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Increase Weight Of New River City Map Please!

Maps

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#1 AjerWerklWerkl

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Posted 08 July 2015 - 06:28 AM

Sounds like it's totally awesome... and looks awesome after checking it out on the training grounds. But I've done a ton of drops (maybe 17 or so!) and still have not had a chance to see it!

PGI: when you introduce a new map, can you please increase the probability of getting it for a few days at least? :)

Thank you for your consideration!

#2 Lostdragon

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Posted 08 July 2015 - 06:29 AM

20 drops, haven't seen it yet.

#3 Rhaythe

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Posted 08 July 2015 - 06:29 AM

I dunno. They did that back when they originally released Alpine and Terra Therma....

#4 El Bandito

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Posted 08 July 2015 - 06:31 AM

View PostRhaythe, on 08 July 2015 - 06:29 AM, said:

I dunno. They did that back when they originally released Alpine and Terra Therma....



And THE BOG. <_<

#5 Mechteric

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Posted 08 July 2015 - 06:54 AM

I landed on it twice last night, probably not even 20 games last night. Sometimes randomness doesn't work in your favor I guess.


Overall the new direction is nice, though I suppose since people are still getting used to it, the battles I had all were in the same place across the river around the palace. Hopefully that'll change over time.


The framerate is a bit sporadic on the new map however, I would get 100fps when I first dropped then as I moved around it would vary wildly at 40-50, 70-80, just depending on where I was or what I was looking at. I heard some folks who normally get 30-40 fps were getting drops down to just 10fps. Seems it will be needing some optimizations soon.

#6 MoonUnitBeta

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Posted 08 July 2015 - 07:01 AM

I played 4 games and never saw it.

:)

I STILL think that PGI should implement a player chance/weight modifier to the way maps are chosen

How it works: (very simple)
  • You check box the maps that you prefer the most. (minimum of 4)
  • Server tallies all of the selections for the 24 people
  • Server weighs the maps based on selections
  • Server then selects a map according to the new weights. (highest weighted map is still only an increased chance of being chosen. It is not a vote.)
This would:
  • Allow players to try new maps sooner as they will very likely be the most heavily weighted map. Such as 24 players would have the new map as a prefered map, with the other 3 varying quite a bit.
  • Eventually as everyone has had their fix, they can modify their selection to remove the new map or select more maps, and the map's weighting will naturally even out.
  • PGI can slap telemetry to the selection as it will need to be considered by the server, till will help them see which maps are popular and not.
Precautions:
  • This is NOT the same as selecting game modes, and is NOT going to fragment the community further.
  • Even though you can select which maps you like, you still very well could play on the ones you don't. This is only to AID you in your chances for getting a map that you wish to play.
  • This should probably be disabled when players are in groups, as a larger group could easily stack a small subset of maps, and potentially could fight the majority of their matches in their favour.
  • Not to mention the trouble of trying to find a way to make it would (such as, does the leader's map selection override and set all other player's map selection to that prefference? Or continue to follow individual selections. Either way, none are good)
  • Minimum requirment for selecting a map could vary, but i feel between 4-6 as a minimum should be good. It's not small enough that you'll never have over lapping map choices, and it's not too large of an amount that it would water down the chances and produce minimal results.

Edited by MoonUnitBeta, 08 July 2015 - 07:58 AM.


#7 That Dawg

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Posted 08 July 2015 - 07:39 AM

Careful what you wish for. GREAT looking map, but......I dont want to see it anymore

my frames get cut in half in many areas on the map, in heavy action, sometimes I hit teen fps.
ONLY map so far since new patch that hurts my rig.

#8 GorlockTheDestroyer

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Posted 08 July 2015 - 07:52 AM

Got it on my first drop after patching. Walked around a bit, lovey reworking.

Funny thing. No matter what PGI does, seems nascar will always happen. Only a few mins into the map and both teams settled into nascar'ing citadel.
Whole lovely redone map, circle citadel for 11 minutes :rolleyes:

Im on a 6 year old computer and i get not a hint of fps issues :huh:
Is it something to do with newer hardware and the game not meshing?

#9 FETTY WAP

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Posted 08 July 2015 - 08:04 AM

I've had it like 5-8 times in the past 20 matches or so. (Been playing only EXEs and Cicadas.)

#10 MoonUnitBeta

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Posted 08 July 2015 - 08:34 AM

View PostUncleTouchy, on 08 July 2015 - 07:52 AM, said:

Got it on my first drop after patching. Walked around a bit, lovey reworking.

Funny thing. No matter what PGI does, seems nascar will always happen. Only a few mins into the map and both teams settled into nascar'ing citadel.
Whole lovely redone map, circle citadel for 11 minutes :rolleyes:

Im on a 6 year old computer and i get not a hint of fps issues :huh:
Is it something to do with newer hardware and the game not meshing?

Yea, nascar sucks.

The misconception that people have is that it’s map design contributing to this. The matter of fact is that it’s just easier on some maps than others… but that doesn’t mean the map is bad per se.

The root cause is gameplay… How players play the game says a lot about how the game is designed.
Such as, limited objective based game modes(kill kill kill), lack of role warfare, strength in numbers; those are some of the contributing factors to a lot of the shallow gameplay we have today, and particularly Nascar.

MWO is a simple game with simple tactics. And that alone can lead to some basic, cat and mouse behaviours… I mean, when there’s nothing else to do, it could almost be expected.

#11 Mister Blastman

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Posted 08 July 2015 - 08:43 AM

Framerate for MWO has mysteriously dropped by 70% over the last year. No idea why. Realtime shadows might have something to do with it but not THAT much.

#12 Rhaythe

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Posted 08 July 2015 - 08:46 AM

View PostMister Blastman, on 08 July 2015 - 08:43 AM, said:

Framerate for MWO has mysteriously dropped by 70% over the last year. No idea why. Realtime shadows might have something to do with it but not THAT much.


More mechs. Which means more art assets. Each mech configurable in neigh-random builds that the engine has to account for and imposed on larger and larger maps with more "shiny" aspects, like rain or fog or a giant star hanging in the sky with full bloom.

Think of it this way. Take one mech. Count all possible iterations and builds for that mech. Add camos. Impose on the most complex part of any random map. Multiply by 24. The engine has to account for that.

Not forgiving PGI. Offloading to the GPU instead of pounding the snot out of the CPU would probably help. But I'm a C# programmer, not a graphics programmer, so I'm spitballing.

#13 LordKnightFandragon

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Posted 08 July 2015 - 09:44 AM

I played 2 games yesterday, got it my first time.





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