Pages: 1 2 3 4 5 6 7 :: [one page] |
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
|

CCP Fallout

|
Posted - 2011.06.21 15:30:00 -
[1]
With EVE Online: Incarna comes a renovated turret system. CCP Salvo's newest blog has all the details.
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
|

xXxSatsujinxXx
Whacky Waving Inflatable Flailing Arm Tubemen
|
Posted - 2011.06.21 15:41:00 -
[2]
FIRST!
Also, sexeh.
|

Aerieth
|
Posted - 2011.06.21 15:45:00 -
[3]
CCP: "Sorry we can't do missiles ... that would be too complex and require to great of an over haul to the system, plus for turrets all we have to do is reskin them" Time passes and CCP feels need to justify work on turrets CCP: "Look at how much effort we put into making the turrets, and look at how much we overhauled the system to allow new modules that didn't have turrets before to now have turrets. Yay!"
|

Lork Niffle
Gallente External Hard Drive
|
Posted - 2011.06.21 15:45:00 -
[4]
Colour changing to what ship it is attached to is an amazing addition. ------------------------------------- The system issues man. |

Sarmatiko
|
Posted - 2011.06.21 15:48:00 -
[5]
Good read. But I'm still wonder, how CCP will solve later the fearsome "cruise-launchers-on-bomber" problem? 
Also my 800mm autocannons look so tiny on Machariel. Any plans to ajust sizes of turrets later? 
|

Salpad
Caldari Carebears with Attitude
|
Posted - 2011.06.21 15:52:00 -
[6]
When will missiles get an eye candy upgrade?
The two things that needs doing seem very simple to me, relative to the complex work you've done on the silly gnns that the other races use:
1. Make it so that missiles are launched from specific opening or apertures in ship hulls, with hulls that have many missile hardpoints being defined as having many such potential apertues.
2. Display multiple missiles flying through space for salvos, even if server-wise they're treated as only a single object. Like have a graphic for single-missile, dual-missile, triple-missile and so forth up to 8x-missile, for each of rockets, light missiles, heavies, HAM, cruise and torpedo? When I launch an alpha at someone, I want it to look awesome, and a formation of 7 missiles will look much more awesome than a single missile.
It's not much to ask for. So when will we get it?
-- Salpad |

H3llHound
Nex Exercitus Raiden.
|
Posted - 2011.06.21 15:54:00 -
[7]
Really looking forward to those new turrets. The models and textures look very detailed. One thing the art department still has to work on is the ship textures to be at the same detail as the turrets and the placements of said turrets.
http://cdn1.eveonline.com/community/devblog/2011/TurretBlog_05.jpg In this picture the top right and the bottom right closeups you can see that the turret base actually goes over the ship model and seems misplaced │3rd Party Service |

darmwand
Cartel Assessment Branch
|
Posted - 2011.06.21 15:55:00 -
[8]
Sweet, looking forward to seeing this!
|

MotherMoon
Huang Yinglong
|
Posted - 2011.06.21 15:58:00 -
[9]
"Then one day during another planning meeting our technical artist made the suggestion of why not just deploy when exiting warp, and pack when entering warp."
yeah... about that. It makes all your work on the new turrets wasted. It would be better if the new turrets didn't dock during warp, it's weird.
I think new turrets are the best part of the new expansion, but the way they randomly dock when I wrap, like they need to be protected or something? It bothers me... the way they work in the spash screen is epic.
Just a waste of potential. But I'm sure you don't want to hear how the players would work around insta locking. We've been giving you lots of ideas on the test server for the past month.
|

Rixiu
The Inuits
|
Posted - 2011.06.21 15:58:00 -
[10]
I approve of these.
One question though, why don't 1400mm and 1200mm artillery (or all artillery?) have a single barrel anymore?
|

Rees Noturana
Red Rock Mining Company
|
Posted - 2011.06.21 16:03:00 -
[11]
This project was an amazing piece of art and engineering work. I've played with some of them on the test server and they look great. I hadn't noticed that the guns would be shaded according to the ship they were on. Now I'll have to start mixing and matching guns and ships to see how well they all blend together.
Great job and I can't wait for new missile launchers and other utility modules to round it all out. |

darmwand
Cartel Assessment Branch
|
Posted - 2011.06.21 16:04:00 -
[12]
Ah, one question: is there any work being done / planned regarding the sound effects? I can't stop thinking of someone popping bubble wrap whenever I fire my blasters 
Anyway, keep up the good work!
|

Avvalina
|
Posted - 2011.06.21 16:08:00 -
[13]
I, for one, look forward to the updating of missile turrets on the many missile flinging ships Eve has!
Thanks in advance, CCP!!
|

Vuk Lau
4S Corporation Morsus Mihi
|
Posted - 2011.06.21 16:08:00 -
[14]
Not that I personally care about this topic, but kudos for impressive work.
|

Koronakesh
Amarr Seekers of a Silent Paradise
|
Posted - 2011.06.21 16:12:00 -
[15]
♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ CCP Salvo ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥
Never stop posting such beautiful art blog pron
|

Nevigrofnu Mrots
|
Posted - 2011.06.21 16:18:00 -
[16]
Missile Lauchers?
|

PyckenDame
|
Posted - 2011.06.21 16:19:00 -
[17]
Originally by: Salpad When will missiles get an eye candy upgrade?
The two things that needs doing seem very simple to me, relative to the complex work you've done on the silly gnns that the other races use:
1. Make it so that missiles are launched from specific opening or apertures in ship hulls, with hulls that have many missile hardpoints being defined as having many such potential apertues.
2. Display multiple missiles flying through space for salvos, even if server-wise they're treated as only a single object. Like have a graphic for single-missile, dual-missile, triple-missile and so forth up to 8x-missile, for each of rockets, light missiles, heavies, HAM, cruise and torpedo? When I launch an alpha at someone, I want it to look awesome, and a formation of 7 missiles will look much more awesome than a single missile.
It's not much to ask for. So when will we get it?
I second this idea! We Caldari may not care much for cuddly love but please give our ships some :-)
|

Aeril Malkyre
Minmatar
|
Posted - 2011.06.21 16:21:00 -
[18]
Have to say, I'm looking forward to this even more than CQ. My own apartment will be nice, but I live and die by my guns. The sexier they look, the more fun I have slinging radioactive lead at the enemy. Great work CCP, can't wait to see my 1200s pounding out hot death... in style.
----------------------- They called us fierce marauders Warp riders and guns for hire Before the sky cried tears of fire. |

Katrina Bekers
Gallente Mia Corp
|
Posted - 2011.06.21 16:23:00 -
[19]
Has the Megathron model been updated to FINALLY use the four hardpoints on the forward side ridges, where the hull is stronger and with "snap-on slots" clearly in the skin graphics, instead of clinging to the rear fins where they look really out of place?
Please, please, please! Move those locators where they belong! --- Kat |

Seleene
|
Posted - 2011.06.21 16:23:00 -
[20]
This is fantastic!
At CSM summit we had a long overdue meeting with the leaders of the Art Dept. It was one of the more informative sessions and near the end we made a big point that, "You guys really should blog more. Blog big. Post shiny pics. The stuff you are talking about is interesting and cool."
I love that they not only talked about this feature, but also explained the genesis of it. ---- Seleene's Sandbox - My Blog, where I say stuff. |

Mashie Saldana
Minmatar Veto Corp
|
Posted - 2011.06.21 16:30:00 -
[21]
Originally by: Nevigrofnu Mrots Missile Lauchers?
Will be done later as CCP stated during FanFest as it require a lot more work adding missile hardpoints on the hulls as well as remove the missile launchers that are part of the model to start with. Once that is done they have to rework the way missiles are launched and fly as they no longer will be originating from the center of the ships.
But it will get done eventually, just not in this expansion.
|

Pattern Clarc
Aperture Harmonics K162
|
Posted - 2011.06.21 16:30:00 -
[22]
Does this mean, badly balanced ships (Naglfar, roden I'm looking at you...) can be fixed?
Also, any ETA on improved hit effects and explosions? I think that's the most need of attention in terms of graphical updates...
____ Racial Active tanking bonuses - fix or replace! |

PyckenZot
|
Posted - 2011.06.21 16:30:00 -
[23]
Originally by: Salpad When will missiles get an eye candy upgrade?
The two things that needs doing seem very simple to me, relative to the complex work you've done on the silly gnns that the other races use:
1. Make it so that missiles are launched from specific opening or apertures in ship hulls, with hulls that have many missile hardpoints being defined as having many such potential apertues.
2. Display multiple missiles flying through space for salvos, even if server-wise they're treated as only a single object. Like have a graphic for single-missile, dual-missile, triple-missile and so forth up to 8x-missile, for each of rockets, light missiles, heavies, HAM, cruise and torpedo? When I launch an alpha at someone, I want it to look awesome, and a formation of 7 missiles will look much more awesome than a single missile.
It's not much to ask for. So when will we get it?
I second this idea! We Caldari may not care much for cuddly love but please give our ships some :-)
|

Dezolf
Minmatar DAX Action Stance
|
Posted - 2011.06.21 16:30:00 -
[24]
As a proud Minmatar pilot, I am loving the love for turrets. Keep it up! :D (Also, nice blog. :P)
|

DeviloftheHell
Caldari Hell's Courtyard
|
Posted - 2011.06.21 16:32:00 -
[25]
for laser turrets and their recoils, when a gun fires the slide moves back, so the idea is keep the slide in that position till the beam is active, to simulate the outgoing energy's amount
|

Trebor Daehdoow
|
Posted - 2011.06.21 16:35:00 -
[26]
Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
IMHO, it is totally OK if the client shows the missiles in a different position from where the server thinks the missiles are, as long as the two locations converge over time (hopefully in an insane set of corkscrews). Any discrepancies due to smartbombs and defender missiles will get lost in the fog of war, and you can just launch the missiles directly out of fixed tubes.
All the cute computations can be done on the client.
|

Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
|
Posted - 2011.06.21 16:42:00 -
[27]
Beautiful work ...
oh how I wished when reading that there were actual firing arcs ...
CCP can we have lasers that miss actually miss?
***** Signature may appear without warning! ***** Please do not feed the trolls, it builds dependency.
|

Salpad
Caldari Carebears with Attitude
|
Posted - 2011.06.21 16:47:00 -
[28]
Originally by: Trebor Daehdoow Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
IMHO, it is totally OK if the client shows the missiles in a different position from where the server thinks the missiles are, as long as the two locations converge over time (hopefully in an insane set of corkscrews). Any discrepancies due to smartbombs and defender missiles will get lost in the fog of war, and you can just launch the missiles directly out of fixed tubes.
All the cute computations can be done on the client.
I just want the missiles to come out of proper launch apertues, and that the number of missiles in each salvo/group/whatever is visible. Representing their exact spatial location during flight isn't important.
-- Salpad |

Sylai Leonidas
Caldari modro Strategic Operations Brigade
|
Posted - 2011.06.21 16:48:00 -
[29]
I want this http://www.youtube.com/watch?v=hlAsSyDAWR8 on my Harpy :) Seriously though the missiles really dont need a launcher per se just have tubes like a WWII sub or have tubes like a modern day ICBM based sub platform. They could have sliding panels with tubes. But I whole heartly agree to have a salvo of missiles not the 1 missile effect. My only concern would be that the Vid-lag and server lag that would create with that many models flying around.
|

Jim Luc
Caldari Rule of Five Split Infinity.
|
Posted - 2011.06.21 16:57:00 -
[30]
I can understand not having the turrets close up because of quick targeting times, but it still looks strange flying around "rocking out with your **** out" as it were. I really think you can make this an option, so that if you fire before the animation is completed it snaps to the "open" position automatically. 90% of players won't see this happen. For those that do, an option can be put onto the HUD to allow for "keep turrets deployed at all times"
|

