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The Origami Project: Suggest your graphics "little things" (May 22)

First post
Author
Crucis Cassiopeiae
Ministry of War
Amarr Empire
#221 - 2011-11-19 18:40:49 UTC
Alexandar Pavlovic wrote:
For start it would be nice to see some UI window animations like
http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=uGplrpWvz0I#t=116s
or like
http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=Ms95NKFnhCU#t=92s

after that, for me more visual appealing, UI look seen in DUST 514
http://www.youtube.com/watch?feature=player_detailpage&v=MD-2R233Fbw#t=89s
and
http://img1.mmo.mmo4arab.com/news/2011/08/26/dust514/dust514_vehicle.jpg

After that I would like to see UI become more like
http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=Ms95NKFnhCU#t=68s
and
http://www.youtube.com/watch?feature=player_detailpage&v=Gw0gOjOWDuI#t=63s
decluttering screen space and allowing us to enjoy visuals of EVE Online universe that are going to be breathtaking (I'm only hope that this amount of visual improvements are not related only to 2011 Winter Expansion and that this are going to be incremental improvements where 2011 Winter Expansion is just starting point for all beautiful things to come).



Yea... UI need be changed completely... so that game looks like game and no excel...

@ CCP DEVS
Can you please tell us whats with UI changes that are mentioned on FanFest???
That where you told us that you are working on and want to give us UI like it looks like in trailers...
We would like to know whats with that...

Thnx in advance

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Jett0
Ministry of War
Amarr Empire
#222 - 2011-11-19 19:00:53 UTC
I think a good temporary quick-fix for the UI would be a taskbar.

Occasionally plays sober

Crucis Cassiopeiae
Ministry of War
Amarr Empire
#223 - 2011-11-19 19:23:10 UTC
Jett0 wrote:
I think a good temporary quick-fix for the UI would be a taskbar.


No quick temporary things for things like this...
Because you know whats CCP like...
they patch something a little only to hold the water and its fixed for them... and get back to ti SOON(TM) (read never)

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Crucis Cassiopeiae
Ministry of War
Amarr Empire
#224 - 2011-11-19 20:11:29 UTC
and yea...
jumping effects (jump-gates)...
can you please change them?
they are poor... and they shoot in 2 directions and some gates (gallente) are closed on one side...

and... can it be done that there are different effects for jump in and out? :)
that's asked because with same effect you see like nothing is shoot to other system so that ship appear... thats lame...

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

GeneralXCypher
The Eminence Front
#225 - 2011-11-19 23:02:35 UTC
Crucis Cassiopeiae wrote:
and yea...
jumping effects (jump-gates)...
can you please change them?
they are poor... and they shoot in 2 directions and some gates (gallente) are closed on one side...

and... can it be done that there are different effects for jump in and out? :)
that's asked because with same effect you see like nothing is shoot to other system so that ship appear... thats lame...


Agreed, Stargate effects need some love. you're being shot light-years across space!!! make it seem that way! I did highlight a problem with the current effects a few pages ago, but a whole new set of awesome effects would be a lovely compliment to the new gate orientations and destination stars we've been given :)
Meatbag Pussrocket
Root.
#226 - 2011-11-19 23:42:54 UTC
i like the way warp looks in Sisi, but theres something missing, ratehr something extra.

when you're travelling faster than light speed, you shouldnt be abl;e to see stuff behind you. the photons dont move that fast. also the blue-shift needs to be more pronounced. its really faint.
Hiram Alexander
State Reprisal
#227 - 2011-11-20 04:23:27 UTC
Visual Papercuts? Okay, here's a small one, seeing as a lot of good ones are already 'out' there...


I can vaguely remeber just how bad the portrait of Jamyl Sarum was when the new character creator came out -- because all the npc's got randomised, but...

Although you fixed most of the famous npc's, you didn't fix all of them...

Npc corp CEO's are still wacky, for instance. This lady, here, is the CEO of the entire Caldari Navy, if you can imagine such a thing...
Obsidian Hawk
RONA Midgard Academy
#228 - 2011-11-20 05:09:07 UTC  |  Edited by: Obsidian Hawk
ANYWAY IMMERSION RANT ON GRAPHICS!!!



