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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

#141 KEYGETS

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Posted 11 July 2013 - 11:11 AM

I love it <_<

Had some launch bug with my misery(got back to the menu after i connect to the game) and there was a strange bug with my highlander. I stopped at these marked red lines in the picture and i couldn´t get over it with my mech... even with full speed.


http://s1.directuplo...9kwtqbw_jpg.htm

http://s7.directuplo...5dgqnt4_jpg.htm


Otherwise thanks for the great enviromental sounds B)

Edit:

Also there was nice teamplay in 12vs12... didnt have that in 8vs8

Edited by KEYGETS, 11 July 2013 - 11:22 AM.


#142 Dracol

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Posted 11 July 2013 - 11:11 AM

Just finished a third match. First two were close. This last one not so much.

Forest colony only felt small trying to leave base. There was a four atlas pile up in the little exit canyon at lower base.

#143 Nightcrept

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Posted 11 July 2013 - 11:11 AM

Ammo per ton needs raised by 1/4th.

To account for more opponnents and the potential for longer games an across the board ammor per ton raise of about 1/4th is needed in my opinion.

Other then that the game was great fun.

#144 VagGR

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Posted 11 July 2013 - 11:11 AM

coming from europe...

hit detection is worse. SRMs in particular seem waaay off...

FPS is about the same 50-60. but i noticed a significant drop when i tried to record a round down to 30-35 while on live it drops to 40-45 while recording. on that basis performance is not where it should be.

i know this test build is meant to test 12v12 but my GOD a looot of graphical glitches (i5 3450, ati 6950, drivers 13.4) artifacts, missing textures, glowing textures, effects missing, lighting going crazy. i hope these do NOT make it in the next patch

as a side note, please do NOT release 12v12 without addressing the 40+ dmg alpha meta first...

edit: im sorry i have to say this.... ammo per ton is FINE. adjust your builds.

Edited by VagGR, 11 July 2013 - 11:15 AM.


#145 Dirk Le Daring

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Posted 11 July 2013 - 11:11 AM

FPS had a slight drop, Voted 11-20, but really more like 8-16.

No crashes, so stability is not an issue, maybe not enough time to get one.

Hit detection seemed ok, but pretty hard to be certain with the low frame rate.

Ping is pretty normal at 260 - 290.

Great fun was had too. 12 v 12 is awesome. <_<

#146 Koniving

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Posted 11 July 2013 - 11:11 AM

Graphics: I saw a better than usual snowfall effect on Frozen City and was pleasantly surprised.

Victors: This has given me a chance to test the Dragon Slayer and some Victors. Must say I like them, though in no way can they replace the Awesome in indirect fire support. They do make good brawlers and direct fire support. I love the cockpit. But with such a nice overhead display I wish the pilots would touch controls up there. Just for something different instead of "gently push the button while being attacked by 12 mechs after overheating." I rather enjoyed the array of how the Victor's weapon systems more or less 'appear' on the mech and using the bizarre tube combination for 3 LRM-15s was a lot of fun.

Performance: Overall the performance is completely untouched for me, but I'm also on a high end system that ran pretty well when the game looked amazing back in closed beta. Longing for those high end optimizations that'd allow us to have DX 11 and the closed beta quality graphics again -- those were fantastic.

In terms of game balance: I've noticed 3 PPC boats blow themselves up since they were swarmed by so many targets. This was after long engagements and panic situations, where they'd shut down, start back up and just keep firing. There did not seem to be any implementation of Paul's said heat penalty fix yet, and the damage is concentrated still unlike NGNG 79's implications that PPCs might get some sort of damage distribution. So those fixes don't seem to be coming for the next patch.

My experience: I found this to be an enjoyable one. I'll definitely get me a Dragon Slayer in the near future (I've bought every past hero at full price, it does get expensive so for once I'll wait for a sale), but so far I've found the regular Victors to be reasonably superior. I love the paint on the sword -- it's a great touch. So, while disappointed in not seeing game balance changes implemented in the current test, I am glad to say that 12 versus 12 is a lot of fun.

Fun note: Also combining Kolen(sp?) Tan, Ochre and Camo Light Brown, with the Fractal pattern on the Victor gives it the look of the Yatjuita or whatever it is. The Predator. Quite awesome.

