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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9565
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Posted - 2014.02.25 16:06:00 -
[1] - Quote
The great and mighty CCP Saberwing flew to me from the heavens with his saber-sharp wings, and he has beseeched me, the glorious Emperor god-king KAGEHOSHI, (via Twitter) to compile a list of important HUD stuff. In the past I have made this thread (Improving the HUD) full of ways to improve the HUD, but here I shall extract only the most important functional stuff only.
[Map/minimap] East, West, and South on the minimap. Very important.
Grids on the map/minimap to make calling out locations more effective, similar to how the maps have grids in the map feedback section (example). Your current coordinates should be very easy to tell on the minimap. If possible, the target readout when aiming should also list the coordinates as well.
Building outlines shown on the minimap. This is very important information to know.
[Team/squad] Who's talking indicator: A speaker icon along with the name of the person talking should pop up when someone on your team or squad is talking. Also the icon should float over their characters heads so you can visually see who is talking.
Squad list: A list of your squadmates right on the HUD. Should include sqad status indicators:
-Their current suit under their names (to quickly visually identify them) -Squad leader indicator (duh) -Shield and armor bar to easily tell who needs help, etc. -Mortally wounded indicators (name highlighted in red) -Inside a vehicle indicators (little car symbol) -Clone terminated/respawning indicators (name is grey, or crossbones symbol)
Total squad WP below the list so you can tell how close to getting a strike your squad is.
An indicator for strikes that stays on the screen until the is used. Sometimes the notifications aren't noticed in the heat of battle, so having them last until the strike is used (or are no longer available).
[Equipment] Support equipment icons: Its useful to know who is carrying a nanohive, repair tool, and nanite injector, even when you don't currently need those things. It can be very important to know what your teammates can and can't do for you.
Low ammo icon: those who carry nanohives should see a special icon over those with low ammo to indicate the need for nanohives.
Have the equipment that you or your squadmates deployed appear as a green to know which ones are yours or your squad's.
Some sort of notification of when your equipment has been destroyed.
[Weapon] A different crosshair to indicate when a weapon is done charging, right now its hard to tell when a forge gun or or example is fully charged because the charge gauge is all the way down inside the ammo meter; I shouldn't have to take my eyes of the target to check if fully charged. This would not be needed if all weapons had a distinctive should, animation, and/or visual effect synchronized with charge completetion to queue the user. This one isn't really that important since you can just get use to it, but I think it would be good for usability.
The grenades-carried indicator on your HUD should display different symbols for the various grenade types, or some text to tell you what your type of grenades are.
[Other] We need an indicator to know when we are being repaired by a repair tool. This is very important for teamwork; you don't want a guy you're repairing to run off from you because he doesn't know you were repairing him. This is a must, we had it before a while ago, but it was removed (thought its removal was a bug, but maybe it isn't).
I noticed right now that messages about whether you are scanned, hacking taking place, and others occupy the same place, and only one can be displayed; if an enemy starts hacking a CRU, I will no longer get information about whether or not I have been scanned. It might be good idea to just stack these messages, and even the squad order, RDV, and strike messages to the right where the kill-tracker currently is, and move the kill-tracker thing lower on the screen to make room (inspired by this).
-Upper right corner may be able to display squad orders, if you have been scanned, pending RDV requests, what is being hacked, etc. -Lower right corner will show who kills who.
Without doing any radical shift in layout, or getting into immersion stuff like HUD-wobble (which should have never been removed), this is what I believe is important for improving the HUD. Behold the mighty list! marvel at how I typed things! Seriously wish I could have just typed all this directly on twitter with one big direct message, I hate character limits.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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TheD1CK
Dead Man's Game
744
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Posted - 2014.02.25 16:43:00 -
[2] - Quote
Aker Ghaal's Vision ('',)
This is where they should be looking for HUD improvements I know he is working on a new layout now he has received feedback And even from his first concept he nails everything you mentioned While making it look damn good!!!
Plasma Cannons works, any less drawbacks
And I would have an atomic bomber on my shoulder
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Talos Vagheitan
Ancient Exiles.
457
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Posted - 2014.02.25 17:52:00 -
[3] - Quote
+1
Also, I want race specific color schemes for HUD's!
