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Can we turn off the new jump animation?

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Tollen Gallen
Glory of Reprisal Enterprise
#381 - 2013-06-08 03:40:15 UTC
Dibs on stuff!!

Zimmy Zeta - I f*cking love martinis. the original ones, with gin, not that vodka martini crap. Your old Friends can use me for 7 days, free!!!

Ace Uoweme
Republic Military School
Minmatar Republic
#382 - 2013-06-08 03:59:06 UTC  |  Edited by: Ace Uoweme
Deceduto wrote:
Ace Uoweme wrote:
[quote=Kewso]
Where CCP went wrong here is the design itself: mundane and routine activities should never have their time increased to even do the job. Design 101. The eye candy and special effects are for activities that make them special and stand out (where they can appreciated with the full attention of the players).


Like the cyno effects added recently. Or the jump to a cyno. Those didn't seem to lag us out or cause any other issues. I think that it was a cool basic enhancement, unlike the gate and bobbing that were added.



Because they're actions aren't used all the time to cause lag. A cyno could be popped once or twice an hour in a zone deal. Those actions are perfect for fancy eye candy, especially if the task takes seconds or longer to complete. Makes it special and worth the training time for it.

Gate jumping goes on constantly and can bog down the EvE network. Add extra time to hop through 22 jumps in itself...if CCP wanted more players to go into low/null to fight, that's how to curb it. Go from Amarr's old section to Gallente space and avoiding the gatecamps, good luck in finding this animation fun and worth the trip.

Save the pretty and nice animations for tasks where it can be actually enjoyed. I mean even CCP recognizes gate jumping is a boring mundane task when they introduced autopilot.

This is a breakdown of design. If the task is mundane, to "spice" it up isn't to make the task more frustrating to endure through. That's annoying. Games aren't suppose to be an annoyance.

Back to the drawing board here.

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

BEPOHNKA
Ner Vod Fleet Systems
#383 - 2013-06-08 04:03:40 UTC  |  Edited by: BEPOHNKA
Warp effects = Jump effects (Free Viewing) - instead of locking the view effects... let us pick a view we like.... i'm sure they will be touching up the effects so it will cause less lag in the future for the same of us at least.
Ace Uoweme
Republic Military School
Minmatar Republic
#384 - 2013-06-08 04:16:47 UTC
BEPOHNKA wrote:
They only need but touch it up, free move it with the view like you do when you warp. I got no problems with the warp effect they should match it to that as much as they can for viewing. Free looking should be allowed, i think that the most of the problem here


Warp effects = Jump effects (Free Viewing) - instead of lock effects let us pick a view we like....


One of the issues seen now in animations is the "canned" animations. Folks could see this especially well in WoW's pet battles and in Skyrim on tradeskilling. The player doesn't have any control, as the animation plays it's sequence.

Whenever a character loses control of his character (or in EvE his ship), players detest it. Sometimes devs do this just because it is disorientating (breaks "comfort zones").

But jump gating is a mundane task, where players may want to check their 6th, or want to look at pretty space (why I don't like the wormhole effect, as it breaks that immersion of a beautiful space -- this is a sci-fi not science fact game. Taking that bang out of the USS Enterprise entering warp was done too please the nerds, but it takes the beauty and feel out of sci-fi). 22 jumps is long, and autopiloting along doing other tasks can be dangerous anyhow (and canned animations can even interfere with that activity).

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

Lounstar deVries
Aliastra
Gallente Federation
#385 - 2013-06-08 06:07:05 UTC

Ranger 1 wrote:
Gallowmere Rorschach wrote:
Kellzz wrote:
Gallowmere Rorschach wrote:
Kellzz wrote:
Reading the thread, it seems its not the warp tunnel, but the camera rotation prior and after the jump that Is causing problems.

