Jump to content

What To Expect- Jan 23 Patch (Delayed Until Wednesday)


70 replies to this topic

#61 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 23 January 2013 - 07:30 AM

View Postelbloom, on 23 January 2013 - 04:12 AM, said:

Yes, as miscreant already mentioned, I´m also super pleased to hear they are working on more light mechs in shiny lag armor :lol:

I also appreciate that no new maps are introduced and the long awaited netcode fix also did not go into todays patch. Nobody needs new maps, 4 are enuff by far - could as well remove one.

And everybody likes the warping, teleporting knights in shiny armor :D ^_^ it´s just great you let this continue and exacerbate the situation by releasing even more !!! whoooaaaaa sooo gooooood !!
Don´t we need another medium going 150 kp/h ? the dev team should really focus on it 105% !!

yeah, had a good laugh, thx miscreant ^^


Netcode is not one fix. Netcode is the single biggest thing on the whole project, because they had to build it all from scratch for an engine unsuited for server-authoritative network architecture.

You will NEVER a single 'netcode fix'. We will see many many many incremental changes as they carefully adjust the netcode. They have already explained a new portion of that code which is their 'state rewinding' which is a form of lag compensation, and the last patch had a movement code update which is all part of the same spectrum of issues.

Maps are being worked on. They take time.

Edited by Redshift2k5, 23 January 2013 - 07:31 AM.


#62 Morang

    Member

  • PipPipPipPipPipPipPipPip
  • 1,259 posts
  • LocationHeart of Darkness

Posted 23 January 2013 - 08:14 AM

View PostRedshift2k5, on 23 January 2013 - 07:30 AM, said:

and the last patch had a movement code update which is all part of the same spectrum of issues.

It was removed from patchnotes, if I remember correctly. Only reference to the netcode in current notes is:

Quote

We are rolling out new networking code over the next month to improve your gameplay performance


So don't expect it even in the upcoming patch too much.

#63 Blowfeld

    Member

  • PipPipPipPipPipPip
  • The Fearless
  • The Fearless
  • 322 posts
  • LocationGermany

Posted 23 January 2013 - 08:17 AM

Well,

right now I do not feel hyped for MWO at all.

The patch will bring some superficial changes, an unnecessary hero mech and introduces more bugs that the team missed when trying it out.

inb4: still sound problems, still netcode from hell, random bug x that needs to be hotfixed at thursday.

But maybe the devs surprise me with something good, that makes me want to come back for more beta testing finally.

#64 Soda Popinsky

    Member

  • PipPipPipPipPip
  • 169 posts

Posted 23 January 2013 - 09:38 AM

View Postmiscreant, on 22 January 2013 - 07:11 PM, said:

It's a good thing they are working so hard on those hero mechs, I was worried they'd release new maps or something.




Pumping out new hero mechs is a piece of cake compared to building a new map and play testing it. A new hero mech is mostly a reskin + new code for hardpoints / default loadouts. Apples to oranges, please. Plus, I'm pretty sure the mappers are just mappers. I doubt they do much on the hero mechs.

From the interviews, it sounds like these guys are putting in 80 hour weeks. Isn't that enough for our entertainment?

#65 vettie

    Member

  • PipPipPipPipPipPipPipPip
  • The Machete
  • The Machete
  • 1,620 posts
  • LocationThe Good Ole South

Posted 23 January 2013 - 09:43 AM

I am just looking forward to the any 'other bug fixes', You know the ones where they dont list a lot of detail but things just seem a little smoother or better. Always seems to be some of that in each patch.

Also, the Hero Mechs. You know, selling Hero Mechs and other do-dads (especially the sales of MC) allow them to continue to develop this game and bring changes, fixes and additions. If you dont like them, then dont click the "buy with mc" button.

#66 SilverlightPony

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 330 posts

Posted 23 January 2013 - 10:19 AM

Deployment in progress. ^_^

#67 CHWarpath

    Member

  • PipPipPipPipPip
  • 152 posts

Posted 23 January 2013 - 10:27 AM

View PostSoda Popinsky, on 23 January 2013 - 09:38 AM, said:


Pumping out new hero mechs is a piece of cake compared to building a new map and play testing it. A new hero mech is mostly a reskin + new code for hardpoints / default loadouts. Apples to oranges, please. Plus, I'm pretty sure the mappers are just mappers. I doubt they do much on the hero mechs.

From the interviews, it sounds like these guys are putting in 80 hour weeks. Isn't that enough for our entertainment?


Please spare us the feel sorry for devs posts, this is a business and we are consumers aka its not a charity. Paying customers are not interested in employee work weeks, we are interested in results.

#68 Rumjaku

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 43 posts

Posted 23 January 2013 - 10:36 AM

View PostBguk, on 21 January 2013 - 08:08 AM, said:

Aha, it was you! I forgot who did this. Thank you sir.

