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Technical Update 07-Aug-2013 - Feedback


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#161 ebea51

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Posted 10 August 2013 - 09:12 PM

Thanks for the update.

No mention on mech-mech or mech-terrain collisions which is DISAPPOINTING.
We really REALLY need collisions back in the game. The light mechs are running riot.

No update on revisiting Host State Rewind either to fix the drop in accuracy ingame for high ping players.
Its used to be awesome with just lasers, deteriorated a fraction with lasers and ballistics, was manageable with laser-ballistics-missiles…
But a month or so ago now, I don’t know what happened, but I know everyone in my unit (we are in Australia) are back to leading.
The worst thing… the HSR compensation isn’t even consistent any more.
At least pre-HSR we had to consistently lead by an inch or so, now, the amount you need to lead is all over the place.

Both the lack of collisions and the deterioration of HSR are quite frustrating for your high-ping player base.

Thanks for the update.

No mention on mech-mech or mech-terrain collisions which is DISAPPOINTING.
We really REALLY need collisions back in the game. The light mechs are running riot.

No update on revisiting Host State Rewind either to fix the drop in accuracy ingame for high ping players.
Its used to be awesome with just lasers, deteriorated a fraction with lasers and ballistics, was manageable with laser-ballistics-missiles…
But a month or so ago now, I don’t know what happened, but I know everyone in my unit (we are in Australia) are back to leading.
The worst thing… the HSR compensation isn’t even consistent any more.
At least pre-HSR we had to consistently lead by an inch or so, now, the amount you need to lead is all over the place.

Both the lack of collisions and the deterioration of HSR are quite frustrating for your high-ping player base.

#162 Bishop Steiner

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Posted 10 August 2013 - 09:13 PM

View PostDeath Storm, on 10 August 2013 - 02:05 PM, said:


How is removing FF (Freindly Fire) dumbing down the game ?, Adding a heat plan that stops players boating I.e such as creating special or dangerous builds. (Please note that doesn't mean say I agree with boating 6 PPC) is dumbing down the game.

Not only that takes away excitement challenge to deal with these builds away from the game. And also it eliminates peoples right to experiment in the mechlab and build something unique. everyone now comes into a game with more less same build which can be boring. And the new map Terra Thorma is a blight because you over heat and a then your center torso gets cored in the process.

Have you ever though going in to mechlab and building something then taking it for a spin and watching it deal good damage that excitement and achievement is now pretty much gone

Everyone has a right to try new builds in the Mechlab whether its a 5 pulse laser build, 6- 4 PPC, or any laser build, the original Heat plan punished players fairly

Im not trying start argument but want make point.

IT'S DUMBS THE GAME DOWN BECAUSE WITHOUT IT, WE JUST MOB TOGETHER AND NO ONE WORRIES ABOUT FIRE LANES.

Kinda simple, actually.

#163 Grey Death Storm

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Posted 11 August 2013 - 12:11 AM

View Post3Xtr3m3, on 10 August 2013 - 08:26 PM, said:

I made my last post as an attempt to help.
It was not recieved that way.

Friendly Fire makes more realistic sense than self damaging multi million equipment.
Both are part of the game.
Adapt or not.

I understand your idea, it makes sense, but it will not happen.




I do apologise for miss understanding of your last post thank you for clarifying what you meant cheers

Edited by Death Storm, 11 August 2013 - 02:11 AM.


#164 ztac

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Posted 11 August 2013 - 02:44 AM

I guess they answered a few questions at the start then abandoned the post..... Probably do the same with the update list.

There are/have to be reasons why they have not done anything about the matchmaker for so long, and going around in circles with game balance.

#165 Grey Death Storm

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Posted 11 August 2013 - 11:27 AM

View PostBishop Steiner, on 10 August 2013 - 09:13 PM, said:

IT'S DUMBS THE GAME DOWN BECAUSE WITHOUT IT, WE JUST MOB TOGETHER AND NO ONE WORRIES ABOUT FIRE LANES.

Kinda simple, actually.



Okay you have made your point please note I have never seen one player do what you mentioned above theres have been times where i had perfect kill shots and someone on my team walked right into my line of fire !!