Lance system: Oh -- that reminds me, I tested the lance system. Good work. I set about a few goals. Rearrange weight class, test orders, see if there's a reward.
  • Rearranging lances by weight class was very easy, and simply doing that alone really bolstered teamwork and cohesion.
  • Afterwards I gave a few orders to test it and was pleasantly surprised at how simple the system works. I do wish, though, for a fourth option. In addition to Alpha Bravo Charlie, I'd like an "All" option for the team commander for when the entire enemy force is located.
  • Did not see additional rewards implemented for giving commands that are followed. <_<
Additional Lance System Feedback: Also if in the future it becomes possible, having a Delta squad with no one in it could help too. This way we have a fourth squad slot to place additional mechs for divisions such as 4, 3, 3, 2, and 4, 4, 3, 1, or however else.


Having seen the quoted post below...
Ammo does not need to be increased. People just need to make better build decisions about their ammo.

Edited by Koniving, 11 July 2013 - 11:32 AM.


#147 soarra

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Posted 11 July 2013 - 11:13 AM

View PostNightcrept, on 11 July 2013 - 11:11 AM, said:

Ammo per ton needs raised by 1/4th.

To account for more opponnents and the potential for longer games an across the board ammor per ton raise of about 1/4th is needed in my opinion.

Other then that the game was great fun.

you have 4 other lance later making up for that, i ran a ballistic mech in a game and had no issues. But i also had Large lasers in case.

#148 armyof1

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Posted 11 July 2013 - 11:13 AM

I think the smaller maps like river city, forest colony and frozen city are ill fitted for 12 vs 12, it's just too small an area for that many mechs. It becomes too chaotic and even hard to find a good shot sometimes because of team-mates getting in the line of fire too often. I would much prefer they stayed 8 vs 8 while alpine, canyons, caustic and tourmaline work much better with more players.

Edited by armyof1, 11 July 2013 - 11:15 AM.


#149 Adrius ADI Manthays

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Posted 11 July 2013 - 11:13 AM

PGI Start 12 vs. 12 Today! No Bugs or CTD's for me! And it's normal when the FPS going Down. More Mechs more Working for the PC! I have Big Fun Today. Of Course River,Colony or Forest are little to Small for this. But is also a question of Team Work and Tactics!

rgr&out <_<

#150 Tachilen

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Posted 11 July 2013 - 11:13 AM

Questions answered.But I find it hard to evaluate the rate how many valid shots really hit the target....

#151 Autsj

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Posted 11 July 2013 - 11:13 AM

We ran a few 12vs12 premade matches today, it was a terrible experience. Lag and hit-detection seemed the same to me, but a lot of people reported choppiness and FPS issues.

The gameplay, of course, was the real killer. MWO's 2x armor and internals from TT already don't stand up to 2.4x firing rates and the ability to actually aim. 12vs12 just exasperated this issue where any moment outside of cover could pop your mech instantly. The only viable game-plan seems to be sniping and skirmishing with as many long range weapons as you can pack, which honestly, is boring as hell. The implemented boating penalty was a joke at best, not in any real way compensating for the greater amount of focused firepower on the field or really deterring alphaing from a skirmishing position.

#152 Peiper

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Posted 11 July 2013 - 11:14 AM

Gameplay reactions

Small maps: Too many mechs in them. All the problems of said maps are compounded.

All maps: Too many Heavys/Assaults. Drop weights would make these games far more interesting. As I said at the end of one match: Who brings a Jenner to an Atlas fight? Even the Quickdraw I saw had 4 PPC's.

Large maps: Only saw Tourmaline once, and that was a PPC fest, as usual. Didn't see Alpine.

Overall impression of the first two hours: A whole bunch of the same, with more mechs. The maps that should be 4 v 4 have 12 v 12 and it's just a big brawl fest. Tactics are non-existent on small maps.

I tried to keep my mind open, but other than some performance tweaks and just MORE MECHS, this experience just made me more frustrated than I am with the current non-progress of everything us founders were banking on. It's hard to believe the devs are pushing 12 v 12 and we still don't have what we've been begging for. Where is our community warfare? Lobbies? More mission types? Drop weights? I'm damned sick of team deathmatch.

-------------------------------------------------------------------------------

Framerates are better, now that I think of it, because I was playing full graphics (as I reset them, and forgot I did). So BRAVO there!