Characters.


1. Sebiestor need to have their heads changed back to the old style. They have no uniqueness now.

2. Intaki need to stop having normal hair. We are pot smoking art school hippies, as seen.

here gah i look sexier here.
and here
also here
and one more


3. Amarr womens need back their Veils and weird helmets.


TLDR - We need more diversity for characters and immersion is my crusade.


Space -

Different colored cynos for each race.

Empress Jamyl needs to have a make over.

Need stronger cloaking and decloaking effects, like in the old days when you uncloaked a little bit at a time.


more nebulae near gates, more npc traffic, like npc's using gates or 2 sets of npc's fighting each other.

SHIPS!!

When you kill a titan it should have the old dooms day animation when it blows up.

Amarr - White blinding light.
Caldari - lightning storm
Gallente - BLACK HOLE OF DOOM!
Minmtar - all the ammuntion explodes in the ship.

The biggest of ships should have the most epic deaths.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

Jooce McNasty
Islefive Consulting
#229 - 2011-11-20 07:18:30 UTC
Wrecks, I under stand the need for them to be compact but they feel very lame, and all the same except for capitals.

Make sub cap wrecks the same as capital wrecks. Just a burnt out husk of ship that looks like its original shape. You could add some variety in as well and put a percentage where the wreck is destroyed in the final shot and have scrap floating in space where the ship was destroyed.
Ranger 1
Ranger Corp
Vae. Victis.
#230 - 2011-11-20 08:19:31 UTC  |  Edited by: Ranger 1
Weapon Effects:

ArrowHybrids:

Hybrids are like grenade launchers that either detonate the grenade and hurl the explosion at you in a magnetic bubble (Blasters) or hurl the grenade at you at hypersonic speeds making the penetration of the grenade itself almost as damaging as the resulting explosion when it hits (Rails).

Different Hybrid ammo should have different color effects.

Blasters:

A spherical blob of energy that travels towards the target at comparatively low speeds (it's short range so this should make that less difficult to deal with graphically). When it hits the energy release should "splash" across the target vessel.

Rails:

A faint vapor trail (call it the "primer" cooking off on it's way to the target) traveling at near instantaneous speed to the target. When the round hits it should have a distinct, small, sharp explosion looking like it is impacting directly into the ship.

ArrowProjectiles:

Tracers. Call them chemical signatures to assist tracking computers if you must. Different colors for different types, the same for impact animations. Also need a strong emphasis on muzzle flashes.

Auto Cannon:

Should look like a machine gun firing, or anti aircraft fire. If the target is moving at any appreciable speed the spray of gunfire should arc after it, and with the new miss effect a stationary or slow moving target will look like it is being "sprayed" with gunfire.

Artillery:

Should remind you of a current day artillery barrage. These projectiles are rocket assisted however, and their firing effect should reflect that. Not quite as instantaneous as Rail guns, no where near as slow as Blaster fire. The explosions when they hit the target should be quite large and distinct... and vary by ammo type. Quckly dissipating chemical smoke generated by certain types would be interesting.

ArrowLasers:

In general are already pretty good.

Pulse Lasers:

Emphasize the pulse effect. A nice flash effect when they hit would be good.

Beam Lasers:

Let the beams "sweep" a bit on the target, or near it if they miss, through out the duration of their firing effect. It will make them seem to be tracking their target. I'd pay good money to see burn effects etched across a hull.

ArrowMissiles:

Different explosion effects and colors for the various types. Torp explosion needs to be reigned in a bit, and made spherical. In all cases once the missiles leave their launch tubes the animation should show a group of the appropriate number of missiles swarming towards their target in a weaving pack if they are grouped (need to keep those simpler calculations intact, just not make it LOOK like a single missile).

Guided Missiles:

Should impact the target the way they do now. The little pop up flight path they have now is fine.

Unguided Missiles:

Should explode near the target, and give the impression of a blast radius. It should look like they use a proximity fuse to detonate and harm their target without actually needing to impact it directly. A simpler, more direct flight path would work better for them.


Just some quick thoughts, hopefully not TOO impractical. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Raven Ether
Doomheim
#231 - 2011-11-20 08:57:29 UTC
I love this thread.


