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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. |
Grey Stormshadow
Starwreck Industries
375
|
Posted - 2011.11.15 00:33:00 -
[2] - Quote
-1 to the jump button being visible and usable 20au from the gate.
Did I win?
|
leviticus ander
The Scope Gallente Federation
2
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Posted - 2011.11.15 00:41:00 -
[3] - Quote
do you actually jump at 20AU? or does it warp to then jump? if it's the latter then that's a new feature. same with setting AP to a station. |
Dirk Magnum
Sarz'na Khumatari Ushra'Khan
66
|
Posted - 2011.11.15 00:43:00 -
[4] - Quote
-1 for still not being able to use asteroids and capital ships as cover. |
Jodis Talvanen
State War Academy Caldari State
82
|
Posted - 2011.11.15 00:46:00 -
[5] - Quote
warp tunnel inside a planet gets dark +1 but you still see the sun -1.
explosions should be bigger and more of a volumetirc cloud than tiny dots.
guns - need bigger flashes.
impact effects of weapons.
also this is a feature i would LOVE to see: CAMERA FOLLOW SHIP: the camera will move according (relative) to the ship's direction so you will actually FEEL the first-person-ness of the ship, and not always a third person.
so when a ship turns, the camera will turn as well (and the ship look static to the camera but the background is moving).
it doesn't need to violate the current UP DOWN locks, it can still turn with the ship even if the ship rotates sideways. |
Logan LaMort
Black Rebel Rifter Club
1088
|
Posted - 2011.11.15 00:57:00 -
[6] - Quote
Jodis Talvanen wrote:also this is a feature i would LOVE to see: CAMERA FOLLOW SHIP: the camera will move according (relative) to the ship's direction so you will actually FEEL the first-person-ness of the ship, and not always a third person.
so when a ship turns, the camera will turn as well (and the ship look static to the camera but the background is moving).
it doesn't need to violate the current UP DOWN locks, it can still turn with the ship even if the ship rotates sideways.
Heh, thought I was the only one who wanted an option for the camera to follow the ship.
I'd love it for autopilot, it would be pretty damn scenic.
|
Adeena Torcfist
Dark Underground Forces
3
|
Posted - 2011.11.15 01:01:00 -
[7] - Quote
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 |
Arya Greywolf
Tasty Beverage
3
|
Posted - 2011.11.15 01:45:00 -
[8] - Quote
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. |
ASadOldGit
School of Applied Knowledge Caldari State
14
|
Posted - 2011.11.15 01:53:00 -
[9] - Quote
Jett0 wrote: +1 to weapons that show a visual indication of a missed shot.
Here's a question to ponder: If you shoot someone, and every single shot misses, have you technically aggressed them?
My container is NOT imploding! It's just a bit upset that it only sees cheap crap. |
Nova Fox
Novafox Shipyards
316
|
Posted - 2011.11.15 01:57:00 -
[10] - Quote
ASadOldGit wrote:Jett0 wrote: +1 to weapons that show a visual indication of a missed shot.
Here's a question to ponder: If you shoot someone, and every single shot misses, have you technically aggressed them?
In international rules of warfare. Yes, its an act of war if no challenge was issued before hand.
|
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Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
100
|
Posted - 2011.11.15 02:20:00 -
[11] - Quote
Remove SEBO, ECCM and TC effects.
SEBOs give you eye cancer. The Daily Mail said so. |
DarkAegix
Blue Republic RvB - BLUE Republic
315
|
Posted - 2011.11.15 02:49:00 -
[12] - Quote
Blasters need to look less like a fire hose of milk. |
Hungry Eyes
Ministry of War Amarr Empire
163
|
Posted - 2011.11.15 03:03:00 -
[13] - Quote
-1000 for not doing **** to fix hybrids and gallente ships. |
Bubanni
SniggWaffe
11
|
Posted - 2011.11.15 03:09:00 -
[14] - Quote
Would like a new jumping effect... when going through a stargate or jump bridgr... or titan bridge... Im thinking a mini version of the capital jumping effect would be nice
Something that shows you being slinged towards space... instead of a bubble around the ship + cloaking effect |
Zions Child
Odyssey Inc SpaceMonkey's Alliance
76
|
Posted - 2011.11.15 03:12:00 -
[15] - Quote
Grey Stormshadow wrote:-1 to the jump button being visible and usable 20au from the gate.
Did I win?
The jump command now warps you to a gate and jumps you through it, requiring one less click to jump.
In sum, no, you don't win, you fail. You fail terribly. Since forum pvp is EVE endgame, you have now lost EVE. GTFO. |
Dirk Magnum
Sarz'na Khumatari Ushra'Khan
67
|
Posted - 2011.11.15 04:00:00 -
[16] - Quote
-1 for every brown color scheme. I'll accept it on the Deimos to bring it in line with the scheme the Astarte has sported for a long time now. All other brown ships are terrible. It's most egregious with the Ishukone line and Guristas ships. |
Jett0
Team Kitty Choke Slam
16
|
Posted - 2011.11.15 06:05:00 -
[17] - 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. |
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CCP Choloepus
C C P C C P Alliance
18
|
Posted - 2011.11.15 09:57:00 -
[18] - Quote
This thread is relevant to my interests. Simple graphical glitches, areas with poor visual feedback or things that are just lacking a 'wow' factor that should be intrinsic are all great to know about.
Not sure we should try to code away the brown though, sorry Dirk. |
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Poetic Stanziel
Arrakis Technology
296
|
Posted - 2011.11.15 10:00:00 -
[19] - Quote
Dirk Magnum wrote:-1 for still not being able to use asteroids and capital ships as cover. LoF would be a pretty awesome addition, actually.
EVE Online: Incarna - New Coke EVE Online: Winter Expansion - Coke Classic |
Zagdul
Clan Shadow Wolf Fatal Ascension
113
|
Posted - 2011.11.15 10:00:00 -
[20] - Quote
New Cyno Effects should have racial colors:
Green = Gallente Red = Minmatar Blue = Caldari Yellow = Amarr
Can I have a pony too?
It's not Rocket Surgery |
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ZeZark
STEEL CITY. Junkyard Gunn3rs
0
|
Posted - 2011.11.15 10:04:00 -
[21] - Quote
You guys removed the pretty "screen dims to black, and comes back when jump finished" between systems, why ? |
Nutbolt
Avalon Project Shadow Rock Alliance
8
|
Posted - 2011.11.15 10:06:00 -
[22] - Quote
Jett0 wrote: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.
I loved the shield impact effect in Nexus! The Stargate: War begins mod for it is also epic! Seeing railguns impact on a Ha'Tak ships shield is sweet; but yer anyway it would be cool to see this, and the effect when the shield fails, or comes back up although I see how this may be more of an issue as shields coming back up don't work quite like that in EVE.
EDIT: As can be seen in this trailer and some others... http://www.moddb.com/mods/stargate-mod-war-begins/videos/stargate-war-begins-unofficial-trailer#imagebox |
Akirei Scytale
Test Alliance Please Ignore
369
|
Posted - 2011.11.15 10:14:00 -
[23] - Quote
As mentioned before, camera following your ship. it would also be nice if we could make it lock onto the target, but i have a sneaking suspicion this functionality might already exist but be buried somewhere.
Probably too late to ask, but making the galactic disk visible from nullsec brighter and more defined (like the actual milky way) would be fantastic. Also, moar stars.
Making projectile weapons fire brighter would be quite aesthetically appealing. Pretend ships need tracer rounds, or simply magnify the muzzle flash tremendously. As is, the only epic part of artillery fire (aesthetically) is the sound, and ACs should be a storm of tiny bullets streaking towards their target.
It would be nice if turrets retracted whenever nothing was targetted, instead of only in warp. Also, making projectile turrets retract would be nice as well.
Missiles have very wonky paths towards their targets, but I suspect a large part of this is the fact that once they reach a "hit radius" from their target, they switch into a different animation mode. They could certainly look a lot more epic (and the explosion could be toned down a bit on the larger ones, it gets pretty obnoxious in missile heavy fleets).
It would be quite awesome if there were three hit animations on ships - reacting violently with shields, hitting armor and sending sparks off into space, and impacting structure, sending chunks out.
And this one isn't visual but damn, the sound armor hardeners make is obnoxious. It really messes with music being played over EVE. |
Midge Mo'yb
Bat Country Goonswarm Federation
47
|
Posted - 2011.11.15 10:14:00 -
[24] - Quote
+1 for ships with jump drives jumping in the same direction (towards the star they jump to) |
Eebi
CONCORD Operations Central Directorate of Intelligence
12
|
Posted - 2011.11.15 10:22:00 -
[25] - Quote
First of all i want to thank CCP for all the effort all of the sudden, though the lack of this in the past isn't completely forgiven in my book.
You have seen your mistakes and shown dedication to please your customers yet again. I can only hope the current effort will be consistent, please keep listening to the voice of you customers.
About current sisi content: The current cyno jump is nice, however the pin/red'ish effect ruins it, changing that color alone would make it 10x better in my opinion.
All the rest is simply amazing, keep up the good work. |
Roime
Blue Republic RvB - BLUE Republic
12
|
Posted - 2011.11.15 10:24:00 -
[26] - Quote
My #1 wish is to have the camera default to from-behind-the ship -angle.
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Crucis Cassiopeiae
EvE-COM
713
|
Posted - 2011.11.15 10:45:00 -
[27] - Quote
Akirei Scytale wrote:As mentioned before, camera following your ship. it would also be nice if we could make it lock onto the target, but i have a sneaking suspicion this functionality might already exist but be buried somewhere. Probably too late to ask, but making the galactic disk visible from nullsec brighter and more defined (like the actual milky way) would be fantastic. Also, moar stars. Making projectile weapons fire brighter would be quite aesthetically appealing. Pretend ships need tracer rounds, or simply magnify the muzzle flash tremendously. As is, the only epic part of artillery fire (aesthetically) is the sound, and ACs should be a storm of tiny bullets streaking towards their target. It would be nice if turrets retracted whenever nothing was targetted, instead of only in warp. It would be simple to make the animation play during targeting, I feel. Also, making projectile turrets retract would be nice as well.Missiles have very wonky paths towards their targets, but I suspect a large part of this is the fact that once they reach a "hit radius" from their target, they switch into a different animation mode. They could certainly look a lot more epic (and the explosion could be toned down a bit on the larger ones, it gets pretty obnoxious in missile heavy fleets). It would be quite awesome if there were three hit animations on ships - reacting violently with shields, hitting armor and sending sparks off into space, and impacting structure, sending chunks out. Bring back the camo deimos. The skin on the test server's last build was beautiful, it was one of the few ships I feel space camo looked right on. Now, it looks dull, and too much like a Phobos. And this one isn't visual but damn, the sound armor hardeners make is obnoxious. It really messes with music being played over EVE.
problem is instant lock that come ships can have... so no time for animation to be played... but... some other thing is coming to my mind... why don't we have button to power up hi slots??? that button would trigger turret activation animation we now have... AND would signal to ppl that you have targeted that you have activated your weapons...
i think that would be nice...
and about missiles... that all is broken and need to be baked from begining... starting from missile "turrets"... missile models... missile paths... and missile explosions... |
Black Dranzer
72
|
Posted - 2011.11.15 10:57:00 -
[28] - Quote
Whenever a warp gate goes off, I'm never 100% certain on which direction it's sending me in.
It's just something that's always bugged me, is all. |
War Kitten
Panda McLegion
244
|
Posted - 2011.11.15 11:01:00 -
[29] - Quote
+1 for the OPTION to lock the camera orientation behind the ship for manual piloting. This is my signature.-á There are many others like it, but this one is mine. |
Jarnis McPieksu
Aliastra Gallente Federation
0
|
Posted - 2011.11.15 11:13:00 -
[30] - Quote
You do know that after all these epic fixes, you now have to redo missiles. Completely.
No more talk how it is :impossible: or :too hard:. Missiles, after these epic win changes, just look TERRIBLE.
I don't care if it means that summer expansion is EVE Online: New Missiles with no other features. It has to be done. It has to be epic.
(note: epic != awesome)
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Solstice Project
Cult of Personality
125
|
Posted - 2011.11.15 11:15:00 -
[31] - Quote
*pukes into the thread because of the sheer mass of stupidity*
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Gilbaron
The Scope Gallente Federation
7
|
Posted - 2011.11.15 11:17:00 -
[32] - Quote
new torpedo explosion please also new overall missile explosions, but start with torpedos please
better scaling for ships
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Elanor Vega
Native Freshfood Minmatar Republic
31
|
Posted - 2011.11.15 11:19:00 -
[33] - Quote
Can you please make Customs Office so that they don't look like ugly grey box in the space? make it that it looks good... |
Keras Authion
Science and Trade Institute Caldari State
14
|
Posted - 2011.11.15 12:11:00 -
[34] - Quote
Missiles as a whole need a rework. One blob, no launchers and 2D explosions is a little old now.
Hit effects for getting hit in the shields, armour and hull. For each weapon type if possible.
The suns look funny from close up. Especially when looking away.
Tone down the sensor booster effects.
Did remote repair modules have actual hardpoints? If not, they would be nice.
Warp trails for a new effect maybe? Might look cool like the jet trails today and give a new way to assess the traffic of the system if the local were to be removed. |
Janis Ezra
Brutor Tribe Minmatar Republic
0
|
Posted - 2011.11.15 12:26:00 -
[35] - Quote
Keras Authion wrote:Missiles as a whole need a rework. One blob, no launchers and 2D explosions is a little old now.
+100000 |
Thorn Galen
Bene Gesserit ChapterHouse Sanctuary Pact
173
|
Posted - 2011.11.15 12:28:00 -
[36] - Quote
I would like to see Missile Bays on my ships the same way you get to see Lasers, Blasters, Autocannons and Rails. I mean, even the Salvager and the Tractor beam show-up on ships. Please give Missiles lots of loving.
The rest is excellent as seen on Sisi.
*cough*
However, (yes you knew it was coming), where oh where are the promised Hybrid fixes and Gallente Grid and Cap adjusts ?
The universe is an ancient desert, a vast wasteland with only occasional habitable planets as oases. We Fremen, comfortable with deserts, shall now venture into another. - STILGAR, From the Sietch to the Stars. |
Aineko Macx
Royal Amarr Institute Amarr Empire
15
|
Posted - 2011.11.15 12:36:00 -
[37] - Quote
Sebo effects have been eye cancer inducing since they were redone in QR(?). CCP has been ignoring the cries of agony like a boss ever since. |
Hosedna
FumbleFamily Corp
0
|
Posted - 2011.11.15 12:54:00 -
[38] - Quote
You could put the asteroid belts the right way toward the planet. Currently they are not around the planet, but curved in the opposite direction, which sucks visually ! |
Noriko Mai
304
|
Posted - 2011.11.15 13:12:00 -
[39] - Quote
Jett0 wrote:+1 to the new warp tunnel, especially when going through planets.
|
Xavier Quo
Ministry of War Amarr Empire
10
|
Posted - 2011.11.15 13:31:00 -
[40] - Quote
much better explosions better muzzle flare/turret/weapon effects a lot of non weapon module effects are not good & need redoing (SeBo as mentioned before) visual indications of shield & damage types being inflicted on armour and shield little satellites/undockable stations and npc traffic in developed systems/planets/moons more space stuff eye candy in general revamp the bounty/ad boards, they have not aged well demons in warp tunnel |
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mechtech
Ice Liberation Army
77
|
Posted - 2011.11.15 13:38:00 -
[41] - Quote
I still miss the bright gold Amarr ships from pre-trinity. I've always felt that the newer look was closer to pale-yellow than bright gold, and it's probably something that can be changed with shader tweaks.
More gold for amarr! |
Vincent Gaines
Macabre Votum Morsus Mihi
73
|
Posted - 2011.11.15 13:39:00 -
[42] - Quote
I posted in the other thread, but Jita 4-4 should be a unique, MASSIVE station.
I miss the spinny bits on some T2 frigs like the Harpy. |
Alexandar Pavlovic
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.15 13:46:00 -
[43] - Quote
Ship's sequential explosions... http://www.youtube.com/watch?feature=player_detailpage&v=JsQC__LyoyU#t=190s
...dynamic lightning, impact effects, explosions http://www.youtube.com/watch?feature=player_detailpage&v=WLInRFmRfvw |
Pattern Clarc
Aperture Harmonics
295
|
Posted - 2011.11.15 14:31:00 -
[44] - Quote
Could planets colour "grade" or be graded the environment? Sometimes moons look far too white, or planets look far too blue given how saturated the sky box is...
Not sure if much happens in turms of the engine right now, but similar effects happen when a system under goes an incursion, ie, hue/saturation levels deliberately change.
Doing this would better blend your planets and nebulea together. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Jonathan Malcom
Test Alliance Please Ignore
0
|
Posted - 2011.11.15 14:40:00 -
[45] - Quote
This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read. |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
100
|
Posted - 2011.11.15 14:50:00 -
[46] - Quote
Daedalus Arcova wrote:Remove SEBO, ECCM and TC effects.
SEBOs give you eye cancer. The Daily Mail said so. This really can't be overstated.
The sensor booster effect is one of the worst in this game, along with all the other electronic and sensor upgrade type module effects. They clip through the ships' hulls, they are way too intense, they serve almost no purpose aside from being extremely bad for the eyes, especially in fleets. If you decide to keep these, please allow us to turn them off with a separate toggle. Thank you.
|
E man Industries
SeaChell Productions
120
|
Posted - 2011.11.15 14:56:00 -
[47] - Quote
Bubanni wrote:Would like a new jumping effect... when going through a stargate or jump bridgr... or titan bridge... Im thinking a mini version of the capital jumping effect would be nice
Something that shows you being slinged towards space... instead of a bubble around the ship + cloaking effect This...don't really get the feel you have been slung to the next star system. Also I like the old sound better.
We need more to do, not more to wear. Let me know when-áCCP has decent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. |
E man Industries
SeaChell Productions
120
|
Posted - 2011.11.15 14:59:00 -
[48] - Quote
have the ship icons actually show how the ships look from your ships perspective. Is he heading towards me? away, tangent?
Same for "look at"
when I look at a ship by default it should be how that ship apears from my ship. the camera should always be placed between me and him. Unless I take it off.
We need more to do, not more to wear. Let me know when-áCCP has decent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
100
|
Posted - 2011.11.15 15:05:00 -
[49] - Quote
Planets need to have distinctive polar regions. The lack of these is especially egregious on the temperate, and to a slightly lesser degree on barren worlds. |
Spacing Cowboy
Ordo Drakonis Nulli Secunda
9
|
Posted - 2011.11.15 15:27:00 -
[50] - Quote
What about some more heavy damage effect? This on the UI and overall screen.
Basicly the only way of telling and -feeling- your dying horrible or shooting heavy guns is the bars on your screen and some bugged warning beeps.
Your getting hit by a 1400mm shell , i expect my cams/windows to rattle and maybe even have trouble giving a visual image .
Example, you get hit by a full 1400 salvo.. My ship is dying horrible.. And all i notice is is red bars showing up rapid.
Maybe even make getting podded more dramatic, i just suffered the ultimate defeat, lost my resque pod.. Add some grapic eyecandy ,( short movie? ) to represent this.
All above could be easy merged in "the pod pilot" story, nothing story-breaking.
While im making a wishlist anyway.. Make exploding ships more violent? Now its just a bit of a white-flash thing.. Bring us fire&exploding fuel and ammo storage, and the death of several 1000 of crew members. |
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Aphoxema G
PONIES EVERYWHERE
39
|
Posted - 2011.11.15 15:43:00 -
[51] - Quote
Bubanni wrote:Would like a new jumping effect... when going through a stargate or jump bridgr... or titan bridge... Im thinking a mini version of the capital jumping effect would be nice
Something that shows you being slinged towards space... instead of a bubble around the ship + cloaking effect
Yeah, at least some kind of fullscreen effect so you're not suddenly in a new place while loading assets come up and suddenly there's a gate that wasn't there before.
The changes on Sisi are simply enormous and I am so, so happy with the new interface, font, a session timer I don't have to wave my mouse over repeatedly, there's not much I could offer to complain about.
Being that it's me, though, I can still find somethings...
- Grouping windows in a nonoverlapping column/row would be nice, I hate having to resize two windows at a time when one isn't big enough anymore but I still need both.
- I can't open Overview Options in station. If I need to make a change and I'm in a station surrounded by people who are allowed to shoot me I'm kind of screwed. It would be nice if the overview didn't close, just tell you you can't see anything... or maybe even keep showing you what's on grid or what was last on grid (indicated by darkened text, like when holding ctrl) around the station you're in.
- A better way to see the member list in local, or at least a summary of war targets and negative/positive standings (very easy implemention). That is, if the DESTROY LOCAL proponents don't get their way.
- Small numbers of brackets, I think, should nudge each other out of the way instead of overlapping. I really do appreciate the grouping into a list though.
- Some kind of graphic to show that a ship has bumped into another, like a shield flash or something.
- When a ship has any shield remaining it could have flashing shield effect when hit like they do on the star treks.
- Lasers and charges should attenuate (fade out) over a distance starting at optimal and ending with falloff, would look really good for miss effects.
Wouldn't you like to be my little PWNEE? |
Aphoxema G
PONIES EVERYWHERE
39
|
Posted - 2011.11.15 15:47:00 -
[52] - Quote
And anyone who's reading this ought to go through the posts and thumbs up anything they agree with. This is one of those times where Liking actually means something.
Wouldn't you like to be my little PWNEE? |
Hayaishi
Aperture Harmonics K162
37
|
Posted - 2011.11.15 15:48:00 -
[53] - Quote
Weapons "deploying" when you lock someone, not when you come out of warp.
HEAR ME OUT, I'm not like all the others.
If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.
If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.
^ How about that? |
Aphoxema G
PONIES EVERYWHERE
39
|
Posted - 2011.11.15 15:48:00 -
[54] - Quote
Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
If you enable advanced camera options, you can already do this with "Set as interest".
Wouldn't you like to be my little PWNEE? |
Efraya
DEEP-SPACE CO-OP LTD Narwhals Ate My Duck
34
|
Posted - 2011.11.15 15:49:00 -
[55] - Quote
Make the sun less freaking bright, it hurts my eyes!!!1011!!
WSpace; Best space. |
Mahakaharashi RedEagle
Hedion University Amarr Empire
1
|
Posted - 2011.11.15 15:49:00 -
[56] - Quote
Please bring back "slingshot" effect for warp gates. SEBO effect must be toned down by few magnitudes at least, or completely changed - it's horrible. It would be also nice if we could get shields visually reacting to hits. Oh, and artillery should have tracers, not laser-like beams of light moving as the target moves... artys are not freaking lazors.
edit
Vincent Gaines wrote:Jita 4-4 should be a unique, MASSIVE station. This too ^^ |
E man Industries
SeaChell Productions
126
|
Posted - 2011.11.15 16:07:00 -
[57] - Quote
Quote:GÇóLasers and charges should attenuate (fade out) over a distance starting at optimal and ending with falloff, would look really good for miss effects.
OMG yes yes yes yes.
We need more to do, not more to wear. Let me know when-áCCP has decent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. |
Callic Veratar
Power of the Phoenix
75
|
Posted - 2011.11.15 16:35:00 -
[58] - Quote
- Drones should have little guns on them instead of shooting out of fixed barrels at weird angles. - Mining Drones should face towards the rock instead of shooting through the side. - All planets are assumed to have a vertical axis, so some have rings that tumble as they spin. - (Planets also spin too fast and don't orbit the sun, but those are a bit bigger than graphical changes.) - Engines fire if a ship is moving, no matter why it's moving (a bumped ship turns its engines on for some reason). - Normal, AB, and MWD looks the same (at least it did). - Invuln/Booster effects don't cover all ships properly (parts of the hull of the hulk are outside the shields) - Mining Crystal Lasers are all the same |
E man Industries
SeaChell Productions
126
|
Posted - 2011.11.15 16:44:00 -
[59] - Quote
Drones in drone window should be color codded by what they are doing.
Blue for Rep Orange for attacking Red For getting attacked Green for ECM
Ect. this way I can glance and knwo my drones are doing something...
Also broadcasts should be color codded
Red for target yellow for warp to blue for shields
you get the picture.
We need more to do, not more to wear. Let me know when-áCCP has decent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. |
Aphoxema G
PONIES EVERYWHERE
40
|
Posted - 2011.11.15 16:48:00 -
[60] - Quote
E man Industries wrote:Drones in drone window should be color codded by what they are doing.
When supported by someone, their bracket should flash green or blue or something unless they also use a harmful module.
Wouldn't you like to be my little PWNEE? |
|
Riedle
Paradox Collective
11
|
Posted - 2011.11.15 16:56:00 -
[61] - Quote
Nova Fox wrote:ASadOldGit wrote:Jett0 wrote: +1 to weapons that show a visual indication of a missed shot.
Here's a question to ponder: If you shoot someone, and every single shot misses, have you technically aggressed them? In international rules of warfare. Yes, its an act of war if no challenge was issued before hand.
Of course, if there was a challenge issued and accepted then the respected leaders of each country would agree to a duel subject to the following constraints parsed from UN International Rules of Warfare GÇô section 2, subsection 13 paragraph 2:
GÇóAn Agreed-to duel shall occur at high noon between the respected leaders of each nation for whom the challenge has been accepted (except in Japan where it occurs at dawn) GÇóThe weapons used will be two colt revolvers with a single shot each with the following exceptions: - Any Pakistani participants shall blow themselves up at the agreed-to time and hope for a kill shot from the explosion - Japanese Participants are restricted to using Samurai swords - Spanish Participants are not allowed to wear red - English Participants must be drunk for the encounter - French participants are exempted from participating as surrendering is not allowed |
Milo Caman
Anshar Incorporated
15
|
Posted - 2011.11.15 16:56:00 -
[62] - Quote
Tidy up the Hyperion's texturing. It's had a 'seam' down the middle since Trinity. I actually opened a bug report on it last week. ID is '118471'
Also more unique stations. IIRC there are Sansha and Blood Raider station models kicking around that only get used as mission scenery at the moment. Would be nice to see them used. |
bornaa
GRiD.
50
|
Posted - 2011.11.15 17:38:00 -
[63] - Quote
missiles - ALL |
Jace Errata
Cobalt Valkyrie Industries The Ambivalent
27
|
Posted - 2011.11.15 17:49:00 -
[64] - Quote
As previously mentioned, artillery fire is a little lacking. I also think 150mm railguns could use an upgrade to their visuals; they look kind of silly off to the side like they are now. 125mm rails look awesometacular though.
Projectile turrets retracting more would be nice too, and more animated bits on basic hulls- maybe also visible armour and shield generator hardpoints similar to turret hardpoints? Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |
Spacing Cowboy
Ordo Drakonis Nulli Secunda
10
|
Posted - 2011.11.15 17:54:00 -
[65] - Quote
Forgot something, If my ship is getting melted by some Amarr gigawatt lazor, you Could make it noticed by some "glow" over your screen. I mean, your ship is getting roasted. Might as well notice it.
For me, damage notification "visual" exept the damage tekstbox and dropping tank/hull , would give emersion a great boost.
To mute any rage, if any. You could make it a simple tickbox to put on/off.
