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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Rivr Luzade
Coreli Corporation Ineluctable.
182
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Posted - 2014.01.21 18:39:00 -
[1] - Quote
So, the new (or shall I say the old wrecks that are reused and refurbished from missions ) capital wrecks really look nice on the field, gonna be a major FPS drain but nice.
However, is CCP's Art Department really wasting its time on pondering where to put a flashing light on a Pod? And actually executing this?! IS there nothing else to do for you guys? Nothing like getting the new V3'd station textures right or so, for instance? Or other new models for frigs? Or actual space awesomesauce like this to fix your space and make it, in this case, real red giant systems? Really nothing else to do than placing pointless lights?
Please come on ... |
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CCP BlueScreen
C C P C C P Alliance
217
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Posted - 2014.01.21 20:54:00 -
[2] - Quote
Those are certainly not old nor refurbished wrecks, they are brand new, and I blew them up myself m'kay
These wrecks should NOT be a major FPS drain either. Both clouds and small debris should disappear on low settings and even on high they shouldn't be performing that bad. If tonight's mass test has showed something different, we will have to fix that.
Also, the new wrecks are one of many parts of our EVE awesomesauce as you call it, it took one artist while another one used a bit of his time putting a light on the pod.
Small fixes and content updates are always are part of what we do on a 10 year old veteran like our EVE, that does certainly not preclude us on also using our time and manpower on other things simultaneously. |
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Rivr Luzade
Coreli Corporation Ineluctable.
184
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Posted - 2014.01.21 21:28:00 -
[3] - Quote
CCP BlueScreen wrote:Those are certainly not old nor refurbished wrecks, they are brand new, and I blew them up myself m'kay These wrecks should NOT be a major FPS drain either. Both clouds and small debris should disappear on low settings and even on high they shouldn't be performing that bad. If tonight's mass test has showed something different, we will have to fix that. Also, the new wrecks are one of many parts of our EVE awesomesauce as you call it, it took one artist while another one used a bit of his time putting a light on the pod. Small fixes and content updates are always are part of what we do on a 10 year old veteran like our EVE, that does certainly not preclude us on also using our time and manpower on other things simultaneously.
I hope so. I'm pretty sure I've seen the cap wrecks before in missions, but if they are new, I shall be happy as well.
Today's mass-test didn't manage to spawn 200 cap wrecks with several hundreds more caps still on field, sparkling in their effects, reps and damage effects, but I guess a trend can still be deduced from it.
Ok, passing time with such small updates is all nice and dandy, but can't that wait until the other, major changes work properly? The linked screenshot with the slightly crisscross lights on the station, or the warped poles of the new bubbles are in the eyes of many people probably just a negligible glitch, but I don't fancy seeing such horrible graphics glitches all day. Especially not if they were not there before, in case of the bubbles.^^ Also, in case of the flashlight on the pod: it flashes to bright and the flash is too big in my opinion. It engulfs almost the entire pod. |
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CCP BlueScreen
C C P C C P Alliance
217
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Posted - 2014.01.21 22:13:00 -
[4] - Quote
Obviously we don't want graphics glitches on our assets, especially our new or V3 updated content.
When you see graphics errors like this, please file a defect on them, we will get the defect and we will fix it.
I will have a look at the Gallente station with the obviously warped UV's, and the new techno pod (where I coincidentally agree with you on the somewhat over sized blinky).
About the bubbles, I will inquire about the warped poles as well. |
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Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2930
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Posted - 2014.01.22 05:33:00 -
[5] - Quote
It can sometimes be difficult to know what things to report and what things not to report. What looks horrible to some players might be intended for performance reasons, like the low poly transmission pylons in front of the Stratios, for example. Texture wrapping issues may be mistaken for simply being a low resolution texture.
Should we just report everything we see that's not quite right? Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |
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CCP BlueScreen
C C P C C P Alliance
217
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Posted - 2014.01.22 08:53:00 -
[6] - Quote
Katrina Oniseki wrote:It can sometimes be difficult to know what things to report and what things not to report. What looks horrible to some players might be intended for performance reasons, like the low poly transmission pylons in front of the Stratios, for example. Texture wrapping issues may be mistaken for simply being a low resolution texture.
Should we just report everything we see that's not quite right?
