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Genesis Babe
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Posted - 2006.09.25 15:45:00 -
[1]
Edited by: Genesis Babe on 25/09/2006 15:51:26 Edited by: Genesis Babe on 25/09/2006 15:47:32 Edited by: Genesis Babe on 25/09/2006 15:46:20 I have to admit to being a little disappointed with what I have seen of the Kali Graphics screenshots so far. I am referring to the shots in Eon, and generally on the web. Of course, the textures are nice and shiny enough, the models look great and the lighting seems fine....but it's all so static isn't it?
I think the devs are missing an opportunity to add some life to the ships by way of moving parts and animation. Ok, we have all seen the roatating cogs and pumping pistons on the mining barges - fairly basic stuff but it's a start at least.
Now, I am thinking here of a dozen sci-fi movies, in particular the combat mode of an X-Wing fighter as it's wings open for combat. I would like to see some of the Eve ships express movement as the player initiates an action. We've all seen sports cars with rising aerofoils at certain speeds etc.
I would like to see a ship with some sort of reaction to an afterburner, maybe a moving jet nozzle for example. Maybe when a player fires a turret the ship extends part of it's hull into attack mode, something to engage you with the ship itself. Currently when you fire a missile you just get a generic random puff of smoke from the ship, where are the animated torpedo tubes, or an opening hatch with a recoiling artillery barrel and associated boom? I think Kali would be a good opportunity to put a bit of life into the static imagery in Eve at the moment.
Damage and explosive impacts on shield and armor are pretty much none existant currently. Damage modelling anyone?
The ships may look pretty, but they are very static and lack a sense of awe in my opinion. Nothing worse for immersion breaking when you watch your Vexor bouncing off a stargate as you approach to jump...it just looks so wrong. Even worse is when you go corp mining and get too close to each other, all the ships just bounce around each other like mad tennis balls, I mean come on a little drone makes a 500 metre battleship hop around like a neurotic grasshopper. The collision detection and physics sytem need some work, otherwise sexy lighting means zilch.
What's with the engine sounds in the game as well, the only time you hear them is when you change direction, or when you hit the AB for a few secs, huh?
The biggest crime though is the warp sticking on a station or deadspace gate. If you make the mistake of warping too close your ships gets an epileptic fit and you need to log to break free.
I think the point I am making here is that Kali needs to put some life into the graphics, not just high res textures and fancy bloom lighting. Lets have some animated parts and realistic ship movement. I want to look at the game and feel involved with what is going on, it could get a lot closer to feeling immersive. What use is a high res titan with a billion polygons lit in bloom with 8x antialiasing and 16x blah blah blah if it acts like a rubber ball when it meets a station?
Oh yes, I'd love to see spider like arms extend from a ship with launchers on each, wouldn't it be great to have a ship that split into two parts and attacks from two sides? Maybe have some ships without jet exhausts? Anti grav drives anyone? Lets get creative here, it is supposed to be far in the future after all.
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Marcera
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Posted - 2006.09.25 16:38:00 -
[2]
Edited by: Marcera on 25/09/2006 16:40:39 i agree when a ship shoot at another ship u should see dmg happening to the shield like in sci fi movies
also some stuff to space in general
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Caedicus
Minmatar InterSec
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Posted - 2006.09.25 17:16:00 -
[3]
I agree with the graphics part. There should be at least an obvious difference between using your afterburner, MWD, and regular engines. More battle damage scars would be nice too.
However, you also seem to want better collision detection, which has nothing to do with graphics. Yes, having better collision would nice for realism and all, but these ships have tons of polygons. If you put a bunch of ships close together (which happens alot in busy systems) its going to bog down the cpu trying to accurately process all the collisions accurately. The collision detection in EVE is actaully much better than most MMO's, where avatar's models are constantly overlapping.
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Genesis Babe
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Posted - 2006.09.25 18:09:00 -
[4]
Yeah, I see your point about collision. Maybe it would be better if ships stopped when they got within 500 metres of each other, rather than bobbing around like rubber balls.
