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EVE-Online RP Discussion and Resources => EVE OOC Summit => Topic started by: kalaratiri on 14 May 2013, 10:29

Title: [Dev Post] Pod Death (and Cloning Iteration)
Post by: kalaratiri on 14 May 2013, 10:29
Not sure if correct part of the forum, but: https://forums.eveonline.com/default.aspx?g=posts&t=235687

Quote from: CCP Masheen
Dearest space-faring colleagues,

If you thought all the secrets of Odyssey were revealed at Fanfest then it is my pleasure to tell you they were not. Team Pony Express are planning on dropping some seriously exciting changes onto the Singularity Test Server for a Mass Test on Thursday (Watch for posts from CCP Habakuk for exact time + details)

CCP Nimbus, CCP karkur and the ever-sarcastic CCP PrismX have been furiously coding new Ship & Pod death sequences that we're hoping will be ready in time for Odyssey's release on June 4th.

In the same vein as the new seamless stargate jump transitions, this work is a part of our drive to "fill in the gaps" in the flow of common EVE gameplay. The goal was that your ship would better inform you when it is in serious peril. It never felt very 'Sci-Fi' that your ship wouldn't make much of a fuss out of being blown to smithereens so we've fixed that.

In the last moments of being blown up your ship UI/HUD will look a lot more like it does in the EVE Origins trailer (at 3:23) (http://www.youtube.com/watch?feature=player_detailpage&v=FZPCiqBLPM8#t=202s)

These new animated UI elements are tied to the existing Audio Alerts. We have created this feature with extensive player customization, some features we choose to be pre-calibrated but with this feature you will have options. You can set the thresholds at which you are warned or disable them completely and the new UI has been designed to fit with all other existing HUD elements.

Pod death will never be the same again either, before now it has always been somewhat underwhelming . You are immediately removed from the fight and a couple of seconds later you're back in station. This experience has been replaced by this new sequence:

Quote
As the smoke clears from your decimated capsule your terminally wounded corpse will now be shown gently spinning as life slips away and your camera drones offline. You have a moment to reflect on your unfortunate demise and take in the scenery one last time before a new clone is activated and your consciousness is transferred.


These features are a work in progress and we'd like to get your feedback, please log into Sisi on Thursday to try them out for yourself.

- CCP Masheen. x
Title: Re: [Dev Post] Pod Death
Post by: Aldrith Shutaq on 14 May 2013, 10:44
Way to rub it in...
Title: Re: [Dev Post] Pod Death
Post by: Aria Jenneth on 14 May 2013, 10:55
Way to rub it in...

It needed some rubbing. All we had was a sort of "squish" and an area transition essentially indistinguishable from docking.
Title: Re: [Dev Post] Pod Death
Post by: Shintoko Akahoshi on 14 May 2013, 11:51
I dunno. I've always disagreed with extended "defeat" scenes. You already know that you've been defeated, and Eve rubs defeat in through the loss of ships, isk and implants pretty well, already.

Think about the death scenes in, say, the Mass Effect series. Do they add anything to your experience other than 30 seconds of irritated "Dammit, I know I just lost. Hurry up so that I can keep playing my game"?
Title: Re: [Dev Post] Pod Death
Post by: Creep on 14 May 2013, 12:23
Hopefully, there will be a way to skip the death scene. Also, hopefully the deathscene will only be about 5 seconds log (I can't imagine it needing to be longer).
Title: Re: [Dev Post] Pod Death
Post by: kalaratiri on 14 May 2013, 12:26
Not sure if correct part of the forum, but: https://forums.eveonline.com/default.aspx?g=posts&t=235687

Quote from: CCP Masheen
Dearest space-faring colleagues,

If you thought all the secrets of Odyssey were revealed at Fanfest then it is my pleasure to tell you they were not. Team Pony Express are planning on dropping some seriously exciting changes onto the Singularity Test Server for a Mass Test on Thursday (Watch for posts from CCP Habakuk for exact time + details)

CCP Nimbus, CCP karkur and the ever-sarcastic CCP PrismX have been furiously coding new Ship & Pod death sequences that we're hoping will be ready in time for Odyssey's release on June 4th.

