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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

#21 windermere

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Posted 18 July 2013 - 05:08 PM

Lot's of crashes and freezes during 12v12 today (afternoon) - also could not get sync drops with others of same house, we need the ablity to group with as many as we have available in a group. We only had 12 at one time for a few minutes then were 9 or 10 and had to break into groups of 4. Please allow for same house to drop with eachother or for less than 12 to drop as many as they have.

#22 Connor Pratima

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Posted 18 July 2013 - 05:09 PM

1. Crashed to mech lab twice. The two mechs that were left in a match stayed "in game" for what seemed like greater than 15 minutes.
2. Had some issues with freezing. 2 or 3 times my screen just stopped updating. Sound worked while the screen was frozen, and I continued to be hit.

#23 A Man In A Can

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Posted 18 July 2013 - 05:09 PM

Crash at ~5:03 PDT for me. Mechs were stuck walking in place except for mine. Was on Alpine Peaks. Had to fully restart the test client. Restart of the client allowed me to continue testing.

Performance on absolute lowest settings is just as slow as high settings before ~23-30 fps. Not good. Maybe I need an upgrade.

Edited by CYBRN4CR, 18 July 2013 - 05:10 PM.


#24 Deathshade

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Posted 18 July 2013 - 05:10 PM

Not even close to as stable as the morning drops. We had a complete 12v12 crash with everyone dropping, multiple people dropping, or just freezing requiring quit with task manager.

Unsure why the difference other than the maps. I played Forest Colony for most of the drops this afternoon.

#25 Phalanx100bc

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Posted 18 July 2013 - 05:12 PM

An interesting bug during play... while torso twisting your view in the cockpit would turn also effectively blinding you till the twist was done.

#26 Dadrick

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Posted 18 July 2013 - 05:13 PM

All in all, the game was fairly stable for me with the exception of a small hit to my fps.

The only bug I have to report is the weird ability to free look 360 degrees in ANY direction inside the cockpit of a Victor. At one point I had the camera upside down just for kicks... though I don't recommend playing that way. I tried repeating the bug in my chataphract and my raven, but those mechs appeared to be unaffected.

My only other comment would be that the forest map felt almost claustrophobic with 24 mechs playing at once. The tunnel in particular was very prone to congestion. None of the other maps I played seemed to have an issue with the extra mechs.

#27 Rippthrough

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Posted 18 July 2013 - 05:13 PM

View PostDracol, on 18 July 2013 - 04:59 PM, said:

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.


We had the same issue. 12 vs 12 is definately much more strategic and fun to play. The rolls happen hard and fast though.

However, 24 man light battles have immense rubber banding.
Hit detection is better once again this week than the normal servers, not perfect, but better. FPS was fine for the most part but I did notice a fair drop with a lot of Centurions in view (with assorted other mechs too).
It may just be the shear amount of SRM's from them perhaps.

In other news, 1200tons of enemy mechs steamrolling towards you is not a pretty sight.

Edited by Rippthrough, 18 July 2013 - 05:18 PM.


#28 MoonUnitBeta

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Posted 18 July 2013 - 05:14 PM

The game played great for me. I have had 0 major problems with the game. I could only play for an hour but it was a blast.

However, nothings perfect so one bad thing: Hit detection on the faster mechs wasn't very good for me. They come running straight at me a couple times and my SRMS, PPC's and sometimes lasers didn't hit them, even though it was a dead-on hit on my side. It got kind of frustrating because it felt like I could have had those pesky lights down sooner, especially on conquest and they run away and cap stuff.

Thanks for the experience. Looking forward to the next test run.

Edited by MoonUnitBeta, 18 July 2013 - 05:14 PM.


#29 venomman2

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Posted 18 July 2013 - 05:14 PM

No concerns that haven't already been brought up.

Performance was stable, slight FPS drop in crowds, looking into the back of my mech was... annoying.

#30 One of Little Harmony

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Posted 18 July 2013 - 05:17 PM

View PostBootsock, on 18 July 2013 - 03:37 PM, said:

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]


I had a 520M and upgraded to a real computer and it was like day and night.

#31 Papaspud

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Posted 18 July 2013 - 05:17 PM

Everything seemed fine, but even though I had good frame rates, I had some mild stuttering on some of the maps. Other than that - Let's get this 12 man on the road. I like the battles much better.

#32 Uoke

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Posted 18 July 2013 - 05:19 PM

Everything ran flawlessly for me. Ran with a 12 man premade for 4 drops and no one disconnected. FPS and ping were about the same as the live server. On a separate note, we did two drops against an enemy team where all 24 of us were in trial commandos...and we didn't coordinate with the other team to plan it that way. I have never lol'd so hard.

#33 Josef Nader

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Posted 18 July 2013 - 05:19 PM

That patio bug is game-breaking when it happens, but other than that I'm pretty satisfied with this build.

#34 yamishan

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Posted 18 July 2013 - 05:19 PM

constant camera glitches looking through the back of the mech when moving the mouse faster then the twist/arm move rate of the mech had to rapidly jiggle the view around to "unstick" from looking out the back of my mech very disruptive, also several times in a row on forest colony had audio loops that made me rip my headphones off in agony due to the pain of high pitched infinite loops stuttering through the normal audio

Edited by yamishan, 18 July 2013 - 05:24 PM.


#35 Neozero

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Posted 18 July 2013 - 05:20 PM

Over all Frame rates where the same for me except on Forest colony and Frozen city, when I got into big brawls on those maps I went from low 40s to high 30s, down to low teens. This was not the case in the last version of the 12v12 test client as I was able to be heavily engaged and drop to high 20s.

#36 Dret Dormsor

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Posted 18 July 2013 - 05:21 PM

12vs12 was very stable, I felt no difference in performance compared to the 8vs8 build.

Only bug I realized (besides the known cockpit rear view):
Sometimes when I hit Tabulator to view the teams, the HUD didn't come back when I released the button. I was able to reproduce the bug afterwards. Usually the HUD reappeared after opening and closing the team screen a few times.

#37 Dyrael

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Posted 18 July 2013 - 05:22 PM

GOOD
I use low settings and my FPS was significantly better for me than the last 12v12 test. It felt just as good as the regular game.

LESS GOOD
I experienced 6 crashes to mechlab in a row at one point; It happened once the maps had finished loading. Restarting my client fixed the issue and it did not happen again.

#38 BlueSanta

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Posted 18 July 2013 - 05:22 PM

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So...about 12 mans...

Edited by BlueSanta, 18 July 2013 - 05:23 PM.


#39 Noesis

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Posted 18 July 2013 - 05:23 PM

Some rubber banding at times with noticeable worse net performance than the Live server with this build.

Previous test builds where comparatively more stable, and I do not experience these issues on the live server.

#40 BlueSanta

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Posted 18 July 2013 - 05:27 PM

View PostPhalanx100bc, on 18 July 2013 - 05:12 PM, said:

An interesting bug during play... while torso twisting your view in the cockpit would turn also effectively blinding you till the twist was done.


You could turn and look out the open back of the cockpit (since they have yet to close them).





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