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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Savior
C C P C C P Alliance
64
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Posted - 2016.10.06 08:51:00 -
[1] - Quote
Greetings Capsuleers,
We are currently hard at work on renovating the explosions seen in game and we would like to welcome you to come and blow things up on Singularity so you too can bask in their glory. We are still working on polishing them so please do not expect them to be in a finished state at this stage. Changes may occur over the next few weeks as we work out any issues and take all of your feedback on board.
What to expect on Singularity: GÇóVery small explosions for Pods. GÇóSmall explosions for Rookie ships and Frigates. GÇóMedium explosions for all ships sized between Destroyer and Battleship class. GÇóLarge explosions for all Capital ship hulls. GÇóTitan explosions for the Titan hulls.
Before racing to file a bug report, please consult the list of known issues below.
GÇóThe Fresnel on the low shader settings version of the explosions is not working correctly, and the initial ring from the explosion will linger longer than intended. GÇóThe smaller explosions have stretched sections. GÇóAudio has not been hooked up yet. GÇóOne of the Capital ship explosions is missing its local explosions. GÇóSeveral ships are using the incorrect explosions for their size. GÇó Wrecks will appear in the incorrect position post explosion if the ship was moving at the time of death.
This list will be updated as testing continues, but do feel free to comment and report any additional bugs via the F12 menu in game.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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CCP Savior
C C P C C P Alliance
64
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Posted - 2016.10.06 08:51:40 -
[2] - Quote
[RESERVED]
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
18472
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Posted - 2016.10.06 09:47:59 -
[3] - Quote
Pew pew pew ... BoooM! Bahaha YeeeeeAAAAAAHAHAHAHAHAHA! Edit: I'll post something constructive when I get home later. I'm legitimately exited for this.
Praposal:Un-F**k Locator Agants
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Elenahina
Agony Unleashed Agony Empire
1290
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Posted - 2016.10.06 10:53:30 -
[4] - Quote
I'm with Ralph - this will make PvP more visually exciting. I'm eager to see what these look like.
Eve is like an addiction; you can't quit it until it quits you.
Also, iderno
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Lugh Crow-Slave
3234
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Posted - 2016.10.06 11:36:19 -
[5] - Quote
was going to bed... then saw this... ccp why you hate me
EDIT
CCP you dun good.... you dun real good
BLOPS Hauler
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CCP Savior
C C P C C P Alliance
64
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Posted - 2016.10.06 12:35:10 -
[6] - Quote
Lugh Crow-Slave wrote: I would like to ask one thing. the flames that erupt during the explosion any way you could use that during hull damage so we can get flaming hero ships again?
There's definitely potential for it to be used in this way. Once we get explosions out of the way I think we'll have a discussion about this to see if its possible. We do currently have a spray of GPU particles that appear when struck so I'm not sure how having the two together would work visually, but I think its a chat that's worth having.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Lugh Crow-Slave
3234
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Posted - 2016.10.06 14:55:14 -
[7] - Quote
CCP Savior wrote:Lugh Crow-Slave wrote: I would like to ask one thing. the flames that erupt during the explosion any way you could use that during hull damage so we can get flaming hero ships again?
There's definitely potential for it to be used in this way. Once we get explosions out of the way I think we'll have a discussion about this to see if its possible. We do currently have a spray of GPU particles that appear when struck so I'm not sure how having the two together would work visually, but I think its a chat that's worth having.
that would be great nothing beats the feeling of warping off in flames
BLOPS Hauler
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Bienator II
madmen of the skies
3587
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Posted - 2016.10.06 16:55:40 -
[8] - Quote
some ships explode in blue (which looks really nice) what decides which ships explode in blue?
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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CCP Myrkur
C C P C C P Alliance
10
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Posted - 2016.10.06 17:32:24 -
[9] - Quote
Bienator II wrote:some ships explode in blue (which looks really nice) what decides which ships explode in blue?
So here's how this works: There is a probability factor on the individual explosions, and there are 3 explosions in the explosion bucket for a battleship, one with a probability of 6, one with a probability of 4 and one with a probability of 1. This means that basically that last explosion comes one in 10 times a battleship explodes, on the lore side, we could say that the blue one is some kind of specific technology/state of matter on the ship getting ignited in a bad way, versus the others being regular thermal/explosive explosions.
That's roughly the rarity for most explosions on sisi at the moment, this may change. I'd definitely like to have at least one explosion which shows up super rarely, as in maybe 1 in a hundred ships is going to blow up that way.. but something like that would have to come in a later patch, due to time constraints.
Also, these explosions are not racial, but that doesn't mean we can't play with that where we want to, as the system can support it, we just feel this is a better start. We did however decide to go with racially colored explosions for the titans, just because as the pinnacle of ship size, that's pretty insanely epically cool.
CCP Myrkur | Senior 3D & FX Artist | Team TriLambda
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Lugh Crow-Slave
3234
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Posted - 2016.10.06 19:02:54 -
[10] - Quote
O.o that is a really cool way of doing it and totally on board with a 1/100 mega boom if you guys get the time for it in the future.
so do differant ship classes have different chances/pools for explosions then?
BLOPS Hauler
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
18478
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Posted - 2016.10.06 22:56:38 -
[11] - Quote
that blue one though MMMMMMhhhhhhhg!