For me, it's actually both. They just play very well upon each other. Think of it kind of like the way a roller coaster is set up that has a slow, smooth curve in it right before plummeting you down a hill. They are made that way because the two factors amplify each other.


like i said.
do something about the sudden, uncontrollable camera movement, and you fix the motion sickness issue.

without the camera movement, you have the same effect as warping though a planet. and i have never seen a thread about removing warp effects.

And I will say this one more time (this makes eight now). You don't HAVE to see the tunnel animation of warping through a planet. If you are zoomed out to a high degree and looking from an angle that isn't behind the ship, almost all of the movement from warp cannot really be seen. You just see wispy "space wind" lines. If they want to allow complete camera control during gate jumps that would let me do this, great. However, I am sure an animation off option would be much easier.

Actually, due to the nature of how this effect is coded and linked to game mechanics, an "animation off" button is likely to be extremely difficult to code.

It's tied to fundamental game mechanics and resource handling, not a glitz effect like a turret animation or muzzle flash.

You folks really need to understand that some effects can not be made optional, they can only be changed in their entirety else they need to be completely redesigned from the ground up.

I think if they tweaked how the camera swing works a bit, perhaps slowing it down (that would take some experimentation) most people complaining would be satisfied... but I wouldn't count on it becoming optional.



simple selution remove the animation entirely till they can code it with an off butten
Leper ofBacon
HELP GRANDMA SMASH HER LEGS IN
#386 - 2013-06-08 06:30:29 UTC
I hate it. Repetitive, distracting, boring, takes control of the camera which is just terrible. I get the hate for loading bars but the transition actually felt fine before.
enterprisePSI
#387 - 2013-06-08 06:38:15 UTC
Giovannui wrote:
The new jump animation introduces too much lag when multi-boxing. is there a way to turn it off? If not, please give us the ability to use the old system again.



Not only they should never turn it off, they should make it more realistic Big smile

The tears of the many, outweigh the tears of the few. Or the one. enterprise-psi©

Lounstar deVries
Aliastra
Gallente Federation
#388 - 2013-06-08 06:43:28 UTC
enterprisePSI wrote:
Giovannui wrote:
The new jump animation introduces too much lag when multi-boxing. is there a way to turn it off? If not, please give us the ability to use the old system again.



Not only they should never turn it off, they should make it more realistic Big smile



fail troll is fail
Maybelater Headache
Doomheim
#389 - 2013-06-08 07:47:39 UTC
Maybelater Headache wrote:
CCP, make the new animations optional.

Good Lord, let the dumb trolls go elsewhere.


Bump.
Kat Davenport
Deep Core Mining Inc.
Caldari State
#390 - 2013-06-08 08:05:52 UTC  |  Edited by: Kat Davenport
I would also like an option to disable the jump animation (all of the new animations really).

I don't get motion sick. A little dizzy after the 10-15th gate as I burn across fountain, but oh well.

My problem is the fact that now jumping takes over 30 sec for me. I've actually lost gate cloak twice while waiting for the animation to quit doing horrible things to my cpu (If I manage to lose a BR to gate rats I'm never gonna hear the end of it). I'm using an old laptop because I'm a poor and cant afford anything better. I guess this is CCPs way of telling me to quit paying for eve for a few months till I can afford to buy a new computer.

Edit: Forgot a word.
Maybelater Headache
Doomheim
#391 - 2013-06-08 08:30:24 UTC
Kat Davenport wrote:
I would also like an option to disable the jump animation (all of the new animations really).

I don't get motion sick. A little dizzy after the 10-15th gate as I burn across fountain, but oh well.

My problem is the fact that now jumping takes over 30 sec for me. I've actually lost gate cloak twice while waiting for the animation to quit doing horrible things to my cpu (If I manage to lose a BR to gate rats I'm never gonna hear the end of it). I'm using an old laptop because I'm a poor and cant afford anything better. I guess this is CCPs way of telling me to quit paying for eve for a few months till I can afford to buy a new computer.

Edit: Forgot a word.


