New HavenForumsGame DiscussionLegion raids
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Valkuk.
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Legion raids in their current state have become extremely difficult to manage. The encounters are nearly impossible to win, theoretically, they need higher tiers, but H7 makes playing a T4+ character feel unviable.
Previously, one of the workable strategies was to kite Legion Lieutenants into direct engagement while maintaining tanking support, combined with attack defense and biokinesis. Without biokinesis, this approach was already challenging; now it has become almost unmanageable.
The overwhelming number of enemies is one of the biggest issues. When ten Legion soldiers focus fire on a single player, even strong characters are taken down very quickly. They tend to target higher-tier characters first, meaning those without biokinesis are quickly removed from the raid. In addition, the difficulty of tracking 20–30 mobs moving across the screen at once creates significant confusion and makes coordination impossible.
While the arrival of Society reinforcements is appreciated, their impact is limited. With ten Legion soldiers able to bring them down in moments, reinforcements scarsely shift the balance before being eliminated.
Lieutenant abilities also contribute to the problem. When their major specials are used every two rounds, the raid becomes nearly unplayable. Being blinded for 60 seconds (effectively two rounds) or stunned leaves players completely unable to act, which usually results in being quickly eliminated by surrounding Legion forces. Illusion effects can sometimes be mitigated, but blind and stun effects remove all agency.
Another concern is the pauses in raids. While they seem intended to give players time for emotes and time to assess, in practice very few players use them this way, and even fewer in Legion raids when there is too many on the field. The pauses often feel unnecessarily long, delaying progress and leaving groups less able to thin enemy numbers before the next wave arrives. This typically results in the raid being overwhelmed.
Raids should of course remain challenging, but the current balance means that even groups composed of highly combat-focused players are often overwhelmed regardless of strategy. Possible adjustments could include capping the number of NPCs that can be active at once and reducing the length or frequency of pauses. These changes would preserve difficulty while making the encounters more manageable and engaging.
To just show how cluttered raids have become, here is a log of one point from the last raid:
(T11) Tenzin and 1 others (X:-1 Y:-1 D:1)
(at) An athletic woman with tousled auburn hair shooting at bench (X:-1 Y:-1 D:1)
(Me) Lykaia shooting at a soldier of the 63rd (X:0 Y:0 D:1)
(Ev) Evalina shooting at a soldier of the 63rd (X:18 Y:0 D:18)
(A3) Avalon shooting at a soldier of the 63rd (X:18 Y:0 D:18)
(Li) Lillian shooting at The 63rd Legion Haemomancer and 2 others (X:20 Y:0 D:20)
(A2) Annabelle shooting at The 63rd Legion Haemomancer (X:-24 Y:-1 D:24)
(Am) Ambrose shooting at bench (X:26 Y:-1 D:26)
(im) an immaculate man wielding a rifle (X:30 Y:-1 D:30)
(pr) a preserved taxidermied rodent (X:-44 Y:3 D:44)
(T7) The Illusium Court Haemomancer shooting at a soldier of the 63rd (X:-59 Y:5 D:59)
(I3) An Illusium Court Masquerade Hunter shooting at a soldier of the 63rd (X:-59 Y:5 D:59)
(Il) An Illusium Court Masquerade Hunter shooting at The 63rd Legion Haemomancer and 5 others (X:-59
Y:5 D:59)
(I2) An Illusium Court Masquerade Hunter shooting at bench (X:-59 Y:5 D:59)
(T8) The Illusium Court Telekinetic shooting at a soldier of the 63rd and 1 others (X:-66 Y:5 D:66)
(T9) The Illusium Court Illusionist shooting at The 63rd Legion Haemomancer (X:-66 Y:5 D:66)
(T6) The 63rd Legion Commando shooting at The Illusium Court Illusionist and 2 others (X:-84 Y:7
D:84)
(T10) The 63rd Legion Grenadier shooting at The Illusium Court Telekinetic and 6 others (X:-84 Y:7
D:84)
(s4) a soldier of the 63rd shooting at The Illusium Court Illusionist and 4 others (X:-84 Y:7 D:84)
(s5) a soldier of the 63rd shooting at The Illusium Court Telekinetic and 3 others (X:-84 Y:7 D:84)
(s6) a soldier of the 63rd shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(s7) a soldier of the 63rd shooting at The Illusium Court Illusionist (X:-84 Y:7 D:84)
(s8) a soldier of the 63rd shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(s9) a soldier of the 63rd shooting at The Illusium Court Illusionist and 2 others (X:-84 Y:7 D:84)
(s10) a soldier of the 63rd shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(s3) a soldier of the 63rd shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(Th) The 63rd Legion Haemomancer shooting at The Illusium Court Illusionist and 16 others (X:-84 Y:7
D:84)
(so) a soldier of the 63rd shooting at The Illusium Court Illusionist (X:-84 Y:7 D:84)
(s2) a soldier of the 63rd shooting at The Illusium Court Illusionist (X:-84 Y:7 D:84)
