Seizure warning
The screen flashing which is occurring when the game freezes (three times today already for me on iOS) could pose a legitimate risk for any players with photosensitive epilepsy.
While I do not have this condition, having an aneurysm as a result of all the boosts and health packs I’ve wasted might be within the realm of possibility.
Comments
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I’m getting freezes most often on challenge nodes, but that might just be because they take longer to clear.
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I was worried about the aneurysm but then you followed it with lost boosts and health packs and now im consumed with absolute horror
priorities
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The freezing seems to have gotten worse lately. I'm on iOS and used to happen once or twice a week. It now happens 3 - 4 times during a twenty minute session. Not sure what might have changed but it definitely has taken backward steps.
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@LavaManLee said:
The freezing seems to have gotten worse lately. I'm on iOS and used to happen once or twice a week. It now happens 3 - 4 times during a twenty minute session. Not sure what might have changed but it definitely has taken backward steps.It's definitely an iOS thing. I've had no problems on Android.
In fact, I bet they did most of the Unity testing on Android, because I haven't seen much of this at all. I know others playing on iOS and they've had tons of problems though.
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What's odd is that it just started in the past several days. No real issues since August at all until the past couple PVEs. Same phone, etc. I wonder if iOS 26.2 update is the culprit?
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@LavaManLee said:
What's odd is that it just started in the past several days. No real issues since August at all until the past couple PVEs. Same phone, etc. I wonder if iOS 26.2 update is the culprit?The flashing issue that you're talking about is at least three months old now.
(I raised it in our alliance's LINE chat room on 18 October.)
Like you, I don't have photosensitive epilepsy but I'm aware of the risks and it worries me that nothing has been done to address it yet.
At the very least the game should provide some king of warning, so players with photosensitive epilepsy are aware of it.
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PS, my iPhones are running iOS 17.x.
Both are also affected by this issue, so it's not an iOS 26.x thing.
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I am on 26.1. The freeze and flashing thing started for me with iOS 26 (like almost immediately) but apparently that's a coincidence. I am refusing to upgrade to 26.2 as crashes might get more frequent.
I would say flashy crashes happened kind of a lot early on but have gone down for me lately. But it has waxed and waned.
It is possible that it is more deeply related to your connection strength and when you're playing/using the app than what iOS you use. And maybe the old devs did something weird when they were trying to tweak the server load/ping demand at the same time iOS 26 released to cause this issue.
My gut says that 26 requires more processing power and things and might even do background stuff that a more well-programmed app doesn't care about as far as the pinging and all that, but this one is much more sensitive etc to 26's interruptions or prioritization attempts. The old devs definitely scaled the pinging and server demand up dramatically and pulled it back after a while, but it's still much higher than pre-Unity.
IOS 26 released on Sept 15; the game had an app update around then (the same week). Possibly the issue arose from R330 and it's coincidental.
Many people are upset with ios26 and especially iOS 26.2 but that's a different topic.
I am not sure:
1. the game has any way to add a seizure warning to its UI due to Unity making things generally difficult
2. The devs would want to add a warning for what is a bug and something you would assume they hope to address and remove vs a planned display/feature0 -
I powered off my iPhone and turned back on. Game hasn’t froze today, but was freezing every other mode before
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Just installed it on my wife's iPad which is NOT 26.2. Was able to play the two PVEs in complete SCL10 runs (roughly 25 minutes) with zero glitches. None. No restarts. No freezes. Nothing.
Pretty sure this looks like an issue with iOS 26.2
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@LavaManLee said:
Just installed it on my wife's iPad which is NOT 26.2. Was able to play the two PVEs in complete SCL10 runs (roughly 25 minutes) with zero glitches. None. No restarts. No freezes. Nothing.Pretty sure this looks like an issue with iOS 26.2
I’m still running iOS 26.1 on an iPhone 16, and am experiencing the strobing/freezing glitch most days.
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So odd. Unity really f'ed up so much stuff and then they dropped the ball and ran. Or dropped the ball and were forced out. Or were forced out and then dropped the ball. We will never know the true story.
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@LavaManLee said:
So odd. Unity really f'ed up so much stuff and then they dropped the ball and ran. Or dropped the ball and were forced out. Or were forced out and then dropped the ball. We will never know the true story.I assume they got fired because they messed up the rebuild.
