**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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2) Android user here, I have parry-dex issues just like iOS. You mentioned that Android crashes are gonna get fixed in 2 next updates, which I appreciate, but I am certain the timings are off. This month, due to the objectives, I played the game more than usually and I can say with certainty, that the timings are off and inputs are being dropped (the latter may be caused by the said memory stuff, yes). Are you then ABSOLUTELY sure that the problem is iOS only? I know you said you will be getting more Tapsalots, so please make sure to test with some Android device as well.
3) I'd like to express that I support you guys at Kabam, I understand these are hard times and while for me it is just a game I can uninstall, for many of you this is a source of money for you and your families.
I think it is important for people to understand the technical elements of the situation. No one reported intra-frame timing aliasing issues. People reported “it doesn’t feel right.” People have been reporting “it doesn’t feel right” for as long as I’ve been on the forums, constantly, every day, every version. What made this different was the widespread synchronicity of the problem reports, which made the devs take a much closer look. But even though they were looking carefully, they still saw nothing wrong with the game. It is almost impossible to find “doesn’t feel right” in testing. But because the reports persisted at a far higher frequency than normal, they kept digging, and that’s when they found the Unity issue. But that issue only impacts iOS, at least so far as they know. Since they can now measure what that change is doing on iOS, they can *assume* that the frame aliasing that is occurring is the cause of the “doesn’t feel right” reports on iOS.
At the moment, there is no specific cause they’ve identified that would cause analogous issues on Android. That doesn’t mean there isn’t an Android issue, but if they can’t find a probable cause and they can’t measure it, they can’t fix it. So they are going to fix what they can first.
Their statement doesn’t say there’s no problem on Android. It says the problem they found does not affect Android, and thus the fix for it won’t affect Android either way. There *are* completely separate issues that affect both platforms, the memory leaks that appear to exist on both platforms. The fixes for those leaks should benefit both platforms. In what specific way is complicated to predict. Certainly, this will reduce or eliminate most of the crashing. But resource management and exhaustion problems can also cause game stuttering, where the game appears to “not work” for brief moments. This can cause dropped inputs at times, and it can cause dropped frames at times. This can cause issues that can sometimes *look* on the surface like the iOS timing issue, but are totally different. Whether the memory leak patches address all of those problems on Android no one can say right now. But there’s probably no point in searching for a problem that might not exist, until you first see if the changes you’re already going to make either eliminate the existing symptoms or change them in a way that better clarifies what the problem might be.
Why is the AQ/AW compensation expiring? I would've thought that the stash/expiry date would be extended if this is what is given to compensate the issues.
Where's the solo comp? Is running paths in act 6 for a cav deemed less important than weak war or map2 AQ?
2. Next week.
The larger parry/dex timing issue is specific to iOS only. It literally hasn’t changed anything in the android operating system so there is 0 chance, nada, that the android users are experiencing the parry/dex timing issue.
However, Miike also says that there is the secondary issue of lagging and stuttering, and they believe that this is what is causing android players to have parry dex issues.
The difference is that IOS players have the Parry dex issue. Android players have a Parry dex issue.
They hope to fix this stuttering and lagging in 32.3 and 33.0, which should take care of the parry and dex issues for android players if (as they suspect) the parry dex issues are caused by the stuttering and lagging. But for iOS players, the unity problem won’t be fixed for another few months.
They aren’t saying you don’t have any issues, they’re saying you don’t have THE issue.
I want to say a huge thankyou to the team for sharing this. Fantastic info, very clear , very concise, no emotive rubbish of “hold on with us , please keep spending “etc, just cold hard useful facts, love it! Treats us like adults instead of idiots, I hope this style of info can continue long term.
It validates our concerns and even better shows you guys have got a good grip on root cause issues, which is music to my ears. Thanks!
Really appreciate knowing we have 2 separate simultaneous issues, makes much more sense, and even better allows me to stop thinking I might have some kind of crazy motor control deficiency which has slowed my reactions so badly I can’t even play a video game.
Also the explanation makes total sense which is great: We all know MCOC plays 2nd rate on Android, the Android devices need the users input of a swipe to have started travelling across the screen before registering as a swipe rather than a tap. IOS has always felt solid and responsive in comparison as the swipe is recognised as soon as the users thumb starts to move, so dex triggers instantaneously instead of a after a pause. Moving this dex earlier from this engine bug fix causes confusion as the on screen action and input are disjointed, and hence the whole game feels is unresponsive and overall just not fun and engaging.
Also proves why in SOP final week I was frustratingly totally incapable of dexing a special based on on-screen contact point and had to push my timing earlier, just like the parry timing being shifted way before on screen hit box contact point.
Problem of course is now I try to push my dex early as a dirty fix, and often go way too soon getting special attacked in the face trying to guess the new timing.
If there is even a hope of regaining the old timing that’s great news and may save me quitting MCOC. As if we are stuck with the new timing forever there’s no way I’ll be playing this game, it’s just not got that fun feeling , which is the whole reason I picked this game up 6 years ago.