Nirnaeth Ornoediad
Caldari Shadowed Command Fatal Ascension
|
Posted - 2011.06.21 17:00:00 -
[31]
Originally by: Salpad When will missiles get an eye candy upgrade?
The two things that needs doing seem very simple to me, relative to the complex work you've done on the silly gnns that the other races use:
1. Make it so that missiles are launched from specific opening or apertures in ship hulls, with hulls that have many missile hardpoints being defined as having many such potential apertues.
2. Display multiple missiles flying through space for salvos, even if server-wise they're treated as only a single object. Like have a graphic for single-missile, dual-missile, triple-missile and so forth up to 8x-missile, for each of rockets, light missiles, heavies, HAM, cruise and torpedo? When I launch an alpha at someone, I want it to look awesome, and a formation of 7 missiles will look much more awesome than a single missile.
It's not much to ask for. So when will we get it?
For inspiration, go look at Mechwarrior 3 (3, not 4). The missiles in that game launched and swarmed around each other; the effect is really cool. Wing Commander: Prophecy had a similar effect with the "Swarm" missiles. Add to that an explosion effect that has multiple, small flash-points, slighly asynchronous, and you get a really nice effect.
Btw, +1 cool points for slightly asynchronous turret firing. If each ship randomizes across each tick (second), it will look even better. Seeing 100 Abaddon's shooting in perfect unison just looks unrealistic. --------------------------------------------- "Gate is green. Jump and meet your maker." --Mr Vee
|

Klingon Admiral
Caldari
|
Posted - 2011.06.21 17:04:00 -
[32]
Isn't the position of turret "1c" on the rifter occupied by a turret of another gun group?
But awesome work, I wonder how the guns of my maelstrom look like after the patch. =)
|

Dierdra Vaal
Caldari Veto. Veto Corp
|
Posted - 2011.06.21 17:08:00 -
[33]
Out of curiosity, a question for CCP Salvo
Why did you guys choose to do the Salvager/tractor beam graphics over the NOS/Neut/Smartbomb omnidirectional or targetted turrets? NOS/Neut/Smartbombs have more of a tactical importance in PvP, where I could look at a ship to see what it is fitting and adjust my tactics accordingly. Salvager/Tractor beams are nowhere near as important from a tactical point of view, and only provide a little extra eye candy (which NOS/Neut/Smarties/etc would also do).
As such, I'm having some trouble understanding why Salvagers and Tractors got priority in this aspect. Could you explain CCP's reasoning? :)
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman
|

Goldnut Sachs
|
Posted - 2011.06.21 17:10:00 -
[34]
great job, srsly, i don't care about space barbie n dollhouse but i sure love nicer lookin guns
|

Caiman Graystock
Caldari Cornelius Starship and Computer Design
|
Posted - 2011.06.21 17:14:00 -
[35]
Spectacular! Stunning! Wonderful! Really, this is a fantastic and much appreciated overhaul, great job to everyone involved and thanks for such a great detailed blog about it.
|

TheLostPenguin
|
Posted - 2011.06.21 17:15:00 -
[36]
Sounds nice, altho the preview vid i saw a while back I thought they looked a bit over-animated and fiddly for my taste, but frankly I'll take that over the hideous sticks we had for turrets that looked even more out of place since the last revamp of turret effects.
Also missiles YES PLEASE, I guess you have to decide whether to animate them "properly" ie creating new origin points for missiles to spawn from when fired rather than just use the ships ball (I guess this could potentially add load to the in-space physics as it now has the extra balls of missile launchers to keep track of relating to every drake on the field) or you could jsut fudge it and seperate the animation of missiles from the actual physics object, that way you can do suitably awesome clouds of missiles twirling towards their target eithout having to monkey around with any other core systems, altho I guess you then need to push the flight speed of every missile group fired to everyone that can see it so the clientsa can all animate them at the correct flight speed Would it be possible to have this data added to each missile groups object so that as well as saying "heres a missile" the server tells the client "heres a missile, animate flying at <this> speed", might be easier way to do all kinds of fancy missile effects without actually having to change the core handling of missiles within the engine. (could do this only when the missile (group) object is created or for the first time a new viewer is sent info on it, to avoid constantly sending the same bit of data to all clients)
However you do it, and I'm just pondering possibilities here, really hope we get new missiles SoonÖ that look somewhere near as good as turrets will now, with this they're the big ugly left with weapons systems, and maybe however you solve the missile problem could also be applied to drones, which really need to "launch" and recall prettily too rather than just spawn/despawn
|

Illectroculus Defined
No Bull Ships
|
Posted - 2011.06.21 17:19:00 -
[37]
Great work, but if I may make a suggestion regarding deploying guns to the active position:
Move guns to the inactive position when * Repairing with nanite paste * Reloading charges (only for Hybrids & Projectile)
yes, It would be 'neat' to have the option to manually deploy the weapons, or stow them away as necessary.
I am reminded of We Approach With Gun Ports Open As A Sign Of Respect Spaceships! |

Lord Okinaba
Zero Patrol
|
Posted - 2011.06.21 17:19:00 -
[38]
Looks awesome, can't wait to check it out. I just hope it isn't too demanding on my antique of a computer. 
|

Pierced Brosmen
Priory Of The Lemon
|
Posted - 2011.06.21 17:20:00 -
[39]
That was one massive blog... More of those please 
I've loved the look of the new turrets ever since starting testing them on SISI and they look great, though i have some comments that I'm not that happy about.
A. Some of the projectile weapons have a kink in the barrels, wich would make the projectile having to do an S-curve while moving through the barrel... It's visualy pleasing with the weapon like that, but with any sence of realism in mind, it would be a higher propability that firing the weapons would make them blow up in the pilots face, rather then making the enemy blow up.
B. I REALLY don't like the "final and briliant solution" (from what I read in the blog) for the deployment and docking of the turrets and would rather prefer the <when start targeting> option. I understand that makes for some challenges as mentioned, with "instalocking" ships in mind, so I would rather like to see a option-system, something like this:
- Deploy on targeting
- Weapon deploy when targeting and starts tracking when target is aquired. If targeting is faster then weapon deployment, the wapon will be ready to fire when deployment is complete
- When target is destroyed after firing at it and no other targets are locked, the weapon enteres a cooldown timer of xx seconds before docking again. Allowing the pilot to start locking new targets without the weapon having to dock and then deploy again
- Dock when warping
- Basicaly the system that is implemented now
- Manual override
- Adds a toggle button to the right of the command rose where you can toggle "Safe" and "Ready" mode (should also be able assign keyboard shortcut to the toggle command).
- If set to "Ready" turrets will always be deployed unless they are offline or have burnt out.
- If set "Safe" weapons will stay docked up regardless, but can be toggled to "Ready" by trying to activate a weapon.
Now, I do run missions a lot and with deploying turrets when you start locking, it doesn't matter to me if I have to wait for a second or two for the guns to become ready as it has no impact on the mission. In PVP ofcourse it would be best for the pilot to have the turrets ready all the time. Hence why it should be an option based on the player style...
Also, if you are traveling like 10 jumps, with the current turret system, it looks kinda stupid with the turrets deploying and docking up all the time...
BTW... Another thing that just came to mind... With exception of the turrets that use crystals (energy and mining lasers/strip miners), The 10 second wait for reloading ammo, could contain a dock-and-deploy effect to illustrate the turret being retracted for a "magazine replacement" or something...
|
|

Chribba
Otherworld Enterprises Otherworld Empire
|
Posted - 2011.06.21 17:25:00 -
[40]
rainbow mining... 
Secure 3rd party service | in-game 'Holy Veldspar' Now /w voice |
|

Pierced Brosmen
Priory Of The Lemon
|
Posted - 2011.06.21 17:26:00 -
[41]
Also, an observation...
It's a bit sad to see the turret behavior I want is presented to us at the log-in screen (ship warps in, makes a turn, then deploys weapons, track target, fire for a while, stop tracking target, and dock up - but the ship doesn't warp away), but isn't available in-game -_-
|

Daedalus II
Helios Research
|
Posted - 2011.06.21 17:29:00 -
[42]
Originally by: Illectroculus Defined Great work, but if I may make a suggestion regarding deploying guns to the active position:
Move guns to the inactive position when * Repairing with nanite paste * Reloading charges (only for Hybrids & Projectile)
This, I also would like to see the turrets retract when reloading them.
___________ Interested in incursions? Join Helios Research! |

Pierced Brosmen
Priory Of The Lemon
|
Posted - 2011.06.21 17:33:00 -
[43]
Originally by: Chribba rainbow mining... 
Lol Chribba
I think the new mining laser effect looked awesome... Kinda makes me wanna do some mining again, if I could only remember where my Hulks are  If only the colours of the mining laser would be affected (if only a little bit) by wich of the mining crystals you're using, and that you would get distorted looking laser beams if you were mining with the wrong crystals.
There's some potential here, methinks 
|

Elsa Nietchize
|
Posted - 2011.06.21 17:38:00 -
[44]
Great work on this. Looks absolutely beautiful. any word on when you guys are gunna balance hybrids? or nerf supers?
|

Louis deGuerre
Gallente Malevolence. Imperial 0rder
|
Posted - 2011.06.21 17:42:00 -
[45]
I checked em out and they look very nice, very nice indeed.
Also, haha no missile launchers for you, Caldari !  ----- Malevolence. is recruiting. Dive into the world of 0.0 !
|

Yvan Ratamnim
|
Posted - 2011.06.21 17:45:00 -
[46]
that last section about effects...
whats the timeline on getting those effects and the other modules done??? as those were really the parts that we want most of all... and will be the most visible new laser and gun effects will be what we see most of all even though the turrets are nice when zoomed in to see them...
DEAR GOD FIX THE MACHARIAL! , that poor amazing ship the plateaus where the guns sit is far too wide for even the biggest 1400mm artillery that it really just makes the guns look stupidly small ... i mean i know the ship is massive, but the massive plateaus for the guns make them look out of scale completely.
|

Rixiu
The Inuits
|
Posted - 2011.06.21 17:45:00 -
[47]
Originally by: Elsa Nietchize Great work on this. Looks absolutely beautiful. any word on when you guys are gunna balance hybrids? or nerf supers?
I'd rather not have the art department do balancing. But then again, it might just be me 
|

Luke S
Zeta Corp.
|
Posted - 2011.06.21 17:48:00 -
[48]
Edited by: Luke S on 21/06/2011 17:48:40
Originally by: Dev Blog Then one day during another planning meeting our technical artist made the suggestion of why not just deploy when exiting warp, and pack when entering warp. There was a moment of silence as the team looked at each other and realized how simple and obvious it was, and how we had not seen it before.
   
