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CCP Guard
C C P C C P Alliance
855

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Posted - 2011.11.17 11:26:00 -
[1] - Quote
CCP Mannapi wants to tell you about some cool changes to stargate alignment and space-navigation which some of you have already noticed on Singularity, our main test server. Check out the blog right here, and let us know if you have feedback or questions for us.
CCP Guard | EVE Community Developer |
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StukaBee
GoonWaffe Goonswarm Federation
20
|
Posted - 2011.11.17 11:28:00 -
[2] - Quote
maybe first but unlikely |

StukaBee
GoonWaffe Goonswarm Federation
20
|
Posted - 2011.11.17 11:28:00 -
[3] - Quote
booya
edit for content: This is cool, being in space, seeing the nearby stars and with stargates actually shooting you towards the next star system feels more like you're actually in space, rather than a series of unrelated rooms. Good work dudes.
You know what would be really awesome though? If you could see the 'spiderwebs' of your constellation's stargates (or even the whole region?) projected between the stars like they appear in the map view, rather than just the stars themselves. Also, imagine if those nearby stars in space showed on the HUD, and you could set destination/jump to beacon/etc just by right clicking on them in space (rather than having to exit to map view).
That would be amazing. |

Mar Drakar
LDK Test Alliance Please Ignore
28
|
Posted - 2011.11.17 11:31:00 -
[4] - Quote
why did CCP miss the chance to make flattened map actually usable? all the overlaying, adjacent but NOT connected systems etc.... all it does is make you print a map from dotlan, or just be tree huger and have that map on second monitor... quick map is all nice and stuff, but no one in their sane mind ever uses it, because it lacks usability, legend, explanations etc...
also - is that shield hardener on apoc? I mean...    |

Mon Kiera
Mindstar Technology Executive Outcomes
0
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Posted - 2011.11.17 11:34:00 -
[5] - Quote
Improved realism is win - I approve |

Ender Sai
Foetus Mart
13
|
Posted - 2011.11.17 11:34:00 -
[6] - Quote
First page \o/
But also, the real test for Nebulae is if they _finally_ convince my gf to play EVE with me. :D
Here's to hoping.
Although, if we warp to a gate that is facing "up" will I land on it in such a way that my facing perpendicular to the gates facing? Or will the game adjust my facing so that I am facing the direction of the jump gate facing?
Otherwise we're going to have ships wearing jump-gate hats. |

Jack Dant
The Gentlemen of Low Moral Fibre
131
|
Posted - 2011.11.17 11:34:00 -
[7] - Quote
Absolutely love this.
Any chance we can get the same direction right in the cyno out effect? It would be cool to see a capital jump and be able to tell where it went.
Also, is there any relationship between the stargate location in a system and where it's going to? In a few systems I noticed stargates sending you down in the starmap are actually located high in the system map. |

Arkady Sadik
Gradient Electus Matari
211
|
Posted - 2011.11.17 11:36:00 -
[8] - Quote
I love these changes, thank you for them!
To repeat a concern: It is currently possible to "warp to zero" to some star gates and either land too far away (e.g. when you are in a pod), landing outside of activation range, or "too close" (e.g. when you are in a freighter), bouncing off the gate if you don't hit "jump" real quick. It would be good to adjust the spheres of the gates to make this less likely. Would also make most of the "WTZ bookmarks" unnecessary :-) |

TheButcherPete
StoneWall Metals Productions Bloodbound.
19
|
Posted - 2011.11.17 11:37:00 -
[9] - Quote
Cheers to the untold amounts of Vertigo I'm going to experience when I look at the new stargates :D /me snugglehump you long time GÖÑ
~ I AM PETEBBA |

The Offerer
Republic University Minmatar Republic
51
|
Posted - 2011.11.17 11:44:00 -
[10] - Quote
Very much like this. Greatly adds to immersion. |

Jason Edwards
Internet Tough Guy Spreadsheets Online
9
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Posted - 2011.11.17 11:46:00 -
[11] - Quote
In space, all directions are up. |

Louis deGuerre
Malevolence. Void Alliance
61
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Posted - 2011.11.17 11:58:00 -
[12] - Quote
Excellent change ! Ignore the tears  FIRE FRIENDSHIP TORPEDOES ! |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
119
|
Posted - 2011.11.17 12:01:00 -
[13] - Quote
Jack Dant wrote:Absolutely love this.
Any chance we can get the same direction right in the cyno out effect? It would be cool to see a capital jump and be able to tell where it went.
Also, is there any relationship between the stargate location in a system and where it's going to? In a few systems I noticed stargates sending you down in the starmap are actually located high in the system map.
I'd like some answers to these same questions. A fleet of capitals jumping to a system should all zoom off in the same direction when they jump out together - that direction should be the destination system.
If I'm flying by gates, and can see the star system that I'm trying to reach to the south, the gate to that system should be to the south as well. I shouldn't have to warp away from a system to get to it when it's only one jump away. |

Zoe Alarhun
The Proactive Reappropriation Corporation
52
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Posted - 2011.11.17 12:04:00 -
[14] - Quote
I like
*thumbs up* |

Illwill Bill
Svea Rike Controlled Chaos
22
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Posted - 2011.11.17 12:11:00 -
[15] - Quote
Excellent! Now, if we could only have the gates sling us through space, like overpowered acceleration gates, instead of dissolving by mysterious voodoo as it does now... |

Draahk Chimera
Interstellar eXodus
12
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Posted - 2011.11.17 12:14:00 -
[16] - Quote
This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural. [IMG]http://i155.photobucket.com/albums/s302/nattravn/EVE/draakhchimeranaglfar.png[/IMG] |

C DeLeon
Pangalactic Punks n' Playboys HUN Reloaded
7
|
Posted - 2011.11.17 12:16:00 -
[17] - Quote
An idea about reworking the minimap and making it more clear-cut: Remove the minimap from the right side of the screen, put it to the middle and make it transparent and unflattened (just like in diablo style but in 3d :D). Similar to the tactical overlay. If the camera turns the minimap turns in the same direction too. With the solar map this could make easier the directional scanning and the constellation map could make easier to locate ourselves and our route during traveling between solar systems  |

Rakshasa Taisab
Sane Industries Inc.
486
|
Posted - 2011.11.17 12:21:00 -
[18] - Quote
Now all that remains is to randomly orient all the star systems so that they don't all spin along the same axis. 84,000 AUR ($420) spent on NeX store for Troll and Profit. |

Marielle Toralen
School of Applied Knowledge Caldari State
0
|
Posted - 2011.11.17 12:22:00 -
[19] - Quote
This is a good change! Well done CCP. |

Gempei
Siberian Khatru.
12
|
Posted - 2011.11.17 12:22:00 -
[20] - Quote
good work :) |

Makenshi Drakonnen
GoonWaffe Goonswarm Federation
0
|
Posted - 2011.11.17 12:28:00 -
[21] - Quote
Are there any plans to make the new Cyno Jump out effect fire you towards the destination system rather than a random direction? |

Mar Drakar
LDK Test Alliance Please Ignore
28
|
Posted - 2011.11.17 12:31:00 -
[22] - Quote
C DeLeon wrote:An idea about reworking the minimap and making it more clear-cut: Remove the minimap from the right side of the screen, put it to the middle and make it transparent and unflattened (just like in diablo style but in 3d :D). Similar to the tactical overlay. If the camera turns the minimap turns in the same direction too. With the solar map this could make easier the directional scanning and the constellation/region map could make easier to locate ourselves and our route during traveling between solar systems 
YEAH this this this...
we already have REAL stars in map, give us OVERLAY on them, with connections visible in some sci-fi style like that diablo map but not on top, but on BACKGROUND.
It is real and it's really cool, now make it real AND usefull. |

Sessym
Superstructure Exposure Service
17
|
Posted - 2011.11.17 12:36:00 -
[23] - Quote
In b4 'my bookmarks are screwed up' tears 
This is really a loveable change - and I can agree with the suggestions of being able to identify closer stars - especially if they are bright. _________ ,,,,,,,,,,,,,;;;;;####;;-------======-]> --,,,,,,,,,.... //_###_________------;;;;;;;;;;;;'''----======-]> --'''''"""" //_____/ ------- |

Zyrbalax III
Goldcrest Enterprises
29
|
Posted - 2011.11.17 12:50:00 -
[24] - Quote
Jason Edwards wrote:In space, all directions are up.
but... but... "The enemy's gate is down!"
Seriously, loving this change and asking for an optional HUD-type overlay showing connections between stars in space |

