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Launch Module Test - Feedback Questionnaire


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#121 p4r4g0n

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Posted 24 April 2014 - 10:36 PM

1) What is it that you like about the Launch Module?

Cancel button
Ability to change modules within the Private Match without having to go to Mechlab
Ability to swap mechs within the Private Match lobby

2) What do you like least about the Launch Module?

Another layer of clicking to choose either Public or Private match. Is there really any reason why this could not have been incorporated in the match mode selection screen i.e. split the screen between public / private and have the options listed in each section of the screen?

3) What are your impressions of the Weight Class Restrictions?

The limited number of matches played were much more enjoyable as a casual player. The fights felt evenly balanced and never experienced the cascading losses that occur once the team is down 1 or 2 more than OP4.

4) Any other comments, concerns or suggestions?

All feedback based on solo drops only. Didn't get a chance to play private matches but I really like how it looked and would appear to work.

Ironically, I found that my longest wait times were in my medium mech but I'm guessing it is Elo related as others mentioned difficulties in other classes.

At the end of a Public Match, include an option in the End of Match screen for players to choose to drop with the same team mates in the next match to provide players a chance to socialise. If chosen, the player is sent directly to a Public Match lobby similar to the Private Match lobby with other team mates who have chosen the same option. Empty slots will be filled by players from the public match queue. Such teams will be matched against other teams using this option. [off the cuff suggestion, needs a lot more thought / discussion. edit: ninja'd by jag rip ;)]

You might want to work with mwolobby.com to facilitate players finding matches for Private Matches. At least, include a link in the Private Match lobby in the meantime.

Overall, quite happy with the Launch Module and not expecting any changes prior to LM release. Keep up the good work.

Edited by p4r4g0n, 24 April 2014 - 11:01 PM.


#122 Clideb50

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Posted 24 April 2014 - 10:50 PM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
I liked the private match system, match maker, and weight balances.
2) What do you like least about the Launch Module?
The wait times were a bit long, but there was a smaller population and it was only really long on the Medium chassis.
3) What are your impressions of the Weight Class Restrictions?
Personally: I really enjoyed it. I saw a mix of 'mechs I haven't seen in a while, and both teams didn't consist of nothing but poptarts.
4) Any other comments, concerns or suggestions?
Just a quick question; when Paul mentioned 1 premade per team earlier, did he mean only 1 group of 4 per team or only 1 group at all per team?

#123 Kmieciu

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Posted 24 April 2014 - 10:55 PM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
More lights and mediums on the battlefield
2) What do you like least about the Launch Module?
The wait times. I was unable to get into a match in a medium mech. Played 5 games in a light.
3) What are your impressions of the Weight Class Restrictions?
It's artificial. Make light and mediums more useful on the battlefield instead of forcing people to use them.
4) Any other comments, concerns or suggestions?
Introduce a player count / average waiting time indicator for each of the classes.

#124 Matta

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Posted 24 April 2014 - 11:01 PM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)

Haven't tested much because it was too late and waited a lot for drop but I really like Cancel button and Autoready. ;)

2) What do you like least about the Launch Module?

Lot of clicking to confirm. I won't dislike long queue in certain category because this was PTR and player pool was low.


3) What are your impressions of the Weight Class Restrictions?

Like it so far. No more 12 assaults/heavies vs my poor Locust. :wub:


4) Any other comments, concerns or suggestions?

#125 DDDs

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Posted 24 April 2014 - 11:12 PM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
  • Cancel button is nice
  • Matches seemed more fair, 12-6 was worse I saw
  • Private matches are great
2) What do you like least about the Launch Module?
  • Waiting times ranged from <1 minute to 5 minutes (lights, mediums, heavies). A little longer than current build.
  • More time involved clicking to launch a game.
3) What are your impressions of the Weight Class Restrictions?
  • Matches were fairer although they seemed to end faster. Possibly because nothing is gained or lost in PTS so people played looser.
4) Any other comments, concerns or suggestions?
  • An indication of time until you get a match would be nice. For example, while searching, there is a notification that says "looking for 3 more players" to round out the 24 required for the match.

