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New Visual Damage system on Singularity

First post
Author
Anah Sarlai
Viziam
Amarr Empire
#21 - 2015-11-20 22:49:42 UTC
Yadaryon Vondawn wrote:



-Armor DMG begins to show when I drop under ~5% shield, is this intended? This also generates.


Shields
-The effect of for example the adap invul field only appears at the first activation of the module. All other cycles it does not show. Maybe change this to every cycle? Now it looks inactive after 1/3 of the cycle, unlike the armor hardeners which are continious. Even if I activate a different module at 2/3 of another module cycle it will not show again. It also feels like a fast animation sort of?



Cause you have skills that under 5% shield you have chance to get penetration

The hardener is on passively and when you recieve hit and its just recycleing you can see the anim only on the active shielhit spot.
Yadaryon Vondawn
Vicanthya
#22 - 2015-11-20 22:57:07 UTC
Anah Sarlai wrote:
Yadaryon Vondawn wrote:



-Armor DMG begins to show when I drop under ~5% shield, is this intended? This also generates.


Shields
-The effect of for example the adap invul field only appears at the first activation of the module. All other cycles it does not show. Maybe change this to every cycle? Now it looks inactive after 1/3 of the cycle, unlike the armor hardeners which are continious. Even if I activate a different module at 2/3 of another module cycle it will not show again. It also feels like a fast animation sort of?



Cause you have skills that under 5% shield you have chance to get penetration

The hardener is on passively and when you recieve hit and its just recycleing you can see the anim only on the active shielhit spot.


Ah ofcourse, nice catch. Have that skill at 4 ;)

Yeah so I noticed! I really only noticed it out of combat. In combat I think it would even be a bit to much if it would show the full shield effect and the incoming DMG.
bassie12bf1
Republic Military School
Minmatar Republic
#23 - 2015-11-20 23:23:31 UTC
I like the flickering, except the bit where the engines do that.

At very low structure your ship looks a slight bit silly when warping.

http://i.imgur.com/IYtxPJi.jpg
Altrue
Exploration Frontier inc
Tactical-Retreat
#24 - 2015-11-20 23:33:58 UTC
bassie12bf1 wrote:
I like the flickering, except the bit where the engines do that.

At very low structure your ship looks a slight bit silly when warping.

http://i.imgur.com/IYtxPJi.jpg


Not to mention the blinking engine trails. It makes the whole engine trail blink, which doesn't make any kind of sense Big smile.

Since the ship speed remain unaffected by hull damage, I would strongly recommend disabling any form of blinking on engines and engine trails. Keep the ship internal lights blinking though, it looks great!

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[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Patrick O'hammerson
BombSquad
#25 - 2015-11-20 23:41:10 UTC
Hey, so if CCP is going to push us all into DX11, does this mean they're going to try and fix the issue of DX11 just outright chewing peoples memory until it's completely unusable?
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#26 - 2015-11-20 23:50:36 UTC
Engine Flickering

My one complaint about anything so far is that all of the engines flicker at the same time; I can't help but think it would look much better/awesome if different thrusters flickered individually in hull.

Apart from that- everything's amazing! Keep up the great work!

/Uriel
Maenth
The Thirteen Provinces
#27 - 2015-11-20 23:53:13 UTC
Teinyhr wrote:
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.


I guess they have little hardware reports showing that lots of people are still reliant on DX9 ... people like me!

Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

RainReaper
RRN Industries
#28 - 2015-11-21 00:06:44 UTC
holy crap this is awezome! but... are modules suposed to take damage as your being directly hit by shots on armor and structure? is this old or new?
Avon Salinder
#29 - 2015-11-21 00:06:54 UTC  |  Edited by: Avon Salinder
Confirming substantial engine flicker is a thing. I thought it was a bug at first but I guess it's related to heavy damage affecting engine output? The effect is a bit too strong, like staring at a strobe light. Perhaps keeping the engine trails active while the engine effects themselves flicker (less often would be nice) would resolve this. Even limiting it to half the effect instead of shutting off completely would help.

Love how shield boosters and hardeners only show once, then when you're being hit. Subtle!

Incredible how damage shows where weapons hit the hull, looks just amazing.

Armour hardener effects are a little underwhelming - I sort of miss the glowing edge-effect of the old style (gleaming armour etc).

