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Odyssey General Feedback Thread

First post First post
Author
Ibrahim Vaughn Holtzman
the holtzman experience
CAStabouts
#101 - 2013-05-10 14:37:26 UTC  |  Edited by: Ibrahim Vaughn Holtzman
The scanner swoop yet again adds unnecessary chirps, beeps and blips. Even the freaken' radial menues have been given sound effects Ugh
I say we really need a way to selectively disable UI sounds. The 'Audio Alerts' submenu (in the ≡ Menu below the HUD) could do exactly that. It could easily be expanded to control virtually every UI sound/alert/whatever.

The inventory is badly bugged when in 'List' or 'Details' mode.

The whole jumping-through-stargate affair is rather awkward:
Jumping through stargates like the 'Gallente System' type, where one end of the structure is closed sends the camera trough the structure. O.. kay?
The camera swaying around wildly before and after jumping through a stargate is disorienting and possibly even makes jumps longer, because the player has to wait for the camera to 'settle'.
Also, I don't understand why the camera has to sway back to show the stargate after jumping.

On a side note; game design classes as early as 1995 teach that removing camera control from the player is always a bad thing. It destroys immersion and sense of interactivity.
Tritanium Amaranth
Republic University
Minmatar Republic
#102 - 2013-05-10 20:14:42 UTC
The gate jump effects are completely fubar in the case that you're jumping a gate or wormhole when in another view (i.e. solar system map, planet mode, etc.) -- what happens is the view stays the same but the UI just goes *poof*. This seems silly.

Sugar Kyle
Middle Ground
#103 - 2013-05-10 20:39:43 UTC
I love the jump effects but a lot of people want them to be an environment option that can turn off.

Member of CSM9 and CSM10.

Ahwall Utrigas
Caldari Provisions
Caldari State
#104 - 2013-05-11 00:09:22 UTC
The new apoc is fine but its ICON is still the old apoc. The Armageddon Icon is also screwy (polygons on the opposite side of the ship from the viewing position are showing through the ship.)


Thanks!
People cheer on the succesful more than they encourage the weak.
Jack Ogeko
Republic University
Minmatar Republic
#105 - 2013-05-11 00:41:43 UTC
..... new apoc model
hm......
textures are nice i like them
color shemat is also nice i like them
only thing is little wierd for me, is the shape of end of the ship, part with engines, i more like, shape of that part from old one.
Milton Middleson
Rifterlings
#106 - 2013-05-11 00:52:25 UTC
CCP Habakuk wrote:
Milton Middleson wrote:
Ore anomalies appear to be lacking ore. I have no prior experience with them, but I suspect this is not intended.

Can you remember which one you checked?


Never mind. The culprit appears to be a mix of sleep deprivation and being bad at overviews.
Tash'k Omar
Indefinite Mass
#107 - 2013-05-11 06:51:51 UTC  |  Edited by: Tash'k Omar
CCP Goliath wrote:

Team Game of Drones

  • Pirate Rookie Frigates
  • Skill Changes to every ship in the game
  • If you could fly it before you can fly it now. Destroyers and Battlecruiser skills were split into 4 racial variants. Users can expect to be in ships for which they do not have all prerequisite skills
  • Skill reimbursement will apply in certain specific scenarios
  • New Navy Battlecruisers
  • Tier 3 Battlecruisers rebalanced (now Attack Battlecruisers)
  • Cruise Missile Changes
  • Large Energy Turret Changes
  • Tier 1 Battleship rebalance




Anyone have a link to what was changed here, or a link to a/the discussion thread? Not finding any specifics, other than the dev blog detailing the skill changes that was released a few months ago.

Most interested in the second half of that list.

I would also like to reiterate what many other people have said.

Many of the new visual effects are stunning and beautiful. However they can be overpowering. Options to disable them or at the very least tone them down (opacity control ?? opacity of system scanner and anomalys shown in space and opacity of UI on stargate changes) should be implemented.

Not particularly a fan of the radial menu. To be honest as of yet I don't have much experience actually using it, my only experience has been accidentally clicking something via the radial menu while trying to do something else. It seems to add redundancy where it isn't needed, and further complicate things.

Too many audio effects. Odyssey has added a lot of 'noise' which can be especially annoying when running multiple clients simultaneously, as the majority of Eve players do. Adding a menu to disable them individually would be a welcome addition.

I haven't seen anyone mention this yet here, but my drone bay response has been extremely slow. Right clicking to launch drones has me waiting for multiple seconds before a drop down box appears.