Who cares what some sniper has to say
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3566
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Posted - 2014.02.25 19:03:00 -
[4] - Quote
I'd want more than color schemes, I think every race should have distinct visual aesthetic.
The design aesthetic differences between the racial ships in EVE is one of the better parts in the game. A color or a logo doesn't really do it justice. I'd expect lines/borders, map, placement, visual representation of things like armor/shields/ammo, reticules, and charge indication to all be different between the races. I also think you should be able to choose which race's display you have independently mind you, because it seems reasonable enough that you can load up your racial OS on whatever you use.
I'd expect the racial vehicle HUDs to be somewhat custom as well. This is four empires developing operating systems for vehicles/suits prior to ever meeting the other races. You wouldn't expect the sort of crossover/copying that you see between macs/linux/windows because these were developed in a vacuum relatively speaking. Any sorts of concessions to shared technology now would likely not completely override the existing aesthetics and racial conventions.
There's references to Amarr ships being extensions of their religion, you could imagine a reverence and baroque beauty to it. You can imagine a Apple sort of aesthetic with the slick Gallente school of thought. Caldari would seemingly have a soulless corporate functionality to it. Minmatar have that independent spirit, like they're like an emulator developed by indy hackers with odd handles.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9573
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Posted - 2014.02.25 19:15:00 -
[5] - Quote
Zeylon Rho wrote:I'd want more than color schemes, I think every race should have distinct visual aesthetic.
The design aesthetic differences between the racial ships in EVE is one of the better parts in the game. A color or a logo doesn't really do it justice. I'd expect lines/borders, map, placement, visual representation of things like armor/shields/ammo, reticules, and charge indication to all be different between the races. I also think you should be able to choose which race's display you have independently mind you, because it seems reasonable enough that you can load up your racial OS on whatever you use.
I'd expect the racial vehicle HUDs to be somewhat custom as well. This is four empires developing operating systems for vehicles/suits prior to ever meeting the other races. You wouldn't expect the sort of crossover/copying that you see between macs/linux/windows because these were developed in a vacuum relatively speaking. Any sorts of concessions to shared technology now would likely not completely override the existing aesthetics and racial conventions.
There's references to Amarr ships being extensions of their religion, you could imagine a reverence and baroque beauty to it. You can imagine a Apple sort of aesthetic with the slick Gallente school of thought. Caldari would seemingly have a soulless corporate functionality to it. Minmatar have that independent spirit, like they're like an emulator developed by indy hackers with odd handles.
While I completely agree (I did make the original racial HUDs thread), this thread is just for practical changes.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
88
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Posted - 2014.02.25 19:24:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote: Low ammo icon: those who carry nanohives should see a special icon over those with low ammo to indicate the need for nanohives.
Uplinks could do this too, so you know when you need to put out more of your own.[/quote]
Zeylon Rho wrote:I'd want more than color schemes, I think every race should have distinct visual aesthetic. I realize this thread is about practical changes, but +1 to this idea too!
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2588
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Posted - 2014.02.25 21:57:00 -
[7] - Quote
I want a dynamic FOV and a functional transparency option for the HUD.
The narrow FOV and cluttered screen are immersion breaking in my opinion.
Amarr Victor
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9580
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Posted - 2014.02.25 22:11:00 -
[8] - Quote
Iskandar Zul Karnain wrote:I want a dynamic FOV and a functional transparency option for the HUD.
The narrow FOV and cluttered screen are immersion breaking in my opinion. There already is a transparency option
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3578
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Posted - 2014.02.25 22:35:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:Iskandar Zul Karnain wrote:I want a dynamic FOV and a functional transparency option for the HUD.
The narrow FOV and cluttered screen are immersion breaking in my opinion. There already is a transparency option
He probably means a 100% option. I don't think present one lets you completely phase out the HUD.
Dren and Templar equipment stats, wrong since release.
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Archbot
W a r F o r g e d
54
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Posted - 2014.02.26 01:06:00 -
[10] - Quote
Definitely enjoy your suggestions here and agree with you basically on every feature you describe. Reading your previous topic 'Improving the HUD' gave me inspiration and many ideas on how I could put together a visual proposal on how to improve the HUD. +1
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2590
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Posted - 2014.02.26 04:04:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote:Iskandar Zul Karnain wrote:I want a dynamic FOV and a functional transparency option for the HUD.
