Kabam miike said that the compensation is for all players who started the challenge before the fix was implemented.
Well, i received the compensation but started very later. The challenge went live on a Wednesday but i started on Thursday or Friday.
I remember that i read some message before starting the challenge on the forums from kabam ziibit that the hotfix for the GM Bug was done. Or is the definition for the compensation eligibility just to take a brief look into the quest ? I maybe just checked the quest in general but backed out immediately..
TL;DR
Never fought bugged GM but received compensation. Anyone else ?
The fact that some normally loyal players have begun to voice displeasure tells me patience has run out. You can’t even get crystal drop rates accurately. Free crystals as comp are great and all but it makes you wonder what kind of chaos is occurring behind the scenes. These constant mistakes/bugs sap credibility. If they use the same methodology on the main comp packages, they will probably be a tipping point for a lot of players.
Kabam, your methodology for a straight average revive comparison is wrong. It is highly likely the end game players and better players are the first to jump into new content, so their use of revives should be significantly lower than the average player. Not to mention some of the players who went in after the fix would only do 1 lane, the so called ‘easy lane’.
The correct methodology is to individually assess the players using recent content as a guide, then compare players who went in against the GM after fix to how they used revives as a comparison. Eg player A completed all the SoP weeks using 10 revives, and cleared 7.2 using 15 revives then used 15 revives against the GM.
Player B used 15 revives against SoP lead up weeks, 35 revives doing 7.2 exploration and fought the GM after the bug was fixed and used 12 revives.
Player B clearly is not as good as Player A, using twice as many revives to clear recent content. So yes the difference in player revive use in defeating the GM pre and post bug was 3, but Player A should have used half as many revives so a truer representation would be to amend Player A should have used 6 revives and so the differential is 9 revives.
There are other statistical tools such as standard deviation that can be used to give a more accurate figure, but your way of just straight up averaging the differential in revives is statistically incorrect as it doesn’t take into account the individual skill differences.
Wait, everyone received this pitiful compensation? I got it but I never did any real try to get through it all so I figured that people who actually completed the quest would get more. But that didn't seem to be the case. That's super weird.
Kabam if you guys have an iota of shame left with you then please delete this thread rather defending what you did to your playerbase. I was holding my last path thinking that compensation help me a little to get it through but NO. Now i used my units once again to finish this 100% which i used when i did my first path using Ronan on that Bugged GM and wasted 1.5k units.
I don’t know what actually they planning to do with their playerbase. Already many bugs in game, then they put a bugged GM fight Offered none compensation of regular questing revives and now put a worthless 2* arenas to drain out the people. Such a long streak of blunders and still you think people won’t move out of your game…?
Thank you all for the feedback, and I'm sorry that this Comp package isn't what you were expecting.
Context: The Comp Package went out to all players that started the quest before the Bug was fixed, and is based on the difference between resources we saw Players using before and after the bug was fixed. I see a lot of players saying that they used a bunch of revives, but players that played the fights after the Bug was fixed (roughly 6 hours after launch) also still used a lot of resources. The difference on average was what we based the package on.
This is NOT compensation for the ongoing control issues we've been experiencing.
I've also let the team know about the feedback here. Obviously, there are lots going on right now, and we're looking at many things, but I can make the sentiment known. No Promises that will go anywhere though.
im pretty sure i did this fight within the first 3 hours and i received 3... T H R E E Revives. Excuse me? This has to be a meme
Yes. On average (and this is hard to calculate because this is very much a skill-based fight), users that did the fight while it was bugged used 3 revives more than those that did it after it was fixed. That's rounding up.
bud if you can calculate the exact amount of cavs to compensate us for that we bought with money shouldn't be to hard of a stretch to do a revive and potion check
Oh absolutely not. That amount of Data would be insane, and again, we're not giving back the Potions and Revives used, but the difference we can estimate based on when the fight was bugged vs after the fix.
As an avid MCOC player going on a good few years and being a big supporter, I find this compensation package as very offensive and disrespectful to the MCOC community as a whole. I'm going to speak for myself though.
I was completely unaware of the Grandmaster being bugged until after I finished the fight and watched a video of KT1 announcing the bug. I know for a fact that I used way more than 3 revives and 3 potions.
