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Thread Statistics | Show CCP posts - 1 post(s) |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2011.05.21 05:42:00 -
[61]
is there an opt out option yet?
I mean I can't wait to go walking in stations I just can't see the new system being better for a quick dock, ???, profit
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Miso Hawnee
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Posted - 2011.05.21 06:27:00 -
[62]
Originally by: Chainsaw Plankton is there an opt out option yet?
I mean I can't wait to go walking in stations I just can't see the new system being better for a quick dock, ???, profit
Opt out dialog is found under Eve Account Management >> Cancel Subscription.
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Eurynomos
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Posted - 2011.05.21 08:08:00 -
[63]
If I have to walk across the damn station to turn in a mission or empty my cargo, I will quit.
Star Trek Online did the same thing, and became a walking simulator, no one enjoys walking anywhere, especially if you just need to complete a mission and pick up a new one. Having to walk to 5 different "rooms" will ruin the game.
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Aquana Abyss
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Posted - 2011.05.21 08:37:00 -
[64]
Who cares?
Where's the poker?
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Callimminniss Prdsk
Cyrix Ltd. Tamanium
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Posted - 2011.05.21 08:44:00 -
[65]
I'm looking forward to it, but
There's no guarantee my hardware can support Incarna; if not, will I be able to suspend my account until my machinery is up to scratch? After the Trinity (?) engine was introduced I had to stop play with many months' subscription paid up front, which was was just so much money and time lost.
Suspension would at least mean I don't have to pay to get back into a game that I've already paid for.
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MotherMoon
Huang Yinglong
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Posted - 2011.05.21 08:51:00 -
[66]
Originally by: Eurynomos If I have to walk across the damn station to turn in a mission or empty my cargo, I will quit.
Star Trek Online did the same thing, and became a walking simulator, no one enjoys walking anywhere, especially if you just need to complete a mission and pick up a new one. Having to walk to 5 different "rooms" will ruin the game.
this will never happen, dude. seriously.
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Kallista Naari
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Posted - 2011.05.21 10:06:00 -
[67]
Edited by: Kallista Naari on 21/05/2011 10:07:12 I couldn't figure out how to sit down.
Everything is still available as it is now, you don't have to move if you don't want to. Docking and undocking is just as responsive, no delay.
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Chruker
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Posted - 2011.05.21 12:04:00 -
[68]
Anybody else seeing this going towards largest-feature-ever that'll never get used?
So far this is just looking like a tech demo... ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi
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ITTigerClawIK
Amarr Galactic Rangers Galactic-Rangers
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Posted - 2011.05.21 13:49:00 -
[69]
Edited by: ITTigerClawIK on 21/05/2011 13:48:45
Quote: There is also an issue with the new turrets.
Did someone say new turrets?
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |
Selar Nox
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Posted - 2011.05.21 15:20:00 -
[70]
I also see this as a great opportunity to show the different sizes of ships. Please don't miss this opportunity by placing different ship sizes at different distances!!
For me it wouldn't be necessary to be able to walk right to the ships hull, but adding some kind of indirect comparison to us pilots, like an animation of another small ship (e.g. shuttle) passing by the balcony and heading to the ship or the already mentioned working crews at or entering/leaving the distant ship (if they are still visible).
I also don't see it absolutely necessary to be able to see the entire ship from the balcony. We see our ships in their full size every time we are in space, but what we don't get is some sense of scale. If it is really important to you to be able to see the entire ship in hangar add an extra "camera view" where everyone can spin their ship again.
But let me repeat my most important point: Please, please don't ruin the sense of scale by placing ships of different sizes at different distances!
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ELECTR0FREAK
Eye of God United Front Alliance
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Posted - 2011.05.21 16:57:00 -
[71]
Originally by: Selar Nox I also see this as a great opportunity to show the different sizes of ships. Please don't miss this opportunity by placing different ship sizes at different distances!!
For me it wouldn't be necessary to be able to walk right to the ships hull, but adding some kind of indirect comparison to us pilots, like an animation of another small ship (e.g. shuttle) passing by the balcony and heading to the ship or the already mentioned working crews at or entering/leaving the distant ship (if they are still visible).
I also don't see it absolutely necessary to be able to see the entire ship from the balcony. We see our ships in their full size every time we are in space, but what we don't get is some sense of scale. If it is really important to you to be able to see the entire ship in hangar add an extra "camera view" where everyone can spin their ship again.
But let me repeat my most important point: Please, please don't ruin the sense of scale by placing ships of different sizes at different distances!
But if they don't, pilots of smaller ships cannot appreciate the look of their ship since it's a speck far off in the distance.
