Marvel Puzzle Quest R338 Release Notes (Release Feb 11)
Comments
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The pre-Unity MPQ ran on old devices because it was quite literally made to run on old devices. The game was built in 2013 and it was never really updated.
Unity actually can run on very old stuff! But it seems likely that those sorts of devices weren't used to test the Unity version of MPQ, and if BCS didn't optimize for them, well here we are.
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The devs have also made comments about how their QA/test environment is not on true parity with the live environment. I don't know how or why that state of affairs developed and hopefully correcting that is something that can be done, but on the other hand it's probably a lower priority as long as its "good enough" vs trying to make the game itself work better and have cooler stuff.
I suppose at this point you either accept that the developers will often release stuff that's broken or doing weird things because of developer tool limits or you've found a different way to spend your free time.
Yeah, the same old advice. Deal with it or quit. Complaining won't do any good. I am certain the devs don't consider it to be fine that they can't do proper testing and would much rather have reliability around this.
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Down time is the worst enemy of a live service game. Better to have some playable version up than nothing at all, so I can easily see why the Devs are rolling the dice with all this.
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@bluewolf said:
The devs have also made comments about how their QA/test environment is not on true parity with the live environment. I don't know how or why that state of affairs developed and hopefully correcting that is something that can be done, but on the other hand it's probably a lower priority as long as its "good enough" vs trying to make the game itself work better and have cooler stuff.I suppose at this point you either accept that the developers will often release stuff that's broken or doing weird things because of developer tool limits or you've found a different way to spend your free time.
Yeah, the same old advice. Deal with it or quit. Complaining won't do any good. I am certain the devs don't consider it to be fine that they can't do proper testing and would much rather have reliability around this.
This is a pretty common situation in smaller shops, and even some mid-size ones (remember the MPQ team is like 5 people). Obviously it's ideal to have a test environment that mirrors production, but there are ways to work around it if you can't afford to build or maintain one.
As far as device compatibility, I think it's unrealistic to expect a team of this size to test MPQ on tens of thousands of specific combinations of device/OS version, many which haven't been produced in a decade. Some stuff just isn't going to work right. If you find something that doesn't work, it's worth letting them know so they can investigate that device when they have time.
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LOL, I missed the comments about the device issues and was thinking about throbbing charge tiles but yeah testing devices is hard for them as well.
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We also have to accept that our devices are not forever. I recently had to upgrade our PC to cope with Photoshop for my wife. I find Photoshop to be an obnoxiously greedy program with each (seemingly constant) update but that is the way of the tech world, files sizes get bigger and programs more demanding. Even for phone games.
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@entrailbucket said:
@bluewolf said:
The devs have also made comments about how their QA/test environment is not on true parity with the live environment. I don't know how or why that state of affairs developed and hopefully correcting that is something that can be done, but on the other hand it's probably a lower priority as long as its "good enough" vs trying to make the game itself work better and have cooler stuff.I suppose at this point you either accept that the developers will often release stuff that's broken or doing weird things because of developer tool limits or you've found a different way to spend your free time.
Yeah, the same old advice. Deal with it or quit. Complaining won't do any good. I am certain the devs don't consider it to be fine that they can't do proper testing and would much rather have reliability around this.
This is a pretty common situation in smaller shops, and even some mid-size ones (remember the MPQ team is like 5 people). Obviously it's ideal to have a test environment that mirrors production, but there are ways to work around it if you can't afford to build or maintain one.
As far as device compatibility, I think it's unrealistic to expect a team of this size to test MPQ on tens of thousands of specific combinations of device/OS version, many which haven't been produced in a decade. Some stuff just isn't going to work right. If you find something that doesn't work, it's worth letting them know so they can investigate that device when they have time.
Please stop telling everyone the team consists of 5 people. They literally posted in the article saying their new/current MPQ dev team is much larger than that.
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@ViralCore said:
@entrailbucket said:
@bluewolf said:
The devs have also made comments about how their QA/test environment is not on true parity with the live environment. I don't know how or why that state of affairs developed and hopefully correcting that is something that can be done, but on the other hand it's probably a lower priority as long as its "good enough" vs trying to make the game itself work better and have cooler stuff.I suppose at this point you either accept that the developers will often release stuff that's broken or doing weird things because of developer tool limits or you've found a different way to spend your free time.
Yeah, the same old advice. Deal with it or quit. Complaining won't do any good. I am certain the devs don't consider it to be fine that they can't do proper testing and would much rather have reliability around this.
This is a pretty common situation in smaller shops, and even some mid-size ones (remember the MPQ team is like 5 people). Obviously it's ideal to have a test environment that mirrors production, but there are ways to work around it if you can't afford to build or maintain one.
As far as device compatibility, I think it's unrealistic to expect a team of this size to test MPQ on tens of thousands of specific combinations of device/OS version, many which haven't been produced in a decade. Some stuff just isn't going to work right. If you find something that doesn't work, it's worth letting them know so they can investigate that device when they have time.
Please stop telling everyone the team consists of 5 people. They literally posted in the article saying their new/current MPQ dev team is much larger than that.
Where did you see that? The entire studio has like 20 employees, and they're still maintaining Gems of War too. Here's what they told me:

And there's nothing wrong with this! MPQ doesn't need 100 people working on it.
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They also run Puzzle Quest 3.
Although the last update on the store was 2 months ago. Can’t say how much work is happening currently.
They may have shifted some resources towards MPQ etc.
GoW also last updated 2 months ago.
But they are also presumably working on the new PQ game for 2027.
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I'm on a device that has been very stable through most of Unity, but I have to say I'm really loving the buttery smooth framerate that comes with turning off the 30fps cap. Everything slides and drops and jiggles with so much more clarity.
No hidden or implied sarcasm here, I'm finding it really enjoyable.
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I'm a big fan of this update.
The download assets feature is very appreciated, I've noticed faster play already at times that traditionally seem to be higher load / slower server response.
Descension is super player-friendly, the only problems I have with it are implementation. Obviously we should be getting max level descended characters. I'd also prefer that they be displayed between natural character, I don't have enough save slots to keep my DDQ teams and it's a little annoying if I want to scroll now. Minor problem.
It wasn't documented in the notes but it seems to me as if the pre-unity wave behavior has returned as well and I really like that, so much smoother and intuitive.
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Ya I downloaded some update today through the assets and it made the breathing tiles stop and made the gameplay a bit faster with battery saver on
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@Hellblazer666 said:
Ya I downloaded some update today through the assets and it made the breathing tiles stop and made the gameplay a bit faster with battery saver onI’m not sure what you got, but I double checked and have no assets to download. The tiles continue to pulse.
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