My alliance lost the war because of the maintenance. We overcome all the questions (evaluation, diversity ...). We lost because
we finished to finish the little life that remained of a boss only. It was an hour to end our war.
My alliance was damaged. They provide a time of 24 hours to play the war. They can not penalize us for emergency maintenance, and we would win.
you had 24 hours to finish. Organize better and finish earlier. Don't blame the lack of organization on Kabam. Well organized teams can finish with 5+ hours left on the clock.
My alliance lost the war because of the maintenance. We overcome all the questions (evaluation, diversity ...). We lost because
we finished to finish the little life that remained of a boss only. It was an hour to end our war.
My alliance was damaged. They provide a time of 24 hours to play the war. They can not penalize us for emergency maintenance, and we would win.
you had 24 hours to finish. Organize better and finish earlier. Don't blame the lack of organization on Kabam. Well organized teams can finish with 5+ hours left on the clock.
So does it mean that I have to play fast and close the war soon because the kabam can go into maintenance at any moment?
How much time do we have for war does not matter?
Theory of relativity. We would win in the end and that's it.
U know exactly when ur taking the game down all we get is smoke
That's not the case at all. I'm sorry you feel this way, but emergency maintenance is for when there is a critical issue where the game must be taken down. We don't plan them. This is why they're referred to as Emergency, or Unplanned.
My alliance lost the war because of the maintenance. We overcome all the questions (evaluation, diversity ...). We lost because
we finished to finish the little life that remained of a boss only. It was an hour to end our war.
My alliance was damaged. They provide a time of 24 hours to play the war. They can not penalize us for emergency maintenance, and we would win.
you had 24 hours to finish. Organize better and finish earlier. Don't blame the lack of organization on Kabam. Well organized teams can finish with 5+ hours left on the clock.
Wow this mentality is fascinating! You are suggesting that people should play when it is inconvenient because when it is convenient to play later that the game may be down? That sounds like an awful game and you actually support that?
U know exactly when ur taking the game down all we get is smoke
That's not the case at all. I'm sorry you feel this way, but emergency maintenance is for when there is a critical issue where the game must be taken down. We don't plan them. This is why they're referred to as Emergency, or Unplanned.
I think the players might be slightly more understanding if they were informed about what necessitated the emergency maintenance and what steps are being taken to prevent it from happening again. Players don't see eight different problems with eight different solutions. They see the same downtime over and over again with no way to know if anything is being done to fix it or prevent it.
In general, I think Kabam could significantly improve their communication with the players. Kabam tends too often to say as little as possible about most things. Kabam says things are working as intended, but doesn't say what that intent is. Kabam says things are being improved, but not in what way. Kabam says they are working on issues, but rarely do they say which issues have priority, which ones have solutions in the pipeline, and which ones are currently not resolvable.
While there are limits to what can be communicated to the players, I've seen MMO companies communicate a lot more information successfully. I've seen MMO companies say things like "we had a problem with our load balancers and that created a problem that required emergency downtime to fix" or "we discovered a critical exploit in the game which affected some in-game reward systems we had to immediately respond to." Some details are either too technical or too sensitive to discuss, but players are told *something*.
I've lost count of the number of unscheduled downtime events we've had in the last sixty days, and for most of them I can only speculate what might have caused them. Rest assured if I'm speculating, everyone else is also, and almost certainly in a much less charitable way.
I have a theory on why the servers are going down constantly.
Kabam needed to re-monetize the game because whales weren't spending enough since there was nothing more for them to do. So Kabam introduced 6* champs to get a whole new round of spending started. Not very creative and kind of boring imo, but that's what they went with. This created a situation where everyone's 4* champs will become somewhat irrelevant.
Kabam decided to make 4* shards and rank-up items for them more readily available due to the above stated future obsolescence. The direct result of this is that newcomers are building rosters quicker than ever and the pool of players playing arena has increased dramatically. This results in strain on their servers and we get lots of downtime.
Only a theory, but if it is correct, or even partially correct, Kabam needs to find a way to reduce the load on their servers by reducing the amount of time we spend grinding arenas or spend some money and increase the size of their server farm.
