I’m starting to observe a lot of situations where Takeover quests are being forced on a cooldown or rate limited or some equivalent. It was very few at first, and only in instances where the quest was bugged or otherwise easily manipulatable to get easy points - but it’s starting to be the case even for mundane, difficult quests that happen to be completable quickly.
One example, and the one that led me to create this bug report, is the third quest in ⭐ Superstar Racers - Roblox. The quest calls for players to, and I quote, “Beat the lobby time trials within their required times.” The required times of the time trials take either 55 or 60 seconds.
Meaning the absolute most one can realistically take and still complete the quest is around 3 minutes and 30 seconds. But a five minute cooldown has been forced on the quest, meaning users are simply required to sit there for 90 seconds or more before continuing.
Roblox chose to design the quests as repeatable. That was an intentional, designed aspect of the event. Therefore, to compete effectively, players are going to find quests that work and repeat them. Many of these quests - like the time trial quest in superstar racers - are extremely difficult, and require hours of practice in the respective game to succeed in. Moreover, by artificially breaking quests with cooldowns, early players of the event have an extremely noticeable and significant advantage.
This is extremely problematic and is extremely disruptive of both the spirit and the playability of the event. Please fix it.
Expected behavior
When a player completes a quest, it should register them as having completed the quest and award them the allotted points. And then they should be able to start the quest again. And when they complete the quest again, it should register them as having completed the quest and award them the allotted points. And then they should be able to start the quest again. Ad infinitum. Anything less, as mentioned, completely destroys both the spirit and the playability of the event. Please fix it.
It’s especially frustrating because it’s like. Not only does this needless kneecap break the intended function of the quests - it also did not exist before and therefore provides a severe advantage to early players. Because… what? Roblox wants less competitive integrity in the event? It’s really frustrating.
I’ve started experiencing it a few days ago in dig the backyard (which totally isn’t a game about digging a hole but that’s besides the point), before suddenly realizing that the spraypaint factory in ultimate mining tycoon is also getting these annoying errors half the time now
It’s probably intentional, but I just want some sort of acknowledgement or something that actually tells you if you’re on this untold cooldown and how long you’ve got left until you can get more cred
We always expected challenges to be balanced-ish across games in terms of timing, and we’ve been introducing limits to try to prevent teams from gaining unfair advantages via loopholes or other methods before we patch them. Obviously there are some outliers here and I understand how this can be frustrating as a user (especially a really skilled one).
The team is currently looking into this and continuing to make adjustments.
(p.s. there isnt a 5min cooldown)
I appreciate where you’re coming from, but there’s one thing I’d like to point out right off the bat.
we’ve been introducing limits to try to prevent teams from gaining unfair advantages via loopholes or other methods before we patch them.
That doesn’t prevent unfair advantages. Unless your API can directly track how everyone is earning their points, and you go in and retroactively remove/take away points earned via loopholes or exploits - then you are creating unfair advantages by allowing some users to benefit from quests as originally designed, and blocking off other users.
Obviously there are some outliers here
Quite a few. It would seem that most quests that could be reasonably repeated to engage at an effective level in the competitive event were effectively obliterated with sizeable forced cooldowns, handing an advantage to earlier teams.
(p.s. there isnt a 5min cooldown)
I believe that may not be the case now, but I know that when the cooldown hammer hit everything some time yesterday afternoon, the cooldown was actually at five minutes. Even now, the forced cooldown for Superstar Racers’ three minute quest is at or over three minutes such that users can’t just do the quest, and then do the quest. If they do it again, it simply won’t count at all the second time.
I appreciate the effort to try to balance - but if you’re going to make balance adjustments like that it’s rather problematic for no retroactive action to be taken whatsoever. It very much detracts from the competitive integrity and overall fun of the campaign.
Please disable the forced cooldowns on anything other than quests that are known to be verifiably broken.
That’s why the short nature of all these events kneecaps these balancing acts, the events are pretty much over by then
What about the teams that did some hardcore grinding before the ratelimits? Will they just have up to several hundred thousand points extra that can’t be reasonably caught up with?