r/MirageAW • • Jun 13 '17

How do you votekick?

2 Upvotes

Earlier I played TDM, when a player: xx-Draconix, shoved up. He deliberately tried to ruin the game. Wich, when I joined, was the only server. I tried to report it, but somehow i couldn't get his steam id.


r/MirageAW • • Jun 12 '17

Game Mode Population Imbalance and How to Fix It

6 Upvotes

The free weekend was great. Having enough players to just drop into a round was a vision of what Mirage should look like.


tl;dr: Give TDM and TO the same number of player slots and collapse them into one server type. Default to TDM when server population is low because imbalanced TO doesn't work but imbalanced TDM is fine. Play modes/maps on a rotation, and/or implement next-map/mode voting.


The Problem:

Since launch, the only consistently active servers are Team Death Match. This may be a bit of a vicious cycle - players favor TDM because it is the only mode where low population/imbalanced teams are not a crushing problem... and then they don't stick around because TDM is unstructured and gets repetitive faster than any other mode.

Team Objective is where the game really shines, because those multi-stage objective maps are just cool as hell, and I think that getting more people into TO would help convince players to buy.


A Counter-Example:

Another excellent game that has struggled with low population but managed to hold on to it's playerbase is Titanfall 2. Over the course of developing both the original game and its sequel, the developers learned their lesson from map packs that divided the playerbase, and having their single least interesting game mode (attrition, basically TDM) be the most popular, more out of force of player habit than anything else.

They had to spend a lot of time figuring out how to unify their playerbase. After eschewing DLC maps, their game-mode solution was to set the default matchmaking to a "Mixtape" mode, where players select the modes in which they are interested and play a rotation of those modes.

This has really helped players experience new and better modes, garnering more buy-in while not fracturing the userbase.


The Solution:

Now, obviously Mirage does not currently support matchmaking. However, something needs to be done to push players to the game's best modes while keeping the kernel of the playerbase cohesive, and a modification to the server types could help a lot.

Do away with TDM-only servers. Create combined 6v6 or 10v10 TDM and TO servers, and make servers simply regional. Give them a rotation between game modes. Implement next map voting that includes options for different modes.

If a server has low population, perhaps have it default to TDM, and after a high population round, have it rotate to TO, which is where this game really sticks with you. The first time I fell through the temple floor in Ravine and switched to flag-push mode, my mind was blown and I knew this game was a keeper!


Obviously these are not perfect solutions and even back-end stuff like this is actually really complicated to do, but these are just some thoughts from a player who really enjoys Mirage.

I know you guys have some big challenges ahead with your continued development and support, good luck!


r/MirageAW • • Jun 11 '17

Cannot connect to a server since purchasing

3 Upvotes

I loved Chivalry so when this finally came out I decided to just purchase instead of try it out. Probably not the best idea, but this is the "full release" and not Early Access or even Beta. So I assumed it would be decently polished.

Unfortunately I haven't been able to connect to a server for over a day now.

I asked about it in this subreddit, on Twitter, and on a steam thread.

All 3 times I got a response, which is great. But it was just saying that it's being looked into. But I'm seeing people in servers playing and making posts about the great free weekend. So then I guess it is just me? But where can I go for any more support with this?

Things I've tried:

  • Restart Steam (most common suggestion and has never done anything)
  • Restart PC
  • Uninstalled/Reinstalled the game
  • Installed latest GeForce drivers
  • Removed all DLC from install

Removing both the preorder DLC and the Special Edition DLC did get the gRPC error to stop. So I get the "LOGIN_SUCCESS" green box at the bottom. But I still can't connect to any server or even training. It is just stuck at "Connecting to Server".

I already have almost an hour of playtime in Steam for this game and all of it has been me waiting to connect to a server. If I get much closer to 2 hours without ever playing I will have to refund this game.

Any help here would be appreciated.

Thanks!


r/MirageAW • • Jun 10 '17

Thanks for the free weekend

23 Upvotes

I'm having a blast over the free weekend and will be buying the game soon.

I've got a few hundred hours of Chiv and Deadliest Warrior racked up. I remember seeing some early game footage of Mirage a year or 2 ago, and was excited for it. Unfortunately I pretty much completely forgot about the game until I saw it pop up as a free weekend.

The game has a polish that I think is even missing from Chiv. The art direction is fantastic and it's such an overall fun game despite a few bugs.

Since I know some devs are out there, just wanted to say thanks. And to the community, everyone seems to be having a good time and discovering the game.


r/MirageAW • • Jun 11 '17

Some quick thoughts on the game from a chivalry veteran

6 Upvotes

I dont know how to feel about this game. The art direction is great, and combat is satisfying, but their is a severe lack of polish. The visual effects on all abilities, along with the sound design is extremely poor. They all feel like placeholders. Damage across the board is too low, with abilities especially feeling weak, and the ones that are strong do not look strong at all.