I did have 1 bug appear twice to me regarding C5 capital escalation sleepers and their scram/web mechanics. The first time, after using the moveme channel command, my ships max velocity was as is it were still being webbed, and I was unable to warp, even after relogging (relogging did reset my velocity to normal, but it was still as if I were being scrammed). Activating a disruptor on my ship and deactivating the module allowed me to warp again. I was able to reproduce the effect (only on a chimera both times) in the same wormhole after completing a different site normally, without using any commands. Logging out and back in after downtime cleared the effect without the need for another character to warp disrupt me.

The scan menu should have options to resize the different columns. There needs to be a range column. You should be able to sort by the different columns. The scan menu, while interesting, is in my opinion too bright. It doesn't resemble any other interface in Eve that I can think of at the moment.

The system scanner should also show anomalys and the partial signature hits of signatures in the map screen and the scanner list. Lists are inherently easy to read, much more so than trying to rotate your screen around every direction.

The undocking notification should be changed. I rather liked the old 'loading bar' style, but am not averse to change if it still gives the same level of functionality, which the current implementation does not (unable to see status depending on UI placement, and progress bar removed entirely).

Automatically recalling probes on session changes is a nice feature in almost all circumstances, however there are times when leaving a set of probes behind in a specific configuration can be helpful (leaving local but still having combat probes up, leaving a wormhole you play to return to shortly). I wasn't able to find a way to do this with the current system.

The current scanning system only displays the exact return of each signature you scan with your current probe setup. It does not 'remember' other signatures you have just scanned to 100%. I like the graphic showing the signal strength, but a text column with the same attribute might be nice to have. I don't like the warp to button that appears after scanning to 100%, because it seems the majority of time that's not what people will be doing. Bookmark might be more useful there. (To me, bookmark would be more useful, but it's hard to say what the 'majority' of Eve does in a particular situation)

One thing not related to changes, more like a wish: Adding bookmarks to the celestial view (icons like planets/celestials have now) and the overview. Also possibly adding a refining feature to the rorqual (in needs some love), and ice anomalys in wormhole space.

This ended up being a lot longer than I thought. Just reiterating what I've noticed on Sisi so far and what I've seen other people say here. While most people will focus on the things they hate and the things they think you've done wrong, I really like most of what is being done, especially if it reaches TQ fully polished. Keep up the good work and thanks for all the improvements/changes!
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#108 - 2013-05-11 16:59:44 UTC
Tash'k Omar wrote:
[quote=CCP Goliath]
Team Game of Drones

  • Pirate Rookie Frigates
  • Skill Changes to every ship in the game
  • If you could fly it before you can fly it now. Destroyers and Battlecruiser skills were split into 4 racial variants. Users can expect to be in ships for which they do not have all prerequisite skills
  • Skill reimbursement will apply in certain specific scenarios
  • New Navy Battlecruisers
  • Tier 3 Battlecruisers rebalanced (now Attack Battlecruisers)
  • Cruise Missile Changes
  • Large Energy Turret Changes
  • Tier 1 Battleship rebalance




Anyone have a link to what was changed here, or a link to a/the discussion thread? Not finding any specifics, other than the dev blog detailing the skill changes that was released a few months ago.

https://forums.eveonline.com/default.aspx?g=topics&f=270

Check this forum board for the threads with the info you want.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Shuin Pa
Mentally Imbalanced
#109 - 2013-05-11 22:39:58 UTC  |  Edited by: Shuin Pa
EDIT: NM found it
Setsune Rin
Ministry of War
Amarr Empire
#110 - 2013-05-11 22:57:27 UTC
Probe strength needs adjustment

the current build increases probe strength on a (what i project is going to be) standard covops by ~30%
while its not a disaster for core probes, combat scanner probes are going to be OP

especially if you factor the removal of deployment and positioning time for probes, 5 second combat scans are now a pretty solid posibilty
Utremi Fasolasi
La Dolce Vita
#111 - 2013-05-11 23:50:22 UTC
Is the latest market re-organizing on Sisi the doing of FoxFour again? If so he is my favorite dev, and I hope he gets a barrel of beer and shark. Well, maybe two separate barrels.
Vassal of Doom
Doomheim
#112 - 2013-05-12 02:02:19 UTC
The new jump effects are f***ing terrible. Hell, on a trip of 15 jumps it ended up making one of my corpmates sick. We should be able to turn that (along with the scan) off.
gawrshmapooo
J33 Monocombine
#113 - 2013-05-12 12:54:26 UTC
The jump effect is my biggest concern.
There is a HUGE gap between "The fun I am having jumping to Amarr to buy something." and "How fun CCP thinks this activity is."

