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[Kronos] Third Person Warp-In/Out Effects

First post
Author
Jessica Danikov
Network Danikov
#41 - 2014-05-22 15:08:28 UTC
Capqu wrote:
hey

you can't see where ships warp


Could the effect be modified to leave a residual glow in the direction they warped, if off grid? A 'wake' marker, if you like- the duration for which it persists should scale by ship class (in turn reflecting the chances that , if you warp to the same place they did, you may catch them there). So... A frigate's wake might linger for 10 seconds, while a battleships might be there for a good 30 seconds. I was thinking something like the damage glow you get on targets that have dealt a lot of damage to you, but obviously at infinity/skybox.

Being able to visually follow where people warped to has always been a thing, this would just cement it as an intended feature.
CCP Blaze
C C P
C C P Alliance
#42 - 2014-05-22 16:12:09 UTC
Fair points. I'll look into what we can do about tracking ships that warp away.
tgl3
The Scope
Gallente Federation
#43 - 2014-05-22 16:17:56 UTC
A lingering trail would be pretty badass, but it could get a bit insane in a large tidi fight!
Ammzi
Dreddit
Test Alliance Please Ignore
#44 - 2014-05-22 16:26:51 UTC
With the new changes this means if you are scouting, you can't really tell your FC where the hostile fleet warped because two gates are so close to each other. On TQ right now, unless the gates are completely overlapping it's usually trivial to scout this info.
The below footage shows the actual problem on Sisi and then compares it to right now on TQ. The ship used on Sisi is a redeemer (not a particularly fast warping ship).
https://www.youtube.com/watch?v=fAuF46gpowg
and this is for comparison on TQ right now
https://www.youtube.com/watch?v=2yaeVMKDb5E
a long with a screeny where you can see the corp icon indicating clearly what moon the ship warped towards: http://puu.sh/8WACU/8f90d870ce.jpg
This is a serious decrease in functionality and a heavy nerf on scouting.

Please CCP Blaze & Sledgehammer. You are our only hope :3
St Boltzmann
Sebiestor Tribe
Minmatar Republic
#45 - 2014-05-22 17:11:26 UTC
CCP Blaze wrote:
Fair points. I'll look into what we can do about tracking ships that warp away.


I have 'Thumbsed Upped' your post Big smile
Sumtin WentWong
Pator Tech School
Minmatar Republic
#46 - 2014-05-22 17:23:03 UTC  |  Edited by: Sumtin WentWong
All that is needed in my opinion is an increase of the duration and intensity and the effect will be perfect.
Tikitina
Doomheim
#47 - 2014-05-22 17:56:59 UTC
Nagarythe Tinurandir wrote:
Desert Ice78 wrote:
CCP Sledgehammer wrote:
Terranid Meester wrote:
Heres hoping cloaked ships remain silent when warpong in and out ^-^


They do. Of course if you find any exceptions to this then please submit a bug report as cloaked ships SHOULD NOT create the effects when arriving at or leaving grid.

Ya know something.....It wouldn't exactly break the game if there was some sort of minimal effect when a cloaked ship arrives or leaves. Nothing to even remotely pinpoint its location, but just a subtle indicator that "something" just arrived.


+1

would make sense that even though your ships can trick the enemie's sensors, it can't avoid "laws of (eve) nature".
you still would need to look at the right direct in the right moment.
but i guess its a gameplay decision, that you don't know when covert ops ships arive or leave when in cloak.

how about just the light flash but no sound?



I wouldn't like this too much since it can warn targets of Cloaky pointers and Covert Cynos.

Jessica Danikov
Network Danikov
#48 - 2014-05-22 18:06:54 UTC
Flashes without sound is an interesting idea, but really one that should be proposed in feature and ideas as it affects game balance and you'd probably want their sign off before significantly changing the functionality and detection of cloaked vessels.

Same reason the warp out effect needs either to be fixed or have someone say 'this is an intentional/acceptable change'.
Money Makin Mitch
Paid in Full
#49 - 2014-05-22 18:46:19 UTC
I fail to see what the problem is?

Use some ******* combat scanners, stop being lazy.
Korotani
Deep Core Mining Inc.
Caldari State
#50 - 2014-05-22 20:13:30 UTC
Nagarythe Tinurandir wrote:

how about just the light flash but no sound?


Perhaps other way round would be cool -

Quote:

*thoom*

Guys, there's someone else here... but I don't know where.


Trust no one. 

Ralph King-Griffin
New Eden Tech Support
#51 - 2014-05-22 20:35:38 UTC
CCP Sledgehammer, tell me you recorded the warp in's.....
Oscar Lon Anderson
The Scope
Gallente Federation
#52 - 2014-05-22 20:41:57 UTC  |  Edited by: Oscar Lon Anderson
CCP Blaze wrote:
Fair points. I'll look into what we can do about tracking ships that warp away.


In the Elite games (old school spaceship) the warping ships left a hyperspace signature behind which you could probe for intel with a module until it decayed, allowing you for example to hunt a target down by following the warps if you were fast enough to find the signatures and analyze them berfore they decayed.

I'd love to the idea come back to life in Eve.

Edit: you can see what i'm talking about in these ... videos.
Octoven
Stellar Production
#53 - 2014-05-23 04:18:46 UTC
I personally would love to see this effect the instant your ship transitions from sublight to warp a.k.a. 3/4ths sublight speed. That way you see it up close and personal and not 50K km away.

