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Trouserdeagle's avatar
Trouserdeagle
Seasoned Hotshot
2 years ago

Re: Krayt Raid lasts more than 72 hours

The real issue here is that sooner or later, guilds are going to hit ticket cap and waste tickets because of the additional 1 hour for rewards to be finalised before you can launch a new raid, eventually you'll get to a point where you can't launch the raid before guild reset so you will exceed ticket cap.

Either someone didn't notice this, or it's by design to screw everyone out of rewards regularly, and frankly I don't know which is worse (or less surprising).

Just fix it.

1 Reply

  • iMalevolence's avatar
    iMalevolence
    New Ace
    2 years ago

    Yep. I think the guild I'm in lost at least 15k tickets, probably closer to 20k-23k, but I don't have exact numbers on that. I just know our guild reset was at 7:30 PM. We had the raid set to auto launch at 7pm. It failed that first time when it ended at 7:04. So we manually launched it 15 minutes later and lost 5 minutes on that raid. A few more times and it crossed our reset timer. Consistently losing 3-6 minutes on the raid timer will eventually overrun the guild reset timer for a lot of guilds.

    Any guilds that haven't switched to "immediate" launch will potentially fail to auto launch raids every single time, costing a massive amount of lost tickets and rewards as the raid starts every 4 days instead of 3 days. So they could be losing up to 30k tickets per raid cycle and 33% of potential krayt rewards.

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