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The Origami Project: Suggest your graphics "little things" (May 22)

First post
Author
mechtech
Ice Liberation Army
#41 - 2011-11-15 13:38:37 UTC  |  Edited by: mechtech
I still miss the bright gold Amarr ships from pre-trinity. I've always felt that the newer look was closer to pale-yellow than bright gold, and it's probably something that can be changed with shader tweaks.

More gold for amarr!
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#42 - 2011-11-15 13:39:28 UTC  |  Edited by: Vincent Gaines
I posted in the other thread, but Jita 4-4 should be a unique, MASSIVE station.

I miss the spinny bits on some T2 frigs like the Harpy.

Not a diplo. 

The above post was edited for spelling.

Alexandar Pavlovic
Center for Advanced Studies
Gallente Federation
#43 - 2011-11-15 13:46:42 UTC  |  Edited by: Alexandar Pavlovic
Ship's sequential explosions, ship explosion...
http://www.youtube.com/watch?feature=player_detailpage&v=JsQC__LyoyU#t=190s

...dynamic lightning on ship models, impact effects, explosions
http://www.youtube.com/watch?feature=player_detailpage&v=WLInRFmRfvw
Pattern Clarc
Citeregis
#44 - 2011-11-15 14:31:31 UTC
Could planets colour "grade" or be graded the environment? Sometimes moons look far too white, or planets look far too blue given how saturated the sky box is...

Not sure if much happens in turms of the engine right now, but similar effects happen when a system under goes an incursion, ie, hue/saturation levels deliberately change.

Doing this would better blend your planets and nebulea together.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#45 - 2011-11-15 14:40:38 UTC
This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.

Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.

Make important information obvious and easy to read.
Razin
The Scope
#46 - 2011-11-15 14:50:42 UTC
Daedalus Arcova wrote:
Remove SEBO, ECCM and TC effects.

SEBOs give you eye cancer. The Daily Mail said so.

This really can't be overstated.

The sensor booster effect is one of the worst in this game, along with all the other electronic and sensor upgrade type module effects. They clip through the ships' hulls, they are way too intense, they serve almost no purpose aside from being extremely bad for the eyes, especially in fleets. If you decide to keep these, please allow us to turn them off with a separate toggle. Thank you.
E man Industries
SeaChell Productions
#47 - 2011-11-15 14:56:58 UTC
Bubanni wrote:
Would like a new jumping effect... when going through a stargate or jump bridgr... or titan bridge...
Im thinking a mini version of the capital jumping effect would be nice

Something that shows you being slinged towards space... instead of a bubble around the ship + cloaking effect

This...don't really get the feel you have been slung to the next star system.
Also I like the old sound better.
E man Industries
SeaChell Productions
#48 - 2011-11-15 14:59:28 UTC
have the ship icons actually show how the ships look from your ships perspective.
Is he heading towards me? away, tangent?

Same for "look at"

when I look at a ship by default it should be how that ship apears from my ship. the camera should always be placed between me and him. Unless I take it off.
Razin
The Scope
#49 - 2011-11-15 15:05:04 UTC
Planets need to have distinctive polar regions. The lack of these is especially egregious on the temperate, and to a slightly lesser degree on barren worlds.
Spacing Cowboy
Perkone
Caldari State
#50 - 2011-11-15 15:27:48 UTC
What about some more heavy damage effect?
This on the UI and overall screen.

Basicly the only way of telling and -feeling- your dying horrible or shooting heavy guns is the bars on your screen and some bugged warning beeps.

Your getting hit by a 1400mm shell , i expect my cams/windows to rattle and maybe even have trouble giving a visual image .

Example, you get hit by a full 1400 salvo.. My ship is dying horrible.. And all i notice is is red bars showing up rapid.

Maybe even make getting podded more dramatic, i just suffered the ultimate defeat, lost my resque pod.. Add some grapic eyecandy ,( short movie? ) to represent this.

All above could be easy merged in "the pod pilot" story, nothing story-breaking.

While im making a wishlist anyway.. Make exploding ships more violent? Now its just a bit of a white-flash thing..
Bring us fire&exploding fuel and ammo storage, and the death of several 1000 of crew members.
Aphoxema G
Khushakor Clan
#51 - 2011-11-15 15:43:12 UTC  |  Edited by: Aphoxema G
Bubanni wrote:
Would like a new jumping effect... when going through a stargate or jump bridgr... or titan bridge...
Im thinking a mini version of the capital jumping effect would be nice

Something that shows you being slinged towards space... instead of a bubble around the ship + cloaking effect


Yeah, at least some kind of fullscreen effect so you're not suddenly in a new place while loading assets come up and suddenly there's a gate that wasn't there before.

