Marvel Puzzle Quest R329 Release Notes (Week of September 2, 2025)
Comments
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It has crashed WAY more for me than the previous releases. And it was crashing a lot before.
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I'm sure they test, but I doubt the testing is adequate.
The problem with throwing away 10+ years of code to start over from scratch is that you're throwing away 10+ years of bugfixes, device compatibility, and a whole host of other valuable things.
There's like 100,000 different Android devices in the world. They cannot possibly test the game on every single one, and doing that would be a waste of time anyway. But they can test on current ones! And if you test on "current devices" for 10 years of releases, you end up with compatibility on thousands of devices!
Ground up rebuilds are almost always a terrible idea.
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@entrailbucket said:
Ground up rebuilds are almost always a terrible idea.100% agree. Somebody somewhere justified it with a cost saving but neglected to factor in the cost of losing customers/revenue when things don't work (and they never do).
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I am not a programmer but how do you explain missing a pve node on a ground up rebuild?
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@Codex said:
I am not a programmer but how do you explain missing a pve node on a ground up rebuild?Oh I have no idea, you'd need much more in-depth knowledge about how this stuff is constructed behind the scenes. Anybody claiming to understand that from the outside is just guessing.
It's not really surprising that random stuff is broken though, because they're probably flailing around trying to put out all these different fires. I don't blame the coders themselves, because I'm sure they're trying. I blame whoever decided to throw out 10+ years of bugfixes and compatibility to start over from scratch.
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Can we stop with whatever stupid piece of your update wipes out cached data? It makes your slow build even slower (and buggier, as the game will freeze when it cannot load data in many cases). I think covers and portraits stayed intact this time but in-game character art all got poofed (at least on Android).
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@LavaManLee said:
@entrailbucket said:
Ground up rebuilds are almost always a terrible idea.100% agree. Somebody somewhere justified it with a cost saving but neglected to factor in the cost of losing customers/revenue when things don't work (and they never do).
Rumor I saw on reddit says that the lead dev taught Unity at a university, and must have pushed for it.
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@Timemachinego said:
Can we stop with whatever stupid piece of your update wipes out cached data? It makes your slow build even slower (and buggier, as the game will freeze when it cannot load data in many cases). I think covers and portraits stayed intact this time but in-game character art all got poofed (at least on Android).Pre-update the size of MPQ on my iPhone is 2.77 gb. 2.51gb is documents and data.
I suspect that the Unity version is terrible at managing memory and storage and the updates keep the file size down because it resets everything.
It continually goes up between updates. I am sort of assuming all the event art etc gets stored on my phone to make it keep rising.
Not saying that this is good or an acceptable state of affairs, but there’s an upside of the updates removing all the stored data if they can’t make the app manage its size appropriately otherwise.
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is there a fix or workaround for current Marvel Screen of Death? I think last time uninstall and reinstall worked for some.
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@scottee said:
@LavaManLee said:
@entrailbucket said:
Ground up rebuilds are almost always a terrible idea.100% agree. Somebody somewhere justified it with a cost saving but neglected to factor in the cost of losing customers/revenue when things don't work (and they never do).
Rumor I saw on reddit says that the lead dev taught Unity at a university, and must have pushed for it.
Unity is fine and is used by tons and tons of games and apps, including many of the biggest in the world.
The problem is not that they chose Unity as an engine, the problem is that they tried to rebuild the entire game from scratch. Any other engine or platform choice would've produced the same result.
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A bugged release? No one could have seen this coming.
Next up, total radio silence for a week.
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@bluewolf said:
Pre-update the size of MPQ on my iPhone is 2.77 gb. 2.51gb is documents and data.I suspect that the Unity version is terrible at managing memory and storage and the updates keep the file size down because it resets everything.
It continually goes up between updates. I am sort of assuming all the event art etc gets stored on my phone to make it keep rising.
Not saying that this is good or an acceptable state of affairs, but there’s an upside of the updates removing all the stored data if they can’t make the app manage its size appropriately otherwise.
I'm back below 2 gigs with this update, I was previously around 2.4. It's weird and random and inconvenient for those of us who play PVE for speed. I have a really hard time imagining anyone is hard up for a gig's difference considering unity's increased specs meant the oldest phones can't even play now. The constant flushing also means that their assurance that things will speed up as data is downloaded and stored is entirely faulty, can't say that surprises me, but it's yet another thing they've gotten wrong.
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@Timemachinego said:
@bluewolf said:
Pre-update the size of MPQ on my iPhone is 2.77 gb. 2.51gb is documents and data.I suspect that the Unity version is terrible at managing memory and storage and the updates keep the file size down because it resets everything.
It continually goes up between updates. I am sort of assuming all the event art etc gets stored on my phone to make it keep rising.
Not saying that this is good or an acceptable state of affairs, but there’s an upside of the updates removing all the stored data if they can’t make the app manage its size appropriately otherwise.
