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Old 2012-11-12, 07:04 AM   [Ignore Me] #1
Figment
Lieutenant General
 
Your thoughts on the HUD layout / interface / use cues / commands


Please share your thoughts on what you think is good and/or bad about the following HUD elements [A-H]. The intention of this thread is to provide directed feedback for the UI developers.

Below I've listed all the information that is currently shared (and in some cases could) be shared using the HUD. Please comment if I forgot to list anything, if something else is missing in the HUD itself, etc. If you want you could even give ratings per element too (example: 1/10 = very poor, 5/10 = lacking, 6/10 = passable, 10/10 = excellent).

Of course you don't have to comment on everything, probably there's too much to say. Either way, the list below is there as a reminder for you and to trigger/provoke thoughts and reactions on things you might normally not think about much. Please comment on things like clarity, intuitiveness, informativeness, legenda, if you use or look at indicators or if you even missed the information was there at all, what you think has been done well or has priority, what you should or would like to be able to adapt, etc.

Also consider that if you look at something, do you (want or need to) look at something else in the same glance? Or think it would be beneficial in some way to group certain things differently? (This is very important design feedback regarding placement!) (For instance: PS1 combined killspam and chat window, would this incentice players to become more involved with or pay more attention to the chat window in general?)

Is there a difference in order regarding importance? Are things transparant enough, customizable enough or otherwise logical? Easy to use for the colour blind and instant recognition (shape/colours)? Are the toggles, keybinds and commands logical, intuitive and easy to find?




_________________________________
LIST OF HUD ELEMENTS
_________________________________

A. Infantry & weapons
  1. Current/full health bar (% or total)
  2. Current/full shield bar (% or total)
  3. Needs healing (on screen)
  4. Needs reviving (on screen)
  5. Needs repairing (on screen)
  6. Friendly / Enemy player marker (on screen)
  7. Friendly/Enemy unit health (on screen)
  8. Special ability type
  9. Special ability strength
  10. Type of suit (class)
  11. Currently equiped weapon
  12. Weapons carried
  13. Weapon keybind relation
  14. Browse/Select weapons
  15. Order of weapons
  16. Available ammunition
  17. Clip ammunition
  18. Available grenades
  19. Available utilities (medkits, C4, etc)
  20. Available deployables
  21. Max number of deployables
  22. Your deployables (in game)
  23. Crosshair
  24. Cone of fire bloom
  25. Damage dealt
  26. Aiming aids (ie. mortar distance, types of sight selected)
  27. Directional hit indicators
  28. Weapon lock
  29. Overheating status of weapon

B. (Air) vehicles & weapons
  1. Vehicle health (% or total)
  2. Finding your vehicle on screen
  3. Your position in the vehicle
  4. Vehicle occupants (list)
  5. Vehicle occupants (on screen)
  6. Friendly/Enemy vehicle marker (on screen)
  7. Friendly/Enemy unit health (on screen)
  8. Vehicle type information (on screen)
  9. Vehicle orientation
  10. Weapon(s) mounted
  11. Available vehicle ammunition (driver)
  12. Available vehicle ammunition (gunner(s))
  13. Alternate weapon
  14. Weapon selection
  15. Directional armour strength
  16. Current speed / Max speed
  17. [Aircraft] Altitude
  18. [Aircraft] Attitude (aircraft angles)
  19. [Aircraft] Stall indicator
  20. [Aircraft] Collission indication (ground approaching)
  21. Weapon lock on enemy
  22. Weapon lock on you
  23. Special ability type
  24. Special ability availability (current, when available again?)
  25. Special vehicle status (vehicle on fire, etc)
  26. Crosshairs
  27. Cone of fire bloom
  28. Damage dealt
  29. Aiming aids (ie. mortar distance, types of sight selected)
  30. Weapon lock
  31. Interference from other (deployable) vehicles

C. Squad / Platoon list
  1. Squad leader
  2. Player was promoted to squad leader
  3. Player joined squad
  4. Members in squad
  5. Members in platoon
  6. Rank / Role of members in squad/platoon
  7. Class of members in squad/platoon
  8. Vehicle of members in squad/platoon
  9. Connection status of members in squad/platoon
  10. Health of members in squad/platoon
  11. Needs of members in squad/platoon
  12. Send message to specific member of squad/platoon

D. Map (on HUD)
  1. Size of standard and large map
  2. Scaling (map window size)
  3. Zoom functionality
  4. Clarity
  5. Your orientation (wrt. north)
  6. Your current location (wrt map grid/hex/region borders/Sphere of Influence)
  7. Your field of vision
  8. Map orientation (wrt. north)
  9. Your deployables
  10. Your vehicle
  11. Terrain features
  12. Terrain height and gradients
  13. Facility layout and floor plans (multi-level)
  14. Facility status and objects
  15. Key facility objectives
  16. Air vehicle terminals [small units]
  17. Air vehicle terminals [large units]
  18. Ground vehicle terminals [partial acquisition]
  19. Ground vehicle terminals [full acquisition]
  20. Warpgate
  21. Warp terminals
  22. Equipment terminals
  23. Facility area identification
  24. Gate status
  25. Generator/SCU status
  26. Shield-Generator link
  27. Status of friendlies
  28. Identify unit types
  29. Identify friendly units
  30. Position/orientation of friendlies on-screen
  31. Position/orientation of friendlies off-screen
  32. Identify enemy units
  33. Position/orientation of enemies on-screen
  34. Position/orientation of enemies off-screen
  35. Resupply stations
  36. Waypoints & (smoke) rally points
  37. Interference from other (deployable) vehicles

