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Public Test 1.0.11 - 18-Jul-2013 - Morning Feedback


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Poll: Public Test 1.0.11 - 18-Jul-2013 - Morning Feedback (290 member(s) have cast votes)

What is your average FPS? (Press F9 during Gameplay)

  1. 0 - 10 (4 votes [1.38%] - View)

    Percentage of vote: 1.38%

  2. 11 - 20 (20 votes [6.92%] - View)

    Percentage of vote: 6.92%

  3. 21 - 30 (66 votes [22.84%] - View)

    Percentage of vote: 22.84%

  4. 31 - 40 (62 votes [21.45%] - View)

    Percentage of vote: 21.45%

  5. Voted 41 - 50 (54 votes [18.69%] - View)

    Percentage of vote: 18.69%

  6. 50+ (83 votes [28.72%] - View)

    Percentage of vote: 28.72%

How does your FPS compare with the current live version?

  1. Much Worse (13 votes [4.50%] - View)

    Percentage of vote: 4.50%

  2. Worse (89 votes [30.80%] - View)

    Percentage of vote: 30.80%

  3. Voted About the Same (166 votes [57.44%] - View)

    Percentage of vote: 57.44%

  4. Better (16 votes [5.54%] - View)

    Percentage of vote: 5.54%

  5. Much Better (5 votes [1.73%] - View)

    Percentage of vote: 1.73%

Would you be satisfied with the performance of this version going live?

  1. Voted Yes (220 votes [76.12%] - View)

    Percentage of vote: 76.12%

  2. No (69 votes [23.88%] - View)

    Percentage of vote: 23.88%

What is your average Ping?

  1. 0 - 100 ms (129 votes [44.64%] - View)

    Percentage of vote: 44.64%

  2. Voted 101 - 200 ms (138 votes [47.75%] - View)

    Percentage of vote: 47.75%

  3. 201 - 300 ms (19 votes [6.57%] - View)

    Percentage of vote: 6.57%

  4. 301 - 400 ms (3 votes [1.04%] - View)

    Percentage of vote: 1.04%

  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 (2 votes [0.69%] - View)

    Percentage of vote: 0.69%

  2. Worse (21 votes [7.27%] - View)

    Percentage of vote: 7.27%

  3. Voted About the Same (257 votes [88.93%] - View)

    Percentage of vote: 88.93%

  4. Better (9 votes [3.11%] - View)

    Percentage of vote: 3.11%

  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 (264 votes [91.35%] - View)

    Percentage of vote: 91.35%

  2. No (25 votes [8.65%] - View)

    Percentage of vote: 8.65%

How does your stability compare with the current live version?

  1. Extremely Stable (42 votes [14.53%] - View)

    Percentage of vote: 14.53%

  2. Voted Stable (139 votes [48.10%] - View)

    Percentage of vote: 48.10%

  3. Mostly Stable (88 votes [30.45%] - View)

    Percentage of vote: 30.45%

  4. Unstable (18 votes [6.23%] - View)

    Percentage of vote: 6.23%

  5. Very Unstable (2 votes [0.69%] - View)

    Percentage of vote: 0.69%

How does your Stability compare with the current live version?

  1. Much Worse (1 votes [0.35%] - View)

    Percentage of vote: 0.35%

  2. Worse (34 votes [11.76%] - View)

    Percentage of vote: 11.76%

  3. Voted About the Same (233 votes [80.62%] - View)

    Percentage of vote: 80.62%

  4. Better (19 votes [6.57%] - View)

    Percentage of vote: 6.57%

  5. Much Better (2 votes [0.69%] - View)

    Percentage of vote: 0.69%

Would you be satisfied with the stability of this version going live?

  1. Voted Yes (249 votes [86.16%] - View)

    Percentage of vote: 86.16%

  2. No (40 votes [13.84%] - View)

    Percentage of vote: 13.84%

How would you rate the hit detection in this build?

  1. >95% of valid shots connect (46 votes [15.92%] - View)

    Percentage of vote: 15.92%

  2. Voted 81-95% of valid shots connect (119 votes [41.18%] - View)

    Percentage of vote: 41.18%

  3. 71-80% of valid shots connect (90 votes [31.14%] - View)

    Percentage of vote: 31.14%

  4. 61-70% of valid shots connect (14 votes [4.84%] - View)

    Percentage of vote: 4.84%

  5. 51-60% of valid shots connect (14 votes [4.84%] - View)

    Percentage of vote: 4.84%

  6. <50% of valid shots connect (6 votes [2.08%] - View)

    Percentage of vote: 2.08%

How does your hit-detection compare with the current live version?