Discoverer of the Original Missile Damage Formula |
DrysonBennington
Eagle's Talon's
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Posted - 2011.05.21 17:53:00 -
[72]
I recently watched the Captain's Quarter's video. I am quite impressed...but since CCP has introduced this new feature a new feature for ship's must now be thought about.
A command ship built with some of the same function's as CQ's such as ship as a ship fitting EFT monitor, fleet member location display, enemy fleet composition display, intel report display, mining operation's display and fleet formation's planning display would be added to the CQ's module as well as a fleet bonus read-out which would show each bonus given to each ship in the fleet. Another function would be a Wormhole display readout that would constantly gather intel on wormhole's within a five jump radius of the command ship. The WH-Panel would display the life of the wormhole, how many ship's have traveled in and out of the wormhole and where the wormhole leads to based upon intel which would be gathered from local capsuleer channel's and station reports. Once inside the wormhole the command ship would offer the same readout's that is part of it's function in high sector but would be limited to the wormhole that it is part of only. Information on wormhole's and where they lead to would only become available once the command ship went through the wormhole. The command ship while in wormhole mode would not be able to discover a wormhole but would add a 25% increase to probe scan time and probe scan.
Once this module has been plugged into the Command Ship the command ship would be ready to be deployed to the field. The benefit's of the new command ship would give the fleet commander visual displays of what is going on with their fleet from a planning perspective instead of a fly-by-wire perspective of having to be on the field. Before the command ship has the new CQ's module plugged into the ship's low slot which would take all available low slot energy to use the command ship would be used like any other command ship providing bonuses and being able to be used in combat. Once the Captain's Quarter's has been plugged into the ship's low slot and turned on the ship will become imobile. To navigate the ship again the Captain's Quarter's would need to be offlined. To turn the CQ back on the capacitor would need to be fully charged thus requiring a few cap transfer logi's to be on station around it.
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Selar Nox
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Posted - 2011.05.21 18:57:00 -
[73]
Originally by: ELECTR0FREAK
Originally by: Selar Nox I also see this as a great opportunity to show the different sizes of ships. Please don't miss this opportunity by placing different ship sizes at different distances!!
For me it wouldn't be necessary to be able to walk right to the ships hull, but adding some kind of indirect comparison to us pilots, like an animation of another small ship (e.g. shuttle) passing by the balcony and heading to the ship or the already mentioned working crews at or entering/leaving the distant ship (if they are still visible).
I also don't see it absolutely necessary to be able to see the entire ship from the balcony. We see our ships in their full size every time we are in space, but what we don't get is some sense of scale. If it is really important to you to be able to see the entire ship in hangar add an extra "camera view" where everyone can spin their ship again.
But let me repeat my most important point: Please, please don't ruin the sense of scale by placing ships of different sizes at different distances!
But if they don't, pilots of smaller ships cannot appreciate the look of their ship since it's a speck far off in the distance.
Nope. As I said, I don't see it as necessary to see the whole ship from the balcony, so you can move the point where your ship sits (whether it is big or small) much closer to the observer. If there really have to be (for what reason ever) different spots for different ship sizes some kind of indirect size comparison (as described above) is needed or the sense of scale gets lost again. Or even worse it introduces a completely wrong sense of scale like the Dramiel - Nightmare screen shot does...
But these are all only different options. For me personally one nice solution would be a separate gangway connected to the (close) ship, littered with some supply and perhaps now and then some crewmen walking or working there. And the whole stuff could be watched by the player from the balcony somewhere close/above the gangway. Perhaps the crates and whatever stuff like crewmen at the gangway could be placed randomly, so not every station/docking bay looks the same. And not to forget: For all the ship spinners an additional possibility to watch the (entire) ship from all angles.
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Diesel47
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Posted - 2011.05.21 20:26:00 -
[74]
I'm disappointed in how small the battleships look in the hanger.
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Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2011.05.21 21:30:00 -
[75]
I hope the character movement receives some changes, the controls feel awkward, to say it mildly. Maybe it comes from other MMO but the controls in games like Rift, WoW or Guild Wars are better suited for controlling a single character.
With the current options even turning a character around is problematic.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Eraggan Sadarr
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Posted - 2011.05.21 23:00:00 -
[76]
Originally by: Chruker Anybody else seeing this going towards largest-feature-ever that'll never get used?
So far this is just looking like a tech demo...
Eve has enough timesinks as it is... I don't see how running to and from your ship makes it any more immersive. I really hope that this interface, has a setting that... enables me to avoid it. It's cool to see the character and quartes the FIRST time. Not every goddamn time i have to dock/undock. And i really don't see how making the station interface 3rd person interactive makes it any better, other than wasting my time trying to navigate what previously only took 1 click.
