I have to say, even though I share everyone's disdain for these downright paltry single-player packages, it has to be noticed that they are at least communicating with us. Miike has replied at least 5 times in this thread.
I think it's important for people to realize that they're compensating for a very specific issue, not all issues in general. That seems to be causing a great deal of confusion. They're not saying there aren't other issues. They've broken down what it is they're looking at and compensating for. Which is why the suggestion was made to report other issues. It's a very specific fix with a very specific issue, and based on that data, they're compensating. I'm not saying it's enough or it isn't, or even challenging feelings on it. I'm also not saying other issues aren't worth compensating for. I'll just stop that argument before it starts. All I'm saying is the perspective may be a but wide.
I've 100% died more than 5 times this whole month due to game bugs, so getting this small compensation after a month is pretty bad. This should be a weekly package honestly, just like the AQ/AW compensation... Tone deaf response to players who don't do AQ/AW Kabam
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
Why would it matter if the issue that i'm experiencing is not the control input one but another type? I play on an android device so I know that I don't have the problem that iphone users have, but i'm still getting random control issues like blocking instead of dexing and not being able to dash back after a MLLL combo, and these issues are costing me potions and revives. what's the difference here?
Please remember to report those bugs so that they can be addressed. If you are suffering from an input issue on an Android device, it is unrelated and could possibly be fixed before other content. It also has to be accounted for when making decisions around Compensation and content, but we can't do that if we don't know about it.
I assume you don't want iOS users to keep reporting the same problems? I'd be sending in multiple tickets a day and it wouldn't help anything. I've played the game since week 1 and I understand Kabam is trying to fix the problem but if I took the time to report every bug, I'd be writing tickets an hour a day.
Put me down for missed parries, missed blocks, stop blocking in the middle of the defender's combo, inability to dash back and my personal favourite, the attacker randomly stopping in heavy attack, whether or not I tried to throw a heavy, and being stuck there until I throw a special, hopefully not into the defender's block so I get countered to the face AND waste my power or I get hit and knocked and released from suspended animation, The best frozen mid heavy champ is Hyperion...he hangs in the air, mid punch and looks great. I have all of those multiple times every day.
Thanks
I forgot general lag so that everything stops and when it restarts I've been hit with a combo or two.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
Why would it matter if the issue that i'm experiencing is not the control input one but another type? I play on an android device so I know that I don't have the problem that iphone users have, but i'm still getting random control issues like blocking instead of dexing and not being able to dash back after a MLLL combo, and these issues are costing me potions and revives. what's the difference here?
Please remember to report those bugs so that they can be addressed. If you are suffering from an input issue on an Android device, it is unrelated and could possibly be fixed before other content. It also has to be accounted for when making decisions around Compensation and content, but we can't do that if we don't know about it.
Across the year , I have posted and seen several posts regarding controls/input issues. These included, but are not limited to:
Random Heavies Mid Combo
Randomly holding block
Blocking while attempting to dex specials
Dropped input on an attack mid combo (such as a medium or heavy)
I’m sure others can add on to this, but the point I’d like to emphasize is that despite the numerous threads on these above threads in the iPhone/Android report section of forums, I haven’t seen much traction in the addressing of them. Bare in mind, I understand not all things can be fixed as easily as others, but at the very least, we would want to have some sort of acknowledgment by Kabam that these issues do in fact exist.
And initially they’re giving Glory with each AQ/AW compensation and that too were gone. Neither the bug got fixed nor the compensation continued as initially started. We are just in the middle of nowhere
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for.
Are you talking Android devices? How about the issues we've had to endure for at least a year? Because of this these compensation are just as warranted for Android as Apple users...if anything compensation should have started long ago. Of course that didn't happen because Android users have always been second to Apple users in Kabam's eye. I understand some of it (more companies producing different hardware)...however even flagship devices like Samsung and Pixel have had issues and those should be considered when producing updates.
