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winterwolves
2 years agoSeasoned Ace
"iMalevolence;c-2423889" wrote:"Winterwolves;c-2423886" wrote:"iMalevolence;c-2423885" wrote:
, even setting it to "immediate", because each second or two over will eventually push a guild past their guild reset time.
Eventually. Let's say 10 seconds delay every run. Once it has happened to a guild once, and then their "immediate" is now after guild reset, then it will take 8640 more runs of the raid to come back around to their guild reset time. Once every 3 days makes that 71 years until it comes back around to happen to that guild again.
I think your definition of major flaw is different to mine, and I hope the devs don't waste any hours on this.
Setting to immediate is an adequate solution.
Here's my math in case I messed it up:
10 seconds delay per run slowly moving immediate launch.
24×60×60=86,400 seconds in a day.
86,400÷10= 8,640 number of runs to move immediate launch by a day with 10 second delay.
8,640×3=25,920 number of days to launch a raid that lasts 3 days 8,640 times.
25,920÷365=71 years (rounded down and not accounting for leap years).
This game has shown its got legs, but 71 years is crazy talk.
My guild has lost over 15k tickets because of it because our raid launch time was right before the guild reset. Rewards are eventually being delayed after TW or GAC lock. Problems happening to just 1% of guilds is a lot of people.
So over the 71 year period for this to happen to your guild again that's 15k÷71÷365=0.58 energy per day (across a 50 player guild, so 0.012 per player). Seems the definition of a negligible flaw to me.
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