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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Jett0
Team Kitty Choke Slam
15
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Posted - 2011.11.15 00:30:00 -
[1] - Quote
+1 to the engine trails. +1 to the new warp tunnel, especially when going through planets. +1 to weapons that show a visual indication of a missed shot.
I like the idea of the "little things" and the Thousand Papercuts project. This thread has a similar idea, but pertains only to visuals.
The next thing I personally would like to see reworked are the explosions. Frankly, they're a little underwhelming, and I know many others agree cause I've seen many similar threads. Suggestion: I know half of us have played this game. Not only do the capital ship explosions look awesome, but they're easier on the GPU. |
Jett0
Team Kitty Choke Slam
16
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Posted - 2011.11.15 06:05:00 -
[2] - Quote
Adeena Torcfist wrote:id like to see explosions actually hit shields & Not the centre of a ship. Something similar i remember seeing on Nexus: the Jupiter Incident for those that played it way back when
I like this idea. Not only would it be more accurate, but it conveys more information. |
Jett0
Team Kitty Choke Slam
21
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Posted - 2011.11.15 22:17:00 -
[3] - Quote
Once again, thanks to the community and developers for the attention to this. I believe it's the little things that count, and from what I can tell there are a lot of others that agree.
CCP t0rfifrans wrote:This thread delivers. Please keep it coming. Ofc, we have our own lists of things we feel is important. For example missiles are very high on it, so are explosions, many non-weapon/turret effects and gas clouds in dungeons.
For the most part, I think the community agrees with these priorities. Someone correct me if you feel differently.
CCP t0rfifrans wrote:V3 shaders will allow very cool lighting effects in space once that effort is done ( will take time ). Your suggestions are being read and popular items or novel new ideas are being considered and weighed against everything else.
I'm a broken record on this subject, but good effects and animations will always outweigh polygon counts. "Realistic-looking" games are only so for a few years, but good aesthetics and style will last forever.
CCP t0rfifrans wrote:One thing we have to consider is scalability. What is your opinion on that? Go nuts with modern state of the art effects that require powerful machines or keep it to a bare minimum so that it runs on 10 year old craptops? Or allow just allow people to turn stuff off?
My opinion is that with all the effects turned on, EvE should lead the industry in graphical prowess and originality. However, scalability is key for any game that requires longevity (i.e. any MMO). For example, you'll notice Blizzard's older games are still available at retail. We're talking games that are over ten years old that are still being played. I swear, about every two years one of my friends gets the bright idea that we should all buy Diablo II and play it up old school on Battle.net. And we can, because the thing runs on netbooks.
On this subject, I'm going to once again draw attention to the explosions. Don't get me wrong; I can see the effort that went into them. But there are other games (plug no. 2 in this thread alone) that do a lot more with a lot less. Good mathematics/programming and 3D artists will never replace a talented 2D artist in my mind.
CCP t0rfifrans wrote:Thanks!
And you as well. |
Jett0
Team Kitty Choke Slam
22
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Posted - 2011.11.16 00:27:00 -
[4] - Quote
Sobach wrote:Arya Greywolf wrote:Freespace 2 is one of my favorite games of all time. I just played through it again not too long ago. I told my buddy to play it but he's a graphics *****. What a shame.
The epic feeling I get from that game - well, I'll never forget it. have you checked out the SCP update for FS2? it substantially upgraded the models and effects in the game. Also, you should check out some of the mods that have been produced over the years, my favorite is the Blue Planet series, which IMO rivals the original as far as quality goes.
I will keep plugging this until it gets old, which was three plugs ago. |
Jett0
Team Kitty Choke Slam
25
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Posted - 2011.11.16 21:37:00 -
[5] - Quote
I haven't had a chance to read every post, but so far there's a lot of good ideas here. A few more I've been thinking about:
-- Missiles --
A few people have brought up how, with all the new changes, missiles now look comparatively weak. I've also noticed that the impact animations contain a lot of unnecessary particles. Removing all those "dots" and using some smooth, high-res animations in their place is what I would personally like to see.
Another common complaint is the misrepresentation of missile groups as one warhead. The suggestion I see the most (and agree with) is to use an effect like a small-scale Macross Missile Massacre.
-- Locked target portraits --
Maybe this is just me, but I sometimes have trouble distinguishing between ship types and classes when I have upwards of seven targets locked. I've even occasionally mistaken a faction's destroyer for a battlecruiser simply because the portrait looked larger and more menacing. On top of that, the miniature screenshots don't mesh well with the rest of the UI. Even the module icons are just that: icons, not pictures. I'd like to see all the targets replaced with something simpler. Even a color-coded wireframe would work.
-- Animated UI --
I'm sure that with the new Carbon tech, the UI will receive a massive overhaul at some point. When this happens, would it be feasible to throw in a few animations? Short, unobtrusive animations like how Windows 7 handles opening and closing windows would be pretty slick. |
Jett0
Team Kitty Choke Slam
29
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Posted - 2011.11.18 02:32:00 -
[6] - Quote
Mara Rinn wrote: Here's my suggestion for stargate jumping (unrelated to Freebooted's camera ideas): 1) Continue rendering current grid 2) Hidden rendering of target grid 3) When jumping, open up wormhole which joins both grids 4) Warp new grid through wormhole into new grid
This can happen as soon as the client knows enough about the target grid to start rendering it: objects on the remote grid can be spawned in as the warping is happening. The warping effect is, in effect, the transition screen. No fade to black required, just replace it with a humungous feat of 3D graphics engineering :)
The process of warping can be slowed down to give the pilot an indication of how long their client will take to load the remote grid completely.
This is awesome.
For the less tech-savvy, what's being suggested here is getting rid of the loading screen for stargate jumps and replacing it with a visual effect.
On an unrelated note, I just noticed that on the test-server, suns are not properly occluded by my ship during warp. I have a feeling this is a known issue, but I'll bring it up anyway. |
Jett0
Team Kitty Choke Slam
36
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Posted - 2011.11.19 19:00:00 -
[7] - Quote
I think a good temporary quick-fix for the UI would be a taskbar. |
Jett0
Team Kitty Choke Slam
47
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Posted - 2011.12.28 16:47:00 -
[8] - Quote
Tepir wrote:Back some year ago (3 or so ? ) .. When i first started to play EvE i downloadec lient it was like 2.something GB size ... once i installed i got the option : Your pc supports premium graphic do you want to download and install it ? Where is that gonne ?
Supporting two clients became too costly for the benefits gained.
Tepir wrote:Add gamma settings
Maybe I missed something, but I thought this was scheduled for Crucible. I would also like to see this. |
Jett0
Team Kitty Choke Slam
70
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Posted - 2012.03.05 14:51:00 -
[9] - Quote
Can't you already lock the camera? Esc menu > Enable advanced camera options > Right-click target > Set as interest
I love the idea of moving information to the reticle. I am strongly opposed to color-coding it, as that removes some of the skill needed to play. More information is always good, but the game should never tell you what to do with that information. |
Jett0
Team Kitty Choke Slam
71
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Posted - 2012.03.18 19:25:00 -
[10] - Quote
*bump*
Updated OP as promised.
Any chance we could get some feedback from the current art team...? |
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