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

Xilium
Raytheon Systems
0
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Posted - 2013.06.26 18:22:00 -
[841] - Quote
Its laggy and worst than older. I think CCP must rework on it.  |

Langbaobao
Tr0pa de elite. Pandemic Legion
25
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Posted - 2013.06.26 18:30:00 -
[842] - Quote
Well, I will not say that the new animation doesn't look nice from the esthetical standpoint, at least for the first 5 times you use it. After that it's just meh. However the first thing that I noticed when I tried it out was: 'wait, wtf I can't see who else on the gate is jumping together with me into the next system'. This was such an integral part of my spatial awareness habit that I felt extremely disoriented the first time. Got used to it, but still miss the intel I could get by watching what was actually happening on the gate while my session changed and I was beamed into the next system. That's the biggest issue I have with the new animation. I'll list below the rest of the things that are buggy or annoying:
- can't see what's happening on the gate as I'm waiting for the session change to go trough - why does the POV zoom in on the gate when the jump is activated? It's extremely disorienting. - same as before, why does the POV zoom on the ship when we appear on the other side of the gate? - the tunnel often is bugged, showing not forward but to the side, also with graphical bugs - 5 min tunnel with TIDI. ssssssllllooooowwwwwwwww. - lag when multiboxing - we want to see the gatefires!
Solution IMO:
Well, I think there should be an option to turn off the tunnel. It can be turned on by default for all the noobs, scrubs and fashion victims, but give the possibility to more experienced players to turn it off. When the tunnel is turned off in the options we don't need anything fancy, just show the exit gate and what's happening there so we can see if someone is landing on gate, jumping and so on. No zoom-ins or zoom-outs same zoom as when we jumped (the player should be able to zoom in our out manually). If you say that displaying the progress box is not doable again (which I doubt should be a problem to implement in some form or another) then you just having the 'jumping' word flash over the capacitor until the jump is completed is enough (like with all commands that are given). When the jump is complete and we appear again in the new system, the zoom level should be the same as what it was when we left the previous system.
I think all of what I've mentioned above should not be difficult to implement, it would not require too much additional coding since all the elements are already present in the game itself. I think it's a sensible and straightforward proposal that would satisfy everyone: noobs, fashion victims and 0wners, as well as show that CCP cares. |

Aldap
Club Bear
226
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Posted - 2013.06.26 18:31:00 -
[843] - Quote
CCP Sisyphus wrote:Simply adding the ability to "turn it off" is a cop-out What the heck are you talking about? What cop-out? Adding the ability to turn it off, is hearing what your veteran players are asking of you, and showing consideration. The animation hurts, its needs to be optional, its so clear and obvious... I really don't understand how you don't realize it.
My latest solo PvP videos |

gabrial13
D3ath D3alers RISE of LEGION
6
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Posted - 2013.06.26 18:43:00 -
[844] - Quote
I love the new animation , please do not change , that is all |
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CCP Sisyphus
C C P C C P Alliance
542

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Posted - 2013.06.26 19:01:00 -
[845] - Quote
Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
CCP Sisyphus | Team PE | Team Klang | @CCP_Sisyphus |
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Ace Uoweme
Republic Military School Minmatar Republic
277
|
Posted - 2013.06.26 19:04:00 -
[846] - Quote
Mr Pang wrote:It's easy, leave the anmiation but make the screen fade into black, and then fade back into the game.
no vomiting capsuleers, and you still have your precious animation.. done
Pretty much this if an "off" button isn't allowed.
No one is fussing over the gate animation itself. It's the movement when entering it that is the problem. Remove the start of the entering the gate (and that isn't difficult that's just removing the frames of that part of the animation), and all's well. It's the jump movement that is sickening, not the animation. "In a world of universal deceit, telling the truth is a revolutionary act." ~George Orwell
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Maybelater Headache
Republic University Minmatar Republic
66
|
Posted - 2013.06.26 19:27:00 -
[847] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
- the warp tunnel does not take away control of the camera - the warp tunnel looks completely different, by far not as intrusive as that part of the gate jump i assume you are referring to. - i don-¦t like the warp tunnel very much, i did never complain about it because it never affected me in a negative way. |