For example:

Me: Alright...I need a BCU...let's go get one.
Jump effect: ARE YOU F*CKING READY?!?!?
Me: Uh...Okay, I was just one my way to get a BCU to-
Jump effect: THAT'S COOL, BUT CHECK THIS SH*T OUT!
Me: Oh uh...do you really have t-
Jump Effect: BRO LEMME BORROW YOUR CAMERA FOR A SECOND
*At this point my cat is howling at me, my desk is shaking, and something is exploding outside*
Jump Effect: CHECK OUT THESE COOL CAMERA SWEEPS *SWOOOOOSH* ISN'T THIS AWESOME?!?!
Me: Uh...Can I mute you...or make you go away...?
Jump Effect: NO CHANCE IN HELL :D NOW LEMME JIGGLE THE CAMERA AROUND A LITTLE BEFORE I LET YOU HAVE IT BACK.
Me: Oh thank god...ugh...One jump down.
Jump Effect: LET'S F*CKING DO IT AGAIN!!!!! :D :D :D :D


It just feels like a cutscene that you have to watch over...and over...and over...and over again. I don't like cutscenes.
I just want to eat my Quiche, go get a goddam PCU because I forgot to get one earlier, and go back, not SWOOSH SWOOSH BOOM FSHHHHHHHHHH etc.

Also:
-Deep Space Probes are a legitimate tool.
-If the option was available I would completely disable the sweepy scanner thing permanently.
-custom probe formations

Thank you o7

I sell combat boosters of every strength and type. Message me to get your edge.

Utremi Fasolasi
La Dolce Vita
#114 - 2013-05-12 14:35:29 UTC
gawrshmapooo wrote:
The jump effect is my biggest concern.
There is a HUGE gap between "The fun I am having jumping to Amarr to buy something." and "How fun CCP thinks this activity is."

For example:

Me: Alright...I need a BCU...let's go get one.
Jump effect: ARE YOU F*CKING READY?!?!?
Me: Uh...Okay, I was just one my way to get a BCU to-
Jump effect: THAT'S COOL, BUT CHECK THIS SH*T OUT!
Me: Oh uh...do you really have t-
Jump Effect: BRO LEMME BORROW YOUR CAMERA FOR A SECOND
*At this point my cat is howling at me, my desk is shaking, and something is exploding outside*
Jump Effect: CHECK OUT THESE COOL CAMERA SWEEPS *SWOOOOOSH* ISN'T THIS AWESOME?!?!
Me: Uh...Can I mute you...or make you go away...?
Jump Effect: NO CHANCE IN HELL :D NOW LEMME JIGGLE THE CAMERA AROUND A LITTLE BEFORE I LET YOU HAVE IT BACK.
Me: Oh thank god...ugh...One jump down.
Jump Effect: LET'S F*CKING DO IT AGAIN!!!!! :D :D :D :D


It just feels like a cutscene that you have to watch over...and over...and over...and over again. I don't like cutscenes.
I just want to eat my Quiche, go get a goddam PCU because I forgot to get one earlier, and go back, not SWOOSH SWOOSH BOOM FSHHHHHHHHHH etc.

Also:
-Deep Space Probes are a legitimate tool.
-If the option was available I would completely disable the sweepy scanner thing permanently.
-custom probe formations

Thank you o7



This is the most hilarious thing I've read all week. I laughed so hard. If I was female I would be pregnant right now from how boss this is.
Jack Ogeko
Republic University
Minmatar Republic
#115 - 2013-05-12 16:20:28 UTC  |  Edited by: Jack Ogeko
add number of waypoints info to route info, maby at pleace after number of jumps info in route ui
Beaver Retriever
Reality Sequence
#116 - 2013-05-12 16:37:08 UTC
gawrshmapooo wrote:
The jump effect is my biggest concern.
There is a HUGE gap between "The fun I am having jumping to Amarr to buy something." and "How fun CCP thinks this activity is."

