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Community Warfare Update - Dec 2 - Feedback


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#181 The Big Stick

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Posted 12 December 2014 - 10:23 AM

OK, Dropping individually I'm actually being logged out for inactivity while "waiting for team." I know there is activity on the planet because occasionally the Attacker Wins number will change.Dropping in a four man was a little better but 3 out of 4 matches found there was no opposition.

Last night was better when I was dropping with 10 man. What I'm thinking is there are not enough players on currently. Seems to me it would be fairly easy to scale up and scale down the number of planets in contention based on the total number of players on. That way when the number of players is low there will only be conflict on a few number of planets meaning a team is much more likely to be assembled quickly.

Memory allocation errors after my 1st match... Happened 6 time during my second match. Restarting game did not help. Restarting PC helped, turning graphics down helped, and Repair tool helped ... Now I will get a memory allocation error every 3 or 4 matches and just shut down and restart pc and I will be ok for 3 or 4 more matches.

I had never received a memory allocation error prior to the CW patch.

Odd thing happened when I restarted game after memory allocation error. It took me to my next mech but there was no cockpit, no hud, no targeting reticle (spelling), and no target lock. I died and the same thing happened to the next me. Shut down and restarted pc and everything was back to normal.

#182 NocturnalBeast

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Posted 12 December 2014 - 10:50 AM

View PostSteele Rein, on 11 December 2014 - 01:48 PM, said:

I just want to say how cool it is that PGI has dropped surprise patches delivering content early over the last few weeks. We're quick to b-yatch when you miss targets, and I wanted to take a moment to acknowledge the hard work that's gone in to delivering this early.

I'm sure there's going to be inevitable issues, but this restores a lot of PGI's credibility with me after all the missed dates.

Thank you PGI!


They did clearly state that it is a beta release, so as long as they keep on top of the bugs with regular hotfixes, I will be happy. Although the FPS drops and wait times for matches are really bad right now.

#183 The Big Stick

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Posted 12 December 2014 - 11:00 AM

Follow up... Almost immediate game in a regular (non-cw) drop. Based on the feedback there, no one is dropping in CW because wait times are so long. Wait times are so long because no one is dropping in CW.

Non affiliated players (no unit) need to have a way to participate in cw just to be filler... What I'm hearing is a lot of "CW? What's that." "How do I get in?" Etc. I think an e-mail to your player base is in order.

#184 NocturnalBeast

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Posted 12 December 2014 - 11:39 AM

View PostThe Big Stick, on 12 December 2014 - 11:00 AM, said:

Follow up... Almost immediate game in a regular (non-cw) drop. Based on the feedback there, no one is dropping in CW because wait times are so long. Wait times are so long because no one is dropping in CW.

Non affiliated players (no unit) need to have a way to participate in cw just to be filler... What I'm hearing is a lot of "CW? What's that." "How do I get in?" Etc. I think an e-mail to your player base is in order.


Don't forget, most of North America is at work, or school right now.

#185 Ryoko Kombat

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Posted 12 December 2014 - 01:31 PM

The feedback is... POOR yet. Queue time needed an hard fix.

#186 Valcoer

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Posted 12 December 2014 - 04:05 PM

Ok you need to make some fixes asap.
we put 12 players not all in the same unit but all affiliated with house Steiner on a planet all of us " house pugs" were on coms together, we all clicked the attack button. not only could we not see each other waiting to drop we continued to look for team members for an hour despite the fact that all 12 of us were ready to go. We don't know why you wont let us see who is waiting to drop on any particular planet once we have decided to drop there. Perhaps its because you know that if we see Joe Teamkiller waiting to drop we wont drop there. we don't know but we do know that if 12 of us are q'd up to drop even if we are not in the same unit the count down clock for the enemy to respond should start. so let us see who and how many are waiting to drop while we search for team members
.
so 1 fix it so we can see who is waiting to drop by filling the lances while we wait for team members to join the lobby. There is no reason for the lances to be empty until a company has been achieved.
2 fix it so we can see when we have 12 and then the enemy must respond. I believe that the actual reason that it is taking so long to find matches is because it is broken not that no on wants to drop. I mean seriously we had 12 TWELVE waiting to drop for an hour. That is unacceptable and we know it is not because we were waiting on the enemy because it continued to say looking for team members and all of us have dropped against the static defenses when the enemy did not show up.

Edited by Valcoer, 12 December 2014 - 04:09 PM.


#187 Tankenka

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Posted 12 December 2014 - 08:16 PM

So far, it's fun!

That's the short and sweet of it.

