

Reconnect Mechanic
#1
Posted 18 March 2017 - 08:56 PM
There must be a better way to do this. (Can you tell I am a bit frustrated?)
#2
Posted 18 March 2017 - 10:43 PM
#3
Posted 18 March 2017 - 11:12 PM
SuomiWarder, on 18 March 2017 - 10:43 PM, said:
But they can skip the ad, do not hide the rejoin button as much and generally make it a more intuitive/comfy way of getting back. Honestly, the first time this happened to me i didn't even know where to search for this stupid button...
#4
Posted 19 March 2017 - 01:02 AM
It takes way too much time.
#5
Posted 19 March 2017 - 01:45 PM
Making a Mech invulnerable for some period of time after a disco would (not could, would) be easily abused, so I see that as a bad option.
The point is that, while I am not a game designer, I just thought of one way to help this. Game designers should be able to figure some way to make this issue better for player experience.
#6
Posted 19 March 2017 - 01:46 PM
That 2-min window for disco/reconnects or no XP/C-bills is too damn small.
#7
Posted 19 March 2017 - 02:44 PM
reboot (video driver crash only): 15 seconds
staring at the copywrite notice: 10 seconds
clicking through demo screens: 5 seconds
login: 5 seconds
connecting...: 60 seconds
closing out the "news" window: 5 seconds
using the annoying reconnect window: 5 seconds
loading...: 30 seconds (oddly longer than the it takes to load at the start of a match)
dead.
if pgi wants people to reconnect, they need to trim this. something like this:
automatically shut down all mechs that are dced.
debug your code (to get rid of things that crash the video drivers and things that cause dcs).
start the game (no splash screens).
login (add remember password option).
do not show the news if it hasn't changed since last you logged on.
automatically reconnect to any currently active games (most recent).
Edited by LordNothing, 19 March 2017 - 02:44 PM.
#8
Posted 20 March 2017 - 04:52 AM
#9
Posted 20 March 2017 - 05:35 AM
#10
Posted 20 March 2017 - 06:04 AM
Foxwalker, on 19 March 2017 - 01:45 PM, said:
Making a Mech invulnerable for some period of time after a disco would (not could, would) be easily abused, so I see that as a bad option.
The point is that, while I am not a game designer, I just thought of one way to help this. Game designers should be able to figure some way to make this issue better for player experience.
So you want the Game Dev's to figure out a way to send you game based data packets, telling you the current state of your Mech, without you being "connected" to the game at all... ?
Hmmm... That would indeed be quite a feat of Game Engineering... "Patent pending" material for suuuure. lol

#12
Posted 20 March 2017 - 09:03 AM
Almond Brown, on 20 March 2017 - 06:04 AM, said:
So you want the Game Dev's to figure out a way to send you game based data packets, telling you the current state of your Mech, without you being "connected" to the game at all... ?
Hmmm... That would indeed be quite a feat of Game Engineering... "Patent pending" material for suuuure. lol

so like a few lines of net code. yea i can see why pgi would have problems with that. every few seconds game server just needs to send a udp packet to the match maker server or whatever keeps track of your current games in progress. that packet would contain the status of the mech you were using (other dced mechs would probibly be in the packet too). that then talks to your client and it puts a little skull icon next to the entry on the reconnect list if you are dead. complex engineering indeed. net code is not that hard.
even if you are not connected to the games server, if you are online you are connected to one of their servers, and since pgi knows all their server ips its not rocket science to make them talk to eachother. they wouldnt be able to make an online game if they couldn't do that.
Edited by LordNothing, 20 March 2017 - 09:08 AM.
#13
Posted 20 March 2017 - 09:36 AM
#14
Posted 20 March 2017 - 10:48 AM
LordNothing, on 19 March 2017 - 02:44 PM, said:
debug your code (to get rid of things that crash the video drivers and things that cause dcs).
start the game (no splash screens).
login (add remember password option).
do not show the news if it hasn't changed since last you logged on.
automatically reconnect to any currently active games (most recent).
I'd suggest:
1. Allow all players to skip the intros entirely. They are unnecessary, tedious, stupid, and quite frankly jingoist propaganda (ok so I get a bit hyperbolic here, sue me)
2. "Remember Password" feature so that all that's necessary is clicking "Login".
3a. Upon connection to server, if an 'in-progress' match is detected, bring the option to re-join the match, with a 'Mech Status indicator, probably the best thing would be percentage health. If it's 0%, you know you're dead, now you can gauge whether it's worth the time to join the match and observe for any potential reward, OR, if it's above 0%, and depending on much again, same decision.
3b. Upon connection to server, if there is no 'in-progress' match, allow us to turn off ads (I think this option actually exists, I vaguely recall seeing a checkbox that seemed to intimate it would turn 'em off, but I may be misremembering the button/checkbox to turn the ads on...
PGI, I would also have (if you're not already doing so) have the launcher detect if the last client session was terminated unexpectedly, and automagically upload any MWO client logs to your servers to be reviewed for diagnostic information that could be used for bug fixing/client tuning. Also, with that, of course have a user option to turn that on or off.
#15
Posted 20 March 2017 - 11:26 AM
SuomiWarder, on 18 March 2017 - 10:43 PM, said:
I've lost connection a helluva lot more because of this games garbage... coding/programming/piss poor implementation with Windows and PC hardware etc etc than my connection. Only once in all my years gaming have I run into a game that was worse as far as stability and not crashing goes. And that game that was worse was just flat out garbage in basically a pre-alpha stage.
#16
Posted 20 March 2017 - 11:32 AM
I hope that gets implemented soon FW with 3 people down for the first two waves isn't pretty.
#17
Posted 20 March 2017 - 11:34 AM
Juodas Varnas, on 19 March 2017 - 01:02 AM, said:
It takes way too much time.
The fact that you HAVE to actually type in your password and login in every time is ridiculous. In this day and age of everything saving your login information and just "doing it"... Why doesn't PGI get the F onboard with it?
#18
Posted 20 March 2017 - 11:39 AM
LordNothing, on 19 March 2017 - 02:44 PM, said:
reboot (video driver crash only): 15 seconds
staring at the copywrite notice: 10 seconds
clicking through demo screens: 5 seconds
login: 5 seconds
connecting...: 60 seconds
closing out the "news" window: 5 seconds
using the annoying reconnect window: 5 seconds
loading...: 30 seconds (oddly longer than the it takes to load at the start of a match)
dead.
if pgi wants people to reconnect, they need to trim this. something like this:
automatically shut down all mechs that are dced.
debug your code (to get rid of things that crash the video drivers and things that cause dcs).
start the game (no splash screens).
login (add remember password option).
do not show the news if it hasn't changed since last you logged on.
automatically reconnect to any currently active games (most recent).
Oh my god. Well put sir.
Kick someone that uses Twitter as a means of communication!!...wait that aint right....
Quick someone to the Tweetmobile!! There we go
#19
Posted 20 March 2017 - 12:03 PM
Oh and nooooooooo, Disco Jesus can't visit me when I'm nice and snug in cover. Disco Jesus waits till right after you've crested that hill, wide in the frickin' open.
#20
Posted 20 March 2017 - 12:08 PM
JackalBeast, on 20 March 2017 - 12:03 PM, said:
Oh and nooooooooo, Disco Jesus can't visit me when I'm nice and snug in cover. Disco Jesus waits till right after you've crested that hill, wide in the frickin' open.
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