"give us a more violent pod-trip" |
Mal Darkrunner
Zero Tau Research Institute
27
|
Posted - 2011.11.15 18:02:00 -
[66] - Quote
Get rid of the current effects for SEBOs, ECCM, and Tracking Computers - the visual effect is extremely annoying and the accompanying sound effects are even worse. I avoid using these modules if at all possible. If I absolutely have to activate one on my ship I am forced to zoom right out and/or turn off my sound to prevent my eyes and ears from bleeding...
The old visual/sound effects for these modules were much better IMO, please bring them back! |
GavinCapacitor
CaeIum Incognitum
0
|
Posted - 2011.11.15 18:10:00 -
[67] - Quote
The old sounds and graphics for jumping (and by extension cloaking) and cyno were way better. I have not seen the new ones, but it is hard to imagine them trumping the old ones. The old cloak animation actually showed the time until you were cloaked as well.
Mal Darkrunner wrote:Get rid of the current effects for SEBOs, ECCM, and Tracking Computers - the visual effect is extremely annoying and the accompanying sound effects are even worse. I avoid using these modules if at all possible. If I absolutely have to activate one on my ship I am forced to zoom right out and/or turn off my sound to prevent my eyes and ears from bleeding...
The old visual/sound effects for these modules were much better IMO, please bring them back!
I never saw the old ones, am interested. |
Artemis Dagon
Perkone Caldari State
0
|
Posted - 2011.11.15 18:18:00 -
[68] - Quote
Missiles need to be fired from different angles of the ship or something. The group option makes the problem heavily noticeable: they merge into one glowing ball and comes from the center of the ship. Completely unrealistic and It is my single biggest complaint about graphics in EVE. Explosions could use an upgrade as well. Meanwhile turrets look awesome.
Also with shields it would be cool to have a shield ripple or with some effect, when hit like it's absorbing the damage. Now it just look like it hits the ship directly. |
Yvan Ratamnim
Phoenix Evolved Part Duo
49
|
Posted - 2011.11.15 18:47:00 -
[69] - Quote
Jodis Talvanen wrote:warp tunnel inside a planet gets dark +1 but you still see the sun -1.
explosions should be bigger and more of a volumetirc cloud than tiny dots.
guns - need bigger flashes.
impact effects of weapons.
also this is a feature i would LOVE to see: CAMERA FOLLOW SHIP: the camera will move according (relative) to the ship's direction so you will actually FEEL the first-person-ness of the ship, and not always a third person.
so when a ship turns, the camera will turn as well (and the ship look static to the camera but the background is moving).
it doesn't need to violate the current UP DOWN locks, it can still turn with the ship even if the ship rotates sideways.
THIS THIS THIS |
Raven Ether
Republic University Minmatar Republic
24
|
Posted - 2011.11.15 19:22:00 -
[70] - Quote
- Implement actual missile launchers that are visible on our ships, and that actually fire the missiles
- Update turret firing effects to a modern level , as well as update missile effects
|
|
Akirei Scytale
Test Alliance Please Ignore
380
|
Posted - 2011.11.15 20:19:00 -
[71] - Quote
Hayaishi wrote:Weapons "deploying" when you lock someone, not when you come out of warp.
HEAR ME OUT, I'm not like all the others.
If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.
If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.
^ How about that?
The animation could simply be scaled to fit your locking time exactly, though it would be funny to watch your guns instantly appear when locking a titan, but take a minute to poke their heads out when locking a sig tanked frigate. |
Aphoxema G
PONIES EVERYWHERE
42
|
Posted - 2011.11.15 20:41:00 -
[72] - Quote
http://i59.photobucket.com/albums/g282/Zukiekie/lolstuffs.jpg
Gaze upon the power of paint and screenshots I googled
Wouldn't you like to be my little PWNEE? |
Raven Ether
Republic University Minmatar Republic
24
|
Posted - 2011.11.15 21:06:00 -
[73] - Quote
Reinstate the shield hardener effect or create a new one.
The current one is just horrible. It used to be awesome, but it was removed. |
Akirei Scytale
Test Alliance Please Ignore
381
|
Posted - 2011.11.15 21:12:00 -
[74] - Quote
Aphoxema G wrote:http://i59.photobucket.com/albums/g282/Zukiekie/lolstuffs.jpg
Gaze upon the power of paint and screenshots I googled
Oh god yes. PLEASE let us sort local by standing, it can get truly annoying scanning local constantly in a busy system, and being forced to have local stretch from the top to the bottom of my screen. |
Aphoxema G
PONIES EVERYWHERE
43
|
Posted - 2011.11.15 21:14:00 -
[75] - Quote
Akirei Scytale wrote:Aphoxema G wrote:http://i59.photobucket.com/albums/g282/Zukiekie/lolstuffs.jpg
Gaze upon the power of paint and screenshots I googled Oh god yes. PLEASE let us sort local by standing, it can get truly annoying scanning local constantly in a busy system, and being forced to have local stretch from the top to the bottom of my screen.
I'd rather ninja around in 0.0 all day than have to keep checking for war targets in Jita.
Wouldn't you like to be my little PWNEE? |
|
CCP t0rfifrans
C C P C C P Alliance
291
|
Posted - 2011.11.15 21:34:00 -
[76] - Quote
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. 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.
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?
Thanks! |
|
Akirei Scytale
Test Alliance Please Ignore
381
|
Posted - 2011.11.15 21:36:00 -
[77] - Quote
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. 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 read.
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?
Thanks!
You know what would be amazing? a LOD system that scaled all effects down as numbers increased. As is, having to reset my graphics settings to minimum for every strategic op, and then set them back to max afterwards, is a source of annoyance. |
Sin Meng
Creative Assembly
19
|
Posted - 2011.11.15 21:39:00 -
[78] - Quote
Akirei Scytale wrote: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. 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 read.
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?
Thanks! You know what would be amazing? a LOD system that scaled all effects down as numbers increased. As is, having to reset my graphics settings to minimum for every strategic op, and then set them back to max afterwards, is a source of annoyance.
Seconding the motion for intense LOD advancement for the most scaleable MMO (at least trying to be) in the industry. Elements of the past and the future combining to make something not quite as good as either. |
bornaa
GRiD.
50
|
Posted - 2011.11.15 21:46:00 -
[79] - Quote
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. 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.
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?
Thanks!
Don't do bare minimum... please... make this for EVE... GO NUTS... Make it all with modern state of the art effects that require powerful machines... and option to turn that things off for ppl that can't/don't want it...
Please... make EVE the best you can so that EVE can compete with other games...
|
Large Collidable Object
morons.
578
|
Posted - 2011.11.15 21:49:00 -
[80] - Quote
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?
Thanks!
Having the opion to customize settings is always a great thing, so as long as having an option to turn something off isn't a tremendous hassle, it should be implemented.
E.g. I wasn't interested in Incarna to begin with - fine - I'll ignore it and mourn the lack of Eve development, but announcing to remove the option to turn it off changed my stance to a quite aggressive one at that time, despite being able to run multiple instances with enabled CQs. morons- sting like a butterfly and-ápost like a bee. |
|
Crucis Cassiopeiae
EvE-COM
715
|
Posted - 2011.11.15 21:50:00 -
[81] - Quote
bornaa wrote: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. 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.
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?
Thanks! Don't do bare minimum... please... make this for EVE... GO NUTS... Make it all with modern state of the art effects that require powerful machines... and option to turn that things off for ppl that can't/don't want it... Please... make EVE the best you can so that EVE can compete with other games...
THIS!!! soooo this... GO SO NUTS...
I want to drool when i enter EVE... I want that other ppl drool when see me playing EVE... I want them feel bad that they play some other ugly game and not EVE... |
McRoll
Heatseekers
10
|
Posted - 2011.11.15 21:53:00 -
[82] - Quote
I suggested it in another thread already, I'd love to see maneuvring thruster effects on all ships like on the Enherji fighter. It would add greatly to immersion when a Rifter fires a side thruster when turning around. It would also feel more like a spaceship and less like a submarine.
Just some flame exhausts on nose and sides and thats it, should be no big problem. |
Akirei Scytale
Test Alliance Please Ignore
382
|
Posted - 2011.11.15 21:57:00 -
[83] - Quote
McRoll wrote:I suggested it in another thread already, I'd love to see maneuvring thruster effects on all ships like on the Enherji fighter. It would add greatly to immersion when a Rifter fires a side thruster when turning around. It would also feel more like a spaceship and less like a submarine.
Just some flame exhausts on nose and sides and thats it, should be no big problem.
if you were going for realism, engine flare and engine trails would have to be removed, as you'd just be using tiny bursts. |
Lord Helghast
Intergalactic Syndicate Nulli Secunda
42
|
Posted - 2011.11.15 22:08:00 -
[84] - Quote
Go nuts!!!!!!!!!!!! Serially explosions and wrecks and missiles are big ones so are the crappy gas clouds.... I think everyone will agree go nuts with effects... Just have ability to turn them down when posssible or off when needed... And u will have EVERYONE HAPPY |
Jodis Talvanen
State War Academy Caldari State
97
|
Posted - 2011.11.15 22:11:00 -
[85] - Quote
Like this post if you think camera flares need a rework. |
Jarnis McPieksu
Aliastra Gallente Federation
2
|
Posted - 2011.11.15 22:14:00 -
[86] - Quote
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. 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.
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?
Thanks!
Until it melts my GTX 580, it is not too hard on the hardware
Just do two versions of all effects - very basic "information only, minimal GPU load" effect for crap systems and super shiny goodness for high ends. Those with real PCs can run with the shiny, rest can use the minimal effects.
|
Jett0
Team Kitty Choke Slam
21
|
Posted - 2011.11.15 22:17:00 -
[87] - 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. |
Bienator II
24th Imperial Crusade Amarr Empire
276
|
Posted - 2011.11.15 22:22:00 -
[88] - Quote
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?
Thanks!
well. If i where you i would consider introducing a "very high" shader option. All effects which make the client run noticeable slower should go into this category. This will avoid all the pain with people on old hardware and would make you also look cool for the hw enthusiasts. However this may also increase maintenance costs since you have to maintain multiple shaders in some cases.
There are people fighting in null which will disable almost any effect anyway. Others who do exploration or small fleet warefare may have enough resources to enable everything. Performance based lod would be an option too... rage and supreme commander 1 are doing this. You can see it fairly easy in SC1 as soon you have hundreds of units on the field shaders just get swaped out. You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
a proper bounty system for eve: https://forums.eveonline.com/default.aspx?g=posts&m=359105 |
Bienator II
24th Imperial Crusade Amarr Empire
276
|
Posted - 2011.11.15 22:28:00 -
[89] - Quote
also. As a dev... know your enemy. Learn from others (both mistakes and the good things) and make it better. classic games you should play: - nexus the jupiter incident (!) - independence war 2 - X2 + X3 - freespace
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
a proper bounty system for eve: https://forums.eveonline.com/default.aspx?g=posts&m=359105 |
Aphoxema G
PONIES EVERYWHERE
44
|
Posted - 2011.11.15 22:30:00 -
[90] - Quote
CCP t0rfifrans wrote:One thing we have to consider is scalability. What is your opinion on that?
Larger portraits in chat, maybe scaling with text size... but I might not need larger text anymore with the new font. I thought I was just getting old and blind. I guess I was just working really hard to tell the difference between a D and a zero.
Wouldn't you like to be my little PWNEE? |
|
Akirei Scytale
Test Alliance Please Ignore
384
|
Posted - 2011.11.15 22:33:00 -
[91] - Quote
Aphoxema G wrote:CCP t0rfifrans wrote:One thing we have to consider is scalability. What is your opinion on that? Larger portraits in chat, maybe scaling with text size... but I might not need larger text anymore with the new font. I thought I was just getting old and blind. I guess I was just working really hard to tell the difference between a D and a zero.
There are people who keep chat portraits on?? |
mkint
331
|
Posted - 2011.11.15 22:36:00 -
[92] - Quote
bornaa wrote: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. 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.
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?
Thanks! Don't do bare minimum... please... make this for EVE... GO NUTS... Make it all with modern state of the art effects that require powerful machines... and option to turn that things off for ppl that can't/don't want it... Please... make EVE the best you can so that EVE can compete with other games... let's make sure I get this... so, for example, we could have turret effects that are more GPU intensive than lolincarna launch day, or we can turn them off to have no turret effects at all? Not sure I'd support that.
When planning for advanced graphics, there are a few things to consider...
1) the client is horribly horribly optimized. Seriously, stuff that should cause absolutely zero FPS drops (brackets in space) can trash performance. That kind of basic stuff that even WIndows 3.11 got right should have NEVER made it into the game the way it has. I don't know why this isn't a bigger issue... we are already forced to sacrifice playability either in FPS or in situational awareness. Dumping more dev resources into hurting the FPS even more sounds stupid to me when you can't even keep basic functionality that other developers mastered in the 1990's. 2) this is an MMO. If you design the client for the top 1% of your potential customers, and leave the rest with bad/no graphics, the majority of your trials accounts won't subscribe. They will assume they either don't qualify for the game, or that the graphics fundamentally suck. Existing customers might stick around. Maybe. But you wouldn't deserve them.
I'm all for having graphics improve. But any idiot company can crank up the resolution, add a bazillion layers of shaders and skins and effects. It takes talented devs to improve the visual quality while yielding absolutely zero drop performance. Consider analog art... the greatest artists of all time discovered techniques to use the materials that have been around for thousands of years in new ways. Amazing art trumps amazing technology, every damned time. |
Elanor Vega
Native Freshfood Minmatar Republic
32
|
Posted - 2011.11.15 22:36:00 -
[93] - Quote
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. 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.
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?
Thanks!
Go NUTS as much as you can... |
Zimmy Zeta
Battle Force Industries
29
|
Posted - 2011.11.15 22:41:00 -
[94] - Quote
Artillery turrets need to be bigger, with larger fireballs at the muzzles, to bring back that WW II Battleship feeling.
http://de.valka.cz/files/ia-1984guns_107.jpg
|
Selar Nox
6
|
Posted - 2011.11.15 22:45:00 -
[95] - Quote
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. 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.
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?
Thanks!
Sorted by priorities (from high to minor):
- automatic load balanced LOD
- just allow people to turn stuff off
- Go nuts with modern state of the art effects that require powerful machines
- keep it to a bare minimum so that it runs on 10 year old craptops
Not entirey sure about the last 2 points as I am running EVE on a laptop with Intel Graphics (G45) |
E man Industries
SeaChell Productions
128
|
Posted - 2011.11.15 22:45:00 -
[96] - Quote
I run 2 clients.
I want supper shiney gfx goodness...on one acount my alt in station or support I want to have almost no load
For my main in the super shinney mode having it scale back automatically in a big fight would be a plus.
We need more to do, not more to wear. Let me know when-áCCP has decent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. |
mkint
331
|
Posted - 2011.11.15 22:47:00 -
[97] - Quote
ok, got a little wood from that one.
While we're fantasizing crazy stuff, what about making gunfire swirl the dust clouds? |
Aphoxema G
PONIES EVERYWHERE
44
|
Posted - 2011.11.15 22:50:00 -
[98] - Quote
Akirei Scytale wrote:Aphoxema G wrote:CCP t0rfifrans wrote:One thing we have to consider is scalability. What is your opinion on that? Larger portraits in chat, maybe scaling with text size... but I might not need larger text anymore with the new font. I thought I was just getting old and blind. I guess I was just working really hard to tell the difference between a D and a zero. There are people who keep chat portraits on??
I do when I'm just talking and not actually getting anything done. Strangely, the older avatar portraits did a better job of being distinguishable at small sizes.
Wouldn't you like to be my little PWNEE? |
Tepir
BALKAN EXPRESS Nulli Secunda
2
|
Posted - 2011.11.15 22:51:00 -
[99] - Quote
CCP Choloepus wrote:This thread is relevant to my interests. Simple graphical glitches, areas with poor visual feedback or things that are just lacking a 'wow' factor that should be intrinsic are all great to know about.
Not sure we should try to code away the brown though, sorry Dirk.
Can you answer me when do you plan to implement gamma(brightness) settings in EvE client ? |
Akirei Scytale
Test Alliance Please Ignore
387
|
Posted - 2011.11.15 22:54:00 -
[100] - Quote
I literally posted that volley from a different angle on page 2. |
|
Zimmy Zeta
Battle Force Industries
29
|
Posted - 2011.11.15 22:57:00 -
[101] - Quote
Oh yeah, and while we are at it: autocannons need to eject empty shells, like that scene in the matrix:
http://content6.flixster.com/photo/57/28/76/5728768_gal.jpg
With visual effects like these everyone will keep using projectile weapons so nobody will complain about hybrids anymore, no matter how you change them. |
Zimmy Zeta
Battle Force Industries
29
|
Posted - 2011.11.15 23:00:00 -
[102] - Quote
Akirei Scytale wrote:I literally posted that volley from a different angle on page 2.
Damn...I skipped page 2....sorry for that.... |
Moonaura
Swedish Aerospace Inc The Kadeshi
20
|
Posted - 2011.11.15 23:38:00 -
[103] - Quote
Some good feedback so far in the thread, ship damage could be made more interesting, and doesn't have to start at structure level.
But my request would be for improvements to the tactical overlay, as an FC, I would like to be able to get a clearer picture of who is where, in what, and what they are shooting at. This could be so much better, but I guess ties into UI as much as it does the V3 shaders. But if there was some way to show feedback via shaders in the tactical view, it would be a nice addition.
Thanks chaps & chapesses, keep rolling. |
Akirei Scytale
Test Alliance Please Ignore
387
|
Posted - 2011.11.15 23:41:00 -
[104] - Quote
Moonaura wrote:Some good feedback so far in the thread, ship damage could be made more interesting, and doesn't have to start at structure level.
But my request would be for improvements to the tactical overlay, as an FC, I would like to be able to get a clearer picture of who is where, in what, and what they are shooting at. This could be so much better, but I guess ties into UI as much as it does the V3 shaders. But if there was some way to show feedback via shaders in the tactical view, it would be a nice addition.
Thanks chaps & chapesses, keep rolling.
Yes please. This would be awesome for everyone taking part in large scale PvP, not just FCs. |
DarkAegix
Blue Republic RvB - BLUE Republic
324
|
Posted - 2011.11.15 23:51:00 -
[105] - Quote
It'd be nice if ship explosions had distortive pressure waves on them It certainly makes the new warp effect look good! |
Kaede Kimura
Epsilon Inc STORM.
3
|
Posted - 2011.11.15 23:52:00 -
[106] - 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 The poster after that mentioned FreeSpace 2 which actually had this implemented in it. |
Cat Casidy
Percussive Diplomacy
10
|
Posted - 2011.11.15 23:55:00 -
[107] - Quote
Xavier Quo wrote:demons in warp tunnel
yes please
|
Akirei Scytale
Test Alliance Please Ignore
387
|
Posted - 2011.11.15 23:56:00 -
[108] - Quote
DarkAegix wrote:It'd be nice if ship explosions had distortive pressure waves on them It certainly makes the new warp effect look good!
wat ok, space may be fluid in EVE, but going that far is kinda ridiculous. |
Sobach
Fourth Circle Total Comfort
0
|
Posted - 2011.11.16 00:24:00 -
[109] - Quote
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. |
Jett0
Team Kitty Choke Slam
22
|
Posted - 2011.11.16 00:27:00 -
[110] - 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. |
|
Jada Maroo
Mysterium Astrometrics BRABODEN
449
|
Posted - 2011.11.16 00:36:00 -
[111] - Quote
* Billboards - I want more of them with varying content. Make space look more commercial. Preferably this would be done with a method of allowing players to anchor their own somehow
* Station interiors - more life in the station - little ships buzzing around, billboard ads, etc
* Station exteriors - unique models for hubs, little space vehicles buzzing around outside simulating traffic, more billboards surrounding them
* Rookie ships need redoing. They're your first ship in eve and the current lot leave a bad first impression |
DarkAegix
Blue Republic RvB - BLUE Republic
324
|
Posted - 2011.11.16 00:45:00 -
[112] - Quote
Akirei Scytale wrote:DarkAegix wrote:It'd be nice if ship explosions had distortive pressure waves on them It certainly makes the new warp effect look good! wat ok, space may be fluid in EVE, but going that far is kinda ridiculous. One assumes that spaceships are full of gases. Upon destroying a spaceship, one assumes these gases reach very high temperatures. One assumes this creates a distortion effect, as the gases fly out in all directions. |
Akirei Scytale
Test Alliance Please Ignore
388
|
Posted - 2011.11.16 00:50:00 -
[113] - Quote
DarkAegix wrote:Akirei Scytale wrote:DarkAegix wrote:It'd be nice if ship explosions had distortive pressure waves on them It certainly makes the new warp effect look good! wat ok, space may be fluid in EVE, but going that far is kinda ridiculous. One assumes that spaceships are full of gases. Upon destroying a spaceship, one assumes these gases reach very high temperatures. One assumes this creates a distortion effect, as the gases fly out in all directions.
that would look like a jet, not a pressure wave. A video example. |
Archeris vane
Pegasus Empire HumAnnoyeD
11
|
Posted - 2011.11.16 00:55:00 -
[114] - Quote
+10000 for everything currently on Sisi. However one thing I have noticed, the stargate actually seems to shoot people a little bit to the left of the target star. Not sure if bug or something.
Also I have seen a ton of good ideas in this topic, some that sticked to me were shields having some kind of flash when getting hit. Ship explosions looking bigger and better. Able to show only certain types of people in local, or atleast be able to show them in an order that is not alphabetical (worst standing on top for example). Having to have my local window stretched out all over my screen is a pain in the *ss.
Best ideas were on the first few pages of this topic though, I agree with most of those |
DarkAegix
Blue Republic RvB - BLUE Republic
324
|
Posted - 2011.11.16 00:59:00 -
[115] - Quote
Akirei Scytale wrote:DarkAegix wrote:Akirei Scytale wrote:DarkAegix wrote:It'd be nice if ship explosions had distortive pressure waves on them It certainly makes the new warp effect look good! wat ok, space may be fluid in EVE, but going that far is kinda ridiculous. One assumes that spaceships are full of gases. Upon destroying a spaceship, one assumes these gases reach very high temperatures. One assumes this creates a distortion effect, as the gases fly out in all directions. that would look like a jet, not a pressure wave. A video example. -.-
That's a controlled water dump from some type of hose. An explosion is not a controlled water dump. Sorry. |
Zendoren
Aktaeon Industries The Black Armada
37
|
Posted - 2011.11.16 00:59:00 -
[116] - Quote
Just an idea,
Would be cool if the color of the Jump in flash could be dependent on the Fuel that the ship uses.
ex. Hydrogen = Blue Flash, Oxygen = Yellow, nitrogen = inert (Pick a color??), HELIUM = Pink (ROFL!) |
Akirei Scytale
Test Alliance Please Ignore
388
|
Posted - 2011.11.16 01:01:00 -
[117] - Quote
DarkAegix wrote:Akirei Scytale wrote:DarkAegix wrote:Akirei Scytale wrote:DarkAegix wrote:It'd be nice if ship explosions had distortive pressure waves on them It certainly makes the new warp effect look good! wat ok, space may be fluid in EVE, but going that far is kinda ridiculous. One assumes that spaceships are full of gases. Upon destroying a spaceship, one assumes these gases reach very high temperatures. One assumes this creates a distortion effect, as the gases fly out in all directions. that would look like a jet, not a pressure wave. A video example. -.- That's a controlled water dump from some type of hose. An explosion is not a controlled water dump. Sorry.
and an explosion is also not a sudden vanishing of the hull, releasing everything perfectly. a disabled or destroyed ship would have jets shooting out of the holes that compromised the hull. ships are not balloons. |
DarkAegix
Blue Republic RvB - BLUE Republic
324
|
Posted - 2011.11.16 01:23:00 -
[118] - Quote
Akirei Scytale wrote: and an explosion is also not a sudden vanishing of the hull, releasing everything perfectly. a disabled or destroyed ship would have jets shooting out of the holes that compromised the hull. ships are not balloons.
Ships in EVE explode like balloons. There's a huge rupture in the hull which creates the sudden explosion. If anything explodes fast enough, it behaves like a balloon.
If you destroy a ship in EVE with 8x 1400mm artillery cannons, there's going to be a big hole. In fact, there's going to be big holes with any weapon. Also, ships in EVE suddenly explode. A giant hull breach is guaranteed.
Big holes do not mean bigger jets of gas, unless the pressure & volume of the gas is high enough. Since the gases in a ship will be near-atmospheric, there will be no jets unless the hull breach is small enough for a constant stream of gases to persist.
Instead, through a large hole - spanning the entirety of the ship - you'll find that a large portion of the gases will escape and expand in a large cloud. When heated, this will create a pressure wave. |
Pattern Clarc
Aperture Harmonics
303
|
Posted - 2011.11.16 01:58:00 -
[119] - Quote
Oh, can you make railguns look like this please?
http://www.youtube.com/watch?v=aHoIMBXKSos Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Montevius Williams
Eclipse Industrial Inc
116
|
Posted - 2011.11.16 02:55:00 -
[120] - Quote
Jada Maroo wrote:* Billboards - I want more of them with varying content. Make space look more commercial. Preferably this would be done with a method of allowing players to anchor their own somehow
* Station interiors - more life in the station - little ships buzzing around, billboard ads, etc
* Station exteriors - unique models for hubs, little space vehicles buzzing around outside simulating traffic, more billboards surrounding them
* Rookie ships need redoing. They're your first ship in eve and the current lot leave a bad first impression
These are all grat ideas- Make it so CCP!
|
|
Akirei Scytale
Test Alliance Please Ignore
391
|
Posted - 2011.11.16 03:00:00 -
[121] - Quote
Montevius Williams wrote:Jada Maroo wrote:* Billboards - I want more of them with varying content. Make space look more commercial. Preferably this would be done with a method of allowing players to anchor their own somehow
* Station interiors - more life in the station - little ships buzzing around, billboard ads, etc
* Station exteriors - unique models for hubs, little space vehicles buzzing around outside simulating traffic, more billboards surrounding them
* Rookie ships need redoing. They're your first ship in eve and the current lot leave a bad first impression These are all grat ideas- Make it so CCP!
If rookie ships weren't so goddamned useless and fugly, I wouldn't leave a gallente shuttle in every single station I visited just so I didn't have to trash them. |
Taiwanistan
Wildly Inappropriate Goonswarm Federation
12
|
Posted - 2011.11.16 04:33:00 -
[122] - Quote
flash of light effect or some effect when entering and exiting warp it is like if i went on second life and raged where's the spaceships |
Akirei Scytale
Test Alliance Please Ignore
391
|
Posted - 2011.11.16 04:35:00 -
[123] - Quote
Taiwanistan wrote:flash of light effect or some effect when entering and exiting warp
throw in a charge-up while aligning and its perfect. |
Kyoko Sakoda
Veto. Veto Corp
11
|
Posted - 2011.11.16 04:35:00 -
[124] - Quote
Rails and blasters on Caldari boats should not have round bases like on Gallente boats. It looks odd on Caldari ships and the base often runs off the end of the ship. |
Moonaura
Swedish Aerospace Inc The Kadeshi
24
|
Posted - 2011.11.16 07:56:00 -
[125] - Quote
On the login screens for Incarna and the same effect was briefly visible on the login screen for Incursion when the ships undocked (yeah, i notice little details like this), the sun is briefly blocked out by the ships, creating a sort of 'reverse' god ray effect, where there is a gap in the light being shone past the ship.
