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Thread Statistics | Show CCP posts - 13 post(s) |

Barron Hammerstrike
RISK Inc.
1
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Posted - 2013.06.05 22:14:00 -
[1] - Quote
Personally I don't see why there was thought to be a need to change the undock and gate jump animations. I was totally cool with the old animations and never felt a lack of immersion. In fact I really liked the beam of light shooting off to the next gate.
To me this new animation is awkward and makes jumping a bit of a headache. I'm actually more inclined to afk auto pilot because I simply don't want to see it every time I jump.
+1 for an option to turn it off.
It's a cool animation, but not a fun one.
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Barron Hammerstrike
RISK Inc.
3
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Posted - 2013.06.10 16:36:00 -
[2] - Quote
CCP Sisyphus wrote:Wading into a can of worms I'm sure, but here goes.
We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.
It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty
I am sorry for those adversely affected,.
Thank you for opening the can of worms (they're high in protein so no worries).
My issues with the jump animation are the following.
I don't suffer from motion sickness, but the forced camera swivel sequence is jarringly sudden and it's all just to watch your ship vanish the way it always has? The user needs to maintain camera control at all times in my opinion. I feel out of the game when loss of control occurs so if there is a solution keeping control of the camera in the users hands should be a part of it. The energy effects before gate firing are cool though. Maybe we can just keep those?
The zoom to warp animation on my machine doesn't look that great and is pretty choppy (I play with low graphics settings for speed though). If we must be forcibly immersed in a jump animation maybe a more simple "stars travelling really fast" animation is better than "dark and cloudy lightening effect" tunnel?
The exit. It's really not that impressive to have you ship just suddenly "deposited somewhere by the gate" exactly the same way it was in previous versions (except with slightly more lag). Personally,after the sequence completes I'm thinking to myself "what was that all about?"
I know the game has to evolve, but I'm really wishing this was one area that was left alone for the time being. Anyhow, that's my feedback, hope it helps. Open Kill Rights and Other Oppportunities
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Barron Hammerstrike
RISK Inc.
6
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Posted - 2013.06.20 03:39:00 -
[3] - Quote
So there were patch updates recently and unfortuantely still no way to turn off the animation. It made me sad. In other news I did 8 jumps this mrning and it was painful, by the time I got to my destination I figured I'd do the 8 jumps back later in the day. A capsuleer can only handle so much
Sudden and forced camera swing (sometimes to the "back" of the gate or is it the front? Who knows?)
Disappearing Ship
Sudden first person tunnel perspective and disorienting animation (why do I literally feel like I'm going "down" a tube when I watch closely)
Choppy reveal of new system (with lowest or pretty low graphical settings)
Awkward and disorienting forced camera swivel to my ship located nowehere near where the exit point should logically be
Then the windshield wiper scan effect and pop up word ballons (which I wasn't interested in looking for, but used to be before the patch)
All of that made getting to a station to sell PI goods pretty exhausting.
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Barron Hammerstrike
RISK Inc.
11
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Posted - 2013.06.24 16:52:00 -
[4] - Quote
Just doing my part to keep the thread alive. It's a real shame that even with the valid criticism provided on Singularity this animation was still introduced without an off option. Personally the only thing I think that really works for it are the neat effects on the gate itself. If CCP had just stopped there and still had the load bar I think all parties would be satisfied.
I'm not in the motion sickness camp, but the animation itself is cumbersome and awkward and those two things are multiplied by each jump. I don't even sit in front of the monitor for anything over 5 jumps as it's just too tiresome to watch. Here's what I've noticed sticks out the most.
The warp in for the long tube or tunnel like gates in Minmatar and Gallente space. When we warp to these gates I assume it is to the entry point of the gate correct? Why then does the camera rotate 180 degrees to the back of the gate? That right there is incredibly jarring.
Second the first person view. Suddenly our ship is gone. Ugh! why? The ships are why we play this game in first place. Then the tunnel animation. Have you really watched this thing (those of us who can)? I get absolutely no sense of forward motion from watching this. Instead I get a sense that I am looking and moving down something which of course conflicts with the obvious fact that I am looking forward.
An option to turn it off would be great, but if that can't be implemented a reworking is definitely in order. One which includes not removing the ship from view and not removing camera control. Here's the real kicker though. If the desire was to improve the immersion when jumping then the entire jump process from warping to the gate to exiting from the gate should be overhauled. Ships should warp in (or approach) the actual gate entrance not vanishing at some arbitrary distance from the gate. Then a simple but effective transition should play. Then exit at the actual gate exit of the arrival gate factoring for collision with whatever ships were in the exit area. When gates have heavy traffic the ships should all be properly aligned and not oriented in a mixed up assortment of directions. Just my two isk.
I'm curious to see what the fix is for this. There is a no old system-á |

Barron Hammerstrike
RISK Inc.
15
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Posted - 2013.06.24 19:02:00 -
[5] - Quote
If there was ever a candidate for a "So and so reacts to such and such" meme using that 2000 and something ****** movie clip from a few years back this is it. there is no old system anymore |

