Increasing Game slowdown

The game has been getting slower and slower over the past several cap raises. And it gets worse with each one.

I don’t want to call it lag, because it feels like a design flaw. We get more passive stamina every cap raise and can buy more stamina for the same cost, and have to spend it, but the game is not designed to spend so much stamina.

I know the team is looking into the red dots, but there are 2 clear indicators that this particular slowdown I’m talking about is elsewhere.

When I run on an older phone:

  1. I can’t power promote from White directly to Y30. I need to do it in 2-3 steps else it takes a few minutes and the game crashes.
  2. I can’t spend more than 500k stamina with the Raid All button for normal campaign. Even on my flagship phone raiding with 900k stamina (the current cap) takes 1-2 minutes. When raiding with over 200k stamina there is a high chance that the server would not register the operation and goes out of sync. Raid all clearly gets exponentially slower with more stamina.

I know it can be hard to redesign and optimize the system, but there is a quick workaround that can buy you 6 months.

Lower the bit cost of all badges by a factor of 10 (50->5, 40->4, 30->3) and increase the stamina needed to raid by a factor of 10 (6->60). Reduce the bits we get from trials by 10 (or less, if you want to buff trials a bit!)

This will automatically mean the game & server need to handle 10 times less events when you Power Promote or do Raid all. It will buy you the time to redesign the system behind the scenes, or to implement proper “stat squish” that will bring all numbers (including stamina gains, badge costs and number of ranks and hero stats) to reasonable numbers. No one cares if white to red is 1 promote or 20.

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Thank you for this feedback. I’ll bring it up to the team, as we are continually looking at ways to optimize gameplay. For transparency, I know that certain solutions might sound easier, but with an old game like Disney Heroes: Battle Mode, things may not be as straightforward as it seems. However, I understand that game lag is frustrating, and it’s not something we’ve forgotten about!

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I mean they have a point that certain badges could have lower amount of bits.

Enough of a proof should be the contents of what is needed for W → E0.
Like… there are tens of thousands of purple bits needed, some “bit-badges” require 20 (B2, some P0); some 30 (O4-R0), some 40 and 50 (P0-O3) bits to craft 1. And you need hundreds-thousands of full badges to continuously promote.
Mainly purple bits were always truly a big mess and… instead of addressing that and unifying some of those older badges we just… got more stamina, which indeed isn’t ideal :grimacing:

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We have discussed simplifying badge trees and adjusting stamina costs accordingly to that, but it’s a big undertaking. If I could have that functional in a day, I’d be happy too! However, realistically, even doing this would require more than what meets the eye. It’s not completely out of the list of options we could go, though.

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Whatever happened to the lag being caused by “pink dots” ik trials

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And if it was done by steps? :thinking: Say two-three ranks a month.

I´d personally say that only Y12+ badges need a bit of simplyfying… some.
I do have a record of what happened there. And that haunts current badges stamina costs.

And we never got an answer where the badge trees are done by programmers or automatically via some tool…

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It’s a mix of both! We built a tool, but a dev will still do some parts manually.

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Oh… cause I was wondering if the dire stamina situation wouldn’t be better off if in Platinum Badges (aka since Y22) one of the requisite was the original non-Platinum badge instead of whatever high one there is. At least for some.

I know the stamina cost roughly double every 5 ranks no matter which prerequisites are used (since it would always just be from the last few ranks anyway).

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Thanks for looking into it. Being a software architect myself I know such things can be extremely daunting to properly fix, especially when you know you’re on the clock. If the team can implement something simple to buy more time it would be great for both the dev team and players as the slowdown is already impacting gameplay.

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