  1. Much Worse (12 votes [4.15%] - View)

    Percentage of vote: 4.15%

  2. Worse (67 votes [23.18%] - View)

    Percentage of vote: 23.18%

  3. About the Same (181 votes [62.63%] - View)

    Percentage of vote: 62.63%

  4. Voted Better (27 votes [9.34%] - View)

    Percentage of vote: 9.34%

  5. Much Better (2 votes [0.69%] - View)

    Percentage of vote: 0.69%

Would you be satisfied with the hit detection of this version going live?

  1. Yes (178 votes [61.59%] - View)

    Percentage of vote: 61.59%

  2. Voted No (111 votes [38.41%] - View)

    Percentage of vote: 38.41%

Vote

#41 Sprouticus

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Posted 18 July 2013 - 11:07 AM

I love the small maps, it gets hectic, but it is a blast if you have good awareness.

This week my performance was better (5-10 fps better), and the stability was WAY better.

#42 Curccu

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Posted 18 July 2013 - 11:08 AM

View PostErox, on 18 July 2013 - 10:14 AM, said:

The hit detection is terrible. Our two Ravens can't kill a Spider, because it takes no damage. It seems, that even the Streaks didn't do any damage

Maybe those ravens have relied on those streaks last 9 moths too much and can't shoot anymore.

#43 LwFlashPt

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Posted 18 July 2013 - 11:09 AM

Game crash at 7 fps, Normally I have 35 fps. Some maps are small to 24 players.

#44 Peregrine Plover

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Posted 18 July 2013 - 11:14 AM

My F9 key did not work in any match, tried rebooting, no help. Tested F9 key, functioning normally in other non-MWO programs. Then tested in regular MWO... not working! What gives? Isn't it supposed to be working in regular non-test MWO? In any case, can't testify to FPS because F9 not working... BUT MWO test did not seem laggy or jumpy in any way.

Texture maps glitched on Frozen City once, but I never crashed or froze up, which is more than I can say for the regular MWO client. Stability seems good.

Like the new mini-map with black borders around arrow icons, but of course would prefer third color for third lance... maybe purple?

#45 Klaymour

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Posted 18 July 2013 - 11:15 AM

I noticed a bit more FPS loss in my light mechs compared to almost none in the Live version, more rubberbanding. No Ping difference really. I did notice a serious issue with Weight matching, one team would have on average 200 tons more than the other. Mind ye I was playing only PUG matches, which is the norm for most folks I believe.

Looking forward to this evenings Test run

Thanks

#46 BrokenDog

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Posted 18 July 2013 - 11:20 AM

Normally run with low settings and get around 58fps on 8v8. Getting about 48fps in play dropping a touch when mass firepower in sight. (large LRM storm went past) Seemed to run well. People are running a higher average tonnage. I ran in COMs for a couple of bouts and then tried HGN. May be my old eyes, but graphics looked better at the lower speed of the HGN. No real problems.

#47 muskrat

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Posted 18 July 2013 - 11:23 AM

concur with previous comments, some maps are too small for 12v12. 10 games 4 freezes one came back after I died and I was able to spectate. Average FPS 15, normally 30 (worse), average ping 91, normally 98 (about the same). Did not see heavy use of lights, like I thought I would, congrats to the testers. Over all experience with 12v12 (other than frame) satisfying.

Edited by muskrat, 18 July 2013 - 11:23 AM.


#48 Lord Ikka

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Posted 18 July 2013 - 11:32 AM

Overall, it looked pretty good. Some hit detection errors, but otherwise it was good. Some of the maps, River City especially, feel really small, but I'm liking the overall feel of 12v12.

#49 FerretGR

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Posted 18 July 2013 - 11:33 AM

One little bug: I got "enemy capturing" in a conquest game when we were capturing points.

