Dropspot said: There are several suggestions in this thread to solve the issue. Some easier than others.In the past we used to have only one start/endind time for events. Now seems like every event has a different schedule. I understand that this may seem like helping players by offering different times so you aren't hurting the same time zone every time. But imo this is worse than before. When you have a fixed start/end time you can schedule yourself to work around it even when the ending time is bad. Having this changing constantly it's hard to get used to it and to work around when the end time gets your time zone.
Laeuftbeidir said: Brigby said: Thank you! And not to worry. It's just different work, not more. Yes. Comparing event end times in different time zones will certainly be part of my methods used. Right now I'm working on comparing the results of A World Reborn (ends at 2am UTC) with The Dragon War (ends at 6pm UTC) to see how much that affects engagement in different and/or the same time zones. From a data enthusiast perspective that sounds really interesting. From a more practical point of view that sounds like you're collection data to try to disencourage the smallest number of players possible while forgetting those will likely be the few who were able to remain active - instead of actually investing time to implement a real solution.
Brigby said: Thank you! And not to worry. It's just different work, not more. Yes. Comparing event end times in different time zones will certainly be part of my methods used. Right now I'm working on comparing the results of A World Reborn (ends at 2am UTC) with The Dragon War (ends at 6pm UTC) to see how much that affects engagement in different and/or the same time zones.
Tremayne said: @Aeroplane - you do see the problem with this suggestion, right?A player with many charges left at the point in time the devs select, will loose all charges above max charges. Example - as you suggest the last three charges is assigned 16 hours before the event ends (assuming 6h charges and 4h to clear the last charge). So player A with zero charges left gets his 3 charges and is happy, but player B with 5 charges left gets 1 charge and looses 2 charges and is unhappy.The only solution I recall that will work is the one solution that seems unacceptable to the devs. which is give players all charges at the start of the event (a solution which, I might add, has is own pitfalls).Don’t get me wrong I don’t like the current solution (I’m getting my last charge at midnight Sunday to Monday), but I’m pretty sure someone else will be angry, when it is changed so I’m happy.