The armour repair effect is excellent, actually repairing over specific holes in the hull. It really does look like nanobots regenerating hull plating, fantastic.

* In my test I had both hull and armour damage, and even when armour was restored to 100%, visible damage remained - I assumed this was hull, until I ran the armour reps and the visual effect appeared, despite having no armour to repair, technically.

The hull repair effect seems the same as before which is okay, nothing wrong with it... I don't suppose I could request some welding sparks here and there? Yes I know, it's all nanobot tech in the Spacefuture™ but they still have to weld hull, right? Lol It just might add something to the hull repair bit is all. Or, maybe sparks from the hull simply when it's at low hull! Yes, that'd be sexy, sorta missing the flame'n'smoke of the old system a little for low hull states.

Just noticed the hull repair effect flickers in unison with engines as the hull accrues damage. Intentional? Seems to be connected to the flickering lights so I guess it is. That's fine Big smile

Otherwise an amazing technical achievement all around!
Christopher Abscons
The Scope
Gallente Federation
#30 - 2015-11-21 00:21:05 UTC  |  Edited by: Christopher Abscons
I'm very satisfied with the new effects. It all looks fantastic and I was pleasantly surprised when the lights on my ship started to flicker while in hull.

I have to agree that the engines should remain on. I found myself actually checking to see if my speed remained constant when that started appearing. The flickering engine trails looked very unnatural. Interesting idea to have different boosters flicker, as long as the trails looked natural. I'd go for that.

I was really hoping for more hull damage than I found when testing this on a Vexor. I was about 15% hull and, apart from the flickering failing electronics, the ship still looked pretty healthy to me. The fact that the armor repair focused on the visibly damaged parts was very cool.

Shield hardeners also had a single color to the effect on both EM and Thermal that I tested. Also have to agree that shield module effects should be sustained.

Should there be any difference between armor and hull damage appearance?

EDIT: Just had to add that I enjoyed the slow repair effect when repairing in station.
RainReaper
RRN Industries
#31 - 2015-11-21 00:28:34 UTC
did anyone else notice the fact that when you are being armor/structure shot your modules take damage? have it always been like that?
Avon Salinder
#32 - 2015-11-21 00:45:56 UTC
RainReaper wrote:
did anyone else notice the fact that when you are being armor/structure shot your modules take damage? have it always been like that?

When in structure yes, your modules can take damage.

I just noticed when being hit by a missile, the ship lurches! Clever and immersive!
Crazy KSK
Tsunami Cartel
#33 - 2015-11-21 00:52:23 UTC


Shield Effects:
The shield damage effect feel generally a bit too big on smaller ships and far too big on capitals, battleships seem to have it about right, imo it looks better to have many small shield ripples then one big one, It would be nice if it scaled on the ship doing the damage
On some ships, the Rorqual is a prime example, the shield bubble is much larger then the ship itself.
Also I just wish it looked more like water less like a spiderweb but I guess that space warping effect is quite expensive resource wise
https://www.youtube.com/watch?v=YkhZlccoI8c @50s that's what I wish it looked like more



The shield booster effect looks good although maybe a bit faint and it has a very abrupt end to it.

The shield hardener effect seems barely noticeable, very faint compared to the shield damage one and the, I assume hexagon, pattern Is too large to be clearly visible.

Armor effects:
The armor hardener effect feels too hectic and not massive, like bees swarming around and not armor being hardened also its very fuzzy looking, maybe make it look more like a slow moving glow with a slow version of the current effect on top

The armor damage effect looks much more like fried circuit board then molten armor plate it feels like it would fit hull damage more then armor damage
It should look metal like and silver with some bright red parts and warped looking bit like exploded playdoh

The repair effect is a bit too orderly for my taste and could also be a bit slower moving, I'm thinking more like streams of nanites


Quote CCP Fozzie: ... The days of balance and forget are over.

Daemun Khanid
Corbeau de sang
#34 - 2015-11-21 02:01:34 UTC
Avon Salinder wrote:
RainReaper wrote:
did anyone else notice the fact that when you are being armor/structure shot your modules take damage? have it always been like that?

When in structure yes, your modules can take damage.

I just noticed when being hit by a missile, the ship lurches! Clever and immersive!


