Star Conflict OBT v.0.9.3 Discussion

h1AOr9A.jpg

 

7+ minute queue with that many people ready to go…wut…

 

 

We are looking into the matter, can you please report a bug and attach your logs?

 

Looking into it? Isn’t that a FEATURE of this game? You get to wait and wait and wait before you get thrown into a horribly unbalanced match! Woohoo! Tons of fun because everyone just _adores _having to wait in order to play a game. 

[http://forum.star-conflict.com/index.php?/topic/21149-im-getting-really-sick-of-this-sh/](< base_url >/index.php?/topic/21149-im-getting-really-sick-of-this-sh/)

Don’t play the game right now. The MM is bugged and many people can’t get into games which makes unequal teams

how i understand MM works:

 

places you in a queue, and keeps adding players to your game. when that’s complete it simply randomly distributes the players across both teams roughly based on DSR.

 

actual factors that need to be considered: dsr, ship slots/tiers, gear, squad and ping.

 

basically, 6 factors to be considered, but only 1 of them is… and even then, it’s just roughly speaking.

 

ie: you can still get a team with -

 

A. 3 squads vs a team with 1 or none.

B. 50 pingers vs almost all 150 pingers.

C. 4 ship slots vs 3.

D. T4 vs T3, etc…

E. mk3/exp fits vs mk1/2 fits.

F. you can get a game with all 4 of the above factors combined = brutal.

 

also, people with less than 3 ships in their hangar should be prevented from entering the queue at T2 and above. to prevent team disadvantage in modes like capture the beacons and combat recon. (you always get some game with a dude that has 1 ship only)…

 

also, the DSR stat should instead be a combined skill stat which includes your DSR and win ratios. (DSR = kill farmer, WR = team player).

 

you can’t use DSR to effectively determine skill level. you still cant with win ratio. but combining the two is better than just DSR.

 

Posted Today, 07:26 AM

keyote, on 28 Aug 2013 - 23:40, said:[![snapback.png](< base_url >/public/style_images/master/snapback.png)](< base_url >/index.php?app=forums&module=forums&section=findpost&pid=221767)

http://steamcommunit…s/?id=173819301

 

:013j:

joy

 

as you can see there: ping advantage, squad advantage, ship slot/tier/gear advantage… and possibly even DSR from appearances.

 

now, i’ve already logically devised a method for implementing this… however… nobody will care anyways, so… balling it up and tossing it in the trash.

 

---- furthermore, would be nice to see pings in team display. so that we can confirm is mm is matching regions properly. from appearances, american players are not put on american server during the day. they are just thrown on RU servers, after mm determines that most players (selected at random) in that game are from the RU region. some attempt needs to be made to match region with region, otherwise you have a bad game experience. i can’t imagine that out of 2200 players, 200 are not from the americas region… thats should be enough players for 20 full games 6-10 at each tier 1-3…

Squads should simply be broken up and merely be a method by which to get into the same match as your friends. The way things are 3 pros can ruin the game for everyone else.

 

Why can’t games start with just 2 people and let others join as they become available? Have rewards based on time in game rather than a set reward. More game time for everyone. Balance the game by average efficiency in a certain game type, not with DSR. 

It should have been fixed. If kind of problem occurs once again - then this is most probably something different and we need your logs to find out.

 

O Rly? Game 20 minutes ago:

 

K6S0YPV.jpg

 

I was stuck too but restarting the client three times eventually allowed me to join.

 

This is the part of the logs that would interest you:

 

 

17:10:19.491 | MasterServerEndpoint: enter matchmaking queue with mmvalue 29
17:12:54.645 | json parse: 0.00ms jsmn, 0.02ms to-m3dDict, 0.02ms total
17:13:47.664 WARNING| MasterServerEndpoint: leave matchmaking queue ( but will join the game soon )
17:14:22.918 | json parse: 0.00ms jsmn, 0.03ms to-m3dDict, 0.04ms total
17:14:29.115 | MasterServerEndpoint: failed to enter matchmaking queue ( ret = 15 )
17:14:31.921 | Closed connection with masterServer addr 91.230.61.172:3802, reason 41

 

These are the failed reconnection attempts (relevant parts only):

 