E. Other status indicators
  1. Available resources (air vehicle/ground vehicle/infantry)
  2. Available cert points
  3. Available facility benefits
  4. Strength of influence from linked territories
  5. Strength of influence from specific linked territories
  6. Direction of linked territories
  7. Capture status (per empire)
  8. Capture progress rate
  9. Control console status (auto-neutralising, being captured, under control)
  10. Region's outposts control status (when multiple in region)
  11. Empire in control
  12. Shape of indicators
  13. Colour of indicators
  14. Flashing
  15. Capture time left
  16. PC performance frames per second & ping
  17. Time (real time, world time)
  18. Session statistics

F. Chat window
  1. Colour use (received/sent)
  2. Tabs
  3. Chat commands awareness
  4. Chat used ([type] [player]: message)
  5. Personal message
  6. Squad chat
  7. Platoon chat
  8. Outfit chat
  9. Local chat
  10. Region chat
  11. Yell chat
  12. Leader chat
  13. CSR broadcast
  14. Recent events (you entered vehicle, you hacked terminal, you (got) killed, etc)

G. Kill Spam
  1. Pop up vs list
  2. Who killed you
  3. Who you killed
  4. Experience gained
  5. Kill bonus(es) applied
  6. Empire of involved players
  7. What was used to kill
  8. Duration of pop up
  9. Position of pop up
  10. Size/type of pop up and text
  11. History of killspam

H. Conquest / meta-game / on screen messages
  1. Conquest event occured: Current outpost/base taken
  2. Conquest event occured: Linked outpost/base taken
  3. Conquest event occured: Nearby outpost/base taken
  4. Conquest event occured: Distant outpost/base taken
  5. Conquest event occured: Current continent taken
  6. Conquest event occured: Linked continent taken
  7. Conquest event occured: Distant continent taken
  8. Conquest event occured: Base/continent benefit acquired/lost by your empire
  9. Conquest event occured: Base/continent benefit acquired/lost by enemy empire
  10. Who took it?
  11. Who lost it?
  12. Personal benefits/experience gained
  13. Empire benefits gained
  14. Facility event occured: Generator/Spawn Control Unit compromised/destroyed/repaired
  15. Received friend/squad/outfit invite
  16. Friend/outfit member came online
  17. Outfit member rank was changed
  18. New outfit member

I. Voice chat and voice macros
  1. Player who used voice chat
  2. Type of voice chat that was used (proximity/squad/platoon/outfit/command)
  3. Clarity of voice macro voices
  4. Voice macro keybinds
  5. Readability of voice macro list
  6. Sufficiency of available amount of voice macros (need more?)
  7. Clarity/intuitiveness of status indicators related to voice macros
  8. Is a status indicator active on your avatar?

(And yeah, you probably didn't realise just how much information you can get out of the HUD if you see this list ).

Last edited by Figment; 2012-11-12 at 07:14 AM.
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Old 2012-11-12, 08:52 AM   [Ignore Me] #2
Crator
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Re: Your thoughts on the HUD layout / interface / use cues / commands


Wow, you put a lot of stuff up there. This one bothers me a bit:
  • Facility status and objects: The hexes flash when the location inside it is being captured. This isn't intuitive for one because I think it's is broken and for two I thought they were flashing because I was hovering over it.

IMO, capture flags (like in PS1) over the location that the tickets are being changed on should be the default. If you want to add the option to switch it to flashing instead, good.
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Old 2012-11-12, 10:42 AM   [Ignore Me] #3
Figment
Lieutenant General
 
Re: Your thoughts on the HUD layout / interface / use cues / commands


That's more the menu map though, isn't it?
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Old 2012-11-12, 11:06 AM   [Ignore Me] #4
Crator
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Re: Your thoughts on the HUD layout / interface / use cues / commands


Figs, it's a long list you gots there. But you are right.
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Old 2012-11-12, 12:28 PM   [Ignore Me] #5
ringring
Contributor
General
 
Re: Your thoughts on the HUD layout / interface / use cues / commands


Originally Posted by Figment View Post
_________________________________
LIST OF HUD ELEMENTS
_________________________________

A. Infantry & weapons
  1. Current/full health bar (% or total)
    10/10
  2. Current/full shield bar (% or total)
    10/10
  3. Needs healing (on screen)
    6/10
  4. Needs reviving (on screen)
    -/- (I don't know what this looks like other than a corpse on the ground)
  5. Needs repairing (on screen)
    10/10
  6. Friendly / Enemy player marker (on screen)
    8/10
  7. Friendly/Enemy unit health (on screen)
    3/10
  8. Special ability type
    6/10
  9. Special ability strength
    10/10 (tbh unsure what is meant by this)
  10. Type of suit (class)
    5/10 (to self or if seeing enemy, no time to spot)
  11. Currently equiped weapon
    10/10
  12. Weapons carried
    8/10
  13. Weapon keybind relation
    10/10 (except for ammo/beacon for engy)
  14. Browse/Select weapons
    6/10 (the wheel of fortune isn't the best)
  15. Order of weapons
    10/10
  16. Available ammunition
    10/10
  17. Clip ammunition
    10/10
  18. Available grenades
    10/10
  19. Available utilities (medkits, C4, etc)
    6/10
  20. Available deployables
    3/10 (there really ought to be more, with cost/damage adjusted if needed)
  21. Max number of deployables
    3/10
  22. Your deployables (in game)
    1/10
  23. Crosshair
    10/10
  24. Cone of fire bloom
    10/10
  25. Damage dealt
    -/- (I'm unsure what you mean here)
  26. Aiming aids (ie. mortar distance, types of sight selected)
    5/10 (difficult if not nigh on impossible to see fall of shot for some weapons)
  27. Directional hit indicators
    6/10
  28. Weapon lock
    1/10 (grief running total ought to be displayed)
  29. Overheating status of weapon
    10/10