Once upon a time missile hits caused you to bounce around to the extent that it made it impossible to align out. I'm away from pc atm but I certainly hope that the effect is strictly visible this time around or there will be much nerd rage.

Daemun of Khanid

Abbot Jackson
Black Rabbits
Black Rabbit.
#35 - 2015-11-21 03:08:44 UTC
Please God more videos. I'm playing on lowest settings and I don't even have room on my laptop for install singularity (20gb hard drive so G A Y).

Anyways, I found this one: https://www.youtube.com/watch?v=uttGzINhG6A

Does the size of the armor damage effects scale with weapon size? Like what happens if a Phoenix shoots an armor tanked Confessor? And vice versa, if i shoot an Avatar with my Ibis, what happens?

Really like the shield effect, I've always wondered why there wasn't a sphere of protection. Love the way the force of the impact dissipates into the shield.

Idk about the hardener effects going away after the first activation, but I do see how it would be silly for it to happen every cycle if you aren't taking damage. What if was every 3 or 4 cycles? Then again, if you're not taking damage you're doing it wrong or a kiter (also doing it wrong) Twisted

As for the engine flickering, I didn't mind it in that video, but I could see it being a little much if you're desperately aligning out with a heated mwd. Not sure how much can be done in between the two poles of "all lights stay on" and "all lights flicker". I also really like the deadened look that the domi (i think it's a rat but whatever) in the video gets when its just about to die, which wouldn't be the same if the engines were on. Almost like the crew on the inside is mostly dead/panicking while the capsuleer hops into his pod and gets ready to gtfo Twisted

At the end of the day, this is pretty amazing. CCP well done; one of the reasons I love this game is because of how beautiful it is, and I find the illusions and tricks that you use to do it really interesting.

CCP Darwin
C C P
C C P Alliance
#36 - 2015-11-21 03:23:37 UTC
Patrick O'hammerson wrote:
Hey, so if CCP is going to push us all into DX11, does this mean they're going to try and fix the issue of DX11 just outright chewing peoples memory until it's completely unusable?


Is this an EVE-specific problem you're describing? If so, I hope you'll bug report it. We mostly run DX11 internally and haven't been experiencing this problem, but it might be hardware or software specific.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

CCP Darwin
C C P
C C P Alliance
#37 - 2015-11-21 03:25:18 UTC
Daemun Khanid wrote:
Once upon a time missile hits caused you to bounce around to the extent that it made it impossible to align out. I'm away from pc atm but I certainly hope that the effect is strictly visible this time around or there will be much nerd rage.


I'm pretty sure that our changes for this new damage feature are purely visual. They should not affect your gameplay.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Ashterothi
The Order of Thelemic Ascension
The Invited
#38 - 2015-11-21 03:32:25 UTC  |  Edited by: Ashterothi
I made a couple videos looking at these effects, the second one is a much deeper dive into armor and hull damage:

https://www.youtube.com/watch?v=X47cBB7rINM

https://www.youtube.com/watch?v=bqtRxtnECv4

I loved the hull damage causing power failures more then anything. However, the engines flickering is seizure inducing, and it doesn't make sense that our speed doesn't get effected by engine failure. I would remove that effect, or at least not have it effect all the engines as once. The power lights are awesome though.
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#39 - 2015-11-21 03:40:06 UTC
Looks bretty good, you guys did a hell of a job. Flickering got me a bit nuts though. Also the armor repairing visual could be more intense, for my liking.

Question what's the status on the weapon lighting effects? The one with the 'oh this mjolnir cruise missile explosion is lighting all across my starboard' or the 'wow this bright red laser really reflects its lightning nicely on me'

Those one.
Abbot Jackson
Black Rabbits
Black Rabbit.
#40 - 2015-11-21 04:27:39 UTC
Ashterothi wrote:
I made a couple videos looking at these effects, the second one is a much deeper dive into armor and hull damage:

https://www.youtube.com/watch?v=X47cBB7rINM

https://www.youtube.com/watch?v=bqtRxtnECv4

I loved the hull damage causing power failures more then anything. However, the engines flickering is seizure inducing, and it doesn't make sense that our speed doesn't get effected by engine failure. I would remove that effect, or at least not have it effect all the engines as once. The power lights are awesome though.


Nice vids, can't wait to see the Operation Frostline things

You should make another one to show the shield boosting effects.