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Put the sounds + flashes back in stargates

Author
Faux Leon
Viziam
Amarr Empire
#21 - 2013-07-31 08:46:26 UTC
Ganthrithor wrote:
Toxic Paradox wrote:
Any decent gate camp should have scout telling them whats coming and how long till it lands on the inbound gate.

Because your too lazy to alt tab/actively watch a gate; while mining, ratting, or playing WoT to gate camp a dead gate based solely on audio cues.....



Maybe it was just handy to be able to hear people coming down a pipe from the audio on my scout character while I'm micro-managing a fight a jump or two further down the pipe. Multiboxing was hard enough without having to do it deaf and partially blind.

Also, speaking of dedicated scouts, have you tried sitting at a perch off a gate and trying to tell your buddies on the other side when someone has jumped? Unless you can position the camera perfectly so you can see their little "bubble" animation as they jump, there's no way to tell they've jumped until they vanish from local. With the flashes / sounds you got several seconds more warning. Just sayin.



Or you just be smart and cloak sitting just far enough off the gate that nothing can bump you, Cov Ops preferably. This just makes the game more interesting in my opinion. Not to mention cloaked and far enough off you should still be able to zoom the gate. You don't have to be warp distance to be safe though it is more secure that way.

"Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."

Kenrailae
Center for Advanced Studies
Gallente Federation
#22 - 2013-07-31 11:40:53 UTC
+1. Plz.

The Law is a point of View

The NPE IS a big deal

War Kitten
Panda McLegion
#23 - 2013-07-31 11:55:36 UTC
The missing gate sounds appear to be a bug.

CCPWhiteNoiseTrash knows about it and posted thusly:

https://forums.eveonline.com/default.aspx?g=posts&m=3253687#post3253687

(It's in the middle of that post - he addressed a lot of things and cheated on the quoting limit :) )

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Randy Wray
Warcrows
Sedition.
#24 - 2013-07-31 13:00:50 UTC
As mentioned this is almost completely irrelevant for gate camps as they often have scouts. I've lost alot of kills roaming because I've landed on a gate, got +1 in local. Didn't see any animation on gate so I hit the jump button on the gate just to see a ship appear in overview.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#25 - 2013-08-01 16:42:16 UTC
Forcing more reliance on local. That's backwards.

Put the flash back for sure.
Solutio Letum
The Scope
Gallente Federation
#26 - 2013-08-01 17:29:36 UTC
bump

/me, how hard can it be to add in sounds and flash's, i want them back or something there was... it looked cool and impressive now it feels like opening a door
Ganthrithor
School of Applied Knowledge
Caldari State
#27 - 2013-08-04 23:13:33 UTC
War Kitten wrote:
The missing gate sounds appear to be a bug.

CCPWhiteNoiseTrash knows about it and posted thusly:

https://forums.eveonline.com/default.aspx?g=posts&m=3253687#post3253687

(It's in the middle of that post - he addressed a lot of things and cheated on the quoting limit :) )



On the one hand, it's good to know that CCP know. On the other hand, that post was from late June and said the problem would be "dealt with ASAP." It's been over a month. :\
War Kitten
Panda McLegion
#28 - 2013-08-04 23:49:43 UTC
Ganthrithor wrote:
War Kitten wrote:
The missing gate sounds appear to be a bug.

CCPWhiteNoiseTrash knows about it and posted thusly:

https://forums.eveonline.com/default.aspx?g=posts&m=3253687#post3253687

(It's in the middle of that post - he addressed a lot of things and cheated on the quoting limit :) )



On the one hand, it's good to know that CCP know. On the other hand, that post was from late June and said the problem would be "dealt with ASAP." It's been over a month. :\


Yeah, I'm having the same grumblings. I'm holding out hope for Odyssey 1.1 to fix it. If not, I'll start bitching more too. :)

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

General Guardian
Perkone
Caldari State
#29 - 2013-08-05 00:40:46 UTC
Definitely +1 for this, if I haven't already.

I don't know about all you guys, but I don't like staring directly at the gate for the entire time I'm near one, it's a killer for roamers when you don't have permascouts.

BigSako
Aliastra
Gallente Federation
#30 - 2013-08-05 20:53:39 UTC
I support this idea because it's really annoying to not seeing/hearing proper effects when somebody jumps into you.
Mascha Tzash
Ministry of War
Amarr Empire
#31 - 2013-08-05 22:19:48 UTC
I was tempted to ask the OP where he or she was failing this hard to camp a gate properly.

But reading the part where CCP admits that it was (sorry) badly coded I start to ask myself what CCP is doing, when these little things don't get fast attention (holliday season asside).
How about (at least) a devblog what is currently happening now and what small things are beeing adressed to? There's a large thread in GD asking for "the little things". I don't need timelines, milestones or whatever beancounters b-sh*t words are thrown around. But wich fixes is CCP working at at the moment?
Ganthrithor
School of Applied Knowledge
Caldari State
#32 - 2013-08-31 11:12:08 UTC
Mascha Tzash wrote:
But wich fixes is CCP working at at the moment?


My guess is not on this, since I don't think I saw it mentioned in the 1.1 patch notes.
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