But for me I just don't understand how it would, I thought mission generation behaved as follows :
- Player views mission board
- Do we have missions cached, if so (5)
- Generate missions with a 15 minute expiry date
- Cache missions
- Serve missions from cache
It might not I don't know. But if it does where's the overload on the above?
Well, I'm no expert and, to some extent, I share some of your confusion.
I
suspect that a big part of the problem is when people get
really aggressive about manipulating the mission-boards.
At the last skimmer gold-rush (I forget where it was), people weren't just board-flipping to grab the desirable missions.
They were taking
every available mission and then keeping the desirable ones and abandoning the undesirable ones.
This sort of behaviour (multiplied across 3 modes) was probably something of a "high-pressure enema" for the mission-generator cache.
As I've said before, we don't know if the mission generator struggles to keep up with "normal" gameplay or whether it can manage without breaking a sweat.
All we know is that under a heavy load it
does fall over.
And, at the moment, that causes connection problems as well as mission-board problems.
I guess part of the reason this might be happening
now is because it's a response to a problem that's been growing in size.
Most people have probably board-flipped once in a while, even if it's just to try and spawn a permit-mission or naval rank mission, or maybe to spawn a mission that'll allow them to fill up their cargo hold or whatever.
These days, though, pretty much
everybody knows that it's THE way to maximise your opportunity in a gold-rush, there's umpteen YT channels telling us how to do it
and we've got players routinely "flushing" the mission-generator cache to generate new missions.
I'd bet that's a significant change from the way things were 3 years ago, or 2 years ago.
Thus we've ended-up in a situation where the existing system flat-out
cannot handle peak-load and a new system had to be found.