These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

[Gameplay] Removing direction in space

Author
Tchulen
Trumpets and Bookmarks
#21 - 2014-07-01 15:25:30 UTC
wopolusa wrote:
Tchulen, you know fair enough. While I'm sure a lot of players will notice/use this. There's more important things that can be implemented quicker and by all means they should take priority but at some point this could become a feature worth implementation.

What I enjoy in this game is authenticity and growing trust among other players, other's are interested in competitiveness, making the most isk or just outright trolling others.

So it seems silly to you. But to me something like this is kind of a big deal, though that's not to say you can't argue it's stupid. One to their own.

Ah, ok, definite misunderstanding. I don't consider it silly in itself, just that people are getting overly excited about this as though it's all important to the game. If CCP had unlimited resources I would consider it an improvement (as long as there were methods to artificially create a horizon for those with orientation issues).

I respect that you've got an opinion and also, believe it or not, what you want to get out of the game. I obviously came across harsher than I intended. EVE needs more people like you, if I'm honest.

So yeah, I've voiced my opinion regarding priorities so as long as I don't need to answer any more posts directed at me I'll leave you guys to your discussion.

For your sake, I do hope CCP manages to unpick their code and do this at some point.... just not till all the other glaring issues get fixed Blink
Fer'isam K'ahn
SAS Veterinarians
#22 - 2014-07-01 15:33:42 UTC
Well, I think Tchulen mixed up the Feature & Ideas Discussion forum with the Tech Issue Forum, otherwise I cant explain the misunderstanding of priorities, playing with ideas and rage about missed opportunities.

Unless... he works for CCP and the boss just told him: "Today is the day! You are finally going to fix afk cloak! So go forth and discuss it on the forum!"

Than I could get that mood Twisted
Bohneik Itohn
10.K
#23 - 2014-07-01 15:54:04 UTC
Well lets see. I'll concede that I don't know jack about coding, and that I haven't tried to mod Eve. Yet. However, basic knowledge tells me that most source codes all have the same basic functions for making the code work and one of those is an omission function:

Typically standard or repetitive actions done by objects in a program are controlled by a smaller script that executes within the engine. When the requirements are met the script is activated, it plays out it's role, and then is deactivated.

Let's say you drop out of warp. Once you do so the script for warping, when it finishes, points the executable to the script for deceleration which then starts and continues until it is either interrupted (you change direction and set a velocity, say by double clicking) or the script finishes. At the end of the deceleration script the executable would find another pointer directing it to the idle orientation script/function as the next step in that process, and begin it's execution.

Now, I'm not saying it's this easy because I've never been paid a dime to code anything in my life, but from my very basic understanding derived from simple modding of various games I've done over the years for personal amusement, the change needed to prevent the orientation script could possibly be something as simple as what I've done many times in the past.

You write a simple script attached to a function (the new button in the camera radial menu) that injects a modification in the other script, so that at the beginning of the pointer that would redirect the executable to the orientation script an omission marker is placed, meaning that that part of the script is ignored and the executable moves on to the next step.

So something like this: (Had to change this from a decent example to something unrecognizable, because the forum thought I was trying to include HTML in my post?... I have no idea what's going on)

48. %include (orient.ccp)

Becomes:

48. !%include (orient.ccp)

Again. I haven't bothered to try and mod Eve yet, because in order to do so I'd have to set up a server in order to get the full capability of doing so and that's a righteous pain in the ass that could take weeks, not a bit of rollicky fun which best describes what I usually do. But even if it isn't as simple as that, it isn't far removed, because the injection of changes and omission marks are fundamental and necessary parts of any piece of code.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

RavenTesio
Liandri Corporation
#24 - 2014-07-01 17:40:26 UTC
wopolusa wrote:
So firstly, before any jimmies get rustled, EVE may work like it does purely due to engine limitations and if that is the case then so be it.

Problem(though it's more of a missed opportunity than a problem)
So currently everything about EVE is created to give a sense of up and down. stations, acceleration gates and even your ships are positioned to give us a sense of direction as we play. But as you know space is quite the opposite to our Earth-based assumptions that everything must have an up and down. And it's not that it doesn't work like it is. But I feel there's that lack of immersion and confusion that space brings. Everything can feel a bit flattened out at times. At least for me.

