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Hi beans!
It includes a section to rate the Logic show for the current event which ends on Sunday! We've been through your feedback regarding difficulty, Lost Temple finals (and their size), and more but do please still include them in here!
It's been a long time since we have been able to communicate development updates or timelines on fixes - I am hoping to bring our public-facing Trello up to date next week to include newer emerging issues and increases in crash rates on the new Epic PS application, which we have been investigating this week. This season is long and we understand frustrations around that - please do fill this form out to that degree as well if you partake in these surveys.
Read more External link →Read moreWe see a lot of feedback regarding Button Bashers being chosen in Round 5 instead of a final (for example, when there are 8 beans left, it takes you to BB to get the lobby to 4). We are currently looking into a fix for that.
Sad to hear. The increase in Button Bashers frequency was a direct result of the 40-player-starting lobbies, which it seems has already been fixed. I have a hard time believing frequency of getting Button Bashers Round 5 was up at all honestly; the increase in BB was in Round 4's as they were having qual numbers similar to what would have been a Round 5 if the lobby had been full to 60 when it started. And any fix the devs offer will almost certainly have indirect consequences, potentially decreasing the chances of getting BB at all, ever.
What we need is word on what can be done to deal with the inadvertent consequences of the "fix" for the eaten jumps on hex-a-gone. People are calling it "frame 1...
We are also looking into that consequence of the jump improvements for sure; it wasn't heavily encompassed in the last vibe check but I expect it to come up more in this week's. Good news is we've already started looking into it ahead of that, though.
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Another week, another vibe check.
Last week's score was almost identical to the previous weeks', with only about 0.1 mean difference on hours played and a slight increase in rating/stability!
Most comments focused on the increase in cheaters for April Fools (we've put work into that and hopefully this has been improved on rounds like Hex-a-gone since!) and AFK/Inactive members on Sweet Thieves and the like. We are working on incremental solutions for that soon - I was surprised to see just how many AFK/Jumping beans we had in the last Sweet Thieves compared to the first instalment (where it was super rare). Sorry about that, but we are definitely working on it!
Main Show balance was also a hot topic as well. We see a lot of feedback regarding Button Bashers being chosen in Round 5 instead of a final (for example, when there are 8 beans left, it takes you to BB to get the lobby to 4). We are currently looking into a fix for that.
PS crashes w...
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Hello! It's time for the weekly Vibe Check!
Last week's results were pretty on par with previous weeks'! Around about our baseline for these surveys, which wasn't too surprising as not much changed between those weeks. Some comments around Final Weighting (Fall Mountain frequency) which we will be looking into for sure!
ICYMI, here was yesterday's patch: https://www.reddit.com/r/FallGuysGame/comments/tszt08/we_released_an_update_today_heres_what_was_in_it/
have a great weekend beans :)
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We’ve granted you all the Fabulous Finback costume. We caught them running wild in the game’s code, and have given them a home in your inventory where they will be unable to cause further havoc. (Thanks for sticking with us even through turbulent times!)
Sweet Thieves has been added to Custom Lobbies!
New rounds in squads! We’ve added Hoopsie Legends, Ski Fall and Bubble Trouble to Squads, Trios and Duos!
Further improvements to players experiencing crashes on PlayStation
Improvements to jumps being eaten on levels such as Hex-a-gone and Roll Off
Improvements to Round Selection in Custom Lobbies ‘Main Show’
We have also seen numerous reports of users being Inactive or AFK in Sweet Thieves. We are investigating this as a priority improvement for a future release.
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happy falling! :)
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We are back! Thanks for your patience all
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Hold tight for updates, we are trying to diagnose the issue at the moment.
Twitter is also down, so please excuse the lack of comms on there for this!
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Hey beans! The latest vibe check is ready here: https://vibecheck2503.questionpro.eu
The past two saw record high scores, no doubt due to Sweet Thieves! That is back tomorrow :-)!
We also saw some changes in all general feedback areas for these surveys. Of course top-of-mind right now for Console players are the crashes still taking place on Playstation - though slightly mitigated by a past hotfix, they are not where we want them to be. We're making a push soon to further improve that performance for console players. It's still in the oven, but we're hopefully looking at next week.
We've also seen many express some issues with the social panel overlay in terms of speed and interface, so we are also taking a look at that! And plenty of requests for new content, which we understand. Th...
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Hey! It's time for this week's vibe check!
Following our patch last Friday, we saw scores recover a little when it came to game stability and overall enjoyment of the game. We weren't quite up to the pre-S6 Update scores yet, which is totally understandable as there are still some urgent bugs in the game, and we are still working hard to FULLY resolve the PS crashing issues as well as eaten jumps and further urgent bugs in our next update, which we are working on as we speak :)
This week's vibe check of course includes a question asking you to rate Sweet Thieves! We're super excited to see what you thought of it!
VIBE CHECK: https://vibecheck1103.questionpro.eu
Have a great weekend! :)
External link →We did talk about this a bit during development!
Ultimately we felt like Sweet Thieves is already mechanically quite complex, and it has been quite a challenge to get to a releasable state as it does so many new things (invisibility, teleporting, jailbreaking, asymmetrical teams, etc.) Ultimately we felt like for now we'd keep it simple within the jail, but I could totally see us throwing in a few variations down the line.
In the meantime, I have enjoyed holding prison concerts with emotes, and trying to get combo jumps off of people's heads.
Been playing with a few squads this morning after the update/hot fix. Beans I’m playing with are still experiencing crashing on PS5/4.
Edit: someone on our team just DC’d as I typed this out. Lol
We're going to monitor (we're literally constantly watching the graphs at the moment) and see how much it's been mitigated. This is by absolutely no means a final fix, we just wanted to make sure we made improvements sooner rather than waiting longer for a full fix.
Sorry I posted the vibe check and bugfixes but I think it got caught in the spam filter :( reposting it now
My posts are still being caught in the spam filter, but as soon as they are free you'll see them!
In the meantime here are the fixes
[PlayStation] IMPROVEMENTS to instances of crashing on PS. We are still actively monitoring this. Players should see considerably reduced instances of crashing on console.
[Gameplay] Players will no longer float upwards into the sky at the start of a round[Gameplay] Players will no longer stutter on moving conveyor belts
[Gameplay] Conveyor belts will no longer launch players forward continuously after a round ends on levels such as Lost Temple
[Gameplay] Players will be correctly eliminated after falling into the slime on levels such as Jump Showdown and Hex-a-gone