Its so simple, its BRILLIANT!
Who ever suggested it, needs a bonus! I cant wait to see this, I also can't wait to see turret effects for target painters salvages and AOE mods. Please tell me you are going to work on them on the next update. ---
|

Hastrin
|
Posted - 2011.06.21 17:49:00 -
[49]
very nice dev blog :)
|

Minsc
Gallente Alpha Empire
|
Posted - 2011.06.21 17:51:00 -
[50]
Originally by: Elsa Nietchize Great work on this. Looks absolutely beautiful. any word on when you guys are gunna balance hybrids? or nerf supers?
I'm sure the art department plans to get right on balancing hybrids and supers, right after they complete a few courses on programming. 
|

Cade Windstalker
Caldari
|
Posted - 2011.06.21 18:04:00 -
[51]
Fantastic job, can't wait to see the turrets in game!
By the way, you were right to leave recoil on lasers, any laser applying enough energy to a target to do significant damage would have as much or more recoil than the equivalent projectile weapon. Good old e=mc^2 states that light leaving an object imparts a force relative to the amount of energy the light contains.
Translation for anyone who doesn't speak physics: Laser guns pack one heck of a kick, Einstein said so.
Before anyone jumps on it, I said "as much or more" because it depends on the attenuation rate of the beam vs the energy lost by the projectile over its travel distance. The reason you never hear about lasers having recoil is because the only ones big enough to have recoil are also, right now, so big they have to have their own building.
Originally by: Minsc
Originally by: Elsa Nietchize Great work on this. Looks absolutely beautiful. any word on when you guys are gunna balance hybrids? or nerf supers?
I'm sure the art department plans to get right on balancing hybrids and supers, right after they complete a few courses on programming. 
Just wanted to point out, you don't have to know much or any programming to be a game balance designer or tester.
That said, my railguns really want some love >.> 
|

Ancy Denaries
|
Posted - 2011.06.21 18:04:00 -
[52]
One word: HAWT. ---- The Demigodess with a Conscience - An EVE IC Blog
Originally by: CCP Dropbear rofl
edit: ah crap, dev account. Oh well, official rofl at you sir.
|

Marlona Sky
D00M. Northern Coalition.
|
Posted - 2011.06.21 18:06:00 -
[53]
Very cool. 
|

skye orionis
|
Posted - 2011.06.21 18:11:00 -
[54]
indeed keep the art department doing artsy things, missile launchers and drone deploying would be nice, but having improved weapons fire, how about working on weapon hits. Weapons hitting another ship tend to all hit in exactly the same boring place every time...
Weapons fire checklist: * Hit multiple spots on the hull * Visible shield interaction on ships with shields, the weapons fire should stop just outside the hull and deliver a nice flash of shield energy (blue when the shields are full and fading to red when the shields are about to go) * Missed shots shouldn't look like they hit * Autocannons and pulse lasers should strafe across the targets hull
Then of course... it would be great if the art people could come up with a way to visibly show armour damage. (And while I personally will be disabling CQ for immersion reasons, I'm sure it would be nice to bask in the glow of your burning ship from the hangar observation balcony, after you dock with a sliver of structure left)
|

Kiyl
|
Posted - 2011.06.21 18:13:00 -
[55]
Originally by: Trebor Daehdoow Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
IMHO, it is totally OK if the client shows the missiles in a different position from where the server thinks the missiles are, as long as the two locations converge over time (hopefully in an insane set of corkscrews). Any discrepancies due to smartbombs and defender missiles will get lost in the fog of war, and you can just launch the missiles directly out of fixed tubes.
All the cute computations can be done on the client.
Thats already in the game, ever seen a Leviathans DD :P
|

Eraggan Sadarr
|
Posted - 2011.06.21 18:14:00 -
[56]
It has been mentioned before that missiles would need much more work to get real launchers...
I still feel that launchers should have been a priority. I mean....they don't exist. At least turrets did.
I'm disappointed at CCP's prioritizing.
Eve Market Scanner - Marketlog comparisons |

Thenoran
Caldari Tranquility Industries
|
Posted - 2011.06.21 18:15:00 -
[57]
So much awesome 
P.S.: Does this mean on certain ships the turrets will be moved? On ships such as the Hyperion, the turret placement isn't very pleasant to see when compared to ships such as the Ferox. The Hyperion and similar turret layout ships would benefit quite a bit from moving the turret placements more equally across the ship. ------------------------ Low-sec is like sailing along the coast of Somalia...
|

Tommy Blue
Executive Intervention Controlled Chaos
|
Posted - 2011.06.21 18:19:00 -
[58]
Edited by: Tommy Blue on 21/06/2011 18:19:02 I think you could add some really cool gameplay additions with the introduction of these new turrets.
This could tie into high sec where if you deploy your weapons you are flagged on grid as being a possible danger, could even take it a step farther to not allow guns to be deployed in empire for an extended amount of time. If you deploy your guns in 1.0 you get a X second timer to offline your guns before concord gets to play with you. That timer could go down from a relatively short amount of time in 1.0 to a long time in 0.5. Of course you could still insta **** in empire, but it would become progressively harder as you went to higher sec. Of course exceptions would be made so that if you are in a war dec and an enemy is on grid/in local you are allowed to online your guns.
I'll bet there are flaws in this system but I think something along those lines would be cool to have. --> I think having a button/choice of when to online your guns is important.
|

Daesis Wrack
The Kairos Syndicate Transmission Lost
|
Posted - 2011.06.21 18:36:00 -
[59]
Look at the fanboy buttkissing going on in this thread.
Turrets are about 1-2 meters in size, and EVE is played on a size scale of 1-100 kilometers. We just don't see the turrets. Hell, we rarely see the ships, just brackets.
Please make graphics and usability improvements to brackets and the overview, not something we only see when zoomed in to the point where we're not playing the game. Thanks.
|

Aeril Malkyre
Minmatar
|
Posted - 2011.06.21 18:38:00 -
[60]
Originally by: Tommy Blue This could tie into high sec where if you deploy your weapons you are flagged on grid as being a possible danger
Would make it hard to fight belt rats ;)
Originally by: Tommy Blue --> I think having a button/choice of when to online your guns is important.
Heartily agree. I'd much prefer a bit more elegant system than warp popping. But it'll do for now.
----------------------- They called us fierce marauders Warp riders and guns for hire Before the sky cried tears of fire. |

skye orionis
|
Posted - 2011.06.21 18:39:00 -
[61]
Originally by: Tommy Blue --> I think having a button/choice of when to online your guns is important.
You just need some gameplay reasons to not have your guns deployed, to offset the advantage of being able to fire immediately. Something simple like 5% extra agility when weapons are in the stowed position would be nice.(missile ships could still have the option to stow weapons even without graphics)
|

Toshiko Kin
Amarr Suddenly Ninjas
|
Posted - 2011.06.21 18:41:00 -
[62]
Originally by: Cade Windstalker Fantastic job, can't wait to see the turrets in game!
By the way, you were right to leave recoil on lasers, any laser applying enough energy to a target to do significant damage would have as much or more recoil than the equivalent projectile weapon. Good old e=mc^2 states that light leaving an object imparts a force relative to the amount of energy the light contains.
Translation for anyone who doesn't speak physics: Laser guns pack one heck of a kick, Einstein said so.
Before anyone jumps on it, I said "as much or more" because it depends on the attenuation rate of the beam vs the energy lost by the projectile over its travel distance. The reason you never hear about lasers having recoil is because the only ones big enough to have recoil are also, right now, so big they have to have their own building.
Aren't photons massless? And if they do have mass, moving at the speed of light, wouldn't the earth, and all inner planets be pushed from the sun because of this mass? Haven't heard of the orbital calculations taking this force into consideration before...
*willing to admit that i could be wrong, but i would like to see proof that a laser turret would have significant recoil when fired.
|

Brendana Fortescue
|
Posted - 2011.06.21 18:49:00 -
[63]
Am i the only one who thinks this is a disaster waiting to happen?
I mean sure it looks nice if someone flies solo in a mission but what happens when to a fleet of 50 jumps another fleet of 50 and on all ships turrets start to point different directions and shoot around and the computer needs to render it all...
I mean this should be given as optional in settings not forced.
|

Bridget Helm
|
Posted - 2011.06.21 18:50:00 -
[64]
Originally by: Toshiko Kin
Aren't photons massless? And if they do have mass, moving at the speed of light, wouldn't the earth, and all inner planets be pushed from the sun because of this mass? Haven't heard of the orbital calculations taking this force into consideration before...
*willing to admit that i could be wrong, but i would like to see proof that a laser turret would have significant recoil when fired.
The way I would look at it is yes Photons have no mass but the required reaction to generate up the pulse of energy for the beam would logically be set up to eject any other exocit particles away from the bulk of the ship. This would result recoil. After all we do not know what the process of generating the energy.
|

Soylent Pete
|
Posted - 2011.06.21 18:55:00 -
[65]
Originally by: Toshiko Kin
Aren't photons massless? And if they do have mass, moving at the speed of light, wouldn't the earth, and all inner planets be pushed from the sun because of this mass? Haven't heard of the orbital calculations taking this force into consideration before...
*willing to admit that i could be wrong, but i would like to see proof that a laser turret would have significant recoil when fired.
Photons do have mass. The earth doesn't get (noticeably) pushed around, because it has more mass than photons do. :P
|

Dalton Vanadis
|
Posted - 2011.06.21 18:57:00 -
[66]
Originally by: Toshiko Kin
Originally by: Cade Windstalker Fantastic job, can't wait to see the turrets in game!
By the way, you were right to leave recoil on lasers, any laser applying enough energy to a target to do significant damage would have as much or more recoil than the equivalent projectile weapon. Good old e=mc^2 states that light leaving an object imparts a force relative to the amount of energy the light contains.
Translation for anyone who doesn't speak physics: Laser guns pack one heck of a kick, Einstein said so.
Before anyone jumps on it, I said "as much or more" because it depends on the attenuation rate of the beam vs the energy lost by the projectile over its travel distance. The reason you never hear about lasers having recoil is because the only ones big enough to have recoil are also, right now, so big they have to have their own building.
Aren't photons massless? And if they do have mass, moving at the speed of light, wouldn't the earth, and all inner planets be pushed from the sun because of this mass? Haven't heard of the orbital calculations taking this force into consideration before...
*willing to admit that i could be wrong, but i would like to see proof that a laser turret would have significant recoil when fired.
Light does provide slight thrust and force, though not an appreciable amount. Though given how powerful these lasers are supposed to be, it might up it to a slightly higher amount of force (light pressure is immensely weaker than gravity, if that gives you an idea though).
If I might propose a mechanism for the recoil, a simple mechanical slider that initiates on activation of the beam, whose purpose is to slide back for beam shut off to prevent burn out of the crystals, overheating lasers might then delay the slide-back and decrease the cool-off time, so more damage to the target and the gun. *If you really wanted a bs rp explanation...*
|

ORCACommander
|
Posted - 2011.06.21 18:58:00 -
[67]
Might I suggest Damage animations and effects for when you are overload those modules?
And after reading all this I can see why missiles are being placed in a secondary position you folks did a lot of work in that year time. I just hope you guys do not get shifted into something else so we can finally progress to missile launchers.
|

J Kunjeh
Gallente
|
Posted - 2011.06.21 18:58:00 -
[68]
Originally by: Seleene This is fantastic!
At CSM summit we had a long overdue meeting with the leaders of the Art Dept. It was one of the more informative sessions and near the end we made a big point that, "You guys really should blog more. Blog big. Post shiny pics. The stuff you are talking about is interesting and cool."
I love that they not only talked about this feature, but also explained the genesis of it.
My sentiments exactly. Thank you CCP for this addition and for the detailed blog post about it! ~Gnosis~ |

Tommy Blue
Executive Intervention Controlled Chaos
|
Posted - 2011.06.21 19:00:00 -
[69]
Originally by: Aeril Malkyre
Originally by: Tommy Blue This could tie into high sec where if you deploy your weapons you are flagged on grid as being a possible danger
Would make it hard to fight belt rats ;)
Originally by: Tommy Blue --> I think having a button/choice of when to online your guns is important.
Heartily agree. I'd much prefer a bit more elegant system than warp popping. But it'll do for now.
Being flagged as dangerous doesnt mean you get shot at. it could be a 'oh maybe I should watch out because he may be trying to kill people' notification.
And I forgot all about missions/rats...my idea could be whittled down to gates and stations.
|

Dalton Vanadis
|
Posted - 2011.06.21 19:00:00 -
[70]
Originally by: Brendana Fortescue Am i the only one who thinks this is a disaster waiting to happen?
I mean sure it looks nice if someone flies solo in a mission but what happens when to a fleet of 50 jumps another fleet of 50 and on all ships turrets start to point different directions and shoot around and the computer needs to render it all...
I mean this should be given as optional in settings not forced.
Uhh, your turrets already track targets, and the only difference here is there might be one more turret per slot that tracks and they look prettier... So I'm not seeing it here. Plus the client stops rendering effects at a certain camera zoom. e.g. when you zoom out, it stops rendering ship exhaust a certain point, and it really only needs to render what's in view, so if you're zoomed in, shouldn't be too big of a deal unless everyone's smashed into a small 5x5x5 km cube...
|

J Kunjeh
Gallente
|
Posted - 2011.06.21 19:01:00 -
[71]
Edited by: J Kunjeh on 21/06/2011 19:04:53
Originally by: Daesis Wrack
Please make graphics and usability improvements to brackets and the overview, not something we only see when zoomed in to the point where we're not playing the game. Thanks.
Umm....looking at my beautiful ships up close as well as other ships I come across while flying around IS playing the game. There isn't just one (read: PVP) thing to do in this game, you know? ~Gnosis~ |