Solution:
-Hence I'd suggesting, for a start, removing the camera limitations. The camera should be able to be flipped and spun beyond the 180 degree (or more like 175) arc that it currently can in any 'direction'.
-And Beyond that Changing a lot of the entities like stations to not all sit in this 'correct' vertical position would add to give a bit less of a sense of direction to players.
-Finally, and the most controversial of all would be to give ships pitch and roll, beyond their automatic settings as they are now. Even if it was as basic as automatically associating the top of the ship to face the direction you are turning.

QuestionsQuestion? ImprovementsIdea? HateEvil? Am I missing something awfully obviousRoll?
Lets hear it


Unfortunately due to limitations of the Engine, Physics and Control System providing a non-planar design with a full Six-Degrees of movement would actually require a considerably massive rewrite of many of the underlying game mechanics for a features that would remove what is more of an 'annoyance' to immersion.

Keep in mind while they have made great strides in introducing more simulation and immersion to EVE over the years it is for the most part still heavily tied to the original "Action RPG" core mechanics from '03 (and likely all the way back to '99 when the game first started development) given the heavy inspiration from Diablo in Space with more than a generous helping of Elite thrown in.

...

This said, rather than providing a change to 'gameplay' functionality what would be easier to implement and to a degree would be just as good in terms of breaking the concept that everything is still working on a Planar X-Z base; would be to adapt the Camera system so that Gimbal Lock was removed from it's range of motion. Throw in Ships coming to rest on their last Delta Vector and that would greatly help; just like when the Stargates were re-orientated.

Stations, Outposts and Starbase (Structures) are a bit more of a difficult challenge as whatever happens orientation would always be compensated for; and in the case of Starbase where you need an origin and base plane to work from in order to place the modules on a grid ... it's just far too important that such aspects remain for gameplay purposes.

As I said, with some minor changes to the camera / ship orientation - it wouldn't be that difficult to 'fake' what you're asking for.
Saisin
Chao3's Rogue Operatives Corp
#25 - 2014-07-01 17:54:24 UTC
Lan Wang wrote:
Grobalobobob Bob wrote:
+1 makes sense.. Space has no up, nor down.


Space has no pirates and jump portals either


How do you know that for a fact? Big smile

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Saisin
Chao3's Rogue Operatives Corp
#26 - 2014-07-01 18:05:31 UTC
+1 for any low hanging fruit immersion improvements...

I remember my first warp, where I was near a station and the animation took me straight through the station and the next planet, and feeling somehow disappointed to realize the oversimplification for a space related game...

The new warp animation has solved this to some extent, but I think immersion is important for the first days of play where a player decides to stick with the game or not... Even if I chose to stick with Eve, how many don't ?

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Tchulen
Trumpets and Bookmarks
#27 - 2014-07-01 18:10:37 UTC
Fer'isam K'ahn wrote:
Well, I think Tchulen mixed up the Feature & Ideas Discussion forum with the Tech Issue Forum, otherwise I cant explain the misunderstanding of priorities, playing with ideas and rage about missed opportunities.

Technical limitations are an intrinsic part of the ideas/features discussion. I'm not saying that people shouldn't discuss low priority or impossible things however. People are free to discuss what they're like and input what opinions they feel like submitting.

Bohneik Itohn wrote:
I'll concede that I don't know jack about coding

This is the most pertinant part of your post. I've tried to think of a way of saying that which couldn't be taken as an offence and I can't think of one. I'm not trying to be offensive though.

Bohneik Itohn wrote:
and that I haven't tried to mod Eve

I'm pretty sure (yet can't be bothered to check) that modding the EVE client is massively against CCP's rules and carries a potential ban if you're caught doing it.

Bohneik Itohn wrote:
Again. I haven't bothered to try and mod Eve yet, because in order to do so I'd have to set up a server in order to get the full capability of doing so and that's a righteous pain in the ass that could take weeks, not a bit of rollicky fun which best describes what I usually do.
I suspect CCP won't give you the server code to mess with anyway. Big smile
Nevyn Auscent
Broke Sauce
#28 - 2014-07-01 18:25:15 UTC
This is a coding thing. In the EVE engine ships are represented by Spheres with only a vector. There is no actual facing of the ship in the engine.
So the way your ship is pointing is rendered by the local engine on your computer by using the vector it is travelling on.
This is why big ships can warp sideways or backwards when webbed, because the GPU renders them in a direction when stationary then turning at a certain rate, but the engine says they had no facing so are immediately travelling the other way.

