**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
Samsung should be pretty high on the optimization list. Ah, Oh a MaC? Not talking about that. My omen gaming PC has a SSD and boots instantly.
Thank you sir. Everyone likes to take the other side. Lets just make the contest even or let IOS and ANDROID have 2 separate arenas.
Without that fact, of course Kabam can respond that they can't optimize for all Android version and all devices. That can be a good answer about technical difficulties. But I want to say that if we want we can. And with all the money they earn, I think they can. They may start with device which is mostly used and the second, the third, etc. (or with the most recent). That will prove they want to make efforts.
Sorry for my bad english if it is but I think I can be understood. Good game at all.
i agree they should.
i play on both iphone and android.
speed and graphics are far superior on iphone but i prefer my android for everything other than mcoc.
what is something that makes it extremely difficult (not impossible) to optimize for android is also the fact that the android OS itself is not infact optimized for the device it it running on. so you are infact trying to optimize a program to run on a device where its OS is not optimized.
this would mean that there is probably no way to make mcoc run as good on any android device as it can on i iOs device however surely it can be made better than what it is. itr would just take alot more work.
the problem would then become the time required to make each update and the size of the game as it would include extra coding and optimization for a miriad of devices which would inturn increase it size drastically.
i am not just talking out my ass i do delve into programming myself so i do have a good understanding of how this works.
no, they should never combined players from macintosh and android, kept android players vs android players and macintosh vs macintosh.
not sure, but do ps4 fight xbox users? pc fighting console users?
just clicking help on ONE(1) champ used in versus could take anything from 3-20 seconds on android devices, insane how much time is wasted, i think it is faster to not click help and just grind all champs as when you use your last 3 champs the top 3 have cooled down and ready to be used again, clicking help on android is like watching paint dry(mr beast lol)
I won. On an android. I posted this prior to learning my place in the arena. 171st 20,034,543 BTW Money/units/refreshing we can all do that. The difference is the discrepancy in the available time to do so in the arena for IOS users vs Android. Hence an edge, an advantage, a leg up. A competition where the average joes have to compete against Olympians on steroids - not a fan.
That sounds like your device thermal throttles after 30 minutes of use, which makes sense.
It could also be resource management. Even on iPhones, I notice that from version to version the game will get faster, then jumpier, then back again. Right now on my iPhone X the game seems to be managing graphics resources in a particularly funky way that makes the game studder at times when switching between screens with a lot of graphic elements like champion profile pics. If MCOC is itself not very well optimized for mobile devices, it is possible that iOS happens to work with that better than Android. iOS seems much more aggressive about things like swapping, while Android I think is less aggressive. That difference means Android can sometimes switch active apps faster than iOS can, but iOS can run chunky apps better than Android at other times, all other things being equal (which they rarely are).
Sorry fellow dev, but that isn't what is going on here, and no, it doesn't have to be on a per device basis, they don't code to the metal.
Case it point, take the game play itself (the fighting). They both run pretty much identical, do they not? They didn't have to optimize on a per device basis as you think it needs to be. They just spent the $$$ here to be pretty much identical to the iOS version.
Now, as for the loading, they pretty much coded it for the lowest spec device out there, instead of having an intelligent loading routine that can take full advantage of the available RAM higher-end devices have to offer while still not breaking any API rules to remain compatible with their target OS requirements.
They could spend a weekend or two and speed it up by at least 30-50% if not more by simply rewriting the JIT loading routines to native C/C++, and if they want to optimize further I would say they could pretty much get it to be the same as the iOS version.
Why doesn't Kabam do this? Boils down to cost. Testing & more testing isn't exactly cheap, and the suits have said "good enough", so, unless lots of people complain they won't do anything about it.
Quickshot it's not the thermal throttling because it doesn't heat at all like ever. There is a 30 fps limiter on the game and that counts for both iphone and android. No idea about the reason behind it but I've played over 4 hours on 60 fps and the phone didn't get any sign of heat and ran smoothly until you minimize the app.
When putting the tablet/phone to sleep and when you turned it on sometimes removes the limiter and the game runs at 55-60 fps until you minimize the game then it limits it again to 30fps. The loading times doesn't change dramatically but it's like a second or two faster.
When recording videos it actually can see the fps on video details.
I have the Ipad mini 4 and you can observe the same thing.
If android is at such a huge disadvantage for ANY reason, they should adjust the game so that they are equivalent in GAMEPLAY (ignore graphics quality) or don't have them interact at all. They have this ability and choose not to use it: they could lower the graphics requirements and thus the load on the device, to have it perform at the same level of gameplay...they don't. Instead they choose to bog it down with all the same useless features that are causing the issues to begin with, when they already have the solution baked into the game.
Their in game renderer has the ability to reduce lighting effects, resolution, texture map details, polygon count on the screen with simpler models and less things on the screen in the background. They REFUSE to put this in the control of the player because...they can, that's why, stop asking questions and keep buying their stupid deals, potions and revives.
some say u gotta root the phone blah blah but none worked for me so i had to get a 2nd phone just to play mcoc.
my main phone is still andriod. andriod 4eva.
What you ask is impossible, KABAM has been having enough hard time keeping up with numerous bugs popping every week
I don't see how this could possibly help Android users much, since as far as I'm aware the vast majority of the slowness Android users experience appears to be in loading times, not in the game actually running slower during combat. Allowing users to mess with the rendering settings would only make the game engine more complex and probably more buggy, and it would be fiddling with how the game runs after the lag that slows Android down already occurred.
That might be true, but that has absolutely no bearing on the question of adjustable engine setting speeding up arena.
Also, there are people claiming similar things between two different Android devices and two different iOS devices. It isn't clear to me that the most recent Galaxy phones are at a significant overall disadvantage to the latest iOS devices when it specifically comes to combat. There seems to be a lot of variability there, even on the exact same device at different times. I was playing almost lag free on my iPhone X for quite a while, network disconnects notwithstanding, until very recently when I started seeing a lot of funky lag affecting combat again. I don't see that quite as often on my iPad, and my iPad is one generation behind my iPhone X.