In the same vein as the new seamless stargate jump transitions, this work is a part of our drive to "fill in the gaps" in the flow of common EVE gameplay. The goal was that your ship would better inform you when it is in serious peril. It never felt very 'Sci-Fi' that your ship wouldn't make much of a fuss out of being blown to smithereens so we've fixed that.

In the last moments of being blown up your ship UI/HUD will look a lot more like it does in the EVE Origins trailer (at 3:23) (http://www.youtube.com/watch?feature=player_detailpage&v=FZPCiqBLPM8#t=202s)

These new animated UI elements are tied to the existing Audio Alerts. We have created this feature with extensive player customization, some features we choose to be pre-calibrated but with this feature you will have options. You can set the thresholds at which you are warned or disable them completely and the new UI has been designed to fit with all other existing HUD elements.

Pod death will never be the same again either, before now it has always been somewhat underwhelming . You are immediately removed from the fight and a couple of seconds later you're back in station. This experience has been replaced by this new sequence:

Quote
As the smoke clears from your decimated capsule your terminally wounded corpse will now be shown gently spinning as life slips away and your camera drones offline. You have a moment to reflect on your unfortunate demise and take in the scenery one last time before a new clone is activated and your consciousness is transferred.


These features are a work in progress and we'd like to get your feedback, please log into Sisi on Thursday to try them out for yourself.

- CCP Masheen. x

As for the death scene itself, CCP have been working under the mantra of "The same as, or quicker, than it is already". They won't put in anything that takes longer than what is already there.
Title: Re: [Dev Post] Pod Death
Post by: Creep on 14 May 2013, 12:31
Not sure if correct part of the forum, but: https://forums.eveonline.com/default.aspx?g=posts&t=235687

Quote from: CCP Masheen
We have created this feature with extensive player customization, some features we choose to be pre-calibrated but with this feature you will have options. You can set the thresholds at which you are warned or disable them completely and the new UI has been designed to fit with all other existing HUD elements.
- CCP Masheen. x

As for the death scene itself, CCP have been working under the mantra of "The same as, or quicker, than it is already". They won't put in anything that takes longer than what is already there.
Damnit, I've been caught not reading. >.>
Title: Re: [Dev Post] Pod Death
Post by: Esna Pitoojee on 14 May 2013, 12:32

Not sure if correct part of the forum, but: https://forums.eveonline.com/default.aspx?g=posts&t=235687

Quote from: CCP Masheen
We have created this feature with extensive player customization, some features we choose to be pre-calibrated but with this feature you will have options. You can set the thresholds at which you are warned or disable them completely and the new UI has been designed to fit with all other existing HUD elements.
- CCP Masheen. x

As for the death scene itself, CCP have been working under the mantra of "The same as, or quicker, than it is already". They won't put in anything that takes longer than what is already there.

Does this include for those of us whom animations take an extra 10 seconds to load?
Title: Re: [Dev Post] Pod Death
Post by: Iwan Terpalen on 14 May 2013, 12:34
Death animations work in some games, less so in others. Despite pod loss not happening all that often, I think it would be somewhat annoying to have a drawn-out, non-interactive animation when EVE is extremely responsive at all other times.

I would've gone for something feeling more technical and first person; a screen white-out followed by your HUD rebooting. Put those animated UI elements they were talking about to work! For no more than a second or two, mind.
Title: Re: [Dev Post] Pod Death
Post by: kalaratiri on 14 May 2013, 12:41

Not sure if correct part of the forum, but: https://forums.eveonline.com/default.aspx?g=posts&t=235687

Quote from: CCP Masheen
We have created this feature with extensive player customization, some features we choose to be pre-calibrated but with this feature you will have options. You can set the thresholds at which you are warned or disable them completely and the new UI has been designed to fit with all other existing HUD elements.
- CCP Masheen. x

As for the death scene itself, CCP have been working under the mantra of "The same as, or quicker, than it is already". They won't put in anything that takes longer than what is already there.

Does this include for those of us whom animations take an extra 10 seconds to load?

That, I cannot tell you :P
Title: Re: [Dev Post] Pod Death
Post by: Darius Shakor on 14 May 2013, 12:48
Hopefully, there will be a way to skip the death scene. Also, hopefully the deathscene will only be about 5 seconds log (I can't imagine it needing to be longer).