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emepror
Gallente Flying Spaghetti Monsterz Serenus Letum
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Posted - 2006.09.25 20:58:00 -
[5]
or actual explusions on the shields and the hull
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Genesis Babe
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Posted - 2006.09.27 18:53:00 -
[6]
Originally by: emepror or actual explusions on the shields and the hull
That's right, a little more immersion with regard to battle graphics in particular.
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Verone
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Posted - 2006.09.27 18:58:00 -
[7]
I couldn't agree more, I'd love to see debris and damage to ships, even more immersion is what Eve needs.
Scorch marks on hulls where missiles have hit and holes punctured in armor from artillery fire, some of the booster trails on your ship flickering or shutting down when you get warp scrambled, or spewing out flames when your ship is badly damaged.
Ahh... thay would look sweet...
Sadly, the allance lag crew will be here soon saying...
"noooooo more effects = lag for our blob wars!11one"
BACKSTORY AND FAN FICTION
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Valator Uel
Caldari Pax Minor Asylum Confederation of Independent Corporations
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Posted - 2006.09.27 19:08:00 -
[8]
This won't be any more laggy than it currently is if the effects are client-side. An option to turn this off for older computers would be nice too ;) .
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Genesis Babe
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Posted - 2006.09.27 20:06:00 -
[9]
yeah, it shouldn't be technically difficult to put things like this in, effects of this nature have been common in games for a while now.
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phillip duncan
Gallente Aliastra
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Posted - 2006.09.27 22:27:00 -
[10]
I thought that the main graphics upgrade was going to be with the new engine that they are working. This is scheduled for after Kali I beleive onve vista has shiped (if it ever does).
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Blind Man
Caldari 0utbreak
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Posted - 2006.09.28 03:07:00 -
[11]
updated models for all ships coming in kali 1.
DX 10 / new engine(kali 3) - has stuff like visible hits on shield, damage on armor, etc.
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MaKaVeLi DaDoN
Caldari
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Posted - 2006.09.28 08:07:00 -
[12]
personaly i don't care for the "beautifullness" of the enging. Kind of like the current engine. I want new engine to not be so CPU depended, but to use the graphics card. I have Athlon 2100 and radeon 9800 at home. The game runs kind of crap. On my laptop with 2.4ghz mobile intel cpu and crappy embedded intel graphics card the came runs smoother. So the conclusion for me is that the current engine uses the CPU more then the graphics card.
Also to note: I don't want to loose the ability to play on my laptop, once the new engine is introduced. I must be balanced or allows more advanced adjustment of graphics quiality by the player. So I can put everything on low and play on the laptop.
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Tsuyoshi
Caldari
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Posted - 2006.09.28 09:09:00 -
[13]
Another thing: it would be great if the animation of turret fire equals the result of the hit, i.e. if the ship is damaged by the shot -> hit animation, if it is not damaged -> no animation or an animation of a missing shot.
I find it very strange when a turret fires, the target ship is hit, but the damage message says something like "Your <Turret> misses <Enemy> completely". The very best would be a turret, where the shots are animated considering the tracking ability of the turret:
* The target can be tracked, the shots, are animated close to it, and of course on it if the target is hit. * The target cannot be tracked, the shots are animated away from the target, disappearing in the voids of space.
Tsuyoshi
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Jaketh Ivanes
Amarr 1st Praetorian Guard
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Posted - 2006.09.28 11:58:00 -
[14]
Originally by: Valator Uel This won't be any more laggy than it currently is if the effects are client-side. An option to turn this off for older computers would be nice too ;) .
There are 2 kinds of lag. Server lag (unresponsive modules) and client lag (choppy movement). Further client side calculations will create more client side lag.
But I would really like to see just some of this in the new engine, i can live with shot not beeing completely correct . Hopefully the new client will be more effective and use less resources to give us these goodies.
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