Reintroduction of Strange Sights 5* essential node midway through event
Comments
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@Zarqa said:
@DAZ0273 said:
Has there been official confirmation that the Devs manually did this or could it just be that only a couple of time slices were bugged?Sort of seems a bizarre solution otherwise.
Yes, this was an active decision:
This post was followed by multiple people on Discord suggesting/telling/begging them to NOT update mid event. No response though…
Bonkers. What were they thinking?
1 -
Actually this is a great example.
By making this change in the middle of an event, they've given one group of players a competitive advantage over everyone else, which is a huge problem.
You know what else gives some players a competitive advantage over others? Letting cheaters get away with it.
(Ah sorry, I forgot that the major problem right now is not bugs or freezes or glitches, but people being mean to cheaters. That means we should be supporting the players who got the extra node, right? They're just smarter than everyone else?!)
2 -
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.
2 -
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
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@entrailbucket said:
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
As much as I'd like to quit, I won't do it. I gotta see firsthand how this dumpster fire ends, whichever way that may be.
So I guess you could say I'm hate-playing mpq now.
2 -
@WilliamK1983 said:
@entrailbucket said:
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
As much as I'd like to quit, I won't do it. I gotta see firsthand how this dumpster fire ends, whichever way that may be.
So I guess you could say I'm hate-playing mpq now.
Most of the "community" is, and has been for many years. I guess they don't have anything better to do!
I don't do things I hate, because my time is valuable to me (I still enjoy MPQ quite a bit, even with the current nonsense!).
1 -
@WilliamK1983 said:
@entrailbucket said:
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
As much as I'd like to quit, I won't do it. I gotta see firsthand how this dumpster fire ends, whichever way that may be.
So I guess you could say I'm hate-playing mpq now.
You are not alone, I have been hate-playing since December 2023. It is a longtime for sure.
Maybe they can add a delete account no take backs button as part of QoL for Unity.
0 -
@entrailbucket said:
@ArchusMonk said:
@Bullroarer said:
**First, I'm going to acknowledge that for those who play casually, some of what I'm about to say might sound silly.And, in a way, it is. MPQ is a game, not real life. Those who know me will know that "Real life comes first" is something I'm fond of saying.
Having said that, MPQ is a game that many of us effectively pay to play, and the game's existence is dependent on it being a game that delivers a positive player experience to those that are willing to pay to play it.
The MPQ player experience has, on the whole, deteriorated in the last 12 months, and this issue is an example of that. Allow me to explain...**
I think by now almost everybody who reads this forum will be aware that the current PVE event, Strange Sights, started with the 5* essential node missing.
This was, of course, initially confusing, but word of it quickly spread here and elsewhere and it didn't require much player adaptation to not play a node that wasn't there.
True, it made getting full progression rewards marginally harder for some players but many of them would be able to adapt, and there was an obvious and a fair way of dealing with the issue: by issuing some player compensation.
It wasn't an ideal situation but it was the same situation for everybody: the playing field was a little smaller but it was still a level playing field for everyone.
For some strange reason (no pun intended) someone in the dev team decided that the best way to resolve things was to reintroduce the 5E node, and to reintroduce it in the current active sub-event.
Words cannot adequately express how foolish that was.
It might have been well intended but this move has taken what was a fair event and turned it into an unfair one, because those who noticed that the 5* essential node was back and acted on it now have a massive advantage over those who haven't noticed it at all.
And the sooner someone noticed and acted on it, the more of an advantage they had.
Someone who was on course to finish top in the event might now not even finish in the top 50 or even the top 100, purely because this node was introduced at a random point.
And it's not just individuals that this effects, it also effects alliances. An alliance made of players who play the later slices now has a significant disadvantage over an alliance made of players who play the earlier slices.
There are multiple ways that this missing node could have been "fixed". Here are just some that I can think of:
Leaving things as they are; giving some player compensation later.
Reintroducing the node for the final sub-event only, which hasn't started yet, and leaving its points value as normal.
Reintroducing the node for the final sub-event only, which hasn't started yet, and (for this one time only) increasing its points value.
Reintroducing the node at a random point during the current sub-event.
(Those are four possible approaches that I thought of in just 30 seconds; you can probably think of others.)
Of those four approaches, three are fair to everybody and keep the event a level playing field.
One isn't fair, and distorts the entire event.
Why the devs chose that one unfair approach is a mystery to me.
I hope that such an issue never occurs again but if it does I hope that the devs think about the consequences of their "fix" — and perhaps even discuss it with us — before they "fix" it.
