I'm not sure how this might affect early spending in an event.
The opening will be similar to a 1/2 Faction Event.
Instead of opening 20 shuttles, you're opening 18. You do 10, open 6, do the remaining 8. The 30 shuttle rush becomes only 24. I don't know where that puts you VP wise. Probably only 1800 VP shuttles. I can't say for sure if there's a useful strategy involving 0/1/2* Speed-Ups which you'll need credits to buy.
DIL strategies aside, I can imagine this is a cost saving thing for DB since they'll spend less time creating shuttles missions as well as the aforementioned lesser strain on servers.
i'm more wondering if this is because a performance issue because the game lags terribly hard during the first hour of shuttle events.
I'm thinking it is to reduce the work load of the writing staff (or is it just writer?) in putting out these weekly events. Plus now it is looking like mega events are now a regular rotation which needs 4 events with a common thread woven through them.
You guys look at the data so I'm sure you'll notice those that boost shuttles with Dilithium for instant completes use the kickstart and spend accordingly when we hit 4kvp. Hey I've no dog in this fight between this and voyage nerf just gives me more pack buys in Star Trek Adversaries.
i'm more wondering if this is because a performance issue because the game lags terribly hard during the first hour of shuttle events.
I'm thinking it is to reduce the work load of the writing staff (or is it just writer?) in putting out these weekly events. Plus now it is looking like mega events are now a regular rotation which needs 4 events with a common thread woven through them.
If that's the case just duplicate the missions so what if you have 2-3 of the same open nobody reads the narrative in Faction events anyway
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
I hate to be the bearer of obvious news, but most companies, when facing a similar predicament, look for ways to scale up server resources rather than implement ways to reduce customer demand.
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
I hate to be the bearer of obvious news, but most companies, when facing a similar predicament, look for ways to scale up server resources rather than implement ways to reduce customer demand.
That is a fair point, and it is also something we are working on.
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
I hate to be the bearer of obvious news, but most companies, when facing a similar predicament, look for ways to scale up server resources rather than implement ways to reduce customer demand.
This is what I came here to say. Obviously DB hasn't figured out how to use elastic services in AWS/Azure/Google, or server clustering or any private cloud capabilities in the extremely unlikely event anything is actually private.
Punishing players for a company's inability to scale only leads to losing players and a company unable to increase revenue stream. If DB can't scale for extremely predictable events, I have absolutely no idea how they ever expect to grow or take home any more money!
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
That’s good straight forward honesty Shan and very much appreciated. Thank you
Keep in mind that this is part of a multi-stage approach to performance improvements.
We will monitor things on your end but your feedback will be very important as well for our assessments.
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
That’s good straight forward honesty Shan and very much appreciated. Thank you
Yes but what I don't get is... I haven't had that lag since the last update. The game loads super fast and I can open 30 transmissions as quickly as I can tap them. I surprised that lag is still an issue.
i'm more wondering if this is because a performance issue because the game lags terribly hard during the first hour of shuttle events.
It certainly used to, but more recently it's been running quite well during faction ramp up time so...
(At least a lot of people have reported it being much improved and it has been for me as well)
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
This is what I figured. I do appreciate you candidly answering the question. Thanks much!
Yes but what I don't get is... I haven't had that lag since the last update. The game loads super fast and I can open 30 transmissions as quickly as I can tap them. I surprised that lag is still an issue.
You are but a small sample size. Doesn't mean others didn't see lag.
That actually means 1 faction events, using the 20-11-1-9 strategy (those who know the kickstart understand me), will give the best start to 3500 VP shuttles straight. With 3 factions, unless using a ton of purple time boosts, 3500 VP straight isn't possible anymore, and with 2 factions I don't even wanna know.
"Everything about the Jem'Hadar is lethal!" - Eris (ST-DS9 Episode 2x26 "The Jem'Hadar")
That actually means 1 faction events, using the 20-11-1-9 strategy (those who know the kickstart understand me), will give the best start to 3500 VP shuttles straight. With 3 factions, unless using a ton of purple time boosts, 3500 VP straight isn't possible anymore, and with 2 factions I don't even wanna know.