Barron Hammerstrike
RISK Inc.
16
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Posted - 2013.06.24 19:21:00 -
[6] - Quote
Sal Landry wrote: technological progress..
I wouldn't describe a loading animation that is still choppy on a high end computer "Technological progress"-- just saying.
there is no old system anymore |

Barron Hammerstrike
RISK Inc.
28
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Posted - 2013.06.27 20:18:00 -
[7] - Quote
I'm all for a more immersive experience, but things like that take time and can't be rushed and I think this feature was definitely rushed. Just because the means exist to implement something doesn't always mean it should be.
If gate jumping is going to be beefed up it really needs a full overhaul not just an animation replacing the loading bar. I've been thinking about the issue a lot lately and I've realized the following as the biggest issues both for developers (possibly) and players. They are the following (and nothing that hasn't already been stated):
Removing the ship. We simply can't have this with the new system. It worked with the old system because the process was remove ship, show load bar, place ship. Now it's remove ship, simulate sense of acceleration, place ship. In actuality it looks as if we are warping to our ship. Whatever the solution is it must keep the ship visible. That's why no one complains about the tunnel. One it works and two the ship is there and we know it (the ship) is what's moving. The ship is moving. Not me.
However, on the developer end removing the ship may need to be a necessity in order for the animation to work in it's current state. To keep the ship visible and have it fly through one of the tube shaped gates would be a real chore to make work properly without gross clipping related glitches I would assume. Not to mention that when our ships approach any gate it is usually at angles that are not always aligned at 90 degrees towards the gate entrance.
I think a decent compromise would be along the lines of the following:
Ship approaches the gate (but it must be in exact 90 degree alignment with the gate entry zone i.e. within the "posts" of the gate). Camera locks behind the ship (maybe we can retain zoom, but loose rotation?), Gate begins particle effects, Space rift opens, we watch the Ship accelerate through the gate/warp tunnel, background transitions, we watch the ship slow to a halt and cloak. When watching other players warp we would still see their ships vanish and the light beam fire from the gate as usual.
I imagine that in order for this to work all tube or tunnel type gates would have to be done away with as having the camera physically follow the ship through the gate would not be worth the effort involved to make it work properly. At the very least something like this would completely remove the awful sudden and forced camera rotations.
Thanks to Sisyphus for his involvement in this thread and I hope there's an elegant solution to this issue. Also an off switch isn't really a cop out, unless that's how you choose to view it. there is no old system anymore |

Barron Hammerstrike
RISK Inc.
30
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Posted - 2013.06.29 02:52:00 -
[8] - Quote
Ace Uoweme wrote:(losing the horizon is how John-John [JFK's son] crashed his private jet and died)
I thought it was the Illuminati. Not to derail the thread,but it's crazy to think who would be the US president right now had he lived. Like my shiny tinfoil hat? Now-- as you were. there is no old system anymore |

Barron Hammerstrike
RISK Inc.
31
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Posted - 2013.07.08 16:06:00 -
[9] - Quote
20 Jumps the other day-- AFK'd until I got to the lowsec gate, then I had no choice but to watch the warp to ship animation, but at least it was only like 5-6 jumps. I don't move between systems much these days. Still paying and playing though.
Here's a very valid question however, why are we forced into a first person view at all? It's so contrary to everything in the game. Even player death is a third person view and according to the lore or whatever, we view our ships from the third person due to tiny cameras that orbit the vessel. So according to the story warping shouldn't be any different. Just saying.
CCP I love your game, but the animation sucks!! I know the 2012/2013 players who you intended to reach love it, but we the paying and established account holders clearly beg to differ. there is no old system anymore |

Barron Hammerstrike
RISK Inc.
31
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Posted - 2013.07.11 17:19:00 -
[10] - Quote
Siresa Talesi wrote:The EVE launcher currently has a link in the lower left corner for an Odyssey player feedback survey. I suggest that everyone dissatisfied with the jumpgate animation (or any other new feature) take the time to fill it out.
The survey is actually very thourough in covering all aspects of the expansion, and it is very easy to indicate which details you like and dislike.
I didn't see anything in the survey allowing for comments on the animation or overall feelings about gameplay for that matter. maybe I missed it? The questions were mainly targeted towards style of play and background demographics I believe. Still-- it was worthwhile filling out. there is no old system anymore |
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Barron Hammerstrike
RISK Inc.
38
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Posted - 2013.09.03 20:10:00 -
[11] - Quote
I have noticed that the animation has been smoothed out, but it is still a chore to watch. I totally walk away from the game for anything over 5 jumps. Before the animation was introduced I would actually sit through a higher number of jumps either manually or on auto and enjoyed it a little as I would fit a couple of salvage mods on my ship and salvage wrecks I saw at the gates. I no longer do this because I'm more concerned with getting to my destination "faster" so I can get the animations over with. there is no old system anymore |
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