HUD Feedback Thread!

Hello,

Theres some nice elements and audio feedback in the new hud.
I guess the biggest thing i had hoped for was a HP bar showing how much health the module would repair when i mouse over it and/or over repair by.

When i realised some mods have audio queues, it made me wonder why we dont have the same audio queues for incoming effects (like energy neuts).

Im not sure whats with the little left “tab” on each mod that flicks up whenever a mod is activated (honestly that feature makes me wonder if this was vibe coded), it doesnt do any harm to see, but its not really providing any “value” that i can see?

I really really really wish that the net energy gain bar showed how much cap would be injected into my capacitor either on the bar or on the capacitor directly.
it would also be nice if you could set a number of cycles you want a module to run for, instead of just “auto repeat off” so that you could do this for damps, and do 3 cycles on one target, 3 on the next etc

You could consider adding a second bar like the energy net gain, that tells you if incoming damage is outperforming your local tank or not (which would pair very nicely with the energy net gain/loss bar) and add that extra psychological pressure of “im dying warp to me please, arrrrgh not my 600m drake navy issue!”.

The minimap doesnt work at all for me, it just opens floating map.
Honestly instead of the minimap, i feel like a really compact “chat” box for local/fleetchat/other would be much better

Yes and Yes it is. The Icon literary rotates 90 degrees to show its in a different state. The pulsing is just a bonus.

o7

Short feedback sounds are good. Great, even.
Long feedback sounds are bad, very naughty indeed.

That is all.

… nostalgia, old but gold HUD from the original 1984 * Elite - Acorn Electron World *, the classic tactical overlay ship pegs, lols, lookout for the Thargoids in Witch Space :wink:

… be grateful for new/suggested HUD layout you have, this is what I grew up with, those were the days … happy days trading in ‘narcotics’ and on the run from the police.

… well personally I’m liking the new HUD, my HUD set up has been like this with all fleet related windows, drones et al across the bottom of my screen, with passive, empty modules are disabled, so too display readout, with show tactical activated/deactivated when need using ctrl+d. The new HUD fits in just fine, the smaller buttons for Autopilot, Solar Sys Map, Moon, Probe, and D-Scan are all short key activated/deactivated so no worries. re: overheat, again short key SHIFT+ appropriate module key to activated/deactivated and re: drug/boosters, as someone mention in within an earlier post, I too leave those within the ship’s cargo/inventory window, again short key alt+c to open/close.

… with regard to the reload animation whereby there’s a visual cue scrolling up the weapon modules, since there’s already an ammo volume number within the weapon modules, then could this ammo volume number be proportionally incremented as the reload takes place? And in case there’s insufficient ammo to fully replenish, then the reload process is cut short per se, i.e. if only have of the ammo volume is available within the ships cargo hold then naturally only half the time to take the reload process to complete.

… and the Safety Settings shield that sits at the top, well preferably I’d like to see this positioned at the bottom, kind of tucked out of the away as I think I’ve touched it once and never again.

Ok just tested the new hud and its not ANY better than the old one, actually its worse in a few areas.

Its no better its just different. like a different skin. if your going to force this onto players im done with eve.

2 Likes

if you are ragequiting please give me your stuff, no pressure though.

I hope this will get fixed!

It looks like they used the wrong icons for this, maybe a placeholder they forgot?

4 Likes

Some quick observations from trying out the new hud ingame:

  • There is no separate indicator showing that overheat will start/stop next cycle (represented by a faint glow on the current HUD).
  • The overheat bar expanding and shrinking when holding down shift and when activating/deactivating overheat (compunding) makes the progress bar more difficult to read (time per distance/circle sector changes ) and is quite busy.
  • Holding down shift:
    • turns modules which can be overheated’s outer ring red
    • saturates their overheat indicator
    • makes the overheat indicator wider
    • shades modules which can not be overloaded.
      Using fewer of these indicators (such as just shading modules which can not be overheated) would free up some of these patterns for other related functions.
  • If the overheat indicator was inside, outside or under the progress bar then both could be visible
  • UI colours interact unintuitively with the indicator colours, having red as the primary colour makes the overload indicators always red.
    • Decoupling the UI colours from the HUD colours by giving the new HUD colour sliders is probably necessary.
  • UI Background tint behaves weirdly on HUD where the left side of the colour picker does nothing, the right side moves between no colour and colour in the vertical. This is not how it behaves on window backgrounds.
  • There’s transparency on some things like the velocity number.
  • There’s glow on a lot of HUD elements, being able to choose sharp edges would be very nice.
  • Sliders for x/y spacing between the buttons and scaling of the HUD would very be nice
  • There’s no centering-notch when dragging the HUD