They need to do something soon though, because a lot of players have already left and I, myself, am always on the verge of leaving this game behind due to the constant outages. Add the constant bugs and total lack of transparency to the mix and this is more frustrating than fun.
Same issue happen to us, Kabam informed us that we had equal game time. So it was our fault waiting til the last two hours to finish our attack just like every other alliance does. 🤬
I have a theory on why the servers are going down constantly.
Kabam needed to re-monetize the game because whales weren't spending enough since there was nothing more for them to do. So Kabam introduced 6* champs to get a whole new round of spending started. Not very creative and kind of boring imo, but that's what they went with. This created a situation where everyone's 4* champs will become somewhat irrelevant.
Kabam decided to make 4* shards and rank-up items for them more readily available due to the above stated future obsolescence. The direct result of this is that newcomers are building rosters quicker than ever and the pool of players playing arena has increased dramatically. This results in strain on their servers and we get lots of downtime.
Only a theory, but if it is correct, or even partially correct, Kabam needs to find a way to reduce the load on their servers by reducing the amount of time we spend grinding arenas or spend some money and increase the size of their server farm.
They need to do something soon though, because a lot of players have already left and I, myself, am always on the verge of leaving this game behind due to the constant outages. Add the constant bugs and total lack of transparency to the mix and this is more frustrating than fun.
You are close to being on the right track. The problem is the amount of players logging in to the server at one time. With the current offers people are logging in more and the server is overloaded. It is the reason a lot of games have multiple servers to choose from. Normally the game has been able to handle it fine. When the hamster is Last 2 months have been a different story. I think it is either a networking issue which seems the most likely or something in one of the patches is causing issues.
I have a theory on why the servers are going down constantly.
Kabam needed to re-monetize the game because whales weren't spending enough since there was nothing more for them to do. So Kabam introduced 6* champs to get a whole new round of spending started. Not very creative and kind of boring imo, but that's what they went with. This created a situation where everyone's 4* champs will become somewhat irrelevant.
Kabam decided to make 4* shards and rank-up items for them more readily available due to the above stated future obsolescence. The direct result of this is that newcomers are building rosters quicker than ever and the pool of players playing arena has increased dramatically. This results in strain on their servers and we get lots of downtime.
Only a theory, but if it is correct, or even partially correct, Kabam needs to find a way to reduce the load on their servers by reducing the amount of time we spend grinding arenas or spend some money and increase the size of their server farm.
They need to do something soon though, because a lot of players have already left and I, myself, am always on the verge of leaving this game behind due to the constant outages. Add the constant bugs and total lack of transparency to the mix and this is more frustrating than fun.
One problem with your theory is that it cannot simultaneously be true that the cause of the emergency maintenance is more players equating to a higher server load, and Kabam needs to do something about this because lots of players are leaving the game because of the server load. If less players leave than join that's not generally a problem mobile game operators worry about.
The bigger problem is that horizontal scaling - adding new players - is rarely the cause of server strain because MMOs like MCOC generally use instance servers. In other words, for every X players playing the game the game environment spins up another instance server for them to share, similar to map servers or shard servers in a traditional MMO. And its most likely the case that the instance servers are virtualized and they can spin up as many as necessary for the number of players that have active accounts for the game.
Its usually something else that the average player wouldn't think about, because they wouldn't be aware of it. Sometimes it is the dispatch server slowing down and bottlenecking. Sometimes you end up with a lot of zombies of sessions cluttering up the landing zones. Sometimes the back end database clogs with some weird roll up job that it can't finish quickly enough and the game slows down as a result creating problems. Every game is different, so it is impossible to completely guess what might be happening without knowing the precise architecture of the game.
My alliance lost the war because of the maintenance. We overcome all the questions (evaluation, diversity ...). We lost because
we finished to finish the little life that remained of a boss only. It was an hour to end our war.
My alliance was damaged. They provide a time of 24 hours to play the war. They can not penalize us for emergency maintenance, and we would win.
you had 24 hours to finish. Organize better and finish earlier. Don't blame the lack of organization on Kabam. Well organized teams can finish with 5+ hours left on the clock.
Actually, they apparently did not have 24 hours to finish.
Comments
you had 24 hours to finish. Organize better and finish earlier. Don't blame the lack of organization on Kabam. Well organized teams can finish with 5+ hours left on the clock.
