you could “look” at what your shooting and zoom in on it, so you see your ammo hit it.
Works fine in PvE, particularly when orbiting an MTU as your drones do the work. In other situations using “look” messes up your awareness of the battlefield IMO.
The last few times they did “Opt-In” systems…we got Photon. Which still has alot of bugs and problems.
We still have graphical issues…especially dealing with reflections. [You can’t shut off graphical reflections and when you switch graphics levels its automatically at high settings.] (I have games older than some capsuleers that allowed that option by default)
When the game installs…its nearly always instantly to maximum settings, which can cause problems for non-specced machines.
EVE has two…TWO…Nvidia optimization settings options in that app. Never mind it can’t make up its mind between Nvidia and AMD combined GPU function computers.
You have to watch the FPS on the game, sometimes it goes way too fast in some settings.
The Direct X modernization is still up in the air. And buggy.
Still baffled how on my old computer…the skyboxes disappeared for a year. (No resolution…until I had a new computer)
The ingame bug reporter…needs heavy duty rework. So people can directly link screen capture vids or recordings. Showing bugs or problems. The screenshot system is clunky as heck, and sometimes cross snags with things like steam screenshot commands. And sometimes you have to search for a file folder in a weird place to get to the screenshots to then put in the game bug reporter. [How does that make sense]
Then when they started the new graphical changes to ships and structures, it broke so many older features and skins. [All the new Police Skins…seem to have bugs with their lights…that changes from patch to patch…which is concerning.]
Then we have the UI bloat…of current AIR/Opportunities/Agency. I would rather have the Agency refined and modernized…and all the fancy Opportunity/AIR program stuff ported over to that thing. Plus the fact that the Agency sight range has weird issues…where it doesn’t update regularly and gets bugged where you can’t see content in system on the Agency. Or will not show “NEXT Door” inside one jump content. [It massively needs upgrades/updates] Yet opportunities allows you to see for a long distance content…that would normally require movement to get within range. [Make it make sense.]
The new Mining “Scan” was just the old scan system…subtracting the old scan range radius. And holding it to a UI/Keybind. [Oh and if you right click the UI option…it allows you to see the old mining grid scan capacity] Its convoluted to death.
There is a myriad of problems that could have been tackled…and are more frustratingly immersion breaking and User QOL frustrating. (Points to the weird spikes in disconnects)
But we went with a questionable HUD change, that still needs to be baked in the oven. And this situation is raising some serious concerns…on who is the feedback crew for this content. And considering we have had people in this forum, who seem to be always promoting something blindly [I would say religiously dogmatic - “The Devs can do no Wrong!” The Devs are Human they can make mistakes…which is why you need actual customer feedback. ] I am concerned that some of the feedback they are receiving is very echo chamber, or toxic positivity. [I am more concerned about toxic positivity…because its like someone answering yes and highest positive score regardless of realities of a product. We also call that ‘Yes Man’ Syndrome]
I am willing to let Fenris to experiment, and try new things. But, change for change sake isn’t great.
And this HUD change…has been in line with this weird narrow focus group based feedback. That seems to be even more fractional of a percentage of EVEs playerbase. Instead of actually listening to the wider playerbase feedback.
This proportional system was not considered carefully, there are too many things in game that cause this to be thrown out. System Effects/ Boosters/ Fleet Boosts/ Wormhole Effects/ Implants…etc.
Then the same problem flips the other way…where some details like resists etc…are not shown. Which can make it nearly impossible to figure out a fit you are facing.
We could have just rotated the current HUD 90 Degrees and gotten the same options instead of wasting valuable Dev Time. And less headaches for the players…less relearning the HUD etc.
This is a very old independent PC video game HUD from 2003.
Notice the center “RADAR” is 3D?
This don’t look 3D at all. All I can think, looking at them both, is how much the crap from over 20 years ago looks better by comparison. My advice is to pitch the 2D RADAR in the trash. It is too small to be of any use. We have the 3D system maps already.
Just a simple FYI: when you hover over the HP bars, the resistances are ordered alphabetically. We usually see them ordered by EM/Therm/Kin/Explo
One thing I noticed in the AT stream: the heat indicator no longer flashes, or otherwise indicates, that heat status will change at the end of the cycle. At 04:16:06, FC Swift toggles heat on the MWD mid-cycle and the indicator immediately changes but the module is not heated yet. Similarly when he toggles it off a few seconds later, there’s no indication that the game registered the input. Or at least it’s not visible in the video.
current behaviour, for reference - the heat indicator (green arc at the top) flashes if heat status will change

Being able to type set speed is interestingly good. BUT:
5:15 I REALLY hope you adjusted the sorting of resistances in other places accordingly to this change. You changed the standard sorting from EM/Therm/Kin/Explo in the Fitting window, Ship infos, modules etc. to Em/Explo/Kin/Therm in this tooltip. If not adjusted in ALL places that list resistances accordingly, you create HUGE cognitive overload, unstraightforward usage and big inconsistencies.
At 7:10 This shitty side bar moving and jerking around all the time when I want to place a module in a different slot is already really annoying just by looking at it in the video.
8:05 The scanner buttons to the side of the modules where you click around and move the mouse around all the time is SOOOO prone for misclicks and stupid menu mistakes.