Selar Nox
|
Posted - 2011.06.21 19:01:00 -
[72]
Edited by: Selar Nox on 21/06/2011 19:02:43 First off, very nice stuff :) Happy to see this live later on
Originally by: skye orionis indeed keep the art department doing artsy things, missile launchers and drone deploying would be nice, but having improved weapons fire, how about working on weapon hits. Weapons hitting another ship tend to all hit in exactly the same boring place every time...
/signed
Originally by: skye orionis
Weapons fire checklist: * Hit multiple spots on the hull * Visible shield interaction on ships with shields, the weapons fire should stop just outside the hull and deliver a nice flash of shield energy (blue when the shields are full and fading to red when the shields are about to go) * Missed shots shouldn't look like they hit * Autocannons and pulse lasers should strafe across the targets hull
/signed
Originally by: skye orionis
Then of course... it would be great if the art people could come up with a way to visibly show armour damage.
Also nice to have, but not top priority for me.
Adding a button for docking/undocking your turrets would be really cool :)
And please no crazy swarming missiles (anime like). Perhaps a small number of missiles with this behaviour would be acceptable, but please make the most missiles work in a more realistic way.
|

Soylent Pete
|
Posted - 2011.06.21 19:02:00 -
[73]
They've been planning Solar Sails and laser-pressors (anti-tractor beams?) for years, using photons to push things. The mass is slight enough to be a problem if you're in a hurry, or too big, but if you're willing to wait for it... The thrust is there.
|

Lan Staz
|
Posted - 2011.06.21 19:10:00 -
[74]
Love the new turrets, from what I've seen on SISI anyway.
Also, regarding....
Originally by: Soylent Pete They've been planning Solar Sails and laser-pressors (anti-tractor beams?) for years, using photons to push things. The mass is slight enough to be a problem if you're in a hurry, or too big, but if you're willing to wait for it... The thrust is there.
Photons have zero rest mass, but they do have energy and momentum.
http://www.physlink.com/education/askexperts/ae180.cfm
|

Dalton Vanadis
|
Posted - 2011.06.21 19:14:00 -
[75]
Excellent work art department!
I kinda wish I hadn't read the comments thread because now I want the next best thing, missiles and other turrets and what not.
But since we still have time on the effects bit and the missiles bit. I really do like the idea that was tossed around earlier of having the server treat grouped missiles as one object but have the client treat it as the appropriate graphic for a wave of missiles (2,3,4,etc volleys). And I especially like the idea of having the server treat the missile as going in a straight line, but having the client do something interesting (like the rocket launcher in the EVE future vision trailer).
And on my effects wishlist, I really like the point of impact idea, when the weapon smacks a shield, it diffracts a color flash, like blue for near full shields and going down into red for shields that are about to fail and then perhaps doing something similar to armor. And with the whole immersion bit, it'd be shnazzy to see the hull breaches on your ship when you dock up standing on the balcony. And it would be epic to see missed hits actually miss the ship.
Also, I'm a big fan of the toggle button idea with some advantage for stowing turrets, like an increase to agility, but it would add an aspect to gameplay that would be really cool; thinking of the movies where it's like "open torpedo tubes 1,3, and 5" or "prepare the forward phase cannon." That and I would get to watch the eye candy... Might need some love from the balance team, but I think if the playing field is level on the requirement to deploy turrets prior to shooting (or on target lock), it'd be really cool, might add an aspect of planning, say you deploy your turrets first so that when you get a lock you're all set to go as opposed to waiting for the turret to undock. Maybe save the state of the turret (deployed or stowed) across session changes, so when people jump through a wh, gate, what have you they're prepped and ready to go.
But otherwise, AMAZING work, and I really can't wait until you guys add the next round! (I can hope that some of the stuff on my long-ass wishlist above makes it on at least )
|

omgamarrianrunaway
|
Posted - 2011.06.21 19:19:00 -
[76]
Dear CCP in general and the art team in particular;
You owe me a new keyboard.
(Loving this )
|

Denuo Secus
|
Posted - 2011.06.21 19:22:00 -
[77]
Originally by: Trebor Daehdoow Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
IMHO, it is totally OK if the client shows the missiles in a different position from where the server thinks the missiles are, as long as the two locations converge over time (hopefully in an insane set of corkscrews). Any discrepancies due to smartbombs and defender missiles will get lost in the fog of war, and you can just launch the missiles directly out of fixed tubes.
All the cute computations can be done on the client.
I'd prefer something like this -> http://www.youtube.com/watch?v=dSmhWkJ4MMA&feature=related (0:16)
I also like the missile sound in this video!
Great dev blog! More art dev blogs please  -
Save the missiles from the glowing blob :S
R ----------> * A --------> * V --------> * E -------> * N ---------> *
|

Infinion
Caldari Awesome Corp
|
Posted - 2011.06.21 19:27:00 -
[78]
Does ccp have plans to change how projectiles miss targets that move faster than turret tracking speeds?
Now that turrets have a dual-material shader, will there be any plans for a more pronounced heat glow when turrets are overloaded? How about module damage?
|

Toshiko Kin
Amarr Suddenly Ninjas
|
Posted - 2011.06.21 19:28:00 -
[79]
Originally by: Soylent Pete They've been planning Solar Sails and laser-pressors (anti-tractor beams?) for years, using photons to push things. The mass is slight enough to be a problem if you're in a hurry, or too big, but if you're willing to wait for it... The thrust is there.
That is kinda what I was getting at, that the push back from the photons exiting the turret wouldn't be enough to overcome the turret's inertia. The recoil in a gun comes from the expanding gasses that are trying to push the bullet out the barrel, and end up exerting some of that force to the back of the barrel.
But it's all irrelevant... the lasers have recoil, so say the CCP gods who create the universe that we play in.
As far as the art work on the turrets, even though I won't see it that much, it is still cool to know the details are being looked after. I also want to say that I'm really glad that the turret positions on the ships will finally match the positions in the high slots. That's been bugging me since I started playing EVE.
|

Palovana
Caldari Inner Fire Inc.
|
Posted - 2011.06.21 19:28:00 -
[80]
Originally by: Rixiu I approve of these.
One question though, why don't 1400mm and 1200mm artillery (or all artillery?) have a single barrel anymore?
Alternating barrels for repeated shot cycles to allow for cooldown or faster RoF?
----- This was getting old so I removed it. |

Raid'En
|
Posted - 2011.06.21 19:33:00 -
[81]
Edited by: Raid''En on 21/06/2011 19:34:38 i don't really know how to feel for that ; on one hand that's really nice when you see it on trailer or videos, really good work, but... on antoher hand... well most of the work here have not much use ; we may zoom on turrets while firghting boring npcs, but there's no reason we'll zoom at the good timing to see the turret deploy or things like that. seems like wasted work for me... while the work itself is REALLY good.
Originally by: MotherMoon
"Then one day during another planning meeting our technical artist made the suggestion of why not just deploy when exiting warp, and pack when entering warp."
yeah... about that. It makes all your work on the new turrets wasted. It would be better if the new turrets didn't dock during warp, it's weird.
same advice here, bad timing :/
Originally by: Trebor Daehdoow Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
"80's" ? you're not linking the good season then ; Macross Frontier is from 2008 -_-Š (and you're way too greedy here, there's no way the artists can do that on EVE, way too hard...)
|

Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
|
Posted - 2011.06.21 19:45:00 -
[82]
Originally by: Sylai Leonidas I want this http://www.youtube.com/watch?v=hlAsSyDAWR8 on my Harpy :) Seriously though the missiles really dont need a launcher per se just have tubes like a WWII sub or have tubes like a modern day ICBM based sub platform. They could have sliding panels with tubes. But I whole heartly agree to have a salvo of missiles not the 1 missile effect. My only concern would be that the Vid-lag and server lag that would create with that many models flying around.
The reworked blaster bolts, that were on singularity, looked a lot like this.^^
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
|

Aphoxema G
|
Posted - 2011.06.21 19:46:00 -
[83]
Edited by: Aphoxema G on 21/06/2011 19:54:01
Originally by: Aerieth I know you'd have to reskin the existing missile boats with "texture" launchers but that can't be that hard. The patchnotes say "The Maller, an Amarr cruiser, has had a dramatic makeover and looks fantastic. Go buy one tomorrow and be the envy of all your friends." how hard would it be to give the Drake a "dramatic make over"?
You could probably just turn the missile launchers into turrets, it would make more sense anyways because a lot of fuel is wasted on turning to face a ship opposite the direction of launch. Also, rocket and torpedoes are supposed to be dumbfiring which requires aligning the launcher to the target somehow. Also, in reality it would give point-defense systems much, much more time to aim at missiles.
Another problem would be that while moving forward and launching a missile to strike someone behind you, your own missile would be at risk of hitting you without careful guidance.
Not least of all, it would justify the use of Hydraulic Bay Thrusters because we all know how important it is for everything in EVE to be completely realistic.
The best part of all, for the developer, is it could take advantage of the new turret system and the only thing they would have to figure out is how to use the missile launcher as an emitter for the missile graphics. Well, of course there's more than that but it saves making a completely new system.
It also might be possible to get away with using one launcher to cover the entire arc by having the missiles stray around the remaining 1~255 degrees.
Annnnd because they already had to add hardpoints for tractor beams and salvagers no more hardpoints would need to be added.
When I get home I'll even make some practical missile turret designs in 3dsmax as an example. ------------------------------- The fox chases for her meal, but the rabbit runs for her life. |

Salpad
Caldari Carebears with Attitude
|
Posted - 2011.06.21 19:50:00 -
[84]
Originally by: Daesis Wrack Look at the fanboy buttkissing going on in this thread.
Turrets are about 1-2 meters in size, and EVE is played on a size scale of 1-100 kilometers. We just don't see the turrets. Hell, we rarely see the ships, just brackets.
Please make graphics and usability improvements to brackets and the overview, not something we only see when zoomed in to the point where we're not playing the game. Thanks.
Yes, this is indeed a problem, that we mostly shoot at targets we can't see.
CCP appears to recently have tried to solve the problem by automagically zooming in on the currently selected target. I'm not sure why it happens, but it does happen frequently to me in PVE.
A much less bad solution would be to introduce a new window, called "currently selected target", which shows something like a 250 by 250 pixels zoom-in of only the one ship or one other object that is currently selected (and only if targetted).
Or maybe 250x250 pixels is wrong. Maybe make the size user-selectable (150, 200, 250, 300, 400, 500, 600, 800). But it has to be "live 3D", not just a still image.
-- Salpad |

Aphoxema G
|
Posted - 2011.06.21 19:56:00 -
[85]
Originally by: Salpad CCP appears to recently have tried to solve the problem by automagically zooming in on the currently selected target. I'm not sure why it happens, but it does happen frequently to me in PVE.
When holding your mouse over a targeted ship's image, your camera will set interest to it. ------------------------------- The fox chases for her meal, but the rabbit runs for her life. |

Gripen
|
Posted - 2011.06.21 20:06:00 -
[86]
Originally by: Devblog We needed laser recoil for testing purposes and didn't removed it because this requires effort and we thought it would be ok as it is.
Tags: CCP, Excellence
|

Managalar
Gallente PREMM Technologies TRE GAFFEL
|
Posted - 2011.06.21 20:08:00 -
[87]
Originally by: skye orionis indeed keep the art department doing artsy things, missile launchers and drone deploying would be nice, but having improved weapons fire, how about working on weapon hits. Weapons hitting another ship tend to all hit in exactly the same boring place every time...
Weapons fire checklist: * Hit multiple spots on the hull * Visible shield interaction on ships with shields, the weapons fire should stop just outside the hull and deliver a nice flash of shield energy (blue when the shields are full and fading to red when the shields are about to go) * Missed shots shouldn't look like they hit * Autocannons and pulse lasers should strafe across the targets hull
Then of course... it would be great if the art people could come up with a way to visibly show armour damage. (And while I personally will be disabling CQ for immersion reasons, I'm sure it would be nice to bask in the glow of your burning ship from the hangar observation balcony, after you dock with a sliver of structure left)
This! Markedly, all the missed shots, they shouldn't look like a direct hit every time. =====================
===================== |

