Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |
Commissar Kate
GoonWaffe Goonswarm Federation
96885
|
Posted - 2014.11.28 18:18:05 -
[31] - Quote
CCP Karuck wrote:Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
How bad is the yawing in VR? does it cause as much sickness as rolling?
Also your laser based weapons, are they instant hit as in you just point and shoot or do they act like slow projectiles like what we see in star wars?
I personally think it would be a pretty novel idea to have have lasers as instant hit weapons, rail guns somewhere in between and autocannons slower. Of course this might make balancing a bit more difficult but its a good way in my opinion to differentiate the weapon systems.
I'm not really sure on how to reply to Rain yet other than I really like what Elite has done with controls but I'm not sure how well that would work on a gamepad. And also that full Newtonian physics can be a trigger of tourettes if you are not used to it.
Unlock all the clothes || My Fanclub
Harmless - Penniless - Aimless
|
Rain6637
GoonWaffe Goonswarm Federation
25718
|
Posted - 2014.11.28 18:21:51 -
[32] - Quote
when I hear full newtonian I think of ship speeds without an upper limit--it just accumulates with thrust.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
Omega Tron
Amarr Mining Inc
41
|
Posted - 2014.11.28 21:32:05 -
[33] - Quote
Ah... Well ... It appears to me that I have over stated my view on the Newtonian movement.
Rain6637 you are correct on the no upper limit of velocity due to continuous thrust.
Therefore a capping of the velocity would need to be setup for each ship and it's structural, physical shape, and engine function. What was foremost in my mind at the time was that of maneuvering abilities that would emulate the "Colonial Viper" in the "Battlestar Galactica" series.
EVE Online is CCP's sand box. -áThe sand is owned by CCP. -áWe just get to pay them a monthly fee to throw the sand at each other.-á-á
|
Rain6637
GoonWaffe Goonswarm Federation
25732
|
Posted - 2014.11.29 05:46:10 -
[34] - Quote
Yeah, I recall seeing bits of that show. In one dogfight, Starbuck turned the ship completely around to keep shooting.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
Debora Tsung
The Investment Bankers Guild
1346
|
Posted - 2014.11.30 15:29:10 -
[35] - Quote
CCP Karuck wrote:Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :) That would be totally awesome! :)
Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance.
|
Commissar Kate
GoonWaffe Goonswarm Federation
97417
|
Posted - 2014.12.01 01:50:23 -
[36] - Quote
Please let there be ramming =P
Unlock all the clothes || My Fanclub
Harmless - Penniless - Aimless
|
Rain6637
GoonWaffe Goonswarm Federation
26141
|
Posted - 2014.12.01 05:51:53 -
[37] - Quote
phrasing!
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
ERIS LUCAN
School of Applied Knowledge Caldari State
0
|
Posted - 2014.12.06 11:55:04 -
[38] - Quote
Hell0 ther
Nice knowing U.
CYA& H.F. |
|
CCP Karuck
C C P C C P Alliance
284
|
Posted - 2014.12.06 13:06:14 -
[39] - Quote
Commissar Kate wrote:CCP Karuck wrote:Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
How bad is the yawing in VR? does it cause as much sickness as rolling? Also your laser based weapons, are they instant hit as in you just point and shoot or do they act like slow projectiles like what we see in star wars?
Yaw is actually fine :)
We're not ready to talk about the weapons yet, but we've shown the projectile weapons so far.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
|
|
|
CCP Karuck
C C P C C P Alliance
284
|
Posted - 2014.12.06 13:07:33 -
[40] - Quote
Omega Tron wrote:Ah... Well ... It appears to me that I have over stated my view on the Newtonian movement.
Rain6637 you are correct on the no upper limit of velocity due to continuous thrust.
Therefore a capping of the velocity would need to be setup for each ship and it's structural, physical shape, and engine function. What was foremost in my mind at the time was that of maneuvering abilities that would emulate the "Colonial Viper" in the "Battlestar Galactica" series.
