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Author |
Thread Statistics | Show CCP posts - 9 post(s) |

Akirei Scytale
Test Alliance Please Ignore
391
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Posted - 2011.11.16 03:00:00 -
[121] - Quote
Montevius Williams wrote:Jada Maroo wrote:* Billboards - I want more of them with varying content. Make space look more commercial. Preferably this would be done with a method of allowing players to anchor their own somehow
* Station interiors - more life in the station - little ships buzzing around, billboard ads, etc
* Station exteriors - unique models for hubs, little space vehicles buzzing around outside simulating traffic, more billboards surrounding them
* Rookie ships need redoing. They're your first ship in eve and the current lot leave a bad first impression These are all grat ideas- Make it so CCP!
If rookie ships weren't so goddamned useless and fugly, I wouldn't leave a gallente shuttle in every single station I visited just so I didn't have to trash them. |

Taiwanistan
Wildly Inappropriate Goonswarm Federation
12
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Posted - 2011.11.16 04:33:00 -
[122] - Quote
flash of light effect or some effect when entering and exiting warp it is like if i went on second life and raged where's the spaceships |

Akirei Scytale
Test Alliance Please Ignore
391
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Posted - 2011.11.16 04:35:00 -
[123] - Quote
Taiwanistan wrote:flash of light effect or some effect when entering and exiting warp
throw in a charge-up while aligning and its perfect. |

Kyoko Sakoda
Veto. Veto Corp
11
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Posted - 2011.11.16 04:35:00 -
[124] - Quote
Rails and blasters on Caldari boats should not have round bases like on Gallente boats. It looks odd on Caldari ships and the base often runs off the end of the ship. |

Moonaura
Swedish Aerospace Inc The Kadeshi
24
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Posted - 2011.11.16 07:56:00 -
[125] - Quote
On the login screens for Incarna and the same effect was briefly visible on the login screen for Incursion when the ships undocked (yeah, i notice little details like this), the sun is briefly blocked out by the ships, creating a sort of 'reverse' god ray effect, where there is a gap in the light being shone past the ship.
Is this something that is planned for the game overall? It is pwetty. |

Ciar Meara
Virtus Vindice
271
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Posted - 2011.11.16 08:51:00 -
[126] - Quote
I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
Thruster effect when turning would be awesome as well.
Concerning performance I like that eve evolves with the computer ages, many of the graphics are scaleable which is a good thing if you have a less performance based machine or a laptop or what not.
But those guys whining because they can't change skills anymore on a 10 year old laptop shouldn't stop CCP from pushing the enveloppe. High tech fancy graphics are needed, period. (They also push sales) - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Akularen
Viziam Amarr Empire
0
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Posted - 2011.11.16 09:44:00 -
[127] - Quote
Star Wars-like effect when you exit warp. That's always been my hope whenever CCP has redone the warp effects, but now so many revisions later there are still not that totally awesome surprise of seeing something exit warp.. it's just a ship slowing down giving you time to think whether to stay or not. 
I'd like to see the option to have nice graphics on my desktop while still being able to run eve on my older laptop (not a 10 year old craptop..).
Kudos to CCP for all the completely awesome changes Crucible is bringing!  |
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CCP Choloepus
C C P C C P Alliance
23

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Posted - 2011.11.16 10:29:00 -
[128] - Quote
Tepir wrote:CCP Choloepus wrote:This thread is relevant to my interests. Simple graphical glitches, areas with poor visual feedback or things that are just lacking a 'wow' factor that should be intrinsic are all great to know about.
Not sure we should try to code away the brown though, sorry Dirk. Can you answer me when do you plan to implement gamma(brightness) settings in EvE client ?
There are plans to revisit the graphics settings in general, which would seem a logical time to add this. Thanks. |
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Mar Drakar
LDK Test Alliance Please Ignore
28
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Posted - 2011.11.16 11:05:00 -
[129] - Quote
I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc... |

