Public Test 1.0.9 - 11-Jul-2013 - Morning Feedback
#81
Posted 11 July 2013 - 10:29 AM
So i suggest on the random queue to make it 8 vs 8 on smaller maps and 12 vs 12 on the biggest so we got the best of all worlds !!!!
Good job on the game !
#82
Posted 11 July 2013 - 10:29 AM
#83
Posted 11 July 2013 - 10:32 AM
Marineballer, on 11 July 2013 - 09:07 AM, said:
2nd time
No problems like this on our end so far...but not many 12 man groups running, I guess.
Often "Failed to find match". Guess it's because of the time currently...
- Quite some experience drops in framerates, though
For me personally hit-detection seems somewhat worse than current version live (although most of our guys seemingly say it's the same for them), stability, ping and so on seems about the same.
Edited by Sturmwind, 11 July 2013 - 10:35 AM.
#84
Posted 11 July 2013 - 10:32 AM
Araara, on 11 July 2013 - 10:27 AM, said:
it also seems 4 and 5 medium lasers is hotter than what I'm used to in the normal game server. Can anyone confirm?
Nope, I didn't say it was the same as live, I said it was a branch. I'm not 100% certain that this branch is identical to what you see on live; but I do know that none of the changes made in this branch focus on gameplay balance issues.
#85
Posted 11 July 2013 - 10:32 AM
Karl Berg, on 11 July 2013 - 10:21 AM, said:
I understand that Karl but because of the issues surrounding the meta, you need to make sure the things are looked at.
Another suggestion I'd like to make which has been touched on above is that 24 mechs on some maps is a bit much. Some should definitely be limited to 8v8.
Performance-wise I'm not having any major hit detection issues (compared to live) but on closer inspection I have noticed quite a drop in my frame rate going from 100-110 down to 55-60. Ping seems ok.
#86
Posted 11 July 2013 - 10:33 AM
#87
Posted 11 July 2013 - 10:33 AM
I got a full hour of play and putting down my observations.
1) Surprisingly my ping is about 10ms better than the current live version of the game, however,
2) Hit detection is about the same somwhere around 70-75%
3) My FPS are Way worse! At the live current version i get around 35-45fps but in the test build i get 20-30.
4) Mech textures don't load most of the time.
5) In an hour of play i got 1 crash where the client closed completely.
6) Also weirdly enough when pressing F9 i can see the FPS counter in the mechlab but NOT in game. I had to record my fps with FRAPS.
7)On the gameplay aspects of the game i have to say that matches last much longer and mainly i got close results out of my games in the range of 12-9 12-10, the worst being 12-4 and a single 12-2.
<S>
Edit: my system specs:
AMD phenom 9850 quad core CPU at 2.5 GHz
Asus M2N32 Sli Deluxe Mainboard
Asus HD7770 HD 1GB DDR5 Graphics card
4 GB DDR2 800MHz memory
Edited by Brut4ce, 11 July 2013 - 10:42 AM.
#88
Posted 11 July 2013 - 10:35 AM
Budor, on 11 July 2013 - 10:16 AM, said:
Campiness is annoying, I hope people outgrow it with experience. I think its going to be a problem going forward though.
Its just very scary to push when there's so many mechs camping on the other side of the ridge.
#89
Posted 11 July 2013 - 10:37 AM
Karl Berg, on 11 July 2013 - 10:32 AM, said:
Nope, I didn't say it was the same as live, I said it was a branch. I'm not 100% certain that this branch is identical to what you see on live; but I do know that none of the changes made in this branch focus on gameplay balance issues.
Well then, clearly we've got a problem if heat isn't supposed to be changed and it's confirmed that something changed about it in game.
Again, confirmation anyone?
#90
Posted 11 July 2013 - 10:38 AM
I like the Mini map having the items all with a boarder helps me see my lance. I was losing my lance in the other blue of the back ground. On that note could we have lances colored (green, blue, yellow) or some such?
#91
Posted 11 July 2013 - 10:39 AM
Phros, on 11 July 2013 - 10:24 AM, said:
Grind your axe elsewhere we all know about alpha issues. You can still test, and report your results - just report them as how things are relative to live, not relative to how you feel the game should be. I'm not arguing that your vision as to how the game should be is right or wrong, or that the above isn't a problem, but rather just trying to get more useful feedback.
Honestly, I've not found people dying a whole lot faster, which surprised me. Somewhat - if you run out into a group of 6 mechs, you get absolutely wrecked in short order - but not as much as I anticipated.
#92
Posted 11 July 2013 - 10:43 AM
Kyocera, on 11 July 2013 - 10:32 AM, said:
That's exactly the sort of feedback we're looking for with this test (please make sure you fill out the poll with your feedback too). We want to make sure that when we turn on 12v12, no-one ends up essentially unable to play anymore due to the increased demands of 24 players. Thanks!
Also for what it's worth, even though this is not the appropriate time and place to get into this discussion, we're definitely aware that there are balance issues, and I know for sure that the gameplay and design teams are actively working on these issues. Expect changes.
#93
Posted 11 July 2013 - 10:49 AM
Karl Berg, on 11 July 2013 - 10:43 AM, said:
That's exactly the sort of feedback we're looking for with this test (please make sure you fill out the poll with your feedback too). We want to make sure that when we turn on 12v12, no-one ends up essentially unable to play anymore due to the increased demands of 24 players. Thanks!
Also for what it's worth, even though this is not the appropriate time and place to get into this discussion, we're definitely aware that there are balance issues, and I know for sure that the gameplay and design teams are actively working on these issues. Expect changes.
Any chance of getting you as a regular community feedback guy
#94
Posted 11 July 2013 - 10:50 AM
Araara, on 11 July 2013 - 10:37 AM, said:
Not a problem at all, it's a branch. Please consider heat and gameplay balance issues a don't care here for this test. We literally picked the latest gameplay revision at the time and branched it without any consideration about what was in there at the time.
This test is all about 12v12 and whether or not the changes we have made are sufficient to move forward with launching this feature.
#95
Posted 11 July 2013 - 10:54 AM
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?
#96
Posted 11 July 2013 - 10:55 AM
#97
Posted 11 July 2013 - 10:55 AM
Jenner JR7-F, 6 x MLAS, 14 Double Heat Sinks.
Tested this on the Test Servers and the Live Servers and the result was the same, 1 full alpha of all 6 lasers took the heat to 34%. This was tested on the same map both times.
No nerf.
#98
Posted 11 July 2013 - 10:55 AM
I can't really comment on the hit detection as I didn't fire that many shots weirdly but the massive majority of my hit shots registered. Even got a couple of nice kills I was not expecting!
#99
Posted 11 July 2013 - 10:55 AM
I got some sound popping though, maybe because there's more sounds now?
(I filled out the poll, too )
Edited by wickwire, 11 July 2013 - 11:11 AM.
#100
Posted 11 July 2013 - 10:56 AM
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.
34 user(s) are reading this topic
0 members, 34 guests, 0 anonymous users