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New Visual Damage system on Singularity

First post
Author
unidenify
Deaf Armada
#61 - 2015-11-21 22:25:33 UTC
Ralph King-Griffin wrote:
vergetea wrote:
unidenify wrote:
I have question

Is it normal for Hardener/Shield booster to show shield effect once?

Graphic Bug:
Tengu shield don't show up at all in any way

Shield do show on my client when drive Jackdaw, and Scorpion Navy Issue. But Tengu has no shield effect at all

---------------------------------------------------------------------------------------------------------------------------------------------------------------


Yeah the t3 cruisers have yet to have the effects added to them likely cause all the mod parts :P

The devs have referred to the t3 cruisers as "Divas" with regards vfx (the v3shaders irc )
it's fairly likely to be some months before they're going to get this treatment.

vergetea wrote:
unidenify wrote:
I have question

Is it normal for Hardener/Shield booster to show shield effect once?

Graphic Bug:
Tengu shield don't show up at all in any way

Shield do show on my client when drive Jackdaw, and Scorpion Navy Issue. But Tengu has no shield effect at all

---------------------------------------------------------------------------------------------------------------------------------------------------------------


Yeah the t3 cruisers have yet to have the effects added to them likely cause all the mod parts :P



kk that answer my issue with T3

but what about shield appearance?

current shield will show effect on ship when have hardener/shield booster cycle. And new one only show once when use hardener/shield booster
is it bug or something?
Lugh Crow-Slave
#62 - 2015-11-21 22:37:21 UTC
It all looks great but the thrusters flickering kind of ruins it (doesn't make much seance)

Also done don't trigger and of the effects is this a bug or deliberately done?
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#63 - 2015-11-21 22:49:16 UTC
I think flickering thrusters would have sense when your ship is totally wrecked like under 20% hull, and even then they should flicker randomly, not on every hit.
Lugh Crow-Slave
#64 - 2015-11-22 00:33:34 UTC
Nana Skalski wrote:
I think flickering thrusters would have sense when your ship is totally wrecked like under 20% hull, and even then they should flicker randomly, not on every hit.


Except your thrust stays the same and for some reason the thruster trails flicker how does this make seance.


Also they don't flicker on hit they flicker with the lights at a set rate based on how low your HP is
Amarisen Gream
The.Kin.of.Jupiter
#65 - 2015-11-23 13:24:16 UTC
CCP Vertex wrote:
Zepheros Naeonis wrote:
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.


Because not everyone cares about the "flashy" performance hogging bullshit that comes with DX11.



DX11 features are one thing (tessellation for example) can be a performance hog for sure depending on the implementation.

However the baseline performance of DX11 without all those DX11 specific features is still faster than DX9 and has much better resource management which you'll see in your assigned VRAM memory. So, if you know anyone on DX9 encourage them to upgrade ;) you'll make my day and I'll buy them a beer at Fanfest!



What kind of numbers are we talking about, when you say a good number of your players are still DX9.
Just tell people that by the end of 2016 DX9 will be discontinued.

I am a Mac user, so I don't know if wine supports the new stuff but, if not guess I am fracked.

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Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#66 - 2015-11-23 16:59:42 UTC  |  Edited by: Nana Skalski
Lugh Crow-Slave wrote:
Nana Skalski wrote:
I think flickering thrusters would have sense when your ship is totally wrecked like under 20% hull, and even then they should flicker randomly, not on every hit.


Except your thrust stays the same and for some reason the thruster trails flicker how does this make seance.


Also they don't flicker on hit they flicker with the lights at a set rate based on how low your HP is


Yes, but I was referencing to that post made earlier by person who wrote it should flicker when there is damage dealt to the hull.

I think tying the flickering to a regular interval is unrealistic. I think that on large scale damaged power conduits with active failsafes would fail randomly for very short moments.

However not completely shutting down engines. So better it would be dimming, serious sometimes, but not shutting down.
CCP Savior
C C P
C C P Alliance
#67 - 2015-11-23 18:14:29 UTC
Hi guys,

We've made a few updates to our visual damage system, to see what we've changed follow this link back to the first page - https://forums.eveonline.com/default.aspx?g=posts&t=457138&p=1

We'd love your feedback on what we've changed so please keep it coming.

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

Bienator II
madmen of the skies
#68 - 2015-11-24 01:49:37 UTC
just an idea how the flickering of the ship systems and lights might look cooler. instead of using the same brightness for everything you could use some perlin noise for the brightness or some moving sin/cos wave forms so that they don't turn on/off all at once.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Minchurra
Perkone
#69 - 2015-11-24 10:21:31 UTC
Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.

I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign.
chaosjj
Doomheim
#70 - 2015-11-24 10:48:01 UTC
How much will the DX9 version be different from the DX11 version?
Lugh Crow-Slave
#71 - 2015-11-24 12:22:36 UTC
Minchurra wrote:
Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.

I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign.



Shield boost effect is almost always noticeable

And the hardener effect is noticeable once your shots hit

That said making the hardener effect more visible wouldnt be a bad thing but having it always running using the current effect would just look ugly
unidenify
Deaf Armada
#72 - 2015-11-25 01:59:13 UTC
Lugh Crow-Slave wrote:
Minchurra wrote:
Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.

I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign.



