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#41
DieselCat

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1) Question :

 

With the current issue of MM / low player population (atm)..... has any thought been given as to how the "Party" feature can / is affecting MM ?

 

___________________________________________________________________________________________________________________________________

 

2) A personal experience, maybe not an actual issue :

 

Joined a server with mm, say,  between 1400-2200. As match plays out, people come and go. MMR rating changes with an increase of players entering in the 2600-2900 range, which I don't have a problem with because everyone needs to play.

 

But, I get on occasion a "Lost Connection" when the match is over...don't know if its a server issue on your end or not, but when I go back to join that game in that server,  I'm now locked out due to it being out of my skill level (avg mmr 1750) which is very frustrating since I prefer to play in servers with others that are better skilled than I,  even if I get reked. 

I feel in the long run it helps me improve my game and MMR but very frustrating to deal with.

 

___________________________________________________________________________________________________________________________________

 

 

3) Speed of the game / TTK

 

I know you talked a little about this in your interview (btw, really good)...and I understand that issues like these are not going to be addressed until a later time as to when your development team is fully in place to be able to start making serious changes with updates, patches, content, etc...

 

But my thoughts on this...speed & TTK seems to be in a good place atm, maybe a (ms) slower, but that's me. I do feel there should be a look into A Class, as some think it's a bit OP (I'm in that group too, sorry ppl).

 

I'm not going to go into the variables about it now, not the time or place for it here. But one suggestion,  when you weigh out all the +/- between A. B & C classes,  is to think about the size of hitboxes (A's ) and how making slight changes to this (cm larger ?) could affect the speed / TTK in a positive way without changing the actual speed.

 

____________________________________________________________________________________________________________________________________

 

 

4) ATL servers...

 

What happened to them, will they or others in that region be returning.... was this just a test area ?

 

____________________________________________________________________________________________________________________________________

 

I'll be happy if just one of these questions or concerns are able to be addressed, if not looking forward to this interaction this afternoon with Josh.

 

Keep on rockin' Reloaded....#HawkenForLife :thumbsup:  

 

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#42
hestoned

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question:

 

new mechs and maps are cool but whats your emphasis on new cosmetic items? everybody in hawken wants more of those too. more pain jobs, bobble heads, thrusters, repair drones, mech taunts, new mech parts and for the love of Illal....

 

NO RENTALS!!!


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#43
Nept

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Question: When will Merl's voice deepen?



#44
DieselCat

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when the other ball drops...JK merl

 

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Edited by DieselCat, 10 September 2015 - 01:49 PM.

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#45
Merl61

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Question: When will Merl's voice deepen?

When will Nept remove his fat head from his own @$$ <3 ? :P


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#46
Merl61

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Q:

Are you yet to realize that sustain weapons need a nerf?

This is exactly the type of question that can't be asked. It's an awful question really. I know you're joking, but for everyone else, this is how not to do it. 


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#47
Silverfire

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1. Maybe a question that won't be answered but, how big does the dev team plan to expand to? May give us an idea on how fast stuff can be tested, pushed out, etc.

2. Ideas on how to slow down the game for new players? I'm not sure exactly how you'd do that outside of providing a different game experience to players.

3. Might be confidential stuff, but how did the talks with former ADH folk go (like Khang Le)?

4. Have you begun to test out weapon balance tweaks, in particular a buff to EOC Repeater? I guess what's the progress on being able to make meaningful balance changes. Can they do it now? Can they experiment on short term balance changes just to collect data on it? Tweak a new value every week on OP or UP weapons/items to see the effect they have? Ask for feedback and collect it, store it and recall it when needed.
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#48
DM30

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1. Not my suggestion, but I would really like to hear Josh's stance on this:

 

What do you think of the idea of a tighter MMR lock on servers like what we had before the 800-range test, but putting a cap at around/just above the 2000 mark where for Matchmaking or Server Browser a player's MMR is not considered to exceed this value (so high-tier players can still find matches) while in-game balancing would still use the player's true MMR?

 

 

2. Are beginner servers with fixed MMR/level brackets something that will happen in the future? (May help with the concern of new players not able to keep up with the pace of the game  as well--if they're ONLY playing with other players who are still adjusting to it like them it could be less of a noticeable obstacle).


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#49
Silent_

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1. Ask if they consider making mapping tools for hawken. Perhaps devs would pick few best submissions and add them to dedicated test server. Map creator could then improve that map based on feedback and once its considered good map it could be added to game by devs.

 

2. weapon balance and perhaps making some sort of system that rewards using harder to use weapons. Instead of easy to use == usually more effective.

ie. eoc is fun weapon and all but theres not that many players that can use it at higher level, at least not in EU.

 

3. mech balancing. will this happen?

