# 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:** 13\
**Page:** 40

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**Author:** ![Starcleric](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/starcleric/32/518422_2.png) [@Starcleric](https://forums.eveonline.com/u/Starcleric)\
**Post date:** [November 12, 2026, 2:28am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/802 "2026-11-12T02:28:52Z")

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One more…

 ![hud3 final](https://global.discourse-cdn.com/eveonline/original/4X/9/1/8/918459aae57005e48888a1843b92a526e0a2d808.jpeg)

The buttons on the left got cleaned up and the dropdown/pop-up menus coming from the view and scanner buttons got moved to underneath the safety button. Look at all the room for other things FCCP could add to that area using this layout. You could even fit a third menu button beneath the scan one.

I also adjusted the proportional health bars the way I mentioned earlier and added a rudimentary sensor overlay. I also colored in some heat damage on the middle rack button to show how it can show heat damage.

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**Author:** ![CPL593H](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpl593h/32/515678_2.png) [@CPL593H](https://forums.eveonline.com/u/CPL593H)\
**Post date:** [November 12, 2026, 2:49am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/803 "2026-11-12T02:49:38Z")

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I still don’t like the new medallion design, Starcleric, but the fact you have produced a lay-out that is way better than the one produced by the devs, and that you did so in a few hours using Paint really says it all.

As the lemon Princess says, we pay the devs to produce nothing. You have produced something.

And we still have the issue that this design choice ensures the health of locked targets and our own will be displayed in a completely different manner. Mind-numbing.

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**Author:** ![Ryldar\_Velrio](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ryldar_velrio/32/518578_2.png) [@Ryldar\_Velrio](https://forums.eveonline.com/u/Ryldar_Velrio)\
**Post date:** [November 12, 2026, 3:13am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/804 "2026-11-12T03:13:55Z")

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UPDATE - The buttons actually turn back on at dock/undock, not just at logout/login. Annoying…

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**Author:** ![The\_StrayDawg](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/the_straydawg/32/518782_2.png) [@The\_StrayDawg](https://forums.eveonline.com/u/The_StrayDawg)\
**Post date:** [November 12, 2026, 6:54am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/805 "2026-11-12T06:54:44Z")

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## **Good:**

- I like the dynamic sizing of the shield/armor/structure bars
- The feedback on state changes for heat and module on/off is really nice!
- The capacitor circle looks way cooler
- The reshuffling of buttons like autopilot is fine and makes sense
- Rack heat indication is way more readable

## **Annoyances:**

- A button to heat all modules/heat a whole rack really has never been useful and got bigger with this hud making it more in the way. IMO it would be better to delete it entirely but making it smaller at least would be nice
- The hitpoints moving counterclockwise made sense under the old UI but I think its kinda confusing now
- Too much space between modules, give me my screen space back
- Really hard to set speed to a specific value, a popup speed number would be nice would mousing over the bar to manually set speed. Also, impossible to tell where the warp threshold speed is now
- The old circle indicator for the safety looked nicer and was easier to locate IMHO

## **Must-Fix for me to adopt the new hud:**

- Speed number too small and badly placed. Its the 3rd most important thing on the hud most times after HP and cap
- Module heat bar is too hard to read at a glance. I don’t know if it needs to be bigger, a different color, or a different shape or all of the above; but the old system was way easier to glance at and determine if I was gonna burn my modules out in the middle of a fight.
- I use shift + keybind to overheat modules. I also use shift as a modifier for a lot of other keybinds. Whenever I press shift with the new UI, it goes into some weird module heat selection mode and I find it REALLY annoying. I do sometimes shift + click to heat modules but the UI changing under me when i’m doing that really throws me off and I don’t think is really instructive to anyone. Plus, its really confusing as far as what state the modules are in when i’m trying to use unrelated hotkeys that also use shift as a modifier.

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**Author:** ![Dyver\_Phycad](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/dyver_phycad/32/358575_2.png) [@Dyver\_Phycad](https://forums.eveonline.com/u/Dyver_Phycad)\
**Post date:** [November 12, 2026, 8:04am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/806 "2026-11-12T08:04:13Z")

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Just really noticed the UI sounds for module activation for the first time and I am already massively turned off and confused. They sound like warnings, especially the activation sound. This is absolutely NOT helpful in any way imaginable.

