June 2019 Release - General Feedback

But points 2 and 3 in your original post are directly related to WiS, yet you also said the summer of rage had nothing to do with WiS. Just trying to figure out your contradictive response.

First sentence referred to the idea of it. What CCP flopped at was the execution side. I edited my post to clarify that.

I saw that in the patch notes a few days ago and was wondering about it myself (the stuff about character animations).

Iā€™m guessing it refers to how the toon blinks their eyes and kinda looks around a bit/moves slightly in the full body preview once you click on someoneā€™s avatar in their show info?

ā€¦ I guess???

Thatā€™s what i thought first but I gave a look at it and it all seems the same as before

Minmatar Battleship Hurricane?, I wish.

What do you mean? Hurricane is not a battleship, is a battlecruiser

Ah, weirdā€¦

ā€¦ well, thanks to no more captainā€™s quarters, the only other place character animations are visible besides the preview window on someoneā€™s profile/show info in gameā€¦ is during character creation or during character cutomization (but then only for your own eyes, no one elseā€™s).

Heā€™s referring to the bit in the patch notes that says:

ā€œRemoved Darkness smoke effect on the Minmatar Battleship Hurricane (Regular and Fleet Issue) Minmatar Rust SKIN.ā€

he wants his Hurricane to get an upgrade from BC to BS. that WOULD make it a lot less nimble, tho.

Well, at least I canā€™t see a great difference, unless the novelty is that now they seems to breath. Wow. that would be really great difference. YAWNā€¦

Maybe itā€™s just a typo? It doesnā€™t seems to have lot of sense turn a BC in a BSā€¦

Yes, itā€™s a typo. Same as Falcon titling the 2019 June release Mac feedback thread ā€œ2018 June release Mac feedbackā€. ;D

There is nothing in this release to give feedback about.

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another fluff patch oh and more skins as long as ccp make skins :no_mouth:

Hereā€™s some detail regarding the character systems changes in the patch notes:

For various parts of our graphics systems, we use 3rd-party middleware libraries. One of those libraries, about a year and a half ago, was blocking our move to a 64-bit client, so it had to go. As it turns out, it was software for layering and sequencing animation. Captainā€™s Quarters depended on it heavily, but it was also used in the character creator, and while we could (and did) remove Captainā€™s Quarters, the character creator is a necessary system in our game.

So, in mid-2017, leading up to the Captainā€™s Quarters removal, I spent some time building out our in-house animation software support to replace the bare minimum functionality necessary to keep characters idling naturally in the character creator. This change was a success in that I never heard a single player complain about the fact that characters were less lifelike, but our tiny but still active 3D character team wasnā€™t happy with the details that had been lost in the process.

This year, another of our 3rd party middleware providers delivered a 64-bit capable system that had a lot of the advantages of the one weā€™d taken out. Furthermore, we realized that with careful engineering we could use it for both characters and space objects. And, since adding support for it would require getting some experience with the new tools and updating our character animation workflows, adding some minor, more lifelike details to characters in the character creation screens was a reasonable, low-risk testbed for the technology.

So yeah; none of this is life-changing in itself. The fact that youā€™re not seeing much of a difference is just fine, though it might mean that we toned down the visual interest a bit too much on the way to release. But, now we have a modernized animation pipeline, some new tools that work well and enable very exciting new capabilities, and an implementation that will allow us to use it with ships and characters interchangeably.

The thing I canā€™t stress enough is that this kind of infrastructure work is tricky to get right, perfectly invisible when it works, and is absolutely essential to keeping Eveā€™s code base healthy, well-maintained, and modern.

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Only feedback I got is go back and address at least the past year of feedback before we worry about this latest release. If a year is to much, then since invasion release bare minimum.

So we will get even more graphical upgrades? Possibly ship animations?
Thatā€™s great!

@CCP_Darwin will we see the captains quarters return?

It was a cool feature, and with the current influx of other games adding such features, wouldnā€™t it help get those player bases interested in EVE?

I know some in community donā€™t want to see new blood in EVE and think EVE should only be for them. But EVE has to be cooperative with other new games.

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I have my suspicions and I donā€™t expect a dev to actually come out and answer this but is the last Drifter attack wave an antibotting measure?

They seem to be at their strongest in systems of questionable repute. We have been watching Drifter fleets of 20 battleships RF structures up and down the region in systems we know have bots. And with massed fleets hitting null blocks. We only got 5 total in one system and itā€™s the system that neutrals pass through.

Triglavian ships are showing they do all damage types in the attribute tab, but the scrolling damage on screen shows only 2 types of damage. I selected and viewed multiple ships, all show that they do all 4 damage types.

What one do I trust?

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You would think, having been taken over by Black Pearl which has one of the best character rendering engines on the mmo market, bringing back walking in stations via an external system like chat (but easier, as walking requires a session change) would be viable

I would like to see my outfits & maybe look at all the trivia & trinkets CCP gives out. May settle for a 3d rendering of my toon & the Agent I am talking too - Text chat to NPCs is SO old school

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A foreign engine in an established environment is not necessarily a boon.
Just remember the woes of an old starmap, which was using a different rendering engine and did not work that well on Linux.