Public Test For Launch Module April 24Th!
#101
Posted 24 April 2014 - 11:58 AM
#102
Posted 24 April 2014 - 12:05 PM
Cheers.
#104
Posted 24 April 2014 - 12:08 PM
PGI says "ok we had X amount of people on test, each person waited Y amount of time. That means when we go live peoples average wait time will be Z...acceptable." That might work.
Unfortunately I'm still patching and just about to leave for work. Test server should be open from 12am--12pm at least that way I can get in at work and those that get off at normal hours participate.
#105
Posted 24 April 2014 - 12:16 PM
Kibble, on 24 April 2014 - 12:08 PM, said:
PGI says "ok we had X amount of people on test, each person waited Y amount of time. That means when we go live peoples average wait time will be Z...acceptable." That might work.
Unfortunately I'm still patching and just about to leave for work. Test server should be open from 12am--12pm at least that way I can get in at work and those that get off at normal hours participate.
erm, westcoasters are not the only ones playing MWO, right here it's 10:16pm
#106
Posted 24 April 2014 - 12:21 PM
#107
Posted 24 April 2014 - 12:25 PM
#108
Posted 24 April 2014 - 12:28 PM
#109
Posted 24 April 2014 - 12:29 PM
#111
Posted 24 April 2014 - 12:41 PM
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.
#112
Posted 24 April 2014 - 12:42 PM
EDIT: Fixed it!
Was checking game files and comparing to version for general release. Noticed that there was two files missing from \Engine (Shadercache and shadercachestartup). Copied those from my normal install path. Game then patched something and started up in Public Test properly.
Now to find matches!
Edited by Arcturious, 24 April 2014 - 01:18 PM.
#113
Posted 24 April 2014 - 12:44 PM
Jonathan Paine, on 24 April 2014 - 12:41 PM, said:
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.
this. but for that to work moduloes should be made global, since you cant use more than one mech at a time anyway. no point in buying e.g. 2 zoom modules. would save a lot of clicking switching modules around too
Edited by lollibast, 24 April 2014 - 12:48 PM.
#114
Posted 24 April 2014 - 12:45 PM
10 minutes Searching in a medium, cancelled so I could afk a bit.
3rd try, 3 minutes searching in a medium and I got in the game, crashed to desktop when mech was powering up. *sigh*
4th attempt, Heavy mech searched for 20 minutes, had to cancel because I am off to work!
Good luck, I like this idea but hope it can be ironed out before release.
Edited by Karuman, 24 April 2014 - 01:05 PM.
#115
Posted 24 April 2014 - 12:49 PM
User is not valid.
#116
Posted 24 April 2014 - 12:51 PM
Fallowed by the permanent connecting screen …
#117
Posted 24 April 2014 - 01:20 PM
Only had time for one drop due to patch taking about 25 mins to download. Worked out fine dropping in a 3 man premade, took about 1 min to find a match. Ended up with another 3 man premade on our side and the same on the other.
#118
Posted 24 April 2014 - 01:30 PM
Jonathan Paine, on 24 April 2014 - 12:41 PM, said:
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.
Doesn't sound like a good idea to put that on the matchmaker, I don't think its unreasonable to expect people to be able to sort this out through conversation.
#119
Posted 24 April 2014 - 01:34 PM
#120
Posted 24 April 2014 - 01:38 PM
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