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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Altrue
Exploration Frontier inc
1975
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Posted - 2015.12.01 17:31:20 -
[91] - Quote
I just noticed that the shield booster effect does persist after the first activation, but you need to be suffering damages from the very same point and stay motionless to see it, it's so puny, this is just ridiculous xD
The effect should show on the whole ship at each cycle, for both the shield hardener and shield booster, not just appear very very dimly when you take damages. Otherwise you might as well not put it in game... Come on CCP, a bit of common sense for a change.
I wonder what you use internally to try out your new effects, one titan being hit from all sides by 50 titans ? Because any other case would show clear as day that the shield effects are way too discreet past the first cycle.
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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Lugh Crow-Slave
1318
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Posted - 2015.12.01 20:11:18 -
[92] - Quote
Altrue wrote:I just noticed that the shield booster effect does persist after the first activation, but you need to be suffering damages from the very same point and stay motionless to see it, it's so puny, this is just ridiculous xD
The effect should show on the whole ship at each cycle, for both the shield hardener and shield booster, not just appear very very dimly when you take damages. Otherwise you might as well not put it in game... Come on CCP, a bit of common sense for a change.
I wonder what you use internally to try out your new effects, one titan being hit from all sides by 50 titans ? Because any other case would show clear as day that the shield effects are way too discreet past the first cycle.
it shows up pretty well on any ship being hit by 2+targets to be honest i would agree that the booster should be more noticeable but the hardener is fine
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Christopher Abscons
The Scope Gallente Federation
1
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Posted - 2015.12.01 20:40:58 -
[93] - Quote
Lugh Crow-Slave wrote: As you begin to take him damage have a chance that on a hit a fire could start (this could be the old engine flame effect our an updated one) or should not be on every hit that would start to look silly. Or should also have a higher chance the lower your hull got. Then if you have a damage control fit each cycle should remove one area of fire of any are present.
I think this would not only retain one of the most iconic signs of a great fight but improve upon it while also giving the damage control a small visual effect
A nice idea for damage control.
+1 to seeing either the old or an improved version of fires in hull damage. The new effects are great, but I still think armor and hull damage should be more visibly distinguishable. This could be a solution.
A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore? I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations. |
Lugh Crow-Slave
1319
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Posted - 2015.12.01 21:11:18 -
[94] - Quote
Christopher Abscons wrote:
A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore? I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.
Yes it does fit the lore remember the armor hardners adjust the nanites already in the armor but i have no idea if that is the real reason it was just my way of making seance of how the devs did this
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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elitatwo
Eve Minions The-Company
933
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Posted - 2015.12.02 12:14:02 -
[95] - Quote
Lugh Crow-Slave wrote:Christopher Abscons wrote:
A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore? I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.
Yes it does fit the lore remember the armor hardners adjust the nanites already in the armor but i have no idea if that is the real reason it was just my way of making seance of how the devs did this
Replicators, Lugh. The replicators on the ship need a tad of capacitor to keep producing the nanites.
OP: I like the new effects, kudos! Haven't seen anything what hasn't been reported already. May I also poke you to make the Osprey as sexy as the Moa??
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Cathal Katelo
Licence To Kill Mercenary Coalition
0
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Posted - 2015.12.02 20:35:57 -
[96] - Quote
Christopher Abscons wrote:Lugh Crow-Slave wrote: As you begin to take him damage have a chance that on a hit a fire could start (this could be the old engine flame effect our an updated one) or should not be on every hit that would start to look silly. Or should also have a higher chance the lower your hull got. Then if you have a damage control fit each cycle should remove one area of fire of any are present.
I think this would not only retain one of the most iconic signs of a great fight but improve upon it while also giving the damage control a small visual effect
A nice idea for damage control. +1 to seeing either the old or an improved version of fires in hull damage. The new effects are great, but I still think armor and hull damage should be more visibly distinguishable. This could be a solution. A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore? I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.
another +1 for getting back the fire on hull damage.
I'd also love if "nonessential parts" like antennas or certain panels were to break off 1n deep hull. would make the effect more obvious that it's not just armor damage. as it stands, I can't really tell the difference between hull/armor damage at a glance |
Merida DunBrogh
Black Screen Of Raging Defeat
45
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Posted - 2015.12.03 18:19:18 -
[97] - Quote
During the masstest I noticed that the Phoenix's shield isn't actually completely fitted properly.
http://i.imgur.com/bKiyO2H.jpg |
Altrue
Exploration Frontier inc
1976
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Posted - 2015.12.08 09:10:01 -
[98] - Quote
Still super dissapointed that "localized" damage spreads like butter on bread on the whole ship upon gate jumping...
That's a very liberal application of the word localized.
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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Lugh Crow-Slave
1334
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Posted - 2015.12.12 04:07:07 -
[99] - Quote
Altrue wrote:Still super dissapointed that "localized" damage spreads like butter on bread on the whole ship upon gate jumping...