Grarr Dexx
Snuff Box
6
|
Posted - 2011.11.17 12:59:00 -
[25] - Quote
The new jump drive animations could use a little directional overhaul as well. I coordinated a little 'mass jump' on sisi from 6-c to next door, and this is how it went:
http://www.youtube.com/watch?v=ywA2cDBG12c
As you can see, it pretty much kills any sense of direction you would have had. |

syrus mac
Dawn of a new Empire The Initiative.
3
|
Posted - 2011.11.17 13:18:00 -
[26] - Quote
More realism is win, heading towards total immersion...........now if you could find a way to shut my wife up! |

zcar300
SERCO Group
5
|
Posted - 2011.11.17 13:19:00 -
[27] - Quote
This is great! It's the little things that make a truly great sci-fi game believable. |

hero honda
Maniacal Miners INC Cosmic Maniacs
0
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Posted - 2011.11.17 13:27:00 -
[28] - Quote
will it be possible to look through the gates and see the target star. I have assumed so far that the stars that you can see are the other star systems and not just artwork.
|

Charles Javeroux
INTERSTELLAR CREDIT Interstellar Trade Syndicate
4
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Posted - 2011.11.17 13:28:00 -
[29] - Quote
Grarr Dexx wrote:The new jump drive animations could use a little directional overhaul as well. I coordinated a little 'mass jump' on sisi from 6-c to next door, and this is how it went: http://www.youtube.com/watch?v=ywA2cDBG12cAs you can see, it pretty much kills any sense of direction you would have had.
I believe the issue with capitals jumping to the same direction would be related to aligning and the time it takes for them to align. One way to overcome the alignment is by some kind of special effect, what hides the ship layout or contures.
|

Hykke
Free Imperial Vikings Monkey Circus
0
|
Posted - 2011.11.17 13:35:00 -
[30] - Quote
Daedalus Arcova wrote: A fleet of capitals jumping to a system should all zoom off in the same direction when they jump out together - that direction should be the destination system.
That would mean that your ship would have to align before it could jump, please no... At least if this is implemented it should be possible to align to a star so you know the entire fleet is ready to jump
When you arrive in the destination system, it would be cool to alter the current effect of spawning as cloaked around the cyno to say spawning as already in warp 1 or 2 AU from the cyno. However this does have its disadvantages, especially if you're hotdropping a large fleet, as it will take some time to load the scene. |

Ponder Yonder
Fleet of the Damned Legion of The Damned.
7
|
Posted - 2011.11.17 13:36:00 -
[31] - Quote
CCP, Does this mean that jumping into a system through a gate angled up or down will drop you above / below the 'plane' of the system?
If so, it means that the path into a gate will now be different from the path out of a gate, which means: - many, many tactical bookmarks will become useless at best, suicidal at worst - Interdiction bubbles becoming less effective - Gatecamps becoming less effective
Am I understanding this correctly? |
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CCP Mannapi
C C P C C P Alliance
2

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Posted - 2011.11.17 13:37:00 -
[32] - Quote
So as some have seen on SISI we also have stars in the proper locations. The stargates will point you to the actual solarsystem and you will be able to tell how far the jump is from the perspective scaling of the stars. Closer stars are bigger.
So many good comments from you guys!
@StukaBee: Having the proper stars in the background opens up a lot of possibilities with regards to interaction. We will definitely be investigating ways to get some more interaction with them.
@Mar Drakar: That is a special dev shield extender to make sure I am not blown up by rats 
@Jack Dant, Makenshi Drakonnen and Grarr Dexx: : We have fixed the randomness of the cyno out, but getting them to orient towards their destination is a different ballgame. It is something we want to do though!
@Daedalus Arcova: I will pass on your comments about stargate positions to the appropriate persons. Thanks! We hope to be able to get more landmarks in at some point, but we will need to make do with what we have at the moment for a time.
@Illwill Bill: We would LOVE to make a nice transition effect from one system to another. I will try to get it on our backlog for future realeases.
@hero honda: You will most definitely be able to see the destination star through the gate! Unless the jump is redonkulously long that is. CCP Mannapi - EVE Graphics Programmer - Team TriLambda |
|

Ingvar Angst
Nasty Pope Holding Corp Talocan United
557
|
Posted - 2011.11.17 13:40:00 -
[33] - Quote
CCP Mannapi wrote:So as some have seen on SISI we also have stars in the proper locations. The stargates will point you to the actual solarsystem and you will be able to tell how far the jump is from the perspective scaling of the stars. Closer stars are bigger.
Hate to throw realism into this, but at a distance of multiple light years the size of the star is irrelevant. You can have super-massive stars much further away than say a nearby white dwarf and they'll still both be pinpricks in the sky.
In this case, size doesn't matter. Six months in the hole... it changes a man. |

Nova Fox
Novafox Shipyards
355
|
Posted - 2011.11.17 13:44:00 -
[34] - Quote
Wait you guys are not going to run the BMK killer scripts to eat all Bookmarks near a gate?
|

Zyrbalax III
Goldcrest Enterprises
29
|
Posted - 2011.11.17 13:54:00 -
[35] - Quote
Hykke wrote:Daedalus Arcova wrote: A fleet of capitals jumping to a system should all zoom off in the same direction when they jump out together - that direction should be the destination system.
That would mean that your ship would have to align before it could jump, please no... At least if this is implemented it should be possible to align to a star so you know the entire fleet is ready to jump When you arrive in the destination system, it would be cool to alter the current effect of spawning as cloaked around the cyno to say spawning as already in warp 1 or 2 AU from the cyno. However this does have its disadvantages, especially if you're hotdropping a large fleet, as it will take some time to load the scene.
Don't see why cynoing ships have to align first. When you jump at a gate your ship doesn't align to the direction of the jump before it jumps. Cynoing is just another jump mechanism. |

Ishtanchuk Fazmarai
86
|
Posted - 2011.11.17 13:55:00 -
[36] - Quote
Ingvar Angst wrote:CCP Mannapi wrote:So as some have seen on SISI we also have stars in the proper locations. The stargates will point you to the actual solarsystem and you will be able to tell how far the jump is from the perspective scaling of the stars. Closer stars are bigger.
Hate to throw realism into this, but at a distance of multiple light years the size of the star is irrelevant. You can have super-massive stars much further away than say a nearby white dwarf and they'll still both be pinpricks in the sky. In this case, size doesn't matter.
Houm...
Go outside in a dark night in a dark place and you'll notice how some stars are bigger than others. Our brain is hardwired to think that brighter = bigger, and stars certainly grow brighter or dimmer with distance.
BTW CCP Mannapi, having a star at th end of the jump glow is Cool^2.
My only complain is that the nebula over Amarr is so bright that I barely can't see my interface against it...  So... no affordable NEx store... no full-fledged Incarna... no new casual content... no new solo content... no new PvE content...-á
Why should I keep paying to play this game? |

Grady Eltoren
Aviation Professionals for EVE
5
|
Posted - 2011.11.17 14:07:00 -
[37] - Quote
I will add to the love. GREAT Changes. It has been so long since EVE actually had some sort of Realism buff. When I show this game to other people, they could give a turd about the economy - they want to see what everyone comes to EVE for - SPACE - Amazing realism.
Kudo's and please keep up the great work. The other dev groups could take a lesson from you guys : ) hehe
Cheers
Grady
P.S. I saw the idea in this thread about the 3D Diablo Style Overlay - +10000 - This would be epic. |

Manc
The Gentlemen of Low Moral Fibre
2
|
Posted - 2011.11.17 14:08:00 -
[38] - Quote
Jack Dant wrote:Absolutely love this.
Any chance we can get the same direction right in the cyno out effect? It would be cool to see a capital jump and be able to tell where it went.
Also, is there any relationship between the stargate location in a system and where it's going to? In a few systems I noticed stargates sending you down in the starmap are actually located high in the system map.
This |

Anvil44
Independent Traders and Builders MPA
25
|
Posted - 2011.11.17 14:10:00 -
[39] - Quote
Totally unnecessary work (from a gameplay point of view) and totally awesome. I love it (even though I have not gone on SISI, the idea is capital!). Kudos on this.
One thought: going from system A to system B that is to the "West" of system A does not necessarily mean that the stargate required to jump to system B should be on the "West" side of system A. This is due to the fact that the star gates were placed in a spot in space that has some sort of 'affinity' with the system you are jumping to, allowing for a jump gate to that system. This, of course, is if I remember some Eve lore I read when I first started looking at Eve (a few years before I actually started playing Eve).
So gate placement was supposed to = best spot to anchor jump gate to go to another system, not closest spot from current system to target system.
And of course, this could be totally wrong. I may not like you or your point of view but you have a right to voice it. |

Raid'En
Apprentice Innovations
112
|
Posted - 2011.11.17 14:14:00 -
[40] - Quote
about finding our way, the new waypoint system which does not list us all systems at the left on starmap is making me lost... i can't find my way easily without that, got any infos about that ? |

Jack Dant
The Gentlemen of Low Moral Fibre
133
|
Posted - 2011.11.17 14:20:00 -
[41] - Quote
CCP Mannapi wrote: @Jack Dant, Makenshi Drakonnen and Grarr Dexx: : We have fixed the randomness of the cyno out, but getting them to orient towards their destination is a different ballgame. It is something we want to do though!
Fair enough.
If you do it, it will have gameplay implications, but they would be so cool. A scout reporting "the enemy caps just jumped out towards the north", or the specific star if they know the area well enough... |

