

Priority..1
#1
Posted 25 November 2012 - 06:39 PM
None of this makes any sense until the primary fault is fixed, NET Code.
Without fixing the code we cant really comment on the true state of the game and balance.
Please stop all work on anything and fix the primary problem.
Thank you.
#2
Posted 25 November 2012 - 06:44 PM
Making a game is done by a wide rang of highly specialized roles- the mech guy and the map guys and the UI guys are not even trained in the required field to work on the netcode.
Weapon balancing is a design team job (Paul mainly I think) and is not taking away manpower from networking
#3
Posted 25 November 2012 - 06:55 PM
N0MAD, on 25 November 2012 - 06:39 PM, said:
None of this makes any sense until the primary fault is fixed, NET Code.
Without fixing the code we cant really comment on the true state of the game and balance.
Please stop all work on anything and fix the primary problem.
Thank you.
YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YESYES YES YES!!!!!!!!!!!!!!!!!!!!!!
YES!!!!!!!!!!!!!
good post.
#4
Posted 25 November 2012 - 07:05 PM
Still any work on lets call it Batle balance is useless until the code is fixed, no?
#5
Posted 25 November 2012 - 07:07 PM
N0MAD, on 25 November 2012 - 07:05 PM, said:
Still any work on lets call it Batle balance is useless until the code is fixed, no?
Nope, because it works to keep the balance of the current game close. This type of game will be balanced repeatedly throughout its life. Better to keep what we have balanced now and rebalance as needed like what would happen anyways.
#6
Posted 25 November 2012 - 07:17 PM
#7
Posted 25 November 2012 - 07:18 PM
#9
Posted 25 November 2012 - 07:43 PM
#10
Posted 25 November 2012 - 08:09 PM
#11
Posted 25 November 2012 - 08:26 PM
People with pings over 100 will screw up everyone else. Have more of them the more the lag will get to you. This is the main issue, I routinely see pings over 200 and sometimes 300. Sorry but in any FPS you are going to have a bad time with them.
Hit detection is a little wonky, this also is in just about every game, the reason that MWO is a little worse is, there is no respawn and it takes a lot of firepower just to bring the armor down in one section of mech, so every missed shot is compounded. Other FPS games everything is a lot squishier so a few missed shots are made up for.
Warping mechs, this is also in other games. BF3 has it fairly bad but noone complains, bad hit detection client side hit detection. watching enemies still reloading kill you, dying while you know you are around the corner. Missiles that disappear after you die. Missiles that just fly through tanks without hitting. It's all good because you can just respawn in and ***** about PGI's crappy netcode. Shooting at an enemy getting hits detected only to find out that you didn't hit them at all.
Haven't played an online FPS that was perfect, they all have their issues. MWO its a little more prevalent due to the armor values and the fact that it takes so long to actually kill a mech.
This is not to say that it doesn't need to be better, just that its not as bad as you think it is relative to all the other games out there.
#14
Posted 25 November 2012 - 09:04 PM
Lokust Davion, on 25 November 2012 - 08:55 PM, said:
And who is that? I thought theyre still trying to hire someone to do the netcode.
They're looking to hire additional network programmers; that doesn't mean they don't have any at all, just not as many as they would like.
#15
Posted 25 November 2012 - 09:19 PM
Vlad Ward, on 25 November 2012 - 09:04 PM, said:
They're looking to hire additional network programmers; that doesn't mean they don't have any at all, just not as many as they would like.
With them actively trying to hire more programmers it at least shows they trying to solve the issue. I have no doubt that the issue will get resolved. I imagine that it's taking a lot of work to fix it.
#16
Posted 29 November 2012 - 10:19 AM
Throughout closed beta they have only tweaked netcode, tightening it up, making changes trying to help then rolling them back, etc. I thought a rewrite was out of the question, but now that the official post said as much and made it sound like it will be months before we see any change at all.
We can't really have these balance issues for that long when this isn't closed beta. As was mentioned earlier in this thread, balance is and always will be an ongoing issue, so the loss of time working on it should be a constant factor, as opposed to being a complete waste. Sure, the process may be 'original design' -> 'compensated for netcode and other issues' -> 'original design', but when you consider the length of the second part may be 30% of the total development time so far, it makes more sense to do a balance pass for it now.
Edited by flackee, 29 November 2012 - 10:20 AM.
#17
Posted 29 November 2012 - 10:20 AM
#18
Posted 29 November 2012 - 10:20 AM
#19
Posted 29 November 2012 - 10:21 AM
#20
Posted 29 November 2012 - 10:32 AM
Sirous, on 25 November 2012 - 08:26 PM, said:
People with pings over 100 will screw up everyone else. Have more of them the more the lag will get to you. This is the main issue, I routinely see pings over 200 and sometimes 300. Sorry but in any FPS you are going to have a bad time with them.
Hit detection is a little wonky, this also is in just about every game, the reason that MWO is a little worse is, there is no respawn and it takes a lot of firepower just to bring the armor down in one section of mech, so every missed shot is compounded. Other FPS games everything is a lot squishier so a few missed shots are made up for.
Warping mechs, this is also in other games. BF3 has it fairly bad but noone complains, bad hit detection client side hit detection. watching enemies still reloading kill you, dying while you know you are around the corner. Missiles that disappear after you die. Missiles that just fly through tanks without hitting. It's all good because you can just respawn in and ***** about PGI's crappy netcode. Shooting at an enemy getting hits detected only to find out that you didn't hit them at all.
Haven't played an online FPS that was perfect, they all have their issues. MWO its a little more prevalent due to the armor values and the fact that it takes so long to actually kill a mech.
This is not to say that it doesn't need to be better, just that its not as bad as you think it is relative to all the other games out there.
You must not play many online games.
The netcode in this game is reminiscent of the 90s.
QuantumButler, on 29 November 2012 - 10:20 AM, said:
This is a very scary but very real possibility.
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