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New Visual Damage system on Singularity

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Author
CCP Savior
C C P
C C P Alliance
#81 - 2015-11-26 15:53:48 UTC
Hey guys,

Just to give you a quick heads up, after reading your feedback we've made a change to the Armour hardener effect that should hopefully make it easier for you to see your ships through the effect. Let us know what you think.

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

Manssell
OmiHyperMultiNationalDrunksConglomerate
#82 - 2015-11-26 18:24:41 UTC
Well wish I could give you feedback on the new effects during the mass test... but the frame rate became way too low to see them.
CCP Darwin
C C P
C C P Alliance
#83 - 2015-11-27 10:56:36 UTC
Manssell wrote:
Well wish I could give you feedback on the new effects during the mass test... but the frame rate became way too low to see them.

It would probably be helpful to submit a bug report from in-game (choose Report Bug from the F12 menu) while logged in on Singularity. Put "masstest" in the title and describe your frame rate problems.

The reason is that having a snapshot of your system configuration may help in identifying issues with the feature. Thank you!

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Aluanna
Republic Military School
Minmatar Republic
#84 - 2015-11-27 13:56:04 UTC  |  Edited by: Aluanna
CCP Savior wrote:
Hey guys,

Just to give you a quick heads up, after reading your feedback we've made a change to the Armour hardener effect that should hopefully make it easier for you to see your ships through the effect. Let us know what you think.



I will say it looks much better, but I still feel like it's a bit too much at certain angles.

http://imgur.com/4wxQhzE

Looks pretty good, the skin is visible, though the edges are still rather bright.

http://imgur.com/TQ8NaOm

This SS however, some parts of the ship look near fluorescent..

Maybe a good compromise would be to have it somewhat like the armor reppers?

It shows how it does now for the first cycle or so, then it fades into nothing and shows again around the area the ship is getting hit? while the parts of the ship not getting hit do not show anything?

or perhaps just make it glow and fade with the cycles? as the cycle starts it shows the strongest, then as the cycle nears the end the effect is near gone only to refresh with the cycle of the module?

Maybe even tone down the yellow a lot and have it ever so slightly yellow tinted layer on top of the ship? still mostly transparent, just with the hint of yellow.

I like the shield effects where they show once and then never again until you stop the module and start it again.. If they are supposed to be like that can't the armor hardening modules be the same way?

The armor repper is fine, it only shows where you get hit.. what bothers me most though is that the armor hardener effect doesn't go away as long as the module is on..
Manssell
OmiHyperMultiNationalDrunksConglomerate
#85 - 2015-11-27 16:01:57 UTC
CCP Darwin wrote:
Manssell wrote:
Well wish I could give you feedback on the new effects during the mass test... but the frame rate became way too low to see them.

It would probably be helpful to submit a bug report from in-game (choose Report Bug from the F12 menu) while logged in on Singularity. Put "masstest" in the title and describe your frame rate problems.

The reason is that having a snapshot of your system configuration may help in identifying issues with the feature. Thank you!



Oh I did. Bug report EBR-57609. I filled out a few yesterday, mostly for stuff ya'll probably already know about but I figured get you the info anyway. I had the shader set to high which lowers it a bit anyway but the drop was so dramatic that changing to medium didn't really help all that much.

Thanks for the hard work, the test was still fun!
Dave Stark
#86 - 2015-11-28 10:15:43 UTC
shield animations only play on the first cycle if the module is set to automatically cycle, it seems.

is that intentional?
Keras Authion
Science and Trade Institute
Caldari State
#87 - 2015-11-28 10:30:45 UTC
I think the flickering would look better if it was per individual engine or hull block. The damage system does look good aside from that.

It's hard to imagine a situation where multiple seperate engines would be in sync with each other having same kind of trouble. Likewise, a 1km long ship will probably have redundant power systems to keep the entire ship going dark when something is damaged.

