Author Topic: Mechwarrior Living Legends 0.4.X Feedback thread  (Read 12757 times)

0 Members and 2 Guests are viewing this topic.

Offline CHHš Rampage

  • Lance Captain
  • ***
  • Posts: 677
  • Karma: 23
  • CHH Recruitment Officer - Commander Theta Galaxy
    • Rampage Computers
Re: I'd love to give some feedback, but...
« Reply #30 on: December 30, 2010, 12:06:41 AM »
Have now installed 0.4.0 (and 4.) twice and all I get is a black screen >:( ctrl/alt/delete says wars is running but MWLL DX10 has stopped.

Specs:
Windows 7 Pro
Intel I-5 core duo quad core (2.67)
Gigabit MB
4 gig DDR 2200
nvidia GTS 250

uninstalled the first try and used Ccleaner to clear artifacts and the registry then did the second install -- no joy

Anyone got any ideas? Thanks

I used to have this problem. Traced it to my anti-spyware. I was running AVG. It does not play nice with Windows7 64Bit and MWLL. I deleted it completely and switched to MS Security Essentials and have had no problems since then. You can also force running in DX9 which may help.
,

Offline LordHack

  • Lance Captain
  • ***
  • Posts: 673
  • Karma: 26
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #31 on: December 30, 2010, 12:11:33 AM »
About 3 or 4 months ago leer made a media release on the clan xerxes. He gave some rather in depth info on it and I thought he said was ready or nearly there. Also speaking of aircraft, they are significantly slower and actually loose a considerable Mount of forward airspeed when making hard maneuvers. With the inclusion of better anti air, it kinda drains the fun out of flying. I really appreciate the new sulla variants though.

Shivas seem pretty much useless now, so B variant will probably be most used (unfortunately), if/when it is used at all.  On TC, ASF are kind of a net-net negative for team, although you can get some kills while watching your control points melt away.  A lot of people haven't figured out how to land.  VTOL taking CP is cool.  But overall air is a poor sideshow on TC (imo).  Probably just as well a new ASF was not introduced.

On the plus side, vehicles are very good so far.  Tank driving is fun.  Osiris-C is killer (it actually might be my favorite so far).  Love the lower costs on WH!  There are some mech variants I haven't a clue how to use appropriately yet.

I can't really tell much improvement on hit detection. PPC & ACs still seem lossy sometimes. 

Maps so far seem well done, although I'm not crazy about DV because of distances, always seems you are traveling, traveling, traveling - and team gets unavoidably spread out.

Those are my quick, and probably uneducated, first impressions.

Online KorJax

  • Level Design (Reader of Stickies)
  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2472
  • Karma: 31
  • Memento Mori
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #32 on: December 30, 2010, 12:15:58 AM »
Im not saying i dont like it, im just a bit iffy on it.

Heres what a real good infantry hud looks like imo:



SW republic commando. This hud has a nice 3d feeling to it, while not cutting away too much viewing range.

I dont know. I like the layout of the new HUD, and the way it works, but i cant help but feeling somethings off with the way it looks. Maybe its just the glowy green colors.

I wish we could do that 3D look, but the limitations of the engine make it so we can't really do 3D looking HUD information, but we can fake it to a certain degree. For the flash HUD, the most we can really do to affect the look of it is skew I believe, which isn't enough to really pull off that "perspective" for the HUD elements that are dynamic (i.e. the jump jet meter or radar).

The only critique I have for the new HUD is that I think the outer edges (where the helmit is) needs to be pulled back a little so it takes up... 10% less screen space. Just a small tweak to increase visibility.

Offline Overon

  • Bondsman
  • *
  • Posts: 47
  • Karma: 4
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #33 on: December 30, 2010, 01:05:28 AM »
Feedback: 
I don't like the reduced visibility of the battlearmor hud.  I like the hud, but not it's reduced visibility.
The missile lockon acquired sound is nice and loud.  But the acquiring target missle lockon sound is barely audible.
It would be a little easier if maybe one of the two radars could display bases in terrain control mode not when using M.
Sometimes it's really difficult to tell if are being fired upon, it appears especially for lasers.  There is no "you are getting hit" sounds that tells you, you are being hit, only the betty voice and your armor indicators melting away. 