The narrow FOV and cluttered screen are immersion breaking in my opinion. There already is a transparency option Yeah, the present one doesn't do much. Even at 100% I find it very bright and invasive.
Amarr Victor
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CCP Saberwing
C C P C C P Alliance
2065
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Posted - 2014.02.26 08:53:00 -
[12] - Quote
Love it - thanks KAGEHOSHI! I'll be passing this on to the relevant teams :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Baal Roo
Subdreddit Test Alliance Please Ignore
3005
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Posted - 2014.02.26 09:08:00 -
[13] - Quote
The minimap already has an indicator for N, adding E, S, W would just make it harder to read at a glance. |
Paladin Sas
Pro Hic Immortalis
299
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Posted - 2014.02.26 09:09:00 -
[14] - Quote
I hope its not to late to get this seen;
I would really really really like an overlay on my shield bar so i can see the recharge delay in action. ideally, it would be a little orange(?) line along the shield bar that would start at empty when hit, and fill up as the regen delay expires, so that when the bar fills back up, i know my shields have started regenerating.
again, there are various ways to show this visually, but i do believe everyone will benefit from an indicator showing how long till their shields will start to refill.
P.S. - as a side note to go with this, please add the shield regen delay stats to the fitting window, especially now that extenders have a penalty to the delay time. |
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
340
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Posted - 2014.02.26 11:08:00 -
[15] - Quote
+1
Some minor colour changes for different racial huds would be nice. |
TheD1CK
Dead Man's Game
777
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Posted - 2014.02.26 11:25:00 -
[16] - Quote
CCP Saberwing wrote:Love it - thanks KAGEHOSHI! I'll be passing this on to the relevant teams :)
Aker Ghaal's Vision
^ this is Akers first concept on HUD design in dust514 An enhanced version is currently being developed by him Which I looked at this morning and it's came along well, So hopefully it will be ready SOONtm
- Racial HUDs, colour schemes for Amarr/Matari/Caldari/Gallente
Plasma Cannons works, any less drawbacks
And I would have an Atomic Bomber on my shoulder
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Bendtner92
Imperfects Negative-Feedback
1780
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Posted - 2014.02.26 11:32:00 -
[17] - Quote
Take all my likes Kagehoshi, especially the squad list I believe is much needed and it can show so much great info.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Xaviah Reaper
Nyain San Renegade Alliance
254
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Posted - 2014.02.26 12:13:00 -
[18] - Quote
VERY IMPORTANT
Telling the difference between squad members a blue dots is actually very difficult because of colour similarities. Is it possible to change the squad colours to like ...dark purple?
Best game with a Python:
33kills 1 death (1.6)
24kills 1 death (1.7)
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3590
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Posted - 2014.02.26 12:30:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote: While I completely agree (I did make the original racial HUDs thread), this thread is just for practical changes.
Of course, I just like to mention expanding the scope of what "racial" HUDs means in comparison to just color changes or adding logos (which is very superficial).
To be more specific, I see an Amarr HUD as stylistically a cross between something you might see as an RPG UI and an illuminated manuscript with an emphasis on Amarr colors/gold. Perhaps even shades of the Rapture design style, and obviously not as cluttered as an actual illuminated manuscript.
The Gallente I see as being a space-age extension of a Mac-like UI, where you'd have next to no hard edges/corners, lots of round/beveled icons, and the Gallente-green would be the "least" of the UI. Almost a liquid-theme.
The Caldari aesthetic I see as being the closest to sort of an old terminal interface. All the bells and whistles of the employee-side of a POS terminal. In that sense, the Caldari UI elements of a HUD would be closest to the current HUD. All the glitz and presentation of early 1980s computer hardware. The current HUD is already mostly Caldari Blue even...
The Minmatar "hacker" aesthetic would be inspire by the sort of cobbled together presentation of hacks, etc. The idea being you could almost get an Anonymous/iPhone-jailbreak/Pirate sort of vibe from things. There's a lot of variance inside this space, but the assemblages of characters, hacker call-outs, juvenile elements, mosaics, and esoteric character elements would gel well with a deep red/brown Minmatar color-set as well.
