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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

#81 Deathlike

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Posted 18 July 2013 - 12:14 PM

It was good... I see some noticeable differences like PPCs (projectile on low graphics is a little more transparent) and LRMs (didn't see the smoke trails while on low, so it looked a lot like SRMs).

Hitreg could certainly be better, by far.

#82 Sp3ctre18

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Posted 18 July 2013 - 12:18 PM

Sp3ctre18 Test Report
July 18 Test 1
I will not be at the afternoon test

Bottom Line

Much better than last week. From my experience, In my case, and my case only, this could go live. No reduced performance, and gameplay is awesome. I like variety though, and hope we can still do 8v8 or even 4v4 if we wanted. Had NO crashes. Last time crashed at least 3 times, IIRC.

Specs & Settings

AMD Phenom 9850 2.5 GHz (quad core)
6GB DDR2 RAM
nVidia 9800GT (1bg ram)
MOBO: Gigabyte ma785gm-us2h

Win 7 x64 Pro
1920x1080 Monitor, running game at 1440 res
Graphics settings set to all HIGH
Location: Pennsylvania, USA


Poll Question Summary

Ping: ~58 NORMAL
FPS: ~14-18 at first (LOW) but soon went up and stayed at 18-23 (NORMAL)
Hit Detection: MAYBE a little less than normal. I'm bad shot, so I wouldn't know, but I DID have a few moments of "didn't I hit him?? that should have killed him!"

Testing Commentary


I took these games a bit more seriously and commanded 3 forest colony games to urge pushing the game.

What and Why

I watching out for a couple of things from last week's experience:
  • Frame Rate
  • Times of Lag / FPS drops.
  • any sudden crashes
Although it was a little slow at first, it bumped up to normal levels. Exact same 21-25 range in the current version,






I WAS hit by lag last week, when too many mechs were on screen shooting nearby, and especially if they were shooting at me. Smoke effects especially can make me lag; sometime even just if the dust from my walking backwards obstructs my view. This also happens in the current live version though.


How it went

First two games I asked everyone to rush to open water for a brutal, chaotic match. Most of my team was with me, while less of opposing team did. Quite a lot of fire exchanged, LRM volleys, and I Was in the middle with it, and had no issues at all. A little drop in frame rate as expect, but no noticeable lag or stuttering that impacted my play.

3rd game I asked everyone to head to caves for close-quarter mayhem. I was especially looking forward to seeing how masses of smoke would impact me. However, few listened to me. I did, however, get a decent test when I walked out of the cave, right into maybe 6 mechs. They were on me for probably 10 full seconds with a variety of weapons (im in a stalker and stil try fighting smartly to survive long enough). I was being knocked around and slammed with LRMs and faced no lag.

I played maybe 5 other games with similar results. the 12v12 was not creating any special lag.

Faced no crashes, drops-to-main, d/c, failed starts, etc. All good. When I DID think I crashed, it was because time was up. :D

Gameplay Commentary

It's great so far, I'm enjoying 12v12. The big maps feel much more suited for it and the small maps are great as you can barely hide. I think it'll force people to be more focused, though I'm sure more people will complain about dying too quickly.

All maps should be awesome in proper, careful team play with voice chat. Hopefully I'll join a group by next week.

I do suggest one thing though:
Some people WILL have problems with 12v12, whither it's lag or dying quickly.
Even if no problems, there's fun in being able to sneak around better with 8v8
.

For community vote: consider ways to make battle size a choice or at least randomized.









I, personally, would LOVE to play a 4v4 game sometime. I'd like to go back to 8v8 sometimes. And I'll definitely be looking forward to more 12v12.

End Report
Sp3ctre18 out.
:huh:

PS: Actually, personally I can't wait for 72v72 on Alpine, but, that's just me dreaming. :P

Edited by Sp3ctre18, 18 July 2013 - 06:21 PM.


#83 TK42Kahn

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Posted 18 July 2013 - 12:27 PM

So a few things awesome and awful.

Awesome:
Visibly watching limbs fly off the mech.
Notable graphics optimization.
Not out of control frame loss.
12v12!!!

Awful:
360 view bug
New gauss animation. (it looks different on the test servers for me then it does on the live server)
Changing resolution in game forced crash.
More collision issues than in live servers.

12v12 is amazing all around though, keep up the good work!

#84 BVRCWolf

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Posted 18 July 2013 - 12:41 PM

I did not like this patch at all. There were times in Tourlamine map that when I torso twisted, I was looking at the inside of my mech and the torso was not turning. Also the FPS was worse and my client crashed twice. Overall this was worse than last weeks 12 v 12.

#85 Rasc4l

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Posted 18 July 2013 - 12:44 PM

I had weird lag with mech control with mouse. I would torsotwist right or womething and it would take full second to respond. I had this on several occasions and checked that it wasn't network (ping) related issue but rather something with controls or maybe how server acknowledges client input commands (with a lot of delay)?

#86 Xenroth

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Posted 18 July 2013 - 12:45 PM

For me, as someone from Europe, with a ping about 100 the hit detection went bad!
If you stand still, its better than before, but if you start moving and shoot while you are moving you hit much worse than before!

#87 RUDE GUNS

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Posted 18 July 2013 - 12:55 PM

Loved the 12 v 12 but wish we had a Destruction Mode and Points mode ( DMG done) for 12 v 12 or just bigger maps.