Offline -SM-SUCKER

  • Star Captain
  • ***
  • Posts: 1128
  • Karma: 80
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #34 on: December 30, 2010, 01:51:43 AM »
Switched to Wars, and played a bit today. Not a single crash while playing over an hour. This is new and I appreciate it the most.

And the BA hud looks incredible. It's a lot harder to see anything, but the feeling is pretty much perfect.
ATMs seem to be OP, but this needs to be further investigated.
Great work, dev-team!

Offline Spanish Inquisition

  • Lance Sergeant
  • **
  • Posts: 477
  • Karma: 13
  • Cross beams, askew, treadle, etc.
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #35 on: December 30, 2010, 01:58:15 AM »
Feedback: Both Kagoshima and Death Valley are huge, so they have huge guts. Unfortunately, that means the game likes to lag like crazy on any mid-range (HD4850-esque) system running high quality. I've got no problem running at 1600x900 custom high no AA at 40FPS on any other map but these new ones.
"Nobody expects the Spa- Oh bugger"
-Last words of the pilot of WHM-6R Waffles

Offline sgnl05

  • Lance Captain
  • ***
  • Posts: 721
  • Karma: 72
Re: I'd love to give some feedback, but...
« Reply #36 on: December 30, 2010, 01:58:48 AM »
Have now installed 0.4.0 (and 4.) twice and all I get is a black screen >:( ctrl/alt/delete says wars is running but MWLL DX10 has stopped.

Specs:
Windows 7 Pro
Intel I-5 core duo quad core (2.67)
Gigabit MB
4 gig DDR 2200
nvidia GTS 250

uninstalled the first try and used Ccleaner to clear artifacts and the registry then did the second install -- no joy

Anyone got any ideas? Thanks

I got a black screen after I ran Custom Crysis Config. I think what happened is that I chose the DX9 config and then tried to run the game in DX10. What I'd suggest is trying the "force Direct X 9" option in the launcher and seeing where that gets you. DX10 doesn't really provide any visual benefits anyway IIRC.
ATTENTION CHILDREN: Do not drink or have sex. Ever.

Gratuitous robot violence is fine.

Offline Overon

  • Bondsman
  • *
  • Posts: 47
  • Karma: 4
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #37 on: December 30, 2010, 04:06:13 AM »
More feedback:
Can server admins change the game time for terrain control maps?  Maybe even not have a timelimit at all?  Since I have been unable to join any server configured with enough time to count down the enemies tickets to 0.

Online KorJax

  • Level Design (Reader of Stickies)
  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2472
  • Karma: 31
  • Memento Mori
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #38 on: December 30, 2010, 05:13:06 AM »
Yeah, who's idea was it to set the default game time to be 30 minutes? That doesn't even go through a third of the team tickets by then.

Also, I've only noticed team tickets counting down when somoene dies, not depending on capture points. Isn't it supposed to be 1 point lost every few seconds per capture point (or something along those lines)?

Online KingLeerUK

  • Hawkmoth D arise!
  • Project Director
  • Living Legend
  • *
  • Posts: 3454
  • Karma: 345
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #39 on: December 30, 2010, 05:23:00 AM »
Server admins do control the session time.
 
I was unaware that there was a default, most of our alpha testing shot for a reasonable 40 minute TC game.  Server admins can control both the total match time, and the Ticket decrement rate.
 
Kills and vehicle destruction still decrement Tickets away from the opposing team using the values already established with our Ticket mode gameplay.
 
BA = 1
Lights = 2
Mediums = 3
Heavies = 4
Assaults = 5
 
Proud vendor of Soon™, brought to you by the makers of Someday™, Make Me a Ticket™ and Let's Talk About it Later™

Chief of the Balance Police

Offline (Wilson)

  • Lead Developer
  • Lance Captain
  • *
  • Posts: 724
  • Karma: 60
  • The Man
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #40 on: December 30, 2010, 05:31:28 AM »
Quote
On a side note in TC, "Repair Tanking" seems incredibly broken in field bases.  Park a mech/tank in a field repair base and power down.  Laugh at the damage incoming until you reinforcements show up or you run out of cbills, even if the base is being contested by several hostiles

The repair bays are setup so that you cannot capture a base at the same time as repairing. You can sit in there and repair non-stop while you have the funds to do so, but as soon as an enemy walks into and takes the base back to neutral the repair bays will no longer allow you to repair at them.
 
