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Can we turn off the new jump animation?

First post First post First post
Author
brammator
SUB ZERO.
#401 - 2013-06-08 11:13:03 UTC
CCP, please hear that: we are people. We like to control things. We don't like when you rip camera control off our hands. Stop doing that. Conserving camera angle/distance through jump/docking was great improvement. Don't step back. Add same thing for logging, and don't move my viewpoint until I deliberately click some option like 'use trackiing camera'.

And please, if I use 'tracking' checkbox in dscan, don't change the distance.

I understand you have jump animation hardcoded to be seen from some angle. But please find another solution. At least, change angle only.
Maybelater Headache
Doomheim
#402 - 2013-06-08 11:17:03 UTC
brammator wrote:
And please, if I use 'tracking' checkbox in dscan, don't change the distance.


even though OT, very good point Cool
Haulin Gneiss
Ministry of War
Amarr Empire
#403 - 2013-06-08 11:24:20 UTC
Ahvram wrote:
With all the things that need tuning and fixing in EvE I feel this was a massive waste of resources. How about spending your time on something we need. Assisting drones from the watch list, better drop down menu's as the new radial ones are awful and glitchy ect ect. These kinda of flashy effects waste dev time and system resources. I have a great machine and when running multiple clients I can tell there is some lag with the new gate mechanic. It nice to see it once or twice but honestly its a worthless feature and it shows your priorities are way off.

Btw You borked the shield/armor/hull alerts with this new patch. This needs to be fixed ASAP. These are the things you start to see when a gaming company is out of ideas for content. Just another feature like WIS that brings nothing to game but more client side lag and wasted Dev time.


Is it that time of the year to start a "this is what I'd like to see from CCP/Eveonline" Thread? The player base can be quite creative.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#404 - 2013-06-08 11:33:53 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.


A few thoughts:

1) The camera rush into and out of the jump tunnel are jarring. The tunnel moves at one speed, but getting in and out of it, the camera zooms much faster. My guess is this is a source of a lot of the motion sickness.

2) Remove, or at least tone down, the flashes in the cloud of the tunnel. Some people who struggle with epilepsy are complaining about the new effects, and my understanding of the issue there is that it's normally associated with flashing lights.

3) What annoys me is the camera swing from the ship into the gate. As I've said before, it's the ONLY time Eve takes away camera control.

Founding member of the Belligerent Undesirables movement.

Maybelater Headache
Doomheim
#405 - 2013-06-08 11:34:08 UTC
Haulin Gneiss wrote:
Is it that time of the year to start a "this is what I'd like to see from CCP/Eveonline" Thread? The player base can be quite creative.


No, this thread is mainly about criticism of the new gate jump animation.
Vaju Enki
Secular Wisdom
#406 - 2013-06-08 11:39:56 UTC
The new gate jump animation is great, moving system feels great.

We win the war against loading bars :)

The Tears Must Flow

Einste1n
The Scope
Gallente Federation
#407 - 2013-06-08 11:57:48 UTC
I like the new jump effect, too.
Maybelater Headache
Doomheim
#408 - 2013-06-08 12:01:32 UTC
Nullsec dwellers donĀ“t count. :P
Othran
Route One
#409 - 2013-06-08 12:03:56 UTC
Get rid of the enforced camera tracking. That's the problem right there.

Personally it doesn't cause me any nausea issues but it annoys the crap out of me having game designers decide what camera view I should prefer because they think it looks cool.

I play the game, not you and I'll decide what view I prefer thanks.

Deal with the enforced camera tracking and most people's complaints will disappear.
AbhChallenger
Center for Advanced Studies
Gallente Federation
#410 - 2013-06-08 12:05:36 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.


My opinion is the best solution is to have an option to just render a black square that takes up the 3D view during jumping. The issue is if you do something to "remove it" or otherwise make it a setting to reduce its impact on CPU or GPU then FCs will call for it to be disabled in fleet fights. And thus many people will just keep it off. Making the work done on it moot for a good chunk of EVE. This is just my opinion tho.
Dukan Dolat
Federal Navy Academy
Gallente Federation
#411 - 2013-06-08 12:24:52 UTC
Finally we got response from CCP. Thanks!

Jumping trough a gate makes me feel like riding a spinning chair on a moving rollercoaster watching the same simpsons episode again and again and again.

What cause nausea is the spinning camera at the beginning and the high speed zoom in at the end.
My eyes see my own movement and my inner ear does not. Thats the main problem with it.

Zoom in at the end makes me feel i get draged into the middle of the screen without my consent.
Please make all none player initiated camera movements optional. You did this already with the tracking camera.

This also count for the zoom in/zoom out thing if you jump trough a wormhole. There is no need
for such a animation.

Why not using the warp tunnel animation which is less obtrusive?

Thanks
Sister Sophia
Doomheim
#412 - 2013-06-08 12:28:34 UTC  |  Edited by: Sister Sophia
CCP Sisyphus wrote:
We ARE looking at this and considering what we can do.


Thanks so much CCP Sisyphus. That's really great news. Much love. Smile

===

Only a couple of things to add to what's already been said about camera pan, repetitiveness, loss of player control, jarring starts and stops, etc.