Is this something that is planned for the game overall? It is pwetty. |
Ciar Meara
Virtus Vindice
271
|
Posted - 2011.11.16 08:51:00 -
[126] - Quote
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
Thruster effect when turning would be awesome as well.
Concerning performance I like that eve evolves with the computer ages, many of the graphics are scaleable which is a good thing if you have a less performance based machine or a laptop or what not.
But those guys whining because they can't change skills anymore on a 10 year old laptop shouldn't stop CCP from pushing the enveloppe. High tech fancy graphics are needed, period. (They also push sales) - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Akularen
Viziam Amarr Empire
0
|
Posted - 2011.11.16 09:44:00 -
[127] - Quote
Star Wars-like effect when you exit warp. That's always been my hope whenever CCP has redone the warp effects, but now so many revisions later there are still not that totally awesome surprise of seeing something exit warp.. it's just a ship slowing down giving you time to think whether to stay or not.
I'd like to see the option to have nice graphics on my desktop while still being able to run eve on my older laptop (not a 10 year old craptop..).
Kudos to CCP for all the completely awesome changes Crucible is bringing! |
|
CCP Choloepus
C C P C C P Alliance
23
|
Posted - 2011.11.16 10:29:00 -
[128] - Quote
Tepir wrote:CCP Choloepus wrote:This thread is relevant to my interests. Simple graphical glitches, areas with poor visual feedback or things that are just lacking a 'wow' factor that should be intrinsic are all great to know about.
Not sure we should try to code away the brown though, sorry Dirk. Can you answer me when do you plan to implement gamma(brightness) settings in EvE client ?
There are plans to revisit the graphics settings in general, which would seem a logical time to add this. Thanks. |
|
Mar Drakar
LDK Test Alliance Please Ignore
28
|
Posted - 2011.11.16 11:05:00 -
[129] - Quote
I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc... |
Amsterdam Conversations
Cheesecake Starshine
58
|
Posted - 2011.11.16 11:16:00 -
[130] - Quote
What's up with that one Gallente system stargate that is "closed" on one side, but the light still fires through it. |
|
DarkAegix
Blue Republic RvB - BLUE Republic
326
|
Posted - 2011.11.16 11:23:00 -
[131] - Quote
Amsterdam Conversations wrote:What's up with that one Gallente system stargate that is "closed" on one side, but the light still fires through it. Not empty-quoting! |
Vincent Gaines
Macabre Votum Morsus Mihi
96
|
Posted - 2011.11.16 11:29:00 -
[132] - Quote
Id like to see more of those old cosmos plexes, the ones that were inside a huge cloud of gas with jets and even lightning. **** science it looked great. |
J3ssica Alba
Federal Navy Academy Gallente Federation
8
|
Posted - 2011.11.16 11:34:00 -
[133] - Quote
Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
This. As it is now with the total loss of all hands on every ship that is blown up the human population in the galaxy is on the verge of extinction |
|
CCP Choloepus
C C P C C P Alliance
24
|
Posted - 2011.11.16 11:42:00 -
[134] - Quote
Mar Drakar wrote:I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc...
I believe CCP Vertex has posted elsewhere that the lack of red/blue shift effects was a bug and is currently being fixed. |
|
Elaine Shandrate
Luna Decrescentia Celeris
1
|
Posted - 2011.11.16 11:52:00 -
[135] - Quote
sparks / shield distortions when bumping into eachother / a roid / npc's ! |
Ciar Meara
Virtus Vindice
272
|
Posted - 2011.11.16 12:23:00 -
[136] - Quote
Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least)
Sensor boosters could have small radar dish turning (like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull (reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc.
All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship)
It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted.
Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others.
- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Salpun
Paramount Commerce
61
|
Posted - 2011.11.16 12:32:00 -
[137] - Quote
Ciar Meara wrote:Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least) Sensor boosters could have small radar dish turning ( like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull ( reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc. All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship) It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling) Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others. Then as a final addition, fake modules could be introduced so people could think they know your setup...
It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added
|
Horatius Caul
Kitzless
6
|
Posted - 2011.11.16 12:52:00 -
[138] - Quote
No-one has said "Get rid of those god-awful camo paintjobs on Caldari and Gallente ships"
I'm disappointed in you, thread. Amarrad - Amarr language project |
Mar Drakar
LDK Test Alliance Please Ignore
28
|
Posted - 2011.11.16 13:16:00 -
[139] - Quote
CCP Choloepus wrote:Mar Drakar wrote:I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc... I believe CCP Vertex has posted elsewhere that the lack of red/blue shift effects was a bug and is currently being fixed.
now that you wrote - I remembered ;) (daysleeping FTW?)
and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it... |
Raven Ether
Republic University Minmatar Republic
25
|
Posted - 2011.11.16 13:31:00 -
[140] - Quote
Missile Launchers and Missile/ Turret fire updated effects.
And new shield hardener effect.
Please. A Lot. |
|
GeneralXCypher
Operation Cloverfield
8
|
Posted - 2011.11.16 13:41:00 -
[141] - Quote
okay so I love all of the ideas in this thread. Especially the ones related to shield hit effects, and more realistic damage to ships overall.
Thought I'd chip in here. I made a thread a while back regarding the stargates, and seeing as they've now been made more awesome than before (Pointing in the right direction, being able to click jump from wherever you are and warp to it) I feel that what I outlined in this thread would make them even more awesome
https://forums.eveonline.com/default.aspx?g=posts&t=27937
Post responses in there too, I want to know what everyone else thinks :) Cheers |
Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
112
|
Posted - 2011.11.16 14:17:00 -
[142] - Quote
Fix the locations of turret hardpoints. On some ships it's really bad. The forward turrets on the Megathron hulls are almost floating in space! |
|
CCP Choloepus
C C P C C P Alliance
27
|
Posted - 2011.11.16 14:46:00 -
[143] - Quote
Mar Drakar wrote:and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it...
One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing.
This is early work still. Obviously such camera trickery has to be subservient to player input, and optional. |
|
Jada Maroo
Mysterium Astrometrics BRABODEN
463
|
Posted - 2011.11.16 14:49:00 -
[144] - Quote
CCP d00dz - what is the plan with V3 ships? Will Amarr and Minmatar be part of a later deployment of Crucible, or are they in the next expansion? |
Jarnis McPieksu
Aliastra Gallente Federation
4
|
Posted - 2011.11.16 15:00:00 -
[145] - Quote
CCP Choloepus wrote:Mar Drakar wrote:and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it... One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing. This is early work still. Obviously such camera trickery has to be subservient to player input, and optional.
Kill Cam you say? EVE could probably use such a thing (option, obviously). Especially if you actually upgrade the explosion effects and the process of ship getting replaced by wreck/pod (which is very clumsy at the moment)...
|
Fidelium Mortis
Quantum Cats Syndicate
0
|
Posted - 2011.11.16 16:01:00 -
[146] - Quote
It would be nice to have some kind of feedback indicating a missiles maximum range, for instance having a missile explode once it's maximum range has been reached.
Better indicators for projected bonuses and penalties. For instance if my ship is being damped my fitting screen would display the base maximum range and the effective maximum range in red.
Pin various ship statistics to my HUD. For instance cap recharge rate, which would also be modified by nos/neut effects.
Bigger targeting recitals indicating selected targets, and options to display additional info about the target like meters for shield/armor/hull, velocity, trans/radial velocity, and effective range indicators for equipped weapons/projected effects. First just a bigger/more visible targeting and/or selection indicator, if you have a bunch of brackets displayed in space it can be tough to distinguish what you are targeting while panning the camera. |
Nova Fox
Novafox Shipyards
330
|
Posted - 2011.11.16 16:37:00 -
[147] - Quote
Salpun wrote:Ciar Meara wrote:Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least) Sensor boosters could have small radar dish turning ( like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull ( reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc. All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship) It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling) Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others. Then as a final addition, fake modules could be introduced so people could think they know your setup... It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added
Hello 2006 this was a fantasy project back from the day when EVERY module effected ship apperance. It was scrapped an left overs lead to the doodads on the tech 2 ships that are not on their tech 1 cousins.
Looks like they're going back to it.
|
Evenus Battuta
3
|
Posted - 2011.11.16 16:40:00 -
[148] - Quote
+1 pÇÉmissiles/ships explosionspÇć and pÇÉturret firingpÇć generate instantaneous illumination source and render the shadows dynamically.
That will make explosions look really cool. |
schurem
Anarchy Inc.
13
|
Posted - 2011.11.16 17:20:00 -
[149] - Quote
Ships should not "pop" and become a little leftover wreck instantaneously.
A battleship as big as a modern supercarrier should take a little time dying. Spinning out of control. Breaking up. Gushing gases, liquids and escape pods. A few more secondary explosions, big ones. The groaning of breaking bulkheads and the hissing of the escaping atmosphere.
Even a frigate should spin out of control spewing out atmosphere and such before breaking up and exploding. This can be all client side animation. To the server it would still be -pop-, but to the client it would be a pretty bit of dramatic fireworks. .... You can't take the skies from me. |
Abdiel Kavash
Paladin Order Fidelas Constans
134
|
Posted - 2011.11.16 17:55:00 -
[150] - Quote
You talked about the skydomes being generated from a simulation of all the nebulae and whatnot. Generate a separate skydome for every system based on that system's position, and offer it as an optional download to replace the region-wide skydomes. I personally would gladly spend even a GB or two of bandwith and storage space for this.
And of course cyno effects colored by the race of the jumping ship. |
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Jett0
Team Kitty Choke Slam
25
|
Posted - 2011.11.16 21:37:00 -
[151] - 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. |
Astrid Stjerna
Teraa Matar
78
|
Posted - 2011.11.16 22:21:00 -
[152] - Quote
Jodis Talvanen wrote: explosions should be bigger and more of a volumetirc cloud than tiny dots.
Volumetric explosions would be neat, but the trouble is that the way it's currently done, each pixel of 'explosion' in the volume has to be checked along its 'view ray' to calculate the density of the fog in any given part of the volume. When you start scaling up the explosions, the number of calculations increases (because the total volume that's 'exploding' is larger).
Add that to a two-hundred-ship fleet battle, and the sheer number of explosions from various sources would cause a massive performance hit. |
Avila Cracko
Federal Navy Academy Gallente Federation
99
|
Posted - 2011.11.16 23:33:00 -
[153] - Quote
Can you make us see the celestials in solar system???
I would like to see moons of planet when I am orbiting planet... I would like to see planet when i am orbiting its moon... I would like, wherever in system I am, to see closer planets... small but be able to see it... and not just little UI circles/squares/triangles in space so that i can see where it is... i want to see planet...
You made nebulaes to give us feeling where we are in large scale space... You made gates to point the star where we are going to have feeling that space is connected...
This would give us feeling where we are in small scale space... where we are in solar system,,, This would give us feeling that solar system is really one compact, connected system where we know where we are and where we are going... and not only pretty background with UI circles/squares/triangles in space...
Can this be done??? If you can do it... please do it... |
Jonathan Malcom
Test Alliance Please Ignore
2
|
Posted - 2011.11.17 02:02:00 -
[154] - Quote
Something else occured to me.
Warp Bubbles. They look terrible. The entire effect.
There has to be a way to effectively communicate the range of a warp disruption field that doesn't look like an actual soap bubble.
Maybe some sort of Interface overlay from your ship's HUD that shows you the extent of the bubble. Like a spherical grid or something. Toggle-able, of course.
The current bubbles just look very un-cinematic. |
Taiwanistan
Wildly Inappropriate Goonswarm Federation
12
|
Posted - 2011.11.17 04:53:00 -
[155] - Quote
also, "taint of the chaos" vocal sound effects during warp have hilmar whisper "spend aurum buy nex" in Icelandic, record it backwards and severely distort the audio then have it play during warp it is like if i went on second life and raged where's the spaceships |
Killmeded
KMD Enterprises
5
|
Posted - 2011.11.17 05:09:00 -
[156] - Quote
+0.5 for adding pirate logos to pirate ship but making them soooo small Guristas should have-á"BIGGER" Skull Bunnies-áin the default paintjob-á |
Severian Carnifex
63
|
Posted - 2011.11.17 09:57:00 -
[157] - Quote
Is it possible that we can actually see a shield??? that would be nice... to see that there is something defending us and not only that line in hud that goes up and down...
and effects of hardeners, shield boosters, repairers and other hull effects needs to be changed... asap... |
Joshua Aivoras
Tech IV Industries Pandorum Invictus
12
|
Posted - 2011.11.17 10:16:00 -
[158] - Quote
Artemis Dagon wrote:
Also with shields it would be cool to have a shield ripple or with some effect, when hit like it's absorbing the damage. Now it just look like it hits the ship directly.
Please do this for POS's as well, its quite scury floating in a POS while the towers being magically shot straight through the shields. |
Raven Ether
Republic University Minmatar Republic
31
|
Posted - 2011.11.17 10:21:00 -
[159] - Quote
Severian Carnifex wrote:
and effects of hardeners, shield boosters, repairers and other hull effects needs to be changed... asap...
Please, update the shield hardener effect. The beautiful effect we had that projected an actual shield was removed and we're left with a horrible shimmer on the hull.
Also...
Raven Ether wrote:Missile/Turret effects really need to be updated. They perofm and look substandard.
And give us missile launchers please, I'd like missiles to actually be fired from a launcher not out of nothing.
Nova Fox wrote:Salpun wrote:Ciar Meara wrote:Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least) Sensor boosters could have small radar dish turning ( like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull ( reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc. All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship) It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling) Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others. Then as a final addition, fake modules could be introduced so people could think they know your setup... It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added Hello 2006 this was a fantasy project back from the day when EVERY module effected ship apperance. It was scrapped an left overs lead to the doodads on the tech 2 ships that are not on their tech 1 cousins. Looks like they're going back to it.
This is also massively awesome. Being able to see most modules on the ship would be great, sensor boosters, ECM (!).. etc |
Crucis Cassiopeiae
EvE-COM
720
|
Posted - 2011.11.17 15:10:00 -
[160] - Quote
CCP Choloepus wrote:Mar Drakar wrote:and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it... One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing. This is early work still. Obviously such camera trickery has to be subservient to player input, and optional.
Nice to know this game will be better and better... |
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Callic Veratar
Power of the Phoenix
82
|
Posted - 2011.11.17 18:59:00 -
[161] - Quote
The bestest thing ever would be ship explosions like the bumpers from AT9. |
XY Zed
Taarakian Bellator Industries
1
|
Posted - 2011.11.17 19:46:00 -
[162] - Quote
This may or may not have been mentioned, but I wish the sun wasn't so god damn bright. God, the suns are bright. Did I mention the suns are too damn bright? |
Trainwreck McGee
Ghost Ship Inc.
130
|
Posted - 2011.11.17 20:18:00 -
[163] - Quote
i want to see a shield ripple when we bump into things. Bumping into things is the most immersion breaking thing i can think of. CCP Trainwreck - Weekend Custodial Engineer / CCP Necrogoats foot stool |
Abdiel Kavash
Paladin Order Fidelas Constans
141
|
Posted - 2011.11.17 20:19:00 -
[164] - Quote
Trainwreck McGee wrote:i want to see a shield ripple when we bump into things. Bumping into things is the most immersion breaking thing i can think of.
That's why your ship's navigation computer never lets you do it, and maneuvers around the object for you instead. |
Kytayn
Kronos TEchnologies
10
|
Posted - 2011.11.17 20:41:00 -
[165] - Quote
This might be a lot of work, but how about wrecks that look like wrecks of the ships they used to be? A Machariel wreck should look different than a Domi wreck, for example. |
Callic Veratar
Power of the Phoenix
82
|
Posted - 2011.11.17 20:43:00 -
[166] - Quote
XY Zed wrote:This may or may not have been mentioned, but I wish the sun wasn't so god damn bright. God, the suns are bright. Did I mention the suns are too damn bright?
Hasn't anyone ever told you not to look directly at the sun? It could burn your eyes out.
//NFP - working as intended |
Bienator II
24th Imperial Crusade Amarr Empire
280
|
Posted - 2011.11.17 22:23:00 -
[167] - Quote
don't know if it has been mentioned already, but just in case: get rid of sidewards warpins/undocks. bug id 117147, wrong initial ship orientation (unfiltered) You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
a proper bounty system for eve: https://forums.eveonline.com/default.aspx?g=posts&m=359105 |
Zaine Maltis
Innsmouth Enterprises
10
|
Posted - 2011.11.17 22:57:00 -
[168] - Quote
Akirei Scytale wrote: It would be quite awesome if there were three hit animations on ships - reacting violently with shields, hitting armor and sending sparks off into space, and impacting structure, sending chunks out.
This this this!
Innsmouth Enterprises
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Hrald
Dreddit Test Alliance Please Ignore
40
|
Posted - 2011.11.17 23:11:00 -
[169] - Quote
I know you guys have worked really hard on the new nebulae and they're beautiful, but there are still problems with star densities.
Just compare these: http://apod.nasa.gov/apod/image/1111/PleiadesHyades_andreo50p.jpg
http://i.imgur.com/BRSST.jpg
I realize the art style of Eve is to be dark, cold and sharp, but there must be some sort of compromise. It still doesn't feel like space when you look around.
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Jace Errata
Cobalt Valkyrie Industries The Ambivalent
28
|
Posted - 2011.11.17 23:30:00 -
[170] - Quote
Someone suggested earlier in the thread, making arty effects more big-boom-y, and also making the turrets bigger. I'd just like to say-
1.) I fully support epic fireball muzzle effects (all glory to the 720mm arty Stabber!) 2.) Resizing turrets is difficult, since they have to be on scale with the ship hull- remember, EVE ships are huge, and even a gun that fires shells more than a metre across can look small relative. Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |
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Zaine Maltis
Innsmouth Enterprises
10
|
Posted - 2011.11.17 23:32:00 -
[171] - Quote
- Engine trails that pulse when you put your AB on, and perhaps pulse larger, or look slightly different when a MWD is put on.
- When you are looking at something that is destroyed, you should stay looking at it to watch it explode, not revert back to your ship.
- The overview is a bit of a distraction, you end up having to flick your eyes backwards and forwards btw the target to see what they are doing and the overview to actually back up your hunch via the numbers. If you've got ships targeted, then why not try and add a small HUD indicating Velocity, Radial/s, direction next to them when you can see them. Then you don't need to keep flicking your eyes back and forth.
- Un-docking animation
- Re-quoting from earlier because it's awesome, different impact animations based on Shield/Armour or structure hits.
- Impacts from large, weapons could potentially impact trajectory. If you are being hit with battleship sized impacts, surely that's going to move you in space?
- Better wrecks. The big ones you get from supers are cool. but if would be nice if they all resembled the ships.
- Improve the overheat buttons. They are IMPOSSIBLE to use when you are under a little stress unless you are using the keyboard.
- At high graphic levels, when you are zoomed in on the ship, put some crew behind the little windows :D
- Add another "close map" button onto the star map somewhere. Every time I use the star map, I have to minimise the controls to be able to use it due to limited screen space. This means that I spaz around for about 20 seconds trying to find the close button when I'm done afterwards. Having a close star map button at the top. bottom. bottom right or something which prevent this.
Innsmouth Enterprises
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Avila Cracko
Federal Navy Academy Gallente Federation
112
|
Posted - 2011.11.18 00:06:00 -
[172] - Quote
Is it possible that we see some kind of animation when we from normal space looking at ship that is entering warp??? some kind of flash or something... you have it in trailer: http://www.youtube.com/watch?v=OSxSyv4LC1c&t=1m23s
So that warp look awesome for observers too... :))) |
Jerek Mothas
Eleutherian Guard
12
|
Posted - 2011.11.18 00:13:00 -
[173] - Quote
This isn't a visual papercut, but could you please consider putting the old, more forceful stargate sound effects back? Or at the very least, give us an option to choose which one we want?
This is what I mean. |
Aldarica
Spinal Discipline
1
|
Posted - 2011.11.18 00:20:00 -
[174] - Quote
I'd appreciate less windows on ships, especially those slapped all around on all possible and impossible places. Right now most ships look more like they were designed for fancy tourist cruising than for the combat. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
298
|
Posted - 2011.11.18 02:25:00 -
[175] - Quote
Freebooted blog has an entry about desired camera functionality.
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. |
Jett0
Team Kitty Choke Slam
29
|
Posted - 2011.11.18 02:32:00 -
[176] - 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. |
Evenus Battuta
4
|
Posted - 2011.11.18 02:59:00 -
[177] - Quote
team papercut is worth my subscription fee |
Marcus Caspius
Vitriol Ventures BLACK-MARK
8
|
Posted - 2011.11.18 03:08:00 -
[178] - Quote
Rework the Local Character list. Provide us with an option to only view the standings icon against each character in chat (local) and also the ability to order by standings. This means that you should effectively order the char list so that if a red or neut jumps into local they will appear at the top of the list.
This also mean that I can make local smaller so that all the chat windows can be stacked on top of one another. Right now Local takes up the whole of the LEFT of my screen. That all it does, watch for hostiles in 0.0. You know your not suppose to talk in local unless its spam or smack
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DICKPOWERS
Ministry of Information
0
|
Posted - 2011.11.18 04:32:00 -
[179] - Quote
- 4 flashy lights that tell me what kind of damage I am incurring - better ( bigger ) indication of when I'm being scrammed, painted etc
DP |
Velarra
Ghost Festival Naraka.
10
|
Posted - 2011.11.18 04:36:00 -
[180] - Quote
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. 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.
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?
Thanks!
TL;DR = This: Quote:Or allow just allow people to turn stuff off?
There have been a number of fantastic updates and changes visually to eve, from the nebulae, to lighting and shadows , to much of the Caldari & Federal fleet line ups, and certainly more I'm missing or haven't noticed.
However as you mentioned, not all computers running Eve are of the same performance, with the same screens/monitors, or configured with the same attention to color calibration.
For instance the option to have 3 lighting settings: 1. Cold:Dark and very contrasty as originally released to SiSi 2. Default: Current SiSi settings as of 17/11/11. 3. User Specified Client Brightness, Contrast & Gamma values.
The option to turn on or off the nebulae entirely leaving pure stars for background along with planets, and other celestials.
Above all, however, options are good, feeling railroaded into a CQ is much less entertaining than having the option to enter it in station.
The option to turn off engine trails is as nice as the trails themselves. I really enjoyed having the choice to turn them off, if/when i want/need to.
If the number of features that could have options grow to excess at least for eve's UI or time to code it into the UI, - even a text file that could be edited with permitted settings perhaps for the more arcane options would be great. |
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Cerberine Saken
Aphelion Venture
0
|
Posted - 2011.11.18 06:29:00 -
[181] - Quote
I know it's been said before, but I'm going to put my two cents' worth in anyways.
Some kind of visual indicator of damage would be really nice - flickering shields, melted or scarred armour, and holes or craters (or something!) to indicate structure damage. The current shield hardener effect is pretty underwhelming too - it basically looks the way I think your shields should look by default.
The sun also doesn't hold up at all when you're near it. After all the planets got redone in Tyrannis or thereabouts, they're simply gorgeous, making that sun look so much worse by comparison. Similarly, asteroid belts and ice fields are still a far cry from the more realistic look EVE's been taking on lately.
And missiles, obviously. I fly mostly Caldari, and it makes me weep that everybody else gets pretty turret effects and I get to watch a single glowing sphere go flying right past that dramiel.
EDIT: this one's more of a UI kind of thing, I think, but I saw somebody else post it and think it's awesome enough to merit more support. It'd be nice if my little whirling target lock showed useful information, like whether a target is within optimal/falloff, how fast they're moving, and roughly how much damage they've taken. I'm sure the overview's great, but I'd totally love to be able to pewpew with the overview minimized and just fly by eye. |
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CCP t0rfifrans
C C P C C P Alliance
299
|
Posted - 2011.11.18 13:42:00 -
[182] - Quote
Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat. |
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CCP t0rfifrans
C C P C C P Alliance
299
|
Posted - 2011.11.18 13:43:00 -
[183] - Quote
Mar Drakar wrote:I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc... That's actually in there right now, it's pretty faint though, it used to be more pronounced. |
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Tanya Powers
Science and Trade Institute Caldari State
213
|
Posted - 2011.11.18 13:52:00 -
[184] - Quote
Akirei Scytale wrote:Hayaishi wrote:Weapons "deploying" when you lock someone, not when you come out of warp.
HEAR ME OUT, I'm not like all the others.
If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.
If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.
^ How about that? The animation could simply be scaled to fit your locking time exactly, though it would be funny to watch your guns instantly appear when locking a titan, but take a minute to poke their heads out when locking a sig tanked frigate.
Oul+ál+á, this would be great
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CCP t0rfifrans
C C P C C P Alliance
299
|
Posted - 2011.11.18 13:57:00 -
[185] - Quote
There is a lot of great ideas in here. The art department recently did a massive brainstorm on things to improve EVE visually and of course, many of their ideas are the same ones as listed here. Getting your point of view on it is hugely important though, because while coming up with ideas may be easy, prioritization can be challenging. I've taken the posts listed into a massive list that will be cleaned up, but from what I gather the main things you list are ( in non-priority order):
- Missiles ( bays, paths, explosions etc )
- Explosions + ship death
- More camera options
- Sensor booster, shield hardeners and such effects
- Seeing the effects of shields / damage on armor and structure
- More life in general, such as NPCs, billboards and other things
- Go nuts with state of the art graphics but allow people to turn things off
- Jump and cyno effects
- Projectile effects
There are more, and they are in the list, me not listing them doesn't mean that we are omitting them.
Thanks!
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GalAngel
The Scope Gallente Federation
8
|
Posted - 2011.11.18 14:01:00 -
[186] - Quote
New shield and armor repair effects will be nice. Dreams
Maybe you add more life to in docks? Like small ships slowly fly far away in station docks. Just something to may see life cycle peoples who living in the stations. |
Sakurako Kimino
Volatile Nature White Noise.