B. (Air) vehicles & weapons
  1. Vehicle health (% or total)
    10/10
  2. Finding your vehicle on screen
    8/10 (it's better but it could be supplemented by a direction indicator)
  3. Your position in the vehicle
    10/10
  4. Vehicle occupants (list)
    10/10
  5. Vehicle occupants (on screen)
    6/10 (not much information is available)
  6. Friendly/Enemy vehicle marker (on screen)
    6/10 (it's pretty good for MBT's as the shape does the job but v. poor for sundys and lightnings)
  7. Friendly/Enemy unit health (on screen)
    10/10
  8. Vehicle type information (on screen)
    10/10
  9. Vehicle orientation
    10/10
  10. Weapon(s) mounted
    5/10
  11. Available vehicle ammunition (driver)
    10/10
  12. Available vehicle ammunition (gunner(s))
    10/10
  13. Alternate weapon
    10/10
  14. Weapon selection
    7/10 (I've given 7 because it's pretty poor atm but should improve a lot once we get load-outs)
  15. Directional armour strength
    10/10
  16. Current speed / Max speed
    10/10
  17. [Aircraft] Altitude
    10/10
  18. [Aircraft] Attitude (aircraft angles)
    10/10
  19. [Aircraft] Stall indicator
    6/10
  20. [Aircraft] Collission indication (ground approaching)
    6/10
  21. Weapon lock on enemy
    10/10
  22. Weapon lock on you
    10/10
  23. Special ability type
    10/10
  24. Special ability availability (current, when available again?)
    8/10
  25. Special vehicle status (vehicle on fire, etc)
    8/10
  26. Crosshairs
    10/10
  27. Cone of fire bloom
    8/10 (prowler was pretty bad but it's been buffed recently)
  28. Damage dealt
    10/10
  29. Aiming aids (ie. mortar distance, types of sight selected)
    10/10
  30. Weapon lock
    5/10
  31. Interference from other (deployable) vehicles
    4/10

C. Squad / Platoon list
  1. Squad leader
    10/10
  2. Player was promoted to squad leader
    5/10
  3. Player joined squad
    6/10
  4. Members in squad
    8/10
  5. Members in platoon
    2/10 (no indication at all unless you esc+go to 'platoon' - not good enough by a distance)
  6. Rank / Role of members in squad/platoon
    4/10
  7. Class of members in squad/platoon
    6/10
  8. Vehicle of members in squad/platoon
    6/10
  9. Connection status of members in squad/platoon
    5/10
  10. Health of members in squad/platoon
    5/10
  11. Needs of members in squad/platoon
    6/10
  12. Send message to specific member of squad/platoon
    5/10

D. Map (on HUD)
  1. Size of standard and large map
    5/10 (mini map still needs a lot of help)
  2. Scaling (map window size)
    5/10
  3. Zoom functionality
    8/10
  4. Clarity
    8/10
  5. Your orientation (wrt. north)
    5/10 (I don't find it intuitive)
  6. Your current location (wrt map grid/hex/region borders/Sphere of Influence)
    5/10 (hard to find easily)
  7. Your field of vision
    10/10
  8. Map orientation (wrt. north)
    10/10
  9. Your deployables
    1/10
  10. Your vehicle
    6/10
  11. Terrain features
    10/10
  12. Terrain height and gradients
    10/10
  13. Facility layout and floor plans (multi-level)
    10/10
  14. Facility status and objects
    6/10
  15. Key facility objectives
    5/10
  16. Air vehicle terminals [small units]
    5/10
  17. Air vehicle terminals [large units]
    5/10
  18. Ground vehicle terminals [partial acquisition]
    6/10
  19. Ground vehicle terminals [full acquisition]
    6/10
  20. Warpgate
    10/10
  21. Warp terminals
    8/10 (not obvious unless you know - still these won't remain for ever, will they?)
  22. Equipment terminals
    8/10
  23. Facility area identification
    -/- (unsure)
  24. Gate status
    -/- (unsure)
  25. Generator/SCU status
    8/10
  26. Shield-Generator link
    6/10
  27. Status of friendlies
    -/- (unsure)
  28. Identify unit types
    10/10
  29. Identify friendly units
    10/10
  30. Position/orientation of friendlies on-screen
    10/10
  31. Position/orientation of friendlies off-screen
    10/10
  32. Identify enemy units
    10/10
  33. Position/orientation of enemies on-screen
    10/10
  34. Position/orientation of enemies off-screen
    10/10
  35. Resupply stations
    10/10
  36. Waypoints & (smoke) rally points
    4/10 (I haven't found a use for the smoke and there aren't enough waypoints available )
  37. Interference from other (deployable) vehicles
    1/10

