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Can we turn off the new jump animation?

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Essack Leadae
State War Academy
Caldari State
#1481 - 2013-09-19 18:39:24 UTC  |  Edited by: Essack Leadae
It was already stated that whatever efforts CCP provide to upgrade the animation, it won't work because if it was so easy to resolve all cases of motion sickness, it would be done in every games instead of getting FOV options and others workarounds.

But let's be "constructive" then.

So CCP has four choices to resolve this annoying problem :

1 - Do nothing
Not the best idea but well, why lose money and pride by offering an option or upgrade this animation ? =) Ok, I was joking =)

2 - First "cop-out"/easy way : Fade to black transition
The animation seems event-driven. Once the jump is confirmed, the process begin by the camera swing and the rest follows. It should be easy to add a fade to black transition decided by an option (disabled by default) who would be activated at the same time than the swing, and so that transition would cover all the animation (but only that, not the overview and the standard elements of the interface). It would be like X3:Reunion, but better.

3 - Second "cop-out"/easy way : Loading bars
CCP said that there is no more old system, but I seriously doubt that they don't have any version control system. It should be possible for CCP to get a part of the old code, adapt it to make it comparable of the actual animation about his way of doing his job, and add an option to activate it (disabled by default, of course).

4 - Hard way, CCP style : Upgrading

So... About the 4th choice, let's remember what is annoying in this animation. It has multiple flaws, here is a non-complete list (I will read the next posts to add any new criticisms) :

  1. The player leaves his "confort zone" because of the 3rd person view -> 1st person view switch, who wouldn't be troublesome if it wasn't so frequent (jumping is mandatory) and for more than 6 seconds. The time required to be adapted to the new point of view, the animation is close to be ended and so the player has to readapt again. It can be disorienting/confusing and can generate headaches for some people (I have them...).
  2. The lightning in the tunnel is inconsistent. Flashing white light (more bright than warp one) can be seen sometimes.
  3. No free camera. It is logical if we consider the 1st person view, but it makes impossible to compensate the annoyances by unzooming like we would do for the warp animation.
  4. The fact that we are going into 1st person view through a tunnel can be confusing if there is not a precise idea of when we enter inside it, or if we don't have to give the input for it. To be simple, in a FPS the fact of pressing the forward button permit to move us forward, so we know what happens even it we remain still on a chair. In Eve Online too, the warp animation happens nearly all the time at 75% speed and we can see our speed, so we can know when we will warp. In the jump animation, you are not sure that once you are facing the tunnel, when exactly you will enter inside, and that can be confusing or neauseating.



So CCP can do this, it won't be as efficient as one of the previous "cop-out" option, but if they are serious, then :
  • Make sure that the tunnel don't have any white flashes anymore. I am not sure if CCP knows their existence, it can be a bug who appears with low-graphics settings only (I didn't test at high-quality, but I play at low...). I suggest CCP to check it.

  • Make, by an option, a 3rd person view. I don't see why it would be impossible, but I do understand that the camera swing (and partialy the 1st person view) is here because it is impossible to code a correct way to see our ship move at the best location to use the jumpgate (well, it is possible but it would make the jump far, far longer than now). So CCP can add it this way :
  • *** The camera swing MUST remain (but can be improved, as they did) to hide the moving section, as it does now...
    *** ...but once the swing is done, instead of a 1st person view, we should see the back of our ship, even with a locked camera.
    *** ...of course, that means that we should see the ship arrive to the new solar system, unlike now.
    No need to adapt anymore of the switch of point of view, as we would remain in the 3rd person view nearly all the time, even with a locked camera. It would make the game more consistent too, as it is a 3rd person view game in the first place.
    *** Add a countdown of the exact moment we are going inside the tunnel can help too to reduce the confusion generated by the animation.

  • Free camera if possible. It need the 3rd person view, obviously, but it can help too to permit the players to compensate any lasting annoyances they fell by unzooming. Of course, CCP should make the moment after-swing remember the zoom setting currently used by the player : if the player have unzoomed before the jump, it remains unzoomed, etc. Like it was when we still had the loading bars, as the game remembered the zoom (nearly) at each jump.

Also, I can't confirm it but if I remember well, some players reported that a laggy node causes the jump animation to last like forever, so CCP should think about adding something to reduce this annoyance, like a fade to black transition or anything else that the EvE client will automatically activate after a certain amount of seconds, this to compensate. I can be wrong thought, it is not a behaviour that I can reproduce myself...