Some glitches (changed over all my mechs in the dropship, and I got dropped in with the stock trial mechs ~ sigh... still did all right though). They're relatively minor though ~ kudos to the Dev and QA teams!

A *massive* wait time, with no identifiers showing how many of the 24 people have arrived. Even if we can't see them, can we *PLEASE* have a ##/24 or a ##/12 - ##/12 counter to show what's active? This will *vastly* increase the queue speeds. I have had one map up for 31 minutes almost... that's a lot silly!

Kind of like Quake matches... you look around for arenas that are empty or nearly full, and queue into them. This will let the players make tactical decisions as to where to battle it out, and it will relieve the waits.

The re-drop for when you get knocked off could be between 15 seconds sooner to 30 seconds later ~ I'm on the fence there. The time so far is decent, and I don't know if any change would really matter.

I like the "this planet needs..." popups. Those are useful to get people towards a planet, but again, I'd prefer a visible counter.

With regards to the maps, I've only seen two (one my brother played, the sulphur map, and the other I played, the snowy map with lots of metal structures). Both are wonderfully designed, lots of good spots to hide as a light, and lots of decent cover even as an assault. The maps are well rounded and favour neither the attackers nor the defenders.

I like that the experience one gains is balanced across all the mechs ( *edit: I realized this already is spread only across mechs played in a match, I like this, works wonderfully!). I have yet to play a match where I have all four mechs intact, but saw my brother play a match where he only had two, and the XP was enormous!)

Thanks for releasing this! Totally looking forward to updates and tweaks! Please do consider the participant counter... would make this much more fun (and strategic if there are plans in the future to expand and contract IS and Clan boundaries *edit* assuming that isn't already in place)!

Edited by Tankenka, 12 December 2014 - 10:35 PM.


#188 TinFoilHat

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Posted 13 December 2014 - 04:11 AM

Yeah....queue times bite. Close to two hours this morning with no match spread across different queues after clicking the pop-up alerts.

#189 Lord Soth

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Posted 13 December 2014 - 03:18 PM

Can you drop solo into CW???

#190 Alaskan Nobody

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Posted 13 December 2014 - 03:19 PM

View PostLord Soth, on 13 December 2014 - 03:18 PM, said:

Can you drop solo into CW???

Yes!

So long as you are part of a Unit
IE:
I am the only member of [JOAT]

I have had ~9 CW matches so far

#191 Lord Soth

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Posted 13 December 2014 - 04:30 PM

View PostShar Wolf, on 13 December 2014 - 03:19 PM, said:

Yes!

So long as you are part of a Unit
IE:
I am the only member of [JOAT]

I have had ~9 CW matches so far



Thanks for that, I wasnt quiet sure. How long do you have to que (on average) to get into a game?

#192 Alaskan Nobody

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Posted 13 December 2014 - 04:36 PM

View PostLord Soth, on 13 December 2014 - 04:30 PM, said:

Thanks for that, I wasnt quiet sure. How long do you have to que (on average) to get into a game?

Apparently Russ has said that if you do not have one in 5-10 minutes to try again.

I have been told that when it pops up the messages about "X needs Attackers/Defenders" it is because there is a que happening there

When the group is full (which it will not show you until it is) then it waits ~5 minutes for the other side to fill, and if the other side does not, you drop in an empty map (instant win for defense - free rush to the base for attack)

#193 blackcatf

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Posted 14 December 2014 - 08:48 PM

So...there's what I can only assume to be a glitch on the maps where small jump capable 'mechs can get up behind the generator and shoot it apart without being effectively counter attacked. I was unable to get a screenshot of this, but I assume I'm not the first to notice it. Any word on when/if this is going to be fixed? Also, where should I go to make a proper feedback report?

Edited by blackcatf, 14 December 2014 - 08:49 PM.


#194 Johnny Z

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Posted 14 December 2014 - 10:57 PM

View PostTopa101, on 14 December 2014 - 10:03 PM, said:

I would love to see an Archer come out in the next Mech Wave release, It would make me so happy.
She is the goddess of missile Boats:Posted Image


It's it's beautifull. *cries*

#195 mad kat

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Posted 14 December 2014 - 11:36 PM

The attacking force really needs to be superior in numbers than the defenders. With all the turrets the only way to get close to destroying the orbital gun is for the whole team to load up on ecm lights and rush the gun down flank.

Look at any invasion force throughout history and youll find the attacker outnumbers the defender. There will of course be the odd exception to this.

It does not seem at all easy to bring enough firepower and armour to push through. Especially if like in a game i had last night the defenders are all clan mechs. Their instantly at a huge advantage.

