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Hot-Fix Scheduled For 4-Jun-2019


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#21 -Quiet-

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Posted 04 June 2019 - 01:22 PM

View Posttee5, on 04 June 2019 - 11:53 AM, said:

Now you only need to fix:

- Switiching Sides all the time, on the fly, is needed, to balance out the queues.
- randomized phases, Nobody wants to play Assault for 3 hours.
- Loyalists
- that I am able to level one faction AND can take part in the conflict.
- Leaderboards
- Units (being one Unit and then you have players of both parts of the conflic sucks)
- Scouting
- Chats
- Mercenary Points?? Is that fixed not sure.

If you can keep up the good pace, you could bring the game mode, back into a playable state maybe in 5 or 6 months. Keep up the good work.



But i could go for INVASION 24/7

#22 VonBruinwald

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Posted 04 June 2019 - 02:13 PM

This is the sort of patch I like.

Thanks.

#23 Willard Phule

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Posted 04 June 2019 - 02:23 PM

View Postshaytalis, on 04 June 2019 - 10:46 AM, said:


There's an entire thread dedicated just to the Loyalists aspect of this which Paul has been keeping up with and updating us on daily. And then they're going to make another thread to discuss mercenaries, too. They're getting detailed feedback on exactly what we're looking for and Paul's coming back to us pretty quickly with possible implementation ideas that work with various desires for the system:

https://mwomercs.com...ign-discussion/
BTW this hotfix was a direct result of the requests we've been making over there. Something that could be done quickly to address this immediate issue a bit while they're working on a more comprehensive FP solution.


I've kept up with that monstrosity of a post. You'll have to pardon me for being skeptical. I'm not an elite founder, but I've been here since open beta. Actions speak louder than words and based on both Paul's individual and PGI's collective history, I'm not going to be one of those disappointed by broken promises and inability to produce what is promised.

If it happens, then bully the game got fun again. If it doesn't, it's still the only MW game available out there. But considering the current state of both FP being the dumpster fire it is and QP's matchmaker not knowing what to do with a tripled population, I'm not optimistic.

#24 Geewiz 27

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Posted 04 June 2019 - 02:29 PM

Thanks for the fix, keep them coming.

#25 Pain G0D

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Posted 04 June 2019 - 02:31 PM

Thanks for the fix , we appreciate it .

#26 Bowelhacker

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Posted 04 June 2019 - 03:26 PM

I'm not entirely convinced that constantly having to select/reselect a faction is that great an idea.

And since the patch my game is crashing way too much.

#27 Warning incoming Humble Dexterer

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Posted 04 June 2019 - 03:42 PM

View PostInnerSphereNews, on 04 June 2019 - 09:23 AM, said:

The MWO taskbar icon no longer flashes when the lobby timer runs out. It now only flashes when you get into a match.

It's great to have that back : Means you can go browse while you wait.

It would be even nicer if it also flashed when you are in a group and your group status is "not ready". Which happens a lot.

#28 Monkey Lover

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Posted 04 June 2019 - 04:55 PM

Just make a launch button at this point sides dont even matter.

#29 Appogee

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Posted 04 June 2019 - 05:01 PM

View PostCaptain Caveman DE, on 04 June 2019 - 09:55 AM, said:



well, except they didn't. or at least didn't to the end 'we' hoped for. it's a step in the right direction, I admit that.
a babystep, though. we NEED to be able to adjust factions on the fly, cause under the current system, we have very unbalanced queues and no games - ALL THE TIME.
now we can switch every 8 hours? yay, I guess.. doesn't cure the problem we all are struggling with, atm.

I'm not overly complaining, cause again: babystep in the right direction. but this CAN#T be the end and they better fix the queue-ing problem ASAP, cause FP bleeds players by the day.


They did listen. The dialogue has been going on in the LP thread.

Paul has committed that this quick-and-easy fix isn't the final fix. I've made the point that we still need need to be able to switch during each Mission phase so that we can self-balance the queues.

