Launch Module Test - Feedback Questionnaire
#81
Posted 24 April 2014 - 05:16 PM
Some stability issues with product:
- Crashed to desktop once about 15 seconds into match
- Computer completely locked up once after 60 seconds of searching for a solo drop
Usability issues:
- font size too small in 1920x1080 screen
- increase group window size (+ font) for 1920x1080 users
- "gold" colored text invitation to join group in social module looks very similar to "yellow" friend in drop color
Debug related issue:
- the tilde "~" debug information was cool but I have that key mapped to an alternate function
#82
Posted 24 April 2014 - 05:17 PM
Flexiability for creating game sizes
ability to move people around within team to set lances
ability to move peopel between teams limited to owner
ability to switch mechs in lobby
ability to invite people without it changing ready status
ability to invite people not in friends list
2) What do you like least about the Launch Module?
No way to solicit change of owner of group or auto invite everyone to a different group in event they walk away
Font too small
3) What are your impressions of the Weight Class Restrictions?
Should be limited to public only
4) Any other comments, concerns or suggestions?
FPS seemed better in game
Didn't like the gold color of "friend in drop"
#83
Posted 24 April 2014 - 05:29 PM
The cancel button.
2) What do you like least about the Launch Module?
PUGS - No way of knowing if your mech weight class if overpopulated and will wait in line for a long time. Feel like I'm wasting time playing the game.
3) What are your impressions of the Weight Class Restrictions?
Not really enough time to give an honest opinion. Spent most of the time waiting in queue for matches that didn't happen. From what I observed, matches were over quicker than usual.
4) Any other comments, concerns or suggestions?
Please focus next on adding a simple way to save mech configurations so that with one (or a couple) click we can equip a mech in under a few seconds rather than dig through mechs trying to find one component, or so we don't have to remove an entire loadout of weapons and ammo with a click-drag-click-drag-fest, adjust armor, then equip the new loadout with another click-drag-click-drag-fest, then remove or add modules because frankly just as this run-on sentence could have been shortented so could have the process of equipping and unequipping a mech.
I love customization, but no one dev side has ever heard about saving a template? I waste more time removing/adding components than I care to endure.
#84
Posted 24 April 2014 - 05:30 PM
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Nothing in particular.
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I could only get into matches in light mechs. Wait times were horrendous.
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I can't say I cared before, but I don't like it. I don't like knowing the composition of the enemy team. It's boring. Also, I don't believe there is any better balance than before because now the matchmaker will have to extend to include further ELOs to account for this new limitation of 3/3/3/3.
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I'm concerned about wait times in the live server since I only play conquest, so now maybe I may be too limited and wait times will be too long. I played 'any' for the sake of the test, because conquest only didn't work.
Also I'm concerned about the 'value' of mechs withing the same weight class. Awesomes aren't the same as a stalker, and quickdraws aren't the same as a jagermech, but the matchmacker will treat them as equal/
Edited by GrandLocomon, 24 April 2014 - 05:31 PM.
#85
Posted 24 April 2014 - 05:42 PM
The option to fight with other people in Private Matches.
2) What do you like least about the Launch Module?
I have nothing bad to say about it.
3) What are your impressions of the Weight Class Restrictions?
It looked good
4) Any other comments, concerns or suggestions?
This was a long awaited feature that needed to be out, I'm glad to test it. Keep up the good work!
Edited by Will9761, 24 April 2014 - 05:43 PM.
#86
Posted 24 April 2014 - 05:44 PM
2) What do you like least about the Launch Module?
3) What are your impressions of the Weight Class Restrictions?
4) Any other comments, concerns or suggestions?
1 – I like it because is sleek, streamlined and seems pretty functional. Good point on having the possibility to switch to different mechs.
Unfortunately you need to leave the Lobby to make modifications in mechlab, but at least you can modify and replenish modules. Also I like You can invite the enemy leader and he will join with his full group.