I've actually been through a lot of these. Any time a new developer takes over any project, no matter how well it was done, they immediately start agitating to rebuild it from scratch. You'll hear stuff like "how did this ever work?" or "what could they have been thinking?"
This is because developers are good at writing code and generally terrible at reading code. The answer to "let me start over" is ALWAYS no. Go back and figure it out. It's fine, it works, we're not throwing it away.
In this case, BCS did the same thing everyone does, but somehow convinced someone higher up that it was the right thing to do. At that point the whole thing was doomed -- there is no universe where a total rewrite of something this big and this old succeeds, for any definition of "success."
They went way over time and (probably) way over budget, they pushed out something broken that was half done because they were out of time, and then scrambled to fix it. After 6 months of this the higher ups got sick of them and fired them, because none of the stuff they promised actually got delivered.
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@entrailbucket said:
@LavaManLee said:
So odd. Unity really f'ed up so much stuff and then they dropped the ball and ran. Or dropped the ball and were forced out. Or were forced out and then dropped the ball. We will never know the true story.I assume they got fired because they messed up the rebuild.
I've actually been through a lot of these. Any time a new developer takes over any project, no matter how well it was done, they immediately start agitating to rebuild it from scratch. You'll hear stuff like "how did this ever work?" or "what could they have been thinking?"
This is because developers are good at writing code and generally terrible at reading code. The answer to "let me start over" is ALWAYS no. Go back and figure it out. It's fine, it works, we're not throwing it away.
In this case, BCS did the same thing everyone does, but somehow convinced someone higher up that it was the right thing to do. At that point the whole thing was doomed -- there is no universe where a total rewrite of something this big and this old succeeds, for any definition of "success."
They went way over time and (probably) way over budget, they pushed out something broken that was half done because they were out of time, and then scrambled to fix it. After 6 months of this the higher ups got sick of them and fired them, because none of the stuff they promised actually got delivered.
To the best of my and at least many other’s knowledge, they didn’t rewrite the code. I thought it was generally agreed upon that they copied/translated the original code into Unity rather than rewrite it. This is evidenced by some old artifacts like FB friends rewards still popping up during PvE for example.
It could very well be we mean the same thing (I am not an engineer), but I think you’re the only one here who has consistently said they did rewrite the code. I don’t think BCS started over.
Could you clarify what you mean?
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@Zarqa said:
@entrailbucket said:
@LavaManLee said:
So odd. Unity really f'ed up so much stuff and then they dropped the ball and ran. Or dropped the ball and were forced out. Or were forced out and then dropped the ball. We will never know the true story.I assume they got fired because they messed up the rebuild.
I've actually been through a lot of these. Any time a new developer takes over any project, no matter how well it was done, they immediately start agitating to rebuild it from scratch. You'll hear stuff like "how did this ever work?" or "what could they have been thinking?"
This is because developers are good at writing code and generally terrible at reading code. The answer to "let me start over" is ALWAYS no. Go back and figure it out. It's fine, it works, we're not throwing it away.
In this case, BCS did the same thing everyone does, but somehow convinced someone higher up that it was the right thing to do. At that point the whole thing was doomed -- there is no universe where a total rewrite of something this big and this old succeeds, for any definition of "success."
They went way over time and (probably) way over budget, they pushed out something broken that was half done because they were out of time, and then scrambled to fix it. After 6 months of this the higher ups got sick of them and fired them, because none of the stuff they promised actually got delivered.
To the best of my and at least many other’s knowledge, they didn’t rewrite the code. I thought it was generally agreed upon that they copied/translated the original code into Unity rather than rewrite it. This is evidenced by some old artifacts like FB friends rewards still popping up during PvE for example.
It could very well be we mean the same thing (I am not an engineer), but I think you’re the only one here who has consistently said they did rewrite the code. I don’t think BCS started over.
Could you clarify what you mean?
This is all based on guesswork, btw, but it's informed guesswork -- I've been doing this stuff for 25 years. Nobody knows exactly what happened and they're never going to tell us, so guesswork is the best we'll ever do.
"Translating" or "copying" code is not really a thing.