**Apologies if this all sounds like a rant but I care about the long-term health of this game, and I see players, some of whom I consider friends, drifting away from this game and this community because of mistakes like this one, and that concerns me.
If you care about this game then it should concern you as well.**
PS, this missing node shouldn't even have happened. It was missing from Strange Sights was last run for players on Steam who were already playing with the new Unity engine and for Unity beta testers on other platforms. It was reported as an issue then; it should've been addressed before Strange Sights was run again.
Thanks for posting this, so that I didn’t have to. I’ve been t5 the last several events, and now I sit 40th through no fault of my own other than not realizing that I should have been more aware of this possibility based on the poor choices the devs have made in the last several months. I know EB likes to say this game is player against player NOT player vs devs, but when something like this happens, I definitely feel I’m playing against the devs. I guess this is just another nudge towards the door.
When they screw around with the competition that's something different. I said in the post about this that they shouldn't fix it midstream because it'd be unfair (I definitely didn't expect them to because they never fix anything that fast).
You're still not playing against the developers, but they're changing the rules to advantage one group of players over another.
Intellectually, I get what you’re saying and probably agree with you, but emotionally, I do blame the devs for my missed nodes, and feel I went up against them and lost. However, as a competitive PVE player, I always feel like something was against me when I miss a node. Inconvenient phone call? The person that called was against me. WiFi outage? Internet provider. Lost power? Mother Nature or the power company. I just cut it too close or didn’t make the necessary adjustments if the wrong characters were boosted? My own arrogance or complacency (this is by far the most common reason I miss). I could go on, but you get the idea. lol
0 -
@ArchusMonk said:
@entrailbucket said:
@ArchusMonk said:
@Bullroarer said:
**First, I'm going to acknowledge that for those who play casually, some of what I'm about to say might sound silly.And, in a way, it is. MPQ is a game, not real life. Those who know me will know that "Real life comes first" is something I'm fond of saying.
Having said that, MPQ is a game that many of us effectively pay to play, and the game's existence is dependent on it being a game that delivers a positive player experience to those that are willing to pay to play it.
The MPQ player experience has, on the whole, deteriorated in the last 12 months, and this issue is an example of that. Allow me to explain...**
I think by now almost everybody who reads this forum will be aware that the current PVE event, Strange Sights, started with the 5* essential node missing.
This was, of course, initially confusing, but word of it quickly spread here and elsewhere and it didn't require much player adaptation to not play a node that wasn't there.
True, it made getting full progression rewards marginally harder for some players but many of them would be able to adapt, and there was an obvious and a fair way of dealing with the issue: by issuing some player compensation.
It wasn't an ideal situation but it was the same situation for everybody: the playing field was a little smaller but it was still a level playing field for everyone.
For some strange reason (no pun intended) someone in the dev team decided that the best way to resolve things was to reintroduce the 5E node, and to reintroduce it in the current active sub-event.
Words cannot adequately express how foolish that was.
It might have been well intended but this move has taken what was a fair event and turned it into an unfair one, because those who noticed that the 5* essential node was back and acted on it now have a massive advantage over those who haven't noticed it at all.
And the sooner someone noticed and acted on it, the more of an advantage they had.
Someone who was on course to finish top in the event might now not even finish in the top 50 or even the top 100, purely because this node was introduced at a random point.
And it's not just individuals that this effects, it also effects alliances. An alliance made of players who play the later slices now has a significant disadvantage over an alliance made of players who play the earlier slices.
There are multiple ways that this missing node could have been "fixed". Here are just some that I can think of:
Leaving things as they are; giving some player compensation later.
Reintroducing the node for the final sub-event only, which hasn't started yet, and leaving its points value as normal.
Reintroducing the node for the final sub-event only, which hasn't started yet, and (for this one time only) increasing its points value.
Reintroducing the node at a random point during the current sub-event.
(Those are four possible approaches that I thought of in just 30 seconds; you can probably think of others.)
Of those four approaches, three are fair to everybody and keep the event a level playing field.
One isn't fair, and distorts the entire event.
Why the devs chose that one unfair approach is a mystery to me.
I hope that such an issue never occurs again but if it does I hope that the devs think about the consequences of their "fix" — and perhaps even discuss it with us — before they "fix" it.
**Apologies if this all sounds like a rant but I care about the long-term health of this game, and I see players, some of whom I consider friends, drifting away from this game and this community because of mistakes like this one, and that concerns me.