Friday Ambramotte
|
Posted - 2011.06.21 20:13:00 -
[88]
Originally by: skye orionis * Autocannons and pulse lasers should strafe across the targets hull
Beam lasers should strafe, pulse lasers are specifically designed to fight attenuation and penetrate deeper by hitting the same spot repeatedly.
|

Managalar
Gallente PREMM Technologies TRE GAFFEL
|
Posted - 2011.06.21 20:15:00 -
[89]
Also, lense ablation can explian recoil. =====================
===================== |

TheSpyInCorp
|
Posted - 2011.06.21 20:16:00 -
[90]
the icons for missile launchers have always had multiple missile ducts, why not reduce the number of physical hardpoints you need and have each additional fitted launcher fill a missile duct instead? I mean look at all the ducts!
      
|

Sophie Malaster
Heavy industries Shinohara ARTESANOS
|
Posted - 2011.06.21 20:55:00 -
[91]
YEAH!! So great CCP, you're doing a really great work! ________________________________________________
|

Zyella Stormborn
Caldari Evil Dead L.L.C.
|
Posted - 2011.06.21 21:07:00 -
[92]
Originally by: Dierdra Vaal Out of curiosity, a question for CCP Salvo
Why did you guys choose to do the Salvager/tractor beam graphics over the NOS/Neut/Smartbomb omnidirectional or targetted turrets? NOS/Neut/Smartbombs have more of a tactical importance in PvP, where I could look at a ship to see what it is fitting and adjust my tactics accordingly. Salvager/Tractor beams are nowhere near as important from a tactical point of view, and only provide a little extra eye candy (which NOS/Neut/Smarties/etc would also do).
As such, I'm having some trouble understanding why Salvagers and Tractors got priority in this aspect. Could you explain CCP's reasoning? :)
I am guessing so that hard core Indies get love on this patch as well. I mean, for them, the other fancy turrets have no real effect, so now there is a little love for everyone (except for missileers).
|

Xorth Adimus
Caldari Blackwater USA Inc. Against ALL Authorities
|
Posted - 2011.06.21 21:36:00 -
[93]
Originally by: Trebor Daehdoow Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
IMHO, it is totally OK if the client shows the missiles in a different position from where the server thinks the missiles are, as long as the two locations converge over time (hopefully in an insane set of corkscrews). Any discrepancies due to smartbombs and defender missiles will get lost in the fog of war, and you can just launch the missiles directly out of fixed tubes.
All the cute computations can be done on the client.
I agree missiles should fire directly and that any graphical tracking effects can be added on by the client (or not if turned off) as long as it still 'looks right'.
Guided missiles can simly be fixed forward facing tubes that missiles fly out of and then track which will add to the visual effect of this.
They are called missiles because they miss (lol hittiles).. so exact tracking and spiraling issues shouldnt be a problem by simply having explosions somewhere near the target (1km or so). Lack of splash damage can be attributed to smart charged submunitions accuratly striking targets and avoiding damage to surrounding ships (.. this is a shaped charge..). An update to the explosions wouldn't be a bad idea either.
For rockets HAMs and torpedos they shouldn't look like they track at all in flight and they should have a different aimed hardpoint and munition look.
Obviously then the explosion speed and the position of the missile/rocket explosion near the ship can give a nice visual prompt and indication of how well they are/ are not hitting.
|

ORCACommander
|
Posted - 2011.06.21 22:17:00 -
[94]
Originally by: Xorth Adimus
Originally by: Trebor Daehdoow Second the motion for missile love. I recommend looking at '80s Anime for inspiration about how missiles should fly around the battlefield.
IMHO, it is totally OK if the client shows the missiles in a different position from where the server thinks the missiles are, as long as the two locations converge over time (hopefully in an insane set of corkscrews). Any discrepancies due to smartbombs and defender missiles will get lost in the fog of war, and you can just launch the missiles directly out of fixed tubes.
All the cute computations can be done on the client.
I agree missiles should fire directly and that any graphical tracking effects can be added on by the client (or not if turned off) as long as it still 'looks right'.
Guided missiles can simly be fixed forward facing tubes that missiles fly out of and then track which will add to the visual effect of this.
They are called missiles because they miss (lol hittiles).. so exact tracking and spiraling issues shouldnt be a problem by simply having explosions somewhere near the target (1km or so). Lack of splash damage can be attributed to smart charged submunitions accuratly striking targets and avoiding damage to surrounding ships (.. this is a shaped charge..). An update to the explosions wouldn't be a bad idea either.
For rockets HAMs and torpedos they shouldn't look like they track at all in flight and they should have a different aimed hardpoint and munition look.
Obviously then the explosion speed and the position of the missile/rocket explosion near the ship can give a nice visual prompt and indication of how well they are/ are not hitting.
The way I figure it missiles in Eve are alot like American Mark 48 Torpedoes. IF fired normally they have a guidance wire attached to the submarine that allows it to use the submarines instrumental data and calculations which exceed that f the torpedo's capability and more reliably hit the target. When they are fired without this guided wired the torpedo is left to use its own sonar and onboard computer which is in its elf inferior to the submarine's and can not use use the submarine's data with its own to form triangulation which further increases accuracy.
I have looked into the static dumps that ccp gives the application devs and the missiles actually do not explode on impact but at about 2m outside the hull much like our air to air missiles do.
Please do not do anime style missiles I want some part of eve to respect Newtonian physics!
|

Auvious S'canault
|
Posted - 2011.06.21 22:20:00 -
[95]
The laser turrets are NOT recoiling - they are allowing for rapid expansion of the crystal and focussing system, then rapidly recalibrating both during cooling :)
You know, with the new technology you could now put in "turret" effects for mid and low slot items like ECMs, AB/MWD, Cargohold Expanders (a big bulge with a matched shader?) etc.
Just sayin'
|

handige harrie
|
Posted - 2011.06.21 22:56:00 -
[96]
Looking pretty darn good
|

Dalton Vanadis
|
Posted - 2011.06.21 23:08:00 -
[97]
Originally by: Salpad
Originally by: Daesis Wrack Look at the fanboy buttkissing going on in this thread.
Turrets are about 1-2 meters in size, and EVE is played on a size scale of 1-100 kilometers. We just don't see the turrets. Hell, we rarely see the ships, just brackets.
Please make graphics and usability improvements to brackets and the overview, not something we only see when zoomed in to the point where we're not playing the game. Thanks.
Yes, this is indeed a problem, that we mostly shoot at targets we can't see.
CCP appears to recently have tried to solve the problem by automagically zooming in on the currently selected target. I'm not sure why it happens, but it does happen frequently to me in PVE.
A much less bad solution would be to introduce a new window, called "currently selected target", which shows something like a 250 by 250 pixels zoom-in of only the one ship or one other object that is currently selected (and only if targetted).
Or maybe 250x250 pixels is wrong. Maybe make the size user-selectable (150, 200, 250, 300, 400, 500, 600, 800). But it has to be "live 3D", not just a still image.
That'd be a cool view to add in
/signed
|

TheSpyInCorp
|
Posted - 2011.06.21 23:47:00 -
[98]
CCP!!! make all turrets with shell ammo undeploy and deploy when they reload or switch ammo!!!
its also too bad other people cant tell if your turrets are on or off...
|

Abramul
Gallente StarFleet Enterprises BricK sQuAD.
|
Posted - 2011.06.21 23:50:00 -
[99]
As far as laser recoil goes, just say that they're venting coolant. Maybe even add a short-lived cloud to indicate this.
|

Wolfgang Grey
Two Brothers Mining Corp. R.A.G.E
|
Posted - 2011.06.22 00:05:00 -
[100]
Will the firing offset mentioned have a effect on ship's Alpha?
Or is it simply a graphics things?
|

Infinion
Caldari Awesome Corp
|
Posted - 2011.06.22 00:22:00 -
[101]
awesome! POS guns don't have guns!
|

skye orionis
|
Posted - 2011.06.22 00:38:00 -
[102]
So, now the new patch is live I really must extend congratulations to the Art team for producing the best part of the new release.
(BTW - try putting a Gatling pulse laser on a Reaper and watching it magically fold into a space that simply isn't there)
|

Infinion
Caldari Awesome Corp
|
Posted - 2011.06.22 00:45:00 -
[103]
Originally by: Wolfgang Grey Will the firing offset mentioned have a effect on ship's Alpha?
Or is it simply a graphics things?
it's only visual
|

Sunbird Huy
Caldari WEPRA CORP
|
Posted - 2011.06.22 01:55:00 -
[104]
Icons look terrible. Most of them are also very very WRONG. 1400mm artillery fires one round every 15-20 seconds, depending on skill. YET YOU HAVE A 2-BARREL MODEL IN GAME...LOL(no, not really) 800mm AC says 4-barreled blahblah...the model is 2-barrel turret.
Seriously.
|

Georn
VIRTUAL LIFE VANGUARD Strategic Operations Brigade
|
Posted - 2011.06.22 02:56:00 -
[105]
I'm just happy, that I don't have to bugreport the missing recoilanimation since Apocrypha anymore .. Also the new turret models and animations look sweeeeeeeeet. Kudos! Can't wait for more stuff in that regard :) ____________ nerf metagaming, boost fun |

Illectroculus Defined
No Bull Ships
|
Posted - 2011.06.22 03:03:00 -
[106]
These Turrets are Magic Spaceships! |

Erim Solfara
Amarr inFluX.
|
Posted - 2011.06.22 03:06:00 -
[107]
I love the shader picking up the tone of the ships, that's inspired! I will just say that I'd really really really like it if you turned recoil off for lasers though, it'd be a PLUS to differentiate them from the other systems!
|

Angst IronShard
Minmatar Sense of Serendipity Echoes of Nowhere
|
Posted - 2011.06.22 04:00:00 -
[108]
Edited by: Angst IronShard on 22/06/2011 04:00:34 Good job, but you could do better imo
I get an issue with a 425mm on a loki, the fore left gun is vertical instead of horizontal, so it's included in the hull.
the salvager II's icon is rotten, a black stroke on it.
and bomb launcher doesn't get a visible module yet.
o7
. ____________________________________________ Freedom is nothing but a chance to be better. |

Soldarius
Caldari Northstar Cabal Important Internet Spaceship League
|
Posted - 2011.06.22 04:57:00 -
[109]
First, nice art work, CCP. Missiles next please!
Second,
Originally by: Cade Windstalker By the way, you were right to leave recoil on lasers, any laser applying enough energy to a target to do significant damage would have as much or more recoil than the equivalent projectile weapon. Good old e=mc^2 states that light leaving an object imparts a force relative to the amount of energy the light contains.
Translation for anyone who doesn't speak physics: Laser guns pack one heck of a kick, Einstein said so.
Before anyone jumps on it, I said "as much or more" because it depends on the attenuation rate of the beam vs the energy lost by the projectile over its travel distance. The reason you never hear about lasers having recoil is because the only ones big enough to have recoil are also, right now, so big they have to have their own building.
Quoting someone talking about Einsteinian physics in a game with jump drives, warp drives, and jump gates.
While I don't dispute the amount of energy involved, or the fact that there is recoil for both a laser and a projectile, I must point that there is a huge difference between total energy and the amount of recoil experienced upon firing lasers and projectiles.
Linkage to Cornell physics blog.
Read down a couple comments. The writer continues on to figure out how far a weapon with mass of 5kg would recoil over the 30ns impulse time when subjected to the 15 Newtons of momentum. The result is 1.35 x 10^-15 meters, or roughly 1 atomic diameter.
While not zero, the recoil would be unnoticeable.
Your second error is in regards to the "attenuation rate of the beam vs the energy lost by the projectile over its travel distance."
What does this have to do with the energy imparted upon firing? This is energy lost during travel to its destination, and will only affect its available energy upon impact. Irrelevant.
tl;dr, A laser of equivalent energy has an extremely short impulse duration, which is critical to determining how far a gun of given mass recoils. So no noticeable recoil.
Originally by: Krutoj You dont have a supercapital? buy PLEX trade it for ISK, buy supers. Just like any other mmo you can use your RL to pimp your character out (or tank for that matter).
|

Dorn Val
|
Posted - 2011.06.22 06:22:00 -
[110]
I'm very impressed with all the time and effort that the graphics department has been putting into the game -keep up the good work!!!
Respect.
|

