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Patch Opinion Thread

v1.0.142

1392 replies to this topic

#1021 Taron

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Posted 08 November 2012 - 01:03 PM

Did not read that whining thread.... are they back? :P

#1022 Nasenbaum

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Posted 08 November 2012 - 01:07 PM

Agreed. I got really messed up by missiles in my Jenner. Then I tried to stay close to at least two other mechs to add my AMS and only do short spotting runs not far away it got a little better - challenge accepted *g*. Nevertheless I was glad the hotfix was implemented really fast. Regarding the other changes: I like the new base icons for the map, much easier to distinguish from the mechs now - also the map borders. There seems to be some new stuff on the maps what is always a nice variety. The Missile Warning is nice, perhaps if every different warning message gets another color or sound it would be even better.

#1023 Ichshadon

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Posted 08 November 2012 - 01:14 PM

Hello Developers,

Since todays short patch it seems that my founders Atlas is somehow bugged.

Whenever I overheat due to weapon usage and then power on again(automatically) my complete command interface stays gone as if I was still in overheating state (including the warning message, although I'm already running around again and can shoot and everything else).

Manually powering down and up again usually fixes this problem, but of course doing that in the middle of a battle is quite suicidal, and it keeps happening again afterwards.

I also had several targetting problems in my last two games where all of a sudden I couldn't target specific enemy mechs for my lrm shoots (the circle didn't turn red at all, not even for a second) and during other games the circle did turn red, but I was unable to mark them with the "r" button, or at least it wouldn't show any signs of me doing so (I did however get lrm lock O.o)

All of this happened without me using the Artemis system (in case that information is needed)

Also in one recent game I had a bug where during a game I suddenly wasn't able to write in team chat anymore, and every kill I made got a message like "UserUnkown killed xxx" instead of my name. I was still able to run around and fight though and enemies where able to shoot and eventually kill me.

Sorry I can't give you any additional information, but I hope this will help.

#1024 BattleSaint

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Posted 08 November 2012 - 01:18 PM

View PostZoberraz, on 07 November 2012 - 04:25 PM, said:

"Stupid LRM barrages," sums up my impression of the last few games I've just played.

I am a Jenner pilot. My Jenner is fairly well armored. I expect LRM barrages when I scout to spot for the LRM-boats in my own team, but usually, I can escape.

This patch, though? Somehow the LRMs nail me so uneeringly that my mech turns to a ruin in seconds. This is not a game I can presently have fun with. I cannot play my role, be useful to my team, and have fun with by skirmishing with the enemy since just showing the tip of my cockpit means destruction by Long Range Missiles.

I get how LRMs are a crucial expression of the Information Warfare angle of this game, but this needs to get reconsidered quite badly.

Until it is, I'll take a MWO break. I hope the next patch will return gaming sessions on MWO to 'fun' instead of 'exercise in futility'.

Thank you.


I too am a Jenner pilot. Not claiming to be the best, but I am good. I have been smoked all of 1 time by LRMS since the patch. Wasn't hard. Cover, concealment, and balls to the wall. My unit can testify to my effectiveness. Blast from cover to cover, close with and tear apart said boats. Mission accomplished.

#1025 Taron

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Posted 08 November 2012 - 01:22 PM

Still, the biggest issue is: If the games crashes, you do not have any chance to go back to game, even after relog really fast. That's a real issue, other games do not have that problem.

I really beg for a patch that solves this mess.

End yes, i misstyped the title ....

Edited by Taron, 08 November 2012 - 01:23 PM.


#1026 Inveramsay

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Posted 08 November 2012 - 01:33 PM

View PostMason Grimm, on 08 November 2012 - 12:53 PM, said:


Actually no they are 170% as effective as they were originally... DOWN 30% from the 200% before.


Bwaahahaha. To me as a non-lrm spammer they seem about right, they will destroy you without a doubt if you get caught out in the open but you can hide from them and getting locked on by missiles isn't the end of the match

#1027 OMNl

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Posted 08 November 2012 - 01:41 PM

First off. The mechlab artemis layout is completely counter intuitive.

It lists it as equipped in the upper "remove" section and the only way you "buy" it is by saving. If it's not dragged in place like other objects it should have a buy button to show interaction. Also never showing "equipped" before you've bought and installed it.

Secondly, with the damage nerf should come a cost nerf.

I feel the trajectory is improved but the damage decrease by nerfing artemis/lrms is dissporportionate to the cost increase for using it.

Thirdly, I am in hopes your data will show that there is very little difference in games and their outcome by cutting groups in half. Execpt for tediously long matches due to the inability to coordinate fire on a target.

Out of 4 matches we won 3 with a 7-1 score. Pretty much the same gripe that has been thrown at us using teamspeak time and again. The 4th match we lost due to complete lack of commuication where half our team went cave(frost map) and the other half (pugs) could not coordinate fire. My frustration was only heightened by the complete lack of response of the pugs for help with lights in the backfield.

See you all after the 20th.....

#1028 CCC Dober

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Posted 08 November 2012 - 01:44 PM

OP: I'm seriously considering to take a leave for an unspecified amount of time, unless PGI steps up their game.
Dead sick of the jokes being played with every new patch. And the ridiculous comments of some 'testers' ranking pretty high are just too much to take. How they even got in this place with such an absurd lack of brains and chin is beyond me. Actually it isn't, given the prevalence of boot licking and kowtowing from said individuals, but I digress.

