# HUD Feedback Thread!

**URL:** <https://forums.eveonline.com/t/hud-feedback-thread/517102>\
**Category:** Dev Blogs\
**Tags:** devblog\
**Created:** [August 26, 2026, 2:00pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102 "2026-08-26T14:00:01Z")\
**Posts on this page:** 20\
**Page:** 34

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**Author:** ![Vult\_Skerris](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/vult_skerris/32/516620_2.png) [@Vult\_Skerris](https://forums.eveonline.com/u/Vult_Skerris)\
**Post date:** [November 10, 2026, 5:21pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/682 "2026-11-10T17:21:17Z")

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I desperately want a compact mode for this UI. It takes way too much space. I like my modules compact. Given that most people use keyboard shortcuts to activate stuff the actual icons don’t need to be big. I do however need all my modules to fit in the same amount of space they fit in before the new UI.

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**Author:** ![Gearzy](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gearzy/32/511483_2.png) [@Gearzy](https://forums.eveonline.com/u/Gearzy)\
**Post date:** [November 10, 2026, 5:22pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/683 "2026-11-10T17:22:45Z")

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I’ve used the new HUD. I mean, I like it, some of my lower screen is lost in the top HUD bar (shield, armor, structure) that the old HUD didn’t have and the old HUD was clearer at the lower screen, but I like it. I moved the HUD to the top of the screen to try that out but yeah, no. It went back to lower screen. I loved how the Icons have a countdown timer now when deactivated, I felt like I was at Cape Canaveral during a rocket launch. Overall, I found the new HUD easy to use. I could get used to the new HUD over time.

P.S. When I log off and log into an alt with the new HUD enabled in settings, my screen is completely missing a HUD unless I disable the new HUD. The new HUD can then be re-enabled once the old HUD is back onscreen.

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**Author:** ![Fisti](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/fisti/32/506824_2.png) [@Fisti](https://forums.eveonline.com/u/Fisti)\
**Post date:** [November 10, 2026, 5:29pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/684 "2026-11-10T17:29:32Z")

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So the feature preview. Overall, I like where it is going. Going to keep it simple and quick:

The Hot:

1. More clear looking icons, clearer activation cycle, and time left for deactivation with f. ex bastion

2. Especially like the new cap meter, and its adjoined + / - amount

3. Cleaner look overall, and ships with extra buffer you can clearly see where your hp is. Repair amount is also more clear to see.

The not so hot..

1. I was/am a bit overwhelmed by all the new sounds. Especially gun activation gets annoying when you blap stuff with one shot and move immediately to the next target. I know you can disable these by disabling the secondary interface sounds, but then you also lose some sounds you are already accustomed to. Need separate slider for these new sounds, or a toggle at least.

2. Camera controls, autopilot, probe scanner “pylon”. Let me move at least the latter one and lock it in one single spot instead of it moving further along if I move my ships modules to different spots. Autopilot icon too small, and camera controls need more clicks than before.

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**Author:** ![Benedict\_Socrates](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/benedict_socrates/32/518454_2.png) [@Benedict\_Socrates](https://forums.eveonline.com/u/Benedict_Socrates)\
**Post date:** [November 10, 2026, 5:41pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/685 "2026-11-10T17:41:38Z")

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Here is my feedback on the new hud, so far!

Right off the bat, here are the two biggest issues for me :

1. Harder to tell at a glance whether a module is online or not. This can be an issue in the heat of battle. Wasn’t great either in the original UI but it has become worse rather than improved. I am thinking in particular about active modules that don’t overheat, such as cloaks. The small rotating pip is hard to see over some backdrops in space. A bigger, clearer indicator would be much needed.
2. Size. It may be a me problem, but the spacing in the new layout makes the hud much larger, and my screen doesn’t allow me to fit all the windows I need now. Could there be a solution for this? Reduce spacing? Add the option to reduce spacing? Add a hud scale option? Note that the presence of buttons on the right-hand side of the hud are an issue here since they are being hidden by windows. It might not have mattered as much if my windows were on top if there werent these buttons, as I can stack my passive modules/hidden slots on the right anyways, but these new buttons on the right are for sure inaccessible in my current setup, and the hud is taking a much larger amount of screen space with the same information, leading to loss of screen space (which is at a premium in eve)

Will provide more feedback as I play with it more, there are some positives too

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**Author:** ![Videles\_Silenthunter](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/videles_silenthunter/32/517729_2.png) [@Videles\_Silenthunter](https://forums.eveonline.com/u/Videles_Silenthunter)\
**Post date:** [November 10, 2026, 5:48pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/686 "2026-11-10T17:48:15Z")

