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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

#61 Phaesphoros

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Posted 11 July 2013 - 10:12 AM

Bug 1: When dropping into the first match, my 'Mech was turning in circles w/o any input. I had to connect my joystick and map it to analog turning to make it stop.
Bug 2: When assigning joystick buttons, I could double-click on one mapping and on a second mapping and both stayed blinking "assign key" (in-game). This was before I connected my joystick.

#62 queenbutterfly

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Posted 11 July 2013 - 10:12 AM

Was having fun till I crashed midway though a match.

#63 Black Templar

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Posted 11 July 2013 - 10:14 AM

View PostMadMike82508, on 11 July 2013 - 09:42 AM, said:

7970 amd-live 50 to 70 fps max settings shadows at medium (30fps when fighting)

test server- 30 to 40 fps same settings

First time crashed back to menu and mech was stuck in game. second time keep getting black lines in terrian on big snow map. ran very sluggish. Other than the 12 vs 12 and mini radar map change didnt notice any changes other than fps dropped a lot and overall performance was bad.

Also on side note i don't really understand the frames per second in this game, bf3 with explosions all over the place i can get 80 to 90 fps steady with all kinds of things blowing up. even with the live version this game struggles to stay above 50 a lot. Lowering settings to medium for everything did not imporve performance it actually seems to run the same or better at maxed with shadows done to medium and no aa. AA doesn't to appear to be working in either version as well.

I understand they are two different games and engines but with 64 people and explosions going off this game seems to struggle very bad with just 8 vs 8 staying above 60 if not dropping as low as 30 when in fights. Plus this test version is even worse it seems.


yep agree. you cannot however compare the frostbite engine to the cryengine <_<

#64 101011

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Posted 11 July 2013 - 10:15 AM

View PostUminix, on 11 July 2013 - 10:12 AM, said:

so I couldn't get the screenshot apparently, but I tried twice... couldn't find it...

Anyway, the 1 time I got killed, I was looking at the damage report and it said I was damaged by blah wep and blah wep, but also said I was damaged by....


???


yes, 3 ?'s, wtf wep is that supposed to be?

Didn't you hear? They implemented clan weaponry into the game. Someone obviously shot you with an unrecognized clan weapon!

#65 Milocinia

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Posted 11 July 2013 - 10:15 AM

I guess I might as well post it here because my concerns are exacerbated by 12v12.

My point is that the mechs just don't feel as robust as they should and matches are just quick skirmishes. Where is that feeling of epic survival when you escape with just 1 leg and 1 arm? You lose a limb and you're just a sitting duck with no hope of getting out alive.

One quick idea is that in a high alpha if the armour is stripped away, no damage is done to the internals until that part is hit again. In other words if you get hit with a 40 point salvo and you have 30 points of armour, instead of the 30 points of armour being stripped and 10 damage to the internals, there would be the 30 points of armour stripped but no damage done to the internals. That should stopped the ridiculous situation of some mechs getting 1 shot.

Overall internals are ok but armour definitely needs to see a buff to increase the longevity of the battles and make it feel more like hundreds of tons of mech going hell for leather at each other. I would support an increase in ammo per ton to balance this out.

Also I have concerns that boating heat penalties don't go far enough. I was under the impression that 2 or more of the same weapon type fired in alpha would provide a heat penalty. It needs to be this way along with PPC heat being returned its TT value after it was dropped some while back. At the moment even 2x AC20's fired together will see no penalty and it shouldn't be like this.

Movement archetypes haven't seen any changes and it needs it, badly. The rate of deceleration needs to have momentum added to it, something which has already been suggested over in the patch feedback forum.

PGI you must start listening to your thinning playerbase and not go off on your own tangent thinking you know better. As harsh as it sounds, you've proven time and time again that you don't know better. A developer who admits to making mistakes is better than one who can't admit to them and sticks steadfast to their flawed concepts.

Anyway I've said my piece, not that it'll do any good.

#66 Karl Berg

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Posted 11 July 2013 - 10:16 AM

We're running at half capacity for a bit everyone; please disregard the 'failed to find match' errors that some of you are getting.

#67 LiGhtningFF13

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Posted 11 July 2013 - 10:16 AM

Some maps are definately too small for 12 Pilots!