Also this month's side quest was unforgiving. A single hit and suddenly you needed a revive. I know I'm not everyone but I used at least 20 revives. The only reason I kept playing is I wanted the Symbiote at full capacity. if it wasn't for that I would have tried a few times and that would have been it.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
You see, this is the thing with those issues: you addressed two types of issues: 1) iOS only input issues 2) Android RAM occupation
I am one of those people on Android, I confess (I know you didn't call any of us out, I just needed to make this clear) And I am ABSOLUTELY sure I have lost >5 revives due to game issues. Stuff like "I hold block and all of sudden my character stops blocking" happens. The game is frequently lags and crashes, although luckily your "return to fight" system saves a lot of resources. Yet, I have been KOed unfairly plenty of times, so if (as you said) you aren't making compensation packages based on those issues and only on those affecting iOS users, I have to ask what are you gonna do about the other issues?
I have recieved a compensation that was made for another type of issue, that doesn't affect me. However my issues cost me more than what I was given. So, what is your plan regarding compensating the other issues? Don't wanna point fingers and blame anyone, but you guys said you know about the other issues, soooo what is your plan?
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
Doesn't seem like there's much issue figuring out how to issue weekly compensation for AQ/AW... so why is it such an issue for single player modes? You guys have done a fantastic job of avoiding this question since the start; just feels like you're kicking the can down the road at this point.
I just mentioned how we're doing it in this post. "This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content."
Further, the AW and AQ Comp have not changed calculations at all. We started them early, and have kept them going. They're probably a little bit much, considering nobody is using all of those resources, but we're not going to change them now.
If the sole park was weekly I’m be happy to do a bit of end game contest oh wait I’m take a break so that’s meant I’m don’t it just means free revis and also really notice game play change ever mouth it hard to adapting
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
Doesn't seem like there's much issue figuring out how to issue weekly compensation for AQ/AW... so why is it such an issue for single player modes? You guys have done a fantastic job of avoiding this question since the start; just feels like you're kicking the can down the road at this point.
I just mentioned how we're doing it in this post. "This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content."
Further, the AW and AQ Comp have not changed calculations at all. We started them early, and have kept them going. They're probably a little bit much, considering nobody is using all of those resources, but we're not going to change them now.
So the answer is to undershoot so no one comes out ahead and some come out lower? I’m not really one of the affected (that I’m aware of) but it’s still kind of crummy to grade on a negative curve.
Not really. We said that we're basing this on resource usage before vs after the issue arose, but because everybody is different, it won't be 1:1 for everybody.
Are you also looking at how often content is being ran before vs after? Because that can account for a drop in item usage.
I know a few of my alliance mates and friends have stopped CAV difficulty all together. 6 people who were shooting for TB have halted their progress till this gets fixed completely. We had a guy who dumped lots of items and units into AoL exit out and said he won’t go back in for the 100% till after things are better.
So maybe item/potion use is down because people listened to you about not doing harder content. But how much longer are we going to have to wait? I am 3 quests away from heading into 6.4 and it’s boring and irritating that I can’t do anything other than EQ/SQ/AQ/and minimal AW at this point.
It’s getting to point that myself and many others dread even booting up the game. It won’t be long before we don’t open it at all.
Compensation is a joke. Saying that it is for the iPhone issue and that you're looking at item usage before and after is an even bigger joke. Kabam themselves told folks to reduce high level content, then started measuring item usage based on that. As for the fact of this being an iPhone issue compensation that even Android folks are getting, where is the memory leak compensation? Where is the fix that was supposed to happen? I used a fair bit of revives in Cosmic Horror event just because my game kept freezing randomly and then I got comboed to death. Reporting these issues makes no difference. There have been reports for months and as you have said in this thread itself, due to the vast number of devices, it is very hard to find a solution right now. So we just have to suffer?
As for the AQ/AW stuff 'not being used'. Some alliances aren't using them because they don't run high level war. Or don't run war at all. Or have dropped down massively in AQ. Or aren't having as many issues as others. That doesn't mean that the potions being give are excess and we're being done a favour by not reducing them.
I love this game, but sometimes it's really hard to progress or have the motivation to even log on when the response is like this.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
You see, this is the thing with those issues: you addressed two types of issues: 1) iOS only input issues 2) Android RAM occupation
I am one of those people on Android, I confess (I know you didn't call any of us out, I just needed to make this clear) And I am ABSOLUTELY sure I have lost >5 revives due to game issues. Stuff like "I hold block and all of sudden my character stops blocking" happens. The game is frequently lags and crashes, although luckily your "return to fight" system saves a lot of resources. Yet, I have been KOed unfairly plenty of times, so if (as you said) you aren't making compensation packages based on those issues and only on those affecting iOS users, I have to ask what are you gonna do about the other issues?