Praposal:Un-F**k Locator Agants
=]|[=
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Circumstantial Evidence
365
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Posted - 2016.10.07 00:21:24 -
[12] - Quote
Quote:GÇó Medium explosions for all ships sized between Destroyer and Battleship class. I think there is such a marked difference in power level between BC and BS, let alone comparing from destroyer, where the size class starts - that BS would deserve its own size class. If you're trying to fit them all in a budget measured in KB, could you make the Titan explosion just a few KB less epic, so we can have more diversity in the size classes which explode most often? |
helana Tsero
Science and Trade Institute Caldari State
606
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Posted - 2016.10.07 04:21:13 -
[13] - Quote
Im going to against the crowd a bit here and say that the combination of the small initial orange hull explosions and then the secondary gigantic blue explosion looks a bit weird.
I think the blue explosion should have some orange mixed in. Because the initial small explosions along the hull are orange.. and there would still be orange fire shooting into space during the secondary blue explosion.
fully agree that blue explosion looks awesome its just the combo with the initial orange explosions that is strange/could be improved. IMO.
Small blue hull explosions and then large blue secondary explosion would also work.
"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave." | zoonr-Korsairs |
Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |
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Nana Skalski
Poseidaon
17629
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Posted - 2016.10.07 04:27:52 -
[14] - Quote
Somehow I think that racial explosions have more sense than the probability explosions, since we have a player made lore about wrecks not moving on their own, and that is because of warp drive explosion. Certain racial differences in construction of ships could yield different results. Just saying.
Every part of a game helps to tell a story. =ƒôò
Where is Angry CONCORD guy when you need him.
GëíGïüGëí GÖÑ
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Nana Skalski
Poseidaon
17647
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Posted - 2016.10.07 11:04:10 -
[15] - Quote
And when I see them now, I noticed there are few black squares on those little preexplosions, they appear for a moment. But the preexlosions themselves are very good.
The bigger "arms" part of explosion is made up of a few planes/textures and look pooooor. The bubble explosion was a lot nicer. The "center", main explosion, this medium sized that lasts longest is very good, leave it as it is.
Every part of a game helps to tell a story. =ƒôò
Where is Angry CONCORD guy when you need him.
GëíGïüGëí GÖÑ
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LeHarfang
Reckless-Endangerment Manifesto.
30
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Posted - 2016.10.08 03:23:30 -
[16] - Quote
Hum, i was killing rats earlier and noticed something that looked very odd. As its hp reached zero one of the frigate rats was spinning and the explosions were happenning along it's hull. So far i didnt notice anything odd but when the big explosion occured and it was spinning at the same speed of the ship model, it looked very out of place.
It's even weirder when it's spinning really fast at the moment of their death. I was using warrior IIs that were orbiting said frigate and the latter ws spinning on itself to "approach" one of the drones i guess. They also do that on TQ. |
Vesan Terakol
Trollgrin Sadface
124
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Posted - 2016.10.08 13:56:00 -
[17] - Quote
I have to admit, the blue one is really really damn cool.
Does that mean the "old", faction-colored ones with bits flying out everywhere, although not looking as impressive (except for the sleeper ones, they looked cool as hell, even being smaller) have become obsolete already? How long was that, 2 years? Well, at least now they do rupture and spray pieces of scrap metal everywhere before finally succumbing to the plasma cloud of their exploded reactor or whatever.
In regards to a post above, i saw the spinning explosion on several occasions myself. I am not sure if it is one exact animation (I noticed it with the one with a lot of smoke trails) or a problem in general.
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Smuff Gallente
Minion Revolution Goonswarm Federation
11
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Posted - 2016.10.09 10:39:00 -
[18] - Quote
i don't know if this is a bug and i don't have any screenshots sorry. but i've noticed that when some dread's blow up they go super nova almost like a citadel blowing up but smaller but really bright and almost 300km |
Lugh Crow-Slave
3237
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Posted - 2016.10.09 15:21:18 -
[19] - Quote
is it blue?
BLOPS Hauler
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Smuff Gallente
Minion Revolution Goonswarm Federation
11
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Posted - 2016.10.09 23:50:54 -
[20] - Quote
no it's the color of a normal explosion but it's really really bright kind of like a titan exploding but no titan on grid at the time
Lugh Crow-Slave wrote:is it blue?
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Rawketsled
Generic Corp Name
418
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Posted - 2016.10.10 04:28:41 -
[21] - Quote
LeHarfang wrote:Hum, i was killing rats earlier and noticed something that looked very odd. As its hp reached zero one of the frigate rats was spinning and the explosions were happenning along it's hull. So far i didnt notice anything odd but when the big explosion occured and it was spinning at the same speed of the ship model, it looked very out of place.
It's even weirder when it's spinning really fast at the moment of their death. I was using warrior IIs that were orbiting said frigate and the latter was spinning on itself to "approach" one of the drones i guess. They also do that on TQ.
Edit: I'm not sure if it was a frigate or a cruiser btw. The spinning explosion just happenned again on a cruiser. Witnessed this too. A rat was stuck on some mission geometry. I put in a bug report, but I don't recall the ticket number for it right now. |
Vietac
Pandemic Horde Inc. Pandemic Horde
0
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Posted - 2016.10.10 07:34:52 -
[22] - Quote
CCP you read my mind!
Current explosions are quite too "cheap". Remembered the days when we had blue ball explosions, seems more dramatic but much more excited to die or to see someone pops! |
Mole Guy
Band of Builders Inc. Silent Infinity
456
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Posted - 2016.10.10 10:19:48 -
[23] - Quote
they are purdy! |
Algarion Getz
Aideron Corp
214
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Posted - 2016.10.10 12:11:00 -
[24] - Quote
Holy moly. EVE Online is getting good looking ship explosions. FINALLY. FINALLY. FINALLY. FINALLY.
