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EVE Online: Odyssey Feedback

First post
Author
Johnson Oramara
Science and Trade Institute
Caldari State
#501 - 2013-06-06 19:54:17 UTC
seth Hendar wrote:
TheSkeptic wrote:
Hakaru Ishiwara wrote:
Feedback: Please give us a means for disabling the new gate animation. Even with a quad core i7, 12GB of ram and a 560 Ti GTX, the tunnel portion of the animation is choppy.


I run an i5 with 4 gig ram and 580 GTX and even with 6 clients open it's fine... sounds like your rig rather than EVE.

Edit: My feedback... move the undock button back... this was a pointless change that does little more than frustrate the player base.

nope, i7 4.2ghz gtx670 16bg RAM / SSD the animation is choppy at the end of the warp tunnel

had corpmate with equivalent rig, or better, get's choppy the same, and EVERYTIME it's te same behaviour, like 2 little lags near the end of it

animation is beautiful, but choppy, bug filled, and give motion sickness, it need to go or at least we NEED to be able to deactivate it, a game that rely THAT much on gate crossing CANNOT afford said gate crossing to give animation sickness / headaches or trigger epilepsy like it does for some.

again ALL this was reported while it was brought to SISI, CCP couldn't ignored it, and yet, rushed it live without taking players feedback in account

I have 3ghz quadcore with gtx670 too and can confirm the choppiness.
Hyper Visor
The Scope
Gallente Federation
#502 - 2013-06-06 20:05:31 UTC
Mindlessly double clicking in space on tiny loot cans. I realise you can manually fly your ship, and many PVP'ers regularly do it with amazing results, but honestly where's the skill in this?

A suggestion for the loot scattering mechanic:


  • Create a new deployable item like a Micro Bubble, specifically designed to catch Hacking Site loot cans
  • Even add a skillbook on how many bubbles you can deploy
  • The pilot would deploy these bubbles strategically around the site before entering the miini-game
  • The harder the level of site the more locations where loot might be released, requiring more pilots to help
  • Placement of the bubble in itself could become a skill
  • Give the bubbles a life, so this places a loose time limit on completing the hack
  • A loot can's life in the bubble is increased
  • Lastly any loot that doesn't fall into your bubble is available for anyone to grab, giving opportunities to scavengers


Siresa Talesi
Doomheim
#503 - 2013-06-06 20:07:54 UTC  |  Edited by: Siresa Talesi
After a few days of trying this out, here's my feedback:

1. This is the biggest one for me - the jump animation. Get rid of it, destroy it, burn it in a fiery death. Or at the very least, let us turn it off!!! I have found this animation to be both nausea- and migraine-inducing. As a regular migraine sufferer, I have enough triggers to avoid; this game does not need to be another. I should not have to look away from my screen or alt-tab every time I need to change systems. This game is now messing with my physical health, causing real-life pain and discomfort. I can't think of anything that would be more clear of in indicator that this was a bad design than that! I will gladly take a black screen with a loading bar over this any day.

1a. As a side note, please bring back the old gate flash effect, even if we only see it when other ships are jumping. It was a truly epic and iconic effect, and somehow, the game feels less like EVE without it.

2. The undock button - please, put this back where it was! Muscle memory is one thing, but there are also functional reasons to have it back on the neocom. Personally, I will often go to the map screen to plot out a course, then immediatly undock to start my journey. This is no longer possible, as the undock button is not accessible in the map window anymore. Like many aspects of this expansion, this change has added more steps and clicks to previoulsy simple tasks. It should be obvious that interface changes which require more steps is the exact opposite of streamlining the U.I.!

If you absolutely insist on keeping the new locaton for the undock button, then please at the very least swap it with the C.Q. button. The positioning now feels so counterintuitive. The button to undock should be pointing out towards the visible hangar and traffic of ships leaving the station, while the C.Q. button should be pointing further "inward" to the station. As they are now, it's the opposite, the arrow pointing towards your ship, hangar, and the path to open space takes you away from all of that. Plus, if the undock button were on the left, it woudl have the benefit of at least being oriented the same as it had been on the neocom, which would help make the transition a little easier.

