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Patch Notes - 1.4.227.0 - 30-June-2020


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#61 Z Paradox

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Posted 08 July 2020 - 09:03 AM

View PostLockheed_, on 08 July 2020 - 08:51 AM, said:

oof… that is a lot.
Thanks for the reply Z Paradox.


some ppl play 1-2h per week some play 10-12h per week so some will get in their tier faster then other(so ~100 days for most of population), I got in T1 in less then 100 games. And with group drops, now you need more luck to get balanced teams and tonnage (MM don't take in to account individual player mech/tonnage/tier for group drops). so... good luck...

Edited by Z Paradox, 08 July 2020 - 09:04 AM.


#62 BTGbullseye

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Posted 09 July 2020 - 01:05 AM

I really think the PSR change didn't really change much. It's focussed less on the actual skill of the player, and too much on whether the team won or not. It also completely ignores me taking half the damage output of the entire enemy team to protect my own team from damage because my weapons are close in, and it turned into a sniper battle. We still win, but I lose because damage is all that matters, not my actual benefit to the team.

Same BS, different year.

#63 LordNothing

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Posted 09 July 2020 - 04:39 PM

View PostD V Devnull, on 30 June 2020 - 02:50 PM, said:

Guys, what I would fear more is those who think it a great idea to AFK (which I personally advocate against, by the way) and intentionally tank down to 'Tier 5', in order to allow themselves to enjoy stomping everyone else who falls down that way. This new system almost seems game-able in a downward direction, which is something I don't like and would never do myself. Posted Image

~Mr. D. V. "starting to see the possible exploits of the new PSR & MM systems" Devnull


honestly nothing sucks more than getting 6 kills and still losing the match. thats the kind of gameplay you are going to get if you artificially drop your scores in order to bubble down to lower tiers.

Edited by LordNothing, 09 July 2020 - 04:40 PM.


#64 BTGbullseye

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Posted 10 July 2020 - 01:33 AM

As a more concise explanation, the matchscore system is what's wrong with the PSR system right now. It focuses WAY too much on damage dealt, and almost not at all on other stuff that truly matters just as much.

Would be nice to see a matchscore system that takes into account the amount of damage you take compared to the maximum amount of damage you're able to take before being destroyed. Increased matchscore rewards for spotting, UAV detections, and ECM breaking are needed too. (I say that as someone that does not do any ECM breaking, but has received it a LOT)

#65 Big-G

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Posted 10 July 2020 - 10:37 PM

View PostLockheed_, on 10 July 2020 - 06:49 AM, said:


^THIS
reward players for playing a Kitfox for example that is supporting the team with AMS, ECM, UAVs, spotting etc.

Unfortunately "playing the mission" is frowned upon. It's all about the almighty DMG...

#66 BTGbullseye

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Posted 10 July 2020 - 10:54 PM

View PostBig-G, on 10 July 2020 - 10:37 PM, said:

Unfortunately "playing the mission" is frowned upon. It's all about the almighty DMG...

Even to the point of standing directly in front of my Fafnir so I can't shoot anything... That's been several matches now that at least 4 people actively refuse to clear my line of fire, then complain when they get hit and lose the match for the team. I lose PSR because of their stupidity in trying to gain it and failing as badly as possible.

Team damage is way too harshly penalized IMO, and team kills underpenalized.

Edited by BTGbullseye, 10 July 2020 - 10:56 PM.


#67 Nesutizale

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Posted 11 July 2020 - 05:24 AM

The explenation you are looking for is called zoom or tunnel vision ^_^
They haven't seen you because they where most likely zoomed at the enemy and radar and awarness are something lots of people don't mind.

#68 OneTeamPlayer

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Posted 11 July 2020 - 07:36 AM

View PostNesutizale, on 11 July 2020 - 05:24 AM, said:

The explenation you are looking for is called zoom or tunnel vision Posted Image
They haven't seen you because they where most likely zoomed at the enemy and radar and awarness are something lots of people don't mind.


I always find it interesting the reversal of views in this game.

Tunnel vision is claimed on the part of the person who received the team shot.

When i was taught about firearms it was drilled constantly that we were always responsible for any round that came out of our weapon and "came into my field of fire suddenly" would never be an acceptable excuse.

Playing ARMA with groups, people made all manner of movements- same concept of "You are responsible for every round that leaves your barrel, if there's a team incident it's always the shooters fault".