Was I expecting all my revives and potions to be returned? Absolutely not, but I was not expecting to get just 3 of each item. I'm sure the data says the average used was 3, but as a corporation that has a large fanbase, I wish that morally there was more care put in thought for the community. If you sent out 10 revives/potions, that would have been much more comforting as a thought of your compassion for the community and wouldnt feel like you are just focusing on the numbers and what the numbers say, but how you woupd like to maintain a special relationship with this community.
Remember, Summer of Pain was delayed last year and the finale was bugged, not a visual bug, not a glitch, but a bug that affected the fight itself. Please don't take this as me attacking you, but this is constructive criticism. This is a large fanbase with very passionate players, the least we ask for is that same passion in return. Please take this into consideration on how to handle things like this. Thank you.
Just give it up folks. They always go like this. At this point we should have learned not to trust kabam’s view of compensation at all. The parry/dex compensation won’t be that huge either just lotta of revives and healings and some extra materials and that’s it probably.
i only did 1 path with Aegon (skill), after received this compensation i thought let's do another path with other class. but the game keep kicking me out from the quest said "The compensation is a joke". what should i do? is this a new bug??
Really hoping this is some sort of “Hey we released a bugged fight so here’s a general small compensation for everyone whether you did it bugged or not”
Then hopefully there will be another compensation for us that actually fought the bugged GM….I imagine there is about a 1% chance of that being the case though
My alt received no compensation for 1 lane done during the weekend.
got the compensation and I haven’t even entered the quest
Thank you all for the feedback, and I'm sorry that this Comp package isn't what you were expecting.
Context: The Comp Package went out to all players that started the quest before the Bug was fixed, and is based on the difference between resources we saw Players using before and after the bug was fixed. I see a lot of players saying that they used a bunch of revives, but players that played the fights after the Bug was fixed (roughly 6 hours after launch) also still used a lot of resources. The difference on average was what we based the package on.
This is NOT compensation for the ongoing control issues we've been experiencing.
I've also let the team know about the feedback here. Obviously, there are lots going on right now, and we're looking at many things, but I can make the sentiment known. No Promises that will go anywhere though.
I ask you a question, did Parry and Dex affect the Final of SOP? why separate things then? Do not you consider that if there is a problem as big as THE CONTROLS, it will affect in a greater way if they release a content with a greater degree of difficulty?
It is a disaster, a mockery, almost like Kabam lost focus, of those who are the most important for this, the players! those of us who are here from the beginning.
How is it possible that Kabam send a compensation of this type knowing that everything is working badly.????
In such a case, as you say, "this is not compensation for Parry and Dex" what should be expected? that the compensation that will arrive before the end of the month (of which no one knows anything yet) would come with additional items that solve this problem? In my case, I fully explored the SOP final, the same day it came out and there was a lot of waste of resources due to all the game problems added to the bug that the GM had.
If everything is going wrong and you know it, why Kabam open new content and suggest that we not play, or be careful ? is that logical? It is understood that you need us so that the game does not die, but in that case YOU MUST COMPENSATE APPROPRIATELY AND ACCORDING TO THE PROBLEMS THAT THE GREAT MAJORITY OF US ARE GOING THROUGH.
Why Kabam is taking so long with compensation? with each passing day the frustration accumulates more, likewise a fact with sending compensation packages by AQ and AW, also and by LOGICA Kabam MUST SEND REGULAR REVIVES AND POTIONS. Otherwise I suggest you send a message and say KABAM WILL NOT BE RESPONSIBLE FOR THE EXPENDITURE OF RESOURCES DUE TO THE MALFUNCTION OF THE GAME !!!!
Thank you all for the feedback, and I'm sorry that this Comp package isn't what you were expecting.
Context: The Comp Package went out to all players that started the quest before the Bug was fixed, and is based on the difference between resources we saw Players using before and after the bug was fixed. I see a lot of players saying that they used a bunch of revives, but players that played the fights after the Bug was fixed (roughly 6 hours after launch) also still used a lot of resources. The difference on average was what we based the package on.