5
|
Posted - 2011.11.18 14:04:00 -
[187] - Quote
missiles they need a lot of love. myself i always think it should be some what like a submarine missile launch more of a tube and the graphics could show the door swinging open something like this
eve is about sin |
DarkAegix
Blue Republic RvB - BLUE Republic
349
|
Posted - 2011.11.18 14:05:00 -
[188] - Quote
Not just fire when a ship is low on structure... Tiny little explosions! |
SMT008
Les chevaliers de l'ordre Goonswarm Federation
232
|
Posted - 2011.11.18 14:10:00 -
[189] - Quote
OH GOD I'm looking forward to all this :D
I don't know if it's going to count or not, but I'll still help on the prioritization thing :
1 : Missiles 2 : Effects that affect your ship (Sensor booster, shield hardeners/boosters) 3 : Explosions + ship death 3 : Effects that affect others ships (Effect of shield damage/armor damage, needs more fire for structure damage :D) 4 : Projectile effects (Shoot 800mms shells or 1400mms, you'll see that the effect is quite underwelming :( ) 5 : Jump and cyno effects (The Cyno effect is cool already, it just needs to be pointing to a unique destination, even if it's not pointing toward the real destination system. The jump effect is currently okay, but looks a bit old, true. And I'll add this little thing, change the "gate fire" effect. This one looks really old, and I'm pretty sure it could look like pure awesomness. If you want to know what kind of effects you could use, use the V3'd acceleration gate's electric sparks. They look awesome) 6 : More life such as NPCs and all. Actually, if you implement visual damage on ships, it will already add life to NPC ships, which is great. Some structures could use a revamped explosion (A truely badass one, I now know I can trust you guys to design awesome stuff :) ). 7 : Other stuff. |
Moonaura
Swedish Aerospace Inc The Kadeshi
50
|
Posted - 2011.11.18 14:24:00 -
[190] - Quote
CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
I have a strict do or die policy and I don't let my latest batch of minmitar slaves to leave their posts. I know, this is a tad harsh, but at least they are paid well. Who am I kidding... I don't pay them. |
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Ciar Meara
Virtus Vindice
289
|
Posted - 2011.11.18 14:24:00 -
[191] - Quote
CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
I am pretty sure Amarr use their slaves as they should, letting them die with the ship in Honour. But those weakminded goody twoshoes gallente probably have escape pods all over the place (reason of "fatness" of a certain ship?)
All kidding aside, your own wiki states the average manning and survival rates on ships from shuttle to titan.
I also would love see ships modules "displayed" "on" the hull, in the future, perhaps, someday (dreams). - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Morganta
Peripheral Madness The Midget Mafia
340
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Posted - 2011.11.18 14:29:00 -
[192] - Quote
not sure about other T3 ships but the loki has an annoying habit of dropping into the screen when you change sessions (via gate or docking)
instead of appearing on the screen the ship literally drops in from the top of the frame this is a pretty typical spawn mechanic in games, but usually the drop-in is masked or hidden.
another loki issue is the gimpy gun on the side of the block structure forward of the bridge, its attached to the hull on its side and not its base The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |
oldbutfeelingyoung
VIRTUAL EMPIRE VANGUARD Vanguard Ascendants
1
|
Posted - 2011.11.18 14:38:00 -
[193] - Quote
turrets coming out when something is targetted and stay in if not? |
Vertisce Soritenshi
Varion Galactic Tragedy.
187
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Posted - 2011.11.18 14:43:00 -
[194] - Quote
Alexandar Pavlovic wrote:
THAT is how explosions in EvE should look! Freaking epic and something people will actually stop and watch out of interest. As opposed to what we have now which looks like a defective firework and a puff of smoke.
This thread is good and has some really good ideas in it. Let's keep it going. Support our boobies!-áLINKY! |
Jace Errata
Cobalt Valkyrie Industries The Ambivalent
32
|
Posted - 2011.11.18 14:47:00 -
[195] - Quote
Something I've been thinking about shipsplosions and wrecks- there could be three damage-based sets of wrecks and explosions.
Set 1: Ship is killed by a small hit (only just enough to take out its last HP): Large "bubble" explosion, current wreck Set 2: Ship is killed by a large hit (medium-range overkill): Ship is gutted by explosions, windows and parts of hull blow out, burnt-out but externally mostly intact wreck Set 3: Ship is one-shotted or a very large hit (or DD): Multiple large explosions, ship is knocked sideways, broken-up chunks wreck. Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |
Meatbag Pussrocket
Root.
5
|
Posted - 2011.11.18 14:49:00 -
[196] - Quote
This is an audio suggestion, not really a graphical one but its a "little thing" and would go a long way.
we're all willing so suspend disbelief about "sound in space" but please, give us a LOT more bass in the weapons. a Battleships laser or hybrid turret shouldnt sound like *pew pew* but -BOOM BOOM- capitals should have weapon sounds that make the earth feel like its moving under your feet.
just my .02 |
Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
134
|
Posted - 2011.11.18 14:58:00 -
[197] - Quote
Logistics drones have no thruster effects. |
Zimmy Zeta
Battle Force Industries
44
|
Posted - 2011.11.18 14:58:00 -
[198] - Quote
Considering that projectile weapons fire nukes (most of the time at least), normally there should be a bright flash of light with every explosion. Ok, this might totally screw visibility on the battelfield and would forward epileptic seizures if you have a higher rate of fire....er... maybe a bad idea....just disregard that.... |
E man Industries
SeaChell Productions
137
|
Posted - 2011.11.18 15:43:00 -
[199] - Quote
CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
Well the animation could play after the pod is ejecting.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |
Zaine Maltis
Innsmouth Enterprises
11
|
Posted - 2011.11.18 17:06:00 -
[200] - Quote
E man Industries wrote:CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat. Well the animation could play after the pod is ejecting.
Actually, according to the wiki, there often are survivors. 5% of crew for frigates, rising to 80% for titans, depending on the mode of death:
http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
Innsmouth Enterprises
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CCP t0rfifrans
C C P C C P Alliance
310
|
Posted - 2011.11.18 18:26:00 -
[201] - Quote
Yeah, not everyone agrees on that on the dev team. Many feel that the crews should simply perish, given how easily replaceable they are in the world of New Eden... Buf since it's on the wiki, then yes, a few people might survive in some instances
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Opertone
Signal 7
11
|
Posted - 2011.11.18 18:27:00 -
[202] - Quote
please add whine button in addition to like button.
Sir Good Waffe whined at your forum post. You have received 3 new whines with a reason liek 'sh**posting', 'trolling comments', 'nerf bat' |
Oberine Noriepa
205
|
Posted - 2011.11.18 18:55:00 -
[203] - Quote
This is an ambulation suggestion, and it probably isn't a "little" suggestion, but I figure it wouldn't hurt to post.
When walking on inclines, I've noticed that the footing and legs of an avatar don't scale to the environment. My suggestion? Inverse kinematics. Considering the physics middleware that operates within Carbon, I don't think this would be extremely difficult to achieve. Little animation touches like that are really great, I think. Rockstar Games uses Euphoria in RAGE and their games end up having pretty great and dynamic physics based animations. I'm not suggesting that CCP adopts something like Euphoria, but since PhysX is already a component of Carbon, I don't think something as simple as inverse kinematics would be too difficult to implement. |
Zirse
Brutor Tribe Minmatar Republic
154
|
Posted - 2011.11.18 19:19:00 -
[204] - Quote
Oberine Noriepa wrote:This is an ambulation suggestion, and it probably isn't a "little" suggestion, but I figure it wouldn't hurt to post. When walking on inclines, I've noticed that the footing and legs of an avatar don't scale to the environment. My suggestion? Inverse kinematics. Considering the physics middleware that operates within Carbon, I don't think this would be extremely difficult to achieve. Little animation touches like that are really great, I think. Rockstar Games uses Euphoria in RAGE and their games end up having pretty great and dynamic physics based animations. I'm not suggesting that CCP adopts something like Euphoria, but since PhysX is already a component of Carbon, I don't think something as simple as inverse kinematics would be too difficult to implement.
That is like issue nine bazillion out of nine bazillion on the list of things to do. |
GeeShizzle MacCloud
36
|
Posted - 2011.11.18 19:20:00 -
[205] - Quote
i know its not a graphical thing but if you could pass it to your sound guys thatd be awesome!
People rarely use sound in eve cause people consider it adds lag to and from the server in some form. if some devs could dispell this myth thatd be awesome! but itd also be great if the amount of resources that Eve's sound uses could be reduced. whether using sound samples or sounds synthesis (i think would be preferred) i think it needs to be looked at.
theres always a question when it comes to eves sound as to how to place it. the purists would say theres no sound in space and id say thats true.
But id also say that sounds should be thought of occuring inside your ship and only inside ur ship. all the various energetic particles and spacial phenomena could interact between space, ur shields, ur hull etcc to create a whole spectrum of sound frequencies.
Dont connect the sound with the camera! even though it may initially make sense, it actually removes a sense of self when flying in space. i find it ridiculous u can hear sounds of things 100's of KM away by moving your camera there, yet not hear a thing about whats going on right next to your ship! |
Solstice Project
Cult of Personality
162
|
Posted - 2011.11.18 19:20:00 -
[206] - Quote
Take a look at the explosions.
Find a good algorithm for realtime explosions and not those, altough good looking, simply not sufficient particlebursts.
Wing Commander did it right already, by using octrees that had temperature as a base.
I'd give you the whole damn algorithm, if i knew how to find it ... and i've tried finding it.
X-Wing and it's bitmap explosions looked nice visually, but sucked bigtime as real explosions.
Eve's particleburst looks really nice, but as with the missile explosions, it simply lacks visual movement and detail.
Thanks. :) |
Vincent Gaines
Macabre Votum Morsus Mihi
127
|
Posted - 2011.11.18 19:24:00 -
[207] - Quote
I miss freespace and the sense of scale when flying along a cap.
The only thing that bothers me is when my ships on fire... it looks cheap.
Ship explosions I think are fine... just the audio sucks.
I LIKE the new hardener. The old shield harderner/booster looked terrible, you couldn't even see the ship most of the time. |
Overlord Invictus
BOAE INC
0
|
Posted - 2011.11.18 19:43:00 -
[208] - Quote
GeeShizzle MacCloud wrote:i know its not a graphical thing but if you could pass it to your sound guys thatd be awesome!
People rarely use sound in eve cause people consider it adds lag to and from the server in some form. if some devs could dispell this myth thatd be awesome! but itd also be great if the amount of resources that Eve's sound uses could be reduced. whether using sound samples or sounds synthesis (i think would be preferred) i think it needs to be looked at.
theres always a question when it comes to eves sound as to how to place it. the purists would say theres no sound in space and id say thats true.
But id also say that sounds should be thought of occuring inside your ship and only inside ur ship. all the various energetic particles and spacial phenomena could interact between space, ur shields, ur hull etcc to create a whole spectrum of sound frequencies.
Dont connect the sound with the camera! even though it may initially make sense, it actually removes a sense of self when flying in space. i find it ridiculous u can hear sounds of things 100's of KM away by moving your camera there, yet not hear a thing about whats going on right next to your ship!
this! |
Callic Veratar
Power of the Phoenix
83
|
Posted - 2011.11.18 20:40:00 -
[209] - Quote
CCP t0rfifrans wrote:Yeah, not everyone agrees on that on the dev team. Many feel that the crews should simply perish, given how easily replaceable they are in the world of New Eden... Buf since it's on the wiki, then yes, a few people might survive in some instances
With the current ship explosion system, the time between still alive and wreck is a matter of 2 or 3 seconds. If the ship entered an unstable tumbling explosion for a 5 to 30 seconds (depending on the size of the ship), there could be a lot of time for escape pods. |
Callic Veratar
Power of the Phoenix
83
|
Posted - 2011.11.18 20:46:00 -
[210] - Quote
An option for altering the in-space sounds could be awesome:
Normal - the current settings, not too loud, not too quiet just SFX for everything, things sound "realistic" assuming we could hear sound in space. Sci-Fi - exaggerated sounds like the old jump gates, heavy bass for artillery, fun stuff Realistic - Sound only comes from what comes in contact with the hull of your ship. Weapons fire, engines, radio chatter: everything else is silent, including while you have active shields. |
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Oberine Noriepa
205
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Posted - 2011.11.18 22:59:00 -
[211] - Quote
Zirse wrote:That is like issue nine bazillion out of nine bazillion on the list of things to do. It's really not an issue. It's just something that I'd like to see to see in the game, much like a lot of things posted in this thread. |
Alexandar Pavlovic
Center for Advanced Studies Gallente Federation
2
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Posted - 2011.11.19 12:25:00 -
[212] - Quote
For start it would be nice to see some UI window animations like http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=uGplrpWvz0I#t=116s or like http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=Ms95NKFnhCU#t=92s
after that, for me more visual appealing, UI look seen in DUST 514 http://www.youtube.com/watch?feature=player_detailpage&v=MD-2R233Fbw#t=89s and http://img1.mmo.mmo4arab.com/news/2011/08/26/dust514/dust514_vehicle.jpg
After that I would like to see UI become more like http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=Ms95NKFnhCU#t=68s and http://www.youtube.com/watch?feature=player_detailpage&v=Gw0gOjOWDuI#t=63s decluttering screen space and allowing us to enjoy visuals of EVE Online universe that are going to be breathtaking (I'm only hope that this amount of visual improvements are not related only to 2011 Winter Expansion and that this are going to be incremental improvements where 2011 Winter Expansion is just starting point for all beautiful things to come). |
Dancing Sun
Lancer Dragoon
9
|
Posted - 2011.11.19 13:29:00 -
[213] - Quote
You know, one of the ways you could flesh out the world would be to give Zazzmatazz and Zor and Kruul, etc, all avatars.. and maybe make a short film to advertise.
Also, more products besides Quafe to promote would be cool. |
Kimiko Tojima
Daughters of Hada
1
|
Posted - 2011.11.19 14:01:00 -
[214] - Quote
My priority is planets. I always look at the Temperates when entering a new system and try to imagine the various landscapes there (fanatic Vue d'Esprit user here). I have a few points if you find time to iterate on the planets: - polar caps on most Temperates and Barrens. - more clouds on Temperates (and slow them down a little). - too many Temperates show dense settlement on the night side. IMHO only a minority in hisec should have this. - expand the colour range for Gas, Storm, Barren and Moon. They are a little too uniform colourwise. |
Bloodpetal
Mimidae Risk Solutions
174
|
Posted - 2011.11.19 14:56:00 -
[215] - Quote
Little Feature : Red Speedo
Soundwave Little Feature Thread : Red Speedo
When you get webified, instead of your top speed showing "max" speed with blue bars, can you show a RED speedometer to show that our top speed is getting reduced and it makes it very clear we're being webbed and how much rather than thinking we're going full speed :
SAMPLE IMAGE OF RED SPEEDO! NOSTRO AURUM NON EST AURUM VULGI |
SMT008
Les chevaliers de l'ordre Goonswarm Federation
258
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Posted - 2011.11.19 15:03:00 -
[216] - Quote
/Signed for the red speedometer, this would GREATLY help everyone.
But I would like to add something about speed.
I was on Singularity a few hours ago, was undocking my Nalgfar. And I noticed the ridiculous speed of 270m/s. I was almost standing still, I was definetly not going at 276m/s.
The problem is that it was 27.6 m/s. Ingame, you literally DON'T see the "." and it would be a bit better to set it "bold" or just bigger. |
Mekhana
Spiritus Draconis
306
|
Posted - 2011.11.19 15:07:00 -
[217] - Quote
Your drones could use some kind of warning they are being damaged.
If they could glow yellow when being locked on and glow red in-game when they are being attacked (as well in the drone window) along with a sound cue. |
Bloodpetal
Mimidae Risk Solutions
175
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Posted - 2011.11.19 16:23:00 -
[218] - Quote
SMT008 wrote:/Signed for the red speedometer, this would GREATLY help everyone.
But I would like to add something about speed.
I was on Singularity a few hours ago, was undocking my Nalgfar. And I noticed the ridiculous speed of 270m/s. I was almost standing still, I was definetly not going at 276m/s.
The problem is that it was 27.6 m/s. Ingame, you literally DON'T see the "." and it would be a bit better to set it "bold" or just bigger.
When you undock you get thrown out at a pretty good clip for faster ships - most likely that. However, it is very difficult to see the '.' with the new font on the speedometer, and I do agree.
Thanks for supporting the idea. :) NOSTRO AURUM NON EST AURUM VULGI |
Salpun
Paramount Commerce
64
|
Posted - 2011.11.19 16:51:00 -
[219] - Quote
Jump gates sending light in both directions. needs to be greater in the direction you are going or change Galentie gates. |
Graelyn
Wolfsbrigade
76
|
Posted - 2011.11.19 18:12:00 -
[220] - Quote
Shots being fired at a POS tower should stop at the shield, even if mechanics-wise you're shooting the tower. + Cardinal Graelyn + Owner/Operator, "The Summit"
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Crucis Cassiopeiae
EvE-COM
720
|
Posted - 2011.11.19 18:40:00 -
[221] - Quote
Alexandar Pavlovic wrote:
Yea... UI need be changed completely... so that game looks like game and no excel...
@ CCP DEVS Can you please tell us whats with UI changes that are mentioned on FanFest??? That where you told us that you are working on and want to give us UI like it looks like in trailers... We would like to know whats with that...
Thnx in advance |
Jett0
Team Kitty Choke Slam
36
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Posted - 2011.11.19 19:00:00 -
[222] - Quote
I think a good temporary quick-fix for the UI would be a taskbar. |
Crucis Cassiopeiae
EvE-COM
720
|
Posted - 2011.11.19 19:23:00 -
[223] - Quote
Jett0 wrote:I think a good temporary quick-fix for the UI would be a taskbar.
No quick temporary things for things like this... Because you know whats CCP like... they patch something a little only to hold the water and its fixed for them... and get back to ti SOON(TM) (read never) |
Crucis Cassiopeiae
EvE-COM
720
|
Posted - 2011.11.19 20:11:00 -
[224] - Quote
and yea... jumping effects (jump-gates)... can you please change them? they are poor... and they shoot in 2 directions and some gates (gallente) are closed on one side...
and... can it be done that there are different effects for jump in and out? :) that's asked because with same effect you see like nothing is shoot to other system so that ship appear... thats lame... |
GeneralXCypher
Operation Cloverfield
12
|
Posted - 2011.11.19 23:02:00 -
[225] - Quote
Crucis Cassiopeiae wrote:and yea... jumping effects (jump-gates)... can you please change them? they are poor... and they shoot in 2 directions and some gates (gallente) are closed on one side...
and... can it be done that there are different effects for jump in and out? :) that's asked because with same effect you see like nothing is shoot to other system so that ship appear... thats lame...
Agreed, Stargate effects need some love. you're being shot light-years across space!!! make it seem that way! I did highlight a problem with the current effects a few pages ago, but a whole new set of awesome effects would be a lovely compliment to the new gate orientations and destination stars we've been given :) |
Meatbag Pussrocket
Root.
7
|
Posted - 2011.11.19 23:42:00 -
[226] - Quote
i like the way warp looks in Sisi, but theres something missing, ratehr something extra.
when you're travelling faster than light speed, you shouldnt be abl;e to see stuff behind you. the photons dont move that fast. also the blue-shift needs to be more pronounced. its really faint. |
Hiram Alexander
Seraphim Securities
86
|
Posted - 2011.11.20 04:23:00 -
[227] - Quote
Visual Papercuts? Okay, here's a small one, seeing as a lot of good ones are already 'out' there...
I can vaguely remeber just how bad the portrait of Jamyl Sarum was when the new character creator came out -- because all the npc's got randomised, but...
Although you fixed most of the famous npc's, you didn't fix all of them...
Npc corp CEO's are still wacky, for instance. This lady, here, is the CEO of the entire Caldari Navy, if you can imagine such a thing... |
Obsidian Hawk
RONA Corporation RONA Directorate
240
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Posted - 2011.11.20 05:09:00 -
[228] - Quote
ANYWAY IMMERSION RANT ON GRAPHICS!!!
Characters.
1. Sebiestor need to have their heads changed back to the old style. They have no uniqueness now.
2. Intaki need to stop having normal hair. We are pot smoking art school hippies, as seen.
here gah i look sexier here. and here also here and one more
3. Amarr womens need back their Veils and weird helmets.
TLDR - We need more diversity for characters and immersion is my crusade.
Space -
Different colored cynos for each race.
Empress Jamyl needs to have a make over.
Need stronger cloaking and decloaking effects, like in the old days when you uncloaked a little bit at a time.
more nebulae near gates, more npc traffic, like npc's using gates or 2 sets of npc's fighting each other.
SHIPS!!
When you kill a titan it should have the old dooms day animation when it blows up.
Amarr - White blinding light. Caldari - lightning storm Gallente - BLACK HOLE OF DOOM! Minmtar - all the ammuntion explodes in the ship.
The biggest of ships should have the most epic deaths. |
Jooce McNasty
Islefive Consulting
48
|
Posted - 2011.11.20 07:18:00 -
[229] - Quote
Wrecks, I under stand the need for them to be compact but they feel very lame, and all the same except for capitals.
Make sub cap wrecks the same as capital wrecks. Just a burnt out husk of ship that looks like its original shape. You could add some variety in as well and put a percentage where the wreck is destroyed in the final shot and have scrap floating in space where the ship was destroyed. |
Ranger 1
Ranger Corp
305
|
Posted - 2011.11.20 08:19:00 -
[230] - Quote
Weapon Effects:
Hybrids:
Hybrids are like grenade launchers that either detonate the grenade and hurl the explosion at you in a magnetic bubble (Blasters) or hurl the grenade at you at hypersonic speeds making the penetration of the grenade itself almost as damaging as the resulting explosion when it hits (Rails).
Different Hybrid ammo should have different color effects.
Blasters:
A spherical blob of energy that travels towards the target at comparatively low speeds (it's short range so this should make that less difficult to deal with graphically). When it hits the energy release should "splash" across the target vessel.
Rails:
A faint vapor trail (call it the "primer" cooking off on it's way to the target) traveling at near instantaneous speed to the target. When the round hits it should have a distinct explosion looking like it is impacting directly into the ship.
Projectiles:
Tracers. Call them chemical signatures to assist tracking computers if you must. Different colors for different types, the same for impact animations. Also need a strong emphasis on muzzle flashes.
Auto Cannon:
Should look like a machine gun firing, or anti aircraft fire. If the target is moving at any appreciable speed the spray of gunfire should arc after it, and with the new miss effect a stationary or slow moving target will look like it is being "sprayed" with gunfire.
Artillery:
Should remind you of a current day artillery barrage. These projectiles are rocket assisted however, and their firing effect should reflect that. Not quite as instantaneous as Rail guns, no where near as slow as Blaster fire. The explosions when they hit the target should be quite distinct and vary by ammo type. Quckly dissipating chemical smoke generated by certain types would be interesting.
Lasers:
In general are already pretty good.
Pulse Lasers:
Emphasize the pulse effect. A nice flash effect when they hit would be good.
Beam Lasers:
Let the beams "sweep" a bit on the target, or near it if they miss, through out the duration of their firing effect. It will make them seem to be tracking their target. I'd pay good money to see burn effects etched across a hull.
Missiles:
Different explosion effects and colors for the various types. Torp explosion needs to be reigned in a bit, and made spherical. In all cases once the missiles leave their launch tubes the animation should show a group of the appropriate number of missiles swarming towards their target in a weaving pack if they are grouped (need to keep those simpler calculations intact, just not make it LOOK like a single missile).
Guided Missiles:
Should impact the target the way they do now. The little pop up flight path they have now is fine.
Unguided Missiles:
Should explode near the target, and give the impression of a blast radius. It should look like they use a proximity fuse to detonate and harm their target without actually needing to impact it directly. A simpler, more direct flight path would work better for them.
Just some quick thoughts, hopefully not TOO impractical. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
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Raven Ether
Republic University Minmatar Republic
37
|
Posted - 2011.11.20 08:57:00 -
[231] - Quote
I love this thread.
Work on that stuff CCP Art Department! <3 |
Ten Bulls
Sons of Olsagard
7
|
Posted - 2011.11.20 11:34:00 -
[232] - Quote
There should a gradual graphic change when you use a jump gate.
At the moment your in one place, you see a light flash away, then you blink and everything has changed.
Im thinking the screen should increasing de-res (become increasing blocky), then when you "land" the resolution goes back to normal by the blocks breaking down to smaller ones. |
Mahakaharashi RedEagle
Hedion University Amarr Empire
4
|
Posted - 2011.11.20 13:02:00 -
[233] - Quote
Raven Ether wrote:I love this thread. Yep, plenty of nice ideas indeed. My favorite: removal of session change on stargates by using warp-like animation as place holder while another system is loading. That would be pure win. |
Crucis Cassiopeiae
EvE-COM
724
|
Posted - 2011.11.20 13:06:00 -
[234] - Quote
Add animation when jumping... some powerfull animation... that would be played when client loading new grid... that would add some effect of reality... loading screen breaks that effect...
I would like that all loading screens are replaced with animations where we see what is happening with our ship... like undocking -> quick animation of our ship being pushed out of station with station hangar tractor beams and go through force-filed on station entrance and then engines engage and tractor beams disengage... (few seconds animation is all what i am asking) Same thing with docking... just reverse... |
Rhea Astraeos
2
|
Posted - 2011.11.20 16:32:00 -
[235] - Quote
Interface:
- Long(er) term: revamp the UI like already mentioned in this thread.(Fancy hologram like)
- Short term: Make the overview look less ... ugly and cluttered. You could do this by removing all of the speed columns in overview and put them where it's relevant: on the Targets! Also make all the table lines invisible. ( So it doesn't look like excel anymore)
- Remove local.
Characters:
- Make them look more like the pre-carbon ones. ( Face, hair, clothes, ... )
Ships:
- Realistic wrecks and explosions.
- Visible launchers / better missile animation.
I know this has already been said plenty of times so consider this as my vote. :p |
GeneralXCypher
Operation Cloverfield
13
|
Posted - 2011.11.21 17:25:00 -
[236] - Quote
Crucis Cassiopeiae wrote:Add animation when jumping... some powerfull animation... that would be played when client loading new grid... that would add some effect of reality... loading screen breaks that effect...
I would like that all loading screens are replaced with animations where we see what is happening with our ship... like undocking -> quick animation of our ship being pushed out of station with station hangar tractor beams and go through force-filed on station entrance and then engines engage and tractor beams disengage... (few seconds animation is all what i am asking) Same thing with docking... just reverse...
This this this x9001 this.. Simple animations make such a difference to immersion... changing ships would be way more epic if you could see it whiz off to the hangar and the new ship come in. Could be problematic when it comes to Dreadnoughts like the Naglfar though (seriously how do those things get in there in the first place?)
New animations for session changes has my approval, even if very simplistic. Also Stargate jump/firing effects, needs more epic. |
Zaine Maltis
Innsmouth Enterprises
17
|
Posted - 2011.11.21 18:08:00 -
[237] - Quote
I don't think I saw this in the above? When drones are in space, you can see their current shields/armour/structure. When they are in your drone bay, you can't. Simple just to have the same display for drones in your bay?
Innsmouth Enterprises
|
Shawn Pierce
Wandering Incursion Exterminators
10
|
Posted - 2011.11.21 20:01:00 -
[238] - Quote
I figure most of you won't like this, but I'll say it anyway...
The shields in EVE don't work like the shields in Star Trek. In Star Trek, the ship is surrounded by a shield bubble. It does not conform at all to the shape of the ship itself.
"The Bird-of-Prey is coming around for another attack run!" *outside camera shows shield bubble taking hits but no penetration whatsoever* *inside camera shows bridge rocking violently back and forth ... bulkheads and auxiliary display screens explode ... crew members at those stations fly backwards and lay unmoving* "Shield status?" "Holding at seventy percent." ... Why the hell did those bulkheads and displays explode then? Why are there dead/injured crew members? There should have been no damage to the ship at all from a non-penetrating shield hit. Bothered me then, and still bothers me now.