Edited by DDDs, 24 April 2014 - 11:13 PM.


#126 amenophis

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Posted 24 April 2014 - 11:23 PM

I selected private match and was put in something called the lobby. At this point I had know idea what to do next. I waited a while and nothing happened. What was I supposed to be doing at this point. There should be some place to go to find out how this is supposed to function. I was lost on what to do next.

#127 Cyrilis

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Posted 25 April 2014 - 12:07 AM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)

I think its a good way to make the drop prep more flexible.

2) What do you like least about the Launch Module?

We needed hours to find out that you need premium time on two accounts to start a privat match... I wouls like to see that you need only one person (or even none) with premium account to start a privat match.

3) What are your impressions of the Weight Class Restrictions?

Basically a good Idea for the 12 man drops (Which we could not test due to insufficient personal). In the PUG matches I had the feeling the matches became a little bit too predictable. As you know, the enemy team starts 3333 you kind of know what your up to. In the few matches I did I felt this was a little bit... I don't know how to describe it better than disapointing. The thrill is missing whether you run into a second full scale Assault lance or in a swarm of lights. I always thought that was one of the most interesting points in the game.

4) Any other comments, concerns or suggestions?

- to solve the matter stated in point 3) I would suggest an addidional checkbox in the 'game mode selection' window that allows you to select if you want to drop with or without the weight class restrictions.
It would have the nice side effect that you couls satisfy both, the ones that hate and the ones that love the Weight class restrictions. That would cut down the whining and the flaming a lot...
- The waiting times on the test server where not longer as usual.
- As I usually do not have premium time, but like the privat match system very much I would also suggest a second payment possibility for the privat matches: an amount of [insert a really wee number] MC for a certain number of [insert incredibly high number] privat matches. For me that would be much more easier and convenient.

hope this helps...
cheers,
Cyrilis

#128 Deathlike

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Posted 25 April 2014 - 12:18 AM

I'm only going to reanswer part of the questions with respect to the Private Match section.

View PostNikolai 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.)


n/a

Quote

2) What do you like least about the Launch Module?


There are a small number of Private Match Bugs.

1) It is not inherently obvious that you MUST invite the person who has ACTIVE PREMIUM TIME for the additional functionality to be enabled. There's no "button" or something that you can designated an actual player with ACTIVE PREMIUM TIME on team 2 to be the "leader". That is a very easy problem to solve, yet this is not make easily obvious.

2) The "mechlab" in the private lobby is limited in functionality, but I'm also told that NOT ALL MECHS THAT THEY OWN are listed for the player. THAT NEEDS TO BE FIXED ASAP.

3) Why isn't the buying modules/consumables made easier for the regular mechlab? For some reason that feature works slightly better in the private match than in the regular mechlab.

Quote

3) What are your impressions of the Weight Class Restrictions?


n/a

Quote

4) Any other comments, concerns or suggestions?


The private match lobby needs woeful refinements... like BASIC SCALING. It feels like it was Lostech... I mean.. .what's so difficult in stretching the UI a bit more to increase visibility? That and unscaled fonts overall don't help the cause.

#129 lollibast

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Posted 25 April 2014 - 12:30 AM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
I didnt notice much of a change, just the 3-3-3-3 restriction which seems to make matches more balanced which is a great improvement.
2) What do you like least about the Launch Module?
Wait times are too long if you pick the wrong weigth class.
3) What are your impressions of the Weight Class Restrictions?
Very good addition, wait times need to be handled, i.e. allow multiple mech queues or an info on how current wait times are for each weight class.
4) Any other comments, concerns or suggestions?
If multiple mech queues are to be introduced, modules should be made global. Unlock it with GXP, buy it with CB, just as it is now. But allow the module to be used in all the mechs once it is bought. As it is now, you dont buy a second same module anyway because you can only use one per mech and you can only play one mech at a time, which results in shuffling of modules between matches when changing mech. A worthy addition even if multiqueuing is not added. Too much clicking in the mechbay in general