At any rate, a more "practical" request would be the ability to independently toggle UI elements on and off. Part of this would go to the 100% transparency (or higher than we already have), but as a user-friendly matter it would be nice to be able to independently select as many UI features as you want to see. This already exists in many games where XML-sets for the UI can be individually reshaped, relocated, and toggled on/off altogether. A person can opt for more information on their screen to the detriment of visibility or peripheral awareness, or have an extremely pared down UI where just their ammo or objectives or the kill feed or... whatever is shown.
Some degree of color customization for friend foe (if not interface) is also a good idea for color-blindness reasons. A person with visual issues right now would likely have problems with the squad/team differences. Given an option to shift to patterns instead of colors helps that segment of the population.
Dren and Templar equipment stats, wrong since release.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1680
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Posted - 2014.02.26 13:12:00 -
[20] - Quote
In the squad status HUD element incapacitated mercs should have a bleedout timer indicator, prolly a semi-transparent indicator bar overlaying over that merc's Squad List entry.
I support SP rollover.
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CamClarke
0uter.Heaven
13
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Posted - 2014.02.26 13:19:00 -
[21] - Quote
As always, spot on Kagehoshi. +1 |
IgniteableAura
Pro Hic Immortalis
621
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Posted - 2014.02.26 14:50:00 -
[22] - Quote
I disagree with notifications to when equipment is destroyed. That's a powerful intel tool that's unnecessary. Someone should be able to sneak into an objective, take out the uplinks, hives and remotes and get out without letting the other team be "notified"
Most of those ideas would add great utility to the HUD, but they def need to be added so it doesn't add "clutter" For example, rather than have real shield bars next to squad mates, give the text of their name a blue and red color, red for armor, blue for shield. That way it doesn't add clutter, but still is usable.
PHI Recruitment
or PHIsh Tank in game
Youtube
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Nihilus Warwick
Pradox One Proficiency V.
79
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Posted - 2014.02.26 15:16:00 -
[23] - Quote
Oh man, that some good stuff you listed. I love the idea of being able to see who needs reps with color indicators. And to see who is carrying what equipment in my squad. I like to run Logi, and I think these would help me do my job better. The indicator that tells who is talking would be great. People start calling out for ammo or reps, and I'm not sure who is asking for it. 10/10. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9614
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Posted - 2014.02.26 16:18:00 -
[24] - Quote
Zeylon Rho wrote:KAGEHOSHI Horned Wolf wrote: While I completely agree (I did make the original racial HUDs thread), this thread is just for practical changes.
Of course, I just like to mention expanding the scope of what "racial" HUDs means in comparison to just color changes or adding logos (which is very superficial). To be more specific, I see an Amarr HUD as stylistically a cross between something you might see as an RPG UI and an illuminated manuscript with an emphasis on Amarr colors/gold. Perhaps even shades of the Rapture design style, and obviously not as cluttered as an actual illuminated manuscript. The Gallente I see as being a space-age extension of a Mac-like UI, where you'd have next to no hard edges/corners, lots of round/beveled icons, and the Gallente-green would be the "least" of the UI. Almost a liquid-theme. The Caldari aesthetic I see as being the closest to sort of an old terminal interface. All the bells and whistles of the employee-side of a POS terminal. In that sense, the Caldari UI elements of a HUD would be closest to the current HUD. All the glitz and presentation of early 1980s computer hardware. The current HUD is already mostly Caldari Blue even... The Minmatar "hacker" aesthetic would be inspire by the sort of cobbled together presentation of hacks, etc. The idea being you could almost get an Anonymous/iPhone-jailbreak/Pirate sort of vibe from things. There's a lot of variance inside this space, but the assemblages of characters, hacker call-outs, juvenile elements, mosaics, and esoteric character elements would gel well with a deep red/brown Minmatar color-set as well. At any rate, a more "practical" request would be the ability to independently toggle UI elements on and off. Part of this would go to the 100% transparency (or higher than we already have), but as a user-friendly matter it would be nice to be able to independently select as many UI features as you want to see. This already exists in many games where XML-sets for the UI can be individually reshaped, relocated, and toggled on/off altogether. A person can opt for more information on their screen to the detriment of visibility or peripheral awareness, or have an extremely pared down UI where just their ammo or objectives or the kill feed or... whatever is shown. Some degree of color customization for friend foe (if not interface) is also a good idea for color-blindness reasons. A person with visual issues right now would likely have problems with the squad/team differences. Given an option to shift to patterns instead of colors helps that segment of the population.