If you care about this game then it should concern you as well.**
PS, this missing node shouldn't even have happened. It was missing from Strange Sights was last run for players on Steam who were already playing with the new Unity engine and for Unity beta testers on other platforms. It was reported as an issue then; it should've been addressed before Strange Sights was run again.
Thanks for posting this, so that I didn’t have to. I’ve been t5 the last several events, and now I sit 40th through no fault of my own other than not realizing that I should have been more aware of this possibility based on the poor choices the devs have made in the last several months. I know EB likes to say this game is player against player NOT player vs devs, but when something like this happens, I definitely feel I’m playing against the devs. I guess this is just another nudge towards the door.
When they screw around with the competition that's something different. I said in the post about this that they shouldn't fix it midstream because it'd be unfair (I definitely didn't expect them to because they never fix anything that fast).
You're still not playing against the developers, but they're changing the rules to advantage one group of players over another.
Intellectually, I get what you’re saying and probably agree with you, but emotionally, I do blame the devs for my missed nodes, and feel I went up against them and lost. However, as a competitive PVE player, I always feel like something was against me when I miss a node. Inconvenient phone call? The person that called was against me. WiFi outage? Internet provider. Lost power? Mother Nature or the power company. I just cut it too close or didn’t make the necessary adjustments if the wrong characters were boosted? My own arrogance or complacency (this is by far the most common reason I miss). I could go on, but you get the idea. lol
I think part of the problem here (and forgive me if this isn't the case anymore, I haven't played competitive PvE in a LONG time) is that the top of the leaderboards for each slice/CL/bracket tend to be pretty static, because the truly competitive players tend to join in the same place at the same time. If you place #4 in every event for several years, it's easy to forget that other players are competing against you! It can feel like you'd only get #6 because you messed something up.
But what if 5 absolute murderers from some other slice invade and push you down to top 10? You did your best, and nothing went wrong, but they were just better. You couldn't blame any outside influence for that.
In this case, the devs handed some group of players an unfair advantage and those players beat you. The devs' job is as referee -- make the competition fair, so we all play under the same rules, and they failed at that. It's why I'm annoyed at bugs that affect us all, but only get truly upset about stuff that advantages certain groups over others.
0 -
@entrailbucket said:
@ArchusMonk said:
@entrailbucket said:
@ArchusMonk said:
@Bullroarer said:
**First, I'm going to acknowledge that for those who play casually, some of what I'm about to say might sound silly.And, in a way, it is. MPQ is a game, not real life. Those who know me will know that "Real life comes first" is something I'm fond of saying.
Having said that, MPQ is a game that many of us effectively pay to play, and the game's existence is dependent on it being a game that delivers a positive player experience to those that are willing to pay to play it.
The MPQ player experience has, on the whole, deteriorated in the last 12 months, and this issue is an example of that. Allow me to explain...**
I think by now almost everybody who reads this forum will be aware that the current PVE event, Strange Sights, started with the 5* essential node missing.
This was, of course, initially confusing, but word of it quickly spread here and elsewhere and it didn't require much player adaptation to not play a node that wasn't there.
True, it made getting full progression rewards marginally harder for some players but many of them would be able to adapt, and there was an obvious and a fair way of dealing with the issue: by issuing some player compensation.
It wasn't an ideal situation but it was the same situation for everybody: the playing field was a little smaller but it was still a level playing field for everyone.
For some strange reason (no pun intended) someone in the dev team decided that the best way to resolve things was to reintroduce the 5E node, and to reintroduce it in the current active sub-event.
Words cannot adequately express how foolish that was.
It might have been well intended but this move has taken what was a fair event and turned it into an unfair one, because those who noticed that the 5* essential node was back and acted on it now have a massive advantage over those who haven't noticed it at all.
And the sooner someone noticed and acted on it, the more of an advantage they had.
Someone who was on course to finish top in the event might now not even finish in the top 50 or even the top 100, purely because this node was introduced at a random point.
And it's not just individuals that this effects, it also effects alliances. An alliance made of players who play the later slices now has a significant disadvantage over an alliance made of players who play the earlier slices.
There are multiple ways that this missing node could have been "fixed". Here are just some that I can think of:
Leaving things as they are; giving some player compensation later.
Reintroducing the node for the final sub-event only, which hasn't started yet, and leaving its points value as normal.
Reintroducing the node for the final sub-event only, which hasn't started yet, and (for this one time only) increasing its points value.
Reintroducing the node at a random point during the current sub-event.