I think we all know what needs to be done...
http://www.youtube.com/watch?v=ulEisLcFEl4
Title: Re: [Dev Post] Pod Death
Post by: Rok-Yuni on 14 May 2013, 13:37

Not sure if correct part of the forum, but: https://forums.eveonline.com/default.aspx?g=posts&t=235687

Quote from: CCP Masheen
We have created this feature with extensive player customization, some features we choose to be pre-calibrated but with this feature you will have options. You can set the thresholds at which you are warned or disable them completely and the new UI has been designed to fit with all other existing HUD elements.
- CCP Masheen. x

As for the death scene itself, CCP have been working under the mantra of "The same as, or quicker, than it is already". They won't put in anything that takes longer than what is already there.

Does this include for those of us whom animations take an extra 10 seconds to load?

not sure, but if that is the case and you can't turn the new animations off fully, you're gonna hate jumping through a stargate after they deploy that new graphical effect.
Title: Re: [Dev Post] Pod Death
Post by: Vikarion on 14 May 2013, 13:53
I dunno. I've always disagreed with extended "defeat" scenes. You already know that you've been defeated, and Eve rubs defeat in through the loss of ships, isk and implants pretty well, already.

Think about the death scenes in, say, the Mass Effect series. Do they add anything to your experience other than 30 seconds of irritated "Dammit, I know I just lost. Hurry up so that I can keep playing my game"?

I'm fairly sure that, if CCP could manage it, your computer would reach out and punch you in the crotch after a pod-kill. Darker and edgier, remember?
Title: Re: [Dev Post] Pod Death
Post by: Ulphus on 14 May 2013, 13:58
I'm fairly sure that, if CCP could manage it, your computer would reach out and punch you in the crotch after a pod-kill. Darker and edgier, remember?

Which leads to meta stuff, like people ejecting from their T3 before it explodes, and then jumping out of their chair before their pod explodes...
Title: Re: [Dev Post] Pod Death
Post by: DeadRow on 14 May 2013, 14:14
I'm fairly sure that, if CCP could manage it, your computer would reach out and punch you in the crotch after a pod-kill. Darker and edgier, remember?

Which leads to meta stuff, like people ejecting from their T3 before it explodes, and then jumping out of their chair before their pod explodes...

With the next update, if you have a weapons timer, you will be clamped into your chair to prevent players bypassing game mechanics!
Title: Re: [Dev Post] Pod Death
Post by: Saede Riordan on 14 May 2013, 14:17
I honestly rather like the harsh abrupt disjoint that exists between podding and respawning in station. It feels like one of those places that it just works. You've just been ripped from your mind by brain destroying scanning techniques and dumped into a new body light years away. I'd not be opposed to having like, a blast a static and the UI melting for a second before everything reappears in station. I worry this will take out some of the brutality of being podded.
Title: Re: [Dev Post] Pod Death
Post by: Louella Dougans on 14 May 2013, 14:21
I think a lot of people, maybe even a majority, would watch once, then turn off, for performance reasons.
Title: Re: [Dev Post] Pod Death
Post by: Creep on 14 May 2013, 14:24
I think a lot of people, maybe even a majority, would watch once, then turn off, for performance reasons.
This is probably how it'll go. It'l be GREAT for movies, though.
Title: Re: [Dev Post] Pod Death
Post by: Makkal on 14 May 2013, 14:26
I'm dead. How the hell do I see my body floating in space? These camera drones are feeding information to my consciousness as it zips across the cluster?

Think about the death scenes in, say, the Mass Effect series. Do they add anything to your experience other than 30 seconds of irritated "Dammit, I know I just lost. Hurry up so that I can keep playing my game"?
Nope.

When ME 1 came out I had a crappy PC. At the lowest possible setting and resolution, that game ran at about 3-5 FPS.

Then came the conduit run... How fast the Mako travels depends on how high your FPS are. I had to replay the conduit run 38 times in a row.  :bash:

Each time I got the cutscene at the beginning and that 30 second 'death' twirl at the end.
Title: Re: [Dev Post] Pod Death
Post by: Lyn Farel on 14 May 2013, 14:53
I would rather prefer the awakening in the VAT bay, makes more sense immersion wise.
Title: Re: [Dev Post] Pod Death
Post by: Kohiko Sun on 14 May 2013, 15:01
I missed AURA laughing at you when it happens. I think I was the only person I knew who thought it was funny.