For example:

Me: Alright...I need a BCU...let's go get one.
Jump effect: ARE YOU F*CKING READY?!?!?
Me: Uh...Okay, I was just one my way to get a BCU to-
Jump effect: THAT'S COOL, BUT CHECK THIS SH*T OUT!
Me: Oh uh...do you really have t-
Jump Effect: BRO LEMME BORROW YOUR CAMERA FOR A SECOND
*At this point my cat is howling at me, my desk is shaking, and something is exploding outside*
Jump Effect: CHECK OUT THESE COOL CAMERA SWEEPS *SWOOOOOSH* ISN'T THIS AWESOME?!?!
Me: Uh...Can I mute you...or make you go away...?
Jump Effect: NO CHANCE IN HELL :D NOW LEMME JIGGLE THE CAMERA AROUND A LITTLE BEFORE I LET YOU HAVE IT BACK.
Me: Oh thank god...ugh...One jump down.
Jump Effect: LET'S F*CKING DO IT AGAIN!!!!! :D :D :D :D


It just feels like a cutscene that you have to watch over...and over...and over...and over again. I don't like cutscenes.
I just want to eat my Quiche, go get a goddam PCU because I forgot to get one earlier, and go back, not SWOOSH SWOOSH BOOM FSHHHHHHHHHH etc.

Also:
-Deep Space Probes are a legitimate tool.
-If the option was available I would completely disable the sweepy scanner thing permanently.
-custom probe formations

Thank you o7


Needs a dubstep drop for each jump.
gawrshmapooo
J33 Monocombine
#117 - 2013-05-13 03:18:26 UTC  |  Edited by: gawrshmapooo
Beaver Retriever wrote:
gawrshmapooo wrote:
stuff


Needs a dubstep drop for each jump.


CCP should just get Skrillex to WUBWUBWUB it up and it would be no less obnoxious.

If jumping wasn't an every day fact of life in Eve, if jumping through a stargate wasn't a matter of course, the effect would be awesome. Take the reaction at fanfest.
First time: WOOOOOOOOOOOOOOOOOOOOOO
Second time: Woooooooooooo!
Third time: Silence. (Even just those three jumps got old FAST.)

But the fact is that jumping is something you do A ALOT. Capsuleers go through jump gates like we go through doors, it isn't this massive ordeal, it's par for the course.

So, jumping, which is not an exciting activity in and of itself, is given this very exciting and IN YOUR FACE cutscene that does NOT match how I feel about jumping, and thusly it gets very monotonous and annoying. I don't watch the opening Eve cinematic every god damned time I start eve, and I don't want to watch this long repetitive cutscene every time I go for a jump.

Note: Even if the actual jump times are the same or possible shorter, it feels much, much longer and more interruptive than a loading bar ever was.

I sell combat boosters of every strength and type. Message me to get your edge.

Sobic
The Graduates
The Initiative.
#118 - 2013-05-13 04:47:47 UTC
gawrshmapooo wrote:
Beaver Retriever wrote:
gawrshmapooo wrote:
stuff


Needs a dubstep drop for each jump.


CCP should just get Skrillex to WUBWUBWUB it up and it would be no less obnoxious.

If jumping wasn't an every day fact of life in Eve, if jumping through a stargate wasn't a matter of course, the effect would be awesome. Take the reaction at fanfest.
First time: WOOOOOOOOOOOOOOOOOOOOOO
Second time: Woooooooooooo!
Third time: Silence. (Even just those three jumps got old FAST.)

But the fact is that jumping is something you do A ALOT. Capsuleers go through jump gates like we go through doors, it isn't this massive ordeal, it's par for the course.

So, jumping, which is not an exciting activity in and of itself, is given this very exciting and IN YOUR FACE cutscene that does NOT match how I feel about jumping, and thusly it gets very monotonous and annoying. I don't watch the opening Eve cinematic every god damned time I start eve, and I don't want to watch this long repetitive cutscene every time I go for a jump.

Note: Even if the actual jump times are the same or possible shorter, it feels much, much longer and more interruptive than a loading bar ever was.


Space feels seamless now.
I agree the camera before the jump could be sped up.
Also the camera angle change at the end could be done away with, or optional.

Other than that you seem to just not like change. I find it more immersive. The only thing that makes it like a cut scene is the fact that the UI disappears. Which may be part of how they unload/load assets. Which if they have to do it to make it all seamless and faster I could care less.
I think the big question is how this all works in massive fleet movements.
gawrshmapooo
J33 Monocombine
#119 - 2013-05-13 06:00:03 UTC
I am totally okay with a jump effect of some sort. It's just too...too big.
The tunnel part is cool, it's just what happens before and after that.
The camera should not be out of your control for longer than absolutely required.

I sell combat boosters of every strength and type. Message me to get your edge.

Tash'k Omar
Indefinite Mass
#120 - 2013-05-13 15:37:19 UTC
Dropped 2 jetcans last night and they are still there when I logged in this morning.

Dropped 30 minutes before downtime, and still here as of this posting.

In a C5 pulsar.