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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
medomai grey
WarRavens Final Resolution.
708
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Posted - 2014.05.08 10:46:00 -
[1] - Quote
Posted this in the Dust514 section before Legion forums were up.
medomai grey wrote:When I watched the Legion proof of concept, I noticed that the HUD(heads-up display) didn't differ all that much from Dust514. And that's a pity because there's still so much more room for improvement.
I would like to see:
GÇó Radar and map integration on the top left of the screen. The map should be a contour map that shows elevation, buildings and obstacles, longitude, latitude and your coordinates. I would also like to see labels and markers indicating the radial distance from the mercenary. This will aid coordination among players, give a better indication of where stuff is on the radar, and help players navigate the map better.
GÇó All gun info(ammo, heat, charge) on the bottom right corner of the screen needs to be moved onto the gun or reticle. Humans can only see a small area clearly, everything around that area is unfocused. Having information such as ammo, heat, and charge separated from what you are aiming at makes the experience cumbersome as the user has to keep switching their focus away from their target to check up on gun info at the bottom right of the screen. Also adds to immersion as a bonus.
GÇó Semi transparent text chat channel of player choice in the bottom right of the screen. Not all players have mics and communicating orders may be better if it constantly shows on the grunts screens. Also in game notices like orbital strike available or you got mail will be easier to notice than seeing words or images briefly pop-up and then disappear.
GÇó Overview map needs an overhaul. There's too much information that one can gleam by simply going to the over view map. Where is that sniper? Where is that tank? Where is the bulk of enemy forces? Just go to the overview map and its there; anything that isn't blue is an enemy, you don't need the red tags to figure that out. And It shouldn't be that way. I should have to coordinate with scouts, dropships, LAVs, capsuleers, etc. or drop some specialized equipment on the map for scans. There needs to be a "fog of war" to allow information gathering to be critical in game.
To get the "fog of war" I mentioned, we need to change the way the map is presented. We can't simply render the entire map and choose not to render in the enemies because that would not make sense immersion wise. I can see the entire field from a camera above the battle but I cant see my un-scanned enemies? I recommend changing the current live video stream overview map into a contour map that some unknown sensors took a 3D scan from orbit. Don't forget to add elevation, buildings and obstacles, longitude and latitude. A benefit of going this route may be shorter times in bringing up the overview map.
Medium frame EHP is not medium
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CCP Frame
C C P C C P Alliance
2726
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Posted - 2014.05.08 10:47:00 -
[2] - Quote
This is actually what I really like to see on forums. [FEEDBACK/SUGGESTION/IDEA] Thread title. Makes it so much easier to read and browse entire section - and it also gives us great idea what to expect when clicking on it. Keep stuff like this coming, guys. We love it.
CCP Frame
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
423
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Posted - 2014.05.08 10:55:00 -
[3] - Quote
I fully agree with the OP. Especially the part about getting overheat out of the corner of the screen. I'd also add that the same should be done for target information. Currently it's way too subtle. If you keep to the damage profile model (And I seriously hope you don't. It simply doesn't make sense for infantry, though it's nice for vehicles) the efficiency counter should disappear with a small delay, instead of instantly disappearing when you lose track of the target. |
Hawk-eye Occultus
ARKOMBlNE
174
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Posted - 2014.05.08 11:42:00 -
[4] - Quote
I personally prefer my text windows on the bottom left.
Basically: allow users to move HUD elements around as they please; because everyone loves HUD customization. Also, allow different HUD colours.
I was pretty happy when I saw the compass on the top of the screen (^ v ^)
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Aoena Rays
Bragian Order Amarr Empire
445
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Posted - 2014.05.08 13:19:00 -
[5] - Quote
Nice stuff there, I agree with most of it. Also I want UI to tell me what weapon I switched to on the UI itself and not to be hidden somewhere. |
IgniteableAura
Ancient Exiles. Dirt Nap Squad.
1015
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Posted - 2014.05.08 14:23:00 -
[6] - Quote
Please please please add N,S,E,W onto the minimap as well as the "compass" you have on the top of the screen. PLEASE!
I assume that compass on the top will eventually rotate, but wanted to ensure you are actually placing the nautical directions onto it.