Eve Market Scanner - Marketlog comparisons |
Eraggan Sadarr
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Posted - 2011.05.21 23:04:00 -
[77]
I signed up for space battles...
...not a goddamn walk-a-thon!
Eve Market Scanner - Marketlog comparisons |
Gwenywell Shumuku
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Posted - 2011.05.21 23:30:00 -
[78]
So, go do your space battles, who is keeping you?
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Ms Michigan
Gallente Aviation Professionals for EVE
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Posted - 2011.05.22 04:53:00 -
[79]
WOW CCP -
You guys really did take to heart all the feedback from the first Duality/Capt. Quarters test.
Speechless - Bravo!
o7
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Dana Bomfim
Caldari Brasfleet Networking Co.
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Posted - 2011.05.22 04:55:00 -
[80]
- As I posted before, choosing from "quick docking/undocking" or full process is plain unrealistic. As painful for the "I-have-no-clue-about-planning" players, all the aspects can be easy to manage even if you have long walks or long processes to wait. - Forced tutoriais and forced anything have 2 side-efects: Painful alt creating, and the one CCP should really care: New players may think they know it all, and if they cant skip tutorials, they would find the game boring. - There are infinite ways to go from the implementing of CQ, but if the game lose the focus in it, it will be easy to find yourself in shifting audience and, displeasing the existing players, and not pleasing the new ones, endup without both.
If looking only by the corporative binocular, this feature is an huge crossroads to EVE, because it is hardware consuming above all others, it is mechanics changing, and it is audience shaking. I loved the idea, I am concerned about the execution. Like they say in vanity stores and cosmetic surgery, somethings we just dont do because can attract the wrong crowd and displease the present one.
Anyways, talking about the present version, I liked the concept, and the controls are fine, if you dont like the keyboard ones, control with your mouse. It is just turn the char using left click, and press W or not to walk, just like other MMOs. CCP said they are still polishing graphics and animations, so, no comment yet.
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Gun Hog
Caldari APEX ARDENT COALITION C0NVICTED
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Posted - 2011.05.22 06:04:00 -
[81]
Please, For the love of Caldari...PLEASE make this optional. Captain's Quarters is HORRIBLY LAGGY for me, and it is not any better now than it was with the first Duality test. I cannot even run the Character Creator properly. I get 2 seconds per frame.
I do not think CCP is going to be able to optimize CQ enough for me to be able to use it. Believe me when I say that when I try to walk, I cannot even tell when and where I am moving.
High settings, low settings, medium settings, they are all unplayable.
I beg you, any Dev reading this, please just leave me an option to use standard station environment with my ship. My computer cannot handle CQ and it will become a barrier to me doing anything in a station.
Hardware: Pentium 4 3.2 Ghz HT (Socket 478) 3GB PC3200 DDR RAM Nvidia 7800GS (AGP)
It runs the rest of EVE well enough for me to play with only moderate issues. CQ is basically dead for me.
To any CCP Dev reading this: Will CQ be a required and permanent replacement for the station environments?
_______________________________________________
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Davon Kastire
Caldari Hit it n' Quit it
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Posted - 2011.05.22 06:05:00 -
[82]
Edited by: Davon Kastire on 22/05/2011 06:06:39 The only issue I have is Aura's voice. It sounds cheap and computerized other than played by a real person like in pre-Apocrypha. (or at least it sounded like a real person, if not then this remake is cheaper than I though)
Pre-Apocrypha Aura had personality. An Example being when you got podded for the first time.
Aura: *Laughter* "You clumsy Pilot! This is Hilarious! Our escape pod was destroyed and we died, well actually YOU died and I miraculously escaped".: (tutorial followed)
Or when she was giving you the run down on implants and added that she can have as many as she wants after telling you that you're implants are limited.
She was kind of a b**ch but I liked that, it was a unique quality of EVE Online that I enjoyed.
Other than that, Incarna looks pretty solid and I look forward to it's release. "To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself." |
Elyon Itari
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Posted - 2011.05.22 06:43:00 -
[83]
Originally by: Davon Kastire The only issue I have is Aura's voice. It sounds cheap and computerized other than played by a real person like in pre-Apocrypha. (or at least it sounded like a real person, if not then this remake is cheaper than I though)
I beg to differ. The voice now sounds human, but the voice delivery feels computerised - somewhat opposite of what she was in the past (or rather, is at present TQ).
It should be noted that the example you mention is one of the very few times Aura showed any sort of personality. This is still more personality than what has been shown so far in the new tutorials, though.
I'm not arguing for or against her having more or less personality than previously (personally, I would like little to no distinct personality, as she is supposed to be a utility, nothing but the aural part of a ship computer - unlike Eddie).