17:14:36.406 WARNING| Player is already in game! Nothing will work besides accepting or leaving the game (TODO)
17:14:36.406 | MasterServerEndpoint: Successfully login to masterServer 91.230.61.156:3802, uid 0000A7DE, nick Snib, spaceStationZoneId 2
17:14:36.491 | StoreSvc: received store hash, its abeb2310
17:14:36.491 | StoreSvc: loading store cache
17:14:36.491 | StoreSvc: cache signature matches, loading the store from cache
17:14:36.491 | Game store size : 281.44141 Kb
17:14:36.499 | StoreSvc: loading base store took 8.2 ms, but there is a patch probs...
17:14:36.593 | Store patch size : 0.00781 Kb
17:14:36.593 | StoreSvc: proceeding to special values loading...
17:14:37.233 WARNING| m_bufferizedUICalls delivery took 42.1 ms

17:14:48.473 WARNING| Player is already in game! Nothing will work besides accepting or leaving the game (TODO)
17:14:48.473 | MasterServerEndpoint: Successfully login to masterServer 91.230.61.172:3802, uid 0000A7DE, nick Snib, spaceStationZoneId 2
17:14:48.575 | StoreSvc: received store hash, its abeb2310
17:14:48.575 | StoreSvc: loading store cache
17:14:48.575 | StoreSvc: cache signature matches, loading the store from cache
17:14:48.575 | Game store size : 281.44141 Kb
17:14:48.583 | StoreSvc: loading base store took 8.0 ms, but there is a patch probs...
17:14:48.643 | Store patch size : 0.00781 Kb
17:14:48.643 | StoreSvc: proceeding to special values loading...
17:14:49.230 WARNING| m_bufferizedUICalls delivery took 48.7 ms

 

And here it finally worked:

 

17:15:20.939 WARNING| Player is already in game! Nothing will work besides accepting or leaving the game (TODO)
17:15:20.939 | MasterServerEndpoint: Successfully login to masterServer 159.253.138.162:3802, uid 0000A7DE, nick Snib, spaceStationZoneId 2
17:15:20.990 | StoreSvc: received store hash, its abeb2310
17:15:20.990 | StoreSvc: loading store cache
17:15:20.991 | StoreSvc: cache signature matches, loading the store from cache
17:15:20.991 | Game store size : 281.44141 Kb
17:15:21.000 | StoreSvc: loading base store took 8.4 ms, but there is a patch probs...
17:15:21.058 | Store patch size : 0.00781 Kb
17:15:21.058 | StoreSvc: proceeding to special values loading...
17:15:21.346 | ReplayManager: stopping activity due to map change

The bug is not new, had always been happening once in a while, but after the 0.9.3 patch it seems to be happening much more often.

There were no ‘stealth nerfs’ for quite a long time, most of the things you call ‘stealth nerfs’ are either lost while compiling patchnotes or in translation.

Doesn’t look like it. A couple things that got “overlooked” by the patch notes in 0.8.whatever… 0.9 and 0.9.1… Things discovered by the pilots… Not on the patch notes or placed there afterwards…

There were no ‘stealth nerfs’ for quite a long time, most of the things you call ‘stealth nerfs’ are either lost while compiling patchnotes or in translation.

If it’s a nerf and it’s not in the patch notes or otherwise communicated then it’s a stealth nerf, simple as that. Doesn’t matter if it was by mistake or intentional. For example, 0.9.2 patch notes had a lot of ship changes listed, but not all of them.

Another bug which may be related: I have the /set cl_ShowMmQueueInfo graph stuck, it’s visible at all times, also during battle.

Star Conflict OBT v.0.9.3 

 

Matchmaking

Queues are now divided into primary and intermediate.

Primary queues match ship tiers.

Intermediate queues are situated between tiers.

First rank of a tier does not join an intermediate queue with the next tier.

Final rank of a tier does not join an intermediate queue with the preceding tier.

There is no intermediate queue between Tier 4 and Tier 5.

Improved map rotation: added more battlegrounds to the higher tier rotation.

 

 

 

 

Before I jump for joy and then hug every Corp Memeber I see (Rival or freindly) please clarify something. MM is now within Teirs. BUT, T4 and T5 games will still be mixed? I.e. rank 10-15? Will that be permanate or temporary?

 

There seems to be confusion on how you base skill in game. Can we get clarification? Is DSR associated with it in any way?