CS:GO, same concept

MWO: "They walked into my gun, why did the get themselves shot with my bullets/lasers? They are so dumb"

I'll note that MWO has a design that is almost anti-team while masquerading as a team game, which would account for the reversal of accountability, but it's one of the only games where team damage is the fault of the person damaged rather than the person shooting.

Edited by OneTeamPlayer, 11 July 2020 - 07:37 AM.


#69 Hiten Bongz

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Posted 11 July 2020 - 12:38 PM

View PostOneTeamPlayer, on 11 July 2020 - 07:36 AM, said:


I always find it interesting the reversal of views in this game.

Tunnel vision is claimed on the part of the person who received the team shot.

When i was taught about firearms it was drilled constantly that we were always responsible for any round that came out of our weapon and "came into my field of fire suddenly" would never be an acceptable excuse.

Playing ARMA with groups, people made all manner of movements- same concept of "You are responsible for every round that leaves your barrel, if there's a team incident it's always the shooters fault".

CS:GO, same concept

MWO: "They walked into my gun, why did the get themselves shot with my bullets/lasers? They are so dumb"

I'll note that MWO has a design that is almost anti-team while masquerading as a team game, which would account for the reversal of accountability, but it's one of the only games where team damage is the fault of the person damaged rather than the person shooting.


Same philosophy also applies to driving a car. It is the person behind who is always at fault in a rear end collision. At least, this is the law in the USA.

I took a friendly dual HG to the back a few days ago while I was trading laser fire with an enemy. I was popping in and out from cover for at least 5+ salvos when an assault decided he needed to waddle over to my engagement and fire his HG's from behind me.

Pretty sure that team kill wasn't my fault...and to top it off, the dbag didn't even bother apologizing. Posted Image

Typical a-hole driver...

Edited by Hiten Bongz, 11 July 2020 - 12:42 PM.


#70 Nightbird

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Posted 11 July 2020 - 12:53 PM

Most shooters have the round leave the viewing portal, so you should always be able to see that you're aiming at a friendly. MWO mechs have arm weapons far enough from the viewer that an ally can get in front, not be visible, and be in the path of shots. In such cases, just say sorry and move on.

#71 Vellron2005

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Posted 12 July 2020 - 03:53 AM

Thanks for the stomps PGI...

#72 Hiten Bongz

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Posted 12 July 2020 - 07:45 AM

The game is pretty trash right now.

Putting everyone into T3 was not a good idea.

#73 Tarl Cabot

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Posted 12 July 2020 - 07:54 AM

View PostHiten Bongz, on 12 July 2020 - 07:45 AM, said:

The game is pretty trash right now.

Putting everyone into T3 was not a good idea.


Nor is starting new players in Tier 3 a good idea. The system is not zero-sum, only the PSR points shelled out per drop. PGI should go in and reseed the remaining Tier 3 players between Tiers 2, 3, 4 based on avg MS over last 300 matches and while also starting new players in Tier 4 at the minimum.

Edited by Tarl Cabot, 12 July 2020 - 07:55 AM.


#74 Son of the Flood

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Posted 12 July 2020 - 09:10 AM

Hey all. Since downloading the latest patch the game has become unplayable for me. It takes a super long time to load and even on the testing grounds my FPS is less than 10 on the lowest graphics setting. Not sure what it was before, but the game played great on high settings, no issues.

Any suggestions on how to troubleshoot?

Not sure if it's just a coincidence with the timing of the patch. I've never had these issues before.

#75 Aidan Crenshaw

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Posted 12 July 2020 - 08:13 PM

View PostSon of the Flood, on 12 July 2020 - 09:10 AM, said:

Hey all. Since downloading the latest patch the game has become unplayable for me. It takes a super long time to load and even on the testing grounds my FPS is less than 10 on the lowest graphics setting. Not sure what it was before, but the game played great on high settings, no issues.

Any suggestions on how to troubleshoot?

Not sure if it's just a coincidence with the timing of the patch. I've never had these issues before.


Make sure your system is using the dedicated video card and not an integrated one. What's your specs?