8:50 Yes, and this was space efficient and easy to understand and use. You didn’t waste space for a UI item that invites misclicks like nothing else.
9:10 Yes, and the Hamburger at the bottom makes a ton of sense because you don’t click on that crap all the time. What you do click on more regularly is the module grouping button. Now both are close together and introduce yet again misclick potential instead of more ease of use. This makes no sense whatsoever.
10:00 And this Heat toggle is yet another issue for misclicks. If I click on this by accident, all my modules are now locked from activation/deactivation. This is absolutely not helpful.
11:30 These module hitpoint bars are way too thin and dark for “easier to read than the old system”. You can easily miss them and they take up unnecessary space. At the same time, they make it very hard to see when your module heat really hits the fan and you should stop overheating. With the old system, you clearly see that when heat hits the last bar segment as the whole module turns red. These tiny bars remove this clarity completely.
And is it just me or are they really obstructing the module cycle bar around modules? So you placed them on top of another important UI element and think this is a good idea?
The capacitor lost its stupid bloom but it is still way harder to read than the old system. The sub divisions are too small, not well enough separated from one another and the color gradient is poor.
13:20 Whether the client registered the click on a module will be fun to see in CCP’s prime gameplay look Tidi Lagfests.
14:00 The cap stability gauge is interesting. However, if you talk about that it shows you when you are sorta in equilibrium, it should actually do that in the UI. Right now, you don’t see that unless you understand that no color bars means that. Considering that you design this HUD for “challenged players”, the lack of an indicator that you are at equilibrium is not ideal. IF they do not see a color bar, they won’t even notice this gauge as it’s drowning on the darkness of the medallion. A simple yellow dot between the two bars would show that info clearly.
These bars should also be wider so that it’s easier to mouse-hover for the tooltips. These bars should also tell you why you are capstable with small icons. A small flash for standard cap stability without active mods, a battery to show that you are only cap stable because of the running cap booster or cap transfer.
23:30 the stark contrast between the new and old hud in terms of wasted space is crass.
So, 2 interesting and good-ish points, but the majority is poor. Absolutely not a fan still.
@CCP_Swift @CCP_Fozzie & Hotpepper,
No. This is not scary it is ignorant. I just renewed my omega for this month, but I think when it ends and I will return to alpha. After the 30 days, no more pesos from me.
I don’t get scared, I simply say enough is enough. I hope you all love your HUD, maybe you should marry it. This is something every simple man knows, never change things that work.
Adios!
I just returned to alpha, partly out of frustration at the time wasted on this ill-conceived HUD project. If I’m forced to use it at some point, I can’t see me logging in at all.
And no, you can’t have my stuff. I’ll have a fire sale then donate the proceeds to Plex for Good, assuming that hasn’t been “upgraded” into a dev tip jar.
I’m very interested to know the role of the CSM in all this, and given the time of year I’m hoping CSM members are reading these forums. Earlier posts indicated HUD changes incorporated feedback from (players via) CSM, but how did this actually go down?
Were you told the HUD would be changing, or were you asked at any point if changing the HUD seemed like a good idea.
What was the consensus, if any, of the CSM when it was clear a HUD change would be happening? Did anyone point out there are many, many development areas that the players care more about than the HUD?
Thank you in advance.
That is a rather important question.
Because the feedback for this…seems very skewed when alot of people are not happy with this and this forum and elsewhere have been pretty honest and direct on their points.
I guess it’s pointless to ask a question of the devs here since they never respond, but just on the off-chance:
Currently targeted enemies are displayed using the capacitor medallion and hull/armor/shield circular segments. If the HUD change goes through as planned, this leads to two options:
- Enemy “health” will be displayed in a manner completely different to ours, which is a terrible idea, particularly for new players; or:
- Targeted enemies will be represented by the same flat colors as our own HUD, which is a terrible idea for anyone since it’ll look hideous.
Sorry if I missed it, but which way are we going on this? Awfully inconsistent or consistently awful?
Good question.
We should also add that if the enemies tank does look like ours then this is giving away intel which could normally only be obtained with a ship scanner.
So either it will differ or it gives away intel.
Quite so. This doesn’t seem to have been thought through.
Yes this is a real concern which has been raised already.
(Btw, surely you don’t mean that we see the enemy’s capacitor status? I’m new, but I like to think I’d have noticed that.)
No, you dont see cap, but the targeting looks like the current medallion.
I agree it sounds like a bad idea. I think the difference will be annoying and cause a whole lot of mistakes.
I’m also not looking forward to trying to figure out where the optimal recharge point is when I sometimes fly shield buffer ships. With the ‘old’ HUD it was easy - always at the same angle and position, no matter which ship I changed into - super easy to tell at a quick glance if my shield was still ok, or if it went past the optimal recharge and I was in trouble (time to get out). With the new proportional stuff the onscreen position of the optimal point will move around when switching ships… going to be somewhat irritating.
There are better tick marks in the new HUD so IMO it’s going to be easier. They could make it even easier by using a different color for the 25% tick mark.
HOW CAN YOU LIKE THIS NEW HUD, IT IS THE EQUIVLENT OF GARBAGE!


