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June release 118.6 - General feedback

First post First post
Author
Duke Garland
Niflheimr Inc.
#521 - 2016-07-04 15:37:27 UTC  |  Edited by: Duke Garland
CCP Mimic wrote:
Hi again everyone,
Just a quick update on what we are currently working on in regards to the feedback you have given us so far: We are looking at combining several dynamic camera actions into a single toggle-able option, that will include the docking/undocking camera as well as some existing toggle-able camera options. Details about what will be included will be made available closer to release, which we hope to have with you soon.

Have a great weekend, and fly safe o7


As to Mimic's post, a toggle is live on SiSi right now that contains the docking/undocking animation and apparently both TQ toggles "Dynamic Center Offset" and "Dynamic Field of View" which I also have both unticked. Really happy with that solution so far and I'm looking forward whether this hits TQ unchanged from its current form and especially when it'll hit TQ.

FT Diomedes wrote:
Thank you! I hate having to look away from the screen every time I dock up or switch ships, but it is better than the camera spinning, forward motion, which induces nausea. For some reason I don't get that sensation outside the station.


About the nausea part, this can have many many issues I guess. For me it's the rapid movement of the camera in combination with the small FOV on the docking animation. Similarly to you I eXperience that less on the undocking animation, quite possibly because the camera zooms out to a much bigger FOV and seemingly moves slower?
Hirisho Presolana
Evian Industries
Reeloaded.
#522 - 2016-07-04 16:23:28 UTC
Miss 'Assassination' Cayman wrote:
Hirisho Presolana wrote:
graphic performances (FPS) in the hangar scene has dropped significantly.. or at least for my pc..
the rest of the game seems to work smoothly..
i think it's due to both advertising and secondat lighting..
there should be a way to disable them..

You can disable the lighting by using DirectX 9.


well, that's a work around, allright..
but as per quality tailoring for older PC, eg ability to select high, medium or low quality effects etc, there's should also be an option for this IMHO.. just sayn..
Val Trevallion
Who's Laughing Now
#523 - 2016-07-04 19:06:28 UTC
Please provide an option to turn off the docking animation, it is disorienting.
Dominous Nolen
The Graduates
The Initiative.
#524 - 2016-07-04 20:03:32 UTC  |  Edited by: Dominous Nolen
Noticing sevre camera drift if you bump a gate just before jump animation with a prop mod lit.

If I hit a gate even with a 5mn mwd running the gate shifts severally left/right depending on the camera swing when the gate animation fires to send you through a session change.

Tracking Camera weapon/module noise seems to be somewhat muted as well.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Cerian Alderoth
Cult of the Black Monolith
#525 - 2016-07-04 20:56:28 UTC
Dominous Nolen wrote:
Noticing sevre camera drift if you bump a gate just before jump animation with a prop mod lit.

If I hit a gate even with a 5mn mwd running the gate shifts severally left/right depending on the camera swing when the gate animation fires to send you through a session change.

Tracking Camera weapon/module noise seems to be somewhat muted as well.
Copy & paste this into a bug report.
Rain6637
GoonWaffe
Goonswarm Federation
#526 - 2016-07-04 23:32:29 UTC
I jumped on Sisi and it's back to a peaceful experience... almost. Any chance you can add the gate jump animation to the Dynamic Camera option?
Kalpel
School of Applied Knowledge
Caldari State
#527 - 2016-07-05 05:10:36 UTC
Duke Garland wrote:
CCP Mimic wrote:
Hi again everyone,
Just a quick update on what we are currently working on in regards to the feedback you have given us so far: We are looking at combining several dynamic camera actions into a single toggle-able option, that will include the docking/undocking camera as well as some existing toggle-able camera options. Details about what will be included will be made available closer to release, which we hope to have with you soon.

Have a great weekend, and fly safe o7


As to Mimic's post, a toggle is live on SiSi right now that contains the docking/undocking animation and apparently both TQ toggles "Dynamic Center Offset" and "Dynamic Field of View" which I also have both unticked. Really happy with that solution so far and I'm looking forward whether this hits TQ unchanged from its current form and especially when it'll hit TQ.


Absolutely awesome news, I have both of these unchecked as well Cool

You failed to target nothing! ≡v≡ online ... (╯°□°)╯︵ ┻━┻

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#528 - 2016-07-05 06:41:35 UTC
I'm really looking forward to the toggle hitting TQ!

Thanks for making that happen, it really means a lot to me.

However, it must be said I've grown very fond of the Captain's Quarters in the few days I've been forced to use it! I expect that while I will see the benefit of the proposed changes, I will probably not be going back to using the station interior. I think I should probably detail why...