Secondly - my main reason for FF anti fire system idea was try and stop mainly team killers (people come into game and open fire on team members) but anyway everyone has made there point clear they want maintain current Friendly Fire system at end of day who am I to argue

However the New Heat Plan is a Blight and on that note i leave it

#166 Bishop Steiner

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Posted 11 August 2013 - 11:48 AM

View PostDeath Storm, on 11 August 2013 - 11:27 AM, said:



Okay you have made your point please note I have never seen one player do what you mentioned above theres have been times where i had perfect kill shots and someone on my team walked right into my line of fire !!

Secondly - my main reason for FF anti fire system idea was try and stop mainly team killers (people come into game and open fire on team members) but anyway everyone has made there point clear they want maintain current Friendly Fire system at end of day who am I to argue

However the New Heat Plan is a Blight and on that note i leave it

The Heat system, new and old, is... errrrr.... yeah, a blight kinda covers it. Though it is still better than it WAS, it ain't how it should be. First hint is when canon "stock" designs NOTED for their battlefield dominance are not even remotely functional, something is wrong. (Pre DHS the stock 3025 Marauder and Warhammer would be literally unable to use their PPCs, as after 2 volleys they would be in heat shutdown. And the AWS -8Q, DESIGNED to handle the load from 3, was worthless.)

One might have made the argument for DHS saving those designs, but they were meant to be viable on SHS. And then we get the stock 9M which is, even without the CT hitbox issue, literally useless, stock.

So yea, the Heat System, as well as other things need help. As for Team Killers, I have found recording and reporting the incident to be quite effective myself. They do investigate. Once or twice, might go with a warning (for intentional TK) accidental is as it should be, left alone. And serial Tkers, and aggravated issues of griefing and abuse do get people removed and banned. I have had the pleasure of personally seeing to it that TKers, racists and other such scumbags got the axe.

#167 Grey Death Storm

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Posted 11 August 2013 - 01:59 PM

View PostBishop Steiner, on 11 August 2013 - 11:48 AM, said:

The Heat system, new and old, is... errrrr.... yeah, a blight kinda covers it. Though it is still better than it WAS, it ain't how it should be. First hint is when canon "stock" designs NOTED for their battlefield dominance are not even remotely functional, something is wrong. (Pre DHS the stock 3025 Marauder and Warhammer would be literally unable to use their PPCs, as after 2 volleys they would be in heat shutdown. And the AWS -8Q, DESIGNED to handle the load from 3, was worthless.)

One might have made the argument for DHS saving those designs, but they were meant to be viable on SHS. And then we get the stock 9M which is, even without the CT hitbox issue, literally useless, stock.

So yea, the Heat System, as well as other things need help. As for Team Killers, I have found recording and reporting the incident to be quite effective myself. They do investigate. Once or twice, might go with a warning (for intentional TK) accidental is as it should be, left alone. And serial Tkers, and aggravated issues of griefing and abuse do get people removed and banned. I have had the pleasure of personally seeing to it that TKers, racists and other such scumbags got the axe.


See the Terra Therma Map that's Bad for over heating should warn you as well that some whining users trying make cry to nerf 2 PPC and Guass cannon builds there whining about it devs (claiming there teired getting sniped next it could be AC cannon builds !

see link
http://mwomercs.com/...out-2xppcgauss/

Edited by Death Storm, 11 August 2013 - 02:04 PM.


#168 Ground Pounder

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Posted 11 August 2013 - 02:20 PM

View Postshadowwolf jerricho, on 10 August 2013 - 06:57 AM, said:

I may have missed this but: When are you bringing back knock down? Is there any plans for a damage knock down? Table top and most other MW games have featured damage knock down. This would be a great improvement, plus light mechs are a still too agile. Remember you cannot turn a mech at 100+ KPH and expect not to slide or fall over. If I have missed any of these discussions please point me in the right direction. The combat effectiveness of a light mech is in a scout role or a scout killer nothing more, mediums and heavies are your frontline mechs with assaults generally being a command mech or a line breaker. We need adjustments to these things to even out the weapons platforms. If I am in an Assault mech, I should have no fear of a light, with knockdown added back and a damage knockdown in place the combat effectiveness of a light mech will be as it should be. All Mechs have their place in the game as do the pilots of these mechs but the roles are defined, I prefer heavies because of the combined firepower and movement, but they have limitations as well. Please try to implement at least the knockdowns to even out the mech platforms.


I whole heartedly agree with you Shadowwolf. Knockdown (both ramming and weapons fire) is an essential element of both classic table top games and previous mechwarrior titles. Bringing knockdown back and having it affect weight classes differently (lighter mechs are easier to knock down but are harder to hit which balances the effect) should be a balancing priority.

