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Yea, it would be, but it doesn't sound like a terrible idea. Or maybe even tone that back a bit. Instead of all the complexity you mentioned, how about just changing the loading screen to some pseudo animation that makes it look like you're actually warping through space? I like the idea of taking away the loading screen regardless.
What about if there is no one in the sector with you, then jumping out only requires you to be 1000m from the nearest object? Maybe keep the 3000m requirement for station sectors. Trying to brainstorm here before any actually suggestion threads are started.
What about if there is no one in the sector with you, then jumping out only requires you to be 1000m from the nearest object? Maybe keep the 3000m requirement for station sectors. Trying to brainstorm here before any actually suggestion threads are started.
I don't see any problem with the 3km we have now.
Even if you fully background the current loading and disguise it as a jump animation (definitely a good thing to do), shortening the jump out distance will just mean you're spending a greater percentage of your time on what feel like frequent useless jumps. It's unintuitive, but making the distance shorter so you can jump sooner would make travel feel more tedious, not less.
The way you fix this is by either removing the need to jump (an unreasonable amount of work), or by making travel more involved -- make it an adventure. This is harder than just making it faster, but it would, you know, actually work.
People keep trying to find quick fixes for this. There is no quick fix. Do it right, or go home.
Even if you fully background the current loading and disguise it as a jump animation (definitely a good thing to do), shortening the jump out distance will just mean you're spending a greater percentage of your time on what feel like frequent useless jumps. It's unintuitive, but making the distance shorter so you can jump sooner would make travel feel more tedious, not less.
The way you fix this is by either removing the need to jump (an unreasonable amount of work), or by making travel more involved -- make it an adventure. This is harder than just making it faster, but it would, you know, actually work.
People keep trying to find quick fixes for this. There is no quick fix. Do it right, or go home.
I understand if you'd rather not go back and forth on this, and it may just be something we'll have to agree to disagree on, but I don't see how shortening the distance to jump out would make things feel more tedious. The pace of things would surely speed up. At least, it seems like it would when I try to think about what it'd feel like.
shortening the jump distance will make chasing more difficult and running more easy
So let's say you reduce the distance you fly to jump after a wormhole. Now what? You pop out of a wormhole, and mere seconds later you jump away. So why did you have to visit the sector in the first place? It feels like a pointless waste of time. If it actually takes a little while to reach the jump range, then even though it takes longer, being in the sector at all feels less pointless and thus causes less annoyance.
If you're still not seeing it, consider the extreme case. You undock from the station and are immediately able to jump, so you hit Activate. You appear in the wormhole sector and are already in range of the wormhole, so you hit Activate. You come out the other end and you're instantly ready to jump, so you mash Activate again. And finally, you come out of your jump within the docking bay and the auto-dock feature triggers. This would be a very annoying process. Imagine flying to a destination several systems away. It might only take ten seconds, but it would be ten seconds of mashing Activate. Find a clock that shows seconds and time it out. Imagine sitting there staring at jump animations and repeatedly mashing Activate for those ten seconds. If you don't see how that ten second trip would be more tedious than a five minute flight through VO as-is, I'm not sure how else to explain it.
Now, that extreme case is not what you're suggesting. But the problem is that the trip away from the wormhole is already pretty short in anything but a laden moth or a capship. It can't be reduced any more than it already is without making it feel pointless; in fact, it already feels kind of pointless at times.
And before any smartasses respond with, "Yes! So remove it! Remove travel!" I would like to remind them that VO is an action adventure game, not an arena game. If all you want to do in VO is participate in big battles, then any amount of time spent traveling to those battles is going to feel like waste, but VO is about more than just big battles. When it comes to trade, the journey is a critical element. The ultimate goal is to reach the destination so the goods can be sold, but the act of traveling to that destination is half the actual game for a trader. The first half is finding a potential route, and the second half is the challenge of moving the goods along that route as quickly and safely as possible. For traders (and by extension, pirates and anti-pirates), cutting travel is cutting gameplay -- you might as well sell puzzles pre-assembled so as to avoid wasting the customer's time, or build shorter race tracks so the racers can get to the end faster.
This is why Faille and I keep harping on about how travel needs to be made more engaging, not shorter. For several of the core play styles VO is built around, travel isn't some obstacle detracting from the game; travel is the game.
If you're still not seeing it, consider the extreme case. You undock from the station and are immediately able to jump, so you hit Activate. You appear in the wormhole sector and are already in range of the wormhole, so you hit Activate. You come out the other end and you're instantly ready to jump, so you mash Activate again. And finally, you come out of your jump within the docking bay and the auto-dock feature triggers. This would be a very annoying process. Imagine flying to a destination several systems away. It might only take ten seconds, but it would be ten seconds of mashing Activate. Find a clock that shows seconds and time it out. Imagine sitting there staring at jump animations and repeatedly mashing Activate for those ten seconds. If you don't see how that ten second trip would be more tedious than a five minute flight through VO as-is, I'm not sure how else to explain it.
Now, that extreme case is not what you're suggesting. But the problem is that the trip away from the wormhole is already pretty short in anything but a laden moth or a capship. It can't be reduced any more than it already is without making it feel pointless; in fact, it already feels kind of pointless at times.
