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.
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?
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.
Just want to highlight that Kabam don't make every decision to "screw over the playerbase" as some members of the community seem to think. While I feel 5 revives a month isn't enough for Solo event compensation, I think it's also important to acknowledge when Kabam get things right and make decisions with the players in mind. Solely negative feedback and pointing out wrongdoings is just as bad as solely positive feedback and saying they do everything right.
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.
Which existing content? You have previously advised us not to do story mode while the issues persist. So what data is driving this?
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.
Does this calculation include the ones who are most affected who took kabaam's advice a few months ago and just stopped doing some of the harder content because we don't want to waste that many revives/potions. It just seems a bit weird that in game modes not everyone participates in we get tons of revives/potions on a weekly basis, however in content that pretty much everyone goes into we get a monthly package that compares to the weekly package of the aq/aw revives.
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.
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.
Sorry to say Mike,
Android users, and not just what Kabam has identified as being an IOS issue, have had a sliding window on Parry/Dex timing for a VERY long time now, where it changes some times week to week, but most certainly changes practically every release.
Most of us have just gotten so disenfranchised and tired of always reporting it, we just stopped and gave up.
It's funny when they say Android users aren't affected.I mean how?when your champs just freeze in the middle of a fight and take some serious beatings or when our parry doesn't work and we take beatings for that as well.c'moon
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.
Not really. We said that we're basing this on resource usage before vs after the issue arose, but because everybody is different, it won't be 1:1 for everybody.
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...
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.
As others have said, and I believe I asked before in one of my countless disappearing posts that don't violate rules and have no explanation for removing them, how can you claim to be analyzing what solo resources we need based on changed usage when you yourselves skewed the data by telling us not to run difficult content for what, 4-7 months at least?
We should get enough to help us complete that content the same way we used to be able to, which would be more than your skewed data shows, and it shouldn't matter if we are on Android or iPhone because bugs negatively affecting our ability to play without taking unnecessary damage cost the same health regardless of device.
I would like to know why an iPhone bug deserves compensation but the Android bugs that have been going on even longer, though granted not for everybody all the time, didn't and apparently according to your comment still don't deserve compensation. Yes, you aren't restricting the current compensation to just iPhone users but Android users deserved compensation before and still now also, especially if you don't fix them by the time you fix the iPhone and presumably stop the meager solo compensation.
Also, can you explain if your comment about trying to figure out people's losses more accurately means you plan to start targeting compensation to only iPhone users since you say you aren't compensating for Android issues now?
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.
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.
Took 2 months for that with issues you admit to having why can your team not drop this comp at least every other week not every 2 months .Hope your Black Friday deals exceed previous sales 🤣
I used more than 5 revives on the October side quest alone. In normal circumstances I would be embarrassed admitting that. However, I’ve been playing this game at a reasonable level for 6 years so know when I’ve made a mistake or been hit because something was “off”. I lost count the number of times I got clattered because of parry issues. Cosmic spidey was especially bad.
I also used an (in normal circumstances) embarrassing number of revives on my initial clear of 7.3 Kang. I lost count the amount of times dex failed. I’m going nowhere near Kang until the game is fixed.
For me at least, the solo compensation feels woefully inadequate.
I don’t understand why I’m given compensation for alliance events that constantly expires in overflow… but have to use resources I wouldn’t normally use in solo events but not compensated sufficiently for that
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.
So, because you don't know who is affected you decided to not compensate anyone? I still don't understand, especially when i saw you sending over 400K loyalty and dozens of war boosts to three accounts that can't even enter war. What's the difference? Why is ok to throw AW/AQ stuff away like candies but not the normal one?
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.
2 quick questions about some of the bugs since you seem temporarily engaged with this thread.
I believe you said last month's and this most recent update combined were supposed to fix the memory leak (I think that was it) that could be causing issues for Android that you said might manifest as the input issues and unreliable champ behavior. I don't believe these issues have been resolved (freezing, skipping frames, blocking instead of activating specials even when done when the button is lit up, doing wrong attacks or moving the wrong way, etc.) so I would like to know if that means you guys view your work as done on this issue or if you are still going to try to fix it.
Secondly, the brief update notes indicated a fix for blocking instead of activating the special, but there was no mention of this power bar dimming change. Are we to understand this was the bug fix for that issue? My issue with block happening instead of special activation was never due to the enemy using their special when I tried to activate mine. My issue has been either after I do a combo and activate special I block sometimes instead of when intercepting an enemy attack I get block instead of special. This is not a timing issue on my part because the game has the time to make my champion block when it should instead be a special. Is this supposed to be fixed, are you done with that also by just making the special button and power bar almost disappear or will that still be worked on also?