"AHAHAHA! You clumsy pilot!"
Title: Re: [Dev Post] Pod Death
Post by: Gaven Lok ri on 14 May 2013, 18:27
Do not like.
Title: Re: [Dev Post] Pod Death
Post by: Esna Pitoojee on 14 May 2013, 19:12

Does this include for those of us whom animations take an extra 10 seconds to load?

not sure, but if that is the case and you can't turn the new animations off fully, you're gonna hate jumping through a stargate after they deploy that new graphical effect.

It is a deep concern of mine.
Title: Re: [Dev Post] Pod Death
Post by: Ollie on 15 May 2013, 02:24
I missed AURA laughing at you when it happens. I think I was the only person I knew who thought it was funny.

"AHAHAHA! You clumsy pilot!"

Agreed. Also, needs moar Vogon poetry.
Title: Re: [Dev Post] Pod Death
Post by: kalaratiri on 15 May 2013, 05:09
Somewhat related: https://forums.eveonline.com/default.aspx?g=posts&t=235816&find=unread

Quote from: CCP Rise
I just saw (thanks Reddit) that the clone cost adjustment for Odyssey went to Singularity with the latest update. I didn't realize this would happen so quickly and I didn't have a post ready so I'm throwing this up in the middle of the night!

Basically, for Odyssey we are lowering the cost of clone upgrades across the board by 30%. This is meant as the first increment on a more thorough iteration on the clone system. Our hope is that through this first step we will be able to establish what (if any) effect clone prices have on player behavior. If you have any feedback related to the clone system (especially in terms of how it affects your play-style) we would love to hear from you.

I'm sure image links are usually not ideal for dev posts, but it is the middle of the night, so here is a screen shot of the new clone prices proposed for Odyssey: CLONES (http://i.imgur.com/gFO3xXK.png)

Yours,
CCP Rise

(http://i.imgur.com/gFO3xXK.png)
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: DeadRow on 15 May 2013, 05:56
Wooo 30mil for a clone. Deadie is happeh
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Rok-Yuni on 15 May 2013, 06:05

Quote
As the smoke clears from your decimated capsule your terminally wounded corpse will now be shown gently spinning as life slips away and your camera drones offline. You have a moment to reflect on your unfortunate demise and take in the scenery one last time before a new clone is activated and your consciousness is transferred.

This seems to corroborate an idea i had when i saw the origins trailer
where the same person was in a capsule and in a dropsuit.

it would appear that the capsule will no longer be injecting an instantly lethal poison and scanning your brain upon it's breach.
Capsuleers are becomming truly immortal, which would explain why Hilmar mentioned talking about the 'open door' at next year's fanfest.

-Rok
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Morwen Lagann on 15 May 2013, 06:20
You are putting an awful lot of faith into an art guy's :words: being a new PF direction.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Rok-Yuni on 15 May 2013, 07:34
it's more the origins trailer that caused me to start thinking about them doing it.

this art guys ':words:' just appear to go hand in hand with the trailer.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Mithfindel on 15 May 2013, 13:09
Since when have the developers (outside of the story team) known anything about the lore of their game? The little bitter vet in me would probably remind people that a given random developer doesn't probably reach the level of knowledge of a dedicated player, and some have been outright clueless about relatively basic mechanics. (Such as the famous case of suggesting to target paint sieged dreadnoughts as a solution to citadel torpedoes not hitting them at full damage.)
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Lyn Farel on 15 May 2013, 13:24
Since when have the developers (outside of the story team) known anything about the lore of their game? The little bitter vet in me would probably remind people that a given random developer doesn't probably reach the level of knowledge of a dedicated player, and some have been outright clueless about relatively basic mechanics. (Such as the famous case of suggesting to target paint sieged dreadnoughts as a solution to citadel torpedoes not hitting them at full damage.)

That.

Except if it's a game designer or a dedicated player, developers insight on their own game mechanisms is not always very trustworthy.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Rok-Yuni on 16 May 2013, 05:47
Most CCP staff are apparently eve players...

Perhaps the one in question in the earlier statement regarding dreads, had never flown one.
like, oh.. the vast majority of capsuleers...

just a thought.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Morwen Lagann on 16 May 2013, 06:16
Playing EVE, and having a working knowledge of the in-universe science, lore and story, are two entirely different things.