I'm back below 2 gigs with this update, I was previously around 2.4. It's weird and random and inconvenient for those of us who play PVE for speed. I have a really hard time imagining anyone is hard up for a gig's difference considering unity's increased specs meant the oldest phones can't even play now.
Yeah they desperately need to add a 'download all assets' button that will download everything even if it takes 10-20 minutes so that you aren't trying to do it in the middle of playing the game.
The other thing that makes ZERO sense in 2025 is that it's trivial to do a checksum of a file to see if it's changed. So every asset you have already on your phone should be checked against what's on the server and if there is no change (99% of the time) nothing needs to be downloaded again. This is mickey mouse level of development to do this (we do it all the time at my company).
KGB
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@entrailbucket said:
I don't blame the coders themselves, because I'm sure they're trying. I blame whoever decided to throw out 10+ years of bugfixes and compatibility to start over from scratch.It's not so much the coders, but rather whomever is in charge of the overall design is to blame.
A few months back I remember IceIX responding to a question involving the Facebook login under Unity and whether some changes could be made etc. His response was to the effect that they were not making any feature changes yet because they were first 100% emulating what was in the old code base. As in every last broken / hacky thing that made Facebook login work. So rather than rebuild properly with modern design from ground up they were first emulating what was there and then the plan was to modernize the design etc. It says that the new code developers know literally nothing about MPQ but are simply translating from whatever languages it was in (different on Steam/Android/IOS) to whatever Unity is without any idea of what any of it means (for the non-coders reading this, it's like typing an English sentence about a technical term into google translate and asked for the Spanish translation and it comes back with the literal Spanish equivalent of all the words but its totally lost its meaning as a technical sentence because it's gibberish in Spanish). So of course it's going to be a giant mess and totally inefficient in terms of speed/battery use etc.
I knew when IceIX made that reply a few months ago things were going to be in a bad way. They probably could have gotten a handful of us who code for a living to do the entire job for almost 'the love of the game' prices and gotten a proper design from the ground up because we'd know how it's all supposed to go together.
KGB
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@KGB said:
@entrailbucket said:
I don't blame the coders themselves, because I'm sure they're trying. I blame whoever decided to throw out 10+ years of bugfixes and compatibility to start over from scratch.It's not so much the coders, but rather whomever is in charge of the overall design is to blame.
A few months back I remember IceIX responding to a question involving the Facebook login under Unity and whether some changes could be made etc. His response was to the effect that they were not making any feature changes yet because they were first 100% emulating what was in the old code base. As in every last broken / hacky thing that made Facebook login work. So rather than rebuild properly with modern design from ground up they were first emulating what was there and then the plan was to modernize the design etc. It says that the new code developers know literally nothing about MPQ but are simply translating from whatever languages it was in (different on Steam/Android/IOS) to whatever Unity is without any idea of what any of it means. So of course it's going to be a giant mess and totally inefficient in terms of speed/battery use etc.
I knew when IceIX made that reply a few months ago things were going to be in a bad way. They probably could have gotten a handful of us who code for a living to do the entire job for almost 'the love of the game' prices and gotten a proper design from the ground up because we'd know how it's all supposed to go together.
KGB
I'm glad you didn't say we'd do it for free, because ain't no way. I'd be happy to consult for them at double my hourly though!
(Please don't hire anybody from this forum)
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I thought the fact that the broken PvE Facebook friend connection is still in the game the exact same way as before Unity was a clear indication that they did NOT build from the ground up but instead just translated the base code (possibly using **** AI) hoping it would all just work.
I’m not an engineer so absolutely no expert here.
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@Zarqa said:
I thought the fact that the broken PvE Facebook friend connection is still in the game the exact same way as before Unity was a clear indication that they did NOT build from the ground up but instead just translated the base code (possibly using **** AI) hoping it would all just work.I’m not an engineer so absolutely no expert here.
That's exactly what they did. They duplicated everything as perfectly as they could even if it was bugged or broken. Then the idea was to improve things but the problem with that idea is that you are already down the wrong path design wise with duplicating everything that was messy from 10 years of patching and almost certainly the design is not how Unity is meant to be used for gaming.
KGB
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@Zarqa said:
I thought the fact that the broken PvE Facebook friend connection is still in the game the exact same way as before Unity was a clear indication that they did NOT build from the ground up but instead just translated the base code (possibly using **** AI) hoping it would all just work.I’m not an engineer so absolutely no expert here.
AI is not there yet. If they tried to rewrite MPQ with AI, you wouldn't get a buggy MPQ, you'd get upside down Tetris.
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Hmm, am I the only one hating the claimable quests sort to the top? I find it very annoying...
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This is ridiculous I keep seeing seeing seed teams even after updating to 329.. this game is D.O.A. Unacceptable
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