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- spacing to big
- different sizes for bars not readable\
- menu on thre right side makes no sense move it left with the safety button
- overheat a single module? how?
- active state not very clear
- capacitor use almost full circle, the padding makes it small for no reason

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**Author:** ![Cataclysmic\_CPU](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cataclysmic_cpu/32/518462_2.png) [@Cataclysmic\_CPU](https://forums.eveonline.com/u/Cataclysmic_CPU)\
**Post date:** [November 10, 2026, 6:01pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/687 "2026-11-10T18:01:57Z")

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I like the idea with the variable tank bars, but please can we have an option for it to be based on EHP. Have options for omni-damage, the different ammo types (E.G. hail, lasers), and a reactive one based on the damage you’re currently taking. Not asking for application of weapon systems based on speed sig etc just damage types as I think raw HP is a very misleading in a lot of situations where resists and reps are what matters more than 2/3rd of your HP being in armor/hull when the t2 resists means your tank is 80% in shield.  
Also why does the heat damage bar take up a third of the cycling bar? I really don’t like that as it feels really cluttered when there’s so much dead space elsewhere.

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**Author:** ![Grimmbaldis\_Stormwolfe](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/grimmbaldis_stormwolfe/32/518641_2.png) [@Grimmbaldis\_Stormwolfe](https://forums.eveonline.com/u/Grimmbaldis_Stormwolfe)\
**Post date:** [November 10, 2026, 6:08pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/688 "2026-11-10T18:08:11Z")

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And why does every button make noise? That’s just stupid.

Spacing is way too large

Overall takes up way too much space.

Did I mention that I really hate all the noise?

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**Author:** ![Kalo\_en\_Chasteaux](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/kalo_en_chasteaux/32/414751_2.png) [@Kalo\_en\_Chasteaux](https://forums.eveonline.com/u/Kalo_en_Chasteaux)\
**Post date:** [November 10, 2026, 6:08pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/689 "2026-11-10T18:08:16Z")

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- Overall, looks pretty good
- Too much spacing between modules (add padding to settings?)
- The animated stripes in the background when a module ammo reloads seem unnecessary and is distracting
- The large number and red background when turning a module off (e.g., MWD) are way too invasive and almost totally hide the underlying module type

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**Author:** ![Nukleanis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nukleanis/32/509697_2.png) [@Nukleanis](https://forums.eveonline.com/u/Nukleanis)\
**Post date:** [November 10, 2026, 6:10pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/690 "2026-11-10T18:10:20Z")

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I was rather looking forward to trying out the new HUD / Medallion, but it has a few issues that I’ll go over.

1. Scanners and probe selection: Why is this on the right beyond all the modules? The more modules are visible / further right then the further this moves away from the rest of the controls. Rather silly.

2. Camera controls: The new UI took the scanning controls and split them into their constituent options (good) and does the opposite with the camera controls (bad). All this does is add clicks and makes camera selection more annoying.

3. Shield / armour / structure readouts: Why wait for the player to mouseover before showing the icon denoting what each of these readouts means? Also, the gaps between segments could do with some antialiasing. All in all it should be rotated 90 degrees clockwise so it’s more reminiscent of a car’s dashboard. The colours of each segment should be editable in the same way neocom icons can be coloured.

4. Autopilot button: Way too small!

5. Overheat controls: You’ve managed to add an extra mouse click in combat… where players need fewer clicks.

6. Capacitor readout: Adding charge / drain to the capacitor readout is an extremely good idea, and whoever came up with it should be given a pay raise. It would be worth moving the charge / drain readout closer to the capacitor readout circle, or making the capacitor readout circle take up more of the room available. It could also be thicker as it’s currently very easy to miss.

7. Ship inventory: An excellent start that needs iteration: The outer track denoting the capacity of the main cargo hold should change depending on the number of holds a ship has. So if a ship has a cargo hold and a fleet hold, the outer track should be split into two halves, each showing a readout of each hold. Like what was done with shield / armour / structure - a single track split into three.

8. Ship speed: I heard it mentioned that during playtesting users of the old medallion thought the speed controls were mistaken for volume controls. This new iteration doesn’t really help shift that perception. The top of the tachometer should show the ship’s max speed (which could be clickable to attain that speed while the bottom should be 0 (again clickable). The actual speed of the ship should be in the middle. The ship’s attainable speed should be a changable tooltip as the cursor moves over the tachometer. And whoever came up with the idea of being able to edit the speed manually? Another pay raise!