A quarrel I have with this latest Duality client is how Aura now seems less computerised, as the 'digital noise filter' of past Aura has not been applied to the current voice work.
I had personally hoped for a text-to-speech engine that wouldn't require CCP to hire a human voice actor every time a piece of text needed to be read (think AT&T's Audrey, or preferably this voice with a "digitize" filter).
This would allow for a much greater amount of the in-game text to be read to you by Aura; ship descriptions, mission objectives, even chronicles and other lore could be available (that idea is for another time). But I digress.
Aura's voice now sounds human and pre-recorded, whereas in the past she sounded digital and procedural.
I much prefer the digital/procedural voice-sound which feels human; the past and current Aura. |
Kimiko Tojima
Amarr
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Posted - 2011.05.22 10:23:00 -
[84]
I have to agree that you should put the ship way closer to the balcony. In fact so close that only frigs and dessies can be seen in their entirety. Cruiser hulls and up should be beyond the field of vision.
btw: "Outer" clothing 8/9 for Amarr females has clipping problems from the rear view (clips with pants during the walk animation).
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Vaju Katru
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Posted - 2011.05.22 12:59:00 -
[85]
Originally by: Gun Hog Please, For the love of Caldari...PLEASE make this optional. Captain's Quarters is HORRIBLY LAGGY for me, and it is not any better now than it was with the first Duality test. I cannot even run the Character Creator properly. I get 2 seconds per frame.
I do not think CCP is going to be able to optimize CQ enough for me to be able to use it. Believe me when I say that when I try to walk, I cannot even tell when and where I am moving.
High settings, low settings, medium settings, they are all unplayable.
I beg you, any Dev reading this, please just leave me an option to use standard station environment with my ship. My computer cannot handle CQ and it will become a barrier to me doing anything in a station.
Hardware: Pentium 4 3.2 Ghz HT (Socket 478) 3GB PC3200 DDR RAM Nvidia 7800GS (AGP)
It runs the rest of EVE well enough for me to play with only moderate issues. CQ is basically dead for me.
To any CCP Dev reading this: Will CQ be a required and permanent replacement for the station environments?
Ok, lets not upgrade the game because you still play with a 30 year old zx spectrum.
Buy a new pc, even a 5 dollar laptop from e-bay can run eve online incarna.
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Laser Purification
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Posted - 2011.05.22 14:20:00 -
[86]
Pity reply.
... but feel free to post when you actually add some game-play.
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Aineko Macx
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Posted - 2011.05.22 14:43:00 -
[87]
I already posted in the test thread about the many technical problems that make me want to puke (literally, as the camera is nauseating). Even imagining the CQ without the technical issues it is completely uninviting place, more like a scifi bum hideout instead of the private space of an elite capsuleer. The usability is garbage and everything is clumsy and ineffective. It's the part of the game people will try to get past by as fast as possible.
All the bits released about Incarna in the past year had me increasingly worried and annoyed, and this is not helping at all. In fact I'm hating it. I can't see this being the future of the eve I want to play. I already cancelled one account. You're on a good way to losing two more. ________________________ CCP: Where fixing bugs is a luxury, not an obligation. |
kabaos
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Posted - 2011.05.22 18:02:00 -
[88]
hi
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kabaos
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Posted - 2011.05.22 18:13:00 -
[89]
Originally by: Callimminniss Prdsk I'm looking forward to it, but
There's no guarantee my hardware can support Incarna; if not, will I be able to suspend my account until my machinery is up to scratch? After the Trinity (?) engine was introduced I had to stop play with many months' subscription paid up front, which was was just so much money and time lost.
Suspension would at least mean I don't have to pay to get back into a game that I've already paid for.
Buy more POWER machine! lol
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kabaos
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Posted - 2011.05.22 18:17:00 -
[90]
Originally by: Selar Nox I also see this as a great opportunity to show the different sizes of ships. Please don't miss this opportunity by placing different ship sizes at different distances!!
For me it wouldn't be necessary to be able to walk right to the ships hull, but adding some kind of indirect comparison to us pilots, like an animation of another small ship (e.g. shuttle) passing by the balcony and heading to the ship or the already mentioned working crews at or entering/leaving the distant ship (if they are still visible).
I also don't see it absolutely necessary to be able to see the entire ship from the balcony. We see our ships in their full size every time we are in space, but what we don't get is some sense of scale. If it is really important to you to be able to see the entire ship in hangar add an extra "camera view" where everyone can spin their ship again.
But let me repeat my most important point: Please, please don't ruin the sense of scale by placing ships of different sizes at different distances!
100% I agree with this idea .. You don't feel the depth of the ship, how he is huge
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