HUD Feedback Thread!

I understand that ui designers are encouraged to keep making changes to ensure there job security but can we atleast keep the changes small and not impact gameplay.
1- " During testing, some players assumed the green light meant the module was ready or available." why are we catering to these people if you play for an hour you know thats not the case.

2-it looks like a mobile game.

3- “we want to bring the HUD closer to the visual quality of the rest of EVE, with more modern interactions, animation that brings the interface to life, and a visual style that feels distinctly EVE.” we want to change something after 20 years to make it seem distinctly eve to new players good one

4- the mini maps other than metro have zero use case

5-the only good change here is consumable slot

6-if you go through with this make it the defualt and allow us to opt out

4 Likes

Are we complaining too much?

Will this be closed soon because of it?

Questions and even more questions :slight_smile:

Iam aware how much ccp employees have played and love this game please one of you with a straight face tell me that this

Is easier for new players to understand than this

21 Likes

“the complexity and fighting UI IS what makes EVE Online worth playing to those die-hard players?” find me a single person saying this.

the new ui changes are as horrible for new players

5 Likes

What you try to say is that people today are dumber than they were 2010?

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Space is already at a premium on a 3440 monitor. Why take up more space when it’s rare enough as it is? ugh,

6 Likes

Maybe not dumber; just not wanting to learn how something works and wanting instant gratification - to which the devs think redesigning the HUD will help retain player numbers, rather than taking the far cheaper option of actually educating it’s players properly

2 Likes

So this is the reason there

are no more 50 page booklets in physical copies(or physical copies at all) of new games? I personally remember buying a new game, laying into the bathtub reading the booklet and the moment i came out i KNEW how the game worked…

Better, much better times… :slight_smile:

1 Like

Here my suggestion list:

1) Flight Path Marker

Flight simulators use a marker showing where the vehicle is actually traveling, regardless of where its nose is pointing.

That would be extremely useful in EVE.

Imagine:

○ direction the ship is facing
⊕ direction the ship is actually moving

With fast frigates, MWDs, and manual orbiting, the difference between those two points could be extremely informative.

2)Transversal information directly on the target

This is probably the improvement I would most like to see.

Today, experienced players often rely on Overview columns such as:

  • angular velocity;
  • transversal;
  • radial velocity;
  • distance.

That carries a significant cognitive cost.

Instead, there could be a small ring around the target:

green → tracking is comfortable
yellow → close to the limit
red → your weapon will probably struggle to track

But the important part would be:

It should be calculated based on the weapons you currently have selected.

So a Megathron with Neutron Blasters and a Muninn would see different information for the same target.

This turns hidden mathematics into intuitive spatial information.

3) Lead indicator for weapons

Space combat games often display a lead pip showing where you should aim to hit a moving target.

4) Visual weapon envelopes

Select your weapon group and the HUD could discreetly show:

0–12 km — optimal
12–25 km — falloff
25 km+ — low effectiveness

Not as giant circles permanently filling the screen, but as a contextual overlay.

Something similar to Homeworld’s tactical overlays, which represent range and spatial relationships directly on the battlefield.

In EVE, this could work for:

  • guns;
  • scrams;
  • points;
  • webs;
  • neuts;
  • smartbombs;
  • ECM;
  • command bursts.

Hold ALT → your envelopes appear.

Release ALT → they disappear.

Obviously, EVE would not suddenly allow weapons to be aimed manually.

But it could display something conceptually similar:

a tracking solution

A small indicator showing whether the target’s relative movement is:

  • within tracking capability;
  • close to the limit;
  • outside it.

It would also be a much more elegant way to teach turret mechanics.

5) Missile approach indicator

Missiles today are mostly represented through visual effects.

Imagine instead:

MISSILES x6
ETA 3.2s

As the volley approaches:

2.1
1.3
0.6

This would be fantastic in PvP.

Especially when deciding whether to:

  • activate ADC;
  • heat a shield booster;
  • overheat a hardener;
  • trigger an MJD;
  • enter Bastion.

6) Tank prediction

CCP already plans to display capacitor gain/loss rate.

I would apply the same philosophy to tank.