E. Other status indicators
  1. Available resources (air vehicle/ground vehicle/infantry)
    10/10
  2. Available cert points
    10/10
  3. Available facility benefits
    10/10 (if you know where to look)
  4. Strength of influence from linked territories
    10/10
  5. Strength of influence from specific linked territories
    6/10
  6. Direction of linked territories
    6/10
  7. Capture status (per empire)
    10/10
  8. Capture progress rate
    10/10
  9. Control console status (auto-neutralising, being captured, under control)
    10/10
  10. Region's outposts control status (when multiple in region)
    5/10 (some outposts don't seem to show ownership)
  11. Empire in control
    6/10
  12. Shape of indicators
    6/10
  13. Colour of indicators
    6/10 (I'm lucky I don't suffer from colour-blindness)
  14. Flashing
    6/10
  15. Capture time left
    6/10
  16. PC performance frames per second & ping
    6/10 (should show ping tho)
  17. Time (real time, world time)
    6/10
  18. Session statistics
    6/10

F. Chat window
  1. Colour use (received/sent)
    4/10
  2. Tabs
    4/10
  3. Chat commands awareness
    4/10
  4. Chat used ([type] [player]: message)
    6/10
  5. Personal message
    6/10
  6. Squad chat
    10/10
  7. Platoon chat
    /6 (why is it /s for squad but then /ps for platoon?)
  8. Outfit chat
    /6 (/os for outfit chat? Really)
  9. Local chat
    /6
  10. Region chat
    /6
  11. Yell chat
    /6
  12. Leader chat
    /5
  13. CSR broadcast
    /6
  14. Recent events (you entered vehicle, you hacked terminal, you (got) killed, etc)
    /6

G. Kill Spam
  1. Pop up vs list
    1/10
  2. Who killed you
    6/10
  3. Who you killed
    6/10
  4. Experience gained
    6/10
  5. Kill bonus(es) applied
    6/10
  6. Empire of involved players
    6/10
  7. What was used to kill
    6/10
  8. Duration of pop up
    6/10
  9. Position of pop up
    4/10
  10. Size/type of pop up and text
    4/10
  11. History of killspam
    4/10

H. Conquest / meta-game / on screen messages
  1. Conquest event occured: Current outpost/base taken
    6/10
  2. Conquest event occured: Linked outpost/base taken
    6/10
  3. Conquest event occured: Nearby outpost/base taken
    6/10
  4. Conquest event occured: Distant outpost/base taken
    6/10
  5. Conquest event occured: Current continent taken
    -/- (never seen it happen)
  6. Conquest event occured: Linked continent taken
    -/- (never seen it happen)
  7. Conquest event occured: Distant continent taken
    -/- (never seen it happen)
  8. Conquest event occured: Base/continent benefit acquired/lost by your empire
    -/- (never seen it happen)
  9. Conquest event occured: Base/continent benefit acquired/lost by enemy empire
    -/- (never seen it happen)
  10. Who took it?
    -/- (never seen it happen)
  11. Who lost it?
    -/- (never seen it happen)
  12. Personal benefits/experience gained
    10/10
  13. Empire benefits gained
    -/- (never seen it happen)
  14. Facility event occured: Generator/Spawn Control Unit
    compromised/destroyed/repaired
    6/10
  15. Received friend/squad/outfit invite
    6/10
  16. Friend/outfit member came online
    6/10
  17. Outfit member rank was changed
    6/10
  18. New outfit member
    6/10

I. Voice chat and voice macros
  1. Player who used voice chat
    6/10
  2. Type of voice chat that was used (proximity/squad/platoon/outfit/command)
    6/10
  3. Clarity of voice macro voices
    6/10
  4. Voice macro keybinds
    5/10 (unintuitive)
  5. Readability of voice macro list
    4/10
  6. Sufficiency of available amount of voice macros (need more?)
    5/10 (Defend our Generator)
  7. Clarity/intuitiveness of status indicators related to voice macros
    4/10
  8. Is a status indicator active on your avatar?
    -/- (unsure)

(And yeah, you probably didn't realise just how much information you can get out of the HUD if you see this list ).
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Last edited by ringring; 2012-11-12 at 12:46 PM.
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Old 2012-11-13, 03:23 AM   [Ignore Me] #6
Mutant
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Master Sergeant
 
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Re: Your thoughts on the HUD layout / interface / use cues / commands


My biggest gripe with the HUD is the lack of eyefinity/surround support.

I cant see most of the HUD most of the time.

Ideally they need to allow you you place HUD elements wherever you want. but at the very least need to detect the center screen and put the elements on it insted of right at the edge of the 3 screens.
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Old 2012-11-13, 09:37 AM   [Ignore Me] #7
bpostal
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Lieutenant Colonel
 
Re: Your thoughts on the HUD layout / interface / use cues / commands


My main gripe with the UI at the moment is the clutter in larger fights and the inability to type VWS or VVH
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Old 2012-11-13, 10:08 AM   [Ignore Me] #8
JesNC
Master Sergeant
 
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Re: Your thoughts on the HUD layout / interface / use cues / commands


Originally Posted by Figment;
_________________________________
LIST OF HUD ELEMENTS

