MPQ State of Unity Update #1

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S0kun
S0kun ADMINISTRATORS Posts: 946 Critical Contributor
edited 16 July 2025, 07:27 in MPQ General Discussion

At the point of this blog’s release, many of you have already experienced the Unity engine. A long-awaited and touted milestone in the life cycle of MPQ that we’ve been talking about for years now. We knew it was going to be a bumpy start and wanted to extend our apologies for the poor experience this has been for players.

We also want to thank everyone for reporting issues that they’ve experienced while we work towards getting things in a more stable place. That stable place means a much more flexible framework for us to continue developing MPQ and most importantly, introducing new features and mechanics to the game. There’s still a ton of exciting possibilities under the Unity hood and we’re confident that this rocky start will be worth it in the future when we start talking about the exciting roadmap of MPQ.

Meanwhile, we really appreciate your patience as we work through this and want to address some of the questions you may have to understand why we decided to pull the trigger on Unity’s launch in its current state.

Why was Unity released in this current state?

At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line. This shift was only supposed to take a few months, as the port was making steady progress at that time. However, it has recently created a scenario where sustaining development work on both engines has proved very difficult. This was compounded by the early release of Unity on Amazon and a tech stack with outdated or no longer supported infrastructure. We found ourselves forced into working on two full engines that required equal support vs a fully functional, pared-down old engine while getting Unity ready.

During this time, we also ran a closed beta that helped shape a playable version of Unity, but still had several bugs that needed further optimization. Ultimately, these bugs were identified and prioritized based on our risk tolerance to leave them in during our initial Unity launch or continue several more months of development struggles as mentioned earlier.

After a few months of testing, we got the build into a stable enough state that would allow us to launch and we’d then start prioritizing pushing out hot fixes as soon as possible. This while also acknowledging that some of it wasn't perfect but needing to get overall development back into a space where we could support four platforms properly instead of essentially double that with two concurrent game engines. What we didn’t anticipate, however, is that some of these bugs which were found during our device and build testing before launch, became far more severe after launch than had been previously observed. And along with the new bugs that appeared after launch, the new engine has definitely started off rockier than we had expected.

Why haven’t you addressed beta or preexisting bugs?

The intent of this first Unity release is to be as close to a snapshot of the original game as possible. This required including all the pre-existing bugs, such as the broken Facebook refer-a-friend, bugged character abilities, and anything else that was part of the original game. Trying to fix things prior to importing into Unity would’ve been a versioning nightmare since the game would constantly be changing, and ensuring that fixes worked on both versions of the game would have doubled our time spent investigating, fixing, QAing, and releasing builds.

When can we expect some improvements to Unity so that it can “remain the same as the current live version”?

Our first order of business upon launch was to identify the impact of known bugs, issue hot fixes, and tackle any new bugs that had surfaced. Unfortunately, the impact of the known bugs is more than we had anticipated, and we’re still very much in the midst of trying to push out as many fixes as we can.

We’re also seeing issues such as account linking and worse than expected performance, which we’re actively working on addressing. Part of that stability will come this week via version R326 on all devices. This release aims to decrease and stabilize the frame rate to 60fps on PC and 30fps on mobile, which will greatly help resolve some performance issues. It also fixes a variant of the black loading screen and brings back the “back" button on Android devices. Most importantly, this release puts all platforms back to one release version instead of two.

What are our current priorities now?

Stability is our number one priority at the moment which encompasses a wide array of elements in the game. From laggy gameplay experiences to broken events, we now have our entire team prioritizing getting the game into a stable state where we can start releasing updates that weren’t previously feasible. Until then, here’s some visibility into some of the priorities we’re focusing on to allow us to start improving on the Unity experience in the immediate and near future.

  • Bugs! Bugs! Bugs! We’re trying to put out as many bugs as we can so please keep an eye out for the latest release notes as more builds get deployed to improve all areas of MPQ, from alliance chat to UI improvements.
  • Memory allocation to help performance on lower-spec devices. MPQ has historically been a low resource-intensive game, but with Unity, there are more resource requirements that we’re working to optimize to minimize the negative impact on less powerful devices.
  • Improved frame rate for less jittering. This also potentially helps improve performance and battery drain on mobile devices. We’ll look to implement an option to select frame rates in the future, but this change should help fix the immediate issues we’re seeing.
  • Smoother screen transitions, which include some animation improvements causing motion sickness in some players.
  • Improvements to asset streaming to decrease load times.
  • Investigate a batch asset download button that allows players to download all assets at once, rather than streaming them during gameplay. This type of UI and feature option was something not in the original game, and was previously a very tedious process to change.

