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Good looking ship, but no shiny explosions?

First post
Author
Dr Prometheus
Gears of Construction
Gears Confederation
#1 - 2011-11-03 11:09:38 UTC
It good to see the new V3 and new ship models, engine trails, etc etc, but the explosions are falling behind.

I dont want to see my ship de-spawn with a small "poof". (I will watch Fairly Odd Parent for that.) But with a nice chainreaction of explosions, and leaving a recognizable wreckage of the exploded ships, and not a pile of metal things.

So question is; when will this be done/considered?

Dude, where is my Quafe Megathron?

Will Strafe
Caldari Provisions
Caldari State
#2 - 2011-11-03 11:34:53 UTC
They really don't want to introduce the lagfest of your death I'm sure.
Skippermonkey
Deep Core Mining Inc.
Caldari State
#3 - 2011-11-03 11:45:30 UTC
why would it be a lagfest?

im sure the explosion animation would be stored on your own harddrive, its just an animation sequence afterall.

yes, nicer updated explosions would be prettier.

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

cpu939
Blueprint Haus
Blades of Grass
#4 - 2011-11-03 13:47:09 UTC
Skippermonkey wrote:
why would it be a lagfest?

im sure the explosion animation would be stored on your own harddrive, its just an animation sequence afterall.

yes, nicer updated explosions would be prettier.


while i want better explosions they could still add local lag an option to turn it on would be my idea.
Vertisce Soritenshi
The Scope
Gallente Federation
#5 - 2011-11-03 13:49:35 UTC
See? I knew this would happen. I make a single comment in another thread about how crappy explosions currently are and magically the next day there is a thread all about explosions!

I love it.

+1

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

trexinatux
Doomheim
#6 - 2011-11-03 13:52:41 UTC
Vertisce Soritenshi wrote:
See? I knew this would happen. I make a single comment in another thread about how crappy explosions currently are and magically the next day there is a thread all about explosions!

I love it.

+1


Ye are not the first, nor will ye be the last.

Helpless people on subway trains...

Ciar Meara
PIE Inc.
Khimi Harar
#7 - 2011-11-03 14:01:45 UTC
I would also add little animations that show tiny-escape pods launching themselves as soon as you start hitting structure.

Now that CCP has released details on how much crew is on ships and how most of them are able to escape destruction (if lucky) it would be a nice addition.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Kata Amentis
Sebiestor Tribe
Minmatar Republic
#8 - 2011-11-03 14:05:08 UTC
Some dev post from a while back said they'd hired a new "effects guy" fairly recently, (s)he's the one working on the cyno effects, engine trails and things like that... I think i saw/heard something about turret and weapon effects being "next" on the agenda after the current lot... so maybe after that?

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Bienator II
madmen of the skies
#9 - 2011-11-03 14:07:53 UTC  |  Edited by: Bienator II
i actually like the explosions. However what needs some work is the transition between a ship and the wreck.

currently its something like this:
1 ship
2 nothing
3 nothing + explosion
4 wreck

(edit: yeah and wrecks are ugly and look all the same..)

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

Lors Dornick
Kallisti Industries
#10 - 2011-11-03 14:21:18 UTC
Skippermonkey wrote:
why would it be a lagfest?

im sure the explosion animation would be stored on your own harddrive, its just an animation sequence afterall.

yes, nicer updated explosions would be prettier.


One reason might be that the one who happens to be in the middle of said explosion is most likely frantically spamming the warp knob to get his pod out the frak of there. And not very interested is watching a shiny explosion of his (or sometimes hers) once shiny ship.

Could of course be reduced by making the victim's view less shiny.

Another reason comes down to big fights, when not one, but very many ships explode all around you.

Could of course be reduced with a setting in the graphics tab (tick for shiny explosions, like).

But my final objection would be that it'll take precious developer time, for a relatively minor (but shiny) addition.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Takamori Maruyama
Ministry of War
Amarr Empire
#11 - 2011-11-03 14:22:43 UTC
The problem with the eye candy of EVE is the players.

Someone will ***** about how ****** is their gaming rig and that developers don't care about their ****** rigs.
So I don't see that coming so soon.
I already saw a post that reinforce what I mentioned

Loud and clear...

Vertisce Soritenshi
The Scope
Gallente Federation
#12 - 2011-11-03 14:32:54 UTC
Ciar Meara wrote:
I would also add little animations that show tiny-escape pods launching themselves as soon as you start hitting structure.

Now that CCP has released details on how much crew is on ships and how most of them are able to escape destruction (if lucky) it would be a nice addition.