Right now, there is literally nothing we as a sane, intelligent and dignified community can do to keep this game, which started out with a grand concept, from self-destructing and killing both its current and future fanbase in the process.

I have no will or desire to play, let alone pay for, a game that is ruined because testers either get sidelined from actual, final testing, seem to have no clue what the hell they talk about or blatantly lie to PGI. Whatever the case may be, this travesty has to stop.

TLDR: Public QA or bust.

Edited by CCC Dober, 08 November 2012 - 01:45 PM.


#1029 Adrienne Vorton

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Posted 08 November 2012 - 01:53 PM

flickering buildings while changing "camera view" (rotating the mech)
weird stuff like "motion blur as if one is moving 300kph while spectating"
got broken grafics, which could be solved by powering down and up again
and some more, gotta go to bed now, i´m gonna play more matches tommorow and report more issues if i find them...(there are more, but i need to get more specific with them)

my DX-diag:

Quote



------------------
System Information
------------------
Time of this report: 11/8/2012, 18:36:42
Machine name: PC
Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110622-1506)
Language: German (Regional Setting: German)
System Manufacturer: BIOSTAR Group
System Model: GF8200C M2+
BIOS: Default System BIOS
Processor: AMD Athlon™ II X2 215 Processor (2 CPUs), ~2.7GHz
Memory: 4096MB RAM
Available OS Memory: 3840MB RAM
Page File: 1617MB used, 6059MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce 9500 GT
Manufacturer: NVIDIA
Chip type: GeForce 9500 GT
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0640&SUBSYS_C9543842&REV_A1
Display Memory: 2161 MB
Dedicated Memory: 497 MB
Shared Memory: 1663 MB
Current Mode: 1280 x 960 (32 bit) (85Hz)
Monitor Name: Samsung SyncMaster sm950p(T)
Monitor Model: S/M 950p
Monitor Id: SAM40D9
Native Mode: 1280 x 1024(p) (85.024Hz)
Output Type: HD15
Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Driver File Version: 8.17.0013.0142 (English)
Driver Version: 8.17.13.142
DDI Version: 10
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 5/15/2012 11:48:00, 18044224 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71E3E-4500-11CF-7C5B-59E91FC2C535}
Vendor ID: 0x10DE
Device ID: 0x0640
SubSys ID: 0xC9543842
Revision ID: 0x00A1
Driver Strong Name: oem16.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section005:8.17.13.142:pci\ven_10de&dev_0640
Rank Of Driver: 00E62001
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{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
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D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

-------------
Sound Devices
-------------
Description: Lautsprecher (Realtek High Definition Audio)
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0662&SUBSYS_15658217&REV_1001
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RTKVHD64.sys
Driver Version: 6.00.0001.5672 (English)
Driver Attributes: Final Retail
WHQL Logo'd: n/a
Date and Size: 7/24/2008 18:05:46, 1488032 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Basic
Cap Flags: 0x0
Min/Max Sample Rate: 0, 0
Static/Strm HW Mix Bufs: 0, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX™ 2.0 Listen/Src: No, No
I3DL2™ Listen/Src: No, No
Sensaura™ ZoomFX™: No

---------------------
Sound Capture Devices
---------------------
Description: Mic in at rear panel (Pink) (Realtek High Definition Audio)
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: RTKVHD64.sys
Driver Version: 6.00.0001.5672 (English)
Driver Attributes: Final Retail
Date and Size: 7/24/2008 18:05:46, 1488032 bytes
Cap Flags: 0x0
Format Flags: 0x0

-------------------
DirectInput Devices
-------------------
Device Name: Maus
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: Tastatur
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: 4-Axis,12-Button with POV
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x0583, 0xA00B
FF Driver: n/a

Device Name: USB Keyboard
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x0A81, 0x0101
FF Driver: n/a

Device Name: USB Keyboard
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x0A81, 0x0101
FF Driver: n/a

Poll w/ Interrupt: No

-----------
USB Devices
-----------
+ USB-Root-Hub
| Vendor/Product ID: 0x10DE, 0x077D
| Matching Device ID: usb\root_hub
| Service: usbhub
|
+-+ USB-Eingabegerät
| | Vendor/Product ID: 0x04B4, 0x0033
| | Location: Port_#0001.Hub_#0003
| | Matching Device ID: generic_hid_device
| | Service: HidUsb
| |
| +-+ HID-konforme Maus
| | | Vendor/Product ID: 0x04B4, 0x0033
| | | Matching Device ID: hid_device_system_mouse
| | | Service: mouhid

----------------
Gameport Devices
----------------

------------
PS/2 Devices
------------
+ HID-Tastatur
| Vendor/Product ID: 0x0A81, 0x0101
| Matching Device ID: hid_device_system_keyboard
| Service: kbdhid
|
+ Terminalserver-Tastaturtreiber
| Matching Device ID: root\rdp_kbd
| Upper Filters: kbdclass
| Service: TermDD
|
+ Terminalserver-Maustreiber
| Matching Device ID: root\rdp_mou
| Upper Filters: mouclass
| Service: TermDD

------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 22.6 GB
Total Space: 63.5 GB
File System: NTFS
Model: SAMSUNG HD080HJ ATA Device

Drive: D:
Free Space: 5.3 GB
Total Space: 12.8 GB
File System: NTFS
Model: SAMSUNG HD080HJ ATA Device

