HUD Feedback Thread!

o7 everyone!

Earlier this month we wrote about upcoming changes to the EVE HUD.

In today’s blog we take a closer look at the proposed design and chat to some devs! We’d love to get your feedback and hear your thoughts. We might be a bit slow to respond, but we’re actively checking out all your comments

We know it’s a big topic, and it’s not something we’re going to just turn on and walk away from. EVE has many different playstyles, and the HUD needs to serve all of them. We’re really excited to work with you all on making this big change!

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(hopefully now it actually allows comments!)

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1st!

Very promising and welcoming changes, will monitor progress!

lol better iconography: By putting a FLASH on a HEAT feature. This makes SOO much sense. The overload status is also very hard to see, even in this sterile graphic.

Overloading is much less visible than now. Stack counter hides damage type on some ammo. Module shortcuts hopefully will be a toggle as I do not need this information at all on my modules, as this only causes more noise, clutter and distraction.

So more cumbersome mouse movements and clicks. Good to know that this will be much less reliable in tidi from now and become just as unreliable as shortcut overheat.

Do I also get this right that we can now lock our modules in the overheat mode and not be able to do anything until we remove the overheat lock? Sounds fun and very intuitive.

Who finds this at all useful? This tiny circle distracts you from the wider interaction field in actual space and is incredibly hard to understand and read. The Tactical Overlay is much better suited to improve situational and spatial awareness than this 2D interface that requires a electron microscope to read.

No, people keep the cargo open to use the boosters BECAUSE this prevents misclicks. You put boosters in the middle of modules, which makes them prone to be misclicked and used when you do not want to use them. Who comes up with this crap?

That could mean moving modules into a vertical layout next to your Overview, using a smaller version of the medallion, or hiding parts of the HUD you do not need.

That I cannot hide the minimap, which has no logical or practical purpose, from the start is already a huge turn-off.

This excessive bloom of the capacitor makes the capacitor really hard to read. I sincerely hope there will be an option to turn of this nuclear fire to see the actual capacitor graphic instead.

Additionally, the current HUD’s capacitor nuggets are a lot easier to read and comprehend than the new edgy fields, even if you ignore the nuclear bloom.

Do you just move it out of the Medallion or do you actually make it better. Right now, it’s impossible to set a specific speed. Mouse movement does not register at the edges, which means you cannot set very low or very high (but not max) speeds. On my current setup, I can set speed to 2073 and 2186, but nothing in between as this would be all beyond the current speed gauge’s edge.

So far from just these pictures and the provided explanations about the new HUD, I am less than whelmed. It gets harder to read, harder to use, more cumbersome to use, introduces more error potential.

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Love all the incoming HUD changes, but what if… the complexity and fighting UI IS what makes EVE Online worth playing to those die-hard players? A kind of elite club of those who climbed the learning curve cliff? Remove the cliff and you take all the fun from them and lose players.

Don’t get me wrong, I think the frictionless UI is what makes a pleasure to play the game and not some kind of penance. But the improvements could be received as an attempt to dumb EVE down.

I hope not ofc.

Yeah nice ui for hull tank ships…

The bars will expand relative to each layer’s HP. So a hull-tanked ship would have narrow bars for shield and armour, and more accurately represent the fraction of your tank that is in hull. It’s not mentioned in this dev blog, but it’s what they talked about last time they mentioned this change, and it makes no sense to have removed that portion of it, neither for armour nor hull tanks.

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That would be nice.

Most of this looks good to me, though I echo the sentiment that the excessive bloom and the fact that the capacitor no longer fills up radially but “fills in” instead make it less readable. I alsoa gree that being able to hide, at the very least the new elements, right off the bat should be a core feature rather than a “later, we promise!” feature.

2 other things I’d really like to see addressed here: Please let me reactivate a deactivated module! It sucks when you accidentally turn off the wrong module and then have to wait for it to finish cycling to then reactivate it again like 3-4 ticks later after the UI has finally processed that the module is off and you’re allowed to activate it again. Also please do something about the… navigation/objective/random stuff UI on the left side of the screen. Let me move stuff out of here, it takes up SO MUCH vertical space on the screen and the fact that it can’t be brought to the front and also randomly changes size makes it very difficult to arrange the rest of the UI around it. For example I want my local chat stretched out on the left side of my screen, but if I make it too tall then it starts blocking mission objectives, site status, etc.

