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

First post
Author
Callic Veratar
#161 - 2011-11-17 18:59:49 UTC
The bestest thing ever would be ship explosions like the bumpers from AT9.
XY Zed
#162 - 2011-11-17 19:46:09 UTC
This may or may not have been mentioned, but I wish the sun wasn't so god damn bright. God, the suns are bright. Did I mention the suns are too damn bright? Evil
Trainwreck McGee
Doomheim
#163 - 2011-11-17 20:18:30 UTC
i want to see a shield ripple when we bump into things. Bumping into things is the most immersion breaking thing i can think of.

CCP Trainwreck - Weekend Custodial Engineer / CCP Necrogoats foot stool

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#164 - 2011-11-17 20:19:43 UTC
Trainwreck McGee wrote:
i want to see a shield ripple when we bump into things. Bumping into things is the most immersion breaking thing i can think of.


That's why your ship's navigation computer never lets you do it, and maneuvers around the object for you instead.
Kytayn
Kronos TEchnologies
#165 - 2011-11-17 20:41:13 UTC
This might be a lot of work, but how about wrecks that look like wrecks of the ships they used to be? A Machariel wreck should look different than a Domi wreck, for example.

Be careful in Pulsar systems, you might get Pod Flu.

(Bio for YouTube reading)

Callic Veratar
#166 - 2011-11-17 20:43:13 UTC
XY Zed wrote:
This may or may not have been mentioned, but I wish the sun wasn't so god damn bright. God, the suns are bright. Did I mention the suns are too damn bright? Evil


Hasn't anyone ever told you not to look directly at the sun? It could burn your eyes out.

//NFP - working as intended
Bienator II
madmen of the skies
#167 - 2011-11-17 22:23:52 UTC
don't know if it has been mentioned already, but just in case:
get rid of sidewards warpins/undocks.
bug id 117147, wrong initial ship orientation
(unfiltered)

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

Zaine Maltis
Innsmouth Enterprises
#168 - 2011-11-17 22:57:27 UTC
Akirei Scytale wrote:

It would be quite awesome if there were three hit animations on ships - reacting violently with shields, hitting armor and sending sparks off into space, and impacting structure, sending chunks out.


This this this!


Hrald
Dreddit
Test Alliance Please Ignore
#169 - 2011-11-17 23:11:03 UTC
I know you guys have worked really hard on the new nebulae and they're beautiful, but there are still problems with star densities.

Just compare these:
http://apod.nasa.gov/apod/image/1111/PleiadesHyades_andreo50p.jpg

http://i.imgur.com/BRSST.jpg


I realize the art style of Eve is to be dark, cold and sharp, but there must be some sort of compromise. It still doesn't feel like space when you look around.

Jace Errata
Caldari Provisions
Caldari State
#170 - 2011-11-17 23:30:52 UTC
Someone suggested earlier in the thread, making arty effects more big-boom-y, and also making the turrets bigger. I'd just like to say-

1.) I fully support epic fireball muzzle effects (all glory to the 720mm arty Stabber!)
2.) Resizing turrets is difficult, since they have to be on scale with the ship hull- remember, EVE ships are huge, and even a gun that fires shells more than a metre across can look small relative.

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Zaine Maltis
Innsmouth Enterprises
#171 - 2011-11-17 23:32:59 UTC  |  Edited by: Zaine Maltis

  • Engine trails that pulse when you put your AB on, and perhaps pulse larger, or look slightly different when a MWD is put on.
  • When you are looking at something that is destroyed, you should stay looking at it to watch it explode, not revert back to your ship.
  • The overview is a bit of a distraction, you end up having to flick your eyes backwards and forwards btw the target to see what they are doing and the overview to actually back up your hunch via the numbers. If you've got ships targeted, then why not try and add a small HUD indicating Velocity, Radial/s, direction next to them when you can see them. Then you don't need to keep flicking your eyes back and forth.
  • Un-docking animation
  • Re-quoting from earlier because it's awesome, different impact animations based on Shield/Armour or structure hits.
  • Impacts from large, weapons could potentially impact trajectory. If you are being hit with battleship sized impacts, surely that's going to move you in space?
  • Better wrecks. The big ones you get from supers are cool. but if would be nice if they all resembled the ships.
  • Improve the overheat buttons. They are IMPOSSIBLE to use when you are under a little stress unless you are using the keyboard.
  • At high graphic levels, when you are zoomed in on the ship, put some crew behind the little windows :D
  • Add another "close map" button onto the star map somewhere. Every time I use the star map, I have to minimise the controls to be able to use it due to limited screen space. This means that I spaz around for about 20 seconds trying to find the close button when I'm done afterwards. Having a close star map button at the top. bottom. bottom right or something which prevent this.

Avila Cracko
#172 - 2011-11-18 00:06:22 UTC
Is it possible that we see some kind of animation when we from normal space looking at ship that is entering warp???
some kind of flash or something...
you have it in trailer:
http://www.youtube.com/watch?v=OSxSyv4LC1c&t=1m23s

So that warp look awesome for observers too... :)))

truth, the whole truth and nothing but the truth.

