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Thread Statistics | Show CCP posts - 17 post(s) |

Dangeresque Too
Pistols for Pandas
73
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Posted - 2015.01.13 17:43:12 -
[1] - Quote
Since there hasn't been any dev responses in any of the Proteus feedback threads I guess I will extend my chances of my issue/question being read and post it here too:
I saw there was another patch to sisi yesterday so I decided to check to see if anything has been fixed with the new asteroid belt effects.
1) Asteroid debris sprite blob (screenshots with dx9, dx11 really doesn't look much better to be honest):
http://imgur.com/DjuHoeO
http://imgur.com/GUg4M2v
Nope, still looks like an awful blob of duplicated sprites. Does not make belts feel more real or look neater, at all. I've seen better more realistic sprite blobs in older games. And yes, I have my graphics all the way up. A better way to do this might be just spawn many much smaller asteroids that can actually be mined, or add small bits to the larger asteroids that float around them depending on size. And ice belts need ice chunks floating around, not rock sprites cluttering the screen(granted they aren't the same brown color as the asteroid sprites but still don't look like they quite below), it is a ice field after all, not an asteroid belt. Yes technically the dx11 version is not a sprite, but it might as well be, looks no better.
2) Light Rays:
In order to be able to see the light rays, you also have to have the Asteroid Sprite Blob enabled as well. Why advertise these as 2 separate features if one requires the other? I don't see why we shouldn't be able to see the light rays if we don't want to see the sprite blob. I mean they don't have sprite blobs in Incursion systems yet we get to see the light rays, should be no different here.
Please separate these 2 features. If you don't believe me go and turn off the asteroid sprite blob but leave light rays on, you will not see the light rays. Unless this is a bug and they are supposed to be visible on their own without the sprite blob?
3) These are going to be a terrible drag to some of the missions that were already hugely taxing to most systems with all of their hundreds of structures to form a simple wall next to a billion washed out bright gas clouds inside a widespread asteroid belt with other structures all over. Yeah, you can barely see anything now, let alone not being able to see through the combined clouds or its exaggerated effect on framerate. My guess is in mission effects weren't taken into consideration when this was being thought up. Another example of unfinished features and ignored feedback. And to think the mission I loaded was normally a very light mission in terms of environment effects/clouds, I can't imagine how awful this is in what was a more heavy mission effect wise. |

Dangeresque Too
Pistols for Pandas
75
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Posted - 2015.01.14 14:49:49 -
[2] - Quote
Malou Hashur wrote:ALSO STILL OUTSTANDING FROM THE LAST RELEASE.............
If you turn off the new notification system, the mail icon no longer flashes when you receive notifications. Mail yes, notifications, no. I received a direct response via email about this when I finally found a thread that the devs were paying attention too. They said this is completely intended. As if they feel the need to determine that emails are more important than communications. This is the same for receiving contracts too, you don't get a blinky like you used to on the icon. They said they want to make email the same way eventually, so no blinky at all. I asked if they could just give us a place with options to choose for ourselves what icons blink on the neocom and for what reasons, he agreed and said he would look into it.
Their short term solution for being notified about any new communications is to turn on the pop-up communications in the new notification area and just be spammed with them on you screen, you know, instead of a nice simple and clean blinking icon, cause that makes too much sense.
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Dangeresque Too
Pistols for Pandas
77
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Posted - 2015.01.14 15:25:04 -
[3] - Quote
Also, I'll have to further the bit about lack of dividers or outlines for tab labels.
Seems all of my tab names run together, or at the very least no longer have a clearly visible separator between them. After messing around with them I did see that there is infact a very small and thin line between the tabs, but it is a transparent line so to speak, so that when you are looking at most space you can't see that it is there because the background space blends closely with the overview background color that is on a lot of tabs. Now if you rotate to a very bright background you can more easily see the tab separators, but that a bit excessive just to see where one tab ends and another begins given that the tabs can be different sizes depending on the length of text.
I've looked back through screenshots and seems its been like this since the new UI but I hadn't really noticed until a few people here had mentioned it here and now its driving me crazy. |

Dangeresque Too
Pistols for Pandas
77
|
Posted - 2015.01.14 16:17:22 -
[4] - Quote
Thats what happens when they wait until the current release cycle to start developing something new for that release. This then leads to very little if any time to test new things for fixes.
Now I'm not going to dig all the way through the feedback threads to see how far out they knew this was a problem but they did and yet still decided to release it anyways. Technically yes, you can recover the buttons by going in/out of the Ship Viewer thing, but shouldn't have to use a workaround on one of the main parts of a release just to get the darn thing to work correctly. |

Dangeresque Too
Pistols for Pandas
82
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Posted - 2015.01.19 18:31:43 -
[5] - Quote
These new asteroid environments shred my graphics when I load a mission that already had too many environment effects to begin with. Did anyone think of this horrible exponential increase these effects would have in combination?
I have to turn them off if only to save my GPU when running missions, not because I'm mining. Please please please let us turn on the light rays for the normal asteroids without having to have the sprite blob also enabled, pretty please? |

Dangeresque Too
Pistols for Pandas
83
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Posted - 2015.01.19 23:20:35 -
[6] - Quote
Ranger Feenix wrote:Dangeresque Too wrote:These new asteroid environments shred my graphics when I load a mission that already had too many environment effects to begin with. Did anyone think of this horrible exponential increase these effects would have in combination?
I have to turn them off if only to save my GPU when running missions, not because I'm mining. Please please please let us turn on the light rays for the normal asteroids without having to have the sprite blob also enabled, pretty please? It would be helpful if you could post your system hardware specs to assist the dev's in troubleshooting your issue. There are so many permutations pertaining to end user systems that posting hardware specs will at least allow them to better identify possible trends! More of the point was that in quite a few missions now with the asteroid environment enabled you can't actually see very much of what is in the mission. It was bad enough before with a few missions just having too much 'effect' added to them like the super bright clouds that you couldn't read text or see UI on top of, now this stuff just makes it worse.
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Dangeresque Too
Pistols for Pandas
84
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Posted - 2015.01.20 15:47:01 -
[7] - Quote
CCP Claymore wrote:Khaar Le'ss wrote:I encountered a new feature today which I have not found in patch notes
when I was about to swap ships at a POS, the previous one remained in space because of cargohold having assembled cargo containers. I checked and only had Mobile Tractor Units there, and they were "assembled".
I fail to see how this could be intentional as they - cant contain cargo while in a cargohold - are same volume assembled and unassembled - cant be repacked at a POS
so there is no way of abusing them as cargo expanders and this is basically only an unneccecary nuisance.
pretty please fix this! :-) Yeah, this totally was not intended. We are working on a fix. Apologies for the inconvenience. Just curious on this, what did you guys 'fix' that broke this? What is it that is being changed here and what other ramifications will that have?
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Dangeresque Too
Pistols for Pandas
84
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Posted - 2015.01.20 21:03:43 -
[8] - Quote
CCP Claymore wrote:Nothing was or is being changed, we were just sorting some server errors we were seeing on the backend and never really considered this case when testing. There should not be any other ramifications......  Well, that is disconcerting, the fact that normal use of an item was creating server errors, hopefully not the whole time since it was released.
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