HUD Feedback Thread!

You must work for the Angel Cartel. I’d like to see you working for Fenris, wish I owned the company. It would be your salary package I’d be working on.

Actually you don’t. There is a button that says so but many of the features that were pointed out to CCP as being far worse in the new map, have been “updated” in the old map to be the same as the new map, so this negative difference was removed.

Fx the colouring the systems when you see how many kills etc.

1 Like

I also think we need to be able to change the colors or you (FC) need to choose different colors.
For instance the little green bar on modules in the current HUD lights up bright green when i over heat it. I like that, its eye catching. The problem? Its a tiny green bar and thats the easy to miss part.
The new one is even worse some tiny red dots in the 4 corners and a dull red at that. Over heating needs to be in a bright neon-ish color that stands out starkly. Red is fine just not that shade.

Maybe instead make it a circle that oulines the entire module button that lights up. You could even set it up to change colors as a module is damaged. (using the most damaged unit in a group) Neon Green when overheated but not very damaged. Neon Yellow when its at 75%-25%. Neon Red when it goes below 25%.
Same for Rack overheat display. Colors are too dull for me. Make em brighter and maybe even flash when they get too high.

1 Like

see above

This is why i recomment hp based segments like this.
Where the segments represent a given amount of hp like 1000 or 500. Could be a number that you set in settings for better results if you fly different hull sizes.
So its not the bars that change but how many segments you have on them.

hudos

2 Likes

The alpha is a big part of the problem. If they let us adjust alpha (ie set to 100% opaque) of the elements, the current GUI will become a lot faster to read data from.

And I do think giving US the abliity to set colors and alpha is the best option. But FC also needs to pick better default colors, and a better display; 4 little pips is not eye catching enough.

a new HUD design - this appears to be trying to please all of the people all of the time and serve all play styles. I think a more satisfying approach is to decide an absolute minimum for any ship navigation and health ‘reports’. now build/deploy ‘modules’ that can be player selected/sized/positioned according to the role/duty/service required for that ship-type use. Perhaps establish a baseline that assumes a player has a 3/4/6 month regular/frequent exposure to, and use of, EVE. Perhaps a variable coloured translucent ‘display field’ could define the limits of a particular module and its ‘functions’.

Adopting a modular approach in this manner will compartmentalise the various but different data sets that the HUD is being required to display and will also enable a gradual phased/staged deployment of this aspect of the UI while facilitating user feedback between ‘deployed modules’.

some modules that serve different uses/purposes will probably have commonly reported data sets i.e. some ‘overlap’ of data sets between modules will probably occur thus some code re-use will be realised.

Also, possibly, by hovering a mouse over a module/data-set, that info. can temporarily be larger or set larger as desired by user.

So they actually remove features from the UI and maybe, potentially add them back later. This is indeed going to be just like Photon.

I, for one, rely heavily on the numerical display of the SAH to see when I actually have to warp out. If I lose that at a glance information, the HUD is much worse than the existing HUD. Good that CCP confirmed this.

The colour parts were promised when the current GUI (Photon?) was new. So far they have yet to delicer some real options for this. And now we can see in typical CCP failed project style, they drop the failed to finish Photon and start a new. Just this is a part project of Eve Online rather than a full game or other crazy stand alone ideas.

1 Like

Can we get some mining love in the new HUD?

sorry, i’m not feeling this new hud, too bulky and not very clear what we’re looking at, the clarity needs to be instant when designing the hud, i see a mess coming where we’ll have to rearrange things, move things around, and still it won’t be a very good UI, back to the drawing board ccp, it needs to be very similar to what we already have, but with added features, that’s it

3 Likes

THIS IS NOT THE FINAL PRODUCT.. its in early stages.. calm the ■■■■ down.

1 Like

Functional mining HUD options…please.

1 Like

This should, and hopefully will, go the way of the “bong on kill”.

Where some devs thought they had a great idea (devs who don’t play at all or just mine afk) and who saw no issues with it at all not even when we explained it to them. Then it ended up on TQ and within 24h some ACTUAL devs who ACTUALLY play experienced it for the first time, went “wth are you doing” and 86ed it.

This UI doesn’t work for people who actively play.

Devs who designed it, OKed it and tested don’t know what they’re doing, or they do but aren’t listened to. Stop listening to the ones who think this is fine, start listening to the ones who tried to voice their reservations. It has nothing to do with “this is just an early version”, it has to do with “you’re thinking about this all wrong”.

Rethink, start from scratch.

4 Likes

There is currently a setting in the HUD that enables hiding passive modules. I would assume that granularity will still be available.

My bit to add to the conversation is that it will take about 1.687x more brain juice to process the new shield/armor/hull settings. If the standard is enemy ships will maintain the mystery of the old ui (as they should). Im not a fan if that.

By the way, is it just me or does the proportional HP HUD only work for the N+1 passive blob crowd? It’s meaningless and misleading for anything with an active tank.

I wish we can have audio feedback for the UI elements c=

Sometimes when I click on a module to deactivate it, I’m not sure if I have clicked on it and whether it will stay on or deactivate on the next cycle

An optional audio feedback (like a whooshing down sound) can help for when we want to be sure a module we clicked is going to deactivate on the next cycle I think c=

Edit: I just noticed we do have audio feedback, but still maybe more distinguishable sounds like whooshing down or whooshing up sound depending on whether or not a module will be deactivated / activated on the next cycle would be nice x3 :heart:

Thing is they actually also don’t care about making money. They keep making decisions that lower their money.

EDIT Missing word.

I just read the new blog about the new hud, thats all fine and dandy. but why are you showing the old hud without the passive modules not hidden? almost anyone serious about eve hides the passive modules because they serve no purpose, only clutter the HUD. I sure do hope you guys dont actually fly with the passive modules showing do you? seriously? and i hope that there will still be an option to hide them on the new HUD coz if there isnt im going to rage quit faster than chuck norris.