Pages: 1 [2] 3 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4514
|
Posted - 2013.06.24 13:32:00 -
[31] - Quote
At the very least, all 4 directions should be on the minimap. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
969
|
Posted - 2013.06.24 13:57:00 -
[32] - Quote
I'm not sure if it's "in-game" per se, but I guess technically everything after the patch screen is "in-game".
Any stat that can be modified by a skill/item or is relevant to gameplay should be displayed on the fitting screen.: Most recently, we've "lost" data from our fitting screen in the form of damage modifiers (though they weren't displaying the modifiers with penalties). This means that stats like "shield delays" which can be modified by Regulators, Damage modifiers, hack speed modifier, etc. If it's part of our fitting, and if things can change it - it should be present on our sidebar in the fitting screen.
There's no reason we shouldn't have all this available. You shouldn't need to have a calculator to figure out what's happening to stats between multiple skills and your equipment.
Improve the module/item swapping comparison display:
Currently, "some" items will turn some numbers green/etc. to indicate that slotting the item will improve a given stat. This isn't universal however. Other items that add a raw bonus either won't actually show the changed value till it's equipped or a value without skill mods is shown.
I'd suggest making the better/worse color indicators bolder in color, always visible for any stat change, and consider adding an up or down colored arrow in the margin of the sidebar (left or right) to indicate the value is improving or declining with a highlighted module.
... feel free to clean these suggestions up, it's just something bothers me personally. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4611
|
Posted - 2013.06.29 09:55:00 -
[33] - Quote
Anyone have a good idea of how enemy info should be displayed better when you aim at them? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4887
|
Posted - 2013.07.14 08:11:00 -
[34] - Quote
At the very least we should have ll 4 directions on the minimap |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4997
|
Posted - 2013.07.16 06:47:00 -
[35] - Quote
Renamed thread to be more clear |
Gaelon Thrace
DUST University Ivy League
49
|
Posted - 2013.07.16 07:44:00 -
[36] - Quote
+1 I agree with everything in the OP.
I like this for the compass. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5005
|
Posted - 2013.07.16 08:19:00 -
[37] - Quote
Gaelon Thrace wrote:+1 I agree with everything in the OP. I like this for the compass. I made that forever ago, how did you find it? |
Flawless Mirage
Valhalla Gardains
13
|
Posted - 2013.07.16 08:42:00 -
[38] - Quote
Everyone here actually has great ideas.... its a pleasant surprise ^_^ |
Gaelon Thrace
DUST University Ivy League
51
|
Posted - 2013.07.16 09:19:00 -
[39] - Quote
KAGEHOSHI Horned Wolf wrote: I made that forever ago, how did you find it?
Googling screenshots so I could make the following incredibad edits.
KAGEHOSHI Horned Wolf wrote:Anyone have a good idea of how enemy info should be displayed better when you aim at them? Let me know what you think of these horribly lazy mockups.
ADS Enemy Info Display
Hipfire Enemy Info Display
Maybe someone who knows what they're doing can make a better version and include the desired squad info in the space available on the bottom right where the ammo display use to be. I haven't taken the time to look at other weapon types and see if this configuration would work universally or if slight adjustments might have to be made. |
Arkena Wyrnspire
Turalyon Plus
1993
|
Posted - 2013.07.16 09:23:00 -
[40] - Quote
Gaelon Thrace wrote:KAGEHOSHI Horned Wolf wrote: I made that forever ago, how did you find it?
Googling screenshots so I could make the following incredibad edits. KAGEHOSHI Horned Wolf wrote:Anyone have a good idea of how enemy info should be displayed better when you aim at them? Let me know what you think of these horribly lazy mockups. ADS Enemy Info DisplayHipfire Enemy Info DisplayMaybe someone who knows what they're doing can make a better version and include the desired squad info in the space available on the bottom right where the ammo display use to be. I haven't taken the time to look at other weapon types and see if this configuration would work universally or if slight adjustments might have to be made.
That's quite a good mock up actually. |
|
Gaelon Thrace
DUST University Ivy League
52
|
Posted - 2013.07.16 09:33:00 -
[41] - Quote
Arkena Wyrnspire wrote:That's quite a good mock up actually. Thanks! I might go back and try to add in the compass and the squad info later.