I never thought i would see the day after CCP sold some colored spatter as new explosion effects a few years ago. |
Baljos Arnjak
Dark Praetorian Order
93
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Posted - 2016.10.10 23:06:42 -
[25] - Quote
Awesome! Completely awesome!
Just, for the love of God, when you put sound in make sure it sounds as epic as the explosions look! Groaning and shearing metal, runaway reactors, crewmen screaming, okay maybe not crewmen screaming, but you get my drift. A good visual effect begs for a good sound effect.
A couple of ideas:
Listing / Loss of Control of the ship after reaching zero hull: I think this would push the effect a little further, especially if the control loss is proportionate to mass of the ship. In other words, a frigate could begin tumbling out of control when its hull reaches zero, while a titan would list a bit. It would add to the sense of having mass and show you more of whats happening to the ship without having to move the camera, both of which would complement the explosion effect.
Secondary explosions when taking hard hits to hull: Pretty self-explanatory, if your ship is in hull and you take a hard hit, it causes small explosions to ripple off. It would add to the "Survived by the skin of my teeth" feeling if you did happen to survive.
Seriously....Good sound effect. |
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CCP Savior
C C P C C P Alliance
72
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Posted - 2016.10.11 09:34:24 -
[26] - Quote
Rawketsled wrote:LeHarfang wrote:Hum, i was killing rats earlier and noticed something that looked very odd. As its hp reached zero one of the frigate rats was spinning and the explosions were happenning along it's hull. So far i didnt notice anything odd but when the big explosion occured and it was spinning at the same speed of the ship model, it looked very out of place.
It's even weirder when it's spinning really fast at the moment of their death. I was using warrior IIs that were orbiting said frigate and the latter was spinning on itself to "approach" one of the drones i guess. They also do that on TQ.
Edit: I'm not sure if it was a frigate or a cruiser btw. The spinning explosion just happenned again on a cruiser. Witnessed this too. A rat was stuck on some mission geometry. I put in a bug report, but I don't recall the ticket number for it right now.
Hi guys,
I saw the bug report come in and I'm looking into it at the moment. Attempting to reproduce so we can identify the issue is a little problematic, but I'll keep going at it until I get to see it first hand.
We're glad to see that most people like the direction we're taking the explosions. We're still not finished with the polish just yet, but as always if you do see anything that you feel is a bug, please do send a bug report in so I can follow up on it.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Iwo Sh'ivah
Republic University Minmatar Republic
5
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Posted - 2016.10.17 20:06:00 -
[27] - Quote
Great stuff, I really love it!
Personally I prefer random explosions rather than racial, unless racial also get some randomness .
Some stuff i don't like - wreck drops at the beginning of the animation and that delay looks really weird, especially when zoomed out. Personally I'd prefer it drop after last explosion. Also the "Look at" camera warps back after wreck is dropped. Unless I didn't find the right camera for that, there is no way of staying focused on the exploding ship. |
Vo'rian Eumenes
Ascendance Goonswarm Federation
0
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Posted - 2016.10.17 21:53:00 -
[28] - Quote
CCP Myrkur wrote:Bienator II wrote:some ships explode in blue (which looks really nice) what decides which ships explode in blue? So here's how this works: There is a probability factor on the individual explosions, and there are 3 explosions in the explosion bucket for a battleship, one with a probability of 6, one with a probability of 4 and one with a probability of 1. This means that basically that last explosion comes one in 10 times a battleship explodes, on the lore side, we could say that the blue one is some kind of specific technology/state of matter on the ship getting ignited in a bad way, versus the others being regular thermal/explosive explosions. That's roughly the rarity for most explosions on sisi at the moment, this may change. I'd definitely like to have at least one explosion which shows up super rarely, as in maybe 1 in a hundred ships is going to blow up that way.. but something like that would have to come in a later patch, due to time constraints. Also, these explosions are not racial, but that doesn't mean we can't play with that where we want to, as the system can support it, we just feel this is a better start. We did however decide to go with racially colored explosions for the titans, just because as the pinnacle of ship size, that's pretty insanely epically cool.
Hey so I've been thinking... and that leads to crazy places...
Going for realism *gasp*
A. Sound: Sorry for being a killjoy on this, but in practice, sound does not travel through space, and as such hearing an explosion would seem unrealistic... boring I know. But:
A1. Only the guys blowing up should hear the actual explosion sound...
A2. For the people doing the killing, as i presume there is a range for particles flying from the explosion. Those particles end up hitting or not the attacking, or nearby vessels, resulting in a 'hail-like' sound, which could translate on a technical level as the existing explosion sound, in a compressed time, at a lower volume. that volume and the pitch of the sound changeing based on proximity to the explosion.
A3. It would also be nice if that 'hail' would be modulated based on what it was hitting such as shield, armor or hull...
A4. When the ship starts to burn up, it would be nice the pilot flying it would have a growing number of subtle alarms and burning sounds
B. Visual: again striving for that #realism (god damn it i did it again!)
B1. The idea of racial explosion color seems nice if there is lore to support it, but I am not that familiar with the lore so I can't comment on that.
B2. I would recommend a slightly different approach to the probability behind explosion outcome, based on ship content. In the sense that Capitals and Super capitals require different types of fuel to operate. and simply formulate an if statement akong the line of "if cargo = isotope X, Y, Z then Explosion A if X > Y and X > Z; else Explosion B if Y > X etc... Where as the smaller ships could be influenced by cargo such as volume of missiles on board and their type, large volume of EM missiles = blue explosion, thermal and explosion = red explosion and kinetic = standard explosion + more particles.