Drive: E:
Free Space: 91.6 GB
Total Space: 128.0 GB
File System: NTFS
Model: Hitachi HDT721010SLA360 ATA Device

Drive: F:
Free Space: 200.6 GB
Total Space: 825.9 GB
File System: NTFS
Model: Hitachi HDT721010SLA360 ATA Device

Drive: H:
Model: DTSoftBusCd00
Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (German), , 0 bytes

Drive: G:
Model: HL-DT-ST DVD-RAM GH22NP20 ATA Device
Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (German), , 0 bytes

--------------
System Devices
--------------
Name: Standard OpenHCD USB-Hostcontroller
Device ID: PCI\VEN_10DE&DEV_077B&SUBSYS_340B1565&REV_A1\3&267A616A&0&10
Driver: n/a

Name: PCI Standard-PCI-zu-PCI-Brücke
Device ID: PCI\VEN_10DE&DEV_075A&SUBSYS_340B1565&REV_A1\3&267A616A&0&40
Driver: n/a

Name: PCI Standard-RAM-Controller
Device ID: PCI\VEN_10DE&DEV_0568&SUBSYS_340B1565&REV_A1\3&267A616A&0&0C
Driver: n/a

Name: PCI Standard-PCI-zu-PCI-Brücke
Device ID: PCI\VEN_10DE&DEV_077A&SUBSYS_340B1565&REV_A1\3&267A616A&0&A0
Driver: n/a

Name: Standard-Zweikanal-PCI-IDE-Controller
Device ID: PCI\VEN_10DE&DEV_0759&SUBSYS_340B1565&REV_A1\3&267A616A&0&30
Driver: n/a

Name: PCI Standard-Host-CPU-Brücke
Device ID: PCI\VEN_1022&DEV_1204&SUBSYS_00000000&REV_00\3&267A616A&0&C4
Driver: n/a

Name: PCI Standard-PCI-zu-PCI-Brücke
Device ID: PCI\VEN_10DE&DEV_077A&SUBSYS_340B1565&REV_A1\3&267A616A&0&98
Driver: n/a

Name: PCI Standard-RAM-Controller
Device ID: PCI\VEN_10DE&DEV_0754&SUBSYS_340B1565&REV_A2\3&267A616A&0&00
Driver: n/a

Name: PCI Standard-Host-CPU-Brücke
Device ID: PCI\VEN_1022&DEV_1203&SUBSYS_00000000&REV_00\3&267A616A&0&C3
Driver: n/a

Name: Standard-Zweikanal-PCI-IDE-Controller
Device ID: PCI\VEN_10DE&DEV_0AD0&SUBSYS_54091565&REV_A2\3&267A616A&0&48
Driver: n/a

Name: PCI Standard-PCI-zu-PCI-Brücke
Device ID: PCI\VEN_10DE&DEV_0778&SUBSYS_340B1565&REV_A1\3&267A616A&0&80
Driver: n/a

Name: NVIDIA nForce System Management Controller
Device ID: PCI\VEN_10DE&DEV_0753&SUBSYS_340B1565&REV_A2\3&267A616A&0&0B
Driver: n/a

Name: PCI Standard-Host-CPU-Brücke
Device ID: PCI\VEN_1022&DEV_1202&SUBSYS_00000000&REV_00\3&267A616A&0&C2
Driver: n/a

Name: NVIDIA GeForce 8200
Device ID: PCI\VEN_10DE&DEV_0849&SUBSYS_14081565&REV_A2\4&7317234&0&0058
Driver: n/a

Name: High Definition Audio-Controller
Device ID: PCI\VEN_10DE&DEV_0774&SUBSYS_82171565&REV_A1\3&267A616A&0&38
Driver: n/a

Name: NVIDIA nForce PCI-Systemverwaltung
Device ID: PCI\VEN_10DE&DEV_0752&SUBSYS_340B1565&REV_A1\3&267A616A&0&09
Driver: n/a

Name: PCI Standard-Host-CPU-Brücke
Device ID: PCI\VEN_1022&DEV_1201&SUBSYS_00000000&REV_00\3&267A616A&0&C1
Driver: n/a

Name: Standard PCI-zu-USB erweiterter Hostcontroller
Device ID: PCI\VEN_10DE&DEV_077E&SUBSYS_340B1565&REV_A1\3&267A616A&0&21
Driver: n/a

Name: NVIDIA nForce 10/100 Mbps Ethernet
Device ID: PCI\VEN_10DE&DEV_0760&SUBSYS_340B1565&REV_A2\3&267A616A&0&50
Driver: n/a

Name: PCI Standard-RAM-Controller
Device ID: PCI\VEN_10DE&DEV_0751&SUBSYS_340B1565&REV_A1\3&267A616A&0&0A
Driver: n/a

Name: PCI Standard-Host-CPU-Brücke
Device ID: PCI\VEN_1022&DEV_1200&SUBSYS_00000000&REV_00\3&267A616A&0&C0
Driver: n/a

Name: Standard OpenHCD USB-Hostcontroller
Device ID: PCI\VEN_10DE&DEV_077D&SUBSYS_340B1565&REV_A1\3&267A616A&0&20
Driver: n/a

Name: PCI Standard-ISA-Brücke
Device ID: PCI\VEN_10DE&DEV_075C&SUBSYS_340B1565&REV_A2\3&267A616A&0&08
Driver: n/a

