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


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Poll: Public Test 1.0.11 - 18-Jul-2013 - Afternoon Feedback (214 member(s) have cast votes)

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

  1. 0 - 10 (7 votes [3.29%] - View)

    Percentage of vote: 3.29%

  2. 11 - 20 (16 votes [7.51%] - View)

    Percentage of vote: 7.51%

  3. 21 - 30 (42 votes [19.72%] - View)

    Percentage of vote: 19.72%

  4. 31 - 40 (38 votes [17.84%] - View)

    Percentage of vote: 17.84%

  5. Voted 41 - 50 (53 votes [24.88%] - View)

    Percentage of vote: 24.88%

  6. 50+ (57 votes [26.76%] - View)

    Percentage of vote: 26.76%

How does your FPS compare with the current live version?

  1. Much Worse (9 votes [4.23%] - View)

    Percentage of vote: 4.23%

  2. Worse (67 votes [31.46%] - View)

    Percentage of vote: 31.46%

  3. Voted About the Same (125 votes [58.69%] - View)

    Percentage of vote: 58.69%

  4. Better (12 votes [5.63%] - View)

    Percentage of vote: 5.63%

  5. Much Better (0 votes [0.00%])

    Percentage of vote: 0.00%

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

  1. Voted Yes (158 votes [74.18%] - View)

    Percentage of vote: 74.18%

  2. No (55 votes [25.82%] - View)

    Percentage of vote: 25.82%

What is your average Ping?

  1. Voted 0 - 100 ms (131 votes [61.50%] - View)

    Percentage of vote: 61.50%

  2. Voted 101 - 200 ms (73 votes [34.27%] - View)

    Percentage of vote: 34.27%

  3. 201 - 300 ms (9 votes [4.23%] - View)

    Percentage of vote: 4.23%

  4. 301 - 400 ms (0 votes [0.00%])

    Percentage of vote: 0.00%

  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 (1 votes [0.47%] - View)

    Percentage of vote: 0.47%

  2. Worse (22 votes [10.33%] - View)

    Percentage of vote: 10.33%

  3. Voted About the Same (186 votes [87.32%] - View)

    Percentage of vote: 87.32%

  4. Better (4 votes [1.88%] - View)

    Percentage of vote: 1.88%

  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 (185 votes [86.85%] - View)

    Percentage of vote: 86.85%

  2. No (28 votes [13.15%] - View)

    Percentage of vote: 13.15%

How stable (with regards to crashing/freezing) is this build for you?

  1. Extremely Stable (30 votes [14.08%] - View)

    Percentage of vote: 14.08%

  2. Voted Stable (82 votes [38.50%] - View)

    Percentage of vote: 38.50%

  3. Mostly Stable (65 votes [30.52%] - View)

    Percentage of vote: 30.52%

  4. Unstable (26 votes [12.21%] - View)

    Percentage of vote: 12.21%

  5. Very Unstable (10 votes [4.69%] - View)

    Percentage of vote: 4.69%

How does your Stability compare with the current live version?

  1. Much Worse (12 votes [5.63%] - View)

    Percentage of vote: 5.63%

  2. Worse (50 votes [23.47%] - View)

    Percentage of vote: 23.47%

  3. Voted About the Same (134 votes [62.91%] - View)

    Percentage of vote: 62.91%

  4. Voted Better (15 votes [7.04%] - View)

    Percentage of vote: 7.04%

  5. Much Better (2 votes [0.94%] - View)

    Percentage of vote: 0.94%

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

  1. Voted Yes (161 votes [75.59%] - View)

    Percentage of vote: 75.59%

  2. No (52 votes [24.41%] - View)

    Percentage of vote: 24.41%

How would you rate the hit detection in this build?

  1. Voted >95% of valid shots connect (32 votes [15.02%] - View)

    Percentage of vote: 15.02%

  2. Voted 81-95% of valid shots connect (92 votes [43.19%] - View)

    Percentage of vote: 43.19%

  3. 71-80% of valid shots connect (63 votes [29.58%] - View)

    Percentage of vote: 29.58%

  4. 61-70% of valid shots connect (18 votes [8.45%] - View)

    Percentage of vote: 8.45%

  5. 51-60% of valid shots connect (4 votes [1.88%] - View)

    Percentage of vote: 1.88%

  6. <50% of valid shots connect (4 votes [1.88%] - View)

    Percentage of vote: 1.88%

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

  1. Much Worse (5 votes [2.35%] - View)

    Percentage of vote: 2.35%

  2. Worse (42 votes [19.72%] - View)

    Percentage of vote: 19.72%

  3. Voted About the Same (145 votes [68.08%] - View)

    Percentage of vote: 68.08%

  4. Voted Better (15 votes [7.04%] - View)

    Percentage of vote: 7.04%

  5. Much Better (6 votes [2.82%] - View)

    Percentage of vote: 2.82%

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

  1. Voted Yes (141 votes [66.20%] - View)

    Percentage of vote: 66.20%

  2. No (72 votes [33.80%] - View)

    Percentage of vote: 33.80%

Vote

#1 Kyle Polulak

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Posted 17 July 2013 - 10:33 AM

Please fill out the poll above to the best of your abilities, and leave any additional feedback in a reply in this thread.