**Note: Other spaceship shows and movies have adopted this same type of shield bubble thing. Nobody can seem to make a shield that conforms to the ship and that protects the ship until the shields are fully depleted. They really need to work on that...
Anyway...
The shields in EVE actually conform to the hull of the ship. Probably not exactly, but within say ... one meter or so. They have numerous emitters around the hull, bending the shield's protection so that it covers as little extra area as possible. The effects you see for hardeners are shown that way because of the shield conforming to the hull. When a weapon effect hits the shield, the graphics show it hitting the ship because the shield is so close to the hull.
"But what about the 'shield bubble' of POSes" you ask...
The shields of POSes conform to the tower itself, just like they do to ship hulls. The bubble that is projected is simply a barrier to keep unauthorized ships and asteroids/debris out. It cannot block weapons fire, though it does prevent targeting of anything inside the bubble except the POS tower itself.
There -- simple, believable explanations.
Maybe CCP can spruce up the shield hits, hopefully without resorting to non-conforming shield bubbles surrounding ships. |
GeneralXCypher
Operation Cloverfield
13
|
Posted - 2011.11.21 22:30:00 -
[239] - Quote
Shawn Pierce wrote:I figure most of you won't like this, but I'll say it anyway...
The shields in EVE don't work like the shields in Star Trek. In Star Trek, the ship is surrounded by a shield bubble. It does not conform at all to the shape of the ship itself.
"The Bird-of-Prey is coming around for another attack run!" *outside camera shows shield bubble taking hits but no penetration whatsoever* *inside camera shows bridge rocking violently back and forth ... bulkheads and auxiliary display screens explode ... crew members at those stations fly backwards and lay unmoving* "Shield status?" "Holding at seventy percent." ... Why the hell did those bulkheads and displays explode then? Why are there dead/injured crew members? There should have been no damage to the ship at all from a non-penetrating shield hit. Bothered me then, and still bothers me now.
**Note: Other spaceship shows and movies have adopted this same type of shield bubble thing. Nobody can seem to make a shield that conforms to the ship and that protects the ship until the shields are fully depleted. They really need to work on that...
Anyway...
The shields in EVE actually conform to the hull of the ship. Probably not exactly, but within say ... one meter or so. They have numerous emitters around the hull, bending the shield's protection so that it covers as little extra area as possible. The effects you see for hardeners are shown that way because of the shield conforming to the hull. When a weapon effect hits the shield, the graphics show it hitting the ship because the shield is so close to the hull.
"But what about the 'shield bubble' of POSes" you ask...
The shields of POSes conform to the tower itself, just like they do to ship hulls. The bubble that is projected is simply a barrier to keep unauthorized ships and asteroids/debris out. It cannot block weapons fire, though it does prevent targeting of anything inside the bubble except the POS tower itself.
There -- simple, believable explanations.
Maybe CCP can spruce up the shield hits, hopefully without resorting to non-conforming shield bubbles surrounding ships.
I was told supposedly that the insides of the ship seemed to take damage because the energy feedback from the shields overloaded conduits and stuff. but then again, that is sci-fi.. this is eve.. and eve is real. Oh and btw, the shields of the ancient ships from Stargate conform to the hull, and this makes them more efficient according to the show. but enough sci-fi nonsense, back to the real world!
shield hit effects have been mentioned numerous times here, but i agree that they are something that simply MUST be added.. it'd be so cool to see one side of your ship light up as it dissipates a Tachyon beam laser...
Shield hit effects equal to or greater than this please :D PLEEAASE??? http://www.youtube.com/watch?v=iiRXFn8zigA&feature=fvwrel
|
Alberio
Lone Star Exploration Lone Star Partners
21
|
Posted - 2011.11.21 23:34:00 -
[240] - Quote
Here is a simple something I would like to see:
Please give us an option to display any tags assigned to a ship/object on the target lock display across the top of the screen. This way, I can avoid having to check the overview once I've locked a batch of targets to ensure that I'm attacking the right target. I feel this will be more useful as a heads-up display, and help avoid some confusion.
For that matter, it might be handy to add options for other readouts to the target display: transversal, speed, distance, etc.
I realize this is all on the overview, but I feel like having it listed on the targeted victims display would make life much easier. |
|
Severian Carnifex
80
|
Posted - 2011.11.22 17:42:00 -
[241] - Quote
I have one question... If we have stars of different colors in systems... why thats not the case on sky? why all stars on the sky have the same color???
Now you jump to white star and end up in system with star of some other color... |
Obsidian Hawk
RONA Corporation RONA Directorate
255
|
Posted - 2011.11.26 20:17:00 -
[242] - Quote
bumping for great justice and to get more ideas in. |
Zimmy Zeta
Battle Force Industries
93
|
Posted - 2011.11.26 21:04:00 -
[243] - Quote
Obsidian Hawk wrote:bumping for great justice and to get more ideas in.
Stop right there, criminal scum!
Nobody breaks the law on my watch!
Quote: Spamming, bumping and pyramid quoting are prohibited.
Spam is defined as the repetitive posting of the same topic or text or nonsensical posts that have no substance and are often designed to annoy other forum users. This includes GÇŁfirstGÇĄ and GÇŁgo back to another gameGÇĄ posts. Bumping posts in order to keep them near the top of the list is also prohibited. Petitions or "/signed" posts are a version of bumping and likewise are not permitted. Pyramid quoting is a response to a forum thread that contains the quotes of four or more previous posters, sometimes with additional spaces added unnecessarily. Posts of this nature are not conducive to community spirit and are unwelcome.
...THEN WHO WAS PHOON? |
bornaa
GRiD.
67
|
Posted - 2011.11.26 21:07:00 -
[244] - Quote
Missile launchers: https://forums.eveonline.com/default.aspx?g=posts&t=38028&find=unread Missile trails Missile explosions Missile paths Missile models
Turret weapon fire graphic A little more work on shot misses
Mining lasers change color with used mining cristal
Warp effects added, for ppl that are looking from normal space ship that is warping in/out
Jumping effects (jump-gates), different effects for jump in and out
Short video clips (animations) on season-changes (instead loading screen)
Sensor booster, shield hardeners, shield boosters, armor hardeners, armor repairer,... (all modules effects redone)
Shields - make them that we can actually see them (bubble or something) - and that wee see when we loose it
Explosion of ships Wrecks
Stations - BIIIIIIIG for trade hubs and main stations of factions and all other stations make bigger
New POSs - redesign - shields that actually stop shots
Customs Office - that don't look like ugly grey box in the space
Life in EVE (more ships flying around, billboards, satellites, constructions in space, repair drones around the stations, police drones/ships that we see they are scanning our ships, life)
UI - completely NEW - animated - like from trailers
Can you give us that we see celestials in solar system (when i am at planet, I see moons, when i am at moon I see planet, and when I am at space i see closer planets (small but there))
Optional HI-QUALITY nebulaes for download
^^ only this... for now... until i don't write more things... |
Ranger 1
Ranger Corp
374
|
Posted - 2011.11.26 21:12:00 -
[245] - Quote
GeneralXCypher wrote:Shawn Pierce wrote:I figure most of you won't like this, but I'll say it anyway...
The shields in EVE don't work like the shields in Star Trek. In Star Trek, the ship is surrounded by a shield bubble. It does not conform at all to the shape of the ship itself.
"The Bird-of-Prey is coming around for another attack run!" *outside camera shows shield bubble taking hits but no penetration whatsoever* *inside camera shows bridge rocking violently back and forth ... bulkheads and auxiliary display screens explode ... crew members at those stations fly backwards and lay unmoving* "Shield status?" "Holding at seventy percent." ... Why the hell did those bulkheads and displays explode then? Why are there dead/injured crew members? There should have been no damage to the ship at all from a non-penetrating shield hit. Bothered me then, and still bothers me now.
**Note: Other spaceship shows and movies have adopted this same type of shield bubble thing. Nobody can seem to make a shield that conforms to the ship and that protects the ship until the shields are fully depleted. They really need to work on that...
Anyway...
The shields in EVE actually conform to the hull of the ship. Probably not exactly, but within say ... one meter or so. They have numerous emitters around the hull, bending the shield's protection so that it covers as little extra area as possible. The effects you see for hardeners are shown that way because of the shield conforming to the hull. When a weapon effect hits the shield, the graphics show it hitting the ship because the shield is so close to the hull.
"But what about the 'shield bubble' of POSes" you ask...
The shields of POSes conform to the tower itself, just like they do to ship hulls. The bubble that is projected is simply a barrier to keep unauthorized ships and asteroids/debris out. It cannot block weapons fire, though it does prevent targeting of anything inside the bubble except the POS tower itself.
There -- simple, believable explanations.
Maybe CCP can spruce up the shield hits, hopefully without resorting to non-conforming shield bubbles surrounding ships. I was told supposedly that the insides of the ship seemed to take damage because the energy feedback from the shields overloaded conduits and stuff. but then again, that is sci-fi.. this is eve.. and eve is real. Oh and btw, the shields of the ancient ships from Stargate conform to the hull, and this makes them more efficient according to the show. but enough sci-fi nonsense, back to the real world! shield hit effects have been mentioned numerous times here, but i agree that they are something that simply MUST be added.. it'd be so cool to see one side of your ship light up as it dissipates a Tachyon beam laser... Shield hit effects equal to or greater than this please :D PLEEAASE??? http://www.youtube.com/watch?v=iiRXFn8zigA&feature=fvwrel
I still believe the best way to achieve this effect is to make the "shield" effect part of the weapon "hit" effect.
If target takes only shield damage = hit effect 1. If target takes any armor damage = hit effect 2. If target takes only hull damage = hit effect 3.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
Shaden Nightwalker
Tryblium Sanguinis
0
|
Posted - 2011.11.26 21:17:00 -
[246] - Quote
Tech 2 turrets don't change color to match the particular ship's race like their tech 1 variants do. For example tech 2 blasters/rails keep their green glow when put on a Caldari ship. |
Severian Carnifex
80
|
Posted - 2011.11.26 23:20:00 -
[247] - Quote
bornaa wrote:Missile launchers: https://forums.eveonline.com/default.aspx?g=posts&t=38028&find=unreadMissile trails Missile explosions Missile paths Missile models Turret weapon fire graphic A little more work on shot misses Mining lasers change color with used mining cristal Warp effects added, for ppl that are looking from normal space ship that is warping in/out Jumping effects (jump-gates), different effects for jump in and out Short video clips (animations) on season-changes (instead loading screen) Sensor booster, shield hardeners, shield boosters, armor hardeners, armor repairer,... (all modules effects redone) Shields - make them that we can actually see them (bubble or something) - and that wee see when we loose it Explosion of ships Wrecks Stations - BIIIIIIIG for trade hubs and main stations of factions and all other stations make bigger New POSs - redesign - shields that actually stop shots Customs Office - that don't look like ugly grey box in the space Life in EVE (more ships flying around, billboards, satellites, constructions in space, repair drones around the stations, police drones/ships that we see they are scanning our ships, life) UI - completely NEW - animated - like from trailers Can you give us that we see celestials in solar system (when i am at planet, I see moons, when i am at moon I see planet, and when I am at space i see closer planets (small but there)) Optional HI-QUALITY nebulaes for download ^^ only this... for now... until i don't write more things...
Only?
But yea... your list is talking the true... 90% of it EVE needs... 10% would be nice...
P.S. you stole other ppl ideas for your list... cccccccc... |
Malinae Jor
Dark Shadow Industries
3
|
Posted - 2011.11.27 04:08:00 -
[248] - Quote
Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read.
I like this a lot. While I won't agree completely with everything said here for the sake of "I don't know what can and cannot be done with the new Carbon UI," I agree with the sentiment of "I want to look at ships in space, not my overview." With the new Carbon UI, what I'm really looking for is a way to see all the information I NEED to see while still being able to LOOK at the sexy ships that I'm flying. The overview can certainly give me MORE information, but I should be able to get basic stuff that I need for general combat decisions about targets I have locked without looking at a giant spreadsheet.
That said,. I really like the idea of range, velocities of all kinds, and HP built into the targeting reticle (give the user the ability to decide what they have in the targeting reticle!)
As for cool stuff I'd like to see implemented: I second the POS Shields stopping shots ala shields for Atlantis in Stargate: Atlantis, or the Protoss in SC2.
Missiles do need a lot of love, I'll admit.
I think some stations really should be supermassive. Jita 4-4 should be 3-4 times the size that it is, given how much traffic it has. New model too, don't just size the existing one up. <3 |
Fuyuko Tsubame
Stargazer Holdings
0
|
Posted - 2011.11.27 05:56:00 -
[249] - Quote
Fancy graphics stuff:
Make different "ship death" animations based on kill weapon. Lasers burn out and leave a melted wreck, missiles leave small debris wreck, etc.
Itano circus for missiles, and visible hardpoints. (Until then, maybe just stick engine trails on missiles for hilarity to tide me over.)
UI Graphics stuff:
More feedback on actions. For instance, if you activate weapons on a target, have that target's brackets and overview flash once or twice, so that we know who we activated on for sure. (Yes, we have the locked targets at the top, but more feedback is always good.) Similarly, if an enemy places a new EWAR effect or something on you, have their line in the overview (and their bracket in space!) blink once or twice.
In the CQ, when double-clicking to move, have a small pulse or something appear on the ground on the clicked destination. Makes it easier to see where you're moving to, and whether you got it right (especially if you're moving across stairs or stuff).
Make some obvious feedback on the capacitor/HP/speed array for certain EWAR. For instance, make the capacitor blink if you're NOS/Neuted, make the speed bar blink if you're webbed.
Put some feedback on the overview for target-based actions (align, orbit, keep at range, etc). So if I'm aligned to or orbiting something, if it's on the overview, put a small icon or maybe change the text color a bit.
Tactical Overlay stuff: Option to show a vector of travel of your currently selected target or currently targeted units (points in their direction of movement, longer = moving faster) and yourself (makes it easier to see your own and your target's headings when zoomed far out). Show a small distance counter next to targeted unit brackets. |
Avila Cracko
Federal Navy Academy Gallente Federation
122
|
Posted - 2011.11.27 09:40:00 -
[250] - Quote
bornaa wrote:Missile launchers: https://forums.eveonline.com/default.aspx?g=posts&t=38028&find=unreadMissile trails Missile explosions Missile paths Missile models Turret weapon fire graphic A little more work on shot misses Mining lasers change color with used mining cristal Warp effects added, for ppl that are looking from normal space ship that is warping in/out Jumping effects (jump-gates), different effects for jump in and out Short video clips (animations) on season-changes (instead loading screen) Sensor booster, shield hardeners, shield boosters, armor hardeners, armor repairer,... (all modules effects redone) Shields - make them that we can actually see them (bubble or something) - and that wee see when we loose it Explosion of ships Wrecks Stations - BIIIIIIIG for trade hubs and main stations of factions and all other stations make bigger New POSs - redesign - shields that actually stop shots Customs Office - that don't look like ugly grey box in the space Life in EVE (more ships flying around, billboards, satellites, constructions in space, repair drones around the stations, police drones/ships that we see they are scanning our ships, life) UI - completely NEW - animated - like from trailers Can you give us that we see celestials in solar system (when i am at planet, I see moons, when i am at moon I see planet, and when I am at space i see closer planets (small but there)) Optional HI-QUALITY nebulaes for download ^^ only this... for now... until i don't write more things...
only that little list... do it CCP... |
|
Kitty Funtimes
Republic Military School Minmatar Republic
7
|
Posted - 2011.11.27 10:00:00 -
[251] - Quote
Two small related things...
Three numbers, from 000 to 100, centered on and just above the capacitor that represent shields, armor and hull. ( I don't like the way it is now with the weirdly staggered off to one side readout )
The other thing is to have the same 000 to 100 numbers beside each targeted ships ( or pos etc ) shield armor and hull graphic.
Kitty |
Screenlag
Beyond The Gates Tri Sol Syndicate
3
|
Posted - 2011.11.27 12:08:00 -
[252] - Quote
Make group of drones fly in formation. Just imagine a super carrier deploying five wings of fighters and have them fly after you in V formation. Would make for some really nice screenshots |
Avila Cracko
Federal Navy Academy Gallente Federation
122
|
Posted - 2011.11.27 12:23:00 -
[253] - Quote
Screenlag wrote:Make group of drones fly in formation. Just imagine a super carrier deploying five wings of fighters and have them fly after you in V formation. Would make for some really nice screenshots
Just WOW...
EVE needs formations for all ships/drones... |
Crucis Cassiopeiae
EvE-COM
743
|
Posted - 2011.11.27 23:32:00 -
[254] - Quote
bornaa wrote:Missile launchers: https://forums.eveonline.com/default.aspx?g=posts&t=38028&find=unreadMissile trails Missile explosions Missile paths Missile models Turret weapon fire graphic A little more work on shot misses Mining lasers change color with used mining cristal Warp effects added, for ppl that are looking from normal space ship that is warping in/out Jumping effects (jump-gates), different effects for jump in and out Short video clips (animations) on season-changes (instead loading screen) Sensor booster, shield hardeners, shield boosters, armor hardeners, armor repairer,... (all modules effects redone) Shields - make them that we can actually see them (bubble or something) - and that wee see when we loose it Explosion of ships Wrecks Stations - BIIIIIIIG for trade hubs and main stations of factions and all other stations make bigger New POSs - redesign - shields that actually stop shots Customs Office - that don't look like ugly grey box in the space Life in EVE (more ships flying around, billboards, satellites, constructions in space, repair drones around the stations, police drones/ships that we see they are scanning our ships, life) UI - completely NEW - animated - like from trailers Can you give us that we see celestials in solar system (when i am at planet, I see moons, when i am at moon I see planet, and when I am at space i see closer planets (small but there)) Optional HI-QUALITY nebulaes for download ^^ only this... for now... until i don't write more things...
I want it all I want it all I want it all and I want it now I want it all (yeah yeah yeah) I want it all I want it all and I want it now
|
Utremi Fasolasi
La Dolce Vita
13
|
Posted - 2011.11.28 01:03:00 -
[255] - Quote
Shawn Pierce wrote:**Note: Other spaceship shows and movies have adopted this same type of shield bubble thing. Nobody can seem to make a shield that conforms to the ship and that protects the ship until the shields are fully depleted. They really need to work on that...
Check out one of the later episodes of Space Battleship Yamato season 2 (iirc) where they create a shield like this. Actually watch the whole thing, reminded me lots of EVE when I went back and rewatched it. |
Utremi Fasolasi
La Dolce Vita
13
|
Posted - 2011.11.28 01:06:00 -
[256] - Quote
Obsidian Hawk wrote:ANYWAY IMMERSION RANT ON GRAPHICS!!! 1. Sebiestor need to have their heads changed back to the old style. They have no uniqueness now.
Absolutely not. They are sexy now and don't look like trolls. The men deserve to look as decent as the ladies do if not more.
Even Amarrians got an improvement, Gallente and Caldari were always sexiest though and still are. |
Krios Ahzek
Juvenis Iratus
150
|
Posted - 2011.11.28 01:10:00 -
[257] - Quote
I'd like secondary camera drones windows that I can send over to look at the ships I'm blowing up while looking at my own ship on the main window.
I live, I post, I slay. I am content. |
Alexandar Pavlovic
Center for Advanced Studies Gallente Federation
2
|
Posted - 2011.11.28 10:25:00 -
[258] - Quote
I don't know if this is already on SiSi and would be part of Crucible but would be nice if engine exhausts are light up like in Incarna login screen
http://i43.tinypic.com/e0tcp.jpg
not like right now
http://i42.tinypic.com/okctix.jpg |
Mr Painless
Temnava Legion
16
|
Posted - 2011.11.28 11:04:00 -
[259] - Quote
Hayaishi wrote:Weapons "deploying" when you lock someone, not when you come out of warp.
HEAR ME OUT, I'm not like all the others.
If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.
If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.
^ How about that?
Although I like the idea, it has a problem. You can't know in advance what target will you be locking, and therefore can't know the lock time. The server cannot compute whether it should deploy turrets after warp or during lock time. The only solution would be to "speed up" turret deployment animation if it's slower than lock time. |
Seleia O'Sinnor
Arklight Project Fade 2 Black
8
|
Posted - 2011.11.28 16:43:00 -
[260] - Quote
This little hint window, which indicates incoming and dealt damage: PLEASE MAKE IT DRAGGABLE! It's a helpful window but it sometimes overlaps other important things.
Not highlighting a selected bookmark on solar map. |
|
Tepir
BALKAN EXPRESS Nulli Secunda
5
|
Posted - 2011.11.28 19:03:00 -
[261] - Quote
Let me post it again .
Add brightness (gamma settings) within EvE client
it is simple ... every other game out there have it... why dont we have it ? |
Peter Drakon
Independent Traders and Builders MPA
4
|
Posted - 2011.11.28 23:23:00 -
[262] - 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
The effects on that game where awsome! Lasers hitting shields, then systems. Lasers and stuff missing. Ship explosions were huge and so very nice, they felt big and awsome. Being able to target subsystems (engines, turrets etc.) and actualy destroy them - thus disabling a ship... so many good memories.
That game was pure awsomeness in both tactical and graphical capabilities. I can only hope EVE will implement some of that stuff.
Best regards, Peter |
Surge Roth
Center for Advanced Studies Gallente Federation
2
|
Posted - 2011.11.28 23:36:00 -
[263] - Quote
Don't know if these have been said, but I'd like the camera to be able to go around the whole ship when I'm flying in space. It bugs me when I hit that imaginary wall.
I'd also like my ship to continue facing the same direction i was moving at when i come to a complete stop. It's weird that I was flying strait down only to automagically center in the middle of space as if I was inside water or something.
Basically, I'd really appreciate it if it didn't feel like there was an up or down.
Also, make objects block line of sight. It's a tad bit ridiculous when I'm able to hit people behind stations.
Just my "little things". |
Bloodpetal
Mimidae Risk Solutions
191
|
Posted - 2011.11.29 07:20:00 -
[264] - Quote
There's a bug with target painters where it gets aimed right at your camera and tries to blind you like a 4 year old playing with a laser pointer...
Please fix? :P
NOSTRO AURUM NON EST AURUM VULGI |
Daedalus Arcova
Havoc Violence and Chaos
228
|
Posted - 2011.12.10 15:41:00 -
[265] - Quote
Two things that would help improve immersion while flying around:
- Make ships point in the right direction as soon as they appear. When ships appear (because you've warped onto the same grid as them, or they have warped onto the same grid as you), they currently all point the same direction, irrespective of their actual orientation, then spend a few seconds turning to point the right way. It's incredibly bad for immersion to see ships warping onto the field sideways, twisting as they drop out of warp, or seeing every other ship do that as you come out of warp on a gate full of AP freighters. It also completely messes up the (otherwise awesome) engine trails.
- Make sure all stargates point in the correct direction. I know of at least two types (Minmatar constellation and smuggler gates) that are actually pointing in the opposite direction to what they should be, but there are probably more. Look at the direction of the gate flash and you'll see what I mean. This should be a very simple fix.
More when I think of it. |
Lors Dornick
Kallisti Industries
81
|
Posted - 2011.12.10 15:53:00 -
[266] - Quote
Daedalus Arcova wrote:Two things that would help improve immersion while flying around:
- Make ships point in the right direction as soon as they appear.
This is an old and kind of stupid both gameplay and graphic bug.
Each ship takes a certain time to align itself and a certain time to reach warp.
Orcas for example are (in)famous for warping sideways ("incoming! I love bowling with Hulks!")
The remedy is simple, each ship has to first align and then reach the speed to hit warp.
The issues are of course that it would require a re-balance of almost every ship in the game ...
Daedalus Arcova wrote: - Make sure all stargates point in the correct direction.
I'm quite sure that they are intended to point in the right direction.
Those that doesn't would count as a graphic glitch and one would guess that a bug report would solve that issue sooner or later.
|
Daedalus Arcova
Havoc Violence and Chaos
228
|
Posted - 2011.12.10 16:37:00 -
[267] - Quote
Lors Dornick wrote:Daedalus Arcova wrote:Two things that would help improve immersion while flying around:
- Make ships point in the right direction as soon as they appear.
This is an old and kind of stupid both gameplay and graphic bug. Each ship takes a certain time to align itself and a certain time to reach warp. Orcas for example are (in)famous for warping sideways ("incoming! I love bowling with Hulks!") The remedy is simple, each ship has to first align and then reach the speed to hit warp. The issues are of course that it would require a re-balance of almost every ship in the game ... Daedalus Arcova wrote: - Make sure all stargates point in the correct direction.
I'm quite sure that they are intended to point in the right direction. Those that doesn't would count as a graphic glitch and one would guess that a bug report would solve that issue sooner or later.
I guess I didn't explain my point very well.
- It's not ships entering warp sideways I'm talking about (though that also looks stupid, but is mainly limited to capital ships). It's other players' ships exiting warp sideways. It's a slightly different issue. I'm guessing that at the moment the client positions another ship in space (whether you are seeing it exit warp, or if you are appearing on the same grid that the other ship is already on), it will always point the same direction (like stations do and how stargates used to). It only turns to face the correct direction after it has been 'created' by the client. If the client oriented ships before it placed them on the grid, this wouldn't be an issue.
- The backwards gates aren't so much a glitch as a lack of attention by the devs that positioned them. All gates of those types point in the opposite direction to the system they link to. It seems the Dev responsible simply misinterpreted which end of the gate was the front!
While we're on the subject of gate graphics, the gate flash on Gallente constellation gates is not in line with the axis of the gate. |
Raven Ether
Republic University Minmatar Republic
64
|
Posted - 2011.12.10 17:09:00 -
[268] - Quote
New Shield Hardener Effects Missile Launchers - actual ones New Missile Effects |
Xenial Jesse Taalo
Tactical Nyan Cat Attack Force OMNIMODUS ALLIANCE
40
|
Posted - 2011.12.10 17:10:00 -
[269] - Quote
-+ The planet-interior warp effect needs its timing tightened up. It is easy to enter that dark tunnel when the planet is still a good 5+ seconds away if you started warp near it, and on any warp-through-planet at all, if you look backwards you can see that you come out of it too late.
-+ Bring back the tearing sun from Sisi Crucible.
|
Rabid cat
Garoun Investment Bank Gallente Federation
10
|
Posted - 2011.12.10 17:26:00 -
[270] - Quote
Razin wrote:Planets need to have distinctive polar regions. The lack of these is especially egregious on the temperate, and to a slightly lesser degree on barren worlds.
+1
Yes this has always annoyed me a lot!
|
|
Vallek Arkonnis
Cosmic Cimmerians The G0dfathers
10
|
Posted - 2011.12.10 18:23:00 -
[271] - Quote
Here's my wishlist (yes, some will probably have been mentioned already):
- Allow custom player-made UI's.
- Scale the UI smaller than 90%
- Flight Formations. Admit it, it looks cool.
- The light reflecting off ships should be the same color as the light from the local sun
- Wrecks that resemble the ship they came from
- Bright tracer rounds from projectile turrets
- Bigger explosions, but keep the bright blue w/lens flare
- separate weapons impact damage graphics for shield/armor/hull
- Light reflected on ship hull from outgoing and incoming fire
- More ships use the Maller's exhaust effect (BC or BS and larger?)
