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Post-Patch Hot-Fix Later Today!


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#41 Dukat281

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Posted 03 February 2015 - 07:53 PM

I really love River City and Mining Collective. Those are some of my favourite maps. Make Mining Collective come back quickly.

#42 Mao of DC

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Posted 03 February 2015 - 07:54 PM

Thanks for the info. I just wish you guys also gave us an estimated length of time it would take in your announcement.

#43 Team Imp

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Posted 03 February 2015 - 07:54 PM

View PostRedlineHunter, on 03 February 2015 - 07:53 PM, said:


me too....

+1 for ARIZONA

#44 Slow and Decrepit

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Posted 03 February 2015 - 08:03 PM

I like the smaller maps but agree they would be better suited to 8 v 8.

#45 Premium Rush

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Posted 03 February 2015 - 08:04 PM

in reference to them changing the names of cap points on a few maps...not all:

I'm guessing they didn't move them on purpose .... remember bailing wire and duck tape hold this game together, if they change the color red on a spyder to green ...inevitably that is tied to some map mechanical and it scrambles all the points... or silly like break the cockpit light for missile flaps. If they miss spell C-Bills, terra therma jumps to a 4 to 1 drop ratio. I they change the damage on lrms...jump jets will stop working. loading bap up, then taking it off, and then loading it back on will crash the whole server. unless you save ... ,or its the 4th Tuesday of the month and a full moon, in which case ECM gets a Bonus.

Yeah sounds a bit much...sadly it is not. So many down lines(subsystems) that should be isolated have cross connects to other down lines ... so each subsystem change can actually effect a completely different subsystem. Now add in the fact they where clueless in the beginning about coding with the CryEngine and its sub system interconnects, I forget what change they made once...something that should have had no ties what so ever to the thing that got broke, Something like ballistic speed broke the Missile Bay Door cockpit light.

So take heart they can turn a single screw and bring the game down.

Edited by Premium Rush, 03 February 2015 - 09:30 PM.


#46 Slow and Decrepit

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Posted 03 February 2015 - 08:08 PM

Now I have to run the repair tool-great-Not!

View PostPremium Rush, on 03 February 2015 - 08:04 PM, said:

I'm guessing they didn't move them on purpose .... remember bailing wire and duck tape hold this game together, if they change the color red on a spyder to green ...inevitably that is tied to some map mechanical and it scrambles all the points... or silly like break the cockpit light for missile flaps. If they miss spell C-Bills, terra therma jumps to a 4 to 1 drop ratio. I they change the damage on lrms...jump jets will stop working. loading bap up, then taking it off, and then loading it back on will crash the whole server. unless you save ... ,or its the 4th Tuesday of the month and a full moon, in which case ECM gets a Bonus.

Yeah sounds a bit much...sadly it is not. So many down lines(subsystems) that should be isolated have cross connects to other down lines ... so each subsystem change can actually effect a completely different subsystem. Now add in the fact they where clueless in the beginning about coding with the CryEngine and its sub system interconnects, I forget what change they made once...something that should have had no ties what so ever to the thing that got broke, Something like ballistic speed broke the Missile Bay Door cockpit light.

So take heart they can turn a single screw and bring the game down.



ROTFLMAO!

#47 Team Imp

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Posted 03 February 2015 - 08:09 PM

Its up get in game!

#48 Bront

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Posted 03 February 2015 - 08:10 PM

View PostTheSilken, on 03 February 2015 - 03:48 PM, said:

Oh really? When did they say that?

Several times on Twitter. Faction Camo gets fixed after that.

#49 Davers

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Posted 03 February 2015 - 08:13 PM

View PostPremium Rush, on 03 February 2015 - 08:04 PM, said:

I'm guessing they didn't move them on purpose .... remember bailing wire and duck tape hold this game together, if they change the color red on a spyder to green ...inevitably that is tied to some map mechanical and it scrambles all the points... or silly like break the cockpit light for missile flaps. If they miss spell C-Bills, terra therma jumps to a 4 to 1 drop ratio. I they change the damage on lrms...jump jets will stop working. loading bap up, then taking it off, and then loading it back on will crash the whole server. unless you save ... ,or its the 4th Tuesday of the month and a full moon, in which case ECM gets a Bonus.