Knug LiDi
N00bFleeT Numquam Ambulare Solus
10
|
Posted - 2011.11.17 14:26:00 -
[42] - Quote
Jason Edwards wrote:In space, all directions are up.
The enemy gate is down.
If only we could fall into a woman's arms
without falling into her hands |

TorTorden
NorCorp Enterprise No Holes Barred
12
|
Posted - 2011.11.17 14:28:00 -
[43] - Quote
Just have to say it since it's a huge pet bear of mine,,
Moving planets... |

Knug LiDi
N00bFleeT Numquam Ambulare Solus
10
|
Posted - 2011.11.17 14:33:00 -
[44] - Quote
TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets...
Or more importantly (to me) the smaller the satellite the faster the orbit (generally). Planets rotate suns much slower that moons orbit planets. POSs anchored in orbit around moons would move faster still.
Planets orbits measured in years Moon orbits measured in months POS orbits measured in days
If only we could fall into a woman's arms
without falling into her hands |

Didona Carpenito
Akimamur Industries
6
|
Posted - 2011.11.17 14:38:00 -
[45] - Quote
LOL, move them bookmarks.
Good job CCP for the new stargates. |

Jack Dant
The Gentlemen of Low Moral Fibre
134
|
Posted - 2011.11.17 14:38:00 -
[46] - Quote
Knug LiDi wrote:TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets... Or more importantly (to me) the smaller the satellite the faster the orbit (generally). Planets rotate suns much slower that moons orbit planets. POSs anchored in orbit around moons would move faster still. Planets orbits measured in years Moon orbits measured in months POS orbits measured in days Now you just need to figure out a way to do this without completely destroying bookmarks.
Do that and it'll be really really cool. |

jonnykefka
Adhocracy Incorporated Adhocracy
7
|
Posted - 2011.11.17 14:44:00 -
[47] - Quote
Knug LiDi wrote:TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets... Or more importantly (to me) the smaller the satellite the faster the orbit (generally). Planets rotate suns much slower that moons orbit planets. POSs anchored in orbit around moons would move faster still. Planets orbits measured in years Moon orbits measured in months POS orbits measured in days
I asked about this once when I was a wee nublet. It's a really cool idea but I expect it's such a bear to program that we'll never see it. Bookmarks, POSes, relative distances of various celestials, etc. There's a lot of room for crap to go wrong and I'm not sure there's enough payoff to even consider it. Re-orienting some gates is probably a lot easier than re-writing the fundamental physics of the EVE universe.
But hey, stick it in the backlog and see what happens. |

Ranger 1
Ranger Corp
299
|
Posted - 2011.11.17 14:44:00 -
[48] - Quote
Manc wrote:Jack Dant wrote:Absolutely love this.
Any chance we can get the same direction right in the cyno out effect? It would be cool to see a capital jump and be able to tell where it went.
Also, is there any relationship between the stargate location in a system and where it's going to? In a few systems I noticed stargates sending you down in the starmap are actually located high in the system map. This
I wouldn't get too hung up about this aspect. The amount of distance we are talking about when discussing what side of a solar system a gate is on is so incredibly miniscule compared with even the shortest distance between solar systems as to be a non-issue.
Gate placement would be far more likely to be dictated by other factors, such as closeness to in solar system population centers and trade routes. than to be influenced by "is it closer to the destination". To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Utremi Fasolasi
La Dolce Vita
8
|
Posted - 2011.11.17 14:50:00 -
[49] - Quote
Zyrbalax III wrote:[quote=Hykke] Don't see why cynoing ships have to align first. When you jump at a gate your ship doesn't align to the direction of the jump before it jumps. Cynoing is just another jump mechanism.
Agreed, the "direction" a cynoing ship is jumping in is a 4th dimension, perpendicular to both the current location and the destination, so it is already aligned to that.
Folks just need to expand their minds and not limit themselves to 3D perception. |

Iosue
UV Heavy Industries STR8NGE BREW
22
|
Posted - 2011.11.17 14:51:00 -
[50] - Quote
awesome work guys. this will really improve the immersion in game. so looking forward to seeing this on tranquility. at some point it would be neat to see the nebula changes by constellation or system, but you gotta start somewhere. cheers! |

Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
18
|
Posted - 2011.11.17 14:52:00 -
[51] - Quote
Knug LiDi wrote:TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets... Or more importantly (to me) the smaller the satellite the faster the orbit (generally). Planets rotate suns much slower that moons orbit planets. POSs anchored in orbit around moons would move faster still. Planets orbits measured in years Moon orbits measured in months POS orbits measured in days
Physics, what are they  |

Viktor Dratok
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.17 14:53:00 -
[52] - Quote
All i read was "...have to move bookmarks" and then i chose not to like this.
Doesnt improve the game at all its just stupid work that has to be done if u want to have your previously working bookmarks to work again as intended. |

Xyzibit
New-Roots
0
|
Posted - 2011.11.17 14:55:00 -
[53] - Quote
<3 one of my top favourite features  <3 |

tgl3
Wormhole Engineers Review and Evaluation Greater Realms
15
|
Posted - 2011.11.17 14:56:00 -
[54] - Quote
An excellent change, and one many players will enjoy. |

TheButcherPete
StoneWall Metals Productions Bloodbound.
20
|
Posted - 2011.11.17 14:59:00 -
[55] - Quote
Viktor Dratok wrote:All i read was "...have to move bookmarks" and then i chose not to like this.
Doesnt improve the game at all its just stupid work that has to be done if u want to have your previously working bookmarks to work again as intended.
Tbqfh. Get over it. You took the time to make them once, take the time to redo them.
/me snugglehump you long time GÖÑ
~ I AM PETEBBA |

Aphrodite Skripalle
Galactic Defence Consortium United Pod Service
1
|
Posted - 2011.11.17 15:00:00 -
[56] - Quote
Draahk Chimera wrote:This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural. Its because eve is a underwater simulation. Grafic looks nice, but in space there is no friction. So nice grafic but no realism for flying in space physics, or its underwater physics which is quite unrealistic at these speeds we have.
I dont think there is a chance that ccp will give us a real space physics because this would change a lot and its not easy to realistically fly in space. |

Kralin Ignatov
Macabre Votum Morsus Mihi
2
|
Posted - 2011.11.17 15:02:00 -
[57] - Quote
nice change! I love the move to total immersion, as it makes the game that much more fun |

Grarr Dexx
Snuff Box
6
|
Posted - 2011.11.17 15:05:00 -
[58] - Quote
CCP Mannapi wrote:So as some have seen on SISI we also have stars in the proper locations. The stargates will point you to the actual solarsystem and you will be able to tell how far the jump is from the perspective scaling of the stars. Closer stars are bigger. So many good comments from you guys! @StukaBee: Having the proper stars in the background opens up a lot of possibilities with regards to interaction. We will definitely be investigating ways to get some more interaction with them. @Mar Drakar: That is a special dev shield extender to make sure I am not blown up by rats  @Jack Dant, Makenshi Drakonnen and Grarr Dexx: : We have fixed the randomness of the cyno out, but getting them to orient towards their destination is a different ballgame. It is something we want to do though! @Daedalus Arcova: I will pass on your comments about stargate positions to the appropriate persons. Thanks! We hope to be able to get more landmarks in at some point, but we will need to make do with what we have at the moment for a time. @Illwill Bill: We would LOVE to make a nice transition effect from one system to another. I will try to get it on our backlog for future realeases. @hero honda: You will most definitely be able to see the destination star through the gate! Unless the jump is redonkulously long that is.
That works for me, good job on that! |

Ciar Meara
Virtus Vindice
286
|
Posted - 2011.11.17 15:05:00 -
[59] - Quote
CCP Mannapi wrote:su much goodness
Great job(s)!
- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Havegun Willtravel
Mobile Alcohol Processing Units
4
|
Posted - 2011.11.17 15:06:00 -
[60] - Quote
Very nice, tyvm.
+1 for a Star Map filter; Show Current Region, Show Current + Adjacent.
Even after 4 years the star map ca still be a challenge with closely spaces systems.
And perhaps tone down one of 2 of the display effects, ships killed in the last hour being the most important. In an hour with +50 ships destroyed the red glow can be so blinding it blurs out any surrounding systems.
Looking forward to the new changes, great work. |

