[SUGGESTIONS] Too much pointless waiting between matches, details inside.


(Backuplight) #21

I’d like to be able to see what my team currently has spawned in when I first join a match, too - for example, it’s all well and good seeing that 5 people are already in the game I’ve just joined, and all 5 have a medic in their squad, but if I can see that none of them are actually playing their medics, I’d spawn in as mine.

Not a huge issue, but something I’d like to see.


(crooKk) #22

[quote=“Sagan on Roids;32044”]
Would it be possible to spectate teammates while waiting? It would be less frustrating if we could at least see what’s going on while we wait.[/quote]

If nothing further can be done to reduce the load times this would be the best course of action -_-


(Anti) #23

Ok, about 50 different suggestions, half of which aren’t quite readable, but I’ll try to reply to each :slight_smile:

Sagan: We might be able to let you spec during this time, but then you might be speccing players or seeing players in their FOV that you’ve not synced with yet, so the game would still look broken.

Takamura: I don’t really get what you’re asking really, but in terms of the Loading Profile each time you go to the front-end what you own on your account is stored online, not on the client. If it is stored on the client and the client is trusted people could conceivably hack and fake owning content, so we need to check with the servers at various times to be sure of what you own or to retrieve what you own for your client. This is why the profile sync happens. It could probably be optimized but it’s not a high priority right now.

peppy: It’s not a thread about servers, not going to discuss that hear other than to say we’re aware of region bugs.

Amerika: People spawning in and being killable whilst they are still loading is definitely something we should look to fix, I’ll let the other devs know about it. In terms of optimizing the sync that is something we want to do but changing loading flow and processes is a lot of work, so we need to balance doing that work against doing other valuable stuff like optimizing performance or improving anti-cheat. Right now the load process is not the top priority issue.


(Ghosthree3) #24

Why then, is this step skipped if everyone locks in?


(Anti) #25

Why then, is this step skipped if everyone locks in?[/quote]

It’s not. If you all lock in it goes to a 10 second count-down and then the map load. During this time (10 secs plus map load) the syncing occurs.


(Ghosthree3) #26

Yes. If everyone locks in it says “match starting in 10…1”. But if they don’t it says “synchronising loadouts 15…1” THEN says “match starting in 10…1” anyway.

Why is the 15s synchronising loadouts needed if it can be skipped with no issue?


(Jostabeere) #27

Region lock is bad. The game need a proper explanation about MM and ping for people who join servers at the beginning.
If I play a t night, and EU is empty, I can play on East NA with a 100 ping and be fine.


(Anti) #28

Yes. If everyone locks in it says “match starting in 10…1”. But if they don’t it says “synchronising loadouts 15…1” THEN says “match starting in 10…1” anyway.

Why is the 15s synchronising loadouts needed if it can be skipped with no issue?[/quote]

It cannot be skipped, it happens when you join mid match, it happens as part of the pre-match flow. If you think it is being skipped then it’s probably a case of it not being messaged correctly.

If you’re certain you think you have a way to skip it please can you provide me with a video or screenshots showing me where you think that skip is occurring. That way I can easily understand what you mean and can get it cleared up.


(Ghosthree3) #29

[quote=“Anti;32421”]It cannot be skipped, it happens when you join mid match, it happens as part of the pre-match flow. If you think it is being skipped then it’s probably a case of it not being messaged correctly.

If you’re certain you think you have a way to skip it please can you provide me with a video or screenshots showing me where you think that skip is occurring. That way I can easily understand what you mean and can get it cleared up.[/quote]
Gonna try, unfortunately the game won’t start without 2 people and a real game never has everyone ready up so this could be a while.

EDIT: Ok so I got someone to help. I have the videos but they aren’t quite what I wanted. When no one locked in the game counted down from “waiting for players to lock in” then said “synchronising loadouts 20…” and counted down to 17 before skipping the rest and saying “match starting 10…”.

But when we locked in it said “synchronising loadouts 20…” and then immediately went to “match starting 10…” without counting down at all.

Perhaps the synchronising loadouts stage is skipped if it is completed or something?

I’ve definitely seen it count down all the way from 20, and I’ve definitely also seen it skip it completely when people ready up. Maybe it was coincidence, I don’t know.

It’s definitely not a set 20s every time though.


(Gi.Am) #30

First nice to see a Dev in here, more of that please.

Personaly I think there are 3 things at work here.

  1. Deploy time. The problem with it is mainly tied to casual games. Since quite a few people jump ship as soon as things are not going their way, you will often join into teams that are in a bad position (worst case spawncamped) or when the game is almost over. Hearing the announcer telling you that your team is already struggeling at the second or third objective and than have to wait the 15 sec is a bit unerving.