#30 Nightbird

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Posted 04 June 2019 - 05:11 PM

View PostAppogee, on 04 June 2019 - 05:01 PM, said:


They did listen. The dialogue has been going on in the LP thread.

Paul has committed that this quick-and-easy fix isn't the final fix. I've made the point that we still need need to be able to switch during each Mission phase so that we can self-balance the queues.


Don't be surprised if the final result is worse than before we started, since that is PGI's specialty as of late. Both mech packs and patches.

#31 TAPAH 483-K

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Posted 04 June 2019 - 07:37 PM

Thanks for the fix.

Edited by TAPAH 483-K, 04 June 2019 - 07:37 PM.


#32 Monkey Lover

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Posted 04 June 2019 - 07:47 PM

View PostAppogee, on 04 June 2019 - 05:01 PM, said:


They did listen. The dialogue has been going on in the LP thread.

Paul has committed that this quick-and-easy fix isn't the final fix. I've made the point that we still need need to be able to switch during each Mission phase so that we can self-balance the queues.


Its true they listened to the mercs from day 1 of cw and now its basically going to be quick play with 4 spawns.

The rest of us wanted a game with depth and they gave us a mode to grind mechbays and xp in.

GGclose pgi you won.

#33 Rizzi Kell

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Posted 04 June 2019 - 10:18 PM

Thank youPosted Image

#34 Captain Caveman DE

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Posted 05 June 2019 - 01:25 AM

View PostAppogee, on 04 June 2019 - 05:01 PM, said:


They did listen. The dialogue has been going on in the LP thread.

Paul has committed that this quick-and-easy fix isn't the final fix. I've made the point that we still need need to be able to switch during each Mission phase so that we can self-balance the queues.


all good, but: seeing is believing.
after THREE PTS-servers to test a matchmaker, followed up by this patch and how the PTSs feedback wasn't used AT ALL , only to implement something entirely different and unrelated .. let's just say at this point I'm a bit sceptical.
I'm eager to return to FW, but it's a mile away from the point where it is (and was) workable (before).
keeping fingers crossed, though.

#35 Arcayne

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Posted 05 June 2019 - 10:28 AM

Thank you for making this change.

This is how changes should be done in MWO, by making small quality-of-life changes, one at a time, on a regular basis.

By implementing changes one at a time it becomes easier to assess the impact of a change (whether positive or negative), and easier to roll it back if it is possible and required.

A suggestion for the next single quality-of-life change:

Increase the Drop Selection Screen Timeout in Faction Play from 60 seconds to 90 or 120 seconds.

Edited by Firewired, 05 June 2019 - 10:35 AM.


#36 Paul Meyers DEST

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Posted 05 June 2019 - 11:58 PM

View PostFuerchtenichts, on 04 June 2019 - 01:14 PM, said:


I would like to add,

I case someone being in a group cancels the drop, the rest of the group mambers remain in status "ready" so that you don't have to wait till everybody has shown up from the desktop to ready up again.


I would like that too. But you can get it by closing the Group window. If someone cancels and you see the homescreen you are still ready. Just Close the Group window.

#37 Pure_NZ

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Posted 06 June 2019 - 09:08 AM

Have somebody had a look on the Steiner vs Rasalhague phase?
Totals:
Siege - 1/1 matches
Skirmish - 0/1 match
Conquest - 1/3 matches, in progress, 2 hours left

7 matches after days...
PGI, you are great! Posted Image

Edited by Pure NZ, 06 June 2019 - 09:08 AM.


#38 Pure_NZ

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Posted 06 June 2019 - 10:39 AM

https://ibb.co/dg3Nt95
Originally 1:30
What is this? XD

#39 MechWarrior5602072

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Posted 06 June 2019 - 12:11 PM

View PostPure NZ, on 06 June 2019 - 10:39 AM, said:

https://ibb.co/dg3Nt95
Originally 1:30
What is this? XD




next thing to **** up players...

#40 FallGuy0815

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Posted 06 June 2019 - 01:12 PM

I blame Firewired. They wanted to increase FP-Countdown from 60 to 90 and missed the target. Enums are hard Posted Image





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