#50 JDH4mm3r

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Posted 18 July 2013 - 11:34 AM

Things felt about the same....hit detection tho needs improvement

#51 Marchant Consadine

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Posted 18 July 2013 - 11:34 AM

FPS drops a litte when in a 20 mech brawl but stays playable with bottom being about 20 FPS (normally 40-50). Low settings execpt textures medium. Core 2 duo @ 3,6GHz, Radeon 650Ti, 4 GB RAM.

Hit detection seems a bit off but no more than live. Ping is stable and in the same neighborhood as live. Had one crash (screen freeze during brawling), but I get those occasionally with live too so no perceivable change.

All in all as far a I'm concerned 12v12 is ready for live.

Also compared to last week the small maps didn't seem as overcrowded so that's propably just going to require people to adjust and adapt.

#52 King Merrygold

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Posted 18 July 2013 - 11:34 AM

View PostBoogie Man, on 18 July 2013 - 10:04 AM, said:

There is a crazy bug now with camera looking too far. If you hold left CTRL and mouse look you can do a 360 view .. look down your own neck inside your body. Also I ran into the same weird camera behavior while trying to aim left/right faster than my torso can go and ending up with some weird camera behavior.


I had this same issue.

#53 Sneevus

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Posted 18 July 2013 - 11:35 AM

12 vs 12 is awesome. Game still felt fluid, yet much more intense.

As a player who tends to play more of a support role I found more mechs better as there's more chance of something suitable being around to support.

In other news your test version installer seems to have issues with hyphens in the primary folder path. When it goes to install properly you get a log error telling you that <path> isn't a subfolder of <correct-parent-of-path>, when it's actually valid.

Great work, looking forward to seeing all this live.

#54 Monky

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Posted 18 July 2013 - 11:36 AM

experienced bizarre slowdown in chat, and noticed slowdown when moving my mech's arms. Was on the order of 0.5 to 2 seconds delay. Was consistent in every match. No FPS drops, and at one point I was able to look out the back of my Victor, it was while I was jumpjetting and turning both my torso and legs to the right, my vision seemed to stay still and my mech kept turning till I was looking out the rear of the torso, tried to screen grab but I don't seem to have been successful.

#55 AndyHill

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Posted 18 July 2013 - 11:36 AM

Honestly I can't really say about the hit detection with this little experience. Even if there are issues you only notice them in certain cases anyway, you need to see the damage doll and get a good shot at someone etc.

But all in all, for me this was a very successful experience, judging by the less than ten matches played the performance and stability are at least comparable to what we have now on the live servers.

#56 Lazy Eye

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Posted 18 July 2013 - 11:37 AM

AMD FX-8350 @ 4GHz
8GiB RAM
Radeon 5770 1GiB
Win 7 Pro 64-bit

Graphics settings on LOW, except:
Textures: Very High
Objects: Medium

Frame rates were between 30 and 50 and were consistently worse than live by 5-10 FPS.

Ping was consistent @ 105, which is the same as live.

Games were played in group of 2.

Edited by Lazy Eye, 18 July 2013 - 11:38 AM.


#57 Carrioncrows

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Posted 18 July 2013 - 11:37 AM

I've noticed a good 5-6 FPS increase with this new build over last week.

#58 C E Dwyer

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Posted 18 July 2013 - 11:37 AM

View PostMatthew Craig, on 18 July 2013 - 10:16 AM, said:

Please ensure if you're wanting better FPS that you have switched your settings to Low or Medium, this is where most of the optimizations made for this test build have been made. The default for a fresh install is high settings.



When I finally got in, had to do a fresh install, default setting were medium.

didn't really get much testing done, other than stability, and hit detection, which felt worse than last week, game performed the same as open beta and the 11th test

#59 Zaptruder

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Posted 18 July 2013 - 11:37 AM

Loved it. No shortage of targets on the battlefield. Opens quicker as well; less places to hide, more mistakes been made because they're more players - and as a result, combat commits faster.

#60 Bloody Moon

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Posted 18 July 2013 - 11:38 AM

I've played a few 12 man premades, while my shots more or less connect as much as they do on the live server (which means i have to lead the targets and compensate for occasional HSR fluctuations) many Europeans experience more trouble when hitting light or fighting at close quarters on the Test Server.

Edit: The missiles looked like buckshots. :huh:

Edited by Bloody Moon, 18 July 2013 - 11:50 AM.






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