This is NOT compensation for the ongoing control issues we've been experiencing.
I've also let the team know about the feedback here. Obviously, there are lots going on right now, and we're looking at many things, but I can make the sentiment known. No Promises that will go anywhere though.
Thanks for explaining Mike, that is some well needed clarity. So by my understanding, you took the average number of revives that people used with and without the bug and strictly compensated on that difference.
I just want to ask, by design an average means that close to 50% of players will have been (by chance) on the wrong side of this compensation. By that, I mean that to get the average of 3 more revives used with bug, you have some players using more and some using less. Was there no conversation that posited the idea that instead of short changing 50% of those affected, why not push that 3 revive mark up to cover some losses? A solution that by design, leaves 50% of players affected not fully compensated doesn’t seem like the best idea.
Additionally, did that average take into account the fact that those who rush into content on the first day are usually the ones best prepared, most skilled, end game players? The ones that you on average, use less revives than others anyway?
If you look at the numbers in their base form. Sure maybe it tells the story of a 3 revive difference. But if I may give a simple hypothetical to explain my point, say that with bug used on average 15 revives and without bug used on average 12. But did you consider that maybe the people going in at the first second of the content dropping may have completed the content with an average of say 5 revives in the first place? And as a result of the bug, they took 10 more revives than they usually would?
Those top players who rush in because they’re more skilled/prepared, may have been what was keeping the average revive count with the bug down. You may be accidentally comparing two different groups, and had the second group (who didn’t rush in) completed the GM with the bug, maybe there would be a much higher number of revives used, hence pushing that average up.
Next, did you take into account removing the sum that players used on the mysterio path, which would have been the same pre and post bug, as that was the node that was applied to all? That would bring down the average.
Lastly, did you consider the impact of each path? I’m not sure about you, but if I had the option of 8 max tokens + reduced wounded state time, vs 8 max tokens with each token giving extra attack, or no power being gained id definitely take either of the latter.
I chose the darkhawk path first, which was reduced wounded time, and taking off 2-3% of GM health each time 100% did not cost me 3 revives. I was lucky if I got 10% off in a run.
All this is to say, it seems like a very simple solution that only compensated 3 revives to what is actually a more complex problem than that. And when it all comes down to it, why not stretch that tiny bit further to compensate for an issue that was no caused by the players? It’s been a very rough few months for the game, and 3 revives for what felt like a very tough bug to deal with (not to mention even notice with everything going on in the Gm fight) does very little to alleviate that feeling.
Thank you all for the feedback, and I'm sorry that this Comp package isn't what you were expecting.
Context: The Comp Package went out to all players that started the quest before the Bug was fixed, and is based on the difference between resources we saw Players using before and after the bug was fixed. I see a lot of players saying that they used a bunch of revives, but players that played the fights after the Bug was fixed (roughly 6 hours after launch) also still used a lot of resources. The difference on average was what we based the package on.
This is NOT compensation for the ongoing control issues we've been experiencing.
I've also let the team know about the feedback here. Obviously, there are lots going on right now, and we're looking at many things, but I can make the sentiment known. No Promises that will go anywhere though.
Thanks for explaining Mike, that is some well needed clarity. So by my understanding, you took the average number of revives that people used with and without the bug and strictly compensated on that difference.
I just want to ask, by design an average means that close to 50% of players will have been (by chance) on the wrong side of this compensation. By that, I mean that to get the average of 3 more revives used with bug, you have some players using more and some using less. Was there no conversation that posited the idea that instead of short changing 50% of those affected, why not push that 3 revive mark up to cover some losses? A solution that by design, leaves 50% of players affected not fully compensated doesn’t seem like the best idea.
Additionally, did that average take into account the fact that those who rush into content on the first day are usually the ones best prepared, most skilled, end game players? The ones that you on average, use less revives than others anyway?
If you look at the numbers in their base form. Sure maybe it tells the story of a 3 revive difference. But if I may give a simple hypothetical to explain my point, say that with bug used on average 15 revives and without bug used on average 12. But did you consider that maybe the people going in at the first second of the content dropping may have completed the content with an average of say 5 revives in the first place? And as a result of the bug, they took 10 more revives than they usually would?