(T2) The 63rd Legion Haemomancer shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(T3) The 63rd Legion Commando shooting at The Illusium Court Illusionist (X:-84 Y:7 D:84)
(T4) The 63rd Legion Haemomancer shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(T5) The 63rd Legion Commando shooting at The Illusium Court Telekinetic (X:-84 Y:7 D:84)
(be) bench (X:-114 Y:9 D:114)
(tr) tree (X:-107 Y:-86 D:137)Yeah, the amount of spawns is something I definitely see as a problem in a lot of them. I don’t think they are impossible, people have been completing them, but a lot of the ones I’ve participated in are just… A pain? Every single pause you get from 4-7 enemies to spawn, which wouldn’t be an issue since raids are attended by around 7-12 PCs normally… If it wasn’t for the fact that you cannot clear those before the next pause, and the Legion will wait to have double your numbers or more before approaching you.
Try to approach them yourself? Get shot down in the process- Or have another one of those 7 NPCs spawn in your face and take you down anyways. A lot of times it feels like when winning it’s not because you did anything special, but because the NPCs were silly in their approach.
Not to mention the scrolling nightmare it becomes, lines upon lines of text that you cannot read or keep track of with locations you cannot see. And because the legion spawns at different times, the NPC messages are never coordinated. So it’s not even waiting for the big drop and making a quick assessment, it’s just hoping for a breather, or to pull up “map” or “scan” and try to do something quickly enough.As much as I don’t enjoy pauses all that much, ironically enough they are a relief in legion raids whenever it gets this bad. Because it just allows you after so much chaos to say “Alright, wait a minute, where is everything?”. But whenever the chaos isn’t as high, it’s just another “Oh, whatever you were doing? Pause it, another wave incoming”
Maybe I sound overly negative about the topic, but this is just my experience. Sometimes it just feels like defaulting to attacking the first thing you see because you do not really have the time to look at anything else.
I know that looks like a lot, but historically, that’s a pretty small mob compared to what operations would bring in if no opposing groups would show up to an operation, and it was simply your group against the NPCs.
The issue is simply that people aren’t attending raids like they used to. I think it is a matter of encouraging others to fight, taking the IC threat seriously, and trying to do something about it. If each faction and society sent in 3 T2 characters each, Legion raids would be more than doable every time.
The other thing is with so many newer players over the last couple of years, there’s often a lack of understanding in mechanics and they don’t know the tips and tricks to deal with mobs, nor do they have the knowledge to give proper instruction when they are trying to command what others should be focused on. As a non-combat build character (for the first time in all of my years on Haven), my character listens to the instructions given in the raids, but on an OOC level I am cringing because many of them are making the wrong calls if they desire to have the upper hand.
There are many things that can be taught within IC groups, from first aid classes to learn the stat of “gadgets” so that they can use triage and then sparring where they learn how to use tasers in proper turn, setting up their myattacks, training the characters in which order they should use those myattacks, performing AOE attacks on mobs further than 10 spaces of a friendly, trying to maintain your distance to keep up those AOE attacks for as long as possible and not having characters run in butt-up against the mobs while the rest are further out, sticking together as closely as possible to triage and move protect, everyone focusing on the same NPC each round when they are in short range in a group and never using AOE in those situations, etcetera, etcetera — the list goes on.
I see a lot of RP opportunities for experienced players with combat build characters to teach others and engage in their faction and/or society teamwork. It can be frustrating and disheartening to lose often, but there’s incentive to train up your armies and rally the troops.
It was relatively viable until AOE got inexplicably chain-nerfed to the point of uselessness.
@Vanashis I think one important thing to note is that operations’ difficulty was set by players.
I never had issues winning low difficulty operations even with just 2 or 3 people.
The legion scales, but does so with such aggression… Right now the only way to win most of them is to keep the legion busy while someone else fulfills the objective, and even that fails much of the time. I don’t think that’s per-se a negative thing, it certainly makes the objective actually relevant opposed to past iterations where it was often done after the operation was already won.
