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

First post
Author
Marlona Sky
State War Academy
Caldari State
#361 - 2012-03-05 19:40:21 UTC
Not sure if this was mentioned. When I zoom up on something and it blows up, the camera should still stay till the explosion animation is finished before switching back to normal view.
SeeSeeBeee
LOL dec
#362 - 2012-03-05 20:19:29 UTC
as someone mentioned, i would like an option to dim down the sun. it really is too bright especially when using hdmi monitors. makes my eye feel tired very fast. didnt have this problem last time when using non-hdmi monitors.
Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#363 - 2012-03-05 20:41:55 UTC  |  Edited by: Jonathan Malcom
Rixiu wrote:
Jonathan Malcom wrote:
This is actually something I've been giving a lot of thought to. Someone mentioned earlier the ability to lock your camera onto your target at a fixed perspective from your ship. That would be super-handy, particularly in conjunction with a change to the targeting reticle.

Personally, I'd like my targeting reticle to display pertinent information right on it; distance to target, angular velocity, target speed, and a small graphical representation of S/A/H damage. I'd like to spend more time looking at he pretty spaceships and explosions and less time looking at the spreadsheet overview. Color-code the info. If the target is within optimal, the number is green, yellow in falloff and red if out of range. Same thing with tracking. If you can track, angular velocity is gree, otherwise it's red.

Make important information obvious and easy to read.


So basically you need to look at what you're shooting at all the time? What if I want to go away from the enemy? What if I need to look in any other direction, what happens to the information that is in the targeting reticle? How do I "unlock" the camera?

Those are the reasons this wasn't in from the start.


Since no one actually uses the left-click quick menu, make it so that holding the left mouse button reverts to normal camera control. Or set up a new "camera lock toggle" keybind. It's not rocket science.
Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#364 - 2012-03-05 21:03:45 UTC  |  Edited by: Jonathan Malcom
Jett0 wrote:
Can't you already lock the camera?
Esc menu > Enable advanced camera options > Right-click target > Set as interest

I love the idea of moving information to the reticle. I am strongly opposed to color-coding it, as that removes some of the skill needed to play. More information is always good, but the game should never tell you what to do with that information.


Forcing people to work to correlate poorly presented information does not require skill. Being able to interpret the information presented and make tactical decisions based on that information takes skill.

Making a logical and easily read UI that present pertinent information to the user does not "dumb down" the game. It just makes it well designed.

Edit: double posting like a champ.
Acac Sunflyier
The Ascended Academy
#365 - 2012-03-05 21:11:05 UTC
I actually posted a while back when engine trails were coming out. When I come out of warp, the engine trails appear ahead of my ship and then my ship looks like it's sliding down a rail.
Phobos Vortex
#366 - 2012-03-06 10:54:12 UTC
Not really a big issue and not sure it was mentioned before.
I noticed that the flashy firing effect from gallente stargates goes into both directions while the gates are only open in one direction. To see the beam firing through the closed side of the stargate sometimes looks a bit weird.
Naes Mlahrend
Devil's Horsemen
#367 - 2012-03-10 05:11:35 UTC
Locking camera position on ship. Could be a right click thing. When the ship turns, the camera stays in the same position it's viewing relative to ship movement. Kind of like a follow mode but at whatever angle you lock it at.

Right click/lock camera
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#368 - 2012-03-10 05:34:26 UTC  |  Edited by: Katrina Oniseki
Redo the 425mm Railgun model. The base is just too dang large. the only ship that fits it properly is the Talos, otherwise the large dias hangs off the edge of the turret spot or clips badly with the rest of the ship.

Katrina Oniseki

hired goon
Caldari Provisions
Caldari State
#369 - 2012-03-10 11:13:52 UTC
Remove Sensor Booster and Tracking Computer effects. Don't tone them down, just remove them. They are horrible and superfluous. If they look so good, why are they in none of the trailers? And they do not provide important info to other players - when did you last hear "wait don't engage - he is sensor boosting"?

Why are there so many other uneeded flashy things in Eve? I thought the art direction was supposed to be dark? Salvagers for example, should not be an energy beam. It should be a few tiny "salvage drones" (an animation, not actual objects) that circle and land on the wreck during salvaging.

No, we don't need larger muzzle flashes for guns. We need smaller ones. One of the problems with eve is getting across the sense of scale in the game. Huge city-size ships feel like small Vauxhall Corsas. We need smaller and slower flashes and explosions to bring back the sense of scale to Eve.

And the old laser "muzzle flash" was better - a glowing ball rather than (for some god-awful reason) a "fire" coming out of the turret.
Rek Seven
University of Caille
Gallente Federation
#370 - 2012-03-10 12:25:25 UTC
Naes Mlahrend wrote:
Locking camera position on ship. Could be a right click thing. When the ship turns, the camera stays in the same position it's viewing relative to ship movement. Kind of like a follow mode but at whatever angle you lock it at.