Amsterdam Conversations
Cheesecake Starshine
58
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Posted - 2011.11.16 11:16:00 -
[130] - Quote
What's up with that one Gallente system stargate that is "closed" on one side, but the light still fires through it. |
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DarkAegix
Blue Republic RvB - BLUE Republic
326
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Posted - 2011.11.16 11:23:00 -
[131] - Quote
Amsterdam Conversations wrote:What's up with that one Gallente system stargate that is "closed" on one side, but the light still fires through it. Not empty-quoting! |

Vincent Gaines
Macabre Votum Morsus Mihi
96
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Posted - 2011.11.16 11:29:00 -
[132] - Quote
Id like to see more of those old cosmos plexes, the ones that were inside a huge cloud of gas with jets and even lightning. **** science it looked great. |

J3ssica Alba
Federal Navy Academy Gallente Federation
8
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Posted - 2011.11.16 11:34:00 -
[133] - Quote
Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
This. As it is now with the total loss of all hands on every ship that is blown up the human population in the galaxy is on the verge of extinction |
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CCP Choloepus
C C P C C P Alliance
24

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Posted - 2011.11.16 11:42:00 -
[134] - Quote
Mar Drakar wrote:I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc...
I believe CCP Vertex has posted elsewhere that the lack of red/blue shift effects was a bug and is currently being fixed. |
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Elaine Shandrate
Luna Decrescentia Celeris
1
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Posted - 2011.11.16 11:52:00 -
[135] - Quote
sparks / shield distortions when bumping into eachother / a roid / npc's ! |

Ciar Meara
Virtus Vindice
272
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Posted - 2011.11.16 12:23:00 -
[136] - Quote
Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least)
Sensor boosters could have small radar dish turning (like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull (reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc.
All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship)
It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted.
Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others.
- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Salpun
Paramount Commerce
61
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Posted - 2011.11.16 12:32:00 -
[137] - Quote
Ciar Meara wrote:Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least) Sensor boosters could have small radar dish turning ( like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull ( reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc. All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship) It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling) Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others. Then as a final addition, fake modules could be introduced so people could think they know your setup...
It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added
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Horatius Caul
Kitzless
6
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Posted - 2011.11.16 12:52:00 -
[138] - Quote
No-one has said "Get rid of those god-awful camo paintjobs on Caldari and Gallente ships"
I'm disappointed in you, thread. Amarrad - Amarr language project |

Mar Drakar
LDK Test Alliance Please Ignore
28
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Posted - 2011.11.16 13:16:00 -
[139] - Quote
CCP Choloepus wrote:Mar Drakar wrote:I'm not sure if it was fantasy or I read it somewhere, but red/blue shift of light during warp, depending on speed.... also FOV increase while in warp etc... I believe CCP Vertex has posted elsewhere that the lack of red/blue shift effects was a bug and is currently being fixed.
now that you wrote - I remembered ;) (daysleeping FTW?)
and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it... |

Raven Ether
Republic University Minmatar Republic
25
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Posted - 2011.11.16 13:31:00 -
[140] - Quote
Missile Launchers and Missile/ Turret fire updated effects.
And new shield hardener effect.
Please. A Lot. |
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GeneralXCypher
Operation Cloverfield
8
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Posted - 2011.11.16 13:41:00 -
[141] - Quote
okay so I love all of the ideas in this thread. Especially the ones related to shield hit effects, and more realistic damage to ships overall.
Thought I'd chip in here. I made a thread a while back regarding the stargates, and seeing as they've now been made more awesome than before (Pointing in the right direction, being able to click jump from wherever you are and warp to it) I feel that what I outlined in this thread would make them even more awesome
https://forums.eveonline.com/default.aspx?g=posts&t=27937
Post responses in there too, I want to know what everyone else thinks :) Cheers |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
112
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Posted - 2011.11.16 14:17:00 -
[142] - Quote
Fix the locations of turret hardpoints. On some ships it's really bad. The forward turrets on the Megathron hulls are almost floating in space! |
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CCP Choloepus
C C P C C P Alliance
27