I have recieved a compensation that was made for another type of issue, that doesn't affect me. However my issues cost me more than what I was given. So, what is your plan regarding compensating the other issues? Don't wanna point fingers and blame anyone, but you guys said you know about the other issues, soooo what is your plan?
People have been complaining about issues on Android for years, basically for as long as the game has existed. This is problematic, because those issues may not be some singular problem. Because the developers identified one specific issue in the game that was due to a very specific architectural issue that they can fix and because they could actually identify a distinct change in player resource costs before and after the issue arose, they decided to offer players compensation for those issues. The root cause was specifically idenfiable, and the overall cost of the issues to the players was measurable, because the developers could compare before and after resource usage across the entire playerbase.
But if Android has just been wonky forever, there may be no single issue for them to fix. Android might be less stable because of things that constantly change: platforms change, Android itself changes, and the game constantly changes. There may not no single problem that any player is experiencing today that is being caused by anything that existed in the past, or that will exist in the future.
The devs can't offer compensation for that, because that would in essence be a permanent platform handicap. Android is less stable, so Android players get free resources forever. It is unfortunate, but that's just reality. Now, if hidden among all the Android glitches is an actual issue comparable to the iOS frame lock issue or the more global memory leak issue, then that is the sort of thing that if identified and if resolvable could be subject to compensation. However, at the moment there's no direct evidence of such a problem.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
Doesn't seem like there's much issue figuring out how to issue weekly compensation for AQ/AW... so why is it such an issue for single player modes? You guys have done a fantastic job of avoiding this question since the start; just feels like you're kicking the can down the road at this point.
I just mentioned how we're doing it in this post. "This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content."
Further, the AW and AQ Comp have not changed calculations at all. We started them early, and have kept them going. They're probably a little bit much, considering nobody is using all of those resources, but we're not going to change them now.
So the answer is to undershoot so no one comes out ahead and some come out lower? I’m not really one of the affected (that I’m aware of) but it’s still kind of crummy to grade on a negative curve.
Not really. We said that we're basing this on resource usage before vs after the issue arose, but because everybody is different, it won't be 1:1 for everybody.
The problem with doing it just on resource usage is plenty of people aren't doing content because it isn't enjoyable or a plain waste of resources. Almost nobody in my alliance is working on any kind of permanent content
A while back we had a compensation package that actually handed out "reward stuff" as opposed to potion stuff. That was almost certainly compensation targeting opportunity cost.
To take a step back, the devs have said that these issues will take time to sort out, and thus there will be a period of time where the game will be suboptimal. Players have a choice here: they can push forward anyway and spend whatever resources it takes to overcome the issues, or they can limit themselves to only tackling content that they can do without spending resources given the issues. Doing the former costs players potions. Doing the latter costs players rewards.
The devs are datamining overall player resources spent, and can compare before and after. They can thus calculate how much resources players are spending more than they used to, and can target potion compensation based on that extra usage. They should also be datamining player reward earning, to see how much less rewards players are getting on average. Reward compensation would then target that gap. I suspect that something like that will eventually be coming. That should try to address the opportunity cost of players either forgoing doing content or failing to complete content due to the gameplay issues.
Keep in mind neither the potion compensation nor any reward compensation is going to make all players whole. That's simply not possible. Because the devs are measuring and working with averages, there will always be players who burn more resources than the compensation package and those who burn less, those who lose more rewards than compensation packages deliver and those who earn more. That's mostly unavoidable. But I think if additional reward-like compensation packages are in the works, the devs will likely try to limit those to one, maybe two more if the issues persist. They are not going to want players expecting those, so they are not going to want to make them a regular thing.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
It occurs to me that while there's no way to customize compensation for all the players, there might be a problem with averaging across the entire playerbase and making a single package. For example, there's a giant group of casual players/accounts that don't engage in difficult content, and thus their resource usage starts low and may not go up with gameplay issues. Take my second account, Half the time I'm just autoplaying through content in that account while watching TV. Most of the time gameplay issues can't impact that account at all. It then brings down the average for potion use.
It would seem to me that any player that was basically using nothing before the frame lock build and was also using nothing after the frame lock build should be eliminated from the averages, as they are in a sense minimizing the impact of the issue. They are either players who do content so easy potions aren't necessary, or they are players who are so skilled the game play issues don't hurt them. The real issue are players who use a few resources and are now using more, because those players are the ones doing content for which game play issues matter.