====================================================

Any way to get access to the mechlabs before the 12 v 12 drop stuff so we can mess around with our builds? That'll give us more time to play within those 2 hour periods. My lance spent half the drops just messing around selling mechs to try out exotic builds and stuff.

Edited by Peiper, 11 July 2013 - 11:19 AM.


#153 Urdnot Mau

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Posted 11 July 2013 - 11:14 AM

I had a hard time with FPS when playing a light mech. Dropped more than 20 frames a few time. Fast drops caused me some hard lags. I had a few fps ocasional fps drops on every map. Specially when the action was on.

Game was unplayable at Forrest colony.. At a certain point there was 5 mechs at my base and i tried to defend but my FPS dropped so hard i couldn't aim and had to withdraw.
specs : Intel i3 3rd gen. / 8 Gb RAM / HD 7850
Max fps : 60 (60 at the mechlab, 60 at the beginning of matches)
Min fps : Less than 20.. i know that the colour of the fps indicator turned red, so..

#154 C E Dwyer

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Posted 11 July 2013 - 11:14 AM

launched games for 1 hour and 40 minutes

3 crash to loading mechbay with mech stuck in game

joined 6 games

Failed to find 10 games.

for other player comparrison as much as general info I'm in UK and using a virgin media 30meg download 2 meg upload hard wired to the media hub.

I find disconnects in anything I do are 99% server side issues and about 1% isp issues


frame rate with is sync'd to my monitor was between 50-60 fps

ping was between 109-124

It felt once I'd set the test server up about the same as it does on live servers


Maps felt ok even the small ones.

My main concern is, the fact that only 50% approx launch starts became a game, and I think this was nothing to do with server issues but the player/group, mix, maybe when this goes live it will be ok, but if it doesn't improve there will be issues as it shouldn't be less than 90% of launches leading to matches


Edit to mention that I solo dropped all matches wasn't part of a team

Edited by Cathy, 11 July 2013 - 11:16 AM.


#155 Zee SugarCube

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Posted 11 July 2013 - 11:14 AM

I've played only 3 rounds in 12vs12 and I have to notice, that small maps(both of Cities, Colony and valley) are... ahem... too small for 24 players. That's why i propose to exclude these maps from test servers, because, well, they are damn tiny.

#156 Roburn Bliss

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Posted 11 July 2013 - 11:17 AM

Did anyone else notice a FPS drop in the Mechlab as well as the game? I lost about 10 - 30 FPS in both. It would seem the massive FPS drop is not due to the extra mechs / weapons fire.

#157 Ken Fury

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Posted 11 July 2013 - 11:18 AM

Mech need more Hitpoints!

#158 Zolomek

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Posted 11 July 2013 - 11:19 AM

I ran a Missile boat for the entire test and noticed fast lights were still able to fully evade LRM salvos fired at them while I had line of sight if they ran straight away from my mech.

The LRMs appeared to just before contacting the mech arrow into the ground rather than the back of the enemy mech. The mech rag doll did not update with damage and I did not get a red indicator on my sights.

The mechs I fired upon did not jump and did not change elevation erratically while the LRMs were in flight. I had this happen with a Spider and a Jenner. On a somewhat slower Raven the LRMs did find their mark the server is doing all the work for guided missiles there shouldn't be a way for a light mech to entirely evade an LRM salvo in the open by running straight.

The LRM speed increase should have made LRMs more than twice as fast as any light mech and should prevent this sort of issue.

Otherwise this build of the game appears fine. I am going to run a direct fire mech tonight and see how bad hit detection really is.

#159 Frytrixa

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Posted 11 July 2013 - 11:20 AM

worked fine so far, but I've noticed that not every shot was counted.
Ping was "normal" ~110 from europe and FPS are nearly the same as in 8v8 matches:

2013-07-11 20:14:03 - MWOClient
Frames: 9142 - Time: 240000ms - Avg: 38.092 - Min: 0 - Max: 61

#160 Hauser

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Posted 11 July 2013 - 11:20 AM

I think 12v12 was allot of fun. Commanding people actually worked quite well. A lance that flanks can do incredible damage to the enemy team and due to the terrain it's possible to hold off against overwhelming force at a single point.

Even after turning everything down I lost about 10 FPS. This is quite annoying because it pushes the game to the point where it becomes choppy.





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