A. Infantry & weapons
  1. Current/full health bar (% or total)
    10/10 - centralized HUD is a great idea
  2. Current/full shield bar (% or total)
    10/10
  3. Needs healing (on screen)
    can't comment
  4. Needs reviving (on screen)
    can't comment
  5. Needs repairing (on screen)
    8/10
  6. Friendly / Enemy player marker (on screen)
    6/10 empire-specific icons would be neat
  7. Friendly/Enemy unit health (on screen)
    8/10
  8. Special ability type
    6/10 the icon alone is hard to make out on bigger resolutions
  9. Special ability strength
    8/10
  10. Type of suit (class)
    hey, you picked it, you should know what you're rolling with
  11. Currently equiped weapon
    4/10 Needs a firemode display
  12. Weapons carried
    8/10 adding a namestring to the image would be neat
  13. Weapon keybind relation
    7/10 act funny when you have an underbarrel attachment, otherwise great
  14. Browse/Select weapons
    7/10 see above
  15. Order of weapons
    7/10 see above
  16. Available ammunition
    10/10
  17. Clip ammunition
    10/10
  18. Available grenades
    8/10 Does it display the type of grenades?
  19. Available utilities (medkits, C4, etc)
    10/10
  20. Available deployables
    8/10 I think we need a few more AT mines
  21. Max number of deployables
    6/10 see above, additionally please add a visible cuurent/max deployables counter
  22. Your deployables (in game)
    6/10 see above
  23. Crosshair
    10/10
  24. Cone of fire bloom
    9/10
  25. Damage dealt
    9/10
  26. Aiming aids (ie. mortar distance, types of sight selected)
    7/10 more mildots for various scopes please, IRNV infantry sights need a different crosshair colour
  27. Directional hit indicators
    8/10
  28. Weapon lock
    8/10 needs the current grief points displayed somewhere
  29. Overheating status of weapon
    8/10 kinda small, can we get a centralized option for this?

B. (Air) vehicles & weapons
  1. Vehicle health (% or total)
    8/10
  2. Finding your vehicle on screen
    8/10
  3. Your position in the vehicle
    10/10
  4. Vehicle occupants (list)
    10/10
  5. Vehicle occupants (on screen)
    10/10
  6. Friendly/Enemy vehicle marker (on screen)
    8/10 see my infantry remark above
  7. Friendly/Enemy unit health (on screen)
    10/10
  8. Vehicle type information (on screen)
    8/10
  9. Vehicle orientation
    8/10
  10. Weapon(s) mounted
    7/10 only able to identify them visually
  11. Available vehicle ammunition (driver)
    8/10
  12. Available vehicle ammunition (gunner(s))
    6/10 not being shown to the driver
  13. Alternate weapon
    8/10
  14. Weapon selection
    8/10
  15. Directional armour strength
    6/10 not being presented by the HUD
  16. Current speed / Max speed
    8/10
  17. [Aircraft] Altitude
  18. [Aircraft] Attitude (aircraft angles)
  19. [Aircraft] Stall indicator
  20. [Aircraft] Collission indication (ground approaching)
  21. Weapon lock on enemy
    8/10
  22. Weapon lock on you
    8/10
  23. Special ability type
    8/10
  24. Special ability availability (current, when available again?)
    8/10 needs a countdown maybe?
  25. Special vehicle status (vehicle on fire, etc)
    can't comment
  26. Crosshairs
  27. Cone of fire bloom
  28. Damage dealt
  29. Aiming aids (ie. mortar distance, types of sight selected)
  30. Weapon lock
  31. Interference from other (deployable) vehicles
    8/10

C. Squad / Platoon list
  1. Squad leader
  2. Player was promoted to squad leader
  3. Player joined squad
  4. Members in squad
  5. Members in platoon
  6. Rank / Role of members in squad/platoon
  7. Class of members in squad/platoon
  8. Vehicle of members in squad/platoon
  9. Connection status of members in squad/platoon
  10. Health of members in squad/platoon
  11. Needs of members in squad/platoon
  12. Send message to specific member of squad/platoon

D. Map (on HUD)
  1. Size of standard and large map
  2. Scaling (map window size)
  3. Zoom functionality
  4. Clarity
  5. Your orientation (wrt. north)
    6/10 Can we seperate map rotation from compass rotation please?
  6. Your current location (wrt map grid/hex/region borders/Sphere of Influence)
  7. Your field of vision
  8. Map orientation (wrt. north)
  9. Your deployables
  10. Your vehicle
  11. Terrain features
  12. Terrain height and gradients
  13. Facility layout and floor plans (multi-level)
  14. Facility status and objects
  15. Key facility objectives
  16. Air vehicle terminals [small units]
  17. Air vehicle terminals [large units]
  18. Ground vehicle terminals [partial acquisition]
  19. Ground vehicle terminals [full acquisition]
  20. Warpgate
  21. Warp terminals
  22. Equipment terminals
  23. Facility area identification
  24. Gate status
  25. Generator/SCU status
  26. Shield-Generator link
  27. Status of friendlies
  28. Identify unit types
  29. Identify friendly units
  30. Position/orientation of friendlies on-screen
  31. Position/orientation of friendlies off-screen
  32. Identify enemy units
  33. Position/orientation of enemies on-screen
  34. Position/orientation of enemies off-screen
  35. Resupply stations
  36. Waypoints & (smoke) rally points
  37. Interference from other (deployable) vehicles

E. Other status indicators
  1. Available resources (air vehicle/ground vehicle/infantry)
  2. Available cert points
  3. Available facility benefits
  4. Strength of influence from linked territories
  5. Strength of influence from specific linked territories
  6. Direction of linked territories
  7. Capture status (per empire)
  8. Capture progress rate
  9. Control console status (auto-neutralising, being captured, under control)
  10. Region's outposts control status (when multiple in region)
  11. Empire in control
  12. Shape of indicators
  13. Colour of indicators
  14. Flashing
  15. Capture time left
  16. PC performance frames per second & ping
  17. Time (real time, world time)
  18. Session statistics

