Pages: 1 2 3 4 5 6 7 [8] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 14 post(s) |
MotherMoon
Huang Yinglong
|
Posted - 2009.03.07 08:23:00 -
[211]
hey blasters on a moros look sad now:(
what happen to the bubbles of death?
|
Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
|
Posted - 2009.03.07 12:38:00 -
[212]
Edited by: Meiyang Lee on 07/03/2009 12:41:18 Edited by: Meiyang Lee on 07/03/2009 12:39:45 Large Pulse lasers: is the strobe effect laser really needed? While it's fitting for a pulse laser, it is also very unpleasant to look at especially with the short range crystals where the core of the beam is white. The flickering starts to hurt your eyes after a bit, and I really don't want to know what it does to a photosensitive person.
Warp Tunnel Effect: while it looks nice, with Shaders set to high there appears to be some kind of texture filtering problem and you end up with quite a bit of pixelation. It's less than in the previous build, but still not correct given that with Shaders on Medium it looks amazing.
Sound: reduced hardener sound effects is nice, no more constant drone in the background. But weapon sound is still quite muffled except when zoomed all the way in.
|
Matrix Aran
Reikoku KenZoku
|
Posted - 2009.03.08 07:08:00 -
[213]
Perhaps a bit too late to complain, but I must say I'm very disapointed with the new jumpdrive effect on high shader settings. Compared to the old effect on TQ, the new one is far too underwhelming, and does take some of the visual awe out of seeing an entire capital fleet move. Especialy when one compares the work done on the new warp tunner, the jumpdrive effect looks pittiful at best. While it's probably not possible to come up with something new before release, I do hope the effect gets another overhaul sometime in the future. ----
|
Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.03.08 09:11:00 -
[214]
Dual Giga Pulse/Beam: The Laserbeams are misplaced, they are firing out of nowhere while the muzzle flash is placed correctly.
Dual Giga Pulse: These weapons effect look weak in comparison to the beam variant. Just a short beam effect... not impressed at all!
Mega Pulse: Totally ruined now. Old effect was much better. Its flickering now, thats not nice to photosensitive people! Make it a burst of Light again!
|
Ariane VoxDei
|
Posted - 2009.03.08 10:27:00 -
[215]
Went out to the asteroid belts after the fleet test last night. Framerate in belts is really good, was afraid the new graphics would be killing it. That roids take a little while to show up is a bit of a downside, but maybe that will be solved with persistent caching, so they do not have to be generated each time. Also the new way mining drones look when they are at work is a really nice touch, though such care for detail may have been better spent elsewhere. It's the kind of thing you can show to outsiders and newbies, to impress them, but wont be getting much use of. If you have not seen it yet, it's a bit like the drones using a small NOS to mine the rock. Orange in hue, reminiscent of a stripminer, and not fading/cycling nearly as much as NOS does. They also make the roid emit the usual "being mined" noise you would get if you had mining lasers of your own working on it.
|
midge Mo'yb
Antares Shipyards Hoodlums Associates
|
Posted - 2009.03.08 16:14:00 -
[216]
Originally by: Matrix Aran Perhaps a bit too late to complain, but I must say I'm very disapointed with the new jumpdrive effect on high shader settings. Compared to the old effect on TQ, the new one is far too underwhelming, and does take some of the visual awe out of seeing an entire capital fleet move. Especialy when one compares the work done on the new warp tunner, the jumpdrive effect looks pittiful at best. While it's probably not possible to come up with something new before release, I do hope the effect gets another overhaul sometime in the future.
this tbh... they pretty much just applied the jump affect they were toying with a few weeks ago to the capital ships :/...
bit disapointed tbh, was expecting something nice and awesome... -----------------------------------------------
|
Neelan
Minmatar Advanced Planetary Exports Intergalactic Exports Group
|
Posted - 2009.03.10 20:58:00 -
[217]
Originally by: CCP Tenitigo Now i have some questions. what exactly is the renovation in:
- Station Interiors
Station Interiors were converted to show up in Scene2. Everything you see, is expected to look the same as on TQ right now, despite being rendered differently.
- Sun, Planets and Moons
Sun, Planets, and Moons were set to work with Scene2. They should look the same as before.
I am very dissappointed with this... don't you think the initial post about the interiors and the planets becoming "new" was more than just a little misleading?
|
Navick
|
Posted - 2009.03.11 06:45:00 -
[218]
Chiming in on the jump drive/warp tunnel bandwagon. The new tunnel is a nice looking effect, but it's really underwhelming - definitely lacks visual "oomph" compared to the old effect. It's Warp Drive, lol, I wanna feel like I'm tearing through the fabric of space at theoretically impossible velocities when I warp somewhere!
