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Homep dva
Posted - 2009.02.24 12:51:00 - [151]

1. Too many "lightning-thingy" effects in EVE ! Danger!
2. "Round sphere of sucking" that occurs in Nos/Neut effects should be destroyed! Thingy that you showed at fanfest (when nos effect was around the ship) was pretty much betta!

Chigger Troutslayer
Internet Spaceship Gamers
RED Citizens
Posted - 2009.02.24 13:38:00 - [152]

Edited by: Chigger Troutslayer on 24/02/2009 13:47:42
Edited by: Chigger Troutslayer on 24/02/2009 13:46:43
Originally by: MotherMoon

go buy a 10$ SM3 card.

it's not like this is bad.

When everquest two came out you needed a 200$ graphics card to run it. there is a HUGE difference.

Where can I find these $10 SM3 cards?

Edit: I'm sure if you have a newer mobo, you might find some good PCI Express deals, but alot of us running SM2 cards are stuck looking for AGP cards. The selection of those is limited. I think I've seen cards as cheap as $35 from off brand suppliers with crappy user reviews. For anything decent its more like $80-100. And, I cant seem to find much at all for higher end AGP cards. Yes, I could get a whole new mobo and processor, but then I might as well just buy a whole new comp which is just not an option.

Really what I want is for my current setup to work (as it is within the min specs as stated by CCP)

Aleyra Mel
Posted - 2009.02.24 14:14:00 - [153]

Edited by: Aleyra Mel on 24/02/2009 14:15:27
Even if i get a $10 sh3 card game will still be unplayable. I will only be able to play when i am alone. But when i face a 10vs10 or 30vs30 fight that cheap crappy $10 card wont save me. The only difference is that right now i cant even play when i am alone....
In order to play the game effectively with all those graphs during fights (i wont mention fleet fights of 200vs200, cause thats when the rofling starts) you need top of the line card.

All those drone models, ship explosions etc etc options just became obsolete cause ccp suddenly became bored to create models for sh3 and also for classic. like they release new ship models every day...

You gonna see big server population drop 1 week after apocrypha if things wont change.

Posted - 2009.02.24 15:02:00 - [154]

Edited by: Sawirek on 24/02/2009 15:04:41
Asteroids - they are nice, finally
Jump Effect (Gate, Jumpdrive) - nice usage of eyecandy and picture distortion
Autocannons & Lasers - just make the lens type control the color of beams, otherwise the Amarr guys will eat you alive, you nerfed their power in the past, now you nerfed their dignity
POS shield - really nice effect
Wormholes - add some particles around so it looks like it's sucking stuff ;).
Armor Repping - its cool
Sensor Booster - nice and subtle

Missiles look crap and act crap still - T2 cruses and torps are actually fired from the front of the ship and turns in the direction of the target, this is how missiles should work, why is T1 ammo flying from the engines ?
Rails - Go watch the Eraser movie, thats an idea how rails should look like and feel like.
Blasters - They are the heaviest energy weapons that are being fitted into non capital ships, why the hell it is represented by a pea shooter effect ?
Transfer effects - the effect is a bit too much, something less wide and more dense would be appriciated by most of the players i think.
Shield Hard. + Boosting - not a bad start tho
Weapon Impacts - it's a joke, its one of the lamest looking things in eve from the very beggining, the new effects just make it more obvious.
New Warp Effect - Who the hell decided that this effect is better than the old one ? I pray that this is just a part of something bigger.

Basicly, some effects are nice and you can see a very similar feedback here for them.
Still i think you upgraded 2003 effects to year 2005, now just 4 years to go, i am not comparing to normal videogames,this is a MMO, most computers would blow up with those kind of effects in eve (particle physx etc), but compared to other MMO.

Vanishing Point.
The Initiative.
Posted - 2009.02.24 16:37:00 - [155]

Jumpgate effect - nice.

Warp - still unfinished ? Most of warp time has no effect. Beginning isn't impressive either.

Stealth - totally irritating, and, would I say, lame. Is it mandatory to push those "lightnings" into each and every effect ?

Pillow Fighters Inc
Posted - 2009.02.24 18:11:00 - [156]

Edited by: 5pinDizzy on 24/02/2009 18:59:29

I'd like to 2nd Tanhar on the warp effect, about it having no effects for what feels like most of it.

Then I'd like to move onto the View Screens around the gates, they seem to be a little easier to see at distances on the new build, felt they were getting a bit whitened out before by lighting effects before or something.

Requests/Suggestions on them ;

- I think they could do with being 50-100% bigger, with possibly a decorative frame around them made of mechanical/electronic gubbins.

- They currently all seem to be around 32km from the stargate, I'm reasonable sure you could have them as close as 22km without interfering or getting in the way of gate traffic and events.