I think there is potential in the new HUD overall, but the overheat indicators both being too many and a bit unclear (especially on red UI), togetherwith transparency and glow makes me hesitant to use it for any longer duration right now.

It would be nice with a link to recent New-HUD changes on the Feature Previews page for future reference when comming back to try it out again.

There is no way to set target speed to 75%
In legacy HUD there are lines every 25% so it’s easy just to click on the third line

4 Likes

the new way of displaying shield/armor/hull ehp is superweird. i rather have the old style, so i can see how much percents are actually left. i absolutely hate how the new ehp display is trying to show actual ehp on the 3 ehp bars in relation to each other.

  • spacing between buttons is unnecessarily big for no reason

  • the speed bar is placed oddly. put it back int he middle under the capacitor, also numbers too tiny hardly readable, also put indicators back into it ( 25% / 75% )

  • heat is hard to see and the new rack heat whatever that is supposed to be, is confusing as heck.as it toggles between states-

  • and one of the most important things..it is super hard to see actively running mods being actually running that blue shimmer just doesnt do it as its basically invisible ( and the red tiny bars as indicators for active modules are way too small)..add the green background pulse lighting back to it.

*repping showing the expected ammount of reps with light green is pretty unnecesssayr and just adds to the visual clutter on the ehp bar

also why change the placement of certain buttons completely randomly? like t3 destroyers have their 3 modes mixed up , now propulsion is in the middle ( used to be bottom)..for no apparent reason other then the sake of change?

overall i am not against a modernized UI..but why unecessary changes? and some things seem like they were made by people who dont play the game at all. using AI is fine..but maybe QA that stuff before u throw it at us for the finetuning.

:slight_smile:

5 Likes

I wonder that if the ORGIN UI will be accessible for those who refuse to make the change.It cost too much to get used to a brand-new system and the style is too cartoon.

1 Like

And could you pls add a function that we can get ammo and drone replenished as what we set without messing up gun groups and fixed positions so that we haven’t to set them every time(just like what it will be when we apply the saved fit).

Ammo and drones are expendables that can’t be ignored.(u never wanna to fly a Muninn without ammo or even worse, a Titan with not enough fuel to launch her Doomsday as one of my friends do in Obe.)That will be friendly and convenient for PVP and PVE players as they don’t have to ‘shift’ ammo and Boosters all the time.

I like the design for the new HUD. However, it is obnoxiously big. Is there a way to make it a little bit smaller so I can see all of the functions (Ctrl-wheel zoom)? The original HUD is a bit more compact which works well for my play style.

  1. cannot drag and drop module information from the HUD to the Chat bar.

I haven’t tested it extensively yet, just went a few jumps de retour. I have 2 major issues for now. One, % indication/readout of shield/armor/hull health is in a weird spot, just kind of randomly hanging there top left. It’s like whoever designed it completely forgot about it till the last minute, and then didn’t have anywhere to put it, so they stuffed it upper left hoping nobody would notice. Just delete it. There’s no need for it. Or make the text optional.

Two, I utterly dislike the speed indication. It is unintuitive the value increasing vertically. I will probably get used to it, but the indicator isn’t even fully vertical. It’s an arch. Not vertical, not horizontal, just this awkward shape. I would like a left-to-right indication like we had before, or alternatively a separate circular display for it.

Speed indication could be an individual circular gauge itself, the same size as the cap+HP display, or slightly smaller.


A couple of comments:
– I don’t know how you guys have empty space between your slots. I have normal space there. Could be condensed a bit, but it still looks normal even right now.
– Stop ship button looks like a mirrored ‘K’. What is it supposed to be again?
– Too many sounds when activating this or that module.