Trailers are made to look cool first and foremost and to drag people in, above all else. Not to be nitpickingly consistent with lore. (In fact, one of the devs - who shall remain nameless - who saw it for the first time at the same time the rest of us did at Fanfest, commented they'd already found several things that had been done wrong just from that first viewing.)

The art teams have, at minimum, an understanding of the aesthetic of different factions and races in EVE. They wouldn't be able to do their job properly if they didn't. But that doesn't mean they know anything about the rest of the game universe. You're reading way too deeply into an art guy's devblog than is merited.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Lyn Farel on 16 May 2013, 12:14
Most CCP staff are apparently eve players...

Really ? That's... impressive. Do they really all play as players or do they just use their CCP toons for professional work ?
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Silas Vitalia on 16 May 2013, 12:23
Most CCP staff are apparently eve players...

Really ? That's... impressive. Do they really all play as players or do they just use their CCP toons for professional work ?

Many many of them play regular EVE with alts. 

This has led to 'issues' in the past with some things :P

But them playing the game is a good thing for us, as they can get a good perspective sometimes on the problems we face :)
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Makkal on 16 May 2013, 12:24
I can't speak for CCP, but I have a friend who worked on TOR and not only were all the employees given life time subs but most of them were avid players. It's not unusual for MMO devs to be enthusiastic about their game. Typically, they'll work on a part of a game and so only experience it in a 'finished' state by playing the release.

QA is an exception.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Morwen Lagann on 16 May 2013, 12:33
If I remember right, all CCP employees are given three accounts to play with as players after joining the company, in addition to whatever development accounts they need for work. Any accounts they owned as players are suspended (read: banned).

After working for the company for six months, if they played the game prior to working for CCP (often the case), they are permitted to have some (all? one? not sure exactly) of their old characters cloned (assets and SP) into a fresh character that they can use, or if IA believes there's no chance of them being outed, they can have their original characters back. (If you get outed, you need to get the characters cloned -again-. IA is very serious about it - this is why you're supposed to keep quiet about it if you think a player character belongs to someone who works for CCP.)


Mind, this is all from memory from conversations with a few devs at Fanfest, so it might not be 100% accurate.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Iwan Terpalen on 16 May 2013, 12:39
I understand the situation at CCP is about the same. Heard something about three company-paid accounts for core developers?

I don't exactly have a ton of game development experience, but if I were involved in a team where a signifiant fraction of members didn't care to actually play the game they're working on, I'd be seriously worried.

Edit: ah, Morlag confirms it. I don't quite recall where I heard the three company-sponsored account thing - Falcon explaining things in OOC? A player meet?
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Lyn Farel on 16 May 2013, 12:41
I understand the situation at CCP is about the same. Heard something about three company-paid accounts for core developers?

I don't exactly have a ton of game development experience, but if I were involved in a team where a signifiant fraction of members didn't care to actually play the game they're working on, I'd be seriously worried.

You "play" the game when you develop it, but it is a whole different experience than playing it as a player, it can mostly consist of starting the game editor or whatever and trying a few things here and there, but that's not the game engine with the actual game running.

Only QA does that, and a few others.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Mithfindel on 16 May 2013, 13:22
I do indeed understand that there are a lot of CCP people recruited from the playerbase. There at least used to be a fair amount of people recruited amongst the roleplayer community, too - but, logic would say that as people roleplaying in EVE are the minority, so probably are roleplayers-turned-devs. And even further, players-turned-devs at positions with any power would probably limit these to very early hires, except for players with a very long experience in the business.

What counts is that the people who care of specific things get hired in the right places, I'd say. Eterne, Falcon, Fozzie and Rise are all looking like sitting on exactly the right chairs. If the trend continues, future looks quite bright, even if some lines get ordered by the rule of cool.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Horatius Caul on 17 May 2013, 05:17
So much strange discussion based on just a bluepost.

Here's the new sequence: http://www.youtube.com/watch?v=fyvAh6a6HEw
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Iwan Terpalen on 17 May 2013, 05:21
Ten seconds and then a blackscreen when the station still has to load? That's.. suboptimal.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: kalaratiri on 17 May 2013, 05:32
Apparently, that video must have glitched. Yhe actual effect is, "The screen goes white as you die and it's like a jump effect to your new clone".
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Andreus Ixiris on 25 May 2013, 07:09
They're nice little touches. Nothing wrong with them. The pod death sequence is competently executed but slightly underwhelming. That's all there really is for me to say on the matter.
Title: Re: [Dev Post] Pod Death
Post by: Tryaz on 27 May 2013, 05:21
I dunno. I've always disagreed with extended "defeat" scenes. You already know that you've been defeated, and Eve rubs defeat in through the loss of ships, isk and implants pretty well, already.