#130 Nometh

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Posted 25 April 2014 - 01:56 AM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
  • Cancel button during match search
2) What do you like least about the Launch Module?
  • They way you access the different queues: First you have to hit "Play now", then you select select public, then you select the game modes, then you hit search. It's not a big hassle but it feels like this could be optimized. Imho the best way would be to have two different buttons right from the start (one for privat matches, the other one for the public queue) instead of a single button stating "Play now".
  • Private queues don't feel very intuitive. You select private matches and then you're in a lobby. Now what? How do I find other players here? Some help or hints would be beneficial especially for new players.
3) What are your impressions of the Weight Class Restrictions?
  • First of all I'd like to say that I found the basic idea of 3/3/3/3 with regards to some sort of enforced diversity on the battlefield exciting. However I feel like the effect on actual game balancing is less than I expected. Granted, I've only played 12 matches. Out of these 12 matches, 2 were a total 12:01 stomp (luckily in favour for my team, but still a stomp), 4 matches ended at around 12:06 and the last 6 matches were rather close matches. My guts tell me that this is roughly the same ratio I'm getting with the current matchmaking system as well.
  • This has been mentioned by other players already but I'll mention it again. 3/3/3/3 makes the matches a lot more predictable. If you keep track of what mechs are taken out (and people do that) you almost exactly know what mechs are remaining on the enemy team. Especially considering the lack of choice in particular weight classes. If for example your teams comes with 1 Atlas and 2 Banshees you know for certain the other team will have exactly the same mechs on their team as well. Of course the enemy team can do the same math, so it's not an advantage for anyone, but it does take away some of the excitement.
  • I had a feeling that with 3/3/3/3 there were a lot more ECM mechs on the field than usual. I'm not saying it's good or bad, but it's just an observation. It might be related to the rules enforcing at least three lights and the high number of ECM capable light chassis, but I also saw a fair share or ECM Cicadas and DDCs.
4) Any other comments, concerns or suggestions?
  • I played about 12 matches in total with all classes. The longest wait time I experienced was about 5 minutes with a heavy mech. The shortest wait times occured with an assault mech, which was subjectively no more than on the live server. Overall average wait time for a match was about 2-3 minutes. Due to a lack of friends willing to participate in the public test, I only dropped solo.[/color]

Edited by Nometh, 25 April 2014 - 01:58 AM.


#131 VereAthor

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Posted 25 April 2014 - 02:00 AM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
private matches work- testet with 2vs3, 2vs2 - pretty well but: is it possible to launch them without premium time? maybe without the options BUT with the full group (yes/no) option to be able to start it?

2) What do you like least about the Launch Module?
i really don't like the extra klick to launch a group. its annoying to do that again and again and again ...

3) What are your impressions of the Weight Class Restrictions?
i didn't experiance mor ballanced matches than with 12 assaults vs 12 lights. stomping survived this restriction. the players are the clue, not the tonnage.

AND i think i will miss the thrill of fighting againt a steiner scout company (12 atlas at least:-) )

4) Any other comments, concerns or suggestions?
an option to see how many players/percent want to start in witch weight class to be able to choose the missing tonnage.

#132 quackychief

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Posted 25 April 2014 - 02:01 AM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
3/3/3/3 restriction worked, matches seem to work fine, but the final outcome of this wont be fully know till it goes live as people were playing more casual than normal
Private matches looks cool, played a 2 v 2, worked fine. More feedback will come as it goes live as didnt really get to use more than once.
Hit detection-srm seem to work better, but ac, lbx shots seem to be very hit and miss
2) What do you like least about the Launch Module
Stil too many clicks to do anything, need to reduce this. Streamline it some how so you dont have to click yes numerous times to do anything .
3) What are your impressions of the Weight Class Restrictions?
Seem to work okay, but proper feedback will only happen when it goes fully live.
4) Any other comments, concerns or suggestions?
i agree with above comment about a counter telling you how many mechs/pilots you are waiting for to join the match before lanching.

