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Paging Karl Berg...karl Berg, Please Pick Up The White Courtesy Phone...


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#1601 Li Song

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Posted 29 September 2014 - 08:07 AM

Hi Karl! And sorry for asking for your time again...

In the forum post "Heat scale - The Maths" (here: http://mwomercs.com/...cale-the-maths/) the table lists the heat scale for the number of weapons ranging from 0 to 12... This causes an issue for me in LSML as the nova can equip 13 frickin' lasers... lol

Could we please get an updated table with the heat scale values for more weapons? Or preferably a formula?

Edit: Also, The Mining Collective data file is lacking the "worldparameters" node which is present in all other maps that defines the ambient temprature. Is this intentional? What is the new way of determining the heat value?

Edited by Li Song, 29 September 2014 - 10:01 AM.


#1602 Chronojam

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Posted 29 September 2014 - 09:17 AM

Honestly, that information should be available in-game and more detailed loadout information should be presented to the player when crafting his/her mech. There have been few official explanations on Ghost Heat despite its changes.

#1603 Rebas Kradd

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Posted 03 October 2014 - 06:32 PM

Shameless bump.

#1604 Valore

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Posted 04 October 2014 - 08:37 AM

For the curiosity of people who are wondering if there's really a problem with HSR, I finally managed to get a decent video.

For reference, my ping is high, around 300, but stable. I don't have spikes or jitter.



Skip forward to 1:10 if you want.

You'll see me take a rather bad shot at a Cicada, but you'll notice even though I ran lasers off him several times, the crosshair doesn't even flash red for a second.

But the main highlight is the fight with the Commando directly after.

My hits were straight on and perfectly lined up. Crosshair never flashed at all.

Frustrating is putting it mildly.

#1605 Chronojam

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Posted 04 October 2014 - 02:26 PM

Could we get this thread moved to General Discussion? That might swamp it with requests, but it really deserves way more visibility. At the very least, maybe get all the responses rounded up and crossposted somewhere so people can see them. There's a lot of good stuff in here.

#1606 990Dreams

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Posted 04 October 2014 - 02:41 PM

View PostChronojam, on 04 October 2014 - 02:26 PM, said:

Could we get this thread moved to General Discussion? That might swamp it with requests, but it really deserves way more visibility. At the very least, maybe get all the responses rounded up and crossposted somewhere so people can see them. There's a lot of good stuff in here.


No no no. This thread doesn't need to be flooded with stupid posts/arguing/repetitive requests/trolls. Off Topic is a nice place (for now, maybe later).

#1607 Chronojam

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Posted 04 October 2014 - 02:47 PM

At the very least, the information from here should be available somewhere more-public.

#1608 Void Angel

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Posted 04 October 2014 - 04:12 PM

Well, that brings up the need for an official database of "how stuff works," where players can look up official game mechanics - I think it's on their list of things to "Do Once We're Not Swamped," but it would REALLY help improve the new player experience.

As it is, you have to do your own testing, or ask on the forums, to find out such things as, "does Narc put up an 'ECM Countered' HUD icon when you get hit with it," or "Does TAG stack with Artemis and Narc?" Most of the answers to such questions are out on the forums - somewhere. But they're not where you can easily find them, even by wading through the Dev Tracker.

Edited by Void Angel, 04 October 2014 - 04:13 PM.


#1609 Valore

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Posted 04 October 2014 - 07:55 PM

I'm for being selfish. I like having a place where people don't dogpile a dev the moment he appears.

#1610 One of Little Harmony

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Posted 04 October 2014 - 08:35 PM

View PostLi Song, on 29 September 2014 - 08:07 AM, said:

Hi Karl! And sorry for asking for your time again...

In the forum post "Heat scale - The Maths" (here: http://mwomercs.com/...cale-the-maths/) the table lists the heat scale for the number of weapons ranging from 0 to 12... This causes an issue for me in LSML as the nova can equip 13 frickin' lasers... lol

Could we please get an updated table with the heat scale values for more weapons? Or preferably a formula?

Edit: Also, The Mining Collective data file is lacking the "worldparameters" node which is present in all other maps that defines the ambient temprature. Is this intentional? What is the new way of determining the heat value?


I got a "heat scale" of 9 for 13 weapons. I could be wrong as it's hard to test.

#1611 TheCaptainJZ

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Posted 05 October 2014 - 12:17 AM

View PostVoid Angel, on 04 October 2014 - 04:12 PM, said:

Well, that brings up the need for an official database of "how stuff works," where players can look up official game mechanics - I think it's on their list of things to "Do Once We're Not Swamped," but it would REALLY help improve the new player experience.

As it is, you have to do your own testing, or ask on the forums, to find out such things as, "does Narc put up an 'ECM Countered' HUD icon when you get hit with it," or "Does TAG stack with Artemis and Narc?" Most of the answers to such questions are out on the forums - somewhere. But they're not where you can easily find them, even by wading through the Dev Tracker.

The Quick Question Quick Answer thread in New Player help is a good place to ask these kinds of questions, but they are all player given answers and possibly wrong. There really should be an offical spot for technical information like this.

#1612 Rebas Kradd

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Posted 05 October 2014 - 07:36 AM

View PostChronojam, on 04 October 2014 - 02:47 PM, said:

At the very least, the information from here should be available somewhere more-public.


I can go through and catalog Karl's responses on the front page, at the very least. It'll take a while, I'm months behind, but I'll try to get around to it.

