Faction Play Update - Pts Session Apr 8
#221
Posted 09 April 2019 - 12:09 PM
Could have been another mode if the results where different in scouting.
#222
Posted 09 April 2019 - 12:17 PM
1. ELO has to be based on individual skill level or this whole operation is DOA.
2. The majority of people here seem to want 12v12 (not scout).
3. Certain loyalists dont want to pick other factions regardless of what the story of the day is.
4. The solaris timer beeper needs to go, or be much longer.
5. ELO has to be based on individual skill level or this whole operation is DOA.
Also you'd make broarl really happy fixing his laggy horns.
EDIT: 1.forgot to add that we should be able to switch conflict sides with no penalty, for the sake of getting games.
2. Lobby time should be 2 minutes for the sake of adjusting and locking decks. (My personal opinion; dont let the instigator of a lobby see the map and mode until a live drop is confirmed)
Edited by VigorousApathy, 13 April 2019 - 09:21 PM.
#223
Posted 09 April 2019 - 12:33 PM
Frankly we don't need to start the beeping before there are nearly enough people to start a match. Then for the last countdown start the beeping and blinking.
#224
Posted 09 April 2019 - 12:51 PM
- War Log seems to update correctly
- Match type changes accordingly
The rest is difficult to determine due to scarcity of matches – how am I supposed to check if the phases change correctly? Sitting all day through 6-hour phases is not realistic...
Edited by Lith Dael, 09 April 2019 - 01:04 PM.
#225
Posted 09 April 2019 - 01:06 PM
Paul Inouye, on 09 April 2019 - 11:04 AM, said:
- Match Maker is actually doing what it's supposed to do until there's a switch between phases. During the phase switch is when some weird stuff happens and there's a 2-5 minute period where it just goes completely sideways and that's when you see the Error 63 outlined in the OP of this thread.
Um, it seems that Error 63 reigned supreme for over an hour (maybe two?), not several minutes..
Edited by Lith Dael, 09 April 2019 - 01:08 PM.
#226
Posted 09 April 2019 - 01:13 PM
#227
Posted 09 April 2019 - 01:14 PM
#228
Posted 09 April 2019 - 01:14 PM
Yeah lobby time needs to increase, 1 min is not long enough.
Edited by Nr1Noob, 09 April 2019 - 01:16 PM.
#229
Posted 09 April 2019 - 01:15 PM
Solaris style counter: I would guess the current lock time of a few seconds is for pts only and will be increased in live. Otherwise there would be little change to now: If there are not 6+ ppl groups joining within the few seconds a match would be initiated as soon as each side has 12 (or a few more) people, as long as there are enough solo players to fill the ranks.
The bug reported that the drop deck seems invalid until cleared in the overview instead of within the mech selection screen has been there for a long time and is unrelated to the current changes (would still be nice if there could be a fix).
On a side note: When did LP change to Reputation Points? We did not get any btw.
FInally: While of course problematic right in the week i got games fast enough in european prime time while watching tv shows inbetween. Pleasure to help and thanks a lot for the incentives!
Only concern is that with low player counts during off hours the changes would only work with a very long lock time (which is annoying in solaris already) or that a match will still be started as soon as 12 players on each side are queued.
#230
Posted 09 April 2019 - 01:23 PM
Team was GREAT but somehow we lost our base while killing almost all of them... oh well !!!
#231
Posted 09 April 2019 - 01:33 PM
But I digress. I like that FP is getting attention again. The story conflict is a neat idea and the thought of encouraging more IS v IS or Clan v Clan again is a good thing. Plus locking in their faction choice until the whole conflict is done would prevent the larger pro teams from switching sides mid-conflict, which I always found to be an issue and skewing the matchmaker. Aside from that, looking at the not so obvious stuff mentioned earlier may be a good idea as well.
EDIT: Now that I'm in. First thing I took notice of was that the continuous 8 second timer alarm got annoying real fast. Is this timer really needed when there isn't even a full group on either side yet?
Edited by Sevronis, 09 April 2019 - 01:46 PM.
#232
Posted 09 April 2019 - 01:39 PM
Not enough people participating :/
as temp;ting as 5 mill is. Weve been here 2 hours now and been able to do 3 games.
#233
Posted 09 April 2019 - 01:55 PM
It's been pretty much grazed clear and except for short injections of events will likely stay like that with insufficient player numbers to get a well balanced match.
So even the bad matchmaker that will be introduced will probably have no effect because it will be difficult enough to get the people together at the same time to have 3-4 matches within 3 minutes.
Edited by Sixpack, 09 April 2019 - 01:56 PM.
#234
Posted 09 April 2019 - 02:26 PM
https://mwomercs.com...ing-pts-client/
I had to search for it since it doesn't seem to be in the first post.
Edited by Elwin Ransom, 09 April 2019 - 02:30 PM.
#235
Posted 09 April 2019 - 02:30 PM
MechTech Dragoon, on 09 April 2019 - 01:39 PM, said:
Not enough people participating :/
Phase 1 = 4v4 scouting,
Phase 2 = 8v8 (with dropdecks)
Phase 3 = 12v12 (with dropdecks)
This is how the phases need to be set. With the matches slowly ramping up in numbers along with the story.
#236
Posted 09 April 2019 - 02:37 PM
If I listened correctly in math 8+8 =16
#237
Posted 09 April 2019 - 02:46 PM
#238
Posted 09 April 2019 - 03:01 PM
#239
Posted 09 April 2019 - 03:12 PM
Matchmaking took about 15-20 minutes.
Match worked out pretty well and player kills stayed somewhat even.
Upon end of match Error 63 occurred.
After exited FP mode went back in.
It switched to scouting mode and shows the story. under Mission.
Tried to join a match by clicking "Fight Now" and I am getting "Matchmaking Error Failed to find match."
Warlog did show past match and now shows 0/0
#240
Posted 09 April 2019 - 03:13 PM
New attack phase began. With scouting.
Had Clan Mechs in Scout-Dropdeck. Unable to change to IS. (And yes I know that you need to press CLEAR, but still not working, because buggy PTS.)
Restart game.
10 Minutes after New Attack Phase.
Code 63.
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