Lastly C: Damage... It would be really really nice, if things blowing up, would do some, not a lot of AOE damage, as in a titan blowing up would take the nearby frigates... in a 10-30 km range... where frigates blowing up just dint other frigates or, drop a shuttle to half. something of the sort... I know this would be a large undertaking to balance out for abuse and what not, but on can dream. |
James Archcycle
Mecha Enterprises Fleet Spaceship Bebop
0
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Posted - 2016.10.17 22:59:18 -
[29] - Quote
Vo'rian Eumenes wrote: A1. Only the guys blowing up should hear the actual explosion sound...
I have one word for you: InternetSpaceships.
Vo'rian Eumenes wrote: A2. For the people doing the killing, as i presume there is a range for particles flying from the explosion. Those particles end up hitting or not the attacking, or nearby vessels, resulting in a 'hail-like' sound, which could translate on a technical level as the existing explosion sound, in a compressed time, at a lower volume. that volume and the pitch of the sound changeing based on proximity to the explosion.
A3. It would also be nice if that 'hail' would be modulated based on what it was hitting such as shield, armor or hull...
Awesome. Do this CCP.
Vo'rian Eumenes wrote: A4. When the ship starts to burn up, it would be nice the pilot flying it would have a growing number of subtle alarms and burning sounds
Maybe they could also make the screen flicker in and out or add get that gore-tunnel-vision FPS style? Na. Quite enough going on already when busy being about to explode.
I was thinking about the sounds and first thought maybe a real THUMP to give EVE a reason to be hooked up to a subwoofer (it really hasn't earned the one I have it on), but as single addition it seems like a petty thing to ask for.
THUMP, muffled explosion.. *pelted with Vo'rian Eumenes's particle splatter idea*. Now that would be a cool effect to pair with fancy new explosions. |
Vesan Terakol
Trollgrin Sadface
125
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Posted - 2016.10.18 11:09:06 -
[30] - Quote
James Archcycle wrote:Vo'rian Eumenes wrote: A1. Only the guys blowing up should hear the actual explosion sound...
I have one word for you: InternetSpaceships.
If we skim the surface of the lore, explosion sounds are simulated to improve awareness. I'm sorry that i can't provide the quote, but i am fairly sure it was in somewhere amids chronicles and stuff.
Also, there is a lore basis for faction-colored explosions, as each race uses a different technology for power and propulsion. |
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Vo'rian Eumenes
Ascendance Goonswarm Federation
0
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Posted - 2016.10.18 15:45:12 -
[31] - Quote
Vesan Terakol wrote:
If we skim the surface of the lore, explosion sounds are simulated to improve awareness. I'm sorry that i can't provide the quote, but i am fairly sure it was in somewhere amids chronicles and stuff.
Also, there is a lore basis for faction-colored explosions, as each race uses a different technology for power and propulsion.
nice loop-hole/deux-ex-machina CCP with the sound if there is the lore thing ( like tesla making an engine start sound when it needs not, just to improve awareness)
if there the lore has mention of materials or tech used then an accurate explosion color can be made using actual science. |
Owen Levanth
Sagittarius Unlimited Exploration
493
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Posted - 2016.10.18 15:58:55 -
[32] - Quote
New explosions are there? Finally.
Too bad I can't see them because today my launcher decided to prevent me from entering SiSi. |
Galactus Prime
unlogic for U
0
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Posted - 2016.10.18 16:49:34 -
[33] - Quote
Make it more real and logic..... woudnt it be more funny then ships take damage from near explosions, depending ship size or capacitor size or something like that. |
Baljos Arnjak
Dark Praetorian Order
93
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Posted - 2016.10.18 21:40:10 -
[34] - Quote
Just going to drop this here:
The Jovian Wet Grave chronicle.
About 3/4 of the way through, it explains that capsuleers wanted sound to increase awareness of their surrounding area, so the Jove added the capability to our pods to simulate the sound of explosions, engine noise, weapon sound, etc. |
Old Pervert
Perkone Caldari State
19
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Posted - 2016.10.18 21:54:25 -
[35] - Quote
Is it against the TOS for me to admit that I had both tears of joy and an erection watching these explosions?
This is just... wow. Incredible.
My first feedback item is speed them up a bit. The cascading explosions prior to the big boom feel like they move a bit slow. Perhaps.... 40-50% faster.
And I second feedback suggesting that the pilot doing the exploding (hell I will want to find gatecamps just to blow up....) get a bunch of new alarms blaring... some kind of abandon ship klaxon or something. Totally for immersion purposes.
The last request would be to have small escape pods trying to escape. You probably couldn't even see it, given the scales that we're working with, but that would be fantastic if we somehow could. Even better if the big explosion wiped them all out in little secondary explosions. Yes I'm reaching for the stars here. I imagine it would be incredibly hard to do, and that development time is precious.
You must admit, even if you were the one losing something like an Erebus, it would be arousing to see cascading explosions cover the hull of your ship as pods start ejecting, a klaxon signaling the crew to abandon ship, followed by a massive shockwave that owns all the escape pods.
mm. |
REiiGN15
Brand Newbros Test Alliance Please Ignore
0
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Posted - 2016.10.18 22:23:38 -
[36] - Quote
In the mass test, one of the nags while very close to dying tilted while explosions ripped it up.. Is this supposed to happen because it looked real good. I had a lot of fun and got some really great screenshots of it.Imgur Album of Mass Test |
Santiak
Sebiestor Tribe Minmatar Republic
0
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Posted - 2016.10.19 01:10:20 -
[37] - Quote
Vo'rian Eumenes wrote:CCP Myrkur wrote:[quote=Bienator II]... Also, these explosions are not racial, but that doesn't mean we can't play with that where we want to, as the system can support it, we just feel this is a better start. We did however decide to go with racially colored explosions for the titans, just because as the pinnacle of ship size, that's pretty insanely epically cool.
