Forums » Suggestions
Kill the jump animations? As an option?
I don't know about anyone else, but I'd like to see an option for the basic in-system jump animation either severely reduced in time or for the player to start the loading as soon as the jump button is hit. My system loads in the next system in half the time that it takes for the in and out jump animation to complete. Just going to the loading screen and maybe seeing the exit animation would be acceptable. Currently, I feel like I'm really taken out of the game whenever I jump.
Players can't be hurt during the animation (at least I haven't seen any damage done during it) so it's not like you need to be present to see it happen.
Players can't be hurt during the animation (at least I haven't seen any damage done during it) so it's not like you need to be present to see it happen.
"players cant be hurt during the animation"
ROFL!!!
Youll be surprised
ROFL!!!
Youll be surprised
As I said, this is as best I can see in the beginning game. Even after being openly attacked by a massive group of bots with better weapons that I have, they don't do any physical, observable damage when I pop out of the other side. And the hits are obvious during the animation, so it's not like they all missed.
Is PVP damage different?
Is PVP damage different?
Bots do not do any damage during the warp animation, but players can.
bots can do damage to you during the animation, they just warp or give up the second you press the button.
That's not always true, bean.
Bots do damage when you warp, but no damage when you jump. Newbs.
Id like a way to simply kill the giant flashey animation, or reduce it to a small white circle, something less video card intensive.
Didn't there used to be bullet type of animation? I think that would be sweet, hit the button and ......bbbbaAAAMMMM! your outa there. I guess it would be shorter than the current animation.
I think the old shoot away animation should come back. I like it.
What if the ship got brighter and brighter until it just vanished. It could even take the same amount of time as the current jump.
glowey Glowey GLOWEY *blink-poof*
In system jumps shouldn't look the same as a wh jump.
glowey Glowey GLOWEY *blink-poof*
In system jumps shouldn't look the same as a wh jump.
I really like iry's idea and i dont think it would be that hard to implement >.>
There are already threads on this. As of July 2006, separate wormhole and jump animations were "weeks" away[1]. The most pertinent thread is [2], however.
1: http://www.vendetta-online.com/x/msgboard/3/14363#182428
2: http://www.vendetta-online.com/x/msgboard/3/11326
1: http://www.vendetta-online.com/x/msgboard/3/14363#182428
2: http://www.vendetta-online.com/x/msgboard/3/11326
the old shoot away jump was cool, it was removed because of arolte and would soon be re removed because of some other player. I know I'd use it to kill the levi soon as the sheilds are down by warping through them at thousands of meters per second.
also back then i think we still had the current animation for the wh jump too
also back then i think we still had the current animation for the wh jump too
I thought of that. What if it was just an effect that fissled out after about 2000 meters, that way you couldn't actually hit anything. Or maybe a built in "alarm" that wouldn't let you jump if anything big was in the way. You could still take a player out if you were good enough (or lucky, unlucky enough), I assume you die as well.
P.S. Anyone got pictures of the old animation?
P.S. Anyone got pictures of the old animation?
lnh: the ability to damage bots with the old jump effect was removed well before Arolte even appeared on the scene, specifically because we used to do it to hive queens.
The whole loading screen wait time is because the server has to hand you off from one sector daemon to another. I'm not sure how that would be processed while the warp animation is playing.
Also, having an option to reduce the warp in/out animation times would make any reason for removing warp invulnerability moot. Everyone would reduce their time to zero, or the smallest increment, because it makes them less vulnerable when moving between sectors.
Also, having an option to reduce the warp in/out animation times would make any reason for removing warp invulnerability moot. Everyone would reduce their time to zero, or the smallest increment, because it makes them less vulnerable when moving between sectors.