This Poll will automatically open in time for the Test.

#2 Bootsock

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Posted 18 July 2013 - 03:37 PM

Sadly, I'm going to have to scrap testing after two matches (plus some on the earlier session) because the frame rate has fallen off a cliff for me. FPS is hovering about 9 which is just dreadful compared to the current published (non open-test) version. If I swap back and play the normal (non-test) version I'm back to getting in the low 20s for FPS.

As much promise as 12x12 has, it's pretty much unplayable for me on this test version with exactly the same settings (low), so much so that I probably can't tell how accurate hit accuracy is, but it seems poor - probably because I'm frames behind everyone else!

This release, not for me I'm afraid.

[For reference again, PC is ASUS X53SJ, i7-2630QM 2Ghz, 8GM Ram, GT520M 1GB, Windows 7]

#3 Sable

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Posted 18 July 2013 - 03:49 PM

Reviewing the feedback from the midday test i saw people talking about the SRM pods on a highlander where one was shooting in a cluster like normal and one was shooting in a stream of 1 missile at a time volleys. I don't know if this was intended but i actually really like this idea!! Maybe not for SRMs though but i'd love to see this tried out for LRMs. I tried filling all the missiles slots with LRMs but they fired in clusters like normal. I'd be really interested in seeing if PGI would just throw this option on test and see how it performed and how people felt about it.

#4 Wintersdark

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Posted 18 July 2013 - 04:08 PM

Worked fine for me, one crash back to mechlab (I never get crashes in Live) out of all the matches, which is more or less acceptable to me.

Framerate and ping are identical to live.

Still, 12v12 on Forest Colony and River City is very, very tight - it's much better on the larger maps.

Performing very well for me anyways. I'd be very happy with this live.

#5 King Merrygold

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Posted 18 July 2013 - 04:11 PM

Lots of crashing after map loading screen & holding onto mechs for 15 mins.

Able to reproduce the bug where you turn & can see into the neck or back of head by holding "Q" while turning. This will get your view stuck in the back of your head until you repeat to turn around again.

#6 Tenam

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Posted 18 July 2013 - 04:13 PM

I to had a crash to mechlab which doesn't happen in production, my framerate is mildly worse during testing than normal. My ping is pretty steady. Overall pretty good.

#7 Playdoh

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Posted 18 July 2013 - 04:16 PM

G'day from Australia!

Since i can only select 1 ping option - Ping ranges from about 200-400 ping.
At this sort of ping hit detection becomes a bit of a pain - what looks like a hit to me does nothing sometimes, and its hard to tell if I have missed or not server side.

other than that - 12v12 is a case of "Mechs! Mechs EVERYWHERE!"

#8 LordBane

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Posted 18 July 2013 - 04:16 PM

In the live version, I get occasional lockups that require alt+tabbing out of the game and back in to correct. But it's very rare. However this test version is much much worse.

#9 Tarl Cabot

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Posted 18 July 2013 - 04:20 PM

FPS has taken a dive.

I usually play in Full Windowed mode locking FPS at 60FPS but when I do play in Full Screen mode it is quite high for most of the drop.

Medium settings

Live
60 FPS pegging Full Windowed
110 - 130, occasionally to 170 FPS Full Screen mode

Test
42-58, hitting 60 occasionally Full Windowed
42-58, hitting 110 occasionally Full Screen Mode

i5 3570 3.4ghz oc 4.2ghz test 60% usage
ATI 7950 3gig (1250/900) GPU usage Test -75%(mem 1gig) / Live 45%
Windows 8 Pro 64-bit 8 gig memory at 1920x1080

Now I know have run in the cockpit to do more than just sit there... ;)

Gauss rounds smaller, PPC more like lightning. SRM fires at 1st as a group, then single fire on the 2nd launcher.

Edited by Tarl Cabot, 18 July 2013 - 05:06 PM.


#10 Rugarou

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Posted 18 July 2013 - 04:24 PM

Rig
CPU: Core 2 Quad Q6600 2.4ghz
GPU: nvidia 660 2 gig
Ram: 4 gig DDR2
Vista 32
resolution: 1680 x 1050

Tested both medium and low settings. Currently in the live version I see 30-40 fps at medium settings with AA off, shadows low, postprocess low.