Also, your point about light mechs being too agile and portrayed outside of thier specified combat role is spot on. Mechs are not gundams, veritechs or any other agile MECHA. Light mechs can be fast in a straight line (because they use speed to **** after completing thier scouting missions) and in basic maneuvers, but a light mech running full bore and trying to pivot turn should result in one of those comedic feet up cartoon/jack *** esque fall downs that we all laugh at. Adding knockdown, slips and a physics engine so that mechs drastically lose speed when running over difficult terrain is a MUST to balance the roles out.

Also, light mechs, with some acceptions, are built as scouts and scout hunters. Chassis like the Jenner were built as heavy scout hunters and can even challenge larger mechs with a very skilled pilot and alot of help to draw attention away from himself (unlike in the game currently where you don't really need to be skilled...just throw in an uber fast engine and a couple medium lasers and run through and around the enemy while circling him to death). Just remember, you can equate battlemechs to tanks (because thats all they really are..big walking tanks)...You dont use a light scout tank to fight an Abrams (unless its main gun is crippled and its engine is on fire). You use the light scout tank to spot the Abrams so you can send YOUR Abrams to deal with him and then the light scout tank continues on to spot for artillery.

In too many instances in this game's developement, the NON-Battletech/Mechwarrior fans have been heard where the classic fans have been ignored and as a result, alot of those classic players have become absent from the game and the forums. I had 38 players from my game store's Battletech League and surrounding area who bought founders packs and who were excited about the prospect of a PC game based on the table top/Mechwarrior franchise. Sadly because of the direction of the game, more than half have either given away thier accounts of simply don't play due to the failings of th developement direction. All of the others hold out hope that it will get better, but that hope is waning.

Just hope it gets better.

#169 Ground Pounder

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Posted 11 August 2013 - 02:28 PM

As far as yalls discussion about friendly fire....the prospect of hitting an ally causes people to learn how to be better gunners and more aware of whats going on around them. Its a part of combat and should stay in. Simply increase the penatly for hitting an ally and increase it exponentially for duration of hit (damage caused) and number of times a player hits an ally. Also institute a game ban/team killer aspect for habitual team killers and team damagers.

there are MANY more important things that the game developers need to focus on other than something that IS an aspect of wargames...friendly fire. Its a secondary concern at best atm in my opinion.

#170 Morang

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Posted 11 August 2013 - 10:54 PM

View PostDeath Storm, on 10 August 2013 - 02:55 AM, said:

For Starts

Using your example "Why would engineers allow pilot to overheat and damage the corps or states Multimillion C-bill equipment?"

Because this equipment is meant for war and an alternative to its damage by overheating could be its total loss, maybe with loss of a trained mechwarrior as well. During WW2 some engines of fighter aircraft had emergency power setting to provide extra energy in combat, but this lead to extensive wear of the engine and running at emergency for too long lead to possibility of engine quitting in flight. It was up to pilot to decide whether he cares more about long-term health of his engine or short-term ability to save himself from being shot down at this particular moment (it was also possible to outstress airframe by hi-g maneuvers or diving at excess speed - and again, those dangerous features could've provided crucially needed advantages in combat).

#171 Oni74

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Posted 12 August 2013 - 07:52 AM

Thanks for the update.

Although I see lots of room for improvement, MWO is, at this point, the only game that gives me anything resembling BT gaming on the PC. I am, thankful for your efforts, and hope to see:
  • Regular updates with sufficient details (dates, progress, reasons for delays) from the development leadership team surrounding major bugs, issues, upcoming features, etc. with emphasis on establishing trust and transparency with your customers
  • Commitment to continuously improve the service (MWO) <See ITSM principles>; MWO is a SaaS which require ITSM mentality to succeeed


#172 DarkCain

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Posted 12 August 2013 - 08:15 AM

Since the introduction of 12v12 the frame rate drop it is quite noticeable even on nVidia 680 and 770 cards. On high settings with AA off the frames can drop into the low 40s with a single monitor.

Disconnects seem to occur at a higher frequency with 12v12. Haven't gone a single day without seeing one or more players disco.

The current matchmaking system has been producing very lopsided matches for the most part. It is rare to see a fight come down to two or three mechs. Weight classes in some of those matches have been skewed as well.

