The speed of the fix was certainly appreciated. Thank you for that. Are you able to tell us whether this was a fix for this specific event, or a root cause fix for World Events so that future “second-day” hotfixes are not necessary?
If the former, is there a timeframe on the latter so that we don’t need to ask our guilds to hold off on playing World Events for the first 24 hours of each Event until the correct score criteria are in effect? This has been a bit of a guild management headache
Unfortunately there was a missing piece of data in the event.
We have a scoring calculator which figures out the required event scores. It works great if the events are set up correctly, but the missing piece of data in the event caused it to calculate the scores around double what they should have been.
Ordinarily we’d pick up the missing data in the event during testing, but the server was a bit clever, and when it came across the missing data used a default value that happened to be correct… so we never noticed there was anything wrong. We assumed the scores were correct because the scoring system seemed to be working during other tests.
We are working on some new fail safes in the tool so that it catches this sort of thing and issues warnings.
Well, I wouldn’t want to drift off into a rant here, reward thresholds for world events being broken does seem to be a recurring theme though. Would it be an option to let us know which shop tiers IP2 expects guilds with 30 players to buy in order to unlock all rewards (my assumption would be tier 3 - 4)? If the event rules get published early enough, some of us number crunshers (like @Redi1) might be able to alert you of inconsistencies in time for a fix prior to the start of the event. Coordinating guild buy-ins with effective participation cost fluctuating so wildly is proving to be quite challenging.
Doom is niche. Any guild who advocates boon buying is missing the point. Up to wave 25 the only boons in the register should be those scouted. Anyone duplicating unnecessary boons doesn’t understand the game. Fireballs aren’t event important unless there is a spirit fox high level team. The fact that most guilds don’t realise how to be both successful and economical is beyond me.
While it would be incredibly useful for there to be an official statement of the average required Tier purchase for completion (as @Fourdottwoone mentioned) at least now we know the best course of action is likely to hold off on setting an individual goal if the initial numbers reflect T6/T7, until such a time as a permanent fix is deployed and, more importantly, shown to work correctly.
My stats for this week. Tier 6, Perfect play as usual. Not much variation, but possibility of UltraRare room being almost entirely ignored is quite amusing. The first one is a misclick.
This post got a lot of likes, so I just wanted to provide a different voice from a fellow beta tester, without going into it too much – which is just to say that I don’t necessarily agree with this to the same extent as what was expressed.