Also putting the grid coordinates somewhere on the HUD would be nice (EX: B5). So its not only easy to reference for technical problems, but also to give those supplying OBs a more definitive target. Match the grid coordinates with the ones already published in the "map feedback" section of the forums. Place these grid coordinates on the full screen map as well.
Youtube
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J-Lewis
Edimmu Warfighters Gallente Federation
342
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Posted - 2014.05.08 14:25:00 -
[7] - Quote
I think the HUD feature I was the most excited to see was compass bearing (despite it not being functional in the demo). It's a very important tool for efficient fire-team co-ordination. I'd like to see more tools to help players co-ordinate more efficiently:
- Map markers: Let players place markers and notes on the map to help co-ordinate team efforts.
- Team hierarchy (equivalent of fleets in EVE): Enable players to have dedicated leader positions, with a display of who is in your fire-team/squad, and their role.
- Role icons: Should be player selected during fitting, not automatic, as the players know best what role a given fitting is meant to play; give us a handful of icons to pick from (wrench, asterisk, arrow, double arrow, diagonal line, etc...).
- Assigning color to squad members (red/blue/green/yellow): Enable squad leaders to break up groups into more manageable chunks.
- N/S/E/W marks on the radar/map: With an option to set the radar to be static or rotating depending on player preference.
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Gaelon Thrace
Villore Sec Ops Gallente Federation
412
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Posted - 2014.05.08 14:43:00 -
[8] - Quote
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5626
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Posted - 2014.05.08 19:15:00 -
[9] - Quote
Look man, I'm just glad they brought back the HUD bobbing. Immersion to the max.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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DaReaperPW
Net 7 The Last Brigade
9
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Posted - 2014.05.08 19:20:00 -
[10] - Quote
not sure if this was noted, but as legion will be on pc, so easier to move things I guess, make the hud customizable. allow me to move my icons, notices, graphs, whatever to any position I like, so if I want my map that shows ppl around me in the dead center of the screen, I can do that. ;) |
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Meeko Fent
Kirkinen Risk Control Caldari State
2017
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Posted - 2014.05.08 20:23:00 -
[11] - Quote
...
I kinda like this current setup.
Can we keep that as an option for our HUD?
Because you wanted to be something you're not.
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Vin Vicious
Capital Acquisitions LLC
668
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Posted - 2014.05.09 07:24:00 -
[12] - Quote
[Ideas]
All ideas are based on picture below:
-Replace the two digit numbers at the top of the screen with a functional compass(north northeast northwest etc.)
-Place mini-map upper right corner not upper left(better yet give us the option to choose
-Leave bottom screen information placement where they are
-Squad member health status middle left screen like in provided picture but less obnoxious and a lot smaller
Current example blocks your left view
Possibly Transparent
http://m.imgur.com/msKw7zp
Racial HUDs
'#PCMasterRace
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Argos Du'Gannon
Dead Man's Game
22
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Posted - 2014.05.09 07:36:00 -
[13] - Quote
HUD ideas |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
623
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Posted - 2014.05.09 11:21:00 -
[14] - Quote
First, remove the enemy commander chevron! It looks as his suits equipped with a special module that tells the enemy's his status.
Second, remove the stupid +50 for each kill, or make them can be disabled manually. We are not in COD or BF half-arcade games!
Dear Comrades!
We can give developers a lot of good ideas, but above all we must point out the obvious flaws!
...sorry for bad English =)
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Your Absolut End
The Rainbow Effect Dirt Nap Squad.
499
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Posted - 2014.05.09 11:48:00 -
[15] - Quote
Radar changes -Introduce different chevrons for different suits (light, medium heavy) just like we have for vehicles Different suits have different scansignatures which will obviously tell your tacnet what you will be facing -Make the N mark more prominent, its barely visible most of the times and introduce WES aswell to help locating enemy troups -Introduce an easy read grid in meters to it, most new players dont understand the measurements -Add medium blue environment marks to show of if something is IN or OUTSIDE of a building -introduce a small arrow facing up or down to show of if displayed signature is above or underneath current location -Make size ov radar resizable in options menue, maybe with an option to set ur own ranges
General HUD I like the general way the HUD behaves but let's talk about a better performing HUD
-Locate the Heat build up/charge bar around the crosshair Especially in hot firefights in good to know how far you can go, especially with laser weaponary. -Introduce a bar with current status on squadmates, like the one we already got on the respan screen with same specifications (dead, in vehicle, on turret etc.) + introduce a status on their current health, and ammo stock (specially useful on logis) -Move info about MCC and clone reseves on top part of the screen, they are often undetected under the radar -Give the option to change the colour of your your crosshair, the game is settled mostly in sepia tones, so being forced to use a light yellow dot on amarrian technologie makes the already small dot often invisible, especially when fighting in sandy scenery.
