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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Jett0
Team Kitty Choke Slam
25
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Posted - 2011.11.16 21:37:00 -
[151] - Quote
I haven't had a chance to read every post, but so far there's a lot of good ideas here. A few more I've been thinking about:
-- Missiles --
A few people have brought up how, with all the new changes, missiles now look comparatively weak. I've also noticed that the impact animations contain a lot of unnecessary particles. Removing all those "dots" and using some smooth, high-res animations in their place is what I would personally like to see.
Another common complaint is the misrepresentation of missile groups as one warhead. The suggestion I see the most (and agree with) is to use an effect like a small-scale Macross Missile Massacre.
-- Locked target portraits --
Maybe this is just me, but I sometimes have trouble distinguishing between ship types and classes when I have upwards of seven targets locked. I've even occasionally mistaken a faction's destroyer for a battlecruiser simply because the portrait looked larger and more menacing. On top of that, the miniature screenshots don't mesh well with the rest of the UI. Even the module icons are just that: icons, not pictures. I'd like to see all the targets replaced with something simpler. Even a color-coded wireframe would work.
-- Animated UI --
I'm sure that with the new Carbon tech, the UI will receive a massive overhaul at some point. When this happens, would it be feasible to throw in a few animations? Short, unobtrusive animations like how Windows 7 handles opening and closing windows would be pretty slick. |
Astrid Stjerna
Teraa Matar
78
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Posted - 2011.11.16 22:21:00 -
[152] - Quote
Jodis Talvanen wrote: explosions should be bigger and more of a volumetirc cloud than tiny dots.
Volumetric explosions would be neat, but the trouble is that the way it's currently done, each pixel of 'explosion' in the volume has to be checked along its 'view ray' to calculate the density of the fog in any given part of the volume. When you start scaling up the explosions, the number of calculations increases (because the total volume that's 'exploding' is larger).
Add that to a two-hundred-ship fleet battle, and the sheer number of explosions from various sources would cause a massive performance hit. |
Avila Cracko
Federal Navy Academy Gallente Federation
99
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Posted - 2011.11.16 23:33:00 -
[153] - Quote
Can you make us see the celestials in solar system???
I would like to see moons of planet when I am orbiting planet... I would like to see planet when i am orbiting its moon... I would like, wherever in system I am, to see closer planets... small but be able to see it... and not just little UI circles/squares/triangles in space so that i can see where it is... i want to see planet...
You made nebulaes to give us feeling where we are in large scale space... You made gates to point the star where we are going to have feeling that space is connected...
This would give us feeling where we are in small scale space... where we are in solar system,,, This would give us feeling that solar system is really one compact, connected system where we know where we are and where we are going... and not only pretty background with UI circles/squares/triangles in space...
Can this be done??? If you can do it... please do it... |
Jonathan Malcom
Test Alliance Please Ignore
2
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Posted - 2011.11.17 02:02:00 -
[154] - Quote
Something else occured to me.
Warp Bubbles. They look terrible. The entire effect.
There has to be a way to effectively communicate the range of a warp disruption field that doesn't look like an actual soap bubble.
Maybe some sort of Interface overlay from your ship's HUD that shows you the extent of the bubble. Like a spherical grid or something. Toggle-able, of course.
The current bubbles just look very un-cinematic. |
Taiwanistan
Wildly Inappropriate Goonswarm Federation
12
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Posted - 2011.11.17 04:53:00 -
[155] - Quote
also, "taint of the chaos" vocal sound effects during warp have hilmar whisper "spend aurum buy nex" in Icelandic, record it backwards and severely distort the audio then have it play during warp it is like if i went on second life and raged where's the spaceships |
Killmeded
KMD Enterprises
5
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Posted - 2011.11.17 05:09:00 -
[156] - Quote
+0.5 for adding pirate logos to pirate ship but making them soooo small Guristas should have-á"BIGGER" Skull Bunnies-áin the default paintjob-á |
Severian Carnifex
63
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Posted - 2011.11.17 09:57:00 -
[157] - Quote
Is it possible that we can actually see a shield??? that would be nice... to see that there is something defending us and not only that line in hud that goes up and down...
and effects of hardeners, shield boosters, repairers and other hull effects needs to be changed... asap... |
Joshua Aivoras
Tech IV Industries Pandorum Invictus
12
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Posted - 2011.11.17 10:16:00 -
[158] - Quote
Artemis Dagon wrote:
Also with shields it would be cool to have a shield ripple or with some effect, when hit like it's absorbing the damage. Now it just look like it hits the ship directly.