The Singlebay mechhanger and bunker spawn points are also not a part of the capturable areas, this prevent respawning players from effectively "locking" capture points by hiding inside spawn bunkers/hangers.. though many base layouts were specifically designed to allow BA to be more effective and play a more active role in taking and holding capture points.
 
In short, you cannot contest the capture of a base from inside a repair bay, mechhanger, or spawn bunker.
 
Quote
Also, I've only noticed team tickets counting down when somoene dies, not depending on capture points. Isn't it supposed to be 1 point lost every few seconds per capture point (or something along those lines)?

This is controlled by a server cvar called sv_ticket_decrement_rate  .. it defaults to 0.1, but we have found values from 0.5 to 1.5 can work better on some maps, this is something that needs to be set with the total number of tickets in mind, and can be set in the levelrotation.xml by server admins on a level by level basis. A game with a higher number of tickets will require the tickets to decrement slightly faster than a game with fewer tickets. The tickets should be decrementing when from holding capture points.. the capture points are "weighted", meaning that some bases have a higher contribution to the decrement rate than others.
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War

Offline sgnl05

  • Lance Captain
  • ***
  • Posts: 721
  • Karma: 72
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #41 on: December 30, 2010, 06:43:11 AM »
One small thing, would it be possible to allow for reloads while you're on the single repair pads? The forward bases are great for keeping you in the action but it all falls apart a little when you have to slog back to main for more ammo.
ATTENTION CHILDREN: Do not drink or have sex. Ever.

Gratuitous robot violence is fine.

Online KingLeerUK

  • Hawkmoth D arise!
  • Project Director
  • Living Legend
  • *
  • Posts: 3454
  • Karma: 345
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #42 on: December 30, 2010, 07:30:34 AM »
Some bases have single bay hangars that allow for ammo purchases.
 
Also: APC
Proud vendor of Soon™, brought to you by the makers of Someday™, Make Me a Ticket™ and Let's Talk About it Later™

Chief of the Balance Police

Offline DaveTheArsonist

  • Recruit
  • *
  • Posts: 87
  • Karma: 6
  • Mauler C, Harasser D, Shiva C-you get the picture.
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #43 on: December 30, 2010, 07:47:49 AM »
So I've noticed that you can only purchase heavies and assaults from the main base (great job balancing  :) ), but you can still grab all of the heavy tanks in the field. Were they meant to be that way or will the Morrigu's and the arrrow Huits become exclusive to the main base?

Also I've had considerable sound issues even after the patch, most noticeably beam lasers being basically inaudible.  Betty events seem to play arbitrarily, too.

And could anyone please enlighten me as to how aerospace mappings have been changed in the actionmaps XML?  I copy-pasted my old actionmaps & joystick to the Wars folder and so far everything is the same except that all of my aero/vtol controls are (once again) broken.

Online KorJax

  • Level Design (Reader of Stickies)
  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2472
  • Karma: 31
  • Memento Mori
Re: Mechwarrior Living Legends 0.4.X Feedback thread
« Reply #44 on: December 30, 2010, 08:04:24 AM »
Hmm so it appears then a lot of the general TC problems are simply due to none of the servers using "tweaked" settings yet.

Currently servers are set up to have a 30 minute time limit and capturing points doesn't appear to do anything - team tickets are only lost when someone dies. Also, being that servers start with 500 tickets means by the time the round is over there are 380 tickets left on both sides. Essentually, what we are all playing at the moment is a glorified TSA (with dynamic battle armor spawns and repair bays) taking into consideration the settings above.  :-\

I'd like to see a clan versus IS server with team tickets set to drain slowly with capture points, server time at 60 minutes (or infinite) and the ticket count set to 300 or so.