@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. Here's my question, if you're told the answer as detailed as humanly possible in an official statement, followed up with specific questions that are answered by a representative from Kabam and given a little more insight by a third party who has prior knowledge in game software development, why are you still reacting as if you're not being told what you want to hear? Why are you taking this opportunity to just be angry when everyone's giving you as much information as humanly possible? I mean ultimately what would alleviate your concerns or give you the peace of mind that we're all looking for in this moment with everything is going on? The statement didn't give any test or proof for Android devices like it did for iOS. It means that they have not tested Android yet. Check kabammiike's reply to my post, he clearly states they need to verify more information with unity about Android.Don't be like that. When talking about the beta test they did with iOS and Android users:“Data also showed that many Android users felt that Parry or Dex felt better or worse, but as far as we know, this issue does not affect Android users.” "As far as we know"I don't think they've gone far enough, that's all. You’re moving the goalposts now, first it was they haven’t tested Android, then it’s they haven’t gone far enough to test android. I think it’s evident you just want to believe your opinion no matter what counterpoints are given to you. You call people who correct you patronising and condescending for taking the time to inform you. It’s ok to be wrong, it’s not ok to be wrong in the face of evidence. I don’t see much point continuing this conversation. The evidence points to Android not having the issue caused by the unity update based on Kabams own confirmation, you can continue believing you know better based on absolutely nothing, but I know where I’d wager my money.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. Here's my question, if you're told the answer as detailed as humanly possible in an official statement, followed up with specific questions that are answered by a representative from Kabam and given a little more insight by a third party who has prior knowledge in game software development, why are you still reacting as if you're not being told what you want to hear? Why are you taking this opportunity to just be angry when everyone's giving you as much information as humanly possible? I mean ultimately what would alleviate your concerns or give you the peace of mind that we're all looking for in this moment with everything is going on? The statement didn't give any test or proof for Android devices like it did for iOS. It means that they have not tested Android yet. Check kabammiike's reply to my post, he clearly states they need to verify more information with unity about Android.Don't be like that. When talking about the beta test they did with iOS and Android users:“Data also showed that many Android users felt that Parry or Dex felt better or worse, but as far as we know, this issue does not affect Android users.” "As far as we know"I don't think they've gone far enough, that's all.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. Here's my question, if you're told the answer as detailed as humanly possible in an official statement, followed up with specific questions that are answered by a representative from Kabam and given a little more insight by a third party who has prior knowledge in game software development, why are you still reacting as if you're not being told what you want to hear? Why are you taking this opportunity to just be angry when everyone's giving you as much information as humanly possible? I mean ultimately what would alleviate your concerns or give you the peace of mind that we're all looking for in this moment with everything is going on? The statement didn't give any test or proof for Android devices like it did for iOS. It means that they have not tested Android yet. Check kabammiike's reply to my post, he clearly states they need to verify more information with unity about Android.Don't be like that. When talking about the beta test they did with iOS and Android users:“Data also showed that many Android users felt that Parry or Dex felt better or worse, but as far as we know, this issue does not affect Android users.”
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. Here's my question, if you're told the answer as detailed as humanly possible in an official statement, followed up with specific questions that are answered by a representative from Kabam and given a little more insight by a third party who has prior knowledge in game software development, why are you still reacting as if you're not being told what you want to hear? Why are you taking this opportunity to just be angry when everyone's giving you as much information as humanly possible? I mean ultimately what would alleviate your concerns or give you the peace of mind that we're all looking for in this moment with everything is going on? The statement didn't give any test or proof for Android devices like it did for iOS. It means that they have not tested Android yet. Check kabammiike's reply to my post, he clearly states they need to verify more information with unity about Android.Don't be like that.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. Here's my question, if you're told the answer as detailed as humanly possible in an official statement, followed up with specific questions that are answered by a representative from Kabam and given a little more insight by a third party who has prior knowledge in game software development, why are you still reacting as if you're not being told what you want to hear? Why are you taking this opportunity to just be angry when everyone's giving you as much information as humanly possible? I mean ultimately what would alleviate your concerns or give you the peace of mind that we're all looking for in this moment with everything is going on?
