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Patch Opinion Thread

v1.0.142

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#1181 Kremator1968

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Posted 10 November 2012 - 05:24 AM

Can I first thank PGI for a superb game, let down only with a few niggles. Now I'm sure that netcode will be improved over time, but something that will NOT improve is pingtimes. I'm old enough to remember the controversy of CounterStrike where LPBs (low ping B******s) would rule this twitch shooter.

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 Xendojo

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Posted 10 November 2012 - 05:58 AM

Wait a second....you made two useless whine threads about the same thing?
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 William Rahn

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Posted 10 November 2012 - 07:02 AM

This was already address multiple times - european servers are almost certain. I wouldn't count on them being deployed anytime soon (unless someone form PGI/IGP would like to share some info) - getting the game to be stable is probably much higher on the priority list. They also stated it will be possible to move all your "belongings" to another server. I haven't seen any concrete info on whether the accounts will become global (as in you can play with the same account on different servers) or we will have to have separate ones.

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 Greg Djekow

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Posted 10 November 2012 - 07:28 AM

About leg damage due to terrain:

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 SiSoB NightWish

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Posted 10 November 2012 - 07:32 AM

wtf is with light mecsrunning though you? should start a poll and see how many ppl want knock back

#1186 I Just Ate Your Grapes Bro

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Posted 10 November 2012 - 07:33 AM

Not saying this is you for sure, but I will say, I notice a TON of people not watching their hit indicators, nothing makes me smile more than being able to come to a full stop behind an enemy and shred its back in seconds cause they didn't armor it up more and didn't notice I was there poking it with a stick, often times leaving every other part of their mech completely untouched while they have tunnel vision focusing on a distant enemy.

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 Eleck

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Posted 10 November 2012 - 07:39 AM

I don't think there's a problem with scout mech leg armor, but the damage incurred when running around and striking minor obstacles.

#1188 Eleck

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Posted 10 November 2012 - 07:41 AM

Dude, for the love of god, people need to stop making posts on this. The developers have said MULTIPLE TIMES that it's just out temporarily while they fix it.

THIS IS A BETA TEST, WE WERE TESTING IT. ITS BROKEN. WE'LL TEST IT AGAIN BEFORE RELEASE.

#1189 SmarmySam

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Posted 10 November 2012 - 08:20 AM

Greetings fellow mech pilots and esteemed developerees

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 :D
  • 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.
peace out developerees you are doing a great job and its a great game. everything you do is great, just people need to peace out and work with the engine at hand :blink:

#1190 Name115734

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Posted 10 November 2012 - 08:20 AM

I for one completely agree with changes to LRMs, and I run and LRM boat. With those changes in place though would it be possible to get a reduction in rearming cost to equate with the changes. At least a 15% decrease in costs.

Thanks

#1191 The Mecha Streisand

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Posted 10 November 2012 - 08:55 AM

Same here. Even with a 45ms ping according to the status board, I'm seeing occasionally a MASSIVE lag that makes the game virtually unplayable.

#1192 kitazari

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Posted 10 November 2012 - 09:20 AM

Makes sense to me.

#1193 Tuku

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Posted 10 November 2012 - 09:27 AM

I might agree with artemis ammo costs going down and I dont run an LRM boat so I dont know how bad that is so I wont speak to that.

I run SRMs with Artemis if you must know.

#1194 Marcach

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Posted 10 November 2012 - 09:37 AM

View PostEhrithane, on 10 November 2012 - 07:33 AM, said:

Not saying this is you for sure, but I will say, I notice a TON of people not watching their hit indicators


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 Fugu

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Posted 10 November 2012 - 09:37 AM

Collision detection is not finished yet and that's why it has been taken out until it works properly.
Have you ever seen what a "clanwar" looks like with the broken knockdown in the game? It's rediculous! 'Mechbowling ain't fun.

#1196 Dreepa

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Posted 10 November 2012 - 09:39 AM

Hi,

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 Dreepa

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Posted 10 November 2012 - 09:59 AM

Wrong forum, someone move this to suggestions plz.

#1198 SiSoB NightWish

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Posted 10 November 2012 - 10:07 AM

fair enough
didnt see em must be blind

#1199 TheAquired

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Posted 10 November 2012 - 10:19 AM

I agree with this. I think that besides the suggestion you made, I would also increase the amount you get when you win a match. If you lose the match, your going to lose c-bills, not huge amounts, unless your in something like an Atlas. I think just raising the win amount so that we have a much much higher incentive reason to win, because it will result in the fastest way to earn c-bills, will solve this whole situation. When someone needs to win to earn the most c-bills, obviously they will completely rearm and so on, to make sure he wins. this also reduces reasons for things like farming.
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 MiniFish

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Posted 10 November 2012 - 10:23 AM

i know SRM boats arent exactly rare, but here's my story.

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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