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Public Test 1.0.9 - 11-Jul-2013 - Morning Feedback


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Poll: Public Test 1.0.9 - 11-Jul-2013 - Morning Feedback (539 member(s) have cast votes)

What is your average FPS? (Press F9 during Gameplay)

  1. 0 - 10 (12 votes [2.25%] - View)

    Percentage of vote: 2.25%

  2. 11 - 20 (48 votes [8.99%] - View)

    Percentage of vote: 8.99%

  3. Voted 21 - 30 (104 votes [19.48%] - View)

    Percentage of vote: 19.48%

  4. 31 - 40 (117 votes [21.91%] - View)

    Percentage of vote: 21.91%

  5. 41 - 50 (94 votes [17.60%] - View)

    Percentage of vote: 17.60%

  6. 50+ (159 votes [29.78%] - View)

    Percentage of vote: 29.78%

How does your FPS compare with the current live version?

  1. Much Worse (29 votes [5.43%] - View)

    Percentage of vote: 5.43%

  2. Voted Worse (169 votes [31.65%] - View)

    Percentage of vote: 31.65%

  3. No Change (312 votes [58.43%] - View)

    Percentage of vote: 58.43%

  4. Better (21 votes [3.93%] - View)

    Percentage of vote: 3.93%

  5. Much Better (3 votes [0.56%] - View)

    Percentage of vote: 0.56%

Would you be OK with the performance of this version going live?

  1. Yes (396 votes [74.16%] - View)

    Percentage of vote: 74.16%

  2. Voted No (138 votes [25.84%] - View)

    Percentage of vote: 25.84%

What is your average Ping?

  1. 0 - 100 ms (227 votes [42.51%] - View)

    Percentage of vote: 42.51%

  2. 101 - 200 ms (276 votes [51.69%] - View)

    Percentage of vote: 51.69%

  3. Voted 201 - 300 ms (28 votes [5.24%] - View)

    Percentage of vote: 5.24%

  4. 301 - 400 ms (3 votes [0.56%] - View)

    Percentage of vote: 0.56%

  5. 401+ ms (0 votes [0.00%])

    Percentage of vote: 0.00%

How does your Ping compare with the current live version?

  1. Much Worse (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Worse (5 votes [6.67%] - View)

    Percentage of vote: 6.67%

  3. No Change (68 votes [90.67%] - View)

    Percentage of vote: 90.67%

  4. Better (2 votes [2.67%] - View)

    Percentage of vote: 2.67%

  5. Much Better (0 votes [0.00%])

    Percentage of vote: 0.00%

Would you be satisfied with the connectivity of this version going live?

  1. Voted Yes (486 votes [91.01%] - View)

    Percentage of vote: 91.01%

  2. No (48 votes [8.99%] - View)

    Percentage of vote: 8.99%

How stable (with regards to crashing/freezing) is this build for you?

  1. Extremely Stable (86 votes [16.10%] - View)

    Percentage of vote: 16.10%

  2. Stable (202 votes [37.83%] - View)

    Percentage of vote: 37.83%

  3. Voted Mostly Stable (179 votes [33.52%] - View)

    Percentage of vote: 33.52%

  4. Unstable (58 votes [10.86%] - View)

    Percentage of vote: 10.86%

  5. Very Unstable (9 votes [1.69%] - View)

    Percentage of vote: 1.69%

How does your Stability compare with the current live version?

  1. Much Worse (21 votes [3.93%] - View)

    Percentage of vote: 3.93%

  2. Voted Worse (126 votes [23.60%] - View)

    Percentage of vote: 23.60%

  3. About the Same (367 votes [68.73%] - View)

    Percentage of vote: 68.73%

  4. Better (18 votes [3.37%] - View)

    Percentage of vote: 3.37%

  5. Much Better (2 votes [0.37%] - View)

    Percentage of vote: 0.37%

Would you be satisfied with the stability of this version going live?