[...] B1. The idea of racial explosion color seems nice if there is lore to support it, but I am not that familiar with the lore so I can't comment on that. [...]
B: I imagine some technobabble could be implemented about the distinct colouration (or perhaps even process?) of explosions, based on the reactor unit used (at least for T2 hulls)?
E.g.: - Antimatter Reactors (Amarr) cause the ship to explode in a blinding off-white light as antimatter escapes and interacts with matter, releasing absurd amounts of energy, generating the blinding light.
- Nuclear Reactors (Minmatar) run amok, generating enough heat to ignite the in-ship atmosphere, mixing with the fernite (we assume this is akin to ferrite) to produce a deep orange/red flame.
- Fusion Reactors (Gallente) breach, causing the magnetic field keeping the plasma in place to whip around the inside of the hull, eventually lacerating and tearing into the Ion Thruster units before collapsing completely. The explosion is a mix of plasma, residual magnetic waves ionizing oxygen (fuel/atmosphere), and fermionic condensate from the thrusters, resulting in a green/blue-ish explosion.
- Graviton Reactors (Caldari) fail catastrophically, causing a wave of gravity to tear through the hull of the ship, crushing and ripping apart the titanium diboride of the hull as it goes. The rapid repulsion of internal atmosphere leaves little flame in the resulting explosion, with only the shredded hull - the dust and debrif thrown away as well as the bits caught in residual gravity pockets - are thrown clear, causing a grey-ish explosion.
Of course, it could then be argued that only hulls that specifically used the reactors when manufactured would have these colourations, leaving T1 ships with the "standard" type(s).
And of course, variations could arguably be explained by one or more steps in the explosion not occuring (or other steps taking place): - Antimatter: 1. Reactor doesn't fail completely at first, causing a bright light to tear through the hull first, "cracking and slicing" the hull open. 2. The explosion catches the EM pulse generator and Tesseract capacitor units first, causing arching electricity to jump across the hull pre- and post-explosion.
- Nuclear: 1. Atmosphere doesn't reach ignition temperatures, but hull does, causing it to become red-hot before bursting apart. 2. The initial explosion breaches the deflection shield emitter, causing it to polarize and invert, resulting in a much more violent explosion that leaves somewhat less atmosphere to burn in the explosion, but where debris from the hull is propelled at greater speeds.
- Fusion: 1. The magnetic field falters but doesn't fail completely, causing a slower leak of plasma into the atmosphere, the interaction converting the atmosphere itself to plasma, before the hull fails entirely, resulting in a greener and more "liquid" explosion. 2. The magnetic field fails critically, causing the torus (again, assumption that they use magnetic confinement like this) of the reactor to snake randomly throughout - and outside - the hull, resulting in the explosion being accompanied by a "fountain" of plasma eating its way across the hull, like a worm in an apple.
- Graviton: 1. The reactor supercharges, crushing the hull rather than repulsing it (think miniature black-hole, but not really), causing the hull to falter under its own weight, ever, ever, ever so slightly bending the light around it in place of an explosion. 2. The sustained shield emitter maintains function long enough for the graviton pulse from the generator to be caught inside of it, causing the debris to hurl around inside momentarily before it too gives way, resulting in an explosion that contains larger chunks of debris, that in turn are hurled along more curving trajectories from the hull itself, rather than simply perpendicular to it.
Either way, I do agree some Empire-specific colouration would be a cool addition, but I also understand completely that they want to get "the basics" down before they start thinking about that, as Myrkur explained. :) |
Sylvia Kildare
Center for Advanced Studies Gallente Federation
16
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Posted - 2016.10.19 04:31:00 -
[38] - Quote
Vesan Terakol wrote:I have to admit, the blue one is really really damn cool.
Does that mean the "old", faction-colored ones with bits flying out everywhere, although not looking as impressive (except for the sleeper ones, they looked cool as hell, even being smaller) have become obsolete already? How long was that, 2 years? Well, at least now they do rupture and spray pieces of scrap metal everywhere before finally succumbing to the plasma cloud of their exploded reactor or whatever.
Yeah, if the faction-based ones are going away entirely, I'll be sad.
For instance, the Sansha explosions (green wispy glowy clouds) and the Angel/Minmatar explosions (dusky, rust-colored fireworks) are pretty epic. I can't think off-hand of Serpentis/Guristas/Blood ones, guess they've never made as much of an impression on me as Sansha and Angel, but... at least there were some variety.
Similar to how all citadels look the same inside, I'm not a big fan of all explosions looking the same. I like empire/pirate faction diversity. |
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CCP Savior
C C P C C P Alliance
74
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Posted - 2016.10.19 11:07:42 -
[39] - Quote
REiiGN15 wrote:In the mass test, one of the nags while very close to dying tilted while explosions ripped it up.. Is this supposed to happen because it looked real good. I had a lot of fun and got some really great screenshots of it. Imgur Album of Mass Test
That awesome tilting is by design.