Those top players who rush in because they’re more skilled/prepared, may have been what was keeping the average revive count with the bug down. You may be accidentally comparing two different groups, and had the second group (who didn’t rush in) completed the GM with the bug, maybe there would be a much higher number of revives used, hence pushing that average up.
Next, did you take into account removing the sum that players used on the mysterio path, which would have been the same pre and post bug, as that was the node that was applied to all? That would bring down the average.
Lastly, did you consider the impact of each path? I’m not sure about you, but if I had the option of 8 max tokens + reduced wounded state time, vs 8 max tokens with each token giving extra attack, or no power being gained id definitely take either of the latter.
I chose the darkhawk path first, which was reduced wounded time, and taking off 2-3% of GM health each time 100% did not cost me 3 revives. I was lucky if I got 10% off in a run.
All this is to say, it seems like a very simple solution that only compensated 3 revives to what is actually a more complex problem than that. And when it all comes down to it, why not stretch that tiny bit further to compensate for an issue that was no caused by the players? It’s been a very rough few months for the game, and 3 revives for what felt like a very tough bug to deal with (not to mention even notice with everything going on in the Gm fight) does very little to alleviate that feeling.
Nice write up! Everything’s on point and well articulated.
Been playing the game since inception and this is the most infuriating thing that kabam has ever done. I feel like I just got robbed, finally created a forum account just to voice my opinion.
Some people got stupidly hard paths based off a bug. 8 competence max and reduced blunders to 3, along with the suspect dexing of the GMs sp1. It took me much more than 3 revives, literally just robbed me of like $70 worth of units.
Comments
Kabam miike said that the compensation is for all players who started the challenge before the fix was implemented.
Well, i received the compensation but started very later. The challenge went live on a Wednesday but i started on Thursday or Friday.
I remember that i read some message before starting the challenge on the forums from kabam ziibit that the hotfix for the GM Bug was done. Or is the definition for the compensation eligibility just to take a brief look into the quest ? I maybe just checked the quest in general but backed out immediately..
TL;DR
Never fought bugged GM but received compensation. Anyone else ?
The correct methodology is to individually assess the players using recent content as a guide, then compare players who went in against the GM after fix to how they used revives as a comparison.
Eg player A completed all the SoP weeks using 10 revives, and cleared 7.2 using 15 revives then used 15 revives against the GM.
Player B used 15 revives against SoP lead up weeks, 35 revives doing 7.2 exploration and fought the GM after the bug was fixed and used 12 revives.
Player B clearly is not as good as Player A, using twice as many revives to clear recent content.
So yes the difference in player revive use in defeating the GM pre and post bug was 3, but Player A should have used half as many revives so a truer representation would be to amend Player A should have used 6 revives and so the differential is 9 revives.
There are other statistical tools such as standard deviation that can be used to give a more accurate figure, but your way of just straight up averaging the differential in revives is statistically incorrect as it doesn’t take into account the individual skill differences.
I was holding my last path thinking that compensation help me a little to get it through but NO. Now i used my units once again to finish this 100% which i used when i did my first path using Ronan on that Bugged GM and wasted 1.5k units.
I don’t know what actually they planning to do with their playerbase.
Already many bugs in game, then they put a bugged GM fight
Offered none compensation of regular questing revives and now put a worthless 2* arenas to drain out the people.
Such a long streak of blunders and still you think people won’t move out of your game…?
I was completely unaware of the Grandmaster being bugged until after I finished the fight and watched a video of KT1 announcing the bug. I know for a fact that I used way more than 3 revives and 3 potions.
Was I expecting all my revives and potions to be returned? Absolutely not, but I was not expecting to get just 3 of each item. I'm sure the data says the average used was 3, but as a corporation that has a large fanbase, I wish that morally there was more care put in thought for the community. If you sent out 10 revives/potions, that would have been much more comforting as a thought of your compassion for the community and wouldnt feel like you are just focusing on the numbers and what the numbers say, but how you woupd like to maintain a special relationship with this community.