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. The post I was replying to was factually inaccurate and drawing inexplicable conclusions with unjustified confidence. Condescension is very difficult to avoid in that situation. Be less certain or less wrong or preferably both, or condescension will be a constant companion in your life. There's no need to reply anymore because clearly you're not equipped enough, all your statement are based on assumptions and conjecture.Ignorance is bliss, stay that way.
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. The post I was replying to was factually inaccurate and drawing inexplicable conclusions with unjustified confidence. Condescension is very difficult to avoid in that situation. Be less certain or less wrong or preferably both, or condescension will be a constant companion in your life.
Where's the evidence that there's nothing wrong with Android?
@rockykoston to continue our conversation here, I’m not saying the unity engine only updated for IOS. I’m saying that update only caused the parry dex issue for IOS and not Android. I’d encourage you to read the entire post again, because I’m afraid you’ve misunderstood that aspect. I don’t mean that in a patronising way, just that if you think Kabam are saying Android players don’t have an issue with parry or dex, then you haven’t read the whole thing. 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. @BitterSteel 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. They are not dismissing Android as a generic lag and stutter problem. And the fact that Android has configurable screen refresh rates means diddly, because the game is built upon Unity. As I'm not a Unity expert (certainly not 2020 era Unity) if there are any out there feel free to correct me, but Unity uses a composite clock. There's one clock that runs the internals of Unity - the physics, the geometry calculations, etc - and another that runs the rendering. In theory you can run the render pass at any refresh rate you want, subject to vsync limitations (to prevent screen tearing) but the update clock cannot run at arbitrary rates. I mean, you can, but if you attempt to run it faster than the platform can calculate you'll get strange behavior, and if you run it at an arbitrary rate calculated dynamically based on how fast the device is you will end up with weird update/render beat-mismatches.A custom game engine might use a single clock and cram everything into intra-frame calculations, or they might use staggered clocking and perform physics and motion in a divide down clock, but if you attempt that in Unity you'll almost certainly create problems in MCOC because that's basically what's happening in iOS now.While I'm on the subject of reminding people the game is built on Unity, it is worth pointing out that since Kabam doesn't write Unity, the information that their current Unity build changed timing for iOS comes from Unity. They are the only ones who would know what they changed in any particular Unity build.Another thing to point out: while anything is possible, if Android has as widespread timing problems as many assert then Tapsalot will find them. Tapsalot does not need to test a thousand different Android devices to find a pervasive Android problem that appears to be affecting a substantial percentage of the Android players of the game. It is just like crystal conspiracies: anything is possible when it comes to one crystal. But a massive crystal rigging conspiracy that is affecting all crystals for all players in noticeable ways is detectable with trivial testing. You can't disprove that one crystal is rigged. But you can disprove that all of them are. Tapsalot changes the Android situation because we no longer need to rely on anecdotes. If there's a pervasive Android problem, Tapsalot will find it. Conversely, if Tapsalot doesn't find it, there is no pervasive Android problem. There might still be rare marginal problems because of Android heterogeneity. But widespread problems affecting a large percentage of Android players can be proven to either exist, or not exist, with certainty. To be honest, such clarity either way will be welcome, at least by those of us interested in the bottom line facts.Belief doesn't matter. 60% of Android testers thought that one of two *identical* game clients worked noticeably better (and not to pick on Android players, because iOS players appear to be equally vulnerable to that self deception). Belief is for churches, not for troubleshooters. Your reply is very condescending and patronizing. Thank you for the thoughts and good bye. The post I was replying to was factually inaccurate and drawing inexplicable conclusions with unjustified confidence. Condescension is very difficult to avoid in that situation. Be less certain or less wrong or preferably both, or condescension will be a constant companion in your life. There's no need to reply anymore because clearly you're not equipped enough, all your statement are based on assumptions and conjecture.Ignorance is bliss, stay that way. Actually, they are based on my knowledge of game engines, my knowledge of Unity, my knowledge of Kabam's testing process, my conversations with the developers, the fact that I was in the beta test for the Unity build, and the fact that I've been helping test the memory leak bug off and on since May.Your turn. You said "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." Who is "us" and what does that tell you, exactly? It is your turn to share your expertise. The forums are here for players to discuss the game with other players. Here's your chance to aid your fellow MCOC players with your knowledge of game clients.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware. Absolutely, I get that you can't actually measure the input timing that way. What I was thinking was more of a way to quantify if the fixes worked for players. So like if you repeated the "Does parry/dex feel better" experiment but instead of asking about feel could measure that it took say 16 mediums to get 10 parries on average for those with the released version, vs say 12 mediums to get 10 parries on the hotfix beta. Then no matter what they say parry felt like you would have data to show that parry was working better with the hotfix. It just seemed like that type of data (parry success rate) could be gathered, since the training mode already recognizes when you landed a successful parry. But I have no real idea if that data is available under the hood or not. Tapsalot eliminates the need for that kind of testing. Prior to Tapsalot, the devs had to guess at what changes might have caused a change in player feeling. But now that this can be quantified, either the new build replicates the old timing sufficiently well or it doesn't.Keep in mind the task for Kabam is not to change the game until everyone's Parry skills improve. The task for Kabam is to replicate the old behavior. If they do and players are still missing Parries, that would be a psychological problem in their heads that the game client can't fix and can only be solved by the players readjusting to the old-new-old normal. Tapsalot will eliminate that need for testing for any device that can be tested using Tapsalot. Automatically extending results found with an iPhone 12 max to other devices that have not been tested with Tapsalot would decidedly be poor scientific method. It would be like me saying my research using mice is automatically applicable to humans just because both are mammals. And it would seem that expanding the robot army to test the numerous different apple and android phones and tablets would rapidly become cost/time prohibitive. So really what I was suggesting was like a phase I/ Phase II trials. In phase I, Tapsalot gives rapid data collection in a closed system with a relatively small number of devices. My theoretical phase II trial would then be releasing said potential fix to hundreds to thousands with multiple different devices and you could see if the fix works in the "wild" of a beta. You'd have to find testers whose feedback meant something. In their limited beta test, humans were statistically incapable of being able to correctly identify when the problem changed or didn't change. Which is exactly why you would never use any sort of feeling or self reported response for the data. It would only be measuring, in this theoretical trial, parry success rate or the number of medium attacks to get 10 parries. As long as the groups each include a similar cross section of the player base the average across each group should represent the actual difference between the current and potential fixed versions. Granted any study using humans as subjects will be biased as you can only include people who actually want to be included. But if you look at an actual test of a measurable skill vs asking how does it feel, you should get a reasonable approximation of how that change is working in a live version with people on different devices with different levels of wifi or cellular data, which should be a wider pool than could be done with Tapsalot.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware. Absolutely, I get that you can't actually measure the input timing that way. What I was thinking was more of a way to quantify if the fixes worked for players. So like if you repeated the "Does parry/dex feel better" experiment but instead of asking about feel could measure that it took say 16 mediums to get 10 parries on average for those with the released version, vs say 12 mediums to get 10 parries on the hotfix beta. Then no matter what they say parry felt like you would have data to show that parry was working better with the hotfix. It just seemed like that type of data (parry success rate) could be gathered, since the training mode already recognizes when you landed a successful parry. But I have no real idea if that data is available under the hood or not. Tapsalot eliminates the need for that kind of testing. Prior to Tapsalot, the devs had to guess at what changes might have caused a change in player feeling. But now that this can be quantified, either the new build replicates the old timing sufficiently well or it doesn't.Keep in mind the task for Kabam is not to change the game until everyone's Parry skills improve. The task for Kabam is to replicate the old behavior. If they do and players are still missing Parries, that would be a psychological problem in their heads that the game client can't fix and can only be solved by the players readjusting to the old-new-old normal. Tapsalot will eliminate that need for testing for any device that can be tested using Tapsalot. Automatically extending results found with an iPhone 12 max to other devices that have not been tested with Tapsalot would decidedly be poor scientific method. It would be like me saying my research using mice is automatically applicable to humans just because both are mammals. And it would seem that expanding the robot army to test the numerous different apple and android phones and tablets would rapidly become cost/time prohibitive. So really what I was suggesting was like a phase I/ Phase II trials. In phase I, Tapsalot gives rapid data collection in a closed system with a relatively small number of devices. My theoretical phase II trial would then be releasing said potential fix to hundreds to thousands with multiple different devices and you could see if the fix works in the "wild" of a beta. You'd have to find testers whose feedback meant something. In their limited beta test, humans were statistically incapable of being able to correctly identify when the problem changed or didn't change.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware. Absolutely, I get that you can't actually measure the input timing that way. What I was thinking was more of a way to quantify if the fixes worked for players. So like if you repeated the "Does parry/dex feel better" experiment but instead of asking about feel could measure that it took say 16 mediums to get 10 parries on average for those with the released version, vs say 12 mediums to get 10 parries on the hotfix beta. Then no matter what they say parry felt like you would have data to show that parry was working better with the hotfix. It just seemed like that type of data (parry success rate) could be gathered, since the training mode already recognizes when you landed a successful parry. But I have no real idea if that data is available under the hood or not. Tapsalot eliminates the need for that kind of testing. Prior to Tapsalot, the devs had to guess at what changes might have caused a change in player feeling. But now that this can be quantified, either the new build replicates the old timing sufficiently well or it doesn't.Keep in mind the task for Kabam is not to change the game until everyone's Parry skills improve. The task for Kabam is to replicate the old behavior. If they do and players are still missing Parries, that would be a psychological problem in their heads that the game client can't fix and can only be solved by the players readjusting to the old-new-old normal. Tapsalot will eliminate that need for testing for any device that can be tested using Tapsalot. Automatically extending results found with an iPhone 12 max to other devices that have not been tested with Tapsalot would decidedly be poor scientific method. It would be like me saying my research using mice is automatically applicable to humans just because both are mammals. And it would seem that expanding the robot army to test the numerous different apple and android phones and tablets would rapidly become cost/time prohibitive. So really what I was suggesting was like a phase I/ Phase II trials. In phase I, Tapsalot gives rapid data collection in a closed system with a relatively small number of devices. My theoretical phase II trial would then be releasing said potential fix to hundreds to thousands with multiple different devices and you could see if the fix works in the "wild" of a beta.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware. Absolutely, I get that you can't actually measure the input timing that way. What I was thinking was more of a way to quantify if the fixes worked for players. So like if you repeated the "Does parry/dex feel better" experiment but instead of asking about feel could measure that it took say 16 mediums to get 10 parries on average for those with the released version, vs say 12 mediums to get 10 parries on the hotfix beta. Then no matter what they say parry felt like you would have data to show that parry was working better with the hotfix. It just seemed like that type of data (parry success rate) could be gathered, since the training mode already recognizes when you landed a successful parry. But I have no real idea if that data is available under the hood or not. Tapsalot eliminates the need for that kind of testing. Prior to Tapsalot, the devs had to guess at what changes might have caused a change in player feeling. But now that this can be quantified, either the new build replicates the old timing sufficiently well or it doesn't.Keep in mind the task for Kabam is not to change the game until everyone's Parry skills improve. The task for Kabam is to replicate the old behavior. If they do and players are still missing Parries, that would be a psychological problem in their heads that the game client can't fix and can only be solved by the players readjusting to the old-new-old normal.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware. Absolutely, I get that you can't actually measure the input timing that way. What I was thinking was more of a way to quantify if the fixes worked for players. So like if you repeated the "Does parry/dex feel better" experiment but instead of asking about feel could measure that it took say 16 mediums to get 10 parries on average for those with the released version, vs say 12 mediums to get 10 parries on the hotfix beta. Then no matter what they say parry felt like you would have data to show that parry was working better with the hotfix. It just seemed like that type of data (parry success rate) could be gathered, since the training mode already recognizes when you landed a successful parry. But I have no real idea if that data is available under the hood or not.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware.
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit
I have a bit of trouble digesting this whole “feel” thing .. if i can consistently produce the “bug”, how is it just a feel thing? I think all it means is that they couldn’t definitively find the problem by feel alone. They mention that in the beta test they gave half the players a fix, and half the control with no fix. And the results were inconclusive because players were asked to “feel” whether it was wrong. 61% of the players with the fix said it was better, 63% without the fix said it was better. 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. But how did they select the players? I know people playing for 6 years who get hit by iron mans sp1, what good is their input to this process? They’ll have been chosen randomly from those who signed up for the beta. Any statistical test will be random to make sure there’s no bias That’s not correct though. A bias towards getting a more informed opinion is not wrong. It won’t represent everyone but this isn’t a referendum on people’s rights, this is a technical issue that they are trying to pin down. With the timing window that small, they should have gone to CCP, summoner showdown finalists or tier 1 AW players.
I have a bit of trouble digesting this whole “feel” thing .. if i can consistently produce the “bug”, how is it just a feel thing? I think all it means is that they couldn’t definitively find the problem by feel alone. They mention that in the beta test they gave half the players a fix, and half the control with no fix. And the results were inconclusive because players were asked to “feel” whether it was wrong. 61% of the players with the fix said it was better, 63% without the fix said it was better. 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. But how did they select the players? I know people playing for 6 years who get hit by iron mans sp1, what good is their input to this process? They’ll have been chosen randomly from those who signed up for the beta. Any statistical test will be random to make sure there’s no bias
I have a bit of trouble digesting this whole “feel” thing .. if i can consistently produce the “bug”, how is it just a feel thing? I think all it means is that they couldn’t definitively find the problem by feel alone. They mention that in the beta test they gave half the players a fix, and half the control with no fix. And the results were inconclusive because players were asked to “feel” whether it was wrong. 61% of the players with the fix said it was better, 63% without the fix said it was better. 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. But how did they select the players? I know people playing for 6 years who get hit by iron mans sp1, what good is their input to this process?
I have a bit of trouble digesting this whole “feel” thing .. if i can consistently produce the “bug”, how is it just a feel thing? I think all it means is that they couldn’t definitively find the problem by feel alone. They mention that in the beta test they gave half the players a fix, and half the control with no fix. And the results were inconclusive because players were asked to “feel” whether it was wrong. 61% of the players with the fix said it was better, 63% without the fix said it was better. 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.
I have a bit of trouble digesting this whole “feel” thing .. if i can consistently produce the “bug”, how is it just a feel thing?
While the robot is a brilliant way to get at actual measurement and to be able to test fixes with a controlled "fixed" input and response. It definitely will be impractical to test on even the few models of iOS, let alone the multiple manufacturers and models of android phones and tablets. If I could suggest, you might be able to use something like the parry training ground to crowd source some data for a beta test. Have something where you have to parry like 10 medium hits from 5-6 different characters and you should be able to gather a bunch of data from hundreds or thousands doing the exact same test on the same characters.I'm not saying this would prevent a robot uprising...but maybe delay it a bit Unfortunately, it won't help. As we mentioned in the post, there is no way for us to measure this in software because the issue resides between the Game Engine and the Hardware. Absolutely, I get that you can't actually measure the input timing that way. What I was thinking was more of a way to quantify if the fixes worked for players. So like if you repeated the "Does parry/dex feel better" experiment but instead of asking about feel could measure that it took say 16 mediums to get 10 parries on average for those with the released version, vs say 12 mediums to get 10 parries on the hotfix beta. Then no matter what they say parry felt like you would have data to show that parry was working better with the hotfix. It just seemed like that type of data (parry success rate) could be gathered, since the training mode already recognizes when you landed a successful parry. But I have no real idea if that data is available under the hood or not. Tapsalot eliminates the need for that kind of testing. Prior to Tapsalot, the devs had to guess at what changes might have caused a change in player feeling. But now that this can be quantified, either the new build replicates the old timing sufficiently well or it doesn't.Keep in mind the task for Kabam is not to change the game until everyone's Parry skills improve. The task for Kabam is to replicate the old behavior. If they do and players are still missing Parries, that would be a psychological problem in their heads that the game client can't fix and can only be solved by the players readjusting to the old-new-old normal. Tapsalot will eliminate that need for testing for any device that can be tested using Tapsalot. Automatically extending results found with an iPhone 12 max to other devices that have not been tested with Tapsalot would decidedly be poor scientific method. It would be like me saying my research using mice is automatically applicable to humans just because both are mammals. And it would seem that expanding the robot army to test the numerous different apple and android phones and tablets would rapidly become cost/time prohibitive. So really what I was suggesting was like a phase I/ Phase II trials. In phase I, Tapsalot gives rapid data collection in a closed system with a relatively small number of devices. My theoretical phase II trial would then be releasing said potential fix to hundreds to thousands with multiple different devices and you could see if the fix works in the "wild" of a beta. You'd have to find testers whose feedback meant something. In their limited beta test, humans were statistically incapable of being able to correctly identify when the problem changed or didn't change. Which is exactly why you would never use any sort of feeling or self reported response for the data. It would only be measuring, in this theoretical trial, parry success rate or the number of medium attacks to get 10 parries. As long as the groups each include a similar cross section of the player base the average across each group should represent the actual difference between the current and potential fixed versions. Granted any study using humans as subjects will be biased as you can only include people who actually want to be included. But if you look at an actual test of a measurable skill vs asking how does it feel, you should get a reasonable approximation of how that change is working in a live version with people on different devices with different levels of wifi or cellular data, which should be a wider pool than could be done with Tapsalot. Unfortunately that doesn't work. It might seem that Parry success rates are objective data, but that presumes humans are robots that can execute Parries in a predictable way, and thus any difference in the data must be due to a change in the game client. But that's not how humans work. We should take it as a given that if a player reports that "Parry got worse" they aren't reporting a random guess, they are actually seeing their Parries fail. The subjective nature isn't in whether players are correctly remembering if their Parries are working or not, it is in whether or not the players are doing the same things successfully or not. Or to put it in baseball terms, we can't tell the difference between a player whose game client changed behavior, and a player who only thinks the game client changed behavior and gets the yips. The beta test they conducted suggests this is not just a theoretical problem, it actually happens to players asked to test the game, and are presumably trying to avoid just such a problem.The only way to eliminate this problem would be to do a double blind test: change half the players clients without telling them and see if you see a change in problem reports. But that would be difficult to do, and maybe even slightly unethical to do, because you could be making some players' experience worse without telling them and letting them opt into testing voluntarily.
@Kabam Miike A question regarding the single player compensation. If it contains revives, potions it wouldn’t be useful for those who’ve already completed the available content. I hope Kabam has considered this aspect while deciding what should be the compensation.
I have and I did. I also said that the fact that they have dismissed an android problem, is a kick in the teeth.
Better yet, do you play the game and are you on Ios or android? If it's Ios, just stop. If it's android, I don't believe you, if you don't even play the game... I'd give it a 25% chance.
Thanks, but I really don't care to look at any of your posts, you made an assumption of me based on the "cherrypicking" of a quote, also stated that I didn't read the entire post to begin with.You, at this point, are going to pretend to be affronted when countered with the same? Come on. I elicited the exact response that I expected, thank you for validating.
? I'm seriously confused. You were the one that "diverted" it here. I'm not getting into a conversation about this. I read it all, I understood it all. When I said "you lost me" it was because the assumption that kabam was making was that there were no android dex/parry issues. I personally know there are, as do half my alliance, as do half on my ingame friends.That was part and parcel of my post. Just stop
@Camby01 if you think Kabam are saying android players don’t have an issue with parry and dex you really do need to re-read the post. They don’t have the issue with parry and dex
Stop posr. Your interpretation of a kabam mod post does not prove, yes that's the way to spell it, anything. Kabam has to show good faith, and imo, over the course of the last couple years they haven't. I will, at that point, be more diligent trying to hold them accountable.
is it safe to say android players have been a fake alarm till now and theyre not getting any more compensations? (im on android too btw) I wouldn't say that. One of the reasons we wanted to make this post is so that we can draw a line on what is and isn't this particular issue because some Players were confusing other issues (like lag and stuttering) for it as well, and we want to make sure we can address that stuff separately and ensure people continue to report other issues without thinking they're one in the same.
is it safe to say android players have been a fake alarm till now and theyre not getting any more compensations? (im on android too btw)
@Camby01 if you think Kabam are saying android players don’t have an issue with parry and dex you really do need to re-read the post. They don’t have the issue with parry and dex Do you want to explain that? You just contradicted yourself in 2 sentences, well done.
It's not lag, it's not fps drop, it been a persistent issue for months if not years.
Swipe back to dex? Nope, just block for a tenth of a second and take a combo in the face.I'm happy for you if you haven't experienced any issues, but, for all means, don't pretend that you might speak for everyone. I like others, have a flagship phone, should be no issues with compatibility. Is it me or the game? Come one, put down the koolaid.
The parry timing has been affected. The dropped inputs have affected android. Just stop. We disagree, got it. Let it go.