
Naren Vintas
Space Busters
3
|
Posted - 2013.05.16 22:07:00 -
[1] - Quote
Machine Info and Settings
OS version: Windows 7 CPU: AMD Phenom II X2 550 (3.10 GHz) GPU: ATI Radeon 6800 series RAM: 4 GB How many clients were you running at the same time? - One Graphic setting of the client (low / medium / high): - Anti-Aliasing: High - Shader Quality: High - Texture Quality: High - LOD Quality: High
User Experience
I'll be honest with you and say that I didn't record any numbers on FPS. It was mostly Playable. However, I am such a person for whom 'playable' is anything above 8 FPS, whereas I know people who scream 'unplayable!!!' when their framerate drops below 30 FPS...
Average FPS during the fight at the gate in 6E-578, zoomed out (brackets / no brackets): N/A - Playable Average FPS - Zoomed in (brackets / no brackets): N/A - Playable Memory usage of the client (if checked): Not Checked Was client performance better or worse compared to your TQ experience with the same settings and fleet size? - No previous experience on TQ on that scale.
Did you experience any disconnects or crashes? Not during the Mass Test itself. However, the new undock button caused crashes before the Mass Test.
Describe your experience, make comments, suggestions, etc.:
Primo: Jump Effect The new Jump Effects is nice, but I can't stress it enough: For the love of all that is precious to you, don't fade the UI for it. Even when changing systems in low population systems, the time without UI is more than irritating. On the Mass Test, however, the 'cutscene' of the jump sequence could go up to as long as several seconds due to waiting for my turn to be moved. Any time without UI is immobilizing and infuriating. The more, the worse. Perfect would be no fading UI at all. (We don't have UI faded during normal warp, so why should it fade away during jump sequence? It's no less ordinary than warp).
The jump sequence with capitals, however, is a bit weirder. Your ship jumps way before the view does. I suppose that is the camera drone following the ship into warp, however it looks a bit... weird. If you could perhaps sync the jump drive effect with the new 'system transition' effect, or further underline that it is camera drone warping, would be more ideal.
Secundo: The being-podded cutscene I grant you that: Good job. I actually like it. Or rather, the first part, where your screen goes white. The zoom onto your corpse, however, is not as interesting (that is a personal opinion), and lasts way too long. Just way too long.
In my opinion: Make the 'going white' fade filter last about a second or one and half longer. It actually gives you more feel of you dying, than watching your dead corpse. However, drastically reduce the amount of time we have to spend looking at our corpse.
If you do need us to watch the corpse, however, perhaps you could add a grain filter, to indicate that the camera drone will soon offline.
Tertio: HUD Notifications I have noticed that you have added more notifications onto area right above the main HUD. However, barely, and only once. When issuing commands to the ship, it is extremely easy to dismiss the 'action info' (like Shields Down (or something, I only got the glimpse of it with a corner of my eye, nothing more)) without really seeing it.
You said you wanted to make the HUD bit more like seen on the Origins trailer. If you did that, I am sorry to say that I have simply not seen it.
Quatro: Ejecting (to) Pod I like the new HUD 'notification' upon leaving the ship and transiting into direct pod control. However, I find that lacking that we don't get that for boarding the ships in space. Since I was doing a lot of PoS testing, I was actually boarding a lot of ships in mid-space. It felt lacking not to get the same fancy effect when I was boarding them as when I was getting into Pod.
I believe it to be all that I can think of at this very moment. |