I have never played a game in which the “known issues” on deployment have to be scrolled through and are then tripled by players within a couple of hours. The frustration is only compounded when the origin of the bugs are unnecessary, unwanted changes that make the game worse.
Dota 2
Stellaris. Every paradox game in fact
Cataclysm: Dark Days Ahead
Heart of the machine
just games I’ve played this week where the quote applies. If you’ve “never” played any then I’m afraid you’re just flat out lying.
When you hide the Utility buttons, you have to use Keyboard Shortcuts to open Dscan and Probe Scanner, as you cannot pin these windows to the Neocom. This should be fixed and you should be able to pin these to the Neocom.
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When testers pay you to test. Modern Game Development, aka Early Access. ![]()
I have heard of two of those games, but haven’t played any. I think the only Paradox game I’ve played is one they bought: Alien Dawn.
It’s ridiculous how tiny these cap level increments are. It’s very hard to see what is charging, and if you hover over the cap, the bloom drown out any differentiation.
Pressing shift opens the overheat selection, but switching to a different client while holding shift will result in this menu being stuck and requiring shift to be clicked again to disable it. This is very tedious. I would like the ability to disable this rack heat window from opening.
This is particularly bad if your client cycle key involves the shift key
EDIT: additionally, when you preheat a module and jump a gate, the HUD will still show it as pre-heated on the other side of the gate. When you then activate the module, it is not heated. This is a UI bug I believe.
The speed meter has the same color for sub-warp movement and in warp. I think it would be more intuitive if speeding up while aligning to warp and then the warp speed should have a different color than the sub-warp movement.
新UI好大,装备之间的空隙好大,所以比之前的UI占据了我屏幕更大的地方,还有他的每个装备打开关闭的音效更大了,当你同时使用大量的装备的时候会很吵
- The safety settings are hidden within the utility buttons, so if you hide the utility buttons, it will be hidden as well.
- I play with the UI scaling set at 125% and I’m noticing some issues with the resolution.
- The sounds that play when modules are activated or deactivated sound nice (you can adjust them in the Volume Level/UI Sound Level section), but there’s still the issue of the sound of grinding rocks when mining, which is adjusted the same way… and it would be nice to be able to adjust the grinding rocks sound differently.
Have any of the HUD designers ever played EVE? This is worse than AI slop. I’d rather have an arrow in my knee for the rest of my life than use this atrocity of HUD change.
A message to HUD designers. Go on vacation. On day two, delete this concoction from the code repository and finish the vacation. Come back and do not touch HUD until you have played EVE.
The new HUD takes up too much horizontal space. Reduce the spacing of the buttons or add a compact mode or a HUD-specific scaling option. Keep the safety setting near the wheel.
A Little Complant:
If your ship is facing one of the more lit Skyboxes it is hard to see if Modules Autopilot etc are activated. Maybe give us the option to have a “Sunscreen” behind the Hud?
Separate UI scaling settings for the new hud please, scaling between older UI elements and the new one don’t match up very well. I play at 90% scale, and for the speed indicator bar thing, there are no visible tick marks.
The overheat status on modules after shift+clicking them (the red bar on the left side of the module) stays there if you’re overheated and jump a gate or splash a wormhole, on the other side it still looks overheated, but it isn’t.
Feels like this design is done by someone straight out of university without any actual gametime in EVE outside doing tutorial missions and flown around in jita.
It’s bad. Its horribly bad.
Shield/Armor/Structure should never be on different viewing points, if you want to dynamically show amounts of each you have, stack them on top of each other making bars wider regarding the total pool, like it is in the current UI. If you have 10k shield and 2k armor, make the shield bar 80% bigger and stack them on top of each other for quick glance.
Speed is super important and needs to be on a different viewing spot than next to the HP pool, positioned either on top or bottom of the HUD UI, not on left.
Position of scanner and other utilities on right is just flat out ■■■■, you move over them all the time when activating modules, especially when multiboxing, you dont want clutter there. Also spacing between the modules is ridiclious, no other MMO would have such large space between selections, making misclicks “between” the modules so easy to do.
Coloring of when module is active is sooo ■■■■. Covops cloak if its active or not is presented in white/gray blinking that gets very easily mistaken for space background.
And the list goes on… I just can’t be arsed to write more, because if this is level of design we pay for this is another station walking in the making…
why have you lost all talent this game had? What the ■■■■ are you doing in your offices nowdays? Not playing EVE atleast, thats for sure.
I am disappointed with the NEW HUD.
You asked us in Fanfest 2026 for feedback and you ignored it.
There is very awesome stuff and super duper ideas like the difference of tank size.
But the most critic will be bad… I make a video of it so you can see it better.
BTW You forget to make an Update to the Fighter UI … you had what 9 Month do think about it?
Ok, first impressions:
The good:
It is cleaner looking. Timer on decycled modules is nice. Thicker health bars that don’t overlap does make it clearer at a glance which layer is currently being damaged.
The gripes:
- For the love of god please tie the sounds to some new slider I can turn off, or put them under ‘UI Click’, or something. I really don’t want to have to turn off UI sounds entirely to disable these, but I’m definitely not using this UI with those sounds enabled.
- I don’t like the toggle mechanic for the overheat button. Having one click put it into ‘overheat mode’ where clicking on modules no longer activates them and I have to click again to turn it off is clunky at best, and at worst I can already tell it’s going to get me killed at some point by accidentally turning it on. IMO I should be able to turn off the toggle behavior.
- Please move the safety and ancillary window button thingie to the left of the medallion instead of being at the right edge, there’s tons of room there between the cargo and camera buttons, and having it off by itself at the edge of the section that is devoted to modules, rather than with the rest of the utility controls, is counter-intuitive.
- If you must leave those buttons at the right side, they really really really shouldn’t move around depending on your module positioning, that behavior is absolutely awful for muscle memory and usability.
- The ability to turn off utility buttons is rendered fairly useless by the fact that, as far as I know, there’s no other way to access your safety setting. I would like to turn this off as I have no need for any of the rest of the buttons controlled by this, but I still need to be able to change safety settings.
- Wasn’t there supposed to be the ability to stick boosters in a button? If it’s there, I couldn’t figure out where in this UI it’s hiding.
- The capacitor blinking at me is kinda distracting, though I probably would get used to that with time.
- Having no percentage readout of aligning into warp is a step back.
The hot take:
I actually really don’t like the concept of the segmented proportional-to-EHP health display. The problem with it is that having the segments for each layer all be different sizes and placed at random cockeyed angles that change for each ship, is that it makes it much harder to parse at a glance how far you are through your current tank layer.
I don’t actually need to have my HP display tell me which of my HP layers is my primary tank layer. I already know that. What I do need my HP display to be able to tell me at a glance is things like ‘am I at 1/2 or less shield so I can boost without overboosting’ or ‘did they push me below peak regen’, which is a lot harder with this UI compared to when every tank layer was the same size, stretched the full width of the medallion, and was always a neat half-circle with the middle exactly at the top.
This layout also just gives less precision and granularity overall - previously you had a full 180 degrees devoted to each tank layer, where now you have 270 degrees total split among the three. The non-primary tank layers in particular get rather hard to read when they’re this small.
The conclusion:
I would not switch to this new UI as it currently stands. None of the improvements are currently significant enough to outweigh the annoyances and drawbacks. The only actual new capability I’d miss is the ability to put boosters in a button, but that doesn’t seem to be in this version anyway.






