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Graphical improvements considering incoming fire.

Author
Cedo Nulli
Royal Amarr Institute
Amarr Empire
#1 - 2012-02-05 11:23:24 UTC
Have to raise my hat for the improvements made for shots being fired at ships that miss ... they now actually miss on your screen too.

Same goes for the missiles exploding all around the ship and not in the absolute center as they did before.

It makes the combat look more alive and less like excel at work.


Long awaited and now much loved <3



Show support if you like the feature and show CCP that these small things do matter and make the game more enjoyable !
DarkAegix
Center for Advanced Studies
Gallente Federation
#2 - 2012-02-05 12:32:46 UTC
Cedo Nulli wrote:
Same goes for the missiles exploding all around the ship and not in the absolute center as they did before.

Question
Shocked
Jarnis McPieksu
Aliastra
Gallente Federation
#3 - 2012-02-05 12:54:35 UTC
DarkAegix wrote:
Cedo Nulli wrote:
Same goes for the missiles exploding all around the ship and not in the absolute center as they did before.

Question
Shocked


Yep, noticed this yesterday. They still seem to explode on you, but they scatter randomly in a small ball around the center of your ship so... some hit dead center, some explode slightly off.

Ninja addition in one of the recent patches.
YuuKnow
The Scope
#4 - 2012-02-05 13:30:50 UTC
The turret effects/firing effects themselves are still one of the weakest parts of the graphics IMHO. The laser effects are spot on, but the hybrid and projectile rounds represented by a ill defined blurry round just doesn't stack up to firing graphics that one would expect. It would be better if the turret blast (the flames coming out of the turret when firing) were more pronounced. And the round graphics should be crisper.

And missile blobs are still subpar as well. All missiles should like more like this: http://www.youtube.com/watch?v=BSO9cyG92YI with a firing arc then tracking phase.
Xavier Quo
Royal Amarr Institute
Amarr Empire
#5 - 2012-02-05 13:48:47 UTC  |  Edited by: Xavier Quo
It is a big step in the right direction, but it still has a long way to go imo

There are the known issues of the first shot always having to show a hit, and the problem of how other players look shooting at each other, but there are a lot more niggles, for example when you starting to get past falloff/optimal or tracking speed/sig radius and some of your turret group starts to hit but not all, the angles coming out of the turrets look horrible- graphically, all of the turrets are lined up the same, but the lines of fire coming out of them are not. It looks very wrong, esp with lasers.

Also the concept of 'missing' due to range (rather than tracking) seems poorly thought out - for the turrets it should be similar to missiles, in that targets past the range +optimal do not have the energy to get to the target and not get there (slightly different defocusing effect for lasers but same result), rather than having exactly the same miss effect that a high transversal ship in range would have.

On top of that the 'missing' looks like it is calculated in a very simplistic way when compared to the actual game calculations, there only appears to be one or two set amounts of degrees to miss by, and you can change direction and shots will still miss in the same place. Your stats do not appear to be properly represented in the miss, instead it is a gross simplification of hit/miss/bad miss.

Also there still seems to be one or two hard hitpoints per ship (aft and stern generally), which looks crap, and no graphical distinction between wrecking, barely scratching shots etc.

Further more a lot of the ships seem to have been designed with no regard for line of sight or the individual ship features, lasers going through my own ship to hit a target also has to be fixed.

If this is the first iteration of the mechanic being graphically shown, then great, I just hope the relevant CCP'ers don't think this job is in any way done (and that it's unacceptable to wait another 8 years for the next iteration Lol).