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Bugs/Issues/Feedback: March 24&25 Playtimes


8 replies to this topic

#1 AndY

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Posted 24 March 2012 - 08:43 AM

Please report here any bugs and issues you find in the Development build after participating in one of the scheduled playtimes for this weekend. You can also post general feedback!

Be as detailed and descriptive as possible (and include screenshots if needed). Thanks!

#2 ponpat

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Posted 26 March 2012 - 04:33 AM

I liked the AR2 gunner, if spawned later in the first part of breach he looked like a good surprise, but think this still have to be tested a bit more (if a mounted gun would be better), because I saw him used just two times and one time he just died very fast because he spawned a bit to early. Feedback about breached: I like that the strider did a random all kill in the train. I was in the train and it was great to see such a "oO"-moment :3 But I am just a bit curious about how breach and breached will connect. Because the end of breach is very good blocked by many shotgunners which make it hard to go through. I am curious how well they will connect gameplay wise. Sadly I had to leave early and was not able to play on the sunday because the timezone has changed and because I have to go to work mondays the test time is a bit late for me :/ Any option of having an europe server online in the middle of the week so me and some friends can test a bit more together? :3 Also, I do not know if the hall was changed much in breach, but somehow it feels a bit easy as a rebel now compared to my earlier days. This is by far not a bad thing, a game imo is great if you have small chill out parts and not constant action. Sadly this is everything of feedback I can give about this session because I was in there for a to short time.

#3 Gabe(HUN)

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Posted 26 March 2012 - 10:03 AM

Final Results of the weekend's playtime(mostly the sunday's playtime)

Breach: what I like: the AR2 Gunne, decreased mortar shooting
what I don't like: maybe the fact that Breach and Breached not coming to a big map

Breached: what I like: there's not many changes from the last week, maybe the stronger strider.
what I don't like: the strider can shoot to the train? Only that point is embarrassed, and of course the massive waves of manhacks

Superfortress: what I like: The end of the map: so exciting explosion :D
what I don't like: maybe the zombies, and the fact, that the chopper can go outside of the map, makes that impossible to defeat( because rockets can't go throught the invisible wall, that the chopper can).

Outbreak: what I like: I like the whole map but....
what I don't like: the gunshipping ( two gunship are stuck in each other, makes them almost indestructable)

Containment: what I like: zombies, the objectives, and the final coding sequence
what I don't like: as OW it's almost unbeatable, no AR2 units, fastzombies, poison-zombies

Traverse: what I like: the ceiling turrets finally have got importance in the console hacking stage
what I don't like: as the containment map, the pickable proops are going into our face, because of the lag.

I think That's all...

#4 AndY

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Posted 26 March 2012 - 11:52 AM

View Postponpat, on 26 March 2012 - 04:33 AM, said:

Any option of having an europe server online in the middle of the week so me and some friends can test a bit more together? :3
I was actually going to make a post about this to get one more playtime going this week. What day/time would you recommend?

#5 AndY

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Posted 26 March 2012 - 12:03 PM

View PostGabe(HUN), on 26 March 2012 - 10:03 AM, said:

Breach: what I like: the AR2 Gunne, decreased mortar shooting
what I don't like: maybe the fact that Breach and Breached not coming to a big map
As I mentioned before, we tried merging the two but couldn't due to engine limitations.

View PostGabe(HUN), on 26 March 2012 - 10:03 AM, said:

Breached: what I like: there's not many changes from the last week, maybe the stronger strider.
what I don't like: the strider can shoot to the train? Only that point is embarrassed, and of course the massive waves of manhacks
Wanted to test the Strider issue again to see if it happens 100% of the time. Will be doing that tonight if anyone wants to join.

View PostGabe(HUN), on 26 March 2012 - 10:03 AM, said:

Superfortress: what I like: The end of the map: so exciting explosion :D
what I don't like: maybe the zombies, and the fact, that the chopper can go outside of the map, makes that impossible to defeat( because rockets can't go throught the invisible wall, that the chopper can).
Hmm, we'll look into the Chopper issue.

