
CCP Karuck
C C P C C P Alliance
249

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Posted - 2014.05.21 08:49:00 -
[1] - Quote
Hey :)
Some good feedback here!
Dex Sudaka wrote:I could see my body as if I was seated inside that cockpit. Even moved my hands to check if it responded (even though I knew it was not possible)
I'm sure we'll let you move those hands in the not-so-distant future ;) There are some seriously smart people working on very interesting hardware solutions to enable this.
Dex Sudaka wrote:At takeoff, the feeling of speed was there but I expected more..."umph" "vavavoom"
The "sense of speed" is a constant iteration for us, we have some more work to do there. It's been a very interesting subject to tackle, where visual effects and static references contribute a lot. When flying in black space you would have no feeling for how fast you are going, and if we make you move too fast you never see the other ships you're fighting. It also affects your perception of scale, and can make an "accurate to scale" Titan seem small if you go fast enough.
Dex Sudaka wrote:I think the head tracking could have the option to be adjusted so you don't have to literally move 180 degrees to see to your "six". Perhaps moving 120 would be enough to see all the way to the back?
Unfortunately we need to keep the real-life head to virtual head movement/rotation as close as possible, it is a key element to not making you motion sick :) To give you an idea of how important this is, the current tracking hardware is accurate to around 0.01mm positional and rotation to 0.05-¦ or so.
Dex Sudaka wrote:I personally think the cockpit is too big.
We are still playing around with the scale of the cockpit, but there is one element that will affect your sense of scale a little bit. When you get your own personal Oculus Rift you can run a calibration utility that measures the distance between your eyes, and this in turn affects how we render the world. If it's set too big everything will feel small and if the value is too low everything will feel large.
Dex Sudaka wrote:When firing guns, I didn't feel the recoil, although it was visually present. There needs to be some sort of little- almost imperceptible- jolt when firing different types of munition. (firing an Avenger GAU 30 cannon on an A-10, brings the nose of your aircraft up).
Feedback/jolt is something we have looked at, but it's extremely hard to get right in VR since one of the "golden rules" is to never move the camera.. only the user can do that. If you add camera shake it makes the player sick :/ Haptic feedback on controllers is a better way to do it, and we are playing with gamepad rumble for this.
Dex Sudaka wrote:I thought that the death sequence should be in 3rd person, as your consciousness leaves your body, like the lore says. Showing how your ship blows to pieces and you clone screams as it's life leaves the body. Also is a good reference to see who shot you, and plan your next move in the battlefield.
We have some interesting ideas for the death sequence, and what you saw in this build was just a quick pass. We do indeed want to somehow represent your consciousness leaving the body and entering a new clone.
Dex Sudaka wrote:I have no idea how big the G-forces are in space, but I guess some Newtonian laws still apply. But since I assume most of us haven't been to space, and since there are no spaceships in real life, we 'll never know what's realistic and what's not. Please don't make it feel too much like we're flying a plane on earth.
Interesting to see you talk about forces in space :) We are still working on the flight model and finding that sweet spot between "pure (arcade) fun" and realism.
Dex Sudaka wrote:I know the integration with EVE will be complex. But like we said at Fanfest, having drones flown by real people, would be ultimate thrill. After all, those Gekkos look remarkably similar to the Wraith MKII.
Integration with EVE will be tricky, but we have some ideas. Flying drones for EVE players is an idea that came up very early, but how would that work with EVE's slower gameplay and time dilation?
- Senior Programmer on EVE: Valkyrie / @SiggiGG |