Please do this for POS's as well, its quite scury floating in a POS while the towers being magically shot straight through the shields. |
Raven Ether
Republic University Minmatar Republic
31
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Posted - 2011.11.17 10:21:00 -
[159] - Quote
Severian Carnifex wrote:
and effects of hardeners, shield boosters, repairers and other hull effects needs to be changed... asap...
Please, update the shield hardener effect. The beautiful effect we had that projected an actual shield was removed and we're left with a horrible shimmer on the hull.
Also...
Raven Ether wrote:Missile/Turret effects really need to be updated. They perofm and look substandard.
And give us missile launchers please, I'd like missiles to actually be fired from a launcher not out of nothing.
Nova Fox wrote: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.
This is also massively awesome. Being able to see most modules on the ship would be great, sensor boosters, ECM (!).. etc |
Crucis Cassiopeiae
EvE-COM
720
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Posted - 2011.11.17 15:10:00 -
[160] - 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.
Nice to know this game will be better and better... |
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Callic Veratar
Power of the Phoenix
82
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Posted - 2011.11.17 18:59:00 -
[161] - Quote
The bestest thing ever would be ship explosions like the bumpers from AT9. |
XY Zed
Taarakian Bellator Industries
1
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Posted - 2011.11.17 19:46:00 -
[162] - Quote
This may or may not have been mentioned, but I wish the sun wasn't so god damn bright. God, the suns are bright. Did I mention the suns are too damn bright? |
Trainwreck McGee
Ghost Ship Inc.
130
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Posted - 2011.11.17 20:18:00 -
[163] - Quote
i want to see a shield ripple when we bump into things. Bumping into things is the most immersion breaking thing i can think of. CCP Trainwreck - Weekend Custodial Engineer / CCP Necrogoats foot stool |
Abdiel Kavash
Paladin Order Fidelas Constans
141
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Posted - 2011.11.17 20:19:00 -
[164] - Quote
Trainwreck McGee wrote:i want to see a shield ripple when we bump into things. Bumping into things is the most immersion breaking thing i can think of.
That's why your ship's navigation computer never lets you do it, and maneuvers around the object for you instead. |
Kytayn
Kronos TEchnologies
10
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Posted - 2011.11.17 20:41:00 -
[165] - Quote
This might be a lot of work, but how about wrecks that look like wrecks of the ships they used to be? A Machariel wreck should look different than a Domi wreck, for example. |
Callic Veratar
Power of the Phoenix
82
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Posted - 2011.11.17 20:43:00 -
[166] - Quote
XY Zed wrote:This may or may not have been mentioned, but I wish the sun wasn't so god damn bright. God, the suns are bright. Did I mention the suns are too damn bright?
Hasn't anyone ever told you not to look directly at the sun? It could burn your eyes out.
//NFP - working as intended |
Bienator II
24th Imperial Crusade Amarr Empire
280
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Posted - 2011.11.17 22:23:00 -
[167] - Quote
don't know if it has been mentioned already, but just in case: get rid of sidewards warpins/undocks. bug id 117147, wrong initial ship orientation (unfiltered) You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
a proper bounty system for eve: https://forums.eveonline.com/default.aspx?g=posts&m=359105 |
Zaine Maltis
Innsmouth Enterprises
10
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Posted - 2011.11.17 22:57:00 -
[168] - Quote
Akirei Scytale wrote: It would be quite awesome if there were three hit animations on ships - reacting violently with shields, hitting armor and sending sparks off into space, and impacting structure, sending chunks out.
This this this!