Lastly, we realize that some of the above things that we’ve pointed out is a bit nebulous in the world of game dev speak and to better explain how we’re handling the launch of Unity, we’d like to invite you to join us on Wednesday July 16th at 10am PST in our official MPQ Discord Server for a State of Unity AMA. Our very own MPQ Game Producer, @IceIX will be around for a few hours during our regular work day to answer some of our community's question regarding the state of MPQ's Unity launch and what plans we have to get things back on track after our recent rough start to the new game engine.

If you’re unable to make it for the live chat, we’ll do our best to take some notes and post them as a post-AMA F.A.Q. on our forums. Additionally, please feel free to ask questions in our State of Unity AMA forum post and we’ll try to also address them during the AMA. See you then!

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Comments

  • Bustapup
    Bustapup Posts: 109 Tile Toppler

    I suppose fixing Captain Avalon will be part of the bug fixes?

  • DAZ0273
    DAZ0273 Posts: 11,324 Chairperson of the Boards

    I do have a question - what is an AMA?

  • DAZ0273
    DAZ0273 Posts: 11,324 Chairperson of the Boards

    @BlackBoltRocks said:

    @DAZ0273 said:
    I do have a question - what is an AMA?

    Ask Me Anything American Music Awards

    Ah! Music! Nice! I hope Taylor Swift will be there!

    Thank you otherwise (can't believe I couldn't work that out...)

  • Bustapup
    Bustapup Posts: 109 Tile Toppler

    Where are the release notes published?

  • Yepyep
    Yepyep Posts: 962 Critical Contributor
    edited 16 July 2025, 08:13

    "At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line."

    Like many others, I've found it necessary to cut back on the paying version of my game. Increasingly on the playing version, too.

    Utterly unacceptable, that's the current version of the game; it's unplayable for any veteran.

    But new releases? -- those seem to be unaffected.

  • DAZ0273
    DAZ0273 Posts: 11,324 Chairperson of the Boards

    @Yepyep said:
    "At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line."

    Like many others, I've found it necessary to cut back on the paying version of my game. Increasingly on the playing version, too.

    Utterly unacceptable, that's the current version of the game; it's unplayable for any veteran.

    But new releases? -- those seem to be unaffected.

    Why is it unplayable for veterans?

  • Yepyep
    Yepyep Posts: 962 Critical Contributor

    @DAZ0273 said:

    @Yepyep said:
    "At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line."

    Like many others, I've found it necessary to cut back on the paying version of my game. Increasingly on the playing version, too.

    Utterly unacceptable, that's the current version of the game; it's unplayable for any veteran.

    But new releases? -- those seem to be unaffected.

    Why is it unplayable for veterans?

    First thing I want to say is: thanks for the challenge. You're a vet.

    Muscle memory. The game is jumpy, the screen moves, and timing is very badly affected. There are other problems, but those are play problems. I am not able to predict my timing in PvE. And LRs are totally jacked on timing (though if things could be smoothed out on the screen refreshes, I could adapt my timing).

  • DAZ0273
    DAZ0273 Posts: 11,324 Chairperson of the Boards

    @Yepyep said:

    @DAZ0273 said:

    @Yepyep said:
    "At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line."

    Like many others, I've found it necessary to cut back on the paying version of my game. Increasingly on the playing version, too.

    Utterly unacceptable, that's the current version of the game; it's unplayable for any veteran.

    But new releases? -- those seem to be unaffected.

    Why is it unplayable for veterans?

    First thing I want to say is: thanks for the challenge. You're a vet.

    Muscle memory. The game is jumpy, the screen moves, and timing is very badly affected. There are other problems, but those are play problems. I am not able to predict my timing in PvE. And LRs are totally jacked on timing (though if things could be smoothed out on the screen refreshes, I could adapt my timing).

    Fair enough. I've been around a while or so I guess but PvE timing and Lightning Rounds are not something I tend to worry about too much, so those issues didn't immediately spring to my mind but I can understand the frustration.

    It seems like this next update might fix some of that maybe but I guess we won't know until we get it.

  • Yepyep
    Yepyep Posts: 962 Critical Contributor

    @DAZ0273 said:

    @Yepyep said:
    "However, it has recently created a scenario where sustaining development work on both engines has proved very difficult."

    Right. You cut staff in-house and consultants to increase increase profitability. Shockingly, deadlines and goals became impossible to meet. If they ever had been possible.

    Critically, you alienated your whale base. Buy clubs dried up because you eliminated trades for 550s. What TF did you think would happen to the very revenue streams that would be necessary to achieve your exciting new engine goals?

    You can't maintain, let alone build. Because you alienated your most loyal customer base.

