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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Karuck
C C P C C P Alliance
321

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Posted - 2015.03.22 11:40:46 -
[1] - Quote
Bad Messenger wrote:I do not know but i like more about look of valkyrie video from fanfest 2014, in 2015 it looks like any other generic shooter.
after fanfest 2014 i was gonna buy this game , but now i am not going to.
anyone else have same feeling?
Im curious to hear what it is about the look that puts you off? Everything has received a higher level of polish than last year. Is it the theme of the map? If so, we will have maps with very different themes/look.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
321

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Posted - 2015.03.23 14:31:30 -
[2] - Quote
Thanks for the feedback everyone, keep it coming :)
I'd like to address a few things:
Omega Tron wrote: 2. I noticed that one could not lead a target such that it would fly into the stream of bullet's/laser fire.
Actually you have to :) There is even a leading aim reticle, but its too small and falls into the background so most people don't see this. This will be fixed very soon!
Omega Tron wrote: 3. There seemed to me to be a disconnect between the length of time the cannon fire happen compared to how fast the capacitor gage depleted. But I could be wrong on this point.
Cannons/gatlings are not tied into capacitor.
Omega Tron wrote: 5. I would also like to suggest that the gun fire flashes are much to large and might over long term play be to much. The short duration used at FF15 may have been OK, but long term I know I would not like it.
We know, but it looks a lot different in VR :) No limited screen space there!
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
321

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Posted - 2015.03.23 14:33:09 -
[3] - Quote
Rawketsled wrote:Personally, I'd like to see a little less fog in the far distance.
At times, it felt more like sky than space.
Its part of the map theme :) But we also need a tiny bit of fog to help with sense of scale. Human brains are wired to use distance tinging as a clue for how big things are, but it wont be as visible in all maps.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
321

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Posted - 2015.03.23 14:34:38 -
[4] - Quote
Regarding scale and engine trails. All ships are too scale in our maps, but there were a lot of last minute tweaks. Don't worry, we think about scale.. A LOT! :)
Regarding ship and missile trails, we know :) These are not final, we just didn't manage to get everything done we wanted.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
330

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Posted - 2015.03.24 11:24:01 -
[5] - Quote
DaReaperOh, a way to easily tell if your misses hit and or missed might be good too. most of the time i had no idea if my gun was hitting anything or if my misses hit.[/quote wrote:There is :) you get ripples coming from your crosshair when you hit. Those are still not final, and perhaps not visible enough. [quote=Baneken]Thing that stood out to me is that none of those eve ship models have a single gun fitted in them ... 
This isn't a finished map :) A lot of things got done at the last minute.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
332

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Posted - 2015.03.26 11:54:46 -
[6] - Quote
Baneken wrote:One that I might add is that from an outside view the game seems a bit slow (?) but I assume that's because you don't want you customers to line up for buckets ?
Because of the intensity of the experience, VR games in general need to be slower and closer to how things would be in real life.
For example when people have tried porting FPS games over to VR they discover the player is running at insane speeds. Higher speeds have been used to make up for factors lacking in standard games, but VR will change this quite a bit in the next few years.
It's one of the things that's hard to describe, you just have to experience it :)
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
338

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Posted - 2015.03.27 19:47:27 -
[7] - Quote
adam Davaham wrote:[quote=Circumstantial Evidence]I also think engine trails are too prominent, too long./quote]
I actually want the option to TURN OFF engine trails. I don't like them, they make it feel too arcadie and not realistic. I like how I have that feature in EVE. When I saw they were added, I was like NOOO. then i saw I could turn them off and I was happy :)
They are a very important feature for gameplay, helps you to find other ships that are orbiting you at high speeds. The look isn't final, we still have some tricks up our sleeves.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
357

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Posted - 2015.03.31 10:12:13 -
[8] - Quote
1Robert McNamara1 wrote:Engine trails are fine. Maybe they get a different look like ion clouds or something, but given how hard it is to use the radar, they need to stay.
The look isn't final, and yes we are going for a balance between usability and cool looking/plausible trails.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
357

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Posted - 2015.04.01 19:53:26 -
[9] - Quote
MidnightWyvern wrote:CCP Karuck wrote:1Robert McNamara1 wrote:Engine trails are fine. Maybe they get a different look like ion clouds or something, but given how hard it is to use the radar, they need to stay. The look isn't final, and yes we are going for a balance between usability and cool looking/plausible trails. Are you going to keep the current aspect of the trails indicating which team the player is on? Personally I think they should match with the racial theme. Having them be different based on whether the player is friendly or an opponent seems a little too arcadey for the balance you said you were looking for.
It's too confusing, and there is no strong racial theme to the ships.. its all pirates.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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CCP Karuck
C C P C C P Alliance
369

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Posted - 2015.04.07 14:35:39 -
[10] - Quote
We've tried a bunch of those things :) Ultimately they have problems since the VR HMD's don't (yet!) have the same wide FOV as actual human eyes.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
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