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Reconnect Mechanic


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#1 Foxwalker

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Posted 18 March 2017 - 08:56 PM

There has to be some better way to implement this mechanic. If I get disconnected in match I can almost always guarantee I will be dead before I can reconnect. It makes no sense to have it most of the time. The other instance is when I loose connection at the beginning of the match and get back in only to discover I am the last one alive with 8 or 10 enemies bearing down on me.

There must be a better way to do this. (Can you tell I am a bit frustrated?)

#2 SuomiWarder

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Posted 18 March 2017 - 10:43 PM

Not sure how PGI is going to make your internet connection better, faster or more stable. On the rare times I've been dumped and reconnected I was alive unless it happened right in the middle of a brawl. I suppose a disco mech could be invulnerable for a while but that won't help for coming back after all your drop mates are toast.

#3 Dodger79

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Posted 18 March 2017 - 11:12 PM

View PostSuomiWarder, on 18 March 2017 - 10:43 PM, said:

Not sure how PGI is going to make your internet connection better, faster or more stable. On the rare times I've been dumped and reconnected I was alive unless it happened right in the middle of a brawl. I suppose a disco mech could be invulnerable for a while but that won't help for coming back after all your drop mates are toast.

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 Juodas Varnas

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Posted 19 March 2017 - 01:02 AM

It'd be nice to have an option to rejoin the game directly, instead of going through the launcher, entering your login information, then waiting for the mechlab to load, shutting down the ads (which are completely unnecessary because the same ads are shown in the launcher) then going through a few more clicks.

It takes way too much time.

#5 Foxwalker

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Posted 19 March 2017 - 01:45 PM

How about an indicator that says, your mech has been destroyed already? (No need to rush getting back in the match, if you are already dead).

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 Deathlike

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Posted 19 March 2017 - 01:46 PM

The insanity that is the login screen is really shameful amounts of overhead when most of the time you actually want to reconnect to the match.

That 2-min window for disco/reconnects or no XP/C-bills is too damn small.

#7 LordNothing

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Posted 19 March 2017 - 02:44 PM

dcs and crashes are terrrible. goes something like this (all values are hyperbole):

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 Reverend Herring

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Posted 20 March 2017 - 04:52 AM

^That. So much that.

#9 Elizander

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Posted 20 March 2017 - 05:35 AM

I wish they could allow the game to work with VPNs like the other games I play. It certainly reduces disconnect and lag for almost anything.

#10 Almond Brown

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Posted 20 March 2017 - 06:04 AM

View PostFoxwalker, on 19 March 2017 - 01:45 PM, said:

How about an indicator that says, your mech has been destroyed already? (No need to rush getting back in the match, if you are already dead).

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 ;)

#11 RAM

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Posted 20 March 2017 - 06:07 AM

View PostDeathlike, on 19 March 2017 - 01:46 PM, said:

That 2-min window for disco/reconnects or no XP/C-bills is too damn small.

This is the real problem Posted Image


RAM
ELH

#12 LordNothing

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Posted 20 March 2017 - 09:03 AM

View PostAlmond 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 Posted Image


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 Kaeb Odellas

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Posted 20 March 2017 - 09:36 AM

I'd like to see a mechanic where players that disconnect before the start don't drop in their mech at all. Once they reconnect, their mech gets dropped in a couple hundred meters near their team.

#14 Dimento Graven

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Posted 20 March 2017 - 10:48 AM

View PostLordNothing, on 19 March 2017 - 02:44 PM, said:

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).

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 xTrident

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Posted 20 March 2017 - 11:26 AM

View PostSuomiWarder, on 18 March 2017 - 10:43 PM, said:

Not sure how PGI is going to make your internet connection better, faster or more stable. On the rare times I've been dumped and reconnected I was alive unless it happened right in the middle of a brawl. I suppose a disco mech could be invulnerable for a while but that won't help for coming back after all your drop mates are toast.


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 The Unstoppable Puggernaut

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Posted 20 March 2017 - 11:32 AM

Improving reconnection from a match was suppose to be on the cards. I remember they wanted to improve this process. I believe all that needs to happen is a thread marking a safe exit from the game. If this isnt present during load up then skip all the adds and the news menu after you log in and auto-join the game session you were in.

I hope that gets implemented soon FW with 3 people down for the first two waves isn't pretty.

#17 xTrident

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Posted 20 March 2017 - 11:34 AM

View PostJuodas Varnas, on 19 March 2017 - 01:02 AM, said:

It'd be nice to have an option to rejoin the game directly, instead of going through the launcher, entering your login information, then waiting for the mechlab to load, shutting down the ads (which are completely unnecessary because the same ads are shown in the launcher) then going through a few more clicks.

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 Jackal Noble

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Posted 20 March 2017 - 11:39 AM

View PostLordNothing, on 19 March 2017 - 02:44 PM, said:

dcs and crashes are terrrible. goes something like this (all values are hyperbole):

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.
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Quick someone to the Tweetmobile!! There we go

#19 Jackal Noble

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Posted 20 March 2017 - 12:03 PM

So annoying to do everything you can to get back into match and not be a detriment to your team, only to finally load up to a smoldering wreck.

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 Dimento Graven

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Posted 20 March 2017 - 12:08 PM

View PostJackalBeast, on 20 March 2017 - 12:03 PM, said:

So annoying to do everything you can to get back into match and not be a detriment to your team, only to finally load up to a smoldering wreck.

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.
Dude, dude... Alliteration please, it's "The Disco Devil"... and that's why disco had to die...





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