Server Update 7/19/2018

CG_SBCrumb
232 posts EA Community Manager
edited July 25
UPDATE 7/24:
Quick update for today, we are closer to identifying the players and mods that were impacted. This is a very high priority for the team, and we are working on how to restore those mods back to their intended values. The team is committed to fixing this issue as soon as possible, and will keep you updated daily as we have more to share.


UPDATE 7/23:
We are still investigating the root cause of the mod stats changes and what steps we can take to resolve this issue. We believe this bug only impacted a small group of players but we are verifying if others could have been impacted as well.


UPDATE 7/20:
There is an issue with how Mods were changed after the server update yesterday. We won't have a fix ready for today unfortunately but are investigating a solution over the weekend and I will follow up with you all on Monday with the latest info.


Later today we are planning to rolling out a server release in preparation for our next update to Mods. You can find out more about upcoming Mod changes in the most recent Road Ahead Blog.

List of Changes:

Reduce Mod Upgrade costs:
One step we are taking to make Mods more accessible is to reduce the cost to upgrade a mod to increase its level. With the addition of slicing, it’s more important that ever to know if this mod is worth spending resources to improve and you’ll need to level a mod to 12 before you reveal a mods' 4 secondary stat types. Particularly before 85, the cost to upgrade a mod deters many players from investing in even if it’s the best choice to improve their team’s overall power. Following this patch, the cost of leveling a mod is reduced:

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Mod Secondary Bug Fix:
In preparation for our next update, we are putting out a bug fix for an issue that has happened to a small number for our players. Some players have a mod that either doesn’t have the correct number of secondary stats or didn’t get the correct number of increases. For example, some mods are level 15 and only have 3 secondary stats, which should never happen, but unintentionally happened for some players.

The fix addresses 3 main situations:
  1. All existing mods that are missing a secondary stat when they should have one (ex. Level 12+), will have a secondary added
  2. All existing mods that should have had a secondary increase and the Mods that didn’t will have one of their secondaries increased. We’ll increase one of the four secondaries to fix the issue for Mods if they have less than the correct amount of secondary increases. The amount of secondaries increases will become transparent to players with the upcoming patch as we will reveal those increases on the Mod screen.
  3. Any mod that received too many increases, will not be changed, but will not receive an increase when it is sliced. For example, if a Purple level 15 mod had 4 secondaries and 4 increases, instead of the 3 that it should have, then it will not receive an additional increase when it is sliced from purple to gold

The number of increases on a secondary will be much more obvious when we introduce next big Mods update. Again this is a rare bug, but will affect a small portion of our players.
Post edited by CG_SBCrumb on

Replies

  • CG_SBCrumb
    232 posts EA Community Manager
    Hey guys, we're aware there was a possible issue with yesterday's release that may have caused a limited number of player's (less than 500) mods to be over-leveled. We're looking into this and will update you when we know more.
  • CG_SBCrumb
    232 posts EA Community Manager
    There is an issue with how Mods were changed after the server update yesterday. We won't have a fix ready for today unfortunately but are investigating a solution over the weekend and I will follow up with you all on Monday with the latest info.
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