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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

#61 Roheryn

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Posted 19 July 2013 - 06:50 AM

View PostArdlen, on 19 July 2013 - 06:28 AM, said:

I could not get UAVs to launch in this test.


We had two people in our group complain about this exact same thing. They tried binding it to different buttons etc. Nothing worked.

#62 Ridersofdoom

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Posted 19 July 2013 - 07:57 AM

match at 1:00 friendly fire for the whole group

match 2:00 chaotic game for whole group

match 2:50 more friendly fire and chaos for most of the group.

3:00 going to play 8 vs 8 more civilized game.

#63 Mongoose Trueborn

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Posted 19 July 2013 - 08:08 AM

View PostBlueSanta, on 18 July 2013 - 05:22 PM, said:

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So...about 12 mans...


Hax

#64 Lefteye Falconeer

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Posted 19 July 2013 - 09:02 AM

I killed Garth Erlam so basically 12 vs 12 was amazing just because of this.

More seriously, it really WAS amazing. My only concern is about ammo. With more 'mechs and so more armours to pierce, everything that is not a laser PPC is losing efficiency in the economy of a match. This is a fact. And a scary one. Are we ready for this?

#65 Alieff Thon

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Posted 19 July 2013 - 09:23 AM

The public test we were playing 12 mans and we crashed 3 times froze 3 times not same games and were tossed from server once. Other than that it was good enough for the test. Some problems are to be expected hope it improves next week

Edited by Alieff Thon, 19 July 2013 - 09:23 AM.


#66 Werewolf486 ScorpS

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Posted 19 July 2013 - 10:10 AM

Odd issue I'm sure was mentioned, Torso twist moved my view to looking at the back of my cockpit.

Hit detection is about the same, so not good enough. Strangely I get these odd freezes in the live build that I did not get in the test build.

Some have mentioned how bad playing 12 v 12 is on the smaller maps, but after playing Mechwarrior Living Legends in matches that ranged from 24 to 28 people in the same drop for years, I have to say it felt nice to have more then the typical action of having 16 players in MWO. I didn't see any issues with being 24 players on those maps at all from a performance standpoint, but rather the mentality of the player base making it nothing more then slamming two forces into each other and a lack of strategy to utilize the lance format as intended. Most just brought in an Assault to use as a hammer, which was disappointing. There needs to be some way to stop 12 man teams from being 90% assaults.

Side note: I would like to see the Tag laser range increased similar to the one in MWLL. My reason is that the lights can't scout and tag from a suitable range to keep them from getting cut and killed in a match with 24 players in it. I would like to see this come into testing in the test build soon.

It would also be nice if we could coordinate some testing on TS to find specific issues.

Hope to have more for the devs on my next drop into the test build as this was my first and I was getting acclimated.

#67 Jyi

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Posted 19 July 2013 - 01:09 PM

I'm not too impressed with the test.

FPS dipped from 90+ to 50-70. And yea, I can clearly notice the difference. I also had some stutter in a couple games.

There was rubberbanding almost every game, but I mostly played a light. Also had awful hit detection as light. But when I played my 88~ kph Hunchback, I had almost no issues, except LRM's were a joke against me. I took like 10 hits from a fairly big LRM-launcher (10 or 15 at least), and my armor was barely light orange. AC20 hit and killed much more efficiently than on live servers.

Ping went up, again, by like 20.

Then there are the balance problems of 12v12. Most weapons in this game mode are a joke. Using LRM's? You'll be concentrated down by PPC's and Gausses before even a volley of your LRM hits, and there's nothing you can do about it. If you thought the current PPC-boating is bad, try 10 Highlanders shooting your face off simultaneously. It doesn't even matter if the enemy only had 1 PPC per mech, you'd still die in a heartbeat.

Lights are pretty much useless in 12v12 with the exception of the biggest maps. I truly hope there will be no small maps available for 12v12 once implemented. Even bad players will hit lights just because of the sheer volume of weapons that can be aimed at them. Except if they are Europeans, as I missed like 9/10 shots on lights even when they connected on my screen and I saw sparks fly from the enemy mech. Seems like no matter what we Europeans say, you devs only keep balancing the game for Canadian and US audiences, who already mostly have excellent ping. Without your HSR I would hit way better even with 150-200 ping. And it's not like it's preventing people from cheating anyways, so I don't really understand why you are so keen on keeping it.

Edited by Jyi, 19 July 2013 - 01:10 PM.


#68 Rashhaverak

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Posted 19 July 2013 - 01:50 PM

Hit detection and/or registration of spiders is broken, but then, you already know that. However, this is the first time I've seen it for myself. Spider was shrugging off direct PPC hits like they were party balloons.

#69 Tsunamisan

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Posted 19 July 2013 - 04:16 PM

Crashes allot to desktop when game ends. Had it even crash back to mechlab an my team all reported it did th same thing which was quite odd after the game launched and all our mechs were registered as in game.

#70 Klaymour

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Posted 19 July 2013 - 05:43 PM

One thing I did notice that I really liked, was the bolder colours and visibility of the mini map and command map. I would suggest tho making the 3rd lance a different colour as well, and also making the Command abilities available to the drop commander, being able to type and make waypoints at the same time would be helpful.

Cant wait for CW, please please please please make it awesome!!!


thanks





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