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Disconnect/tk/team Damage Timeout Penalties

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#21 adamts01

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Posted 05 May 2016 - 12:02 AM

If the repair tool did nothing then it's probably your ISP. To a trace rout to the server you play on (I don't computer more good, but that kind where you can select 100 pings) and check for more than 15 hops or packet loss. Make sure you've gone through all the modem/router reliability stuff, disable firewalls and don't use wifi, and look in to a vpn if you have too many hops. The servers really suck some nights, we all go through that, but if it happens daily, check your end out.

.... And stop shooting your team, it's rare I break 5 damage. Spread out and get your own firing position. Get away from the lemmings.

#22 GrimReaper74

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Posted 05 May 2016 - 09:09 AM

In the time I played this game regularly (since November 2015 and around 700 hours of playtime as of now), I have experienced only few disconnects.... 2 complete non-connects of all players, maybe 5 disconnects during the game and a few crashes of the game (may 6 or so). The crashes actually have become more prominent since the last two patches.

Then again I do have a decent CPU, a more than decent GPU, SSDs for the system installation and the game installation and a 50 MBit VDSL line (which actually operates with 49-50 downstream and 10 upstream). Also, I am a filthy Steam User.

Sometimes it appears as if the steam version runs more stable.

#23 Felio

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Posted 05 May 2016 - 09:56 AM

View PostPoppaukko, on 01 April 2016 - 12:14 PM, said:


5th strike: Did do a bit more team damage than I would've liked (78), but I guess that's reason enough to make me wait 10 minutes (**** no), missing out on a FW match. But that 78 damage was for 4 mechs.


Half that would be fairly undisciplined, even in an invasion match. 78 is just reckless and total disregard for teammates.

View PostChuck Jager, on 04 May 2016 - 11:34 PM, said:

I thought the penalty only occurred if you quit before you were killed.


That is correct. Even then, you have 3 minutes to come back.

Edited by Felio, 05 May 2016 - 09:58 AM.


#24 cazidin

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Posted 05 May 2016 - 10:13 AM

How long does a thread have to be dead for before you can necro it? Posted Image

#25 LordNothing

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Posted 05 May 2016 - 10:34 AM

my only complaint is that the thing doesnt give you enough time to reconnect to the game. especially with all the bs you have to go through. my usual mode of failure is a video driver crash, which requires a hard reboot. so i just hit the reset button. about 10 seconds later the os reaches a usable state and i can load mechwarrior online. after tapping escape through the demo screens i log in. then i wait like a minute and a half for all 88 of my mechs to load. then for that popup you get when you start the game (was that really neccisary? its literally the same content as the launcher, do i need to see it twice?).

then i got to go find the mech i was in when the thing crashed. if you are in fw you need do rejoin in the same mech you were in when it crashed or you are gonna have a bad time rejoining. and sometimes the game has other plans, like not letting you join, or taking a couple of tries to get back in. one time i got back in and had an out of mech experience, i assume the server didnt reset my camera. if the game ended in the minute and forty five seconds it took to get back in, it counts against you. sometimes you exceed 2 minutes even if you get back in and have a really good game. one time i came in to what was almost certainly a stomp and got 4 kills and won the game, and then get penalized for taking a few seconds too long.

most of the waiting you have to do to get the game to load all the crap from the servers is what makes the time out too short. it just takes too long to do that, especially if you have a big mech hanger. the game should instead do an incremental load of the mechs that are currently active, load the others in the background while the game automatically launches you back into the last active game you were in. that would certainly make things so much easier. this would also annloy rage quitters, since they would have to undertake a self imposed time out for the duration of the last game before they could load the game and drop again. i figure most of the quits are actually problems with the game and servers though.

#26 Poppaukko

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Posted 05 May 2016 - 11:11 AM

View PostFelio, on 05 May 2016 - 09:56 AM, said:

Half that would be fairly undisciplined, even in an invasion match. 78 is just reckless and total disregard for teammates.


As I said, that was for 4 mechs. Doing some super hard math that comes to 19,5 per mech. You don't get any penalties from that in quick play.

Why should FP penalty tresholds be the same as in QP, when you use potentially 4xMechs in FP?

#27 Big Tin Man

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Posted 05 May 2016 - 11:22 AM

While I agree that the FP friendly fire damage cap should be raised a little bit (maybe to 120-140), maybe you should think about running less stuff in the background and see if that helps. I know I had a lot of crashes when I was surfing the internet and switching back in full-screen mode. Switching to full-window ended many of these crashes for me. I was told the reason is because Windows handles the full-screen vs. full-window memory differently. I didn't believe it at first, but the proof is in the pudding here. Maybe streaming music/youtube is causing latency issues and causing you to drop. Are you playing on wifi? That can cause it's own host of issues, especially when streaming multiple things. Anyone else in the house using the internet?

#28 Felio

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Posted 05 May 2016 - 11:35 AM

View PostPoppaukko, on 05 May 2016 - 11:11 AM, said:


As I said, that was for 4 mechs. Doing some super hard math that comes to 19,5 per mech. You don't get any penalties from that in quick play.