#68 Budor

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Posted 11 July 2013 - 10:16 AM

Dunno bout performance yet but my first match was really "balanced" and fun although a bit campy:

Posted Image

#69 Roburn Bliss

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Posted 11 July 2013 - 10:20 AM

Everything seems to be fine except for a loss of 20-30 fps (and that is with lowering my res and settings to minimum).

I have even lost fps in the mech lab, down to 25-30 fps from 50 - 60. Damned hungry Mechlab <_<

#70 Karl Berg

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Posted 11 July 2013 - 10:21 AM

@Kyocera, this public test is currently branched off our latest trunk builds with changes specifically targeting the increased network and CPU loads required for a 24 player game. There is definitely active development surrounding most of the issues you've brought up, but none of those changes are currently in the build you are playing right now.

#71 Legend_

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Posted 11 July 2013 - 10:21 AM

5 games down, 0 issues so far. Only thing of note that I could mention is that it seems / feels like my hit reg is down in comparison to the standard servers.

#72 Marchant Consadine

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Posted 11 July 2013 - 10:21 AM

View PostNoBodie, on 11 July 2013 - 10:10 AM, said:

Having to reset all of your weapons groups, video options, etc. Should have all of our groups and controls transferred with our setting saved.


They are stored locally at \Piranha Games\MechWarrior Online\USER\Profiles

Just copy that to the new install folder

#73 Sprouticus

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Posted 11 July 2013 - 10:24 AM

I uninstalled the client and reinstalled, and now every time I try to run the installed it says MWMERCS.EXE must be closed to install.

EVEN AFTER A REBOOT....


Fixed it by redownlaoding the launcher/.

Disregard.

Edited by Sprouticus, 11 July 2013 - 10:31 AM.


#74 Phros

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Posted 11 July 2013 - 10:24 AM

Nearly impossible to test anything due to game being too alpha centric and robots dying too quickly.

#75 MrMasakari

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Posted 11 July 2013 - 10:25 AM

I'm having no problems whatsoever apart from a slight fps drop due to more mechs/weapon fx etc etc which is to be expected ofcourse.

Only thing I'm concerned of is the size of particular maps for 12v12 gameplay. Forest colony for one, it was funny at first but it gets quite ridiculous after a while In my opinion. Other than that seems awesome.

#76 Sprouticus

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Posted 11 July 2013 - 10:25 AM

One additional point, we will need a lot more than 2x2 hour tests if/when you are running weapons changes. 2 hours is not enough time to flush out the impact of changes.

I would say 2-3 days.

#77 NomadicCanuck

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Posted 11 July 2013 - 10:26 AM

Q9550, 8GB mem, Radeon HD5770, Windows Vista

Playing 12v12 on default graphics settings yielded < 20 FPS making playing a jenner @ 152kph unplayable.
Reducing graphics settings to bare minimum via user.cfg increased to 25FPS but made the game very unstable; Crashing 50% of the time.

Playing 8v8 on minimum graphics, I get about 40-60FPS and stable client with no crashing.

#78 Damocles

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Posted 11 July 2013 - 10:27 AM

View PostPhros, on 11 July 2013 - 10:24 AM, said:

Nearly impossible to test anything due to game being too alpha centric and robots dying too quickly.

so you didnt test it. great?

#79 Araara

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Posted 11 July 2013 - 10:27 AM

For whoever testing live, check out your heat to see if there's any change. Although Karl said the build wasn't changed regarding heat penalties, firing 6 medium lasers on a jenner F with 15 double heat sinks without moving/JJ brings me up around 38-39% on forest colony, which would be around 10% more than usual. (and thats while moving + JJing)

it also seems 4 and 5 medium lasers is hotter than what I'm used to in the normal game server. Can anyone confirm?

Edited by Araara, 11 July 2013 - 10:29 AM.


#80 Marchant Consadine

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Posted 11 July 2013 - 10:29 AM

My FPS went up from 30-40 to 40-50 average. Low settings with medium textures. GTX650ti, core 2 duo clocked to 3,6GHz. In game all who told their GPU and reported lower FPS were using radeon cards (get NVidia since it's the way it's meant to be played <_< ).

Hit detection seems worse although lag seems to be the same.

When it comes to gameplay I think this will be a great improvement in general since now the game really makes you think about what you are doing. Being stupid is instantly punished with this much firepower on the field so people will have to learn to play better as a team.





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