Then when you are done, you get out of the lobby and you are back in your original group. GREAT DESIGN.
2 - possibly the only thing I do not like that much is the need to get out of lobby to get in mechlab, but I totally can live with it
3 – About the Class limit I find it great. It is more challenging and more interesting. Way more balanced. For the several drops I had in Public all of them where challenging fights, with balanced results. No more full stomping the enemy team. No more swarms of Spiders or any other abuse on several Meta mech.
Now you can drop with Meta builds, but bottom line, what makes the result are pilot skills and no more overtonned bad drops. Of course, if you get bad teammates, you are gonna lose, no matter what, but that is not belonging to the Class restriction.
4 – In regard of possible suggestions, what I world love to see is a sort of meter or gauge, something that shows how the population is dropping at this moment, in general percentage, something graphic, pretty.
So a player who wants to drop Assault and sees right now there are many Assault around and there are less Mediums (just an example) can decide: A) Drop as Assault and be ready for a long wait to match a drop or drop as Medium right now and have a better chance for a faster drop.
This would be useful also for 4-man drops because when you see what is out there, you can build your 4-man offering the mechs “in need” instead to be stubborn and try to drop with 3 Assault when all of the rest of the world is dropping Assault… and wait forever
Well done so far, I cannot wait to have it online!
#87
Posted 24 April 2014 - 05:53 PM
2) What do you like least about the Launch Module?
3) What are your impressions of the Weight Class Restrictions?
4) Any other comments, concerns or suggestions?
1: As a primarily solo player, I noticed very little difference from normal queuing. The addition of the 'cancel' option when searching for matches is nice. Would have tried out the LM features if I had 23 friends who played the game or premium time.
2: Not much difference for the end user. Unless you're playing 12s, not much seems to have changed.
3: Weight class restrictions seem to make for slightly more varied games, at least. Too early to say much more, besides knowing that taking a lighter mech no longer handicaps the team.
Had some issues, weight restrictions mostly worked, but had some games like this where they were not working (2 assaults, 2 lights, 4 meds 4 heavies):
4: Wait times were pretty abysmal. While some of my matches were about as fast as normal, many were 3-5 minutes, and I had three matches that took upwards of 15 minutes.
#88
Posted 24 April 2014 - 05:53 PM
- Cancel button for when searches are dragging on.
- Ability to select mechs and move players around within lances in private matches.
- Ability to update a mech's consumables from the private match interface.
2) What do you like least about the Launch Module?
- Was initially tough to find matches, but I was searching soon after the servers were available.
3) What are your impressions of the Weight Class Restrictions?
- Weight class balance was a great new addition. The few ROFLstomps that happened were more due to tactics and player skill than mismatched tonnage.
4) Any other comments, concerns or suggestions?
- Thanks for fixing SRM hit detection and making them viable again!
Edited by EV1LSPOCK, 24 April 2014 - 05:55 PM.
#89
Posted 24 April 2014 - 05:55 PM
2.) Nothing much. I can't say waiting time since it's expected to increase and the fact that there is a lot less players in the Test Server.
3.) I think canonically companies were arranged 2/1 Assault, 3/2 Heavies, 4 Mediums, 4 Lights. I think House Steiner might make the ratio even heavier. So having only 3 of each class really hurts 4 man scouting teams as one of them will be in a medium that is slightly less maneuverable.
#90
Posted 24 April 2014 - 06:00 PM
The Cancel Button while matchmaking. The feeling that matches are more balanced while playing (Less steamrolling in the matches I managed to play). Seeing more mech variety in matches now and using suboptimal mechs and still being able to contribute to the team.
2) What do you like least about the Launch Module?
Long wait times
3) What are your impressions of the Weight Class Restrictions?
I personally like them, medium and light mechs may become more viable in the long run
4) Any other comments, concerns or suggestions?
