HUD Feedback Thread!

That’s the shutdown timer when you deactivate the module that shows when the current cycle ends.

What’s absolutely idiotic in this HUD in this instance is how CCP forces you to look at this tiny green dot moving up from the side to indicate an active module. But then they remove this indicator when you have the module heated, and now you are left to the unnoticeable pulsing to see what’s running, while the heat damage bar and stack/ammo load counters (I just noticed in this video) obscure part of the white cycle circle.

Thus HUD design does nothing to make the gameplay around modules and ship stats easier to understand, it introduces a galaxy’s worth of confusion, it builds from the get-go on toxic, poor and damaging compromises. Everything in it screams that it was build by people who do not play EVE for people who do not understand and play EVE.

5 Likes

Wait, what?
So it’s basically turning a module “red” while it’s cycling so it doesn’t restart again? Isn’t that weird, usually you would think you get repaired when the cycle ends and now you get repaired when a countdown ends? very inconsistent

overall better than before. Fix overheat make it I can also just right click overheat cause now it is a process that you cannot do during battle. Also make the gaps between icons smaller. Thanks!

That is a problem though in game…sometimes numbers don’t really have a good way to tell people what is going on.

If we have “deprecating bars” other than numbers. It would help people to understand when to top up their ammo. Other games have icons and systems for ammo usage.

This might become more important as Fenris alters the ship modules and weapons to new standards of gameplay.

I am liking the new HUD, including the increased spacing between buttons, and the reload animation. Nice.

With the new Angel Cartel Synchronizer Rig…the entire proportional system actually implodes oddly enough. [You lose your HP with that Rig]

Passive Repping…and that Proportional shifting around too much due to all the various states you can have…especially jumping through wormholes or even systems with Sov Effects.

the new hud is fantastic. it gives me so much time to play GTA VI.
thx junison

3 Likes

Real like the new HUD… But.. iam getting old(er) and after 20 years of Eve some thing become a reflex… so maybe can we get back the green glow for a module that activated ?

Its so much easier to see at a glance if a module is actively running.

Would be Highly appreciated CCP (hard to get used to FC :wink: ).

Thx

1 Like

Really like the new HUD, it feels responsive, nice animations and the UP/LEFT indicators for online/offline are great. Some pain points I’ve noticed…

Speed Bar:

  • Even thought the text is the same size as the old one, it’s much harder to read at a glance. The font is not as sharp as the old medallion and lacks contrast on the space behind.
  • The information was easier to parse when nested inside the speed bar. At present the text size is too small to take in both the text and the bar position at a glance.
  • It’s less clear when you have exited warp and can give commands to your ship.

General:

  • Transparency sliders in the user interface would be a a big QOL.

Modules:

  • Currently the same animation set (red clock with countdown) is used for decycling a module, and a deactivated module with a reactivation delay. I.E an MWD vs a cloak. In the previous HUD there were 3 animations and it provides better contextual information that the two we have.

2026-11-11 11

MWD is still active in this image.

I would suggest adding a yellow countdown clock for active modules you are decycling, and keeping the red countdown clock for inactive modules that have a reactivation delay.

Thank you for all the work that’s gone into this so far!

1 Like

Row-specific module scaling is a GREAT suggestion. Right now, you can only hide passive modules completely. I do want to have information about those modules potentially burning from adjacent active modules, but it’s not that important as to have them take up the same space as an active module.

The small issue with this is that those buttons are all tied to hotkeys (F1, Alt+F1, Ctrl+F1), so the game expects to have up to 8 modules in a row. But even with that limitation, if you have a row layout of 4,4,8 and you scale the bottom row to 50% - you could fit the whole thing is less horizontal space (4-wide, whereas now the minimum would be 6-wide).

I really hope the devs consider this one.

4 Likes

1. Bring back the old Display Sensor Overlay
I want the old Display Sensor Overlay added back. The previous version was clear and readable at a glance; the current one is a downgrade for me.

  1. Active module activation feedback is far too weak
    When I press an active module, the visual feedback is extremely weak — I can barely tell the module has been activated. Please make the activation state obvious.

  1. Deactivation/remaining-time display is misleading
    The remaining time display when a module is deactivated makes me think the module has simply been switched off and is now waiting on its cooldown. It should clearly communicate the module’s actual state instead of looking like a plain off/cooldown timer.

  1. The new UI is designed, but its recognizability is very poor
    This UI clearly had design work put into it, but its legibility/recognizability is very weak. It feels like it was made for mobile players who hold the screen close to their face. I’m sitting more than half a meter away from my monitor — I can’t see any weak “beep light thing”. Please strengthen the green flashing intensity; at minimum it needs to be as strong as the original version’s intensity.
3 Likes

Tried out the HUD yesterday and just want to leave my 2c here:

  • In general the UI is visually pleasing and very polished
  • The cooldown timers showing a number in addition to the sweeping animation is super amazing. Please add an option to show the time remaining of a current module activation as well.
  • Getting rid of the utility buttons on the left side of the UI, making the autopilot button smaller etc. are all nice changes. As is the cargo hold fill status indicator.
  • I find the actual speed indicator to be too small and out of the way below the speed dial
  • In practice I do not like the way shield/armor/hull is split. The fact that the absolute health values resize the bars makes it harder to tell when you are at 30% shield for example.
  • When armor or hull tanked, the important information about your health status will be located closer to the bottom of the screen than with the old UI. This makes it harder to glance at. For me this is the biggest annoyance with the new UI. In my opinion it would be better to recenter your health on the 12 o’clock position instead of off to the 9 o’clock position.
  • The overheating indicator in the 3 o’clock position takes up a lot of space. It also has a sub-menu for overheating individual racks when clicked. I would think no one wants to do that in combat.
  • The way the new capacitor dial updates feels very erratic. Instead of pulsing gently like the old capacitor it jumps back and forth. Minor thing that just might take getting used to, but it feels odd.
  • The health indicators are very thick. They could be slimmed down without loss of information.
1 Like

I’ve noticed that the camera angle tends to default to a right-click or float instead of tracking the ship in space. Is this an intentional disruption of the control scheme? You can gate into a system and the camera isn’t even showing where your ship is?

I’m not sure if it was suggested already, but it would be nice to be able disable right button and keep the left ones, right now we can only disable them all at once,

Also there was already reports about the size of the hud, but I also agree it is too wide for no real reason, please add compact mode as an option.

How in Hell can this indicate a full capacitor?

1 Like

Well, I just realized that none of my Shift shortcuts are working anymore. Great design.

I just hope this doesn’t turn into one of those things that gets started, left half-finished, and never completed.

1 Like

I’m really like the new HUD – especially the module animations, precise speed control, and the defensive systems indicators. I think I found a bug. Even though I unchecked the box to display utility buttons, they reappear at login. Checking and unchecking the box turns them off.

All very good points.

I will go further on the capacitor blink though. Blinking the in pheripheral vision is extremely attention grabbing and annoying. Rapid movement in the health section should be exclusively for health changes, so that if you see movement in the pherpihpery, you know that it’s important and needs immediate attention

Capacitor itself rarely needs direct attention; most fits have a natural way to manage capacitor drain and debuff icons will inform you of neut pressure. Health/damage is much more important for most fits so you know when to run your acive repper (or broadcast for reps) - so you don’t drain your capacitor when it’s not needed.

I haven’t fully checked, but the health drain animation looks a little delayed or weird? I’m gonna do some more looking later. Prompt and clear updates to heal values is critical.

It pains me but this is how the old HUD deals with frigates, too.