Innsmouth Enterprises
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Hrald
Dreddit Test Alliance Please Ignore
40
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Posted - 2011.11.17 23:11:00 -
[169] - Quote
I know you guys have worked really hard on the new nebulae and they're beautiful, but there are still problems with star densities.
Just compare these: http://apod.nasa.gov/apod/image/1111/PleiadesHyades_andreo50p.jpg
http://i.imgur.com/BRSST.jpg
I realize the art style of Eve is to be dark, cold and sharp, but there must be some sort of compromise. It still doesn't feel like space when you look around.
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Jace Errata
Cobalt Valkyrie Industries The Ambivalent
28
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Posted - 2011.11.17 23:30:00 -
[170] - Quote
Someone suggested earlier in the thread, making arty effects more big-boom-y, and also making the turrets bigger. I'd just like to say-
1.) I fully support epic fireball muzzle effects (all glory to the 720mm arty Stabber!) 2.) Resizing turrets is difficult, since they have to be on scale with the ship hull- remember, EVE ships are huge, and even a gun that fires shells more than a metre across can look small relative. Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |
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Zaine Maltis
Innsmouth Enterprises
10
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Posted - 2011.11.17 23:32:00 -
[171] - Quote
- Engine trails that pulse when you put your AB on, and perhaps pulse larger, or look slightly different when a MWD is put on.
- When you are looking at something that is destroyed, you should stay looking at it to watch it explode, not revert back to your ship.
- The overview is a bit of a distraction, you end up having to flick your eyes backwards and forwards btw the target to see what they are doing and the overview to actually back up your hunch via the numbers. If you've got ships targeted, then why not try and add a small HUD indicating Velocity, Radial/s, direction next to them when you can see them. Then you don't need to keep flicking your eyes back and forth.
- Un-docking animation
- Re-quoting from earlier because it's awesome, different impact animations based on Shield/Armour or structure hits.
- Impacts from large, weapons could potentially impact trajectory. If you are being hit with battleship sized impacts, surely that's going to move you in space?
- Better wrecks. The big ones you get from supers are cool. but if would be nice if they all resembled the ships.
- Improve the overheat buttons. They are IMPOSSIBLE to use when you are under a little stress unless you are using the keyboard.
- At high graphic levels, when you are zoomed in on the ship, put some crew behind the little windows :D
- Add another "close map" button onto the star map somewhere. Every time I use the star map, I have to minimise the controls to be able to use it due to limited screen space. This means that I spaz around for about 20 seconds trying to find the close button when I'm done afterwards. Having a close star map button at the top. bottom. bottom right or something which prevent this.
Innsmouth Enterprises
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Avila Cracko
Federal Navy Academy Gallente Federation
112
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Posted - 2011.11.18 00:06:00 -
[172] - Quote
Is it possible that we see some kind of animation when we from normal space looking at ship that is entering warp??? some kind of flash or something... you have it in trailer: http://www.youtube.com/watch?v=OSxSyv4LC1c&t=1m23s
So that warp look awesome for observers too... :))) |
Jerek Mothas
Eleutherian Guard
12
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Posted - 2011.11.18 00:13:00 -
[173] - Quote
This isn't a visual papercut, but could you please consider putting the old, more forceful stargate sound effects back? Or at the very least, give us an option to choose which one we want?
This is what I mean. |
Aldarica
Spinal Discipline
1
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Posted - 2011.11.18 00:20:00 -
[174] - Quote
I'd appreciate less windows on ships, especially those slapped all around on all possible and impossible places. Right now most ships look more like they were designed for fancy tourist cruising than for the combat. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
298
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Posted - 2011.11.18 02:25:00 -
[175] - Quote
Freebooted blog has an entry about desired camera functionality.