We model a drag force so you don't accelerate into infinity :) that comes into balance with the thrust to set the maximum speed. (I know there's no drag in space.. you could call it space dust! ;) )
- Senior Programmer on EVE: Valkyrie / @SiggiGG
|
|
|
Abramul
StarFleet Enterprises Almost Awesome.
28
|
Posted - 2014.12.06 13:34:55 -
[41] - Quote
CCP Karuck wrote: We model a drag force so you don't accelerate into infinity :) that comes into balance with the thrust to set the maximum speed. (I know there's no drag in space.. you could call it space dust! ;) )
So, no fuel reserves or exhaust velocity? Advantage to having futuristic propulsion, I suppose. |
Omega Tron
Amarr Mining Inc
44
|
Posted - 2014.12.06 16:28:49 -
[42] - Quote
CCP Karuck wrote:Omega Tron wrote:Ah... Well ... It appears to me that I have over stated my view on the Newtonian movement.
Rain6637 you are correct on the no upper limit of velocity due to continuous thrust.
Therefore a capping of the velocity would need to be setup for each ship and it's structural, physical shape, and engine function. What was foremost in my mind at the time was that of maneuvering abilities that would emulate the "Colonial Viper" in the "Battlestar Galactica" series. We model a drag force so you don't accelerate into infinity :) that comes into balance with the thrust to set the maximum speed. (I know there's no drag in space.. you could call it space dust! ;) )
-- Space dust drag --
Yeah, sounds great to me.
CCP's sand box is EVE Online. The sand is owned by CCP. We pay them a monthly fee to throw the sand at each other. That is all that is here, so move along. Nothing more to be seen.
|
Rain6637
GoonWaffe Goonswarm Federation
28464
|
Posted - 2014.12.24 20:06:00 -
[43] - Quote
Watching some ED gameplay of k8's was great aside from the constant stop-rotate-burn that fighting devolves into. I don't know how to solve it without locking ships into atmospheric flight, and I'm hoping valkyrie does a better job of handling dogfighting. If either pilot has the option to stop and rotate to cause the other ship to overshoot, it turns into that and doesn't stop. constantly sitting with the other ship off-screen is gameplay-breaking for me.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
DaReaper
Net 7
1567
|
Posted - 2014.12.24 20:34:33 -
[44] - Quote
Rain6637 wrote:Watching some ED gameplay of k8's was great aside from the constant stop-rotate-burn that fighting devolves into. I don't know how to solve it without locking ships into atmospheric flight, and I'm hoping valkyrie does a better job of handling dogfighting. If either pilot has the option to stop and rotate to cause the other ship to overshoot, it turns into that and doesn't stop. constantly sitting with the other ship off-screen is gameplay-breaking for me.
the 5 min I played at vegas was not too bad. I just kinda sucked ad lining up. but I did not notice a lot of stop and rotate, just several u turns
OMG Comet Mining idea!!! Comet Mining!
|
Rain6637
GoonWaffe Goonswarm Federation
29155
|
Posted - 2014.12.31 16:09:31 -
[45] - Quote
Karuck, is there a chance yaw will be as effective as the ailerons? I spent some time thinking about the stop-turn-burn loop (that I dislike), and I think the best way to avoid the repetitive pulling is having the option of yaw, to aim my guns L and R without having to roll then pull first. I'd like to see stop-turn-burn be as ineffective as possible.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
|
CCP Karuck
C C P C C P Alliance
296
|
Posted - 2015.01.06 12:00:54 -
[46] - Quote
Rain6637 wrote:Karuck, is there a chance yaw will be as effective as the ailerons? I spent some time thinking about the stop-turn-burn loop (that I dislike), and I think the best way to avoid the repetitive pulling is having the option of yaw, to aim my guns L and R without having to roll then pull first. I'd like to see stop-turn-burn be as ineffective as possible.
Currently you can yaw directly in Valkyrie without rolling yes :) We're still tweaking the how fast you rotate on each axis.
I understand why ED did it this way, and in some ways I'm a fan of it (makes other ships look way cooler when they are flying around for one). You are right it does contribute to the constant "jousting around in circles" problem and we're working hard to make that less of a problem.
One of the problems with having fast roll on all axis is it takes away some of the feeling of flying a spaceship, and makes it look more like a FPS game.