- They are currently exactly alligned with the orientation of the gate, I think it would look better if they were on an offset angle (around 45% I think it would be) always pointing directly at the stargate for easier viewing for travellers.

- The main image and text mirrors seamlessly from front and back, but the scrolling textbar at the bottom is backwards from one angle, be nice if you could make it like the main screen.

Amida Ta
German Mining and Manufacture Corp.
Posted - 2009.02.24 19:24:00 - [157]

The color of the veldspar/scordite roids seems wrong.
Veldspar asteroids have the color that the scordite icon has and Scordite asteroids have the color that the veldspar icon has.
So either switch the icons (or better) switch the asteroid textures for veldspar/scordite.

Pillow Fighters Inc
Posted - 2009.02.24 20:10:00 - [158]

I really like where the fitting tool is going. Shocked

Fix the blue bars for cpu/powergrid that are somehow being displaced way off where they should be aswell as the dropdown menu's and it's getting pretty awesome.

P.S OMG, I can't believe that incredibly annoying warp bug hasn't been resolved yet.

General Meridus
Posted - 2009.02.25 03:48:00 - [159]

The warp effect is MUCH improved.

Glitch where effect kicks in then vanishes upon initial initiation of warp, and ship is turning to align. Still miss the beginning jerk/shake and sound of the old warp, as well as the old sonic boom.

Gate jump is a take it or leave it for me. Meh. Sound of the jump is nice. The initial disolve of the ship is so so, in my book. The cloaked sparkly, I got zapped look, really does not fit at all. Yuk.

Some of the new planets look great.

Posted - 2009.02.25 11:10:00 - [160]

Lasers with Conflag crystals (green) make purple beams :(

Chigger Troutslayer
Internet Spaceship Gamers
RED Citizens
Posted - 2009.02.25 13:22:00 - [161]

I have to say this latest build is MUCH improved for SM2. Still lots of bugs but much more playable (although the FPS is still not up to par with Classic on TQ for me). Oh I believe it was build 811... something

I only had a short time to test last night a few things I noticed...

- center of fitting screen obscured by large blue and with squares (one was rotated 45 degrees)
- market still buggy as far as being able to buy stuff
- Expanded probe launcher icon is space was just a gray circle with no graphic

Dirty Python
Posted - 2009.02.25 14:15:00 - [162]

Edited by: Dirty Python on 26/02/2009 17:55:14

Jump effect:
Starts too late, ends too early. New effect updates are very nice.

[EDIT OUT[[does not have the same effect of making you feel like you are traveling through a tunnel like previous effect. The background sky is way too visible, feels more like you are standing in place with cheesy water surface effect on the screen. Previous effect made you feel like you entered a separate dimension by matting out the background.]]]

Warp effect at gate:
The white sphere that forms is problematic. Same as with the sphere that gets catapulted by the gate (this is sadly in current TQ build already). The texture wrapping on the sphere does not match up on the poles of the sphere and looks cheap. (sound wise the improvements are awesome, however the old catapulting sounds should be thrown back into the bank of sounds which are chosen at random)

Beam Laser effect:
Very extreme strobe effect on the flicker.

Sensor Boost effect:
very nice change...doesn't hypnotize you anymore.

New Drones:

Artillery blast effect:
This circa 1600s cannon blast effect is extremely cartoony. Looks silly especially when the cannons are grouped. I would like to see a random radius for the synchronized shots so it does not look so fake. Each cannon should feel unique.

Torpedo Explosion:
The expanding shockwave rings are so gigantic. Needs to be toned down to stay inline with the other heavy missle effects.

Energy Vampire / Transfer effect:
The point of impact on these new effects is not very spectacular. A small starshaped point, floating some distance away from the spaceship looks worse than the previous, half elliptical sphere, enveloping effect.

At point of impact the sounds of the laser blast comes sometime before the actual impact, looking very sad.
Currently, the beam laser blast sound is equally loud from any distance.

Concussion Bomb:
The new blast effect is quite nice, but the overlapping starburst shape is almost too much. The size is gigantic and it does not convey the feeling of an expanding explosion.

Fitting Screen

Fittings loaded or dragged onto the module slot stay deactivated. Should be active after load like before.

Dragging loaded weapons out onto the Hangar window is not possible now. Ammo, then gun have to be moved!

Hammer times
Posted - 2009.02.25 14:48:00 - [163]

The cloaking effect is pretty nice. On bigger ships. On smaller ships, like my buzzard, the effect becomes way too overwhelming, in my opinion, both for the idea of the ship being cloaked as well as my poor eyes.