It might be complicated to explicitly remove that raw data from the metric calculations, but there should be a way to estimate their impact and then do a close-enough calculation to factor them out of the averages. I'm wondering if simple averages are understating the potion impact on the game due to these kinds of effects.
Or here is an idea. Instead of trying to measure compensation which clearly is inaccurate how about just doing right by your customers. Other games go out of their way to make things right with their customers. Yeah this is a problem that has existed for months yet you remain frugal with compensation. Yet things never change you would rather have us buy the positions and revives to make up for what we lost unnecessarily. Which I had to do! Not anymore! To make us wait so long for bread crumbs is horrible.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
You see, this is the thing with those issues: you addressed two types of issues: 1) iOS only input issues 2) Android RAM occupation
I am one of those people on Android, I confess (I know you didn't call any of us out, I just needed to make this clear) And I am ABSOLUTELY sure I have lost >5 revives due to game issues. Stuff like "I hold block and all of sudden my character stops blocking" happens. The game is frequently lags and crashes, although luckily your "return to fight" system saves a lot of resources. Yet, I have been KOed unfairly plenty of times, so if (as you said) you aren't making compensation packages based on those issues and only on those affecting iOS users, I have to ask what are you gonna do about the other issues?
I have recieved a compensation that was made for another type of issue, that doesn't affect me. However my issues cost me more than what I was given. So, what is your plan regarding compensating the other issues? Don't wanna point fingers and blame anyone, but you guys said you know about the other issues, soooo what is your plan?
People have been complaining about issues on Android for years, basically for as long as the game has existed. This is problematic, because those issues may not be some singular problem. Because the developers identified one specific issue in the game that was due to a very specific architectural issue that they can fix and because they could actually identify a distinct change in player resource costs before and after the issue arose, they decided to offer players compensation for those issues. The root cause was specifically idenfiable, and the overall cost of the issues to the players was measurable, because the developers could compare before and after resource usage across the entire playerbase.
But if Android has just been wonky forever, there may be no single issue for them to fix. Android might be less stable because of things that constantly change: platforms change, Android itself changes, and the game constantly changes. There may not no single problem that any player is experiencing today that is being caused by anything that existed in the past, or that will exist in the future.
The devs can't offer compensation for that, because that would in essence be a permanent platform handicap. Android is less stable, so Android players get free resources forever. It is unfortunate, but that's just reality. Now, if hidden among all the Android glitches is an actual issue comparable to the iOS frame lock issue or the more global memory leak issue, then that is the sort of thing that if identified and if resolvable could be subject to compensation. However, at the moment there's no direct evidence of such a problem.
I've been hearing the whole "android is unstable and fragmented" excuse for a while now and I'm tired of it. Is it true to some extent? Yes but I play other games - Subway suff, Shadow fight, Vector, Call of Duty. Games that require lots of screen input. Call of duty needs even finer screen input thay MCOC as many times your movements are in millimeters while MCOC is basically screen swipes and taps. In none of those games do I experience the random input issues I see in MCOC. I swipe forward and my champion dash backwards, hold heavy, stay in place or execute a move I didn't press. Worse still is when they goes completely on auto, randomly dashing backwards or forwards. It's not an Android problem because I don't see it in other games. Sure they sometimes crash, lag or there's a framerate drop but not to the extent I see in MCOC. It's almost impossible for to do 5 fights in this game without experience any of the above-mentioned issues while I can play an 18-minute COD battle royale smoothly. Android has been catching flak for bad software design since it's inception and it's time that stops. Developers should take responsibility for their own bugs and fix them.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
So I know you probably won’t answer this, but will we ever see the big compensation package that we saw a few months ago? If so, when? That worked for everyone and satisfied everyone. Now the focus is on how bad the compensation is rather than how good it is
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
@Kabam Miike can you please share which Android devices you have found that currently don't have issues? You also state that if we're experiencing game play issues to please report them. But I think this is where a lot of confusion is coming from, all of us players have been led to believe that our issues stem from the same problem so no one is reporting anything. If you provide a list of phones that you feel aren't affected, then those users can report what they're experiencing. I hope this post made sense. Thank you.
For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.