Name: NVIDIA GeForce 9500 GT
Device ID: PCI\VEN_10DE&DEV_0640&SUBSYS_C9543842&REV_A1\4&4273945&0&0080
Driver: n/a

Name: Standard PCI-zu-USB erweiterter Hostcontroller
Device ID: PCI\VEN_10DE&DEV_077C&SUBSYS_340B1565&REV_A1\3&267A616A&0&11
Driver: n/a

Name: PCI Standard-PCI-zu-PCI-Brücke
Device ID: PCI\VEN_10DE&DEV_075B&SUBSYS_340B1565&REV_A1\3&267A616A&0&90
Driver: n/a

Name: PCI Standard-PCI-zu-PCI-Brücke
Device ID: PCI\VEN_10DE&DEV_0569&SUBSYS_340B1565&REV_A1\3&267A616A&0&58
Driver: n/a

------------------
DirectShow Filters
------------------

DirectShow Filters:
QuickTime Audio Decoder Filter,0x00600800,1,1,gzHF330.ddc,1.01.0000.0017
WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514
WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514
WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514
MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385
Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385
WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514
WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.17514
QuickTime Video Decoder Filter,0x00600800,1,1,mtw178.ddc,1.01.0000.0017
Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385
Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385
Xiph.Org Vorbis Decoder,0x00600000,1,1,dsfVorbisDecoder.dll,
DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514
Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.17713
LAV Splitter,0x00400001,1,1,LAVSplitter.ax,0.50.0005.0000
WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514
Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514
AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.17713
VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.17713
SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528
Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,6.01.7140.0000
AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528
DivX AAC Decoder,0x00800000,1,1,daac.ax,8.08.0000.41966
StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528
MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713
MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.17713
Xiph.Org FLAC Decoder,0x00600000,1,1,dsfFLACDecoder.dll,
SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713
VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514
MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528
Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514
SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528
Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514
Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713
MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.17713
DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514
Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.17713
Haali Media Splitter,0x00800001,0,1,splitter.ax,1.11.0288.0000
Haali Media Splitter (AR),0x00400000,1,1,splitter.ax,1.11.0288.0000
Xiph.Org Vorbis Encoder,0x00200000,1,1,dsfVorbisEncoder.dll,
Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514
File Source (Monkey Audio),0x00400000,0,1,MonkeySource.ax,
RadLight OptimFROG DirectShow Filter,0x00600000,0,1,RLOFRDec.ax,1.00.0000.0001
ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.17713
madFlac Decoder,0x00600000,1,1,madFlac.ax,1.10.0000.0000
Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713
MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528
Xiph.Org Native FLAC Decoder,0x00600000,0,1,dsfNativeFLACSource.dll,
Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.17713
Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.17713
Xiph.Org Speex Encoder,0x00200000,1,1,dsfSpeexEncoder.dll,
Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.17713
DivX Demux Filter,0x00800002,0,1,DirectShowDemuxFilter.dll,1.00.0003.0111
Xiph.Org Speex Decoder,0x00600000,1,1,dsfSpeexDecoder.dll,
Haali Video Renderer,0x00200000,1,0,dxr.dll,
Xiph.Org FLAC Encoder,0x00200000,1,1,dsfFLACEncoder.dll,
VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514
WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514
DivX Demux Filter (Unrestricted Edition),0x00600000,0,1,DirectShowDemuxFilter.dll,1.00.0003.0111
VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514
File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514
iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514
Bandisoft MPEG-1 Video Decoder,0xff800001,1,1,bdfilters.dll,1.00.0003.0012
iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514
Haali Simple Media Splitter,0x00200000,0,1,splitter.ax,1.11.0288.0000
DirectVobSub,0x00200000,2,1,vsfilter.dll,1.06.0002.4742
DirectVobSub (auto-loading version),0x00800002,2,1,vsfilter.dll,1.06.0002.4742
DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.17713
Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.17713
Haali Matroska Muxer,0x00200000,1,0,splitter.ax,1.11.0288.0000
AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.17713
RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll,
DC-Bass Source,0x00400000,0,1,DCBassSource.ax,1.03.0000.0000
Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514
WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514
MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528
DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514
LAV Splitter Source,0x00400001,0,1,LAVSplitter.ax,0.50.0005.0000
SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.17514
Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.17514
madFlac Source,0x00600000,0,1,madFlac.ax,1.10.0000.0000
MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514
Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514
Xiph.Org Ogg Demuxer,0x00400000,1,1,dsfOggDemux2.dll,
StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528
Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514
Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.17713
AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713
AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.17713
Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713
MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713
Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713
File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.17713
madVR,0x00200000,1,0,madVR.ax,0.82.0005.0000
Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000
StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528
AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514
Bandisoft MPEG-1 Audio Decoder,0xff800001,1,1,bdfilters.dll,1.00.0003.0012
Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.17713
File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.17713
File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.17713
LAV Audio Decoder,0x00800003,1,1,LAVAudio.ax,0.50.0005.0000
WebM Muxer Filter,0x00200000,2,1,webmmux.dll,0.09.0012.0000
WebM Splitter Filter,0x00600000,1,1,webmsplit.dll,0.09.0012.0000
Haali Video Sink,0x00200000,1,0,splitter.ax,1.11.0288.0000
AC3File,0x00600000,0,1,ac3file.ax,
Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514
Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.17514
BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669
MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.17713
Sony ExpressFX Chorus,0x00200000,1,1,sfxpfx2.dll,1.00.0000.1396
Sony ExpressFX Delay,0x00200000,1,1,sfxpfx2.dll,1.00.0000.1396
Sony ExpressFX Distortion,0x00200000,1,1,sfxpfx1.dll,1.00.0000.1396
Sony ExpressFX Equalization,0x00200000,1,1,sfxpfx2.dll,1.00.0000.1396
Sony ExpressFX ******/Wah-Wah,0x00200000,1,1,sfxpfx1.dll,1.00.0000.1396
Sony ExpressFX Amplitude Modulation,0x00200000,1,1,sfxpfx2.dll,1.00.0000.1396
Sony ExpressFX Reverb,0x00200000,1,1,sfxpfx1.dll,1.00.0000.1396
Sony ExpressFX Stutter,0x00200000,1,1,sfxpfx1.dll,1.00.0000.1396
Sony ExpressFX Dynamics,0x00200000,1,1,sfxpfx3.dll,1.00.0000.1396
Sony ExpressFX Graphic EQ,0x00200000,1,1,sfxpfx3.dll,1.00.0000.1396
Sony ExpressFX Noise Gate,0x00200000,1,1,sfxpfx3.dll,1.00.0000.1396
Sony ExpressFX Time Stretch,0x00200000,1,1,sfxpfx3.dll,1.00.0000.1396
Sony ExpressFX Audio Restoration,0x00200000,1,1,xpvinyl.dll,1.00.0000.1788
Sony Multi-Band Dynamics,0x00200000,1,1,sfppack2.dll,1.00.0000.1396
Sony Track Compressor,0x00200000,1,1,sftrkfx1.dll,1.00.0000.1401
Sony Dither,0x00200000,1,1,sftrkfx1.dll,1.00.0000.1401
Sony Chorus,0x00200000,1,1,sfppack1.dll,1.00.0000.1396
Sony Distortion,0x00200000,1,1,sfppack3.dll,1.00.0000.1396
Sony Gapper/Snipper,0x00200000,1,1,sfppack3.dll,1.00.0000.1396
Sony Simple Delay,0x00200000,1,1,sfppack1.dll,1.00.0000.1396
Sony Reverb,0x00200000,1,1,sfppack1.dll,1.00.0000.1396
Sony Multi-Tap Delay,0x00200000,1,1,sfppack1.dll,1.00.0000.1396
Sony Track Noise Gate,0x00200000,1,1,sftrkfx1.dll,1.00.0000.1401
Sony Graphic EQ,0x00200000,1,1,sfppack2.dll,1.00.0000.1396
Sony Track EQ,0x00200000,1,1,sftrkfx1.dll,1.00.0000.1401
Sony Smooth/Enhance,0x00200000,1,1,sfppack3.dll,1.00.0000.1396
Sony Resonant Filter,0x00200000,1,1,sfresfilter.dll,1.00.0000.1400
Sony Parametric EQ,0x00200000,1,1,sfppack2.dll,1.00.0000.1396
Sony Time Stretch,0x00200000,1,1,sfppack1.dll,1.00.0000.1396
Sony Noise Gate,0x00200000,1,1,sfppack2.dll,1.00.0000.1396
Sony Paragraphic EQ,0x00200000,1,1,sfppack2.dll,1.00.0000.1396
Sony Vibrato,0x00200000,1,1,sfppack3.dll,1.00.0000.1396
Sony Pan,0x00200000,1,1,sffrgpnv.dll,1.00.0000.1400
Sony Pitch Shift,0x00200000,1,1,sfppack1.dll,1.00.0000.1396
Sony Volume,0x00200000,1,1,sffrgpnv.dll,1.00.0000.1400
Sony ******/Wah-wah,0x00200000,1,1,sfppack3.dll,1.00.0000.1396
Sony Graphic Dynamics,0x00200000,1,1,sfppack2.dll,1.00.0000.1396
Sony Amplitude Modulation,0x00200000,1,1,sfppack3.dll,1.00.0000.1396