2a. Another subnote, the undock animation - this defnitely needs to be more noticeable and measureable. It needs to be obvious that you are undocking, and clear how much time you have left to abort it.

3. While we're on the subject of U.I. changes adding more steps, how about the scanner button opening a radial menu? This is a redundant waste of time, and makes it the only button on the HUD that behaves differently than all the others. It is out of place, and a useless inconvenience.

3a. As a subnote on this, I'm against radial menus in general. In my experience, they've been something of a fad in computer games, but are rarely all that effective. With a simple dropdown menu, the mouse, and consequently, the user's eyes, only have to move in one direction to find the item you want to select. With radial menus, you are searching around, moving in multiple directions at once trying to find your selection. Not only is it disorienting, but it takes longer to do. In a game where timing can make all the difference, the delays of using a radial menu (or of having a radial menu pop up unintentionally and having to close it) can be a big pain. If you want to include radial menus, fine, but make sure that we have the ability to turn it off (and no, remapping to a different mouse key does not count - I use my mouse keys!).

4. And on scanning, turn off the autoscan effect! There are times I want to scan and look for things, but most of the time I do not. When I'm not out looking for something, the effect is just annoying, as are the myriad of objects that pop up in my view. I'd be fine with the animation if it only triggered when I wanted it to. Scanning needs to require player interaction, and as such, it needs to be moved back to a manually controlled event. The autoscan is just cheap, distracting, and annoying.

5. The red flash at the bottom of the screen and accompanying sound effect on taking damage - not only is this annoying, it is redundant. I know when I'm taking damage, I've already got three bars on the HUD that tell me this with a lot more detail and effectiveness than that constant annoying flash; not to mention the damage display telling me not only that I've been hit, but by whom and for how much. Note: just in case you're getting any ideas, removing these other features would not make the damage flash any more acceptable.

6. Targeted ships flashing before disappearing - this is not only annoying, but also provides an unneccessary time delay in acquiring a new target. The moment a ship blows up, it needs to be gone from the target list. I frequently have more ships in space waiting to be targeted, and the momentary delay waiting for a previous target to "blink off" can be costly in a thick fight.

7. Right click menu on ship in hangar - ok, I'll give you the benefit of the doubt on this one and assume that this was an unintentional bug. But whether it was or not, it needs to be fixed! It was the easiest and simplest method for performing several tasks on the ship. This is yet another change which has made previously simple tasks require more effort.

8. Camera autofocus on selected items - this is dizzying, and nearly as nausea-inducing as the jump gate effect. However, I didn't mark this as a major issue because you did at least include the ability to turn it off. But it needs to stay off, and not be on by default!

Bonus item: Ok, this one isn't Odyssey related, but I will repeat it every chance I get: Bring back the jukebox!!!
Global Warmer
23rd Light Dragoons
The Corcu Loigde Alliance
#504 - 2013-06-06 22:20:13 UTC
New patch, now my hud is flashing with 87% shields 99% armor and 95% hull..... ddin't blink until shields and armor were gone and hull was like 75% before....
Yonis Kador
KADORCORP
#505 - 2013-06-06 23:26:14 UTC
My thoughts on Odyssey:

(so far)

