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118.8 - General feedback (PC)

First post
Author
Sgt Ocker
What Corp is it
#101 - 2016-09-21 11:27:22 UTC
Circumstantial Evidence wrote:
Sgt Ocker wrote:
Just wondering; Is there an off switch for the amateurish looking jump animation? [.....] IMO, some fluff can be good, if done right - Which this new jump animation just isn't.
Although I support the idea of an "off switch," we are not seeing a "new" gate jump animation. If it was intentional, they would have announced it in the patch notes. Before it broke, it was a fast, smooth forced-camera move toward and rapidly through the gate, blending into a "jump tunnel" animation. It will probably get fixed at some point, when they sort out the problem.

I'm OK with the problem that causes the gate object to disappear most of the time; all they need do for a less intrusive gate jump process, is blend / fade out the current scene into the "jump tunnel" animation, and blend / fade in the next system, when it is loaded.
You may be right and the latest patch did indeed break something. I only hope it is fixed, sooner rather than later..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Captain JeanLuke Picard
Hobo Mining Consortium
#102 - 2016-09-21 19:28:37 UTC  |  Edited by: Captain JeanLuke Picard
love the new mining barge animations, but don't like all of them having 2 lasers, 1laser made the proc the most economical on crystals, 2 was good for afk mining in a retriever on 2 fat roids, 3 was ideal for micro managing max cycle times in a fleet with covetor...2 lasers also doesn't match up with the round spinning wheel animation on middle of ships, just seems like 2 lasers defeated the original purpose, now there all the same, surely they could find a more effective way to gimp the proc or skiff on cpu and buff the cov/hulk since it hardly gets used.