Also, tracking computer/ sensor booster effects seem to persist after turning invisible at a gate until you actually do the jump.

This post was rated "C" for capsuleer.

Nicola Arman
Deep Maw Salvage
#88 - 2015-12-01 04:20:04 UTC
Just tested this on my Nemesis versus Serpentis rats: Armor damage fx is repairing itself when there is no repairer fit or active.
Lugh Crow-Slave
#89 - 2015-12-01 06:57:09 UTC  |  Edited by: Lugh Crow-Slave
Nicola Arman wrote:
Just tested this on my Nemesis versus Serpentis rats: Armor damage fx is repairing itself when there is no repairer fit or active.


The "wounds" heal bast on your current hp% it seems not weather your repper is active think of it add your armors bass nanotechnology bot supply as you start to take damage they rush to fix those areas but as you sustain more and more they deplete themselves and need to be supplemented by a repair system




Also had an idea for hull damage

As you begin to take him damage have a chance that on a hit a fire could start (this could be the old engine flame effect our an updated one) or should not be on every hit that would start to look silly. Or should also have a higher chance the lower your hull got. Then if you have a damage control fit each cycle should remove one area of fire of any are present.

I think this would not only retain one of the most iconic signs of a great fight but improve upon it while also giving the damage control a small visual effect
CCP Savior
C C P
C C P Alliance
#90 - 2015-12-01 10:38:41 UTC
Nicola Arman wrote:
Just tested this on my Nemesis versus Serpentis rats: Armor damage fx is repairing itself when there is no repairer fit or active.


Hi, Just a heads up with regards to certain amour damage that appears to heal itself. If say your Battleship comes under attack from a single frigate and say your shields just so happen to be at 0, the damage impacts from the frigate will be smaller compared to another battleship hitting you. This small impact effect will also be healed by your ship until the frigate has applied enough armour damage to your hull and its at this point that the armour damage should remain on your hull.

Of course if you see anything that does not look correct, or if your able to get through a ships armour without the damage effect being present then please do send us a bug report, that way we can take a look and get it fixed.

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

Altrue
Exploration Frontier inc
Tactical-Retreat
#91 - 2015-12-01 17:31:20 UTC
I just noticed that the shield booster effect does persist after the first activation, but you need to be suffering damages from the very same point and stay motionless to see it, it's so puny, this is just ridiculous xD

The effect should show on the whole ship at each cycle, for both the shield hardener and shield booster, not just appear very very dimly when you take damages. Otherwise you might as well not put it in game... Come on CCP, a bit of common sense for a change.

I wonder what you use internally to try out your new effects, one titan being hit from all sides by 50 titans ? Because any other case would show clear as day that the shield effects are way too discreet past the first cycle.

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Lugh Crow-Slave
#92 - 2015-12-01 20:11:18 UTC
Altrue wrote:
I just noticed that the shield booster effect does persist after the first activation, but you need to be suffering damages from the very same point and stay motionless to see it, it's so puny, this is just ridiculous xD

The effect should show on the whole ship at each cycle, for both the shield hardener and shield booster, not just appear very very dimly when you take damages. Otherwise you might as well not put it in game... Come on CCP, a bit of common sense for a change.

I wonder what you use internally to try out your new effects, one titan being hit from all sides by 50 titans ? Because any other case would show clear as day that the shield effects are way too discreet past the first cycle.


it shows up pretty well on any ship being hit by 2+targets to be honest i would agree that the booster should be more noticeable but the hardener is fine
Christopher Abscons
The Scope
Gallente Federation
#93 - 2015-12-01 20:40:58 UTC  |  Edited by: Christopher Abscons
Lugh Crow-Slave wrote:

As you begin to take him damage have a chance that on a hit a fire could start (this could be the old engine flame effect our an updated one) or should not be on every hit that would start to look silly. Or should also have a higher chance the lower your hull got. Then if you have a damage control fit each cycle should remove one area of fire of any are present.