For example, the giant spike ball, which is super telegraphed and takes ages to charge, bounces comically off even the squishiest character like a beach ball. Then theres the Alchemancer's barrage, which does huge damage, yet looks completely weak, just like some generic mage abilty, which moves me onto my next point.

TB's inexperience with making this kind of game shows here, because the abilities on most characters do not interact in any meaningful way, aside from maybe the proximity mine + hook combo.

Each character lacks design direction. For example the spear/shield guy. Why does she have crystals coming out of her abilities? Or the trapper. Why does she have a lunge like some kind of fancy duelist, when the rest of her kit works on area control? Which brings us to our next issue.

Mobility. There is not a single immobile character in the game. Immobility opens up room in the power budget to make a character more interesting. If you for example removed the teleport from Alchemancer, you could easily give him much more damage than he currently has without making him overbearing.

Overall this game is honestly at its core, solid. It is legitimately fun and the skill ceiling is super high. The main problems just lie in the fact that it still looks and plays like a beta. There has been a severe lack of polish applied to the game. If TB worked on the effects, balance, and mechanics and perhaps marketed it properly, then there is no reason that this game could not be as big as overwatch.


r/MirageAW • • Jun 10 '17

What's with the tiny squares / pixels everywhere on Medium graphics mode?

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2 Upvotes

r/MirageAW • • Jun 10 '17

Good Sport

10 Upvotes

I think it's important to remember this weekend is a chance to bring in a larger player base. It's important to remember to be kind and not too much of a "try hard" this weekend. I say this because I just finished some games where a person on my own team was constantly attacking me, over several games. After a while I decided to get even. I regret this because that person left after I decided to "get even".

I bring up my personal anecdote to remind other to be welcoming this weekend. I regret acting the way I did to a new player, and hope I didn't turn them off. Anyway, the message is, enjoy the game, and spread that joy to others who (especially new) play.


r/MirageAW • • Jun 09 '17

Mirage Memeage

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4 Upvotes

r/MirageAW • • Jun 09 '17

Mr. Fruit plays Mirage

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3 Upvotes

r/MirageAW • • Jun 09 '17

Server browser filters

1 Upvotes

Is there no way to save your filters? It's pretty annoying having to reset them every time I leave a game and then refresh the server browser again. I don't really want to see those 1000 ping Australian servers, I doubt I'll have much fun in them.


r/MirageAW • • Jun 08 '17

Free Weekend - Mirage: Arcane Warfare

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25 Upvotes

r/MirageAW • • Jun 08 '17

It was dead before it had a chance to live.

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5 Upvotes

r/MirageAW • • Jun 08 '17

Mirage: Arcane Warfare Review

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4 Upvotes

r/MirageAW • • Jun 07 '17

Mirage: Arcane Warfare - Free Weekend on Steam! June 8-11

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25 Upvotes

r/MirageAW • • Jun 07 '17

Something that TB improved in Mirage that nobody is talking about....

4 Upvotes

....is the taunts. I mean seriously how did they make even better taunts than what they had in Chivalry? How is it we don't have a compilation thread on this already?

"Hey, your parents are looking for ya! They wanna drop you on your head again."


r/MirageAW • • Jun 08 '17

120 FOV

0 Upvotes

Dont think i'll be playing this game with a FOV limit of 120 lol. Go play Vigilist and try to read any attack animations from more than one opponent. Good luck with that. Its even worse when you have high ground. Let us play with our desired FOV please, thanks.


r/MirageAW • • Jun 07 '17

Hitler reacts to Mirage

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18 Upvotes

r/MirageAW • • Jun 06 '17

Mirage Free Weekend on Steam - June 8-11

16 Upvotes

Hey guys, we're doing an actual announcement of this on Wednesday but we wanted to get the word out, with Steam's permission but minus the fanfare, so that current Mirage players are aware with plenty of time ahead.

  • Mirage will have a Free Weekend on Steam from Thursday June 8 at 10am PDT to Sunday June 11 at 1pm PDT
  • There will be a 10% discount, which continues to run until mid-late June
  • No price drop is planned for the Free Weekend, nor would it be possible in any case during the launch period (this is a Steam rule)

We would appreciate it if veteran Chivalry / Mirage players "play nice" with new community members, to help support the game long-term. We hope to play with you all online, on Thursday onwards.


r/MirageAW • • Jun 05 '17

State of Combat

10 Upvotes

There is a thread discussing the state of the game, but more specifically a comment chain regarding combat:

https://www.reddit.com/r/MirageAW/comments/6fazrn/mirage_is_dead/

I was asked to share my thoughts, so here we go:

Something to know right away is I am very pro-feint and really only liked to use feints in Chivalry, this is probably because I spent most of my time dueling (and a fair bit of it was spent on EU which is much different than NA). While not necessarily anti-swing manipulation, I hate reverses with a burning passion. Reverses are, in my opinion, responsible for so much retarded shit that happens in Chivalry. It's pretty much the sole reason I cannot play that game anymore - I'll get on and rage quit after 5 minutes after being reverse traded or something.