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New HUD feels larger and more cluthered.
Different sizes for armor, shield and structure on 1 bar feels less visible.
Speed on the side is is annoying and takes up more space, do understand the adding of a + or - speed increase button, tho I’d likely not use it.
Capacitor circle looks more packed and the bloom on last picture makes me wonder how well it will be able to be read.
Capacitor usage is fine so long as its toggleable, i dont need to see it always.
Overheat heat indictor same as hp indicator, smaller makes me feel its less visible.
Safety button, leave it as old, yes new players may not recognise it as a button but personally i feel it should be that way to shield new players from the other settings till the game or other players inform the new player of its function.
Module changes, I personally wish the active and overload didnt use white as the cycling circle, current module of circling around already made me wonder status of weapon in lighter background systems, mostly caldari space, i think another colour, or potentially some counter colour as background to highlight it would help this issue.
Overheating modules, currently from pictures it feels like an entire rack only, so no specific modules, I am sure this will change but the philosiphy behind it, moving it off the module itself, is not a good way to step into the issue, i feel a 1/4 covering of left or right side of module with a flame or red lightning you used would work better is is clearer than a red lightning icon to the right of capacitor, feel many new players will be like “okay so to get more cap i press this button?”
On grid, just keep it as is, around the central bit.
Metro and system map feels like a map and dscan alternative, just there to take up space, I’d get rid of these, the dscan and map are bigger, clearer and more suitable for its intended purpose.
Booster tray… why are you adding world of tanks/warships design into EVE, you only use em once every hour or every 2 depending on booster and skills, this is a big waste of space for something a small inventory thing does, which takes 2 seconds.

So overall, this change feels to negatively impact screen real estate and I will likely only try this for 1 day and then opt out.
Honestly, this should be an opt in, and the design team should conclude from people switching to it if it is liked by players, cause an opt out is just an abuse of peoples laziness to not opt out cause it is harder to do and the design team will just treat people not opting out as success, which is the wrong way to go about things in my opinion.
Sorry for the 1000 word essay it feels like.

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Call me a bittervet, but I’m not impressed by any of these changes, especially the move to the flat UI nonsense. I will be staying on the OldUI until you prise it from my cold dead hands.

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Do I also see this correctly that I soon HAVE TO HAVE the mini map active to be able to see the compass circle that is currently around the HUD? I have to waste space with this stupid mini map in order to see signatures, bookmarks, anomalies and the likes this way from then on?

And you seriously say you keep screen real estate in mind?

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Speed should be horizontal, vertical makes no sense.

Health pools should be static, dynamic UI isn’t good on the long term, creates bad habits, have the ability to make it static. Capacitor should be bigger, so much wasted space. Heat makes no sense where it is, radar is bad.

Icons on the left are way too flat.

I saw the changes, and I think it’s awesome that you’re adding a radar. That’s going to be genuinely useful!

As soon as I saw that the window system is changing too, I immediately wondered: would it be possible to include a native tool that lets multiboxers copy the entire UI layout from one account to all their other accounts?

I actually created an app as a workaround for this, and it does the job pretty well:

However, my app cannot copy the Overview tabs themselves, because those are part of the Overview configuration rather than the window layout. The windows can be moved to the correct positions, but if the Overview tabs are not arranged in the same order on every account, things can still end up mixed up.

Other than that, the app works quite well. But imagine having a native version built directly into the game: you could designate one account as the “main” layout and have that layout automatically copied or synced to all your other accounts, potentially even in real time.

Since you’re already working on this exact area of the UI, this would be an amazing quality-of-life feature for multiboxers. Anyone who multiboxes knows the pain of having your brain melt because one client has a window a few pixels out of place. Then you have to close windows, open the external app, fix the Overview tabs manually, adjust everything again…

Please save us, FC

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Just a simple question : WHY?

and…

Who asked for that?

Your main purpose should be to end multiaccounting(which is a pest) and botting(even more) and griefing and ganking in high(unbearable, because even ONE gank is harrasment in 2026 gaming everywhere else) BEFORE focusing on cosmetics…

Just widen exordium to all of high while keeping(and even expanding) the actual benefits of high(return of kernite and omber and other isogen containing ore) to normal belts like it should be(and was before the error of removing it)…

THIS would be good for the game…simply because it would be the game it once was.

We need to RETURN to 2020 while banning ganking…not everyone likes soul like games(ganking) you know…

Don’t listen to a 25% minority…listen to the 75% that are not interested in pvp…

And stop selling skillpoints everywhere…let people train in real time like eve should be…

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i like old compare list and player info and……

and i dont like long sentence

……i like old eve

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(post deleted by author)

i like the color of new capacitor :sweat_smile:

I do not see one positive change with this redesign yet but I am hopeful with some actual testing things improve. I hope this update has an optional toggle switch in the menu. The new hud taking more space to show the same amount of info is not helpful. I like the classic hud look and don’t really want to see it changed.

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I dislike the consequences of the stacked scaled hitpoints bar.

  • stacked instead of three separate scales means less range of movement and less readability
  • inconsistent angles based on fit means it’s harder to tell when you’re at a third of shield for max regen
  • scaled hitpoints means it’s going to be inconsistent and unintuitive with the design of our targets, who have hitpoints too but won’t be able to show the same scaling

And all of this just to show us redundant information which we already know, because I know my armor is going to be biggest when I fit armor plates and no shield extenders.

Could you consider giving us our old three separate hitpoint bars using the full range back instead?

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