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Technical Update 07-Aug-2013 - Feedback


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#61 SgtMagor

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Posted 07 August 2013 - 01:23 PM

hope they get the frame rate performance fixed, not really worried about the other stuff. thx for the update.

#62 Zakie Chan

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Posted 07 August 2013 - 01:25 PM

Start getting aggressive with balance tweaks in relation to how the game plays in 12 v 12.


Most notably the need for ammo values extremely low in relation to the doubled armor combined with the move from 8 to 12 opponents

#63 Felio

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Posted 07 August 2013 - 01:32 PM

View PostBracchus, on 07 August 2013 - 12:37 PM, said:


Overclocked Intel i5 @ 3.6Ghz and a overclocked Nvidia GTX 570, running 1920x1080 and all settings except textures at low, 144hz screen.


Dear god, why? I didn't even know they made monitors with refresh rates like that.

Wouldn't it be better to have higher detail and, say, cap out a 75hz monitor? 50-60 fps is very good...

#64 jrgong

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Posted 07 August 2013 - 01:33 PM

Hit detection should be #1 priority right now, it has been absolute atrocious ever since we were force fed HSR like a mother bird feeding her chicks. Once this is taken care of then we can actually balance the weapon palette and hopefully remove the mentally defective Ghost Heat, aka "Heat Scale" (force feed #2). Once this is accomplished the game should be just as fun as its ever been. Throw in some decent maps for a change ( Alpine, Tourmaline, Terra all suck pretty hard) and we might just have a real winner. Of course doing all this would require a shred of competence, something PGI has shown little sign of to date (see: 3PV).

Edited by jrgong, 07 August 2013 - 01:35 PM.


#65 MonkeyCheese

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Posted 07 August 2013 - 01:38 PM

Good post with plenty of great information, but can you please put up a official post on the state of light mechs, the development of the flea and masc, the role rewards for capping and scouting, and the state of your work on the netcode and lifting the speedcap above 150kph as well as knockdowns.

Also it has been so long since the release of the last light Mech the spider and the last hero light the deaths knell. What's the deal with that? If the masc flea takes time why haven't you made another Mech?

#66 Felio

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Posted 07 August 2013 - 01:40 PM

View Postjrgong, on 07 August 2013 - 01:33 PM, said:

Throw in some decent maps for a change ( Alpine, Tourmaline, Terra all suck pretty hard) and we might just have a real winner. Of course doing all this would require a shred of competence, something PGI has shown little sign of to date (see: 3PV).


So I take it you don't like large maps? Well, in UI 2.0, you should be able to choose maps in the lobby. Your fatlas and its STD 250 engine won't have to get so winded.

But it's funny you should mention 3rd-person view. That topic was conspicuously absent from the Command Chair post. I suspect they know it is unpopular, but they are adding it to sell more paint jobs.

Edited by Felio, 07 August 2013 - 01:40 PM.


#67 Bracchus

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Posted 07 August 2013 - 01:50 PM

View PostFelio, on 07 August 2013 - 01:32 PM, said:


Dear god, why? I didn't even know they made monitors with refresh rates like that.

Wouldn't it be better to have higher detail and, say, cap out a 75hz monitor? 50-60 fps is very good...

Why? No ghosting, no input lag, sharp and responsive gaming :lol:
Didn't think it would be such a big difference before I bought it, but omg.. there is no way I would go back to a 60hz monitor after having 144hz. Got a new, beefier graphics card on the way (GTX 680) which will allow me to raise the details and keep the smoothness of having a high FPS.

#68 Sprouticus

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Posted 07 August 2013 - 02:07 PM

View Postjrgong, on 07 August 2013 - 01:33 PM, said:

Hit detection should be #1 priority right now, it has been absolute atrocious ever since we were force fed HSR like a mother bird feeding her chicks. Once this is taken care of then we can actually balance the weapon palette and hopefully remove the mentally defective Ghost Heat, aka "Heat Scale" (force feed #2). Once this is accomplished the game should be just as fun as its ever been. Throw in some decent maps for a change ( Alpine, Tourmaline, Terra all suck pretty hard) and we might just have a real winner. Of course doing all this would require a shred of competence, something PGI has shown little sign of to date (see: 3PV).



Seriously, why are you here. You have nothing to add except vitriol and whining.


To address your post and not get mine removed

1) The heat scale had a purpose. It is not my favorite solution ever, nor is it elegant. It has a bug or two which need to be dealt with. But it DID fix the problem it is intended to fix.

2) HSR is actually pretty good except for the outstanding bug (which admitedly is fairly large). Once they get that fixed it will be agreat system

3) The big maps are by far the best ones in the game. I love them, as do a lot of others. You are of course welcome to your opinion.

4) 'force feeding', otherwise known as 'game design' is theri job. This is their game, not our. We are customers of their product. You don't get to decide what features are in the game. Does this mean I like some of their decisions, no. It does mean that untilmately, you can either stop playing or not. Complaining like a 6 YO won't do any good. (and yes, I have a 6 YO and this is EXACTLY what he sounds like)

#69 Psikez

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Posted 07 August 2013 - 02:10 PM

Holy crap 2 major posts in 2 days. I almost feel like you care :lol:

Keep 'em coming I love stuff like this!

