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Feedback Request: System transition

First post
Author
YuuKnow
The Scope
#161 - 2013-05-11 19:25:51 UTC
CCP Sisyphus wrote:
Howdy all.

Also with the new sisi build, you should get the new jump transitions. Yes I know they look cool and all, but there has been a LOT of under the hood work done, and we need to know if anything "hinky" is going on when you are changing systems. Things not loading properly, bugs in UI etc. Anything unusual that can be attributed to how the client is handling you changing systems :)


New transitions look wonderful. No complaints here. Good work!

yk
Ashlar Vellum
Esquire Armaments
#162 - 2013-05-11 19:30:38 UTC
more feedback:

Bugs:

  • when you jump to a new system with fitting window open every UI element disappear except fitting window ship picture.
Octoven
Noir Holdings
#163 - 2013-05-11 19:42:22 UTC
So the new jumping effects are really awesome, im not exactly sure why people are getting motion sickness and if there are people getting motion sick from it then i feel sorry if they drive because they must throw up everytime they stop or pull out of a red light.

The overall effect is fine the way it is, the camera swivel at the end of the effect is a bit faster then the beginning which may make some people a little dizzy; however, that can be solved two ways. A) slow down the swiveling effect by half. B) make the camera come out of the tunnel on the gate and then slowly pan back to your ship away from the tracking of the gate. I think these changes might make it a bit more tolerable.

Qual
University of Caille
Gallente Federation
#164 - 2013-05-11 20:54:08 UTC
Ok, first off I like the idea, but current implementation have a few issues:

1) Dont hide chat etc. Its annoying.
2) Make it a cinematic cut like you see in games like x-com. Drop the camera transition, and just cut to the angle behind the gate, and cut back to original angle/zoom when transition is done. This will actually be less confusing/sickness enducing for the player than the current fluid transition.

Keep up the nice work.
Shuin Pa
Mentally Imbalanced
#165 - 2013-05-11 21:26:12 UTC
Personally I like the animation. It just needs a little tweeking. I love things that add to the immersion and progress bars are not immersive.

If it can be shorter it should be.
Maybe randomize it a bit somehow to make it more interesting? (Dunno how hard or easy that is to do)
The camera focus thingy after the jump is a lil annoying and should probably be removed. I want to look at where I am going, not where I came from. 8-)

My biggest issue is that all of the windows dissappear. It is shocking (for lack of a better word) to have all your windows leave the screen. The good news is that we can continue to type and not a single letter is dropped during the transition.

Lastly, I submitted a bug report for the Fitting window picture that stays on top of the transition animation.

Thank you for listening to your community!

Pa
Alvatore DiMarco
Capricious Endeavours Ltd
#166 - 2013-05-12 00:48:06 UTC
Qual wrote:
Ok, first off I like the idea, but current implementation have a few issues:

1) Dont hide chat etc. Its annoying.
2) Make it a cinematic cut like you see in games like x-com. Drop the camera transition, and just cut to the angle behind the gate, and cut back to original angle/zoom when transition is done. This will actually be less confusing/sickness enducing for the player than the current fluid transition.

Keep up the nice work.



Something I had considered before was moving the warp-to point for stargates from being the center of the gate to being a point in front of the gate. This way instead of ending up basically anywhere and needing the initial wide sweep we currently have, it would be a simple matter of rotating the camera to face the direction we're about to jump.

Everybody warping to the same unobstructed point in space could, of course, cause some problems that might make it a less-than-ideal solution, but it seemed like a reasonable idea when I thought of it.
Octoven
Noir Holdings
#167 - 2013-05-12 02:33:50 UTC
Alvatore DiMarco wrote:
Qual wrote:
Ok, first off I like the idea, but current implementation have a few issues:

1) Dont hide chat etc. Its annoying.
2) Make it a cinematic cut like you see in games like x-com. Drop the camera transition, and just cut to the angle behind the gate, and cut back to original angle/zoom when transition is done. This will actually be less confusing/sickness enducing for the player than the current fluid transition.

