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blankseplocked [CQ] Why the ships looks so small and where is the docking animation?
 
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Larissa Sunsorrow
Posted - 2011.04.23 22:11:00 - [1]
 

We need a better sense of size in CQ. The ships looks soooo small. I can't believe that my not so big Bestower is smaller than I thought.
And: where are those docking animations? they looks pretty cool in all videos released by CCP, so.. do CCP plans to implement those animations in Incarna?

Croniac
Merlin Reach
Posted - 2011.04.24 02:36:00 - [2]
 

+1

I agree, the only ships I have that don't look tiny from the balcony are my Obelisk and my Orca. Orca looks pretty cool from the balcony though, all the ships should look that good.

My BC's, and even my BS's look 30 miles away. Its hardly majestic.

Perhaps the ship should be placed closer to the balcony depending on its size?

MotherMoon
Huang Yinglong
Posted - 2011.04.24 04:07:00 - [3]
 

as long as it's optional, and takes place durging the session change, there should be a docking animation.

However there should not be an UNDOCKING animation.

see when dockign the UI can be used while the animations run.

however when undocking you want to be outside right away.

Seriphyn Inhonores
Gallente
Eleutherian Guard
Posted - 2011.04.24 18:33:00 - [4]
 

Erm, maybe because this is an alpha release?

Malen Nenokal
The Nightshift
Posted - 2011.04.24 20:52:00 - [5]
 

I've been saying this since Incarna was announced. Unless the ships get something to show off their size, the sense of scale will be completely lost.

I imagine CCP doesn't want to completely redo the docking environments, but the best solution I can think of is to bring the ships a bit closer and add catwalks extending near them with a few maintenance crew members walking near the ship. The distance from the balcony wouldn't matter as much at that point, and CCP wouldn't have to have higher res ship models to bring them closer, just a few low poly characters and some (pretty drastic) station environment changes.

A lot of new players to this game seem to equate the size of an Incursus to about the size of an f16, when in reality it's larger than a 747. This is one of the things that make Eve so cool, is the sense that you are commanding something so grand, even as a brand new player. Cool

Henry Haphorn
Gallente
Posted - 2011.04.24 21:46:00 - [6]
 

Dude, it's an alpha release. Just because you see a very teeny tiny ship in the docking area doesn't mean it will be like in the final release. And besides, you should bring it up with the GMs who are regularly attending the testing so that you can get your point across.

Me Gusta
Posted - 2011.04.24 21:58:00 - [7]
 

Edited by: Me Gusta on 24/04/2011 21:59:07
Originally by: Seriphyn Inhonores
Erm, maybe because this is an alpha release?


How do you think testing works? If people don't make developers aware of stuff, it is never fixed/added/removed.

Then again CCP seems to ignore most reported bugs anyway unless they are truly game breaking...

Larissa Sunsorrow
Posted - 2011.04.25 12:23:00 - [8]
 

Originally by: Me Gusta
Edited by: Me Gusta on 24/04/2011 21:59:07
Originally by: Seriphyn Inhonores
Erm, maybe because this is an alpha release?


How do you think testing works? If people don't make developers aware of stuff, it is never fixed/added/removed.



QFT.

s666ss666ss666
Posted - 2011.04.25 17:34:00 - [9]
 

In the Minmatar station at least, the ship is too close, its hardish to look high enough to see any part of the maelstrom save the bottom wingy bit, and the nidhoggur looks like a poorly textured rusty wall. I found the Ammar station to have a more pleasant viewing location for big ships. also your bestower is not very large in terms of eve ships, remember that the same station environment has to hold dreads.

Rixiu
The Inuits
Posted - 2011.04.25 19:46:00 - [10]
 

Originally by: Me Gusta
Edited by: Me Gusta on 24/04/2011 21:59:07
Originally by: Seriphyn Inhonores
Erm, maybe because this is an alpha release?


How do you think testing works? If people don't make developers aware of stuff, it is never fixed/added/removed.


But, then this can't be the "testing" forum now can it?

Kale Anderson
Posted - 2011.04.25 21:52:00 - [11]
 

adding a longer wait time to docking and undocking with a cutscene/animation crosses that point where it would be more hinderance than it would be immersive

Baneken
Gallente
The New Knighthood
Apocalypse Now.
Posted - 2011.04.26 05:03:00 - [12]
 

Originally by: Kale Anderson
adding a longer wait time to docking and undocking with a cutscene/animation crosses that point where it would be more hinderance than it would be immersive


30s max (session timer) would be ideal, since you cannot undock or change ships in station before that anyway.