I worry that the long wait times and forcing some players to operate outside their comfort zone or sit in a queue for extended may hurt the long term viability of MWO unless addressed quickly and decisively
#91
Posted 24 April 2014 - 06:28 PM
Nothing in particular.
2) What do you like least about the Launch Module?
Longer wait times for medium and heavy mechs. Assault was fast.
3) What are your impressions of the Weight Class Restrictions?
They are an improvement.
4) Any other comments, concerns or suggestions?
We should be able to pick up to 4 mechs in advance (1 from each weight class) to give the algo more options for match making.
#92
Posted 24 April 2014 - 06:50 PM
Edit: Friend invites not an issue. Was confusion on which server we were on (live/test).
Edited by vortmax, 24 April 2014 - 07:52 PM.
#93
Posted 24 April 2014 - 06:53 PM
I really liked the private match system. Allowing me to play with my Faction mates was really enjoyable.
The ability to cancel the match finder in case I forgot something is very useful.
2) What do you like least about the Launch Module?
The wait times are not good. For one match I was waiting 7 mins. I know this is the test server, but still. If this carries over to the live server, you will lose people.
3) What are your impressions of the Weight Class Restrictions?
Useful, not going aginst a overwhelming tonnage is nice. Needs some tweeking or a selection of what kind to use. I believe there is a post on this in the fourms.
4) Any other comments, concerns or suggestions?
One problem I had was the inability to make changes to my mech loadouts while in the private lobby. I had wondered why a mech was missing until I realized it was missing a powerplant. Allowing more than 2 teams would be nice as well. This would allow for spectators or just a big brawl.
#94
Posted 24 April 2014 - 06:56 PM
That there was a Cancel Button. Mind you I could have come up with more things if I could have used the Private Match feature. But most of the members of my Clan don't want to download and install a complete second copy of the game for limited "tests" like this one.
2) What do you like least about the Launch Module?
Long wait times... Sometimes it was over 15 minutes earlier in the afternoon. Then I discovered that you could cancel and try to get back into the queue and it actually helped. Without that tip I seriously doubt I would have been able to get in 5 matches.
3) What are your impressions of the Weight Class Restrictions?
They don't make any real difference. All they do is slow down team formation. Once in a match its still about working effectively as a team and relative player skill.
4) Any other comments, concerns or suggestions?[color=#00FFFF] [/color]
Sure is nice (*rolleyes) that I'll be getting a free day of Premium time as a reward for my time. Because that's just what I wasted trying to drop for 5 matches.
In the future I think I'll pass. And my reason is simple. You (PGI) really don't care what your players really think. You're just going through the motions so you've got yourself covered when people start to complain. So I don't see we should be bothered.
Either you get it right and we continue to play your game. Or you piss enough of us off that we quit playing and you go out of business. So You better get it right!
I say this in regards to all the changes you're making for the Clan Invasion. If you want that to go well then you better plan on testing it. And that means making it worth our while to participate. Just giving us a little Premium time isn't enough. You're going to have to do better next time.
#95
Posted 24 April 2014 - 07:00 PM
Cancel button (I used it a lot today)
2) What do you like least about the Launch Module?
the search time (never found a match today would cancel out after 6 min of search time)
3) What are your impressions of the Weight Class Restrictions?
after 2 1/2 hours of watching the yellow spinning wheel of death in 6 min intervals and never finding a match I am not a fan(I tried mech in every class)
4) Any other comments, concerns or suggestions?
if the seach times are even a quarter of the 6 min i waited befor hitting cancel are what we have to look foeward to this game will die with this update
#96
Posted 24 April 2014 - 07:02 PM
Disliked:- Too many clicks to invite players to private match. Would like this streamlined. Took forever to drop in public game.
Weight Class Restrictions:- Were not working when I was online.
Other:- Can the private lobby please be made open to a hosted public game? Plenty of times when I've had half a company ready to drop together, or against each other, but never enough for 24 required to play free private.