 

4. will they make changes to game modes to make them more appealing. ie. in siege theres hardly any combat over eu and already winning team usually has atleast few mechs with full eu tank ready for launch.

 

5. User made skins or something similar. is it likely to happen. (like user uploading texture that he can then use as skin for mechs)

 

6. will they add some variation to item / internal builds. or perhaps +/- system where not having any changes would be viable build.

 

7. reworking some maps. is there any change for this to happen. not everyone might agree but i think that for example bunker needs some changes to make it more playable.

 

8. Can we get better feedback when hitting enemy. current hitsound isnt always audible. Perhaps simple slider in audio settings to change hitsound volume could fix this.

 

9. Will radar see any sort of changes?

 

10. Since SS pack unlocks even elite skins of other mechs, will we see these added to regular sale or maybe as steam dlc that unlocks them for all mechs. Leveling mechs would still unlock their respective elite parts, but making those parts available for other mechs too would allow wider range of customization options. Tho I get that it would take a while for playerbase to get used to it. If I see mech with elite assault parts ill assume its assault since (normally*) those parts are not accessible for other mechs. (* with exception of SS, with that pack)

 

11. will they attempt to dispel P2W misconceptions. Just by hearing its free2play some (new) players might think this game is pay2win.

 

12. will they optimize hawken any further. I feel like it could run much smoother than it currently does.


Edited by Silent_, 11 September 2015 - 12:20 AM.


#50
Onebullit

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Loading Report_02413.txt . . .

 

 

Loaded. opening file.

To: Sentium Dynamics

 

We've found something quite strange around the Anti-Air missile silos we were told to keep an eye on. There appears to be large amounts of spacial warping, similar to that of the warp engines in most industrial cargo ships, however there seems to be absolutely nothing that could be causing this.  The warping causes short distance teleportation around the Anti-Air silo, this warped field around the silo also seems to cause disorientation and nausea to whomever goes trough it. The teams will continue monitoring the silos and the warped fields as instructed, however I suggest sending an extra team to the crash site of the cargo ship, for the warp engine on that ship may possibly have something to do with this.

 

sincerely

 

Dr. Cox

Not enough, I personally believe.......uh...uh...the irak........our education..............uh...uh...


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#51
DeeRax

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What are your thoughts on the current state of the c-class turret modes?

Do you think that turret mode could be improved, and if so what are your ideas for making it more viable and/or interesting?
Have you considered giving all c-classes a standard, across-the-board turret mode, in addition to each specific mech's special ability?


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#52
Dnyarri

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Would you consider letting players try a weapon for a round or two before spending MC on it? Make it so you could only do it once a day/week/whatever.

 

I don't mind spending $5 to unlock a weapon I really like sooner, but I am weary about spending it on something I may hate. Right now I am enjoying the Reaper, and I am interested in the Slug Rifle and am happily grinding away to get it. If I was able to try it for a round or two and realized that I really like the weapon I would probably buy the MC to get it. If I found out I didn't like it of course I wouldn't but I would appreciate not having spent money on something that turned out to be worthless(for me).



#53
Merl61

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THIS WILL BE STARTING IN 1.5 HOURS


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#54
Merl61

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30mins


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#55
DieselCat

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Please give out the location to listen in again............... :thumbsup:

 

 

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#56
Merl61

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Please give out the location to listen in again............... :thumbsup:

 

 

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twitch.tv/merl61 or join us in teamspeak at ts5.gameservers.com:9152


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#57
_incitatus

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question:

 

new mechs and maps are cool but whats your emphasis on new cosmetic items? everybody in hawken wants more of those too. more pain jobs, bobble heads, thrusters, repair drones, mech taunts, new mech parts and for the love of Illal....

 

NO RENTALS!!!

 

This.



#58
Sylhiri

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Have you considered giving all c-classes a standard, across-the-board turret mode, in addition to each specific mech's special ability?

 

Pffft, when did C classes get so special they get an extra mechanic?


Edited by Sylhiri, 11 September 2015 - 01:32 PM.


#59
DieselCat

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Great Q & A session with Josh and Tiggs....excellent job by Merl and Counterlogic getting this setup.

 

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Just Relax....and take life one game at a time....

Don't run to your death....walk

 

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#60
DerMax

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Yeah, was fun and informative. I'm now optimistic.



#61
Sylhiri

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Also.  Merl

You best ask him what he has learned about boosting EOC puck airspeed n Deeps.  Whether it would require a patch or if he can change it on the fly.

 

Watching the Q&A now, Deeps was missed. Air speed suggestion makes me want to punch a baby.



#62
DeeRax

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Pffft, when did C classes get so special they get an extra mechanic?