Why should FP penalty tresholds be the same as in QP, when you use potentially 4xMechs in FP?


As I said, it's high even for an invasion match (4 mechs). I don't know or care what the thresholds are. Maybe your problem is that you are using the thresholds as a guide for what you can get away with, rather than trying to do as little friendly fire damage as possible.

As for changing the thresholds, it should probably depend on median match length for that mode rather than the number of mechs. I don't have that data.

#29 Revis Volek

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Posted 05 May 2016 - 01:36 PM

View PostSaskia, on 02 April 2016 - 09:58 AM, said:

Just to clarify for the abundance of stupid people here....

The game has now been programmed to temporarily ban people from the game for various reasons including team damage and exiting the game before it is over. The more it occurs, the longer the amount of time you are blocked for.



You can exit before its over, as long as you are dead.

#30 Red Chaos1

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Posted 06 May 2016 - 09:52 AM

View PostChuck Jager, on 04 May 2016 - 11:34 PM, said:

I thought the penalty only occurred if you quit before you were killed. I could be wrong, but in most military units if you refuse to help your squad during combat you can be killed on the spot (wait for the quotes of military law by the 4fs)

The penalty is there to keep folks from jumping from winning game to winning game or only participating if it is a map they like.

I have had 4-5 DCs since FW wave3 patch was implemented. I have a 1year old intel machine with maybe 2 DCs in the last year. Yes it is a pain, but it made me check my settings and other features, and I did find some stuff that needed kicking. I can only yell and scream at PGI after I have fixed my end of the equation. Plus I do not want potato machines on my watch, and am glad if they leave the game instead of gimping my team.

Nope, I was dead, and when I tabbed the score screen, all of our team was listed as "dead" in red letters. So I quit the match. When I tried to start another, I was given the message that I had received a 2 minute temp ban for team damage/quitting early, and I didn't have the kind of team damage that match or cumulative to have triggered it.

#31 MW222

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Posted 06 May 2016 - 11:27 AM

The Timeout Penalties system is just another deployment of a crappy band-aid that has been let fester for way to long. PGI knows it does not work, or to be more precise, it was designed and implemented exactly as intended.

It's does differentiate between a server disconnect, a willful PC (User) disconnect or an infrastructure one nor was it intended to. Why because Server side issues are much, MUCH more likely then ISP connection or PC issues.

To use the tired old saw, "the beatings will continue until morale improves" as an incentive doesn't work and is a known failure as a marketing strategy.

It's a talking point for PGI to say "you guys complained and we did something about it." Not a good thing not a well thought out thing but something else to draw a players attention away from the other PGI self inflected AC shoots to their collective feet. Things like the continuing mech imbalances, don't even get me started with CW or game modes. Odd things like the map offerings or frequencies, things like we get offered 4 maps but not 4 modes. Below is a breakdown of a 100 games I played and kept track of.

Totals Offered Played
2 modes 1 mode


Skirmish 46 41
Assault 53 28
Conquest 54* 8
Domination 47* 23
200 100


*NOTE: As you can see Conquest was and as alway the least popular mode, but the odd thing was the high instance of Domination except that 80% or so of the time Domination was offered with Conquest. Why? Just more load balancing and an attempt to heard more players to CW?


I was going to do more by adding in maps offered by mode but I already made up my mind by the trends shown. I like to play and will continue to until it crashes and burns. PGI knows the issues, they know the amount of dissatisfaction. I just don't understand why they are not really trying to address them.

Edited by MW222, 06 May 2016 - 11:34 AM.


#32 Bishop Steiner

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Posted 06 May 2016 - 11:47 AM

View Postsycocys, on 01 April 2016 - 01:42 PM, said:

How do you do more than 8-10 team damage in CW? 78 damage they should have made you sit out for an hour.

Eh, unleash a hearty alpha and have a teammate swoop in to hog the kill, and it happens. Of course, in this case, also got a TK, all because of a killwhoring Oxide who was happy to let me do the work/take the return fire, then swoop in to try to grab the kill. (Which is stupid in the current rewards system since Most Damage Dealt means a crap load more than the kill itself, but some people still feel a need to pad their Epeen.

But well..the need to artificially accentuate Peen long predates the computer....
Posted Image
Posted Image
http://www.cam.ac.uk...of-the-codpiece

the modern cult of Epeen is just as laughably ridiculous, and people go to equally stupid lengths to ....er....pad their Peen. And sometimes they catch a full alpha of 34 SRMs and a bunch o lasers in their back for their efforts.

SCR-PRIME


I Also took Tina's arm and torso off one match as I would zoomed in and trading shots when she decided to step in front of me, unannounced. (mind you, NOT in this build which has ZERO reason to use zoom, lol)

of course, if it happens, I just take my lumps and deal with it. Just pointing out that it CAN happen, and also not be the "shooters" fault (at least not entirely).


I usually stay in the 5 team damage or less range. But the occasional match happens.
I Also took Tina's arm and torso off one match as I would zoomed in and trading shots when she decided to step in front of me, unannounced.





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