Jerek Mothas
Sebiestor Tribe
Minmatar Republic
#173 - 2011-11-18 00:13:40 UTC
This isn't a visual papercut, but could you please consider putting the old, more forceful stargate sound effects back? Or at the very least, give us an option to choose which one we want?

This is what I mean.

Failfitting ships since 2007.

"Those who control their tongue will have a long life; opening your mouth can ruin everything." - Solomon

Aldarica
Perkone
Caldari State
#174 - 2011-11-18 00:20:10 UTC  |  Edited by: Aldarica
I'd appreciate less windows on ships, especially those slapped all around on all possible and impossible places. Right now most ships look more like they were designed for fancy tourist cruising than for the combat.
Mara Rinn
Cosmic Goo Convertor
#175 - 2011-11-18 02:25:54 UTC  |  Edited by: Mara Rinn
Freebooted blog has an entry about desired camera functionality.

Here's my suggestion for stargate jumping (unrelated to Freebooted's camera ideas):
1) Continue rendering current grid
2) Hidden rendering of target grid
3) When jumping, open up wormhole which joins both grids
4) Warp new grid through wormhole into new grid

This can happen as soon as the client knows enough about the target grid to start rendering it: objects on the remote grid can be spawned in as the warping is happening. The warping effect is, in effect, the transition screen. No fade to black required, just replace it with a humungous feat of 3D graphics engineering :)

The process of warping can be slowed down to give the pilot an indication of how long their client will take to load the remote grid completely.
Jett0
Ministry of War
Amarr Empire
#176 - 2011-11-18 02:32:24 UTC
Mara Rinn wrote:

Here's my suggestion for stargate jumping (unrelated to Freebooted's camera ideas):
1) Continue rendering current grid
2) Hidden rendering of target grid
3) When jumping, open up wormhole which joins both grids
4) Warp new grid through wormhole into new grid

This can happen as soon as the client knows enough about the target grid to start rendering it: objects on the remote grid can be spawned in as the warping is happening. The warping effect is, in effect, the transition screen. No fade to black required, just replace it with a humungous feat of 3D graphics engineering :)

The process of warping can be slowed down to give the pilot an indication of how long their client will take to load the remote grid completely.


This is awesome.

For the less tech-savvy, what's being suggested here is getting rid of the loading screen for stargate jumps and replacing it with a visual effect.

On an unrelated note, I just noticed that on the test-server, suns are not properly occluded by my ship during warp. I have a feeling this is a known issue, but I'll bring it up anyway.

Occasionally plays sober

Evenus Battuta
#177 - 2011-11-18 02:59:40 UTC
team papercut is worth my subscription fee
Marcus Caspius
#178 - 2011-11-18 03:08:53 UTC
Rework the Local Character list. Provide us with an option to only view the standings icon against each character in chat (local) and also the ability to order by standings. This means that you should effectively order the char list so that if a red or neut jumps into local they will appear at the top of the list.

This also mean that I can make local smaller so that all the chat windows can be stacked on top of one another. Right now Local takes up the whole of the LEFT of my screen. That all it does, watch for hostiles in 0.0. You know your not suppose to talk in local unless its spam or smack Twisted

Grammatical error and spelling mistakes are included for your entertainment!

DICKPOWERS
Apotheosis.
#179 - 2011-11-18 04:32:33 UTC
- 4 flashy lights that tell me what kind of damage I am incurring
- better ( bigger ) indication of when I'm being scrammed, painted etc

DP
Velarra
#180 - 2011-11-18 04:36:57 UTC
CCP t0rfifrans wrote:
This thread delivers. Please keep it coming. Ofc, we have our own lists of things we feel is important. For example missiles are very high on it, so are explosions, many non-weapon/turret effects and gas clouds in dungeons. V3 shaders will allow very cool lighting effects in space once that effort is done ( will take time ). Your suggestions are being read and popular items or novel new ideas are being considered and weighed against everything else.

One thing we have to consider is scalability. What is your opinion on that? Go nuts with modern state of the art effects that require powerful machines or keep it to a bare minimum so that it runs on 10 year old craptops? Or allow just allow people to turn stuff off?

Thanks!


TL;DR = This:
Quote:
Or allow just allow people to turn stuff off?



There have been a number of fantastic updates and changes visually to eve, from the nebulae, to lighting and shadows , to much of the Caldari & Federal fleet line ups, and certainly more I'm missing or haven't noticed.

However as you mentioned, not all computers running Eve are of the same performance, with the same screens/monitors, or configured with the same attention to color calibration.

For instance the option to have 3 lighting settings:
1. Cold:Dark and very contrasty as originally released to SiSi
2. Default: Current SiSi settings as of 17/11/11.
3. User Specified Client Brightness, Contrast & Gamma values.

The option to turn on or off the nebulae entirely leaving pure stars for background along with planets, and other celestials.

Above all, however, options are good, feeling railroaded into a CQ is much less entertaining than having the option to enter it in station.

The option to turn off engine trails is as nice as the trails themselves. I really enjoyed having the choice to turn them off, if/when i want/need to.

If the number of features that could have options grow to excess at least for eve's UI or time to code it into the UI, - even a text file that could be edited with permitted settings perhaps for the more arcane options would be great.