The way I originally proposed it was not just about different colors, but significant UI changes. I generally agree with your vision, but I strongly disagree with your idea of the Minmatar HUD. Though I think Minmtar HUD should be very similar in design to Minmatar tattoos like this, and this full of cultural pride; its not made by some hacker or amateur, they're made by actual big Minmatar corporations.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3593
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Posted - 2014.02.26 16:29:00 -
[25] - Quote
KAGEHOSHI Horned Wolf wrote:**stuff**
The way I originally proposed it was not just about different colors, but significant UI changes. I generally agree with your vision, but I strongly disagree with your idea of the Minmatar HUD. Though I think Minmtar HUD should be very similar in design to Minmatar tattoos like this, and this full of cultural pride; its not made by some hacker or amateur, they're made by actual big Minmatar corporations.[/quote]
I think the "hacker" aesthetic is in fitting with the idea of rust/duct-tape/slapped-together sort of reputation much of their hardware has. Hacker needn't be particularly evil or small, I mean.. you could think of them as the Open Source Suit OS as well, but that also has a sort of hacker cache.
Still, I wouldn't mind a tribal theme. I think I just feel a hacker/Open-source vibe is more fitting with the technological evolution of a tribal culture or independent/freedom-oriented ethos. The incorporation of those more individual type acts is already present in the "scripts" in game:
Quote:Originally used by the adolescent hacker group The 'Fendahlian Collective' to break pass high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions.
The important thing is setting them apart anyhow.
Dren and Templar equipment stats, wrong since release.
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DeeJay One
Guardian Solutions DARKSTAR ARMY
212
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Posted - 2014.02.26 16:47:00 -
[26] - Quote
KAGEHOSHI Horned Wolf wrote: **** lots of stuff **** Without doing any radical shift in layout, or getting into immersion stuff like HUD-wobble (which should have never been removed), this is what I believe is important for improving the HUD.
This. Give me my closed beta wobble back and warp the HUD back. I still miss it :( |
xSivartx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
19
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Posted - 2014.02.26 16:58:00 -
[27] - Quote
I would like to be able to turn off my crosshairs completely. They are kind of pointless on my HMG and I find them distracting. |
The Robot Devil
Molon Labe. General Tso's Alliance
1726
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Posted - 2014.02.26 19:47:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:The great and mighty CCP Saberwing flew to me from the heavens with his saber-sharp wings, and he has beseeched me, the glorious emperor god-king KAGEHOSHI, with a scroll with five-hundred-fourteen golden seals (Twitter message) asking me to compile a list of important HUD stuff. In the past I have made this thread ( Improving the HUD) full of ways to improve the HUD, but here I shall extract only the most important functional stuff only, as well as some new ones I have come across on the forums. [Map/minimap] East, West, and South on the minimap. Very important.
Grids on the map/minimap to make calling out locations more effective, similar to how the maps have grids in the map feedback section (example). Your current coordinates should be very easy to tell on the minimap. If possible, the target readout when aiming should also list the coordinates as well.
Building outlines shown on the minimap. This is very important information to know.
[Team/squad] Who's talking indicator: A speaker icon along with the name of the person talking should pop up when someone on your team or squad is talking. Also the icon should float over their characters heads so you can visually see who is talking.
Squad list: A list of your squadmates right on the HUD. Should include sqad status indicators:
-Their current suit under their names (to quickly visually identify them) -Squad leader indicator (duh) -Shield and armor bar to easily tell who needs help, etc. -Mortally wounded indicators (name highlighted in red) -Inside a vehicle indicators (little car symbol) -Clone terminated/respawning indicators (name is grey, or crossbones symbol) Total squad WP below the list so you can tell how close to getting a strike your squad is.
An indicator for strikes that stays on the screen until the is used. Sometimes the notifications aren't noticed in the heat of battle, so having them last until the strike is used (or are no longer available).
[Equipment] Support equipment icons: Its useful to know who is carrying a nanohive, repair tool, and nanite injector, even when you don't currently need those things. It can be very important to know what your teammates can and can't do for you.