With the 12v12 in play now, do you think you could stick an 8 man group in there so that groups with 5 or 6 players no longer have to try and sync drop every round? Or at least loosen the 4 man restriction some so you don't have an odd man out...

The hit box issue is very irritating.

I am pretty sure you have already heard about the 30 ton Atlas er I mean Spider.

Terra Therma (visually appealing, technical nightmare) suffers from a myriad of problems rendering that map unplayable at times. Lobster traps abound in the center ring and starting area with the bridge pieces. I saw a mech merge half way into the mountain side as it ran down the mountain. What we see and what we are physically experiencing are not matching. The visual map and the wire boundaries are not synced. If I see a mech, I should be able to shoot it and not the invisible mountain protecting it. Heat spikes from running around in the lava in the center is inconsistant at times.

River city still has lobster traps that take out jump capable mechs.

With UI 2.0, could you include a way to organize the mechs that you own.

Still waiting for a squawk to make my day complete.

#173 Bolgani

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Posted 13 August 2013 - 05:36 AM

Thx for the update. A few comments on a few topics . . .

1. Matchmaking - I've been in a number of matches that were not 12v12, but 11v12 - and no indication of a disconnect after the team was formed. But it gets worse - a couple of days ago, I was in a 10v12 match - that's right, as far as I could tell, we LAUNCHED the game with only 10 players on our side. Fortunately, this only happened once, but 90% of the time if one team launches a man short . . . that's the team I'm on. (I guess I'm whining about Murphy's Law.) Can't do much about deliberate disconnects or AFKs, but I'd like to see consistent 12v12 numbers at launch.

2. Matchmaking - at least half the matches seem to result in one team "steamrolling" the other, losing no more than 1 or 2 mechs on the way to wiping out the other side. With PUG games I'm not sure how to go about "fixing" this (when everyone runs off in a different direction you've got a problem the devs can't fix) but even when folks stick together, steamrolls happen. Maybe weight and ELO balancing needs more tweaking.

3. ECM and LRM boating - there have been a number of matches where one side has no ECM and the other side has not only a couple of Atlas D-DC's but a couple of LRM boats as well . . . guess which side usually wins? (Been on both sides of this equation.)

4. Performance seems a little uneven . . . I recently got a new rig and was averaging 90+ FPS at 1920x1080 and everything on high, but occasionally I see dips down into the 60's . . . that's fine, but let's be careful and not lower FPS any more, OK?

#174 Aegis Kleais

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Posted 13 August 2013 - 02:28 PM

Here's to hoping those variable latency issues with networking get worked it. It's pretty much the only thing that's keeping me from playing the game. I think I've played about 5 games over the last 4-5 months. :D

My dad wants to get into the game and play some games with me. I'd love fighting alongside with him, but putting up with shots not registering really removes next to all the fun from the experience.

#175 Lucity

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Posted 13 August 2013 - 03:44 PM

View PostBishop Steiner, on 07 August 2013 - 02:10 PM, said:


Ahhh does ummms get basecapped on the big maps?

Big maps are where the big boys play, because they allow for tactics. Small maps are boring twitch fests.



Bishop, I love your posts just as much as I love shooting you in the back <3

#176 Bishop Steiner

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Posted 13 August 2013 - 04:42 PM

View PostLucity, on 13 August 2013 - 03:44 PM, said:

Bishop, I love your posts just as much as I love shooting you in the back <3

lol.

12 man in these small maps I been get FF a lot, lol.

#177 Lucity

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Posted 13 August 2013 - 04:44 PM

View PostBishop Steiner, on 13 August 2013 - 04:42 PM, said:

lol.

12 man in these small maps I been get FF a lot, lol.


That wasn't me, I'm always on the opposing team when we run into each other!

#178 Bishop Steiner

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Posted 13 August 2013 - 04:56 PM

yup. But I love my team making your job easier for you. Seriously people have GOT to get past the lemming blob thing.

#179 SgtMagor

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Posted 13 August 2013 - 05:03 PM

fps drop still is a problem. my frame rate is about 50>60 before the drop starts, but after the mech starts up it drops down into the 30's.

#180 HIemfire

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Posted 13 August 2013 - 09:43 PM

View PostBishop Steiner, on 13 August 2013 - 04:56 PM, said:

yup. But I love my team making your job easier for you. Seriously people have GOT to get past the lemming blob thing.



Simplify Voice coms and offer huge doses of Brain Grain!! (Link goes to a You Tube Video)

Atleast that would be a start.........





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