Right click/lock camera


Agreed there needs to be more camera options. I want one that focuses on my target but all so keeps me in view and i want another one to lock the camera in the direction my ship is facing... How hard could that be to implement?!
Kattshiro
Deep Core Mining Inc.
Caldari State
#371 - 2012-03-10 15:38:35 UTC  |  Edited by: Kattshiro
Poetic Stanziel wrote:
Dirk Magnum wrote:
-1 for still not being able to use asteroids and capital ships as cover.X

Line of sight would be a pretty awesome addition, actually.


LOS would be amazing, but never going to happen... Then make it so certain missiles can track around said objects... /sigh one can only hope.

EDIT: remove sebo effects, and also have it so some mods show visually like turrets do.
Amsterdam Conversations
Doomheim
#372 - 2012-03-10 16:00:17 UTC
The suns used to look so win, until you made that weird-ass sphere out of them so now they look like a white ball with sharp edges. Cry
Shade Falstar
Doomheim
#373 - 2012-03-10 17:16:15 UTC
Stars (suns) are way to small. Some Stars are larger than 10 AU in diamater! Come to think of it, planets and station seem rather small too..

When we undock from a station I want to see something like this.
Vertisce Soritenshi
The Scope
Gallente Federation
#374 - 2012-03-13 13:09:58 UTC
I noticed something yesterday while a corpie was flying around in a Dram inside our POS. The engine trails on faster ships don't really reflect where the ship used to be. They sort of get "dragged" around behind the ship. The engine trail is curved indicating that the ship is turning but the curve moves behind the ship getting dragged all over the place and crossing places the ship was never in. Kind of hard to explain really...would have to see it I think to understand fully what I mean.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Elanor Vega
Native Freshfood
Minmatar Republic
#375 - 2012-03-13 13:28:43 UTC
Vertisce Soritenshi wrote:
I noticed something yesterday while a corpie was flying around in a Dram inside our POS. The engine trails on faster ships don't really reflect where the ship used to be. They sort of get "dragged" around behind the ship. The engine trail is curved indicating that the ship is turning but the curve moves behind the ship getting dragged all over the place and crossing places the ship was never in. Kind of hard to explain really...would have to see it I think to understand fully what I mean.


Mathematics behind trails is not written to produce trails, its written to produce tails.
Its easier to program tail mathematics then trail mathematics to be executed in graphic shaders.
Sim Cognito
Obani Gemini Corporation
#376 - 2012-03-17 15:18:45 UTC
I respectfully would like to propel this thread to the top!
Severian Carnifex
#377 - 2012-03-17 15:49:05 UTC
Spacing Cowboy wrote:
What about some more heavy damage effect?
This on the UI and overall screen.

Basicly the only way of telling and -feeling- your dying horrible or shooting heavy guns is the bars on your screen and some bugged warning beeps.

Your getting hit by a 1400mm shell , i expect my cams/windows to rattle and maybe even have trouble giving a visual image .

Example, you get hit by a full 1400 salvo.. My ship is dying horrible.. And all i notice is is red bars showing up rapid.

Maybe even make getting podded more dramatic, i just suffered the ultimate defeat, lost my resque pod.. Add some grapic eyecandy ,( short movie? ) to represent this.

All above could be easy merged in "the pod pilot" story, nothing story-breaking.

While im making a wishlist anyway.. Make exploding ships more violent? Now its just a bit of a white-flash thing..
Bring us fire&exploding fuel and ammo storage, and the death of several 1000 of crew members.



^^
this!
Raven Ether
Doomheim
#378 - 2012-03-17 21:57:58 UTC
Thank you so much ccp for listening and making missile launchers a reality.

Can't wait to see the rest of the awesome stuff you discussed with the CSM.
Tobiaz
Spacerats
#379 - 2012-03-17 21:59:19 UTC  |  Edited by: Tobiaz
Fix the turretplacement on the Megathron to make it match better with it's model and skin (hint: the first 4 turrents should be on the obvious gunblisters on the sides of the bow and not on some flimsy ornamental wing on the back. It emphasizes more that the megathron is 'rollin' with the big guns'. Pirate

Also remove the flappy side-wing of the Omen and put it back on both sides on the Zealot. T2 models should be more then a lazy reskin (and one additional tiny engine tube hardly counts).

BTW

I still can't believe you guys redid the Maller in such a horrendous fashion. The old one actually looked tough, like a polished piece of armor, and the Sacrilege with it's black skin and big booming engine-pods looked even tougher. Now they are just meh and fragile, and the new Sacri just a copy-paste but a bit darker.

You guys should have saved the new Maller model for a whole new ship instead.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Tobiaz
Spacerats
#380 - 2012-03-17 22:02:56 UTC
Shade Falstar wrote:
Stars (suns) are way to small. Some Stars are larger than 10 AU in diamater! Come to think of it, planets and station seem rather small too..

When we undock from a station I want to see something like this.


Believe it or not, but the station actually already got a size upgrade a few years back. Lol

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!