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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

#61 Ryokochan

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Posted 18 July 2013 - 11:38 AM

Was only able to get into a couple of matches ay the end. Compared to live lag is worse for my low end system. Other than that it was a blast!

#62 A Man In A Can

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Posted 18 July 2013 - 11:39 AM

Feels okay on low, maybe a little slower on fps. Was able to notice the cockpit bug and the visual changes.

#63 Angel of Annihilation

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Posted 18 July 2013 - 11:39 AM

1 - Graphics were grainy and looked dumbed down pretty substancially so I had to increase my setting pretty substancialy to get the same performance as live. This of course made my FPS drop substancially.

2 - Camera bug where you end up looking through the back of your mech popped up quite often.

3 - Tremendous FPS issues on River City Day. They were pretty random as well. In some cases I would be in the thick of the fighting and things would be great, other times almost nothing around me and getting 2 fps. Had this to a lesser extent on a few other maps.

4 - Smaller maps felt tremendously over cluttered with mech where as Alpine just rocked with 12 vs 12. Game modes need to really be tremendously revised before going 12 v 12 with some sort of objective system being implemented that requires people to spilt up their forces to accomplish a win. Conquest is not the awswer, we really need Missions or Scenerios.

Conclusion: While there where times when it was fun, in general I didn't enjoy the 12 vs 12 environment. Aside from the bugs and issues, the smaller maps were just too small to really employ any tactics. On the small maps It was impossible to end around the flank or use cover to screen yourself to get the drop on the enemies because everywhere you looked there were enemies. Larger maps were definately better but without some sort of objective that will require a team to split up a bit even there the mechs just ended up just massed in one little area slugging it out. As far as the graphics, I went from very crisp, sharp graphics with 30-50 FPS to grainy, blurry graphics at 20-30 FPS with tons of FPS drops to unplayable levels. I definately wouldn't be playing the game right now if I had to deal with the graphics isssues I had on the test servers.

#64 Percimes

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Posted 18 July 2013 - 11:40 AM

On most maps I had the same fps then live (if not a little better ~2fps) except for River City and River City Night where I had a few drops coming in spikes (around 10-15 fps lower than usual). I've had a few short freezes too, lasting around 2 seconds, on these two maps only.

On most maps I had better performances then last week.

#65 Brut4ce

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Posted 18 July 2013 - 11:40 AM

Hi all!
I just logged out of the test and here are my observations:
FPS for me is still worse than the live version, although compared to last test they have improved a bit. And Apart from the hit detection issues that currently also plague the live version of the game, other aspects of the test were ok :huh:
THanks all!
<S>

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

#66 xengk

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Posted 18 July 2013 - 11:41 AM

System Specs
CPU: AMD Phenom II x6 1090T 3.2Ghz
RAM: 16Gb 1333 DDR3
GPU: Sapphire Radeon HD6850
M/B: Gigabyte GA-MA770T-UD3P
OS: Windows 7 64bit Ultimate
DX: DirectX 11
Country: Malaysia (South East Asia)

Settings
Resolution: 1440 x 900
Quality: High, Medium and Low
Motion Blur: Off
Vsync: On
Display: Sony Bravia 40inch LCDTV BX450 Series

Pros
  • Flickering are gone from frozen city map and forest map.
  • FPS remain above 50+ in both low, medium and high, no noticeable FPS drop in brawl.
  • Ping improve slightly over previous test, from 300~400ping to 300~380ping.
Cons
  • Phantom damage still occurs, taking damage with no damage indicator or screen shake. Possible due to HSR and high ping.


#67 Acid Phase

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Posted 18 July 2013 - 11:41 AM

Frame rates are worse than before. Hit detection got worse too. This test is a fail on 2 counts.

FPS: 21.9
Posted Image

And as for 12v12 Really PGI, is this how it's going to be for the future of MWO. More ROFL stomps?
Posted Image

#68 Shadow Beast

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Posted 18 July 2013 - 11:42 AM

Feedback

Also had the exorcist head turning problem (glad that's only in the test build) I think that it might have also caused my hard lock up but I was unable to repeat the conditions. FPS was a little down on the current live version but much better than last week and I have turned some of my settings up to match my settings in the live release. Ping was a little higher but that might be environmental.

#69 Ezazel

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Posted 18 July 2013 - 11:42 AM

It once happened to me, that the left torso of my Stalker 3F was shot off but my left arm was still hanging on and I was able to use the weapons. This happened in Canyon Network.