(Those are four possible approaches that I thought of in just 30 seconds; you can probably think of others.)
Of those four approaches, three are fair to everybody and keep the event a level playing field.
One isn't fair, and distorts the entire event.
Why the devs chose that one unfair approach is a mystery to me.
I hope that such an issue never occurs again but if it does I hope that the devs think about the consequences of their "fix" — and perhaps even discuss it with us — before they "fix" it.
**Apologies if this all sounds like a rant but I care about the long-term health of this game, and I see players, some of whom I consider friends, drifting away from this game and this community because of mistakes like this one, and that concerns me.
If you care about this game then it should concern you as well.**
PS, this missing node shouldn't even have happened. It was missing from Strange Sights was last run for players on Steam who were already playing with the new Unity engine and for Unity beta testers on other platforms. It was reported as an issue then; it should've been addressed before Strange Sights was run again.
Thanks for posting this, so that I didn’t have to. I’ve been t5 the last several events, and now I sit 40th through no fault of my own other than not realizing that I should have been more aware of this possibility based on the poor choices the devs have made in the last several months. I know EB likes to say this game is player against player NOT player vs devs, but when something like this happens, I definitely feel I’m playing against the devs. I guess this is just another nudge towards the door.
When they screw around with the competition that's something different. I said in the post about this that they shouldn't fix it midstream because it'd be unfair (I definitely didn't expect them to because they never fix anything that fast).
You're still not playing against the developers, but they're changing the rules to advantage one group of players over another.
Intellectually, I get what you’re saying and probably agree with you, but emotionally, I do blame the devs for my missed nodes, and feel I went up against them and lost. However, as a competitive PVE player, I always feel like something was against me when I miss a node. Inconvenient phone call? The person that called was against me. WiFi outage? Internet provider. Lost power? Mother Nature or the power company. I just cut it too close or didn’t make the necessary adjustments if the wrong characters were boosted? My own arrogance or complacency (this is by far the most common reason I miss). I could go on, but you get the idea. lol
I think part of the problem here (and forgive me if this isn't the case anymore, I haven't played competitive PvE in a LONG time) is that the top of the leaderboards for each slice/CL/bracket tend to be pretty static, because the truly competitive players tend to join in the same place at the same time. If you place #4 in every event for several years, it's easy to forget that other players are competing against you! It can feel like you'd only get #6 because you messed something up.
But what if 5 absolute murderers from some other slice invade and push you down to top 10? You did your best, and nothing went wrong, but they were just better. You couldn't blame any outside influence for that.
In this case, the devs handed some group of players an unfair advantage and those players beat you. The devs' job is as referee -- make the competition fair, so we all play under the same rules, and they failed at that. It's why I'm annoyed at bugs that affect us all, but only get truly upset about stuff that advantages certain groups over others.
Well I’m mainly talking about missing nodes which lowers my score (and placement). You’re talking about my placement being lower if other better players were in the slice. I don’t have any problem with that. If I did my best (and had the same shot as everyone else), but I placed 21, that would be fine. I wouldn’t be looking at assigning blame.
What you describe has actually happened to me in reverse. A few months ago, I was usually 8-10. In the last couple months, I’ve usually been 3-5. My PVE teams and supports didn’t get any better. My methods didn’t change. The difference is that 5 better players stopped playing my bracket. At least 1 of them retired. I’m not sure what happened to the other 4.
3 -
@ArchusMonk said:
@entrailbucket said:
@ArchusMonk said:
@entrailbucket said:
@ArchusMonk said:
@Bullroarer said:
**First, I'm going to acknowledge that for those who play casually, some of what I'm about to say might sound silly.And, in a way, it is. MPQ is a game, not real life. Those who know me will know that "Real life comes first" is something I'm fond of saying.
Having said that, MPQ is a game that many of us effectively pay to play, and the game's existence is dependent on it being a game that delivers a positive player experience to those that are willing to pay to play it.
The MPQ player experience has, on the whole, deteriorated in the last 12 months, and this issue is an example of that. Allow me to explain...**
I think by now almost everybody who reads this forum will be aware that the current PVE event, Strange Sights, started with the 5* essential node missing.
This was, of course, initially confusing, but word of it quickly spread here and elsewhere and it didn't require much player adaptation to not play a node that wasn't there.
True, it made getting full progression rewards marginally harder for some players but many of them would be able to adapt, and there was an obvious and a fair way of dealing with the issue: by issuing some player compensation.