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Fox Gaden
Immortal Guides
3157
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Posted - 2014.05.09 13:02:00 -
[16] - Quote
Radar map Compass directions & Coordinates:
N is not enough. We need E, W, and S as well so we donGÇÖt have to do mental calculations when facing South to determine whether the Sniper to our left is in the East or the West. I am a Cartographer in real life and even I have to stop and think for a moment when giving directions.
Personally I would prefer to have North always at the top of the radar map, and an arrow on my dot to tell me which way I am facing. It would also make it easier to orient yourself to what you can remember of the spawn map. But if they insist on spinning the map so that the direction you are facing is up, then they need to indicate the other compass directions.
Also, displaying Coordinates below the radar map for your position, which correspond to a grid on the spawn map, would help a lot!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:10:00 -
[17] - Quote
medomai grey wrote: GÇó Overview map needs an overhaul. There's too much information that one can gleam by simply going to the over view map. Where is that sniper? Where is that tank? Where is the bulk of enemy forces? Just go to the overview map and its there; anything that isn't blue is an enemy, you don't need the red tags to figure that out. And It shouldn't be that way. I should have to coordinate with scouts, dropships, LAVs, capsuleers, etc. or drop some specialized equipment on the map for scans. There needs to be a "fog of war" to allow information gathering to be critical in game.
To get the "fog of war" I mentioned, we need to change the way the map is presented. We can't simply render the entire map and choose not to render in the enemies because that would not make sense immersion wise. I can see the entire field from a camera above the battle but I cant see my un-scanned enemies? I recommend changing the current live video stream overview map into a contour map that some unknown sensors took a 3D scan from orbit. Don't forget to add elevation, buildings and obstacles, longitude and latitude. A benefit of going this route may be shorter times in bringing up the overview map.
I like the live satellite image feed from the Warbarge that we have now. You canGÇÖt really pick out anything smaller than a LAV without a tag on it unless they are shooting at something.
If you want tanks to be able to hide from the satellite cameras, give them cammo. Currently if I want to hide my tank I park under pipes or bridges.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:17:00 -
[18] - Quote
I missed that! Yeah, that would be a big help!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CCP MC Peanut
Science and Trade Institute Caldari State
1
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Posted - 2014.05.10 08:59:00 -
[19] - Quote
Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). I'm a Technical Artist here in Shanghai and was mostly involved in the HUD upgrade for the Project Legion Prototype you saw at Fanfest. I'm excited you guys noticed the work and are discussing it. The feedback is super awesome too (so awesome I forwarded the post to a lot of other devs). I thought I would jump in and give a little further explanation about what we did and potentially where we can go from here.
The HUD that you see in the Project Legion Prototype showed at Fanfest is now being rendered inside the 3D Scene. This is a significant change. While what you saw in the demo isn't incredibly different to what was there before, I want to emphasize that we have completely changed the underlying system for creating HUDs and have built a pipeline that puts the artist and designers much closer to the implementation. What you saw was the first implementation with the new system. And while the demo doesn't demonstrate it all--everything is working. In a very short time (a few weeks maybe), a few of us rebuilt the HUD, recreated all the logic, and tuned it to a slightly new visual design.
I'd love to go a little more in depth and explain some of the cooler benefits we are finding with this change:
Artist and Designers can iterate like crazy: Unreal already has a lot of robust tools available to it, so why not take advantage of them. One of the things the artist love the most is being able to play the game with the editor open and update their material parameters in real-time. The 3D HUD is heavily utilizing the Unreal Material system. For example, all the 'bars' stem from the same base material, which has parameters to control the scale of the ticks, space between, color (including switching the color over position), flashing (speed and color). Tuning these parameters in-game is pretty awesome and very easy. Another example, the most obvious one probably, is that since it is 3D, we can change the position and layout very easily--it is as simple as moving it in the 3D package (Maya) and re-importing the geometry.