Tipsy
X-Factor Industries Synthetic Existence
0
|
Posted - 2011.11.17 15:09:00 -
[61] - Quote
Nice. This will be a popular change because it improves something almost all of us do all of the time. Can you tell us how you did it - did you rotate them all with some sort of script based on the map data? How long did it take to prepare and do?
CCP Mannapi wrote:@Illwill Bill: We would LOVE to make a nice transition effect from one system to another. I will try to get it on our backlog for future realeases. Yes! This. Please. I've wanted this since beta. Coming from playing Frontier: Elite II there are two big things the EVE graphics have missed for me - docking/undocking and jumping animations. Seeing the ships zoom out of the gate, or a pilot's eye view of the transition between the systems' view of the nebulas would be cool. The progress bar hasn't changed much since beta and, while it disappears quickly these days, still feels like a placeholder, taking the player out of the EVE world when the progress indication could be displayed in a more subtle way (eg. a bar of a few pixels along the bottom of the screen) while showing the player something more appealing. It would help to give EVE another coat of polish.
New nebulas, new warp effect, gates properly aligned... it's as though CCP rediscovered their mojo.
|

Vincent Athena
V.I.C.E. The Lostboys
145
|
Posted - 2011.11.17 15:11:00 -
[62] - Quote
I like I like
A few notes if you ever get a chance to improve on this great start
CCP Mannapi wrote:........
@hero honda: You will most definitely be able to see the destination star through the gate! Unless the jump is redonkulously long that is.
Huh? In RL, the star Polaris, the north star, is 200 light years away and still easily visible. (Its an intrinsically bright star, a Cephied variable). The entire eve cluster is only 100 light years across. No jump should be so long as to hide its destination star.
Is the brightness of the nearby stars based only on their distance, or both distance and luminosity?
There are other oddities.
The orientation of the nebulae do not change jump to jump. This means somehow the ecliptic plane of every solar system in eve is parallel to every other. Quite odd... Is that a clue to hidden canon?
W-space is 1300 LY to the south-east of the eve cluster, but even at that distance red giants are easily visible. Betelgeuse is 640 LY away and the 8th brightest star in the sky. Are they represented in the new eve sky? For that matter, is there more than one red giant in the W-space cluster? However many there are, they should all be visible from all w-space systems. They are bright!
But if you ever get around to it, it may make sense to group all the red giant W-systems around one red giant, and place that in the New Eden sky. Same with the other W-space special systems. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Razin
The xDEATHx Squadron Legion of xXDEATHXx
108
|
Posted - 2011.11.17 15:13:00 -
[63] - Quote
Great work guys! Thanks to you EVE's immersion factor will go up several orders of magnitude!
Some questions and requests, if I may:
1. Is making hi-rez nebula backdrops available (to replace the current ones) for an optional download still in the plans? Approximately when do you think we could have access to that, and what would be the GPU impact?
2. As many have said, increasing the granularity of changing the backdrops to once per constellation would improve the whole thing significantly.
3. Are there plans to update the planet graphics? Mainly the gas giants look a little too fuzzy, and the planets lack any visible polar regions.
4. Could you make available a picture of the EVE cluster with all the nebulae integrated as a seamless whole? Maybe with the starmap of EVE overlaid? In as hi-rez as possible, 16x10 ratio. Thanks! |

Aeril Malkyre
Sebiestor Tribe Minmatar Republic
11
|
Posted - 2011.11.17 15:19:00 -
[64] - Quote
This is an excellent change! It's the little details that really add up, and we're getting closer to fairly usable visual navigation.
+1000000000 to the Diablo style map overlay, though I'm sure that would be a bear to implement.
For all those whinging about gates not being on the right "side" of the solar system (i.e. the one nearest the destination), there's some game lore for you here. TL;DR: there are resonance nodes between stellar bodies that the gates have to be installed on, and the nodes are fixed between different systems. So the gates are where they are because that's the only way the system works. "Sides" of the system is irrelevant. Fun with spatial mechanics. |

Dierdra Vaal
Veto. Veto Corp
62
|
Posted - 2011.11.17 15:20:00 -
[65] - Quote
Viktor Dratok wrote:All i read was "...have to move bookmarks" and then i chose not to like this.
Doesnt improve the game at all its just stupid work that has to be done if u want to have your previously working bookmarks to work again as intended.
Why would you need to move your bookmarks? I honestly don't get it. Seriously, I'm struggling to come up with situations where you need to move your bookmarks other than the exceedingly rare case where your bookmark is now inside the structure, causing you to be propelled away from it after warping there.
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman |

Faith Sunstrider
Manufact Co.
3
|
Posted - 2011.11.17 15:31:00 -
[66] - Quote
inb4: hurr durr I want my bookmarks fixed again herp derp EVE is dead now I want to play swtor and wow.
good work.. but may I ask.. It was hard to change the direction of all 14238 gates? Maybe a fancy script? or maybe someone was bored and did it manually? |

Viktor Dratok
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.17 15:37:00 -
[67] - Quote
Dierdra Vaal wrote:Viktor Dratok wrote:All i read was "...have to move bookmarks" and then i chose not to like this.
Doesnt improve the game at all its just stupid work that has to be done if u want to have your previously working bookmarks to work again as intended. Why would you need to move your bookmarks? I honestly don't get it. Seriously, I'm struggling to come up with situations where you need to move your bookmarks other than the exceedingly rare case where your bookmark is now inside the structure, causing you to be propelled away from it after warping there.
And this is coming from a member of a PVP corp. I am more than surprised. I won't get into detail where precise bookmarks are needed. |

BeanBagKing
Terra Incognita Intrepid Crossing
20
|
Posted - 2011.11.17 15:41:00 -
[68] - Quote
Realism in my spaceship game? What have you done!
I love it :) I don't know what pills you guys are on now, but all these little changes are great. It's fun to have a few big things, but it's really the little details one constantly notices that break the immersion in the game. Anything that fixes those problems creates a better universe for me. Thanks |

lachrymus
Czerka. The Methodical Alliance
1
|
Posted - 2011.11.17 15:42:00 -
[69] - Quote
Draahk Chimera wrote:This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural. This +1 |

Dierdra Vaal
Veto. Veto Corp
62
|
Posted - 2011.11.17 15:43:00 -
[70] - Quote
Viktor Dratok wrote:Dierdra Vaal wrote:Viktor Dratok wrote:All i read was "...have to move bookmarks" and then i chose not to like this.
Doesnt improve the game at all its just stupid work that has to be done if u want to have your previously working bookmarks to work again as intended. Why would you need to move your bookmarks? I honestly don't get it. Seriously, I'm struggling to come up with situations where you need to move your bookmarks other than the exceedingly rare case where your bookmark is now inside the structure, causing you to be propelled away from it after warping there. And this is coming from a member of a PVP corp. I am more than surprised. I won't get into detail where precise bookmarks are needed.
The only thing that has changed is the orientation of the stargate itself.
* Your warp directions (gate to celestial, etc) are still exactly the same * Your ship's orientation after jumping through remains the same
So, again, why would you need new bookmarks? An observation bookmark 200km above the gate will still be exactly 200km above that gate. Literally nothing has changed except the graphical representation of the gate.
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman |

Jack Dant
The Gentlemen of Low Moral Fibre
137
|
Posted - 2011.11.17 15:44:00 -
[71] - Quote
Aeril Malkyre wrote:For all those whinging about gates not being on the right "side" of the solar system (i.e. the one nearest the destination), there's some game lore for you here. TL;DR: there are resonance nodes between stellar bodies that the gates have to be installed on, and the nodes are fixed between different systems. So the gates are where they are because that's the only way the system works. "Sides" of the system is irrelevant. Fun with spatial mechanics. I was worrying about immersion, not lore-realism.
I don't know about you, but during warp I'm usually looking ahead. It feels better to see the star I'm going to jump to ahead, instead of having it behind me. It would also show some progression during travel, as stars a few of jumps ahead get closer.
Now, I have a feeling the gates are supposed to be close to properly aligned. Looking at the F11 map, often the angles between gates are about right. But many systems are kind of mirrored so that up is down. |

Liu Ellens
Blame The Bunny The Dark Nation
10
|
Posted - 2011.11.17 15:55:00 -
[72] - Quote
An upright stargate yay! 
I'm a little freighter - short and stout; This is my cargo, this is my route. When I get a lock-on, I scream and shout: "Light up a cyno!" and jump on out. |

Chicken Pizza
Penumbra Institute Inver Brass
12
|
Posted - 2011.11.17 15:56:00 -
[73] - Quote
TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets...
Bad idea. It would completely remove the whole "safe spots on the warp vector" thing. You need to think ideas through before you say them. Because first we'll have moving planets(that includes moons, so no more bookmarking POS towers, etc), then moving stargates because that wouldn't make sense either, then we'll have moons revolving around the planets on top of that. I can only imagine what would follow.
You can't make aesthetic changes like that just to "make sense" because they affect the actual gameplay in such a way that is potentially game breaking on several levels. EvE isn't a picture, nor is it a cinematic. The entire game is fictional to begin with. Why is everyone so obsessed with "making sense" in a science-fiction MMO? Explain to me how cloning "makes sense" but planets sitting still doesn't.
As for the topic, you guys are doing a fantastic job on the aesthetics. The cloud ring/nebulae look awesome, the warp tunnels are superb, flying through planets is a cool effect, yay for trails coming back, and while the stargates pointing to systems is incredibly trivial, it added a nice touch to the game for those of us who enjoy the minute details.
Immersion is one of the most important aspects of a video game. When a game makes you feel like everything is happening directly to you, that's when you, the developers, have achieved one of the biggest goals you have on your plate. And you're on the right track, at least in the aesthetics department. EvE has some gorgeous scenery that really makes you feel like you ARE the capsuleer. YOU are the one getting shot at and blowing things up. When your ship explodes, YOU pop out in a pod. And when you get podded, well, that was just the dude on the screen of course. Couldn't be you, you're in a station already.
Immersion. |