Yeah sounds a bit much...sadly it is not. So many down lines(subsystems) that should be isolated have cross connects to other down lines ... so each subsystem change can actually effect a completely different subsystem. Now add in the fact they where clueless in the beginning about coding with the CryEngine and its sub system interconnects, I forget what change they made once...something that should have had no ties what so ever to the thing that got broke, Something like ballistic speed broke the Missile Bay Door cockpit light.

So take heart they can turn a single screw and bring the game down.

Like when killing an Atlas crashed the server. Or AMS crashed the server. Or how removing GH from AC2s somehow messed up Clan arm actuators.

#50 Setun

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Posted 03 February 2015 - 08:26 PM

View Postbeleneagle, on 03 February 2015 - 08:03 PM, said:

I like the smaller maps but agree they would be better suited to 8 v 8.


River City is more a 4v4 map honestly...it was crowded even when the game was 8v8

#51 Premium Rush

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Posted 03 February 2015 - 09:09 PM

I thought it was getting a head shot on a founders atlas that crashed the server. If I remember correctly it was after they "fixed" the founders atlas head hitbox. But yeah there was something like that and it did crash the server.

Yeah lets not forget all the idiot band **** installed, and how those are tied to all subsystems because of how they did it. So changing the heat dissipation of a Jenner will inadvertently cause it to snow on Terra Therma.

#52 Tarogato

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Posted 03 February 2015 - 10:12 PM

View PostA sebaceous cyst, on 03 February 2015 - 04:10 PM, said:

... it would be really nice if you would lower the unnecessarily over-hot hot maps from 85-97 degrees to a more playable 60-70 degrees (so they would still be extremely hot but not to the point where over half the trial mechs that new users are stuck with aren't totally unplayable on them)
You need to learn some heat management and/or go play some Battletech.

More heat, less alphas, less DPS, more TTK, longer engagements, less insta-killing, more fun.

#53 627

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Posted 03 February 2015 - 10:33 PM

View PostVassago Rain, on 03 February 2015 - 03:44 PM, said:

What happened to the founder tags?

You can enable the badge or any other you might have ingame in the main menu under titles/badges. Had to look for that tag, too...

#54 YUyahoo

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Posted 03 February 2015 - 10:49 PM

View PostTarogato, on 03 February 2015 - 10:12 PM, said:

You need to learn some heat management and/or go play some Battletech.

More heat, less alphas, less DPS, more TTK, longer engagements, less insta-killing, more fun.



You really are missing the point here. The hot maps don't need to be as hot as they are to still have the same effect. For a new player who is unable to do any mods to the trial mechs there is very little they can do to "learn heat management" if they land on Terra for their fist match as it currently is. For the "expert experienced player" like yourself it doesn't matter how hot a map is because you know what to expect, you know your mech and you can make adjustments easily on the go. A new player doesn't know these things, or the mech they launched in or how to adjust for hotter maps. Making the hottest maps a little cooler would not only help the new player experience but also improve gameplay for everyone no matter how experienced they are...so what is wrong with suggesting a change that would benefit everyone? Don't "hate" on someone just because their opinion is different than yours

#55 Tarogato

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Posted 03 February 2015 - 11:21 PM

View PostYUyahoo, on 03 February 2015 - 10:49 PM, said:

You really are missing the point here. The hot maps don't need to be as hot as they are to still have the same effect. For a new player who is unable to do any mods to the trial mechs there is very little they can do to "learn heat management" if they land on Terra for their fist match as it currently is. For the "expert experienced player" like yourself it doesn't matter how hot a map is because you know what to expect, you know your mech and you can make adjustments easily on the go. A new player doesn't know these things, or the mech they launched in or how to adjust for hotter maps. Making the hottest maps a little cooler would not only help the new player experience but also improve gameplay for everyone no matter how experienced they are...so what is wrong with suggesting a change that would benefit everyone? Don't "hate" on someone just because their opinion is different than yours

Not hating on, sorry if I sounded insensitive.