1.) Though it took me by surprise, and is still a lil buggy, I think the jump animation is gorgeous. I admit that it's very different but it's difficult to argue that this is not a graphical improvement to a progress bar. Imo, it's immersive and contributes to the environment immensely. Instead of popping off on one side of a gate and popping in at another, now you are literally flung across space. This has added depth to the concept of travel in EVE. Some folks have written that the transition is too "dark and stormy." It's certainly darker than say, a Star Trek wormhole. But if it reminds me of anything, especially the way you're snapped into position, it's got to be the wormholes from the movie "Contact." (one of my favorite films!) I'm not even sure if it's good for my game and I'm a fan. The night before Odyssey was deployed I made a 17 jump trip to Jita in an Interceptor in 9 minutes. I haven't been able to match that time since. I've seen people complain now of dizziness, nausea, headaches, and potential epileptic siezures from this thing. I'd advise all those people to stay away from null sec battlezones, the alliance tournament, eve radio light shows, lvl 5 mission running, etc. as there is no shortage of strobing, flashing, busy scenes in this game. I'd also recommend turning down the contrast on your monitors. Hell, EVE stresses me out so much at times, it's a wonder people who suffer from migranes are able to play it at all. I hope it gets smoother and quicker, but I can't support the removal of the animation outright. I hope it stays.

2.) I don't agree that the undock button needs to be moved back to the neocom, but I wouldn't be upset if they made it another drag and drop option for those who would prefer it there. It makes perfect sense that one would interact with the station on the station services panel. That's the station interface where players are supposed to interact with the station. But I do agree, and I've already written as much, that the undock and captain's quarters buttons should have been reversed. Not only would the undock button then be facing the same direction it was prior, but players shouldn't have to mouse over the CQ every time they want to exit a station. And it also couldn't hurt to develop a minimized version of the panel that still displays the buttons alongside a smaller npc corp icon.

3.) I was opposed to radial menus - until I tried them. I thought that radial menus were just going to add to the clutter and end up producing pop-ups where there are already too many. I can barely move the mouse now without some information screen popping up somewhere. But as I am anti-keyboard shortcut and I play this game using the mouse 99.9 percent of the time (the number keys are still necessary - the other hand is for a frosty brew!) I have since been forced to change my mind. Instead of mousing to the overview list, up to the panel to target, down to the hud to fire, back up to the targeted icons, etc....now I do 3/4 of that from a radial menu. It's going to completely revolutionize my mouse-only gameplay. I'm still getting used to it, and muscle memory has me still propping up some old habits, but I'm already a fan. I think radial menus may actually help stave off my future carpal tunnel diagnosis by a decade or more. (Thanks CCP!) In fact, I was thinking of asking CCP to add icons on the radial menu for active modules. So that you could, say, target and destroy an enemy and then tractor and salvage his wreck all from the same radial menu. And while that still sounds great, I'm having second thoughts about moving so much of our gameplay away from the HUD. The HUD is your ship interaction panel. If you're off playing with radial menus in an overview list, are you still flying the ship? I dunno. I felt the same way when the station hangar and corp hangar became entries on a navigation tree. It may be more efficient, but still not necessarily the best plan. Maybe revamping the entire HUD is the solution.

4.) I've seen quite a few people mention the tracking camera in these comments and I'm not sure why really. It's been around for a while now. And as I requested a tracking camera before the feature was released (in one of my prior posts) it's difficult not to also be a fan of that feature. Prior to the tracking camera, half of my mousework involved trying to keep my target centered. It's not useful in every situation but it's awesome sometimes too. When I'm traveling, it's great to just sit back and enjoy the ride.

5.) I wish I had more feedback about the exploration revamp as this is also something I asked for previously. But for now, I apparently need skills to try out the things I'd most like to investigate. I'm not sure I'm a fan of gravimetric sites being plainly visible to every person in every system. Part of the lure of mining a grav site was to get out of a belt and force folks to scan you down. Still, what I have seen and tried out seems like a step in the right direction. Loot tables may need tinkering, allowing for column size adjustments has been a common complaint, new logic games may need to be introduced, and I even like the idea of an hacking/archaeology interdiction sphere that slows down your flying loot. Exploration can and should be a viable profession.

With Odyssey, much of the look and feel of New Eden has changed. The jump animation, more v3 skins, new navy bc's, the exploration revamp and auto-system-scan, all combined, have served to alter our gaming reality quite a bit. Just imagine all this from the perspective of a new player, who has never tried EVE before, drawn here by some sense of exploration of the unknown. How will he react to these changes? I suspect favorably. And that, in itself, (along with the lack of an overnight 150-page threadnaught) is probably a good sign.