Yes, absolutely! It is much easier for us to close a defect as 'by design' or similar, than to fix a defect that we do not know exist. |
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Rivr Luzade
Coreli Corporation Ineluctable.
184
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Posted - 2014.01.22 08:57:00 -
[7] - Quote
Alright, I keep that in mind. Thanks for the answers. |
H3llHound
Koshaku Gentlemen's Agreement
10
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Posted - 2014.01.22 09:00:00 -
[8] - Quote
When those caps explode is there an animation where the broken pieces slowly dirft into their position or will it be flash of light and everythings in place?
Shamelessy stealing a reddit idea: Have the Devs thought about increasing the (cap) wreck hp so they cant be shot away so easily and we enjoy them longer? And cap wrecks offer multiple succesful salvage cycles? So you grind down that wreck.
http://www.reddit.com/r/Eve/comments/1vt4vt/new_capital_wrecks_on_sisi/
edit: the wrecks look awesome gj devs |
Altrue
Exploration Frontier inc Brave Collective
890
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Posted - 2014.01.22 10:12:00 -
[9] - Quote
My my my these capital wrecks are sweet! But please make them more resistant to damages Signature Tanking - Best Tanking. |
marVLs
564
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Posted - 2014.01.22 11:08:00 -
[10] - Quote
Ok they look awesome but...
What about that destruction model showed few years ago (i think it was Rokh model), and not so long ago as future thing (hurricane hull)? I mean instant spawning model on death of another model in place is not something that was promised and not something good for game in 2014...
Is it still planed, if yes why waste time for those models? Eve really need something new and big in terms of astetics, artistic, graphic etc. something like those showed real time ship destructions, and collision model with AoE explosions etc. |
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CCP BlueScreen
C C P C C P Alliance
219
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Posted - 2014.01.22 11:12:00 -
[11] - Quote
Unfortunately the wrecks will not dynamically shatter apart, for right now, the complete and static wreck will appear once the original ship is blown up and removed :(
We do however have the animation data for the ship intact, with dynamic destruction debris and cloud generation and all, so hopefully we will be able to add this later.
Having the wrecks themselves be more damage resistant and harder to 'kill' and also implementing a more advanced and involved salvaging procedure for these is obviously very interesting, and also something that we have talked about during the process of making these wrecks.
I am not a game designer, but I will for sure be presenting these ideas around the office, and hope for some magic |
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CCP BlueScreen
C C P C C P Alliance
221
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Posted - 2014.01.22 11:25:00 -
[12] - Quote
marVLs wrote:Ok they look awesome but...
What about that destruction model showed few years ago (i think it was Rokh model), and not so long ago as future thing (hurricane hull)? I mean instant spawning model on death of another model in place is not something that was promised and not something good for game in 2014...
Is it still planed, if yes why waste time for those models? Eve really need something new and big in terms of astetics, artistic, graphic etc. something like those showed real time ship destruction, and collision model with AoE explosions etc.
This is true.
The dynamic ship damage was and is a thing we very much want to make happen, though not necessarily directly connected to the wrecks themselves. Actually the 'holes' that a punched in the hulls of the new wrecks (a form of damage decal), is lifted from these ship damage experiments.
Having dynamic visual ship damage is a much more involved enterprise though, we will need to define and visually represent shield, armor and hull damage separately for that to work.
What happens when you run a stable armor tanking Rep. cycle at something like 3/4 to 1/2 armor, does holes, fires and hull breaches just abruptly appear and disappear between each cycle? that could get really old really fast. Same goes for shield damage, while hull would usually be a very short glimpse of damage before you go belly up.
Not to say we are not still aiming towards having something like this visually represented, we would absolutely love that, but it is a separate and more complicated matter than wrecks themselves.
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Rivr Luzade
Coreli Corporation Ineluctable.
184
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Posted - 2014.01.22 11:32:00 -
[13] - Quote
Well, the next decade has just begun for EVE, so there is time and lots of opportunities to add these features to the game. Let's hope that necessary technological advances don't time to develop until the end of the decade. |
H3llHound
Koshaku Gentlemen's Agreement
10
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Posted - 2014.01.22 13:01:00 -
[14] - Quote
Do you have multiple ways on how the ship can explode? i.e. having multiple wrecks for the same type of hull. I was thinking on reaching 0% hull a random ship system goes critical and explodes(engine/reactor/ammo hold/etc.) and depending on that the hull breaks at different spots and creates different wrecks.
