Potential Delay to v44.1 Launch
We are currently working through some issues that may affect the release window of v44.1. This means that the update may not release on Monday as it usually does. We are working to resolve the issue holding us up as quickly as possible, but will keep you all updated, especially if the delay results in any changes to the content release schedule.
We are currently working through some issues that may affect the release window of v44.1. This means that the update may not release on Monday as it usually does. We are working to resolve the issue holding us up as quickly as possible, but will keep you all updated, especially if the delay results in any changes to the content release schedule.
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"Why is it so Hard to Navigate Input Issues?"
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The engine update altered how the game processes time. This altered the precise moments when things designed to happen in specific time sequences occurred. This caused the relationship between when inputs were processed as happening in the engine relative to when internal events were sequenced to occur. This caused problems ranging from inputs registering at different frames relative to animations (which would cause time-sensitive events like Parry from not occurring) to inputs not registering at all because they occurred during windows where such actions are forbidden, even though the animations would visually suggest they were allowed, to inputs being processed differently because input queues now behaved differently, to effects interacting in different ways independent of inputs because their relative timing was now shifted, which then meant future inputs would not generate the behavior that was originally intended or expected.
What changed was not something like the game needed to process taps and swipes differently. What happened was the game's sense of time changed, and with that everything that depends on time also changed. Which is potentially: everything. Not only everything that exists now, but things designed in the future that use the same design rules that worked in the past might break in weird ways that didn't happen before, but now can happen.
What makes this a lot more complex than people think is that we experience time continuously but the game experiences time discretely, in ticks of the clock. Everything that happens 0.5 seconds later and 0.533 seconds later happens at the exact same moment to the game engine (15 frames later). Assuming game frames are being processed *exactly* when they should, which in practice never happens. So sometimes frame 15 happens 0.5 seconds later and sometimes 0.501 seconds later. When that happens, the event that is supposed to happen 0.5 seconds later and the event that is supposed to happen 0.51 seconds later no longer happen in the same frame. Or maybe they do because the game engine tries to compensate for this. Honestly, I've seen Unity documentation go both ways here.
Most games do not need to care about this kind of stuff, because precise timing doesn't really affect them. Whether something happens now or one frame later will not do something that a player will notice in an FPS shooter or a side scroller. It is only games that require this event to happen at the exact same time as that event that will be affected in a noticeable way. MCOC happens to be one of those games.
It is also possible that besides the game engine changing and the data changing, the design rules of thumb themselves have to change with the new systems. In the same way players have to fight muscle memory when the game changes behavior, devs have to change their rules of thumb for how to make things or change things or adjust things. Those design rules may not have fully adapted to the new game engine behavior, so sometimes we see regressions.
To the players, every situation is unique. But to the game engine, there's only one situation with a few variables. When it starts behaving differently based on situation when no code tells it to do that the players learn how the game works in a way a new engine cannot replicate.
One of the most famous examples in video game history of a behavior players just assumed happened by design but was actually originally a circumstantial inconsistency (which was exploited by the game designers during implementation) was the behavior of the alien invaders in the classic Space Invaders game. In Space Invaders, the more enemies you kill the faster the remaining ones attack you. Everyone assumed this was programmed deliberately, to make the game increasingly fast paced as it went along. As it turns out, that wasn't an original intent of the game programmers. Instead, the problem was the game hardware was so underpowered that it literally took longer to draw the alien ships than it took to refresh the screen, so when there were a lot of alien ships they moved slower on screen because that was as fast as the hardware could draw them. But as the player killed them, the number of aliens the hardware had to draw dropped, and it could draw them faster, and so they moved faster on the screen. During development the creators of Space Invaders decided to exploit this behavior rather than try to fix it, and the rest is history.
You can stare at the code of Space Invaders all day and not see the speed ramp up, because it doesn't exist (well, technically it exists in the sound synchronization code for the game). One of the most famous aspects of the game, a feature that is often credited with *inventing* the game design idea of difficulty ramp up in video games, was a side effect of the hardware being too slow to run the game properly. Today we can reproduce that behavior exactly with modern computer hardware, but at the time this would have been difficult to reproduce *exactly* because Space Invaders itself wasn't doing it deliberately.
But that's probably a Monday thing.
The AI detects and immediately chases evades now.
I noticed this as means of the AI to throw specials, effectively trapping the player.
But now this is happening on basic attacks.
Had Iron Fist in AQ just beat me using this technique.
I think the players notice this because the game is already a game of inches in which we are required to play at such a high level.
Please stop “improving” AI for your benefit.
No one but the ai can chain heavy and sp without a second of recovery…but of course the AI were not improved…
In the meantime, these issues are currently still affecting players and causing unecessary losses, especially in competitive parts of the game. This can also cause a drop in rankings.
So what are players to do Kabam? Do we keep spending money and units on revives and health pots to get through fights with confirmed bugs and issues, or do we quit playing the game?
What do you want us to do? Because I'd like for y'all to help us out here by compensating us some free, generous amount of progression based revives and health pots for dealing with these issues all these years.
That's only fair.
Please increase the evade window!
I get it, your AI wants 7 evades now instead of 5.
I just can’t keep up.
We will always be the last legacy system that doesn't match the rest of the game.
It will be like learning 250 Quicksilvers
You're asking us to record and send you videos, but even playing for 10 mins you will face them, because every mode is full of lag, weird and jacked up AI, parry dex issues and so on, even fricking Arena, lol...
And what about Battlegrounds? At this point i don't even care about modders (haven't met that many, i'm just thronebreaker..), because so many times the game is just unplayable... i have lost so many Bg matches because of bugs, but i also won some due to them
A few days ago i submitted a ticket asking about the status of Season 5 compensation, and they requested proof, LOL!!
What do you really want from us?? To record hundreds of fights and send them all?