YK
Suicidal Blonde
Alchemical Aquisitions
#506 - 2013-06-07 00:27:04 UTC
I used to really enjoy exploration so I leapt into odyssey full of hope, despite following the test server feedback, and now, after a few days of playing around with it i'm at the point where i can say..

loot spew is depressing.
random clicky hacking game shows promise and i actually enjoy it but the feeling of finally cracking the damn system core after an epic battle with programmes is instantly ruined by 'ah, ****, what was in this again? which one of these am i gonna go for....datasheets? **** you..'
i can truly see that there is something behind the hacking game but please, stocking a can with loot based on a rng, then making us play a hacking game which, despite there being tactics, is essentially a luck based game then throwing our hard won loot into space to then begin a mad clickfest. i appreciate that you want to encourage multiplayer but i explored when my corpmates were offline or doing a combat site, or something else i have little interest in doing. if this loot spew mechanic is going to become the staple loot distribution mechanic, applied evewide in every case where a can previously dropped then i suppose i can learn to live with it but for it to be forced on explorers, well, **** it, i might as well mine.

otherwise i kinda like the system scanner, like all the new graphics updates and other things.
but yeah.
loot spew is bollocks.
maybe put the cans on overview?
oh... yeah... i remember, this has been mentioned and rebutted by 'we want you to interact with space.'
i live in null, i'm too worried space will violently interact with me.

Cheers for the upgrade anyway.
iterate on this as quickly as you can and hopefully ill not have to weep teary tears all over my cheeto stained keyboard.
Oraac Ensor
#507 - 2013-06-07 00:55:18 UTC  |  Edited by: Oraac Ensor
My reactions so far:

Likes

New undock button position.

Excellent. Docking and undocking are operations provided by station services, so where else should it be? It's also a decent size and well away from anything else, so very little, if any, chance of mis-clicking - never again will I be presented with a calendar while trying to undock. Its orientation is also exactly right - the screen shows your ship in the hangar and the chevrons on the button point outwards towards space, while those on the CQ button point inwards. Also a neat little animation showing undocking progress.

Having said that, other station services (e.g. ship fitting, manufacturing) are also provided in the neocom, so I don't see why undocking shouldn't be treated the same for those who would like it.

Jump animation.

I really like this. It's usually a bit choppy, but not drastically so, normally no more than one hiccup, and it's terrific when it goes smoothly. Reports of discomfort for some epilepsy and migraine sufferers are a bit disturbing though. I am subject to the latter but luckily the new effects don't cause me any trouble.

Dislikes

Autoscan.

Hideous. What moron came up with this idea? If I want to scan I'm quite capable of clicking a scan button, if I don't want to scan then I don't want a scan to happen. Please give us back the old scanning functionality - the radial menu launched by the scan button is a ludicrous concept.

Hacking game/loot scatter.

If I wanted to be playing some silly arcade game I wouldn't be in EVE. Having to duck out of EVE and play a totally different game at frequent intervals is a total immersion-breaker. Exploration is was my favourite EVE activity but this has completely ruined it.

Instant probe recall.

Really? By what magical process is this deemed to happen? Again, a complete immersion-breaker. Makes the whole thing seem like a kids' game aimed at the 5-10 age group - and even that could be insulting for some kids of that age. Please bring back the original warping/returning process.

Ore sites.

What is the point of having them permanently accessible? As hidden scannable locations they provided places where miners could do their work in relative peace, this being the reward for the skills (both character and player) employed to find them. It seems to me that they're now little different from regular belts.


