Can anyone quickly say which ones took armor damage on the right side?
I cannot.
Not at one glance. I’ll figure it out, but for a HUD that’s meant to give crucial information at a glance that is unacceptable.
Frankly, the readability of the new format is subpar. Please don’t continue with this and please return to our old normalized separate bars.
With separate bars on the left side I can quickly check if the middle bar took damage to see if armor needs repairing. Easy, quick, one glance.
With separate bars I can quickly see if shield is still above maximum regeneration without accidentally mistaking a portion of armor for shield hitpoints like people could easily do for the 7th ship above.
In a game where we usually have one main important hitpoint layer and two less relevant layers I wish that layer to take the full range of motion, and to never get the chance to accidentally mistake one layer for another, which are two big issues of the new HUD.
In addition to that the choice to use proportional stacked bars means it is:
by design inconsistent and confusing with targeted ship hitpoints, for which we cannot (and should not) know this proportional info
an unnecessary cognitive overload which constantly reminds us of redundant information (ship fit) as a first step to mentally translate the current configuration to hitpoints instead of immediately showing hitpoints at a consistent place at a single glance
a false illusion of information, because even with raw hitpoints known another layer may still in practice be thicker depending on resistances and incoming damage types
It’s confusing for newbies, less readable for everyone, inconsistent by design and in my opinion a bad idea.
But as I put some effort in making the picture I wanted to give it some more visibility and use this opportunity to hear what others think about this particular aspect of the new HUD.
Novelty, looks and all the new button placements aside, how do you guys like the way the new HUD represents our hitpoints?
If only CCP had some kind of player focus group, we can call it the Conference of Stellar Management, which could provide meaningful feedback before changes are implemented…
It definitely looks like it will take some getting used to. Although I don’t want to knock it before having had the opportunity to use it.
I can’t wait until the whole new hud is rolled out if only to delve into it and find some cool features.
But seriously, this makes it easier to understand (at a visual level) that you don’t have to worry about forms of “tank.” If its a shield fit, it’ll represent that. If its a armor fit, it’ll show that. And so on…
Now, if there was some way to show that the incoming damage is not best for your current resists -That would be cool.
I couldn’t. But I was on the right track with it being a column thing and not a row thing. I just don’t understand why there are 4 columns…
It’s learnable though, but that’s not really even my issue with proportional stacked bars. It’s the fact that it will give it away how you tank your ship (if the proportionality will be used on targets as well). I am one who tanks some of my ships unconventionally and I don’t like this. The fitting window fills the purpose of understanding the proportions and relations. You don’t need this in the HUD at all.