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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Mr Kronos
Gears of Construction Gears Confederation
2
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Posted - 2013.04.28 16:24:00 -
[61] - Quote
I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences? |
J3ssica Alba
Federal Navy Academy Gallente Federation
671
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Posted - 2013.04.28 17:04:00 -
[62] - Quote
Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences?
just admit it you want to see your naked char stepping into goo This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3306
|
Posted - 2013.04.28 17:05:00 -
[63] - Quote
J3ssica Alba wrote:Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences? just admit it you want to see your naked char stepping out of the goo
FTFY
Day 0 advice for new players: Day 0 Advice for New Players |
Beekeeper Bob
Beekeepers Anonymous
605
|
Posted - 2013.04.28 17:08:00 -
[64] - Quote
KuroVolt wrote:Karsa Egivand wrote:
I still wouldn't commit devtime for this over other stuff...
Jumping through stargates and docking/undocking are one of the most common things done in EVE that -EVERYONE- does [okay, barring the W-space guys, but even they have to go to K-space at some point] Id say making the most common things in EVE more immersive is a great way to spend Devtime.
Yes, the game certainly needs more useless visual crap adding even more lag to the game....
The single biggest danger to EVE is the proliferation of ALTS! Kill an alt today!
Petition for a Minimum bounty of 10 mil. Prevent useless bounties!
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Warpshade
Warped Industries
53
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Posted - 2013.04.28 17:09:00 -
[65] - Quote
I really don't see much of an issue, if CCP adds new animations for things such as undocking/redocking; and the animation is longer than a load timer, they need to impliment an option to have them or not in the options menu, rather than oturight forcing them on folk. It should just be a simple case of "load time transitions" tick or untick. |
J3ssica Alba
Federal Navy Academy Gallente Federation
671
|
Posted - 2013.04.28 17:16:00 -
[66] - Quote
Beekeeper Bob wrote:KuroVolt wrote:Karsa Egivand wrote:
I still wouldn't commit devtime for this over other stuff...
Jumping through stargates and docking/undocking are one of the most common things done in EVE that -EVERYONE- does [okay, barring the W-space guys, but even they have to go to K-space at some point] Id say making the most common things in EVE more immersive is a great way to spend Devtime. Yes, the game certainly needs more useless visual crap adding even more lag to the game....
an undocking/docking animation would be client side so wouldn't have any effect on lag. Now if your machine sucks so much that loading a simple animation makes it chug along .. well then buy a better one This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Onyx Nyx
Euphoria Released Verge of Collapse
351
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Posted - 2013.04.28 18:41:00 -
[67] - Quote
I think the light effect is a good start, but I would like to see station hangar doors open slowly and see the ships engine glow with the light of thousands of suns and then begin to move slowly at first and then faster.
Something like this appearing on the screen would be nice too: http://www.youtube.com/watch?v=iU77vbZ9lrQ I kill kittens, and puppies and bunnies. I maim toddlers and teens and then more. |
Kamorain Dinard
Center for Advanced Studies Gallente Federation
0
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Posted - 2013.04.28 19:09:00 -
[68] - Quote
I'd say an animation of the ship starting to fly down a tunnel in station and then the screen switching to it coming out of the station in space would be cool. This could just show it starting to leave the hanger and then coming out of the station in space so that the animation doesn't take long and make undocking take much longer than now.
Having it fully animated from leaving the hanger to arriving in space would mean that undocking would take an annoyingly long time. It would also mean that the internal structure of stations would have to be planned out since you'd see your ship flying around in it which I can't imagine being done that well. |
Solstice Project
Sebiestor Tribe Minmatar Republic
3324
|
Posted - 2013.04.28 19:19:00 -
[69] - Quote
What's wrong with simply having the camera behind the ship and having it move out of the stations undock area, like it actually makes sense ?
And then, just before the undock is complete, the camera smoothly moves into the position where it should be, rotating accordingly.
The Boundless Creations station in hek has this long tunnel ... (which looks a bit small, but that can be fixed) ... Jita 4-4 has this huge hole where they all undock ... ... amarrian stations have this hole facing downwards ... ... and most stations are clones of these anyway, so ...