War Kitten
Panda McLegion
271
|
Posted - 2011.11.17 15:57:00 -
[74] - Quote
Jason Edwards wrote:In space, all directions are up.
Negative, the enemy's gate is always down. This is my signature.-á There are many others like it, but this one is mine. |

Riffix
Synergistic Arbitrage
0
|
Posted - 2011.11.17 15:58:00 -
[75] - Quote
Daedalus Arcova wrote:Jack Dant wrote:Absolutely love this.
Any chance we can get the same direction right in the cyno out effect? It would be cool to see a capital jump and be able to tell where it went.
Also, is there any relationship between the stargate location in a system and where it's going to? In a few systems I noticed stargates sending you down in the starmap are actually located high in the system map. I'd like some answers to these same questions. A fleet of capitals jumping to a system should all zoom off in the same direction when they jump out together - that direction should be the destination system. I really like the fact that you can see nearby stars now as well. But if I'm flying by gates, and can see the star system in the next constellation that I'm trying to reach to the south, then the gate to that system should be in the south of the system I'm in as well. I shouldn't normally have to warp in the complete opposite direction from a system to reach the gate that takes me to it. So please reposition the constellation and region gates (not the system gates - they 'orbit' planets) so that they are in line between the two stars they connect. Lastly, things like the EVE Gate, Gununjagap (or whatever it's called), and all those areas of turbulent and impenetrable space should be visible in nearby systems. Since you can add individual stars to the skybox, do you have plans to add these other landmarks as well? Good work, now keep it up!
THIS, all of it! Thanks for this change though. I've been hoping you'd make this change since 2003!!
|

Max Von Sydow
Droneboat Diplomacy
52
|
Posted - 2011.11.17 16:04:00 -
[76] - Quote
Zyrbalax III wrote:Jason Edwards wrote:In space, all directions are up. but... but... "The enemy's gate is down!" Seriously, loving this change and asking for an optional HUD-type overlay showing connections between stars in space
|

Ariane VoxDei
14
|
Posted - 2011.11.17 16:07:00 -
[77] - Quote
Vincent Athena wrote:Huh? In RL, the star Polaris, the north star, is 200 light years away and still easily visible. (Its an intrinsically bright star, a Cephied variable). The entire eve cluster is only 100 light years across. No jump should be so long as to hide its destination star. RL physics aside, you have to understand why the current method has a few limitations.
1. It does not include all of K-space. Maybe it can be done, but there is a performance tradeoff that you have to ask the coders about. 2. it uses the x nearest, or within x LY. It does not make sure to include all the jump destinations, which in a relatively small number of cases means the destination system has not been mapped to the nebula. A number of interregional jumps in 0.0 come to mind and part of the Jita-Amarr pipe. It is however trivial to make sure it gets included.
Now if we could just get the nebulas redone - with much fewer random stars - we might begin to get a sense of where we are. There are simply too many (non-eve ones) to properly distinguish at the current level of detail (and prominense of eve stars).
|

Fritz Ionar
LifeLine Solutions
1
|
Posted - 2011.11.17 16:11:00 -
[78] - Quote
Looks awsome!
Anvil44 wrote:One thought: going from system A to system B that is to the "West" of system A does not necessarily mean that the stargate required to jump to system B should be on the "West" side of system A. This is due to the fact that the star gates were placed in a spot in space that has some sort of 'affinity' with the system you are jumping to, allowing for a jump gate to that system. This, of course, is if I remember some Eve lore I read when I first started looking at Eve (a few years before I actually started playing Eve).
So gate placement was supposed to = best spot to anchor jump gate to go to another system, not closest spot from current system to target system. This! |

hired goon
Legio Prima Victrix Imperius Legio Victrix
10
|
Posted - 2011.11.17 16:16:00 -
[79] - Quote
I don't know about anyone else, but I value attention to detail in games above almost all else. It really displays a care for the game, and this latest change is exactly the kind of thing I'd love to see more of. Thanks CCP!  |

Mark726
Inquest
16
|
Posted - 2011.11.17 16:23:00 -
[80] - Quote
I am in LOVE with this idea. +1000000000
I also agree with the various other raising immersion ideas here, but I mostly just wanted to say THANK YOU :-D I'm playing EVE and I'm Still Alive
Author, EVE Travel |

Zyrbalax III
Goldcrest Enterprises
29
|
Posted - 2011.11.17 16:24:00 -
[81] - Quote
Chicken Pizza wrote:TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets... Bad idea. It would completely remove the whole "safe spots on the warp vector" thing. You need to think ideas through before you say them. Because first we'll have moving planets(that includes moons, so no more bookmarking POS towers, etc), then moving stargates because that wouldn't make sense either, then we'll have moons revolving around the planets on top of that. I can only imagine what would follow.
I don't think this is necessarily as difficult / gamebreaking as some people are making out. I think you'd just need to classify bookmarks into what they're bookmarked "relative to". Currently everything's position is fixed relative to (presumably) the sun. Just allow people to make BM's relative to any celestial or anchorable structure. So a gate BM would be relative to the gate. Safe spots relative to the sun. POS towers relative to the POS etc.
Then as the POS moves around the moon and the moon around the planet etc, your BM moves with it - it's always "POS position +a on the X-axis, +b on the Y-axis, +c on the Z-axis.
There would be the very rare possibility that as a planet orbits it moves periodically on top of someone's safe spot. Would need a mechanism to avoid people warping inside a planet (or not ).
I don't think it's beyond the bounds of lore that our ship computers are capable of dealing with "relative to" BMs. And I would *love* to see proper orbital motion in EVE.
While we're at it, why do we have single "warp-to" spots for celestials? Given the size of a star, it's a bit ridiculous that two people warping to zero land right next to each other doncha think? |

Maxwell Albritten
Gallente Trade Union Moon Warriors
1
|
Posted - 2011.11.17 16:29:00 -
[82] - Quote
lachrymus wrote:Draahk Chimera wrote:This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural. This +1
I always imagined that this was done to make sure everyone had the same sense of direction in a fleet. Not sure how big of a real problem this would be, but could happen.
As for realism, I also told myself that it was the ship's internal computer "synching" with stargate/other ships stationary plane. |

Vincent Athena
V.I.C.E. The Lostboys
145
|
Posted - 2011.11.17 16:34:00 -
[83] - Quote
lachrymus wrote:Draahk Chimera wrote:This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural. This +1
Oddly, this would be a client side only change. How you see ships oriented is local to you. For example when a cap warps in you may noticeit is not pointed in the flight direction right away. But the pilot of said cap does see it oriented to the flight direction. Your client controls how you see the orientation.
The eve physics model has all ships move as balls in a viscous liquid.
(That said, CCP, maybe the client should initialize a ship to be oriented along its velocity vector?)
CCP could add a check box to make it so ships do not "relax" their orientation back to the ecliptic. Call it "Do not level stationary ships".
They could also add a check box to have ships point in the direction they are accelerating, rather than the direction they are moving. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Maul555
Nuts and Vindictive Remix Technologies
9
|
Posted - 2011.11.17 16:41:00 -
[84] - Quote
Somebody pinch me, I must be dreaming. 
Thank you CCP, now is there any word on visualizing the nebulae on the star map sometime in the future? |

Sneaky Neko
Caldari Deep Space Ventures
2
|
Posted - 2011.11.17 16:45:00 -
[85] - Quote
I've got to say, I'm probably more excited for this patch then any other since I started playing EVE. Don't get me wrong, new content is nice, but I've seen more then one MMORPG die a slow painful death because the only development focus was on new content and all of the old bugs and unfinished features were left as-is. It's wonderfully reassuring to see CCP put forward such a effort on repairing old content and improving quality of life.
Thank you, and keep up the good work! |

Callic Veratar
Power of the Phoenix
81
|
Posted - 2011.11.17 16:50:00 -
[86] - Quote
With the orientation change, some of the gate models could use refreshing. There are several that appear to have a top and bottom that look jarring when they're floating sideways. (Particularly the Minmatar inter-region gates). |