- More populated space (Capsuleers are supposed to be a tiny minority yet we're the only ones in space)
- More realistic clouds in the mission/DED etc. rooms.
I think that's it for now. |
Xenial Jesse Taalo
Tactical Nyan Cat Attack Force OMNIMODUS ALLIANCE
40
|
Posted - 2011.12.10 19:05:00 -
[272] - Quote
Vallek Arkonnis wrote:
- The light reflecting off ships should be the same color as the light from the local sun
This. Save us from seeing exactly the same ship appearance in every system of the post-Crucible regions. Plus it is completely logical.
|
Daedalus Arcova
Havoc Violence and Chaos
228
|
Posted - 2011.12.10 21:36:00 -
[273] - Quote
Xenial Jesse Taalo wrote:-+ The planet-interior warp effect needs its timing tightened up. It is easy to enter that dark tunnel when the planet is still a good 5+ seconds away if you started warp near it, and on any warp-through-planet at all, if you look backwards you can see that you come out of it too late.
-+ Bring back the tearing sun from Sisi Crucible.
This. Also, why can we still see the sun when we're flying through a planet?
A few more:
- Ships and stations should not be lit by the sun when on the dark side of a planet or moon. - There should be more ambient lighting in the ship preview and fitting windows. - Make other players' command centres easier to see in the PI interface. They're just too small and too faint! - Why are the engine effects on the Deimos green? No other Gallente or Duvolle ship has green engine flares. Turret colouring still behaves as if the Deimos has its old green camoflage as well. |
Surge Roth
Center for Advanced Studies Gallente Federation
4
|
Posted - 2011.12.10 22:55:00 -
[274] - Quote
Vallek Arkonnis wrote:Wrecks that resemble the ship they came from
This, a million times over. It's loony that I blow up a battleship and its wreckage is the size of a frigate. |
Raven Ether
Republic University Minmatar Republic
67
|
Posted - 2011.12.16 11:58:00 -
[275] - Quote
New suns, better lighting. |
Freezehunter
46
|
Posted - 2011.12.16 12:20:00 -
[276] - Quote
Improved Tactical Overview, including lines that show ship trajectory and where the ship is heading. A pie-chart-like thing on the Tactical overview that shows you if your turrets are actually tracking their target effectively or not, etc (green section good, red section = you are not tracking well, move farther away from target). The tactical overview doesn't give nearly as much information as it should and could.
Also, I would LOVE having a better way of telling my ship exactly where to go and in which position to sit in.
Think of the control system and the sensor ping in Homeworld 2, it was awesome, accurate as ****, and you could tell your ship exactly what position to move itself in, to the centimeter, including how to rotate.
Having that in eve would be awesome... The whole doubleclick / approach / keep at range / Orbit thing is getting old, we need more accurate control methods.
Is it better to be a nice guy or an *******? Tried being a nice guy, got shat on by all the assholes, became one. Tried being an *******, now everyone hates me. I am confused. How do you make people like you, when all they can see is text? |
WisdomLikeSilence
The Cursed Navy Important Internet Spaceship League
74
|
Posted - 2011.12.16 13:37:00 -
[277] - Quote
Its too dark to see the ships now.
The shaders need a tweak.
Effects need embiggening, especially missile.
The "new" 50 polygon sun looks a lot crappier than the old swirly one. Give us a sun with magnetic storms and coronal mass ejections. It should look like a sun, not a paper lantern. |
WisdomLikeSilence
The Cursed Navy Important Internet Spaceship League
74
|
Posted - 2011.12.16 13:43:00 -
[278] - Quote
Mekhana wrote:Your drones could use some kind of warning they are being damaged.
If they could glow yellow when being locked on and glow red in-game when they are being attacked (as well in the drone window) along with a sound cue.
THis is an excellent example of where sound should be enhanced in eve (not the topic I know, I know.). WHen Drones are taking damage they should scream in little electronic voices, like mini-me GladOs's.
You could have different notes and pitches for each drone. |
Reft Ar'en
Caldari Provisions Caldari State
0
|
Posted - 2011.12.16 13:54:00 -
[279] - Quote
I play almost exclusively Caldari characters in missile boats. I can safely say that the one graphical change I would like to see more then any other is upgraded missile effects. By that I mean missile bays (important!) and individual missiles firing even when the modules are grouped. Much in the same vein as the new turret effects.
The graphics surrounding the missiles in general needs to be upgraded, including the "launch" effects and the explosions.
But, for the record, major props on the new warp effects; they look sick. In a good way.
|
Rainus Max
Fusion Enterprises Ltd
15
|
Posted - 2011.12.16 14:02:00 -
[280] - Quote
Id like to see wrecks that actually look like a wrecked ship and not as if the ship shed its skin and ran off.
Id also love to see my ship being scortched/damaged by weapons fire as I take armour damage and then having smaller 'localised' fires that burn once the hull takes damage rather than just the ships main O2 line being set on fire.
Progress repairing the Concord/Ishikone stations after their little 'oops' moments would be a good move too.
I would also absolutely love to see a couple of additional variations for each factions 0.0 outpost that you can select when deploying, no different stats just different designs. |
|
Seleia O'Sinnor
Arklight Project Fade 2 Black
57
|
Posted - 2011.12.16 15:22:00 -
[281] - Quote
Engine trails in warp. Engines are in afterburner/mwd mode while warping so why not show the trails very long. This could be pretty see an endless streak behind you adding to the feeling being very very fast. Eve community: An angry mob of bright people hunting witches, more torches, more hay forks, growing and growing. |
Azahni Vah'nos
Vah'nos Family
148
|
Posted - 2011.12.16 16:27:00 -
[282] - Quote
Akirei Scytale wrote: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. 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 read.
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?
Thanks! You know what would be amazing? a LOD system that scaled all effects down as numbers increased. As is, having to reset my graphics settings to minimum for every strategic op, and then set them back to max afterwards, is a source of annoyance. Why not just create the functionality to set up say 3 LOD that can be instantly initiated through keybinds? This way you can customize your own low, medium and high settings based on what your machine can handle.
The only problem with this is where a client reset is required for some settings (like HDR), although that might depend on your machine as you may be able to get away with not turning those particular settings to low with the others.
I know this way isn't automated but when using scaling it can cost resources to calculate how much scaling is required depending on how live the system is, probably not what you want in larger fleet battles. As an example the scaling system in Darkfall actually made things worse for me.
Nex (Cash Shop)-á/ Aurum - removing sand from the sandbox since Incarna. Currently the only use for aurum is to buy virtual items in the in-game store, but Cockerill expects to expand its uses in the future. |
Raven Ether
Republic University Minmatar Republic
67
|
Posted - 2011.12.16 17:20:00 -
[283] - Quote
The model preview background for ships should be the same for turrets. That "virtual hologram" style background that appears in turret preview is awesome. |
Raven Ether
Republic University Minmatar Republic
67
|
Posted - 2011.12.16 17:21:00 -
[284] - Quote
doublepost |
Herr Otto Flick
Capstone Acquisitions Black Hawk.
0
|
Posted - 2011.12.16 17:27:00 -
[285] - Quote
I would like to see some standard to certain looks of ships. (Like what you did with the Tech 2 ships.)
But the biggest visual "concern" from me, apart from all the mentioned stuff above is that ORE doesnt seem to have a consistent design;
For example; (Will make 3 "look" category`s wich are my own view and thus not represent other people.)
"The ORE Look" Rorqual, Noctis and Primea; seem to be having a look fitted to ORE and how Industrials should look like.
"The dull look" Mining Barges and Exhumers; Does not seem to fit the design filosophy of the Rorqual and Noctis/Primea.
"The ORE/DCM look" Orca; a bit of a weird guy, as it is a joint venture of DCM and ORE; but still it just doesnt have a "ORE-Feel" to it. As its based upon its bigger brother the Rorqual, wich looks like a mobile refinery. Dont know how ships of DCM look like but it just doesnt feel like it fits to someone.
So in short words; make ships in a way you can see "Ow thats an ORE ship." hell, DCM may be a bit small but give them some industrial ships, like mining frigates/cruisers/battlecruisers/small freighters.
|
MadMuppet
24th Imperial Crusade Amarr Empire
11
|
Posted - 2011.12.16 17:36:00 -
[286] - Quote
Add indicators for getting jammed, neuted, scrambled, webbed, etc to an additional 'situational awareness window' so that it is more obvious. Right now that kind of information can be lost in the overview easily. Never trust a soldier wearing velcroed insignia
While not perfect, I find the font at 13 pt and scaling at 90% to be pretty good, and overall better than the old font.-á |
Vallek Arkonnis
Cosmic Cimmerians The G0dfathers
12
|
Posted - 2011.12.16 18:24:00 -
[287] - Quote
MadMuppet wrote:Add indicators for getting jammed, neuted, scrambled, webbed, etc to an additional 'situational awareness window' so that it is more obvious. Right now that kind of information can be lost in the overview easily.
This!! |
ObieWan Kenobieie
Machtpolitik Test Friends Please Ignore
0
|
Posted - 2011.12.16 18:36:00 -
[288] - Quote
Eve Online's log in screen should be modeled after the WOW log in screen to trick people to log in/sign up. |
Ranya Delnas
Viziam Amarr Empire
7
|
Posted - 2011.12.16 18:39:00 -
[289] - Quote
The proteus's Augmented Plating subsystem model should be swapped with the Warfare processor model |
Spacing Cowboy
Ordo Drakonis Nulli Secunda
15
|
Posted - 2011.12.16 19:11:00 -
[290] - Quote
* more bright-white in the overview (tekst) , on 90% it gets grayed out a bit.
* longer / ( adjusteble ) engine trail , to do boring moments airshow-porno. " just let em hang around a bit longer "
*pet subject*
Weathered ships, my new geddon , looks shiny.. New.. My many surviving battle's hero-drake, looks .. New.. My 2 year old providence freigter with milions(?) of gates jumps looks also brand new.
The last should be banged up by space crap hitting it and the crowded undocks. And, dirty.. The hero-drake should show the scars of being primary to many times
Shorter: old hull / many jumps on it, should leave a battle scarred ship, not a shiny new one. |
|
Grudy Altol
Viziam Amarr Empire
0
|
Posted - 2011.12.16 19:15:00 -
[291] - Quote
http://www.youtube.com/watch?v=vLoteLwMhxg&feature=player_embedded
Watching this link is what I yearn for Eve to be like. look at the free movement, amazing graphics on the explosions and ammo, the amazing sound, the fast based turns thats how a battle in space would be like and should be like. Right now Eve is severely lacking in general gameplay, its no longer fun to play Eve for me when I can play games like Heroes of newearth which requires immense skill, timing, knowledge, teamwork, reaction time. I mean Eve is cool but seriously who wants to watch a ship in 3rd person shoot missiles by hitting 1 button and then watching as the game does everything for you. Not only that but missile launchers dont even come out of the ship, and the missiles just kind of appear and go towards their target. If you want a massive audiance make your game play like this video. |
J Kunjeh
81
|
Posted - 2011.12.16 23:02:00 -
[292] - Quote
Zaine Maltis wrote:
- Add another "close map" button onto the star map somewhere. Every time I use the star map, I have to minimise the controls to be able to use it due to limited screen space. This means that I spaz around for about 20 seconds trying to find the close button when I'm done afterwards. Having a close star map button at the top. bottom. bottom right or something which prevent this.
F-10 maybe?
"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |
Shizuken
Venerated Stars
1
|
Posted - 2011.12.17 00:07:00 -
[293] - Quote
How about missiles actually coming out of launchers instead of the middle of the ship? |
oldbutfeelingyoung
VIRTUAL EMPIRE VANGUARD Vanguard Ascendants
38
|
Posted - 2011.12.17 19:33:00 -
[294] - Quote
a good thread ,but was easy to reply ,hey CCP |
SandKid
Gateway Mining Division
0
|
Posted - 2011.12.17 20:49:00 -
[295] - Quote
Add in the problem of suns flashing and causing your screen to go totally white intermittently.
Crazy annoying and gives headaches at night. It's like having someone flash a camera in your eyes over and over again.
It's an old graphics issue, but it got hella worse when Crucible launched for some reason. Nearly every system does it now. Updated drivers, cleared cache...still no luck. |
Vincent Athena
V.I.C.E. The Lostboys
182
|
Posted - 2011.12.17 22:13:00 -
[296] - Quote
When a big capital ship comes on grid, or I arrive on grid with one already there, it does this odd turn. Instead the client should initialize the ship model in the direction its actually pointing in. The client must have this information, or how could it know which way to turn the ship model?
Said before ... somewhere... the sun needs to be dimmer as you get farther away.
The star colors are not sufficiently vibrant, certainly not as good as real stars. Go look at Rigel and Betelgeuse in Orion. The stars need to have better colors both when you are in their system and when you see them in space at range.
My avatar has no shadow.
But my biggest visual issue is low fps. I got a high end laptop, and I still got to turn everything down to low. Why? My OS uses OpenGL, and Eve is DirectX. Translation is needed and that slows it all down. What would really be nice is if the client could have both DirectX and OpenGL calls and use whichever ones are best given the system the user is operating on. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |
Raven Ether
Republic University Minmatar Republic
68
|
Posted - 2011.12.22 11:56:00 -
[297] - Quote
- new stars
- new lighting when flying in space
- missile bays/missile effects
- new shield hardener effect
- new turret effects
|
MadMuppet
Sebiestor Tribe Minmatar Republic
15
|
Posted - 2011.12.22 13:50:00 -
[298] - Quote
Either bring back 'letterbox/widescreen mode' or allow for some sort of opaque background on targeted ship details.
That or allow us to turn down the nebula brightness. If you don't understand, try doing combat in Domain. I want to be able to watch combat and still have situational awareness. Note to self, 'Red' and 'Flashy Red' are two different things. - From "How I learned to look like an *** in FW" by MadMuppet |
Vertisce Soritenshi
Varion Galactic Tragedy.
268
|
Posted - 2011.12.23 14:19:00 -
[299] - Quote
So I spent a good part of yesterday helping a corp mate take out a few Interbus planetary things...whatever they are...I don't care...I don't use em. Anyway...while watching one explode I noticed that it started by showing large explosions occuring on the station and spreading...it was looking really cool until...POP! Station gone...nothing...no debris, no more fire....just pop. It was like having your orgasm cut short because your mom walked in on you.
Make explosions for both stations and ships cooler.
Also...whats up with the little sight seeing stuff in empire? I saw a "Ship Graveyard" in some random High sec the other day and thought it would be awesome to check it out and see the "thousands of ships" that it describes when you initiate warp to it. Nope...it was one giant oversized, larger than a titan ship that looked more like a shuttle for some race of giants the size of battleships wrapped around a single asteroid. Thats it...I took pics...it sucks. It doesn't even fit in the EvE universe... EvE is not about PvP.-á EvE is about the SANDBOX!
Support our boobies!-á[url]https://forums.eveonline.com/default.aspx?g=posts&t=24221&find=unread[/url]
|
Jodis Talvanen
State War Academy Caldari State
166
|
Posted - 2011.12.23 14:48:00 -
[300] - Quote
NO MORE CLIPPING TEXTURES FOR GLOWING OBJECTS AND SPACE DUST ETC PLEASE |
|
Sellendis
The Ares project
32
|
Posted - 2011.12.23 15:27:00 -
[301] - Quote
MadMuppet wrote:Either bring back 'letterbox/widescreen mode' or allow for some sort of opaque background on targeted ship details.
That or allow us to turn down the nebula brightness. If you don't understand, try doing combat in Domain. I want to be able to watch combat and still have situational awareness.
Or anywhere is Lonetrek space, Sela region for starters, nebula is so bright you can hardly see the letters, not to mention it makes everything so ugly looking with pale blue light. |
Disdaine
62
|
Posted - 2011.12.23 15:31:00 -
[302] - Quote
Font still needs some work.
http://i.imgur.com/LXhg5.jpg
http://i.imgur.com/zu9of.jpg
Add the use small font for overview option to every window. Fix the positioning of the font on module ammo counts. Enlarge the font slightly on all item counts. The 1 digit seems to be poorly aligned.
As above some systems are just way to bright. |
Ris Dnalor
Fleet of Doom Ushra'Khan
106
|
Posted - 2011.12.24 01:24:00 -
[303] - Quote
Jarnis McPieksu wrote:You do know that after all these epic fixes, you now have to redo missiles. Completely.
No more talk how it is :impossible: or :too hard:. Missiles, after these epic win changes, just look TERRIBLE.
I don't care if it means that summer expansion is EVE Online: New Missiles with no other features. It has to be done. It has to be epic.
(note: epic != awesome)
yea missile launchers on the ships with missiles exiting from the launchers please. ( just don't feel the need to change the small 2d icons though ) |
Panhead4411
Adventures with Bill
10
|
Posted - 2011.12.24 01:32:00 -
[304] - Quote
As much as i want all these items that are seemingly enhanced w/ vitamin D
Hammerhead's
http://i217.photobucket.com/albums/cc181/panhead4411/NameIssue5.jpg
Concentrated Veldspar
http://i217.photobucket.com/albums/cc181/panhead4411/NameIssue2.jpg
Among many other items whose text wrapping is still broken.
It is apparent that CCP wanted the text to appear this way (this they have not addressed any questions relating to it, nor have mentioned it at all), but for what reason?
And the new names shorter names you gave some items creates a bit of confusion...which of these three "200mm Light"s is the gallium, scout, or prototype?
http://i217.photobucket.com/albums/cc181/panhead4411/NameIssue4.jpg
And, can all of my station cans please remember THEIR OWN position, instead of following whatever the previous cargo/can/items/ships was positioned to? |
Crucis Cassiopeiae
EvE-COM
782
|
Posted - 2011.12.25 22:36:00 -
[305] - Quote
Put stations closer to the planets... that will improve feeling and it will look much better. |
Alrione
Black Lagoon Inc.
60
|
Posted - 2011.12.25 23:40:00 -
[306] - Quote
95% UI scale option. I wouldn't mind ridiculous texture resolution option for ships either tbh. Call it something like: FryingpanGPU mode.
+1 Go nuts with state of the art graphics but allow people to turn things off +1 Seeing the effects of shields / damage on armor and structure |
Disdaine
73
|
Posted - 2011.12.26 02:50:00 -
[307] - Quote
Bright systems making targeted items and module timers hard to read and hud fade out.
Capacitor readout on hud still not centered after so much patching since they changed the color.
http://i.imgur.com/o056a.jpg
|
Xavier Quo
InterSun Freelance Moon Warriors
16
|
Posted - 2011.12.26 16:49:00 -
[308] - Quote
Probably already been mentioned, but I would love to see the ship's lights dim and go out based on capacitor dropping and capping out. |
oldbutfeelingyoung
VIRTUAL EMPIRE VANGUARD Vanguard Ascendants
45
|
Posted - 2011.12.26 16:51:00 -
[309] - Quote
some info on big threads maybe? |
MadMuppet
Kerguelen Station
19
|
Posted - 2011.12.27 00:08:00 -
[310] - Quote
Drone Control Window Allow for a setting to only show groups when drones are IN the ship. Something that is annoying as hell is recovering your drones and having the menu expand out for each individual drone
For drones that are OUTSIDE of the ship, please make an option so that the drone control window ALWAYS shows the status and damage bars of those drones. Right now, EVERY TIME you launch drones you need to go down and expand open the little window so that you can monitor them.
These two changes would make the drone control window a much more useful tool.
Two other things I would like to see A 'Launch' button for your drones. (currently a menu chase, a launch group number would be even cooler) A 'Panic' button to recall all your drones. (currently a menu chase) Yes, I only have a Vigil, I've had a bad bit of luck Ok? |
|
Tepir
BALKAN EXPRESS
6
|
Posted - 2011.12.27 14:33:00 -
[311] - Quote
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 ? make it alive again... you have people with top tier pc's here... who wants to enjoj the top tier games .. Also you have people with craptops... so Reinvent premium upgrade . Its way better than make craptop users download 6 gb sze game than just unclick HD . Considering that they have the worst PC atm do you rly think they have web connection of 60 mbps ? ( yeah i know there are exceptions)
So my Idea is : Make Basic client with average details and grapgic and all those thingies set to average . BUT if somebody wants HD and Extreme settings and like gajilion monitors he should download an extra content .
Add gamma settings Add Volley damage under fitting screen Optimal range range for missile launchers
Now i know this might be to much to do... but meybe just an idea for future (5 years or so ? ) If turret allready missed a ship , or missile who continues to fly after its target have ben destroyed encounters a new object in space (doesnt matter what it is... an asteroid .. a station... or even a friendly ship ) it will hit it and make some amount of damage (it can be just 10% of initial amage... just to have it it would be great)
Special bar for negative /positve bonuses you are getting with indication from what player it is
|
Gaia Ma'chello
V.I.C.E. The Lostboys
8
|
Posted - 2011.12.27 16:05:00 -
[312] - Quote
My hair does not rest on my shoulders, but floats in the air above them. |
Zimmy Zeta
Battle Force Industries
192
|
Posted - 2011.12.27 16:37:00 -
[313] - Quote
Gaia Ma'chello wrote:My hair does not rest on my shoulders, but floats in the air above them.
Zero gravity in space. Working as intended.
-.- |
Tepir
BALKAN EXPRESS
6
|
Posted - 2011.12.27 16:42:00 -
[314] - Quote
Zimmy Zeta wrote:Gaia Ma'chello wrote:My hair does not rest on my shoulders, but floats in the air above them. Zero gravity in space. Working as intended.
you are wrong ... force a gravity is influentse by two masses... the bigger the size of one or both masses is the stronger that force is. Mass of station you are in is close to the mass of smaller Moons . So it is not Zero gravity and gravity in that case is strong enough to pull your hair to the shoulders . Even if you check the mass of a carrier or dreanought you would see after certain calculations that your hair should be on your shoulders .
Sorry for poor english .
Also i am sure that in station there is gravity because Incarna is ALL ABOUT WALKING IN STATION . That means there is gravity ... pretty strong one to because YOU CANT JUMP . So in that case Hair Should be on shoulders =p |
Tepir
BALKAN EXPRESS
6
|
Posted - 2011.12.27 16:43:00 -
[315] - Quote
double post >.> |
Jett0
Team Kitty Choke Slam
47
|
Posted - 2011.12.28 16:47:00 -
[316] - 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. |
Nionn Achren
Lazy Old Logistics Associates
25
|
Posted - 2011.12.28 17:55:00 -
[317] - Quote
PLEASURE HUB !!!!
Objects in mirror are closer than they appear... |
Ibeau Renoir
Colonial Fleet Services Independent Faction
5
|
Posted - 2011.12.28 20:41:00 -
[318] - Quote
SandKid wrote:Add in the problem of suns flashing and causing your screen to go totally white intermittently.
Crazy annoying and gives headaches at night. It's like having someone flash a camera in your eyes over and over again.
It's an old graphics issue, but it got hella worse when Crucible launched for some reason. Nearly every system does it now. Updated drivers, cleared cache...still no luck. Seconded. "Sun is occluded by objects" seems to be the culprit since turning it off stops the flashing. |
Ai Shun
State War Academy Caldari State
76
|
Posted - 2011.12.28 21:31:00 -
[319] - Quote
The ability to make My Location type bookmarks in the right click menu interactive buttons on the UI. Smoothing multi-step operations like needing to open the Certificate Planner to claim certificates. |
Nemesis Factor
Clann Fian Narwhals Ate My Duck
24
|
Posted - 2011.12.28 21:36:00 -
[320] - Quote
Tepir wrote:Zimmy Zeta wrote:Gaia Ma'chello wrote:My hair does not rest on my shoulders, but floats in the air above them. Zero gravity in space. Working as intended. you are wrong ... force a gravity is influentse by two masses... the bigger the size of one or both masses is the stronger that force is. Mass of station you are in is close to the mass of smaller Moons . So it is not Zero gravity and gravity in that case is strong enough to pull your hair to the shoulders . Even if you check the mass of a carrier or dreanought you would see after certain calculations that your hair should be on your shoulders . Sorry for poor english . Also i am sure that in station there is gravity because Incarna is ALL ABOUT WALKING IN STATION . That means there is gravity ... pretty strong one to because YOU CANT JUMP . So in that case Hair Should be on shoulders =p
I thought for sure this post was going to end in a joke about the gravitational pull of dat ass.
But seriously, there are no gravities, just magnets. |
|
Bruno Bummel
Deep Core Mining Inc. Caldari State
0
|
Posted - 2011.12.28 22:48:00 -
[321] - Quote
Ship-Scaling:
Give same tier ships similar sizes e.g. Rokh should have about same size as an Abaddon/Hyperion/Maelstrom
Carriers are a bit too small. Two assembled battleships should visually fit in there. Other capitals might require some slight tuning after.
Gun-Scaling: Large guns look right sized on the tier3 BCs which implies that they are too small. They should look oversized on tier3 BCs and right sized on battleships.
Gun Icons (Inventory/Fitting/etc.) Keep them as they are, please. |
Karthwritte
Darthrin Storm Enterprise Drunken Capsuleers
1
|
Posted - 2011.12.28 23:07:00 -
[322] - Quote
Instead of "Visual Papercuts" it should be called "The Origami Project"
Yeah, I got nothing to aport
EDIT: OH WAIT
What about making different types of explosions colors for the different races. If I am not wrong everybody end with the blue explosion. I don't think everybody use the same reactor. |
Raven Ether
Republic University Minmatar Republic
104
|
Posted - 2012.01.30 16:20:00 -
[323] - Quote
To the Top! |
FluffyDice
StarFckers Inc. The Jagged Alliance
63
|
Posted - 2012.01.30 16:42:00 -
[324] - Quote
Fix the bugged einherji fighters thruster graphics. Bug reported this a fair while ago. |
Steve Inskeep
5ER3NITY INC War and Pestilence
0
|
Posted - 2012.01.30 17:30:00 -
[325] - Quote
FIX: How about a simple fade to black/fade from black upon docking and undocking? Watching the elements in space render doesn't do well for immersion.
FIX: No more flying through structures/stations/etc Could be as simple as blacking out the interiors, anything's better than the clipping
IDEA: Targeting vector indicator A simple line or graphical representation connecting your ship to the currently selected target (similar to the tactical overlay), could even have an enlarged arrow at each end indicating orientation |
Flat Chest
Dark Delusions Trojan Odyssey Consortium
0
|
Posted - 2012.01.31 06:04:00 -
[326] - Quote
Add a visual reload cycle time. |
Reilly Duvolle
Hydra Squadron
274
|
Posted - 2012.01.31 14:26:00 -
[327] - Quote
I'm not sure how "little" it is, but anyways:
Make dreadnoughts and carriers "deploy" (like the Rorqual) when going into triage/siege with some sort of graphic transformation depicting their increased offensive and defensive capabilities. It'd be pretty cool to see 30 Dreads becoming massive static firebases with extended guns pounding whatever happles target they are engaging. |
Lyrka Bloodberry
Spybeaver
62
|
Posted - 2012.01.31 14:34:00 -
[328] - Quote
The Prowler's right back engine-fire is shorter than the left one, because the animation is not "anchored" correctly. Spybeaver |
Ghazu
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.01.31 14:44:00 -
[329] - Quote
give us the ability to have 2 or more profile settings that we can switch back and forth quickly EG. profile 1: high settings for regular use, profile 2: everything set to the lowest when it's blob time |
Conrad Makbure
Division One Security
7
|
Posted - 2012.01.31 15:00:00 -
[330] - Quote
I'd like to have an option for "set as interest" to activate it's self when a target is simply selected. A toggle on/off keybind would be great. |
|
Grey Azorria
Federation Industries
30
|
Posted - 2012.01.31 15:05:00 -
[331] - Quote
Reilly Duvolle wrote:I'm not sure how "little" it is, but anyways:
Make dreadnoughts and carriers "deploy" (like the Rorqual) when going into triage/siege with some sort of graphic transformation depicting their increased offensive and defensive capabilities. It'd be pretty cool to see 30 Dreads becoming massive static firebases with extended guns pounding whatever happles target they are engaging. Dreads already have a seige mode animation, but a triage animation would be cool.
