

Patch Notes November 27Th, 2012
#21
Posted 27 November 2012 - 12:01 PM
Good changes so far.
#22
Posted 27 November 2012 - 12:02 PM
MrPenguin, on 27 November 2012 - 11:57 AM, said:
Oh yes thats true..... my bad i should have added "new maps" too..... oh wait yes sorry there are geographical artists and Hula-Artists. Damn again fail for me.... i am sorry
But yes i also read about the "new" reworked old map wich will be now at "night" wich of course is not for night vision.... dont ask too much this are different guys working on.
#23
Posted 27 November 2012 - 12:03 PM
Gen Kumon, on 27 November 2012 - 11:57 AM, said:
Edit: Please note I'm talking about stuff like the fixes to spectator mode bugs and the like. I agree those need to be fixed as well, but for the most part, these are the only sort of bug fixes we've been seeing, patch after patch. It just gets a bit depressing, you know?
Ok i have to ask.. are you a bit taffy? Some issues might take a bit more work to fix and unlike bugs art is usually a fairly linear process with few unforeseen problems, unlike bugs that are usually fairly non-linear in their nature. So while it might look like they are just working on arty stuff that is not the case... Read the command couch section.
#25
Posted 27 November 2012 - 12:03 PM
MrPenguin, on 27 November 2012 - 11:59 AM, said:
I'm not talking about the cockpit items or paintjobs. At all. I said cosmetic fixes, such as the reticle not showing up in spectator mode. A bug that needs to be fixed, I agree...but it certainly shouldn't have been a high priority fix when a lot of people have to restart their client just to save mechlab changes, for example.
AlexEss, on 27 November 2012 - 12:03 PM, said:
Ok i have to ask.. are you a bit taffy? Some issues might take a bit more work to fix and unlike bugs art is usually a fairly linear process with few unforeseen problems, unlike bugs that are usually fairly non-linear in their nature. So while it might look like they are just working on arty stuff that is not the case... Read the command couch section.
I understand some are easier to fix than others, but again, some of these bugs predate the open beta, like the freezing mechlab or black screen upon match start. We haven't even gotten any sort of updates on these issues the entire time. We don't even know if they're even working on them. As I said, sure, the small bugs need fixed too...but I think the major bugs that are actually stopping people from playing the game should really take a much higher priority than it feels like they're giving them. Even just a small update when each patch comes out mentioning some of the bugs they're still working on would help. It's just the lack of communication about such issues is frustrating.
Edited by Gen Kumon, 27 November 2012 - 12:07 PM.
#26
Posted 27 November 2012 - 12:03 PM
Time to move on to something that works and is woth 50$ to 100$.
Edited by River Walker, 27 November 2012 - 12:04 PM.
#27
Posted 27 November 2012 - 12:07 PM
#28
Posted 27 November 2012 - 12:08 PM
Gen Kumon, on 27 November 2012 - 12:03 PM, said:
In my years as a programmer, I've seen some issues that were so serious they required a total rewrite of many sections of code, because sometimes issues result from the very structure and design behind the code. The entire thing can be logically and syntax correct, but if you designed it improperly or an issue occurred that you didn't even know was related, then you're going to have to sit and think and sift through huge sections of code. Its just the nature of the beast.
#29
Posted 27 November 2012 - 12:09 PM
#30
Posted 27 November 2012 - 12:09 PM
As opposed to the total silence on these issues we've been getting.
#32
Posted 27 November 2012 - 12:11 PM
#33
Posted 27 November 2012 - 12:12 PM
The conclusion:
Stay
Calm
And
Kill
Big
Robots!
#34
Posted 27 November 2012 - 12:13 PM
MrPenguin, on 27 November 2012 - 11:55 AM, said:
Its your own fault for expecting it this patch.
I did limit my post to sarcasm only, but it is worth adding that I did not expect it this patch. I was appropriately pessimistic about it. However, that doesn't make it any less wrong. I will continue to complain until it's fixed because it should never have happened to begin with.
We should never have been stuck with 4 man team limits and every day it continues is wrong.
#35
Posted 27 November 2012 - 12:15 PM
- Frame rate / game performance drops (particularly on specific maps or with specific mechs)
- Crashes to Desktop after initial map load
- Game freezing, leading to crash to desktop
- The multitude of UI bugs (restart client after mech purchase, loadout customization, ready status quirks, etc)
It's clear that you have different people working on different areas of the game. And some of the bigger issues take a longer time to diagnose and fix. No one is expecting you to fix every major issue by the next patch release. But it would be a big help (and perhaps go a long way towards pacifying some people here) if you could acknowledge some of the major bugs, and give us progress updates and/or ETAs for the fixes. The balance between developing new features and solidifying the existing code base is tricky, and there's no way to make everyone happy all the time. But the multitude and persistence of serious bugs is turning-off both newcomers and existing players alike.
#36
Posted 27 November 2012 - 12:15 PM
Gen Kumon, on 27 November 2012 - 12:09 PM, said:
As opposed to the total silence on these issues we've been getting.
I think the fact that they did the command chair on the netcode as well as included the known issues on this week's patch notes indicates they are keeping these things in mind and are working on resolving them.
#37
Posted 27 November 2012 - 12:17 PM
Memory, on 27 November 2012 - 12:13 PM, said:
We should never have been stuck with 4 man team limits and every day it continues is wrong.
Here's your kleenex, it will help with your wet keyboard.
#38
Posted 27 November 2012 - 12:17 PM
Extinction, on 27 November 2012 - 12:02 PM, said:
Yeah, don't bother hitting the "N" key.
I'm sure a QQ thread complaining that 'darkness is OP' will pop up soon enough...

#39
Posted 27 November 2012 - 12:17 PM
Giving ETAs for bug fixes is essentially impossible until the very moment they have it solved.
Debugging code is a *****.
timmojo, on 27 November 2012 - 12:15 PM, said:
#40
Posted 27 November 2012 - 12:18 PM

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