These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

Feedback Request: System transition

First post
Author
Reiko Hita
Tai-Chi
#261 - 2013-05-22 08:30:24 UTC
Thank god, removing the chat windows would have destroyed the only thing that keeps me from kiilling myself when jumping systems in massive amounts of TIDI. Now if you can stop the camera from gonig full ****** you might just be onto a winner.

Im still interested to see how the transitions will look under full tidi though, will the camera spin in slow motion to the gate. Also can any body confirm the fact that the gate fire has been removed because that blows.
seth Hendar
I love you miners
#262 - 2013-05-22 08:38:28 UTC
Ashlar Vellum wrote:
CCP karkur wrote:
Just FYI, we have just changed it so the UI does not fade out anymore when you jump.
We might still do a little bit of fade out magic on the overview, but haven't made those changes yet.

This ... is ... awesome! Big smile

New UI and jump animation are only changes I can't wait for on TQ.

seth Hendar wrote:
also, i think that jump mechanic should be removed (i know, this is out of topic, but still related)

all travel in EvE should be based on warp (except cyno related moves), we would have 3 warps:

the regular warp we all know, the "accelerated " warp (accel gates), and the "cross system" warp, imao this would be more consistent

whether a scrambled ship can achieve the last warp type is indeed open to discussion, i think it shall not achieve warp according to the scrambling points rules

wormhole warp then? Smile or wormholes are cyno related


yeah, indeed the whormholes would also need to be looked at, but they would also behave "somehow" like a warp, with a different effect (cf. the eve origin video).

it would be like a cross system warp, but the animation would be different, based on WH instead of gates
ISquishWorms
#263 - 2013-05-22 11:21:00 UTC
CCP karkur wrote:
Just FYI, we have just changed it so the UI does not fade out anymore when you jump.
We might still do a little bit of fade out magic on the overview, but haven't made those changes yet.


Thank you CCP Karkur, it's nice to have a CCP developer who listens to what their players would like. Smile

‘No, this isn't it at all. Make it more... psssshhhh’.

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#264 - 2013-05-22 11:28:14 UTC
CCP Prism X wrote:
So if you could pay attention to any weird leftover artefacts, that were otherwise cleaned up, when you jump between systems or warp out of a "grid"; I'd find reason to pour some happy down my pants.

I've got something for you:

When jumping through a warpgate, sometimes the new scanner wave that spinds around your ship gets in the middle of the screen when the new warp animation starts. That animation begins with a 'warp tunnel' opening in the center of the screen as a distorted area.

The problem is that when that warp tunnel appears over the scanner wave, they simply overlap in an ugly, rude way, as it seems the distortion effect was not made for also distorting the scanner wave effect.

Sorry for no screenies, but it happens often enough to be easily located. Hope this heps you :)
Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#265 - 2013-05-22 11:42:13 UTC
As above. The scanner sweep needs to be aborted the instant you start to jump.
Smoking Blunts
ZC Omega
#266 - 2013-05-22 15:14:37 UTC
chat channels staying is win.

can you just fix the issue with the camera in the desty system zooming in. I have it zoomed out for a reason, I want it to stay where I left it please.

but other than that, much faster loading and smoother. fix that zoom issue and its win

OMG when can i get a pic here

Rhea Rankin Nolen
Science and Trade Institute
Caldari State
#267 - 2013-05-22 18:43:50 UTC
Main issue I have is forcing the camera.

In current system there is a few seconds time, after initiating the jump and before the transition, during which I sometimes look around to see if someone is landing on the gate or someone decloaked on the gate etc.

The new system that forces the camera after hitting the jump button, won't allow this.

If camera rotation during jump would be available, it would be perfect.
Qual
Knights of a Once Square Table INC.
#268 - 2013-05-23 21:54:28 UTC
Ok, just came off the test server.

Two Down, One To Go:

•Dont change camera angle from jump start to jump end. (You can animate in between but you need to end at the same angle.)
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#269 - 2013-05-23 22:39:10 UTC
Latest version looks great.
Alvatore DiMarco
Capricious Endeavours Ltd
#270 - 2013-05-24 05:21:40 UTC
I dunno if it was SiSi or something on my end, but the sound for jumping which used to perfectly synchronized with the animation seems to have jumped ahead of the animation by about a full second.

Also, it seems as if the sounds for system-jumping have been changed. If so, the original sounds for the jumping were better. These new "lite" system-jump sounds are.. they don't feel substantial at all.

FYI: For anyone who's somehow still complaining about the camera panning this way or that after a jump, turn off your tracking camera and the panning won't happen.
Smoking Blunts
ZC Omega
#271 - 2013-05-25 08:31:06 UTC
they fixed the camera movement zooming in crap yet?

