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Test Server Feedback

 
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Feedback Request: System transition

First post
Author
Alvatore DiMarco
Capricious Endeavours Ltd
#281 - 2013-05-26 14:54:26 UTC  |  Edited by: Alvatore DiMarco
Jack Ogeko wrote:
it is very nice graphic animation efect, but please make it optional, make turn on/off with old loading bar option for this, something like station environment


They've already stated that it's impossible to do that. The new transition is completely integrated and there's no way to go back.


Peter Tjordenskiold wrote:
It's nice but the camera tracking is disorienting and makes me nausea.


Use the "C" button and turn off your tracking camera before you enter a jump.
Jack Ogeko
Republic University
Minmatar Republic
#282 - 2013-05-26 20:20:23 UTC
why i not believe you?
Atomic Option
The Scope
Gallente Federation
#283 - 2013-05-27 06:35:13 UTC
If you have the new scanner overlay running when you jump through the gate the black background of the tunnel opening obscures instead of blends with the moving green overlay front. Makes the 2d sprites look really obvious.
Alvatore DiMarco
Capricious Endeavours Ltd
#284 - 2013-05-27 06:41:17 UTC  |  Edited by: Alvatore DiMarco
Jack Ogeko wrote:
why i not believe you?


Well then, don't believe me. Believe CCP PrismX instead.

CCP Prism X wrote:
iskflakes wrote:
Question number 1: Can I turn this off?



You want to turn off the optimizations? Lol

But to be serious: you can't turn the new seamless jumpgate transition off. It's kind of integrated into the whole experience now like the fade to black + loading bar used to be. Blink

It's not going to take any more time. If you're worried about your platform not handling the effect, it shouldn't be any more of a gfx resource hog than the warp effect. The real worry here is the cleanup procedures which are going to affect you regardless of what's playing on your monitor.


If that's not good enough, then here's a link to the post so you can see it with your very own unbelieving eyes.

https://forums.eveonline.com/default.aspx?g=posts&m=2995561#post2995561

You nonbeliever, you.
Jack Ogeko
Republic University
Minmatar Republic
#285 - 2013-05-27 16:09:52 UTC
it is very big shame, that it is not option, becouse i see now little difference, with tranquility for advantage for old loading bar, and my unbelieving eyes don't like it, even after longer time at test server.
Qual
Knights of a Once Square Table INC.
#286 - 2013-05-27 19:15:22 UTC  |  Edited by: Qual
Camera not going back to its original position after jump is still an issue.

You have fixed UI fade and zoom, but that last one is important to. If it is be course you dont understand what I mean here is the reproduction steps.

1) Disable Tracking Camera.
2) Position camera above you ship looking down on it.
3) Jump though a gate and wait for animation to finish.
4) Notice how camera zoom level has been retained but you are now looking at the ship from the side and not the top.

If you repeat the test on the current TQ build you will see the correct behavior: The camera will stay above the ship looking down.

Please fix this.

Edit: I put in a bug report...
Alvatore DiMarco
Capricious Endeavours Ltd
#287 - 2013-05-27 19:40:00 UTC
Qual wrote:
Camera not going back to its original position after jump is still an issue.

You have fixed UI fade and zoom, but that last one is important to. If it is be course you dont understand what I mean here is the reproduction steps.

1) Disable Tracking Camera.
2) Position camera above you ship looking down on it.
3) Jump though a gate and wait for animation to finish.
4) Notice how camera zoom level has been retained but you are now looking at the ship from the side and not the top.

If you repeat the test on the current TQ build you will see the correct behavior: The camera will stay above the ship looking down.

Please fix this.

Edit: I put in a bug report...


It's not a bug. The camera moves to aim toward where the stargate goes. When the jump finishes, that's where the camera stays. It doesn't swing around or look anywhere else once the jump is finished. In order to do what you want, the whole effect would have to be changed or the camera would have to swing around after the jump - which is exactly what everyone complained about.
Sirran The Lunatic
Pandemic Horde High Sec Division
#288 - 2013-05-28 04:57:42 UTC
Atomic Option wrote:
If you have the new scanner overlay running when you jump through the gate the black background of the tunnel opening obscures instead of blends with the moving green overlay front. Makes the 2d sprites look really obvious.



