Technical Update - June 2014 - Feedback
#61
Posted 24 June 2014 - 02:44 PM
#62
Posted 24 June 2014 - 02:56 PM
#63
Posted 24 June 2014 - 06:25 PM
#64
Posted 24 June 2014 - 06:26 PM
#65
Posted 24 June 2014 - 06:35 PM
Devayner, on 24 June 2014 - 06:26 PM, said:
FYI you can bind your mousewheel currently if you edit your [redacted] file located under [redacted] Here's a snippet from my file where I have it bound to Next Target.
[redacted]
Edited by Egomane, 25 June 2014 - 02:49 AM.
modifying game files... please read this thread: http://mwomercs.com/forums/topic/107033-custom-modifications-to-the-mwo-game-client/
#66
Posted 24 June 2014 - 07:05 PM
XenonCx, on 24 June 2014 - 06:35 PM, said:
FYI you can bind your mousewheel currently if you edit your [redacted] file located under [redacted] Here's a snippet from my file where I have it bound to Next Target.
[redacted]
[redacted]
Even though i can,I should not have to.Its not like is some highend macro spewing gaming mouse function.Every one has one(there is a joke somewhere ).Should have ben there from day one IMO.Sry pet peve.
Edited by Egomane, 25 June 2014 - 02:50 AM.
see the edit note on post above
#67
Posted 25 June 2014 - 06:39 AM
Deathlike, on 23 June 2014 - 03:43 PM, said:
Could you PLEASE look into performance decaying with thermal vision? When I play the game for long periods of time, thermal vision performance decays over that period of time. The longer I play, the more performance is lost. This is not affecting all maps in the same way, but Frozen City tends to be the typical culprit though. PLEASE strongly look into that.
noticed that too, especially frozen city with thermal crushes fps after a while
#68
Posted 25 June 2014 - 10:06 AM
Hellen Wheels, on 23 June 2014 - 03:26 PM, said:
Agreed.
CW and this feature should be priority.
Seems odd to me that srms just so happen to get fixed when clans arrive, after a year of trying.
No more tweaks, sli crossfire, maps, combat modes, or whatever until you make work what those of us whom bought a pheonix package, expected , or compensate us
Shazabi, on 24 June 2014 - 02:44 PM, said:
well they'll still be poptarts
Edited by Cathy, 25 June 2014 - 10:05 AM.
#69
Posted 25 June 2014 - 10:35 AM
Matthew Craig, on 23 June 2014 - 01:08 PM, said:
For example trees are often noted as wanting the ability to knock them down, this can be possible without conveying that destruction over the network, we just have to carefully control what sections can be knocked down, as a tree that is knocked over on your client may not be knocked over on someone elses client.
This means we need to be careful that this discrepancy is reasonable for the player and doesn't lead to scenarios where one user feels cheated as he was hiding in foliage that another player had earlier knocked over so was able to make a shot the other player feels wasn't possible. Or put another way it needs to remain purely cosmetic with regards to gameplay.
We'll continue to investigate ways to convey destruction in the game though it seems likely that upcoming efforts on destruction may be more focused on mech on mech collisions. We'd probably like to see Mechs truly convey their weight when they hit each other before doing more work with environment destruction. We'll keep you posted as and when we have something more concrete to share.
That will nice to at lest deform the terrain and knocking down trees.
RedDragon, on 23 June 2014 - 11:52 PM, said:
"Especially the Dire Wolf walks like it is on drugs", while it should look like a lumbering war machine
hahahaha. very true!
#70
Posted 25 June 2014 - 10:37 AM
Overall, Crysis 3 performs about 5-10% better on average than MWO in my testing. It is also more consistent, though. There are some things in MWO that just make FPS dive (I have never seen Crysis 3 dive from 60-65FPS to 40FPS like I have with MWO). Hopefully the dev team can really get things straightened out for us SLI users in the near future.
#72
Posted 25 June 2014 - 12:32 PM
I would also like to know when are we getting new maps (it should be Jungle if I'm not mistaken ?) ? To be frank, it's getting a bit dull with existing maps.
#73
Posted 25 June 2014 - 09:57 PM
Matta, on 25 June 2014 - 12:32 PM, said:
I would also like to know when are we getting new maps (it should be Jungle if I'm not mistaken ?) ? To be frank, it's getting a bit dull with existing maps.
Yeah, I REALLY want new maps, not new 'Mechs.
#74
Posted 26 June 2014 - 06:29 AM
About performance, Frozen City (no Night) is a pain.
Edited by skorpionet, 26 June 2014 - 06:32 AM.
#75
Posted 26 June 2014 - 06:47 AM
Matthew Craig, on 24 June 2014 - 08:21 AM, said:
I'm sure that you can do this in a better way. Data Warehouse logical, Report Server implementation, Replication and Mirroring technologies could help you architecture.
#76
Posted 26 June 2014 - 02:29 PM
Hellen Wheels, on 23 June 2014 - 03:26 PM, said:
That was an idea they had at the time about how Community Warfare could work one day, if/when they ever got around to designing and programming it.
But as we now know, the design for CW wasn't even done last April, let alone last year when they sold the Phoenix Packs.
Edited by Appogee, 26 June 2014 - 02:34 PM.
#77
Posted 26 June 2014 - 02:35 PM
#78
Posted 26 June 2014 - 04:30 PM
#79
Posted 26 June 2014 - 11:35 PM
Yes yes all very well and good but will the group play have to all stay in the 4x3 (3/3/3/3)? What I am asking for example is the 6 player group and 6 player group vs a 12 player group will they each have to play by this guide line?
#80
Posted 27 June 2014 - 02:12 AM
clownwarlord, on 26 June 2014 - 11:35 PM, said:
I believe the answer will be: the group can't exceed 3 of any weight class, which is the same as the present implementation for four man teams.
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