Issues with new players should be addressed along with the rest of the "new player experience" overhaul that PGI is pushing to accomplish this year. Part of that, in my humble opinion, should be that trial mechs behave as if they had Elite efficiencies unlocked.

Simply making the hottest maps less hot doesn't change anything other than make them less challenging to play and make them play more similar to colder maps, which I find is a shame. Heat management is a challenge for both new and experienced players alike, I don't think it should be watered down so that the newbies can handle it without paying attention to their heat level. If you're going to have a hot map, let it actually be hot and offer a distinctive gameplay element. I'm all for making Terra Therma hotter or reducing the rate of heat dissipation game-wide to help address the TTK issue.

edit: you're right, I did miss the point, actually. But I now explained the thought behind my view above, as I'm rather adamant about it.

Edited by Tarogato, 03 February 2015 - 11:27 PM.


#56 Koniving

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Posted 04 February 2015 - 06:22 AM

View PostTarogato, on 03 February 2015 - 11:21 PM, said:

Issues with new players should be addressed along with the rest of the "new player experience" overhaul that PGI is pushing to accomplish this year. Part of that, in my humble opinion, should be that trial mechs behave as if they had Elite efficiencies unlocked.


Why not simply reduce what basic and elite efficiencies do?

For example why in the hell should a mech get 22.5% faster acceleration for basic and then 55% total faster acceleration for elites?
Then there is 15% faster cooling rate, making double heatsinks jump from some 2.0 and various 1.4s to a tally sum of 2.3 per heatsink if you keep it under 17 double heatsinks. Heat Containment raises your threshold by another 20%. Sure on some builds that's an increase of 1 additional PPC's heat (10 units) before shutdown, on some it's an increase of more than 1 ER PPC's worth of heat before shutdown.

Why are the percentages so high?

With PGI's original plan, the disparity would have only been 5 to 10% max. Who needs 55%? 30%? Etc? Time to kill is already too short and the skill tree is part of the cause. It needs a revamp.

Simply giving new players 55% faster acceleration will only lie to them about how their mech performs.

#57 Atreides76

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Posted 04 February 2015 - 07:59 AM

View PostInnerSphereNews, on 03 February 2015 - 02:09 PM, said:

Greetings MechWarriors,

River City Night will return to rotation as normal once today's hot-fix patch is complete


Posted Image

#58 Desintegrator

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Posted 04 February 2015 - 10:04 AM

Thanks for the fast reaction....

#59 Premium Rush

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Posted 04 February 2015 - 01:37 PM

Koniving : You make it sound like those numbers are a lot, the truth is they aren't that much. a double heat sink at 1.4, gains .21 for a 15% incresase. Not a deal breaker. Take into account fast fire, and cool down modules, and it is nullified fairly fast. Heat containment, if your mech can take 60 heat before shut down, now it can take 72 heat. again that is not huge.

Why are you crying so much about the hot maps? yes the trial mechs suck, we have all addressed it in other topics. But you can still make trial mechs work. The people that dl the game and jump in with no reading what so ever ... will do poorly no matter what map they get. Trial mechs are idiot builds for sure, but you can do things like disable some of the lasers to help you control heat. you can change the weapon groups around, and you can learn to use chain fire. - Next you'll be wanting to let noobs call a "time out"

Sink or swim. That's the noob way here at MWO, they have made no efforts to help the new player, and really why would they, until they get a game that actually works, why lure people in now just so they can get frustrated and leave never coming back. PGI has some magical dream of one day fixing all the bad stuff and having a game that actually works(like we all dream about hitting the lottery), and players actually telling there friends its worth checking out etc. For now it makes better business sense not to expose the games basic flaws and poor play experience.

Lets face it, this game is a filler game until the next installment of a big title comes out that, people really love to play, and then we all go off and get to enjoy good gaming for awhile. Eventually that gets old and we come back to grinding here until another good game gets an update or expansion, then off we go. This game just isn't there yet, PGI has committed limited resources, and very limited budget to this effort, and it shows. The people who are diehard mech warrior fans already found the game, and are either still here hoping and praying, or got smart an left already. Anyone we get now are folks lookin for that "filler" game, with maybe a diehard or 2 tossed in now and then.