Final whinge: still no sign of the new Crucifier, Imicus and Tristan hulls shown at the last two Fanfests. I would really like to try the Tristan's new droneboat role but can't bear the idea of flying around in a space-going Michelin man, so those I bought in anticipation are still mouldering in my hangar.
Kael StarFly
Brutor Tribe
Minmatar Republic
#508 - 2013-06-07 03:32:11 UTC  |  Edited by: Kael StarFly
I'm starting to wonder if Odyssey 1.02 reduced the # of exploration sites? For the first two days after Odyssey I didn't have a problem finding sites in high sec, but tonight I haven't found anything to speak of in my normal stomping grounds. I've jumped through 17 systems and I've found 7 wormholes and 1 DED 1/10 site. All the other systems were just empty.

I have seen cosmic anomalies still, I'm only talking about things that have to be scanned down.

I don't think THAT many more people are exploring tonight as compared to the last two nights. Local is still <10 people in many of these systems.

Has anyone else been having the same problem? Or am I just unlucky tonight?

Edit: Make that 18 systems, 9 wormholes, and 1 DED 1/10. Guess it's time to do some mission running =)
Galen Dnari
Dnari Mining and Manufacturing
#509 - 2013-06-07 05:47:31 UTC
Funny. In the past I almost never used the undock button on the bottom of the Neocom. I undocked by right-clicking on my ship and selecting undock from the contextual menu. Now it's moved to the top of the station window, I find myself using the undock button much more often. And I haven't had a problem misclicking on the CQ button, and don't see why anyone would.

Haven't had the "nausea" problem some have reported on jumping, but then I turned off camera shake long ago. Not that I know whether that has anything to do with it, lol.

Haven't tried scanning yet.

Was annoyed to discover that my alt, who should have been five and a half hours into BC V when downtime hit, got zero credit for any of it. Would have saved me almost a day of training.

I've never understood why we get sent back to the login screen when we want to switch to an alt. Not that it has anything to do with the patch.

Gamers should be prohibited from using the word "useless" because none of those I've seen use it seem to know what it actually means. Apparently they think it means "I don't like it".

http://eveboard.com/ub/1939472205-31.png

PJ Remilard
Sebiestor Tribe
Minmatar Republic
#510 - 2013-06-07 08:06:25 UTC
I'm honestly a big fan of all the new exploration changes. The new hacking mini-game as well as the loot spray and both engaging and admittedly enjoyable. It's a step up from the old monotonous module spamming where I often found myself trying to browse the net at the same time, if I wanted to do that I'd just mine ore.


The only criticism I have is the probe instant auto recall. It makes it a little more user friendly than EvE is known and loved for.

The menu button change is weird but it doesn't bother me, change can be good.

Overall Odyssey is a groovy expansion in my eyes.
Xer Jin
Hedion University
Amarr Empire
#511 - 2013-06-07 08:33:44 UTC
dear ccp
i do not like the auto scan i have to hear it 90 times when i jump me 3 toons to a system 30 jumps away this is bad and annoying i cant turn off ui sounds cause i need them on so please make an option to set auto scan off i don't need to see scan results all the time this is a really stupid implementation of this feature also the radial menu on the scanner button is bad too its olny there for the scanner always show option this option can go in the scanner window and i have no clue as to why its not please fix this stuff naow!
Xer Jin
Hedion University
Amarr Empire
#512 - 2013-06-07 08:34:41 UTC
srsly i'm sick of the auto scan sound
Xer Jin
Hedion University
Amarr Empire
#513 - 2013-06-07 08:35:46 UTC  |  Edited by: Xer Jin
gate jump sounds are too loud compared to other world sounds
Xer Jin
Hedion University
Amarr Empire
#514 - 2013-06-07 08:37:35 UTC  |  Edited by: Xer Jin
also i do not want to auto scan on every jump and undock

PLEASE GIVE ME AN OFF/ON SWITCH NAOW!
Mardante Soliest
Realm of the Forgotten
#515 - 2013-06-07 08:39:42 UTC
Xer Jin wrote:
also i do not want to auto scan on every jump and undock


Dude .. chill.. turn off the sound already.

There is no easy way.

