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

First post
Author
Tepir
Ministry of War
Amarr Empire
#261 - 2011-11-28 19:03:00 UTC
Let me post it again .

Add brightness (gamma settings) within EvE client

it is simple ... every other game out there have it... why dont we have it ?
Peter Drakon
Luminaire Traders and Builders
#262 - 2011-11-28 23:23:54 UTC  |  Edited by: Peter Drakon
Adeena Torcfist wrote:
id like to see explosions actually hit shields & Not the centre of a ship. Something similar i remember seeing on Nexus: the Jupiter Incident for those that played it way back when Cool


The effects on that game where awsome! Lasers hitting shields, then systems. Lasers and stuff missing. Ship explosions were huge and so very nice, they felt big and awsome. Being able to target subsystems (engines, turrets etc.) and actualy destroy them - thus disabling a ship... so many good memories.

That game was pure awsomeness in both tactical and graphical capabilities. I can only hope EVE will implement some of that stuff.

Best regards,
Peter
Surge Roth
The Scope
Gallente Federation
#263 - 2011-11-28 23:36:36 UTC
Don't know if these have been said, but I'd like the camera to be able to go around the whole ship when I'm flying in space. It bugs me when I hit that imaginary wall.

I'd also like my ship to continue facing the same direction i was moving at when i come to a complete stop. It's weird that I was flying strait down only to automagically center in the middle of space as if I was inside water or something.

Basically, I'd really appreciate it if it didn't feel like there was an up or down.

Also, make objects block line of sight. It's a tad bit ridiculous when I'm able to hit people behind stations.

Just my "little things".
Bloodpetal
Tir Capital Management Group
#264 - 2011-11-29 07:20:14 UTC
There's a bug with target painters where it gets aimed right at your camera and tries to blind you like a 4 year old playing with a laser pointer...


Please fix? :P

Where I am.

Daedalus Arcova
The Scope
#265 - 2011-12-10 15:41:47 UTC
Two things that would help improve immersion while flying around:

- Make ships point in the right direction as soon as they appear. When ships appear (because you've warped onto the same grid as them, or they have warped onto the same grid as you), they currently all point the same direction, irrespective of their actual orientation, then spend a few seconds turning to point the right way. It's incredibly bad for immersion to see ships warping onto the field sideways, twisting as they drop out of warp, or seeing every other ship do that as you come out of warp on a gate full of AP freighters. It also completely messes up the (otherwise awesome) engine trails.

- Make sure all stargates point in the correct direction. I know of at least two types (Minmatar constellation and smuggler gates) that are actually pointing in the opposite direction to what they should be, but there are probably more. Look at the direction of the gate flash and you'll see what I mean. This should be a very simple fix.

More when I think of it.
Lors Dornick
Kallisti Industries
#266 - 2011-12-10 15:53:20 UTC
Daedalus Arcova wrote:
Two things that would help improve immersion while flying around:

- Make ships point in the right direction as soon as they appear.

This is an old and kind of stupid both gameplay and graphic bug.

Each ship takes a certain time to align itself and a certain time to reach warp.

Orcas for example are (in)famous for warping sideways ("incoming! I love bowling with Hulks!")

The remedy is simple, each ship has to first align and then reach the speed to hit warp.

The issues are of course that it would require a re-balance of almost every ship in the game ...

Daedalus Arcova wrote:

- Make sure all stargates point in the correct direction.

I'm quite sure that they are intended to point in the right direction.

Those that doesn't would count as a graphic glitch and one would guess that a bug report would solve that issue sooner or later.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Daedalus Arcova
The Scope
#267 - 2011-12-10 16:37:16 UTC
Lors Dornick wrote:
Daedalus Arcova wrote:
Two things that would help improve immersion while flying around:

- Make ships point in the right direction as soon as they appear.

This is an old and kind of stupid both gameplay and graphic bug.

Each ship takes a certain time to align itself and a certain time to reach warp.

Orcas for example are (in)famous for warping sideways ("incoming! I love bowling with Hulks!")