Shield damage effects could be similar to those from Star Trek. I mean either the shield is there or not but you could gradually decrease the intensity of the shield effect when its hit till its gone.
Armor could get scorch marks from laz0rs, and kind of impact craters from everything else. With running armour reps they would gradually disappear from the hull.
Structure damage is really inside of the ship so effects on the hull can be limited to having some actual holes in the armour through which you can see the ship inside and damage it. |
Rivr Luzade
Coreli Corporation Ineluctable.
184
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Posted - 2014.01.22 13:48:00 -
[15] - Quote
I think I've seen at least 2 different Revelation wrecks yesterday, which are probably selected randomly by the game, but they were different. |
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CCP BlueScreen
C C P C C P Alliance
224
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Posted - 2014.01.22 14:40:00 -
[16] - Quote
Nope, as it stands now, there is one and only one unique wreck for each ship.
This is something that we are aware of, and is something we would like to build on and expand when resources are free for this. |
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Circumstantial Evidence
100
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Posted - 2014.01.22 20:42:00 -
[17] - Quote
The broken, twisted chunks of spaceship in the wrecks are a great improvement and add visual interest. I really like the "holes" and thought they were part of the model at first, until I toggled the shader model down to "low."
The torn edges of wreck parts glow red with heat, but, this glow appears fairly static. Will / can these torn edges be animated, to suggest fires are still burning inside the structure, that we can't quite see? Was having some heat-wave distortion considered, similar to what we see on stargates? (In before "my FPS - noooo!") |
Luej
Republic Military School Minmatar Republic
0
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Posted - 2014.01.22 21:43:00 -
[18] - Quote
The Naglfar doesn't look like a wreck
It just looks like some extra armor was removed to make it go faster |
Oberine Noriepa
1418
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Posted - 2014.01.22 22:27:00 -
[19] - Quote
CCP BlueScreen wrote:Unfortunately the wrecks will not dynamically shatter apart, for right now, the complete and static wreck will appear once the original ship is blown up and removed :( We do however have the animation data for the ship intact, with dynamic destruction debris and cloud generation and all, so hopefully we will be able to add this later. Having the wrecks themselves be more damage resistant and harder to 'kill' and also implementing a more advanced and involved salvaging procedure for these is obviously very interesting, and also something that we have talked about during the process of making these wrecks. I am not a game designer, but I will for sure be presenting these ideas around the office, and hope for some magic Perhaps something to consider once you start adding new effects to the DX11 client? |
Rivr Luzade
Coreli Corporation Ineluctable.
185
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Posted - 2014.01.23 10:45:00 -
[20] - Quote
Luej wrote:The Naglfar doesn't look like a wreck
It just looks like some extra armor was removed to make it go faster
I have to admit that I was somewhat surprised about the Naglfar wreck, too. It's very intact still, compared to the other cap wrecks, which are completely obliterated. Considering the very weak superstructure of the Nag (it already has a hole in the middle and only tiny I-beams holding upper and lower part together, check the Mekhios Graveyard in Sarum Prime), it should at least break into two parts, in addition to the current chipping off of the weapon mounts. |
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chaosjj
The Onirvura Initiative
56
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Posted - 2014.01.23 11:48:00 -
[21] - Quote
CCP BlueScreen wrote:Obviously we don't want graphics glitches on our assets, especially our new or V3 updated content.
When you see graphics errors like this, please file a defect on them, we will get the defect and we will fix it.
I will have a look at the Gallente station with the obviously warped UV's, and the new techno pod (where I coincidentally agree with you on the somewhat over sized blinky).
About the bubbles, I will inquire about the warped poles as well.
Does this include geometry gaps? because Most V3 ships are full of them |
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CCP BlueScreen
C C P C C P Alliance
227
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Posted - 2014.01.23 20:26:00 -
[22] - Quote
chaosjj wrote:CCP BlueScreen wrote:Obviously we don't want graphics glitches on our assets, especially our new or V3 updated content.
When you see graphics errors like this, please file a defect on them, we will get the defect and we will fix it.
I will have a look at the Gallente station with the obviously warped UV's, and the new techno pod (where I coincidentally agree with you on the somewhat over sized blinky).