View PostGabe(HUN), on 26 March 2012 - 10:03 AM, said:

Outbreak: what I like: I like the whole map but....
what I don't like: the gunshipping ( two gunship are stuck in each other, makes them almost indestructable)
Yeah, I didn't like that either, we'll be changing it back to 1.

View PostGabe(HUN), on 26 March 2012 - 10:03 AM, said:

Traverse: what I like: the ceiling turrets finally have got importance in the console hacking stage
what I don't like: as the containment map, the pickable proops are going into our face, because of the lag.
Not much we can do about that unfortunately.


Thanks for the feedback!

#6 Sabre

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Posted 26 March 2012 - 01:29 PM

Didn't play much, and was fairly terrible when I did. Most issues I had were with custom maps but I'm not sure if they should be included or not. So I will only mention the biggest custom map problems.

First the official stuff. No majour issues. Im not sure if the world and view models for the shields are different colours, as I don't remember. There was 2 combine in breached that spawned in the rest possission visible to the GPs before activating a second later. Like I said, very minor. No other glitches or balence issues I could see.
EDIT- Forgot to mention, it's the combine on the building near the start.

On the custom maps, it feels like Im being harsh. The prison map, as well as the gunship issue, alot of metros/manhacks got stuck in the first zone, and might have been the cause of serious lag later on. Also the combine in the watchtowers never fired. I did like the gunship AI choice system, good for someone like me who doesn't like to micro.

Then there was the last map I played, I forget the names, where you had to collect roller mines. That map really annoied me due to being dark all the time, and the Half Life torch being crap.

Edited by Sabre, 26 March 2012 - 01:56 PM.


#7 AndY

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Posted 26 March 2012 - 01:53 PM

View PostSabre, on 26 March 2012 - 01:29 PM, said:

Most issues I had were with custom maps but I'm not sure if they should be included or not.
You definitely should.

View PostSabre, on 26 March 2012 - 01:29 PM, said:

Then there was the last map I played, I forget the names, where you had to collect roller mines. That map really annoied me due to being dark all the time, and the Half Life torch being crap.
That's Containment and it's not included in 1.5.0 (it will be released right after); there's still more work to be done for it.


I'll look into the other issues you mentioned.


On an unrelated note: Any comments about the new main menu?

#8 leiftiger

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Posted 26 March 2012 - 02:44 PM

View PostAndY, on 26 March 2012 - 01:53 PM, said:

On an unrelated note: Any comments about the new main menu?
I just saw it, the blur in the loading screen was kind of hurtful to my eyes compared to the old one. I was thinking, couldn't you guys make one of those in-game background screens? Where'd it be in an actual map, with or without npcs fighting in the background?
Also the background of the citadel where there's units on the field looks somewhat messy to me, not as artistic like the old one.

Well, that's just my personal opinion, but if you're going for the top-down style a real map in the background would almost be better and would represent Overwatch quite a lot.

Edit:
Doesn't seem that far fetched? (However might possibly require some work to hide all HUD features, I'm not sure how willing you guys are in expanding Overwatch as it is already)
http://upl.leiftiger.se/img/MzU2/

Edited by leiftiger, 28 March 2012 - 12:50 PM.


#9 ponpat

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Posted 26 March 2012 - 02:58 PM

View PostAndY, on 26 March 2012 - 11:52 AM, said:

I was actually going to make a post about this to get one more playtime going this week. What day/time would you recommend?

For me and my friends about 7 pm local time would be greatest. currently it is 5 before 10 pm for us. But I think that would not be a time the timezones outside of europe would like. But for me, my mates and the timezones in euriope I think this would be the perfekt time. But a perfect time for everyone would not be possible, even if the current community playtime, thx to the weekend, is a great time decision I think.





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