We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
I’m an iPhone user and the control issues effect my game enough so that I can’t even attempt breaker of thrones. I know if the game was running better I could do it. I have done side quest last month and suffered hard do the issues. I used a lot of units and revives. I mean a lot. I know I didn’t have to but then I lose out on the rewards which I needed. Honestly I’d like to see a decent compensation package. I can’t speak for everyone else but I spend a lot of money on this game. I mean a lot. I don’t feel it’s worth the money at all right now because of these issues But I do because I keep hoping it will get fixed soon and they compensate decently at some point. So what I think would be a fair compensation package would be things some of us iPhone users have missed out on like a 25% t5 class sector, t5 basic catalyst shards, a 6* nexus crystal, or heck a 6 awakening crystal and maybe something else that will blow our minds out of the water. Like I said I can only speak for myself but I spend a lot of money and feel like Kabam can care less about it. I don’t feel like a valued customer in which I a good paying customer! Those things I asked don’t even come close to the amount of money I spent for units to make up for the control issues. I’m sure there are a ton more iPhone users that can say the same. I’m sure you guys can tell what kind of devices players use. And only compensate iPhone users that are affected by this horrible bug like me. I’m not saying android should get anything but just not as much as the uses affect by the control issues with IPhones. Sorry for the super long message haha.
Comments
I'm not saying it's enough or it isn't, or even challenging feelings on it. I'm also not saying other issues aren't worth compensating for. I'll just stop that argument before it starts. All I'm saying is the perspective may be a but wide.
Tone deaf response to players who don't do AQ/AW Kabam
Random Heavies Mid Combo
Randomly holding block
Blocking while attempting to dex specials
Dropped input on an attack mid combo (such as a medium or heavy)
I’m sure others can add on to this, but the point I’d like to emphasize is that despite the numerous threads on these above threads in the iPhone/Android report section of forums, I haven’t seen much traction in the addressing of them. Bare in mind, I understand not all things can be fixed as easily as others, but at the very least, we would want to have some sort of acknowledgment by Kabam that these issues do in fact exist.
Neither the bug got fixed nor the compensation continued as initially started.
We are just in the middle of nowhere
Also this month's side quest was unforgiving. A single hit and suddenly you needed a revive. I know I'm not everyone but I used at least 20 revives. The only reason I kept playing is I wanted the Symbiote at full capacity. if it wasn't for that I would have tried a few times and that would have been it.
Horrible compensation and tone deaf replies like always when I submit tickets.
I'm about done with this game with these issues and the lack of caring about players now.
Don't even get my started with Incursions and Arena non-compensations as well.
1) iOS only input issues
2) Android RAM occupation
I am one of those people on Android, I confess (I know you didn't call any of us out, I just needed to make this clear) And I am ABSOLUTELY sure I have lost >5 revives due to game issues. Stuff like "I hold block and all of sudden my character stops blocking" happens. The game is frequently lags and crashes, although luckily your "return to fight" system saves a lot of resources. Yet, I have been KOed unfairly plenty of times, so if (as you said) you aren't making compensation packages based on those issues and only on those affecting iOS users, I have to ask what are you gonna do about the other issues?
I have recieved a compensation that was made for another type of issue, that doesn't affect me. However my issues cost me more than what I was given. So, what is your plan regarding compensating the other issues? Don't wanna point fingers and blame anyone, but you guys said you know about the other issues, soooo what is your plan?
I know a few of my alliance mates and friends have stopped CAV difficulty all together. 6 people who were shooting for TB have halted their progress till this gets fixed completely. We had a guy who dumped lots of items and units into AoL exit out and said he won’t go back in for the 100% till after things are better.
So maybe item/potion use is down because people listened to you about not doing harder content. But how much longer are we going to have to wait? I am 3 quests away from heading into 6.4 and it’s boring and irritating that I can’t do anything other than EQ/SQ/AQ/and minimal AW at this point.
It’s getting to point that myself and many others dread even booting up the game. It won’t be long before we don’t open it at all.
Kabam themselves told folks to reduce high level content, then started measuring item usage based on that.
As for the fact of this being an iPhone issue compensation that even Android folks are getting, where is the memory leak compensation? Where is the fix that was supposed to happen? I used a fair bit of revives in Cosmic Horror event just because my game kept freezing randomly and then I got comboed to death. Reporting these issues makes no difference. There have been reports for months and as you have said in this thread itself, due to the vast number of devices, it is very hard to find a solution right now. So we just have to suffer?