About the bubbles, I will inquire about the warped poles as well. Does this include geometry gaps? because Most V3 ships are full of them
If what you mean by that, are actual holes in the mesh, then yes, that most deferentially include geometry gaps.
Please either file defects on the ships in question, or list them here for me.
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Turelus
Caldari Independent Navy Reserve The Fourth District
891
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Posted - 2014.01.23 21:09:00 -
[23] - Quote
Just noticed the Genolution 'Auroral' 197-variant capsule doesn't have a blinking light.
Is this intentional or has it not received it yet? Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |
Nariya Kentaya
Always Negative
1019
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Posted - 2014.01.23 22:41:00 -
[24] - Quote
CCP BlueScreen wrote:marVLs wrote:Ok they look awesome but...
What about that destruction model showed few years ago (i think it was Rokh model), and not so long ago as future thing (hurricane hull)? I mean instant spawning model on death of another model in place is not something that was promised and not something good for game in 2014...
Is it still planed, if yes why waste time for those models? Eve really need something new and big in terms of astetics, artistic, graphic etc. something like those showed real time ship destruction, and collision model with AoE explosions etc. This is true. The dynamic ship damage was and is a thing we very much want to make happen, though not necessarily directly connected to the wrecks themselves. Actually the 'holes' that a punched in the hulls of the new wrecks (a form of damage decal), is lifted from these ship damage experiments. Having dynamic visual ship damage is a much more involved enterprise though, we will need to define and visually represent shield, armor and hull damage separately for that to work. What happens when you run a stable armor tanking Rep. cycle at something like 3/4 to 1/2 armor, does holes, fires and hull breaches just abruptly appear and disappear between each cycle? that could get really old really fast. Same goes for shield damage, while hull would usually be a very short glimpse of damage before you go belly up. Not to say we are not still aiming towards having something like this visually represented, we would absolutely love that, but it is a separate and more complicated matter than wrecks themselves. easy, have little scaffold looking things across the holes for armor/hull once the Hp has been "repped" but they will remain having Holes in them until you dock again (so supers WILL have "battle scarring" over their lifetime)
you know, if thats possible. |
Altrue
Exploration Frontier inc Brave Collective
934
|
Posted - 2014.01.24 10:36:00 -
[25] - Quote
Any plans to give the golden pod the same new dark reflects than the regular pod had ?
Any plans for non-capital wrecks to have unique wrecks just like these wonderful new capital wrecks ? (Let me dream !) Signature Tanking - Best Tanking. |
Oberine Noriepa
1421
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Posted - 2014.01.24 11:31:00 -
[26] - Quote
Altrue wrote:Any plans for non-capital wrecks to have unique wrecks just like these wonderful new capital wrecks ? (Let me dream !) Yes, please! I imagine it would take quite awhile to do this, though. |
Siegfried Tahl
Imperial Academy Amarr Empire
23
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Posted - 2014.01.24 16:41:00 -
[27] - Quote
New capital wrecks not previewable (on Sisi so far) from their info tabs *EXTREMELY sad bear* so you gotta go out and find one to spin it, and I dont think they gonna be persistent and stay after been salvaged. So much work done, and most people wont even notice or get a chance. Improved Preview Tool for Ships, Stations, Gates etc. https://forums.eveonline.com/default.aspx?g=posts&m=4106011 Two Rogue Drone Mothers http://i.imgur.com/qwvEiQG.jpg-á |
Kusum Fawn
State War Academy Caldari State
425
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Posted - 2014.01.24 18:07:00 -
[28] - Quote
Glad to see that the CCP art department is doing this instead of Modular POS designs. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Bienator II
madmen of the skies
2425
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Posted - 2014.01.25 02:44:00 -
[29] - Quote
the amar tradehub has a new station model ;) looks awesome but its unfinished. Hope you don't roll it back till tuesday eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Oberine Noriepa
1422
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Posted - 2014.01.25 03:21:00 -
[30] - Quote
Kusum Fawn wrote:Glad to see that the CCP art teamt is doing this instead of Modular POS designs. Yes. Surely the entire art department is working on this feature alone.
I'm not sure why the lack of content regarding the new POS system immediately makes you assume that no one is tasked to its development. |
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