Keep up the nice work.



Something I had considered before was moving the warp-to point for stargates from being the center of the gate to being a point in front of the gate. This way instead of ending up basically anywhere and needing the initial wide sweep we currently have, it would be a simple matter of rotating the camera to face the direction we're about to jump.

Everybody warping to the same unobstructed point in space could, of course, cause some problems that might make it a less-than-ideal solution, but it seemed like a reasonable idea when I thought of it.


Its not that bad an idea, keeping in mind that you dont come out of warp EXACTLY where you should anyway, there is always a few hundred meters differential for each person soo that shouldnt make it to congested in one single spot.

Qual wrote:
2) Make it a cinematic cut like you see in games like x-com. Drop the camera transition, and just cut to the angle behind the gate, and cut back to original angle/zoom when transition is done. This will actually be less confusing/sickness enducing for the player than the current fluid transition.


Actually...I love the initial camera panning, it feels more smooth and connect and to be honest that was what the whole jump animation was to be fore anyway, a smooth transition. It almost is seemless now that you pan, streak through and your done; However, when you come out of the hyperspace tunnel, thats where I think we could do away with the swivel and just have the camera drop out face the same direction. You can actually do this now, but it requires you to hold down your right click button and just as you exit the tunnel, move your mouse a little to disrupt the tracking camera.

Essentially leave everything else where it is, but remove the gate tracking cam upon entering the new system. I think that will fix a LOT of issues with the extreme motion. I have noticed that most of the abrupt motion is on the ending of the animation and not the beginning.

I did like the UI disappearing, I think it makes it look and feel more real, you obviously will not be having your UI screen up when you are being de-materialized and sent through a tunnel and re-materialized, BUT this is just a game so who cares what makes sense P
Rebecha Pucontis
Doomheim
#168 - 2013-05-12 03:56:12 UTC
Utremi Fasolasi wrote:
System entry, at the destination - not gate entry in the start system.

LTR.

Entry can mean either entry to the stargate, or exit of the stargate. So can be interpreted both ways correctly. A more correct terminology would be to use the word stargate in place of system, as that way there can be no incorrect interpretation. So i'd suggest you learn to write coherently instead of blaming others for not being able to read.
TurAmarth ElRandir
Hiigaran Bounty Hunters Inc.
#169 - 2013-05-12 04:49:51 UTC
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.



What I am hearing, and my take on this is, the jump effects are nice but why do you have to tumble our views around on landing? On landing, if I want to turn and face the gate I came in from, that should be up to me... I "should" land in J-cloak facing generally away from the gate I came from... PLEASE stop the maddening Ship Spin Cycle thing on landing!

And, TBH, I am very not enamored of the Caldari (?) gate that you spin round to the back of then get hammered THROUGH a glass/metal cover at the ass end of the damn thing... the open-ended gates are far preferable visually... But this all goes back to my deep seated hatred of warping THROUGH stations and moons and effin planets... which is just downright stoopid... =\

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

Octoven
Noir Holdings
#170 - 2013-05-12 04:56:45 UTC
TurAmarth ElRandir wrote:
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.



What I am hearing, and my take on this is, the jump effects are nice but why do you have to tumble our views around on landing? On landing, if I want to turn and face the gate I came in from, that should be up to me... I "should" land in J-cloak facing generally away from the gate I came from... PLEASE stop the maddening Ship Spin Cycle thing on landing!

And, TBH, I am very not enamored of the Caldari (?) gate that you spin round to the back of then get hammered THROUGH a glass/metal cover at the ass end of the damn thing... the open-ended gates are far preferable visually... But this all goes back to my deep seated hatred of warping THROUGH stations and moons and effin planets... which is just downright stoopid... =\


Hmm didnt know Caldari gates had closed ends on them, I though this was only on gallente gates?
TurAmarth ElRandir
Hiigaran Bounty Hunters Inc.
#171 - 2013-05-12 05:29:37 UTC
Rebecha Pucontis wrote:
Disappointing to be honest. I had a feeling this really nice jump animation would be dumbed down for all the wet blankets complaining of motion sickness. As a medical professional even said on another thread, it is almost impossible to get motion sickness from the camera panning like that.