Mjana
Switzerland EVE Corp.
1
|
Posted - 2011.11.17 16:52:00 -
[87] - Quote
Vincent Athena wrote:lachrymus wrote:Draahk Chimera wrote:This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural. This +1 Oddly, this would be a client side only change. How you see ships oriented is local to you. For example when a cap warps in you may noticeit is not pointed in the flight direction right away. But the pilot of said cap does see it oriented to the flight direction. Your client controls how you see the orientation. The eve physics model has all ships move as balls in a viscous liquid. (That said, CCP, maybe the client should initialize a ship to be oriented along its velocity vector?) CCP could add a check box to make it so ships do not "relax" their orientation back to the ecliptic. Call it "Do not level stationary ships". They could also add a check box to have ships point in the direction they are accelerating, rather than the direction they are moving. Hm, so if all ships are just moving "balls" with no "forward" point, that means that there is no time needed to "turn around" a ship when accelerating to the opposite direction from stillstand? This does explain why turning around a freighter takes aaaaages when it's moving but doing a 180 after jumping is pretty much instant (i guess the client just smoothes out the animation). Oh, and that also explains the sideways warping of freighters.
About x/y-plane orientation: I guess all systems in EVE share the same orientation of x/y-plane (which is where most planets tend to circling around on). This is unrealistic on one side (different solar systems can easily have different orientations), but it makes navigating a lot easier, so I guess there's no need to fix it.
Just immagine jumping to a system in the west of your current orientation, then after landing there, the primary plane (where most planets are circling around) would change and "north" now would be "east" relative to the previous solar system. Now that would just completely mess up our senses of direction! (but with the addition of new nebulaes, you still had some reference points at least) |

Metis Laxon
Zero Point Group
23
|
Posted - 2011.11.17 16:53:00 -
[88] - Quote
Draahk Chimera wrote:This is great. Immersion for the win. Now for your next project can you make it so ships dont rotate to an imaginary plane when not moving? Partly for immersion reasons partly for tactics it has annoyed me for six years now that if you align to an object above you then stop (passive align) your ship will turn itself to the "plane" when there is no force that would make that natural.
I'd actually really like to see that as well. |

Aarin Wrath
East Khanid Trading Khanid Trade Syndicate
0
|
Posted - 2011.11.17 16:56:00 -
[89] - Quote
Wow very cool CCP! You guys are on one heck of a role these days!
Keep it up! :) |

Bloodpetal
Mimidae Risk Solutions
131
|
Posted - 2011.11.17 16:59:00 -
[90] - Quote
Awesome stuff
I love all of it!
And please, work on adding more interactions OUTSIDE your solar system through this system.
Top of my head ideas :
Space Analysis - the ability to analyze what solar system is in space :
Constellation Connections - Seeing Connections between those stars to some degree in space
Statistics Data - The ability to view a systems statistics (Such as Pilots in Space) for those stars and highlight them and interact with them
Setting autopilot and such.
If you can do that you WILL WIN EVE. lol This is stuff I never even dreamed of.
NOSTRO AURUM NON EST AURUM VULGI |

Vincent Athena
V.I.C.E. The Lostboys
146
|
Posted - 2011.11.17 17:01:00 -
[91] - Quote
Zyrbalax III wrote:TorTorden wrote:Just have to say it since it's a huge pet bear of mine,,
Moving planets... I don't think this is necessarily as difficult / gamebreaking as some people are making out. I think you'd just need to classify bookmarks into what they're bookmarked "relative to". Currently everything's position is fixed relative to (presumably) the sun. Just allow people to make BM's relative to any celestial or anchorable structure. So a gate BM would be relative to the gate. Safe spots relative to the sun. POS towers relative to the POS etc. Then as the POS moves around the moon and the moon around the planet etc, your BM moves with it - it's always "POS position +a on the X-axis, +b on the Y-axis, +c on the Z-axis. There would be the very rare possibility that as a planet orbits it moves periodically on top of someone's safe spot. Would need a mechanism to avoid people warping inside a planet (or not  ). I don't think it's beyond the bounds of lore that our ship computers are capable of dealing with "relative to" BMs. And I would *love* to see proper orbital motion in EVE. While we're at it, why do we have single "warp-to" spots for celestials? Given the size of a star, it's a bit ridiculous that two people warping to zero land right next to each other doncha think? Ive thought about moving celestials and ran into the BM issue too. Having the player pick what the BM is "stuck" to seems like a good solution. CCP could add a list to the BM window of possibilities, listed closest to farthest, the closest being the default. For example if you are close to a POS:
Caldari control tower Moon V-2 Planet V Sun
Also, everything would have to be moved at down time. Having stuff actually move in real time would cause all sorts of additional issues, as planets more at 50,000 m/sec and faster. Saying "have all movement be relative to the closest object" works fine until someone flies away from it, crosses some sort of software boundary and is going 50,000 m/sec. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

2manno Asp
The Imperial Fedaykin
2
|
Posted - 2011.11.17 17:08:00 -
[92] - Quote
i think the new nebulae look fantastic.
great work guys! |

NaturalBeast
Pator Tech School Minmatar Republic
0
|
Posted - 2011.11.17 17:21:00 -
[93] - Quote
Awesome idea. I love it.
Not sure if this could work but if you take the current grid where each stargate is located and then adjust space around it so the new stargate location is on the same coords that might make this a more painless transition?
Anyway, keep this stuff up. Some smart ideas being tossed around. Keep them coming! |

Xercodo
Xovoni Directorate Not Usually Killing Everyone.
176
|
Posted - 2011.11.17 17:36:00 -
[94] - Quote
Jason Edwards wrote:In space, all directions are up.
"The enemy gate is down" The Drake is a Lie |

Illectroculus Defined
GoonWaffe Goonswarm Federation
20
|
Posted - 2011.11.17 17:59:00 -
[95] - Quote
I'm really happy to see this in there, we made a bit of noise about it and the devs delivered.
The only bookmarks that might get broken are those that are less than zero on the gate, if you have a BM that you use to drop bubbles centered on the gate then you might find that the rotated model now blocks this position. if you're got bookmarks hundreds of km off the gate then you don't need to worry. |

Chicken Pizza
Penumbra Institute Inver Brass
12
|
Posted - 2011.11.17 18:02:00 -
[96] - Quote
Zyrbalax III wrote:Chicken Pizza wrote:TorTorden wrote:stuff you said stuff i said omitted for post length
That would involve a great deal of re-coding. I take it you aren't familiar with programming. It may seem easy to you, but that's only because you aren't going to be the one wading through piles upon piles of lines.
Yes, this would be potentially game breaking. It changes the tactics of PvP and certain PvE aspects quite drastically. If all celestial objects in a solar system are constantly changing position, there are many, MANY game mechanics that will have to be redesigned in the ensuing chain reaction.
1. Warp disruption bubbles will no longer be viable on warp vectors because the vectors will be constantly changing. That will have to be rectified. Bubbles are a crucial part of nullsec PvP in many circumstances.
2. The distance to an anomaly upon entering through a stargate will never be predictable ever again. Some planets have a 30-40AU radius in their orbit around the sun. Some are even larger than that.
3. The element of surprise when a stealth bomber enters a system and tries to dscan an area normally close to the stargate loses said element because the anomaly is now 25AU away, and he couldn't find out until he jumped into the system.
4. CCP would have to figure out orbit paths for literally hundreds of thousands of celestial objects that take different amounts of time to revolve because it wouldn't "make sense" to people like you if they all had the same exact orbit duration.
5. What if a player is afk at a POS? Does he move with the POS? And what if he's orbiting the POS? I hope you're going to be writing the code for this so CCP doesn't have to.
6. Warping to different areas around a celestial would completely eliminate any risk factor whatsoever in bouncing planets for the already agile ships like Cynabals. There are other effects, but that was the most prominent one in my mind.
Fact is, CCP is already making a lot of coding changes, gameplay changes, aesthetic changes, etc. Why load their plate with more crap that just makes PvP harder for those of us who actually run ops and PvP? You should PvP more. It teaches you how the game should and should not be changed. |

Woo Glin
GoonWaffe Goonswarm Federation
214
|
Posted - 2011.11.17 18:05:00 -
[97] - Quote
what the **** is this |

Woo Glin
GoonWaffe Goonswarm Federation
214
|
Posted - 2011.11.17 18:05:00 -
[98] - Quote
:dogstare: |

Oberine Noriepa
203
|
Posted - 2011.11.17 18:06:00 -
[99] - Quote
Just an FYI, some Gallente stargates aren't properly aligned to their destination star. I submitted a bug report for this. (ID#: 118728)
Here's a screenshot of the misalignment: Clicky |

Scrapyard Bob
EVE University Ivy League
370
|
Posted - 2011.11.17 18:07:00 -
[100] - Quote
Arkady Sadik wrote: To repeat a concern: It is currently possible to "warp to zero" to some star gates and either land too far away (e.g. when you are in a pod), landing outside of activation range, or "too close" (e.g. when you are in a freighter), bouncing off the gate if you don't hit "jump" real quick. It would be good to adjust the spheres of the gates to make this less likely. Would also make most of the "WTZ bookmarks" unnecessary :-)
Since the "jump" button on Singularity now warps you to the gate at zero and automatically jumps you through the gate, you'll have a much lower chance of being bounced. |

