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

Cerberine Saken
Aphelion Venture
0
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Posted - 2011.11.18 06:29:00 -
[181] - Quote
I know it's been said before, but I'm going to put my two cents' worth in anyways.
Some kind of visual indicator of damage would be really nice - flickering shields, melted or scarred armour, and holes or craters (or something!) to indicate structure damage. The current shield hardener effect is pretty underwhelming too - it basically looks the way I think your shields should look by default.
The sun also doesn't hold up at all when you're near it. After all the planets got redone in Tyrannis or thereabouts, they're simply gorgeous, making that sun look so much worse by comparison. Similarly, asteroid belts and ice fields are still a far cry from the more realistic look EVE's been taking on lately.
And missiles, obviously. I fly mostly Caldari, and it makes me weep that everybody else gets pretty turret effects and I get to watch a single glowing sphere go flying right past that dramiel.
EDIT: this one's more of a UI kind of thing, I think, but I saw somebody else post it and think it's awesome enough to merit more support. It'd be nice if my little whirling target lock showed useful information, like whether a target is within optimal/falloff, how fast they're moving, and roughly how much damage they've taken. I'm sure the overview's great, but I'd totally love to be able to pewpew with the overview minimized and just fly by eye. |
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CCP t0rfifrans
C C P C C P Alliance
299

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Posted - 2011.11.18 13:42:00 -
[182] - 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.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat. |
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CCP t0rfifrans
C C P C C P Alliance
299

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Posted - 2011.11.18 13:43:00 -
[183] - 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... That's actually in there right now, it's pretty faint though, it used to be more pronounced. |
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Tanya Powers
Science and Trade Institute Caldari State
213
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Posted - 2011.11.18 13:52:00 -
[184] - Quote
Akirei Scytale wrote:Hayaishi wrote:Weapons "deploying" when you lock someone, not when you come out of warp.
HEAR ME OUT, I'm not like all the others.
If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.
If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.
^ How about that? The animation could simply be scaled to fit your locking time exactly, though it would be funny to watch your guns instantly appear when locking a titan, but take a minute to poke their heads out when locking a sig tanked frigate.
Oul+ál+á, this would be great 
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CCP t0rfifrans
C C P C C P Alliance
299

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Posted - 2011.11.18 13:57:00 -
[185] - Quote
There is a lot of great ideas in here. The art department recently did a massive brainstorm on things to improve EVE visually and of course, many of their ideas are the same ones as listed here. Getting your point of view on it is hugely important though, because while coming up with ideas may be easy, prioritization can be challenging. I've taken the posts listed into a massive list that will be cleaned up, but from what I gather the main things you list are ( in non-priority order):
- Missiles ( bays, paths, explosions etc )
- Explosions + ship death
- More camera options
- Sensor booster, shield hardeners and such effects
- Seeing the effects of shields / damage on armor and structure
- More life in general, such as NPCs, billboards and other things
- Go nuts with state of the art graphics but allow people to turn things off
- Jump and cyno effects
- Projectile effects
There are more, and they are in the list, me not listing them doesn't mean that we are omitting them.
Thanks!
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GalAngel
The Scope Gallente Federation
8
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Posted - 2011.11.18 14:01:00 -
[186] - Quote
New shield and armor repair effects will be nice. Dreams
Maybe you add more life to in docks? Like small ships slowly fly far away in station docks. Just something to may see life cycle peoples who living in the stations.  |

Sakurako Kimino
Volatile Nature White Noise.
5
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Posted - 2011.11.18 14:04:00 -
[187] - Quote
missiles they need a lot of love. myself i always think it should be some what like a submarine missile launch more of a tube and the graphics could show the door swinging open something like this
eve is about sin |

DarkAegix
Blue Republic RvB - BLUE Republic
349
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Posted - 2011.11.18 14:05:00 -
[188] - Quote
Not just fire when a ship is low on structure... Tiny little explosions! |