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<div class="post-metadata">

**Author:** ![Zenaka\_Baldajani](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zenaka_baldajani/32/518390_2.png) [@Zenaka\_Baldajani](https://forums.eveonline.com/u/Zenaka_Baldajani)\
**Post date:** [November 10, 2026, 6:10pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/691 "2026-11-10T18:10:23Z")

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SETTINGS

- Safety settings accessibility: The safety settings are currently nested within the Utility Buttons. This means that hiding the Utility Buttons also hides access to the safety settings. These should ideally be accessible independently of the Utility Buttons.

SPACING & LAYOUT

- Excessive spacing: There is too much spacing between modules and individual UI elements. The overall layout could benefit from being more compact and better optimized.

- HUD size: The new HUD takes up significantly more screen space than the previous version. This makes it feel bulkier and less space-efficient, especially for players who prefer a more compact interface.

RESOLUTION & UI SCALING

- UI scaling issues: several resolution and scaling issues, some elements don’t seem to scale or display as well as they should.

- Transparency: Several UI elements are too transparent, making certain information harder to read at a glance. Increasing their opacity would improve overall readability.

- Independent HUD scaling: It would be great to have a separate UI scaling option specifically for the HUD, rather than having it entirely dependent on the global UI scaling setting.

- Manual speed input colors: The manual speed input is an excellent addition, but its appearance should respect the player’s selected UI theme. Besides being inconsistent with the rest of the interface, the blue background makes the numbers particularly difficult to read. It should inherit the player’s selected UI colors.

SOUNDS

- Module sound volume control: The new sounds played when activating and deactivating modules are a nice addition. However, their volume is currently tied to the general UI Sound Level setting, meaning players cannot adjust them independently.

- It would make more sense to move these sounds under the existing UI Clicks category or, alternatively, introduce a dedicated volume slider specifically for module activation/deactivation sounds.

- Mining audio should remain completely independent of UI sounds. In particular, the sound of grinding rocks while mining should not be affected by the UI Sound Level setting. It should retain its own volume control, separate from all HUD and UI-related audio.

UI CLARITY & INFORMATION READABILITY

- Proportionally stacked hitpoints: The current proportional stacking of hitpoints does not appear to account for resistances or repairs. As a result, actively tanked ships can be misrepresented, making their actual defensive capabilities much harder to understand at a glance. The visualization should take these factors into account to provide a more accurate representation.

- Ship velocity: The new velocity display is less clear and intuitive than the previous one. The information should be easier to interpret at a glance.

- Speed meter color differentiation: The speed meter currently uses the same color for sub-warp movement and warp speed. These two states should have visually distinct colors to make it immediately obvious which type of movement is active.

- Warp alignment progress: There is no percentage readout showing alignment progress when preparing to enter warp. Adding a percentage indicator would make it much easier to understand how close the ship is to entering warp.

- Offline module icon: The current icon used to represent offline modules is unintuitive and difficult to understand. It doesn’t communicate the module’s status clearly and could benefit from a more recognizable visual indicator.

- Safety badge visibility and accessibility: The safety badge is too small and can be difficult to distinguish against certain backgrounds. Furthermore, its new position moves it away from the center of attention, making it easy to overlook. Its placement also makes interaction less convenient, requiring significantly more mouse movement to access and operate. It should be more prominent and positioned somewhere more accessible.

- Module status visibility: It is now harder to determine at a glance whether a module is online or offline. The visual distinction between these two states needs to be more pronounced and immediately recognizable.

BUGS

- Preheated modules after jumping a gate: If a module is preheated before jumping through a stargate, the new HUD continues to display it as preheated after the jump. However, the module is actually no longer preheated. This creates a discrepancy between what the HUD displays and the module’s actual state.

- Utility Buttons settings reset after undocking: The Utility Buttons visibility setting resets every time after undocking.

- There also appears to be an additional UI bug: even when the buttons are technically disabled in the settings, they remain visible, and it takes two clicks to interact with them or change their state.

AI SLOP\*

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<div class="post-metadata">

**Author:** ![Videles\_Silenthunter](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/videles_silenthunter/32/517729_2.png) [@Videles\_Silenthunter](https://forums.eveonline.com/u/Videles_Silenthunter)\
**Post date:** [November 10, 2026, 6:11pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/692 "2026-11-10T18:11:12Z")

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Actiuve fits don’t have buffer and not readable when you went into hull and gthen regain shield for example.

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**Author:** ![Ovyx\_Tilleren](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ovyx_tilleren/32/518452_2.png) [@Ovyx\_Tilleren](https://forums.eveonline.com/u/Ovyx_Tilleren)\
**Post date:** [November 10, 2026, 6:11pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/693 "2026-11-10T18:11:33Z")

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I was hesitantly hopeful that the new HUD would be useful, and some parts are good, but it doesn’t feel good to use. Here are my thoughts in no particular order.

