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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

#81 VoltarDark

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Posted 11 July 2013 - 10:29 AM

12 vs 12 on the smaller maps is not fun... feel like Bf2, not much a thinking man thing anymore... on the bigger maps however its better.

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 AzurFalcon

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Posted 11 July 2013 - 10:29 AM

Performance is nearly the same. After a few games it feels a little better than on normal client. First there was a delay with mouse control, than i set a higher acceleration level to compensate this. It works ... it still feels a little odd. Maybe smoothing it more does help. ... 12vs12 is fun ... this is HeavyMetal War ^^

#83 Sturmwind

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Posted 11 July 2013 - 10:32 AM

View PostMarineballer, on 11 July 2013 - 09:07 AM, said:

Our whole 12-men group got a crash to Desktop while our mechs are "ingame"

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 Karl Berg

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Posted 11 July 2013 - 10:32 AM

View PostAraara, on 11 July 2013 - 10:27 AM, said:

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?


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 Milocinia

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Posted 11 July 2013 - 10:32 AM

View PostKarl Berg, on 11 July 2013 - 10:21 AM, said:

@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.

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 Luciamund

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Posted 11 July 2013 - 10:33 AM

on alpine with 10+ mechs in line of sight I was getting moderate to severe artifacting combined with an variable increase in ping from 80-100 from normal 8v8s. it also seems to be hanging up for as long as 20 seconds at match start where my ping shoots to like 1100 while my frame rate stays at 60 I am running a gtx 680 card.

#87 Brut4ce

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Posted 11 July 2013 - 10:33 AM

Hi all!
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 Wintersdark

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Posted 11 July 2013 - 10:35 AM

View PostBudor, on 11 July 2013 - 10:16 AM, said:

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




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 Araara

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Posted 11 July 2013 - 10:37 AM

View PostKarl 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 EVA1313

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Posted 11 July 2013 - 10:38 AM

I had one game where i got dropped back into the Mech Bay, Mech was not usable for 15 mins, all other games went great!
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 Wintersdark

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Posted 11 July 2013 - 10:39 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.


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 Karl Berg

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Posted 11 July 2013 - 10:43 AM

View PostKyocera, on 11 July 2013 - 10:32 AM, said:

<snip..> 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.


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 Marchant Consadine

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Posted 11 July 2013 - 10:49 AM

View PostKarl 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 Karl Berg

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Posted 11 July 2013 - 10:50 AM

View PostAraara, on 11 July 2013 - 10:37 AM, said:

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?


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 HansBlix WMD

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Posted 11 July 2013 - 10:54 AM

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?

#96 Jack Lowe

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Posted 11 July 2013 - 10:55 AM

I noticed no real changes between the regular server and the test. Seemed that the addition of mechs didn't change performance at all. Very nicely done. Hit detection didn't seem to be affected either, however I will admit that with all the extra mechs running around created a bit of mayhem. I found myself more often snap shooting without the luxury of checking to see if the shot registered, sometimes didn't have time to see if it hit!!! Not that that's a bad thing, very fun. FPS is around 25 ping still around 70 ish. The best I ever had was the upper 30's for FPS and 40's for ping but that was a patch or two ago. Again over all seems to be well done with no glaring problems. Thanks for the work and for letting us take it for a spin.

#97 Legend_

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Posted 11 July 2013 - 10:55 AM

I've just ran a test.

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 ThermidorFallen

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Posted 11 July 2013 - 10:55 AM

Only ran a few matches but was pretty fun. My ping was about the same (115-150 on normal, 125 on test) but I had a big FPS drop (60+ on normal, 45 on test). Didn't actually notice the drop visually though, just on F9. I'll report back when I've been on at the other times and see if there's any difference!

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 wickwire

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Posted 11 July 2013 - 10:55 AM

Battles are more epic now, but with the current sniper/LRM meta you die way too quickly.

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 Wales Grey

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Posted 11 July 2013 - 10:56 AM

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.





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