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)
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)
It is unclear if this was supposed to be fixed by that change making the button and power bar almost disappear but for me the issue is still happening and had nothing to do with trying to do a special during the opponent's special.
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.
I assume you don't want iOS users to keep reporting the same problems? I'd be sending in multiple tickets a day and it wouldn't help anything. I've played the game since week 1 and I understand Kabam is trying to fix the problem but if I took the time to report every bug, I'd be writing tickets an hour a day.
Put me down for missed parries, missed blocks, stop blocking in the middle of the defender's combo, inability to dash back and my personal favourite, the attacker randomly stopping in heavy attack, whether or not I tried to throw a heavy, and being stuck there until I throw a special, hopefully not into the defender's block so I get countered to the face AND waste my power or I get hit and knocked and released from suspended animation, The best frozen mid heavy champ is Hyperion...he hangs in the air, mid punch and looks great. I have all of those multiple times every day.
Comments
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.
Android users, and not just what Kabam has identified as being an IOS issue, have had a sliding window on Parry/Dex timing for a VERY long time now, where it changes some times week to week, but most certainly changes practically every release.
Most of us have just gotten so disenfranchised and tired of always reporting it, we just stopped and gave up.
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...
We should get enough to help us complete that content the same way we used to be able to, which would be more than your skewed data shows, and it shouldn't matter if we are on Android or iPhone because bugs negatively affecting our ability to play without taking unnecessary damage cost the same health regardless of device.
I would like to know why an iPhone bug deserves compensation but the Android bugs that have been going on even longer, though granted not for everybody all the time, didn't and apparently according to your comment still don't deserve compensation. Yes, you aren't restricting the current compensation to just iPhone users but Android users deserved compensation before and still now also, especially if you don't fix them by the time you fix the iPhone and presumably stop the meager solo compensation.
Also, can you explain if your comment about trying to figure out people's losses more accurately means you plan to start targeting compensation to only iPhone users since you say you aren't compensating for Android issues now?
However, it is not. I was honestly a little shocked
In normal circumstances I would be embarrassed admitting that.
However, I’ve been playing this game at a reasonable level for 6 years so know when I’ve made a mistake or been hit because something was “off”.
I lost count the number of times I got clattered because of parry issues. Cosmic spidey was especially bad.
I also used an (in normal circumstances) embarrassing number of revives on my initial clear of 7.3 Kang.
I lost count the amount of times dex failed. I’m going nowhere near Kang until the game is fixed.
For me at least, the solo compensation feels woefully inadequate.
I don’t understand why I’m given compensation for alliance events that constantly expires in overflow… but have to use resources I wouldn’t normally use in solo events but not compensated sufficiently for that
The balance is way off.
I believe you said last month's and this most recent update combined were supposed to fix the memory leak (I think that was it) that could be causing issues for Android that you said might manifest as the input issues and unreliable champ behavior. I don't believe these issues have been resolved (freezing, skipping frames, blocking instead of activating specials even when done when the button is lit up, doing wrong attacks or moving the wrong way, etc.) so I would like to know if that means you guys view your work as done on this issue or if you are still going to try to fix it.
Secondly, the brief update notes indicated a fix for blocking instead of activating the special, but there was no mention of this power bar dimming change. Are we to understand this was the bug fix for that issue? My issue with block happening instead of special activation was never due to the enemy using their special when I tried to activate mine. My issue has been either after I do a combo and activate special I block sometimes instead of when intercepting an enemy attack I get block instead of special. This is not a timing issue on my part because the game has the time to make my champion block when it should instead be a special. Is this supposed to be fixed, are you done with that also by just making the special button and power bar almost disappear or will that still be worked on also?
Put me down for missed parries, missed blocks, stop blocking in the middle of the defender's combo, inability to dash back and my personal favourite, the attacker randomly stopping in heavy attack, whether or not I tried to throw a heavy, and being stuck there until I throw a special, hopefully not into the defender's block so I get countered to the face AND waste my power or I get hit and knocked and released from suspended animation, The best frozen mid heavy champ is Hyperion...he hangs in the air, mid punch and looks great. I have all of those multiple times every day.
Thanks