1. The separate bar holding the solar system map and safety settings should not move when adding or removing modules. It should be put more central, like between the inventory button and the speed meter.  
-Even better if we can customize the layout our selves. Like which buttons are there and where on the HUD the bar is. I don’t use moon probes so why is it on my HUD?
2. The speed meter needs a bit of a rework. For one, your current speed should be bigger and more centralized, not shrunken down and stuffed at the bottom. When you hover your mouse over the meter, it should tell you what your speed will be. Good for speed matching. Right now, I have to guess.
3. The space between modules is way to big. The HUD itself seems way bigger and takes up too much room. I don’t need to be able to fit my entire mouse between modules. The less time you have to move between modules, the better. Speeds up reaction time not to mention saves screen real estate.
4. The overheat mechanism is pretty bad and not intuitive. Old HUD, there was a button right above the module you wanted over heat and you could just click it. Now there is an extra step, why? The heat bar under the module is alright, kind of small. I liked the heat bar wrapping around the module itself better and having the line thicker. Made it easier to tell heat damage better at a glance. The red color indicating heat active needs to be a brighter red, same with the color on the heat taken bar.
5. Rack heat lines are too small and the color should be red not white. Blends in too much, doesn’t stand out. The whole HUD is just white, needs more color differentiation.
6. Speaking of color differentiation, each health bar should be colored differently. It’s all white, which just blends together and is hard to read. Make shield health blue, armor yellow, and hull red or something. Even better, let us customize the colors!
7. The multiple movements on active modules are kind of distracting. The little indicator that moves from left to up and the countdown to module deactivation are all just more noise. I can see the countdown being useful though, just not the red circle closing. Pick one, not both. Again…even better if we can pick it ourselves. -Also, the red countdown circle is the same color as the heat color, it is confusing as to what it really means at first glance.
8. The HP scaling is an interesting idea that I am open to exploring more. I want more in terms of seeing where halfway is or 1/3 is.
9. The inventory button is cool but I personally don’t see myself using it. I already have an inventory window open when flying. It would be more useful if the window remembered where it was open to when last opened. By this, I mean that if I have drugs in cargo but they are halfway down the window, I should be able to click that new button and have the inventory window open to that last spot. Currently, it opens at the top and I have to scroll down to where I want. I hear a specific drug window might be in the works though, so that would be good.
10. I know I keep repeating myself here, but let us choose what window buttons go where. Not everyone wants the inventory button on the HUD, some may want the dscan button there for or the solar system map there or even the market button there. I want max customization.

Lastly, would it be possible to incorporate the warp to, align to, dock, etc. buttons into the new hud. Like at the bottom or to the right of the speed bar?

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<div class="post-metadata">

**Author:** ![Ovyx\_Tilleren](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ovyx_tilleren/32/518452_2.png) [@Ovyx\_Tilleren](https://forums.eveonline.com/u/Ovyx_Tilleren)\
**Post date:** [November 10, 2026, 6:17pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/694 "2026-11-10T18:17:32Z")

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Want to add one more thing that just popped into my head reagarding the new heath bars. Having a semi-transparent overlay on top of the health bar showing booster amount. For example. I have a XALSB, have the boost amount overlaid on the shield health bar so you can see how much you will boost for.

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**Author:** ![Shasokias\_Tour](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/shasokias_tour/32/457393_2.png) [@Shasokias\_Tour](https://forums.eveonline.com/u/Shasokias_Tour)\
**Post date:** [November 10, 2026, 6:21pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/695 "2026-11-10T18:21:14Z")

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oh please, please , turn the sounds off.

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**Author:** ![Zharinth\_Starskeeter](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zharinth_starskeeter/32/496408_2.png) [@Zharinth\_Starskeeter](https://forums.eveonline.com/u/Zharinth_Starskeeter)\
**Post date:** [November 10, 2026, 6:21pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/696 "2026-11-10T18:21:55Z")

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Why do we have uncustomizable bar in 2026? Every aspect should be made modifiable! Want larger icons? Get them. Want thicker outlines - here! You should give players opportunity to create HUD by themselves, like HUD-addons in WoW or other MMOs.