Aston Martin DB5
|
Posted - 2011.06.22 07:27:00 -
[111]
They are pretty cool and all but..................
How many people actually stay ZOOMED in to actually notice a differnce? The new special effects are definitely needed though.
|

Malcheus
|
Posted - 2011.06.22 08:19:00 -
[112]
maybe this has been said before; but: if "number of turret hardpoints = number of highslots"
where is the 4th dreadnought turret hardpoint going to be? what happens if I switch my siege module with a turret?
|

Aline Kia
Caldari FireStar Inc Curatores Veritatis Alliance
|
Posted - 2011.06.22 09:00:00 -
[113]
Edited by: Aline Kia on 22/06/2011 09:01:07
Quote:
And while the artists were adding the additional locators to all the ships, the programmers upgraded the hi-slots so that a turret slot could now occupy any hi-slot. Locator pairs or triads on ships are numbered 1 through 8 (of course not all 8 are present on all ships, there just isn't enough room) and static, and now hi-slots correspond to them left-to-right, so slot 1 is where turret pair/triad 1a,1b,/1c would fit - which means, if you don't like the layout of the turrets, move it to another hi-slot and the turrets will shift their position on the ship. (Prior to this update, turrets used to fill the turret locators numerically regardless of which hi-slot you used.)
Luv the new turrets... but did you guys forget that ppl position their turrets for maximum heat sinkage for overheating modules...... isn't that gonna mess up the "look" of some ships??
Just a thought, not sure if you'd considered it.
P.S. sorry if someone has already said this haven't gone through the whole thread yet...
|

ChromeStriker
|
Posted - 2011.06.22 09:04:00 -
[114]
Mining lazaz change colour depending on which ores your mining? veld+sco=purple that kinda thing? - Nulla Curas |

Captain Mung
|
Posted - 2011.06.22 10:10:00 -
[115]
The new turrets look cool (well most of them) but when are the attachment points going to be fixed? Some of the turrents look like they are hanging on by a thread and others cut through parts of ships oddly.
|

Candar Beldrulf
Matari Munitions
|
Posted - 2011.06.22 10:42:00 -
[116]
Edited by: Candar Beldrulf on 22/06/2011 10:42:23 What happened to the nice symmetrical turret layouts? My punisher looks lopsided and my hurricane looks frankly ridiculous!
And if you think that's bad, check out the top-hat on the Revelation:
|

Thawne Qirna
|
Posted - 2011.06.22 11:14:00 -
[117]
Simply, I think the turret makeover looks awesome.
Nice one CCP 
|

akitespero
|
Posted - 2011.06.22 11:58:00 -
[118]
Edited by: akitespero on 22/06/2011 11:58:30 Love the new turrets, the animations and all the detail. I also like the window that allows me to see the turret during fitting.
Problem is the icons. First it is quite hard to differentiate one turret from the next, and second they do not match the rest of the icons.
An icon is something that represents and item, it doesn't have to be a miniature hyper-realistic picture. An icon is a simplified representation that allows us to differentiate one item from another. This is an instance where more detail is not better.
Other than that, well done CCP.
|

Lidia Prince
Caldari
|
Posted - 2011.06.22 12:57:00 -
[119]
I've been waiting for this blog, lol. Great job designing and animating them, love em SO much <3 .
|

Knug LiDi
N00bFleeT
|
Posted - 2011.06.22 14:19:00 -
[120]
Originally by: Daesis Wrack Look at the fanboy buttkissing going on in this thread.
Turrets are about 1-2 meters in size, and EVE is played on a size scale of 1-100 kilometers. We just don't see the turrets. Hell, we rarely see the ships, just brackets.
Please make graphics and usability improvements to brackets and the overview, not something we only see when zoomed in to the point where we're not playing the game. Thanks.
Erm . . . Look at the size of battleship (real world) guns, and then realize that very view fire a 300 mm shell, let alone a 1400 mm shell. Or even have 4 barrels throwing 3500 mm shells!
Guns is big --------------
If only we could fall into another's arms, without falling into their hands. |

Erim Solfara
Amarr inFluX.
|
Posted - 2011.06.22 14:33:00 -
[121]
Revelation top-hat is HILARIOUS :D
|

Jonaaz Dsz
Gallente
|
Posted - 2011.06.22 15:43:00 -
[122]
How about turrets go to "safe-mode" when reloading. You have 10secs to allocate for this. Animations looks to be about 2-3secs give or take. So of the 10secs, 1-2-3 into safe, 8-9-10 into deploy. "magnibit lenibit ulteribit" |

RedClaws
Amarr Macabre Votum Morsus Mihi
|
Posted - 2011.06.22 16:48:00 -
[123]
The icons are crap. It doesn't fit with the rest of eve, this makes all of eve look amateurish. Icons are icons, not just a screenshot of the gun.
|

streaml1ne
|
Posted - 2011.06.22 18:05:00 -
[124]
Originally by: RedClaws The icons are crap. It doesn't fit with the rest of eve, this makes all of eve look amateurish. Icons are icons, not just a screenshot of the gun.
+100 to this. Bring the old icons back please, leave the animations and new turrets on the models though.
|

Hikari Kasenumi
|
Posted - 2011.06.22 18:09:00 -
[125]
The turrets are definitely the best thing about Incarna. Looking forward to similar work for missiles... (and maybe the ships could do with a bit of work to help them look up to scratch too :p)
Some of the little icons that appear next to targets being fired at are far too dark though (e.g. 650mm Gallium I Cannons). It's virtually impossible to see what you're shooting at.
|

Madcapnl
The Rising Stars -Mostly Harmless-
|
Posted - 2011.06.22 18:31:00 -
[126]
The reworked icons all look like some robot ****ting melted metal took a giant dump on my hangar floor. I can't recognise anything anymore, a gun used to look like a gun, now it looks like I dont know what. Stripminers actually looked like a module, now they look like a blob of goo, with the head of a cow in there somewhere. Tractor beam now looks like a walking robot with a banana on its head.
I cannot believe that Salvo actually plays Eve, I just can't. Because if he did, he would have noticed that the new icons all look like crap. Shameful that CCP actually dares to be proud of stuff that is so obviously ****.
Fix asap and get us back what we had. I promise I won't complain if you put it in Incarna 1.1 as a new feature, like you guys did with faction standings.
|

Elyon Itari
|
Posted - 2011.06.22 19:07:00 -
[127]
Edited by: Elyon Itari on 22/06/2011 19:10:25
I am afraid I have to agree with a few of the nay-sayers regarding icons.
They are sadly not iconic in the way they used to be, and as such are much less differentiable - at least those that need to be.
I welcome the slight-but-sweet differences between variations of the same model, and how this translates to the icon as well. But the icon itself is - at a glance - nigh indistinguishable from a completely different gun type, something it used to be with immediacy.
Also, since the various non-gun items now have dark icons (Salvager, Gas Harvester, Tractor Beam, Miner), it makes it quite difficult to spot these between a wealth of guns icons - much more so than it was with the previous icons.
Lastly, the new icons simply do not look professional in my opinion; vastly different guns look the same at a glance, the edges of the icons seem lasso-tooled (albeit decently so) to me, the guns are not centered whatsoever, the quantity/slot/size infobox obstructs a now meaningful part of the icon, and the extreme darkness of the new icons in general makes it very difficult to make out the details you so painstakingly gave the models in the first place.
Maybe this last point is where a decent set of new, discernable icons could be harvested, actually; turn the saturation and brightness up to a near-comical degree, and simplify the icon without removing the details making it different from others like it. Or something like that, I don't know - I know no graphics design, and shouldn't tell you how to do what you're excellent and I'm horrible at.
-
I still love the new models - immensely more so than I dislike the new icons, of course. <3 |

Aquana Abyss
|
Posted - 2011.06.22 20:30:00 -
[128]
Why are my turrets permanently "out"?
I thought they should now fold away neatly when not being used like on the splash screen?
|

Voivod Bathory
|
Posted - 2011.06.22 20:31:00 -
[129]
new turrets: is an improvement,I like it.
new icons: laser icon looks like mushroom, salvage and tractor beam are terrible; they just don't match :(
also, when grouping turrets and firing a salvo, they don't fire all at once. During missioning the sound gets overloaded quickly when multiple targets are near you. Would like to see it fixed.
|

xXxSatsujinxXx
Whacky Waving Inflatable Flailing Arm Tubemen
|
Posted - 2011.06.22 21:14:00 -
[130]
Edited by: xXxSatsujinxXx on 22/06/2011 21:15:18 After logging in and flying a few ships, it has become clear that the "slot layout = visual layout" think isn't very nice at all. Most people like symetry or some kind of order, and on top of that most people will fit their guns from either end of the rack, leaving a gap in the middle (this is the most efficient heat dissipation method).
Setting up your ship in this way (all of mine are) leads to some stupid turret placements. For example on a bhaalgorn, setting up the guns either end of the rack means that visually, you get "gun, gun, space, space, gun" on the side of the ship, and "space, gun" on top...
Looks a mess :(
Either fill them up front to back, back to front or whatever, have an aesthetically pleasing order for each hull.
|

Civ Zomas
Gallente Jazz Associates
|
Posted - 2011.06.23 01:27:00 -
[131]
Well, my Prowler's guns now float in space, vaguely near to the hull. I certainly wasn't expecting that kind of "upgrade" from Incarna. Are they supposed to be drones now? 
|

Maximus Quintilius
|
Posted - 2011.06.23 03:32:00 -
[132]
PLEASE ROLL BACK TO THE PREVIOUS TURRET ICONS !!!!
The new ones are damn confusing and POORLY designed.
|

Kary Tamona
|
Posted - 2011.06.23 08:40:00 -
[133]
Originally by: Maximus Quintilius PLEASE ROLL BACK TO THE PREVIOUS TURRET ICONS !!!! The new ones are damn confusing and POORLY designed.
This.
|

Tairon Usaro
The X-Trading Company RAZOR Alliance
|
Posted - 2011.06.23 09:29:00 -
[134]
ROLL BACK TURRET ICONS IMMEDEATLY !!! this not like the ****ing wormhole-animations that were used for each and every translocation process and which we begged to revert back to the old cool jumpdrive animations for ages, THIS IS REALLY GAMEBREAKING, since it takes ages to select the proper module to fit a ship !!
Beside this, the fluffy eyecandy is nothing that impresses me, it just makes me angry that a game with resonable graphics, very resonable hardware requirements and a total size of like 1,5 Gig was infalted to 8,2 Gig ....
not wanted, not need ... go do eyecandy for WoD but do not **** up EVE ________________________________________________ Some days i loose, some days the others win ... |

Havoclite
|
Posted - 2011.06.23 10:29:00 -
[135]
Please Santa, could I have a few more tracer rounds in my autocannon ammo. |

Gun Gun
|
Posted - 2011.06.23 11:34:00 -
[136]
I appreciate the effort from the designers of the new turrets and firing effects. It looks very nice now, except for a few bugs mentioned and unfinished item icons. Let's hope they will finish it soon. It has been one of the best visual improvements to the game in a long time. Good job.
|

Helen Grapes
|
Posted - 2011.06.23 11:57:00 -
[137]
Quote: One point the Creative Director was quite insistent upon, was the addition of a slight random timing delay when turrets fire, so that when turrets are grouped and fire together, they don't all fire at the exact same time. When the old turrets fired in perfect unison, the effect produced felt to perfect, and most would agree that it is the imperfections that make things seem more "real".
Hey!!! I want my 8x1400mm volley to be perfectly timed!
|

Xolido
Minmatar Capital Construction Research Pioneer Alliance
|
Posted - 2011.06.23 14:17:00 -
[138]
Odds and Ends: Firing Effects, Recoil Animation, Timing Offset
"One point the Creative Director was quite insistent upon, was the addition of a slight random timing delay when turrets fire, so that when turrets are grouped and fire together, they don't all fire at the exact same time. When the old turrets fired in perfect unison, the effect produced felt to perfect, and most would agree that it is the imperfections that make things seem more "real"."
I'm sry i dont support this statement. That the turrets are out of sync seems more Real. More like they are disfunctioning - U dont see a navy ship with alot of artilly guns fire out of sync..! It just dont happen. For old models it does, but not new models..!
Please get grouped guns in sync..! Thats what im trying to say.!
But else i love the system and look/feel.
BR
Xolido -------------------------------------------------- Signature removed for not being EVE related. Zymurgist |