There are some great ideas coming out in this thread, we'll be aiming to discuss them all internally as potential for a second pass on the explosions once we've released. My personal favorite though is the escape pods, the idea of having the crew abandon ship as the smaller explosions rip through the hull is amazing.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Cristl
504
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Posted - 2016.10.19 11:38:15 -
[40] - Quote
Ships don't tilt, they list! |
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Altrue
Exploration Frontier inc Tactical-Retreat
2090
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Posted - 2016.10.19 18:54:03 -
[41] - Quote
CCP Savior wrote:
There are some great ideas coming out in this thread, we'll be aiming to discuss them all internally as potential for a second pass on the explosions once we've released.
This is awesome!
Explosions are really worth doing right imo, in a game with such a permanent sense of loss like EVE, killing and dying has a strong emotional weight that deserves great effects!
Have you given any thought to giving blue color explosions for capsuleer deaths and orange for NPC deaths? Much like the explosions of old. EIther way, a player ship death should look different than an NPC ship death, in my opinion.
Also, while I like the randomness in the explosions, having one with a wildly different color for no reason kinda sends the wrong message don't you think? While not tie it to T2 ships for players and/or rare or powerful NPCs?
Signature Tanking Best Tanking
[Ex-F] CEO - Eve-guides.fr
Ultimate Citadel Guide - 2016 EVE Career Chart
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Lugh Crow-Slave
3247
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Posted - 2016.10.19 19:25:07 -
[42] - Quote
Vo'rian Eumenes wrote:CCP Myrkur wrote:Bienator II wrote:some ships explode in blue (which looks really nice) what decides which ships explode in blue? So here's how this works: There is a probability factor on the individual explosions, and there are 3 explosions in the explosion bucket for a battleship, one with a probability of 6, one with a probability of 4 and one with a probability of 1. This means that basically that last explosion comes one in 10 times a battleship explodes, on the lore side, we could say that the blue one is some kind of specific technology/state of matter on the ship getting ignited in a bad way, versus the others being regular thermal/explosive explosions. That's roughly the rarity for most explosions on sisi at the moment, this may change. I'd definitely like to have at least one explosion which shows up super rarely, as in maybe 1 in a hundred ships is going to blow up that way.. but something like that would have to come in a later patch, due to time constraints. Also, these explosions are not racial, but that doesn't mean we can't play with that where we want to, as the system can support it, we just feel this is a better start. We did however decide to go with racially colored explosions for the titans, just because as the pinnacle of ship size, that's pretty insanely epically cool. Hey so I've been thinking... and that leads to crazy places... Going for realism *gasp* A. Sound: Sorry for being a killjoy on this, but in practice, sound does not travel through space, and as such hearing an explosion would seem unrealistic... boring I know. But: A1. Only the guys blowing up should hear the actual explosion sound... A2. For the people doing the killing, as i presume there is a range for particles flying from the explosion. Those particles end up hitting or not the attacking, or nearby vessels, resulting in a 'hail-like' sound, which could translate on a technical level as the existing explosion sound, in a compressed time, at a lower volume. that volume and the pitch of the sound changeing based on proximity to the explosion. A3. It would also be nice if that 'hail' would be modulated based on what it was hitting such as shield, armor or hull... A4. When the ship starts to burn up, it would be nice the pilot flying it would have a growing number of subtle alarms and burning sounds B. Visual: again striving for that #realism (god damn it i did it again!) B1. The idea of racial explosion color seems nice if there is lore to support it, but I am not that familiar with the lore so I can't comment on that. B2. I would recommend a slightly different approach to the probability behind explosion outcome, based on ship content. In the sense that Capitals and Super capitals require different types of fuel to operate. and simply formulate an if statement akong the line of "if cargo = isotope X, Y, Z then Explosion A if X > Y and X > Z; else Explosion B if Y > X etc... Where as the smaller ships could be influenced by cargo such as volume of missiles on board and their type, large volume of EM missiles = blue explosion, thermal and explosion = red explosion and kinetic = standard explosion + more particles. Lastly C: Damage... It would be really really nice, if things blowing up, would do some, not a lot of AOE damage, as in a titan blowing up would take the nearby frigates... in a 10-30 km range... where frigates blowing up just dint other frigates or, drop a shuttle to half. something of the sort... I know this would be a large undertaking to balance out for abuse and what not, but on can dream.
All of your realism issues are covered with eves catch all "the warp drives do strange things" this is why you fly more like you are in water than in space and can also be used to cover the sound thing
BLOPS Hauler
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Lugh Crow-Slave
3247
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Posted - 2016.10.19 19:26:18 -
[43] - Quote
Altrue wrote:CCP Savior wrote:
There are some great ideas coming out in this thread, we'll be aiming to discuss them all internally as potential for a second pass on the explosions once we've released.
This is awesome! Explosions are really worth doing right imo, in a game with such a permanent sense of loss like EVE, killing and dying has a strong emotional weight that deserves great effects! Have you given any thought to giving blue color explosions for capsuleer deaths and orange for NPC deaths? Much like the explosions of old. EIther way, a player ship death should look different than an NPC ship death, in my opinion. Also, while I like the randomness in the explosions, having one with a wildly different color for no reason kinda sends the wrong message don't you think? While not tie it to T2 ships for players and/or rare or powerful NPCs?
npcs should not be able to have the "mega/blue" explosions i think would be the best way to do this
BLOPS Hauler
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Baljos Arnjak
Dark Praetorian Order
93
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Posted - 2016.10.19 20:57:49 -
[44] - Quote
I've been playing around with it some more doing missions on SiSi and have a little more feedback / gushing / ideas:
- The small explosions are hard to see from a distance or in dusty environments, maybe make them a little bigger so they are more visible?
- The large flaming fireballs of the large explosion curve in space on some of the effects, not sure that this makes sense.