This is my only "complaint" about the new transition. It does sorta spoil the effect when the sensor sweeps past the tunnel effect just before you go into it and it looks like a blotchy sprite.
Alvatore DiMarco
Capricious Endeavours Ltd
#289 - 2013-05-28 05:27:55 UTC
Sirran The Lunatic wrote:
Atomic Option wrote:
If you have the new scanner overlay running when you jump through the gate the black background of the tunnel opening obscures instead of blends with the moving green overlay front. Makes the 2d sprites look really obvious.



This is my only "complaint" about the new transition. It does sorta spoil the effect when the sensor sweeps past the tunnel effect just before you go into it and it looks like a blotchy sprite.


The scanner sweep fades out quickly when you initiate a warp. I've watched it fade out several times, and it seems like that's the exact sort of treatment that jumping needs.

Initiate warp -> scanner fades

Initiate jump -> scanner fades
Qual
Knights of a Once Square Table INC.
#290 - 2013-05-28 16:25:32 UTC
Alvatore DiMarco wrote:
Qual wrote:
Camera not going back to its original position after jump is still an issue.

You have fixed UI fade and zoom, but that last one is important to. If it is be course you dont understand what I mean here is the reproduction steps.

1) Disable Tracking Camera.
2) Position camera above you ship looking down on it.
3) Jump though a gate and wait for animation to finish.
4) Notice how camera zoom level has been retained but you are now looking at the ship from the side and not the top.

If you repeat the test on the current TQ build you will see the correct behavior: The camera will stay above the ship looking down.

Please fix this.

Edit: I put in a bug report...


It's not a bug. The camera moves to aim toward where the stargate goes. When the jump finishes, that's where the camera stays. It doesn't swing around or look anywhere else once the jump is finished. In order to do what you want, the whole effect would have to be changed or the camera would have to swing around after the jump - which is exactly what everyone complained about.


It IS a bug. Compare it with how it currently works on TQ.
They have changed the transition, but in doing that they have broken how the camera works when changing systems. Two different things. As the change is related to transition, not a change to gameplay, this is a bug unless they want to introduce a gameplay change. Apples/oranges.
I dont care how they handle the transition. They can cut/swing/fade or have dancing squirrels for all I care. What I do care about is that when they are done, they put me back where I was camara wise, just like they do now. Not doing so is a change of gameplay mechanics.
Alvatore DiMarco
Capricious Endeavours Ltd
#291 - 2013-05-28 17:58:19 UTC  |  Edited by: Alvatore DiMarco
It's not a bug.

To use your own words, yes it is indeed a change to gameplay. You may not think that changing the transition is a gameplay change, but stop and consider what a fundamental and complete change it actually is. They didn't break anything, they didn't change anything, they removed the old transition completely and put in a whole new one. The old transition is gone entirely. History, extinct, no longer part of the client, consigned to the realm of memory. I don't know how else to continue repeating myself creatively.

Oh, I thought of another way: They didn't break anything, they decided to say "It doesn't work that way anymore."

I tested it in my home constellation, where I'm quite familiar with the camera angles upon system entry. Sure enough, putting the camera into those angles I'm familiar with from TQ would require lots of after-jump tracking and moving and swinging around just like what people were complaining about.


Let me say it one more time for you. It's not a bug. It's a feature, and I'm being quite serious when I say that. The camera is working as intended.
Qual
Knights of a Once Square Table INC.
#292 - 2013-05-28 19:47:46 UTC  |  Edited by: Qual
At least try to read past the first sentence before replying.

They changed THE TRANSITION.

I am fine with that. No issue there.

In that change they also changed something NOT related to system transition. My camera angle. I have ONE prefered camera setup: Top down, zoomed out.

If the new transition broke nothing I would not have an issue. BUT IT DID! I dont know how I can be more clear.

