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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

#41 Damon Howe

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Posted 11 July 2013 - 09:53 AM

Having the same trouble.

Clicked launch selecting "Any". First time I went straight to mechlab with default Key settings.
Second time did "Any" again, with Fullscreen and adjusted key settings. Went to black loading screen for about 15-30 secs before dropping back into mechlab.

Third try.
Clicked launch selecting "Assault". Got in no trouble. FR and Ping similar to current game. Performance seems similar as well, and hit detection is still having some problems. OVerall, thumbs up.

#42 Iqfish

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Posted 11 July 2013 - 09:54 AM

View PostM0rpHeu5, on 11 July 2013 - 09:51 AM, said:

Really? that bad?
Did you remember to fix the options? They were set to defoult


Yes, that bad. I even used the same user.cfg to make sure everything is compareable, its cruel for me and any other european players. The Hit detection is by far the worst.

#43 Child3k

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Posted 11 July 2013 - 09:54 AM

So - the game acually is not beta anymore? I mean we got a production and a test/beta/alpha-Server now ...

#44 DiscoCake

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Posted 11 July 2013 - 09:55 AM

Love the build so far, just one issue that occurred. After around 3-4 drops with a few friends, we tried to drop, and were booted as soon as the drop started. The issue was our 'mechs were still in game. Switched 'mechs, tried it again, and same issue. 15 minutes later, and both 'mechs are still in game. Other than this minor issue I love the 12v12 action, it's quite hectic. ;)

Edit: just rebooted the client twice, issue still not fixed
Posted Image

Edited by DiscoCake, 11 July 2013 - 09:57 AM.


#45 Multitallented

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Posted 11 July 2013 - 09:56 AM

fps dropped
ping was the same
no bugs so far
definitely needs more ammo per ton.

#46 B0oN

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Posted 11 July 2013 - 09:57 AM

View PostKarl Berg, on 11 July 2013 - 09:50 AM, said:

Hey Everyone,

We're actively tracking the launch to black-screen issues that several users are experiencing, and have some strong suspicions about the cause. We're going to be performing a bit of live maintenance on the public test environment that will hopefully resolve the issues. We'll keep you updated.

Sorry for any troubles, and thanks for your help!


Give unto us more time to break-test it for you then, pretty please ? ? ?
^^

#47 Wieland

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Posted 11 July 2013 - 10:00 AM

Overall performance seems to be the same as on live.
Hit detection seems worse.
The team that makes the first kills wins. 12vs12 is worse here than 8vs8.
Boating is a must, even more in 12vs12 than 8vs8.

#48 Sprouticus

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Posted 11 July 2013 - 10:00 AM

4 of 7 attempted drops ended up with a DC. Launch, drops into start game, black screen, back to the mechlab.




Also, just had a drop where the last guy DC's on his own and it didnt end the match. This is the same as the old bug that used to do this.


Actual gameplay is AMAZING. Performance is fine, same as live. The actual gameplay is so much more chaotic and fun!

We had a full lance flank last match and it worked. In a pug game.

Edited by Sprouticus, 11 July 2013 - 10:01 AM.


#49 Polojilarious

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Posted 11 July 2013 - 10:03 AM

Is the weapon boating heat-penalty in? I was just in a game in my 6ppc stalker and was overheating every alpha when I definitely wasn't before.

One of the guys in the game with me said he was talking to a dev and they were saying it wasn't in.

What's the deal?

#50 Tennex

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Posted 11 July 2013 - 10:07 AM

just the crash to desktop at start issue for me really.

#51 Chaosdrive

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Posted 11 July 2013 - 10:07 AM

Well, my hit detection is fine however I found my hitbox (9S victor) to be wrong, I was hit in my left arm several times yet the damage was applied to my right arm.

I find the smaller maps way too small, with little maneuverability room.

Other than the first problem, I didn't have any noticeable issues except maybe a slight ping increase on my side of things, though I have only been pug dropping.

Outside technical feedback, I'm not a fan of the system, though that is probably due to the current meta and my insistence on trying out a brawling Victor.

#52 Smile4theFlash

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Posted 11 July 2013 - 10:07 AM

Most of the maps are way too small for 12v12. There's no space to maneuver. It's just walk up to the dozen mechs in front of you. Where's the skill in that? Larger maps would allow lances to actually maneuver as they were intended too, not force everyone to become a brawler. Maps like River City, 12 mechs can line up shoulder to shoulder across 3/4 of the map. 12v12 should be limited to the larger maps.

#53 Wintersdark

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Posted 11 July 2013 - 10:08 AM

Mostly the same performance stats for me, but slightly worse stability.

I never crash normally, but I noticed two map load crashes - you see the list of players loading into the map, but crash before the startup animation.

Also, the front end has done this to me a couple times after matches. Closing and restarting the client fixes is:

Posted Image

#54 T0TALCHA0S

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Posted 11 July 2013 - 10:09 AM

lil dips in fps during heavy action on the small maps ... but ppl need to lean how to play with the 8 extra mechs on the field is only issue i found with this

#55 Matthew Craig

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Posted 11 July 2013 - 10:09 AM

Just a quick note that it seems some of the higher game server ports didn't setup correctly which is why a few games are experiencing black screens/disconnects etc. please try to disregard this in your feedback. We're addressing the issue in the background currently. If you see failed to find a match please just keep trying it should be back to normal shortly.

#56 NoBodie

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Posted 11 July 2013 - 10:10 AM

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

#57 Wintersdark

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Posted 11 July 2013 - 10:11 AM

For gameplay experience, it depends heavily on the map.

Caustic and Canyons are fine, and feel much like Forest Colony used to - by this I mean they feel a little smaller, but good to play on.

River City, despite being a small map, works well. Now you pretty much never have the "teams take opposite paths and miss each other" issue, and the match really benefits from splitting your forces (too many mechs clumped up can't fire effectively).

Forest Colony is just too small. Seriously, it's just too small. It's not fun to play on.

The large maps are awesome. There's lots of room to maneuver, and fights are very interesting.

#58 101011

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Posted 11 July 2013 - 10:12 AM

My framerate was doing a little worse, I lost about 20 frames on average (test average is about 30 fps), and then I dropped on Frozen City. Even before there was real action, just a few LRM salvoes, I was reaching 10-15 on average, which didn't happen in any of my other matches. I have had no problems with crashing, bugs, etc. Very stable.

#59 DjKonline

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Posted 11 July 2013 - 10:12 AM

one crash to mechlab out of hour of play, only other noticeable thing was when showing the damage leading up to death there was a ??? for one type of damage on a few matches ( guess I stubbed my toe on a rock and it didn't want to make me feel bad ) ohh and the screen capture didn't work in test server so didn't get a pic to share

#60 Ridir Semii

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Posted 11 July 2013 - 10:12 AM

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?





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