Hayaishi
Gallente
Aperture Harmonics
Posted - 2011.04.26 05:26:00 - [13]
 

Originally by: Baneken
Originally by: Kale Anderson
adding a longer wait time to docking and undocking with a cutscene/animation crosses that point where it would be more hinderance than it would be immersive


30s max (session timer) would be ideal, since you cannot undock or change ships in station before that anyway.


You can undock as soon as you have docked. No timers involved.

Alexila Quant
Gallente
Posted - 2011.04.26 07:05:00 - [14]
 

Originally by: Hayaishi
Originally by: Baneken
Originally by: Kale Anderson
adding a longer wait time to docking and undocking with a cutscene/animation crosses that point where it would be more hinderance than it would be immersive


30s max (session timer) would be ideal, since you cannot undock or change ships in station before that anyway.


You can undock as soon as you have docked. No timers involved.


Not true. You can't see it but it does wait for the session timer to end before it spits you into space. Ever notice that when you switch ships and immediately click Undock it takes a while? Try it. Wait for your session timer to end then undock. Then try it again just after you switch ships. It does count the session timer.

Baneken
Gallente
The New Knighthood
Apocalypse Now.
Posted - 2011.04.26 12:13:00 - [15]
 

Originally by: Hayaishi

You can undock as soon as you have docked. No timers involved.


That "blah blah scotty with ship still entering hangar" is actually an error message about session change timer which you obviously have missed.
It starts as soon as the server receives 'docked in' message, your computer may be slow enough to load 30s for the station environment but the timer is still there.

Larissa Sunsorrow
Posted - 2011.04.26 15:38:00 - [16]
 

Originally by: Baneken
Originally by: Hayaishi

You can undock as soon as you have docked. No timers involved.


That "blah blah scotty with ship still entering hangar" is actually an error message about session change timer which you obviously have missed.
It starts as soon as the server receives 'docked in' message, your computer may be slow enough to load 30s for the station environment but the timer is still there.


nope.jpg
you only see the timer when you're changing ships. you can dock and instantly undock again without the slow scotty's service.

Shionoya Risa
The Xenodus Initiative.
Posted - 2011.04.26 16:47:00 - [17]
 

Originally by: Larissa Sunsorrow


nope.jpg
you only see the timer when you're changing ships. you can dock and instantly undock again without the slow scotty's service.


I tell you what, dock and undock again but time it, then dock but this time wait 30 seconds before you undock and compare the two times.

Jeiku Inoue
Posted - 2011.04.26 22:04:00 - [18]
 

I sadly havn't gotten to see CQ... but as for animations, I think there should be one for docking to be a combination of epic and actually give causation for the session timer and for undocking there should be an animation, but it should be.. like a 5 second animation as the screen fades out just of your ship pulling away, because frankly otherwise having the docking animation would seem unbalanced. If a ship docks, it has to undock to be able to leave. CCP just have to get the timing right to keep the immersion, without being invasive.

Asptar Monastair
Minmatar
Adventurers
Matari Visionary Coalition
Posted - 2011.04.27 01:38:00 - [19]
 

Edited by: Asptar Monastair on 27/04/2011 01:43:01
The time spent docking isn't spent communicating with a docking manager or a control tower operator or waiting for a session timer, its spent loading the station environment. Adding a docking animation is going to just add extra time to a dock, because it can only run after the station environment has loaded. And pre-rendered animations for 200+ ships is out of the question.

However, an animation would be nice when you're waiting for a session timer while undocking, since the client doesn't actually unload the station environment until after the timer expires.

As for ship size, put a shuttle in hangar, the put a capital ship in. That's how I experienced scale. You can't move the CQ any closer or the caps won't fit. As it is the balcony by the looks of things is about 500m off the side of the station wall, so it's already just floating in space.

Xervish Krin
Posted - 2011.04.27 21:42:00 - [20]
 

Definite +1 to the size issue. I'm fine looking up at a battlecruiser or bigger, but cruisers and frigates just look... tiny. They're meant to be jumbo jet size, and it definitely doesn't impact well on a new player to see their new pride and joy as a speck floating in the distance.

