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Author |
Thread Statistics | Show CCP posts - 7 post(s) |

Qual
Cornexant Research Sleeping Dragons
23
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Posted - 2013.05.11 20:54:00 -
[1] - Quote
Ok, first off I like the idea, but current implementation have a few issues:
1) Dont hide chat etc. Its annoying. 2) Make it a cinematic cut like you see in games like x-com. Drop the camera transition, and just cut to the angle behind the gate, and cut back to original angle/zoom when transition is done. This will actually be less confusing/sickness enducing for the player than the current fluid transition.
Keep up the nice work. |

Qual
Cornexant Research Sleeping Dragons
29
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Posted - 2013.05.16 21:02:00 -
[2] - Quote
Please dont touch my camera angle nor zoom level.
If you insist on the swivel transition instead of a much cleaner direct cut scene version of the jump animation, at least reset my camera when the transition is done with a direct cut. (Or swivel back if you REALLY have to. Urgh.)
I always travel zoomed out. TBH honest I always play zoomed out. Having to zoom out after each jump is beyond annoying.
Pretty please. (As a bonus you will avoid getting threadnaughted by your players after the patch. Yes, it is THAT annoying...) |

Qual
Cornexant Research Sleeping Dragons
30
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Posted - 2013.05.18 20:14:00 -
[3] - Quote
Are you listening CCP?
- Dont change camera angle from jump start to jump end. (You can animate in between but you need to end at the same angle.)
- Dont change zoom level from jump start to jump end.
- Dont hide chat windows.
All these things work in the current EVE client, and their absence are to be considered bugs in the test build. Fail to fix these and you WILL have an issue on launch day. |

Qual
Cornexant Research Sleeping Dragons
32
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Posted - 2013.05.21 20:48:00 -
[4] - Quote
CCP karkur wrote:Just FYI, we have just changed it so the UI does not fade out anymore when you jump. We might still do a little bit of fade out magic on the overview, but haven't made those changes yet.
One Down, Two To Go. 
GÇóDont change camera angle from jump start to jump end. (You can animate in between but you need to end at the same angle.) GÇóDont change zoom level from jump start to jump end.
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Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.23 21:54:00 -
[5] - Quote
Ok, just came off the test server.
Two Down, One To Go:
GÇóDont change camera angle from jump start to jump end. (You can animate in between but you need to end at the same angle.) |

Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.27 19:15:00 -
[6] - Quote
Camera not going back to its original position after jump is still an issue.
You have fixed UI fade and zoom, but that last one is important to. If it is be course you dont understand what I mean here is the reproduction steps.
1) Disable Tracking Camera. 2) Position camera above you ship looking down on it. 3) Jump though a gate and wait for animation to finish. 4) Notice how camera zoom level has been retained but you are now looking at the ship from the side and not the top.
If you repeat the test on the current TQ build you will see the correct behavior: The camera will stay above the ship looking down.
Please fix this. |

Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.28 16:25:00 -
[7] - Quote
Alvatore DiMarco wrote:Qual wrote:Camera not going back to its original position after jump is still an issue.
You have fixed UI fade and zoom, but that last one is important to. If it is be course you dont understand what I mean here is the reproduction steps.
1) Disable Tracking Camera. 2) Position camera above you ship looking down on it. 3) Jump though a gate and wait for animation to finish. 4) Notice how camera zoom level has been retained but you are now looking at the ship from the side and not the top.
If you repeat the test on the current TQ build you will see the correct behavior: The camera will stay above the ship looking down.
Please fix this.
Edit: I put in a bug report... It's not a bug. The camera moves to aim toward where the stargate goes. When the jump finishes, that's where the camera stays. It doesn't swing around or look anywhere else once the jump is finished. In order to do what you want, the whole effect would have to be changed or the camera would have to swing around after the jump - which is exactly what everyone complained about.
It IS a bug. Compare it with how it currently works on TQ. They have changed the transition, but in doing that they have broken how the camera works when changing systems. Two different things. As the change is related to transition, not a change to gameplay, this is a bug unless they want to introduce a gameplay change. Apples/oranges. I dont care how they handle the transition. They can cut/swing/fade or have dancing squirrels for all I care. What I do care about is that when they are done, they put me back where I was camara wise, just like they do now. Not doing so is a change of gameplay mechanics. |

Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.28 19:47:00 -
[8] - Quote
At least try to read past the first sentence before replying.
They changed THE TRANSITION.
I am fine with that. No issue there.
In that change they also changed something NOT related to system transition. My camera angle. I have ONE prefered camera setup: Top down, zoomed out.
If the new transition broke nothing I would not have an issue. BUT IT DID! I dont know how I can be more clear.
They took away the freedom to chose a permanet optimal camera angle becourse they did not want to fix their transition animation... Well, ok they did fix one issue (overly swirly camrera), but created another, thus did not really fix it.
But, hey, the forums will get the message through on patch day. Count on it.
The reply to my bug report confirms your explanation though; that they see it as "working as intended" due to the changes made with the new transition. So they agree with you it is not a bug.
It is though. A very annoying one at thet. |
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