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Posted - 2011.11.16 14:46:00 -
[143] - Quote
Mar Drakar wrote:and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it...
One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing.
This is early work still. Obviously such camera trickery has to be subservient to player input, and optional. |
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Jada Maroo
Mysterium Astrometrics BRABODEN
463
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Posted - 2011.11.16 14:49:00 -
[144] - Quote
CCP d00dz - what is the plan with V3 ships? Will Amarr and Minmatar be part of a later deployment of Crucible, or are they in the next expansion? |

Jarnis McPieksu
Aliastra Gallente Federation
4
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Posted - 2011.11.16 15:00:00 -
[145] - Quote
CCP Choloepus wrote:Mar Drakar wrote:and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)
Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it... One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing. This is early work still. Obviously such camera trickery has to be subservient to player input, and optional.
Kill Cam you say? EVE could probably use such a thing (option, obviously). Especially if you actually upgrade the explosion effects and the process of ship getting replaced by wreck/pod (which is very clumsy at the moment)...
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Fidelium Mortis
Quantum Cats Syndicate
0
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Posted - 2011.11.16 16:01:00 -
[146] - Quote
It would be nice to have some kind of feedback indicating a missiles maximum range, for instance having a missile explode once it's maximum range has been reached.
Better indicators for projected bonuses and penalties. For instance if my ship is being damped my fitting screen would display the base maximum range and the effective maximum range in red.
Pin various ship statistics to my HUD. For instance cap recharge rate, which would also be modified by nos/neut effects.
Bigger targeting recitals indicating selected targets, and options to display additional info about the target like meters for shield/armor/hull, velocity, trans/radial velocity, and effective range indicators for equipped weapons/projected effects. First just a bigger/more visible targeting and/or selection indicator, if you have a bunch of brackets displayed in space it can be tough to distinguish what you are targeting while panning the camera. |

Nova Fox
Novafox Shipyards
330
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Posted - 2011.11.16 16:37:00 -
[147] - Quote
Salpun wrote:Ciar Meara wrote:Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least) Sensor boosters could have small radar dish turning ( like scorp has allready) Repair modules could have "nanite nodes" on the ship cap booster could have some sort of lightning rod like system that plunges into the hull ( reversed warp core ejection) sensor strength could have sensor "pods" on the hull etc, etc. All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship) It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling) Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others. Then as a final addition, fake modules could be introduced so people could think they know your setup... It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added
Hello 2006 this was a fantasy project back from the day when EVERY module effected ship apperance. It was scrapped an left overs lead to the doodads on the tech 2 ships that are not on their tech 1 cousins.
Looks like they're going back to it.
|

Evenus Battuta
3
|
Posted - 2011.11.16 16:40:00 -
[148] - Quote
+1 pÇÉmissiles/ships explosionspÇæ and pÇÉturret firingpÇæ generate instantaneous illumination source and render the shadows dynamically.
That will make explosions look really cool. |

schurem
Anarchy Inc.
13
|
Posted - 2011.11.16 17:20:00 -
[149] - Quote
Ships should not "pop" and become a little leftover wreck instantaneously.
A battleship as big as a modern supercarrier should take a little time dying. Spinning out of control. Breaking up. Gushing gases, liquids and escape pods. A few more secondary explosions, big ones. The groaning of breaking bulkheads and the hissing of the escaping atmosphere.
Even a frigate should spin out of control spewing out atmosphere and such before breaking up and exploding. This can be all client side animation. To the server it would still be -pop-, but to the client it would be a pretty bit of dramatic fireworks. .... You can't take the skies from me. |

Abdiel Kavash
Paladin Order Fidelas Constans
134
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Posted - 2011.11.16 17:55:00 -
[150] - Quote
You talked about the skydomes being generated from a simulation of all the nebulae and whatnot. Generate a separate skydome for every system based on that system's position, and offer it as an optional download to replace the region-wide skydomes. I personally would gladly spend even a GB or two of bandwith and storage space for this.
And of course cyno effects colored by the race of the jumping ship. |
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