I think adding a bit more soldiers would probably be a good thing. Or even returning a simpler / less busted version of manpower (just give every society 5 per week or so capping at 15, substract 2 per borough they own, done) and letting societies themselves pick which raids they consider worth spending these on.
@Evalina, operations were altered towards the end of H6, AOE got nerfed, and no matter the difficulty, if no one showed up to oppose your operation, the waves would bring in 60 NPCs at a time. There was still a way to win them with 2 to 3 characters, but you pretty much needed to be able to fly, and then follow precise mechanics.
I won’t bore you all any further with how I believe the raids can be won, but I’m more than willing to chat about it on the OOC channel if anyone wants to discuss it.
@Vanashis Ah, I did not know that, sorry.
Sounds like that renders the game pretty miserable in low periods though….
What would people want the expected win/loss ratio to be for a legion raid?
I tend to assume that having a win/loss ratio of 1:1 given average levels of participation, planning and tactics would be the goal, with good participation, planning and tactics rewarded with a higher (but not perfect) win ratio. This maintains a mixture of reward incentive and tension that tends to be the designer’s optimum.
Hitting this would require the raids to be of increasing difficulty to account for lower AI tactical capabilities and growing player experience and character strength as the game progresses, but that creates a problem where new players who come into the game later will get frustrated as the raids would be tuned to more experienced players.
My understanding though is that even lost raids provide some benefit. This is based on having shown up on contribution reports for factions where my character has only taken part in losing raids. I’m guessing that either some people weren’t aware that you get a benefit for losing a raid, or that this benefit is insufficient based on the critiques here.
From a design perspective this is a really difficult set of problems to address as in summary:
1) Make raids difficult but winnable for a high level response from the players
2) Make the raids worthwhile for players to participate in even when they are unable to mount a high value response
3) Increase the difficulty as players advance in skill and character strength
4) But make it worthwhile for new players to still feel they can contribute
5) And keep the raids themselves fun by maintaining the balance of tension where players feel they could win or lose the encounter based on what they do.Most of the suggestions offered that I’ve read seem to focus on improving one of these goals at a heavy expense to one or more of the others. I’d entreat players, when making suggestions, to consider the full scope of the problems with the system design.
I don’t know about all of you, but if I were running a MU* and saw people regularly publicly picking apart the systems and complaining, and sharing how they don’t like it or that things need to be done differently, I imagine it would be hard to feel energised about continuing to pour my time and effort into maintaining things.
I assume we all chose to play this game for a reason… Out of hundreds of text-based worlds available, people who tend to stick with Haven do it because there’s truly nothing else quite like it, and a big part of that uniqueness comes from its beautifully designed systems. These systems are not impossible, but they are complex, intentional, and also rewarding to learn. A lot of it is obfuscated, and that is supposed to be for your own benefit. It isn’t our purpose to understand how everything works and why (look at the chaos of how many people tried to find the loopholes to cheat back in H6, or to ensure they had the “best” build, etc, once they had access to the code).
If a person feels strongly about how a system could be done “better,” the wonderful thing is that the former Haven code is open source, so absolutely anyone can build upon it and create their own version of the world they envision. When we play games, we are entering a world created by someone else that they are graciously sharing with us, and not for us to redesign. That isn’t to say players can’t make a suggestion via a petition of implementing something that would truly be fun and cool, and benefit the playerbase as a whole, but the tone generally portrayed on OOC and on the forums isn’t very constructive or helpful.
Designing, coding, and maintaining a MU* is a massive labour of love. I invested years of my free time into one, and when feedback crosses into constant complaint because a design isn’t how someone else would have done it, it can drain the joy from that creative work.
At the end of the day, I think we all want the same thing, and that is for Haven to continue to be a place where creativity thrives, our stories unfold, and players feel inspired to log in. The more we can respect the work that goes into giving us this shared world and focus on the things we love about the game, the stronger we can become as a community, rather than one that is doomy and gloomy. We don’t have to agree on every design choice, as that’s probably humanly impossible, but we can absolutely choose to value the spirit of collaborative storytelling, and give gratitude and understanding to those who give us this game to play. It could be taken away in an instant, after all.
Feedback is part of any healthy game community. Critique of systems is not the same as disparaging the people who built them, and raising pain points is often how the game improves. Haven thrives because of collaborative storytelling, but that includes players being able to say when mechanics are overwhelming or discouraging.
This is a also a discussion space. We’re discussing and considering these points mutually, not dismissing staff effort.