I kickstart and do not understand "20-11-1-9". On single faction I open 20, do 10, open 10, do those 10, and then do the original leftover 10. That'd be 20-10-10-10, I guess? Where's the 11 and 1 coming from?
Away Team Saru should have like 1500 security at least. The guy is super tough! If we are only getting 6 faction missions there had better not be those terrible 5 crew needed shuttles that are just killers.
I guarantee it will be 6 horrible shuttle choices. You aren't going to see 2 or 3 seat shuttles where each seat has 1 skill in common. We'll end up with new 6 seat shuttles where each seat is a different skill.
But to help with the pain they will add the ability to slot 3 boosts per shuttle to deplete the supply of boosts and force purchasing more.
how about a 9slot shuttle?
this is what I collected a couple of weeks ago. Probably one of my shuttles had a flat tire and they hitchhiked on their way back.
Keep in mind that this is part of a multi-stage approach to performance improvements.
We will monitor things on your end but your feedback will be very important as well for our assessments.
I'd rather have a little lag than a Faction event nerf lol
Yes but what I don't get is... I haven't had that lag since the last update. The game loads super fast and I can open 30 transmissions as quickly as I can tap them. I surprised that lag is still an issue.
You are but a small sample size. Doesn't mean others didn't see lag.
True but... we all experience faster loading times so why is this any different?
That s u c k i n g sound would be the fun leaving.
It was fun opening 30 missions at once?
If anything, I'm happy at this. I doubt it'll affect many spending. If you spent to boost your shuttles up, you probably still will. If you didn't, you'll probably still not.
While this doesn't make the start of events more intuitive, at reduces the advantage that established players that know the jumpstart strategy over newer players that don't know about it.
And did I mention I don't have to open THIRTY MISSIONS at once? That was easily the worst part about faction events, other than the times I wake up at night to keep the shuttles going.
Two years to come up with "fewer shuttles, in a shuttle event". To deal with lag.. which given the choice, most i believe would rather keep things as is.. and I for one (only speaking for myself) haven't seen lag in the shuttle events in over year, save for when something drastically breaks and shuts the whole thing down.
So.. I am curious, if this is part of a multi pronged effort to.. improve performance..
Can you tell us about the other prongs that are being enabled simultaneously to also help Combat this .. issue ?
What about the expanded 5* rewards that have been discussed ? Is that one of the prongs being enacted ?
What about RNG that actually correlates with the actual success fail ratio percentages displayed?
What about eliminating 5 man shuttles, if there are less crew flying around, it's less for the servers to keep track of. 2 & 3 man shuttles only.
How about instead of a 12 self terminate on open shuttles you reduce it to 8 hours ?
Shouldn't that reduce server lag ?
What about "run simulator again?" Button at the conclusion of every shuttle, win or fail and it would literally rerun the exact same shuttle, same crew same boosts applied ?
This would cut server requirements by at least 80% over the course of an event (in my own estimates)
Comments
The opening will be similar to a 1/2 Faction Event.
Instead of opening 20 shuttles, you're opening 18. You do 10, open 6, do the remaining 8. The 30 shuttle rush becomes only 24. I don't know where that puts you VP wise. Probably only 1800 VP shuttles. I can't say for sure if there's a useful strategy involving 0/1/2* Speed-Ups which you'll need credits to buy.
DIL strategies aside, I can imagine this is a cost saving thing for DB since they'll spend less time creating shuttles missions as well as the aforementioned lesser strain on servers.
I'm thinking it is to reduce the work load of the writing staff (or is it just writer?) in putting out these weekly events. Plus now it is looking like mega events are now a regular rotation which needs 4 events with a common thread woven through them.