I like the format, but the option to pick (or even see, and veto if desired) map before dropping, or even selecting mech is sorely lacking. Map selection should not require premium time. Other features, like drop weight, team sizes, etc. Fine to premium these, just not the map selection.
#97
Posted 24 April 2014 - 07:02 PM
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Ability to create private matches.
Cancel button.
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Never found a match. After 15 minutes, I gave up. (Should be no more than 30 seconds)
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Promising idea, but I was never able to play.
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If these wait times go live, it may kill the game.
Edited by IWolfe, 24 April 2014 - 07:03 PM.
#98
Posted 24 April 2014 - 07:05 PM
Nikolai Lubkiewicz, on 23 April 2014 - 12:03 PM, said:
1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
2) What do you like least about the Launch Module?
3) What are your impressions of the Weight Class Restrictions?
4) Any other comments, concerns or suggestions?
1. Cancel button will see some use, that's cool. Being able to queue up private matches, though, is gonna mean a lot to the organized guilds out there, though.
2. It took longer to find matches at first (11-minute wait on my first match!), but that got better with time (not more than 2 minutes every other match). Perhaps showing the number of players online and the queue for each weight class (someone mentioned this earlier) would help alleviate that - I would have switched classes if I had known certain ones were needed to fill matches.
3. Matches were both better and worse for it. There were fewer LRM-boats policing up stragglers and pinning people down behind cover; this led to more all-out group assaults, ending matches a lot faster. Faster action but shorter, less tactical games for all that waiting. Not sure if that's a good thing or not.
4. I'm not sure the added wait times and less tactical gameplay is exactly what we want from the 3-3-3-3 weight-distributed teams. If one weight class is more popular than another (Heavies were my longest wait times, likely for all those new and free Thunderbolts being played), those users could be waiting a long time for a match in a real server. Really, some of the most interesting matches I've played were matches that were heavy in Lights or Assaults (i. e. 6+ per side). It really makes for more variety between matches, so I don't feel teams need to be forced to follow the 3-3-3-3 curve.
I did like other changes; the Cancel button and private match setup was pretty cool. The promise of community warfare getting ever-closer makes me all warm and fuzzy inside - this game could totally own games like Planetside 2 if it had persistent modes of play like that.
#99
Posted 24 April 2014 - 07:10 PM
<div>Wasn't that much difference. I noticed people talking about the cancel button but I missed that one. I only had one match that I gave up on trying to find a match. If you include all the private match stuff then I'm quite excited about that. Also being able to do less than 12v12 is awesome.</div>
<div> </div>
<div>2) What do you like least about the Launch Module?</div>
<div>The private match stuff was a little un-intuitive without some fiddling but with time we worked most of it out.</div>
<div> </div>
<div> </div>
<div>3) What are your impressions of the Weight Class Restrictions?</div>
<div>I played 6 matches and one was not 3,3,3,3 I screen shot it but forgot to save it before I started doing this.</div>
<div> </div>
<div>4) Any other comments, concerns or suggestions? </div>
<div>I tried to launch a stalker in assault or skirmish and gave up waiting after 8 minutes. Otherwise the drops were fairly quick.</div>
<div> </div>
#100
Posted 24 April 2014 - 07:23 PM
I can't say that there is anything I like about the Launch Module, except the cancel button.
2) What do you like least about the Launch Module?
Opening an extra window is entirely too much. Why not just have all your selections in one window?
3) What are your impressions of the Weight Class Restrictions?
Still resulting in just as many stomps, players are just running smarter mechs. Even given the fact that the test server has a lower population, the time it takes to drop into a match even when solo is crazy. I literally had enough time to clean my chimney, start a fire and make it back to watch my MWO log out because of inactivity.
4) Any other comments, concerns or suggestions?
Too bad BVs don't translate well into the game. Maybe with all your metadata that you have collected so far, you can create a BV system based on mech/equipment/weapon combos.
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