Work on that stuff CCP Art Department! <3
Ten Bulls
Sons of Olsagard
#232 - 2011-11-20 11:34:21 UTC
There should a gradual graphic change when you use a jump gate.

At the moment your in one place, you see a light flash away, then you blink and everything has changed.

Im thinking the screen should increasing de-res (become increasing blocky), then when you "land" the resolution goes back to normal by the blocks breaking down to smaller ones.
Mahakaharashi RedEagle
Doomheim
#233 - 2011-11-20 13:02:27 UTC
Raven Ether wrote:
I love this thread.

Yep, plenty of nice ideas indeed. My favorite: removal of session change on stargates by using warp-like animation as place holder while another system is loading. That would be pure win.
Crucis Cassiopeiae
Ministry of War
Amarr Empire
#234 - 2011-11-20 13:06:20 UTC  |  Edited by: Crucis Cassiopeiae
Add animation when jumping... some powerfull animation...
that would be played when client loading new grid...
that would add some effect of reality...
loading screen breaks that effect...

I would like that all loading screens are replaced with animations where we see what is happening with our ship...
like undocking -> quick animation of our ship being pushed out of station with station hangar tractor beams and go through force-filed on station entrance and then engines engage and tractor beams disengage... (few seconds animation is all what i am asking)
Same thing with docking... just reverse...

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Rhea Astraeos
#235 - 2011-11-20 16:32:04 UTC  |  Edited by: Rhea Astraeos
Interface:

- Long(er) term: revamp the UI like already mentioned in this thread.(Fancy hologram like)

- Short term: Make the overview look less ... ugly and cluttered. You could do this by removing all of the speed columns in overview and put them where it's relevant: on the Targets! Also make all the table lines invisible. ( So it doesn't look like excel anymore)

- Remove local.

Characters:

- Make them look more like the pre-carbon ones. ( Face, hair, clothes, ... )

Ships:

- Realistic wrecks and explosions.

- Visible launchers / better missile animation.

I know this has already been said plenty of times so consider this as my vote. :p
GeneralXCypher
The Eminence Front
#236 - 2011-11-21 17:25:58 UTC
Crucis Cassiopeiae wrote:
Add animation when jumping... some powerfull animation...
that would be played when client loading new grid...
that would add some effect of reality...
loading screen breaks that effect...

I would like that all loading screens are replaced with animations where we see what is happening with our ship...
like undocking -> quick animation of our ship being pushed out of station with station hangar tractor beams and go through force-filed on station entrance and then engines engage and tractor beams disengage... (few seconds animation is all what i am asking)
Same thing with docking... just reverse...


This this this x9001 this.. Simple animations make such a difference to immersion... changing ships would be way more epic if you could see it whiz off to the hangar and the new ship come in. Could be problematic when it comes to Dreadnoughts like the Naglfar though (seriously how do those things get in there in the first place?)

New animations for session changes has my approval, even if very simplistic. Also Stargate jump/firing effects, needs more epic.
Zaine Maltis
Innsmouth Enterprises
#237 - 2011-11-21 18:08:57 UTC
I don't think I saw this in the above? When drones are in space, you can see their current shields/armour/structure. When they are in your drone bay, you can't. Simple just to have the same display for drones in your bay?

Shawn Pierce
Live For This
#238 - 2011-11-21 20:01:45 UTC
I figure most of you won't like this, but I'll say it anyway...

The shields in EVE don't work like the shields in Star Trek. In Star Trek, the ship is surrounded by a shield bubble. It does not conform at all to the shape of the ship itself.

"The Bird-of-Prey is coming around for another attack run!"
*outside camera shows shield bubble taking hits but no penetration whatsoever*
*inside camera shows bridge rocking violently back and forth ... bulkheads and auxiliary display screens explode ... crew members at those stations fly backwards and lay unmoving*
"Shield status?"
"Holding at seventy percent."
...
Why the hell did those bulkheads and displays explode then? Why are there dead/injured crew members? There should have been no damage to the ship at all from a non-penetrating shield hit. Bothered me then, and still bothers me now.