#70 Bishop Steiner

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Posted 07 August 2013 - 02:10 PM

View Postjrgong, on 07 August 2013 - 01:33 PM, said:

Hit detection should be #1 priority right now, it has been absolute atrocious ever since we were force fed HSR like a mother bird feeding her chicks. Once this is taken care of then we can actually balance the weapon palette and hopefully remove the mentally defective Ghost Heat, aka "Heat Scale" (force feed #2). Once this is accomplished the game should be just as fun as its ever been. Throw in some decent maps for a change ( Alpine, Tourmaline, Terra all suck pretty hard) and we might just have a real winner. Of course doing all this would require a shred of competence, something PGI has shown little sign of to date (see: 3PV).


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.

#71 Jojobird

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Posted 07 August 2013 - 02:17 PM

By far the best thing I've read on that thread is that HSR is getting fixed. Looking forward to that alot as a player from Europe!

#72 Lucky Noob

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Posted 07 August 2013 - 02:24 PM

Simply an big THANKS for the Update and the hard work you Guys doing.

Even i am atm hit by the FPS drop i know you will look at it, and hey thats what an Beta is for.

#73 Valdemaar

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Posted 07 August 2013 - 02:38 PM

Sudden communication from devs again? Did ComStar finally fix their HPG Network?

Seriously though, I'm glad to see information trickle down again and thank you for addressing some (although admittedly not all) of our concerns.

#74 Dakkath

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Posted 07 August 2013 - 02:38 PM

View PostGallowglas, on 07 August 2013 - 12:32 PM, said:


Wow...120? I'd like to know what your setup is. I thought I was doing well peaking at 90 FPS and I have a pretty hefty rig.


I have a I7-3770K, Samsung pro SSD Drive, GTX770, and run this game on Very High with about 75FPS, was around 90-110 (differs between maps) before 12v12.

FWIW.

Edited by Dakkath, 07 August 2013 - 02:39 PM.


#75 Salient

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Posted 07 August 2013 - 02:54 PM

Other than the matchmaker, the only other thing you should working on... is Oculus Rift support. K THX BAI.

#76 JDH4mm3r

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Posted 07 August 2013 - 03:31 PM

View PostMatthew Craig, on 07 August 2013 - 11:10 AM, said:


Technically the match maker will consider it a 'good' game if both teams were matched by having 1 high elo and 1 low elo player on both teams just as much as putting 2 average players on both teams.

The match maker can only work within the ranges given to it though and currently the ranges can be too large i.e. the matchmaker can drag in a high elo player to balance out a few low elo players, when we start to reduce the range what we should see is that the match maker will wait longer to create a 'good' game i.e it will have to wait for a player with a more average elo to show up (as the high elo player will be out of range). In the extreme case the match maker will simply give up and say it couldn't find a good game, this can potentially be seen as a good thing as you didn't want to play that game anyhow.

As mentioned we'll be monitoring carefully and we suspect we can tighten the ranges without having a dramatic impact on average wait times and failed matches, we can also adjust the timeout up from 2 minutes to compensate. Hopefully that answers your question.

I fail to see how a really (low rated) bad player can be balanced out by a high rated player, it really doesn't work that way. your MM has been taking too low a player...IE a complete n00b and throw it in the mix. originally this was supposed to keep that from happening with the upper tier players so they could have some competition. Losing in the same manner 12x in a row where the team manages to land a kill or 2 tells me your MM is broken.

#77 Bartholomew bartholomew

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Posted 07 August 2013 - 03:44 PM

Yeah, noticed the frame drop pretty bad. Dropping all settings except textures and shadows to low. And leaving those other two a medium seemed to help. Deleting the shader cahe in the user section seem to help stablility as well.

Maybe y'all should set it up so that it clears the shader cache on startup each time. And look around for where you can do some serious polygon decimation to help performance.

Edited by Bartholomew bartholomew, 07 August 2013 - 03:45 PM.


#78 INSEkT L0GIC

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Posted 07 August 2013 - 03:47 PM

The servers were offline for several hours late last night / early this morning. Was that part of this, or was there a separate announcement I missed?

#79 Jess Hazen

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Posted 07 August 2013 - 03:56 PM

would be nice if you guys could work on the stability of the game. two people crashing each match is not a good draw for your game.

#80 Caswallon

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Posted 07 August 2013 - 04:08 PM

View PostMatthew Craig, on 07 August 2013 - 10:03 AM, said:

The engine has SLI/Crossfire support the key issue is that up to this point we haven't had time to make SLI work efficiently, we would likely get to this work post launch. With regards to the current fps drop on production as mentioned we are currently investigating and suspect there is a difference from what was on public test that we can isolate and address. We'll update again as we learn more.

Good grief charlie brown do you know how long it took me to find a DEV type saying anything like this..

Jeez PGI Bugs happen on a Beta nobody likes it, especially you! So why not make a an announcement like this way out in the open. It only says what we your players have found out the hard way.. There is a difference between the Pub Test and Live.

Thanks for at least saying it here tho'





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