  1. Voted Yes (407 votes [76.22%] - View)

    Percentage of vote: 76.22%

  2. No (127 votes [23.78%] - View)

    Percentage of vote: 23.78%

How would you rate the hit detection in this build?

  1. >95% of valid shots connect (110 votes [20.60%] - View)

    Percentage of vote: 20.60%

  2. 81-95% of valid shots connect (227 votes [42.51%] - View)

    Percentage of vote: 42.51%

  3. 71-80% of valid shots connect (133 votes [24.91%] - View)

    Percentage of vote: 24.91%

  4. 61-70% of valid shots connect (34 votes [6.37%] - View)

    Percentage of vote: 6.37%

  5. Voted 51-60% of valid shots connect (24 votes [4.49%] - View)

    Percentage of vote: 4.49%

  6. <50% of valid shots connect (6 votes [1.12%] - View)

    Percentage of vote: 1.12%

How does your hit-detection compare with the current live version?

  1. Voted Much Worse (10 votes [1.87%] - View)

    Percentage of vote: 1.87%

  2. Worse (102 votes [19.10%] - View)

    Percentage of vote: 19.10%

  3. About the Same (369 votes [69.10%] - View)

    Percentage of vote: 69.10%

  4. Better (48 votes [8.99%] - View)

    Percentage of vote: 8.99%

  5. Much Better (5 votes [0.94%] - View)

    Percentage of vote: 0.94%

Would you be satisfied with the hit detection of this version going live?

  1. Yes (364 votes [68.16%] - View)

    Percentage of vote: 68.16%

  2. Voted No (170 votes [31.84%] - View)

    Percentage of vote: 31.84%

Vote

#101 TheCaptainJZ

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Posted 11 July 2013 - 10:57 AM

I think the current selection of maps are ill-designed for 12 vs 12. The maps and strategies used on them is already very predictable. There are 2 or 3 routes on all the maps. Alpine and Desert are of sufficient size I think. However, Desert should be a "small" map for that many mechs and with the movement change and wide open areas, Alpine has only two paths to each base. Forget team coordination, all you have to do is keep everyone together in a large pack to dominate (This is already mostly true). The roles of lights is still not important. What would make gameplay longer and more tactical and more fun is if there were kilometer wide maps with several areas of combat and several distinct paths to them. Also there has to be a way to split up teams so you have to choose how many go to one location and how many go to another. With some tweaks the existing playmodes would work. Assault can be a free-for-all bash for those who want it and Conquest can have multiple objective-based gameplay. There should be more bases in conquest or you don't start with one at your starting location so you have to truely fight over 5 points.

#102 gwarm

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Posted 11 July 2013 - 10:57 AM

The older maps were not designed for 12v12 and I think it shows. Forest colony especially. My experience this afternoon was basically 50% more PPCs firing at targets that had 33% less space to maneuver through. Lots of bottlenecks.

#103 Vtack

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Posted 11 July 2013 - 10:57 AM

Why am I at work for this? Damn you clients! you're like vulture's!

#104 BlueSanta

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Posted 11 July 2013 - 10:57 AM

Ping is the same, hit reg is just as poor, no connectivity problems, but FPS drop of 5-10 on every map. Game is not unplayable, but the drop is noticeable.

Played some 12 mans and had a blast. Mediums are useful as fast flankers now that you have more mechs to work with to hold the line.

Tweaks still needed include movement mechanic, wallhack (seismic), and high damage pinpoint alphas.

Edited by BlueSanta, 11 July 2013 - 11:00 AM.


#105 Flash Yoghurt

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Posted 11 July 2013 - 10:58 AM

@chiXu:

6 M-Las should not produce additional heat, only the seventh one will cause that.

#106 BlueSanta

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Posted 11 July 2013 - 10:58 AM

View PostHansBlix WMD, on 11 July 2013 - 10:54 AM, said:

Here to confirm that my hunchback friend fired 7 MLAS simultaneously and just... exploded. Killed himself in one alpha.