Don't blame the dev's, they just do what they are told, they fix what is in the budget to fix, I will bet you they sit there hands tied, knowing they could fix UI issues, or other small things that would make it nicer for us, but are not allowed to because of budget constraints.

Unless you have worked in that type of environment, you really cannot understand the frustration those folks go through, knowing there are things they can fix, but management won't give them the hours to do it. Budget is the bottom line, and it will drive how good this game will ever get. If they really wanted to fix hit reg,they would hire/throw bodies at it till it was fixed. They aren't.

Has anyone seen them (PGI) address the issue of capture points on certain resource maps being scrambled? ie like tourmaline, where theta is now gamma, eps is were gamma was, and theta is now where eps was? note that the order up top has not changed, and the physical locations have not changed, just the names on some of the points,and only on a few maps.

#60 Henchman 24

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Posted 06 February 2015 - 07:27 AM

View PostPremium Rush, on 04 February 2015 - 01:37 PM, said:

Koniving : You make it sound like those numbers are a lot, the truth is they aren't that much. a double heat sink at 1.4, gains .21 for a 15% incresase. Not a deal breaker. Take into account fast fire, and cool down modules, and it is nullified fairly fast. Heat containment, if your mech can take 60 heat before shut down, now it can take 72 heat. again that is not huge.

Why are you crying so much about the hot maps? yes the trial mechs suck, we have all addressed it in other topics. But you can still make trial mechs work. The people that dl the game and jump in with no reading what so ever ... will do poorly no matter what map they get. Trial mechs are idiot builds for sure, but you can do things like disable some of the lasers to help you control heat. you can change the weapon groups around, and you can learn to use chain fire. - Next you'll be wanting to let noobs call a "time out"

Sink or swim. That's the noob way here at MWO, they have made no efforts to help the new player, and really why would they, until they get a game that actually works, why lure people in now just so they can get frustrated and leave never coming back. PGI has some magical dream of one day fixing all the bad stuff and having a game that actually works(like we all dream about hitting the lottery), and players actually telling there friends its worth checking out etc. For now it makes better business sense not to expose the games basic flaws and poor play experience.

Lets face it, this game is a filler game until the next installment of a big title comes out that, people really love to play, and then we all go off and get to enjoy good gaming for awhile. Eventually that gets old and we come back to grinding here until another good game gets an update or expansion, then off we go. This game just isn't there yet, PGI has committed limited resources, and very limited budget to this effort, and it shows. The people who are diehard mech warrior fans already found the game, and are either still here hoping and praying, or got smart an left already. Anyone we get now are folks lookin for that "filler" game, with maybe a diehard or 2 tossed in now and then.

Don't blame the dev's, they just do what they are told, they fix what is in the budget to fix, I will bet you they sit there hands tied, knowing they could fix UI issues, or other small things that would make it nicer for us, but are not allowed to because of budget constraints.

Unless you have worked in that type of environment, you really cannot understand the frustration those folks go through, knowing there are things they can fix, but management won't give them the hours to do it. Budget is the bottom line, and it will drive how good this game will ever get. If they really wanted to fix hit reg,they would hire/throw bodies at it till it was fixed. They aren't.

Has anyone seen them (PGI) address the issue of capture points on certain resource maps being scrambled? ie like tourmaline, where theta is now gamma, eps is were gamma was, and theta is now where eps was? note that the order up top has not changed, and the physical locations have not changed, just the names on some of the points,and only on a few maps.


Someone stole your Lucky Charms™ didn't they?

Just so you know, some of us have been here since the beginning, and those that aren't impatient, OCD whiners will be here when it shuts down eventually. Filler game? lol Like Titanfall(or pick any other), there's a AAA title worth waiting for....no? oh, remind me now, which AAA title that's forgotten 6 weeks after release are you speaking of?

See we've all heard this doom and gloom crap before....and from members who have been around longer as well. They were wrong then, and I'm sure you can see where this is going.

I get that you're trying to "help" the devs by illustrating some of the reality of development, but give the high and mighty gamer crap a rest.

We're all tired of it.





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