**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Seriously though, I appreciate the in-depth detail on this.
Plus, Tapsalot will surely deserve a profile pic at the end of this...
As an android user, I can appreciate the call out of lag/stutter/memory leak bug. I have parry/dex issues but they aren't consistent. Given the hype of the usual control issue, I too thought it lumped in there, but you're call out to people with longs sessions and arena hit it on the nose.
Question to the Kabam eng team though, until the memory leak is fixed, what would they define as a window for a "long game session" so that I can know when to restart the game. If someone is grinding arena, or grinding monthly eq, would it be better to restart every 30 min? Once an hour? Does logging out and back in help or a full game restart better?
Thanks and please do keep us updated with this level of detail going forward. I imagine many of us are tech savvy now-a-days and so this level of transparency is really appreciated. Also as a former UX/Community researcher, please pass on to your teams that after having read the post I could feel myself giving it another 1-2 months of tolerating bugs... where as I was maybe 2-3 weeks away from quitting last night.
Keep up the good work!
Also something else I want to report is that from my testing in the last months since the issue appeared I find that most of the failed parries are on the opponent's medium dash. I somehow have less troubles to parry a light attack when I'm close to the opponent. This is because the moment he moves I just tap to parry and it works. On medium dashes, sometimes my input is late and sometimes it's early. So I either get caught off guard and take a combo, or I get hit on the block. Either way fighting champs that require to parry their medium has proved more troublesome. On my old phone I had a lag in my inputs and the issue was different. In fact I couldn't parry a light, since my input wouldn't come in time and I'd get hit. Instead, I'd be able to parry a medium dash by anticipating it. This was a matter of lag in my control inputs. When I bought a new phone I had no troubles anymore. For example I couldn't properly use captain marvel movie on my old device... doing 12-13 parries to charge her was a nightmare. With the new phone I used her a lot and I came to love her. Now, since the issue came out, I have her sitting on the bench. I ranked up other champs that rely less on parry for the sake of my items stash and my units stash.
All this to say that android users are also suffering an issue with parry and dex. It may be less frequent than with ios, I don't know... but I don't want to think that Kabam will only work towards fixing ios version of the game. All this time I've been hopeful that the next update the issue would be resolved. And now I'm reading that you're not even convinced there's an issue on android to begin with? That's really horrible to find out... Basically I'll have to spend more than others to do endgame content and I won't be reliable in aq/aw because anytime I could just miss a parry and die? And what about an alliance then? Should there be a purge of android users if you want to push? Because only ios users will be able to rely on their inputs? This is not good for the health of the community and the game
If this can happen in iOS, the reverse can also be happening on Android. Just telling people there's a problem, or them hearing about a problem, can induce many players to start experiencing problems. So there's no way to know what the precise problem is or how many players it affects just from anecdotes. I'm sure most of the players experiencing issues on both iOS and Android sincerely perceive issues, but their testing suggests that a statistically significant number of those people are not being affected by a technical issue: they are being affected by psychological influences.
That doesn't prove there is no problem on Android. What it means is the situation is sufficiently obscured by this kind of situation that the best that Kabam can do is attack the problems they can identify first, and see how the situation changes, and if problems persist, attack them separately without the other problems clouding the picture.
If you're player A, you never saw a problem. If your own personal timing for Parry was like Player A, the changes did not affect you at all. But if your timing was like Player B, Parry broke for you.
Now if Player B could learn to Parry like Player A, then they could "fix" the problem on their own. So some players saw a problem, adjusted their timing, and now their reflexes are "programmed" with the new offsets and the problem disappears. In fact, there are almost certainly many players who did this unconsciously, and thought the problem was no big deal.
Because the timing shifted by small amounts, and because players are not robots and do not execute parries and intercepts in precisely the same way every time, when the timing changes by one animation frame that will *sometimes* affect a player and sometimes not, because the game might be off in the same way every time, but the player doesn't do the same thing every time. So some players would be never affected, some would always be affects, and many would be intermittently affected, even though they perceive they are doing the same thing every time.
Slightly tangentially related. I'm guessing some people are wondering why can't Kabam just make the game like it was before. And when I look at those charts, something jumps out at me immediately. MCOC is an intrinsically 30fps game. That means a single frame is about 33ms. Those offsets are not whole multiples of 33ms. In other words, and this gets a little bit technical, if MCOC used single frame quantum - if everything happened at frame time boundaries and not in the middle of frames - all timestamps for all activity visible or otherwise would fall on whole multiples of 1/30th of a second, plus or minus some sync round off. They don't. That means it is not a trivial manner to change MCOC back to the behavior it exhibited before, because MCOC cannot simply "round off" all action clocks to specific frames. Instead, the timing of the game depends on dynamic engine states that don't align with the visible animation clock, which cannot simply be arbitrarily set.
@Kabam Miike , what does this mean for the future of the game at 60 - 120 fps if iOS was supposed to be locked at 30 and wasn't (many iOS players would have sworn on their first-born that they ran at 60) and Android could run 120 smoothly and then the 1/2 frame rate bug popped up.
Some devices, not iPhones afaik, can show inputs on screen and record this with your screen caps and vids.
In the bugs forum, I’m always asked to post a video of what happened but without my inputs that information isn’t very useful (especially when it just shows me not blocking).
I also anted to echo what others have said, while we appreciate the compensation for aq and war, eq and content exploration is taking just as big a hit as both aq/aw.
The compensation was ok (I mean pulling a 6s xforce Deadpool didn’t exactly give me the warm and fuzzies), but we need much better single player progression type compensation. My aq/aw stuff is just expiring and I’m selling it for lousy gold.
I know you said you’ll address that at some point. I just wanted to raise the issue again. There are lots of people in my alliance frustrated by the bugs but also frustrated by compensation that doesn’t address our issues and just goes to waste.
Also thank you for the transparency and also for the upcoming fixes for android hope everything works out for everyone
Kudos!
P.M.: @Kabam Miike will this affect the release of 7.3 and variant 8? They are supposed to come in oct/Nov?
This is wrong. I am facing the same issue on my android phone and nothing is mentioned in the OG post about android.