At least that's how it was explained and certainly seems true.
Bohneik Itohn
10.K
#29 - 2014-07-01 18:40:47 UTC  |  Edited by: Bohneik Itohn
Quote:


Bohneik Itohn wrote:
and that I haven't tried to mod Eve

I'm pretty sure (yet can't be bothered to check) that modding the EVE client is massively against CCP's rules and carries a potential ban if you're caught doing it.

Bohneik Itohn wrote:
Again. I haven't bothered to try and mod Eve yet, because in order to do so I'd have to set up a server in order to get the full capability of doing so and that's a righteous pain in the ass that could take weeks, not a bit of rollicky fun which best describes what I usually do.
I suspect CCP won't give you the server code to mess with anyway. Big smile


Caught modifying the way my client communicates with the server? Banned. Caught sniffing data that isn't communicated to the player via the interface? Likely ban. And there are a few other obvious things, but otherwise there are plenty of mods/3rd party programs out there for Eve that are 100% acceptable because they don't monkey with the code in any way important or advantageous to the player.

The server code is available, it's just an outdated clusterf*ck of nonsense. It's not illegal to use it, it's just illegal to apply it in a way that CCP loses income or you gain income.

GNU Public License makes this possible.

It's the twits that abuse the concept of that license to try and slip under the radar that CCP is worried about.

Nevyn Auscent wrote:
This is a coding thing. In the EVE engine ships are represented by Spheres with only a vector. There is no actual facing of the ship in the engine.
So the way your ship is pointing is rendered by the local engine on your computer by using the vector it is travelling on.
This is why big ships can warp sideways or backwards when webbed, because the GPU renders them in a direction when stationary then turning at a certain rate, but the engine says they had no facing so are immediately travelling the other way.

At least that's how it was explained and certainly seems true.


What you're describing is the delay between visualization and what the server calculates. Your alignment changes as you sit in space, or else what I described a couple posts ago, being able to align to an object and not have to re-align, would already be possible. It isn't.

A sphere still has an alignment, btw.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Netan MalDoran
Hail To The King
The Silent Syndicate
#30 - 2014-07-01 20:22:30 UTC
From a programmers perspective, just try and code that (While you're at it, rewrite the physics engine for us all por favor)Shocked

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Debora Tsung
Perkone
Caldari State
#31 - 2014-07-01 20:24:39 UTC
Tchulen wrote:
seriously? With all the things that could be fixed and/or added you want the devs to spend the time to unpick the code just so you can spin your ship in the third axis and reposition all space based structures so they either have "down" pointing at the nearest gravity well or just have everything randomly positioned?


Always remember, the art team doesn't fix sov warfare.

That's for the other guys in the team. ^^

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#32 - 2014-07-01 20:29:17 UTC
This would be really awesome- especially with stations facing downwards towards the surface of what they're orbiting, at the very least- unlock the camera, allow for ship rotation (barrel roll Pirate), and give it a better immersion- I wouldn't miind one bit!

But I'd sure like the high-res texture pack first Blink
Nariya Kentaya
Ministry of War
Amarr Empire
#33 - 2014-07-01 20:53:47 UTC
wopolusa wrote:
So firstly, before any jimmies get rustled, EVE may work like it does purely due to engine limitations and if that is the case then so be it.

Problem(though it's more of a missed opportunity than a problem)
So currently everything about EVE is created to give a sense of up and down. stations, acceleration gates and even your ships are positioned to give us a sense of direction as we play. But as you know space is quite the opposite to our Earth-based assumptions that everything must have an up and down. And it's not that it doesn't work like it is. But I feel there's that lack of immersion and confusion that space brings. Everything can feel a bit flattened out at times. At least for me.

Solution:
-Hence I'd suggesting, for a start, removing the camera limitations. The camera should be able to be flipped and spun beyond the 180 degree (or more like 175) arc that it currently can in any 'direction'.
-And Beyond that Changing a lot of the entities like stations to not all sit in this 'correct' vertical position would add to give a bit less of a sense of direction to players.
-Finally, and the most controversial of all would be to give ships pitch and roll, beyond their automatic settings as they are now. Even if it was as basic as automatically associating the top of the ship to face the direction you are turning.