Wow, that´s sad. I also noticed a delay in jump time obviously caused by loading stuff related to this effect from the HD and i am not going to buy a SDD to make it run smoothly.

30sec is really extreme. Shocked
Li Tiger
Deep Space Resources Ltd.
#392 - 2013-06-08 10:28:11 UTC
Maybelater Headache wrote:
Maybelater Headache wrote:
CCP, make the new animations optional.

Good Lord, let the dumb trolls go elsewhere.


Bump.

ccp we can soon get a more comprehensive answer to this issue?

Many thanks in advance!
CCP Sisyphus
C C P
C C P Alliance
#393 - 2013-06-08 10:53:25 UTC
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.

CCP Sisyphus | Team TriLambda | Team Klang | @CCP_Sisyphus

Jori McKie
Horde Vanguard.
Pandemic Horde
#394 - 2013-06-08 11:03:04 UTC  |  Edited by: Jori McKie
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.


Mabye you can just code a switch.
Off = current new jump animation
On = use the "jump animation" routine as if the system map is open.

Both routines are obviously working .

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Rhea Rankin Nolen
Science and Trade Institute
Caldari State
#395 - 2013-06-08 11:03:08 UTC
CCP Sisyphus wrote:

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty


For me, it's the panning and zooming in of the camera, prior to jump.

If we could get just the warp tunnel after jumping, it would be perfectly fine. Don't understand why it is really necessary to warp directly through the gate.
Gallowmere Rorschach
The Scope
Gallente Federation
#396 - 2013-06-08 11:03:35 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.

Thanks for the acknowledgement Sisyphus.

Most of the problem seems to come from the camera pan into first person gate alignment when initiating the jump sequence.

However, not nearly as many (but still quite a lot, myself included) seem to be having a problem with the tunnel animation as well.

We do however, have camp three that has jumped into this: basically the people who are getting just plain irritated with the whole thing after X-number of jumps and want it off.
Pak Narhoo
Splinter Foundation
#397 - 2013-06-08 11:06:10 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty


I am sorry for those adversely affected,.


\o/ Thank you for your response!

For me the thing that makes me sick is all the way at the start of the animation, suddenly being picked up rocked around then lined up to the gate.

If that part was gone, like activate gate and bamm I'm lined up without the wibbly wobbly stuff, I would feel much, much better.
Chopper Rollins
hahahlolspycorp
Brave Collective
#398 - 2013-06-08 11:07:00 UTC
jol0kia wrote:
The uncontrolled camera movement is a game breaker for me.
The effects are ok, but moving my camera without my consent either during warp or during fights is unacceptable.

I am aware of what i am targeting. When i am focused on something else, there is absolutely NO NEED to move my camera to the ship i just targeted. I just started playing again, and now find EvE even more frustrating than before.

I would like an option to disable this camera movement.


Don't know if anybody poasted this, but there is an option to disable track selected item. Settings in the selected item window, click item, profat.

i too am experiencing the occasional blackscreen that allows no mouse control of camera, dock/undock has fixed it a couple times, cache dump another.



Goggles. Making me look good. Making you look good.

Capt Starfox
GoonWaffe
Goonswarm Federation
#399 - 2013-06-08 11:08:15 UTC
Idk why so many of you are complaining, it's awesome.

If CCP can code a "switch" that allows players to turn it off, okay cool. But, don't change it, or "reduce" it's effects because some players are too entitled to idk turn all your graphics down and turn away when jumping... I mean if you hate it anyway...

Abandon all hope ye who x up in fleet

Maybelater Headache
Doomheim
#400 - 2013-06-08 11:09:08 UTC
Finally...rubber boots!

For me it is

- the camera swing, no control about how "close" my view is. If i only could...zoom out i would be fine probably.

- length of the animation- try to imagine you are doing *at least* 100j a day where awareness of what is around you is a must
- Endless repetition. Have fun.