Also, This (not my idea) Do not argue with an idiot. He will drag you down to his level and beat you with experience. |
Nguyen VanPhuoc
Moustache Twirling Space Cads
0
|
Posted - 2012.01.31 15:35:00 -
[332] - Quote
I'll probably get murdered for saying this but I like how some of your ship information is displayed on or around the ship in Star Trek Online, shield information and the like.
Eve is pretty crap at giving the player visual feedback of even the most important information. |
Shukuzen Kiraa
47-Ronin Outer Ring Excavations Syndicate
51
|
Posted - 2012.01.31 15:40:00 -
[333] - Quote
Make turrets look bigger on ships. My battleship looks silly with its tiny little "large" guns on it. |
Vincent Athena
V.I.C.E. Comic Mischief
305
|
Posted - 2012.01.31 17:49:00 -
[334] - Quote
Fix this
Bug report 99612, filed 17 months ago. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |
Reilly Duvolle
Hydra Squadron
275
|
Posted - 2012.01.31 17:54:00 -
[335] - Quote
Grey Azorria wrote:Dreads already have a seige mode animation, but a triage animation would be cool.
I know. I just dont think it is very impressive as it really doesnt transform the ship to a static firebase imo. |
MadMuppet
Kerguelen Station
113
|
Posted - 2012.01.31 18:47:00 -
[336] - Quote
Center the capacitor display, right now it is slightly to the left of center (as compared to the Shields/Armor/Hull readout).
And this:https://forums.eveonline.com/default.aspx?g=posts&m=727631#post727631 I know I left a battleship in this station. Wait, you can put ships in Station Containers? ****! I just trashed them. |
Alexandar Pavlovic
Center for Advanced Studies Gallente Federation
3
|
Posted - 2012.02.01 12:44:00 -
[337] - Quote
- I like new window maximize effect in new Neocom but could be also used as minimized effect - Would be nice to se animated graphs in "price history" (something like this Chart animation)
|
Arbiter Reformed
Saiph Industries SRS.
37
|
Posted - 2012.02.01 15:04:00 -
[338] - Quote
battlestar gallactica missiles pls |
Aquila Draco
107
|
Posted - 2012.02.01 16:15:00 -
[339] - Quote
bornaa wrote:Missile launchers: https://forums.eveonline.com/default.aspx?g=posts&t=38028&find=unreadMissile trails Missile explosions Missile paths Missile models Turret weapon fire graphic A little more work on shot misses Mining lasers change color with used mining cristal Warp effects added, for ppl that are looking from normal space ship that is warping in/out Jumping effects (jump-gates), different effects for jump in and out Short video clips (animations) on season-changes (instead loading screen) Sensor booster, shield hardeners, shield boosters, armor hardeners, armor repairer,... (all modules effects redone) Shields - make them that we can actually see them (bubble or something) - and that wee see when we loose it Explosion of ships Wrecks Stations - BIIIIIIIG for trade hubs and main stations of factions and all other stations make bigger New POSs - redesign - shields that actually stop shots Customs Office - that don't look like ugly grey box in the space Life in EVE (more ships flying around, billboards, satellites, constructions in space, repair drones around the stations, police drones/ships that we see they are scanning our ships, life) UI - completely NEW - animated - like from trailers Can you give us that we see celestials in solar system (when i am at planet, I see moons, when i am at moon I see planet, and when I am at space i see closer planets (small but there)) Optional HI-QUALITY nebulaes for download ^^ only this... for now... until i don't write more things...
|
Sanya
Intaki Security and Intelligence Ishuk-Raata Enforcement Directive
5
|
Posted - 2012.02.02 00:12:00 -
[340] - Quote
More hair styles that seem more practical and mature. Currently it feels like you have the option between babe and punk.
Also, shared hairstyles. I see no reason why I shouldn't be able to get "that Amarr do" as Gallente.
I also dont see why we cant make surgical changes when changing clothes. With clone technology, surely we could also have surgical changes? Director-General of SecurityIntaki Security and Intelligencewww.kisec.net |
|
COMM4NDER
Umbrella Holding Inc Umbrella Chemical Inc
59
|
Posted - 2012.02.02 01:42:00 -
[341] - Quote
Able to turn of incursion effect. (Its awsome for a while but then you notice that the green overlay really kills the dark feeling of space and kills the awesome lightshows from RR and Lasers :)
Explosions on ships often have a square shining through. Shield/Armor/Hull hit effects :) Missile trails Missile explosions Missile paths
Features & Ideas Tag shortcuts - Make an FC enjoy his position more! Overview - Show fleet members only! |
Acquisitioneer
Phantom Division
0
|
Posted - 2012.02.02 02:21:00 -
[342] - Quote
Sometimes it takes ages (over 1-2 weeks?) for the chat to start using re-customized avatar pics as chat icons.
Cache issue I guess. |
Degren
The Scope Gallente Federation
5
|
Posted - 2012.02.02 03:29:00 -
[343] - Quote
More of a UI graphical thing...in the Causality video http://www.youtube.com/watch?v=uGplrpWvz0I
The menus when the pilot enters the station open "flashily"...they zoom across/down when they are opened. I see they do that when they are closed currently. An option to toggle that on for opening them would be a nice touch. It's minor. Maybe even was there before and removed (I'm new), but it's nice and pops out. |
Berendas
Clandestine Vector THE SPACE P0LICE
186
|
Posted - 2012.02.02 03:37:00 -
[344] - Quote
The Punisher/Retribution/Vengeance models have two small thrusters in the back that are asymmetrical, and it has always been a small annoyance for me.
the culprit |
MadMuppet
Kerguelen Station
114
|
Posted - 2012.02.02 03:44:00 -
[345] - Quote
A shortcut key bind option to point to 'sell item' so that I can get rid of my crap a little faster in the station. RIght now it is right-click drag down, choose sell... I want a key bind that when I hit it pops up the sell window.
I know I left a battleship in this station. Wait, you can put ships in Station Containers? ****! I just trashed them. |
Felyza
Equinox Labs
0
|
Posted - 2012.02.03 19:21:00 -
[346] - Quote
I really think there needs to be an option to change body style at will somewhere either in the UI or in the game.
Here's my sound reasoning...
I think it should be allowed in stations. Similar to a plastic surgeon today, however, in the future of warp engines, I'm sure they could do far more than people today can, and far more easily. They seem to have the ability to create a dynamic warp field from collected energy particles in space, but don't have liposuction? Even doctors today have been known to use bone saws to radically alter shape, even though with today's medical standards its very dangerous... in the future of cloning, I'm sure clone DNA structure could be altered to allow physical changes that don't require invasive surgery.
Regarding scarring and weight, if you're almost podded, or have a few too many protein delicacies (or if you're broke and run out), those could fluctuate as well.
Similar to how some stations offer 'partial' refining and others 'full' refining (differing base percentages)..
Stations without medical clone services could offer recustomization as it is with only a stylist and wardrobe, and stations with medical clone services could offer complete resculpting for the cost of the current medical clone. The higher tier clone you have would cause higher tier fees.. and it could be stated something like the cost covers the cost of processing your clone data in the medical network so that your medical clone and jump clones will show your new appearance. High skilled characters would have to pay more than new players, and it would be a way to offer the service.
|
Felyza
Equinox Labs
0
|
Posted - 2012.02.06 08:04:00 -
[347] - Quote
up |
Pierced Brosmen
Priory Of The Lemon
32
|
Posted - 2012.02.06 08:52:00 -
[348] - Quote
Hull specific wrecks would be nice to see.
Sub-caps: when warping to the different graveyard sites that were added to the game at the launch of Empyrean Age, you could see wreckage of ships as broken off front and aft sections and it looked awesome. I know it would require a lot of resources for the art department, but having wrecks based on the actual ship that blew up would make the battlefield look a whole lot more awesome. It may be enough to have generic wrecks for shuttles, frigates and destroyers, since they are so small. But for any larger hulls there should be a wreck model that allows you to see what kind of ship it used to be (even with some variations, since not all ships should blow up in exactly the same way).
Capitals: Capital ship wrecks need some love. The way they are now, they do offer you the sight of a destroyed hull of the specific ship type that just recently was a great ship, and from a distance it looks somewhat OK, but as soon as you get in close they look completely aweful. All you see is a scarred hull with holes in it that, against all common sense, exposes an inside of the ship wich is comlpetely empty.... Instead of spawning an empty shell of a hull with some scars and holes in them and an open space inside, Id like to see the ship models with with severe damage and an exposed inside of decks, bulkheads and the like. If an archon was killed, it would look awesome to see the wreck as the hull broken in 2-3 pieces with debries floating around it. If someone ganked an Obelisk it should have a large section of its side or front blown out with a huge gaping hole, and debris floating off in the direction from the hole (and again, some variation so not all wrecks of a certain ship type looks the same).
It would just look so much better then it does today. |
Tithi
Blue Republic RvB - BLUE Republic
3
|
Posted - 2012.02.06 09:55:00 -
[349] - Quote
I'd love to see a better indicator for when I'm warp jammed or scrammed. My velocity display should flash or change colors. Having to look for a tiny icon in the overview is silly. |
Shaera Taam
Minmatar Death Squad Broken Chains Alliance
30
|
Posted - 2012.02.07 00:09:00 -
[350] - Quote
Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read.
ahem... this suggestion is just so damn good i think i just made a mess of myself...
Thus Spake the Frigate Goddess! |
|
Xavier Quo
InterSun Freelance Moon Warriors
32
|
Posted - 2012.02.14 18:21:00 -
[351] - Quote
would be nice if turrets retracted the same as they do in warp when you eject ifrom a ship |
Hikaru Kuroda
Shimai of New Eden
33
|
Posted - 2012.02.14 20:30:00 -
[352] - Quote
Removable "mini-nebulae" of Sleeper and other sites that destroy your fps to hell. |
Raven Ether
Republic University Minmatar Republic
105
|
Posted - 2012.03.01 12:17:00 -
[353] - Quote
Hikaru Kuroda wrote:Removable "mini-nebulae" of Sleeper and other sites that destroy your fps to hell.
Yeah, please remove or update those clouds. They are just ancient, ugly and useless and destroy modern hardware.
They are in all kinds of missions, complexes etc. |
Crucis Cassiopeiae
EvE-COM
883
|
Posted - 2012.03.01 12:40:00 -
[354] - Quote
Shaera Taam wrote:Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read. ahem... this suggestion is just so damn good i think i just made a mess of myself...
WoW... just read this... NICE... |
Jett0
Team Kitty Choke Slam
70
|
Posted - 2012.03.05 14:51:00 -
[355] - 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. |
Aquila Draco
139
|
Posted - 2012.03.05 17:42:00 -
[356] - Quote
Crucis Cassiopeiae wrote:Shaera Taam wrote:Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read. ahem... this suggestion is just so damn good i think i just made a mess of myself... WoW... just read this... NICE...
So... CCP... when will this be in game? |
Trainwreck McGee
Ghost Ship Inc.
229
|
Posted - 2012.03.05 17:47:00 -
[357] - Quote
I would like to see some movement out in space. I just wish space felt alive and didn't feel pasted on. CCP Trainwreck - Weekend Custodial Engineer / CCP Necrogoats foot stool |
Rixiu
Pony Tek
107
|
Posted - 2012.03.05 17:54:00 -
[358] - Quote
Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read.
So basically you need to look at what you're shooting at all the time? What if I want to go away from the enemy? What if I need to look in any other direction, what happens to the information that is in the targeting reticle? How do I "unlock" the camera?
Those are the reasons this wasn't in from the start. |
Aquila Draco
139
|
Posted - 2012.03.05 18:37:00 -
[359] - Quote
Rixiu wrote:Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read. So basically you need to look at what you're shooting at all the time? What if I want to go away from the enemy? What if I need to look in any other direction, what happens to the information that is in the targeting reticle? How do I "unlock" the camera? Those are the reasons this wasn't in from the start.
P.s. I am for second part. Its like in eve trailers... just with more data. |
Emiko P'eng
13
|
Posted - 2012.03.05 19:36:00 -
[360] - Quote
Another simple visual fix would be 'Jump to 0m' gets you to within Jump Range.
But not so close that your ship plays Pachinko / Pinball with the Jump Gate. |
|
Marlona Sky
EntroPrelatial Vanguard EntroPraetorian Aegis
548
|
Posted - 2012.03.05 19:40:00 -
[361] - Quote
Not sure if this was mentioned. When I zoom up on something and it blows up, the camera should still stay till the explosion animation is finished before switching back to normal view.
|
SeeSeeBeee
LOL dec
0
|
Posted - 2012.03.05 20:19:00 -
[362] - Quote
as someone mentioned, i would like an option to dim down the sun. it really is too bright especially when using hdmi monitors. makes my eye feel tired very fast. didnt have this problem last time when using non-hdmi monitors. |
Jonathan Malcom
Dreddit Test Alliance Please Ignore
63
|
Posted - 2012.03.05 20:41:00 -
[363] - Quote
Rixiu wrote:Jonathan Malcom wrote:This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.
Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.
Make important information obvious and easy to read. So basically you need to look at what you're shooting at all the time? What if I want to go away from the enemy? What if I need to look in any other direction, what happens to the information that is in the targeting reticle? How do I "unlock" the camera? Those are the reasons this wasn't in from the start.
Since no one actually uses the left-click quick menu, make it do that holding the left mouse button reverts to normal camera control. Or set up a new "camera lock toggle" keybind. It's not rocket science. |
Jonathan Malcom
Dreddit Test Alliance Please Ignore
63
|
Posted - 2012.03.05 21:03:00 -
[364] - Quote
Jett0 wrote: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.
Forcing people to work to correlate poorly presented information does not require skill. Being able to interpret the information presented and make tactical decisions based on that information takes skill.
Making a logical and easily read UI that present pertinent information to the user does not "dumb down" the game. It just makes it well designed. |
Acac Sunflyier
Burning Star L.L.C.
86
|
Posted - 2012.03.05 21:11:00 -
[365] - Quote
I actually posted a while back when engine trails were coming out. When I come out of warp, the engine trails appear ahead of my ship and then my ship looks like it's sliding down a rail. |
Phobos Vortex
Todespropheten T0DESPR0PHETEN
8
|
Posted - 2012.03.06 10:54:00 -
[366] - Quote
Not really a big issue and not sure it was mentioned before. I noticed that the flashy firing effect from gallente stargates goes into both directions while the gates are only open in one direction. To see the beam firing through the closed side of the stargate sometimes looks a bit weird. |
Naes Mlahrend
KINGS OF EDEN Sev3rance
2
|
Posted - 2012.03.10 05:11:00 -
[367] - Quote
Locking camera position on ship. Could be a right click thing. When the ship turns, the camera stays in the same position it's viewing relative to ship movement. Kind of like a follow mode but at whatever angle you lock it at.
Right click/lock camera |
Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
353
|
Posted - 2012.03.10 05:34:00 -
[368] - Quote
Redo the 425mm Railgun model. The base is just too dang large. the only ship that fits it properly is the Talos, otherwise the large dias hangs off the edge of the turret spot or clips badly with the rest of the ship. |
hired goon
Legio Prima Victrix Imperius Legio Victrix
129
|
Posted - 2012.03.10 11:13:00 -
[369] - Quote
Remove Sensor Booster and Tracking Computer effects. Don't tone them down, just remove them. They are horrible and superfluous. If they look so good, why are they in none of the trailers? And they do not provide important info to other players - when did you last hear "wait don't engage - he is sensor boosting"?
Why are there so many other uneeded flashy things in Eve? I thought the art direction was supposed to be dark? Salvagers for example, should not be an energy beam. It should be a few tiny "salvage drones" (an animation, not actual objects) that circle and land on the wreck during salvaging.
No, we don't need larger muzzle flashes for guns. We need smaller ones. One of the problems with eve is getting across the sense of scale in the game. Huge city-size ships feel like small Vauxhall Corsas. We need smaller and slower flashes and explosions to bring back the sense of scale to Eve.
And the old laser "muzzle flash" was better - a glowing ball rather than (for some god-awful reason) a "fire" coming out of the turret. |
Rek Seven
Probe Patrol Project Wildfire
211
|
Posted - 2012.03.10 12:25:00 -
[370] - Quote
Naes Mlahrend wrote:Locking camera position on ship. Could be a right click thing. When the ship turns, the camera stays in the same position it's viewing relative to ship movement. Kind of like a follow mode but at whatever angle you lock it at.
Right click/lock camera
Agreed there needs to be more camera options. I want one that focuses on my target but all so keeps me in view and i want another one to lock the camera in the direction my ship is facing... How hard could that be to implement?! |
|
Kattshiro
Deep Core Mining Inc. Caldari State
13
|
Posted - 2012.03.10 15:38:00 -
[371] - Quote
Poetic Stanziel wrote:Dirk Magnum wrote:-1 for still not being able to use asteroids and capital ships as cover. Line of sight would be a pretty awesome addition, actually.
LOS would be amazing, but never going to happen... Then make it so certain missiles can track around said objects... /sigh one can only hope.
EDIT: remove sebo effects, and also have it so some mods show visually like turrets do. |
Amsterdam Conversations
Cheesecake Starshine
91
|
Posted - 2012.03.10 16:00:00 -
[372] - Quote
The suns used to look so win, until you made that weird-ass sphere out of them so now they look like a white ball with sharp edges. |
Shade Falstar
University of Caille Gallente Federation
0
|
Posted - 2012.03.10 17:16:00 -
[373] - Quote
Stars (suns) are way to small. Some Stars are larger than 10 AU in diamater! Come to think of it, planets and station seem rather small too..
When we undock from a station I want to see something like this. |
Vertisce Soritenshi
Varion Galactic Tragedy.
1229
|
Posted - 2012.03.13 13:09:00 -
[374] - Quote
I noticed something yesterday while a corpie was flying around in a Dram inside our POS. The engine trails on faster ships don't really reflect where the ship used to be. They sort of get "dragged" around behind the ship. The engine trail is curved indicating that the ship is turning but the curve moves behind the ship getting dragged all over the place and crossing places the ship was never in. Kind of hard to explain really...would have to see it I think to understand fully what I mean. EvE is not about PvP.-á EvE is about the SANDBOX! - CCP!-á Open the door!!! |
Elanor Vega
Native Freshfood Minmatar Republic
138
|
Posted - 2012.03.13 13:28:00 -
[375] - Quote
Vertisce Soritenshi wrote:I noticed something yesterday while a corpie was flying around in a Dram inside our POS. The engine trails on faster ships don't really reflect where the ship used to be. They sort of get "dragged" around behind the ship. The engine trail is curved indicating that the ship is turning but the curve moves behind the ship getting dragged all over the place and crossing places the ship was never in. Kind of hard to explain really...would have to see it I think to understand fully what I mean.
Mathematics behind trails is not written to produce trails, its written to produce tails. Its easier to program tail mathematics then trail mathematics to be executed in graphic shaders. |
Sim Cognito
Ardent Spirits Initiative Mercenaries
6
|
Posted - 2012.03.17 15:18:00 -
[376] - Quote
I respectfully would like to propel this thread to the top! |
Severian Carnifex
105
|
Posted - 2012.03.17 15:49:00 -
[377] - Quote
Spacing Cowboy wrote:What about some more heavy damage effect? This on the UI and overall screen.
Basicly the only way of telling and -feeling- your dying horrible or shooting heavy guns is the bars on your screen and some bugged warning beeps.
Your getting hit by a 1400mm shell , i expect my cams/windows to rattle and maybe even have trouble giving a visual image .
Example, you get hit by a full 1400 salvo.. My ship is dying horrible.. And all i notice is is red bars showing up rapid.
Maybe even make getting podded more dramatic, i just suffered the ultimate defeat, lost my resque pod.. Add some grapic eyecandy ,( short movie? ) to represent this.
All above could be easy merged in "the pod pilot" story, nothing story-breaking.
While im making a wishlist anyway.. Make exploding ships more violent? Now its just a bit of a white-flash thing.. Bring us fire&exploding fuel and ammo storage, and the death of several 1000 of crew members.
^^ this!
|
Raven Ether
Republic University Minmatar Republic
107
|
Posted - 2012.03.17 21:57:00 -
[378] - Quote
Thank you so much ccp for listening and making missile launchers a reality.
Can't wait to see the rest of the awesome stuff you discussed with the CSM. |
Tobiaz
Spacerats
23
|
Posted - 2012.03.17 21:59:00 -
[379] - Quote
Fix the turretplacement on the Megathron to make it match better with it's model and skin (hint: the first 4 turrents should be on the obvious gunblisters on the sides of the bow and not on some flimsy ornamental wing on the back. It emphasizes more that the megathron is 'rollin' with the big guns'.
How about fixing image-linking on the forums, CCP? I want to see signatures! |
Tobiaz
Spacerats
23
|
Posted - 2012.03.17 22:02:00 -
[380] - Quote
Shade Falstar wrote:Stars (suns) are way to small. Some Stars are larger than 10 AU in diamater! Come to think of it, planets and station seem rather small too.. When we undock from a station I want to see something like this.
Believe it or not, but the station actually already got a size upgrade a few years back.
How about fixing image-linking on the forums, CCP? I want to see signatures! |
|
Screenlag
Beyond The Gates The Methodical Alliance
12
|
Posted - 2012.03.17 23:12:00 -
[381] - Quote
Visual changes to carriers in triage. I don't know what it would be, but that would be sweet. Perhaps if when you rework the carrier models to v3 you'll manage to come up with something. Also, let us give fighters names! (don't know if that counts as visual though)
Oh right, please fix the lights on the thanatos. The one underneath the runway shines through when you're looking from the front which has annoyed me ever since I saw it. You might want to do something to the other light further back too. They look weird. |
bornaa
GRiD.
112
|
Posted - 2012.03.17 23:46:00 -
[382] - Quote
Tobiaz wrote:Shade Falstar wrote:Stars (suns) are way to small. Some Stars are larger than 10 AU in diamater! Come to think of it, planets and station seem rather small too.. When we undock from a station I want to see something like this. Believe it or not, but the station actually already got a size upgrade a few years back.
Make it at least 10x bigger in this round of enlargement. |
Jett0
Team Kitty Choke Slam
71
|
Posted - 2012.03.18 19:25:00 -
[383] - Quote
*bump*
Updated OP as promised.
Any chance we could get some feedback from the current art team...? |
Lord Helghast
Intergalactic Syndicate Nulli Secunda
56
|
Posted - 2012.03.18 19:52:00 -
[384] - Quote
+1 to this thread,
honestly we need improved EFFECTS we need weapons to feel powerful, werent the new weapon effects supposed to be in like a year ago?
what happened to comets?
why are shield effects and explosions STILL SO LAME... weapon impacts also suck still
generally we were told the effects were going to get a complete revamp, so far we got the new cyno which is at best a bit better than the old one but still not epic as we'd hope.
please have the UI guys sit down and watch some youtube videos of other games to see where they need to go
Sins of the solar empires even has better effects (see there fighter platforms vs our drones!!!)
Home World 2, come on this is ancient but so awesome
Nexus, and Nexus 2 tech demo... PLEASE JUST LOOK
Come on guys take hints from what we all love and lets see what CCP can really do ... EFFECTS NEED A BIG UPGRADE |
Poetic Stanziel
Major Kong Freight
769
|
Posted - 2012.03.18 19:55:00 -
[385] - Quote
Jett0 wrote: - high resolution nebulae What do you mean? Aren't the new nebulae high res already?
The STAIN Travel Bookmark Collection - 451 Bookmarks |
Ottersmacker
Genos Occidere HYDRA RELOADED
101
|
Posted - 2012.03.18 20:02:00 -
[386] - Quote
Poetic Stanziel wrote:Jett0 wrote: - high resolution nebulae What do you mean? Aren't the new nebulae high res already? there is higher-res data of the new nebulae in existence and releasing them afaik has been considered as an optional upgrade to those willing to download them (and capable of running them) The Order of the Falcon or Hin +ˇslenska f+ílkaor+¦a is a national Order of Iceland |
Crucis Cassiopeiae
EvE-COM
938
|
Posted - 2012.03.18 20:34:00 -
[387] - Quote
Can you please make that camera shake when you are hit??? Anything that make us more engage in the battle - make us feel that we are hit, make us feel the strenght of our weapons. Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470-á |
Vertisce Soritenshi
Varion Galactic Tragedy.
1294
|
Posted - 2012.03.18 21:22:00 -
[388] - Quote
I gotta agree with the scale thing. I would like to know the Devs opinion of what would happen if we bring the Suns, Planets, Moons, and Stations up to scale. Give asteroid belts a grander scale as well...have them actually wrap around systems and planets but only have certain areas you can warp to or that actually have ore to mine. Maybe make it so you have to scan belts for minerals and whatnot to mine. EvE is not about PvP.-á EvE is about the SANDBOX! - CCP!-á Open the door!!! |
Kogh Ayon
Dissident Aggressors Mordus Angels
32
|
Posted - 2012.03.18 22:05:00 -
[389] - Quote
- Station information in star map takes long time to load (open star map -> move cursor over a system -> try to view station info/agents etc. )
- Difficult to set "Amarr" as destination on star map UI. The "Amarr home system" list overlaps the normal system right click list.
- Currently everything will hide in the bar to the left if you click "minimize", or hide the content only if you double click the title bar. A way to improve the second function can be minimize the window into a floating icon, anyway I have difficulty to click the narrow title bar
- The new necom bar get three levels. "E" -> "Business/Social/XXX" -> "Choose the one you want" It is not quite efficient since I have to click button for three times for one function. Just put everything into the second level and use "Social" "Business" as separation line would be just enough. And people will probably not need the icons which are already in Necom to show up inside "E" again.
- When offending the law, drones do not automatically shoot the target, even if I have had them ready. It making no sense since I can do it manually.
- It will be sweet if all wrecks in null are blue(free to everyone), it's boring to going around the yellow wrecks, and only the winner can salvage/loot the wreck actually. |
Lord Helghast
Intergalactic Syndicate Nulli Secunda
56
|
Posted - 2012.03.19 03:05:00 -
[390] - Quote
OH GOD HOW DID I FORGET....
FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!FIX SCALE!!!!