#133 Kirtanus

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Posted 25 April 2014 - 02:32 AM

All worked fine, like lobby and some social part updates. Waiting for fast consumables updates from group like it implemented to the lobby "mech select" option. 3-3-3-3 worked not sure if it made better but not worse too :)

#134 Modo44

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Posted 25 April 2014 - 02:49 AM

The drops worked fine, and a few really close games were had -- the sort that do not appear randomly clawed up to a decent score, but really feel like everyone contributed right until the end. That was nice, and I hope it will transfer to the live server experience.

The UI got a few sweet additions, which was nice, but also -- again -- highlighted the usability issues. There are way too many clicks to get anywhere (no "Edit Mech" button after finishing a match), on confirmation messages (separate dialogs for buying weapons/equipment, often more than one message per item to save a build), to refill consumables (add a "Refill after use" checkbox already), and then again if you happen to restart the client (reselect your game modes, and mech/camo/whatever filters every time you log in). It is understandable that a lot of features are waiting for implementation, but the clickfest is a major pain every time you do more than "log in, play a match, repeat".

Edited by Modo44, 25 April 2014 - 02:51 AM.


#135 SunRun

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Posted 25 April 2014 - 03:21 AM

First, let me say Thank You for extending the test server time. By the time I got home from work and patched the client, it was 9:10PM, so I wouldn't have been able to participate if you'd left the original time schedule up.

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
  • The cancel button is a good addition
  • Better weight balancing between teams
  • Private matches
2) What do you like least about the Launch Module?
  • Still too many button clicks to do anything
  • This will cause extended wait times for people wanting to use a mech in a heavily used class
3) What are your impressions of the Weight Class Restrictions?
  • I thought the quality of the games that I dropped in last night were generally of higher quality than normal evening games on a weeknight. I can't really tell how much of that was the weight balancing and how much was the player base that installed the test server client.
4) Any other comments, concerns or suggestions?
  • Please give more notice of when the test server is going to be active. If more notice had been given, there may have been more people using the test server, in order for telemetry data to be collected.
  • Please continue the process of extended test times. While I personally think the Test Server should be run 24/7, if this isn't possible due to whatever reason, giving these extended test times allow those of us who work time to at least try it.
  • I'm not sure if the 1 pre-made per team rule was supposed to be in play last night, but we had multiples in at least two matches.
  • Private matches will cause me to spend money on this game again. Of the people I normally group with, we only had 4 (only 3 at once though) that were on the test server last night. After we did the public queue a number of games we decided to try some private matches. Those 3 private matches we dropped in were the most fun I've had in MWO for a long time.


#136 Sky Hawk

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Posted 25 April 2014 - 03:35 AM

0. Knowned issues I meet

- Lost all weapon group setting.
- Lost "Tilde" button (it started now the command window). I use this button for MECH FULL STOP since years, so it is a really big issue for me. (I don't stopped and act, just went straight into the enemy fire.)
- Lost some of my keyboard settings (F1-Nicht view, F2-Termal vision).
- "Training Grounds Grey Fog Bug" (overlaping the Connect screen and the Training Grounds).
- Client broke ALWAYS 2-4 seconds after log in (on my second account).
- Chat window don't close after <Enter>, just for F8-Close chat

1. What is it that you like about the Launch Module? (Please enter as many items as you wish.)

- Cancel button is really nice, but is should be in the screen center.
- The "Public Test" transcript all the time.

2. What do you like least about the Launch Module?

- Knowned buggs.
- Few player.