Low ammo icon: those who carry nanohives should see a special icon over those with low ammo to indicate the need for nanohives.
Have the equipment that you or your squadmates deployed appear as a green to know which ones are yours or your squad's.
Some sort of notification of when your equipment has been destroyed.
[Weapon] A different crosshair to indicate when a weapon is done charging, right now its hard to tell when for example a forge gun is fully charged because the charge gauge is all the way down inside the ammo meter; I shouldn't have to take my eyes of the target to check if fully charged. This would not be needed if all weapons had a distinctive sound, animation, and/or visual effect synchronized with charge completetion to queue the user. This one isn't really that important since you can just get use to it, but I think it would be good for usability.
The grenades-carried indicator on your HUD should display different symbols for the various grenade types, or some text to tell you what your type of grenades are.
[Other] We need an indicator to know when we are being repaired by a repair tool. This is very important for teamwork; you don't want a guy you're repairing to run off from you because he doesn't know you were repairing him. This is a must, we had it before a while ago, but it was removed (thought its removal was a bug, but maybe it isn't).
I noticed right now that messages about whether you are scanned, hacking taking place, and others occupy the same place, and only one can be displayed; if an enemy starts hacking a CRU, I will no longer get information about whether or not I have been scanned. It might be good idea to just stack these messages, and even the squad order, RDV, and strike messages to the right where the kill-tracker currently is, and move the kill-tracker thing lower on the screen to make room (inspired by this).
-Upper right corner may be able to display squad orders, if you have been scanned, pending RDV requests, what is being hacked, etc. -Lower right corner will show who kills who. Without doing any radical shift in layout, or getting into immersion stuff like HUD-wobble (which should have never been removed), this is what I believe is important for improving the HUD. Behold the mighty list! marvel at how I typed things! Seriously wish I could have just typed all this directly on twitter with one big direct message, I hate character limits.
Direction indicators so we can easily tell direction and rep notice are the two things I like and want most. Sometimes my heavies have to run backwards for a moment just to see if I am still repping them. I like to stay in front of them or to the side enough where they can see the tool working.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Komodo Jones
Chaotik Serenity
546
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Posted - 2014.02.26 22:05:00 -
[29] - Quote
All great, 1 more suggestion, include a small see-through text box on the bottom of the screen to allow players who don't have mics to communicate effectively, any messages from your squad appear here and have the option to send messages that your entire team can see.
This is a signature.
You're now reading it.
You may now reply to my post.
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Seeth Mensch
Capital Acquisitions LLC Renegade Alliance
143
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Posted - 2014.02.27 05:03:00 -
[30] - Quote
...this is so ******* good. It was even worth having a deleted word in my post. +asmanyasittakes God (or better, CCP), please give me all these!
(Well, except maybe when our equipment was destroyed. It'd be nice, but I don't see how that fits with anything, and I don't think the free intel is fair.)
Hi! Gosh, I've missed you...with every bullet, plasma shot, rail gun, and missile.
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Chesyre Armundsen
Thanes Of Dust
445
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Posted - 2014.02.27 05:32:00 -
[31] - Quote
Komodo Jones wrote:All great, 1 more suggestion, include a small see-through text box on the bottom of the screen to allow players who don't have mics to communicate effectively, any messages from your squad appear here and have the option to send messages that your entire team can see.
Simple visible text messages would be awesome!
Baal Roo wrote:The minimap already has an indicator for N, adding E, S, W would just make it harder to read at a glance.
I would argue this. I find the current mini map difficult to orient myself with because of the size and colour of the "N". Even without the addition of "E" and "W" I would greatly appreciate adjustments to the size or colour of the "N". Adding a small "S" in a different colour would also bring a bit more awareness to the table.
Mihi gravato Deus - "Let God lay the burden on me!"
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Mobius Wyvern
Ahrendee Mercenaries General Tso's Alliance
4649
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Posted - 2014.02.27 13:35:00 -
[32] - Quote
You stay classy, Wolf.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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RINON114
B.S.A.A. General Tso's Alliance
522
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Posted - 2014.02.27 15:14:00 -
[33] - Quote
Fantastic post but I am curious, howcome they removed the repair tool effect? At one point we did have golden sparkly awesomeness. What happened to it? |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
578
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Posted - 2014.02.27 15:59:00 -
[34] - Quote
RINON114 wrote:Fantastic post but I am curious, howcome they removed the repair tool effect? At one point we did have golden sparkly awesomeness. What happened to it?