It wasn't an ideal situation but it was the same situation for everybody: the playing field was a little smaller but it was still a level playing field for everyone.
For some strange reason (no pun intended) someone in the dev team decided that the best way to resolve things was to reintroduce the 5E node, and to reintroduce it in the current active sub-event.
Words cannot adequately express how foolish that was.
It might have been well intended but this move has taken what was a fair event and turned it into an unfair one, because those who noticed that the 5* essential node was back and acted on it now have a massive advantage over those who haven't noticed it at all.
And the sooner someone noticed and acted on it, the more of an advantage they had.
Someone who was on course to finish top in the event might now not even finish in the top 50 or even the top 100, purely because this node was introduced at a random point.
And it's not just individuals that this effects, it also effects alliances. An alliance made of players who play the later slices now has a significant disadvantage over an alliance made of players who play the earlier slices.
There are multiple ways that this missing node could have been "fixed". Here are just some that I can think of:
Leaving things as they are; giving some player compensation later.
Reintroducing the node for the final sub-event only, which hasn't started yet, and leaving its points value as normal.
Reintroducing the node for the final sub-event only, which hasn't started yet, and (for this one time only) increasing its points value.
Reintroducing the node at a random point during the current sub-event.
(Those are four possible approaches that I thought of in just 30 seconds; you can probably think of others.)
Of those four approaches, three are fair to everybody and keep the event a level playing field.
One isn't fair, and distorts the entire event.
Why the devs chose that one unfair approach is a mystery to me.
I hope that such an issue never occurs again but if it does I hope that the devs think about the consequences of their "fix" — and perhaps even discuss it with us — before they "fix" it.
**Apologies if this all sounds like a rant but I care about the long-term health of this game, and I see players, some of whom I consider friends, drifting away from this game and this community because of mistakes like this one, and that concerns me.
If you care about this game then it should concern you as well.**
PS, this missing node shouldn't even have happened. It was missing from Strange Sights was last run for players on Steam who were already playing with the new Unity engine and for Unity beta testers on other platforms. It was reported as an issue then; it should've been addressed before Strange Sights was run again.
Thanks for posting this, so that I didn’t have to. I’ve been t5 the last several events, and now I sit 40th through no fault of my own other than not realizing that I should have been more aware of this possibility based on the poor choices the devs have made in the last several months. I know EB likes to say this game is player against player NOT player vs devs, but when something like this happens, I definitely feel I’m playing against the devs. I guess this is just another nudge towards the door.
When they screw around with the competition that's something different. I said in the post about this that they shouldn't fix it midstream because it'd be unfair (I definitely didn't expect them to because they never fix anything that fast).
You're still not playing against the developers, but they're changing the rules to advantage one group of players over another.
Intellectually, I get what you’re saying and probably agree with you, but emotionally, I do blame the devs for my missed nodes, and feel I went up against them and lost. However, as a competitive PVE player, I always feel like something was against me when I miss a node. Inconvenient phone call? The person that called was against me. WiFi outage? Internet provider. Lost power? Mother Nature or the power company. I just cut it too close or didn’t make the necessary adjustments if the wrong characters were boosted? My own arrogance or complacency (this is by far the most common reason I miss). I could go on, but you get the idea. lol
I think part of the problem here (and forgive me if this isn't the case anymore, I haven't played competitive PvE in a LONG time) is that the top of the leaderboards for each slice/CL/bracket tend to be pretty static, because the truly competitive players tend to join in the same place at the same time. If you place #4 in every event for several years, it's easy to forget that other players are competing against you! It can feel like you'd only get #6 because you messed something up.
But what if 5 absolute murderers from some other slice invade and push you down to top 10? You did your best, and nothing went wrong, but they were just better. You couldn't blame any outside influence for that.
In this case, the devs handed some group of players an unfair advantage and those players beat you. The devs' job is as referee -- make the competition fair, so we all play under the same rules, and they failed at that. It's why I'm annoyed at bugs that affect us all, but only get truly upset about stuff that advantages certain groups over others.
Well I’m mainly talking about missing nodes which lowers my score (and placement). You’re talking about my placement being lower if other better players were in the slice. I don’t have any problem with that. If I did my best (and had the same shot as everyone else), but I placed 21, that would be fine. I wouldn’t be looking at assigning blame.
What you describe has actually happened to me in reverse. A few months ago, I was usually 8-10. In the last couple months, I’ve usually been 3-5. My PVE teams and supports didn’t get any better. My methods didn’t change. The difference is that 5 better players stopped playing my bracket. At least 1 of them retired. I’m not sure what happened to the other 4.