Sorry, I'm a little confused. Can you point out where you think we might be misinforming you? I might be able to clear it up.
So does it mean that I have to play fast and close the war soon because the kabam can go into maintenance at any moment?
How much time do we have for war does not matter?
Theory of relativity. We would win in the end and that's it.
That's not the case at all. I'm sorry you feel this way, but emergency maintenance is for when there is a critical issue where the game must be taken down. We don't plan them. This is why they're referred to as Emergency, or Unplanned.
Wow this mentality is fascinating! You are suggesting that people should play when it is inconvenient because when it is convenient to play later that the game may be down? That sounds like an awful game and you actually support that?
I think the players might be slightly more understanding if they were informed about what necessitated the emergency maintenance and what steps are being taken to prevent it from happening again. Players don't see eight different problems with eight different solutions. They see the same downtime over and over again with no way to know if anything is being done to fix it or prevent it.
In general, I think Kabam could significantly improve their communication with the players. Kabam tends too often to say as little as possible about most things. Kabam says things are working as intended, but doesn't say what that intent is. Kabam says things are being improved, but not in what way. Kabam says they are working on issues, but rarely do they say which issues have priority, which ones have solutions in the pipeline, and which ones are currently not resolvable.
While there are limits to what can be communicated to the players, I've seen MMO companies communicate a lot more information successfully. I've seen MMO companies say things like "we had a problem with our load balancers and that created a problem that required emergency downtime to fix" or "we discovered a critical exploit in the game which affected some in-game reward systems we had to immediately respond to." Some details are either too technical or too sensitive to discuss, but players are told *something*.
I've lost count of the number of unscheduled downtime events we've had in the last sixty days, and for most of them I can only speculate what might have caused them. Rest assured if I'm speculating, everyone else is also, and almost certainly in a much less charitable way.
Kabam needed to re-monetize the game because whales weren't spending enough since there was nothing more for them to do. So Kabam introduced 6* champs to get a whole new round of spending started. Not very creative and kind of boring imo, but that's what they went with. This created a situation where everyone's 4* champs will become somewhat irrelevant.
Kabam decided to make 4* shards and rank-up items for them more readily available due to the above stated future obsolescence. The direct result of this is that newcomers are building rosters quicker than ever and the pool of players playing arena has increased dramatically. This results in strain on their servers and we get lots of downtime.
Only a theory, but if it is correct, or even partially correct, Kabam needs to find a way to reduce the load on their servers by reducing the amount of time we spend grinding arenas or spend some money and increase the size of their server farm.
They need to do something soon though, because a lot of players have already left and I, myself, am always on the verge of leaving this game behind due to the constant outages. Add the constant bugs and total lack of transparency to the mix and this is more frustrating than fun.
You are close to being on the right track. The problem is the amount of players logging in to the server at one time. With the current offers people are logging in more and the server is overloaded. It is the reason a lot of games have multiple servers to choose from. Normally the game has been able to handle it fine. When the hamster is Last 2 months have been a different story. I think it is either a networking issue which seems the most likely or something in one of the patches is causing issues.
One problem with your theory is that it cannot simultaneously be true that the cause of the emergency maintenance is more players equating to a higher server load, and Kabam needs to do something about this because lots of players are leaving the game because of the server load. If less players leave than join that's not generally a problem mobile game operators worry about.
The bigger problem is that horizontal scaling - adding new players - is rarely the cause of server strain because MMOs like MCOC generally use instance servers. In other words, for every X players playing the game the game environment spins up another instance server for them to share, similar to map servers or shard servers in a traditional MMO. And its most likely the case that the instance servers are virtualized and they can spin up as many as necessary for the number of players that have active accounts for the game.
Its usually something else that the average player wouldn't think about, because they wouldn't be aware of it. Sometimes it is the dispatch server slowing down and bottlenecking. Sometimes you end up with a lot of zombies of sessions cluttering up the landing zones. Sometimes the back end database clogs with some weird roll up job that it can't finish quickly enough and the game slows down as a result creating problems. Every game is different, so it is impossible to completely guess what might be happening without knowing the precise architecture of the game.
Actually, they apparently did not have 24 hours to finish.