1. Please keep in mind that gate jumps in null- and low-sec can often be moments of high tension, particularly when flying fragile ships. Sometimes we are going to be intensely focused on our tactics before the jump and then on nearby hostiles, local composition, d-scan, and the layout of warp bubbles afterward. I'd ask please that the jump sequence not make things even more difficult for scouts. They already have a hard job.

2. It might be a good idea to test the sequence both on high-end and low-end machines. It's pretty unfair that someone should worry about losing a cloaky hauler or BR to nullsec rats because their hard drive takes a bit longer to load the sequence. As well, a large difference also probably means that gate-camp interceptors played on fast hard drives will have a substantial unfair advantage.

In any case, thanks again. It's awesome to have some dialogue on this. I'm sure it will take time to really iron out. But it's very cool that you're trying. Big smile
FloppieTheBanjoClown
Arcana Imperii Ltd.
#413 - 2013-06-08 12:39:22 UTC
Also, and this might be subjective, but I'm getting the feeling that players are showing up in local several seconds quicker than before. And I don't mean they're loading faster; I mean that there are several more seconds of "hey this guy is in local" before the player is actually able to take action. For those of us looking to surprise a target, that means more GTFO time which means less explosions.

Founding member of the Belligerent Undesirables movement.

Lounstar deVries
Aliastra
Gallente Federation
#414 - 2013-06-08 12:53:27 UTC
Capt Starfox wrote:
Idk why so many of you are complaining, it's awesome.

If CCP can code a "switch" that allows players to turn it off, okay cool. But, don't change it, or "reduce" it's effects because some players are too entitled to idk turn all your graphics down and turn away when jumping... I mean if you hate it anyway...


why should people turn away its couseing problems for alot of people and the animation where was cool for 2 or 3 jumps is plain boreing after jump 4
Lounstar deVries
Aliastra
Gallente Federation
#415 - 2013-06-08 12:57:04 UTC
Vaju Enki wrote:
The new gate jump animation is great, moving system feels great.

We win the war against loading bars :)


lol the jump animation is the load bar dont be foolish there should be an option on and off im sure u can program an offswitch if ur good enough =\
Geralden
Imperial Academy
Amarr Empire
#416 - 2013-06-08 13:16:32 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.




1 Losing control of your OWN camera. Dont ever do that again.
2 Making an animation, that looks like someone flushing a big toilet is ugly.
3 EVERY other animations are optional - you have provided switches for practially every other animation in the game, be it turrets, effects, camera shake, drone models... you name it. This one isnt.


Solve it - im not jumping before it's done - and staying in 1 system is kind of booring.. so i havent really logged for 3 days....
Li Tiger
Deep Space Resources Ltd.
#417 - 2013-06-08 13:27:35 UTC  |  Edited by: Li Tiger
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.

Thank you, thank you very much for your reply. There you just saved ccp payment for at least my 3 accounts, at least for a while until I see what you find out. Now I know that work is in progress.

First, no need to worry about getting poured a bucket of "poo" in the head. At least not from me. I do not have an anger problem. EVE is your game so I just wanted to know if I had to find new games to throw my time and money on. I would be well sad for a while, but I will survive well enough.
Maybelater Headache wrote:
Finally...rubber boots!

For me it is

- the camera swing, no control about how "close" my view is. If i only could...zoom out i would be fine probably.

- length of the animation- try to imagine you are doing *at least* 100j a day where awareness of what is around you is a must
- Endless repetition. Have fun.

^ ^ Maybelater Headache said it...same stuff goes for me!

Maybe ccp code it so that when you are zoomed out to a certain distance, you will only experience a "waarumm" sound like now, just dim voloume little - too high right now.

So ... starting gate "waarumm" ... "pop" end gate, no more fancy glitter!
The Djego
Hellequin Inc.
Mean Coalition
#418 - 2013-06-08 13:37:15 UTC
It would probably even be sufficient if the animation was slower, softer for the eye and more like the old warp tunnel effect.

A option to deactivate it, would be highly welcome, since if you move multiple chars for 30 minutes or more, seeing the animation as often as every 90s I get a headache currently and doing it for a hour or so is uncomfortable at best.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Velarra
#419 - 2013-06-08 14:15:17 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.


It's the forced camera panning & constant zooming inward movement that focuses on the stargate center, as the gate is activated.

Please stop zooming the camera in & forcefully panning / 'tracking" toward the stargate.

It's not the stargate-warp tunnel. It's not landing on the other side, it's the forced camera movement BEFORE the gate activates, while it's starting up, before the gate opens up the tunnel.

Note: the entire animation is cool the first time. Yet by the 60th jump it's sheer biological torture.
Aldap
State War Academy
Caldari State
#420 - 2013-06-08 14:28:28 UTC
CCP Sisyphus wrote:
Wading into a can of worms I'm sure, but here goes.

We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.

It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty

I am sorry for those adversely affected,.
Thanks for the post.

I really don't understand why you'd create it in such a way that it can't be switched off... It makes absolutely no sense.

I said it before, its a cool animation, I like it.

But after 200... 300 jumps by now (yes, some of us do roams that can easily reach 30-50 jumps a day), it honestly makes me cringe at the thought of making another single jump. What I now do is literally turn away from the screen to a book I'm reading, and 'come back' to Eve a few seconds later. I hopelessly miss the loading bar by now. The jump sequence, as some people already wrote here by now, has become a kind of ridiculous torture.

An interesting article about Solo PvP: http://themittani.com/features/new-eden-solo