 

Reasons why this okay with me:

I can see why, as not many people play T4/5 unless they are top squads and veterans of the game thus shortening the wait, opposite of separating them, as I know only few people fly T4/5 anyway

 

Reasons why the devs did this for T4/5 IMO:

To cater to the end game people that had T5s in the very first week and not feel alone in long wait times and Q’s, and to give them a punching bag so to speak to new T4 players coming in.

 

I can see the change as a breath of fresh air, and a eye opener for some. Most will see that it will change nothing about how much they need to improve in the game. Just because you got killed by a T4 while flying a T3 means its not just the T4s fault. 99% of the time, you did something dumb, and that dude took the opportunity to take you out! Lets see the players complain about that now…

 

BUT remember, PEOPLE asked for this. If you start complaining about this new system especially when you specifically asked for this, I dub that person will lose all my respect and shall never be listen to again on the fourms.   

 

Modules

Improved active module system:

Only one module of each type can now be installed on the ship.

The situations with simultaneous cooldowns on several modules of the same type are now not possible.

 

 

 

 

Can you be more clear please? So If lets say I have the same MK1, 2 and 3 module of same active buff of some sort. They all will be on separate cooldowns? Or you simply cant install more then one module thats the same?

 

Ammunition

Premium ammunition clips (for weapons and missiles)  generate twice the amount of synergy for both for killing enemies and damage assists

Improved characteristics for ammunition of the following types: Premium/Mk.III

 

 

 

I bolded how it should be formatted into one sentence to make it more clearer that only Prenium ammo/missles give more synergy. 

 

(I personally see that as a wasted time in a ploy for money, especally when Prenium ships and synergy transfer rates are redicuilously high and unusable still. That should of been addressed)

 

Disclaimer: I do not speak on the behalf of NASA or any corp member. Everything posted in this message are my views and my own exclusive opinions alone. Sweet Rolls not included.

As I understood, it was Rank 11-Rank 15.

Another bug which may be related: I have the /set cl_ShowMmQueueInfo graph stuck, it’s visible at all times, also during battle.

Woah. That must be annoying.

Do you run triple monitors like I do? Based on your screen shot I assume you do.

As I understood, it was Rank 11-Rank 15.

Okay cool. There is not much of a difference of t4 and t5. So playing against them is okay.

Before I jump for joy and then hug every Corp Memeber I see (Rival or freindly) please clarify something. MM is now within Teirs. BUT, T4 and T5 games will still be mixed? I.e. rank 10-15? Will that be permanate or temporary?
 
Can you be more clear please? So If lets say I have the same MK1, 2 and 3 module of same active buff of some sort. They all will be on separate cooldowns? Or you simply cant install more then one module thats the same?
 

I bolded how it should be formatted into one sentence to make it more clearer that only Prenium ammo/missles give more synergy. 

 

high rank r4 will see low-ranked r7s, likewise with r7-r10, and r10-r13. furthermore t4 and t5 primary queues will be mixed.

 

you simply won’t be able to equip another identical active modules. ‘same type’ is kind of misleading. it means ‘exact same’ module.

 

synergy is still capped? therefore ammo is kinda pointless? ridiculous… there are now 3 ways to BUY synergy… premium ships, premium ammo and transfer… why not just make it 1? premium ships… that’s it… why people even do things like this is beyond me… complete lack of experience in the consumer sector…

This patch has broken the game for a lot of people it seems. I have seen a few of my corp mates decide to log off for the time being as they are finding it unplayable. Myself, I had issues with ghost squads earlier but I seem to be ok now. 

I’ll try and list the problems I’ve seen thus far.

Ghost squads; so the game thinks you’s in a squad when you’re not, you cannot receive invites or make custom matches.

Stalling on engage; every player registers as “I’m ready” yet nothing happens the game stalls.

Squad mates are not prompted by the “Are you ready to enter battle?” window when going into battle

Disconnect and unable to rejoin battle, even after a client restart (which usually prompts you to go back into battle, I’ve found). In this case, most often the player would be offline the entire game. I believe I saw one player able to reconnect.