However the 3PPC + Gauss Misery that 2 shot my dragon was able to alpha away with no issues whatsoever (missed me 5 times, hit me 2, I die, he doesn't overheat). Is this for real?


Saw a 6ML or more BJ blow himself up on Tourmaline.

#107 Draako

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Posted 11 July 2013 - 10:59 AM

Dropped several times. No Bugs to report thus far. Hit Detection seems to be higher which is nice. My Ping has gone from 30 to 60 so not too bad. FPS while in combat floats around 50-60 which is nice.

As game play goes I'm sure tactics will have to change as running in a 12 man pack doesn't mean you will be successful. I was worried that the smaller maps would be to cramped with 8 more mechs joining it, but I found it allowed for a very enjoyable and intense game. I had a few blow out games, but most games were pretty evenly matched up.

#108 Duncan Morales

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Posted 11 July 2013 - 10:59 AM

Yeah the queue is very small, we dropped 8 times and hit 4 times the same team.

But over all it was fun even some have diconects and the blackscreens at the beginning, but that was fixed i supposed.

Thumbs up great test until now!

#109 Moe Zart

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Posted 11 July 2013 - 10:59 AM

On low specs
50+ fps as on normal server
~140 ping as on normal server
1 crash to mechlab: searching and entering a game -> no beginn of round screen -> back to mechlab, mech in game

12vs12 is an interesting setup.

On large maps, mech distribution is in order. However, small maps are a bit overcrowed, since one wrong move brings you in loads of enemies.

Ammo-related builds reach their limits faster.

Battlegrid becomes more important. A way point system would be nice for company and team commanders.

#110 Farpenoodle

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Posted 11 July 2013 - 11:00 AM

RIP 12v12 (for now)

You were exceedingly fun.

Real feedback: FPS dropped a bit for me. Still playable but it's noticeably jerkier when it gets hairy. From like 30-60 avg to 20-60. I pilot mostly mediums and occasionally hop into my spiders so it's kinda a problem but the game is really a lot more fun for it. For what it's worth I'm on a Phenom II 965 @ 3.8GHZ and a 2GB 7850 with max settings.

I also got that launch to black screen bug once but seems you guys are already on top of it.

I'm also experiencing what I think are more teleporting issues. But I also play with a nearly 300 ping so any network performance issues are probably compounded by that.

That said, please live this as soon as possible. In those short 2 hours I've already had some of the most interesting games I've had in a while. From managing to score a kill while outnumbered 10 to 3 to scoring 330dmg in an MG spider, it's been awesome.

Edited by Farpenoodle, 11 July 2013 - 11:35 AM.


#111 Jman5

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Posted 11 July 2013 - 11:01 AM

  • FPS: unchanged
  • Latency: Unchanged
  • Hit Registration: not noticeably changed, but this is a difficult thing to notice in the thick of battle. At the very least I never noticed any overt hit reg issues.
  • No crashing or freezing.


#112 John MatriX82

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Posted 11 July 2013 - 11:01 AM

So I could slip in 4-5 matches, in general the new colors are somewhat darker, and I experience some tearing also with Vsync on and Adaptative Vsync in my GTX 660 (320.18 maybe I'll update them), something that doesn't happen in the non-live one.

In general it looks to be suffering a little bit of fps drops, therefore the tearing kicks in randomly albeit it shouldn't.

I feel hit detection is slightly worse, but I noticed that a few shots didn't suffered from weapon crossing the paths due to silly convergence issues when firing from covers to your side/corners and so on.

About the gameplay I've entered in a match with like 5 LRM 80 stalkers and 1/2 catapuls plus some atlases bearing them and it was absolute hell, LRMs covered the sky and I've seen my mate getting melted in less than 1". The same happens with all the huge direct fire, stay or step in the wrong spot/time you can get demolished like nothing. If you devs stated that you wanted longer battles then I guess you'll have an hard work keeping them being longer, since they potentially can be extremely shorter. I've experienced also a whopping 12-0, and in another match we ended 10-12 on frozen and that has been one hell of a fight (the same with the uber lrm rain).