I think we're agreeing with each other. A fair competition is good. When the developers advantage some group over another, it makes the competition unfair, and you're fighting against the other team AND the referees.
1 -
@Codex said:
@WilliamK1983 said:
@entrailbucket said:
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
As much as I'd like to quit, I won't do it. I gotta see firsthand how this dumpster fire ends, whichever way that may be.
So I guess you could say I'm hate-playing mpq now.
You are not alone, I have been hate-playing since December 2023. It is a longtime for sure.
Maybe they can add a delete account no take backs button as part of QoL for Unity.
The classic fix for this was to take a video of you selling every character on your roster and then post it somewhere -- I've seen tons of those over the years. (Remember there is nothing new under the sun, the game has been dying for various reasons since 2013).
Of course, they've gotten quite good at undoing that (in response to those players' urgent requests to undo it), and it's always super funny to see someone who dramatically, publicly ragequit show up in PvP with the same roster they deleted a few months later.
0 -
It’s interesting to me that some bigger games let you delete your account by request but they also build in a 30 day waiting period. So you can just decide to get rid of your progress without the selling off etc (admittedly I don’t know how many have a way to destroy your progress in a similar way). But they enable you to decide to reverse your decision within the 30 days so they can reduce CS work to restore accounts that people decided to get rid of in a fit of rage then changed their mind about.
0 -
@bluewolf said:
It’s interesting to me that some bigger games let you delete your account by request but they also build in a 30 day waiting period. So you can just decide to get rid of your progress without the selling off etc (admittedly I don’t know how many have a way to destroy your progress in a similar way). But they enable you to decide to reverse your decision within the 30 days so they can reduce CS work to restore accounts that people decided to get rid of in a fit of rage then changed their mind about.I don't know how it works in other games, but in MPQ they have daily snapshots of your account, so they can quickly put you back to a previous day. They also do this as punishment for certain types of cheating.
I suppose the roster-deleters could ask CS to also delete the server-side backups, but I'm not sure if they'd even do that for you. I haven't heard of it ever happening.
The roster deletion videos are meant to make a point, because it seriously takes forever! Imagine me doing that on 665 characters.
0 -
@entrailbucket said:
@Codex said:
@WilliamK1983 said:
@entrailbucket said:
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
As much as I'd like to quit, I won't do it. I gotta see firsthand how this dumpster fire ends, whichever way that may be.
So I guess you could say I'm hate-playing mpq now.
You are not alone, I have been hate-playing since December 2023. It is a longtime for sure.
Maybe they can add a delete account no take backs button as part of QoL for Unity.
The classic fix for this was to take a video of you selling every character on your roster and then post it somewhere -- I've seen tons of those over the years. (Remember there is nothing new under the sun, the game has been dying for various reasons since 2013).
Of course, they've gotten quite good at undoing that (in response to those players' urgent requests to undo it), and it's always super funny to see someone who dramatically, publicly ragequit show up in PvP with the same roster they deleted a few months later.
Oh man I remember the rage quit video years ago where someone sold every character they had but did it in a way that also used all their HP and ISO at the same time (preCP days)
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@rainkingucd said:
@entrailbucket said:
@Codex said:
@WilliamK1983 said:
@entrailbucket said:
@WilliamK1983 said:
lol why is anyone surprised by this latest screw up? This is what happens when there is no downside to sucking at your job. The same mistakes get repeated over and over again.Yep, nobody will ever actually quit playing, they'll just keep complaining about it endlessly. Online complaints are not consequences.
As much as I'd like to quit, I won't do it. I gotta see firsthand how this dumpster fire ends, whichever way that may be.
So I guess you could say I'm hate-playing mpq now.
You are not alone, I have been hate-playing since December 2023. It is a longtime for sure.
Maybe they can add a delete account no take backs button as part of QoL for Unity.
The classic fix for this was to take a video of you selling every character on your roster and then post it somewhere -- I've seen tons of those over the years. (Remember there is nothing new under the sun, the game has been dying for various reasons since 2013).
Of course, they've gotten quite good at undoing that (in response to those players' urgent requests to undo it), and it's always super funny to see someone who dramatically, publicly ragequit show up in PvP with the same roster they deleted a few months later.
Oh man I remember the rage quit video years ago where someone sold every character they had but did it in a way that also used all their HP and ISO at the same time (preCP days)
There's way more than one of those!
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