Image removed. ˜Shan
You guys look at the data so I'm sure you'll notice those that boost shuttles with Dilithium for instant completes use the kickstart and spend accordingly when we hit 4kvp. Hey I've no dog in this fight between this and voyage nerf just gives me more pack buys in Star Trek Adversaries.
If that's the case just duplicate the missions so what if you have 2-3 of the same open nobody reads the narrative in Faction events anyway
I know i know but i thought i'd be able to clear his slot and use it for the new female Andorian...but now it sounds like next week i'll need both!
This event will involve 3 factions.
And the change to the number of unique faction mission is being made as an effort to reduce server lag during events. We will evaluate the effects and make changes as necessary.
I hate to be the bearer of obvious news, but most companies, when facing a similar predicament, look for ways to scale up server resources rather than implement ways to reduce customer demand.
That is a fair point, and it is also something we are working on.
This is what I came here to say. Obviously DB hasn't figured out how to use elastic services in AWS/Azure/Google, or server clustering or any private cloud capabilities in the extremely unlikely event anything is actually private.
Punishing players for a company's inability to scale only leads to losing players and a company unable to increase revenue stream. If DB can't scale for extremely predictable events, I have absolutely no idea how they ever expect to grow or take home any more money!
Comment moderated. ˜Shan
That’s good straight forward honesty Shan and very much appreciated. Thank you
We will monitor things on your end but your feedback will be very important as well for our assessments.
Yes but what I don't get is... I haven't had that lag since the last update. The game loads super fast and I can open 30 transmissions as quickly as I can tap them. I surprised that lag is still an issue.
It certainly used to, but more recently it's been running quite well during faction ramp up time so...
(At least a lot of people have reported it being much improved and it has been for me as well)
This is what I figured. I do appreciate you candidly answering the question. Thanks much!
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You are but a small sample size. Doesn't mean others didn't see lag.
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1 faction: 20 transmissions
2 factions: 12 transmissions
3 factions: 18 transmissions
That actually means 1 faction events, using the 20-11-1-9 strategy (those who know the kickstart understand me), will give the best start to 3500 VP shuttles straight. With 3 factions, unless using a ton of purple time boosts, 3500 VP straight isn't possible anymore, and with 2 factions I don't even wanna know.
I kickstart and do not understand "20-11-1-9". On single faction I open 20, do 10, open 10, do those 10, and then do the original leftover 10. That'd be 20-10-10-10, I guess? Where's the 11 and 1 coming from?
how about a 9slot shuttle?
this is what I collected a couple of weeks ago. Probably one of my shuttles had a flat tire and they hitchhiked on their way back.
I'd rather have a little lag than a Faction event nerf lol
True but... we all experience faster loading times so why is this any different?
It was fun opening 30 missions at once?
If anything, I'm happy at this. I doubt it'll affect many spending. If you spent to boost your shuttles up, you probably still will. If you didn't, you'll probably still not.
While this doesn't make the start of events more intuitive, at reduces the advantage that established players that know the jumpstart strategy over newer players that don't know about it.
And did I mention I don't have to open THIRTY MISSIONS at once? That was easily the worst part about faction events, other than the times I wake up at night to keep the shuttles going.
So.. I am curious, if this is part of a multi pronged effort to.. improve performance..
Can you tell us about the other prongs that are being enabled simultaneously to also help Combat this .. issue ?
What about the expanded 5* rewards that have been discussed ? Is that one of the prongs being enacted ?
What about RNG that actually correlates with the actual success fail ratio percentages displayed?
What about eliminating 5 man shuttles, if there are less crew flying around, it's less for the servers to keep track of. 2 & 3 man shuttles only.
How about instead of a 12 self terminate on open shuttles you reduce it to 8 hours ?
Shouldn't that reduce server lag ?
What about "run simulator again?" Button at the conclusion of every shuttle, win or fail and it would literally rerun the exact same shuttle, same crew same boosts applied ?
This would cut server requirements by at least 80% over the course of an event (in my own estimates)