Instead of only:

SHIELD 48%

show:

48%
▼ -3.8%/s

And optionally:

EST. BREAK: 12s

It would not have to be perfectly mathematically accurate.

It could simply estimate based on the previous few seconds.

That answers a much more important question:

Is my tank stabilizing or collapsing?

7) Capacitor prediction

They are already moving in this direction.

But they could display something even more useful:

CAP 38%
-14 GJ/s
EMPTY IN 42s

Or:

STABLE @ 31%

That would reduce some of the dependence on external tools and fitting simulations when reasoning about capacitor behavior.

8) Tactical Overlay levels

Homeworld allowed players to choose different levels of tactical abstraction.

EVE could have something similar:

Tactical Overlay 0 — Cinematic

Ships only.

Tactical Overlay 1 — Pilot

Targets + brackets.

Tactical Overlay 2 — Combat

Ranges + vectors + EWAR.

Tactical Overlay 3 — Command

Fleet members + anchors + broadcasts + objectives.

This could address one of EVE’s oldest tensions:

beautiful screenshots versus having enough information for serious PvP.

8) Visual target hierarchy

Instead of every locked target appearing equally important:

:star: Primary
◆ Secondary
⬡ Logistics
:high_voltage: EWAR
● Tackle

The FC could assign these roles and have the information propagate through the fleet.

Essentially, it would be a much more spatial version of the existing broadcast system.

9) Better off-screen target indicators

Targets outside the camera could display an arrow at the edge of the screen.

But with useful information:

ORTHRUS
27 km
↗
+2.4 km/s

That would let you understand the battle without constantly rotating the camera.

10) Contextual HUD modes

Potentially the most important change.

The HUD should understand the context of the ship you are flying.

Mining ship:

Ore hold
Laser cycles
Asteroid remaining estimate

Logistics:

Watchlist
Incoming reps
Cap chain

Interdictor:

Bubble cooldown
Bubble range

Explorer:

Probe scanner
D-scan
Signature information

Capital:

Fighter squadrons
Jump fatigue
Fuel

In other words:

There is no single ideal EVE HUD for every ship.

7 Likes

I’m happy to see that screen real estate is being taken into consideration, luckily some of us still have 10/10 eyesight and prefer information density over element spacing, and from the preview on the dev blog those buttons are a little too big and spaced around.
Why don’t you just give us some other global UI scaling options below 90%? I’m using that and would like something smaller still.

Aside from that concern the rest of the proposed HUD looks quite solid to me, the only other issue I was thinking about is that the proportional HP bars make it harder to see what % of a certain tank am I at. This is a problem if I’m running a passive shield regen fit where I want to be above 25% due to how shield regen works

1 Like

You KNOW this is a lie… :slight_smile: the average player of the game is 45 years :slight_smile:

3 Likes

hate it.

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the update or my remark :stuck_out_tongue:

the new hud

2 Likes

Please make the 3 slices of HP sizes according to real EHP of the fit. So Hull tanks get bigger slice for hull etc etc. Also they should change in real time if you activate hardeners or similar. Thanks!

2 Likes

Looks great! The scaling HP bars and booster chutes are the highlights for me.

One nitpick is that the entire thing is kinda bright, especially the capacitor indicator. Hopefully you can add a low contrast/night mode switch

for the love of god please dont let it happen.

it dont look like eve anymore. just like xyzballspacegachagame925

6 Likes

Looks like a good direction into more intuitive UI. This will break some highly optimized setups when players drag icons around for more convenient hotkeys, but keeping modules aligned to slot type also makes sense.

My main complaint is about capacitor delta bar size - it’s too small and hard to read, especially compared to bright capacitor core.

At first glance this looks like WAY too much change, it’s revolution not evolution to change literally EVERYTHING. The capacitor change looks really hard to read vs current. I don’t understand the explanation of the new overloading or how to read the heat (though yes the current tiny little slice at the top of a module is too small and error prone to click on). The mini-map doesn’t seem to add anything (a 2D map for 3D space)

11 Likes

Simplicity, and grouping of critical elements are CORE COMPONENTS OF A GOOD UI.

They are close together so your eyes don’t have to jump around to different parts of the screen to get the information you need from the UI.