F. Chat window
  1. Colour use (received/sent)
  2. Tabs
  3. Chat commands awareness
  4. Chat used ([type] [player]: message)
  5. Personal message
  6. Squad chat
  7. Platoon chat
  8. Outfit chat
  9. Local chat
  10. Region chat
  11. Yell chat
  12. Leader chat
  13. CSR broadcast
  14. Recent events (you entered vehicle, you hacked terminal, you (got) killed, etc)

G. Kill Spam
  1. Pop up vs list
  2. Who killed you
  3. Who you killed
  4. Experience gained
  5. Kill bonus(es) applied
  6. Empire of involved players
  7. What was used to kill
  8. Duration of pop up
  9. Position of pop up
  10. Size/type of pop up and text
  11. History of killspam

H. Conquest / meta-game / on screen messages
  1. Conquest event occured: Current outpost/base taken
  2. Conquest event occured: Linked outpost/base taken
  3. Conquest event occured: Nearby outpost/base taken
  4. Conquest event occured: Distant outpost/base taken
  5. Conquest event occured: Current continent taken
  6. Conquest event occured: Linked continent taken
  7. Conquest event occured: Distant continent taken
  8. Conquest event occured: Base/continent benefit acquired/lost by your empire
  9. Conquest event occured: Base/continent benefit acquired/lost by enemy empire
  10. Who took it?
  11. Who lost it?
  12. Personal benefits/experience gained
  13. Empire benefits gained
  14. Facility event occured: Generator/Spawn Control Unit compromised/destroyed/repaired
  15. Received friend/squad/outfit invite
  16. Friend/outfit member came online
  17. Outfit member rank was changed
  18. New outfit member

I. Voice chat and voice macros
  1. Player who used voice chat
  2. Type of voice chat that was used (proximity/squad/platoon/outfit/command)
  3. Clarity of voice macro voices
  4. Voice macro keybinds
  5. Readability of voice macro list
  6. Sufficiency of available amount of voice macros (need more?)
  7. Clarity/intuitiveness of status indicators related to voice macros
  8. Is a status indicator active on your avatar?

(And yeah, you probably didn't realise just how much information you can get out of the HUD if you see this list ).
Great list Figgy!

Can't really comment on everything atm. I'll edit when I think of something.
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Old 2012-11-13, 04:34 PM   [Ignore Me] #9
Rahabib
Sergeant Major
 
Re: Your thoughts on the HUD layout / interface / use cues / commands


Rather than giving an arbitrary score (UX designers hate that) Ill give some constructive feedback. Also, lets keep in mind there is a big gray area between "usable / accessible" and "works fine but I dont like it"
Originally Posted by Figment View Post
_________________________________
LIST OF HUD ELEMENTS
_________________________________

A. Infantry & weapons
  1. Friendly / Enemy player marker (on screen)
    draw distance issues make it so friendly fire occurs often. increase draw distance or allow teh player to increase it at their own fps peril
  2. Friendly/Enemy unit health (on screen)
    pretty much the same issue as above
  3. Crosshair
    I would love to have customizable crosshairs but also for ADS since some reflex sights are too big.

C. Squad / Platoon list
  1. Squad leader
    would be nice if it was easier to tell without going to map
  2. Send message to specific member of squad/platoon
    one of my biggest complaints - a small ! on the right hand side. I had to ask someone what that meant. inaccessible.

D. Map (on HUD)
  1. Terrain height and gradients
    Its a bit difficult to tell the elevation of mountains on the map
  2. Icons/Key
    Lacks an intuitive key to tell what everything is

E. Other status indicators
  1. Flashing
    on the map I assume that means there are people fighting. But it could be spelled out better. There are many times I see an area flashing, get there, and theres nothing.
  2. Capture time left
    getting better with latest patch

F. Chat window
  1. General
    Ill just say this about everything, there needs to be a better means to get someone's attention

Last edited by Rahabib; 2012-11-13 at 04:36 PM.
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Old 2012-11-25, 06:24 AM   [Ignore Me] #10
Figment
Lieutenant General
 
Re: Your thoughts on the HUD layout / interface / use cues / commands


Alright, my turn. Will finish this later though.

Originally Posted by Figment View Post
_________________________________
LIST OF HUD ELEMENTS
_________________________________