    Is this a legitimate question you want asked to IceIX? If so would it not be better to frame it in a less hostile manner? Just saying.

    Probably yes, re diplomacy. This wasn't addressed to IceIX. Sokun is our ambassador.

    But I am at wit's end. (Likely I am short on wit.) They release profoundly incomplete updates. They police some exploits (the recent one about winter in july, etc.) but not others (like when ascension was released).

  • DAZ0273
    DAZ0273 Posts: 11,324 Chairperson of the Boards

    @Yepyep said:

    @DAZ0273 said:

    @Yepyep said:
    "However, it has recently created a scenario where sustaining development work on both engines has proved very difficult."

    Right. You cut staff in-house and consultants to increase increase profitability. Shockingly, deadlines and goals became impossible to meet. If they ever had been possible.

    Critically, you alienated your whale base. Buy clubs dried up because you eliminated trades for 550s. What TF did you think would happen to the very revenue streams that would be necessary to achieve your exciting new engine goals?

    You can't maintain, let alone build. Because you alienated your most loyal customer base.

    Is this a legitimate question you want asked to IceIX? If so would it not be better to frame it in a less hostile manner? Just saying.

    Probably yes, re diplomacy. This wasn't addressed to IceIX. Sokun is our ambassador.

    But I am at wit's end. (Likely I am short on wit.) They release profoundly incomplete updates. They police some exploits (the recent one about winter in july, etc.) but not others (like when ascension was released).

    Thanks for the clarification and understandably this whole thing has been a mess so folks are getting fed up.

  • Yepyep
    Yepyep Posts: 962 Critical Contributor
    edited 16 July 2025, 10:45

    @DAZ0273 said:

    @Yepyep said:

    @DAZ0273 said:

    @Yepyep said:
    "However, it has recently created a scenario where sustaining development work on both engines has proved very difficult."

    Right. You cut staff in-house and consultants to increase increase profitability. Shockingly, deadlines and goals became impossible to meet. If they ever had been possible.

    Critically, you alienated your whale base. Buy clubs dried up because you eliminated trades for 550s. What TF did you think would happen to the very revenue streams that would be necessary to achieve your exciting new engine goals?

    You can't maintain, let alone build. Because you alienated your most loyal customer base.

    Is this a legitimate question you want asked to IceIX? If so would it not be better to frame it in a less hostile manner? Just saying.

    Probably yes, re diplomacy. This wasn't addressed to IceIX. Sokun is our ambassador.

    But I am at wit's end. (Likely I am short on wit.) They release profoundly incomplete updates. They police some exploits (the recent one about winter in july, etc.) but not others (like when ascension was released).

    Thanks for the clarification and understandably this whole thing has been a mess so folks are getting fed up.

    Yeah, man. And I'm alert to the griping for griping's sake issue. I could have been doing that here long before now.

    But this is far, far beyond that. I didn't rise from the dead in this forum just to complain.

    The game is unplayable, at least for me. I'll hold on for a minute. But it's really bad and I feel betrayed. I invested in the game over time, and my stake in it matters to me.

  • bluewolf
    bluewolf Posts: 6,253 Chairperson of the Boards

    @Bustapup said:
    Where are the release notes published?

    I have to assume by now that you have found them elsewhere on the forum already (they are in the top 5 most recent posts by the devs), but the same notes will also be published on the app stores when the update is available.

  • DAZ0273
    DAZ0273 Posts: 11,324 Chairperson of the Boards

    I wouldn't be too concerned about "people leaving in droves" just yet. They can come back in droves just as easily. Those of us who have been playing a long time have serious sunk cost fallacy with this game. Maybe they stop posting in places or no longer play intensely but I see names who were supposed to be long gone pop up in leaderboards or Alliances or PvP queues frequently.

    In fact, despite the frustrations maybe now is really the time we have to get behind the Devs, believe they can fix this and ride it out together.

  • KGB
    KGB Posts: 3,654 Chairperson of the Boards
    edited 16 July 2025, 13:06

    Can the development team give us a minimum spec in terms of mobile device / tablet that Unity is going to require in order to run smoothly? For example I'm on a 2019 Samsung S9+ phone that has 6 gigs of Ram and a pretty decent processor (no app or other game is slow). Is this enough hardware to run Unity or am I now obsolete enough I should be looking at a new phone? I am sure many people here are wondering the same about their phones and tablets?

    Or if you don't have a firm answer can you tell us what hardware you are testing on in house that's working smoothly.

    KGB

  • Necraist
    Necraist Posts: 10 Just Dropped In

    Rank up support doesn't work. Will any of this **** update ever work?