SMT008
Les chevaliers de l'ordre Goonswarm Federation
232
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Posted - 2011.11.18 14:10:00 -
[189] - Quote
OH GOD I'm looking forward to all this :D
I don't know if it's going to count or not, but I'll still help on the prioritization thing :
1 : Missiles 2 : Effects that affect your ship (Sensor booster, shield hardeners/boosters) 3 : Explosions + ship death 3 : Effects that affect others ships (Effect of shield damage/armor damage, needs more fire for structure damage :D) 4 : Projectile effects (Shoot 800mms shells or 1400mms, you'll see that the effect is quite underwelming :( ) 5 : Jump and cyno effects (The Cyno effect is cool already, it just needs to be pointing to a unique destination, even if it's not pointing toward the real destination system. The jump effect is currently okay, but looks a bit old, true. And I'll add this little thing, change the "gate fire" effect. This one looks really old, and I'm pretty sure it could look like pure awesomness. If you want to know what kind of effects you could use, use the V3'd acceleration gate's electric sparks. They look awesome) 6 : More life such as NPCs and all. Actually, if you implement visual damage on ships, it will already add life to NPC ships, which is great. Some structures could use a revamped explosion (A truely badass one, I now know I can trust you guys to design awesome stuff :) ). 7 : Other stuff. |

Moonaura
Swedish Aerospace Inc The Kadeshi
50
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Posted - 2011.11.18 14:24:00 -
[190] - Quote
CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
I have a strict do or die policy and I don't let my latest batch of minmitar slaves to leave their posts. I know, this is a tad harsh, but at least they are paid well. Who am I kidding... I don't pay them. |

Ciar Meara
Virtus Vindice
289
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Posted - 2011.11.18 14:24:00 -
[191] - Quote
CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
I am pretty sure Amarr use their slaves as they should, letting them die with the ship in Honour. But those weakminded goody twoshoes gallente probably have escape pods all over the place (reason of "fatness" of a certain ship?)
All kidding aside, your own wiki states the average manning and survival rates on ships from shuttle to titan.
I also would love see ships modules "displayed" "on" the hull, in the future, perhaps, someday (dreams). - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Morganta
Peripheral Madness The Midget Mafia
340
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Posted - 2011.11.18 14:29:00 -
[192] - Quote
not sure about other T3 ships but the loki has an annoying habit of dropping into the screen when you change sessions (via gate or docking)
instead of appearing on the screen the ship literally drops in from the top of the frame this is a pretty typical spawn mechanic in games, but usually the drop-in is masked or hidden.
another loki issue is the gimpy gun on the side of the block structure forward of the bridge, its attached to the hull on its side and not its base The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |

oldbutfeelingyoung
VIRTUAL EMPIRE VANGUARD Vanguard Ascendants
1
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Posted - 2011.11.18 14:38:00 -
[193] - Quote
turrets coming out when something is targetted and stay in if not? |

Vertisce Soritenshi
Varion Galactic Tragedy.
187
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Posted - 2011.11.18 14:43:00 -
[194] - Quote
Alexandar Pavlovic wrote:
THAT is how explosions in EvE should look! Freaking epic and something people will actually stop and watch out of interest. As opposed to what we have now which looks like a defective firework and a puff of smoke.
This thread is good and has some really good ideas in it. Let's keep it going. Support our boobies!-áLINKY! |

Jace Errata
Cobalt Valkyrie Industries The Ambivalent
32
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Posted - 2011.11.18 14:47:00 -
[195] - Quote
Something I've been thinking about shipsplosions and wrecks- there could be three damage-based sets of wrecks and explosions.
Set 1: Ship is killed by a small hit (only just enough to take out its last HP): Large "bubble" explosion, current wreck Set 2: Ship is killed by a large hit (medium-range overkill): Ship is gutted by explosions, windows and parts of hull blow out, burnt-out but externally mostly intact wreck Set 3: Ship is one-shotted or a very large hit (or DD): Multiple large explosions, ship is knocked sideways, broken-up chunks wreck. Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |

Meatbag Pussrocket
Root.
5
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Posted - 2011.11.18 14:49:00 -
[196] - Quote
This is an audio suggestion, not really a graphical one but its a "little thing" and would go a long way.
we're all willing so suspend disbelief about "sound in space" but please, give us a LOT more bass in the weapons. a Battleships laser or hybrid turret shouldnt sound like *pew pew* but -BOOM BOOM- capitals should have weapon sounds that make the earth feel like its moving under your feet.
just my .02 |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
134
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Posted - 2011.11.18 14:58:00 -
[197] - Quote
Logistics drones have no thruster effects. |

Zimmy Zeta
Battle Force Industries
44
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Posted - 2011.11.18 14:58:00 -
[198] - Quote
Considering that projectile weapons fire nukes (most of the time at least), normally there should be a bright flash of light with every explosion. Ok, this might totally screw visibility on the battelfield and would forward epileptic seizures if you have a higher rate of fire....er... maybe a bad idea....just disregard that.... |

E man Industries
SeaChell Productions
137
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Posted - 2011.11.18 15:43:00 -
[199] - Quote
CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat.
Well the animation could play after the pod is ejecting.
Need more-ádecent content a casual player can access in a 1-2h play period that is actually fun and contributes to long term personal and corp goals. This applies to PvE and PvP. |

Zaine Maltis
Innsmouth Enterprises
11
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Posted - 2011.11.18 17:06:00 -
[200] - Quote
E man Industries wrote:CCP t0rfifrans wrote:Ciar Meara wrote:I would like to see little tiny escape pods for my crew when it starts to explode/is in low structure.
That assumes that there will be survivors. I'm not sure that the capsuleer allows crews to abandon ship while still engaged in combat. Well the animation could play after the pod is ejecting.
Actually, according to the wiki, there often are survivors. 5% of crew for frigates, rising to 80% for titans, depending on the mode of death:
http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines
Innsmouth Enterprises
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CCP t0rfifrans
C C P C C P Alliance
310

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Posted - 2011.11.18 18:26:00 -
[201] - Quote
Yeah, not everyone agrees on that on the dev team. Many feel that the crews should simply perish, given how easily replaceable they are in the world of New Eden... Buf since it's on the wiki, then yes, a few people might survive in some instances 
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Opertone
Signal 7
11
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Posted - 2011.11.18 18:27:00 -
[202] - Quote
please add whine button in addition to like button.
Sir Good Waffe whined at your forum post. You have received 3 new whines with a reason liek 'sh**posting', 'trolling comments', 'nerf bat' |

Oberine Noriepa
205
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Posted - 2011.11.18 18:55:00 -
[203] - Quote
This is an ambulation suggestion, and it probably isn't a "little" suggestion, but I figure it wouldn't hurt to post.
When walking on inclines, I've noticed that the footing and legs of an avatar don't scale to the environment. My suggestion? Inverse kinematics. Considering the physics middleware that operates within Carbon, I don't think this would be extremely difficult to achieve. Little animation touches like that are really great, I think. Rockstar Games uses Euphoria in RAGE and their games end up having pretty great and dynamic physics based animations. I'm not suggesting that CCP adopts something like Euphoria, but since PhysX is already a component of Carbon, I don't think something as simple as inverse kinematics would be too difficult to implement. |

Zirse
Brutor Tribe Minmatar Republic
154
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Posted - 2011.11.18 19:19:00 -
[204] - Quote
Oberine Noriepa wrote:This is an ambulation suggestion, and it probably isn't a "little" suggestion, but I figure it wouldn't hurt to post. When walking on inclines, I've noticed that the footing and legs of an avatar don't scale to the environment. My suggestion? Inverse kinematics. Considering the physics middleware that operates within Carbon, I don't think this would be extremely difficult to achieve. Little animation touches like that are really great, I think. Rockstar Games uses Euphoria in RAGE and their games end up having pretty great and dynamic physics based animations. I'm not suggesting that CCP adopts something like Euphoria, but since PhysX is already a component of Carbon, I don't think something as simple as inverse kinematics would be too difficult to implement.
That is like issue nine bazillion out of nine bazillion on the list of things to do. |

