"David wrote: Moore"] MikeHock wrote: LOL, unanswered ticket from 4 months ago. Good to see MPQ is back to its standard of customer dis-service. Please note the date of the post - Jan. 17. The ticket in question was handled back in January. Customer Support is operating normally and handling tickets in a relatively speedy manner at the moment. If you have an issue that you need assistance with they'd be happy to assist: https://d3publisherofamerica.zendesk.co ... quests/new Thanks!
MikeHock wrote: LOL, unanswered ticket from 4 months ago. Good to see MPQ is back to its standard of customer dis-service.
_RiO_ wrote: FaustianDeal wrote: This is happening because of OBW's espionage power right? My guess has always been that passive powers (at least some of them) are resolving before allowing tiles to fall. This resolution is probably what is allowing the tile-match test to happen before first allowing the tiles to fall. The event-chaining is probably out of order for these powers. Oh, there's a lot of flawed and failing out-of-orderness in tile event handling in general. It's a steaming pile of mess, but most of it are edge cases and they are kind of hard-to-spot in play when the board moves fast. So, you don't get a lot of complaints about them. There's the matched tiles that do not disappear but become attack tiles when you down Hand Teisatsu opponents. There's the fact that countdown tiles can be made to tick down twice in one turn: if one timer procs and shifts the board to move another timer tile further down, that second tile ticks down again. There used to be the problem with Ares' Sunder tiles sticking around post-death, because their creation and removal event ran in the wrong order. etc. Probably the only way to actually fix this issue is a grounds-up rewrite of the entire tile handling system into something more sane.(For the software development aficionados among us: in particular the double tick on countdown tiles is indicative of the fact that the devs are performing a naive 2D array scan over the board for each 'event pass' instead of doing it the proper way and registering each individual tile's events in the proper order in a dedicated event queue.)
FaustianDeal wrote: This is happening because of OBW's espionage power right? My guess has always been that passive powers (at least some of them) are resolving before allowing tiles to fall. This resolution is probably what is allowing the tile-match test to happen before first allowing the tiles to fall. The event-chaining is probably out of order for these powers.
wuweird wrote: I've been playing MPQ for a year now and I'm close to done. The constant mishandling of major events, the endless silence on actual issues punctuated by intentional distractions about new chars, the back-and-forth rejigging of MMR that leaves 2->3 transitional players feeling like they're constantly being punished... it's all really sucking the fun out of the game. So the dev's drive-by without comment on this outstanding issue is just icing on the cake. Even a "working as intended" would've been *something*. We may not have liked the answer, but at least it would have acknowledged that they'd heard the question.
HeroComplex wrote: FYI, put in a ticket that included this issue last month---after a back-and-forth about it and a review of it on their end, they sent me this updated status: "This was indeed an error, and a fix will be released as soon as possible."
turul wrote: Ultron Sentries Core meltdown crits have enhanced chance to pop, making OBW or Mistuque to use way more riskier in the Ultron event, than in normal circumstances.
cydude808 wrote: Seems fixed for obw as of r75. thanks, d3 edit: nvmnd, still happening
Malcrof wrote: They are fixing the turn to smoke bug in R76, so that's something. Maybe the mid air fireworks is one of those pesky ghosts in the code.. they can be extremely hard to find and work out, without scrapping the character and starting over... Also, since it happens with multiple characters, and not all the time (OBW is the only one it happens all the time with), it may just not be a priority.
Malcrof wrote: Maybe the mid air fireworks is one of those pesky ghosts in the code.. they can be extremely hard to find and work out, without scrapping the character and starting over...