Logic outside of code This was an interesting choice, but I believe it was the right one. We are exposing game data to the artist/designer through events in the visual scripting system, called Kismet (if you aren't familiar with Kismet, it is a node based scripting tool provided within Unreal that allows artists and designers to do more 'programmatic' things). With this change, much of the logic is in the hands of the content creators--the programmers are only responsible for providing the information when applicable. This sounds like it could become overwhelming, and we have been careful about not suddenly dumping everything in their laps. I can give one example. When your shield value changes, an event will be fired (a kismet event inside the HUD map file). This event will expose the current and max shield value. Luckily, our bar material has a max and current parameter input, so we just update the values (using a Kismet action) and all is good. While this is something that sounds like it could be completely programmatic, it is so much nicer to give the content creators the flexibility. If we wanted to, we could trigger a distortion animation every time the armor value changed, and as the armor got lower, the distortion could be more significant. This would require zero programmer support.
Lots of technology to utilize Because we are in 3D we have access to all the rendering technology as other 3D stuff (suits, weapons, environments). We can also utilize the same tools (materials, modeling, an animation) that our 3D artists are familiar with, so the transition for workflow, was not so bad.
Capacity to be Dynamic I can't make any promises about racial HUDs, but we are definitely in a much better position to be able to do them. It is very easy to create new 'visual' components without needing to rework the data hookup--and they would be lightweight and low cost.
There is more, and I could go on, but perhaps that is better for follow up posts. Our hope is that we have built a system the is flexible enough to give us more options to do the kinds of things you guys are asking for. Regarding these requests, I can definitely weigh in on their possibility within the system, but I am unable to comment on the likelihood (that is someone else's call). Please keep the feedback coming, and feel free to post follow up questions.
thanks! |
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Hecarim Van Hohen
1432
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Posted - 2014.05.10 09:01:00 -
[20] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). Well here's your first +1
State your stance on EVE:Legion
t¢«_t¢«
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Joseph Tasun
Seituoda Taskforce Command Caldari State
4
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Posted - 2014.05.10 09:07:00 -
[21] - Quote
Aiming Deadzone that continuously re-centres the reticule? See ArmA for an optional deadzone that doesn't recentre. |
Syeven Reed
G0DS AM0NG MEN
613
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Posted - 2014.05.10 09:35:00 -
[22] - Quote
Hecarim Van Hohen wrote:CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). Well here's your first +1 Have another!
+1
MajLagSpike
CPM Application
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Vaux Karn
The Mercenary Collective
81
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Posted - 2014.05.10 09:57:00 -
[23] - Quote
Agree with everything OP said with one condition. Customizable opacity for individual HUD objects. I say individual HUD objects because I want to be able to tune certain things to make them less obstructive without making thins like the radar harder to see. |
Ryder Azorria
Amarr Templars Amarr Empire
952
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Posted - 2014.05.10 10:51:00 -
[24] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here-- (cool things) First things first, great dev name.
Second, thanks for basically writing out a dev blogs worth of cool info. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2074
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Posted - 2014.05.10 11:45:00 -
[25] - Quote
+1 OP. Sounds like solid design and sounds like you're planning for the future. Sounds like you're making Unreal work for you.
In terms of system resources, how does your implementation compare with what we currently have in DUST?
PSN: RationalSpark
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
485
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Posted - 2014.05.10 14:44:00 -
[26] - Quote
+1 Looking forward to racial HUDs. |
IgniteableAura
Ancient Exiles.
1022
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Posted - 2014.05.10 15:47:00 -
[27] - Quote
CCP MC Peanut wrote:thanks!
No, thank you for all that information. You sir are awesome.
