Based on what we knew going into the week, and some of the work we did on Alpha 3.8, we felt we could handle the near-term load during the event, but we underestimated the sheer number of people logging in to play. The reality is that we’ve known that our first-generation backend tech (that is rife with singletons) and inefficient data formats and usage patterns (on the client/server side) would have scalability challenges beyond a certain number of users. That’s why, for the last couple of years, we’ve had the Backend Team furiously working to remedy these issues, with the first fruits of those labors due to arrive in Q4 2020. The major mistake on our side was that we thought that our first-gen tech could hold out for another few quarters. In addition, we didn’t realize the impact that the first version of long-term persistence, activated in Alpha 3.8.1, would have on the size of the database fetches as we scaled up to unprecedented numbers of players. Since we don’t reset all player accounts with each new patch (unless we have to), and we don’t currently have limits on the number of items people can have, many players had thousands of items versus just a few dozen. The player load and the interim solutions for persistence all resulted in a perfect storm, causing server issues for a number of players.