 

In the last several battles I’ve seen at least a quarter of one side disconnected at any one time. 

screenshot-130829-161017.jpg

screenshot-130829-163645.jpg

screenshot-130829-162719.jpg

screenshot-130829-162314.jpg

screenshot-130829-152359.jpg

 

They’re not in order, but they were within the space of 1-2 hours

 

Also, quick question. I haven’t used (or paid much attention to my team mates using boosters for squad synergy) temporary synergy modifiers before; does the ammunition double the maximum amount of synergy you may earn or only the speed you accumulate it throughout the match?

Thanks

Mixed tiers are still a thing, so your assumptions are sadly off, JP.

high rank r4 will see low-ranked r7s, likewise with r7-r10, and r10-r13. furthermore t4 and t5 primary queues will be mixed.

 

you simply won’t be able to equip another identical active modules. ‘same type’ is kind of misleading. it means ‘exact same’ module.

 

synergy is still capped? therefore ammo is kinda pointless? ridiculous… there are now 3 ways to BUY synergy… premium ships, premium ammo and transfer… why not just make it 1? premium ships… that’s it… why people even do things like this is beyond me… complete lack of experience in the consumer sector…

 

So this patch is just allowing, “less” mixing? Eh, thats debatable as time goes on. 

 

Awwwww… I wanted to have 4 plasma arcs on my interceptor…

 

Premium ships need to have a REVAMP! a big one. Another thread on this I will make. (Besides, people tend to listen to the ‘unbiased’ third party sweet roll addict…I think)

Sooo… Is it even worth logging in?

Sooo… Is it even worth logging in?

Nope. You won’t be allowed to play.

Squads should simply be broken up and merely be a method by which to get into the same match as your friends. The way things are 3 pros can ruin the game for everyone else.

 

Why can’t games start with just 2 people and let others join as they become available? Have rewards based on time in game rather than a set reward. More game time for everyone. Balance the game by average efficiency in a certain game type, not with DSR. 

 

What you asking for here would be actually worse in the end for you, if you blame the squads winning over you, sheer because you call them “Pro”.

It would mean that social players, who simply are better because they learned to fly with others, would lose a lot of their fun, while Killer players, who would blow you up no matter what you fly, would basicly be randomly given to you. Besides, arena games with full randomness attract cheaters more, I really don’t want this to become some numb shooter. Also, it would basicly still have the same feel of getting owned, simply because the DSR didn’t really give you the right mix of players who might know each other and therefore have more teamplay.

 

The biggest advantage of a squad you will ever get is reflection over your losses. People talk about games, replay them, give advices, give morale boost. It is not simply because all players in big squads are so “pro”. If being pro means getting teamspeak running, I hardly see it as an unachievable goal. Corps are not necessarily full clan mmo gameplay here.

 

I rather think, what you would need is a better compensation for losses, because as long as you try to advance, a lost match means no or almost no advancement. While as a squad, a closely lost match, or a nearly lost match, usually is the thrive you are playing for.

 

 

Speaking of which. I had the enjoyment of getting pwned by ESB yesterday and went for a joyride in my R10. I did enjoy it, since every kill we achieved together had the feeling of a little victory. I am glad however, I can now level the R10 without encountering T5 fleets, if I understood it correctly.

 

After being killed by cowboys and comrades, I don’t really see what the squad nerf was all about, it is still the same there, so what. Is the squad nerf now under the rug? 3 pilots forever?

So this patch is just allowing, “less” mixing? Eh, thats debatable as time goes on. 

 

Awwwww… I wanted to have 4 plasma arcs on my interceptor…

 

Premium ships need to have a REVAMP! a big one. Another thread on this I will make. (Besides, people tend to listen to the ‘unbiased’ third party sweet roll addict…I think)

 

lol.

 

yes there is ‘less spread’, contrary to the patch notes which clearly state that r4 and 7 will not mix, r7 and 10, and r10 and 13 will not. they in fact do mix, when given a highly ranked r4 and a low-ranked r7, etc… there’s still a bit of overlap according the chart.

 

it’s still 3 ranks of spread in most cases. except the bottom rank in a tier shouldnt be matched with higher tier, except in the case outlined above.

 

Q1 = R1 - R3

Q2 = R2 - R5

Q3 = R4 - R7

Q4 = R5 - R8

Q5 = R7 - R10

Q6 = R8 - R11

Q7 = R10 - R13

Q8 = R12 - R15