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Faction Play Update - Pts Session Apr 8


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#221 Nesutizale

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Posted 09 April 2019 - 12:09 PM

There is a "story" going on with the outcome deciding what mode will be played next...as far as I understand it. So Scouting was the first and it went the way that incursion is the second because of the first setups result.
Could have been another mode if the results where different in scouting.

#222 VigorousApathy

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Posted 09 April 2019 - 12:17 PM

A summary of peoples problems (my opinion based on reading this forum):

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 Nesutizale

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Posted 09 April 2019 - 12:33 PM

I find it funny how the timer has a little timer above it that is...playercount in que?
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 Lith Dael

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Posted 09 April 2019 - 12:51 PM

My PTS results:
- 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 Lith Dael

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Posted 09 April 2019 - 01:06 PM

View PostPaul 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 Gagis

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Posted 09 April 2019 - 01:13 PM

Is there a direct download for PTS client patch? Launcher is still not working for me. Old link I had from a previous PTS bo longer works.

#227 vonJerg

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Posted 09 April 2019 - 01:14 PM

lobby creation time needs to be increased, so far it is launching as soon as it finds 24 able bodied warriors

#228 Oor Wullie

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Posted 09 April 2019 - 01:14 PM

Been hearing about error 63 since 6.30 am CET. I suffered from it before the change of the phase.

Yeah lobby time needs to increase, 1 min is not long enough.

Edited by Nr1Noob, 09 April 2019 - 01:16 PM.


#229 FallGuy0815

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Posted 09 April 2019 - 01:15 PM

Match Counter was up one for marik after we won. Steiners Win count was also increased. Our drop lasted the full 30 minutes though, so perhaps there was a parallel game where Steiner won by Assasin rush in the first minutes. It was 6:2 when we started and 7:3 after the match (Match-ID 482591121672 if it helps).

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 Roodkapje

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Posted 09 April 2019 - 01:23 PM

Just played a match and it was AWESOME!!!

Team was GREAT but somehow we lost our base while killing almost all of them... oh well !!! :D

#231 Sevronis

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Posted 09 April 2019 - 01:33 PM

Currently patching the PTS. While waiting I tried to get more to participate but the issue was they did not want to do scouting only for 6-8 hours. I've also seen some similar concerns in earlier posts. May want to drastically decrease the length of scouting phase, or eliminate it completely for story conflicts. I've also seen less of a population for scouting queues on the live servers, so I feel it's not as popular as 12v12. I do like scouting, but because of this, perhaps it may need some type of rework to encourage it more. Since it IS a 4v4 only, maybe allowing larger mechs to participate may help (personally, I'm fine with using lights and mediums, but there are other that don't like using them for example). Can't have a Steiner scout lance with mediums! However, I'm sure if that was allowed, everyone might just bring all assaults or heavies. So perhaps a limitation of certain weight classes can be allowed based on mech selections. Like you can take up to 4 lights or mediums, but only 2 heavies and 1 assault (filling the rest of the slots with mediums/lights). I dunno, just a thought towards a future compromise. If I recall, I don't think even all lances in lore comprised of only light/mediums. I could be wrong too though.

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 MechTech Dragoon

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Posted 09 April 2019 - 01:39 PM

Shouldve reduced it to 8v8 atleast if you wanted to test the matchmaker.
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 Sixpack

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Posted 09 April 2019 - 01:55 PM

From my experiances so far I do not think that these changes will actually bring population back to FW.

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 Elwin Ransom

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Posted 09 April 2019 - 02:26 PM

It might be helpful to post a link of where to download the PTS:

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 VonBruinwald

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Posted 09 April 2019 - 02:30 PM

View PostMechTech Dragoon, on 09 April 2019 - 01:39 PM, said:

Shouldve reduced it to 8v8 atleast if you wanted to test the matchmaker.
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 tee5

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Posted 09 April 2019 - 02:37 PM

Matchmaker too stupid to count. Faction Queue 8/8. Competitors in Queue: 12
If I listened correctly in math 8+8 =16

Posted Image

#237 vonJerg

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Posted 09 April 2019 - 02:46 PM

at least we can chat while searching and listening to beep-beep

#238 KtarnJ

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Posted 09 April 2019 - 03:01 PM

Nice joke of a ptr test, sat there on and off for 1 hour today searching for a match.

#239 Elwin Ransom

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Posted 09 April 2019 - 03:12 PM

Just got one invasion match in:

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 tee5

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Posted 09 April 2019 - 03:13 PM

Got an error code after a match.
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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