Think about the death scenes in, say, the Mass Effect series. Do they add anything to your experience other than 30 seconds of irritated "Dammit, I know I just lost. Hurry up so that I can keep playing my game"?

http://www.youtube.com/watch?v=dArnf2xwv5w that's the sequence being demo'd on Sisi. I think it's cool to be given a second or two to appraise the tactical environment that you lost your pod in
Title: Re: [Dev Post] Pod Death
Post by: Saede Riordan on 27 May 2013, 06:43
I dunno. I've always disagreed with extended "defeat" scenes. You already know that you've been defeated, and Eve rubs defeat in through the loss of ships, isk and implants pretty well, already.

Think about the death scenes in, say, the Mass Effect series. Do they add anything to your experience other than 30 seconds of irritated "Dammit, I know I just lost. Hurry up so that I can keep playing my game"?

http://www.youtube.com/watch?v=dArnf2xwv5w that's the sequence being demo'd on Sisi. I think it's cool to be given a second or two to appraise the tactical environment that you lost your pod in

What's with the moving of the undock button and the bright blue captains quarters arrow button next to it? I'd not heard anything about them doing that.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Morwen Lagann on 27 May 2013, 07:12
It's like that on Sisi now, and I like it. It's quite reminiscent of the first post-Incarna iteration where they returned ship-spinning.

See here: http://go-dl.eve-files.com/media/corp/mlagann/201110.01.22.26.42.jpg

The undock button works in an interesting way now. Basically, you click on it, and the three chevrons light up in sequence. Clicking on the button a second time before the third chevron lights up will abort the undocking process.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Lyn Farel on 27 May 2013, 08:14
It may be more aesthetics that way, but it's less obvious than an "abort" button. They should keep an abort hint somewhere, hide-able or not.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Esna Pitoojee on 27 May 2013, 09:55
I suspect the tutorial will be tweaked to include this information. For those veteran pilots who opt not to review the tutorial, I imagine CCP assumes us to be capable of reading forums and discovering it on our own.
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Andreus Ixiris on 27 May 2013, 12:14
It's like that on Sisi now, and I like it. It's quite reminiscent of the first post-Incarna iteration where they returned ship-spinning.

See here: http://go-dl.eve-files.com/media/corp/mlagann/201110.01.22.26.42.jpg

The undock button works in an interesting way now. Basically, you click on it, and the three chevrons light up in sequence. Clicking on the button a second time before the third chevron lights up will abort the undocking process.
Have you noticed that in Gallente and Amarr stations, the spotlights illuminating your ship turn off when you hit the undock button?

Also, several other runway-style blinkenlights start up in Gallente, Amarr and Caldari stations. As usual, Minnies get no love :(
Title: Re: [Dev Post] Pod Death (and Cloning Iteration)
Post by: Merdaneth on 27 May 2013, 12:35
Also, several other runway-style blinkenlights start up in Gallente, Amarr and Caldari stations. As usual, Minnies get no love :(

The same routine runs in the Minnie stations, they just didn't maintain the wires and lights....
Title: Re: [Dev Post] Pod Death
Post by: Tryaz on 27 May 2013, 13:25
I dunno. I've always disagreed with extended "defeat" scenes. You already know that you've been defeated, and Eve rubs defeat in through the loss of ships, isk and implants pretty well, already.

Think about the death scenes in, say, the Mass Effect series. Do they add anything to your experience other than 30 seconds of irritated "Dammit, I know I just lost. Hurry up so that I can keep playing my game"?

http://www.youtube.com/watch?v=dArnf2xwv5w that's the sequence being demo'd on Sisi. I think it's cool to be given a second or two to appraise the tactical environment that you lost your pod in

What's with the moving of the undock button and the bright blue captains quarters arrow button next to it? I'd not heard anything about them doing that.
Yeah it's REALLY bright huh, not exactly in-keeping with the rest of the interface :/