Terianna Eri
Red Federation
RvB - RED Federation
Posted - 2009.02.25 17:16:00 - [164]

Laser crystals not changing the color of the laser beam is not only lame but it's also removing tactical information. i.e., if you're out at 23km from a harbinger and he's not shooting you with purple lasers then that means he doesn't have scorch, which means he's got poor laser skills, which affects your decisions in combat.

Makar Kravchenko
Posted - 2009.02.26 08:00:00 - [165]

just a bit from what i've messed with

Autocannons: WHAT??? THAT IS OUTSTANDING! That is what I've always imagined them looking like hahaha! Did I notice the fire changing color with different ammo types?

Artillery: ??? come on guys, minmatar do not use lasers. it needs to look like a projectile, with a tracer. change it! :D

Missiles: They seem the same. subtle changes? When do missile boats get launcher hardpoints? missiles firing out of no where is kinda old school ccp! lets get these missile boats fitted with launchers :D

Sheild: Hmm, I kinda like it, its subtle, and actually makes me think of a sheild now, instead of a `IM IN MY BUBBLE AND IM SAFE` thing. The Sheild booster sound needs to be toned down more of a low-end bass pulse, instead of the zingy sound it has now...

Armor: Wow! It actually looks like the nanites are running around on the ship now, cool effect, A1 CCP!

Webs: I want to see it NOW!

Nos/Neut: Not too bad, why do you guys use lightening sparkles in everything? someone is really proud of their code. `DUDE LOOKS AT ME SPRINKLES!!!` I however do like the color gradient on the particles, and the main particle streams themselves

WARP TUNNEL: Absolute Failsauce, we need winsauce, more winsauce! Rethink it, old design trumps this one buy far. The liquid tunnel effect looks cheesy. Take the old idea and enhance it!


Cloak: Interesting, but uhm... if all those little sparks flying around isnt someone going to see you? :P Looks cool, doesnt seem functional! Function over Form!

Warp Disruptor: Its the same, LEAVE IT that way :P.

and finally.....

About this warp tunnel effect, ccp it is really bad. The old effect is much better. Hands down. Maybe along with the old effect you could add a motion blur for that time where your warp drive engages untill its at full speed (like in starwars where the millenium falcon does the keplar run in 12 parsecs!!?!?), and then a reverse effect when droppping out of warp. It might be kinda of cool as well if you diffuse the outter edges of the tunnel, if you get what im saying... make it seem like tunnel vision, and yeah it would look cool if you could see the engines glowing very bright and leaving a streak as you are engaging the warp drive... i know this stuff i've explained here is probably not something you guys could finish before release, but its my opinion about what could be added to make the warp effect `cooler`

Pillow Fighters Inc
Posted - 2009.02.26 15:51:00 - [166]

Edited by: 5pinDizzy on 26/02/2009 16:35:18

- Warp tunnel bug seems to be fixed on high settings but not on low.

- Fitting screen seems to be pretty much be where it's needed now, defence list bug fixed, stuck expansion windows fixed, blue bars misalligning fixed.

Just stick a drone bandwidth/drone cargo readout somewhere and I'm quite happy with that.

Oh, and also round off the numbers up on the defence tab a bit, currently It's spilling over a bit.

Example pic

Posted - 2009.02.26 19:45:00 - [167]

New effects are awesome, esp the warp tunnel, gives a feeling of warping space rather than travelling at ftl (as the word warp implies, bending space not moving in space). Tho i hope the wierd ripple effect when jumping through gates comes back, it really portrayed the way gates are meant to work i thought.

Nasty Pope Holding Corp
Talocan United
Posted - 2009.02.27 00:31:00 - [168]

Can we get some video footage of what CCP expect us to see at low / mec and high settings? On med settings nos/neut effects look terrible - perhaps a bug or intended?


The xDEATHx Squadron
Legion of xXDEATHXx
Posted - 2009.02.27 02:12:00 - [169]

The warp effect in build 81762 is much improved. It's faster, and doesn't look like a liquid intestine anymore.

The diameter of the tunnel seems too small, and the tunnel starts too late into the warp, and stops too soon into deceleration (IMO the effect should gradually appear and dissolve during those stages of warp). There is also a bug where the Doppler effect (a patch of color in front of the ship) shows up at the initiation of warp and doesn't disappear 'till full stop.

The engine effects (including AB and MWD) seem to be the same as on TQ. Hope we'll see something there soon. I really miss the long exhaust trails we used to have several years back...

Nikita Alterana
Kumiho's Smile
Posted - 2009.02.27 03:03:00 - [170]

warp rattle.

need my warp rattle.

Virgo I'Platonicus
Posted - 2009.02.27 10:19:00 - [171]

Yesterday we tried 3 widows outside stations, opening covert jump portals.

1: The outer part of the graphical effect got trippled and created a load of screenlag.