That's a very liberal application of the word localized.
meh its a big step in the right direction
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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CCP Savior
C C P C C P Alliance
54
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Posted - 2015.12.15 14:04:35 -
[100] - Quote
Hey folks,
Just wanted to say another thank you for the feedback we received on the new visual damage system. After reading everyone's concerns we went back and tweaked a few things. this morning we released a patch featuring these changes and again we'd love to get your feedback.
A highlight of these changes is that the shield booster & hardener effects will now repeat upon cycle, so now seeing your shield receive a heal/buff will be a bit more noticeable. To see what else we have added head on over to the patch notes page below.
http://community.eveonline.com/news/patch-notes/patch-notes-for-december-release
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Lugh Crow-Slave
1344
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Posted - 2015.12.15 14:10:53 -
[101] - Quote
CCP Savior wrote:Hey folks, Just wanted to say another thank you for the feedback we received on the new visual damage system. After reading everyone's concerns we went back and tweaked a few things. this morning we released a patch featuring these changes and again we'd love to get your feedback. A highlight of these changes is that the shield booster & hardener effects will now repeat upon cycle, so now seeing your shield receive a heal/buff will be a bit more noticeable. To see what else we have added head on over to the patch notes page below. http://community.eveonline.com/news/patch-notes/patch-notes-for-december-release
if this is the case can you tone down the hardener effect to be honest having it repeat every cycle kinda ruins having it show up when it takes damage.
shield boost change is great
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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CCP Savior
C C P C C P Alliance
54
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Posted - 2015.12.15 14:17:29 -
[102] - Quote
I can definitely speak to our VFX artist about it and see what we can do.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Avernikas
Phoenix Naval Operations Phoenix Naval Systems
0
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Posted - 2015.12.15 17:42:03 -
[103] - Quote
Lugh Crow-Slave wrote:CCP Savior wrote:Hey folks, Just wanted to say another thank you for the feedback we received on the new visual damage system. After reading everyone's concerns we went back and tweaked a few things. this morning we released a patch featuring these changes and again we'd love to get your feedback. A highlight of these changes is that the shield booster & hardener effects will now repeat upon cycle, so now seeing your shield receive a heal/buff will be a bit more noticeable. To see what else we have added head on over to the patch notes page below. http://community.eveonline.com/news/patch-notes/patch-notes-for-december-release if this is the case can you tone down the hardener effect to be honest having it repeat every cycle kinda ruins having it show up when it takes damage. shield boost change is great
I strongly agree with this. I don't find the look of the hardener/booster effects across the shield to be good either. I don't like seeing them all the time now. The way it worked before was really cool.
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chaosjj
Interstellar Expeditionary Group Einstein-Rosen Brigade
83
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Posted - 2015.12.15 22:39:00 -
[104] - Quote
Avernikas wrote:Lugh Crow-Slave wrote:CCP Savior wrote:Hey folks, Just wanted to say another thank you for the feedback we received on the new visual damage system. After reading everyone's concerns we went back and tweaked a few things. this morning we released a patch featuring these changes and again we'd love to get your feedback. A highlight of these changes is that the shield booster & hardener effects will now repeat upon cycle, so now seeing your shield receive a heal/buff will be a bit more noticeable. To see what else we have added head on over to the patch notes page below. http://community.eveonline.com/news/patch-notes/patch-notes-for-december-release if this is the case can you tone down the hardener effect to be honest having it repeat every cycle kinda ruins having it show up when it takes damage. shield boost change is great I strongly agree with this. I don't find the look of the hardener/booster effects across the shield to be good either. I don't like seeing them all the time now. The way it worked before was really cool.
i agree to this as well, the way the hardeners worked before was perfectly fine, now the constant repeating of the effect is distracting and lowers the visual experience of the shield FX as a whole
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Lugh Crow-Slave
1346
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Posted - 2015.12.16 12:34:15 -
[105] - Quote
It seems like most of the complaints about the hardener and boater effects were coming from people ruining them outside of combat
However I do think the booster effect will work fine if it fits of every cycle that it heals something rather than every cycle just like the armor reps
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Avernikas
Phoenix Naval Operations Phoenix Naval Systems
0
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Posted - 2015.12.18 19:14:20 -
[106] - Quote
I think why I dislike the hardener effect is it seems too stylized, almost cartoonish. This doesn't really fit with the atmosphere of EVE. It looked fine before when it only appeared on the area you got hit. Also, the effect looks too "tiled" to me, with it just being a series of stripes moving down the shield. Maybe it would look better being more subtle and covering the entire shield at once. |
Lugh Crow-Slave
1349
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Posted - 2015.12.18 23:24:38 -
[107] - Quote
Avernikas wrote:I think why I dislike the hardener effect is it seems too stylized, almost cartoonish. This doesn't really fit with the atmosphere of EVE. It looked fine before when it only appeared on the area you got hit. Also, the effect looks too "tiled" to me, with it just being a series of stripes moving down the shield. Maybe it would look better being more subtle and covering the entire shield at once. i think this is because it was mwant only to be seen in small amounts and when overplayed onto the shield texture
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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