QuestionsQuestion? ImprovementsIdea? HateEvil? Am I missing something awfully obviousRoll?
Lets hear it

Technically, as long as you are in a solar system, THERE IS an "up and down", in that their is a solar plane planets revolve around, they dont all just fly in random directions. this mostly-flat plane can be called "level" or "ground" for the system, meaning for navigation and coordinates functions on a map, there becomes an "up" and a "down".

Any species that wanted to truly LIVE in space, would use this plane, since it allows for ease of transition and positioning between entities.
ShahFluffers
Ice Fire Warriors
#34 - 2014-07-01 22:09:25 UTC
I'm just going to chime in and say that the absolute up-down-left-right thing was most likely done for two good reasons;

- it is easier and more intuitive for people to understand. The "submarine physics" in EVE were installed for the same reason.
True zero-g physics completely turn off some people due to how frustrating it can be just to perform a simple maneuver (without heavy computer assistance).

- apparently a good chunk of the game population get disoriented and motion sick. There is a small threadanought in General Discussion where people are asking for the gate jump animation to be completely turned off. A few of my own alliancemates cannot fly anything smaller than a cruiser because anything faster makes their stomachs flip.


No matter what, something like this would have to be completely optional.

However... if it is introduced and is made optional I am pretty sure most people will leave it "OFF" for the reasons I stated above... and because it also makes more tactical sense (for PvP) to leave it off. It is already too easy to become disoriented.

I'll file this under the "would be nice, but not necessary" tab.
wopolusa
Anti-Nub Incorporated
Centipede Caliphate.
#35 - 2014-07-02 07:45:05 UTC
For people who easily get motion sick I can agree entirely, and making this optional would be necessary. But I think for most other players this would be more of a matter of getting used to than 'hindering' the experience. I think one fault in pvp is that a lot of players, especially new, treat pvp like the 'tabletop' 2D sort of experience you get in most games, particularly first person shooters.
Fer'isam K'ahn
SAS Veterinarians
#36 - 2014-07-02 08:33:42 UTC  |  Edited by: Fer'isam K'ahn
ShahFluffers wrote:
- apparently a good chunk of the game population get disoriented and motion sick. There is a small threadanought in General Discussion where people are asking for the gate jump animation to be completely turned off. A few of my own alliancemates cannot fly anything smaller than a cruiser because anything faster makes their stomachs flip.

I was one of them then but I find nothing wrong with rolling the ship or using the camera. The problem with the motion sickness was the camera wiggle in the end, which has been removed.

It is mostly the 'out of control' situation that makes people sick, the same as in cars, driving = no problem, passenger = sick. Controlling the camera = fine, camera doing weird things (tracking) = vomit.
Convincing yourself that you are actually flying an airplane and are not subject to the whims of another or the wind, but actively diving and weaving through the air can reduce air sickness .. just a hint.

ShahFluffers wrote:

I'll file this under the "would be nice, but not necessary" tab.

Yes, agreed.

But otherwise, I see technically, game mechanic and immersion wise no issue to be able to 'roll' the ship.
Georg Papandreou
Alpha-Delta
#37 - 2014-07-04 13:10:04 UTC
I posted this aerlier in the general Features & Ideas Discussion and Fer'isam K'ahn was kind enough to point me here so here goes:

This has been on my mind for quite sometime, so I finally thought "why not make a suggestion to ccp about it".

This is just an "artistic" personal opinion, or suggestion if you like, about how i see the stations in orbit moving closer to the moon or planet they orbit around. I always thought that in real life orbit radius is not as wide as it seems to be in game. I think the result is more impressive, but then again that's just me.
Please find attached three images I made quickly in Photoshop.
Also note than like this, you will have different view of tha planet depending on from which direction you apporach to dock. It can be above, below or on the side. That will give interesting variation. Maybe the station "down" verical axis (Z axis if you like) can always be pointing to the planet's core to keep things consistent and simple. (This is not always the case in my images but I was trying different things).
Comments and opinions are welcome.

G.A.P.

https://www.dropbox.com/s/64xketbzg1qh0xv/test01.jpg

https://www.dropbox.com/s/iigd4x8mc3ddnvu/test02.jpg

https://www.dropbox.com/s/49yj8rux4wag3vg/test03.jpg
Tyrone Alyeh
Dark Matter Specialists
#38 - 2014-07-04 19:46:55 UTC
Jenn aSide wrote:
Grobalobobob Bob wrote:
+1 makes sense.. Space has no up, nor down.