If Unity was capable of running a copy of the old code as it was, there is no "rebuild." You drag and drop the old stuff into Unity and it just goes. Since we know they worked on it for a really long time, this wasn't that.
Translating code, like like by line from one language or platform into something else, is theoretically possible but insane. It'd take forever and the end product probably wouldn't even run. I would classify that as a "rewrite" anyway -- you are literally rewriting the program line by line.
Most likely what they did was something more like an interpretation -- reimplement all the lower level functions/methods/whatever one by one in the new platform, hopefully also taking advantage of some stuff that the new platform gives you for free. This is ALSO a rewrite, because even if you're just doing exactly the same stuff you were doing before, you still had to rewrite everything to work in the new platform.
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Think about this as if it were a novel, and we want to translate the novel from English to Spanish.
Just copying the English text and calling it Spanish is unlikely. Maybe some Spanish speakers understand English, though, so we could have them read the book in English! That's the easiest, but it requires a very specific audience.
Ok, so what if we just take every single word and replace the English word with the Spanish translation? You'll probably get something that a Spanish speaker could understand (mostly!) but things like idioms are going to be very messed up. You may screw up major plot points this way, and some parts may be unintelligible. It would also take forever! You've got to look up every single word!
What you'd really want to do is translate the book sentence by sentence, or paragraph by paragraph, using native Spanish phrases and idioms where appropriate, and what you're doing there is essentially rewriting the book from scratch.
(And in general, going from whatever MPQ was in 2013 to Unity is not as simple as translating English to Spanish. Especially with something as old and weird as MPQ, it'd be more like translating Ancient Egyptian hieroglyphics to modern Spanish).
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@entrailbucket said:
Think about this as if it were a novel, and we want to translate the novel from English to Spanish.Just copying the English text and calling it Spanish is unlikely. Maybe some Spanish speakers understand English, though, so we could have them read the book in English! That's the easiest, but it requires a very specific audience.
Ok, so what if we just take every single word and replace the English word with the Spanish translation? You'll probably get something that a Spanish speaker could understand (mostly!) but things like idioms are going to be very messed up. You may screw up major plot points this way, and some parts may be unintelligible. It would also take forever! You've got to look up every single word!
What you'd really want to do is translate the book sentence by sentence, or paragraph by paragraph, using native Spanish phrases and idioms where appropriate, and what you're doing there is essentially rewriting the book from scratch.
(And in general, going from whatever MPQ was in 2013 to Unity is not as simple as translating English to Spanish. Especially with something as old and weird as MPQ, it'd be more like translating Ancient Egyptian hieroglyphics to modern Spanish).
Or, you use an automated online translation tool to change it from English into Spanish, then only check that the page numbers and chapter order all make sense, and publish it. I think that is more aligned with what I was talking about.
Appreciate your explanation though! And I agree that we might never know.
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@Zarqa said:
@entrailbucket said:
Think about this as if it were a novel, and we want to translate the novel from English to Spanish.Just copying the English text and calling it Spanish is unlikely. Maybe some Spanish speakers understand English, though, so we could have them read the book in English! That's the easiest, but it requires a very specific audience.
Ok, so what if we just take every single word and replace the English word with the Spanish translation? You'll probably get something that a Spanish speaker could understand (mostly!) but things like idioms are going to be very messed up. You may screw up major plot points this way, and some parts may be unintelligible. It would also take forever! You've got to look up every single word!
What you'd really want to do is translate the book sentence by sentence, or paragraph by paragraph, using native Spanish phrases and idioms where appropriate, and what you're doing there is essentially rewriting the book from scratch.
(And in general, going from whatever MPQ was in 2013 to Unity is not as simple as translating English to Spanish. Especially with something as old and weird as MPQ, it'd be more like translating Ancient Egyptian hieroglyphics to modern Spanish).
Or, you use an automated online translation tool to change it from English into Spanish, then only check that the page numbers and chapter order all make sense, and publish it. I think that is more aligned with what I was talking about.
Appreciate your explanation though! And I agree that we might never know.
Assuming such a tool exists, and it does not:
If they did the equivalent of that, A: this wouldn't have taken so long (remember, they worked on Unity in the background for over a year), and B: the end product likely wouldn't run at all.
Like, you wouldn't get "regular MPQ, but with bugs and crashes," you would get "blank black screen."
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