- Senior Programmer on EVE: Valkyrie / @SiggiGG
|
|
Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
476
|
Posted - 2015.01.06 15:47:58 -
[47] - Quote
CCP Karuck wrote:We're not ready to talk about the weapons yet, but we've shown the projectile weapons so far.
And missiles! With their head-twisty action :P
Blessed are those that carry the Empress' Light; with it they destroy the shadows
|
Katsu Kho
Kho Incorporated
8953
|
Posted - 2015.01.06 16:34:40 -
[48] - Quote
I'm thinking all kinds of awesome stuff for Valkyrie... building components or ships in EVE Online and then flying them in Valkyrie. That would be so epic. It would bring the thrill of EVE pvp to a more twitch action game which sounds amazing to me. EVE pvp already gets my heart racing every time, and then in VR... damn... I'd love to see something like that.
I really want to see concequences being tied to death, is what I'm trying to say, I know the focus right now is not yet merging the games together. It would just make the game that much more thrilling and exciting to play.
Katsu Kho
Ambassador of the Jin-Mei Interstellar Space Bushid+ì council
Find me on YouTube - Latest video: EVE Online - 100 subs & killmail API discussion
|
hollywood118921
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2015.02.17 18:59:59 -
[49] - Quote
I think it'd be really cool to fly the fighters/fighterbombers and maybe try to incorporate yourself into the large-scale battles like launching from a carrier into a battle. Also i think being able to combine the 3 games and going from space to strafing dust players would be awesome eve if it involved taking off from land instead of space. |
Arkady Vachon
Aliastra Gallente Federation
996
|
Posted - 2015.03.24 05:06:05 -
[50] - Quote
CCP Karuck wrote:Rain6637 wrote:Karuck, is there a chance yaw will be as effective as the ailerons? I spent some time thinking about the stop-turn-burn loop (that I dislike), and I think the best way to avoid the repetitive pulling is having the option of yaw, to aim my guns L and R without having to roll then pull first. I'd like to see stop-turn-burn be as ineffective as possible. Currently you can yaw directly in Valkyrie without rolling yes :) We're still tweaking the how fast you rotate on each axis. I understand why ED did it this way, and in some ways I'm a fan of it (makes other ships look way cooler when they are flying around for one). You are right it does contribute to the constant "jousting around in circles" problem and we're working hard to make that less of a problem. One of the problems with having fast roll on all axis is it takes away some of the feeling of flying a spaceship, and makes it look more like a FPS game.
casting a bit of thread necromancy here *shakes a bucket of KFC since using chickens for voodoo would make people nauseous*
Since a lot of fighters in Valkyrie are packing missiles as standard, would not that also be a deterrant to pulling a constant stop-turn-burn maneuver? since it is a multiplayer environment you or one of your teammates may be a juicy opportunity to toss missiles at what is essentially a stationary target, which would not have enough speed built up (or thrust acceleration available) to have a hope of evasive action in time to avoid the incoming?
Nothing Personal - Just Business...
Chaos Creates Content
|
|
|
CCP Karuck
C C P C C P Alliance
331
|
Posted - 2015.03.24 11:28:02 -
[51] - Quote
Yep, going slow makes you more prone :) Btw only one ship we've announced so far has missiles, it's just been very visible in all our videos since we only revealed the Spectre (Heavy) last week
- Senior Programmer on EVE: Valkyrie / @SiggiGG
|
|
1Robert McNamara1
The Graduates Forged of Fire
78
|
Posted - 2015.03.24 22:19:31 -
[52] - Quote
Game mode:
Death Race. Linear or intersecting tracks could make for game-play that stresses piloting and shooting in a different way. Could have larger vehicles do more damage when colliding with smaller ones along with the usual awesome weapons platforms.
Map ideas:
Gravity well. A wounded Super carrier is alone in space, immobile due to a giant rupture in the reactor. Due to the exposure to space gravity is poring out of the ship at an alarming rate. The Valkyries must fight to defend the hard points keeping this beast aloft until help arrives. All ships are gently pulled towards the well. Direct contact is fatal.
