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

Smoking Blunts
ZC Industries Dark Stripes
545
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Posted - 2013.05.25 08:31:00 -
[271] - Quote
they fixed the camera movement zooming in crap yet? OMG when can i get a pic here
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Alvatore DiMarco
Capricious Endeavours Ltd
140
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Posted - 2013.05.25 10:36:00 -
[272] - Quote
I'm not sure exactly what you're talking about, but the camera no longer pans towards the nearest stargate at the end of a jump if you have your tracking turned off. It also no longer resets the zoom level, returning you to the same zoom you had prior to jumping. The initial animation of zooming out and alining with the gate as well as the actual travel effect, however, remain unchanged. |

Samroski
Games Inc. The Night Crew Alliance
218
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Posted - 2013.05.25 15:25:00 -
[273] - Quote
I've just got on the test server and seen this effect for the first time.
Firstly: it is awesome. Looks great, and gives you a sense of travel between systems. Great work.
Secondly some feedback: The initial alignment of the view as it becomes parallel with the gate seems a bit forced, and takes a fraction of a second longer than it should. Once this alignment is complete, only then does the jump effect start.
Ideal would be that as the view is aligning, the jump effect should begin, sort of sucking you into the gate and beyond.
This would also cut down the slight delay to a desirable/tolerable level. Happiness is a warm gun, mama. |

Lynx Mercury
Foxer Nation
0
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Posted - 2013.05.25 18:38:00 -
[274] - Quote
Can i have an option to keep my neocom open or not (chat, menus, capacitor, etc), i don't like the fact that i can't type for a while when using gates. |

Velarra
225
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Posted - 2013.05.25 22:47:00 -
[275] - Quote
Not sick anymore. The pause before the jump through the tunnel, & lack of camera movement on landing on the other side of any gate jump resolved nausia thank you.
Thank you.
Thank you very much. |

Ordellus
ORI Ground Forces
8
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Posted - 2013.05.26 05:15:00 -
[276] - Quote
New jump effect is great. 
The only thing I perceive as a problem is the ship alignment / camera rotation on jump effect end. It ruins the illusion by reminding you that the ship did not just land at it's location but was instead placed there.....
Problems: 1) The camera rotation at arrival is disorientating, and feels unnatural. Example: I leave alenia through a stargate that is facing west and downward at 120 degrees. Upon jump effect end however my ship is facing north and at a level zero degrees. The camera then proceeds to rotate from it's facing of west/down 120 around the newly loaded ship to point at whatever....
Solutions: 1) If possible align the ship on XYZ axis to have the same direction and angle facing that the camera has upon "arrival". This will further support the illusion. Example: I leave alenia through a stargate that is facing west and downward at 120 degrees. Upon jump effect end however my ship (and camera) is facing west and downward at 120 degrees.
Now I realize that even if the ship/camera could be place at an angle it would probably being to level itself b/c of the lack of motion. However I think this would be less of a jarring experience than the current issue.
In closing, I suggest refining the illusionary system change experience to be as seamless and immersive as possible.
Also - Thank you CCP for taking player suggestions to heart.
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Alvatore DiMarco
Capricious Endeavours Ltd
146
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Posted - 2013.05.26 05:20:00 -
[277] - Quote
Velarra wrote:Not sick anymore. The pause before the jump through the tunnel, & lack of camera movement on landing on the other side of any gate jump resolved nausia thank you.
Thank you.
Thank you very much.
--- Edit:
On the other hand, you're still forcibly panning the camera around before the jump. If zoomed out from the gate, or one's ship, the camera is still being forcibly zoomed in & panned without the player's control, consent / expectation of movement.
A switch / option that would remove or enable all forms of forced camera pans or camera zooms (in or out) , would be good.
That camera panning and zoom is required in order to facilitate the effect correctly.
A simple fix to your "unexpected camera movement" is to simply say "I'm jumping, so the camera's going to move." The solution to your "I didn't consent to the camera moving" is "I consented to jumping, and the effect is part of the jump."
You are not going to try to "I'm getting motion sickness" and "I don't have 200% full control" the devs back into sticking us with that terrible jump transition we currently have on TQ. You absolutely will not do that. |

Andreus Ixiris
Duty.
2708
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Posted - 2013.05.26 09:10:00 -
[278] - Quote
The new jump animation is cool, but as I said in another thread and in a bug report (which was dismissed as "unreproducable" even though I really couldn't have put any more detail into the reproduction steps than I did) there's a disconnect between the audio and the visuals. The traditional stargate "swoosh" sound seems like it's meant to begin playing when you start moving through the jump tunnel, but it actually plays a significant amount of time before that happens. Mane 614
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Jack Ogeko
Republic University Minmatar Republic
14
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Posted - 2013.05.26 12:03:00 -
[279] - Quote
it is very nice graphic animation efect, but please make it optional, make turn on/off with old loading bar option for this, something like station environment |