Removing obsolete signature... You just lost time to read that =)

Ranger 1
Ranger Corp
Vae. Victis.
#1482 - 2013-09-19 18:45:43 UTC
Now that was an excellent, well thought out post., particularly your point 4.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Gun Dulf
#1483 - 2013-09-19 18:50:04 UTC
I don´t want to see this ugly animation anymore, gimme an off switch.

zitti kitillabi billabi billabi zikko di zakkobam fisch kitti bisch

Kirren D'marr
Caldari Provisions
Caldari State
#1484 - 2013-09-20 17:59:32 UTC  |  Edited by: Kirren D'marr
Ranger 1 wrote:
Quote:
You claim to only be interested in honest disagreement, yet when you are given direct questions for discussion of that disagreement, you ignore them entirely. In doing so, you've lost whatever shreds of credibility you may have had. You are a troll, plain and simple; stop pretending to be anything else.


That would require direct questions instead of accusations indicating I mean exactly the opposite of what I have said. Blink

The only question I have seen directed at me is "Why do I oppose adding an off switch"... which is something I have never done.


Not sure why I bother, but giving you the benefit of the doubt one last time and assuming you missed it, here you go: (from here)

Kirren D'marr wrote:
In light of these details, what about CCP's response is reasonable? Maybe at first it might have seemed like a possible solution to some, but at what point do we agree that CCP doesn't know what they are doing and are incapable of improving the animation in a way that fixes these problems? At what point does it become clear that they have just wasted everyone's time waiting for a fix that may or may not have worked, when they could have put their efforts towards a 100% effective solution?


Moving on:

Ranger 1 wrote:
I have only pointed out that CCP directly stated that is not the direction they wish to take, so repeatedly demanding it is a waste of everyone's time. If that effort were instead channeled into making constructive suggestions on how to improve the effect to alleviate any physical side effects ( which is a path CCP is more than willing to explore) then you might actually get somewhere.


First, I'd point out that "repeatedly demanding" a change has effectively gotten CCP to reverse decisions in the past, so I woudl hardly call it a waste of time; to the contrary, given CCP's actions (or lack thereof), it seems to be the only viable option at this point.

Secondly, if CCP actually gave any indication that they were listening to the feedback, solicited responses and maybe responded once in a while with a status update or two in three months, then maybe "constructive suggestions*" would be an option. As it is though, CCP has closed off the communication. There have been many suggestions for improvements made in this thread, but there has been no indication that any of it is being considered or used.

*Of course they already rejected the most "constructive suggestion", i.e., the most effective at solving these problems: an off switch!

Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.     _ - Kina Ayami_

Johan Civire
Caldari Provisions
Caldari State
#1485 - 2013-09-20 18:59:01 UTC
infact i don't mind it. I love the idea need only a little more work in to it. And the time on and off of this animation need to be better. I mist some mini seconds to get my ass out of there if there is a gate camp. The timer need to be fixs of this animation. For the rest its need to be fine tuned and we are done. I love to see a defriend type of "jump" when we pass to defriend gates. Perhaps make a small animation for smaller ships and bigger animation for big ships. Also make some variation on it so its keeps interesting to see if you need to go 30 jumps.
Essack Leadae
State War Academy
Caldari State
#1486 - 2013-09-23 12:34:18 UTC
This topic should remain in the first page.

Removing obsolete signature... You just lost time to read that =)

RomeStar
Caldari Provisions
Caldari State
#1487 - 2013-09-23 14:59:19 UTC
Essack Leadae wrote:
This topic should remain in the first page.


I agree the new jump animation needs to go.

Signatured removed, CCP Phantom

Brynn Tinkerton
The Scope
Gallente Federation
#1488 - 2013-09-24 16:02:50 UTC
I never post on the forum , and almost never play

but when I go buy a new book the new jump makes me sick , it makes me dizzy and I hate it

I don't care if people like it, but an option to remove it or disable is required, and this is a big enough issue to keep people from logging in literally

it completely sucks
Kirren D'marr
Caldari Provisions
Caldari State
#1489 - 2013-09-25 20:32:21 UTC
This could really use a status update from CCP, or at the very least an acknowledgement that they still consider the physical effects of the animation to be a problem worth adressing.

For now, I take their continued silence as an indication that they intend to ignore the issue and try to sweep it under the rug.

We'll be having none of that now; back to the top!

