[quote=“Retief;108062”][quote=“HoopleDoople;107134”]Obviously coding has a lot more that goes into it, but it should be quite simple all things considered.
First thing is to implement a “Check for Mission Reset” function that takes place whenever a player launches the game, leaves/finishes a match, and when the 3 hour timer hits zero. For redundancy there should also be a button added on the main screen to allow players to force the function to run its check.
The function will consult a simple Boolean variable that tells it to fill missions or not (we’ll just call these states YES and NO). If the variable says NO, the function does nothing. If the variable says YES, any empty missions will be replenished.
Once the missions are replenished the function will then change the variable to NO. Every three hours the variable is automatically reset to YES.[/quote]
If it were that simple, it would already be fixed. There are clearly some complications. I am not at all familiar with the codebase, so I can’t speak with any authority. With that caveat out of the way, lets see what issues I can find.
For one thing, where is this boolean? If it is on the client, that is pretty insecure. If it is on their server, then they need to put it somewhere. Without knowing how they set up their data storage, I have no clue how easy it is to add a random boolean. It shouldn’t be that difficult, but I’ve seen plenty of “easy” things turn out to be utterly impossible for really stupid reasons.
Ok, now we have a boolean. What resets it? If the boolean is client side, the computer might very well be off. Nothing is going to be reset at that point. If the boolean is server side, then we probably could go through every account every 3 hours and toggle the variable. That said, that is incredibly wasteful. You are toggling that variable for every single player who ever touched the game, even if they uninstalled it 5 minutes after their first match. That will take a while – the variable won’t get reset right on schedule. You could probably play tricks with indexing and where clauses to make it work better, but there are still costs.
Are these solvable problems? Yes, clearly. SD has solved them for the majority of people (at the very least, I haven’t seen any issues). However, fixing it for the 5% of people where it fails is massively harder than setting it up in the first place. I’m sure that they are trying to fix it, but it simply isn’t that easy.[/quote]
Well of course this is much more difficult when you’re dealing with servers and clients, but that’s true for everything about coding for the game. I have trouble understanding why this would be uniquely problematic in the case of missions. I also can’t recall ever seeing a similar problem on one of the many games I’ve played that has equivalents to missions or other timed, global mechanics.
Bottom line is that while this may be far more complex than I would think, it still needs to be fixed eventually. Even if the problem is too difficult to quickly correct, the devs could at least acknowledge the bug and let us know that they are indeed working on it.
[quote=“FireWorks;108205”]I dont understand the fuss.
Im hit by this UI bug constantly and then I play a match to the end.
After the match, everything is shown fine and everything is calculated perfectly.
Go play a match and let them work on real bugs.[/quote]
This used to work for me reliably. It was still problematic on the days when I had very little free time, but most of the time it didn’t really make a difference.
For the past week or so when my missions fail to reset there is no way to force them to appear. Neither restarting the game endlessly nor playing numerous matches makes a difference. I’m just flat out of luck until the next mission reset.
So yes, this is unfortunately a real bug.