Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 7 2011, 09:52 PM) I've noticed it, but simply changing the brightness isn't enough to immediately indicate to me if I've been eyed. Especially if I just want a quick reference to see if I need to hide like a little girl or not. It's clever idea in general, but you need something stronger than just a toggle in brightness. There are lots of things you can do (ie: changing the color of the entire gauge, or putting a thin red circle around the periphery of the entire gauge when eyed). A better/easier solution, however, it to just change the icon so its color isn't determined by the team. It's cool thematically, but completely unusable.
I'm going to try and think of something that doesn't break the theme and emphasizes the eyed-state more.spideycw wrote:QUOTE (spideycw @ Feb 7 2011, 10:29 PM) I do echo the other concerns about being able to tell when you are eyed or not.
I am a bit surprised though, that you guys think a +/-30px icon popping up is so much stronger a cue than a image over 20 times its size, and another one over 10 times bigger, going from almost transparent to bright white. I'm having trouble believing that the HUD is, as you say, unusable for lack of such a small icon when there is such a huge area on your screen lighting up.
Frankly, I added the eye icon for the sake of being complete. I would have left it out entirely if I didn't think it would help the transition.
I do take your concerns seriously, and i will alter the artwork if after getting used to it, you still feel that you need a stronger eye icon or something popping up on detection. However, while it's true that something appearing is generally a stronger visual stimulus than something changing into something else, it is also true that changing habits is harder than learning something new, if you catch my drift.

for now just do with the eye icon what you do with your aiming reticule: try to ignore it and focus on the gauges

No, this is a typical case of bad version control on my part. I committed a version without the code for the labels. Will be fixed in the next beta version. D'oh!Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 7 2011, 11:46 PM) BTW, What's up with gauge labeling? I see labels in the artwork files, but they don't show on screen. Were they just there for testing?
1 - no can do. Would have been cool, but all I get from the engine is 'flash' which is a variable that turns from 0 to 1 to 0 twice when hit.DusanC wrote:QUOTE (DusanC @ Feb 8 2011, 09:13 AM) 1 - Can the indication of being hit only flash in the direction we're being hit from?
2- Is there space for value in % of hull, shield etc, by hull label?
3- KB beneath target name in small view?
2 - i guess. why do you feel that that is clearer than a visual representation?
3 - small view needs a thorough re-think. Stay tuned!
thanks for testing and posting commentary, everyone