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Rejoin Battle In Progress
#41
Posted 02 May 2013 - 09:38 AM
Yes, it "sounds" like a good idea, but from PGI's end, it may not even be possible.
#42
Posted 02 May 2013 - 09:42 AM
#44
Posted 02 May 2013 - 10:11 AM
The problem is that the MWO community believes that PGI is a professional company that can deliver what they promise. Lower your expectations.
#45
Posted 02 May 2013 - 11:10 AM
Zolaz, on 02 May 2013 - 10:11 AM, said:
The problem is that the MWO community believes that PGI is a professional company that can deliver what they promise. Lower your expectations.
Show us on the doll where the bad PGI touched you.
#47
Posted 02 May 2013 - 05:28 PM
Sry for my mood but I'm pretty tired of crashing to desktop every half hour since the last patch, so while my team gets destroyed I rant a bit on the forum
#48
Posted 03 May 2013 - 09:54 AM
Dead one, on 02 May 2013 - 05:28 PM, said:
Sry for my mood but I'm pretty tired of crashing to desktop every half hour since the last patch, so while my team gets destroyed I rant a bit on the forum
20 post rule
![:wub:](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#49
Posted 03 May 2013 - 01:21 PM
#50
Posted 03 May 2013 - 01:23 PM
#53
Posted 03 May 2013 - 03:15 PM
Alfred VonGunn, on 11 December 2012 - 04:09 PM, said:
The trick here is to assume that all mechs are dangerous. After all, when the opponent that has disconnected, your team is gaining a 1 mech advantage. If your teammates have found that DC mech and haven't spent a few seconds to cripple it? Its not that guys fault. His reconnect is only leveling the advantage that you're not supposed to have in the first place. The disconected pilot is functionally no different than one that is connected, that your team doesn't know the location of.
At least one other game does this fairly simply. There's a timer to get back in to prevent abuse. All damage sustained is persistent. Rewards and repairs are assessed as though no disconnect occurred.
#54
Posted 04 May 2013 - 05:09 PM
Zolaz, on 02 May 2013 - 10:11 AM, said:
Strangely enough, every ticket I've submitted in to support has been met with prompt, professional response. The conversations I've had with them regarding the data logs and system conflicts have been concise and knowledgable. They can't please everyone all the time. But every individual interaction with them I've had has been completely professional.
#56
Posted 19 June 2013 - 01:38 PM
only after I am dead do I usually kill the client, and in most cases they say I have not disconnected. so there seems to be many cases, where the client locks up but some type of connection (at least from the server) is still going on, because it still thinks I am connected.
So I assume it would be easy enough to restart the client and pick that connection back up.
In whatever state my mech is in. Damaged/Dead/Sitting on base cap. because I assume if it is still alive and sitting on base cap and the server has not disconnected me yet, then it is still counting down.
#57
Posted 21 August 2013 - 08:58 PM
ltwally, on 09 November 2012 - 04:57 PM, said:
These two questions could be highly relevant in situations such as disconnecting while at the enemy base.
You set up a hotkey on your keyboard to quickly kill the MW:O process. You're sitting at the enemy base. You see them coming, you disconnect, they trash your now zombied mech at their spawn and move off. You rejoin, your mech restored to the condition it was when you abruptly exited. What condition are you in? If you rejoin as things were when you left off, you're in good shape and in position to resume capturing their base. That seems ... problematic.
Or,
You set up a hotkey on your keyboard to quickly kill the MW:O process. You see massive flights of LRM's heading for your Atlas and know you cannot hide in time. You hit the button and kill MW:O. Two minutes later, your buddy tells you the lone surviving Dragon is all tore up and close to capturing your team's base. You rejoin, returning back to base, slay the enemy Dragon, and win the game. That seems... problematic.
So, while I voted "Yes", I think this would need to be carefully considered so that it does not fall into instant abuse.
Problem would be solved as it could show your mechs health in the match if it is dead it will say dead or killed on it and the mech health status would be as if it still live in the match there would be no abuse to it. If your mech is in good health then you would have a health mech to resume if it is taking fire then you would have moments to defend yourself but if your mech is dead when you return then the status would say dead or destroyed but would you like to spectate others while you wait for match to end?
So with 3 simple words, Healthy,damaged,destroyed on your mech status before you rejoin can solved the abuse issue.
#58
Posted 22 August 2013 - 11:17 PM
#59
Posted 23 August 2013 - 01:05 AM
Bryan Ekman, on 02 May 2013 - 09:42 AM, said:
This was posted on May 2nd. The fact that they worked their ***** off to implement useless 3rd person while *this* feature is still not added makes me want to laugh and cry at the same time.
#60
Posted 16 September 2013 - 04:06 PM
PS. Your poll shouldn't allow for multiple options to be checked when the choices are "yes" or "no".
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