**Note: Other spaceship shows and movies have adopted this same type of shield bubble thing. Nobody can seem to make a shield that conforms to the ship and that protects the ship until the shields are fully depleted. They really need to work on that...

Anyway...

The shields in EVE actually conform to the hull of the ship. Probably not exactly, but within say ... one meter or so. They have numerous emitters around the hull, bending the shield's protection so that it covers as little extra area as possible. The effects you see for hardeners are shown that way because of the shield conforming to the hull. When a weapon effect hits the shield, the graphics show it hitting the ship because the shield is so close to the hull.

"But what about the 'shield bubble' of POSes" you ask...

The shields of POSes conform to the tower itself, just like they do to ship hulls. The bubble that is projected is simply a barrier to keep unauthorized ships and asteroids/debris out. It cannot block weapons fire, though it does prevent targeting of anything inside the bubble except the POS tower itself.

There -- simple, believable explanations.

Maybe CCP can spruce up the shield hits, hopefully without resorting to non-conforming shield bubbles surrounding ships.
GeneralXCypher
The Eminence Front
#239 - 2011-11-21 22:30:36 UTC
Shawn Pierce wrote:
I figure most of you won't like this, but I'll say it anyway...

The shields in EVE don't work like the shields in Star Trek. In Star Trek, the ship is surrounded by a shield bubble. It does not conform at all to the shape of the ship itself.

"The Bird-of-Prey is coming around for another attack run!"
*outside camera shows shield bubble taking hits but no penetration whatsoever*
*inside camera shows bridge rocking violently back and forth ... bulkheads and auxiliary display screens explode ... crew members at those stations fly backwards and lay unmoving*
"Shield status?"
"Holding at seventy percent."
...
Why the hell did those bulkheads and displays explode then? Why are there dead/injured crew members? There should have been no damage to the ship at all from a non-penetrating shield hit. Bothered me then, and still bothers me now.

**Note: Other spaceship shows and movies have adopted this same type of shield bubble thing. Nobody can seem to make a shield that conforms to the ship and that protects the ship until the shields are fully depleted. They really need to work on that...

Anyway...

The shields in EVE actually conform to the hull of the ship. Probably not exactly, but within say ... one meter or so. They have numerous emitters around the hull, bending the shield's protection so that it covers as little extra area as possible. The effects you see for hardeners are shown that way because of the shield conforming to the hull. When a weapon effect hits the shield, the graphics show it hitting the ship because the shield is so close to the hull.

"But what about the 'shield bubble' of POSes" you ask...

The shields of POSes conform to the tower itself, just like they do to ship hulls. The bubble that is projected is simply a barrier to keep unauthorized ships and asteroids/debris out. It cannot block weapons fire, though it does prevent targeting of anything inside the bubble except the POS tower itself.

There -- simple, believable explanations.

Maybe CCP can spruce up the shield hits, hopefully without resorting to non-conforming shield bubbles surrounding ships.


I was told supposedly that the insides of the ship seemed to take damage because the energy feedback from the shields overloaded conduits and stuff. but then again, that is sci-fi.. this is eve.. and eve is real. Oh and btw, the shields of the ancient ships from Stargate conform to the hull, and this makes them more efficient according to the show. but enough sci-fi nonsense, back to the real world!

shield hit effects have been mentioned numerous times here, but i agree that they are something that simply MUST be added.. it'd be so cool to see one side of your ship light up as it dissipates a Tachyon beam laser...

Shield hit effects equal to or greater than this please :D PLEEAASE??? http://www.youtube.com/watch?v=iiRXFn8zigA&feature=fvwrel
Alberio
Federal Navy Academy
Gallente Federation
#240 - 2011-11-21 23:34:09 UTC
Here is a simple something I would like to see:

Please give us an option to display any tags assigned to a ship/object on the target lock display across the top of the screen. This way, I can avoid having to check the overview once I've locked a batch of targets to ensure that I'm attacking the right target. I feel this will be more useful as a heads-up display, and help avoid some confusion.

For that matter, it might be handy to add options for other readouts to the target display: transversal, speed, distance, etc.

I realize this is all on the overview, but I feel like having it listed on the targeted victims display would make life much easier.