Imo these thing could be fixed by not spawning players before the deploy timer is finished (rather have them spawn in the next regular wave after the timer. This way people can adjust to the situation at hand better). For games close to finish a warning would be nice upon joining (Game is over in 1 minute wanna join / reserve a slot / look for another server?).

  1. Overall long waiting after and before a match. Main proplem imo is that there is nothing to do while waiting just sitting there and do nothing.

Imo making the endgame screen part of the lobby would be a good Idea. Not only would the aditional lobby time help those that have trouble selecting loadouts in time (was a complaint at one point). It would give us Stats (more stats while we are at it) to look at, to tie over the wait time.

  1. Too much phoning back home. Right now it feels like every instance of the menus needs to call the backend server. Not only is this putting alot of stress on them, it also means that the menus become very unresponsive in peak hours (alot of people can’t distinguish between lag and fps drops so you get more performance complaints aswell).

Imo unloading as much as possible to the client would be best. I understand the security concerns but keeping the crosstalk to the minimum where it is needed (login / logout / shop / case opening / deploy) would still allow to check that the client and the server account are in sync and make the menus way more responsive and propably keep the costs for the backendserver down aswell ;).


(Dirmagnos) #31

Im not saying it should be mandatory. Im saying that there should be an option for it.
At some point in earlier build there were option to select area, but it obviously didnt work(even tho i had Europe selected, and only Europe, i were constantly thrown on Asia and US servers), so devs seemingly just removed it, instead of fixing it.
Maybe its unfixable, dunno, maybe its left for later.

And regarding hotjoins. Players should never spawn upon joining game. They should get merc select screen(as what you get after death) and go from there. Considering that it takes 15 seconds for game to start after lockign in, player is almost always in next wave of spawns or reasonable close to it.


(Ghosthree3) #32

?

Adding an arbitrary amount to when you spawn only gets you closer to the spawn wave by coincidence.


(Daergar) #33

Without understanding what all the various 15 and 20 seconds sync times are for or how they actually work, something must be off when you hit “Deploy” as you join an ongoing game.

Why else is my avatar spawned in and able to be killed at spawn while I am watching the 15 second counter go down? I hear game sounds, I hear myself being shot and gibbed. Then I join the game and am in the respawn cycle.

I know it sounds like a horrible nitpick, but as GI.Am mentions, when you join a public match, hearing how your side is struggling, those seconds are often vital when viewed in hindsight.

That’s aside from losing spawn protection before I can even control my avatar.

Let us load in, then select which merc we wish to start with, then put us in the actual spawn cycle with the real timer. Would this not solve everything?


(XavienX) #34

A lot of good suggestions in this thread, which I all agree, because for fast paced games, people don’t really like to wait and load and sometimes get stuck and just miss out on everything.


(Dirmagnos) #35

[quote=“Ghosthree3;32432”]
Adding an arbitrary amount to when you spawn only gets you closer to the spawn wave by coincidence.[/quote]

So its better to spawn dead or find out that your primary merc is not the one that team needs, forcing player to either suicide(and still wait for spawn timer) or run around as is, potentially resulting is a loss for a team.
It may sound meladromatic, but i have seen games that were completely turned around at some critical point, either by timely shift in merc selection or change of scenery(eg EV repaired or objective blown up resulting in changed spawns).


(Ghosthree3) #36

[quote=“Dirmagnos;32812”]So its better to spawn dead or find out that your primary merc is not the one that team needs, forcing player to either suicide(and still wait for spawn timer) or run around as is, potentially resulting is a loss for a team.
It may sound meladromatic, but i have seen games that were completely turned around at some critical point, either by timely shift in merc selection or change of scenery(eg EV repaired or objective blown up resulting in changed spawns).[/quote]
I don’t see what any of that has to do with what I said.


(Ardez1) #37

[quote=“Dirmagnos;32812”]So its better to spawn dead or find out that your primary merc is not the one that team needs, forcing player to either suicide(and still wait for spawn timer) or run around as is, potentially resulting is a loss for a team.
[/quote]

Actually, play that merc until the spawn wave and then kill out/die by enemy causes and respawn as the merc you want. Just straight up killing out to wait for a time is meh.


(Takamura) #38

Yes i have just bored to play because of those times loadouts …
A fast game is a good game and keep you to play more and more …
I have lost interest to play to much like the first days so i play 1-2 games per dayr or nothing


(spiritedBrain) #39

I completely agree. This needs to be fixed.


(navySquid) #40

As a causial new player I can tell you the down time between matches is extreemly frustrating.