Xer Jin
Hedion University
Amarr Empire
#516 - 2013-06-07 08:41:01 UTC  |  Edited by: Xer Jin
Mardante Soliest wrote:
Xer Jin wrote:
also i do not want to auto scan on every jump and undock


Dude .. chill.. turn off the sound already.


like i said i said above i like/need sound i don't need the scanner or its annoying sounds except when i need to scan a system
Xer Jin
Hedion University
Amarr Empire
#517 - 2013-06-07 09:19:53 UTC
now for some positive feedback

jump animations are great over 9000 internet points to you ppls at ccp who made this i love how it really ties together the feelz of moving around in new eden combined with the auto route in space gj

new probing is nice less work more results one handed scanning is much more enjoyable all though i have an issue with probes not showing on the map at my position after launching them but i'm sure you will fix this.

loot spew is fine in my eyes as is i know alot of ppl hate this but thats because they want to push butan get lootz to bad.
i like the new data and relic cans they are cool.

combat sounds need options/settings.

new music is great!

I LOVE MY NEW NAYPOC but cap is too ****** you nerfed it to hard i was at 11 mins with conflag now im down to 3:11 WHAT THE HELL are you smoking fozzie should be sitting around 6 min mark this is too much.

new tagging shortcuts are great but wtf took you so long srsly

i've also noticed a lack of dust clouds at amarr emperor family station did you kill them everywhere?

overall i'm quite happy with the new expansion
thanks ccp

Dumas Athos
World Curling Team
#518 - 2013-06-07 11:39:42 UTC  |  Edited by: Dumas Athos
I've taken the last few days to run exploration sites and see how I felt about them without hitting one and getting spacemad from not getting all cans or blowing a container and coming here to yell.

In all, I think data and relic sites are nearly perfect. I enjoy the puzzle of finding sites and the additional puzzle of getting the cans open. If you enjoy that sort of thing, it's a fair bit of fun.

I'm OK with the loot cans as well but there is room for improvement. I'd like very much to see these on my overview (there's apparently a checkbox for it in overview settings) and a bit more delay for the cans to expire. The fact is I'm not colorblind but I do have a hard time seeing the can types I want and they group so closely together that it takes precious seconds to go through them.

Perhaps it would be better to not have the cans expire and give them a little more speed to spread out. It would still be easier to have a buddy to help collect but it wouldn't penalize soloists or people who're older than 40 and take a bit longer to find and capture the tiny cans.

Overall, I think this minigame is excellent.
Carol Krabit
School of Applied Knowledge
Caldari State
#519 - 2013-06-07 11:42:55 UTC
Oraac Ensor wrote:

My reactions so far:[...]


These are my exact opinions about this expansion. And what is the new exploration content exactly? The hacking mini game? It seems to me more intricacies were lost than gained for the explorers.
Kai Pirinha
#520 - 2013-06-07 12:25:44 UTC  |  Edited by: Kai Pirinha
Another thing that really keeps bugging me:
Warpgate travel is so noisy. Wormhole jumps became so quiet.

So what does that actually mean? Well any time I travel in Highsec, I am bothered by the sound. Warpgates are a necessity to get from A to B and I have to get through several of them. I don't care much about the sound.
Monitoring Wormholes is helpful to identify intruders. Especially for Multiboxing it is helpful to have a sound and to actually hear when something is happening.

Most people who utilize the sound use it to acoustically identify that something is happening.
This has now been made very hard, almost impossible. I need to turn world level and master level to hear something in W-Space and need to turn the master level almost down to the minimum in order to not get my head blown off by these awful jump sounds. If I multibox, I need to use a junctioned eve-client again just because of the sound settings! Is this what you wanted? I didn't need them before!

Please CCP, either make the sounds customizable (let me turn the wormhole sounds loud and the warpgate jumps quiet - similar to the "quieter weapon sounds" option that is already in game for ages) or switch them. Or revert them back to the old sounds. They were fine. Why do you try to fix and break stuff that works perfectly?

Hello World