MdZt
Posted - 2011.04.28 07:28:00 - [21]
 

different hangars for different ships maybe? why would someone dock a shuttle in a hangar suitable for a cap-ship?

Jim Luc
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2011.04.29 00:11:00 - [22]
 

Originally by: MdZt
different hangars for different ships maybe? why would someone dock a shuttle in a hangar suitable for a cap-ship?


I completely agree. The current hangars are outdated and old. I want something that looks like it came from a Dust promo video. I want something similar to the Ambulation demo from 4 years ago, when you walked around your ship and it was HUGE. I want to be able to walk out onto the balcony, and then be able to pan my mouse around my ship.

Here's to hoping they are able to give us something like this vision.

M4cD0g
Posted - 2011.04.29 08:55:00 - [23]
 

Edited by: M4cD0g on 29/04/2011 08:56:53
Just a few ideas:

1. Ships should be right next to the Balcony not miles away.
2. Sense of scale is completely lost (as mentioned by others)
3. Use of higher textures, bump mapping and shader effects for the ships in dock compared to the regular game rendering. You only render one ship here, MAKE IT COUNT!
4. If possible, bring big ships like BS so close you can see through the "windows" how crew is walking around. Many nice possibilities here to give a sense of scale.
5. Render Guns on balcony view.

M4

PS: i would not even care if the ship is pre-rendered or baked in the balcony view as long as it looks stunning.


Amy Elteam
Posted - 2011.04.29 18:00:00 - [24]
 

I've never understood why the undocking goes to a black screen with a progress bar while every other session change leaves up the UI and fills in graphics as quickly as it can. I mean I understand that existence of the session change timer and how it reduces the chance of race conditions getting people stuck, but by should undocking lead to a black screen when docking doesn't. If it has to load some sort of space environment than why not just keep it in memory so that the UI remains visible etc etc.

All these session changes could use optional transition animations, docking and undocking are obvious. But when you jump through gates the camera should move through the warped section of spacetime and pop out on the other side of the gate during the time your system is running the session change. Same with cyno jumps, but obviously with moar awesome electric arcs flying around.

Jump cloning in the new CQ system should show your avatar laying down in a clone upload pod, and then waking up elsewhere. Same when you get podded, you should wake up in to station in your cloning pod, and if you've lost SP the avatar should collapse on the ground and throw up when they realise their stupidity.


Nelthraneos
Posted - 2011.05.08 16:27:00 - [25]
 

Originally by: M4cD0g
Edited by: M4cD0g on 29/04/2011 08:56:53
Just a few ideas:

1. Ships should be right next to the Balcony not miles away.
2. Sense of scale is completely lost (as mentioned by others)
3. Use of higher textures, bump mapping and shader effects for the ships in dock compared to the regular game rendering. You only render one ship here, MAKE IT COUNT!
4. If possible, bring big ships like BS so close you can see through the "windows" how crew is walking around. Many nice possibilities here to give a sense of scale.
5. Render Guns on balcony view.

M4

PS: i would not even care if the ship is pre-rendered or baked in the balcony view as long as it looks stunning.




I completely agree with all of these points. The one disappointment for me is the lack of scalability with the ships. Bring them closer so that you get the full effect of their size and it would be 10 times more impressive.

Manji Lee
Gallente
Missions Mining and Mayhem
Merciless.
Posted - 2011.05.08 19:57:00 - [26]
 

Originally by: Nelthraneos
Originally by: M4cD0g
Edited by: M4cD0g on 29/04/2011 08:56:53
Just a few ideas:

1. Ships should be right next to the Balcony not miles away.
2. Sense of scale is completely lost (as mentioned by others)
3. Use of higher textures, bump mapping and shader effects for the ships in dock compared to the regular game rendering. You only render one ship here, MAKE IT COUNT!
4. If possible, bring big ships like BS so close you can see through the "windows" how crew is walking around. Many nice possibilities here to give a sense of scale.
5. Render Guns on balcony view.

M4

PS: i would not even care if the ship is pre-rendered or baked in the balcony view as long as it looks stunning.




I completely agree with all of these points. The one disappointment for me is the lack of scalability with the ships. Bring them closer so that you get the full effect of their size and it would be 10 times more impressive.


I 2nd this.


 

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