... that would work. |
Solhild
Republic Military School Minmatar Republic
977
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Posted - 2013.04.28 19:42:00 -
[70] - Quote
I'd like docking/un-docking to be as quick as possible with an appropriate animation while it's happening please. |
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Solhild
Republic Military School Minmatar Republic
977
|
Posted - 2013.04.28 19:44:00 -
[71] - Quote
Solstice Project wrote:What's wrong with simply having the camera behind the ship and having it move out of the stations undock area, like it actually makes sense ?
And then, just before the undock is complete, the camera smoothly moves into the position where it should be, rotating accordingly.
The Boundless Creations station in hek has this long tunnel ... (which looks a bit small, but that can be fixed) ... Jita 4-4 has this huge hole where they all undock ... ... amarrian stations have this hole facing downwards ... ... and most stations are clones of these anyway, so ...
... that would work.
..like in the Origins trailer? |
Billatron
Black Watch Guard Amarr 7th Fleet
2
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Posted - 2013.04.28 19:54:00 -
[72] - Quote
I would love to undock and fly past other players ships also docking/undocking. This would be incredible and for me would increase immersion 10 fold.
A simple toggle option in setting would work for "Fastest undock" or a double click of the undock button would be fast undock and single click would be fancy undock. when friends are dying nobody wants to be waiting extra time. Docking/undocking can often take awhile as is so i dont think much is lost by having the default be an awesome animation. them new players CCP are always trying to get would love it.
Kill all loding bars! |
Miilla
Hulkageddon Orphanage
484
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Posted - 2013.04.28 19:54:00 -
[73] - Quote
Might be nice the first time, but given that most pvpers dock and undock maybe 100 times per fight, it would get tiring fast. |
Solstice Project
Sebiestor Tribe Minmatar Republic
3326
|
Posted - 2013.04.28 20:51:00 -
[74] - Quote
Solhild wrote:Solstice Project wrote:What's wrong with simply having the camera behind the ship and having it move out of the stations undock area, like it actually makes sense ?
And then, just before the undock is complete, the camera smoothly moves into the position where it should be, rotating accordingly.
The Boundless Creations station in hek has this long tunnel ... (which looks a bit small, but that can be fixed) ... Jita 4-4 has this huge hole where they all undock ... ... amarrian stations have this hole facing downwards ... ... and most stations are clones of these anyway, so ...
... that would work. ..like in the Origins trailer? I have no idea. What's that ? Personally, i thought of Clear Skies (movie). In part one or two (forgot), one can see Clear Skies (ship) moving through the Boundless Creations Stations tunnel, in Hek, during undock.
Mind you ... it was from the *inside* of the ship. |
Solstice Project
Sebiestor Tribe Minmatar Republic
3326
|
Posted - 2013.04.28 20:52:00 -
[75] - Quote
Miilla wrote:Might be nice the first time, but given that most pvpers dock and undock maybe 100 times per fight, it would get tiring fast. Which is exactly the same with the loading bars. So besides it still being boring, the animation would still be better than the loading bar. |
Fractal Muse
Sebiestor Tribe Minmatar Republic
268
|
Posted - 2013.04.28 20:56:00 -
[76] - Quote
I'd probably think it was cool the first time. Interesting the second time. And, after that, try to turn it off.
Unless I could take control of my ship and engage other ships INSIDE the station.. now that would be awesome.
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Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
10741
|
Posted - 2013.04.28 20:58:00 -
[77] - Quote
Ok.... the ship gets loaded into a giant slingshot.... "Little ginger moron" ~David Hasselhoff-á |
J3ssica Alba
Federal Navy Academy Gallente Federation
682
|
Posted - 2013.04.28 21:06:00 -
[78] - Quote
Miilla wrote:Might be nice the first time, but given that most pvpers dock and undock maybe 100 times per fight, it would get tiring fast.
pvper tears, best tears .. bring on the animations! This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Lucy Sazas
Imperial Academy Amarr Empire
0
|
Posted - 2013.04.28 21:23:00 -
[79] - Quote
Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now. |
Lenore Leelu
Obsidian Dynamics
14
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Posted - 2013.04.29 03:02:00 -
[80] - Quote
J3ssica Alba wrote:Mr Kronos wrote:I know *no-one* (cough), uses the CQ, but the exit and entering pod sequences? just admit it you want to see your naked char stepping into goo
As a consenting adult, I consent to seeing Lenore take her gear off, and jump into the goo! |
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Gorgoth24
Sickology
3
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Posted - 2013.04.29 03:47:00 -
[81] - Quote
+1
Where the stargate graphic improves immersion by removing an in-between system loading bar, removing the undocking loading bar in favor of a simple animation would drastically improve immersion imo.