Dimitri Zaitsev
|
Posted - 2011.06.23 17:30:00 -
[139]
Edited by: Dimitri Zaitsev on 23/06/2011 17:31:42
Originally by: Voivod Bathory new turrets: is an improvement,I like it.
new icons: laser icon looks like mushroom,
Makes sense if the designer was making the****utic use of mushrooms
|

Toovhon
|
Posted - 2011.06.23 20:19:00 -
[140]
Why have you made the new turret icons almost impossible to differentiate?
Also - why do turret designs not reflect turret stats (e.g. number of barrels)?
Finally - why have you made dark and muddy looking icons to display against the blackness of space? -- Frog blast the vent core! |

Selar Nox
|
Posted - 2011.06.23 20:52:00 -
[141]
Just wanted to make sure you know there are folks who like the not 100% synced turret firing :) Great idea in my opinion, so I don't have to make different groups anymore and therefor can save CPU power on the server again :P
|

Beltashazzah
|
Posted - 2011.06.24 00:05:00 -
[142]
Nice work on the turrets - some scale issues - and my revalation is just not the same. But nice work overall.
Any idea on a fix to the Revelations tophat issue? They appear correctly to others just not to the Pilot. Changing graphics settings does nothing.
Don't suppose you'd consider giving us the option to go back to the old station? There are a lot of small features missing now that just sorta take away from the ease of use. Drag and Drop ships, double click for cargo, right click on ship for option - that sort of thing.
Still the turrets are a nice addition and I hope that when we can finally walk in stations we have a holodeck that we can do some fps in - there are some Market alts id like to kill in stations.
Thanks
|

Soapy5
Gallente BlackStar Innovations
|
Posted - 2011.06.24 01:05:00 -
[143]
are there pictures of the old turrets (not the icons, the ingame models) floating around somewhere on the interwebs? Especially of the short ranged minmatar and ammar capital turrets.
|

Karl Planck
Labyrinth Obtaining Chaotic Kangaroos
|
Posted - 2011.06.24 11:41:00 -
[144]
I just want to say these turrets are F*CKING HOT!!!!
Seriously, love them. Best part of the incarna expansion so far -------------------------------------------------
Don't debate with morons. They drag you down to their level, then beat you with experience. |

Daid Thiefsant
|
Posted - 2011.06.24 13:29:00 -
[145]
I'm a new player. Less then 2 months. And these new icons really are making it difficult. They all look like gray blobs to me. I'm still toying around with different fittings and guns, and after the Incarna update I no longer can see the difference between my 250mm railguns, a salvager and a tractor beam.
I'm even deactivating my salvagers now when I want to deactivate my tractor beam. Just because I can no longer see the difference in 1 glance. A salvager used to be 'blue' but now it's just another gray blob.
And then there is the case of loot. I looted another gray blob! Can I use it or not... with the icons I could see "lazer", ok no use for me. Now I need to check names (which are always cut off)
|

Amda Tori
Minmatar
|
Posted - 2011.06.24 14:55:00 -
[146]
Hello
I'm having a problem with the new turrets. Every time they activate ( shoot ), my FPS drop down from 60 ( capped ) to 30.
In this topic the problem is more explained. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1536312&page=1#1 ________________________________________________ I feel free to explore only within boundaries.
You're =/= your they're =/= their |

Ghost Aihaken
|
Posted - 2011.06.24 17:40:00 -
[147]
What about rocket launchers ?
What we need the Captains quarters for ? Any usefullness in such a feature ?
Using no panels (screens) in my room in 0's ... Entirely useless room that i have disabled after 5 minutes....
|

Dolm De'Mourne
|
Posted - 2011.06.24 19:45:00 -
[148]
Looks great overall. I do like the offset of grouped turrets and the Noctis seems much more visually appealing now that it has point from which the salvagers and tractors emit. My only issue is that with some ships the turrets are very small compared with the hull, making the details practically invisible.
Looking forward to you finishing with the other targeted effect mods and especially launchers.
|

Vol Arm'OOO
|
Posted - 2011.06.25 01:22:00 -
[149]
Originally by: Kary Tamona
Originally by: Maximus Quintilius PLEASE ROLL BACK TO THE PREVIOUS TURRET ICONS !!!! The new ones are damn confusing and POORLY designed.
This.
they also frequently blend into the background so you cant see them at all
|

Lord Eremet
|
Posted - 2011.06.25 04:37:00 -
[150]
Could we have the old Salvager icon back, please?
The new one is buttugly.
|

Geksz
Minmatar
|
Posted - 2011.06.25 09:37:00 -
[151]
Edited by: Geksz on 25/06/2011 09:38:40 Ok, some of the turrets are good, some are not that great but they are good overall. But the icons are not icons anymore. They are more like pictures, wich is bad for recognizeability. They need to represent a genric thing, not an exact item. Pls make them similar to the old ICONs! And the salvager and tractor beam turret icons need to be more like symbols of what the turrets do, not how they look like!!! Also strip miner and miner icons need a rewamp to iconic form too! PLS!!!!
And do something with the turret icons next to the selected and locked target if u are at it. They are too dark now!
I have just fitted 425mm ACs on a Fleet stabber and this is what i got: (srsly?)
Have u guys even cheked how these will look like on the actual ships?!?!?!?!?
|

Neshtek
|
Posted - 2011.06.25 16:33:00 -
[152]
I have an issue with how the turrets are supposed to use the same color scheme as the ship they are attached to; this does not work for me. For example, fitting Neutron Blasters to a Harpy still shows the Blasters in the Gallente color scheme (dark/greenish base with bright green lights.)
Has this feature not yet been implemented fully/is it not working correctly for anyone else?
|

Major Peanut
Amarr Equity Corp Dragon Spire
|
Posted - 2011.06.25 17:08:00 -
[153]
I have dont much about combat since Incarna, but what I have seen about the turrets, I like
Reading a bit further down the forum, seems like if you haven't done much about missile turrets, or have but haven't gone far enough.
Anyway if missile turrets havent been introduced yet, it would be nice if it can be done at some point. My main has a Drake for missions, and would be nice to see missile fired from the turrets. Major Peanut Lemming Character
|

Nicolo da'Vicenza
Amarr Divine Power. Wildly Inappropriate.
|
Posted - 2011.06.25 21:57:00 -
[154]
Yeah, I like a lot of the new graphics and turret firing, along with the tractor/salvager differentiation. That was good.
However, turret icons are dark and hard to see, which is a bit of a pain to see a black artillery cannon superimposed on black space. This is easily fixed though by adding a "glow" around the turret icon .png.
|

Anij
|
Posted - 2011.06.26 13:22:00 -
[155]
i must say, i really dont get this whine about the icons.
before update, all turrets of the same type/size had the same icons. i.e medium electron, ion and neutron blasters all had the same icon.
if anything the icons are an improvement, since in many cases you can now tell the difference just from looking at the icon.
|

Buzzmong
Aliastra
|
Posted - 2011.06.26 18:22:00 -
[156]
Originally by: Anij i must say, i really dont get this whine about the icons.
before update, all turrets of the same type/size had the same icons. i.e medium electron, ion and neutron blasters all had the same icon.
if anything the icons are an improvement, since in many cases you can now tell the difference just from looking at the icon.
I respectfully disagree, but I feel the need to expand your point about guns of the same size and type previously being identical because you're right on that single aspect.
However, whereas before for example, all the medium blaster icons were the same, they were also different from the medium railguns, so it was easy to tell at a glance what *type* of weapon you were looking at.
Ssimilarly it was previously really easy to differentiate types with regards to their size. You could quite easily see the difference between large and small blasters.
Sadly, with these new icons, you can't do that anymore. I had a good look at them yesterday, and I *really* struggled to tell the difference between weapon sizes of the same type without looking at the text.
I didn't look at Projectiles, but I certainly looked at Hybrids and Lasers, and sadly my conclusion is that the new icons are an order of magnitude worse than the previous ones.
--------------------------------- Go Web! Go! |

Bubanni
|
Posted - 2011.06.26 22:34:00 -
[157]
I can't see my turret icons on the targets im shooting at... turret colour is dark/black.... and so is space!!! FIX IT!
|

Ranka Mei
Caldari
|
Posted - 2011.06.27 00:47:00 -
[158]
Originally by: Aerieth
CCP: "Sorry we can't do missiles ... that would be too complex and require to great of an over haul to the system, plus for turrets all we have to do is reskin them" Time passes and CCP feels need to justify work on turrets CCP: "Look at how much effort we put into making the turrets, and look at how much we overhauled the system to allow new modules that didn't have turrets before to now have turrets. Yay!"
I do appreciate the work on turrets and I really look forward to their beauty. But how did adding "utility" high slot modules that don't require a turret hard point really out weight that of a missile launcher. How hard would it be to add those non-hard point turrets to missile boats?
I know you'd have to reskin the existing missile boats with "texture" launchers but that can't be that hard. The patchnotes say "The Maller, an Amarr cruiser, has had a dramatic makeover and looks fantastic. Go buy one tomorrow and be the envy of all your friends." how hard would it be to give the Drake a "dramatic make over"?
I don't do turrets -- I'm Caldari. :) I've flown missiles boats all my life. So, I'm sure the new turrets look fine. Congrats on that!
I do understand missiles are harder. Nevertheless I hope CCP will make missile launcher animations soon.
P.S. Tractor beam and salvagers icons look really crappy now, btw (they look like black turds). Can we have the old ones back, please?
-- "All your monies AUR belong to us." -- CCP |

Toovhon
|
Posted - 2011.06.27 08:06:00 -
[159]
The new turret icons are muddy indistinguishable smudges that are very hard to make out next to locked targets in the blackness of space. Way to go! You started with clear, attractive, highly visible icons and ended up with icons that would be at home in a cheap 16-bit era game. Maybe you should run these kinds of decisions past someone with common sense before release? -- Frog blast the vent core! |

InF3RNo Sp41n
|
Posted - 2011.06.27 10:58:00 -
[160]
Originally by: Nicolo da'Vicenza Yeah, I like a lot of the new graphics and turret firing, along with the tractor/salvager differentiation. That was good.
However, turret icons are dark and hard to see, which is a bit of a pain to see a black artillery cannon superimposed on black space. This is easily fixed though by adding a "glow" around the turret icon .png.
I agree with you, I have some difficulties to see where are the turrets pointing. Plus I don't know what's wrong now that I see the circles where the modules are loading with some white lines. -- Never underestimate the power of human stupidity |

Buzzmong
Aliastra
|
Posted - 2011.06.27 11:11:00 -
[161]
Originally by: Ranka Mei
Originally by: Aerieth
CCP: "Sorry we can't do missiles ... that would be too complex and require to great of an over haul to the system, plus for turrets all we have to do is reskin them" Time passes and CCP feels need to justify work on turrets CCP: "Look at how much effort we put into making the turrets, and look at how much we overhauled the system to allow new modules that didn't have turrets before to now have turrets. Yay!"
I do appreciate the work on turrets and I really look forward to their beauty. But how did adding "utility" high slot modules that don't require a turret hard point really out weight that of a missile launcher. How hard would it be to add those non-hard point turrets to missile boats?
I know you'd have to reskin the existing missile boats with "texture" launchers but that can't be that hard. The patchnotes say "The Maller, an Amarr cruiser, has had a dramatic makeover and looks fantastic. Go buy one tomorrow and be the envy of all your friends." how hard would it be to give the Drake a "dramatic make over"?
I don't do turrets -- I'm Caldari. :) I've flown missiles boats all my life. So, I'm sure the new turrets look fine. Congrats on that!
I do understand missiles are harder. Nevertheless I hope CCP will make missile launcher animations soon.
One of the Dev's have posted about missiles and missile turrets not too long ago.
The crux of the matter is that while adding/reusing the hardpoints and making the missile turrets is actually quite easy, the *really* hard part comes with firing the missiles from the turrets.
Currently they fire from the center of the ship and move directly towards the target as that is where they're spawned in the Physics engine and how they're set to behave. CCP loathe touching that engine as it's really old code that's hacked together, touching it tends to break lots of things. To add missile turrets properly they'd have to modify the engine to make the missiles spawn from the correct missile hardpoint and they'd also have to make a decision on how they work with regards to firing direction.
Unfortunately they can't just copy the turret code because they simply use a particle effect (+ a sprite) handed by the rendering engine, turret effects are not physics objects whereas missiles are. --------------------------------- Go Web! Go! |