The weapon activation sound is just ridiculous. It makes no sense that activating an MWD sounds like I will now commit a war crime, but the gun activation sounds like joining a pool party.

Yes, apparently this is sounds for high, low, mid slots and not module type. It makes no sense, however, that offensive modules sound joyful, while modules for my ship only sound like trespassing alerts, all the while low slots sound like a ramping-up MWD. This is exhilarating.

The delayed reduction of the HP bars upon damage is also extremely confusing and unintuitive. It takes a tick for the red to fully appear, which gives away the impression that you still have more HP than you really do.

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**Author:** ![MILINT\_ARC\_Trooper](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/milint_arc_trooper/32/475857_2.png) [@MILINT\_ARC\_Trooper](https://forums.eveonline.com/u/MILINT_ARC_Trooper)\
**Post date:** [November 12, 2026, 9:24am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/807 "2026-11-12T09:24:02Z")

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I noticed a weird problem with the sounds…its a weird ascending high pitch noise.

Now from what I can tell it might help people who are color blind to audio-cue on the module activation.

However, there are some of us who have some sort of “audio-blindness” due to various problems. Where the sounds don’t really work even with proper situations. The sounds seem way too muffled for players. Other times its too high pitched…and for some of the older players…depending on their work background your brain can’t register or auto-tunes it out.

I know this might be outside of the purview of the feedback. But if they are going to use audio ques…they need to be distinct and maybe match weapons or modules?

Because alot of this stuff sounds very similar or is very hard to distinguish in certain situations.

The button switch system…seems to be built for TIDI…but it doesn’t work for alot of button smashing lots of hang time and problems from what I can tell…in non-TIDI…rapid APM inputs.

And the bars do indicate logi and rep…but it feels very unpleasant to use in most situations with the proportional system. Making it hard to ID either passive or active rep.

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**Author:** ![Ashriel\_Vaille](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ashriel_vaille/32/518399_2.png) [@Ashriel\_Vaille](https://forums.eveonline.com/u/Ashriel_Vaille)\
**Post date:** [November 12, 2026, 10:45am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/808 "2026-11-12T10:45:03Z")

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Even with the issues previously mentioned, I decided to switch all my characters to the new HUD and just spend some time using it, see if I could get used to the changes and play around the drawbacks.

**However**. Module state _insanity_. Not only does module state become ambiguous after jumping a gate or splashing a wormhole, which is bad enough (am I preheated in gatecloak? I dunno.), but they don’t even remain sane during _normal use_.

Example: Heat the MWD. Little tick on the left grows and turns red, _good, overheated_.

Turn on MWD, wider, red indicator moves to the top, _good, overheated and activated_.

Turn off the MWD. Red indicator shrinks back to a small white box on the left. _ **Bad. Module is still overheated, but indication is gone** _.

Turn on MWD. Small white box moves to the top. _ **Bad. Module is actively burning up, indication is not present** _.

_Nobody_ tested this. Not one person took it out and actually used it _to play the game_. Clicking things on and off while making a video doesn’t count. Testing requires actual use.

There is potential here, there are things that I like, but good luck convincing me that the current iteration wasn’t vibe coded by the same intern that always gets the coffee order wrong.

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**Author:** ![Darul\_Naki](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/darul_naki/32/516348_2.png) [@Darul\_Naki](https://forums.eveonline.com/u/Darul_Naki)\
**Post date:** [November 12, 2026, 11:10am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/809 "2026-11-12T11:10:50Z")

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Hi there, just my two cents on the overall “mood” of it, 'cause with this new HUD, I feel like we’re losing some of EVE’s unique charm.

For instance, the old capacitor’s circular design did a much better job of conveying a sense of energy, with its glowing diodes and their slow, subtle pulsing. It really felt like something warm, alive, and charged with energy.

I’m also having a hard time getting used to the very thick, bright white arcs representing the shield, armor, and hull. These elements stand out far too much, to the point of creating visual clutter that clashes with the beautifully balanced colors of the space environments and objects.

Don’t know if intentional or still a work in progress, but the sensor overlay seems to have disappeared. I found that outer ring genuinely useful, while remaining subtle and nicely integrated into the HUD.