Kind of sad this cool animation is being nerfed already. :(


Huh, so when my wife played Decent with me and got motion sick and threw up, she was lying?

Fat damn lot YOU (and your supposed Dr) know... Of ALL the posts here you are like mebbe one of 3 who like it just the way it is. Glad you do, the vast majority of us DON'T. And that is what this forum is for, problems and resolutions... you know, feedback.

The camera zoom & pan should be optional, the hub fade out should be optional.

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

TurAmarth ElRandir
Hiigaran Bounty Hunters Inc.
#172 - 2013-05-12 05:31:03 UTC
Octoven wrote:
Hmm didnt know Caldari gates had closed ends on them, I though this was only on gallente gates?


Sorry, I did (?) after Caldari as I was unsure which gate it was, and you are correct It is the Gallente, my bad. =]

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

TurAmarth ElRandir
Hiigaran Bounty Hunters Inc.
#173 - 2013-05-12 05:35:26 UTC
Rebecha Pucontis wrote:
CCP Sisyphus wrote:
We're planning on making some changes to the camera sweep on system entry for sure.

I agree perhaps the exit camera could improve by transitioning to where it last was before the jump effect. But due to all the whining CCP are now nerfing the entry effect which is one of the most awesome parts of the animation.


Read it with m now... "On System ENTRY" not on EXIT you baft ditch... =\

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

Octoven
Noir Holdings
#174 - 2013-05-12 05:37:05 UTC
For those of you who are having motion sickness issues, its probably from the end of the effect when your cam swing back around to the gate. Ehh I for one could do with out that; however, the one starting the effect, Ive found that I don't notice the effect much if I focus on a stationary object like the gate itself. If you focus on the gate and allow the cam to 'swing' or arc around, it is kinda similar to just orbiting a gate over and over.

I know there will never be an option to completely disable the effect, im glad in that case; however, I think an option to disable the tracking cam so that you can just do like a cam cut like you would by looking at an object would help. However, leave the swivel effect in as a default because I really like it. Big smile
Rebecha Pucontis
Doomheim
#175 - 2013-05-12 05:43:28 UTC
TurAmarth ElRandir wrote:
Rebecha Pucontis wrote:
Disappointing to be honest. I had a feeling this really nice jump animation would be dumbed down for all the wet blankets complaining of motion sickness. As a medical professional even said on another thread, it is almost impossible to get motion sickness from the camera panning like that.

Kind of sad this cool animation is being nerfed already. :(


Huh, so when my wife played Decent with me and got motion sick and threw up, she was lying?

Fat damn lot YOU (and your supposed Dr) know... Of ALL the posts here you are like mebbe one of 3 who like it just the way it is. Glad you do, the vast majority of us DON'T. And that is what this forum is for, problems and resolutions... you know, feedback.

The camera zoom & pan should be optional, the hub fade out should be optional.

This was from a medical professional in another thread who claimed this. And I agree, if your throwing up then I would guess it is more the result of an underlying medical condition. You should get your wife checked out. Now stop being such a wet blanket and HTFU.

Shesh, its like listening to a whinging and barely coherent old codger reading your posts above.
TurAmarth ElRandir
Hiigaran Bounty Hunters Inc.
#176 - 2013-05-12 05:45:02 UTC
Rebecha Pucontis wrote:
(type) words (show ignorance)



CCP Love the new effects! As the bim ditch cannot tell the difference between exit and enter, Can you please make Rebecha Pucontis optional? Thanx!