CCP Blaze wrote:
Just to address a couple of things

1. We decided to keep the effects somewhat toned down/subtle rather than huge loud flashy bursts. Reason being that they will be going off so often we're a little nervous about it getting too prominent/people getting sick of it. This can still be tweaked based on feedback/seeing it in action.

2. As for you own ship the idea is that you wouldn't see this for anyone in your warp "bubble". There's definitely stuff that could be done to give entering and leaving warp more oomph but that would be a different effect.

Keep the feedback coming. I'll check with the sound guys about that volume slider Blink


Toned down...to keep people screaming to have an option to turn it off because its making them suddenly have nausea issues because they are dealing with an effect they don't personally like and are trying to circumvent game design to passively-aggressively stage a sudo-disgruntling? Yes, I know it's a run on sentence...this is the internet, get over it. I bet that will already happen even with the effects toned down already....wait for it...

Capqu wrote:
hey

you can't see where ships warp anymore

can you please PLEASE add an option to disable this feature, i think its really cool but i really don't want gameplay to suffer because of it like so many other new cool features

and i'm not just saying you can't see what moon the target warped to or whatever either, you can't even tell what CELESTIAL they went to 90% of the time anymore


Ahh...there it is, not nausea this time, odd...i bet they will be along soon.
Montgomery Black
Brutor Tribe
Minmatar Republic
#54 - 2014-05-23 04:25:07 UTC  |  Edited by: Montgomery Black
Ammzi wrote:
With the new changes this means if you are scouting, you can't really tell your FC where the hostile fleet warped because two gates are so close to each other. On TQ right now, unless the gates are completely overlapping it's usually trivial to scout this info.
The below footage shows the actual problem on Sisi and then compares it to right now on TQ. The ship used on Sisi is a redeemer (not a particularly fast warping ship).
https://www.youtube.com/watch?v=fAuF46gpowg
and this is for comparison on TQ right now
https://www.youtube.com/watch?v=2yaeVMKDb5E
a long with a screeny where you can see the corp icon indicating clearly what moon the ship warped towards: http://puu.sh/8WACU/8f90d870ce.jpg
This is a serious decrease in functionality and a heavy nerf on scouting.

Please CCP Blaze & Sledgehammer. You are our only hope :3



EvilEvil YES this is a significant nerf to scouting and cloaky tackling.

Example - in WHs we sit cloaked off active POS and watch where ships warp to. If a PI runner warps to a custom office we follow it and using superior speed get their before it and tackle/bubble.

This is a signifcant nerf to WH PVP/Ganking ccp ! FIX NOW before this goes live on Tranq. ! (please)

WH Merc Services in AU TZ. Citadel defense / offense. More details see forum post - Link

calaretu
Honestly We didnt know
#55 - 2014-05-23 06:49:35 UTC
Seriously. Get closer and use tracking on camera. Fail to see issue
Longdrinks
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#56 - 2014-05-23 09:24:47 UTC  |  Edited by: Longdrinks
Shouldnt be that hard to keep the effect and keep brackets appearing/disapearing like today. If you just want eyecandy for your sick eve music video you can just disable brackets and ui like most people do today anyway.
Dub Step
Death To Everyone But Us
#57 - 2014-05-23 09:48:35 UTC
How come these days when you hover mouse over a cluster of celestials, you get a big black box with only partial information in it rather than a simple long stack of celestials. It seems much more fiddly to track down targets now and I almost feel forced to put more clutter on my overview than was previously necessary.

Would be nice to have a fix for these black boxes everywhere. It's not the first time CCP have made style over substance changes and I really wonder how many people responsible for the UI actually play the game, or even understand the needs of the players.
Jinn Aideron
#58 - 2014-05-23 13:00:56 UTC
Capqu wrote:
Noriko Mai wrote:
A cloaked ship is not part of your grid and therefore doesn't exist for you until it uncloaks.


completely untrue, if you want proof ask anyone who has bombed and killed cloaked ships

Why would your client need to know about a cloaked ship, when the server cluster does the AoE damage calculation? It doesn't.

In fact, it makes a whole lot more sense not to impart clients with information on cloaked stuff (performance, hacking, etc). Hence Noriko Mai is likely correct, and Capqu in turn is not.

Stealth deletes are bad.

Ammzi
Dreddit
Test Alliance Please Ignore
#59 - 2014-05-23 14:21:13 UTC
Jinn Aideron wrote:
Capqu wrote:
Noriko Mai wrote:
A cloaked ship is not part of your grid and therefore doesn't exist for you until it uncloaks.


completely untrue, if you want proof ask anyone who has bombed and killed cloaked ships

Why would your client need to know about a cloaked ship, when the server cluster does the AoE damage calculation? It doesn't.

In fact, it makes a whole lot more sense not to impart clients with information on cloaked stuff (performance, hacking, etc). Hence Noriko Mai is likely correct, and Capqu in turn is not.


"Your grids" implies the collective grid that you and other players exist in.
In that case Capqu is correct. The players co-exist on the same grid, they are informed about the same information in terms of ships entering/leaving and moving about - regardless of being cloaked or not.

One is simply "invisible" when cloaked, but still in the same grid.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#60 - 2014-05-23 17:13:24 UTC
Clients do not receive information from the server about cloaked ships that are not their own. The server knows where they all are, but other clients simply are not sent any data on cloaked ships until they become uncloaked. CCP did it this way so that even if you had some way of watching the incoming data stream from their server, you wouldn't be able to know about cloaked ships.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.