Minor Cw Hot Fix Inbound At 9Pm Pst / 5Am Utc
#81
Posted 12 December 2014 - 05:36 AM
#82
Posted 12 December 2014 - 05:43 AM
InnerSphereNews, on 11 December 2014 - 08:05 PM, said:
Got in two games last night.. it was remarkably working.. of course some bugs.
One defensive win and an attack loss
Some feedback:
Dropships... it is really nasty they coat you automatically with long range laser fire; maybe decrease the auto response to medlaser ranges.. or llaser fire if one is engaging dropping mechs. When we were pushing in, it was rather annoying that my med/light mech ended up looking fairly bad because new mechs were dropping in and I was speeding just a little too close, when I wasn't even close to engaging.
I am slightly worried about balance, since it will gravitate that units (most likely the working formula is full 12 man) in comms will be doing attacks and pugs will be pulled to defend. Defender advantage might actually not exists at all.. propably opposite, at least some seem to indicating that.
As a side note, I have not seen these FPS losses at all..
But the hit registration has been in the toilet for quite some time already...
EDIT: Oh one addtional thing, the calls to defend/attack, they could be visible a little longer time. Additionally haven't seen two pop up at the same time, but I hope they display appropiately.
Edited by Haakon Magnusson, 12 December 2014 - 05:47 AM.
#83
Posted 12 December 2014 - 06:25 AM
#84
Posted 12 December 2014 - 06:27 AM
#85
Posted 12 December 2014 - 06:31 AM
1st match - got in, opposing team failed to show up, however.
2nd attempt - waited 5+ minutes and gave up
3rd attempt - waited 5+ minutes and gave up
Looks promising, but a lot of work is still needed to improve the user experience. I'll try again this weekend when more players are around with hopes that it'll reduce the wait times. Waiting 5+ minutes just to get into a drop is unacceptable.
We really need a better way of getting into CW matches. Something with faster join times, better information on who is already in the lobby waiting for more players, etc.
#86
Posted 12 December 2014 - 06:49 AM
Daehoth, on 12 December 2014 - 05:09 AM, said:
Is there something I'm missing? Not enough players interested in CW games? Or is anyone else having difficulty getting CW matches?
Maybe the majority of people that could be playing are trying to figure out how to get their frame rates up? I am sure a lot of loss of people is due to that fact. If nothing changes then things would not improve.. trust me on this one. This game can't sustain this type of a massive multiplayer scale without good performing (read: optimized) engine--hard core fans isn't enough to float this boat if it wants to shoot too. Massive amounts of people = quick drop in. Long drop in times = people are trying to figure what other games play better then MWO.. not to sound disenfranchised here.. just saying.
#87
Posted 12 December 2014 - 07:03 AM
#88
Posted 12 December 2014 - 07:19 AM
My problems:
- My equipped hanging cockpit items don't show up in the cockpits, in all my mechs (Testing grounds, PuG games and CW).
- The cockpits are flashing and disappearing during CW games.
- Was stuck on terrain, but only 1 time on the warm map.
- FPS drops
Beside of that it's great to play CW so early, thx
#89
Posted 12 December 2014 - 07:20 AM
clearly not since NO one is even there....
Still cant wait and i do hope they sort out the UI so its easier to drop with friends in a dropship. (needs to be more Intuitive IMO)
#90
Posted 12 December 2014 - 07:30 AM
Onij74, on 12 December 2014 - 06:31 AM, said:
1st match - got in, opposing team failed to show up, however.
2nd attempt - waited 5+ minutes and gave up
3rd attempt - waited 5+ minutes and gave up
Looks promising, but a lot of work is still needed to improve the user experience. I'll try again this weekend when more players are around with hopes that it'll reduce the wait times. Waiting 5+ minutes just to get into a drop is unacceptable.
We really need a better way of getting into CW matches. Something with faster join times, better information on who is already in the lobby waiting for more players, etc.
You're leaving the lobby too soon. I waited as a solo player for over 30 minutes last night twice. Played 4 matches and one of them I waited less than 1 minute. People jumping in and out of the Lobby is contributing to the long wait time issues. Not blaming the player base at all as there is nothing to indicate where you are in the queue.
I suggest adding a counter of some sort to the lobby to show where a solo player or less than 12 group are in the queue. It will help with some of the player frustration and giving up and leaving the queue.
Jody
#91
Posted 12 December 2014 - 07:41 AM
The waiting time alone wouldn't be so annoying if you knew, you're on the right planet with many players fighting for.
That said it would be great to see, where the hottest battles with many players are. There're some blinking animations around the planets at the CW map. But there should be another indication for well visited planets, similar to Planetside.
Let the area around those planets blink or just add some sweet little explosions to those "hot spots".
Edited by Tarzilman, 12 December 2014 - 07:42 AM.
#92
Posted 12 December 2014 - 07:43 AM
Jody Von Jedi, on 11 December 2014 - 08:22 PM, said:
OK, figured out what was going on.
Counter Attack match. Even though Steiner still held the planet, there will be some back and forth Attack, Defend for both the attacker and defender.
So, you might be defending the planet from invasion, but attacking an insurgent stronghold.
Jody
#93
Posted 12 December 2014 - 07:52 AM
#94
Posted 12 December 2014 - 08:15 AM
First of all, its really exciting new stuff and I like the general direction A LOT. That said I encountered several problems right away. As a IS player (which comes with my unit) you have to encounter a rather grim situation here.
There are a several factors that accumulate.
You have to drop against the clans ( I know ...duh) which creates several problems:
1) the better ingame units (LORDS, SJR, RJF, STS, WDMC ) are currently playing for the clans, and by better I mean ...generally.... dominating.