Why a switch on/off? Because the new animation doesn't add anything to gameplay and it's graphically annoying. In other words, it's worse than bad: it's useless. Simple as that.     _ - Kina Ayami_

Velarra
#1490 - 2013-09-26 23:48:04 UTC
Sisi version 8.33.616019 continues to generate nausea due to jumpgate transition.

Please provide option to halt animation/movement of camera during gate jump transition.
Gun Dulf
#1491 - 2013-09-27 09:05:36 UTC
Gun Dulf wrote:
I don´t want to see this ugly animation anymore, gimme an off switch.


qft Cool

zitti kitillabi billabi billabi zikko di zakkobam fisch kitti bisch

Lugalbandak
Doomheim
#1492 - 2013-09-27 09:19:22 UTC
lucky there is no dislike button he?

The police horse is the only animal in the world that haz his male genitals on his back

Lugalbandak
Doomheim
#1493 - 2013-09-27 09:19:58 UTC
Charlie Jacobson wrote:
Giovannui wrote:
The new jump animation introduces too much lag when multi-boxing. is there a way to turn it off? If not, please give us the ability to use the old system again.


I'm glad to hear that. Death to multiboxers! \o/


Golden!

The police horse is the only animal in the world that haz his male genitals on his back

Samuel Wess
Doomheim
#1494 - 2013-09-27 10:41:40 UTC
I am still waiting for animation turn off. Also please put back the gate activation effect this is not a solo player
game. And while doing that scan button should be disabled on timer it will increase the life of many
mice and reduce finger strain.

Walk into the club like "What up? I got a big cockpit!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#1495 - 2013-09-27 10:56:10 UTC
Samuel Wess wrote:
I am still waiting for animation turn off. Also please put back the gate activation effect this is not a solo player
game. And while doing that scan button should be disabled on timer it will increase the life of many
mice and reduce finger strain.




This is just another case of stuborndnes from someone that learnign somethign at their graduation adn thins that whatever he learned is the truth. Exaclty same thign that happened with the incana expansion, the STUPID idea of removing the spinnign ship view. Was obviously wrong any any RATIONAL annalysis, but someoen had to be stuborn to force it.. and CCP payed a HUGE price for that.

I hoped they had learned, but seems not.

Let me make clear to whoever had this animation forced idea. No youa re NOT right, whatever you learned do not MATTER. ANY feature that adds ZERO function and makes your client throw up his lunch CANNOT BE RIGHT, doe snto matter what YOU think, what your marketing department think or whatever ANY cool book or paper about design has ever stated. REality is simple and CCP again choose to ignore it

"If brute force does not solve your problem....  then you are  surely not using enough!"

Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
#1496 - 2013-09-27 13:14:01 UTC
Can I have a text-based version of the EVE-client?
Essack Leadae
State War Academy
Caldari State
#1497 - 2013-09-27 13:45:25 UTC
Shan'Talasha Mea'Questa wrote:
Can I have a text-based version of the EVE-client?
Sure, you can have it. Few changes in the options and of some windows size, and you get this.

It is pretty close of a text-based version, isn't it ? That is on what I play now, as I was tired to reduce/maximize the window all the time between each jump. It is... fun, I guess... And of course, don't forget to disable the sound (wait, Eve had sound ?).

Removing obsolete signature... You just lost time to read that =)

Kagura Nikon
Native Freshfood
Minmatar Republic
#1498 - 2013-09-27 13:47:24 UTC
Shan'Talasha Mea'Questa wrote:
Can I have a text-based version of the EVE-client?



Graphics bring up functionality.. therefore they are not an eyes candy only feature. THe jump animation adds NOTHIGN but eye candy. Anyone with half the brain of a mouse can understand that...

"If brute force does not solve your problem....  then you are  surely not using enough!"

Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
#1499 - 2013-09-27 14:21:35 UTC
Essack Leadae wrote:
Shan'Talasha Mea'Questa wrote:
Can I have a text-based version of the EVE-client?
Sure, you can have it. Few changes in the options and of some windows size, and you get this.

It is pretty close of a text-based version, isn't it ? That is on what I play now, as I was tired to reduce/maximize the window all the time between each jump. It is... fun, I guess... And of course, don't forget to disable the sound (wait, Eve had sound ?).


Still too shiny. Ugh
Deacon Abox
Black Eagle5
#1500 - 2013-09-29 11:44:44 UTC
Would like to fly the new shiny SOE ships. Big smile but,

oh wait,

I'll just end up throwing up on my monitor and covering it with barf Sad

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.