One more thing the artillery in cw is hugely op compared to the public queue. And why do the dropships keep aiming for headshots???? Ok two things.

Edited by mad kat, 14 December 2014 - 11:38 PM.


#196 mad kat

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Posted 15 December 2014 - 01:11 AM

View Postblackcatf, on 14 December 2014 - 08:48 PM, said:

So...there's what I can only assume to be a glitch on the maps where small jump capable 'mechs can get up behind the generator and shoot it apart without being effectively counter attacked. I was unable to get a screenshot of this, but I assume I'm not the first to notice it. Any word on when/if this is going to be fixed? Also, where should I go to make a proper feedback report?


I did this in my spider 5d Last night while our main body was keeping the defenders busy i legged it in the opposite direction. I managed to get past the turrets and jumped on top of and behind the generator on the back of the gun the turrets couldnt reach me i worked away at the generator with three medium pulse lasers then realised i was stuck. Then a jagermech noticed me and i was doomed.

Anyway as far as i can tell this is the best way to win.

Edited by mad kat, 15 December 2014 - 01:12 AM.


#197 Samuel Ryan Jennings

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Posted 15 December 2014 - 07:18 AM

@ Mad Kat. If you do a big push, you can get through. You have to have everyone push together. Everyone waits in your dropship area until all have respawned. Then push again. It might take two or three pushes to succeed, but if everyone goes together, it should work. It has for me when I attack several times. From the defense side of things, groups that push together are alot harder to deal with, then ones that go a few at a time. Sit back and pick them off.

#198 Samuel Ryan Jennings

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Posted 15 December 2014 - 07:31 AM

@ The Powers That Be

First, love the game, been playing since the original beta. Love all the changes and efforts everyone has put in and will be putting in. Second. I am SOOOO happy to finally see CW come alive. I have been waiting for it as many others have I am sure. Thank you for bringing it to pass!

Please try to do something about the qeue times on CW. They are brutal. Really discouraging. I am trying to get my Invasion Challenge completed, but with only 30 or so hours left, I am not sure I can get those 10 more wins I need to get the 3rd reward. Sounds like an exaggeration? I've played one match in 3 hours. If I win every one I play, and don't do anything but play for the next 30 hours I might get in enough matches and get my reward. But I have family, and obligations. I have all day to play, and figured it should be no problem to complete this. Then the qeue times. OMG the qeue times!

I'm going to lose out on a reward cause I can't get in enough games in time. Not cool. Dangle the carrot, then don't give it? Not nice at all :D

What about implementing an indicator for what planets are currently qeueing and how many currently in qeue?

I have gotten kicked several times for inactivity while waiting in qeue. Something wrong with that. If a match is only 25 minutes, why should anyone wait longer then 30 minutes for a match? Great question. I've had matches with no opponents, so it's not that there wasn't an opposing team to fight. Why aren't the matches happening?

I'm going to be rather upset if I miss the Invasion Challenge deadline only cause I couldn't get enough matches in in time. I'm putting in the time, but not getting enough matches.

And perhaps a option when defending. Sometimes the defense is a counter attack. Some folks make their mechs specific to defense. Which might not be good for attacking. Make an option to allow you to change your mechs once you know it is a counter attack. Or have the counter attack announced earlier while we have the option to change mechs.

Thank you for all that you do. The game is AWESOME. Thank you so much for bringing this game alive for us fans. Merry Christmas, or Happy Holidays as the case may be.

#199 mad kat

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Posted 15 December 2014 - 07:34 AM

View PostSamuel Ryan Jennings, on 15 December 2014 - 07:18 AM, said:

@ Mad Kat. If you do a big push, you can get through. You have to have everyone push together. Everyone waits in your dropship area until all have respawned. Then push again. It might take two or three pushes to succeed, but if everyone goes together, it should work. It has for me when I attack several times. From the defense side of things, groups that push together are alot harder to deal with, then ones that go a few at a time. Sit back and pick them off.


Did that in a couple of games last night in coordinated pug matches (sorta) but it boils down to being outgunned plain and simple combination of the defenders the turrets and dropships means on boreal vault even a concerted charge down the left flank results in enough damage dealt to have the attackers shredded by the time they get to the gun.

#200 Samuel Ryan Jennings

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Posted 15 December 2014 - 08:42 AM

Bummer. Mayhap just sheer bad luck, or variation on mechs taken versus mechs fighting you equalled out to being snafu.

Another idea. What about a way to see which planets you have fought on previously? Battle history would be nice. That way you could see which planets have been busy that you have been to.





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