They took away the freedom to chose a permanet optimal camera angle becourse they did not want to fix their transition animation... Well, ok they did fix one issue (overly swirly camrera), but created another, thus did not really fix it.

But, hey, the forums will get the message through on patch day. Count on it.

The reply to my bug report confirms your explanation though; that they see it as "working as intended" due to the changes made with the new transition. So they agree with you it is not a bug.

It is though. A very annoying one at thet.
Andreus Ixiris
Duty.
WE FORM V0LTA
#293 - 2013-05-28 21:28:12 UTC
Qual - I feel your pain. I told them the exact same thing about race-locked content in the avatar creator, and they called it "working as intended," despite the fact that a lot of people were very upset about it.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

James Amril-Kesh
Viziam
Amarr Empire
#294 - 2013-05-29 11:58:18 UTC
Some of the stargates (for example, the Amarr System stargate, maybe others) are still firing "backwards" from how they do on TQ currently.

Enjoying the rain today? ;)

Linus Gengod
Sebiestor Tribe
Minmatar Republic
#295 - 2013-05-29 20:34:56 UTC
I posted this feedback in another thread before I saw this one...

basically I think the new transitions are cool at first, but get old very fast. I know you say they can't be disabled, but nothing is impossible. I'm sure it's too late to change for next week's release... but please consider allowing players to turn this off in the future if they wish to do so.

For me it's not about performance, I just find the effect strange and disorienting. If I had my camera set to 1st-person shooter mode, then the effect would be cool. But to be forced into a different camera mode every time you jump systems just seems odd and I don't enjoy it.

My 2 cents...
Yigal Tzadok
Native Freshfood
Minmatar Republic
#296 - 2013-05-31 12:08:19 UTC
the man above me states the obvious
Thorian Crystal
Viziam
Amarr Empire
#297 - 2013-06-03 20:18:50 UTC
Yeah, what is this changing of camera angle? I want to keep looking where I am going to, not that the camera swivels back to where I came from every time I jump.
Alvatore DiMarco
Capricious Endeavours Ltd
#298 - 2013-06-03 20:29:37 UTC
Thorian Crystal wrote:
Yeah, what is this changing of camera angle? I want to keep looking where I am going to, not that the camera swivels back to where I came from every time I jump.


Turn off the tracking camera before the outbound stargate activates and you won't have that happening.

You can turn off the camera with "C".
Katy Ling
Crimnson Concept Flame
#299 - 2013-06-14 05:05:02 UTC  |  Edited by: Katy Ling
CCP Prism X wrote:
iskflakes wrote:
Question number 1: Can I turn this off?



You want to turn off the optimizations? Lol

But to be serious: you can't turn the new seamless jumpgate transition off. It's kind of integrated into the whole experience now like the fade to black + loading bar used to be. Blink


why ? do you want to pay for my hospital bill if i have to receive assistance for seizures or worst ? because of the new animation camera snap ?


you see, not everyone react the same way to video games images.
some people get dizzy more likely than others.
and not everyone gets affected by camera shaking.
some people however, will get affected and a perhaps a smaller percentage has the risk of getting seriously affected.

now, you have a good part of you're costumers base telling you that there's an issue with you're fine work, that the camera snap makes them dizzy after a few jumps.

maybe people didn't realised it right away, but like reading in a car, you don't notice you're going to get dizzy until after doing it for a wile, when you try it.
in a similar way, jumping several gates, with a brush camera snap each jump, adds up to some people's discomfort and dizziness.

effects like camera shaking during warp, can be deactivated at players choice.

- why can't the camera snap on jumping gates can be deactivated too ?


so, you would be a lot more appreciated if you would put you're talent working on a solution to mitigate the issue, like an option to turn of camera snap on jumping gates, instead of making jokes back at people complaining to have a health issue, with you're new forced feature ?

thank you for understanding.
Alvatore DiMarco
Capricious Endeavours Ltd
#300 - 2013-06-14 06:54:34 UTC
Fun Scientific Fact: The jump animation cannot cause seizures.