Here's my suggestion for stargate jumping (unrelated to Freebooted's camera ideas): 1) Continue rendering current grid 2) Hidden rendering of target grid 3) When jumping, open up wormhole which joins both grids 4) Warp new grid through wormhole into new grid
This can happen as soon as the client knows enough about the target grid to start rendering it: objects on the remote grid can be spawned in as the warping is happening. The warping effect is, in effect, the transition screen. No fade to black required, just replace it with a humungous feat of 3D graphics engineering :)
The process of warping can be slowed down to give the pilot an indication of how long their client will take to load the remote grid completely. |
Jett0
Team Kitty Choke Slam
29
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Posted - 2011.11.18 02:32:00 -
[176] - Quote
Mara Rinn wrote: Here's my suggestion for stargate jumping (unrelated to Freebooted's camera ideas): 1) Continue rendering current grid 2) Hidden rendering of target grid 3) When jumping, open up wormhole which joins both grids 4) Warp new grid through wormhole into new grid
This can happen as soon as the client knows enough about the target grid to start rendering it: objects on the remote grid can be spawned in as the warping is happening. The warping effect is, in effect, the transition screen. No fade to black required, just replace it with a humungous feat of 3D graphics engineering :)
The process of warping can be slowed down to give the pilot an indication of how long their client will take to load the remote grid completely.
This is awesome.
For the less tech-savvy, what's being suggested here is getting rid of the loading screen for stargate jumps and replacing it with a visual effect.
On an unrelated note, I just noticed that on the test-server, suns are not properly occluded by my ship during warp. I have a feeling this is a known issue, but I'll bring it up anyway. |
Evenus Battuta
4
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Posted - 2011.11.18 02:59:00 -
[177] - Quote
team papercut is worth my subscription fee |
Marcus Caspius
Vitriol Ventures BLACK-MARK
8
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Posted - 2011.11.18 03:08:00 -
[178] - Quote
Rework the Local Character list. Provide us with an option to only view the standings icon against each character in chat (local) and also the ability to order by standings. This means that you should effectively order the char list so that if a red or neut jumps into local they will appear at the top of the list.
This also mean that I can make local smaller so that all the chat windows can be stacked on top of one another. Right now Local takes up the whole of the LEFT of my screen. That all it does, watch for hostiles in 0.0. You know your not suppose to talk in local unless its spam or smack
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DICKPOWERS
Ministry of Information
0
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Posted - 2011.11.18 04:32:00 -
[179] - Quote
- 4 flashy lights that tell me what kind of damage I am incurring - better ( bigger ) indication of when I'm being scrammed, painted etc
DP |
Velarra
Ghost Festival Naraka.
10
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Posted - 2011.11.18 04:36:00 -
[180] - Quote
CCP t0rfifrans wrote:This thread delivers. Please keep it coming. Ofc, we have our own lists of things we feel is important. For example missiles are very high on it, so are explosions, many non-weapon/turret effects and gas clouds in dungeons. V3 shaders will allow very cool lighting effects in space once that effort is done ( will take time ). Your suggestions are being read and popular items or novel new ideas are being considered and weighed against everything else.
One thing we have to consider is scalability. What is your opinion on that? Go nuts with modern state of the art effects that require powerful machines or keep it to a bare minimum so that it runs on 10 year old craptops? Or allow just allow people to turn stuff off?
Thanks!
TL;DR = This: Quote:Or allow just allow people to turn stuff off?
There have been a number of fantastic updates and changes visually to eve, from the nebulae, to lighting and shadows , to much of the Caldari & Federal fleet line ups, and certainly more I'm missing or haven't noticed.
However as you mentioned, not all computers running Eve are of the same performance, with the same screens/monitors, or configured with the same attention to color calibration.
For instance the option to have 3 lighting settings: 1. Cold:Dark and very contrasty as originally released to SiSi 2. Default: Current SiSi settings as of 17/11/11. 3. User Specified Client Brightness, Contrast & Gamma values.
The option to turn on or off the nebulae entirely leaving pure stars for background along with planets, and other celestials.
Above all, however, options are good, feeling railroaded into a CQ is much less entertaining than having the option to enter it in station.
The option to turn off engine trails is as nice as the trails themselves. I really enjoyed having the choice to turn them off, if/when i want/need to.
If the number of features that could have options grow to excess at least for eve's UI or time to code it into the UI, - even a text file that could be edited with permitted settings perhaps for the more arcane options would be great. |
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