2: however the core part of the graphic that is centered on the ship got overlapped from ship to ship ( meaning you only see one core, 1 wormhole or wtvr).
the 3 BO's were apart by a few km only (2-3) and when you try to zoom in on the graphic, you only see one bubble.If you rotate the camera, there is an annoying jump from bubble to bubble when the foremost bubbles change places. Would it be possible to create a seamless transfer to foremost bubble in the view?

3: is it possible to change the graphics so that if 3 CO jump portal cores are so close together, that they are transparent in a way that you see all 3 of them? (now you see three ships, 1 core of the graphics that jumps its centre from ship to ship depending on how you rotate your camera)


Pillow Fighters Inc
Posted - 2009.02.28 05:19:00 - [172]

Originally by: Cailais
Can we get some video footage of what CCP expect us to see at low / mec and high settings? On med settings nos/neut effects look terrible - perhaps a bug or intended?


From my experience, on any detail level NOS and all logistics effects look terrible or don't seem to be working/included.

Not going to be best pleased if we get stuck with them on tranquility, by far the ugliest effects when most other stuff is just finding the one that's liked the most.

Casey Windstrom
Nanobots Industries
Posted - 2009.02.28 15:38:00 - [173]

I *hardcore* miss the ripple effect that happened a couple of revisions ago when you were jumping out of a system. I thought that was the single most beautiful and *NEAT* effect I'd seen in Eve so far.

I also think the scan bubble should be about 50% more transparent. It's impossible to see through it when you have more than 1 probe. overlapping... Which would be fine when all 4 are overlapping, but even two means it's completely opaque...

It'd be nice if we could get somewhere between where it is now, and how TQ shows the bubbles... A nice, slight bubble you can see very easily, but still see through entirely, even with bubbles overlapping.


Sky Burner
The Ninja Noobs
Posted - 2009.02.28 17:06:00 - [174]

Edited by: Sky Burner on 28/02/2009 17:14:58
Wrong post.. *delete*

Totally Slick
Posted - 2009.02.28 20:08:00 - [175]

The new interdiction warp disrupt probes / bubbles / mobile warp disruptor needs some work done.

Arkady Sadik
Electus Matari
Posted - 2009.03.01 12:43:00 - [176]

Edited by: Arkady Sadik on 01/03/2009 13:03:47
Originally by: Totally Slick
The new interdiction warp disrupt probes / bubbles / mobile warp disruptor needs some work done.

This. To be a bit more specific: It's difficult to see that there is a "bubble effect" going on, especially from 300km bookmarks off the gate. It would be good if the bubble would be a bit more recognizeable.

Edit: Hm. A few jumps on (NIH-02), the bubble looks much more distinguished. I have no idea why it didn't look like this in the first system I tried (B-VIP9). Maybe a better system background?

Nikita Alterana
Kumiho's Smile
Posted - 2009.03.01 16:06:00 - [177]

the new warp effect is really shaping up, however it still starts too late, ends too early, and has no ship shaking. IMO fixing these things would make the effect look perfect.

also WOO HOO, you did it CCP! you made the cloak effect actually allow effects to be seen through it! this makes me much happy.

Demolition Men
Posted - 2009.03.01 21:27:00 - [178]

Currently there is no animation for the railguns. My Moros's 1000mm rails used to look very impressive now they just sit there Mad I hope the finished patch returns them to their former glory.

nemo nobis impune lacessit
Posted - 2009.03.01 22:27:00 - [179]

First off all, i have to say: all in all you did a great job CCP !!!
THX for this so far.

Now i have some questions. what exactly is the renovation in:

  • Station Interiors

  • Sun, Planets and Moons

  • Tactical Overview

  • Icons for Ships, Stargates, Stations

I didnt noticed any changes on these things. will there be any workings in further builds?

  • will there any changes on Armor hardener Effect ?

  • the sound of shield-booster and armor-hardener is a way to penetrant

  • will the sounds be reworked till march 10th?

  • will the jukebox get a revamp? (fav. Tracks)

  • when will ships stop drifting to gates?

  • will smaller ships ever able to closeup to caps without bumping? (the Apocrypha trailer)

  • new particular effects like this Energy Vampire (shown at FanFest '08)

so long, keep that good work going.
best regards, Carn.

Posted - 2009.03.01 23:32:00 - [180]

Edited by: Aylara on 01/03/2009 23:48:31
I loved the gate jump effect from the previous builds. Also the warping effect, so subtle and really nice. The new warp effect, the water tunnel, is ... ugly and boring :(
On the prevoius builds, warping was not feeling like simply moving through space within a tunnel, but rather the space moving around you, witch was really awesome and it felt like i was in the center of things :)

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