- Please increase the ability of the camera to zoom in, 'cuz I want to see the small explosions close up and the camera doesn't zoom in far enough. Although, this does give a nice visual reward for essentially doing a broadside....hmmm
- Now that I actually want to look at the ships I'm exploding , I find the UI getting in the way. Specifically the ship symbol in space and the square target bracket occlude all but the larger ships until they get in really close. These go away when the ship is destroyed, of course, so they don't interfere with seeing the explosion itself, but it does get in the way of viewing the ship leading up to that. Maybe make it so that the square bracket scales to the size of the bounding box, and have the in-space-icon fade out when in close enough for visual identification? This would make seeing the ship a lot easier.
- Ion blue explosion == pure win and dirty underwear.... It happens enough to look forward to, but not so much that you get tired of seeing it.
- I wish I was there for the mass test, as I can only imagine the light show! Edit: Just watched a vid of it...o...m...g... =)
- Listing looks awesome most of the time, but when ships get stuck in structures it's quite hilarious watching them bounce around. I saw a Megathron in The Assault bouncing around inside a structure. When I killed it, it started twirling around much faster than what you'd expect
Anyway, you guys are knocking this one out of the park! A couple of bug fixes and tweaks and you'll have my new favorite explosion system =) |
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd. Arataka Research Consortium
19507
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Posted - 2016.10.19 21:22:32 -
[45] - Quote
Looks awesome~
One question I have, though: will Drifters keep their green explosion effect? It's a nice difference and adds to their alien nature. I'd also ask if Sleepers will use the blue explosion, as their current explosions are blue too.
"A City made of Dreams is built in heaven"
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Abramul
Ultimatum.
38
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Posted - 2016.10.19 23:32:50 -
[46] - Quote
Re: Explosion colors and effects
Ideally, explosion graphics should depend on
- What is exploding
- How hard you hit it (Vent the drive core! VENT THE...)
- RNG
RNG is there, it sounds like there are some different effects for 'barely dead', but type could use some development. Factors
Drive type
- Amarr - Fusion: Propellants would be hydrogen or helium. From hydrogen, you would get UV, blue, and orange flame. Helium looks like it would give an orange to red glow.
- Caldari - Magpulse: Probable propellant would be lithium. You'd get emissions with similar colors to Caldari drives, (blue, faint purple, a touch of yellow), and red/pink flame where it oxidises
- Gallente - Ion: Having a little trouble with this one. It looks like Iodine is a viable propellant, with a matching emission spectrum.
Minmatar - Plasma: No details on good propellants, however noble gases are up there, and propellants tend to be nonreactive. Probably just diffuse version of Minmatar drive colors.
Reactor type
- Amarr - Antimatter: Bright white, fast
- Caldari - Graviton: heavy visual distortion, not much glow?
- Gallente - Fusion: Yellow, jets of plasma coming out of containment
- Minmatar - Nuclear: One or several hotspots of core material. Start in the yellow-white range, fade slowly to cherry red
Weapons and ammo
- Hybrid - Electric discharges from the coils. No interesting effects from the ammo.
- Laser - Some light discharges as the emitters get power surges. Frequency crystals would be out of play by this point.
- Projectile - Rounds cook off, explosions. Big explosion if magazine is hit.
- Missile - Popcorn!
- Drone - Sound effects, similar to rogue drone communication code.
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Old Pervert
Perkone Caldari State
19
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Posted - 2016.10.20 15:16:34 -
[47] - Quote
Also, one nit that I want to pick about one of the feedback items... hearing the explosion.
It's absolutely true that we wouldn't hear it. Our eardrums would burst pretty fast in space assuming they didn't pressure balance in time.
That said... sound is just changes in pressure.
A shockwave produced by an explosion is indeed a change in pressure. Under special circumstances, there is indeed "sound in space".
Quote:Caldari - Graviton: heavy visual distortion, not much glow?
I'd rather see their ships start exploding, and then IMPLODE on themselves somehow. |
Kielen Dres
Sefem Ortus
2
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Posted - 2016.10.22 01:22:38 -
[48] - Quote
I was just running some missions on Sisi. The explosions look great except they seem to be fixed at the coordinates in space RELATIVE TO MY SHIP AT THE TIME OF EXPLOSION.
So after destroying one of two stationary objects i was orbiting, it looked as if the explosion was following me away from the original point of explosion.
I tested this with a number of camera modes, targets and movement vectors. It happened in all situations.
I am running the client under Wine on Arch, so if someone with a Windows machine could test this it would be great. |
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CCP Savior
C C P C C P Alliance
79
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Posted - 2016.10.24 11:53:13 -
[49] - Quote
Kielen Dres wrote:I was just running some missions on Sisi. The explosions look great except they seem to be fixed at the coordinates in space RELATIVE TO MY SHIP AT THE TIME OF EXPLOSION.
So after destroying one of two stationary objects i was orbiting, it looked as if the explosion was following me away from the original point of explosion.
I tested this with a number of camera modes, targets and movement vectors. It happened in all situations.
I am running the client under Wine on Arch, so if someone with a Windows machine could test this it would be great.
Thanks for the feedback, we made a few changes to the explosion system late last week which might be the reason behind this. We're looking into it and should have it fixed shortly.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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FearlessLittleToaster
GoonWaffe Goonswarm Federation
150
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Posted - 2016.10.24 16:16:08 -
[50] - Quote
CCP Savior wrote: We'd love to get your thoughts on this and please do let us know about any concerns you might have with the camera interacting with the scene in this way.
Just please make sure the watch pretty explosion feature can be overridden by a player trying to look at something else. Watching explosions is great, but when the next one you have to watch if your own ship they become somewhat less awesome. |
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Altrue
Exploration Frontier inc Tactical-Retreat
2092
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Posted - 2016.10.24 20:29:37 -
[51] - Quote
CCP Savior wrote:If you have 'Dynamic camera movement' enabled in the ESC menu, and you 'look at' a ship while in orbit camera, you'll see
Yet another bit of dev time I won't get to enjoy because it is bundled with other disliked camera features.
Signature Tanking Best Tanking
[Ex-F] CEO - Eve-guides.fr
Ultimate Citadel Guide - 2016 EVE Career Chart
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CCP Myrkur
C C P C C P Alliance
15
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Posted - 2016.10.24 21:22:43 -
[52] - Quote
Uriel Paradisi Anteovnuecci wrote:Looks awesome~
One question I have, though: will Drifters keep their green explosion effect? It's a nice difference and adds to their alien nature. I'd also ask if Sleepers will use the blue explosion, as their current explosions are blue too.
yes!, Sleepers will explode in a sleepery fashion(White-ish blue) and Drifters in a Driftery fashion (greenish yellow) also, bit's of lightning and distortion.
CCP Myrkur | Senior 3D & FX Artist | Team TriLambda
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Dirty-Rotten-Pirate
University of Caille Gallente Federation
0
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Posted - 2016.10.25 08:36:51 -
[53] - Quote
Can we _please_ have a ship modification that does nothing other than produce a Titan-sized explosion in a frigate?
Ship Modification/Small Rigs/Astronautic Rigs: ' Small Unprotected Ammunition Magazine I '
If the blast damages all other ships in the vicinity then a whole new world of game play would emerge...
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CCP Savior
C C P C C P Alliance
79
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Posted - 2016.10.25 09:39:54 -
[54] - Quote
FearlessLittleToaster wrote:CCP Savior wrote: We'd love to get your thoughts on this and please do let us know about any concerns you might have with the camera interacting with the scene in this way. Just please make sure the watch pretty explosion feature can be overridden by a player trying to look at something else. Watching explosions is great, but when the next one you have to watch if your own ship they become somewhat less awesome.
Do not fear, a mere click of the mouse and the camera movement is cut short with the camera zipping back to your own hull.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Brown Pathfinder
Its a good day to die
13
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Posted - 2016.10.25 09:57:44 -
[55] - Quote
A small suggestion, is it possible to add a slight drift? Say if your ship is moving X speed , the wreckage is flying in Y direction and slowing down? |
Grookshank
Jump Drive Appreciation Society
125
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Posted - 2016.10.25 10:43:10 -
[56] - Quote
CCP Savior wrote:FearlessLittleToaster wrote:CCP Savior wrote: We'd love to get your thoughts on this and please do let us know about any concerns you might have with the camera interacting with the scene in this way. Just please make sure the watch pretty explosion feature can be overridden by a player trying to look at something else. Watching explosions is great, but when the next one you have to watch if your own ship they become somewhat less awesome. Do not fear, a mere click of the mouse and the camera movement is cut short with the camera zipping back to your own hull. I hope I misunderstand this: You are not again impementing a feature where you take camera control over, do you? |
Soleil Fournier
Black Serpent Technologies The-Culture
171
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Posted - 2016.10.25 12:03:42 -
[57] - Quote
When my ship explodes, the pod is ejected away from it and the camera focuses in on the pod.
If I want to watch the explosion, I have to quickly re-locate the ship and then click look at.
When the pod ejects, I'd like the camera to just keep focusing on the ship/explosion unless I initiate another command such as warp or move. |
Circumstantial Evidence
367
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Posted - 2016.10.25 13:25:08 -
[58] - Quote
Grookshank wrote:I hope I misunderstand this: You are not again impementing a feature where you take camera control over, do you? Tracing back CCP Savior's replies, its only a problem if the Dynamic Camera feature is enabled. I think they want to give new players a more cinematic experience, and so it appers they continue to invest in new tricks for Dynamic Camera. |
Baljos Arnjak
Dark Praetorian Order
93
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Posted - 2016.10.28 17:39:54 -
[59] - Quote
Hey, just thought I'd drop in a little more feedback since the expansion got delayed a bit.
- Look At - I love the cinematic effect this gives! Maybe it could be turned more into a camera mode so that once the current explosion is finished playing and the camera would normally go back to the ship, have it go to the next selected target instead. This way we don't have to do a "look at" for every ship. Also, it zooms out about 25% too far, making it so you can see the entire large explosion but with the effect of making it look smaller.
- Explosion Sounds - The small explosion sounds are good, but the big one needs some more oomph. It sounds more like gas escaping from a pressurized container. It's also very low in volume, I had to go to the audio properties and turn explosions all the way up just to hear them (when I could hear everything else as normal).
- Camera Shake - Adding some camera shake when the camera is close to the explosion would add to the power of the explosion. Right now it seems to have one little bump when the ship first starts it explosion sequence, maybe this is a left over from when explosions were single events.
- Armor/Hull damage visual - Now that I'm watching up close, I can see the damage effects on the skin of the ship. The transition up to higher damage levels is instant and looks bad. Maybe have the effect ease in over half a second?
- Autocannons seriously need a better effect....it's barely visible.
- Structure explosions are awesome! They make me want to blow up everything in sight =) And they make me want to blow up bigger and bigger stuff! I even contemplated getting my dread and/or carrier out to run lvl5's
- The voice acting in the NPE seems good, only saw the beginning of the Minmatar one though. It's nice having a voice to go along with the face, makes things seem much more personable.
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