Ace Uoweme
Republic Military School Minmatar Republic
277
|
Posted - 2013.06.26 19:33:00 -
[848] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The warp tunnel isn't causing the vertigo (it's dark and hardly noticed anyway). It's the camera panning of the gate jump at the beginning that is doing it, as it forces the camera angle to change in a sharp fast and very focused manner. It's the speed of the turning that's sickening. "In a world of universal deceit, telling the truth is a revolutionary act." ~George Orwell
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Sister Sophia
Imperial Academy Amarr Empire
60
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Posted - 2013.06.26 19:50:00 -
[849] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Good question.
I think the first-pass easy answer is that the jump tunnel effect starts by taking control of the camera and swinging it violently in an unexpected direction. It seems to me that that's the aspect of the whole thing that has drawn the most criticism. Secondly, the effect ends with a rather violent stop. Again, not very fun to watch.
The actual tardis tunel in both cases is pretty much fine (or so i think. maybe others disagree). In fact, the warp tunnel is quite nice since it's easy on the eyes and gives one a chance to check that one has overheated one's mods (or whatever) before hopping on top of one's target. It's like that last bit of calm before the storm. (Can't call the gate jump a moment of calm, can we?)
that's my take anyway.  |

Alorae Cloudwalker
Cloudwalker Enterprises
23
|
Posted - 2013.06.26 19:58:00 -
[850] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The regular warp tunnel is one thing... this animation isn't anything like that.... |
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Langbaobao
Tr0pa de elite. Pandemic Legion
25
|
Posted - 2013.06.26 20:05:00 -
[851] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
Actually, if you look at my post (https://forums.eveonline.com/default.aspx?g=posts&m=3265465#post3265465) you will see that there are requests for an option to turn on or off the warp tunnel... |

Ranger 1
Ranger Corp
4312
|
Posted - 2013.06.26 20:07:00 -
[852] - Quote
Ace Uoweme wrote:CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The warp tunnel isn't causing the vertigo (it's dark and hardly noticed anyway). It's the camera panning of the gate jump at the beginning that is doing it, as it forces the camera angle to change in a sharp fast and very focused manner. It's the speed of the turning that's sickening. I think that was his point actually, to get people to think about what the specific issues (differences) are, and then realize that those are the exact same points CCP is looking into fixing.
Camera swings abruptly, yes, needs some work and possibly the ability to retain camera control at least during the jump.
Tunnel speed, yes, could be causing some issues... and possibly the flashing.
One other thing that is different between the two effects is that a regular warp has a less abrupt launch and end... it's much more gradual. I doubt the same timing would work (it would take too long to get into and out of the tunnel) but something just a bit slower and smoother might make all the difference.
It would also be interesting if at some point in the accelleration/decelleration we had a glimpse of the current warp effect that almost immediately transitions into the darker, flashy Dr. Who effect... it would give the impression of greatly transcending traditional warp speeds. However, that might just needlessly compllcate things and might make the current issues worse... so take that with a grain of salt. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Circumstantial Evidence
77
|
Posted - 2013.06.26 20:12:00 -
[853] - Quote
The warp tunnel was an annoying experience for a large group of players, until you gave us the option to turn off camera shake.
Taking over camera control is the most jarring part of gate jump. It shoves us into a first person perspective. Please find a method, perhaps optional, to make it more like the regular warp tunnel, centered on your ship, with no forced camera move needed.
I would rather complain about gate jump "CCP is out of ideas, their new gate jump looks just like the warp tunnel, with a different texture/shader." |

Doc Fury
Furious Enterprises
2648
|
Posted - 2013.06.26 20:14:00 -
[854] - Quote
Ace Uoweme wrote:CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The warp tunnel isn't causing the vertigo (it's dark and hardly noticed anyway). It's the camera panning of the gate jump at the beginning that is doing it, as it forces the camera angle to change in a sharp fast and very focused manner. It's the speed of the turning that's sickening.
Exactly.
As I posted before, the camera spinning before you go into the tunnel seems like this:
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'Hodor'. |