That's actually a pretty damned good idea. I don't think it should be as soon as you hit structure though. My solution would be to make the animation of the exploding ships longer. Start with the escape pods ejecting followed by the explosion. Make the explosion look like a fireball as it engulfs all the oxygen left in the ship not just a quick flash and then wreck. I think revising the explosions should be something done if/when they also revise wrecks to not only make them resemble the ship that was destroyed but also make them look a lot better. This would improve the entire overall experience of blowing **** up which is why a lot of use play EvE to begin with.

I think the bigger the ship the longer the explosion animation should take too. A frigate should be a quicker fireball and pop than say a battleship or carrier which would have several interior explosions all over the ship followed by the final massive explosion.

Oh...and damage from exploding ships too while they are at it.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Kata Amentis
Sebiestor Tribe
Minmatar Republic
#13 - 2011-11-03 14:56:28 UTC
Vertisce Soritenshi wrote:

...
My solution would be to make the animation of the exploding ships longer. Start with the escape pods ejecting followed by the explosion.
...

I think the bigger the ship the longer the explosion animation should take too. A frigate should be a quicker fireball and pop than say a battleship or carrier which would have several interior explosions all over the ship followed by the final massive explosion.



One thing to bare in mind with things like this is that time affects pvp aspects of the game.


When would the pod be ejected? do target locks drop at the begining or end of the death throws?

If you have target locks drop when the ship is "dead" and starts it's death throws, and the pod appears at the end you've just given the agressors a lot more time to finish their scram cycles and be ready to grab the pod.

Or do target locks drop at the end of the death throw? so now we have to guess when targets are "dead" and are just going through the motions of exploding to switch to a new target or waste however long shooting something that is no longer relevant in the battle? (ok, we do that at the moment during really laggy fights but it's still naff P)

If the pod ejects at the begining of the death throws, you've just "doubled" the number of items on grid during a very hectic fight...


Even something as small as "it takes 10 seconds longer to die so you reship slower" can have an impact in some situations.


Don't get me wrong, I love the idea of having crew escape pods reinforcing the idea that we're gods among normal men... but pretty shouldn't get in the way of the rest.

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Denidil
Cascades Mountain Operatives
#14 - 2011-11-03 15:05:52 UTC
Skippermonkey wrote:
why would it be a lagfest?.


some people don't know/don't care there is a difference between lag (network latency) and slow video card performance and lump them together

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Rico Minali
Federal Navy Academy
Gallente Federation
#15 - 2011-11-03 15:07:55 UTC
+1 bigger explosions

Who wouldnt love it when a capital explodes in a chain of smaller explosions ending in a huge bang, and tell me, who wouldnt get a little chubby, just a little bit if the screen blazed like a nova for a second or two when a super goes up? Its all about atmosphere, think about Admiral Akbars response when the deathstar MK II Doomsdayed that Mon Calamari capital ship...

Trust me, I almost know what I'm doing.

Renan Ruivo
Forcas armadas
Brave Collective
#16 - 2011-11-03 15:10:41 UTC
To those complaining about the lag this idea would introduce. you ought to know that 90% of the effect already in game bring extreme lag if you go into a big battle with them on. So this would be a fart for someone who has explosive diarrhea.

So its just another box to untick when going into battle.

The world is a community of idiots doing a series of things until it explodes and we all die.

CCP Navigator
C C P
C C P Alliance
#17 - 2011-11-03 15:14:21 UTC
I am passing this thread on to our art department as feedback from you guys. I have no idea how much programming and art work this would involve or if the artists and programmers would be free to do this in the short term.

I cannot promise you any answers but I will certainly pass it on Smile
Razin
The Scope
#18 - 2011-11-03 15:20:58 UTC
Before thinking about pretty explosions CCP art team needs to add simple stuff like weapon misses and weapon strikes animations.
Logan LaMort
Screaming Hayabusa
#19 - 2011-11-03 15:29:19 UTC
One solution I can think of is this:


  • Ship reaches 0 in structure.
  • Ship texture/model is replaced by an identical but badly damaged version of the ship with cheap animated fires erupting out of the hull.
  • Pod is ejected out of the damaged hull at the same time.
  • Cheap escape pod animations for crew also jettison out of the ship.
  • Fires disappear, large explosion happens.
  • Really wrecked model of the ship appears and replaces the previous one while the explosion happens, this will be the final wreck model.


Of course this means a huge amount of art assets and some code fu... Twisted
Dr Prometheus
Gears of Construction
Gears Confederation
#20 - 2011-11-03 15:35:42 UTC
CCP Navigator wrote:
I am passing this thread on to our art department as feedback from you guys. I have no idea how much programming and art work this would involve or if the artists and programmers would be free to do this in the short term.

I cannot promise you any answers but I will certainly pass it on Smile


Would be nice to hear any answer even if its a big no. (If it is a no, would love to know why.)

Dude, where is my Quafe Megathron?

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