Vincent Athena
V.I.C.E. The Lostboys
147
|
Posted - 2011.11.17 18:38:00 -
[101] - Quote
Oberine Noriepa wrote:Just an FYI, some Gallente stargates aren't properly aligned to their destination star. I submitted a bug report for this. (ID#: 118728) Here's a screenshot of the misalignment: Clicky
I noticed that too. But I also noticed that sighting down the bore of the gate did show it pointed at the correct star. Then the gate fired and I noticed that the gate effect is not lined up with the gate!
It may be a side effect of the limitations of the graphics. There may be poor granularity in the direction the gate effect can be shown in, and the game just picks the closest option. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Maxsim Goratiev
Imperial Tau Syndicate POD-SQUAD
18
|
Posted - 2011.11.17 18:50:00 -
[102] - Quote
Aweome. Trouble is that as soon as you show us a path of improvement we always want moar. But thanks a lot for rotating the gates, now it won't feel so flat any more.
StukaBee wrote:booya
You know what would be really awesome though? If you could see the 'spiderwebs' of your constellation's stargates (or even the whole region?) projected between the stars like they appear in the map view, rather than just the stars themselves. Also, imagine if those nearby stars in space showed on the HUD, and you could set destination/jump to beacon/etc just by right clicking on them in space (rather than having to F10 or F11 and use the separate map). I second this request to have some closest stars actually physically visible and clicable
Quote:Also, is there any relationship between the stargate location in a system and where it's going to? In a few systems I noticed stargates sending you down in the starmap are actually located high in the system map. I doubt it. the thing is it's not really nessesary to have a gate on the right end of the solar system, the gate sends you several lightyears away, compared to that kind of distance even a 200 AU system is literally nothing. SO it's all fine as long as it does not go through the star or smth.
Quote: I noticed that too. But I also noticed that sighting down the bore of the gate did show it pointed at the correct star. Then the gate fired and I noticed that the gate effect is not lined up with the gate!
It may be a side effect of the limitations of the graphics. There may be poor granularity in the direction the gate effect can be shown in, and the game just picks the closest option.
Whoever used that gate, will now end up in a different galaxy far-far away.  |

GRIEV3R
Clan Shadow Wolf Fatal Ascension
13
|
Posted - 2011.11.17 19:48:00 -
[103] - Quote
This change is totally worth re-doing all my bookmarks.  |

Typhu5
ELVE Industries Shadow of xXDEATHXx
0
|
Posted - 2011.11.17 20:12:00 -
[104] - Quote
Chicken Pizza wrote:5. What if a player is afk at a POS? Does he move with the POS? And what if he's orbiting the POS? I hope you're going to be writing the code for this so CCP doesn't have to.
That should not be the problem. The speed of your ship is related to your POS, if you have the same speed as your POS, your speed is 0 and you are, obviously, not moving. If you drop out off ftl, it doesn't mean you don't have any speed at all when standing still. You have only a related speed to the moon, planet, sun and to the center of the eve universe...., if it exist... If this is to confusing, let's say, the POS emits a gravity field that holds your ship and everything else what is inside the force field at place. Or the force field holds everything at place and modules outside the force field have thruster's who holds them in place.
Now to the bookmarks. We could say that, for corp. members, a POS is visible in the overview. Everyone else need someone, they can warp to. When they are at the POS they can use the POS beacon (remember, POS is in the overview for corp. members, that mean, it has a beacon.) to make a bookmark. And to make the bookmark, you need to see the POS.
Done. |

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.17 22:34:00 -
[105] - Quote
GRIEV3R wrote:This change is totally worth re-doing all my bookmarks. 
Yes, it would be, but you should have no need to. Only the graphical orientation of the gate is changing, not it's position in space. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Coarl
Federal Navy Academy Gallente Federation
1
|
Posted - 2011.11.18 00:34:00 -
[106] - Quote
So much of a sense of the awesome coming back to the game... Eve is becoming that which we all fell in love with all over again... it's almost like a new game 
...almost   |

Tear Miner
Republic University Minmatar Republic
31
|
Posted - 2011.11.18 00:50:00 -
[107] - Quote
Ingvar Angst wrote:CCP Mannapi wrote:So as some have seen on SISI we also have stars in the proper locations. The stargates will point you to the actual solarsystem and you will be able to tell how far the jump is from the perspective scaling of the stars. Closer stars are bigger.
Hate to throw realism into this, but at a distance of multiple light years the size of the star is irrelevant. You can have super-massive stars much further away than say a nearby white dwarf and they'll still both be pinpricks in the sky. In this case, size doesn't matter.
1. Make erroneous claim in thread. 2. Never return to thread to correct erroneous claim. 3. Continue on in life with erroneous ideas in head. 4. ????????????? 5. PROFIT!!!!! |

Hawkwar
M.I.M.M.S The Watchmen.
7
|
Posted - 2011.11.18 01:19:00 -
[108] - Quote
Nice work now we just need ships to sit pointing in the same direction they last traveled rather than "leveling out" like they currently do. |

Lolmer
GAU-8 Productions Executive Solution
9
|
Posted - 2011.11.18 02:09:00 -
[109] - Quote
Chicken Pizza wrote: That would involve a great deal of re-coding. I take it you aren't familiar with programming. It may seem easy to you, but that's only because you aren't going to be the one wading through piles upon piles of lines.
Yes, this would be potentially game breaking. It changes the tactics of PvP and certain PvE aspects quite drastically. If all celestial objects in a solar system are constantly changing position, there are many, MANY game mechanics that will have to be redesigned in the ensuing chain reaction.
1. Warp disruption bubbles will no longer be viable on warp vectors because the vectors will be constantly changing. That will have to be rectified. Bubbles are a crucial part of nullsec PvP in many circumstances.
2. The distance to an anomaly upon entering through a stargate will never be predictable ever again. Some planets have a 30-40AU radius in their orbit around the sun. Some are even larger than that.
3. The element of surprise when a stealth bomber enters a system and tries to dscan an area normally close to the stargate loses said element because the anomaly is now 25AU away, and he couldn't find out until he jumped into the system.
4. CCP would have to figure out orbit paths for literally hundreds of thousands of celestial objects that take different amounts of time to revolve because it wouldn't "make sense" to people like you if they all had the same exact orbit duration.
5. What if a player is afk at a POS? Does he move with the POS? And what if he's orbiting the POS? I hope you're going to be writing the code for this so CCP doesn't have to.
6. Warping to different areas around a celestial would completely eliminate any risk factor whatsoever in bouncing planets for the already agile ships like Cynabals. There are other effects, but that was the most prominent one in my mind.
Fact is, CCP is already making a lot of coding changes, gameplay changes, aesthetic changes, etc. Why load their plate with more crap that just makes PvP harder for those of us who actually run ops and PvP? You should PvP more. It teaches you how the game should and should not be changed.
TLDR; All of your arguments are straw men. Please come back with valid issues that cannot be easily resolved or are not an issue (and in fact are even better for gameplay (e.g. #2 and #3)).
Only drastic changes if you don't think of reasonable solutions. Sure, you can make any change "game breaking" if you refuse to try and think around the box, or perhaps modify the idea to not be so drastic (e.g. see below). Sure, re-coding sucks, but they're doing some of this anyways and, if they have time, some of this would be pretty neat and add new dynamics.
#1: Depends on the rotation speed. If an object takes months to rotate around the sun then this has minimal impact to your bubbles, just "update" them every now and then. How fast do you think these celestial bodies and stargates will move through space? It's all configurable by CCP so as to not cause to cause this issue.
#2,3: Why should it be predictable? Predictable events are boring, especially when they should be moving around.
#4: So? Again not difficult (as someone who has written an admittedly rudimentary solarium in OpenGL with varying orbits for planets and moons).
#5: See #1, but can also ASSuME that if he is inside the POS shield his ship is keeping a relative speed with the POS. Outside the shield...well, that depends. Maybe set relative speed based on the closest celestial?
#6: And this is an issue...why? I believe the "random warp-to" spot would be relative to your starting location. So a fleet in the same spot warping to 30 km to the same celestial would land together, but someone on the other side of the solar system warping to that same celestial at 30 km would not land with that fleet, but on the other side of the planet + 30km.
So...because CCP is already working on projects we can't think of more cool ideas for future projects, even if some of them are trivial (not saying the above changes are trivial)? Perhaps you should PvP more yourself rather than getting all teary eyed that your target now has more options and variability. Things change, adapt or die. Oh, and HTFU. :) |

Verbz
ANZAC ACADEMY
3
|
Posted - 2011.11.18 06:50:00 -
[110] - Quote
You know those times when you find some really good pr0 n and you cant stop looking at it , and you decide to yourself that this is actually really good pr0 n ...
Yea same thing only with online spaceships...
NICE WORK :D |

Adam Klamert
Crypsus Tetsuo Shio
0
|
Posted - 2011.11.18 08:17:00 -
[111] - Quote
ISK is getting Flooded into eve VIA incursions i would like to see some more ISK sinks in the......PLEX are at an all time high since ive been playing a staggering 490 million ISK per PLEX......ISK is DEFLATING if i have the right term. I believe we Need to focus more so on the econmomic standings in EVE otherwise i will be carebearing to get 250 mil to by a tier 3 Battleship or spending 75mil+ on a drake.....this will also affect the PVP sector of eve due to the inflated prices of thier ships. thus more ISK is remaining in eve. maybe its time to start tolling region gates. not talking a lot but enough that it has a scalable impact on total amout of isk in eve. A toll is one thing that i managed to scruff up.....you could probably throw in docking fees for low standing corporations maybe even up tolls so there for our capsuleers could enter low standing faction area with out interference from opposing factions police force or just charge that player a certain amount of ISK per hour. just over all the ISK amount in liquid form needs to be dropped in a significant way before our economy goes completely ape ****. if the Econmy Dies EVE DIES |

Ariane VoxDei
16
|
Posted - 2011.11.18 09:43:00 -
[112] - Quote
Ranger 1 wrote:GRIEV3R wrote:This change is totally worth re-doing all my bookmarks.  Yes, it would be, but you should have no need to. Only the graphical orientation of the gate is changing, not it's position in space. Gates are not spherical, need i say more? Should be pretty obvious from the screenshot of the minmatar gate. Of course, you would need to know why someone would prefer to use bookmarks, rather than the WTZ button, to realize why it becomes relevant. But tricks of the trade... dont ask, dont tell.
|

Akrasjel Lanate
Naquatech Conglomerate
188
|
Posted - 2011.11.18 10:04:00 -
[113] - Quote
Yea...  |

SwissChris1
Battlestars S E D I T I O N
1
|
Posted - 2011.11.18 10:16:00 -
[114] - Quote
Quote:If this happens to you we apologize for the inconvenience, and you may need to move the bookmark....
lol |

Elistea
Seedless Inc Shadow of xXDEATHXx
5
|
Posted - 2011.11.18 10:24:00 -
[115] - Quote
Great idea and +1 for fast response |

Chicken Pizza
Penumbra Institute Inver Brass
18
|
Posted - 2011.11.18 18:01:00 -
[116] - Quote
Lolmer wrote:Chicken Pizza wrote:stuff i said TLDR; All of your arguments are straw men. Please come back with valid issues that cannot be easily resolved or are not an issue (and in fact are even better for gameplay (e.g. #2 and #3)). Only drastic changes if you don't think of reasonable solutions. Sure, you can make any change "game breaking" if you refuse to try and think around the box, or perhaps modify the idea to not be so drastic (e.g. see below). Sure, re-coding sucks, but they're doing some of this anyways and, if they have time, some of this would be pretty neat and add new dynamics. #1: Depends on the rotation speed. If an object takes months to rotate around the sun then this has minimal impact to your bubbles, just "update" them every now and then. How fast do you think these celestial bodies and stargates will move through space? It's all configurable by CCP so as to not cause to cause this issue. #2,3: Why should it be predictable? Predictable events are boring, especially when they should be moving around. #4: So? Again not difficult (as someone who has written an admittedly rudimentary solarium in OpenGL with varying orbits for planets and moons). #5: See #1, but can also ASSuME that if he is inside the POS shield his ship is keeping a relative speed with the POS. Outside the shield...well, that depends. Maybe set relative speed based on the closest celestial? #6: And this is an issue...why? I believe the "random warp-to" spot would be relative to your starting location. So a fleet in the same spot warping to 30 km to the same celestial would land together, but someone on the other side of the solar system warping to that same celestial at 30 km would not land with that fleet, but on the other side of the planet + 30km. So...because CCP is already working on projects we can't think of more cool ideas for future projects, even if some of them are trivial (not saying the above changes are trivial)? Perhaps you should PvP more yourself rather than getting all teary eyed that your target now has more options and variability. Things change, adapt or die. Oh, and HTFU. :)
1. Creates too much tedious work for players, even if it would only be updated, say, once a month. Many deep safe spots would either have to be changed or cause people grief when they realize the planets magically switched positions yesterday(how does THAT make sense) but far too late because they've already been dscanned and probed. Why do you think bubbles are anchorable? So we can move them all over the place constantly?
2/3. It SHOULD be predictable or else it effectively removes a gameplay element that makes carebearing in nullsec actually dangerous. And NAP fests with no danger are more boring and detrimental to the game than you think stationary planets are.
4. So you think coding a solarium(with no other purpose than to display planets, obviously) is suddenly grounds for asserting that modifying features in EvE is easy? Hahaha, you must be a college student. 
5. Actually, the only people who can legitimately answer that question work at CCP. Since you're giving merely more speculation in response to my question, does that mean you can't handle this so-called "straw man" argument? Straw man, my ass.
6. Planets are shown on your overview/dropdown for a reason. It's not so you can just warp to a random spot around it. You need to take a good long look at why certain things in EvE are the way they are before you make bad suggestions. More like adapt and consequently never die because carebear Joe thought it was a great idea to add more survivability for idiots just because he wants planets to move. It's a game, not a space documentary. Get it right. |

Jack Dant
The Gentlemen of Low Moral Fibre
145
|
Posted - 2011.11.18 18:36:00 -
[117] - Quote
Chicken Pizza wrote:1. Creates too much tedious work for players, even if it would only be updated, say, once a month. Many deep safe spots would either have to be changed or cause people grief when they realize the planets magically switched positions yesterday(how does THAT make sense) but far too late because they've already been dscanned and probed. Why do you think bubbles are anchorable? So we can move them all over the place constantly? You think planetary orbits are "magical". Maybe you should go play a fantasy MMO instead of a sci-fi one?
Planets orbit very slowly. Very, very, slowly. Jupiter is 5AU from the Sun (next door in EVE terms), and completes an orbit every 12 years. A planet that is, in EVE, outside scan range from the sun (14 AU) would have a period of 50 years. So all your arguments regarding deep safes and scan range are invalid unless you expect to play eve for a few decades without updating your bookmarks.
Where it gets interesting is in the inner planets and moons. |

Trash Ice
Black Sharks Division DarkSide.
0
|
Posted - 2011.11.18 21:40:00 -
[118] - Quote
To many stars I cant see target markers now  |

Chicken Pizza
Penumbra Institute Inver Brass
21
|
Posted - 2011.11.19 05:28:00 -
[119] - Quote
Jack Dant wrote:Chicken Pizza wrote:1. Creates too much tedious work for players, even if it would only be updated, say, once a month. Many deep safe spots would either have to be changed or cause people grief when they realize the planets magically switched positions yesterday(how does THAT make sense) but far too late because they've already been dscanned and probed. Why do you think bubbles are anchorable? So we can move them all over the place constantly? You think planetary orbits are "magical". Maybe you should go play a fantasy MMO instead of a sci-fi one? Planets orbit very slowly. Very, very, slowly. Jupiter is 5AU from the Sun (next door in EVE terms), and completes an orbit every 12 years. A planet that is, in EVE, outside scan range from the sun (14 AU) would have a period of 50 years. So all your arguments regarding deep safes and scan range are invalid unless you expect to play eve for a few decades without updating your bookmarks. Where it gets interesting is in the inner planets and moons.
I guess you didn't read the part in the quote that I was responding to where he said that the planets could just be "updated", did you? |

Acac Sunflyier
Burning Star L.L.C.
33
|
Posted - 2011.11.21 08:41:00 -
[120] - Quote
CCP Guard wrote:CCP Mannapi wants to tell you about some cool changes to stargate alignment and space-navigation which some of you have already noticed on Singularity, our main test server. Check out the blog right here, and let us know if you have feedback or questions for us.
Okay I've actually been wondering this for a while. If all the gates were lined up. Figured they weren't facing directly since none of them pointed down. But I gotta be honest, this is going to be really cool |

Dp Wiz
Garoun Investment Bank Gallente Federation
0
|
Posted - 2011.11.21 09:03:00 -
[121] - Quote
Screenshots in .bmp?? Are you quaffin' serious?  |

ChromeStriker
The Riot Formation
16
|
Posted - 2011.11.21 11:33:00 -
[122] - Quote
Fyi its generally considered that within a solar system, port is turning away the star, and starboard (also known as starward) is towards from the star. Up and down is predetermined within each system in relation to the orbital plane of the systems major bodies/rings, normally taking its suns northern pole as up. - Nulla Curas |

Salpun
Paramount Commerce
88
|
Posted - 2011.11.27 16:17:00 -
[123] - Quote
With out your ships cameria heading in the direction of the jump when you land and the direcionality of the jump still not confirmed in the animation.
Its all nice and good but still lacking. The feel of I am here, am going there and now i am there.
The only way to bug test it would be to have the name of the constilation be visable in thh star map so when some one lines up the jump points on the grid they will be able to see the name of the in space effect they will be jumping to. show info on those names would solve this issue but a picture of the nebula will need to be included. |
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