I say.. you'll have to look into ammunition per ton. It should be raised I think, otherwise as a result we'll see more and more energy based weapons. For the rest I can't wait to try the volcano map, a friend of mine tried it in testing ground but of course I was unlucky to drop into that one during the playtime. That by the way it's ******* short, I also had to almost jump my dinner to play it a while more, two hours are quite tiny time to truly playtest.

I also say that smaller maps such as Forest Colony are a real destruction derby, 24 players on them looks to be completely out of scale for the available space. This is less impelling on Canyon and on Frozen, River City seems to work decently, probably thanks for the many buildings to duck behind, Tourmaline is perfect.. I couldn't drop on Alpine (thankfully <_<).

Edited by John MatriX82, 11 July 2013 - 11:02 AM.


#113 Karl Berg

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Posted 11 July 2013 - 11:02 AM

View PostWales Grey, on 11 July 2013 - 10:56 AM, said:

Relative to live, the full 12man team queue is dull, even duller than 8mans, because having 12v12 simply exasperates the issues of the 8v8 game. The performance was fine though, only had two or three people in the group CTD during the three drops we did and I personally only had one CTD because of a mechbay error involving paints.


The user count on the test servers was only a small fraction of the number of users on production at the same time. This would have made finding full 12 man group matches much more difficult.

#114 Vincent Quatermain

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Posted 11 July 2013 - 11:03 AM

First two matches seemed great, both on Caustic.
Second three attempts, crash on startup, mechs locked in mech bay (probably server load issues?)
Sixth match, River City night, worked fine, tons of fun.

Seventh through 10th, started a 12P group, made 4 attempts, no match found (not too surprising though)

11th, back to 4P groups, got a cap race on Alpine.
12th, failed to find match
13th, brawl on Tourmaline, fun.
14th, Forest Snow, cap race with some fighting.
15th, River City Night
16th, Tourmaline, useless pugs
17th, Canyon, included some douche whining about PPC builds (even with the high alpha nerf)
18th, Tourmaline, big brawl

So other, than the hiccups early on, it seems quite stable and lots of fun. It also seems like this build might have slightly fewer map bugs that hurt movement, which is a good thing since the new movement restrictions were TERRIBLY implemented.

#115 20k

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Posted 11 July 2013 - 11:03 AM

Holy crap, 12v12 was a bunch of fun. There didn't seem to be any problems whatsoever, I would recommend releasing this as soon as possible because its a load better than 8v8

#116 Green Toy

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Posted 11 July 2013 - 11:04 AM

Some maps seem too small for 12 v 12. Forest Colony, Frozen City and River City were plugged up with mechs all over each other.

#117 Silverfang22

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Posted 11 July 2013 - 11:04 AM

I played 3 games, managed to drop with Phil, Garth and Zakerystrife on my first drop (totally accidental). Only issue I noticed was that I got damaged by "???".

FPS is about the same or worse, I didn't notice any shots missing.

Overall very fun!

#118 Evax

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Posted 11 July 2013 - 11:04 AM

Now, Paul please test those all important balance changes...Test new HEAT....test new damage...Test it TEST it test IT

#119 AgroAlba

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Posted 11 July 2013 - 11:05 AM

Game ran a bit slower on the FPS side, but that's to be expected. Didn't have a problem with ammo conservation (but I don't generally waste it anyways).

This was a total blast, the feeling of chaos was impressive. I also felt like, as a support class, my mech was much more valuable for some reason. I'm not sure why, could have just been great PUG drops.

Overall very very impressed, and I can't wait for this to go live.

#120 Papaspud

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Posted 11 July 2013 - 11:05 AM

Ran pretty good overall, but I had a lot of frame stutters- it would show a drop down about 4-5 fps(55-56), but would stutter like you were getting in the low 20's or something. Also could tell the LRMs were a little OP, by the end of the test half the team was LRMs.





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