Ace Uoweme
Republic Military School Minmatar Republic
277
|
Posted - 2013.06.26 20:16:00 -
[855] - Quote
I'll also post this about polish: there's a problem with matching this animation with how our ships approach the gates in the first place.
When the ships can literally bounce in, around and on the gates, but all of the sudden you're hit with this gate entry that is focused and "correct" it doesn't add up (if the gate entry can be so centered, why can't the approach be the same?). That's a major mismatch.
Would be better to have it like a ship is loading into the dock (not a tennis net). It'll keep a forward looking camera angle (important in a PvP game to be centered and ready when jumping through gates); eliminate the bouncing ships effect and look appropriate, not ad hoc. "In a world of universal deceit, telling the truth is a revolutionary act." ~George Orwell
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Vincent Athena
V.I.C.E. Aegis Solaris
1993
|
Posted - 2013.06.26 20:45:00 -
[856] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
When entering warp there is: 1) No swinging of the camera viewpoint that has not been directly commanded by the user. 2) No rapid zoom like effects that have not been commanded by the user. 3) No jerking motion
Motion-like visual cues without any other sort of feedback cause motion sickness. If I command the camera to move, the visual of it moving is far less of an issue. When it happens without my causing it or feeling it, it can be an issue. Its like you are far less likely to get car sick when you are driving than when you are a passenger.
So for the jump effect to not cause motion sickness it would:
Have to keep the same view direction and not change the visual size of my ship. Not create much in the way of a camera zoom effect, like the stargate suddenly jumping at me or the star field quickly expanding right at the end. Edit:
"But" you say "Those are sort of fundamental to the entire jump sequence. They really cannot be changed that much". I agree. Hence the need for an "off" switch. http://vincentoneve.wordpress.com/ |

Tyberius Franklin
Federal Navy Academy Gallente Federation
667
|
Posted - 2013.06.26 20:47:00 -
[857] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The lack of request for changes to the warp tunnel is probably related in part to the fact that there is no forced camera reorientation for warping. |

Li Tiger
Deep Space Resources Ltd.
21
|
Posted - 2013.06.26 20:59:00 -
[858] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? How do you get; "off option for the animation" to only cam movement?!? When I write animation, it's warp tunnel AND cam movement! I think you read it as you hope it is - I guess?
If there oddly enough can not be made an off option so I can live with this (without cam takeover):
Mr Pang wrote:It's easy, leave the anmiation but make the screen fade into black, and then fade back into the game.
no vomiting capsuleers, and you still have your precious animation.. done ... but damn you'll get a bucket of poo from all the others from the other side of the "fence" If you are doing this! But maybe it's not such a bad idea ... so there will be many from the other side who also want an option possibility 
As I read this (and many thanks for your updates) then I think it gets distant prospect with I come back to eve ... but I'm a born optimist so I still hope ... for a miracle!  |

Indahmawar Fazmarai
2479
|
Posted - 2013.06.26 21:07:00 -
[859] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The warp tunnel doesn't twists around your view. The ship keeps still and the warp tunnel "opens" and "moves" around it.
It would be cool that the interstellar warp tunnel opened exactly that way, "swallowing" your ship wherever it is (and preferably w/o zoom nor anyhting that drastically alters the view while your vestibular system didn't expect).
It's intriguing how an animation that causes motion sickness was greenlighted without anyone noticing that it would cause motion sickness for reasons that have been known for 70 years. Suffering/ignoring it for months to come is just standard CCP procedure, though. The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |

Essack Leadae
Deep Core Mining Inc. Caldari State
1
|
Posted - 2013.06.26 21:18:00 -
[860] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The same reasoning indeed, but not the same implementation.
In the warp tunnel, the camera is free, we are not in a first-person view (who is disturbing as the rest of the game is 3rd-person view only, apart CQ), the camera shake effect can be disabled, the full speed and the brake moments are not instantaneous. So we can compensate by moving the camera far away and disable the shake moment if needed (I disabled it since day one, btw).
In the actual jump animation, we lost the control of the camera who do an annoying swing, we are in a first-person view who is unusual in this game, the full speed and stop moments are very brutal... but we can do nothing to compensate any of this annoyances, apart close our eyes or F10 at each jump...... |
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chatgris
Quantum Cats Syndicate Samurai Pizza Cats
549
|
Posted - 2013.06.26 21:49:00 -
[861] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
My issue is that I'll see the jump animation and have some slight panic thinking that I'm lagged out because I thought I jumped, but it looks like I am still in the warp tunnel. This is aggavated when multi boxing when I'm not completely focusing on all my characters. |