2 Likes

Yeah you hit the point,the speed ache makes it hard to estimate(without the original quarter lines)and a little to short to operate I guess.Also it is not so obvious as speed means a lot in most situations.

Hi, decided to go for my first forum post today, after deciding i’ll try and commit to the new hud from day 1 before i got stuck with it as-is.

Its way too big and is overall worse at space real estate efficiency:

  • The modules have massive spacing inbetween them
  • The medallion is unnecessary big, yet doesnt actually display more information
  • While im a dedicated explorer and can see benefit for easier buttons, it works the exact opposite to me. There’s no need for separate explo buttons
  • It increased needed amount of clicks for the same actions. Ultimately this change is simply going to force people to use more hotkeys rather than the hud itself. Overheat: lost module button
  • Buttons left, buttons right. Bring them back together. I dont want half of my buttons to be in a volatile place on my screen.
  • When i found the up/down buttons for the speed meter, it was clear this whole hud change was made for people with massive monitors and window size. This screws with any budget gamers and multiboxers.

The modules changes:

  • The red slider (on/off) is very confusing, it looks like i permanently have heat damage, this is bad. If you insist that this slider exists, give it another color. Blue, green, cyan, anything thats not red.
  • There’s too much red going on with other options already. Module active, overheat, slider. Why is everything red? I realized lateron the faded colour (red) is due to my minmatar preset, with this change I’ll being forced to change my home theme since i started eve. Tbh, theme is unnecessary although I do like an attempt to reintegrate it.
  • Why does shift react with my modules when IM WRITiNG? Please stop that.
  • Remaining time after deactivating a mod is almost too clear now the point its distracting.

Suggestions:

  • Instead of hiding passive mods, why not compress & seperate them? With option to hide them. I always have it enabled cause Im just not smart enough to know which of my 5 fits per ship im flying right now.
  • Move all the buttons back together. Bare minimum, force them to be in a static location.
  • Add some kind of percentage or ehp number to display as its getting shot. Optionally.
  • If you insist to keep the armor/shield/hull icons on mouseover, make them bigger. Altternatively replace with instant ehp or percentage display.
  • Overheat damage and ‘cycle time’ cannot overlap eachothter. Lower overheat if you insist on spacing modules out so far.
  • Can we please just have some sliders to change sizes of everything? And/or adjust how we want the whole thing to be sorted?
  • The speed bar must display percentage or target m/s when you interact with it.
  • I actually find the capacitor harder to read now due to all this grey around it. Enlarge the individual lines if the whole circle isnt filled already.
  • Reduce the size of the inventory button. I have no clue why this needs to be THE biggest button on my screen.
  • Move the recharge meter closer/more around the cap and make it more apparent. Afterwards, bring the overheat indicators closer to the center. And after that, bring the buttons closer to the medallion.
  • Not everything needs to be (easily) interactable on the medalion. The foremost point of it is to quickly and easily display information, not for me to easily create more pop ups on top of it or click on it.
  • Add an option to remove the module click/interaction sounds
  • Include the aligm/warp to/… UI above the hud. With option to loosen it again.

Neural/positive feedback:

  • I like the more modern, crisper look. Just gotta push it to the rest of the ui now, which is abit worrying.
  • I like the new speed meter. Its the peak improvement to show a modern ui could be worth it. It looks nice, and it reacts cleanly.
  • I like the reaction for overheat with tab, though i struggle a bit still with adapting to it.
  • I like the cap stability indicator, although im not sure it really displays the way i want it to. ie im clearly losing cap, why is it not red? ie im burning 4 gj, recharging 1 gj, why doesn’t it show 75% red?
  • Smaller autopilot button feels odd, though fine by me.
  • I generally like adapted modulee changes. But its still quite far from being better in practice.

I would love to see some of these changes implemented. I’ll keep using it as it’s overall oke, despite my lengthy feedback. Though I will need to make sacrifices.

Looking forward to the improvements and curious about any further ui changes along this trend.