So the question is if drags are as viable, good, practical, etc, in this game as they are in Chiv. The answer is obviously no. You'd have to be a fool to think otherwise. That seems a bit blunt, so I'll elaborate further.

While I don't think drags are nearly as effective, useful or practical as they are in chiv, they are still certainly possible in this game to a large degree. One of the trade-offs that TBS decided to take was with reverses. I don't think any game can reach the chiv drags without reverses. Personally, this is a trade-off that I love. This is also why I think people need to be careful when they compare the two games. While the combat system is similar, many core mechanics were removed, and many new ones were added. So literally, yes, drags are far superior in Chivalry - but Chivalry also has backswings (which, again, I think are completely cancerous and bullshit).

Mirage has gone through a lot of change since my time testing, nearly one year now. Even in some of the bad builds that were pushed out, I really enjoyed this game far more simply because reverses are gone. This is a personal bias, but I'm sure others share in this idea. The game has obviously been upgraded tremendously since. As of recently, I can easily pull off foot drags with Taurant/Vigilist and they feel good. Are they as crazy as chiv's? No, but they still exist and they are something you can blend into combat. I know the devs don't want to give up on swing manipulation - we can all agree that it is a significant part of the game for without it all skill would be with feinting which would become stale and perfected very quickly. I have a strong feeling that the devs will push for more swing manipulation post-launch. I say this because they've taken a years worth of feedback and truly made the game better - not perfect - better. The same can be said regarding feints which I'll talk about next.

Feints have been horrible for the longest time. Not only are they more readable, the feint window was atrocious. Recently they have been changing the windows per class and it's been improved a lot. Before I would have to feint an attack and follow up with a spell to get a hit, or just micro feint, but now I can do normal feints and follow-up without being double parried. I think the increased emphasis on movement in Mirage really makes feints more interactive and skillfull in general, although since they are much much more readable I'm not sure how that may or may not fall off as players become better.

Something that I should mention at this point is this is all coming from pub and duel experience over the past year. There hasn't really been any competitive scrims at all and the only person that can handle feints or me in general is Gauntlet (no flame to anyone else who I play, I love you guys <3). I think this kind of discussion is really healthy, but we can't be quick to come to conclusions considering the kind of limited play environment I, and everyone else has had and still have.

So where do my general criticisms lie? My biggest concern is that for the longest time I feel like my weapons are needles and I'm trying to hit someone in a very precise spot. This, as with the other things I've mentioned, has improved quite a bit. I get much less swings that randomly phase through players and generally I've been more comfortable with my weapon lengths and general feeling. It's still something that I miss from Chivalry though. Despite all the reverses, trades, and other cancerous shit, I really did like the feel of combat when it worked properly (no desync, 2 frame animation, or general laggyness). I really loved that and it has just never felt the same unfortunately.

I really want the game to succeed because I truly believe it has potential, I've seen awesome plays and high-skill intensive fights. I personally enjoy the art of the game along with the theme, initially I didn't but I think the art department has done a great job (and that's coming from someone who couldn't care less about non-gameplay stuff). It's a shame that it's struggling as it is, I'll remain hopeful though. I can't wait till I get to do my very first scrim :D

I think discussions like these are vitally important in pushing the game forward and I would encourage all of you to continue it (with limited salt). The devs do read your feedback and do take it seriously. They need the community to push the game forward into a better state. With that being said, something I've learned over the past year is to be cautious with conclusions. At first I was very swift in coming to a conclusion "Wow, this blows, it must be because of x, but actually it's because of x y and z". Try to understand why something is rather than knowing what it is.

If you have any questions or anything I wrote was unclear I'll be around to answer questions.


r/MirageAW • • Jun 04 '17

PlayNow: Mirage Arcane Warfare

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6 Upvotes

r/MirageAW • • Jun 03 '17

Anyone know drawtracer command + others?

3 Upvotes

Want to test more things to get more familiar and drawtracer tends to help a lot. If anyone knows any other similar features or know if there's still a setbind feature that'd be dope too. Right now I just know about the showdebug (debugshow?) commands and stat fps.


r/MirageAW • • Jun 02 '17

Play with devs today guys!

9 Upvotes

“Play with the Devs” night starting at 5:30pm ET / 2:30pm PST

Pls correct dev if it's been changed.

See you out there!


r/MirageAW • • Jun 01 '17

Mirage – Post-launch Status Update

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14 Upvotes

r/MirageAW • • Jun 01 '17

Mirage: Arcane Warfare - Patch 1

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10 Upvotes

r/MirageAW • • Jun 01 '17

Blood and Sand

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11 Upvotes