Not to mention I always thought the camera should be facing out towards the universe you're about to explore and not back at the dingy station you're leaving. |
Makoto Priano
Priano Trans-Stellar State Services
325
|
Posted - 2013.04.29 04:10:00 -
[82] - Quote
Agreed. Focusing back on the bay shows the ship blinking into existence, and the low-poly hangar interior.
An easy transition would be to follow the ship flying toward the station traffic, a fade transition of some sort, and then showing the ship flying out of the station -- from behind the ship, showing what's forward.
Depending on length of transition, merging with station traffic... |
Ranger 1
Ranger Corp
4081
|
Posted - 2013.04.29 04:22:00 -
[83] - Quote
I agree.
Optional is preferred, especially if a sequence longer than a normal undock is considered.
If they need it to keep it no longer than the sequence normally takes then I think it would suffice if your camera view shifted to be opposite the opening where the ship traffic in the back ground will be visible... the engines flare to life and the ship begins to move forward slightly while swinging it's nose towards that opening as it gains speed... then fade to a view from behind the ship as it exits the station.
Perhaps this could include a slightly longer sequence at the end with your ship traveling towards the main hanger opening with space in front of you. In this way you could possibly see the other ships around you that are just about to exit into space for a few moments until you exit... instead of how it currently is where your ship appears after it has already exited. This would provide a more realistic change from station environment into a space environment.
While it would be very, very cool to see your pod dock with it if you had CQ turned on as part of the sequence, and it would be nice to see the ship move all the way to the station exit under any circumstances, this would take too long and only the most die hard RPers would leave it turned on for any length of time. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Ranger 1
Ranger Corp
4081
|
Posted - 2013.04.29 04:27:00 -
[84] - Quote
Eugene Kerner wrote:It has to be optional. SOmetimes whole fleets need to undock on short notice and jump to an open cyno. If eve freezes on some clients because of the animation (not everybody plays on high end equipment) whole ops were in danger. There would be a lot of petitions.... Well, the new jump gate animations actually allowed some streamlining that actually reduce load. Hopefully the same could be done with this. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Hazzard
Imperial Guardians Tribal Band
38
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Posted - 2013.04.29 04:29:00 -
[85] - Quote
I would love a more realistic docking, even if it did mean waiting longer to dock. (yes undocking too)
As previously mentioned I would also love it if you had to approach a hangar instead of just any direction on the station. So if you warp in behind the station you need to go around to dock.
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Dersen Lowery
Laurentson INC StructureDamage
485
|
Posted - 2013.04.29 04:52:00 -
[86] - Quote
For now I don't mind that the animation is only as long as necessary to cover the transition. It's still immersion-shattering to have your ship go from a huge dock deep in a station to outside the station in a few seconds, but the alternative, verisimilitude, would be a huge drag, because the game automatically puts you either deep in a station dock, or in your clothes in your CQ.
If CCP wants to make the process both cool and flexible, they should flesh out stations. Imagine docking, and winding up in a gigantic hangar with a lot of other ships. This is the outer dock: Very fast indeed, but with lighter services (basically, reps and cap as if by a logistics ship) at fees that are set by the owning corp (with variables for standing, etc.), and there's nowhere to hide. Assuming that stations are headed the way of outposts, the outer dock would be destructible; once destroyed, piloted ships would be dropped into space after taking damage, and unpiloted ships would be subject to the whims of the loot fairy. You could get out of your pod, but the process would be slow and you'd be dropped into a public area, so still, nowhere to hide. You could walk to the elevators and take one up to your CQ/corp offices.