Test server all Med settings fps: 20-25
Test server all Low settings fps: 25-30
Test server medium settings with AA off, PP low, shadows low fps: 22-28

Overall, the test patch is a decrease in FPS for me and I had more issues with crashing to mechlab than I have had in the last two live patches.

The increased base capture time was nice allowing slower mechs to react to lights that play cap warrior.

#11 Zphyr

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Posted 18 July 2013 - 04:30 PM

FR - lower (dropped 5-10)
Ping - about the same,
Stability - somewhat worse; minor freeze when there are several mechs around.
Hit detection - about the same... I guess?

Match start takes a bit longer too. Don't like the lack or terrible looking LRM smoke tail - I run on low settings. Noticed no difference in performance to justify removing an important information.

Now, 12 vs 12 is as "let's rush them" as ever... a confusing and laggy "who is who, what is what" confusion, specially in smaller maps. And since the "out of sign out of mini-map" bug still exist, sometimes it's a surprise to notice a haft a dozen ninja mechs wandering around.

Edited by Zphyr, 18 July 2013 - 04:32 PM.


#12 NoBodie

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Posted 18 July 2013 - 04:32 PM

2 crashes in a row straight to mechlab.

Should be able to drop with any amount of player between 4 and 12.

#13 MessedUpWelshy

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Posted 18 July 2013 - 04:41 PM

no crashes, plays smooth but need bigger maps for12V12, too crowded with everyone trying to hide behind the same rock lol
seeing alot more FF because of it too tho this may also clear up with more play and people spread out a bit more

Edited by MessedUpWelshy, 18 July 2013 - 04:42 PM.


#14 p0ck3t5

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Posted 18 July 2013 - 04:42 PM

Absolutely LOVING the 12v12. It feels like a brand new game, and I may be disappointed to go back to the "sparse and lonely" 8v8 stuff (the live server). My brain has this mental enemy counter that says "6... 7... 8... ok, that's the enemy team accounted for; let's zip around this corner and OMG WHERE DID THOSE OTHER 4 MECHS COME FROM!?!?" :)

Also, the 15 minute match counter makes more sense, now that the matches take longer than 7-9 minutes ;)

Loving it, and will be picking up my phoenix pack tomorrow after I pick up my paycheck.

In case it wasn't obvious: well played, devs. Good job. ;)

#15 Shadey99

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Posted 18 July 2013 - 04:51 PM

Well this was pretty much identical to the normal client for me. However for the first match I had forgotten to set my options for video, so it ran windowed @ 1280x1024 rather than full windowed @ 1600x1200 with medium settings. That was awful getting around 20-30 fps for me. After setting my normal settings I was hovering between 40-60 fps.

I also never saw maps like alpine or frozen city... lots of river city (which is much to tight) and no large maps at all.

#16 Dracol

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Posted 18 July 2013 - 04:59 PM

12 v 12 premade, dropped for the match, found a match, then all 12 of us were crashed to mechlab with mechs locked for 12. Only happened once.

During a match on frozen city and one on river city, the game became very choppy.

Outside of those two issues, ran smoothly and was a blast. River City and Forest Colony are now intense battles, while Alpine and tourmaline play more strategically.

Edited by Dracol, 18 July 2013 - 05:01 PM.


#17 Sjstorm

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Posted 18 July 2013 - 05:00 PM

I don't like that you have to have 12 people to drop 12 man...what if I'm playing with friends, and we have 8 people? Sync drops are hit/miss. Please make it like 4 mans, where you can drop with less. We also had 3 consecutive drop attempts where everyone crashed to mechlab/home screen.

#18 SilvaDraconis

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Posted 18 July 2013 - 05:02 PM

Single tube SRMs on my ravin (LA RT) was very disruptive. didn't notice that happening on the atlas.

#19 Hauser

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Posted 18 July 2013 - 05:03 PM

match at 1:59 game exited to client for the whole group

match 2:25 game lagged badly for whole group, eventually exited to main menu

match 2:50 game hung for most of the group, only two players could still play.

The game simulation (not fps) seemed to run rather jaggedly. This threw of timing for aim, very annoying. Hit confirmation also seemed to come in slower then normal.

Edited by Hauser, 18 July 2013 - 05:16 PM.


#20 Parmeggido

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Posted 18 July 2013 - 05:05 PM

In a catapult c1, was able to look through the back of my own head consistently just with moving the mouse. This was the only issue I suffered from, and only occurred a couple times when I wasn't trying to make it happen.





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