I think this would not only retain one of the most iconic signs of a great fight but improve upon it while also giving the damage control a small visual effect


A nice idea for damage control.

+1 to seeing either the old or an improved version of fires in hull damage.
The new effects are great, but I still think armor and hull damage should be more visibly distinguishable. This could be a solution.

A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore?
I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.
Lugh Crow-Slave
#94 - 2015-12-01 21:11:18 UTC
Christopher Abscons wrote:


A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore?
I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.


Yes it does fit the lore remember the armor hardners adjust the nanites already in the armor but i have no idea if that is the real reason it was just my way of making seance of how the devs did this
elitatwo
Zansha Expansion
#95 - 2015-12-02 12:14:02 UTC
Lugh Crow-Slave wrote:
Christopher Abscons wrote:


A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore?
I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.


Yes it does fit the lore remember the armor hardners adjust the nanites already in the armor but i have no idea if that is the real reason it was just my way of making seance of how the devs did this


Replicators, Lugh. The replicators on the ship need a tad of capacitor to keep producing the nanites.


OP:
I like the new effects, kudos! Haven't seen anything what hasn't been reported already. May I also poke you to make the Osprey as sexy as the Moa??

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Cathal Katelo
Licence To Kill
Mercenary Coalition
#96 - 2015-12-02 20:35:57 UTC
Christopher Abscons wrote:
Lugh Crow-Slave wrote:

As you begin to take him damage have a chance that on a hit a fire could start (this could be the old engine flame effect our an updated one) or should not be on every hit that would start to look silly. Or should also have a higher chance the lower your hull got. Then if you have a damage control fit each cycle should remove one area of fire of any are present.

I think this would not only retain one of the most iconic signs of a great fight but improve upon it while also giving the damage control a small visual effect


A nice idea for damage control.

+1 to seeing either the old or an improved version of fires in hull damage.
The new effects are great, but I still think armor and hull damage should be more visibly distinguishable. This could be a solution.

A part of me doesn't really buy nano-tech repairing the armor automatically and being stock in ships, unless you have some nanite paste on board. Maybe I'm wrong. Does that fit into lore?
I think it'd make for a better overhaul transition having the armor damage persist until repaired, with hull damage introducing more armor damage in addition to fires breaking out in the most damaged locations.


another +1 for getting back the fire on hull damage.

I'd also love if "nonessential parts" like antennas or certain panels were to break off 1n deep hull. would make the effect more obvious that it's not just armor damage. as it stands, I can't really tell the difference between hull/armor damage at a glance
Merida DunBrogh
Black Screen Of Raging Defeat
#97 - 2015-12-03 18:19:18 UTC
During the masstest I noticed that the Phoenix's shield isn't actually completely fitted properly.

http://i.imgur.com/bKiyO2H.jpg
Altrue
Exploration Frontier inc
Tactical-Retreat
#98 - 2015-12-08 09:10:01 UTC
Still super dissapointed that "localized" damage spreads like butter on bread on the whole ship upon gate jumping...

That's a very liberal application of the word localized.

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Lugh Crow-Slave
#99 - 2015-12-12 04:07:07 UTC
Altrue wrote:
Still super dissapointed that "localized" damage spreads like butter on bread on the whole ship upon gate jumping...

That's a very liberal application of the word localized.


meh its a big step in the right direction
CCP Savior
C C P
C C P Alliance
#100 - 2015-12-15 14:04:35 UTC
Hey folks,

Just wanted to say another thank you for the feedback we received on the new visual damage system. After reading everyone's concerns we went back and tweaked a few things. this morning we released a patch featuring these changes and again we'd love to get your feedback.

A highlight of these changes is that the shield booster & hardener effects will now repeat upon cycle, so now seeing your shield receive a heal/buff will be a bit more noticeable. To see what else we have added head on over to the patch notes page below.

http://community.eveonline.com/news/patch-notes/patch-notes-for-december-release

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda