Hey everybody, compensation packages should be identical to the last ones with Potions and Revives. We know that this doesn't address each individuals needs, but as we laid out in this post here, there are many factors that lead to us not being able to accurately measure the impact of these issues.For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content. Doesn't seem like there's much issue figuring out how to issue weekly compensation for AQ/AW... so why is it such an issue for single player modes? You guys have done a fantastic job of avoiding this question since the start; just feels like you're kicking the can down the road at this point.
Hey everybody, compensation packages should be identical to the last ones with Potions and Revives. We know that this doesn't address each individuals needs, but as we laid out in this post here, there are many factors that lead to us not being able to accurately measure the impact of these issues.For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content.
Hey everybody, compensation packages should be identical to the last ones with Potions and Revives. We know that this doesn't address each individuals needs, but as we laid out in this post here, there are many factors that lead to us not being able to accurately measure the impact of these issues.For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content. Doesn't seem like there's much issue figuring out how to issue weekly compensation for AQ/AW... so why is it such an issue for single player modes? You guys have done a fantastic job of avoiding this question since the start; just feels like you're kicking the can down the road at this point. I just mentioned how we're doing it in this post. "This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content."Further, the AW and AQ Comp have not changed calculations at all. We started them early, and have kept them going. They're probably a little bit much, considering nobody is using all of those resources, but we're not going to change them now.
Hey everybody, compensation packages should be identical to the last ones with Potions and Revives. We know that this doesn't address each individuals needs, but as we laid out in this post here, there are many factors that lead to us not being able to accurately measure the impact of these issues.For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content. Why would it matter if the issue that i'm experiencing is not the control input one but another type? I play on an android device so I know that I don't have the problem that iphone users have, but i'm still getting random control issues like blocking instead of dexing and not being able to dash back after a MLLL combo, and these issues are costing me potions and revives. what's the difference here?
Hey everybody, compensation packages should be identical to the last ones with Potions and Revives. We know that this doesn't address each individuals needs, but as we laid out in this post here, there are many factors that lead to us not being able to accurately measure the impact of these issues.For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content. Doesn't seem like there's much issue figuring out how to issue weekly compensation for AQ/AW... so why is it such an issue for single player modes? You guys have done a fantastic job of avoiding this question since the start; just feels like you're kicking the can down the road at this point. I just mentioned how we're doing it in this post. "This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content."Further, the AW and AQ Comp have not changed calculations at all. We started them early, and have kept them going. They're probably a little bit much, considering nobody is using all of those resources, but we're not going to change them now. So the answer is to undershoot so no one comes out ahead and some come out lower? I’m not really one of the affected (that I’m aware of) but it’s still kind of crummy to grade on a negative curve.
Please remember to report those bugs so that they can be addressed. If you are suffering from an input issue on an Android device, it is unrelated and could possibly be fixed before other content. It also has to be accounted for when making decisions around Compensation and content, but we can't do that if we don't know about it.
Please remember to report those bugs so that they can be addressed. If you are suffering from an input issue on an Android device, it is unrelated and could possibly be fixed before other content. It also has to be accounted for when making decisions around Compensation and content, but we can't do that if we don't know about it. Those bugs have been reported long ago by a lot of users: there are over two thousand posts in the "Android Lag and Crash thread", and a good number of discussion about those issues are opened (and quickly closed and redirected to the previously mentioned thread) every day, but we are still there experiencing the same problems month after month, so i really doubt that your company will fix the game in the next update.You also haven't replied to my question: if I understood you are checking data of only those accounts that are affected by the control input issue, but why? Why not others too? We are experiencing the same problems for the same period of time if not even longer, so we should be considered too...
Please remember to report those bugs so that they can be addressed. If you are suffering from an input issue on an Android device, it is unrelated and could possibly be fixed before other content. It also has to be accounted for when making decisions around Compensation and content, but we can't do that if we don't know about it. Those bugs have been reported long ago by a lot of users: there are over two thousand posts in the "Android Lag and Crash thread", and a good number of discussion about those issues are opened (and quickly closed and redirected to the previously mentioned thread) every day, but we are still there experiencing the same problems month after month, so i really doubt that your company will fix the game in the next update.You also haven't replied to my question: if I understood you are checking data of only those accounts that are affected by the control input issue, but why? Why not others too? We are experiencing the same problems for the same period of time if not even longer, so we should be considered too... Because we don't know who is affected by different issues, which is why we need to make sure players are reporting them. Further, there is no issue like this that is affecting "all" Android devices because of the sheer breadth of the devices and how different they are.
Was honestly expecting a bit more considering the V33.0 patch notes confirmed that another input bug people have been reporting was true (special button blocking instead of launching sp)
Hey everybody, compensation packages should be identical to the last ones with Potions and Revives. We know that this doesn't address each individuals needs, but as we laid out in this post here, there are many factors that lead to us not being able to accurately measure the impact of these issues.For instance, on this thread alone (and I'm not throwing any shade, just trying to illustrate), I count at least 2 people that are on devices that are not affected by the issues that we're issuing these compensation packages for. This doesn't mean there aren't issues affecting them, but it is not the control input issues.We're going to keep monitoring the situation and how players are affected, and try and get more accurate, but it is not easy. This is why we're going with generalized packages based on the difference between the "before and after" resource use based on existing content. Why would it matter if the issue that i'm experiencing is not the control input one but another type? I play on an android device so I know that I don't have the problem that iphone users have, but i'm still getting random control issues like blocking instead of dexing and not being able to dash back after a MLLL combo, and these issues are costing me potions and revives. what's the difference here? Please remember to report those bugs so that they can be addressed. If you are suffering from an input issue on an Android device, it is unrelated and could possibly be fixed before other content. It also has to be accounted for when making decisions around Compensation and content, but we can't do that if we don't know about it.