Actually, there’s something about the cockpits and control panels in classic science fiction movies that’s worth preserving, if I may draw a parallel. They often have a slightly vintage, lived-in quality, with physical switches, glowing indicators, and instruments that feel like they actually belong to the ship. Decades later, that aesthetic still works because it gives the technology character, depth, and a sense of authenticity. EVE’s legacy HUD had a little of that same spirit, and seeing it disappear in the name of modern UI trends would be somewhat regrettable.

The legacy HUD certainly needed a refresh. I’m not questioning the devs’ intentions, and it’s true that those tiny, embossed, circular buttons were clearly showing their age, while some elements could have been slightly optimized and repositioned.

But the new HUD is really… really massive.

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**Author:** ![Tharshe\_Bloes](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/tharshe_bloes/32/491277_2.png) [@Tharshe\_Bloes](https://forums.eveonline.com/u/Tharshe_Bloes)\
**Post date:** [November 12, 2026, 1:50pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/810 "2026-11-12T13:50:24Z")

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I had the opportunity to try the new HUD last night.  
I like it fine, better than old one. I don’t have any criticism. It’s all good.

Just one thing: I couldn’t find the Sensor Overlay and figured they got rid of it. I can get that info on the map so no worries.

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**Author:** ![Thor\_Knight](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/thor_knight/32/518821_2.png) [@Thor\_Knight](https://forums.eveonline.com/u/Thor_Knight)\
**Post date:** [November 12, 2026, 2:22pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/811 "2026-11-12T14:22:32Z")

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**All in all, it’s good.**

The new HUD is well designed. The ship’s speed should be displayed more clearly, ideally above the HUD. Active modules are visually indicated, but their state could be made clearer.

The tank display could be structured more cleanly, though it is useful because it shows the ratio.

The module countdown and damage indicators are nice. However, when a module is **overheated** , it should be much more clearly visible.

gz

Thro Knight

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**Author:** ![Nemre\_en\_Divalone](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nemre_en_divalone/32/505602_2.png) [@Nemre\_en\_Divalone](https://forums.eveonline.com/u/Nemre_en_Divalone)\
**Post date:** [November 12, 2026, 2:45pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/812 "2026-11-12T14:45:18Z")

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**Tactical destroyers mode mixup**

On the new HUD the order is Defensive, Propulsion, Sharpshooter mode. Everywhere (?) else is sharpshooter followed by propulsion, including shortcuts.

**Speed controls**

No warp marker, no tooltips at what values there are on the bar (either percentage or m/s values). The decision to put white/grays speed text on skybox background makes the actual speed very hard to read at a glance. Consider black text with white outline.

**Life bars**

For the lifebars, regardless of tooltip delay configuration the tooltip with actual values and resists should be instant, imo. I only have tooltips slowed down to get rid of annoyances in space, for overlaps, not on large UI elements.

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**Author:** ![Jarvis\_Blackridge](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/jarvis_blackridge/32/502055_2.png) [@Jarvis\_Blackridge](https://forums.eveonline.com/u/Jarvis_Blackridge)\
**Post date:** [November 12, 2026, 3:02pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/813 "2026-11-12T15:02:38Z")

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New HUD is too big - scale it down by 25% as it takes up more room than the current one.

As for the vertical 4 button selection on the right side - move back to the left. It’s going to interfere with module management. Especially with weapons stacking. In certain fleets we need to adjust our stacks based on what we are doing. Or at least give us the ability to chooses which side it sits on. I prefer it on the left. That would include the scan probe circle. IMO nothing should be on the right side except the modules.

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**Author:** ![NaxonCZ](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/naxoncz/32/510544_2.png) [@NaxonCZ](https://forums.eveonline.com/u/NaxonCZ)\
**Post date:** [November 12, 2026, 3:38pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/814 "2026-11-12T15:38:54Z")

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hello got some feedback on the new HUD  
i have to say theres to much dead space between the capacitor and the HP indicator  
and PLEASE add a button or a way to center the medalion in the middle of the screan

[Previous page](https://forums.eveonline.com/t/hud-feedback-thread/517102.md?page=39)