That HUD is lame

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**Author:** ![Kaa\_Nakasaki](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/kaa_nakasaki/32/480746_2.png) [@Kaa\_Nakasaki](https://forums.eveonline.com/u/Kaa_Nakasaki)\
**Post date:** [November 10, 2026, 6:25pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/697 "2026-11-10T18:25:21Z")

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the sounds are not to my liking. are those bound to the “secondary interfaces” audio slider? what else is bound with that slider? could there please be tooltips for the different sliders and what they include?  
no button press animation on pressing buttons. the whole thing also looks flat, might work with excel but eve is so gorgeous in 3d that i call this a regression.  
pictures not being the same size (data vs relic analyzers).  
having to click 2 times vs 1 time to overheat a rack is 1 wasted click.  
capacitor circle could be bigger to fill to the outer hp circle.  
safety button looks also out of theme, can’t quite put my finger on it. was there also not a reasoning for removing the very small overheat sections above old buttons? now there is a teeny tiny safety button.  
besides moving the menue up top can it please be moved freely? my inventory window is now directly over the camera and holds & bays buttons.  
sensor overlay? travolta meme  
everything not mentioned/nagged about is good

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<div class="post-metadata">

**Author:** ![Francie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/francie/32/518466_2.png) [@Francie](https://forums.eveonline.com/u/Francie)\
**Post date:** [November 10, 2026, 6:27pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/698 "2026-11-10T18:27:13Z")

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The HP situation is an absolute downgrade in readability.

- The mortal combat shadowing for recent damage/reps taken reduces readability at a glance,
- The stacking becomes horrific to read at a glance when a lower level of HP type has been taken (eg - I am armour repping but have taken some hull damage)
- The points made in this thread regarding active tanked fits are unacceptable
- In anything that’s not a shield tanked fit the proportion of total damage taken in your main tank type is now harder to read because you need to parse where the arc segments starts as well as ends.
- I haven’t heard anyone comment on how this segmentation interacts with command bursts, but surely when the relevant proportion of your tank changes then that’s even more confusing.

Stacked HP bars are at best unintuitive, and in common situations counterintuitive. I have worked in data visualisation and information design for most of my career. I’m telling you as a professional in this field and someone who has spent a long time playing eve that this concept is not a runner. Other feedback items in the thread here can be improved and iterated upon, but please, listen to the players here on the stacked proportional HP bar. It is not an improvement, it is worse than the current design. The flaw here is at the conceptual level - this cannot be improved with a visual iteration.

If you are dead set on having HP be proportional then a place to start might be keeping the HP in the separated arcs but investigating how you might give them the meaningful pip language the capacitor has.

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<div class="post-metadata">

**Author:** ![Jian\_Mira](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/jian_mira/32/509519_2.png) [@Jian\_Mira](https://forums.eveonline.com/u/Jian_Mira)\
**Post date:** [November 10, 2026, 6:48pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/699 "2026-11-10T18:48:56Z")

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Yep this new HUD is awful, too much empty space between the buttons, why is it so BIG!!!

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<div class="post-metadata">

**Author:** ![Drosera\_Binata](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drosera_binata/32/516991_2.png) [@Drosera\_Binata](https://forums.eveonline.com/u/Drosera_Binata)\
**Post date:** [November 10, 2026, 6:50pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/700 "2026-11-10T18:50:26Z")

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DELETE THE NEW HUD NOW

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<div class="post-metadata">

**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [November 10, 2026, 6:51pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/701 "2026-11-10T18:51:05Z")

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> [@Francie](#):
>
> The HP situation is an absolute downgrade in readability.
> 
> - The mortal combat shadowing for recent damage/reps taken reduces readability at a glance,
> - The stacking becomes horrific to read at a glance when a lower level of HP type has been taken (eg - I am armour repping but have taken some hull damage)
> - The points made in this thread regarding active tanked fits are unacceptable
> - In anything that’s not a shield tanked fit the proportion of total damage taken in your main tank type is now harder to read because you need to parse where the arc segments starts as well as ends.
> - I haven’t heard anyone comment on how this segmentation interacts with command bursts, but surely when the relevant proportion of your tank changes then that’s even more confusing.
> 
> Stacked HP bars are at best unintuitive, and in common situations counterintuitive. I have worked in data visualisation and information design for most of my career. I’m telling you as a professional in this field and someone who has spent a long time playing eve that this concept is not a runner. Other feedback items in the thread here can be improved and iterated upon, but please, listen to the players here on the stacked proportional HP bar. It is not an improvement, it is worse than the current design. The flaw here is at the conceptual level - this cannot be improved with a visual iteration.

I wish I could like this more than once.

I totally agree with everything.

Regarding point 5, the HUD scales with raw hitpoints so command bursts won’t affect it, luckily. If the HUD would scale by effective hitpoints and took resistances into account _ ~~it could have been useful~~ _ you would see your hitpoint sections jump around any time you activate or overheat your hardeners or receive command bursts.

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