Also may want to include matchmaker phase 3 for the unconfirmed. Only information on this has been the features roadmap which still states mid January.


A roadmap is just that. A map that allows you to see where you want to be heading in the future. You may also ascertain that it can allow you to figure out where you are currently; thus allowing for better planning of routes or directions you want to be headed.

Now you may guesstimate when you will arrive somewhere, such as your desired destination. Factoring in things you cannot control such as weather and traffic, you cannot 100% accurately predict when you will arrive at said destination.

So comparing a true roadmap to a companies roadmap in terms of planned implementations. If the features take a little longer to implement then that's ok, they are part of the "roadmap". If some features are forgotten and never implemented, well, they were "planned". Unforseen circumstances may pop up along the way. I.E. You may NOT be able to see every landmark on your roadmap in one trip. Or just because you planned for the apocalypse of 2012 doesn't mean that it happened, and it didn't.

View PostRedshift2k5, on 21 January 2013 - 08:16 AM, said:


Honestly I find it so unlikely that MM Phase 3 is ready I intentionally skipped it. Hence my previous topic over the weekend requesting new dates for the Feature/Content Roadmap! No command chair update, no dev comments hidden away in the forum, nada.

With no update to indicate it's "almost ready", I'd prefer people to be surprised rather than dissapointed.


That's the spirit Redshift2k5! I love being surprised and not disappointed!

#69 Magmaviper

    Rookie

  • 7 posts

Posted 23 January 2013 - 11:16 AM

UPDATE

Greetings MechWarriors.

Death's Knell is here! With a 30% C-Bill boost that lets you make money while dancing around Atlai burning their armour off with four medium pulse lasers. You know you will look good because this BattleMech has possibly the coolest Hero skin yet!

All Systems are… Nominal? (we're getting there!) Finally! the Bitching Betty start up sequence is in game! If this doesn’t give you warm nostalgic feelings, then you my friend, are dead inside. There are also some additional animations and functionality for overheat and shutdown.

Some nice bug fixes round out the rest of this patch. Thanks for your help in tracking down and squashing them!

See you on the Battlefield,



GENERAL

“The Death’s Knell” COM-TDK

- Base Mech: Commando
- Tonnage: 25
- Top Speed: 113.4 kph
- Armor: 176
- Weapons & Equipment:
- Left Arm: 2 Medium Lasers
- Right Arm: 2 Medium Lasers

- Hardpoints:
- Left Arm: 2 Energy
- Right Torso: 1 AMS
- Right Arm: 2 Energy

- Internal Structure: Standard
- Heat Sinks: 11 Double
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
- 30% C-Bill Bonus

New Trial Mechs:

- Spider SDR-5V
- Hunchback HBK-4SP
- Cataphract CTF-3D
- Awesome AWS-8V

Gameplay:

- Start-up animation at the beginning of the match.
- Normal power on/offs during gameplay now have animations.
- Now able to manually shutdown during an override

Power System: (Powering on and off the Mech):

- There has been a significant change in how the power system works in regards to powering on and off your Mech and when overheating.

- Pressing the ‘P’ key will always turn on / off your Mech even if your Mech is shutdown from overheating.
- Pressing the ‘O’ key will temporarily prevent the shutdown of your Mech due to overheat.

What does this mean exactly?

Pressing the "O" key just prior to overheating will temporarily disable the overheat Mechanic for the next 5 seconds. If you do not overheat in those 5 seconds, the override is cancelled and will need to be toggled the next time you wish to engage it.

If your Mech DOES overheat within that 5 second buffer, your Mech will continue to operate but will cause you to start taking damage to your internals.

Pressing the "P" key now powers your Mech on/off no matter what state you are in. Hence, if you press the "P" key while you are overheated, your Mech will power up but you will start to take damage to your internals until you have cooled off sufficiently.

Performance:

- Anti Aliasing is Disabled by default for low specs.
- VSync off by default.
- Optimized visibility checks.

Bug Fixes:

- Fixed some issues with CryEngine.
- Fixed a few memory leaks.
- More fixes done to the FE.
- NARC/TAG reward now shows up in the EoR screen.
- Fixed texture LOD issue with the cockpit items.
- Additional movement code bug fixes and improvements

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

Assuming this is final, was pulled from Reddit.

Edited by Magmaviper, 23 January 2013 - 11:18 AM.


#70 Blowfeld

    Member

  • PipPipPipPipPipPip
  • The Fearless
  • The Fearless
  • 322 posts
  • LocationGermany

Posted 23 January 2013 - 11:24 AM

If this is the final version then my answer is *yawn*

#71 Egomane

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 8,163 posts

Posted 23 January 2013 - 11:38 AM

Patch is live, removing pin!

Thanks, Redshift2k5!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users