Inanna NiKunni
|
Posted - 2011.06.27 16:15:00 -
[162]
this +1
Originally by: Geksz Edited by: Geksz on 25/06/2011 09:38:40 Ok, some of the turrets are good, some are not that great but they are good overall. But the icons are not icons anymore. They are more like pictures, wich is bad for recognizeability. They need to represent a genric thing, not an exact item. Pls make them similar to the old ICONs! And the salvager and tractor beam turret icons need to be more like symbols of what the turrets do, not how they look like!!! Also strip miner and miner icons need a rewamp to iconic form too! PLS!!!!
And do something with the turret icons next to the selected and locked target if u are at it. They are too dark now!
I have just fitted 425mm ACs on a Fleet stabber and this is what i got: (srsly?)
Have u guys even cheked how these will look like on the actual ships?!?!?!?!?
|

EdwardNardella
Capital Construction Research
|
Posted - 2011.06.27 18:48:00 -
[163]
Originally by: Illectroculus Defined
Move guns to the inactive position when * Repairing with nanite paste * Reloading charges (only for Hybrids & Projectile)
Please make this happen! CCRES is recruiting pilots who want to live in WSpace/Wormholes. Fill out an application here! |

LordElfa
Gallente Golden Lyon Warriors
|
Posted - 2011.06.27 21:58:00 -
[164]
Yes CCP, the Turret shader is not working correctly. The turrets on my Cynabal are about 5 shades too lite and stick out like a sore thumb.
|

Jyvaskyla
|
Posted - 2011.06.28 08:57:00 -
[165]
the new graphics are very good. even ig u look in the details of the item, it shows great there
but the icont in the game screen are blurry, are too detailed for that small resolution, so they dont look good. its hard to recognize because of that
good graphic but bad icons
need a deep overhaul on the icons
Jyv
|

Toronto Mohican
|
Posted - 2011.06.29 14:48:00 -
[166]
The new turrets look fantastic.
So far it seems to be the only part of incarna any one has any warm fuzzies about so well done. Salvo you do have reasons to be proud.
As far as when they retract and extend I feel like thats nit picky details which can be fixed later on, as well as the new iconography, Hopefully for making them more distinguishable/visible this will not be a hard fix for you guys.
As far as the lighting being off, the lighting and coloring is off on my turrets. However mechanically they work great. Also Im playing on a sh!te mac book I had to boot camp to xp in order to play incarna at all, so if your turrets aren't lighting or shading properly it may have something to do with your graphics card or setting.
Seeing that CCP is married to Nvidia now im sure on nvidia graphics cards the new turrets look like candy.
|

Raknarg Valklear
|
Posted - 2011.07.03 07:41:00 -
[167]
mini turret animation is gun spin on/off lame at best.
|

Silverwolfcvm
|
Posted - 2011.07.04 10:48:00 -
[168]
I think that its prety universal that everyone loves the popout turrets, and I understand why the devs disabled the manual function on it as they described in their blog. But manual control is something the most people are wanting to have. Why not give us the ability to manualy retract / extend them, but give a warning (that you can permanatly dismiss) like the warning you get into a T3 cruiser, stating that if you enter a combat situation, then the turrets will take their normal time to deploy, and you will not be able to fire untill they are deployed.
This would give those of us who would like to have manual control over them that ability. And the people who would acknowledge the checkbox and then still whine that they had to wait for them to deployà well, they would be complaining about something else anyhowà you cant fix stupid.
|

Discordance Axis
Initium Malum
|
Posted - 2011.07.05 13:18:00 -
[169]
I find it almost impossible to see the icon next to the locked target when using projectiles. Not sure how this works with other weapons but i think this should definitely be looked at.
The models look pretty good on the ship though thats not the most important thing to me.
|

Leocadminone
|
Posted - 2011.07.05 14:08:00 -
[170]
New icons SUCK. Mostly Black on DARK GREY makes them impossible to tell apart and makes them LOOK like crap. They also take FOREVER to load when you're pulling up inventory.
FAIL.
Turrents? Folks actually scroll in WHEN PLAYING THE GAME close enough to see the things, rather than being scrolled out far enough to see what is going on AROUND them? How odd....
IMO this change was a TOTAL waste of time and effort that should have been put into fixing EXISTING issues instead of adding yet MORE visual fluff that does NOTHING to improve gameplay.
YET ANOTHER FAIL.
|

xsnakebytex
Navy of Xoc The Remnant Legion
|
Posted - 2011.07.06 12:24:00 -
[171]
Originally by: Leocadminone New icons SUCK. Mostly Black on DARK GREY makes them impossible to tell apart and makes them LOOK like crap. They also take FOREVER to load when you're pulling up inventory.
FAIL.
Turrents? Folks actually scroll in WHEN PLAYING THE GAME close enough to see the things, rather than being scrolled out far enough to see what is going on AROUND them? How odd....
IMO this change was a TOTAL waste of time and effort that should have been put into fixing EXISTING issues instead of adding yet MORE visual fluff that does NOTHING to improve gameplay.
YET ANOTHER FAIL.
Truth. Now when I look at my items, all I see is black thing, black thing, black thing, black thing, black thing, black thing, black thing, black thing. If I look at it long and hard enough (lol) then I can maybe tell the difference.
Tooooooooooooooo dark.
|

Rytell Tybat
|
Posted - 2011.07.08 10:43:00 -
[172]
New Blaster Turrets = :(
The laser and projectile turrets mostly look great. Put them on a ship and the ship looks like its ready for a fight. But blasters... makes your ship look like its ready for some house chores. No corner of space will go unvacuumed! And if anything is going to recoil, shouldn't it be blasters as opposed to lasers? Maybe some of them do and I'm just not seeing it (?).
Also, as previously mentioned, the icons need revisiting. |

Komen
Gallente The Night Crew
|
Posted - 2011.07.08 12:52:00 -
[173]
I like how on my domi, which has one turret fitted (for telling the drones who to shoot at without resorting to right-clicks) the turret position doesn't match from right to left sides - on the right, it's up high, on the left, it's right at the bottom edge.
The turrets are better than what used to be. The ICONS suck balls. Please to give back picture icons which has can be distinguished easypeasy.
|

Luckytania
Gallente Bullets of Justice
|
Posted - 2011.07.09 00:28:00 -
[174]
Edited by: Luckytania on 09/07/2011 00:35:38
Originally by: akitespero Edited by: akitespero on 22/06/2011 11:58:30 ...
Problem is the icons. First it is quite hard to differentiate one turret from the next, and second they do not match the rest of the icons.
An icon is something that represents and item, it doesn't have to be a miniature hyper-realistic picture. An icon is a simplified representation that allows us to differentiate one item from another. This is an instance where more detail is not better.
Other than that, well done CCP.
This!
This, this, this.
Don't get blinded by "let's make everything, everywhere, pretty". Legibility on a HUD UI is far more important than pretty.
An icon is something that represents the item with the minimal possible amount of perceptual effort/time. It shouldn't be a little picture of the item which must be carefully examined to determine what it is.
An icon should be iconic. |

Ve'aytoy
Tusken Miners
|
Posted - 2011.07.09 02:09:00 -
[175]
Edited by: Ve''aytoy on 09/07/2011 02:12:03 I really love what has been done to the turrets and am anticipating what will happen to missile launchers and all explosions. But I don't like what happened to the strip miners. I was quite fond of the giant red beams of raw power that came out of my mining stripper turrets. Although the "colour the laser to the color of the crystal" idea I quite like. I just am not quite happy with the size of the laser. Feels like my dink shrunk and hid. It's like my Hulk has no balls now lol.
So I'm just asking if the mining strippers are going to stay this way or if you have plans for changing them. I can live with ongoing development. Just don't leave my strippers with no (visual) stripping prowess :(
Also the new turret icons are no longer.... icons. Which has been mentioned above. They are quite difficult to "read"/view/see. Hoping this is a temporary developmental thing :)
-Ve
P.S. Yes we gamers complain a lot because we know you can give us what we want. Whether you want to is a whole 'nother matter lol |

Toovhon
|
Posted - 2011.07.09 22:39:00 -
[176]
Funny how there wasn't a single picture of the new turret ICONS. You obviously knew they were utter crap, yet you pushed them out regardless... |

Tacyon
The Phayder Corporation
|
Posted - 2011.07.10 21:23:00 -
[177]
I just noticed a minor thing .. but I think it might have been a "graphics design shortcut"
When you look at the new animated turret's info screen. The sub-surface reflection .. they flipped it over. It's not a true reflection. On any turret that is asymmetrical or with rotating parts .. you can see in the reflection its not correct "for a reflection" My god .. it's full of stars ! |

Justice Starcatcher
Volatile Nature
|
Posted - 2011.07.11 18:52:00 -
[178]
+1
Originally by: Geksz I have just fitted 425mm ACs on a Fleet stabber and this is what i got: (srsly?)
Have u guys even cheked how these will look like on the actual ships?!?!?!?!?
Love the new guns, but the art group needs to go back to the ship models. Some really silly looking things on the smaller ships. And I miss my top guns on my Taranis. What the... |

ZapStar253
|
Posted - 2011.07.16 22:40:00 -
[179]
Lets see Turret Icon in space is Black Space is black.. Mostly
Get IT?
|

Cornullus Rage
|
Posted - 2011.07.19 02:50:00 -
[180]
I turned turrets off for the first time in 2 years and the icons in space look like dirty play-do. Please fix.
|

Death Stab
|
Posted - 2011.07.20 23:20:00 -
[181]
7 words:
New Turrets - nice New Turrets Icons - CRAP.
Conclusion:
Bring the old icons back.
Thank you
|

Guillame Herschel
Gallente NME1
|
Posted - 2011.07.21 21:31:00 -
[182]
Icons? What icons? If I turn my camera so the sun backlights them, they seem to be little rendered turret models.
icon - noun - a sign or representation that stands for its object by virtue of a resemblance or analogy to it.
Miniature rendered model != icon.
|

Tacyon
The Phayder Corporation
|
Posted - 2011.07.30 06:39:00 -
[183]
*** bump till they notice ***
I agree with retract when entering warp. But then they should stay in retracted mode until such time as I go "WEAPONS HOT" The time it takes to target is enough time to deploy them. The cited reason for "skills and implants making them appear too fast" can't be any worse then the targetting spin speeds from before. The turrets would insta spin to their targets.
You could even do a auto deploy and manual deploy mode.
Auto - they deploy with target init. If your uber skillz are faster then you'd have to wait or use opt#2 manual - "WEAPONS HOT" button (toggled to WEAPONS SAFE)
And honestly, where are you going to have targeting speeds that are so fast that they are faster then a turret deploy graphically speaking? On a small(ish) hull with small(ish) turrets. They SHOULD deploy faster then lets say a BC or BS turrets.
My god .. it's full of stars ! |

Gabriel Karade
Gallente Noir. Noir. Mercenary Group
|
Posted - 2011.07.30 11:17:00 -
[184]
Edited by: Gabriel Karade on 30/07/2011 11:21:54
A question: Was it intentional to change turret SFX at the same time? (yeah I know - "Eve has sound?"). I'm pretty convinced you've now got the wrong effects playing for the wrong turrets e.g. Ion Siege - plays same effect as for drone fire, Large Ion Blasters using the old Dual 250mm Railgun SFX e.t.c e.t.c --------------
Video - 'War-Machine' |
|
|
Pages: 1 2 3 4 5 6 7 :: [one page] |