View PostDavidHurricane, on 04 October 2014 - 02:41 PM, said:


No no no. This thread doesn't need to be flooded with stupid posts/arguing/repetitive requests/trolls. Off Topic is a nice place (for now, maybe later).


Agreed.

#1613 Void Angel

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Posted 05 October 2014 - 10:30 AM

View PostTheCaptainJZ, on 05 October 2014 - 12:17 AM, said:

The Quick Question Quick Answer thread in New Player help is a good place to ask these kinds of questions, but they are all player given answers and possibly wrong. There really should be an offical spot for technical information like this.

Exactly my point.

#1614 Li Song

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Posted 05 October 2014 - 02:33 PM

View PostOne of Little Harmony, on 04 October 2014 - 08:35 PM, said:


I got a "heat scale" of 9 for 13 weapons. I could be wrong as it's hard to test.


How did you arrive at that if I may ask? I haven't done any testing but just looking at the table I would guess that the heart scale for 13 would be 8.

#1615 Tekadept

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Posted 05 October 2014 - 04:55 PM

Played a few games the other night, first time in forever, Grouped up in a 5 man.. With the new matchmaker I had time to go and take a dump, and make a coffee and it still hadn't found a match, then we get matched with a 9man team. next match rinse and repeat. So not enough players playing between 1pm and 3Pm GMT0??

#1616 Karl Berg

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Posted 05 October 2014 - 07:30 PM

View PostJman5, on 27 September 2014 - 06:06 PM, said:

Hey Karl, I keep reading that the group queue matchmaker is struggling to juggle the varying team sizes, mechs, Elo, and game modes. Would it help the matchmaker if it could slot a single solo player into the group queue when you get an odd-man out scenario? So if Matchmaker has this 12 man on one side and an 8man and a 3man in queue, it could pull a solo player in that perfectly matches the mech/Elo needed. You could set a hard cap to no more than 1 solo player per team.

I think there are a lot of people out there who wouldn't mind occasionally being put into the group queue if it was a voluntary opt-in that was off by default. It would also allow players who might not be a part of any unit showcase their skills in the group queue. And as a nice bonus it would open the door for 11-man teams.

Thoughts?



It might. How much it would help would depend on the number of solo players willing to opt-in using such a mechanic, and whether or not grouped players would object to having a solo players who is not on voice comms as part of their team.

It's an interesting idea however, and I'll keep it in mind as a suggestion for the next time we look into improving the matchmaker.

#1617 Karl Berg

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Posted 05 October 2014 - 07:34 PM

View PostKageru Ikazuchi, on 27 September 2014 - 08:22 PM, said:

Thanks for the reply ... that is what I figured, but I am still curious ... approximately how quickly (in terms of ms + X + Y, where X is my ping, and Y is my target's ping) should I get the hit detection feedback (red reticule or hit/miss effects)?, and at what point does HSR throw in the towel (I seem to remember hearing 250 ping being the max rewind at one point or another).

Thanks for the dialog!


500 ms actually. Beyond that, for performance reasons, we don't keep any further rewind history for entities. So if you *do* have more than 500 ms of latency, you would end up having to lead the target by that additional amount. 500 ms is an enormous amount of latency however. I really hope no user, anywhere in the world, is playing with that much latency..

#1618 Wintersdark

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Posted 05 October 2014 - 07:40 PM

View PostKarl Berg, on 05 October 2014 - 07:30 PM, said:


It might. How much it would help would depend on the number of solo players willing to opt-in using such a mechanic, and whether or not grouped players would object to having a solo players who is not on voice comms as part of their team.

It's an interesting idea however, and I'll keep it in mind as a suggestion for the next time we look into improving the matchmaker.


Objection to solo players not on voice comms:
There are already players in the group queue not on voice comms at all, and players not on voice comms with everyone on the team (say, a 4/4/4 team, with 2 4 mans on separate comms and the third without comms at all).

Players who choose to Opt In to the group queue are going to do that because they want to cooperate. As such, they are _more likely_ to be cooperative than a random small group.

#1619 Karl Berg

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Posted 05 October 2014 - 07:49 PM

View PostLi Song, on 29 September 2014 - 08:07 AM, said:

Hi Karl! And sorry for asking for your time again...

In the forum post "Heat scale - The Maths" (here: http://mwomercs.com/...cale-the-maths/) the table lists the heat scale for the number of weapons ranging from 0 to 12... This causes an issue for me in LSML as the nova can equip 13 frickin' lasers... lol

Could we please get an updated table with the heat scale values for more weapons? Or preferably a formula?

Edit: Also, The Mining Collective data file is lacking the "worldparameters" node which is present in all other maps that defines the ambient temprature. Is this intentional? What is the new way of determining the heat value?


Hi Li Song,

No problem, feel free to ask anything you wish. I will forward your request to Paul, and try and get you an update as soon as I can.

#1620 Karl Berg

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Posted 05 October 2014 - 08:06 PM

View PostTekadept, on 05 October 2014 - 04:55 PM, said:

Played a few games the other night, first time in forever, Grouped up in a 5 man.. With the new matchmaker I had time to go and take a dump, and make a coffee and it still hadn't found a match, then we get matched with a 9man team. next match rinse and repeat. So not enough players playing between 1pm and 3Pm GMT0??


Yikes! :(

Those odd sized groups tend to have the largest wait times by a fair margin. 1 to 3 pm UTC is additionally a relatively inactive period in terms of user count; which certainly doesn't help.





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