R87 attack tile bugs [merged threads]
donietsche
Posts: 279 Mover and Shaker
After the last patch (steam force-update; I'm a pc user) I am experiencing significant slowdowns during matches.
The problem is aggravated by the fact that attack tiles now take a significant amount of time to process at the end of the turn, and by the new victory screen.
Don't know if this is a bug or a feature - I'm specifically talking about the attack tiles - but iirc something similar happened in the past, after an update, and was eventually fixed.
p.s.
needless to say, if this affects only pc users, it's even more of a problem, considering that matches will be significantly longer for a portion of the game base.
Moderator note: merged several threads, gave a unified subject line. Making this sticky since a lot of people are coming to comment on it. -DayvBang
The problem is aggravated by the fact that attack tiles now take a significant amount of time to process at the end of the turn, and by the new victory screen.
Don't know if this is a bug or a feature - I'm specifically talking about the attack tiles - but iirc something similar happened in the past, after an update, and was eventually fixed.
p.s.
needless to say, if this affects only pc users, it's even more of a problem, considering that matches will be significantly longer for a portion of the game base.
Moderator note: merged several threads, gave a unified subject line. Making this sticky since a lot of people are coming to comment on it. -DayvBang
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Comments
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I am experiencing the same thing. It almost looks like the animation for the strike tile is the last thing that occurs. The damage comes off of the health bar a full second before the strike tile animation and sound effect go off. I am also playing the game on the PC using Steam.0
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EDIT: This is on Android 5.1 Lollipop.
After the latest patch, if you have an attack tile out at the end of a turn the damage will register on the lead enemy and then you'll see the damage number float up from the tile itself. This should be happening in the other order, and results in the floating-number animation playing while the enemy team is taking its turn. Looks weird.0 -
I am having this same issue on Android. It has made me lose significant points in my pvp push because of extreme slowdown evert turn while using IF. I am very tinykitty annoyed!0
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I've opened another thread about the issue, although I am experiencing something different, as reported also by other players: i.e., some kind of pause at the end of the turn, while the dmg from tiles is processed (pc player/steam user).0
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Interesting. Edited my post to reflect this is on Android.0
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At least we know that the issue is cross-platform, although it doesn't necessarily have the same effects for everyone. I hope that this get fixed asap.0
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Came here to post the same thing (also on Android). Glad is not just me.0
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I also noticed the "Victory Banner" is nicer and more sparkley....
But it adds nothing to the game, and seems to be (to me) needless fluff.
I hate to point this out, just because you CAN do something to make the game prettier, doesn't mean it should be done...
I do appreciate the good programing, but some of the fluff doesn't add anything to the game.0 -
Same problem here, and as mentioned above, really slows down the game when using IF, which is especially annoying since he's one of the featured folks in the current pve (which, because it's a heroic, has a limited roster).0
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There is a small visual bug with the attack tittles, the totla damage show up before the attack tittle damage show for each attack title, also, is taking a bit longer to do, just use any attack title and you will see what i mean0
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Saw this when I updated to R87 too. The player's total comes up way before the individual damage amount floats from the attack tiles. I hunk the AI animation is fine.0
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I am on iOS and I also see this0
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Also noticed the bug. When attack tiles go off, it seems to place the individual attacks into the middle person's armpit and there is no cumulative damage that used to float over the first in line's head.
As little as I like to take attack tile damage, knowing how much I'm getting hit with per turn helps me decide who takes it!
Please fix this!0 -
This bug exists on Steam as well. It looks like the damage animation processes, then a pause, then the attack tile animation.0
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iOS user, getting same slow response for attack tile.
Another bug seems to be moonstone's gravity warp does not see iron fist attack tile. So I take damage instead of the tile swapping.0 -
This is just a visual flow issue. Since latest update after you complete a turn and have a punch on the board the damage is instantly applied to enemy and then you wait a second or 2 and the punch animation goes off. It just feels odd.0
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That is not a bug, Gravity Warp only affects certain colors of special tiles when it's below level five.0
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CrookedKnight wrote:That is not a bug, Gravity Warp only affects certain colors of special tiles when it's below level five.
Thanks, checked the detailed power text.
Devs really love her to bits don't they?0 -
It happens on iPad as well. Just one causes slowdown and using Mohawk storm creates massive lag0
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Hopefully we'll get a reply from D3 to see if this will be addressed soon, not until the next patch, or ever.
I'm trying to hold off installing the r87 update until I hear anything.0
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