The remedy is simple, each ship has to first align and then reach the speed to hit warp.

The issues are of course that it would require a re-balance of almost every ship in the game ...

Daedalus Arcova wrote:

- Make sure all stargates point in the correct direction.

I'm quite sure that they are intended to point in the right direction.

Those that doesn't would count as a graphic glitch and one would guess that a bug report would solve that issue sooner or later.



I guess I didn't explain my point very well.

- It's not ships entering warp sideways I'm talking about (though that also looks stupid, but is mainly limited to capital ships). It's other players' ships exiting warp sideways. It's a slightly different issue. I'm guessing that at the moment the client positions another ship in space (whether you are seeing it exit warp, or if you are appearing on the same grid that the other ship is already on), it will always point the same direction (like stations do and how stargates used to). It only turns to face the correct direction after it has been 'created' by the client. If the client oriented ships before it placed them on the grid, this wouldn't be an issue.

- The backwards gates aren't so much a glitch as a lack of attention by the devs that positioned them. All gates of those types point in the opposite direction to the system they link to. It seems the Dev responsible simply misinterpreted which end of the gate was the front!


While we're on the subject of gate graphics, the gate flash on Gallente constellation gates is not in line with the axis of the gate.
Raven Ether
Doomheim
#268 - 2011-12-10 17:09:08 UTC
New Shield Hardener Effects
Missile Launchers - actual ones
New Missile Effects
Xenial Jesse Taalo
The Scope
Gallente Federation
#269 - 2011-12-10 17:10:24 UTC
· The planet-interior warp effect needs its timing tightened up. It is easy to enter that dark tunnel when the planet is still a good 5+ seconds away if you started warp near it, and on any warp-through-planet at all, if you look backwards you can see that you come out of it too late.

· Bring back the tearing sun from Sisi Crucible.
Rabid cat
Garoun Investment Bank
Gallente Federation
#270 - 2011-12-10 17:26:39 UTC
Razin wrote:
Planets need to have distinctive polar regions. The lack of these is especially egregious on the temperate, and to a slightly lesser degree on barren worlds.


+1

Yes this has always annoyed me a lot!
Vallek Arkonnis
Viziam
Amarr Empire
#271 - 2011-12-10 18:23:13 UTC
Here's my wishlist (yes, some will probably have been mentioned already):


  • Allow custom player-made UI's.

  • Scale the UI smaller than 90%

  • Flight Formations. Admit it, it looks cool.

  • The light reflecting off ships should be the same color as the light from the local sun

  • Wrecks that resemble the ship they came from

  • Missile Turrets

  • Missile engine trails

  • Bright tracer rounds from projectile turrets

  • Bigger explosions, but keep the bright blue w/lens flare

  • separate weapons impact damage graphics for shield/armor/hull

  • Light reflected on ship hull from outgoing and incoming fire

  • Motion Blur

  • More ships use the Maller's exhaust effect (BC or BS and larger?)

  • More populated space (Capsuleers are supposed to be a tiny minority yet we're the only ones in space)

  • Updated asteroids

  • More realistic clouds in the mission/DED etc. rooms.


I think that's it for now.
Xenial Jesse Taalo
The Scope
Gallente Federation
#272 - 2011-12-10 19:05:28 UTC
Vallek Arkonnis wrote:


  • The light reflecting off ships should be the same color as the light from the local sun


This. Save us from seeing exactly the same ship appearance in every system of the post-Crucible regions. Plus it is completely logical.

Daedalus Arcova
The Scope
#273 - 2011-12-10 21:36:06 UTC  |  Edited by: Daedalus Arcova
Xenial Jesse Taalo wrote:
· The planet-interior warp effect needs its timing tightened up. It is easy to enter that dark tunnel when the planet is still a good 5+ seconds away if you started warp near it, and on any warp-through-planet at all, if you look backwards you can see that you come out of it too late.

· Bring back the tearing sun from Sisi Crucible.


This. Also, why can we still see the sun when we're flying through a planet?