'Science fiction space' does have an up and down. EVE has an up and down because disorienting your video game players would be a stupid business decision lol. EVE is a game, but not a simulation.


Yeah because making space look more space-y would be such a terrible business decision.

Is a world without up-and-down too hardcore for you? WoW has a very clearly defined up&down.
Tyrone Alyeh
Dark Matter Specialists
#39 - 2014-07-04 19:51:54 UTC  |  Edited by: Tyrone Alyeh
Tchulen wrote:
seriously? With all the things that could be fixed and/or added you want the devs to spend the time to unpick the code just so you can spin your ship in the third axis and reposition all space based structures so they either have "down" pointing at the nearest gravity well or just have everything randomly positioned?

Really?

Jees. I'm just glad you have next to no input into what CCP actually do for their customers.

It's a "nice" idea in theory but would give almost no practical use. Every time this has been discussed in the past the conclusion has been that it's way too much old code unscrambling and that at some point, when they have other more useful reasons to unpick the code, this would eventually get done but hell, purposing devs purely to do this would just be plain dumb.

The list of things that are more productive for CCP to do for the game is a very long list indeed.

That said, don't let me stop you discussing how cool it would be.


Should the game just go back to shitcan 2003 graphics forever because graphics don't actually improve the gaming experience?

You should contact Sony about their PS4, as well as essentially every video game and hardware developer from the last decade. They're all living in some fantasy world where they're convinced that nice graphics and heavy immersion actually makes for a better game. Imagine that.

Tchulen wrote:
the conclusions have generally been that this was probably badly coded in the first place and they don't want to touch it as it's probably a mine field. If it were "pretty damned easy" they would have already done it, n'est-ce pas?


Are you claiming that CCP has already thought up every idea we could possibly post on the forums, and have either already implemented them or already discarded them because they are too difficult or impossible?

Welp, **** me then. Time we pack up these suggestion forums for good, boys. Turns out CCP already thought of everything!

Bohneik Itohn wrote:
Some thoughts on coding.


I've done a large amount of coding, and I would say that it isn't likely as easy as you're implying.

Working through old code can be difficult. In a perfect world it would be easy.

But a lot of old code is made from inexperienced people who had no foresight. What made sense at the time turns out to be very limiting now. I once saw a person make a GUI for a quest system that was PERFECT. Three years later, someone realized there was basically no way to make it so the GUI could include quests that happened "in steps" -- everyone had just been making "step" quests function like 5 independent mini-quests where the first 4 yielded no rewards.

I can't say for certain this would be easy, but that doesn't make it a bad idea.

Players shouldn't be making ANY assumptions that this is too easy OR too hard. We should just simply be coming up with ideas, discussing their pros and cons, and then forwarding them.

The reason Tchulen's argument fails is because it's entirely based on speculation on CCP. He said he actually likes the idea -- he should have simply thumbs'ed it up, said "Low priority," and moved on. Later, CCP could have reviewed the suggestion and decided for themselves: "this will take too much time and is too low of a priority" or "this is impossible because of our terrible coding foundation."

We shouldn't be dismissing potentially good ideas just because they *might* not fall within CCP's prerogative or priorities. We should be telling CCP what we want, so they can factor it into their priorities and their possibilities.

Netan MalDoran wrote:
From a programmers perspective, just try and code that (While you're at it, rewrite the physics engine for us all por favor)Shocked


Actually, assuming no gigantic "old code" burden, this should be very possible and not even that hard.

Dock up and go to the hangar. Right click and you can spin your camera around 500 times to look in any direction you want, including straight up.

On WoW, you can bind keys to "pitch up" and "pitch down" and fly literally upside down in the air. That game's camera system was also made pre-2003.

It isn't even hard. The only reason it would be "hard" is if CCP's camera controls were, as some people said, a shitstorm. Even at that, I have doubts as to how "shitstormy" they can be, as I would think that camera controls would be their own separate class/system and not interfere with anything.

But again, I can't know. There's a good chance the camera controls just bleed into neocom and bleed into windows and bleed into the browser and bleed into overview and bleed into the radial menu, etc. In that case, someone did a terrible TERRIBLE job of properly partitioning their coding, and we're going to have to suffer the consequences forever.
Previous page12