A. Infantry & weapons
  1. Current/full health bar (% or total)
    Would like to see hard numbers as an option. Then I can determine better what the strength of enemy weapons is and mitigating effects are of different suit types on combat against particular weapons. That helps with planning a fight.
  2. Current/full shield bar (% or total)
    See A1.
  3. Needs healing (on screen)
    Request Icon is clear and intuitive. Would prefer to see only those in direct field of vision due to overwhelming amounts of icons in general. Only medics need to see this.
  4. Needs reviving (on screen)
    Request Icon is clear and intuitive. All need to see this.
  5. Needs repairing (on screen)
    See A3.
  6. Friendly / Enemy player marker (on screen)
    Friendly markers are blue, where I would prefer green. More intuitive colour for new players. Red enemy names and outfit tags are fine. Only problem is they are spammed on screen even if you can't see them, making it harder to prioritise.
  7. Friendly/Enemy unit health (on screen)
    Would like the option for permanent friendly bars.
  8. Special ability type
    Could use a descriptor.
  9. Special ability strength
    Fine as is.
  10. Type of suit (class)
    Small icon, not very clear for HA, MAX maybe.
  11. Currently equiped weapon
    No real HUD indicator unless you're selecting one, have to go by what's visible on screen and if you recognise it.
  12. Weapons carried
    Toggle for showing a bar with all your current weapons in them could be worthwhile. Currently unclear which other weapons are carried or what type of grenade and extras you're carrying.
  13. Weapon keybind relation
    If the above exists, small number next to it should suffice.
  14. Browse/Select weapons
    When selecting one it's clear which one you're scrolling for.
  15. Order of weapons
    Most logical convention is smallest first, heavier later. Would relate the order to keybinds set by the player.
  16. Available ammunition
    Unclear for non-selected weapons.
  17. Clip ammunition
    Fine for selected weapon.
  18. Available grenades
    Type often unclear.
  19. Available utilities (medkits, C4, etc)
    Type often unclear, have to select it first to know how much you got left.
  20. Available deployables
    "Reload bar" is intuitive for when it becomes available again, but would change the colour of the bar to a dimmed red when unavailable rather than a dimmed same colour.
  21. Max number of deployables
    Impossible to tell aside from cert menu window and then it's not even clear if that's your maximum. Could use a toggeable overview menu like in PS1.
  22. Your deployables (in game)
    Can't see them on the map. No idea how many you already have deployed. Could use a toggleable overview menu like in PS1.
  23. Crosshair
    Previews for the various gun certifications would be nice before you cert them. Would be nice if there were multi-zoom levels like in PS1. Kinda need to discuss this on a crosshair by crosshair basis.
  24. Cone of fire bloom
    Very hard to tell.
  25. Damage dealt
    Have to guess by amount of hits or if enemy healthbar shows up - often only realise how much you dealt after the engagement ended.
  26. Aiming aids (ie. mortar distance, types of sight selected)
    Could do with more tracer rounds. Mortars are also very hard to aim with currently at the ranges they must be used at and for the low splash damage they have in relation to tank fire.
  27. Directional hit indicators
    Good enough.
  28. Weapon lock
    Acquisition of weapon lock is clear, problem is that it often tries to acquire the wrong unit and even more often needs to see just a bit more of the unit to lock on to. Renders smart missiles as dumb fire rockets very often.
  29. Overheating status of weapon
    Clear indicator, but would incorporate this in the crosshair or at least closer to the center of the screen.

B. (Air) vehicles & weapons
  1. Vehicle health (% or total)
  2. Finding your vehicle on screen
  3. Your position in the vehicle
  4. Vehicle occupants (list)
  5. Vehicle occupants (on screen)
  6. Friendly/Enemy vehicle marker (on screen)
  7. Friendly/Enemy unit health (on screen)
  8. Vehicle type information (on screen)
  9. Vehicle orientation
  10. Weapon(s) mounted
  11. Available vehicle ammunition (driver)
  12. Available vehicle ammunition (gunner(s))
  13. Alternate weapon
  14. Weapon selection
  15. Directional armour strength
  16. Current speed / Max speed
  17. [Aircraft] Altitude
  18. [Aircraft] Attitude (aircraft angles)
  19. [Aircraft] Stall indicator
  20. [Aircraft] Collission indication (ground approaching)
  21. Weapon lock on enemy
  22. Weapon lock on you
  23. Special ability type
  24. Special ability availability (current, when available again?)
  25. Special vehicle status (vehicle on fire, etc)
  26. Crosshairs
  27. Cone of fire bloom
  28. Damage dealt
  29. Aiming aids (ie. mortar distance, types of sight selected)
  30. Weapon lock
  31. Interference from other (deployable) vehicles

C. Squad / Platoon list
  1. Squad leader
    Could be made more obvious.
  2. Player was promoted to squad leader
    Could be made more obvious.
  3. Player joined squad
    Could be made more obvious. Toggable?
  4. Members in squad
    Clear, but would like to know their health. Often can't find their position on the map when they're in vehicles - needs bigger and more obvious vehicle icons on map when zoomed out and better contrast when zoomed in against the background colours.
  5. Members in platoon
    Should be possible to see all the lists with similar info to squad.
  6. Rank / Role of members in squad/platoon
    Rank is largely irrelevant as you hardly need that info, outfit tags might be handy (toggable/quick button?). Roles (gunner/driver) are unclear.
  7. Class of members in squad/platoon
    Classes are clear.
  8. Vehicle of members in squad/platoon
    Zoomed in, recognisable, but poor contrast. Can't tell if they're in a vehicle and what kind from the list.
  9. Connection status of members in squad/platoon
    Clear disconnect icon.
  10. Health of members in squad/platoon
    Can't tell.
  11. Needs of members in squad/platoon
    Can't tell.
  12. Send message to specific member of squad/platoon
    Would be nice to have a chat shortcut for that. Like /A2 resulting in a tell to alpha squad member 2.