Some feedback:
One big concern I have is : I picked up that the game felt weird within 15 mins of playing when the new update came out.
Therefore: If it was indeed so obvious to a very average player, surely this update issue should have picked up straight away by a QA test?
Maybe you guys knew and there was no other option but to push it live. But rather than hide it , or assume it’ll all be okay and we won’t notice, instead maybe some upfront warnings/info would have been appreciated so we didn’t have to go through all this rubbish for the last few months of wondering what on earth was broken.
Just some words of advice for the next time you have a tech issue…
Bravo on the post, very brave to share info with the community, huge applause for it.
Good luck for the fix, any progress is appreciated to help get this game fun again.
Obviously doesn’t excuse other issues in the game, like the recent horror of torturing us with incredibly tedious objective based side events, … sigh…but let’s fix one thing at a time. We’ll get there. Let’s make MCOC fun again!
I think every single andriod user out there agree and see the issue. Some worse than others I am sure. I for one feel the pain and flustration with you on my Samsung s20 ultra.
My newer One plus8t has much lesser issues compared to my older One Plus5t
From one android user to another allow me to assist with the oversimplification many seem to have about this issue...
1.They pointed out that android is having a SIMILAR issue but that is a memory leak that'll be patched with the next two updates.
2. IOS is a bigger issue because to fix it, they HAVE TO BUILD IT AGAIN FROM SCRATCH.
3. There is no benefit for any mobile game to be loyal to one type of OS because that's potentially alienating half the planet. No major business would ever fundamentally prefer that. No small business would intentionally want that. Please try to see this from all angles and don't fall into this belief that it's a conspiracy against anyone.
Please read it again, but I’ll direct you to this part which explains the IOS issues.
“ When we refer to the “Parry and Dex issue”, we’re not actually talking about an issue with Parry or Dex, but a framerate and control input issue exclusive to iOS devices that is most noticeable when trying to Parry or Dex, since these are two mechanics players rely on quite often.
Marvel Contest of Champions is built on a 3rd Party Game Engine built by our partners at Unity, which has an input system built-in. We’ve relied on Unity's input system since the game was built, and have regularly updated the Engine as they have released updates. With the most recent update to the Engine, a bug was fixed where iOS devices had been operating at the device’s own frame rate, instead of being capped to 30fps as it was set to. This meant that iOS devices had a slightly different input window than Android devices, but this was never identified.
Since this is how iOS devices had always worked with our game since launch, we had built game interactions around that input window. Now, because this bug in the engine has been fixed, it changed the input window of inputs for all iOS devices and pushed back the input window by mere milliseconds, but that is enough that it is noticeable when playing the game.
This is the issue that we are working to address, and our fix for it is to integrate an entirely new control input system from our partners at Unity. But this is not a quick or easy task.”
Only the IOS input window was pushed back, therefore it cannot be the cause of the Android issues.
October and November for lag/stutter.
Android users even said the fix was better or worse. And this shows that it was a psychological change, not anything measurable.
All it means is that this test they tried didn’t work. It would be like a coffee company testing a new coffee and giving the test group a new one, and a control group the old one then, the control group says that their coffee tastes better than before, even though it’s the same coffee.
They’re not saying the bug is just a feel thing, the feel direction was one way they tried to solve it, and in the end decided it wouldn’t work. They then decided to create the robot Sir Tapsalot, to give them something to actually measure.
So instead of asking you or me whether we felt like parry was better or worse, they made the robot that can map when the window of input for parry is.
Still get some lag/frame drop & numerous daily game crashes but happy to hear that will be fixed in the Asset Memory leak correction 🤘🏼
I just don't believe it.
Either they've not tested enough or they're afraid to acknowledge that Unity update is affecting android devices.
Now you'd ask why would they not accept it, because of the sheer variety of android devices, models, OS etc. They've never really been able to fix the android issue so if this is the same thing then it's nothing new.
iOS is clearly much easier to identify and fix because of the small environment.
But the fact that they are dismissing android as a generic lag and stutter is what they've been doing forever.
The fact that android now has configurable screen refresh rate with phones going UpTo 144hz and no update to make that compatible, tells us everything.
What they're saying is the updates should improve both, but what they discovered was there were separate issues going on. With 2 different platforms, that's not unheard of. This conspiracy that they don't care about Android users is as old as the Legends program.
We do believe that the input refactor will make control consistent across both platforms, so even if there is an issue that we just can't see, it would fix it on Android as well (in theory). We're still working on this and will continue to discover more as we develop the system.
There's a slight difference between what I've said and lying.
It's not the same to not have tested or researching the root cause and simply saying that this engine update does not affect android.
It's very much possible that for now their efforts have been focused on iOS and that's the root cause they've found for but for Android due to the huge number of scenarios, they've AGAIN clubbed it into a generic lag/stutter bug.
There's a Android lag thread that's been going on forever, which is what kabam is referring to here again.