Remember, Summer of Pain was delayed last year and the finale was bugged, not a visual bug, not a glitch, but a bug that affected the fight itself. Please don't take this as me attacking you, but this is constructive criticism. This is a large fanbase with very passionate players, the least we ask for is that same passion in return. Please take this into consideration on how to handle things like this. Thank you.
but the game keep kicking me out from the quest said "The compensation is a joke".
what should i do? is this a new bug??
I ask you a question, did Parry and Dex affect the Final of SOP? why separate things then? Do not you consider that if there is a problem as big as THE CONTROLS, it will affect in a greater way if they release a content with a greater degree of difficulty?
It is a disaster, a mockery, almost like Kabam lost focus, of those who are the most important for this, the players! those of us who are here from the beginning.
How is it possible that Kabam send a compensation of this type knowing that everything is working badly.????
In such a case, as you say, "this is not compensation for Parry and Dex" what should be expected? that the compensation that will arrive before the end of the month (of which no one knows anything yet) would come with additional items that solve this problem? In my case, I fully explored the SOP final, the same day it came out and there was a lot of waste of resources due to all the game problems added to the bug that the GM had.
If everything is going wrong and you know it, why Kabam open new content and suggest that we not play, or be careful ? is that logical? It is understood that you need us so that the game does not die, but in that case YOU MUST COMPENSATE APPROPRIATELY AND ACCORDING TO THE PROBLEMS THAT THE GREAT MAJORITY OF US ARE GOING THROUGH.
Why Kabam is taking so long with compensation? with each passing day the frustration accumulates more, likewise a fact with sending compensation packages by AQ and AW, also and by LOGICA Kabam MUST SEND REGULAR REVIVES AND POTIONS. Otherwise I suggest you send a message and say KABAM WILL NOT BE RESPONSIBLE FOR THE EXPENDITURE OF RESOURCES DUE TO THE MALFUNCTION OF THE GAME !!!!
I hope you don't delete the messages and answer.
Thanks
I just want to ask, by design an average means that close to 50% of players will have been (by chance) on the wrong side of this compensation. By that, I mean that to get the average of 3 more revives used with bug, you have some players using more and some using less. Was there no conversation that posited the idea that instead of short changing 50% of those affected, why not push that 3 revive mark up to cover some losses? A solution that by design, leaves 50% of players affected not fully compensated doesn’t seem like the best idea.
Additionally, did that average take into account the fact that those who rush into content on the first day are usually the ones best prepared, most skilled, end game players? The ones that you on average, use less revives than others anyway?
If you look at the numbers in their base form. Sure maybe it tells the story of a 3 revive difference. But if I may give a simple hypothetical to explain my point, say that with bug used on average 15 revives and without bug used on average 12. But did you consider that maybe the people going in at the first second of the content dropping may have completed the content with an average of say 5 revives in the first place? And as a result of the bug, they took 10 more revives than they usually would?
Those top players who rush in because they’re more skilled/prepared, may have been what was keeping the average revive count with the bug down. You may be accidentally comparing two different groups, and had the second group (who didn’t rush in) completed the GM with the bug, maybe there would be a much higher number of revives used, hence pushing that average up.
Next, did you take into account removing the sum that players used on the mysterio path, which would have been the same pre and post bug, as that was the node that was applied to all? That would bring down the average.
Lastly, did you consider the impact of each path? I’m not sure about you, but if I had the option of 8 max tokens + reduced wounded state time, vs 8 max tokens with each token giving extra attack, or no power being gained id definitely take either of the latter.
I chose the darkhawk path first, which was reduced wounded time, and taking off 2-3% of GM health each time 100% did not cost me 3 revives. I was lucky if I got 10% off in a run.
All this is to say, it seems like a very simple solution that only compensated 3 revives to what is actually a more complex problem than that. And when it all comes down to it, why not stretch that tiny bit further to compensate for an issue that was no caused by the players? It’s been a very rough few months for the game, and 3 revives for what felt like a very tough bug to deal with (not to mention even notice with everything going on in the Gm fight) does very little to alleviate that feeling.
Some people got stupidly hard paths based off a bug. 8 competence max and reduced blunders to 3, along with the suspect dexing of the GMs sp1. It took me much more than 3 revives, literally just robbed me of like $70 worth of units.