Youtube
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Maken Tosch
DUST University Ivy League
8476
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Posted - 2014.05.10 16:11:00 -
[28] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). I'm a Technical Artist here in Shanghai and was mostly involved in the HUD upgrade for the Project Legion Prototype you saw at Fanfest. I'm excited you guys noticed the work and are discussing it. The feedback is super awesome too (so awesome I forwarded the post to a lot of other devs). I thought I would jump in and give a little further explanation about what we did and potentially where we can go from here.
The HUD that you see in the Project Legion Prototype showed at Fanfest is now being rendered inside the 3D Scene. This is a significant change. While what you saw in the demo isn't incredibly different to what was there before, I want to emphasize that we have completely changed the underlying system for creating HUDs and have built a pipeline that puts the artist and designers much closer to the implementation. What you saw was the first implementation with the new system. And while the demo doesn't demonstrate it all--everything is working. In a very short time (a few weeks maybe), a few of us rebuilt the HUD, recreated all the logic, and tuned it to a slightly new visual design.
I'd love to go a little more in depth and explain some of the cooler benefits we are finding with this change:
Artist and Designers can iterate like crazy: Unreal already has a lot of robust tools available to it, so why not take advantage of them. One of the things the artist love the most is being able to play the game with the editor open and update their material parameters in real-time. The 3D HUD is heavily utilizing the Unreal Material system. For example, all the 'bars' stem from the same base material, which has parameters to control the scale of the ticks, space between, color (including switching the color over position), flashing (speed and color). Tuning these parameters in-game is pretty awesome and very easy. Another example, the most obvious one probably, is that since it is 3D, we can change the position and layout very easily--it is as simple as moving it in the 3D package (Maya) and re-importing the geometry.
Logic outside of code This was an interesting choice, but I believe it was the right one. We are exposing game data to the artist/designer through events in the visual scripting system, called Kismet (if you aren't familiar with Kismet, it is a node based scripting tool provided within Unreal that allows artists and designers to do more 'programmatic' things). With this change, much of the logic is in the hands of the content creators--the programmers are only responsible for providing the information when applicable. This sounds like it could become overwhelming, and we have been careful about not suddenly dumping everything in their laps. I can give one example. When your shield value changes, an event will be fired (a kismet event inside the HUD map file). This event will expose the current and max shield value. Luckily, our bar material has a max and current parameter input, so we just update the values (using a Kismet action) and all is good. While this is something that sounds like it could be completely programmatic, it is so much nicer to give the content creators the flexibility. If we wanted to, we could trigger a distortion animation every time the armor value changed, and as the armor got lower, the distortion could be more significant. This would require zero programmer support.
Lots of technology to utilize Because we are in 3D we have access to all the rendering technology as other 3D stuff (suits, weapons, environments). We can also utilize the same tools (materials, modeling, an animation) that our 3D artists are familiar with, so the transition for workflow, was not so bad.
Capacity to be Dynamic I can't make any promises about racial HUDs, but we are definitely in a much better position to be able to do them. It is very easy to create new 'visual' components without needing to rework the data hookup--and they would be lightweight and low cost.
There is more, and I could go on, but perhaps that is better for follow up posts. Our hope is that we have built a system the is flexible enough to give us more options to do the kinds of things you guys are asking for. Regarding these requests, I can definitely weigh in on their possibility within the system, but I am unable to comment on the likelihood (that is someone else's call). Please keep the feedback coming, and feel free to post follow up questions.
thanks!
WHAT BLACK MAGIC IS THIS?!!??!
A DEV? COMMUNICATING SUCH EXTENSIVE DETAILS WE'VE BEEN LOOKING FOR? KILL IT! KILL IT WITH FIRE!
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Gaelon Thrace
Villore Sec Ops Gallente Federation
443
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Posted - 2014.05.10 16:16:00 -
[29] - Quote
Maken Tosch wrote:
WHAT BLACK MAGIC IS THIS?!!??!
A DEV? COMMUNICATING SUCH EXTENSIVE DETAILS WE'VE BEEN LOOKING FOR? KILL IT! KILL IT WITH FIRE!
NO, MAK! NOOOOO!
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Captain Crutches
Nexus Marines
105
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Posted - 2014.05.10 17:05:00 -
[30] - Quote
CCP MC Peanut is so new he's still in an NPC corp - and a primarily Eve-side one at that!
Get this man in corp, CCP, you need more posters like him!
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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