WDM Streaming Tee/Splitter Devices:
Tee/Sink-to-Sink-Konvertierung,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

Video Compressors:
WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385
WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385
MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385
DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514
MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.17713
Cinepak Codec von Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514
DivX 6.9.2 Codec (2 Logical CPUs),0x00200000,1,1,qcap.dll,6.06.7601.17514
Fraps Video Decompressor,0x00200000,1,1,qcap.dll,6.06.7601.17514
Intel IYUV Codec,0x00200000,1,1,qcap.dll,6.06.7601.17514
Intel IYUV Codec,0x00200000,1,1,qcap.dll,6.06.7601.17514
Bandi MJPEG Video Decoder,0x00200000,1,1,qcap.dll,6.06.7601.17514
Bandi MPEG-1 Video Decoder,0x00200000,1,1,qcap.dll,6.06.7601.17514
Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514
Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514

Audio Compressors:
WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385
WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385
Xiph.Org Vorbis Encoder,0x00200000,1,1,dsfVorbisEncoder.dll,
Xiph.Org Speex Encoder,0x00200000,1,1,dsfSpeexEncoder.dll,
Xiph.Org FLAC Encoder,0x00200000,1,1,dsfFLACEncoder.dll,
IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713
PCM,0x00200000,1,1,quartz.dll,6.06.7601.17713
Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713
GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.17713
CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713
CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713
MP2,0x00200000,1,1,quartz.dll,6.06.7601.17713
MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.17713