And before any smartasses respond with, "Yes! So remove it! Remove travel!" I would like to remind them that VO is an action adventure game, not an arena game. If all you want to do in VO is participate in big battles, then any amount of time spent traveling to those battles is going to feel like waste, but VO is about more than just big battles. When it comes to trade, the journey is a critical element. The ultimate goal is to reach the destination so the goods can be sold, but the act of traveling to that destination is half the actual game for a trader. The first half is finding a potential route, and the second half is the challenge of moving the goods along that route as quickly and safely as possible. For traders (and by extension, pirates and anti-pirates), cutting travel is cutting gameplay -- you might as well sell puzzles pre-assembled so as to avoid wasting the customer's time, or build shorter race tracks so the racers can get to the end faster.
This is why Faille and I keep harping on about how travel needs to be made more engaging, not shorter. For several of the core play styles VO is built around, travel isn't some obstacle detracting from the game; travel is the game.
Animated Loading screen, by Spuck @Nihilus
Also, iirc, Incarnate has spoken in one of his interviews that VO does a little bit of preloading when you have a route plotted. dunno if that was actually implemented or anything though. I'll try to find that vid later.
I'm of the same mind as rin, I think; sectors that must be passed through should be interesting (Which means more assets), or there should be a different style of navigation (Which requires lots of dev time). his "Button-mashing" analogy is somewhat even true currently, should you have a long route in a greyhound.
Also, iirc, Incarnate has spoken in one of his interviews that VO does a little bit of preloading when you have a route plotted. dunno if that was actually implemented or anything though. I'll try to find that vid later.
I'm of the same mind as rin, I think; sectors that must be passed through should be interesting (Which means more assets), or there should be a different style of navigation (Which requires lots of dev time). his "Button-mashing" analogy is somewhat even true currently, should you have a long route in a greyhound.
Yea, he won me over with his "extreme case" presentation. I literally laughed out loud when I read that. I think I get his point now. And he's not wrong about this idea attempting to be a quick fix. That's exactly what my thinking behind it was.
And actually I don't know if this is the case for everyone, but I don't even get a loading screen anymore. I hadn't really noticed this, but it appears that this has been changed already.
And actually I don't know if this is the case for everyone, but I don't even get a loading screen anymore. I hadn't really noticed this, but it appears that this has been changed already.
the loading screen that spuck's plugin actually works for is for when you die. there IS another kind of loading screen for sector warps that lasts a handful of milliseconds for me, maybe.
or maybe i'm, thinking with my ass.
or maybe i'm, thinking with my ass.
"And actually I don't know if this is the case for everyone, but I don't even get a loading screen anymore. I hadn't really noticed this, but it appears that this has been changed already."
My loading screens currently take less than a second. It's definitely better performance than I was seeing back in '09. Of course, my hardware is far better than I once had, so that's likely a factor.
My loading screens currently take less than a second. It's definitely better performance than I was seeing back in '09. Of course, my hardware is far better than I once had, so that's likely a factor.
Ooooof useless necro bump ahoy cus i only read page one, the sectors need to be smaller, you can do very limit "fun" stuff in a sector, if its from a pew thats all yah getting, oh look roids is here, after you move a good 6km out they are history
I didnt listen to the whole thing but this is a proper and fair criticism of the games weak points.
It doesnt take very long to get bored of running around for missions (which incidentally involves 90% travelling and the rest shooting at easy NPC's)
ive rarely been able to sit down and play vendetta for anything else than pvp.
travelling in vo is allright at first but visually it gets repetitive a hell of a lot fast than spreadsheets in space which has had multiple huge graphical/art asset updates...
unfortunately to design and develop a diverse universe in which exploration/travel is as interesting as it is worthwhile youd need a relatively big team of artists something eve/ccp can afford, vo definitely lacks this and suffers as a result. thankfully VO's saving grace is its twitch spacequake combat which if you ask me really could use more attention by making pvp encounters more routine than they currently are... maybe im just lazy!
this is an ugly abortion of a post but im pretty blazed and on my phone i might resub this winter tho i miss shoostin yalls
It doesnt take very long to get bored of running around for missions (which incidentally involves 90% travelling and the rest shooting at easy NPC's)
ive rarely been able to sit down and play vendetta for anything else than pvp.
travelling in vo is allright at first but visually it gets repetitive a hell of a lot fast than spreadsheets in space which has had multiple huge graphical/art asset updates...
unfortunately to design and develop a diverse universe in which exploration/travel is as interesting as it is worthwhile youd need a relatively big team of artists something eve/ccp can afford, vo definitely lacks this and suffers as a result. thankfully VO's saving grace is its twitch spacequake combat which if you ask me really could use more attention by making pvp encounters more routine than they currently are... maybe im just lazy!
this is an ugly abortion of a post but im pretty blazed and on my phone i might resub this winter tho i miss shoostin yalls
CCP is now owned by Pearl Abyss, for what it's worth.
I don't see them making any major gameplay changes anytime soon. From what I have read online about Black desert online, EvE might only become a little more P2W and get a lot more cosmetic items.