

#1181
Posted 10 November 2012 - 05:24 AM
From the UK my pings are anything from 100ms to 300ms, which is a huge disadvantage over those playing close to the server that will be on 20-30ms.
The solution is obviously to have localised servers, and my question to PGI is, is there something in the pipeline to address this issue?
Thanks for listening.
#1182
Posted 10 November 2012 - 05:58 AM
Come ON dude, really? You really think that posting threads whining about patch time are going to do ANYTHING? Grow up, have some patience, and wait till you actually have a REAL PROBLEM before posting in the PATCH FEEDBACK forum.
Get it? You actually should get the patch and PLAY IT before you post here.
#1183
Posted 10 November 2012 - 07:02 AM
Edit: An interesting observation is that people with high pings tend to jump around quite a lot making them harder to hit - though that does get worse with your own ping as you get the "noisy" location data later.
Edited by William Rahn, 10 November 2012 - 07:09 AM.
#1184
Posted 10 November 2012 - 07:28 AM
We're piloting war machines, not tin figures. I'd imagine that a light mech wouldn't suffer as much damage from the small falls and whatnot they do. Heads on collisions at full speed with buildings are a whole different matter. But leg damage due to running over rubble - especially light mechs should have a good suspension since they are mostly made for speed, shouldn't they? Looking at my jenners leg armor, I've got 30 points on either leg. That are two direct gauss hits. But on some maps you can damage your leg really fast while running around on the ground. Doesn't really seem to be right.
#1185
Posted 10 November 2012 - 07:32 AM
#1186
Posted 10 November 2012 - 07:33 AM
The damage legs take from random terrain is crazy, I liked the last patch where it didn't seem to exist. It should but the threshold should definitely be higher on what causes it for all mechs.
Edited by Ehrithane, 10 November 2012 - 07:36 AM.
#1187
Posted 10 November 2012 - 07:39 AM
#1188
Posted 10 November 2012 - 07:41 AM
THIS IS A BETA TEST, WE WERE TESTING IT. ITS BROKEN. WE'LL TEST IT AGAIN BEFORE RELEASE.
#1189
Posted 10 November 2012 - 08:20 AM
OK i found 2 bugs
- cannot cap - i went into cap south base in snow forest, and we had 3 mechs in their base and couldnt cap. no mechs in their base. no powered down mechs. was weird! (obviously this doesnt happen all the time
- T button sometimes break. When the game starts, sometimes i cannot press T to talk. Workaround - press Y to talk then T and it works.

#1190
Posted 10 November 2012 - 08:20 AM
Thanks
#1191
Posted 10 November 2012 - 08:55 AM
#1192
Posted 10 November 2012 - 09:20 AM
#1193
Posted 10 November 2012 - 09:27 AM
I run SRMs with Artemis if you must know.
#1194
Posted 10 November 2012 - 09:37 AM
Ehrithane, on 10 November 2012 - 07:33 AM, said:
This has always been the case, but there seems to be an issue right now with the hit indicators not displaying or updating for the pilots.
The poll mentioned case (death on yellow armour, full internals) I have had happen to me, most infuriatingly I have had happen the first time I was hit in a game (I do repair my mechs, not one of those no repair/no rearm farmers). Double gauss shot to centre torso front and died, paper doll updated from pristine to show yellow armour just before my view was changed to spectate my team.
The non-mentioned but seemingly common case since the patch where as soon as armour drops the internals instantly are destroyed (rather than having to slog through destroying them) I have seen on mechs using endo construction.
#1195
Posted 10 November 2012 - 09:37 AM
Have you ever seen what a "clanwar" looks like with the broken knockdown in the game? It's rediculous! 'Mechbowling ain't fun.
#1196
Posted 10 November 2012 - 09:39 AM
MWO is a mech simulator and I agree that we all want a game that showcases everything we imagine about using mechs in a believable manner, which includes mech labs, customization, physics but also things like repairs and re-supplying.
However, due to the fact that a single match is (by itself) a full game loop, and since there are no things like world domination, persistency or similar things affected by a match outcome, the main motivation for doing a match is to:
1) Have fun (obviously, as it's the entire reason one has installed this game)
2) Unlock new stuff, which translates to "Earn C-Bills"
3) Become better at the game to increase 1 & 2
That being said, on the other hand their is the socialisation and team aspect to game, which emerges out of the design as a "tactical multiplayer simulation shooter".
The player abilities needed to win a match are not restricted to things like map awareness, aiming skills and game mechanic knowledge, but also team positioning, fire coordination, spacial orientation of the team, etc. etc.
Therefore the team needs to rely on each participant, and this shows also by the fact that people on the forums complain about disconnected players, AFK player, or scout rushers that die too quickly, effectively weakinging OUR own personal chance to win the match.
People need to stick together, and work together, but not because they like each other so much, but because it is creating the most benefit for each participant.
Unfortunately the repair and rearm mechanic is a total contradiction of that concept.
By making use of the option to not repair / rearm, the personal benefit rises, as the player is able to make C-Bills much faster. So the game promotes to disable auto repair and auto rearm to be able to get to new game content faster, which is something the majority of players want: New mechs, equipment etc.
However, disabling and figthing with a damaged mech and 75% ammo is in violation of the general game play principle of team work. No one wants a team mate that is not being fully effective for his team. However, loosing the match while avoiding repair often is the more beneficial way to go to earn c bills faster. If there are more mechs at the players disposale, he can even quit the match and start a new one immediatelly, rewarding him to not repair / rearm AND die quickly.
So in essence this creates a dilemma between the motivations no.1 and no.2:
"Players want to have fun and want a tactical team experience to win a match"
VS.
"Players always want to get the most out of their gaming time, to see new game content and unlock stuff"
The current design is disencouraging the main game play principles that are the foundation of MWO, leading to a weakened multiplayer experience.
That is why i suggest to re think repair and rearm.
One possible solution could be, to disallow entering a match with a mech that is not fully reparied and rearmed. Thinking ahead, this would then mean mechs just need one button, and re-arm / repair would be a combined action.
There surely are other approaches to this dilemma but it was not my intention to propose a new feature here. I just wanted to point out the problem.
Edited by Dreepa, 10 November 2012 - 09:47 AM.
#1197
Posted 10 November 2012 - 09:59 AM
#1198
Posted 10 November 2012 - 10:07 AM
didnt see em must be blind
#1199
Posted 10 November 2012 - 10:19 AM
NOTE: Trial 'mech earnings should be left exactly where they are. yes, maybe it takes a long time to earn enough to buy a mech, but that way, there is a bigger incentive to have your own mech which is not only customizable, but earns you more c-bills faster.
I really would love people to look at my idea, I honestly believe it would make the difference.
#1200
Posted 10 November 2012 - 10:23 AM
awhile ago, i got ganked by two catapults armed with lots of SRM, and they just cycle fired their SRM into me, and eventually my game crashed (CTD without error) before they even break the armor of my center torso, possibly due to all the screen shaking and blurring effects, or, i've read from somewhere, due to the amount of sound effects the game is trying to play(remember, i got ganked by two catapults cycle-firing their SRM)
i did experience crashes before, and it was usualy during firefights. im not sure if only SRMs are causing this, because as of now im still using trial mechs.
maybe the devs oughtta look into this.
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