Illest Insurrectionist
Angelic Insurrection Corp
122
|
Posted - 2013.06.26 22:18:00 -
[862] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
I don't care about the warp tunnel. It is fine.
It is the sudden lets rotate the camera around at 908234880234 miles/hr that drives me nuts. |

Velarra
248
|
Posted - 2013.06.26 22:31:00 -
[863] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The tunnel is absolutely fine. Any movement of the camera that is not strictly & specifically user controlled, triggers nausea. This doesn't show up as an issue on the 1st or 2nd jump. But go 10, 20, 30+ and the issue/effect adds up, becoming impossible to biologically adapt to (at least if you value regularly flying in space, jumping from system to system with a spaceship, in New Eden). Of course if you're a huge fan of CQ and can't get enough of it, or station trading, you're set. |

Alexander the Great
Imperial Academy Amarr Empire
85
|
Posted - 2013.06.26 22:32:00 -
[864] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
Just sit and look at new jump tunnel for 2 hours. Then you won't be asking stupid questions. |

Frake Lomes
Talon Strike Force LTD Orion Empire
19
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Posted - 2013.06.26 22:44:00 -
[865] - Quote
Can we make the new jump effect more nauseating (sp?). I'm serious, I wanna hear more moaning and bitc...I mean puking about this new effect. It's massively funny. In fact, go to great lengths to make this new effect even projectile vomiting inducing. We can call it Puke-Gating.
+1 for more Nausea! (Because it doesn't affect me this way I guess ) |

Tomba
Black Rebel Rifter Club The Devil's Tattoo
20
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Posted - 2013.06.26 22:57:00 -
[866] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
Exactly.
Putting aside the objective part where it causes nausea and the warp tunnel doesn't....
The warp effect is natural, it leaves you in control of the camera, it still looks like you are still in space just moving faster, it is seamless, it doesn't break immersion by putting on a random light and sound show. It doesn't stutter in the middle. There is no rollercoaster section at the start or the at the end and you don't have to press C or look away.
The warp effect is perfectly understated and really quite a classy little way to show we are on our way while letting us get on with playing the game.
The jump effect is trying too hard to impress when really it should be trying to do it's job and go away again without causing a fuss. Jumping is just a way to get to the next system, it doesn't need a fanfare as if we just completed a WoW quest or something.
Credit where it's due: Great to have some proper feedback, and I am hopeful this is on track now! |

cheese monkey
EVE Corporation 987654321-POP The Marmite Collective
158
|
Posted - 2013.06.26 23:00:00 -
[867] - Quote
How is this still up for discussion?!
I alt tab out of game EVERYTIME i jump a gate. Why all the spinning. Why on EVERY gate... make it stop!
Please give us the choice CCP!!
The WH effect doesn't even do anything!!!
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cheese monkey
EVE Corporation 987654321-POP The Marmite Collective
158
|
Posted - 2013.06.26 23:04:00 -
[868] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
OMFG get a grip!
42 pages in and still defending to the last. Just adapt.
Cut your losses!
WH effect doen't do anything and the gate jumping is extremely OTT! Just make the animation for regional gates or just 0.0/low sec entrance gates. This makes it special and not irritating. |
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CCP Sisyphus
C C P C C P Alliance
547

|
Posted - 2013.06.26 23:12:00 -
[869] - Quote
Tomba, nice post. This was the reason for my question, as the jump tunnel should have a similar effect as the warp tunnel - give you a sense of rapid movement through the space between systems. You should be able to chat etc while in jump. Scanning makes no sense as there is nothing to scan there, but that said the basic idea should be similar.
So all those things yeveryone has been saying "this is why we are not complaining about warp", those are the things we need to look at fixing ;) CCP Sisyphus | Team PE | Team Klang | @CCP_Sisyphus |
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Maybelater Headache
Republic University Minmatar Republic
67
|
Posted - 2013.06.26 23:16:00 -
[870] - Quote
Frake Lomes wrote:Can we make the new jump effect more nauseating (sp?). I'm serious, I wanna hear more moaning and bitc...I mean puking about this new effect. It's massively funny. In fact, go to great lengths to make this new effect even projectile vomiting inducing. We can call it Puke-Gating. +1 for more Nausea! (Because it doesn't affect me this way I guess  )
Brilliant. 
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