When running anything, from a mud to a public bathroom (which has more in common than I intended now I think about it a bit…) you’re going to get criticism. That’s part of the process. There’s a difference however in, ‘This thing you did isn’t fun’ and ‘You’re doing a terrible job’.
We can simultaneously appreciate the work Nova does, and provide feedback that can be scathing at times. While being down on everything may demotivate him, instead showering him with praise will mislead him (and probably end up demotivating him when he starts wondering why despite doing everything right, it doesn’t work out the way he wants to)
Providing feedback is a sign of people being invested and caring, which is usually a very positive thing. It’s often the same people who will give comprehensive feedback that also are happy to praise new things they like. The opposite of love isn’t hate but apathy, and all that. There’s also a vast difference between, ‘I would prefer this’ and ‘I think this isn’t working’. It’s important to seperate the two.
There’s plenty about H7/6 I don’t prefer. I’m not private about that. But I also recognize that for who the game is intended for – it’s veered in that direction much more. Just, that hasn’t been me for a while now, which seems intentional. Which makes me a bit sad, but life is life. Still on that decision whether to take it as it is or not.
Conversely there’s a lot about H7 I do like. Same about H6. I always thought MyHaven was a great addition, I love how the LLM is used, dream scenarios are oodles of fun and I think the grid is absolutely fantastic.
Conversely, there’s things I perceive to be flaws. Nova may disagree – but say, the new patrols, I’ve lookfor active’d about a week or three and got a single llm patrol and 1 person it keeps wanting me to engage with.
Likewise raids/operations. The way you describe them – you need to use specific mechanics and have flight? Sorry, but that sounds less like fun puzzles to be solving every raid and more like ‘They’re balanced in a way you either know how to cheese them in a way that is probably quite repetitive or you’re going to lose’. I think if that’s a widely shared view point and not just you poorly communicating how operations went H6, that probably indicates some sort of issue. Be that issue how it’s balanced, how it’s designed, or how it’s communicated to players / causing them to engage with it, who knows. Or maybe an issue of me not understanding why that is in fact the way it is meant to be.
Conversely these raids haven’t felt challenging in a fun ‘Figure it out!’ way. It’s mostly been a case of either having some extremely good raiders along (like Ambrose who is a monster at combat mechanically) and some really good utility skills, or you just kind of exist to lose. You can try to draw them away to buy a bit of time and do a few other clever things, but most of the time…
Is that intended? Maybe. But Nova probably hasn’t the faintest clue how these things feel and play unless he spots people talking about them. He has a life, he’s busy, his logging is kind of shitty I think and I doubt he has any meaningful statistics on player engagement and behavior. He either hears it from us, or he probably won’t hear at all how it’s playing. There’s absolutely issues in the game that existed for half a decade or perhaps more that simply put he never knew were there. He does not have the time to try every command he programs in, let alone to track how we interact with them and combine them.
So I’d say feedback is quite necessary. And that can perhaps feel demotivating sometimes because people are more likely to think ‘I dont like this, lets share that’ multiple times than ‘I like this’. Usually ‘Oooh, cool’ is a one time reaction while, ‘Ugh, this sucks’ is a daily thing.
We don’t really know Nova’s design goals for raids. But it is true we’ve been losing quite a few of them – it /feels/ like I’ve been losing most of the ones I’ve been in, and I certainly try just about anything short of making an optimized build – and I would say that if the expectation is that in the long run we’ll need someone with flight and a specific strat to win every raid, that’s probably going to work a lot more to demotivate me, at least, than it is to entertain me. That doesn’t sound fun to me at all. Right now I am not enjoying Raids as much as I did operations.
Part of this is that a lot of the time I feel like I lose in a way that is so overwhelming that there’s not much I could have done differently to win. Losing by a hair is fun. Winning because of a clever play is fun. Losing because a spawnwave instantly blasted away the core of your team? yeah, not fun. Not for me, at least. I think it’s entirely okay if not every raid can be won without some kind of play like someone rushing the item while everyone else is gunned down and tries to buy time.
I think it’s pretty unfun if that is every raid. Clutching victory from the jaws of defeat is only fun if that doesn’t feel like /the/ way to win, to me. I feel like there’s a balance there that older versions failed to achieve in one direction (with operations often basically just being deleting the bullet sponges with the objectives often an annoying timesink until, apparently, end of H6) and we currently might be failing in the other direction (with tricks and plays to get the objective done being the only realistic way to win).
