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iMalevolence
2 years agoRising Rookie
"nfidel2k;c-2424029" wrote:"iMalevolence;c-2424023" wrote:"nfidel2k;c-2424019" wrote:"iMalevolence;c-2424010" wrote:"MaruMaru;c-2424006" wrote:"iMalevolence;c-2423998" wrote:"MaruMaru;c-2423995" wrote:"iMalevolence;c-2423979" wrote:"LordDirt;c-2423976" wrote:
Such an easy fix yet so many just ignore it. Shows how some just want to argue and not actually get a solution.
People saying CG shouldn't waste time on a easily fixable bug that hasn't directly impacted them but has and will continue to negatively impact others is one of those glaringly obvious displays of the oh so prevalent, "screw you, I got mine." mentality. It takes no time to deduce that this is an oversight that needs resolved and people still fight against it because it hasn't directly affected them.
Has a lot to do with hyperbolic word choices you used rather than the bug itself.
I mean, every guild that still has it on a fixed timer is getting behavior that isn't working as intended and it's significantly worse for them.
Every time it happens and they don't update the launch setting to "immediately" risks another 4 days of tickets in what should be a 3 day raid cycle. We've only been discussing problems with "immediately" being concerned where it is still an issue, but guilds with less active or less knowledgeable officers that don't catch it can be screwed every time it happens. And delayed launches have happened 3 times for my guild, so it's a fairly common thing.
Raid at 7pm. Tickets at 7:30. Tickets at 7:30. Tickets at 7:30. Raid finalizes at 7:02pm. Guild has enough, but doesn't catch it. Tickets at 7:30, overcapped.
Raid at 7pm. Tickets at 7:30. Tickets at 7:30. Tickets at 7:30. Raid finalizes at 7:02pm. Guild has enough, but doesn't catch it. Tickets at 7:30, overcapped.
...
This could be a regular occurrence every 4 days for some guilds where they unknowingly suffer because it doesn't work as intended.
So to sump up, with that regular occurence, when will it happen to your guild again in your calculation?
I'm not here to be a voice for my guild. I'm here to be a voice for all guilds that might be losing out on rewards due to this flaw. It is broken and clearly needs fixed. This is up to a 33% loss in rewards for guilds that don't catch this or know about it.
If your guild isn’t earning 30k tickets per day (and I do agree with you on this), then you can’t run the raid every three days, or every three days and four minutes.
Earning 27k tickets/day: 81k tickets/3 days, net loss 9k tickets per run. Means that every 8th run would require an extra day of ticket acquisition.
Meanwhile, at an extra four minutes per run, it would take 360 cycles to move the start 24 hours.
You’re much more likely to have to take the extra day rather than “lose” the day, especially if you are launching immediately. But if you need the raid launched at a specific time for time zone reasons, that’s different and I agree it should be fixed.
33% is the absolute worst case for a guild where they are unaware, don't change from a fixed time start, and the raid finalizes late every time so they end up running it every 4 days instead of every 3. This is a massive potential loss and the underlying issues need addressed, regardless of whether most other guilds are affected or not. That's a potentially permanent 33% loss.
Those who switched to immediate may lose tickets. And while it's less of an issue, it's still an issue.
Anyone arguing against resolving this is just wrong.
I wasn’t arguing against resolving it. It’s a problem that affects guilds earning more than 22500 tickets/day and are stuck on fixed launch raiding instead of immediate.
Yeah, I know you weren't. I was just pointing out where I got my worse case. I'm also just absolutely disgusted with the other people who are because this is very clearly a problem that should be addressed.
"BubbaFett;c-2424030" wrote:"iMalevolence;c-2424025" wrote:"Drathuk916;c-2424024" wrote:
Why this is a nothing bug even at a 10 minute delay per raid. So first at 10 minutes per raid, you need to launch 144 raids before you “lose a day of tickets.” However, if your guild didn’t average 29930 tickets or more for 436 days you’d have lost a day raiding due to not having tickets and the 144 raids restarts because you shift to launching raid back to right after guild reset. Of course the smaller the delay is consistently the closer to perfect you have to be on tickets.
Now, if you do manage to make it a full 444 days where your guild averages more than 29930 tickets, you are only “losing tickets” if your guild averaged more than 29965 because if your guild was between 29930 and 29965 you can handle getting a 4 days of tickets in a 3 day window.
But what of roster locks you say? Tw and gac are on 28 day cycles while the raid is on a three day cycle. It’ll take 84 days to complete the pattern of locks. So, there is no sense in trying to “time a raid ending for right before a lock.
That all said, if it’s an easy fix to make it exactly 72 hours by all means.
See 33% loss from guilds on fixed timers starting a raid, getting tickets, getting tickets, getting tickets, finalizing late and not starting again, and getting tickets again, repeating the process every 4 days.
So everyone in your guild gets 600 tickets (or 598.8 tickets) a day, but somehow none of you notice that the raid didn't launch and you lose an entire day?
We noticed within 30 minutes and it cost us tickets.
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