That should litterally be #1 on every art list |
|
Jace Errata
Lawlz Brawlz
118
|
Posted - 2012.03.19 09:15:00 -
[391] - Quote
Crucis Cassiopeiae wrote:Can you please make that camera shake when you are hit??? Anything that make us more engage in the battle - make us feel that we are hit, make us feel the strenght of our weapons. If you turn on Camera Shake in the ESC menu, the camera shakes when missiles hit you (or whatever it's currently orbiting). I don't think turrets hit with enough force to shake a drone 1km+ away.
Can we get some sort of effect when a ship's using a MWD? I was thinking a sort of circular/ring-shaped friction effect around the ship (like in this expertly-drawn image), where the microwarp bubble is dragging, or you're half in the warp tunnel...or something. Stealth OST puns and blatant lies since 2009 Jace Errata on Twitter |
Raven Ether
Republic University Minmatar Republic
113
|
Posted - 2012.03.25 12:57:00 -
[392] - Quote
Remove/Rework the space clouds found in deadspace pockets such as complexes and missions ( for e.g recon 1/3 second room).
It looks terribly and it absolutely destroys PERFORMANCE of new hardware. |
Professor Alphane
Alphane Research Co-operative
309
|
Posted - 2012.03.25 13:30:00 -
[393] - Quote
There may be some 'seeming' issues in your station internal models I often get odd random light effects at certain angles
YOU MUST THINK FIRST.... |
Oleszka
Syntropia Of Avatara
2
|
Posted - 2012.03.25 14:13:00 -
[394] - Quote
yes Nexus is a good point (2004 Nexus) -> http://www.youtube.com/watch?v=kdVZ2vbA8c4 (2011 eve-online) -> http://www.youtube.com/watch?v=cZfsnA7dAHI
CCP server work-¦s now well, do next something to control the stupid ships and im sure you can learn many from Nexus. |
Martineth
Sihars Little Industries
1
|
Posted - 2012.03.25 14:40:00 -
[395] - Quote
Not so long ago it was posible to sellect a missile in flight and selct view and you could see it fly toward its target. I think this would be cool to have a s well. Maybe a simmiliar option would be good to have for a torpedo like missile we ought to fly ourselfs via cursor stearing towards a target.
I liked on the new EvE-Dust merge trailer the part were you could see the Fighter-bombers fly out of the drone bay. It would mean alloto to us if we would have the posibility to lock a camera on turets launchers and drone bay during deployment.
Also a small dock undock vid would be neet indtead of a blackscreen.
I agree with the aforementioned prospect of more NPC in space. Factions should have flotilas of warships fly by scout or even cynon in and out, players cant cyno in high sec but Factiosn sure as ehll can in their own space. According at least to the eve videos.
It would be neet to also......
Replace the dull mouse pinter with smt that provides usefull info, like a faint translucent graphic of our shields and armro stats, or vrious info on stuff it hovers on. In general if you have flown a Flight simulator before, you could paradigmatize from how an informative HUD looks like. Plus there ought to be multiple HUD types, for mining as for fighting etc.
Cargo scanners should not look like excell sheets. Maybe make it like a window that projects the targeted ship in x-ray kind of style with a flashlight kind of beam seing through to variosu sectors of the ship with a grude pop up of quantity and type of module-cargo in bay etc.
Agents should be more like avatars in 3d talking and comunicating to us like the interactio we get in clinics in Deus Ex HR.
Phenomena of various sorts should also appear from time to time, like supernovas etc. Scientific vessles not avaialble to us yet and other, maybe even prototypes should be tested in bare sight from npc. All in all we are to freakign alone out there.
Let us shoot on planets and watch what happens. Just for the fun of it. Or moons at least.
Ending this i would like to thank you all for participating to this immense game. My pool of friends now is over 400k strong. you all rock. |
Hartzenen
Viziam Amarr Empire
1
|
Posted - 2012.03.25 15:20:00 -
[396] - Quote
I know only couple of things that i think are outdated or just ugly/annoying
-- Scale You don't get the scale of everything in eve. You can feel what's big or small only compared to other objects That's happening because of lack of details on the bigger ships (DX11 will handle that probably) and camera zoom type -- Ugly, outdated effects for sensor boosters, energy/shield/armor/hull transfers/reppers, hardners, warp disrupting, absence of electronic warfare effects -- Empty space. Too much of it. It will be cool to fill it with something like WH effects, some debris, dead planets and similar cool stuff -- Some planets look really ugly with small tiled texture on them -- Blasters firing effect - it was much better when guns fired simultaneously, making big white effects flying towards the enemy - it looked really cool. But not now - some white small effects flying randomly and hardly seen. Same for artillery btw. Personally i think that random firing time benefited only to amarr with their lazors -- New nebulae system made all systems too much alike - you cannot ditch a feeling that you never left one system when you travel through constellation/region. |
Professor Alphane
Alphane Research Co-operative
311
|
Posted - 2012.03.25 15:21:00 -
[397] - Quote
Further thoughts might be reexamine the facial handles used for mouth expressions, never been entirely happy with the effects possible, very snarley , difficult to make somone appear happy.
YOU MUST THINK FIRST.... |
Tobiaz
Spacerats
63
|
Posted - 2012.03.25 16:05:00 -
[398] - Quote
The turrets of the Megatron (at least the 4 first ones) should be on the rather obvious gun blisters on the front sides of the bow. The next two must go on the big protusion in the middle, the 7th gun on the protrusion on the back. The gun thats now on the flimsy wing on the stern looks plain wrong
The icons of some ships should be redone so they at least give some feel for size and don't blot out the whole icon. For instance the new Impairor is much too large on it's icon (and its very muddled as well)
The exhausts& trails of the Dragonfly and Einherji Fighters are not lining up with their engines in the previews (with even huge deviations like 90 degrees). Also the Fighters HAVE enginetrails in the preview while the Fighter Bombers do not, nor do any other drones
Some visual distinction of the icons between different turrets of the same size would be nice (like the 75mm, 125mm and 150mm railguns)
Gyrostabilyzers, heatsinks and magnetic field stabilizers should have some visually distinct icons. Yes they are all weapon upgrades, but it'd be nice to only have to look at the icon what type they are. That's what icons are for
The meta-level of items of 1 tm 4 should be visible on the icon of the item (like a tiny chevron in the top left corner). Perhaps then Gnauton can undo his mess of renaming all distinctive item names in a jumble of discriptions with a load of generic prefixes
Some visual distinction between the +5% and +10% types of ore would be very appreciate
The new Maller doesn't fit with the rest of the Amarr ships, which should be sleek and 'hard' like a well-polished medieval helmet. The old Maller looked a LOT better in that aspect. Now it looks messy like Minmatar (while most new Minmatar ships look too 'clean'). It's also just embarrassing that the T2 Sacrilege is just a lazy reskin, not an unique model, and doesn't look Khanid Black at all.
The grey flashing of the NeoCOM buttons now, is no improvement over the blue flashing. At least let me choose. I know: more of an UI thing, but still. http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |
marVLs
1
|
Posted - 2012.03.25 16:51:00 -
[399] - Quote
For me the most important are those relatively easy to implement things like:
- new UI
- better scaling (i want to see that i'm flying town size ship not some tiny model trying awkwardly look big)
- more civilian life (now it's like only army is in space "honey i'm going for shopping should i take Battleship or Fraighter?" ... )
- when making new things make them look modern (good example is Mass Effect style)
- new cool, full of bass sounds (when i'm firing 1600mm hotwizer i want my neighbors know that, and when firing rails etc i want some freaking cool modern sounds not some pff pff ... good example of cool sounds is Javelin Sniper riffle from Mass Effect 3)
Summarizing, all that is for more climatic game world, let be honest now to feel some good strong climate you need to play some in game tracks (classics), don't get me wrong i love EVE, and i think it has the biggest potential of all games of all times, but in that moment it lacks that modern feel, strong climate and deep fascinating world like in Mass Effect games (sory for that comparison again, and for my English - not native language). Just please consider some of things that not only make mechanic gameplay better, more serious but add deep feel of game world. |
Eternus8lux8lucis
Whack-A-Mole
83
|
Posted - 2012.03.26 00:47:00 -
[400] - Quote
Martineth wrote:Not so long ago it was posible to sellect a missile in flight and selct view and you could see it fly toward its target. I think this would be cool to have a s well. Maybe a simmiliar option would be good to have for a torpedo like missile we ought to fly ourselfs via cursor stearing towards a target.
I liked on the new EvE-Dust merge trailer the part were you could see the Fighter-bombers fly out of the drone bay. It would mean alloto to us if we would have the posibility to lock a camera on turets launchers and drone bay during deployment.
Just as long as you cant do the right click and save location trick again. Thatd be neat to see especially for fraps and other video recording styles.
Martineth wrote:Also a small dock undock vid would be neet indtead of a blackscreen.
Itd be nice but it would get stale, though a redo with each patch would be cool to see and yes much better than the black screen. Im just wondering about load times vs the blackscreen if you want to be as fast as possible.
Martineth wrote:I agree with the aforementioned prospect of more NPC in space. Factions should have flotilas of warships fly by scout or even cynon in and out, players cant cyno in high sec but Factiosn sure as ehll can in their own space. According at least to the eve videos.
Would LOVE to see more NPC shipping and travel through space, in high sec or safe space theres supposed to be millions if not billions of people in each system. The higher the sec the busier itd be, or the more populated regions perhaps. But even null should be somewhat populated, especially NPC null.
Martineth wrote:Cargo scanners should not look like excell sheets. Maybe make it like a window that projects the targeted ship in x-ray kind of style with a flashlight kind of beam seing through to variosu sectors of the ship with a grude pop up of quantity and type of module-cargo in bay etc.
This could be quite unique and could then apply to salvagers and such as well. Im just curious how well the overlay of the pop up would work versus the current style as atm cargo scanning is mostly a gankers tool and its a speed issue there.
Strength isnt measured in numbers but in force of will. For if one motived willful individual stands many will fall around him that are weak.
http://tinyurl.com/YarrFace |
|
E man Industries
SeaChell Productions
250
|
Posted - 2012.03.26 14:47:00 -
[401] - Quote
The new jump to button should highlight when active.
When in warp i sometime panic fearing i hit jump rather than warp to and will fail jump. SO spam cancel just incase. Be nice to know that i did or did not click jump.
Also be nice to see aligned highlighted the same way.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |
Raven Ether
Republic University Minmatar Republic
117
|
Posted - 2012.03.31 12:40:00 -
[402] - Quote
\o/
FANFEST ART PANEL 2012:The laggy, UGLY, performance killing particle effect (aka cloud) in deadspace such as missions and plexes is getting reworked!
Thanks to the guy that asked for clarification!
|
Lord Wamphyri
Starside Lost
118
|
Posted - 2012.03.31 15:14:00 -
[403] - Quote
I had a thought which is more of a UI thing than a graphical tweak I guess..
It would be nice if we could add an extra clock (or two, or three..) to the bottom of the Neocom, and make it possible to offset them from EVE time so that they could display the users local time, or the local time of their corpmates, etc.. and possibly even add a small text label to them.
I know it's not hard to work the time out for yourself but I think it'd be a nice little addition for those of us that get so engrossed in what's going on we don't notice the time slipping away, or are too poor to afford a reliable timepiece to prop in front of the monitor..
It would also be useful for us with corp or alliance mates in different timezones..
|
Tobiaz
Spacerats
113
|
Posted - 2012.04.03 01:07:00 -
[404] - Quote
The turrets on top of the sidewings of the Harpy should be on the 3rd turret-blister on the nose. Really people... why make the model like that if you're not paying attention afterwards where you should put the turrets for crying out loud!!! http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |
Nova Fox
Novafox Shipyards
3633
|
Posted - 2012.04.03 02:27:00 -
[405] - Quote
I miss the old acceleration gates grabbing you then slingshotting you off into the distance.
|
Raven Ether
Republic University Minmatar Republic
126
|
Posted - 2012.04.04 19:37:00 -
[406] - Quote
The color scheme for Lai Dai is very unappealing.
Would like to see greater variation in coloring of ships, such as blue or red, and rugged yellow parts on industrials.
V3 the Orca textures
The Rorqual's 'satelite disk' at the back of the bridge is ancient and could use some love, either minor animation or at least a couple of lights on the antennae.
New lightning system that will better highlight the beauties of EVE
New engine thruster effects, the ones we have now (especially minmatar) feel old and unappealing. Also, adjust said engine thruster effect size so they don't feel bigger than the ship itself (e.g rifter)
|
Tobiaz
Spacerats
124
|
Posted - 2012.04.04 19:40:00 -
[407] - Quote
NPC Corp decals and coloring of their stations! http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |
Avila Cracko
295
|
Posted - 2012.04.04 19:46:00 -
[408] - Quote
Tobiaz wrote:NPC Corp decals and coloring of their stations!
THIS!!!!!
OH SO THISSS!!!!
it would look so good! truth, the whole truth and nothing but the truth. |
Zimmy Zeta
Battle Force Industries Tactical Invader Syndicate
946
|
Posted - 2012.04.04 20:16:00 -
[409] - Quote
I just realized that the coolest looking lazors are actually the least used turrets, because their performance is simply underwhelming. Wouldn't it be nice if CCP gave the models for dual- and quad lazors to the pulse lazors that almost everybody uses? -.- |
Tomiko Kawase
Dreddit Test Alliance Please Ignore
15
|
Posted - 2012.04.04 20:22:00 -
[410] - Quote
Something to reduce the brightness of the sun. I have to constantly reposition my camera facing away from the sun to not blind myself. |
|
Severian Carnifex
147
|
Posted - 2012.04.04 21:14:00 -
[411] - Quote
Zimmy Zeta wrote:I just realized that the coolest looking lazors are actually the least used turrets, because their performance is simply underwhelming. Wouldn't it be nice if CCP gave the models for dual- and quad lazors to the pulse lazors that almost everybody uses?
I am for this!!! |
Xervish Krin
Shiva Furnace
18
|
Posted - 2012.04.04 21:33:00 -
[412] - Quote
I think EVE could be massively improved simply by moving everything closer to the planet it orbits. More like the range of the NPC customs offices, maybe a bit further out.
Right now you, say, undock, and it's just you and the station in empty space that looks pretty much the same as empty space anywhere in the galaxy. Maybe a rather indistinct and boring looking moon.
But there's that unforgettable sense of awesome when you happen to leave a station with the vast horizon of a planet spread out in front of you, or warp to a gate and see the lights of cities beneath. It also helps solve the samey bubbles of empty space as it's a relatively quick way of making every last-jump-before-home and every station-to-sell-your-crap-at a bit more unique. |
Jim Luc
Rule of Five
29
|
Posted - 2012.04.04 23:15:00 -
[413] - Quote
Oh man this thread is awesome!
Any chance we can see a reworking of the deadspace environments? It's a small thing, and I really don't do missions anymore, but I remember zooming all the way out and seeing how very small each deadspace environment is. It looks a little out of place in the vast expanse of space. Theoretically there should be an asteroid belt, or some clouds or things that taper off, but still give the sense that you're in a real existing location.
+1 to the camera angles. I think it would be great to have a cinematic camera, aka Grand Theft Auto & Red Dead Redemption. You can flip to the cinematic camera, and it will show various shots of your ship, target, entire battle, etc. Or you can toggle an option to enable it if you are idle or haven't rotated your ship in a bit.
For instance: If you interact with your overview or other UI elements, this will not impact the cinematic camera timer. If you haven't actively rotated your ship, if the cinematic camera is toggled "ON" then it will after a period of time start the cinematic camera angles. This would be fun for those that use the overview primarily for data, however still want an action-packed experience. If you or your target takes a huge shot of damage, or explodes, this cinematic camera will attempt to "film" it.
Think Fallout 3 slow-motion action camera plus Red Dead Redemption & Grand Theft Auto cinematic cameras.
+1 to civilian vehicles! I want tons of civilian ships flying to and from a busy station! I want to see droids (not rogue) repairing your ship in the hangar in Spinning in Space & in CQ. I want to see civilian "busses" flying a short distance from the station, and then jumping to an unknown location. These would not be targetable of course, and they are just for environment detail, like birds in a planet-based environment.
Basically anything that makes EVE feel more full of life, as a living breathing universe. Pod pilots aren't the only ones in the universe of EVE, so we should see more of those that we rule over |
Jim Luc
Rule of Five
29
|
Posted - 2012.04.04 23:17:00 -
[414] - Quote
A SMALL FIX:
I noticed a while back that an agent had short hair and I was curious if she had the "pod pilot" connections at the back of her neck & head, and sure enough she did. It would be good to modify the skin so that those are not visible on non-capsuleers. Civilians don't get to live forever |
Jim Luc
Rule of Five
29
|
Posted - 2012.04.04 23:33:00 -
[415] - Quote
Squad Formations
I know this was mentioned a few years ago at a FanFest, and someone also said it wasn't on the table because they didn't see any "gameplay" reason for it, so they shelved the idea.
I think it can work, and here's why I think it can work, and how I would implement it.
Currently Fleet Commander, Wing Commander, etc give the members in their squad various bonuses for being in a particular position of leadership. They are small, but can sometimes make a big difference in a battle.
Instead of making a single formation for each fleet, it would be cool to allow each wing commander to assign their squad a particular formation. Each formation will have a particular boost. If the members of the squad are all flying the same vessel, then this gives another boost to certain stats, based on the specific formation (phalanx, segmented rows, etc). First row of ships get certain bonuses based on their position. This idea can be expanded upon to give us a UI that shows each formation, explains the benefits of each, etc, and allows the squad leader to assign each pilot to a specific formation location. This can be as simple or as complex as you want.
Each pilot will have the ability to "Get In Formation" or strike off on their own, which has a percentage penalty to the overall formation's benefits.
Each Squad Leader will choose direction and course. If they are not a good pilot, ie heading straight for the enemy instead of flying transversally, then they will not last long as a Squad Leader.
The whole idea of this is to break huge fleets up into smaller squads, each with their own assigned duties. You can still be a huge blob of drakes, or you can be several squads of drakes, each with bonuses to damage, etc. You can switch this up based on the damage type that you are up against. Explosive damage requires a formation to be more spread apart, while a railgun sniper might have a harder time hitting a densely grouped squadron of rifters.
It's a thought, and I know this is a bigger thing than just the "small things", but nonetheless I don't think you should shelve this idea completely |
Ajita al Tchar
Republic Military School Minmatar Republic
193
|
Posted - 2012.04.05 00:14:00 -
[416] - Quote
Imicus / Helios. Not the new Pooping Man model either, just rework the goddamn ship.
CreoDron ships, please give some of them back their really awesome green color. I miss my deliciously green Ishtar...
Cloak animation. Is it possible to make the cloaked ships slightly less transparent (obviously, I'm talking about your own cloaked ship; they should be completely transparent as far as others are concerned)? Right now it's very difficult to see your own cloaked ship in many systems that have especially bright and vivid nebulae backgrounds (Domain and Verge comes to mind). Just in general if there's something light-bright in the background, the cloaked ship is nearly impossible to see. Hitting "alt" or clicking your own ship to display its little square thing isn't very helpful when you need to know exactly which way it's facing and moving.
The warp tunnel, it goes the wrong way sometimes.
I think that for planets that have rings, shadows from those planets look kind of weird on those rings. Just intuitively, I'd expect them to be a little less sharp or something. IDK, can't quite place my finger on it, but something isn't right.
I really dislike the POS force field animation.
I would love to have a little more variety in the way w-space systems of different classes look. I suppose they should look very similar for all systems in the same region (e.g. all C6 systems can look pretty darn similar), but across regions, even within the same class, it would be nice to have just a tad more variety. Not necessary to make them totally different, just a little more so. I may be wrong and not seeing something, but right now, say, all C2's without an environmental effect look pretty much identical. Meh.
It would be awesome to have more variety in moon shapes. They don't all have to be perfectly round, especially for moons that are quite small in diameter.
Can we slap corp logos on our POCOs? |
Jim Luc
Rule of Five
29
|
Posted - 2012.04.05 00:22:00 -
[417] - Quote
Elanor Vega wrote:Vertisce Soritenshi wrote:I noticed something yesterday while a corpie was flying around in a Dram inside our POS. The engine trails on faster ships don't really reflect where the ship used to be. They sort of get "dragged" around behind the ship. The engine trail is curved indicating that the ship is turning but the curve moves behind the ship getting dragged all over the place and crossing places the ship was never in. Kind of hard to explain really...would have to see it I think to understand fully what I mean. Mathematics behind trails is not written to produce trails, its written to produce tails. Its easier to program tail mathematics then trail mathematics to be executed in graphic shaders.
I remember reading about this in the devblog. I'm not really sure why they went this way, when it the trail light effect has been programmed many times before as more of a blur. The space battles in SWTOR have engine trails and they don't like like they are produced by geometry. Idunno though |
Serena Wilde
State War Academy Caldari State
11
|
Posted - 2012.04.05 00:58:00 -
[418] - Quote
I would like to see more "animated" ships. I want things to move on ships! Make them look alive! More rotating and movable gibblies! Make my space **** bounce! |
Abon
Pandorum Research Incorporated
30
|
Posted - 2012.04.05 01:18:00 -
[419] - Quote
More activity around stations and inhabited planets, space docks, ship yards, animated station modules, more decorative and fluff stuff in general would make the game feel more alive. |
Jim Luc
Dirt Nap Squad Dirt Nap Squad.
29
|
Posted - 2012.04.06 17:04:00 -
[420] - Quote
Here is another "little" thing that I would like to see improved:
IN GAME BROWSER!!!
Currently it's based off the opensource Chromium, which is great and I use Chrome as my primary browser. HOWEVER, the current IGB is sorely lacking in the basics of interweb surfing, and I don't mean putting flash on it will help. I would like to see improvements to the layout and interface. The tabs plus (+) and minus (-) are on opposite ends of the window! The current standard is a new nub to click on that opens a new tab, or when you mouse over a tab a close button appears, to close the tab. On top of this, the bookmark system is TERRIBLE!! All it says is "Add/Remove" instead of a way to organize things. These are UI fixes that I'd like to see. More importantly I'd like to see CSS3 & HTML5 support. Youtube has HTML5 support, since Flash is a security risk, which I'm not quite sure why it's not included actually, there should at least be modern WebKit support.
If you opened Chrome 18 and copied the functionality and UI, I would be happy. Thank you for your time |
|
Raven Ether
Republic University Minmatar Republic
143
|
Posted - 2012.04.11 12:09:00 -
[421] - Quote
This cool graphics stuff, can I haz ?
http://www.youtube.com/watch?v=ME2815NN-Xc&feature=relmfu
Me liek fancy thingies. |
Alexandar Pavlovic
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.04.12 13:39:00 -
[422] - Quote
http://www.youtube.com/watch?feature=player_detailpage&v=-Z0ndjcRiZU#t=459s
- Concept art of explosions are great but but work in progress effects are disappointing.
- I think that smoke effects for missiles are better to be replaced with light trails effect - current "multi-puffs behind missile" effect is far from the rest of the EVE world which is great.
- Also cliping in "space dust" areas should be looked at and redone somehow (I dont know if its overlooked or it would make big performance impact and thats the reason why its still like this) |
RAP ACTION HERO
Pator Tech School Minmatar Republic
4
|
Posted - 2012.04.12 14:28:00 -
[423] - Quote
I want to be able to zoom in more in hanger ship spinning mode.
Sun sometimes flashes excessively in mid-warp. Possibly due to "sun occluded by object" issue. |
Raven Ether
Republic University Minmatar Republic
146
|
Posted - 2012.04.12 15:02:00 -
[424] - Quote
Ship icon backgrounds are old and boring, redo them please.
The fitting window's gray dull background is horrible as well. |
E man Industries
SeaChell Productions
258
|
Posted - 2012.05.15 19:47:00 -
[425] - Quote
Jim Luc wrote:Here is another "little" thing that I would like to see improved: IN GAME BROWSER!!! Currently it's based off the opensource Chromium, which is great and I use Chrome as my primary browser. HOWEVER, the current IGB is sorely lacking in the basics of interweb surfing, and I don't mean putting flash on it will help. I would like to see improvements to the layout and interface. The tabs plus (+) and minus (-) are on opposite ends of the window! The current standard is a new nub to click on that opens a new tab, or when you mouse over a tab a close button appears, to close the tab. On top of this, the bookmark system is TERRIBLE!! All it says is "Add/Remove" instead of a way to organize things. These are UI fixes that I'd like to see. More importantly I'd like to see CSS3 & HTML5 support. Youtube has HTML5 support, since Flash is a security risk, which I'm not quite sure why it's not included actually, there should at least be modern WebKit support. If you opened Chrome 18 and copied the functionality and UI, I would be happy. Thank you for your time
I always find the browser takes forever to load so I cut and paste into a real browser...is it not slow for everyone?
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |
ctx2007
Wychwood and Wells
62
|
Posted - 2012.05.15 20:05:00 -
[426] - Quote
1. Corp insignia on ships hulls.
2. A brief image of a corpse floating in space between being podded and clone activation. |
Alexandar Pavlovic
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.05.28 15:17:00 -
[427] - Quote
Now, when all launchers are modeled, it would be nice to see Probe launchers also modeled and make them visible on ships. |
Bl4ck Ph03n1x
Epsilon Lyr Nulli Secunda
3
|
Posted - 2012.05.28 16:02:00 -
[428] - Quote
-Animation of drones leaving ship
Like the torpedo animation, exept it's the ship and it "fire" drones.
Awesomeness bonus on carrier and supercarrier.
- We can't distinguish the ships from the background. There is a lots of graphical solutions to improve that. Alsto there are often hidden by the coloured square/cross, and that's not cool.
-Fleet formation, especially for bomber squads. Or - The abillity to see cloaked fleetmates.
|
SandKid
Gateway Mining Division
143
|
Posted - 2012.05.28 16:33:00 -
[429] - Quote
Camera Remains Focused for Destruction Animation
I proposed this in F&I awhile ago...general summary below:
Whenever you focus the camera on a target, it follows it...nothing new.
When that target is destroyed, your camera automatically reverts back to your ship.
As a result, you don't really get to see the explosions of targets unless they are very large capital/POS targets...in which case its a matter of your camera reverting back in the right direction. My proposal is that the camera 'lingers' on the target for the duration of the destruction animation.
The way this is coded should be fairly simple - the reason the camera reverts is because the object you destroyed is, well, no longer there. Thus the camera can't see it - derp derp, I know. Saying it to make a point.
If the object of focus were to 'remain' during its destruction animation, but cease to be targetable - thus your weapons turn off and you free up a target slot (we don't want your missiles pounding away at nothing after all) - your camera would stay focused on the target, enabling you to (with easy zoom and rotation) observe the destruction animation of your target before moving on.
THE POINT: This is an easy, quality of life improvement for the game. With the new missile graphics out, watching your target turn into space rubble has never been better. However, you can't really see the animations unless you're incredibly close to the target due to the camera reverting back automatically when the HP hits zero.
This adds a layer of depth to EVE's graphics - simply by allowing the player to actually enjoy them. Imagine the look on the new player's face when he focuses his camera to watch his first PvP kill explode. Imagine veterans when you are able to focus and, with the full functionality of the camera like during the fight, watch a Titan or SC go down?
Please post (don't just like) the forum thread I linked so it gets more attention - this is not a KILL CAM proposal, that takes new development. This proposal simply takes existing technology and tweaks it to perform better. Thanks! |
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