Dev Update #4 - MPQ Unity Staggered Launch

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  • JoeHandle
    JoeHandle Posts: 552 Critical Contributor

    @welbot said:
    Something else I noticed today, is that even though I have my game set to 3840x2160, I don't think it's actually running at that resolution. I used to be able to click the filter button in the roster screen, and I could see all the checkboxes down to 5* characters. Now I can only see down to 3*. So either the resolution is not working correctly, or the UI scaling has changed (for the worse...)

    That drop down hasn't appeared or acted the same since The New Engine blessed us with its influence.

    IME, changing resolution doesn't affect the layout of anything. Rather than creating more space for anything, the game scales itself to whatever window or screen it is occupying.

    It'd be great to change resolutions and see more rows of characters, more TUs in the send TU dialogue, more supports in that terrible interface, but .... that has never been the case, IME..

  • ThunderK
    ThunderK Posts: 11 Just Dropped In

    So, what is this?!!!

  • toecutter3095
    toecutter3095 Posts: 85 Match Maker

    @ThunderK said:

    So, what is this?!!!

    I know it is frustrating, but the best way we can help the devs is to provide context to our observations.

    Is this taken after the fix released earlier during the HoD PVE? If it is, then hitting the wave nodes a fourth time will start the timer just like it used to do after 2 hits. I don't expect this is the new norm, just that the way it knows to start the timer is having recorded 2 hits, so you need 2 hits in the post-fix version for the timer to start. These are my own deductions based on observations in my own game on Steam, not stated facts from the developers.

    If the prior assumption and possible solution is incorrect or unhelpful, please provide some more details.

  • JoeHandle
    JoeHandle Posts: 552 Critical Contributor

    @ThunderK said:

    So, what is this?!!!

    A "screenshot", "screen capture" ("screencap" for short); possibly of the well-documented and much commented upon bug regarding wave nodes on the not-ready-for-anytime Unity engine, which Steam players have been foisted upon.

  • welbot
    welbot Posts: 50 Match Maker

    @JoeHandle said:

    @welbot said:
    Something else I noticed today, is that even though I have my game set to 3840x2160, I don't think it's actually running at that resolution. I used to be able to click the filter button in the roster screen, and I could see all the checkboxes down to 5* characters. Now I can only see down to 3*. So either the resolution is not working correctly, or the UI scaling has changed (for the worse...)

    That drop down hasn't appeared or acted the same since The New Engine blessed us with its influence.

    IME, changing resolution doesn't affect the layout of anything. Rather than creating more space for anything, the game scales itself to whatever window or screen it is occupying.

    It'd be great to change resolutions and see more rows of characters, more TUs in the send TU dialogue, more supports in that terrible interface, but .... that has never been the case, IME..

    Yeah it's weird, I haven't noticed any difference in the amount of covers I see, but the UI is definitely scaling, and it's annoying :\

    Another thing that drives me crazy, is when scrolling down the vault or offers page, when you hit something that scrolls sideways, the page stops and it scrolls sideways.... ACK!!!!

  • kuntilanak
    kuntilanak Posts: 109 Tile Toppler

    @Pantera236 said:
    I tested the Jane Iceman blue stun tile being destroyed by Jane on android and it worked as expected, also just for posterity I fired Iceman's green and Jane destroying them caused aoe damage as expected.

    Which platform are you on? > @toecutter3095 said:

    @ThunderK said:

    So, what is this?!!!

    I know it is frustrating, but the best way we can help the devs is to provide context to our observations.

    Is this taken after the fix released earlier during the HoD PVE? If it is, then hitting the wave nodes a fourth time will start the timer just like it used to do after 2 hits. I don't expect this is the new norm, just that the way it knows to start the timer is having recorded 2 hits, so you need 2 hits in the post-fix version for the timer to start. These are my own deductions based on observations in my own game on Steam, not stated facts from the developers.

    If the prior assumption and possible solution is incorrect or unhelpful, please provide some more details.

    There's a fix for that? I just went and lodge a ticket after 3 clear still no timer started...

  • JoeHandle
    JoeHandle Posts: 552 Critical Contributor

    @kuntilanak said:

    @Pantera236 said:
    I tested the Jane Iceman blue stun tile being destroyed by Jane on android and it worked as expected, also just for posterity I fired Iceman's green and Jane destroying them caused aoe damage as expected.

    Which platform are you on? > @toecutter3095 said:

    @ThunderK said:

    So, what is this?!!!

    I know it is frustrating, but the best way we can help the devs is to provide context to our observations.

    Is this taken after the fix released earlier during the HoD PVE? If it is, then hitting the wave nodes a fourth time will start the timer just like it used to do after 2 hits. I don't expect this is the new norm, just that the way it knows to start the timer is having recorded 2 hits, so you need 2 hits in the post-fix version for the timer to start. These are my own deductions based on observations in my own game on Steam, not stated facts from the developers.

    If the prior assumption and possible solution is incorrect or unhelpful, please provide some more details.

    There's a fix for that? I just went and lodge a ticket after 3 clear still no timer started...

    It is sort of fixed. The timers will start after some number of clears. There is confusion because this fix was in the update pushed out today. I had already hit the waves 3x, to get the node rewards, thinking the points were just out of reach. After the update, I hit them 2 more times, and the timer started.

    So .... I think they may be acting normally next sub. 2 hits and timer will start. We shall see in the morning ...

  • stef_focus
    stef_focus Posts: 136 Tile Toppler

    @JoeHandle said:

    @kuntilanak said:

    So, what is this?!!!

    I know it is frustrating, but the best way we can help the devs is to provide context to our observations.

    Is this taken after the fix released earlier during the HoD PVE? If it is, then hitting the wave nodes a fourth time will start the timer just like it used to do after 2 hits. I don't expect this is the new norm, just that the way it knows to start the timer is having recorded 2 hits, so you need 2 hits in the post-fix version for the timer to start. These are my own deductions based on observations in my own game on Steam, not stated facts from the developers.

    If the prior assumption and possible solution is incorrect or unhelpful, please provide some more details.

    There's a fix for that? I just went and lodge a ticket after 3 clear still no timer started...

    It is sort of fixed. The timers will start after some number of clears. There is confusion because this fix was in the update pushed out today. I had already hit the waves 3x, to get the node rewards, thinking the points were just out of reach. After the update, I hit them 2 more times, and the timer started.

    So .... I think they may be acting normally next sub. 2 hits and timer will start. We shall see in the morning ...

    Can confirm for my PC-steam: nodes on day 2 are working as normal, the timer starts after 2 clears and points are actually added to your total.
    Also, the Bruce Banner Season Pass quest started working

  • stef_focus
    stef_focus Posts: 136 Tile Toppler

    New visual bug I encountered: character selection doesn't uncheck characters that have been replaced/deselected

  • S0kun
    S0kun ADMINISTRATORS Posts: 894 Critical Contributor

    @stef_focus said:
    New visual bug I encountered: character selection doesn't uncheck characters that have been replaced/deselected

    Known bug that's already fixed in an upcoming build.