We angered the devs so they took away our toys.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Dalmont Legrand
277
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Posted - 2014.02.27 16:28:00 -
[35] - Quote
KAGEHOSHI Horned Wolf wrote:The great and mighty CCP Saberwing flew to me from the heavens with his saber-sharp wings, and he has beseeched me, the glorious emperor god-king KAGEHOSHI, with a scroll with five-hundred-fourteen golden seals (Twitter message) asking me to compile a list of important HUD stuff. In the past I have made this thread ( Improving the HUD) full of ways to improve the HUD, but here I shall extract only the most important functional stuff only, as well as some new ones I have come across on the forums. [Map/minimap][Team/squad][Equipment][Weapon][Other] I noticed right now that messages about whether you are scanned, hacking taking place, and others occupy the same place, and only one can be displayed; if an enemy starts hacking a CRU, I will no longer get information about whether or not I have been scanned. It might be good idea to just stack these messages, and even the squad order, RDV, and strike messages to the right where the kill-tracker currently is, and move the kill-tracker thing lower on the screen to make room (inspired by this).
-Upper right corner may be able to display squad orders, if you have been scanned, pending RDV requests, what is being hacked, etc. -Lower right corner will show who kills who. Without doing any radical shift in layout, or getting into immersion stuff like HUD-wobble (which should have never been removed), this is what I believe is important for improving the HUD. Behold the mighty list! marvel at how I typed things! Seriously wish I could have just typed all this directly on twitter with one big direct message, I hate character limits.
Map/Minimap
Also an interchange between fixed minimap and rotating which we have now.
Rest: All that you ask are indicators for various parameters like OB or grenade or message about enemy hack.
We need a shooter but not a wall of text, so basically it should be as compact as possible.
As you are scanned suits interface changes colour, if being repaired the suit takes another colour, shield/armor indicator has for reps a sign already, but for scan it can gain colour for example.
As for the rest, all weaponry could be classified as for AV(anti-vehicle) AI(anti-individual(intelligence for drones in future)), AE(anti-electronic). If a player is set to be able to play AI AV then he will have AIV for example. You want to make icons like other FPS have about roles? So the list of six players let us say, on the right low corner where ammo capacity is; we'll have something like:
junkytroll452(logi icon)(AI)(vehicle sign of tank if in tank, aircraft triangle if in aircraft, turret if holding any) below are bars for shield/armor
That must be vary compact to ensure more visual range.
For OB there should be another call out, like on squad lead interface, on his arm a beacon with constant light of some notorious color makes him know ob is ready, no need to count WP, we lose FPS, any one who is dead can easily fast looking count WP while loading even in 3 secs spawn.
Unless we can have something like a bar on arm of the squad lead: a bar of 5 lights, every 500 wp new light flashes, rasing the bar, the last flashing will denote OB and a bar will restart, then it will start again, while the 5th light is still on, when the bar is filled again and the OB is not used the counter next to 5th light changes from 1 to 2, and so on. Here the style of bar can vary considering what faction suit you use. Or just every new OB the voice will say: Orbital strike available, holding two.(in case you dont use OB)
As for calling OB it takes time. If we can't use a button for it, the free button choice for pad would be great, as I hate sitting with triangle, so OB, why not using same as R2+R3 but using R2+R3+arrow, same arrow that is used for menu call out for OB and vehicles, for OB R2+R3+arrow and choose ob sign map opens strike, for vehicles same menu but other arrow, or different icon in same menu and after various types of vehicle appear as in old menu.
Covering this topic basically gives me this, we need to reduce all indicators on screen to minimum lights, flashes, icons and time to access menus. On suit, vehicles, on weapons, they must be present everywhere giving us relevant information, if someone thinks it will be too hard getting into notion what each sign means, but I don't think they will leave it just because it is difficult, newbies must know that game is not run'n'gun. They won't leave because they don't know what each flash means but they probably because they need to create suits and invest sp in it.