The changes on Sisi are simply enormous and I am so, so happy with the new interface, font, a session timer I don't have to wave my mouse over repeatedly, there's not much I could offer to complain about.

Being that it's me, though, I can still find somethings...


  • Grouping windows in a nonoverlapping column/row would be nice, I hate having to resize two windows at a time when one isn't big enough anymore but I still need both.
  • I can't open Overview Options in station. If I need to make a change and I'm in a station surrounded by people who are allowed to shoot me I'm kind of screwed. It would be nice if the overview didn't close, just tell you you can't see anything... or maybe even keep showing you what's on grid or what was last on grid (indicated by darkened text, like when holding ctrl) around the station you're in.
  • A better way to see the member list in local, or at least a summary of war targets and negative/positive standings (very easy implemention). That is, if the DESTROY LOCAL proponents don't get their way.
  • Small numbers of brackets, I think, should nudge each other out of the way instead of overlapping. I really do appreciate the grouping into a list though.
  • Some kind of graphic to show that a ship has bumped into another, like a shield flash or something.
  • When a ship has any shield remaining it could have flashing shield effect when hit like they do on the star treks.
  • Lasers and charges should attenuate (fade out) over a distance starting at optimal and ending with falloff, would look really good for miss effects.
Aphoxema G
Khushakor Clan
#52 - 2011-11-15 15:47:02 UTC
And anyone who's reading this ought to go through the posts and thumbs up anything they agree with. This is one of those times where Liking actually means something.
Hayaishi
The Scope
Gallente Federation
#53 - 2011-11-15 15:48:07 UTC
Weapons "deploying" when you lock someone, not when you come out of warp.

HEAR ME OUT, I'm not like all the others.

If the weapon's deploy animation is shorter than that of the ship's locking time, then it will deploy when you start locking, if not, it will deploy out of warp as usual.

If you have mixed guns (Slap yourself), the gun with the slowest deploy time will be the basis for the above, and if it's too slow, the entire rack of guns deploy, not just the slowest one.

^ How about that?
Aphoxema G
Khushakor Clan
#54 - 2011-11-15 15:48:56 UTC
Jonathan Malcom wrote:
This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.


If you enable advanced camera options, you can already do this with "Set as interest".
Efraya
V0LTA
WE FORM V0LTA
#55 - 2011-11-15 15:49:04 UTC
Make the sun less freaking bright, it hurts my eyes!!!1011!!

[b][center]WSpace; Dead space.[/center] [center]Lady Spank for forum mod[/center][/b]

Mahakaharashi RedEagle
Doomheim
#56 - 2011-11-15 15:49:52 UTC  |  Edited by: Mahakaharashi RedEagle
Please bring back "slingshot" effect for warp gates. SEBO effect must be toned down by few magnitudes at least, or completely changed - it's horrible. It would be also nice if we could get shields visually reacting to hits. Oh, and artillery should have tracers, not laser-like beams of light moving as the target moves... artys are not freaking lazors.

edit
Vincent Gaines wrote:
Jita 4-4 should be a unique, MASSIVE station.

This too ^^
E man Industries
SeaChell Productions
#57 - 2011-11-15 16:07:17 UTC
Quote:
•Lasers and charges should attenuate (fade out) over a distance starting at optimal and ending with falloff, would look really good for miss effects.


OMG yes yes yes yes.
Callic Veratar
#58 - 2011-11-15 16:35:52 UTC
- Drones should have little guns on them instead of shooting out of fixed barrels at weird angles.
- Mining Drones should face towards the rock instead of shooting through the side.
- All planets are assumed to have a vertical axis, so some have rings that tumble as they spin.
- (Planets also spin too fast and don't orbit the sun, but those are a bit bigger than graphical changes.)
- Engines fire if a ship is moving, no matter why it's moving (a bumped ship turns its engines on for some reason).
- Normal, AB, and MWD looks the same (at least it did).
- Invuln/Booster effects don't cover all ships properly (parts of the hull of the hulk are outside the shields)
- Mining Crystal Lasers are all the same
E man Industries
SeaChell Productions
#59 - 2011-11-15 16:44:05 UTC
Drones in drone window should be color codded by what they are doing.

Blue for Rep
Orange for attacking
Red For getting attacked
Green for ECM


Ect. this way I can glance and knwo my drones are doing something...




Also broadcasts should be color codded

Red for target
yellow for warp to
blue for shields


you get the picture.
Aphoxema G
Khushakor Clan
#60 - 2011-11-15 16:48:42 UTC
E man Industries wrote:
Drones in drone window should be color codded by what they are doing.


When supported by someone, their bracket should flash green or blue or something unless they also use a harmful module.