OMG when can i get a pic here

Alvatore DiMarco
Capricious Endeavours Ltd
#272 - 2013-05-25 10:36:32 UTC
I'm not sure exactly what you're talking about, but the camera no longer pans towards the nearest stargate at the end of a jump if you have your tracking turned off. It also no longer resets the zoom level, returning you to the same zoom you had prior to jumping. The initial animation of zooming out and alining with the gate as well as the actual travel effect, however, remain unchanged.
Samroski
Middle-Earth
#273 - 2013-05-25 15:25:15 UTC  |  Edited by: Samroski
I've just got on the test server and seen this effect for the first time.

Firstly: it is awesome. Looks great, and gives you a sense of travel between systems. Great work.

Secondly some feedback: The initial alignment of the view as it becomes parallel with the gate seems a bit forced, and takes a fraction of a second longer than it should. Once this alignment is complete, only then does the jump effect start.

Ideal would be that as the view is aligning, the jump effect should begin, sort of sucking you into the gate and beyond.

This would also cut down the slight delay to a desirable/tolerable level.

Any colour you like.

Lynx Mercury
Doomheim
#274 - 2013-05-25 18:38:39 UTC
Can i have an option to keep my neocom open or not (chat, menus, capacitor, etc), i don't like the fact that i can't type for a while when using gates.
Velarra
#275 - 2013-05-25 22:47:18 UTC  |  Edited by: Velarra
Not sick anymore. The pause before the jump through the tunnel, & lack of camera movement on landing on the other side of any gate jump resolved nausia thank you.

Thank you.

Thank you very much.

---
Edit:

On the other hand, you're still forcibly panning the camera around before the jump. If zoomed out from the gate, or one's ship, the camera is still being forcibly zoomed in & panned without the player's control, consent / expectation of movement.

A switch / option that would remove or enable all forms of forced camera pans or camera zooms (in or out) , would be good.


After running a good number of jumps, 20, 30...40+ the forced camera panning and centering on the gate creates an unplayable nausia inducing experience.

1-2 jumps don't matter. Go on a long roam? Serious issues with nausia
Ordellus
Doomheim
#276 - 2013-05-26 05:15:07 UTC  |  Edited by: Ordellus
New jump effect is great. Big smile

The only thing I perceive as a problem is the ship alignment / camera rotation on jump effect end. It ruins the illusion by reminding you that the ship did not just land at it's location but was instead placed there.....

Problems:
1) The camera rotation at arrival is disorientating, and feels unnatural.
Example:
I leave alenia through a stargate that is facing west and downward at 120 degrees. Upon jump effect end however my ship is facing north and at a level zero degrees. The camera then proceeds to rotate from it's facing of west/down 120 around the newly loaded ship to point at whatever....

Solutions:
1) If possible align the ship on XYZ axis to have the same direction and angle facing that the camera has upon "arrival". This will further support the illusion.
Example:
I leave alenia through a stargate that is facing west and downward at 120 degrees. Upon jump effect end however my ship (and camera) is facing west and downward at 120 degrees.


Now I realize that even if the ship/camera could be place at an angle it would probably being to level itself b/c of the lack of motion. However I think this would be less of a jarring experience than the current issue.

In closing, I suggest refining the illusionary system change experience to be as seamless and immersive as possible.

Also - Thank you CCP for taking player suggestions to heart.

Edit - Effectively identical solution accomplished by simply turning off camera tracking.....Guess I should have experimented before running my fingers. Oops
Alvatore DiMarco
Capricious Endeavours Ltd
#277 - 2013-05-26 05:20:34 UTC  |  Edited by: Alvatore DiMarco
Velarra wrote:
Not sick anymore. The pause before the jump through the tunnel, & lack of camera movement on landing on the other side of any gate jump resolved nausia thank you.

Thank you.

Thank you very much.

---
Edit:

On the other hand, you're still forcibly panning the camera around before the jump. If zoomed out from the gate, or one's ship, the camera is still being forcibly zoomed in & panned without the player's control, consent / expectation of movement.

A switch / option that would remove or enable all forms of forced camera pans or camera zooms (in or out) , would be good.


That camera panning and zoom is required in order to facilitate the effect correctly.

A simple fix to your "unexpected camera movement" is to simply say "I'm jumping, so the camera's going to move." The solution to your "I didn't consent to the camera moving" is "I consented to jumping, and the camera moving is part of the jump."

You are not going to try to "I'm getting motion sickness" and "I don't have 200% full control" the devs back into sticking us with that terrible jump transition we currently have on TQ. You absolutely will not do that.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#278 - 2013-05-26 09:10:16 UTC  |  Edited by: Andreus Ixiris
I'd like to echo the feelings of another poster in this thread and say it'd be cool to have ships pointing in the direction of the jump tunnel when they leave it.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Jack Ogeko
Republic University
Minmatar Republic
#279 - 2013-05-26 12:03:13 UTC
it is very nice graphic animation efect, but please make it optional, make turn on/off with old loading bar option for this, something like station environment
Peter Tjordenskiold
#280 - 2013-05-26 14:47:41 UTC
It's nice but the camera tracking is disorientating and makes me nausea.