Station Games. The Valkyries go raiding through the interior of one of the new XL structures. basically a fight inside a huge structure, maybe there's destructible walls leading hidden passage ways where the radar doesn't work. |
MidnightWyvern
Night Theifs
80
|
Posted - 2015.03.25 02:08:15 -
[53] - Quote
CCP Karuck wrote:Since you brought up weak spots on crafts, what do you think about destructibility in general? Pieces flying off your ship, stuff burning on your right and trailing smoke and fire from your ship. Then there's the whole subject of destroyable environment, blowing up asteroids, wrecks etc.
Again.. just ideas, not confirming/denying anything about the game :) I love that idea, and it actually relates to something else I was thinking about.
The current death animation you guys have is ******* excellent, but what about the possibility of one or two more that you get based on context?
Imagine having your engines shot out and having a split second to see a chunk of ship coming at your face before the cockpit crumples inward and the screen goes black.
One or two alternates mean that a player can't get fully used to the death animation and it still startles them each time and brings them more into the experience.
http://www.youtube.com/watch?feature=player_detailpage&v=eaUaJUhTZfw#t=148s
An excellent example of why pod killmails are the best feature to be implemented in EVE Online since warping at zero.
|
Fzhal
Anoikis Vergence The Last Chancers.
1
|
Posted - 2015.03.25 04:05:24 -
[54] - Quote
CCP Karuck wrote:Very interesting insight there Rain6637 :) Roll is actually something I'm having a hard time with, since it seems to be one of the biggest contributors to simulation sickness when playing in VR.
I'm curious, if you had to use a gamepad controller.. how would you assign roll, pitch and yaw?
I've read that a large contributor to in flight motion sickness is due to a lack of reference to a horizon. I know this is not something that you want to hear when you were building a space simulator, but it may be worth considering. For instance, in the battle with the debris and fog you could have a more pronounced or thicker plane of fog in order to trick the person's brain into proceeding a horizon. that horizon may not have to be obviously noticeable. if you are above or below that horizon plane, you might could use a lower level of detail for the fog that is further away.
Another thing that I would suggest is to have the control settings for new users scale up as me tutorials progress. Air Force pilots go through training to become acclimated to these maneuvers in order to decrease the incidence of air sickness.
I'm afraid that one of the better suggestions would be to suggest that people in with their bodies into the turns to stimulate their sense of balance in the way that it would in real life.
on a lighter note, I'd love to see Newtonian physics. But, thinking realistically about new players, it would have to be an option that users would enable after becoming acclimated to the system. I am kind of torn as to whether the Newtonian physics would be speed capped or not. And if it were not speed capped I would think there would have to be some kind of mechanic that would penalize a player for trying to turn while going too fast, like causing damage to the craft. |
1Robert McNamara1
The Graduates Forged of Fire
78
|
Posted - 2015.03.25 15:22:04 -
[55] - Quote
I'm fine with speed capped Newtonian physics. The cap allows them to manage map sizes better and avoid weird things like artificial boundaries. Maybe when a ship is hitting the cap there's little front thrusters that fire. Lore can go to work justifying the cap as a the shields/hull can't protect the pilot from micro debris at speeds above the cap. Something something shield refresh rates...
I think managing systems in a simulator can be a lot of fun, and really separate casuals from veterans. I don't think the controls give a lot of flexibility to make that happen though... maybe the other joystick can be used to shift power from engines to shields or EMS, but options are limited because you don't have tons of buttons laid out in an optimal way.
I do like the idea of area specific damage causing problems to the ship... run head first into lots of things? maybe a gun starts firing slower. Getting hit in the engines a lot? boosts take more cap. The down side is manipulation. In the Battletech VR pods i used to play it was common practice to lead a guy away from the main fight, gimp a leg so he's limping, and run back to the fight. Some of those maps were quite large and it would cost the pilot several minutes. The fix was to allow for self destruct whenever gimped or all guns were stripped off. |
Rain6637
GoonWaffe Goonswarm Federation
30967
|
Posted - 2015.03.25 15:26:01 -
[56] - Quote
I'm super excited about the flight characteristics I saw in the Fanfest videos. Every time I think about it.
