around then. |
Absoliav
Tronhadar Free Guard Minmatar Republic
134
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Posted - 2014.02.25 05:30:00 -
[7] - Quote
Awry Barux wrote:Amazing! CCP's HUD designers should feel bad for being worse than some guy on the internets. Seriously, just have them ditch their design and get working on implementing this one ASAP.
Edit: My only request would be that the ammo indicator text be slightly larger when not in ADS, due to the frequency with which hip-fire is used.
To be fair, the people who design things like the HUD are coders, most of what you see in-game are just art assets which is easy to produce, but the coding used to make it functional for gameplay is far more difficult to make than a mock-up that some "guy on the internet made". |
Zatara Rought
Fatal Absolution
2348
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Posted - 2014.02.25 06:22:00 -
[8] - Quote
Holy **** this is fuggin sweet! Great work!
*goes to sift through it all extensively*
CEO Fatal Absolution
B3RT > PFBHz > TP > MHPD > IMP > F4TAL
Skype me @ Zatara.Rought
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Varjac Theobroma Montenegro
PAND3M0N1UM Lokun Listamenn
202
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Posted - 2014.02.25 06:44:00 -
[9] - Quote
Nice work. Certainly interesting.
FAME
Click for Vehicle Support
Click for Recruitment
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Nemo Nauticlone
Nova Corps Marines Ishuk-Raata Enforcement Directive
105
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Posted - 2014.02.25 14:42:00 -
[10] - Quote
While I like the current HUD this version has much information that I like. I feel like a fusion of this one, the current one, and the old MAG HUD would be perfect.
Nemo the Necromantic Nautilord (YAY FOR LOGIBROS!!!)
A.K.A. CEO of NCM
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Hecarim Van Hohen
Bullet Cluster Legacy Rising
461
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Posted - 2014.02.25 14:46:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote:OMFG! This is great This ^
BANGO SKANK WAS HERE
1.7 best match (HMG): 40/9/9 (K/A/D)
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Sam Tektzby
Better Hide R Die
240
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Posted - 2014.02.25 14:50:00 -
[12] - Quote
Not bad, actually not confusing and pretty informative. CCP should draft you boyo :)
Support - Tactician/Support
Deteis - Orator
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3559
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Posted - 2014.02.25 14:50:00 -
[13] - Quote
Texs Red wrote:That looks very nice, it looks like a real HUD lol Only problem I could see is that you have so much information up there that one might start to lose peripheral vision. Could easily be solved though be allows us to customize our HUD with what we want or don't want on it. Perhaps even some control over placement as well?
Honestly I would like to +1 this again I like it so much. Real information!
I'd prefer to see some elegant custom designs from CCP that befit each race (with an option to pick them independent of suits, like you're always using your chosen factions' OS). However, it would be interesting if we could tweak XML profiles for UI ourselves, like you see in some MMOs.
Dren and Templar equipment stats, wrong since release.
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
37
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Posted - 2014.02.25 22:32:00 -
[14] - Quote
bump |
Archbot
W a r F o r g e d
53
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Posted - 2014.02.25 23:51:00 -
[15] - Quote
Whoops, I forgot to even do racial variants of the HUDs. Will get to that later.
I hope CCP sees this!
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Awry Barux
Ametat Security Amarr Empire
1112
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Posted - 2014.02.25 23:55:00 -
[16] - Quote
Absoliav wrote:Awry Barux wrote:Amazing! CCP's HUD designers should feel bad for being worse than some guy on the internets. Seriously, just have them ditch their design and get working on implementing this one ASAP.
Edit: My only request would be that the ammo indicator text be slightly larger when not in ADS, due to the frequency with which hip-fire is used. To be fair, the people who design things like the HUD are coders, most of what you see in-game are just art assets which is easy to produce, but the coding used to make it functional for gameplay is far more difficult to make than a mock-up that some "guy on the internet made".
I know, I know- but you can't implement in code what you can't design in the first place, and nothing that has been suggested here is terribly complicated from a coding perspective. The toughest bit is probably the squad role indicators or the chat text overlay, but still. There are basic things in this design that should have been part of the original design- I could write up code for the compass overlay quite quickly. |
Archbot
W a r F o r g e d
53
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Posted - 2014.02.26 00:50:00 -
[17] - Quote
I have a few additional concepts that I quickly made.
Heartbeat
This basically changes the user info, which is on the bottom left, to where you could see your clone's heartbeat. This is particularly for aesthetic reasons, but also could serve a purpose. Not only will you be able to see your heartbeat, but you'll be able to hear it. I prefer it to not be an invasive sound, which could distract and potentially annoy the player, but a more light sound that could still be heard. During gunfights you shouldn't be able to hear it, but while out of combat you'll be able to hear it if you're exhausted (low on stamina), near death, or if there is danger nearby. This will add a new 'sixth sense' to players, something a radar might not be able to do. If your character senses a threat, this information could be relayed to the player through this heartbeat.
Hit
Upon taking damage, no feature was subtracted. But I do want to add a few additional features. The main feature you'll see off the bat is the distance the threat is from you. This will help you decide whether to engage or run. If you see the distance of your target is beyond your effective range, you may want to run for cover. There are also other aesthetic features that you'll see in the bottom left corner of the HUD as well.
Again, these are just concepts. If you like them let me know, and I'll put it in the OP. If you have any suggestions or concepts, please tell me! This is a community effort.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Archbot
W a r F o r g e d
54
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Posted - 2014.02.26 01:00:00 -
[18] - Quote
Awry Barux wrote:My only request would be that the ammo indicator text be slightly larger when not in ADS, due to the frequency with which hip-fire is used.
I could do that. My reasoning behind its size is that I felt if I made the that number smaller, it'd be much more 'eye-catching' if you would go into ADS and see that it was much larger. Like a popping effect that would draw attention to the amount of rounds in the clip. This is because I felt that this would make people more aware of the amount of bullets they're spilling out, so they could be more conservative with ammo. But of course this is coming from a ScR user who is constantly in ADS.
But yes, I'll revise this.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Heeman- 89
Polaris Project Curatores Veritatis Alliance
0
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Posted - 2014.02.26 01:06:00 -
[19] - Quote
Like it, Hope CCP implements it!
"Colonel Graff: We won! That's all that matters.
Ender Wiggin: No. The way we win matters. "
-Ender's Game
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Absoliav
Tronhadar Free Guard Minmatar Republic
136
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Posted - 2014.02.26 05:18:00 -
[20] - Quote
Awry Barux wrote:Absoliav wrote:Awry Barux wrote:Amazing! CCP's HUD designers should feel bad for being worse than some guy on the internets. Seriously, just have them ditch their design and get working on implementing this one ASAP.
Edit: My only request would be that the ammo indicator text be slightly larger when not in ADS, due to the frequency with which hip-fire is used. To be fair, the people who design things like the HUD are coders, most of what you see in-game are just art assets which is easy to produce, but the coding used to make it functional for gameplay is far more difficult to make than a mock-up that some "guy on the internet made". I know, I know- but you can't implement in code what you can't design in the first place, and nothing that has been suggested here is terribly complicated from a coding perspective. The toughest bit is probably the squad role indicators or the chat text overlay, but still. There are basic things in this design that should have been part of the original design- I could write up code for the compass overlay quite quickly.
Honestly, it's kind of saddening of how little the HUD has been touched since Chromesome, very few essential changes have been made and there's still a list of things that need to be added to the basic menus, and the answer has been the same from CCP for months now, it's not a priority for them. |
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Archbot
W a r F o r g e d
62
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Posted - 2014.02.26 22:23:00 -
[21] - Quote
Added the heartbeat concept and hit indicator to OP.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Fire of Prometheus
Alpha Response Command
3826
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Posted - 2014.02.26 23:39:00 -
[22] - Quote
i like it but it seems a little bit cluttered.....
great ideas though (i like the heartrate thing, thats kinda cool)
Scout- "I'm going to knife you my commando!!!"
commando turns around
Commando- "FAAAAALCCCOOONNNNN PUUUUNNNCCCCHH!!"
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JP Acuna
Pendejitos Canis Eliminatus Operatives
77
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Posted - 2014.02.27 03:24:00 -
[23] - Quote
As long as it won't make frame rate worse and it's customizable in the options menu, why not. |
Archbot
W a r F o r g e d
65
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Posted - 2014.02.28 00:28:00 -
[24] - Quote
Fire of Prometheus wrote:i like it but it seems a little bit cluttered.....
great ideas though (i like the heartrate thing, thats kinda cool) You'll be able to make it more simpler, even more simple than the 'Simplest' HUD type. Keep in mind, you will not see the notification boxes if you have no notifications, and you won't see the squad list if you're not in a squad. You may also not see the killfeed 100% of the time since it fades away after no deaths have taken place.
Thank you for your feedback.
JP Acuna wrote:As long as it won't make frame rate worse and it's customizable in the options menu, why not.
I'm making a HUD options menu as we speak.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Archbot
W a r F o r g e d
65
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Posted - 2014.02.28 01:12:00 -
[25] - Quote
With the HUD Positioning screen you'll be able to select the GUI you want with R1. You'll be able to move it around with the right analog stick and resize it with the left analog stick. You may place the GUI anywhere you want on the HUD (except for compass), by pressing R1 again. This also deselects the GUI.
To change transparency of the selected GUI use the up and down buttons on the D-Pad.
Press square to remove the selected GUI.
HUD OPTIONS
(underlined is default option)
Compass Position: Radar/Top/Bottom Racial HUD Dependency: Character/Dropsuit/Racial HUD/None Racial HUD: Amarr/Caldari/Gallente/Minmatar/None Numbers as Percentages: Yes/No Show Weapon Range on Radar: Yes/No Receive Notifications: Yes/No
HUD Positioning
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Archbot
W a r F o r g e d
65
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Posted - 2014.03.01 00:44:00 -
[26] - Quote
Bump.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Archbot
W a r F o r g e d
67
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Posted - 2014.03.03 01:59:00 -
[27] - Quote
Added HUD for dropship with various instruments and other valuable information for dropship pilots.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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