 

I'm just wondering about design & aesthetic consistency, mostly. All of the c-classes still have the turret mode "wings," but half of them don't even have a turret mode anymore (Because lo & behold!, transforming into a slow tank usually sucks in a fast-paced game where movement is key), and of the ones that still do, only one of them has a useful turret mode, and even then it's still highly situational. It's like they went in with a really specific, inflexible idea for how c-classes should work, eventually realized their mistake, but figured they were already in too deep and said, "Eh, fuzzy bunny it." I know this subject is one of those sacred cow kinda' things, and a ton of, maybe most, people here probably disagree with this sentiment, but I really think C-classes could maybe use a total re-vamp in their functional design.

The obsessive-compulsive designer in me is constantly going berserk over this. :wallbash:

And, yes, I freely admit that I'm weirdly obsessed with this, and that it's pretty much not a big deal at all. :teehee:

TL;DR: Turret mode: Cool idea (?), poor execution. Just wanted to hear the new devs' thoughts on it, if any. Just curiosity.
Hence............................................................ My original question...


Edited by (TDM) DeeRax, 11 September 2015 - 03:52 PM.

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#63
SS396

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My suggestion for things to work on for next time, is adjust the difference in users volumes accordingly.

 

Merl, yours and someone elses mic audio (I think its Counterlogicman but not really sure) is like +6 dB over Josh, and +9 dB over Tiggs and the others.  For those that don't understand, a difference of +3 dB means its twice as loud.  In order for me to hear Josh clearly, I have to turn the audio way up, and then when you or Counter speak, it freaking blows my ears out.

 

Take a moment and listen to everyones audio individually, or use a VU meter to visualize the difference, and use the teamspeak adjust volume feature on each user individually to bring them up or down to equalize the levels.  

 

 

 

Another thing, either turn off all the annoying PM, chat, and message beeps and other distractions with a different TS sound pack, or setup two different audio paths,(with a virtual audio cable), and direct the clean teamspeak mic audio to there, and then capture the stream audio from that device.  Or you can just pipe those annoying sounds directly into your headset only and not capture the stream audio from the headset.

 

Just trying to make your audio professional and clean, without distractions.

 

If you need any help (say setting up a virtual audio cable), I'll gladly assist you.


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#64
Merl61

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My suggestion for things to work on for next time, is adjust the difference in users volumes accordingly.

Merl, yours and someone elses mic audio (I think its Counterlogicman but not really sure) is like +6 dB over Josh, and +9 dB over Tiggs and the others. For those that don't understand, a difference of +3 dB means its twice as loud. In order for me to hear Josh clearly, I have to turn the audio way up, and then when you or Counter speak, it freaking blows my ears out.

Take a moment and listen to everyones audio individually, or use a VU meter to visualize the difference, and use the teamspeak adjust volume feature on each user individually to bring them up or down to equalize the levels.



Another thing, either turn off all the annoying PM, chat, and message beeps and other distractions with a different TS sound pack, or setup two different audio paths,(with a virtual audio cable), and direct the clean teamspeak mic audio to there, and then capture the stream audio from that device. Or you can just pipe those annoying sounds directly into your headset only and not capture the stream audio from the headset.

Just trying to make your audio professional and clean, without distractions.

If you need any help (say setting up a virtual audio cable), I'll gladly assist you.

Thanks for the comments:) I'll definitely work on it.

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#65
Silverfire

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I think the sound things in regards to volume db-wise have to do with the priority speaker assignment in Teamspeak.

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#66
SS396

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I think the sound things in regards to volume db-wise have to do with the priority speaker assignment in Teamspeak.

 

Well, not sure how it was setup by Merl, but you'd think Josh and Tiggs would have priority over everyone else for obvious reasons.  Also, from what I understand the priority speaker feature only lowers the non priority user volume if they were speaking at the same time as another, so that 2 people don't try to talk over each other at the same time.  There should be no volume difference between a user if they are priority or normal, their audio should be the same level in both cases.  Feel free to test it on your own.

 

Either way, its easily adjusted and only takes a second to bring someone up, or down in volume.  I just thought that Merl maybe didn't really notice it, or maybe didn't realize he could do such a thing.


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#67
Kopra

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For those that don't understand, a difference of +3 dB means its twice as loud. 

 

Correction:

+3 dB means twice as much power, not perceived loudness. For audio to be perceived as twice/half as loud, it's generally a 6-10 dB difference depending on the circumstances.


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#68
Nept

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Can anyone provide a quick recap?



#69
Merl61

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Can anyone provide a quick recap?

Things were said.
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#70
SS396

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Correction:

+3 dB means twice as much power, not perceived loudness. For audio to be perceived as twice/half as loud, it's generally a 6-10 dB difference depending on the circumstances.

 

Thanks.

 

I just hope Merl understands.  favicon.png


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