Help, I can't download EVE
|
1Robert McNamara1
The Graduates Forged of Fire
78
|
Posted - 2015.03.25 15:34:45 -
[57] - Quote
Rain6637 wrote:I'm super excited about the flight characteristics I saw in the Fanfest videos. Every time I think about it.
This moment in the finals really was exciting to watch. https://youtu.be/xOPz7WydAR8?t=15m9s
|
Fzhal
Anoikis Vergence The Last Chancers.
1
|
Posted - 2015.03.25 22:50:38 -
[58] - Quote
My thoughts on destructible ship parts.
With the fast-paced nature and distance from your targets, you won't be able to see what part fell off. That is unless you add another thing to pay attention to in the HUD.
How often will the target die before the destroyed components have a chance to affect gameplay? (Wasted development effort)
What systems (and combinations) can be rendered inoperable without removing the pilot's ability to influence the battle?
Repair mechanic?
Maybe that is why almost all FPS games have not had this mechanic. It could be a lot of extra effort that ends up hurting overall game enjoyment... Why doesn't Eve have these mechanics, it is even slower paced? In my opinion, unless you have a brilliant plan for destructibles, leave it alone.
Bulllet holes on the ship skins, of course. The rest... |
Daksa Crendraven
Imperial Guardians Executive Outcomes
0
|
Posted - 2015.04.17 08:46:52 -
[59] - Quote
In my humble opinion,
From a control and usability point of view, my personal still unmatched paradigm for controlling a flying thing that is capable to launch stuff and kill things is still the Ace Combat series when it comes to have a pad in your hands and a group of foes to kill in your radar (and especially if they are human-controlled - Arcade PvP).
Why? A pure Technical Learning Curve in a superfast game:
Example: Fly to your enemy at max speed, in order to stay in his tracking trajectory for the shortest time possible, turn into the back of your enemy with the narrowest and fastest possible angle (speedbrake + ultrafast turning), start tracking him, maintain him on the central part of the hud for the time required to have a lock, foresee his escape angle and adjust your hull and speed correctly to reduce the probabilities of loosing him, get a lock, start firing with light guns in order to scary him and push him in the right ballistic angle... have him in the right trajectory where he cant escape your missile.. .fire the missile! - Countermeasures! - you lost the lock and his trajectory and angles changes so much that you lost him, he's doing your same technique, you become targeted, you try to dodge his tracking time by flying low between the walls of a canyon, while desperately afterburning away, you try to speedbrake and turn again, he foresee that and start to do the same, you receive damage from his guns, you made the error to align on a wrong trajectory because you are under pressure, tracking locks, he fires: You lost half of the hull. You speedbrake and fast-turn and the duel continues..
All of this = less than 30 seconds.
This is why I love Ace Combat.
To be short, you can kill your enemy only if you are more skilled than him at flying your aircraft (and of course, if you have the right equipment/skill points level.. but this rule can be "escalated" by talented newbies with the right techniques applied)..
So, still a game of strategy with his dinamycs of course, but based on short-time acts, cold-blood, reflexes, and foreseeing capabilities.
Some good games that contains a lot of ispirational stuff that i would like to recommend are:
Technical
Air Combat, PlayStation Ace Combat 2, PlayStation Ace Combat 3: Electrosphere, PlayStation Ace Combat: Distant Thunder (Ace Combat 04: Shattered Skies), PlayStation 2 Ace Combat: Squadron Leader (Ace Combat 5: The Unsung War), PlayStation 2 Ace Combat: The Belkan War (Ace Combat Zero: The Belkan War), PlayStation 2 Ace Combat 6: Fires of Liberation, Xbox 360
Space Simulation / Technical
Colony Wars Vengeance (on highest difficulty level) Colony Wars RedSun (on highest difficulty level)
I would like to recommend also the Colony Wars series because... well.. get a psx emulator and give it a try.. You will discover a pure gem. ;)
p.s. The destructible hull concept is absolutely amazing, and an entire generation of space or aerial sim players are still secretly dreaming about that. This should be really amazing :) |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |