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What happend to the gate flash?

First post
Author
CCP Lion
C C P
C C P Alliance
#61 - 2013-06-07 22:34:26 UTC  |  Edited by: CCP Lion
Hi, we tried to bring the gate FX into something we thought it was more believable, more "real" if you prefer. The previous flash, was just that, a big huge flash that really didnt have a specific direction in some cases.

All the gates now have different states, so if you watch closely you will see:
- Neutral state: A subtle fx when no one is jumping.
- Active state: Gate has been activated , you see lightning bolts, the intensity of the tear increases, someone is about to jump and gate will continue active while people are jumping, returns to neutral state after a few seconds of inactivity.
- Jump: The FX when you actually jump, where you see a flash on the core and a beam shooting into the direction of travel.

Hopefully you can see that some thought has been put into this which doesnt mean your concerns aren't valid, hence I'm posting specially to let you know your concerns are heard.

Regarding the sounds, CCP WhiteNoiseTrash is the right person to answer those questions.

Cheers!

CCP Lion | Team TriLambda | Senior VFX Artist

bassie12bf1
Republic Military School
Minmatar Republic
#62 - 2013-06-07 22:41:09 UTC
A more clearer "Arriving" state would be cool. ( why should the beam shoot away when nothings being shot away? )
Theon Severasse
The Scope
Gallente Federation
#63 - 2013-06-07 22:49:13 UTC
CCP Lion wrote:
Hi, we tried to bring the gate FX into something we thought it was more believable, more "real" if you prefer. The previous flash, was just that, a big huge flash that really didnt have a specific direction in some cases.

All the gates now have different states, so if you watch closely you will see:
- Neutral state: A subtle fx when no one is jumping.
- Active state: Gate has been activated , you see lightning bolts, the intensity of the tear increases, someone is about to jump and gate will continue active while people are jumping, returns to neutral state after a few seconds of inactivity.
- Jump: The FX when you actually jump, where you see a flash on the core and a beam shooting into the direction of travel.

Hopefully you can see that some thought has been put into this which doesnt mean your concerns aren't valid, hence I'm posting specially to let you know your concerns are heard.

Regarding the sounds, CCP WhiteNoiseTrash is the right person to answer those questions.

Cheers!


Couldn't you add the reverse of the out flash for someone jumping in.

There also needs to be sound added back to the gate, it is virtually impossible to tell if someone has jumped a gate unless you are looking directly at it, which means that if I am fighting on a gate I probably won't notice anything.
Circumstantial Evidence
#64 - 2013-06-07 23:17:44 UTC
Its there, but realism is fighting with game play indicators that were much more apparent. This is one of those features you didn't know was a feature, until it got nerfed. 300km from gate, cloaked ship with view zoomed out to max, needs to hear & see gate activations. Cowbell would be *perfect*.
Hessian Arcturus
Doomheim
#65 - 2013-06-08 00:23:22 UTC
I prefer it like this...Means 10man+ instalockoverkill (Urine Alliance) gate camps have to actually work for it and be on the ball looking and intel, rather than "oooooh gate flash, get ready to kill with all our power". Big smile

It's human nature to want to explore. To find your line and go beyond it. The only limit, is the one you set yourself.

Sycotic Deninard
Basgerin Pirate
#66 - 2013-06-08 00:31:08 UTC  |  Edited by: Sycotic Deninard
Kiblete wrote:
Sycotic Deninard wrote:
The new graphic changes are pretty nice however Im pretty sure it was done by a developer that has either

  • Never done PvP before therefore has no clue how valuable that the visual and audible clues are for a player fighting, defending a system near a gate.
  • Has done pvp and has died in a fire from gate camps and is silently trying to get even with players that do gate camps




You mean the visuals clues that are still there but mean someone actually has to be looking the gate and not alt tabbed watching YouTube? come on, your tacklers should at least be paying attention.


I can see your point if I too was a limited thinker however when you're in a fight near the gate and local spikes, it would be valuable to know if they came in from the nearest gate or from another.

A person that does'nt use his intelligence is no better than an animal that does'nt have any and thus are steaks on the table by choice and consent.

Forum Clone 77777
Doomheim
#67 - 2013-06-08 01:02:04 UTC
CCP Lion wrote:
Hi, we tried to bring the gate FX into something we thought it was more believable, more "real" if you prefer. The previous flash, was just that, a big huge flash that really didnt have a specific direction in some cases.

All the gates now have different states, so if you watch closely you will see:
- Neutral state: A subtle fx when no one is jumping.
- Active state: Gate has been activated , you see lightning bolts, the intensity of the tear increases, someone is about to jump and gate will continue active while people are jumping, returns to neutral state after a few seconds of inactivity.
- Jump: The FX when you actually jump, where you see a flash on the core and a beam shooting into the direction of travel.

Hopefully you can see that some thought has been put into this which doesnt mean your concerns aren't valid, hence I'm posting specially to let you know your concerns are heard.

Regarding the sounds, CCP WhiteNoiseTrash is the right person to answer those questions.

Cheers!


The "flash" in the core, sorry to say, looks terrible.
It reminds me of a flower blooming in high speed, looks extremely out of place..!
If youre confused about what I mean, the actual flash creates a sort of star or flower like pattern..
Basically This where the probes overlap, creates a sort of flower or star. The gate flash at the core looks the same, and it annoys the crap out of me, make THAT ONE THING look better, add better audio to the gate, like before, its way too subtle now, and the gates will be awesome. If you ask me.

My 2c
Morganta
The Greater Goon
#68 - 2013-06-08 04:55:47 UTC
bassie12bf1 wrote:
A more clearer "Arriving" state would be cool. ( why should the beam shoot away when nothings being shot away? )


I was thinking the same thing

if the intent is "believable" then arriving ships should just drift in with no cloak, because they are not interacting with the gate they land on

Twisted

gate flash is important
ROXGenghis
Perkone
Caldari State
#69 - 2013-06-08 14:38:07 UTC
CCP Lion wrote:

All the gates now have different states, so if you watch closely you will see:
- Neutral state: A subtle fx when no one is jumping.
- Active state: Gate has been activated , you see lightning bolts, the intensity of the tear increases, someone is about to jump and gate will continue active while people are jumping, returns to neutral state after a few seconds of inactivity.
- Jump: The FX when you actually jump, where you see a flash on the core and a beam shooting into the direction of travel.

Hopefully you can see that some thought has been put into this which doesnt mean your concerns aren't valid, hence I'm posting specially to let you know your concerns are heard.

Thanks for responding. We really appreciate acknowledgement of our feedback :)

I do like your 3-state animation idea. Our main complaint isn't the 3 states so much as that the last two states are too subtle to be used as visual cues. As you say yourself, "if you watch closely." You shouldn't have to be examining the gate to see that there are ships incoming/outgoing. They need to be on par with the old gatefire effect in terms of visibility to anyone on grid.
Stridsflygplan
Deliverance.
Arrival.
#70 - 2013-06-09 20:42:03 UTC  |  Edited by: Stridsflygplan
CCP Lion wrote:
Hi, we tried to bring the gate FX into something we thought it was more believable, more "real" if you prefer. The previous flash, was just that, a big huge flash that really didnt have a specific direction in some cases.

All the gates now have different states, so if you watch closely you will see:
- Neutral state: A subtle fx when no one is jumping.
- Active state: Gate has been activated , you see lightning bolts, the intensity of the tear increases, someone is about to jump and gate will continue active while people are jumping, returns to neutral state after a few seconds of inactivity.
- Jump: The FX when you actually jump, where you see a flash on the core and a beam shooting into the direction of travel.

Hopefully you can see that some thought has been put into this which doesnt mean your concerns aren't valid, hence I'm posting specially to let you know your concerns are heard.

Regarding the sounds, CCP WhiteNoiseTrash is the right person to answer those questions.

Cheers!


Thanks for the reply! The main issue and why I made this forum thread is with the jump flash effect and how far it reaches in the direction of travel. The old jump effect reaches the star in the skybox so you could really relate the star to the system you are going to. now its hard to see that when the new effect ends about 150km out. There should also be a good visual for someone that is incoming. Everything else is really cool and looks awesome.
Diomedes Calypso
Aetolian Armada
#71 - 2013-06-09 21:18:57 UTC
The changes might not be all bad ... I get some of the "realism" or perhaps "more elegant" in a creative perspective.


Paying attention is a fine goal.

What I think always needs to be balanced is how much you want the game to be based on physical abilities like fast twitch and good eyesight and how much you want outcomes more based on decision making less influenced on how well you see or how quickly you can click.

It is a balance . Also at issue is how much you change the design of the game on things like this based upon a smaller subset of the players (maybe a 20% group ?)

I love the new font for instance as it makes the game much more playable for me.. easier on the eyes for extended hours. (yeah I know that many players who are experts laid out ways it could be even better but that comes down to things far beyond my technical expertise to have an option on)

I know people say >>> "get better glasses" .... but, after your in your mid 40's most people deal with something different than how well glasses correct vision on a more static distance. Quickly refocusing your eyes becomes harder. Moving from say Dotlan maps 28" away on a side monitor, to the small text on my overview say 17 inches from my face at the far right of my 24 inch monitor, to my guns an capacitor bars which are much brighter than the overview text and only 14 inches from my head... those all require refocusing.

That does get tiring on the eyes after a few hours... things like the new font really help incrementally.

Th gate flashes are so subtle that if I am reading my overview or looking at my weapon groups or reading corp chat, I've been missing the signals,, especially if not entirely zoomed into a "look at" mode on the gate.

I know as I become accustomed to the new actions it will be a few degree's easier,.... but still I think the design is unnecessarily subtle in a way that favors those with eyes that don't tire for no really hugely planned purpose...

... I'd think that if my eyes are on my primary monitor but still reading chat and looking at the overview, that would be "paying attention" ... if the flash is set where many people with better focusing eyes (as I had myself up until I was about 39 or 40 years old) can see it well when focused on other parts of the screen....

... is that difference in ease of players to notice based on physical attributes a considered development decision or an inadvertent one that never really got weighed in its consideration with people testing it who still had eyes (again glasses isn't the issue,, it's the quickness of adjusting focus) that could easily catch it as long as the camera was generally pointed at the gate?

they are your choices to make of course... just hope the pros and cons have been thought of with different players in mind.

.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#72 - 2013-06-11 13:44:38 UTC
I'm on vacation right now - so this is just a brief notification on that I am following this.

I will go into details about everything audio related on this subject when I have the time, should be back soon.

There are a few bugs already noticed by us, which we will try to fix for the first patch..
thus.. asap.

cheers:D

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

Maximus Andendare
Stimulus
Rote Kapelle
#73 - 2013-06-11 14:45:51 UTC
CCP WhiteNoiseTrash wrote:
I'm on vacation right now - so this is just a brief notification on that I am following this.

I will go into details about everything audio related on this subject when I have the time, should be back soon.

There are a few bugs already noticed by us, which we will try to fix for the first patch..
thus.. asap.

cheers:D
Go back to your holiday! There'll be plenty of time to work once you get back! :P

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Dyphorus
Inritus Astrum
#74 - 2013-06-11 15:01:47 UTC
It serves a purpose. With the old animation/sound you could shove it to the corner of a third monitor and still have plenty of warning that someone was coming through, now you actually have to pay attention. Makes camping gates take a bit more effort, which is not necessarily a bad thing.
Altaen
SoE Roughriders
Electus Matari
#75 - 2013-06-13 19:27:15 UTC
It's recently been brought to my attention that there is absolutely nothing wrong with Gallente gateflashes, but everyone I know in Minmatar space is complaining about the lack of a gateflash period, or some admitting that there is a very subtle indication. There should be some consistency, perhaps Minmatar flashes should be made at least as prominent as these awesome Gallente flashes I'm hearing about.
Susurrus Synaesthesia
KarmaFleet
Goonswarm Federation
#76 - 2013-06-13 21:00:07 UTC
moar flash