For the most part the new weapon effects are fantastic, great job. I'm a little meh on the new blaster and railgun effects, and I haven't noticed any difference in missiles, but everything else I've seen is great. The autocannon and remote repper effects are particularly sweet.
I also really like the new non-weapon effects, ie hardeners, sensor boosters, and such. They're still there, but in a much more subtle and much less obtrusive way than before. The new sensor booster effect is one of my favorite graphical changes in this patch... I always thought the old one was just obnoxious, the new one is a vast improvement.
It's also worth mentioning that I've gotten a noticeable framerate increase with the new effects, especially around POS shields and mobile warp disruptors.
Overall I give the new effects a 4 out of 5. Good work for the most part, now just give the jumpdrive and warp effects some BALLS already!
|
geno effort
GoonFleet GoonSwarm
|
Posted - 2009.03.11 22:28:00 -
[219]
I'm sure I'm not alone in saying that the new warp disruptor bubble graphics, while neat looking, are quite frustratingly impractical and make it very hard to distinguish whether your or someone else's ship is inside a bubble or outside, particularly with brackets turned off.
On the other hand, the thick pink POS shields are overdone.
There was nothing wrong with the old bubble graphics - perhaps you could just change them back?
|
Terianna Eri
Amarr Scrutari
|
Posted - 2009.03.13 04:32:00 -
[220]
Some comments:
BIGGEST ISSUE: If shaders are turned to low (or even medium), like I like to have on my laptop, ships don't show up properly. The models are fine, but the red armor on my paladin, the green on my zealot, the black on my navy omen, the gold on my retribution and absolution... none of those show up. Turning shaders up to high fixes it but it makes my computer run even slower than it did before apocrypha - i used to be able to fly around and see all the pretty ships with decent FPS, which I can no longer do in the slightest.
WEAPON EFFECTS: these are by and large pretty nice :)
ARMOR/SHIELD EFFECTS: also pretty nice
WARP BUBBLE: It's not personal enough. It's too subtle. The old one had a very satisfying bang as you hit decent speed and the warp tunnel was MUCH closer to your ship. the new one doesn't feel like a tunnel or bubble and more like a vague, diffuse field.
JUMP EFFECT: Good, but needs to be longer. It's over too quick and leaves me sitting with the ugly cloak (see below) for a good few seconds before the gate fire animation catches up and sends me through.
CLOAK: Hideous. Any dark-hulled ship becomes MORE obvious when cloaked. If I cloak my anathema in an orange system, I end up seeing a vaguely translucent, BRIGHT ORANGE anathema. Terrible. Also, the transition between cloaked and uncloaked is terrible; very choppy, having only one intermediary (and also ugly) step. This didn't need to change - the old cloak effect, that started from one end of the ship and cloaked you as it ran down to the other end - was absolutely gorgeous and looked awesome when you were decloaking from a gate jump.
WORMHOLES AND WORMHOLE SPACE: Gorgeous
SOUND: Where did it go? Everything is so... quiet. Weapon sounds can't be heard unless you're zoomed way in. Gate fires are quieter. The warp noise is much quieter and weaker. For a while I thought that you guys had somehow broke it and removed sound from EVE except for the music, that's how quiet everything is. |
|
James Duar
Merch Industrial GoonSwarm
|
Posted - 2009.03.21 03:53:00 -
[221]
IMO the laser effects are currently way waaaay over the top compared to all other weapon effects. They look very oversized compared to the ships firing them and the effects they have on them. At medium distance to, there's no detail - just solid beams which look kind of tacky.
Projectile cannons are the opposite - the white smoke doesn't convery any sense of mass or force behind the weapons. It needs to be a furious orange fireball for the firing effect, a white trail, and a big missile hit like explosion on the target.
|
Akira Miyamoto
Caldari The Illuminati. Pandemic Legion
|
Posted - 2009.03.21 11:16:00 -
[222]
Originally by: Matrix Aran Perhaps a bit too late to complain, but I must say I'm very disapointed with the new jumpdrive effect on high shader settings. Compared to the old effect on TQ, the new one is far too underwhelming, and does take some of the visual awe out of seeing an entire capital fleet move. Especialy when one compares the work done on the new warp tunner, the jumpdrive effect looks pittiful at best. While it's probably not possible to come up with something new before release, I do hope the effect gets another overhaul sometime in the future.
This, could we get any official response on whether you are actually going to make something shiny for capital jumps or not?
|
|
|
|
Pages: 1 2 3 4 5 6 7 [8] :: one page |
First page | Previous page | Next page | Last page |