Audio Capture Sources:
Mic in at rear panel (Pink) (Re,0x00200000,0,0,qcap.dll,6.06.7601.17514

PBDA CP Filters:
PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528
PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528
PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528

Midi Renderers:
Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.17713
LoopBe Internal MIDI,0x00200000,1,0,quartz.dll,6.06.7601.17713
Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.17713

WDM Streaming Capture Devices:
Line in at front panel (Green),0x00200000,1,1,ksproxy.ax,6.01.7601.17514
Mic in at front panel (Pink),0x00200000,1,1,ksproxy.ax,6.01.7601.17514
Line in at rear panel (Blue),0x00200000,1,1,ksproxy.ax,6.01.7601.17514
Line in at rear panel (Green),0x00200000,1,1,ksproxy.ax,6.01.7601.17514
Mic in at rear panel (Pink),0x00200000,1,1,ksproxy.ax,6.01.7601.17514
,0x00000000,0,0,,
,0x00000000,0,0,,
LoopBe Internal MIDI,0x00200000,2,2,ksproxy.ax,6.01.7601.17514
Hua Xing,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

WDM Streaming Rendering Devices:
Realtek HD Audio output,0x00200000,1,1,ksproxy.ax,6.01.7601.17514
LoopBe Internal MIDI,0x00200000,2,2,ksproxy.ax,6.01.7601.17514

BDA Network Providers:
Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514
Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514
Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514
Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514
Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514

Multi-Instance Capable VBI Codecs:
VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514

BDA Transport Information Renderers:
BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669
MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514

BDA CP/CA Filters:
Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708
Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708
PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708
XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708

WDM Streaming Communication Transforms:
Tee/Sink-to-Sink-Konvertierung,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

Audio Renderers:
Lautsprecher (Realtek High Defi,0x00200000,1,0,quartz.dll,6.06.7601.17713
Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.17713
Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.17713
DirectSound: Lautsprecher (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.17713

---------------
EVR Power Information
---------------
Current Setting: {5C67A112-A4C9-483F-B4A7-1D473BECAFDC} (Quality)
Quality Flags: 2576
Enabled:
Force throttling
Allow half deinterlace
Allow scaling
Decode Power Usage: 100
Balanced Flags: 1424
Enabled:
Force throttling
Allow batching
Force half deinterlace
Force scaling
Decode Power Usage: 50
PowerFlags: 1424
Enabled:
Force throttling
Allow batching
Force half deinterlace
Force scaling
Decode Power Usage: 0


#1030 Metalice99

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 58 posts

Posted 08 November 2012 - 01:56 PM

And I freaking love you guys. MWO is playable again. All is forgiven. <3

#1031 Scratx

    Member

  • PipPipPipPipPipPipPipPipPip
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Posted 08 November 2012 - 01:57 PM

View PostRoadkill, on 08 November 2012 - 12:52 PM, said:

Dropping the free reload to 25% means it is useless for its (presumed) intended purpose - to allow you to continue to use your custom Mech even if you don't have the cash to rearm and repair it. However I think that dropping it to 50% and then adjusting the price reduction on missile ammo might preserve that intent while also accomplishing your goal.

My DDC Atlas carries 10 tons of ammo. I can get by with 7.5 tons pretty easily, so I rarely pay to re-arm it. I could probably get by with 5 tons in a pinch, but it'd be tough and would require me to be picky about my targets. Only having 2.5 tons of ammo would mean I couldn't effectively use that Mech, thus defeating the purpose of the free ammo reload.


It is of course adjustable, I gave merely one example of how it could go and mathed out how prices would look like. I want non-premium players to have access to missile-heavy builds without having to abuse game mechanics for unintended uses, which is right now pretty much hard to impossible not to. My C1 with 4 artemis LRM tons requires 60k to top off. Would non-premium players without my win/loss ratio (I play almost exclusively TS with Lances now) be able to afford that? I sincerely doubt it.

Enabling non-premiums to actually use missile-heavy builds realistically cannot be done without missile prices going down, and going down hard. Unless, of course, you just give away so much ammo you probably would rather not reload.

#1032 Karyu

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Posted 08 November 2012 - 02:02 PM

View PostBelkor, on 07 November 2012 - 09:51 PM, said:


Two very contradictory statements you've made there. Are you actually trying to claim that 8 man premades don't hold a significant advantage over pugs? Really? Besides from organization, premades have the benefit of cherry picking experienced players with well equipped mechs. This alone allows premades to easily stomp over pugs. The 8 man premades should never be matched with pugs if this game is to succeed.


They hardly contradict each other. I'm admitting that I may have bias on some issues because I'm typically on the winning side. At no point do I claim the premades don't have an advantage. What I'm saying is that just because you got your butt handed to you doesn't mean it was against a premade. Even when I'm PUGing during my unit's off hours or when I don't have time for more than 1-2 quick drops I am still often part of a 8-1 or 8-0 landslide victory. The nature of this game lends to having very lopsided matches, even without premades. Even when I lose as a premade or PUG it's also pretty lopsided against us. Very rarely am I in a slugging match that ends 8-7.

Saying that premades should never face PUGs for the game to succeed is highly subjective. It is just as, if not more dangerous to split the playerbase. More realistically, they should keep the random queue the way it was and make community warfare extremely competitive, which would likely be more important for the games longevity anyway. Read: Without competitive persistent gameplay most games don't last long.