The circle system (or, 66% of a circle) in lieu of a flat bar to show shield/armor/hull points is certainly a style aspect of eve… but that is a bigger topic than just the circle that the player sees for their ship – the targeting UI and watch list UI also needs to be involved.

The main reason why all 3 circular bars for shield/armor/hull are equal in size is for parity of targeting – you see what the enemy (or allies) targeting you is able to see about you.

And that is important information that needs to be kept in mind by the UI designers. Changing one but not the other means that there is a disconnect. Now, that disconnect may not be a bad thing, but it is something that needs to be kept in mind by the UI designers.

Also, make sure that the point values and % numbers are available on the UI. The current UI has a nice spot next to them with the remaining % and the fractional values, and while I would generally prefer that to be overlaid (centered) on the 2/3-circle bars, it works well enough with them next to them. More options are helpful, and that includes options for levels of redundancy as several ship-combat activities can be stressful, and having that information easily available in multiple (even if adjacent) locations can be handy for the pilot trying to find something amidst panic.

Another point worth considering – the passive regen rate for shield and capacitor is not linear, and the regions of that region based on current amount would be a potentially useful addition to the UI.

Second topic: colors. More options to adjust colors/brightness of UI elements, and adjust the outer points of the gradient scales. The probe scan window specifically is a peve of mine, the dark reds of the <25% sig scanned portion are very rough on those with red/green color blindness. Options to address that (preferably as a config file where html color codes can be set) would be fantastic, and implemented as a standard format such that all of the UI elements could be adjusted in a similar fashion using the same process.

Next topic: the on-grid entity map – I am very much looking forward to this one, but I also see how it will take 3-4 iterations before it becomes genuinely useful in nearly all situations, as opposed to situational as the info provided can turn to gibberish when numbers of entities on grid get large.

First and foremost – Iconography to match the overview. This includes ship size, color (white/red/purple/etc.). Blips on a circle only does so much, and having the overview match this map will be key for it to be a useful addition. This also includes options to sync with the selected overview configuration (similar to directional scan). Also, being able to ctrl+click on objects from this map to initiate target locking.

Second – larger ships, LCO’s, station/gates, and gas clouds. Handling these larger objects, some of which do not have collision/bumpling, will be important in making the UI readable without being a jumbled mess of overlapping gibberish. There are multiple ways to do this… and I expect that the UI team will need to do SEVERAL and allow the player to adjust as necessary. Expanding the icon to reflect the size works well enough for most capitol ships, as well as stargates, ore, etc. where things can bump. It does not work so well for gas clouds or other spacial phenomena where one or multiple ships can fly into/through. Other options include a uniform-sized overview icon centered on a true-sized splotch outline of the space the object takes up (or circle, as the case generally is for Eve)

I can see that map being very useful for the Abyss, as well as mission running.

As for the other changes listed… I’ll wait for them to have a bit more time in the oven before harping on them. Not sure how useful it would be to call something half baked when it is in the oven, and the timer shows that it is supposed to be half baked at this point in time.

For now, the broad strokes and UI design intent should be the focus.

Make the HUD layouts (and other configs) exportable in a .html or other text file that could be imported and exported via the escape->options menu.

Perhaps leverage the Eve Launcher to have a file directory where these could be stored.

Ideally, this could be HUD layout (and color settings), and also overview settings, fleet configuration, and other player-configurable aspects of the game. Make it very easy to export an existing setting, as well as easy to import from a text file.

This is important, and goes beyond the scale of the HUD. Look at the Overview settings, for example. Even importing them within Eve is a pain and takes multiple steps as the overview import/export tools are quite lacking… it should only ever take one step to import a list of configuration settings.

I would also add that new ship types, NPC types, etc. be automatically added to be viewed by the overview, instead of added to the list and unselected. The default settings should be opting in for those new things added to the overview, and not the other way around.

Especially for newer players, “hey, something isn’t on my overview and shooting at me! wtf!” is a huge issue. And the answer to that being “yea there’s a new ship/npc/etc. this patch, you probably want to manually add them to your overview so they don’t kill you” does not make the player feel any better about what just happened.

3 Likes