GeeShizzle MacCloud
36
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Posted - 2011.11.18 19:20:00 -
[205] - Quote
i know its not a graphical thing but if you could pass it to your sound guys thatd be awesome!
People rarely use sound in eve cause people consider it adds lag to and from the server in some form. if some devs could dispell this myth thatd be awesome! but itd also be great if the amount of resources that Eve's sound uses could be reduced. whether using sound samples or sounds synthesis (i think would be preferred) i think it needs to be looked at.
theres always a question when it comes to eves sound as to how to place it. the purists would say theres no sound in space and id say thats true.
But id also say that sounds should be thought of occuring inside your ship and only inside ur ship. all the various energetic particles and spacial phenomena could interact between space, ur shields, ur hull etcc to create a whole spectrum of sound frequencies.
Dont connect the sound with the camera! even though it may initially make sense, it actually removes a sense of self when flying in space. i find it ridiculous u can hear sounds of things 100's of KM away by moving your camera there, yet not hear a thing about whats going on right next to your ship! |

Solstice Project
Cult of Personality
162
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Posted - 2011.11.18 19:20:00 -
[206] - Quote
Take a look at the explosions.
Find a good algorithm for realtime explosions and not those, altough good looking, simply not sufficient particlebursts.
Wing Commander did it right already, by using octrees that had temperature as a base.
I'd give you the whole damn algorithm, if i knew how to find it ... and i've tried finding it.
X-Wing and it's bitmap explosions looked nice visually, but sucked bigtime as real explosions.
Eve's particleburst looks really nice, but as with the missile explosions, it simply lacks visual movement and detail.
Thanks. :) |

Vincent Gaines
Macabre Votum Morsus Mihi
127
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Posted - 2011.11.18 19:24:00 -
[207] - Quote
I miss freespace and the sense of scale when flying along a cap.
The only thing that bothers me is when my ships on fire... it looks cheap.
Ship explosions I think are fine... just the audio sucks.
I LIKE the new hardener. The old shield harderner/booster looked terrible, you couldn't even see the ship most of the time. |

Overlord Invictus
BOAE INC
0
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Posted - 2011.11.18 19:43:00 -
[208] - Quote
GeeShizzle MacCloud wrote:i know its not a graphical thing but if you could pass it to your sound guys thatd be awesome!
People rarely use sound in eve cause people consider it adds lag to and from the server in some form. if some devs could dispell this myth thatd be awesome! but itd also be great if the amount of resources that Eve's sound uses could be reduced. whether using sound samples or sounds synthesis (i think would be preferred) i think it needs to be looked at.
theres always a question when it comes to eves sound as to how to place it. the purists would say theres no sound in space and id say thats true.
But id also say that sounds should be thought of occuring inside your ship and only inside ur ship. all the various energetic particles and spacial phenomena could interact between space, ur shields, ur hull etcc to create a whole spectrum of sound frequencies.
Dont connect the sound with the camera! even though it may initially make sense, it actually removes a sense of self when flying in space. i find it ridiculous u can hear sounds of things 100's of KM away by moving your camera there, yet not hear a thing about whats going on right next to your ship!
this! |

Callic Veratar
Power of the Phoenix
83
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Posted - 2011.11.18 20:40:00 -
[209] - Quote
CCP t0rfifrans wrote:Yeah, not everyone agrees on that on the dev team. Many feel that the crews should simply perish, given how easily replaceable they are in the world of New Eden... Buf since it's on the wiki, then yes, a few people might survive in some instances 
With the current ship explosion system, the time between still alive and wreck is a matter of 2 or 3 seconds. If the ship entered an unstable tumbling explosion for a 5 to 30 seconds (depending on the size of the ship), there could be a lot of time for escape pods. |

Callic Veratar
Power of the Phoenix
83
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Posted - 2011.11.18 20:46:00 -
[210] - Quote
An option for altering the in-space sounds could be awesome:
Normal - the current settings, not too loud, not too quiet just SFX for everything, things sound "realistic" assuming we could hear sound in space. Sci-Fi - exaggerated sounds like the old jump gates, heavy bass for artillery, fun stuff Realistic - Sound only comes from what comes in contact with the hull of your ship. Weapons fire, engines, radio chatter: everything else is silent, including while you have active shields. |
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