#88 Spinning Burr

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Posted 18 July 2013 - 01:16 PM

I installed the test client but when I try to log in with my account name and password I get " This account is not authorized." Is this only because the test server is down at the moment (until 4 PM PST) or is because my account really isn't authorized for the 12 vs 12 tests? How does one get authorized besides having a valid login for MWO and downloading the test client? Do I have to specially request this privilege?

#89 DarkBringer

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Posted 18 July 2013 - 01:51 PM

Greetings...

I had a problem updating to this patch.
It kept freezing after downloading patch one of three.
The only way i got it to patch was by rebooting and renaming the mwoupdate folder.
On reboot it ran the update fine.
In the last two matches I played it crashed to desk top after the match.
My mechs from doth drops were listed as in game.

~S~

DB

Edited by DarkBringer, 18 July 2013 - 01:54 PM.


#90 Deffias

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Posted 18 July 2013 - 02:22 PM

I got about 5 games in and had zero issues. Really enjoyed the extra 8 players in a match.

#91 Eric darkstar Marr

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Posted 18 July 2013 - 02:31 PM

No problems today that I haven't had on live. Hit detection with the AC/20 Guass cannon balls were nice.

#92 Deathshade

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Posted 18 July 2013 - 02:38 PM

I had no fps issues and the game played fine for me except maybe some screen refresh issues but I think that this also exists outside of the Public Test. I played in 12v12 during the whole test so unsure the many problems are in smaller groups. I was at medium graphic settings which was default after my install of PT. I later changed to the max resolution of 1920 width or something like that with no changes to the game.

This really isn't enough battles to really tell if hit detection is outside the norm. I am use to the lights being lag shielded. :dead: Most of my shots seem to be doing the same as outside of the PT but more games are needed to make sure ;)

I did hit some bug problems on the first drop redoing my configs from the options menu while in-game.
To reproduce scroll to the bottom and try to change the secondary throttles residing there to up and down. After updating it will scroll back up to the top and effect the change on the top of the page at the exact portion of the menu.

Insert didn't launch UAV's

Weapon animations seemed to be toned down a bit too.

Edited by Deathshade, 18 July 2013 - 02:39 PM.


#93 Sp3ctre18

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Posted 18 July 2013 - 02:47 PM

View PostSpinning Burr, on 18 July 2013 - 01:16 PM, said:

I installed the test client but when I try to log in with my account name and password I get " This account is not authorized." Is this only because the test server is down at the moment (until 4 PM PST) or is because my account really isn't authorized for the 12 vs 12 tests? How does one get authorized besides having a valid login for MWO and downloading the test client? Do I have to specially request this privilege?


It's because it's not up yet ;)

#94 Redshift2k5

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Posted 18 July 2013 - 03:13 PM

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.


I already play with everything low to get decent performance on the live server. I can't go any lower if 12v12 tanks my FPS.

#95 Mawai

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Posted 18 July 2013 - 03:16 PM

Update on downloading the test client ...

I am still downloading the client ... it is now about 8 hours in.

It claims I am at 2661.13 Mb of 2485.99 with an ETA of -12:12

I am guessing that the 2485.99 is not a true representation of the download size? The progress bar is just past half way.

On the other hand, the MWO Public Test/MWOUpdate/ contains a file called FrontendPatch_ZTN.zip.<letters> that is just over 2Gb and still growing.

Geographically I am located in the greater Toronto area. I do not have issues downloading the regular patches and my connection download speed is 25Mbps which should download a gigabyte in about 5 minutes.

P.S. The client install finally finished and I had time to play one match on the test server before it closed down at the end of the afternoon test.

Edited by Mawai, 19 July 2013 - 03:27 AM.


#96 Mokyu

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Posted 18 July 2013 - 03:52 PM

For me it was like stepping back several month in performance. FPS cut by more than %50.

Edit: yes I'm on the lowest everything settings.

Edited by Mokyu, 18 July 2013 - 03:52 PM.


#97 Oni Ralas

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Posted 18 July 2013 - 04:00 PM

Couple of match crashes (drops you back to mechbay) but other than that, pretty good.

#98 xengk

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Posted 18 July 2013 - 11:58 PM

View PostSp3ctre18, on 18 July 2013 - 12:18 PM, said:

First two games I asked everyone to rush to open water for a brutal, chaotic match. Most of my team was with me, while less of opposing team did. Quite a lot of fire exchanged, LRM volleys, and I Was in the middle with it, and had no issues at all. A little drop in frame rate as expect, but no noticeable lag or stuttering that impacted my play.


I was in that match going water too, I think Koniving was there too in his jager.
The jager was the first to cross the ship, followed by my BJ. We immediately got focus fire on and have to fight tooth and nail back to our side of the ship.
It was a glorious viking funeral at sea in end.

#99 BoloJoe

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Posted 19 July 2013 - 09:04 AM

I like the 12 vs 12 because it gives a more tactical feel to the battles. If a few of your teammates charge to their deaths it doesn't necessarily mean the match is over, teamwork can still win the match. A couple of clashes decides the match instead of just one with the mopping up of stragglers. This should become the standard size for all matches.

#100 Sp3ctre18

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Posted 19 July 2013 - 09:48 AM

View Postxengk, on 18 July 2013 - 11:58 PM, said:


I was in that match going water too, I think Koniving was there too in his jager.
The jager was the first to cross the ship, followed by my BJ. We immediately got focus fire on and have to fight tooth and nail back to our side of the ship.
It was a glorious viking funeral at sea in end.


We all got our battle scars in that one. :ph34r: No one came out unscathed.

Did we end up winning? I remember winning one of them, and was on chat attributing it to team bravery, haha. I don't remember at all if we won or lost the 2nd one.





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