The best is yet to come
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Baal Roo
Subdreddit Test Alliance Please Ignore
3008
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Posted - 2014.02.27 23:48:00 -
[36] - Quote
Chesyre Armundsen wrote:Baal Roo wrote:The minimap already has an indicator for N, adding E, S, W would just make it harder to read at a glance. I would argue this. I find the current mini map difficult to orient myself with because of the size and colour of the "N". Even without the addition of "E" and "W" I would greatly appreciate adjustments to the size or colour of the "N". Adding a small "S" in a different colour would also bring a bit more awareness to the table.
I can see making the N more clearly visible, but I just don't think adding 3 more little indicators would help... they would just make it harder to read.
Frankly, if you don't know that south is opposite of north, I don't know what help the extra little S would do. The same goes for east and west.
All you need is an easy to read N in order to get the best usibility, adding more than that just means you have to take an extra moment to actually read the letters instead of having an automatic indicator of which direction you're facing. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1106
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Posted - 2014.02.28 00:54:00 -
[37] - Quote
We also need better grenade indicators. About half of the grenades that end up by my feet never show an indicator.
MAG ~ Raven
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3342
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Posted - 2014.02.28 00:59:00 -
[38] - Quote
KAGEHOSHI Horned Wol wrote: [Weapon]
A different crosshair to indicate when a weapon is done charging, right now its hard to tell when for example a forge gun is fully charged because the charge gauge is all the way down inside the ammo meter; I shouldn't have to take my eyes of the target to check if fully charged. This would not be needed if all weapons had a distinctive sound, animation, and/or visual effect synchronized with charge completetion to queue the user. This one isn't really that important since you can just get use to it, but I think it would be good for usability.
We used to have this, but I think it made forge gunning even easier. So instead of a complete circle, the charge icon should only portray less than half of a circle.
And I'd like to add that enemies that are scanned have a visual highlight that can be seen only in LOS. The Chevrons and scan blips do pulsate but the Chevrons are not actually the enemy.
So you can better pick them out from the back drop.
Bojo - Adding chili powder to your experience since early times
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Cross Atu
OSG Planetary Operations Covert Intervention
1940
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Posted - 2014.02.28 02:11:00 -
[39] - Quote
Baal Omniscient wrote:We also need better grenade indicators. About half of the grenades that end up by my feet never show an indicator. On a related note, REs don't show up at all which would be fine once they're set up etc but while they're being thrown and triggered like nades it seems a bit off.
SupportSP Rollover & an improved Recruting System
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The-Errorist
518
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Posted - 2014.03.01 22:19:00 -
[40] - Quote
Vrain Matari wrote:In the squad status HUD element incapacitated mercs should have a bleedout timer indicator, prolly a semi-transparent indicator bar overlaying over that merc's Squad List entry. That would be great. |
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deepfried salad gilliam
Sanguine Knights
444
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Posted - 2014.03.01 23:31:00 -
[41] - Quote
and give each race a diffrent color hud.
Proud Christian
add p2p already!
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
60
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Posted - 2014.03.02 00:14:00 -
[42] - Quote
IgniteableAura wrote:I disagree with notifications to when equipment is destroyed. That's a powerful intel tool that's unnecessary. Someone should be able to sneak into an objective, take out the uplinks, hives and remotes and get out without letting the other team be "notified"
I agree with you regarding hives, since those are autonomous. Uplinks need to connect to some system so Mercs can use them so it'd be trivial to set up some software to notify the owner if they stop transmitting/responding.
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
565
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Posted - 2014.03.02 01:27:00 -
[43] - Quote
I would like some sort of distance gauge on that mini map before I have to point my weapon at them. Even though it shifts with sprinting and even though I consciously know its about 70 odd meters - having that measurement would help in decision making for tactical movements and judging the opponents weapon effectiveness before I'm shot with it.
The Logi Code. The Way of the Logibro
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Justice Darling
Themis Argonauts
40
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Posted - 2014.03.02 06:22:00 -
[44] - Quote
I posted something a while back about the OS giving out text why cant we just get a red light green light system or something along them lines really like this post +1 from me |
abarkrishna
WarRavens
325
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Posted - 2014.03.02 10:08:00 -
[45] - Quote
How did you forget the grenade indicators? They are they worst I have ever seen in a game.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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