2 Likes

some additional notes about the new HUD:

  1. tactical overlay being 2 clicks now instead of 1 is disappointing

  2. active tanking is now harder because the HP bar is smaller and doesnt scale for EHP. it only scales for HP. I propose making this EHP instead

  3. I think the icons are slightly larger? they look blurry now. actually everything in the hud has a weird blur to it…possibly due to UI scaling? it needs less blur

  4. being able to click something on the module to individually overheat it is missing (yes you can still shift+click)

  5. no system overlay anymore? is that missing intentionally?

  6. when you turn off an armor rep, you get a countdown which is good. but it doesnt look like its actually going to repair you because the white outer circle disappears in exchange for the red countdown. I recommend keeping the white outer ring to make it clear and consistent that its still finishing. The ring is an indicator something is happening, the red countdown is an indicator of something not being able to be used for X seconds.

  7. the hud is now “centered” based on the invisible line between the overheat icon and the left of the leftmost module vs previous hud being centered on capacitor. that looks pretty lopsided and while it can be moved to be fixed, it looks bad for new players on initial load up

  8. if you keep an armor rep on, when it cycles the amount repaired shows green and then white. however, if you turn off the armor rep, when its done cycling, it just shows the new armor as white. thats inconsistent and probably overlooked. i dont think you need the whole “green” state tbh but if you want it, it should remain consistent.

  9. when you mouse over the speed bar to set a specific speed, you should show a tooltip that shows the speed you are currently mousing over so you can precisely set it on the first click

  10. sometimes ammo changes dont work right after a cycle visually shows completed. you have to wait an extra tick (client tries because the ammo icon switches then quickly switches back)

  11. spacing in generally is too generous. screen space is a premium in eve, the modules are too far from the capacitor, space between modules is too much, space between modules and far right utility bar is too much, etc.

  12. cloak and other long running modules are WAY too difficult to see are active

  13. the reload animation should be the same as the reactivation timer animation, just a different color. blue? that will add consistency and again let you see an active countdown until how long you can activate again

3 Likes

It would be better to have different color shades for the Shield, Armor, and Hull. With a bright background, the ship’s speed is nearly invisible.

2 Likes

Add a “Lock Overheat State” Option for Modules

I’d like to suggest adding a feature that allows pilots to lock a module’s overheat state. Specifically, when an overheated module finishes its cycle and goes inactive, it should remain in a pre-overheated/overheat-armed state instead of dropping out of overheat.

Currently, when an overheated module leaves its cycle, it also exits the overheat state. To overheat and reactivate the module, the pilot has to click overheat again and then activate the module. In combat—whether in small gang fights or large-scale fleet engagements—this adds extra micromanagement and increases the chance of pilot error.

A “Lock Overheat” toggle or similar option would make module management smoother and more reliable during fights.

1 Like

You can remove the Utility Buttons in the HUD cogwheel settings, though currently bugged, when you dock and undock it displays the Utility Buttons even when unclicked to not display them.

If I may add that I think it would look better and be more logical if the Shield, Armor, and Hull HP bars be displayed Right, Top, Left vs current Top, Left, Bottom. Followed that up with the speed bar being simular to the old one, on the bottom but still make it so you can type and pick your speed if you choose to.

Also I agree the Module spacing can be tightened up.

I dislike the display of the module “on/off” switch, seems to be delayed when turning on a module.

Overheat, have the module on spinning timer show red when overheated, on spinning timer how green when on and unheated?

Pre-Overheat, have a back glow aura of red with how it looks when you hold shift, to shift click for overheating.

Overheat Damage, have the module display fill up with a red tint to show heat damage before burn out, burn out shows like module is offline with the red X just how it is displayed now.

Overheat rack buildup, hard to see and notice the heat build up, seemed better before.

Reloading, a timer “cooldown” display would be just fine, the rest of the animation is to much and unneeded, and would be confusing with my above idea to display overheat damage.

I do like the HP sizing for showing where what has more HP.

I hope the Dev’s see these ideas. and feel to EVE mail me if needing more information on my thought process, I’m sure to have more ideas that I can’t think of at this time, Thanks