Peter Tjordenskiold
89
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Posted - 2013.05.26 14:47:00 -
[280] - Quote
It's nice but the camera tracking is disorientating and makes me nausea. |
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Alvatore DiMarco
Capricious Endeavours Ltd
152
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Posted - 2013.05.26 14:54:00 -
[281] - Quote
Jack Ogeko wrote:it is very nice graphic animation efect, but please make it optional, make turn on/off with old loading bar option for this, something like station environment
They've already stated that it's impossible to do that. The new transition is completely integrated and there's no way to go back.
Peter Tjordenskiold wrote:It's nice but the camera tracking is disorienting and makes me nausea.
Use the "C" button and turn off your tracking camera before you enter a jump. |

Jack Ogeko
Republic University Minmatar Republic
14
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Posted - 2013.05.26 20:20:00 -
[282] - Quote
why i not believe you? |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
57
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Posted - 2013.05.27 06:35:00 -
[283] - Quote
If you have the new scanner overlay running when you jump through the gate the black background of the tunnel opening obscures instead of blends with the moving green overlay front. Makes the 2d sprites look really obvious. |

Alvatore DiMarco
Capricious Endeavours Ltd
154
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Posted - 2013.05.27 06:41:00 -
[284] - Quote
Jack Ogeko wrote:why i not believe you?
Well then, don't believe me. Believe CCP PrismX instead.
CCP Prism X wrote:iskflakes wrote:Question number 1: Can I turn this off?
You want to turn off the optimizations?  But to be serious: you can't turn the new seamless jumpgate transition off. It's kind of integrated into the whole experience now like the fade to black + loading bar used to be.  It's not going to take any more time. If you're worried about your platform not handling the effect, it shouldn't be any more of a gfx resource hog than the warp effect. The real worry here is the cleanup procedures which are going to affect you regardless of what's playing on your monitor.
If that's not good enough, then here's a link to the post so you can see it with your very own unbelieving eyes.
https://forums.eveonline.com/default.aspx?g=posts&m=2995561#post2995561
You nonbeliever, you. |

Jack Ogeko
Republic University Minmatar Republic
14
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Posted - 2013.05.27 16:09:00 -
[285] - Quote
it is very big shame, that it is not option, becouse i see now little difference, with tranquility for advantage for old loading bar, and my unbelieving eyes don't like it, even after longer time at test server. |

Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.27 19:15:00 -
[286] - 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. |

Alvatore DiMarco
Capricious Endeavours Ltd
155
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Posted - 2013.05.27 19:40:00 -
[287] - Quote
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. |

Sirran The Lunatic
Gespenster Kompanie Villore Accords
5
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Posted - 2013.05.28 04:57:00 -
[288] - Quote
Atomic Option wrote:If you have the new scanner overlay running when you jump through the gate the black background of the tunnel opening obscures instead of blends with the moving green overlay front. Makes the 2d sprites look really obvious.
This is my only "complaint" about the new transition. It does sorta spoil the effect when the sensor sweeps past the tunnel effect just before you go into it and it looks like a blotchy sprite. |

Alvatore DiMarco
Capricious Endeavours Ltd
157
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Posted - 2013.05.28 05:27:00 -
[289] - Quote
Sirran The Lunatic wrote:Atomic Option wrote:If you have the new scanner overlay running when you jump through the gate the black background of the tunnel opening obscures instead of blends with the moving green overlay front. Makes the 2d sprites look really obvious. This is my only "complaint" about the new transition. It does sorta spoil the effect when the sensor sweeps past the tunnel effect just before you go into it and it looks like a blotchy sprite.
The scanner sweep fades out quickly when you initiate a warp. I've watched it fade out several times, and it seems like that's the exact sort of treatment that jumping needs.
Initiate warp -> scanner fades
Initiate jump -> scanner fades |

Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.28 16:25:00 -
[290] - 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. |
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Alvatore DiMarco
Capricious Endeavours Ltd
163
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Posted - 2013.05.28 17:58:00 -
[291] - Quote
It's not a bug.
To use your own words, yes it is indeed a change to gameplay. You may not think that changing the transition is a gameplay change, but stop and consider what a fundamental and complete change it actually is. They didn't break anything, they didn't change anything, they removed the old transition completely and put in a whole new one. The old transition is gone entirely. History, extinct, no longer part of the client, consigned to the realm of memory. I don't know how else to continue repeating myself creatively.
Oh, I thought of another way: They didn't break anything, they decided to say "It doesn't work that way anymore."
I tested it in my home constellation, where I'm quite familiar with the camera angles upon system entry. Sure enough, putting the camera into those angles I'm familiar with from TQ would require lots of after-jump tracking and moving and swinging around just like what people were complaining about.
Let me say it one more time for you. It's not a bug. It's a feature, and I'm being quite serious when I say that. The camera is working as intended. |

Qual
Cornexant Research Sleeping Dragons
34
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Posted - 2013.05.28 19:47:00 -
[292] - 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. |

Andreus Ixiris
Duty.
2755
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Posted - 2013.05.28 21:28:00 -
[293] - Quote
Qual - I feel your pain. I told them the exact same thing about race-locked content in the avatar creator, and they called it "working as intended," despite the fact that a lot of people were very upset about it. Mane 614
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James Amril-Kesh
4S Corporation RAZOR Alliance
5267
|
Posted - 2013.05.29 11:58:00 -
[294] - Quote
Some of the stargates (for example, the Amarr System stargate, maybe others) are still firing "backwards" from how they do on TQ currently. -áMy (mostly boring) Youtube channel. |

Linus Gengod
Gravit Negotii S2N Citizens
2
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Posted - 2013.05.29 20:34:00 -
[295] - Quote
I posted this feedback in another thread before I saw this one...
basically I think the new transitions are cool at first, but get old very fast. I know you say they can't be disabled, but nothing is impossible. I'm sure it's too late to change for next week's release... but please consider allowing players to turn this off in the future if they wish to do so.
For me it's not about performance, I just find the effect strange and disorienting. If I had my camera set to 1st-person shooter mode, then the effect would be cool. But to be forced into a different camera mode every time you jump systems just seems odd and I don't enjoy it.
My 2 cents... |

Yigal Tzadok
Relentless Terrorism The Syndicate.
19
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Posted - 2013.05.31 12:08:00 -
[296] - Quote
the man above me states the obvious |

Thorian Crystal
Bene Gesserit ChapterHouse Sanctuary Pact
18
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Posted - 2013.06.03 20:18:00 -
[297] - Quote
Yeah, what is this changing of camera angle? I want to keep looking where I am going to, not that the camera swivels back to where I came from every time I jump. |

Alvatore DiMarco
Capricious Endeavours Ltd
224
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Posted - 2013.06.03 20:29:00 -
[298] - Quote
Thorian Crystal wrote:Yeah, what is this changing of camera angle? I want to keep looking where I am going to, not that the camera swivels back to where I came from every time I jump.
Turn off the tracking camera before the outbound stargate activates and you won't have that happening.
You can turn off the camera with "C".
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Katy Ling
Crimnson Concept Flame Flaming Nebula
38
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Posted - 2013.06.14 05:05:00 -
[299] - Quote
CCP Prism X wrote:iskflakes wrote:Question number 1: Can I turn this off?
You want to turn off the optimizations?  But to be serious: you can't turn the new seamless jumpgate transition off. It's kind of integrated into the whole experience now like the fade to black + loading bar used to be. 
why ? do you want to pay for my hospital bill if i have to receive assistance for seizures or worst ? because of the new animation camera snap ?
you see, not everyone react the same way to video games images. some people get dizzy more likely than others. and not everyone gets affected by camera shaking. some people however, will get affected and a perhaps a smaller percentage has the risk of getting seriously affected.
now, you have a good part of you're costumers base telling you that there's an issue with you're fine work, that the camera snap makes them dizzy after a few jumps.
maybe people didn't realised it right away, but like reading on a car, you don't notice you're going to get dizzy until after a wile, you try it. in a similar way, jumping several gates, with a brush camera snap each jump, adds up to some people's discomfort and dizziness.
effects like camera shaking during warp, can be deactivated at players choice.
- why can't the camera snap on jumping gates can be deactivated too ?
so, you would be a lot more appreciated if you would put you're talent working on a solution to mitigate the issue, like an option to turn of camera snap on jumping gates, instead of making jokes back at people complaining to have a health issue, with you're new forced feature ?
thank you for understanding.
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Alvatore DiMarco
Capricious Endeavours Ltd
341
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Posted - 2013.06.14 06:54:00 -
[300] - Quote
Fun Scientific Fact: The jump animation cannot cause seizures. |
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