Now, imagine a standard dock: A corp-settable docking fee. Better repair services (the fees for which, again, go to the owning corp), harder to destroy, much faster egress into and out of your pod because you're docked right about where the captains' quarters are, and you land in your CQ; but it takes longer to get in and longer to get out.
Last, storage: The cheapest option by far. Excellent services. You can choose the option of docking in the public outer dock and having your ship towed to storage, or docking in the standard dock and having it towed to storage (faster). Stored ships would be as safe as the game allows, at the cost of taking a long time to pull out of storage, re-crew, and launch, but at least a simple message would allow the process to begin remotely, from essentially anywhere--for a fee, of course.
This sort of tiered system would not only allow for a number of different station customization options, new PVP options and the possibility of player corps profiting from a high-traffic station, it would also introduce terrain to the game, in the form of time. There would be advantages and disadvantages to each option. It would also introduce verisimilitude, which is never a bad thing, but it would do so in the context of deepening game play.
Sure, the current system is nice. It's also shallow and silly, and it doesn't hold up well given the incredible depth of complexity of the rest of the game, and the faithfulness of the rendering otherwise. It would be also nice to be able to teleport to Jita, right? That doesn't mean it's better for the game.
Proud founder and member of the Belligerent Desirables. |
Velicitia
Nex Exercitus
1439
|
Posted - 2013.05.01 02:26:00 -
[87] - Quote
Lucy Sazas wrote:Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now.
this would actually make a lot of sense ... kinda like in the new trailer, yeah? One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
172
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Posted - 2013.05.01 02:53:00 -
[88] - Quote
Velicitia wrote:Lucy Sazas wrote:Instead of showing how the ship move through the station towards the undock you could show how the pilot synchronizes with the systems of the ship. Some kind of blurry warp-like psychodelic effect. And at the end the effect smoothly vanishes, the UI pops up one element after the other, vision clears and you find yourself in front of the undock just like now. this would actually make a lot of sense ... kinda like in the new trailer, yeah? I second this idea. |
Merouk Baas
629
|
Posted - 2013.05.01 03:03:00 -
[89] - Quote
Options:
1. We're spinning ships in-station, but the ship is immobile with regards to the station. No reason why the ship should just float in its docking bay; anchor it with a locking mechanism, and have tubes and crap protruding from it, one tube which can be used by the pod to enter the ship.
You can then have 2 animations:
- one for undocking - release clamps, ship accelerates out of the station via a corridor. - one for switching active ships in-station - robotic arm picks up the current ship and parks it away and the new active ship is brought in and locked into the tubes and clamps.
2. According to the lore, the black screen we see is because the external cameras the ship launches aren't connected to our minds so we can't see anything yet. So, for the undock animation, black screen, some sort animated fitting screen showing status A-OK, requesting undock permission, loading external ship traffic data into cranial interface, connecting to external cameras, and voila. Aura voice narrating the whole thing.
3. When clicking the undock button >>>, it explodes into 15 pieces, some yellow some black, and you have to click on 5 yellow and 3 black pieces before they fade, to undock. Yes. Exactly.
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Ryuu Shi
School of Applied Knowledge Caldari State
35
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Posted - 2013.05.01 03:31:00 -
[90] - Quote
There should be two types of undocking animations. One for WiS and the other when you're in 'ship spinning' mode .How i think it should be:
WiS mode:
When you hit the undock it should look borrow some ideas off Mechwarrior Online Power up sequence showing here:Mech Power up. The idea is while you're sitting in your pod the avatar is linking up to whatever devices CCP wants through in there and at the same time AURA is speaking to you current system etc etc. The example from MWO only takes 10 seconds.
Ship Spin mode:
We can see the ship has been 'hard docked' into the station via clamps linked to the bottom of the ship so it looks like it is 'resting' on some type of plant form. We hit the undock button and lights go off, clamps starts to throw off some smoke animations while unclamping itself off the ship, engines start to power up and finally the ship starts to move slowly to the entrance. It fades from there and loads to the outside. It should only take 10 seconds as well. Ganking miners has gone too far. Ganking is wrong, and bad. There should be a new, stronger word for Ganking like badwrong or badong. Yes, Ganking is badong. From this moment, I will stand for the opposite of Ganking, gnodab. - Said no-one, ever. |
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