2) their mechs are ever so slightly better, not in general, not every chassis and configuration but over all they have at least an edge over IS mechs (even with quirks) - especially in kind of an standoff situation the dropship mode is for the better part of the game (i.e. longe range, with harder hitting weapons )
3) the defender has an edge - imho - because you have to get through chokepoints and coordinate your attacks from several sides, so even a team ( defending) that is not tha coordinated stands a chance, because you HAVE to attack them and the usually have superior firing-lines and arcs.
Now - if you encounter defending clans - which for me at least most of the time seem to be the aforementioned units - they have ALL the advantages on their side - which usually ends in a grinding slaughter
A general problem I encountered is the win-condition - I had it that the attackers ( clans ) just rushed the cannon after destroying the gates and chained artys on it .... it was over in no time.
the long wait-times are tiring, but you have to deal with it - its ok for me for now - but surely it needs a streamlined dropsystem in general you really need to have a better overview over which planet is a valuable target to defend or to attack - where are the people queueing,and where are they trying to advance - most of the time its just a guessing game - even with the messages popping up you usually end up waiting forever - and coordination isnt really possible at all outside the borders of a unit
the whole system to see contested planets - and some numbers concerning the amount of attackers and defenders with it - and where actuall frontlines are needs to be a lot more visualized - a list of planets with a tiny icon isnt going to cut it .
That said I am really enjoying the ride so far.
over and out
GP
Edited by GermanPartisan, 12 December 2014 - 09:50 AM.
#95
Posted 12 December 2014 - 08:21 AM
GermanPartisan, on 12 December 2014 - 08:15 AM, said:
First of all, its really exciting new stuff and I like the general direction A LOT. That said I encountered several problems right away. As a IS player (which comes with my unit) you have to encounter a rather grim situation here.
There are a several factors that accumulate.
You have to drop against the clans ( I know ...duh) which creates several problems:
a) the better ingame units (LORDS, SJR, RJF, STS, WDMC ) are currently playing for the clans, and by better I mean ...generally.... dominating.
their mechs are ever so slightly better, not in general, not every chassis and configuration but over all they have at least an edge over IS mechs (even with quirks) - especially in kind of an standoff situation the dropship mode is for the better part of the game (i.e. longe range, with harder hitting weapons )
c) the defender has an edge - imho - because you have to get through chokepoints and coordinate your attacks from several sides, so even a team ( defending) that is not tha coordinated stands a chance, because you HAVE to attack them and the usually have superior firing-lines and arcs.
Now - if you encounter defending clans - which for me at least most of the time seem to be the aforementioned units - they have ALL the advantages on their side - which usually ends in a grinding slaughter
A general problem I encountered is the win-condition - I had it that the attackers ( clans ) just rushed the cannon after destroying the gates and chained artys on it .... it was over in no time.
the long wait-times are tiring, but you have to deal with it - its ok for me for now - but surely it needs a streamlined dropsystem in general you really need to have a better overview over which planet is a valuable target to defnd or to attack - where are the people queueing,and where are they trying to advance - most of the time its just a guessing game - even with the messages popping up you usually end up waiting forever - and coordination isnt really possible at all outside the borders of a unit
the whole system to see contested planets - and some numbers concerning the amount of attackers and defenders with it - and where actuall frontlines arem needs to be a lot more visualized - a list of planets with a tiny icon isnt going to cut it .
That said I am really enjoying the ride so far.
over and out
GP
Man, had a drop last night against Ghost Bear and we slaughtered them. Maybe got lucky in the ELO on that one?
#96
Posted 12 December 2014 - 08:51 AM
Grendel408, on 11 December 2014 - 08:52 PM, said:
You have to pick a planet that is contestable, they have a big red flashing light over them, the rest of the planets are safe and will give no info until they are contestable.
#97
Posted 12 December 2014 - 09:00 AM
Advice of the Week: Not sure dropping a 100 tons of your 240 on an Assault is a good move because speed is a factor, especially on Attack.
I'll be interested to see what the Faction loyalty points earn. Eventually you want players and units to earn assets of value for the roleplay of it.
Worth the wait though, no major Bugs for me except the wait on the drop, but that will smooth out. Very good for an opening Beta.
Thanks and GL&GH!
#98
Posted 12 December 2014 - 09:45 AM
Jesus DIED for me, on 12 December 2014 - 06:49 AM, said:
I don't even know where to start on these assumptions, but let's just end the whole "sky will fall, it takes too long, this game will die" crap now. It's a dead horse that's been beaten for at least two solid years and has yet to come true.
I agree that optimizing the engine is a huge priority, however, the fact that the game ran "fine" until this mode/maps were added suggests there is something else wrong besides rendering. The desyncs, missing cockpits, hit reg issues, and various other bugs corroborate this. This will be addressed soon as they know folks will get tired of it quickly.
Other than that, back off on the "Massive amounts of people = quick drop in." stuff, Planetside 2 and a few other games have proved this to be inaccurate.
Oh and go look up disenfranchised and it's usage please.
#99
Posted 12 December 2014 - 10:21 AM
despite my butthurt post about bugs I really enjoyed invasion mode and cw. Good job PGI, keep it going!
but don't forget to fix bugs)
Edited by noise gate, 12 December 2014 - 10:21 AM.
#100
Posted 12 December 2014 - 11:13 AM
Once a match starts, other than a few bugs, the matches are quite a lot of fun and the win rewards are quite nice.
The bugs I've run into:
*cockpit pop on and off on Sulfur.
*stuck on terrain in the nook by the Alpha generator on Sulfur.
*wrong House name in the details on loyalty rang achievements.
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