3. What are your impressions of the Weight Class Restrictions?

Those matches, which we played without it, ye.. sorry, but I liked them more, than those with the 3/3/3/3 rule.

- 2/4/4/2 (won) vs. 3/3/2/4 (lose)
- 1/5/3/3 (won) vs. 2/4/2/4 (lose)

Was both very good matches, but I admit, I never liked the idea of 3/3/3/3. Because, I think, 3 fast Lights, even without ECM can kill every Assault or Heavy IN NO TIME, that shouldn't be. (My problem is not, THAT they can kill them, but, HOW FAST can they kill). I would choose the form 2/4/3/3 or 2/3/4/3 rather, if I need. Lights should be primary for recon and spotting, not for "Atlas Hunting".

I know you don't make it, but I would put the 3/3/3/3 temporaly on ice, and use a simple first-came-first-go system for about a month. BUT, on the "End Match Sceen" I would change the "Exit Match" button in a "5-Vote" button (Very Bad/Bad/Average/Good/Very Good). Every player, who came to "End Match Sceen" (so who really saw the WHOLE match) MUST VOTE EVERY TIME about the match. You could gather the weight/lose-win/etc. datas. After that month you WOULD SEE, which type matches (weight distribution, tonnage, etc.) the players really loves and which they hates.

(But, I damit, I am not really sure even, that a preferred match-type exist at all. Because a 1/2/2/7 vs. 1/5/5/1 match could be sometimes very good for both team, and sometimes just a mess. I think, it depend mostly on the players, and not on the Mechs/Class they use.)

4. Any other comments, concerns or suggestions?

I had no Prime Time and I play just PUG, so I didn't tried the Private Mode. I'm not sure, that my test story has any usefull info, but I think it wasn't just an average one.

So, I started the test 21:45 (CEST). I used mostly the "All Three" Search in Public Mode. First I tried the Assault Class (2 matches). Search time: 8 and 2 min. Then the third search (10+5+5 min) was unsuccessfull ("+"means: after 4-5 min I canceled, and started a new search). Those 2 matches was both in Assault Mod, good players with fast-brawl-play-style. They liked it, but because of my buggs (no "Full Stop" button/no weapon group/chat bug), I was useless. (In the whole night I tried to use automatically my settings, so I was very often in the command window instead of fight.)

Then I went to Heavy Class (4 matches). Search time: (8+4)-10-5-4 min. Mostly in Skirmish Mode. In River Night I found out, that I have no Night/Heat views (bug: partial lose of keyboard settings). I died very fast.

Then (after more than 5 maches), I tried to log in to my second account. But, after 2-4 sec the test-client always broke. On the normal server I could log in and play normally. I don't know, it is relevant or not, but I used this account last weekend for the "Free Todor Hunt", and after those 5 winned matches I wasn't there (mean: I don't recived the Todor on the normal server till yesterday with this account).

After that, I buyed a CDA-3M and Basic-leveled it, to play Mediums too. I had just once the Testin Ground "Grey Fog Bug". I played 3 matches, with short (about 4 min) search time. The second and third match was both "3/3/3/3 broke" (see above), but both really good.

It seems, that the most of the players, who really reached the matches liked the test, but I think just some hours of test, with so few player is not really a solid info-source.

Edited by Sky Hawk, 25 April 2014 - 03:42 AM.


#137 ArthurEKing

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Posted 25 April 2014 - 03:44 AM