As for the AQ/AW stuff 'not being used'. Some alliances aren't using them because they don't run high level war. Or don't run war at all. Or have dropped down massively in AQ. Or aren't having as many issues as others. That doesn't mean that the potions being give are excess and we're being done a favour by not reducing them.
I love this game, but sometimes it's really hard to progress or have the motivation to even log on when the response is like this.
But if Android has just been wonky forever, there may be no single issue for them to fix. Android might be less stable because of things that constantly change: platforms change, Android itself changes, and the game constantly changes. There may not no single problem that any player is experiencing today that is being caused by anything that existed in the past, or that will exist in the future.
The devs can't offer compensation for that, because that would in essence be a permanent platform handicap. Android is less stable, so Android players get free resources forever. It is unfortunate, but that's just reality. Now, if hidden among all the Android glitches is an actual issue comparable to the iOS frame lock issue or the more global memory leak issue, then that is the sort of thing that if identified and if resolvable could be subject to compensation. However, at the moment there's no direct evidence of such a problem.
To take a step back, the devs have said that these issues will take time to sort out, and thus there will be a period of time where the game will be suboptimal. Players have a choice here: they can push forward anyway and spend whatever resources it takes to overcome the issues, or they can limit themselves to only tackling content that they can do without spending resources given the issues. Doing the former costs players potions. Doing the latter costs players rewards.
The devs are datamining overall player resources spent, and can compare before and after. They can thus calculate how much resources players are spending more than they used to, and can target potion compensation based on that extra usage. They should also be datamining player reward earning, to see how much less rewards players are getting on average. Reward compensation would then target that gap. I suspect that something like that will eventually be coming. That should try to address the opportunity cost of players either forgoing doing content or failing to complete content due to the gameplay issues.
Keep in mind neither the potion compensation nor any reward compensation is going to make all players whole. That's simply not possible. Because the devs are measuring and working with averages, there will always be players who burn more resources than the compensation package and those who burn less, those who lose more rewards than compensation packages deliver and those who earn more. That's mostly unavoidable. But I think if additional reward-like compensation packages are in the works, the devs will likely try to limit those to one, maybe two more if the issues persist. They are not going to want players expecting those, so they are not going to want to make them a regular thing.
It would seem to me that any player that was basically using nothing before the frame lock build and was also using nothing after the frame lock build should be eliminated from the averages, as they are in a sense minimizing the impact of the issue. They are either players who do content so easy potions aren't necessary, or they are players who are so skilled the game play issues don't hurt them. The real issue are players who use a few resources and are now using more, because those players are the ones doing content for which game play issues matter.
It might be complicated to explicitly remove that raw data from the metric calculations, but there should be a way to estimate their impact and then do a close-enough calculation to factor them out of the averages. I'm wondering if simple averages are understating the potion impact on the game due to these kinds of effects.
In none of those games do I experience the random input issues I see in MCOC. I swipe forward and my champion dash backwards, hold heavy, stay in place or execute a move I didn't press. Worse still is when they goes completely on auto, randomly dashing backwards or forwards.
It's not an Android problem because I don't see it in other games. Sure they sometimes crash, lag or there's a framerate drop but not to the extent I see in MCOC.
It's almost impossible for to do 5 fights in this game without experience any of the above-mentioned issues while I can play an 18-minute COD battle royale smoothly.
Android has been catching flak for bad software design since it's inception and it's time that stops. Developers should take responsibility for their own bugs and fix them.
So what I think would be a fair compensation package would be things some of us iPhone users have missed out on like a 25% t5 class sector, t5 basic catalyst shards, a 6* nexus crystal, or heck a 6 awakening crystal and maybe something else that will blow our minds out of the water. Like I said I can only speak for myself but I spend a lot of money and feel like Kabam can care less about it. I don’t feel like a valued customer in which I a good paying customer! Those things I asked don’t even come close to the amount of money I spent for units to make up for the control issues. I’m sure there are a ton more iPhone users that can say the same.
I’m sure you guys can tell what kind of devices players use. And only compensate iPhone users that are affected by this horrible bug like me. I’m not saying android should get anything but just not as much as the uses affect by the control issues with IPhones.
Sorry for the super long message haha.