|
Author |
Thread Statistics | Show CCP posts - 53 post(s) |
|

CCP Prime
C C P C C P Alliance
36

|
Posted - 2013.05.29 14:16:00 -
[1] - Quote
So for the scattering mechanism we've reduced the speed that the cans eject out at. It'll make chasing them almost unneeded. Crimewatch will now apply to the cans like as with any other loot. The mini container names will actually hint at what you can get from them (currently on SiSi it is a completely random association.) This will help deciding on what loot you are actually going for.
Also, a few bugs, like the one when the bracket disappears for a container that had started to blink, has been fixed.
We want to iterate on tying hacking success to the scattering, and hopefully we'll be able to do so in a point release. Programmer Team Prototyping Rocks |
|
|

CCP Prime
C C P C C P Alliance
37

|
Posted - 2013.05.29 15:44:00 -
[2] - Quote
Sheena Tzash wrote:CCP Prime wrote:So for the scattering mechanism we've reduced the speed that the cans eject out at. It'll make chasing them almost unneeded. Crimewatch will now apply to the cans like as with any other loot. The mini container names will actually hint at what you can get from them (currently on SiSi it is a completely random association.) This will help deciding on what loot you are actually going for.
Also, a few bugs, like the one when the bracket disappears for a container that had started to blink, has been fixed.
We want to iterate on tying hacking success to the scattering, and hopefully we'll be able to do so in a point release. 1) If the speed is much slower now is it actually possible to get 100% of the ejected loot? 2) If the cans are now named will they show on the overview or will you have to spend time mousing over each can to find out whats in it before you click it?
1) No. By design a one player is never meant to be able to catch all cans. Hence the constant take time and the expiring of stuff. 2) They still will not show on the overview. We want players to actually use our space view. It is a challenge in 3D based decision making and for CCP it is a challenge to improve whatever needs improving when you have to deal with things directly in space. Programmer Team Prototyping Rocks |
|
|

CCP Prime
C C P C C P Alliance
37

|
Posted - 2013.05.29 16:05:00 -
[3] - Quote
Quote:Maybe we need "sticky mice". That is the pointer starts following things I set it on. Sort of like sticky aiming in Dust.
Indeed, we've already (not out on SiSi though) changed it so that the command to take happens when the mouse button goes down as opposed to up.
If we get to iterate, ideas like a magnetic mouse, bracket selection prediction etc are on the table because they would improve the eve experience not only for this feature, but for the game in general.
Programmer Team Prototyping Rocks |
|
|

CCP Prime
C C P C C P Alliance
38

|
Posted - 2013.05.29 16:40:00 -
[4] - Quote
Panhead4411 wrote:CCP Bayesian wrote:For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?
So far I've collated: -feel good list You missed the: -Uberstacked objects causing MASSIVE graphics overheating issues among other things (frame rate drops ect)
Yeah, that was an unfortunate consequence of having to redo 200+ dungeons and not being able to finish all that massive work before it hit SiSi. Of course that will not be apparent on SiSi. Programmer Team Prototyping Rocks |
|
|

CCP Prime
C C P C C P Alliance
39

|
Posted - 2013.05.29 17:12:00 -
[5] - Quote
Nicola Arman wrote: wrote:When attempting to tractor in the mini-cans its very difficult to know when your ship is ready to tractor in a new can and if your too eager (because why wouldn't you be, your hard earned loot is about to despawn) to click a new can the system seems to "lock up" for want of a better phrase and won't do anything for a few precious seconds. The cans turn green when they are clickable and in range. They turn yellow when the item is "busy". No color when out of range. When your hack is successful and the cans spew, take a moment to hover over them and decide which ones you want first over others (eg. avoiding scrap). They move much slower now and there is also an audio queue after you loot a can. Correct me if I'm wrong.
Green = In range and you can take one Yellow = In range but you are currently busy taking a can so you'll have to wait until they turn green White = If the bracket is BIG and your tractor beam effect is connected, it is the can you are currently taking. Otherwise, it is a can that is out of range and you can gauge the distance by the opacity of the bracket.
The small cans are already differently shaped, but I'll admit, they are small! It's an ongoing challenge to decide how far we can go with brackets while staying within the UI design rules for brackets. (And if we have to expand upon those). Programmer Team Prototyping Rocks |
|
|

CCP Prime
C C P C C P Alliance
40

|
Posted - 2013.05.30 21:58:00 -
[6] - Quote
Tim Ryder wrote:CCP Bayesian wrote:Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things. The single most important thing then - beyond anything else - is contrast. If you can, make them react to their background in some way so they're always clearly distinguished. That'd help everyone. After that, size is important. Trying to have them roughly the size of things on the overview would help a lot.
Thanks for that constructive feedback. I really want to improve on the brackets so they are usable for all. This kind of feedback helps to make that case. Programmer Team Prototyping Rocks |
|
|
|
|