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

Rebecha Pucontis
Doomheim
#177 - 2013-05-12 05:46:26 UTC
Octoven wrote:
For those of you who are having motion sickness issues, its probably from the end of the effect when your cam swing back around to the gate. Ehh I for one could do with out that; however, the one starting the effect, Ive found that I don't notice the effect much if I focus on a stationary object like the gate itself. If you focus on the gate and allow the cam to 'swing' or arc around, it is kinda similar to just orbiting a gate over and over.

I know there will never be an option to completely disable the effect, im glad in that case; however, I think an option to disable the tracking cam so that you can just do like a cam cut like you would by looking at an object would help. However, leave the swivel effect in as a default because I really like it. Big smile

The thing is, a small vocal minority dislike it and come to complain viciously about it on this thread, but the vast majority like me and yourself will love it, but most of them don't come on the forums to congratulate CCP.

Perhaps tweak the stargate exit camera swivel, but that is more for practical reasons and you dont want to have to keep constantly zooming your camera out every time you jump through a gate.
Octoven
Noir Holdings
#178 - 2013-05-12 05:59:12 UTC
Rebecha Pucontis wrote:
Octoven wrote:
For those of you who are having motion sickness issues, its probably from the end of the effect when your cam swing back around to the gate. Ehh I for one could do with out that; however, the one starting the effect, Ive found that I don't notice the effect much if I focus on a stationary object like the gate itself. If you focus on the gate and allow the cam to 'swing' or arc around, it is kinda similar to just orbiting a gate over and over.

I know there will never be an option to completely disable the effect, im glad in that case; however, I think an option to disable the tracking cam so that you can just do like a cam cut like you would by looking at an object would help. However, leave the swivel effect in as a default because I really like it. Big smile

The thing is, a small vocal minority dislike it and come to complain viciously about it on this thread, but the vast majority like me and yourself will love it, but most of them don't come on the forums to congratulate CCP.

Perhaps tweak the stargate exit camera swivel, but that is more for practical reasons and you dont want to have to keep constantly zooming your camera out every time you jump through a gate.


Yeah, and the whole business with VIMS which is indeed real...I know some people can get it from flight sims and virtual games; however, there is no point in disabling an effect the rest of the population has no issue with and loves, just to allow a minority to play without any real effects.
Heimer
Republic University
Minmatar Republic
#179 - 2013-05-12 07:43:51 UTC

Just did some side by side testing, same char, same ship, same gate, on TQ and SiSi.

Jump time: essentially the same, overall.

But instead of hitting Jump, seeing "JUMPING" at bottom of the screen as the gate fires (a few seconds) and then seeing a brief black screen, a too brief to read calibration message, and being in the next system, what we get is....

Hit Jump, camera swings around wildly to line up with the gate, gate fire, you're in a tunnel, the graphics lag and stutter, and then you arrive, but oh wait, more unnecessary camera motion as you land in system.

Really, this is first time I've gotten that motion sickness feeling in 15 years of gaming.... and I'm not the only one. Check the other threads here.

Hard to imagine anything more immersion breaking that taking a 5 minute break to go puke in a toilet.

Need an option to turn parts of this or all of this off.

Thank you.

Oh, lag and stutter? Probably because of my crap graphics card, right? This sad ol' GTX 660 Ti is all I could afford. Sorry.
Brainless Bimbo
Pator Tech School
Minmatar Republic
#180 - 2013-05-12 08:00:59 UTC
Generally like the jump graphic, you get to see the end of the tunnel amid all the excessive shake, what makes you think generated wormholes would be a bumpy ride?.
But as many others have said, it is the messing with / aligning of the camera when you finally arrive that is the really annoying bit, time consuming (or is that needed for Db reasons server side?) and is a bit disorientating .
If you think about out you should not be facing the gate you just came through should you, it makes no bloody sense, just spawn the ship as present and leave the camera in the spawned ships aligned direction of travel,

already dead, just havenĀ“t fallen over yet....