Shield boost effect is almost always noticeable

And the hardener effect is noticeable once your shots hit

That said making the hardener effect more visible wouldnt be a bad thing but having it always running using the current effect would just look ugly


only on first cycle, if you left it cycle, like Medium SB on BS/T3. you won't see booster effect until you stop it and start it again
Pia Nino
School of Applied Knowledge
Caldari State
#73 - 2015-11-25 02:19:02 UTC
new vfx look good, but:

- armor hardener vfx just don't look right on some ships, looks ugly on a Nyx imo, it looked alright on a Paladin and Abaddon(those only ones i tested), looks alright on any amarr ship really since it matches the their hull color but theres just too much of it on the Nyx, u turn hardeners on and there is no nice looking Nyx hull anymore but a constantly glowing ugly yellow who knows what. It just doesn't look right, prev armor hard vfx is much better

- dunno if it's supposed to be that way but shield booster\ ASB has only one time visual effect on the first cycle then it stops, same for adaptive Invul mod
Invien
Center for Advanced Studies
Gallente Federation
#74 - 2015-11-25 03:20:07 UTC
Just logged into Sisi and saw the new graphics for the first time. Really nice job guys. I really like the new shield, armor rep, damage, and engine effects. The new web effect seemed to be just different, not really better, but that's just me. Those are the only ones I've seen. Again, nice job.
Ranka Souri
The All Systems Commonwealth High Guard
The AII Systems Commonwealth
#75 - 2015-11-25 06:03:08 UTC
I really enjoy the new effects

I made some pic for the effects on shield armor

http://imgur.com/a/WNeUc

still I have to admit that on the Hurricane you saw the shield effects less and one the carrier the most

and thankyou for this work and the guys who where shooting at me in order to get the pic
Lugh Crow-Slave
#76 - 2015-11-25 07:27:56 UTC
unidenify wrote:
Lugh Crow-Slave wrote:
Minchurra wrote:
Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.

I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign.



Shield boost effect is almost always noticeable

And the hardener effect is noticeable once your shots hit

That said making the hardener effect more visible wouldnt be a bad thing but having it always running using the current effect would just look ugly


only on first cycle, if you left it cycle, like Medium SB on BS/T3. you won't see booster effect until you stop it and start it again



It shows on first cycle and every cycle after so long as it is repping damage just like the armor reps
Altrue
Exploration Frontier inc
Tactical-Retreat
#77 - 2015-11-25 15:43:55 UTC  |  Edited by: Altrue
Update about the hull damages: The threshold for the start of the flickering is way too low, it should start at ~95% remaining hull HP, not 50% or something :)

Sure, maybe it was a bit too much before, but now the effects are way too discreet :) I'm sure there is some middle ground to be found between the two. One or two flickers every 10 seconds should be more than enough at 80% remaining hull, for instance.

I'm also sad that the flames behind the ship are gone! With the new damage effects, it would have been a wonderful opportunity to create multiple, smaller, flaming trails behind the ship depending on where the damage is.

I'm also sad that the localized armor damage doesn't persist through stargate jumping, for instance. Armor damage isn't butter! No need to spread it evenly on the ship, it looks less personal and more "generic" if you do that. The whole point of the localized damage is to give some sort of "history" to the ship :)

Finally, I'd say that the armor repairer effect looks too small on ship like frigates. The shield hardener effect is way too discreet after the first cycle, (under fire, obviously, since otherwise it's straight invisible). As for the shield booster, it doesn't even show more than once, which is a huge dissapointment.

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Ranka Souri
The All Systems Commonwealth High Guard
The AII Systems Commonwealth
#78 - 2015-11-25 17:09:25 UTC
Altrue wrote:
Update about the hull damages: The threshold for the start of the flickering is way too low, it should start at ~95% remaining hull HP, not 50% or something :)

Sure, maybe it was a bit too much before, but now the effects are way too discreet :) I'm sure there is some middle ground to be found between the two. One or two flickers every 10 seconds should be more than enough at 80% remaining hull, for instance.

I'm also sad that the flames behind the ship are gone! With the new damage effects, it would have been a wonderful opportunity to create multiple, smaller, flaming trails behind the ship depending on where the damage is.

I'm also sad that the localized armor damage doesn't persist through stargate jumping, for instance. Armor damage isn't butter! No need to spread it evenly on the ship, it looks less personal and more "generic" if you do that. The whole point of the localized damage is to give some sort of "history" to the ship :)

Finally, I'd say that the armor repairer effect looks too small on ship like frigates. The shield hardener effect is way too discreet after the first cycle, (under fire, obviously, since otherwise it's straight invisible). As for the shield booster, it doesn't even show more than once, which is a huge dissapointment.


I agree it would be nice if the damage marks stay until you repaired the ship to 100%
Aluanna
Republic Military School
Minmatar Republic
#79 - 2015-11-25 18:01:38 UTC
I like the visuals overall, I do however have a few small complaints..

The shield modules only show the effects once and then never again untill you turn them off and on again...

While the effect of an Invul field would get very annoying it it was always shown or shown every cycle, I think the shield boosters should show something every cycle..

Armor hardeners are too pronounced I think.. at least when viewing from an obtuse angle.

The effect can completely overpower any skin the ship has, it looks fine and subtle when viewed at a perpendicular view. but when the angle becomes more subtle the effect becomes much more pronounced.

I fly a Kronos with the police skin.. and that investment is rendered almost useless unless I look at it from a perpendicular angle.

I suggest making the effect more transparent the angles that currently make it less subtle.

To use some images from Ranka Souri

the effect looks fine in http://i.imgur.com/zVE3NkW.png

But http://i.imgur.com/7YIsJFy.png and http://i.imgur.com/sI9FGad.png shows an effect that makes the whole ship look like it was dipped in honey, and it obscures any skin that has been applied.

It would be fine if the effect would fade and refresh with each cycle of the module I think, but as is the effect is constant as soon as the module is active.
Anah Sarlai
Viziam
Amarr Empire
#80 - 2015-11-26 10:37:20 UTC
Yeah i think the hardeners were fine at the start before the brightness change.