Another inetresting thing was that i was able to turn my vision 180 backwards and look through a hole in the backside of the cockpit. This I noticed with Jager 6S in Canyon Network. Fortunately it was possible to switch back to normal view by just turning the camera to the side.

#70 Legend_

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Posted 18 July 2013 - 11:43 AM

Everything felt exactly the same (Performance-wise) as the standard MW:O. I noticed no performance hit in terms FPS or stability (0 issues at all).

Ping was about 10ms higher than usual.

Experienced no rubber banding.

Experienced a little more mech on mech glitching (Twitching and warping in position when hitting another 'mech, to be expected no doubt with more 'mechs on the field)

Hit registration was notably worse with, at times, as many as 1 in 3 shots seemingly missing even though I saw full impact on-screen.

My personal opinion is that, as it stands now, from what I experienced, it feels ready to go live. Hit reg needs tweaked but, that's the same case in standard MW:O right now. In fact, I'd go as far as to say my perception of hit reg being worse could be attributed to me firing more shots due to having more targets to shoot at.

#71 Redshift2k5

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Posted 18 July 2013 - 11:44 AM

Having some significant frame rate reduction as compared to Production, seeing as much as -15 to -20 frames per second even AFTER reducing game display resolution

#72 mp00

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Posted 18 July 2013 - 11:46 AM

FIrst time in the 12v12 had no real issues, a great time and only difference i saw was in frozen city night that my LRMs seemed to lauch as dots.. no actual 'missles'.

#73 Psykermech

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Posted 18 July 2013 - 11:46 AM

I like the 12v12 drops but I feel another balance measure, beyond but including player skill, is needed to prevent major weight imbalance. the missing verticle texture bug on Frozen city really needs to be looked into though its mostly annoying and immersion breaking for those it happen to. The new camera freelook bug that happens when you move your reticle to fast needs to be fixed ASAP.

#74 Smoke Dancer

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Posted 18 July 2013 - 11:47 AM

It would be easier to gauge how 12 v 12 really plays with the heat scale and other feautures added. At the moment it is just difficult to get a good sense of it due to all the PPCs. LRMs remain tragically bad at hitting the small faster mechs - in fact it is hardly worth bothering even with Artemis and a good line of sight as the vast majority simply hit the ground and you might hit with one or two from a twenty pack if you are lucky.

#75 Marchant Consadine

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Posted 18 July 2013 - 11:48 AM

what bothers me is that only about 30% of people are saying their hit detection is worse than live, yet 40 wouldn't be satisfied with the hit detection going live. Are those 10% really saying that they shouldn't introduce 12v12 unless they make hit detection better than it is now?

#76 Dirty Panda

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Posted 18 July 2013 - 11:50 AM

In small maps, it got a bit too crowded and forest colony had it worst but bigger maps, especially alpine was very enjoyable. All in all it was very fun.

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.


Same here. I could even look trough my Firebrands back, like it'd have rear window. Though if I did that it got stuck looking backwards for a little time.

#77 Rema86

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Posted 18 July 2013 - 11:58 AM

For specs see my post in day 1. (semi-high to high end specs)

Didn't have time for the full 2 hours this time.

FPS generally seemed the same overall except;
Putting everything on very high and then running river city day seemed ok to slightly sluggish. Bit of a drop of fps while looking out to the water while standing on the east bridge. But thats somewhat to be expected I believe.

Saw some guys comment on river city night and was lucky enough to end up in that map aswell.
I can confirm that despite having a build that should run the map easily, I was getting really odd framedrops to 20 where I have 3-50 on live with the same settings. Think he was right in saying there is something with the lightening or nightvision. Again near citadel.

I get that the changes weren't really targeted at my spec type, but some of the more major issues were still present from last time.

So again as a suprising outcome, I ended up with overal better ping(100-120 instead of 100-150) while having slightly less to sometimes oddly less fps in certain places and maps.

Still if the framedrops get fixed I'd want 12v12 on live.

#78 Rush2112

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Posted 18 July 2013 - 12:05 PM

My SRM's on all of my highlanders have changed and I am getting an SRM mounted in a 1 tube on the L-T that is firing one at a time.

#79 Jman5

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Posted 18 July 2013 - 12:08 PM

Hit Detection seemed improved, but that might be because either the server population is low, or I was fighting people with stable connections. Everything else feels the same as the regular server.

#80 Mockmaw

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Posted 18 July 2013 - 12:10 PM

Over all I enjoyed 12v12. I noticed minimal differences here vs. live. I guess I only have two complaints and those would be that the smaller maps should really be enlarged and that hit detection has seemed to have got much worse.





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