A few more:

- Ships and stations should not be lit by the sun when on the dark side of a planet or moon.
- There should be more ambient lighting in the ship preview and fitting windows.
- Make other players' command centres easier to see in the PI interface. They're just too small and too faint!
- Why are the engine effects on the Deimos green? No other Gallente or Duvolle ship has green engine flares. Turret colouring still behaves as if the Deimos has its old green camoflage as well.
Surge Roth
The Scope
Gallente Federation
#274 - 2011-12-10 22:55:45 UTC  |  Edited by: Surge Roth
Vallek Arkonnis wrote:
Wrecks that resemble the ship they came from


This, a million times over. It's loony that I blow up a battleship and its wreckage is the size of a frigate.
Raven Ether
Doomheim
#275 - 2011-12-16 11:58:10 UTC
New suns, better lighting.
Freezehunter
#276 - 2011-12-16 12:20:06 UTC  |  Edited by: Freezehunter
Improved Tactical Overview, including lines that show ship trajectory and where the ship is heading, what object it is approaching, what object it is keeping at range or orbiting.

A pie-chart-like thing on the Tactical overview that shows you if your turrets are actually tracking their target effectively or not, etc (green section good, red section = you are not tracking well, move farther away from target).
The tactical overview doesn't give nearly as much information as it should and could.

Also, I would LOVE having a better way of telling my ship exactly where to go and in which position to sit in.

Think of the control system and the sensor ping in Homeworld 2, it was awesome, accurate as ****, and you could tell your ship exactly what position to move itself in, to the centimeter, including how to rotate.

Having that in eve would be awesome...
The whole doubleclick / approach / keep at range / Orbit thing is getting old, we need more accurate control methods.

We also need sun rays.

OH!

And the capacitor should show a pie-chart-like-thing ( I love pie charts) that shows you where exactly and if you are cap stable with the current mods you have active on you in space (including negative effects from enemies, like neuts and nos) .

Inappropriate signature, CCP Phantom.

WisdomLikeSilence
BurgerkingTM
#277 - 2011-12-16 13:37:43 UTC
Its too dark to see the ships now.

The shaders need a tweak.

Effects need embiggening, especially missile.

The "new" 50 polygon sun looks a lot crappier than the old swirly one. Give us a sun with magnetic storms and coronal mass ejections. It should look like a sun, not a paper lantern.
WisdomLikeSilence
BurgerkingTM
#278 - 2011-12-16 13:43:01 UTC
Mekhana wrote:
Your drones could use some kind of warning they are being damaged.

If they could glow yellow when being locked on and glow red in-game when they are being attacked (as well in the drone window) along with a sound cue.


THis is an excellent example of where sound should be enhanced in eve (not the topic I know, I know.). WHen Drones are taking damage they should scream in little electronic voices, like mini-me GladOs's.

You could have different notes and pitches for each drone.
Reft Ar'en
Moonlit Marshmallow
No Therapy
#279 - 2011-12-16 13:54:11 UTC
I play almost exclusively Caldari characters in missile boats. I can safely say that the one graphical change I would like to see more then any other is upgraded missile effects. By that I mean missile bays (important!) and individual missiles firing even when the modules are grouped. Much in the same vein as the new turret effects.

The graphics surrounding the missiles in general needs to be upgraded, including the "launch" effects and the explosions.

But, for the record, major props on the new warp effects; they look sick. In a good way.
Rainus Max
Fusion Enterprises Ltd
Pandemic Horde
#280 - 2011-12-16 14:02:31 UTC
Id like to see wrecks that actually look like a wrecked ship and not as if the ship shed its skin and ran off.

Id also love to see my ship being scortched/damaged by weapons fire as I take armour damage and then having smaller 'localised' fires that burn once the hull takes damage rather than just the ships main O2 line being set on fire.

Progress repairing the Concord/Ishikone stations after their little 'oops' moments would be a good move too.

I would also absolutely love to see a couple of additional variations for each factions 0.0 outpost that you can select when deploying, no different stats just different designs.