View PostMustrumRidcully, on 07 November 2012 - 11:31 PM, said:

DHS at a 2.0 rate were a requirement to make future mechs work. This will invalidate stock mechs even further. They already have too little heat dissipation now, but it will get worse with the changes.

There are 3 ways to deal with:
1) Give us 2.0 rate DHS. If necessary, lower the heat capacity of such mechs - that would limit their ability to alpha strike, but allow them still to sustain good fire rates and recover quickly from high heat levels.
2) Modifiy all DHS dependent stock mechs so they produce less heat (in line with the reduced heat dissipation)
3) Modify the weapons that lead to those stock mechs needing DHS in the first place so they need less heat (possibly also "nerfing" other features of them so they are still "fair".)

The Awesome 9M already is the perfect example. With the 1.4HS, he has basically the same heat dissipation and heat capacity as a Awesome 8Q. But he has ER PPCs that produce 3 more heat each per shot. He will basically overheat with the second volley, and it will take 10 seconds to cool off all that heat and fire another volley. In the same time, 3 AC/10 just with engine heat sinks could have fired 4-4 times for 120 to 150 damage.


Excellent point here, they have to balance stock mechs vs custom mechs for this game to succeed, we already know that, otherwise they will constantly deter their new playerbase. I don't really have any bright ideas on that particular subject right now, but I'm sure they will continue to adjust (I'm going to say it...) "It's a beta" after all. I suppose one idea similar to what you suggested is to completely remove the "heat cap" bonus of all heatsinks, and simply rely on true double heat dissipation.

#1033 Adrienne Vorton

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Posted 08 November 2012 - 02:12 PM

Quote



Bottom Line on Matchmaker – Current iteration was a waste of development time, nothing has changed and shame on you for listening to the loud minority in the first place.



i wouldn´t say so... from my experience and PoV it feels a little better for pugmatches... but i´ts annoying from a "big player unit" PoV^^ ...well i guess we´ll survive a few weeks with like 10 4 man groups^^


Quote

Double (1.4) Heat Sinks – Thank you Jesus. I think you guys made the right choice by dropping them to 140%. Before realizing that the engine HS weren’t upgrading I may have disagreed but now that that is fixed, I can imagine how ridiculous true DHS would have been. I can currently run all my old builds with DHS without adding a single heatsink other than the ones included in the engine

agreed...works great...



Quote

Map Rotations – I think this is something you should look at. Pretty much every time I play I end up dropping the same map 3-6 times in a row. Since the patch I have seen neither the improved nor the alternate Forest Colony maps. If I didn’t know any better I would think there are only 2 maps in MWO.


i got them both 95% of the time... the whole day i played ONCE on caustic, 3 times on river city, no frozen...and a few dozen times both forest maps...

#1034 Blufocus

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Posted 08 November 2012 - 02:20 PM

1. The LRM's were FINE!!! They tracked nicely, flew appropriately (with Artemis over mountains/hills) and I loved the straight down drop. Now I can not tell the difference between having and not having Artemis. What is the point in wasting C-bills/grind time.

2. Now there is a bug when launching with team-mates not making it into the SAME matches. TWICE I have seen this in less than an hour.

3. If the Dev's ( or whomever) are reading the Forum Posts to get input about the product, perhaps you should start in game clans/guilds so you know who is and is not in a clan and actively working as a team. I can not imagine that keeping track of the thousands of players is overly easy, and this might give those of us that ARE in a clan/guild a little more sway when you read them. When a stand alone player complains...please take into account that perhaps they just SUCK, when you read their crying.

4. Now, I have a question. WHY do the weapons in the game not directly reflect the damage values from the table top game? You are using the weights and slot requirement, but are failing to STRICTLY adhere to the damages. What will make this game great is to have an online version of this game, that we can see and play, without having to use our imaginations.

5. Make a great product, that adheres to the lore and original game. Make a solid product, and people will learn to adapt to it. But PLEASE stop trying to change things every time someone whines about something.

#1035 Kyone Akashi

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Posted 08 November 2012 - 02:22 PM

Played about 5 matches so far, and they felt very enjoyable. Most of the games were very close matches, which is I think a good indicator for balancing and equal teams. LRMs did not feel as overpowering/scary as they did the past couple weeks (especially yesterday), but were still annoying enough to make me attempt to evade/hide and fear them - or cheer for my own team's artillery when I saw the barrage go down on my target.

I actually think this is how the game should have went into Open Beta in the first place. True, there is still lots of stuff to do, but the game went back to be as awesome as it was when I first played it months ago. Domo arigato, PGI. <3

#1036 telomere

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Posted 08 November 2012 - 02:24 PM

View PostMustrumRidcully, on 07 November 2012 - 11:31 PM, said:

There are 3 ways to deal with:
1) Give us 2.0 rate DHS. If necessary, lower the heat capacity of such mechs - that would limit their ability to alpha strike, but allow them still to sustain good fire rates and recover quickly from high heat levels.
2) Modifiy all DHS dependent stock mechs so they produce less heat (in line with the reduced heat dissipation)
3) Modify the weapons that lead to those stock mechs needing DHS in the first place so they need less heat (possibly also "nerfing" other features of them so they are still "fair".)


How about a fourth option: similar to the way max engine size scaling works, scale DHS efficiency based on weight class. For example, DHS efficiency of 1.4 for Lights, 1.5 for Mediums, 1.6 for Heavies, 1.7 for Assaults.

This would avoid overpowering mechs such as the 6x medlas Jenner or the 9x medlas Hunchback, without overly nerfing energy-focused Heavy and Assault builds such as the AWS-9M. The main drawback I see in this approach is complexity, both in implementing the behaviour, and in explaining it clearly to players in the mechlab etc.

#1037 JingleHell

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Posted 08 November 2012 - 02:29 PM

Yes, there's more gain from certain types of mechs. When grinding solo, I tend to use a Hunchback variant with minimal repair/re-arm costs. When running with a premade, I run in a fairly heavily upgraded Dragon. Any of the three variants. The lower risk from a premade increases the reward potential from running a better mech.

But, just for giggles, let's compare to League of Legends. If I want to buy a new champion there, that's going to run me 6300 Influence Points. Referencing the numbers found here http://na.leagueofle...?t=1421124, because I haven't played much lately outside customs, and taking the average of the values for a thirty minute game, of 73 IP, that gives us ~2.43 IP/minute.

Divide 6300 by 2.43 to find number of minutes needed for a new champion while playing only free. 2593 minutes, rounded.

So, now we have a baseline to compare MWO to.

The most expensive Atlas variant currently available, for reference, is 13.7 million, rounded.

If we assume full 15 minute games, let's find a number of profit for the match that compares, roughly, in profit per minute. Bearing in mind, of course, that this Atlas chassis is over double the price of most heavies.

First random number, of 25k per match, gives us ~1666 PPM, which, in 2593 minutes (of 15 minute games, staying in the game until the end) comes to ~4,321,666. A medium mech with Endo-steel perhaps, but not the top tier Atlas. I personally find this to be a reasonable amount, but some of you may expect the top tier to be comparable with a brand new champion in league, rather than a viable Medium.

However, it's easy enough to figure from here, if you average, across all your matches and their real time, a PPM of 5k C-Bills, you can afford a top tier Atlas in the same amount of time as a new champion in League, which is pretty well established.

So, really, from here, you can establish your own average PPM, and determine if you think those numbers are reasonable. However, at that point, it's subjective, and PGI is going to have to decide if they want people to be able to unlock every mech quickly, or put some work into the best stuff.

I assume they'd be in a reasonable place to determine overall average PPM in matches played for the playerbase, so, really, all we can do now is argue over what mechs we think should be comparative to a new champion in League, as far as time investment. (Oh, they have quite a few more champions available than this game has mechs. That could be a factor as well.)

Any thoughts?

By the way, I consider using the most expensive chassis available to be unfair, it should be worked towards. I just know that if I did it to any smaller mech, people would complain about that.

You can buy at least one Awesome variant for roughly half that, and heavies, mediums, and lights invariably cost less. So if we used a Heavy as our arbitrary baseline rather than an Atlas, or even an Awesome, we'd absolutely be looking at half or less the PPM required.

Don't forget, when accounting for your own profit margins, to keep track of how long the game actually was.

Now that I'm thinking about this, it's tempting to put together a spreadsheet.

Screw it, spreadsheet is ******* me off, it can DIAF, if someone who's not bad with the things wants to make one, cheers. I'm content with my earnings now anyways.

Edited by JingleHell, 08 November 2012 - 03:39 PM.


#1038 Old Git

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Posted 08 November 2012 - 02:41 PM

My rant tonight is that last night I really enjoyed the game. The LRMS were working fine and the game was well balanced.
Since the patch tonight the lasers are non-effective, the LRM's are non-effective (and so artemis is just expensive crap as the spread is all wrong), the heat sinks are non-effective.
Why can't you fix things like the crash to desktop and the inconsistent FPS instead of messing with things that work fine. did you even consider giving the previous patch a chance.
I'm going to give the game a week off until you fix it again. Call it a rage quit.

#1039 Tokra

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Posted 08 November 2012 - 02:43 PM

Your second sentense outed you. If you really belive that the LRMs were fine as they were, you are blind.

#1040 KidGloves

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Posted 08 November 2012 - 02:46 PM

Good work with the LRM fix. I think it's about right.

I'm an LRM-mech pilot, I was before Artemis went in and probably will be for a long time to come. I found in the last patch I was basically loading up on a lot of LRM ammo at the expense of other weapon systems simply because of how amazingly effective LRMs are. Now I've cut back my LRM ammo to make space for other weapon systems and I'm finding I have to judge my shots a lot more.

Good LRM shots are still effective, especially when mixed in with other mechs. Bad LRM shots now tend to miss - as it should be!

I've tried with and without Artemis, and I also think Artemis is about right. I'm noticing the difference with Artemis, and while my brawler buddies might not know exactly what it does I'm sure they appreciate the tighter grouping when they meet mechs with heavy damage to a few locations rather than light damage all over.

The other nice thing is it means I'm no longer just mashing the 'launch LRM' button. Which means I don't chew through ammo as much, so my c-bill profit margin is considerably better. And yes, I'm still using Artemis.

That said, I do think Artemis missiles are still overpriced. I'm no longer losing money on a loss match (unless I do really badly) but I still make a LOT more c-bills even if I run in with a trial Cicada and just run madly around the map going 'Woooblewoooble!' and not shooting anything.

I put a medium pulse laser back in the head of my Awesome-8T. I feel whole again.





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