|
Charlie 'Chaplin' Pennock
Ultramarine Corp
15
|
Posted - 2013.07.16 10:23:00 -
[42] - Quote
Not sure if this has been mentioned, but I'd like to see an indicator for orbitals that stays on my screen. There's been a few times I forgot I had one. |
Gaelon Thrace
DUST University Ivy League
53
|
Posted - 2013.07.16 11:02:00 -
[43] - Quote
Updated links with compass and squad list. |
Arc-08
Horizons' Edge Orion Empire
20
|
Posted - 2013.07.16 13:16:00 -
[44] - Quote
CCP update the TACNET give us more detailed enemy player info that shows up right next to his head, don't put it on top put it next to him, name on the top details on the side. make active scanners connect to the tacnet and give it what kagehoshi said for squad, but for the enemies. This enemy has a nanite injector and a duvolle this one has a rep tool a gek and a nanohive.
right now all the tacnet is used for is at the end of the battle the announcer lady says somethin like game over shutting of tacnet display. and that's it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5028
|
Posted - 2013.07.16 15:31:00 -
[45] - Quote
Gaelon Thrace wrote:Updated links with compass and squad list. Amazing, this is going in the OP |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5028
|
Posted - 2013.07.16 15:31:00 -
[46] - Quote
Charlie 'Chaplin' Pennock wrote:Not sure if this has been mentioned, but I'd like to see an indicator for orbitals that stays on my screen. There's been a few times I forgot I had one. Going to add this to the OP |
Gaelon Thrace
DUST University Ivy League
55
|
Posted - 2013.07.16 22:31:00 -
[47] - Quote
Bump for Dev attention. These aren't just cosmetic changes we're suggesting. These are things that could actually improve overall gameplay experience. |
Spirit Charm
New Eden's Most Wanted Top Men.
18
|
Posted - 2013.07.16 22:53:00 -
[48] - Quote
Yes to this yes to all of it and yes to you making more things like this +1 |
Mobius Wyvern
BetaMax. CRONOS.
2536
|
Posted - 2013.07.17 01:48:00 -
[49] - Quote
KAGEHOSHI Horned Wolf wrote:Information display in Dust battles can be greatly improved in many ways, and allow players to assess both the battlefield and their assets better. Here are some ideas to improve it. [Weapon information] Ammo numbers floating next to the gun: (much like this), its a more direct way of information display.
An overheat bat can also be displayed with augmented reality much like my ammo display proposal.
Charge circle in reticle: right now we have to take our eyes off the target to be able to view the charge level, this is a flawed ddesign. Having the charge right on the reticle like it was before would be better.
[Communication] New messages in the team or squad text chat should be shown on the HUD (suggested by Sebrone Jamleux). If not, then there should be a notification of some kind on the side of the screen that tells you that there are new text messages.
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 heads so you can visually see who is talking.
Allow us to put custom text (with editable quickdraw list) displayed above our characters' heads while in War Barge or while in the battle (suggested by Robert JD Niewiadomski).
[Team info] Squad list: with replacing the ammo meter with floating numbers, this frees up the lower right to have a squad list. The squad list should show the WP of each squad member, total squad WP, squad health, a skull and crossbones if the squad member is dead, a vehicle symbol if they're in a vehicle, and a symbol for the squad leader.
Squad leaders should have a special yellow chevron over their head visible to the squadmates, and special map icon to make it easy to follow them.
An indicator for orbitals that stays on the screen until the is used (suggested by Charlie 'Chaplin' Pennock).
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.
[Dropsuit Identification] Different chevrons for different frame sizes: light dropsuits should be represented by the current chevron, the medium dropsuits should be represented by double chevrons (kind of like this), and heavies should have 3 chevrons.
On the minimap dropsuit frame size: light dropsuits should be represented with a small dot, medium dropsuits should be represented with a small dot with a ring around it, and a heavy will be represented by a small dot with 2 rings around it.
[Sight and scope features] Distance readings: this feature would be great for giving precise distances to teammates to describe your distance from something, or how far away a vehicle may be.
[Minnimap/Map] Minimap needs a slight change. The N,W,E,S should all be included (Heidoukan's suggestion).
Add grids on the maps, and label the grid coordinates when you hover the map cursor over a region of the map.
Add structure outlines to minimap (suggested by Robert JD Niewiadomski).
[Equipment] A number next to friendly nanohives and drop uplinks that represent how many spawns/resupply nanites they have left.
A notification (similar to when you earn WP, or replenish ammo ammo) that tells you when your deployed equipment is destroyed (kind of based on Heidoukan's suggestion).
Have the equipment that you deployed appear as a different color to know which ones are yours (Heidoukan's suggestion).
Image of what it might look like:Thank you for reading, the suggestions of others are also welcomed. So, kind of like how the HUD is handled in Ghost Recon Future Soldier?