D. Map (on HUD)
  1. Size of standard and large map
  2. Scaling (map window size)
  3. Zoom functionality
  4. Clarity
  5. Your orientation (wrt. north)
  6. Your current location (wrt map grid/hex/region borders/Sphere of Influence)
  7. Your field of vision
  8. Map orientation (wrt. north)
  9. Your deployables
  10. Your vehicle
  11. Terrain features
  12. Terrain height and gradients
  13. Facility layout and floor plans (multi-level)
  14. Facility status and objects
  15. Key facility objectives
  16. Air vehicle terminals [small units]
  17. Air vehicle terminals [large units]
  18. Ground vehicle terminals [partial acquisition]
  19. Ground vehicle terminals [full acquisition]
  20. Warpgate
  21. Warp terminals
  22. Equipment terminals
  23. Facility area identification
  24. Gate status
  25. Generator/SCU status
  26. Shield-Generator link
  27. Status of friendlies
  28. Identify unit types
  29. Identify friendly units
  30. Position/orientation of friendlies on-screen
  31. Position/orientation of friendlies off-screen
  32. Identify enemy units
  33. Position/orientation of enemies on-screen
  34. Position/orientation of enemies off-screen
  35. Resupply stations
  36. Waypoints & (smoke) rally points
  37. Interference from other (deployable) vehicles

E. Other status indicators
  1. Available resources (air vehicle/ground vehicle/infantry)
  2. Available cert points
  3. Available facility benefits
  4. Strength of influence from linked territories
  5. Strength of influence from specific linked territories
  6. Direction of linked territories
  7. Capture status (per empire)
  8. Capture progress rate
  9. Control console status (auto-neutralising, being captured, under control)
  10. Region's outposts control status (when multiple in region)
  11. Empire in control
  12. Shape of indicators
  13. Colour of indicators
  14. Flashing
  15. Capture time left
  16. PC performance frames per second & ping
  17. Time (real time, world time)
  18. Session statistics

F. Chat window
  1. Colour use (received/sent)
  2. Tabs
  3. Chat commands awareness
  4. Chat used ([type] [player]: message)
  5. Personal message
  6. Squad chat
  7. Platoon chat
  8. Outfit chat
  9. Local chat
  10. Region chat
  11. Yell chat
  12. Leader chat
  13. CSR broadcast
  14. Recent events (you entered vehicle, you hacked terminal, you (got) killed, etc)

G. Kill Spam
  1. Pop up vs list
  2. Who killed you
  3. Who you killed
  4. Experience gained
  5. Kill bonus(es) applied
  6. Empire of involved players
  7. What was used to kill
  8. Duration of pop up
  9. Position of pop up
  10. Size/type of pop up and text
  11. History of killspam

H. Conquest / meta-game / on screen messages
  1. Conquest event occured: Current outpost/base taken
  2. Conquest event occured: Linked outpost/base taken
  3. Conquest event occured: Nearby outpost/base taken
  4. Conquest event occured: Distant outpost/base taken
  5. Conquest event occured: Current continent taken
  6. Conquest event occured: Linked continent taken
  7. Conquest event occured: Distant continent taken
  8. Conquest event occured: Base/continent benefit acquired/lost by your empire
  9. Conquest event occured: Base/continent benefit acquired/lost by enemy empire
  10. Who took it?
  11. Who lost it?
  12. Personal benefits/experience gained
  13. Empire benefits gained
  14. Facility event occured: Generator/Spawn Control Unit compromised/destroyed/repaired
  15. Received friend/squad/outfit invite
  16. Friend/outfit member came online
  17. Outfit member rank was changed
  18. New outfit member

I. Voice chat and voice macros
  1. Player who used voice chat
  2. Type of voice chat that was used (proximity/squad/platoon/outfit/command)
  3. Clarity of voice macro voices
  4. Voice macro keybinds
  5. Readability of voice macro list
  6. Sufficiency of available amount of voice macros (need more?)
  7. Clarity/intuitiveness of status indicators related to voice macros
  8. Is a status indicator active on your avatar?

(And yeah, you probably didn't realise just how much information you can get out of the HUD if you see this list ).

Last edited by Figment; 2012-11-25 at 06:27 AM.
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Old 2012-11-28, 08:55 AM   [Ignore Me] #11
Figment
Lieutenant General
 
Re: Your thoughts on the HUD layout / interface / use cues / commands




Actually, I think this helps a lot more than the above post.

Click on the image for the full size.
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Old 2012-11-28, 11:14 AM   [Ignore Me] #12
Rolfski
Major
 
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Re: Your thoughts on the HUD layout / interface / use cues / commands


Originally Posted by Figment View Post


Actually, I think this helps a lot more than the above post.

Click on the image for the full size.
Great way to show your feedback, well done
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Old 2012-11-28, 11:28 AM   [Ignore Me] #13
Crator
Major General
 
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Re: Your thoughts on the HUD layout / interface / use cues / commands


Thanks for the pic! I came up with another one: Need ability to create new chat tabs and assign different channels to them. Or simply disable chat channels if you like. /yell spam gets in the way of the important channels.
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Old 2012-11-28, 11:42 AM   [Ignore Me] #14
Bags
Lieutenant General
 
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Re: Your thoughts on the HUD layout / interface / use cues / commands


I dislike that almost none of the HUD is hotkeyed.
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Old 2012-11-28, 08:34 PM   [Ignore Me] #15
Figment
Lieutenant General
 
Re: Your thoughts on the HUD layout / interface / use cues / commands


Originally Posted by Crator View Post
Thanks for the pic! I came up with another one: Need ability to create new chat tabs and assign different channels to them. Or simply disable chat channels if you like. /yell spam gets in the way of the important channels.
Good point, a lot of people had split chats in PS1 for command/globals, outfit and normal chat.

Originally Posted by Bags View Post
I dislike that almost none of the HUD is hotkeyed.
Some of the menus are. But I'd have prefered resizable pop-ups. Menu takes you out of the game completely, pop-ups do not.
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