In total I fought 8 matches on the new test server yesterday. 4 times with mediums, twice with lights, and once with each heavy/assault. Most of these were double-drop, a few singles. When the server first came online, I tried to play a match for 13 minutes with no success and had to give up. During play one attempt was to drop as a two-man heavy team. This also took so long we gave up. We made sure to chose "Any" type to reduce wait-times as much as possible. The single-drops took by far the longest, between 6-9 minutes to pick up game. Two-man teams dropped far faster, between 3-minutes to 30 seconds. In terms of fairness the matches were still more stompy than I'd like. Only one match was 11-8 (resources) , most of them were 12-4 or thereabouts. However I did notice a major difference in WHY they were unfair. Every match that had a large majority of the team still alive had a combination of better co-ordination, position, intel, and/or concentrated fire. In short, tactics played a much bigger part than the pure luck of getting 12 atli on your team. Also the matches PLAYED for longer. Even when there were large fire-fights between many mechs, choosing your targets, and getting hit, it took much longer to actually destroy individual mechs than with the old launch module, again, likely due to the fact that they can't pick off single targets with 5 assaults coordinating attacks. So in short, the matches took longer to drop, took longer to play, and were far more tactics-based, rather than luck-based.

#138 Funkadelic Mayhem

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Posted 25 April 2014 - 03:51 AM

1) What is it that you like about the Launch Module? (Please enter as many items as you wish.)
Everything but the wait time. But that comes with the territory. Games seamed much more balanced. I have no problem waiting a bit longer for a more balanced public match.

2) What do you like least about the Launch Module?
The wait times

3) What are your impressions of the Weight Class Restrictions?
LOVED THEM!

4) Any other comments, concerns or suggestions?
Overall things ran smoothly for me. Good matches, good balance. Its been a long time coming and I cant wait for it to go live!

#139 William Slayer

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Posted 25 April 2014 - 04:22 AM

View PostNikolai Lubkiewicz, on 23 April 2014 - 12:03 PM, said:

This thread is to cover any qualitative feedback regarding UI 2.0. If you would like to report specific bugs with the preview, please use the New Issues thread.

Please follow the questionnaire provided. This is to help us better organize and process your feedback after the test.



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) I got to jump into the new Private match forum, but was not able to launch due to a lack of premium time on the part of one or more of the hosts( wasnt able to find out the exact parameters). Looked Cool though! Very nice to see a variaty of options regarding weight restrictions, full lances or not, map selection or random. Exciting. With a requirment of 3 lights and 3 mediums, the matchs seemed to move very fast, as in just the mechs all seemed to be zipping around the maps much more than usual. Game pace seemed fast, and I did not play in a match that timed out. 2) Couldn't see the exact breakdown of Weight to Skill level, which I see being a key factor to consider for Commanders in battle. Having your 3 Assault mechs show up in Charlie Lance rapidly changes your thinking on tactics! 3) Conquest will now HAVE to have 3 slow assault mechs. I was one of them in a match and got a taste of how fast the other team came up behind me, and how I got left behind by my own team. 4) Semmed like a normal game otherwise, no bugs or problems to report during my matches! :-)

#140 AdamBaines

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Posted 25 April 2014 - 04:25 AM

View PostNikolai 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.)

It was clean interface.
Laid out well in general.
Liked the drop down selections in Premium Time Private Match
Faction Icons were nice.
I liked that we could assign Lance Command and Company Command there.

View PostNikolai Lubkiewicz, on 23 April 2014 - 12:03 PM, said:

2) What do you like least about the Launch Module?


It seemed weird to get into. To many clicks. Maybe there should be a single unified UI for matches where it starts basic based on solo drop, then as you chose things like Private match, other options become enabled.

View PostNikolai Lubkiewicz, on 23 April 2014 - 12:03 PM, said:

3) What are your impressions of the Weight Class Restrictions?


I was only able to drop into 1 game that had restrictions, and my client crashed in that one. The rest of the games I was able to get into did not have weight restrictions. They would have 5-6 Heavys in every drop.

View PostNikolai Lubkiewicz, on 23 April 2014 - 12:03 PM, said:

4) Any other comments, concerns or suggestions?

Good start, and I'm looking foreward to seeing it live. I appreciate the length of this Public test. Just wish more people could participate as the lack of apparent players on at one time made queue times unbearable many times. Good offering of premium time, but maybe you need to advertise it further in advance, like a week?

Im happy with the progress. One of few Im sure around these parts ;-)





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