The same exact thing happened to me before I put the Shining maze into storage. I contacted EA about it, was told they're aware and working on a fix but for now the only thing to do is put some of yo...
Pet theory of mine as to why mazes seem to cause instability more often. (Btw thejudd67, loved the maze!)
As far as I can tell, the biggest computational task this server based game demands on its iOS clients are talking to the servers and determining where the character walk paths are.
I've idly wondered if mazes cause too much CPU pain due to determining paths through, around them?
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