I do a fair bit of trading with one character permanently docked in Jita 4-4 and a second character permanently docked in an "offshoring" Citadel 1 jump away. I have a 7 screen system for my PC of which 3 screens are arranged in an arc directly in front of me and perform as my main display. When I am trading the rightmost screen will have my Jita 4-4 trader, the leftmost screen will have my Citadel trader and the middle screen is used for whatever it is that I'm doing other than trading (i.e. forums, internet, whatever).

Because I'm autistic, bright lights (or indeed any sensory information) can make me uncomfortable and agitated, the room I sit in is softly lit and all my OS backgrounds and windows are all set to be dark colours (black or grey) with clearly visible contrasting edges and buttons. This means I can easily operate the OS UI because everything that needs to be seen can be seen but it doesn't make me feel uncomfortable just to look at. The EVE UI does not have these kind of configuration options and therefore I've had to compromise, so I don't find the UI uncomfortable (when set to Dark Matter) but I have a hard time seeing the edges of windows and fields because of the lack of contrast and the thin window edges.

When I look at my two trading screens with windows minimised, the CQ screen is calming and serene. The only movement that isn't trivial to put out of frame is the occasional fidgeting of my Avatar and that doesn't really bother me. The big screen, the coffee table widgets and the hanger door are the only obvious sources of light and movement and they are all easy to move out of frame if I need to.

When I look at the the Citadel station interior, there are two massive billboards and the nature of the content displayed on them means that there is a lot of flashing, bright lights and movement (the CQ screen is much gentler, although it still likes to constantly flash at you). There are also a lot of flashing lights, bright lights and moving lights in pretty much every direction, so there is no pleasant place to rest the camera, the best compromise I've found is to look directly downwards but then you get the flashing lights coming up the tube beneath your ship/pod. This issue is made considerably worse by the fact that I don't have exclusive use of the camera when docked.

Now as far as I have been able to establish, these particular features that I find unpleasant cannot be deactivated. There were many other features that I also found unpleasant but they were easy to switch off or configure so that they no longer cause any problem (i.e. sound). So my method of making my trading gameplay tolerable, is to arrange windows across both of my screens so that the station interior is covered by them. This works well on the CQ screen but isn't totally essential due to the relatively pleasant CQ environment. But this doesn't fully work on the Citadel station interior because the lights are everywhere, they move around and the way the UI handles snapping means there are generally gaps between windows which allow these flashing lights to be both visible and distracting.

I know my complaints probably represent only a single digit percentage of the EVE playerbase, so I don't really expect much to be done to accommodate us. All I really ask is that you don't make life unnecessarily hard for me and people like me and you consider putting toggles in for graphical features like these before you have to be dragged kicking and screaming through 27 pages of predictable feedback.

Thanks again for the incoming toggle!


cyberdeath118
Republic University
Minmatar Republic
#529 - 2016-07-05 10:27:56 UTC
anyone noticed that CCP is making EVE more and more pay to win? now you can simply buy boosters that poor people farm and grind for to gain A Copper Ouroboros Accelerator.
Someone who has a lot of money can simply buy Copper Ouroboros Accelerators and use the +10 boost last for 12 hours (Biology V 24 hours). and gain some ISK back selling Clothing Items and Skins. They also gain skills just for buying PLEX so they now have as many skill points as veteran players who have earned things the hard way pretty quickly.

One of the things I used to love about EVE is that you could not simply be an unemployed looser on the welfare system and become super good at it compared to veteran players Vanquisher BPCs change that. They are gigantic rewards (probably with IRL equivalent values of hundreds or thousands of dollars depending on how long they're exclusive) that will go out to 10 players who are on welfare or retired or otherwise can stay home and play non stop for the next 6 weeks. The "grand prize" allocation will be to those who found the most time to stay at that grind and the least time outside or with actual people in the actual world.

So now people who are loyal players and hard workers are loosing skill gap earned from loyalty to the game.
The new expensive ships mean that players who pay for isk and get skill points to be able to fly them make older ships tactically unsound in comparison or in PVP with them IE rich people paying to win.

now you can buy skills and skill training boosters another pay to win.

I would like to see EVE reward the older loyal players (in a meaningful way) for staying with the game among all the noobs they are attracting (to pay them real life afk currency).
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#530 - 2016-07-05 11:36:53 UTC
cyberdeath118 wrote:
anyone noticed that CCP is making EVE more and more pay to win?

EVE has always been play to win to the extent that it has always been possible to gain an advantage by spending more RL currency on the game than another player. That hasn't really changed. All that has happened is that CCP have made it easier to pay and shifts in the gaming marketplace have lead to players being more willing to pay.

cyberdeath118 wrote:
They also gain skills just for buying PLEX so they now have as many skill points as veteran players who have earned things the hard way

...and have then sold those skillpoints on to the next generation.