#76 Voice of Kerensky

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Posted 13 July 2020 - 12:07 AM

Have a nice day, everyone.
Comrades, don’t think that I want to teach someone, or I think someone is stupid and have little mind, but I have to say that.
Those who believe that over time the matchmaker will begin to group opposing teams of really equal strength should abandon their illusions. This will not happen until the number of players in the MWO does not increase significantly (several times). I will explain my position.
1) And this is the most important thing. In this moment the game simply does not have enough players to reliably isolate level 5 players from level 1 players.
After the last patch, I (in this moment my tier 3) was a member of many fights in which the cadets (!) participated. If I remember it right, these are players not even of level 5, these are players who have not even played 25 battles (!!!). What is even more remarkable, these cadets were not divided in equal numbers between both teams, they were on the same team. At their team did not have prominent prominent players, and the opposing team had strong single players and a premade groups. The results of such battles are not just predictable, they are obvious.
2) From the very beginning I was an opponent of the merger of group and single-player quick play in one queue. Including because the respected developers have not yet thought out effective tools for selecting opponents of premade groups according of their real levels. At the moment, in the game you can often see the following picture: in one team there is a group of very strong players / very strong units of four people who brought mechs with them for one style of play and are close in characteristics (the same speed, the same effective firing range) . The other team has one group of four people (or two groups of up to two people) who took with them mechs, different in characteristics (someone pumps the next fur, someone wants a fight at high speeds, someone wants to do the work sniper). And again, the results of the battle with such a selection of the level of players in premade groups are easy to guess.
3) For some reason, it seems to me that the developers have not yet thought out a protection scheme when selecting opponents of premade groups. I’m talking about, for example, that there is a tier 5 player, he creates a group and invites people from very strong units into it. At what level does the matchmaker send such a group to fight? On the fifth or fourth? If so, I just described the way that strong players from strong units can use to amuse their pride and enjoy dispersing newcomers at the fifth level (for this enought, only one of them needs to create a second / third / fourth account and go through the Academy). Here you are, please, this way a bunch of foxes can get into the chicken coop just to get their unhealthy sadistic pleasure.
4) What can we say about the selection of opponents of equal level, if the matchmaker cannot pick up opponents of equal weight and the same composition of mechs (light, medium, heavy, assault)? In this topic has already been mentioned several times. And I have repeatedly been a participant in such matches. And the greatest disbalance in this selection began precisely when it was decided to combine group and single fast games. Including because of this, I am opposed to the unification of queues.

To summarize, I want to say again, do not hope that over time all the players will occupy their levels and the games will become equal and interesting. Miracles impossible. In this moment there are simply not enough players in the game to effectively isolate the players of one level from the players of another level. The maximum that developers can do is create a really effective matchmaker that can really pick up opponents (including from premade groups) of the same level. But there are apparently some problems with this.

I apologize for such a long message.
I also apologize for my English.

#77 OneTeamPlayer

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Posted 13 July 2020 - 04:39 AM

What's really weird is how matchmaker suddenly doesn't have enough players to keep tier 1 players from tier 5 players when in the Solo Only queue at tier 2 I wasn't even regularly seeing the top names of competitive players, nor any folk from tier 5, nor could I remember the last time I saw an actual Cadet (to the point where i had to ask "What's that Green C" after the last change).

Funny how the merge of the solo and group queue led to some sort of change where all tiers have to be blended together.

Oh well, at least some groups are happy- which is the most important factor to consider in a solo queue.

I guess it's too meta for me in a way. By solo queue, they meant only one player in the queue- not a group of individual players fighting with and against others at their own skill level without massive advantages to 4 to 8 of them at the expense of 8 to 16 others.

#78 Tarl Cabot

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Posted 13 July 2020 - 04:55 AM

PGI has new players starting in the middle of Tier 3, and all of the previous new players/Cadets were also moved to the middle of Tier 3. Instead of reseeding the playerbase, if not throughout Tiers, at least 2-4 based on x amount of games avg MS, everyone and their squirrel were dumped in Tier 3, dont forget that... :)

#79 AnAnachronismAlive

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Posted 13 July 2020 - 05:11 AM

View PostTarl Cabot, on 13 July 2020 - 04:55 AM, said:

[...] everyone and their squirrel were dumped in Tier 3, dont forget that... Posted Image


Beware though, some of these squirrels look kinda dubious ... *whisper* ... and play better than some of their human teammembers/counterparts!

#80 martian

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Posted 13 July 2020 - 05:33 AM

View PostSon of the Flood, on 12 July 2020 - 09:10 AM, said:

Hey all. Since downloading the latest patch the game has become unplayable for me. It takes a super long time to load and even on the testing grounds my FPS is less than 10 on the lowest graphics setting. Not sure what it was before, but the game played great on high settings, no issues.

Any suggestions on how to troubleshoot?

Not sure if it's just a coincidence with the timing of the patch. I've never had these issues before.


My recommendation for you would be to run the MWO Repair Tool first.

Launch the MWO game client and follow these steps:

Step 1. - Click on those three lines.

Step 2. - Click "Run MWO Repair Tool"

Posted Image





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