I ******* love it. I'd give more than one Like if I had alts. |
SponkSponkSponk
The Southern Legion RISE of LEGION
95
|
Posted - 2013.07.17 02:09:00 -
[50] - Quote
+1 for not having to glance at the bottom right of my screen to see whether I'm going to overheat or not. |
|
Ansiiis The Trustworthy
WE ARE LEGENDS
125
|
Posted - 2013.07.17 02:29:00 -
[51] - Quote
I love all ideas besides the ammo near your gun. It would block your view. And do people really look at ammo in the middle of firefights?
I especially like the idea of direction pointers on the minimap. Keep up the ideas - they're great.
Mobious, don't reply to OP, especially when it's a long post. |
Jathniel
G I A N T EoN.
666
|
Posted - 2013.07.17 03:35:00 -
[52] - Quote
Yes, yes, yes, and yes. +1 OP
The phrase is cliche but fk it, "CCP, give this man a job."
Have you considered presenting this to some of the CPM members? Get their feedback on it, and they could probably shoot it CCP's way for further consideration.
These interface proposals make it minimal, clean, fluid, vibrant, and efficient. You shouldn't need to see data unless it's relevant.
I would like to add that target info, should have a delayed fade out effect, so that after you have wounded a target, you can get an idea of how much HP he has left. Also, in case someone happens to be on the overview map, when someone in their squad says "drop an orbital by me" they can see who "me" is because their name is following their dot on the overview map. Simply put, squad member names should always be displayed on overview map, names of other dots should only appear if they are hovered over. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5039
|
Posted - 2013.07.17 05:50:00 -
[53] - Quote
Added this to the OP
Allied Aim Marking:
medomai grey wrote:I propose a visible line be shown whenever a teammate ADS(aims down sight). This line would reflect where the teammate ADS is aiming and would only be visible to other teammates. This would give non-squad leaders players a tool to communicate. It would also provide info that will help players avoid walking into friendly fire in PC. |
Gaelon Thrace
DUST University Ivy League
56
|
Posted - 2013.07.20 05:37:00 -
[54] - Quote
Any devs care to share what you have planned for the HUD or what specifically is on the backlog? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5067
|
Posted - 2013.07.21 11:19:00 -
[55] - Quote
Gaelon Thrace wrote:Any devs care to share what you have planned for the HUD or what specifically is on the backlog? Aside from the racial HUDs I have no idea, I would love to know as well. |
Vyzion Eyri
The Southern Legion RISE of LEGION
1037
|
Posted - 2013.07.21 11:48:00 -
[56] - Quote
Perhaps for allied aim marking that medomai suggested, that would only be visible to people with a certain module? Personally I think a feature like that is too good to give to everyone. Unless suits had the ability to toggle vision modes, and infra-red showed those markings, but as a result everything else is harder to see/washed out black?
Also, I'd love for the ammo indicator to simply become a big number showing the amount of bullets left in your clip at the bottom right. Max ammo. carried can be a smaller number beside it, separated by a / if needed. The circular clip indicator currently should just become a small linear one underneath these much more prominent numbers.
The overhead rotating compass I think should be something like Skyrim in that it displays where objectives are, and squad orders, if available and you're facing that general direction.
Scrolling location information at the beginning of the game, similar the one in this video (13 seconds in) http://www.youtube.com/watch?v=jzVjggarRns&list=SPFC7B99173F4DC31F&index=13 really just for immersion.
Remove the numerical amounts of shields and armour, replace with a big percentage of current total HP. Shield or armour amounts by themselves could still be displayed underneath this percentage.
Love idea of adding the charge/spool/overheat indicators around the crosshairs. That'd be awesome.
|
DusterBuster
DUST University Ivy League
238
|
Posted - 2013.07.22 14:01:00 -
[57] - Quote
A lot of great ideas in here, some I even overlooked in my own HUD Revamp thread.
+1. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5098
|
Posted - 2013.07.23 08:27:00 -
[58] - Quote
[Other] Scrolling location information at the beginning of the game for immersion, similar the one in this video about 13 seconds in (Vyzion Eyri's suggestion).
[*] Wobbling HUD. Like in the closed beta. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5126
|
Posted - 2013.07.25 11:43:00 -
[59] - Quote
Added:
[Stealth] "Detected" eye symbol: When you are detected on the enemy's TacNet and marked on their minimaps, an eye will appear on the corner of your screen informing you that you have been detected.
pew pew |
Robert JD Niewiadomski
NULLIMPEX INC
385
|
Posted - 2013.07.25 11:48:00 -
[60] - Quote
is there any warning showing a vehicle has been locked by swarm launcher and another showing incoming swarm? The direction could be signaled on damage indicator. Along with the distance to the swarm... Maybe some tracking module for vehicles could add such option? |
|
|
|
|
Pages: 1 [2] 3 4 5 6 :: one page |
First page | Previous page | Next page | Last page |