The new players could do this before with PLEX, adding injectors did not introduce this. The big difference now is that when a new player buys 100m SP from the market, a veteran did not have to give up his whole character to make that happen. It's the same dynamic as before though, whenever a new player chooses to "pay to win" he does so by giving cash to CCP and circulating isk in-game that often ends up in a veteran player's wallet.

cyberdeath118 wrote:
One of the things I used to love about EVE is that you could not simply be an unemployed looser on the welfare system and become super good at it compared to veteran players

I have often chosen to fly alongside those loosers on welfare that have become super good and beaten all the veterans, so I disagree.

cyberdeath118 wrote:
I would like to see EVE reward the older loyal players (in a meaningful way) for staying with the game

Now that I'm in 100% agreement with. Where is that 10 year veteran lounge? Where are those account birthday gifts?
Sergey Hawk
The Sith Syndicate
REFORD
#531 - 2016-07-05 11:56:51 UTC
CCP and Team Psycho Systers thnx for animation toggle.
Next step is to ADD CUSTOM TRACKING POSITION ASAP.
I do not want my tracking targets hiding behind my ship.

Aura: "You need to be within range to execute this function."

Kimi Räikkönen: “Leave me alone, I know what I’m doing.”

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#532 - 2016-07-05 12:06:36 UTC
TQ is back up and the docking animation is gone! Big smile

(If you untick "Dynamic Camera Movement" in Display & Graphics settings)
Khan Wrenth
Viziam
Amarr Empire
#533 - 2016-07-05 12:21:07 UTC  |  Edited by: Khan Wrenth
Well, nothing I'm going to say at this point is going to be anything new, but you did say every voice adding to the discussion counts. So let me just throw my hat into the ring alongside everyone else saying "nix the docking/undocking animation". It's distracting, needless, annoying, nauseating, and actively fights against the player's ability to control the camera environment. That last one is a CARDINAL SIN for any game, nonetheless a game where awareness and control are so vital.

Never, never take away the player's ability to control the camera.

I'll tell you what though. After you remove the docking and undocking animations, you can set your team upon the (admittedly daunting) task of reworking the overview and ship fitting window to be more streamlined, and rethinking what information is displayed, how it is displayed, and when. Since they seem to be pining for things to do, you could set them on a path for something constructive, rather then let them loose on little pet projects that ultimately will need to be revoked in
BONG
...a matter of days.

Edit
Well, they seemed to have done something about this during the downtime. I suppose that's what I get for taking two hours to write up and edit my post. I stand by my sentiments, though.
John WarpingSlow
#534 - 2016-07-05 12:41:09 UTC
THANK YOU for giving us a way to turn off that docking/undocking animation!
Sue Post
Heretic Army
Divine Damnation
#535 - 2016-07-05 13:05:54 UTC
Wow -- thanks guys for fixing it -- that is to say- thanks for giving us the option to turn off the dock animation. that is sweet . Giving the customer options is always a Win - Win for all.
It should become a standard for major stuff.




Now - fix the mistake that took away the watch list - and give my war targets a chance to play the game - as they still log off and stay logged - for weeks - and that's got to suck.

Right

Maybe a toggle for that watch list - humm


Thanks again.
Rain6637
GoonWaffe
Goonswarm Federation
#536 - 2016-07-05 13:19:02 UTC
I feel like I just left a toxic relationship, I feel so freeeeee

Immediate situational awareness again, it's so snappy!
Sophia Mileghere
Scandium Defense and Security Inc.
Sleeper Protocol
#537 - 2016-07-05 13:26:01 UTC
Thank you for making the (Un)Docking animation optional.

Next step please: Don't let die the Ingame Browser Smile
Red Deck
The Tebo Corp
#538 - 2016-07-05 13:53:34 UTC
I have tears, tears of joy in my eyes!

It's so much better with the Dynamic Camera Movement toggle unchecked.

Thank you!!!

P.S.: could we, pretty please, have the jump gate animation also classified as 'dynamic camera movement'?
Rain6637
GoonWaffe
Goonswarm Federation
#539 - 2016-07-05 14:13:59 UTC
Red Deck wrote:
I have tears, tears of joy in my eyes!

It's so much better with the Dynamic Camera Movement toggle unchecked.

Thank you!!!

P.S.: could we, pretty please, have the jump gate animation also classified as 'dynamic camera movement'?

I went to a gate just to check. I kinda had my hopes up.
Kremlath
Cayman Finance
#540 - 2016-07-05 14:24:48 UTC
Thanks for this, goodbye captain's quarters. Hey, I'm kind of getting used to that now, maybe it's not so bad apart from load times Pirate.