But who knows? Maybe this is how Nova wants it to be. He won’t tell us, so all we can do is share what we think, how we feel, and what we’d like to see. He can listen, or leave it. I’d hope he’s not taking it as a personal slight when people don’t see eye to eye on him on his design, especially when he’s often not one of the people actively engaging with his design. As he put it once, though I am sure I am getting the words wrong if not the meaning, if something was to happen to Haven, we’d lose a game we spend tons of time with, he’d mostly get some hours of his week back. Sometimes he does play it, but he’s probably never going to play it as much as we are. Which is fine. And it is very nice of him he works on the game despite that. But if people don’t speak up, he simply will not know much of the time.
Of course the key to that is doing so respectfully without suggesting he is dumb, lazy, uncaring or whatever. But the ball is kind of in his court to ban people who do so (and I really hope he does, because if they do it to him, they’re absolutely also behaving that way to the rest of us).
And sure, everyone who disagrees can also just go and make a new game. I think that’d render this one pretty bad though. In my opinion, passion is what keeps a game flowing in interesting ways, a game is started by a dev and in a way completed by the player, who fills in the dots and actually renders the game from a theoretical prototype into an experience. Players have a tendency to see games they love and invest time in as ‘their’ game too. And I think Nova doesn’t like that very much going by his past statements. But it isn’t something they do out of malice. In fact, it’s probably the greatest compliment you can hope to achieve – you managed to make something that resonated sufficiently for people to feel attached, protective and possibly even nurturing over it.
Either way, if he doesn’t want topics where people pick apart his designs, he can say so and people will stop doing so. I know I’d stop engaging at least. But from my perspective, it’s healthy. People aren’t whinging about stuff they haven’t tried or implying bad things about Nova. They’re sharing their experience, opinions and desires concerning a system they’re actively participating in on the regular. What’s wrong with that?
It’s sort of a self-feeding cycle, though.
Bugs and major issues and minor issues alike persist for weeks and months on end which amplifies the frustration from players who are having issues because of that, which feeds into criticism, which feeds into staff burnout, which feeds into the frustration, and on it goes.
I’m not sure how the game’s supposed to get better without actual player feedback that isn’t instantly dismissed or ignored. Nova has a propensity for kneejerk changes based on whatever he’s had a negative experience with most recently and that doesn’t make for great game health on a systemic, holistic level. For example, the unannounced, unacknowledged hard caps on sprint and jump distance that people have been petitioning as a bug for months, which actually nuke several abilities and entire builds/archetypes and which pigeonhole flight/wings as the only viable way to Go Fast. Or the chain-nerfs to AOE attacks which has made the issue with mob density in legion raids so much worse. Or the nerf… to… landmines??????? A meme ability that only like 2-3 players have managed to use with any effect in the game’s entire history.
There are a lot of really genius things about Haven but I don’t think it’s usually many of the systemic design elements. It’s usually stuff like the customize command, or the built-in multidescer, or clothing layering, or any number of things that seem like so much common sense and that we miss when we play other games. I don’t think anybody leaves Haven and misses favor or secrecy or borough elections or any number of mildly incoherent game systems that either don’t really work, brew toxicity, or incentivize weird behavior. I think the only actual major game systems that really stick the landing are combat (when it doesn’t implode on itself) and SRing? Both ancient and heavily refined. New systems need that refinement and you can’t really refine systemic things very well based on subjective personal experience and kneejerk tweaking. It’s also hard to refine systems when you blackbox them and neuter any feedback or bug reporting capacity from players.
I appreciate the hell out of all the work Nova put into New Haven, but it feels like early access. Before I bounced I was running into bugs on pretty much a daily basis, sometimes bugs that wasted hours of my time, and half the time it was impossible to tell the difference between bugs and unannounced, undocumented changes. It’s gonna need a lot of refinement and I hope it gets there, but that refinement isn’t going to happen absent feedback. Absent feedback we’ll get a lot of ??? stuff like ‘landmines inflict 1000% thuggery because feral children might later detonate them on accident when the fight’s over except unannounced and undocumented enjoy the trap nerds’.
There are quite a lot of guesses in this thread as to what staff does and doesn’t do on their own game, which I find a bit surprising, but aside from that there have been posts on the topic of feedback and changes from Nova. I tried to post the links to the old forum topics, but it got automodded, so you’d have to go to the old forums and then FAQ, and then to Town Hall. The topics to check out are ‘Feedback vs Backseat Development’, and ‘Gibberish and anti-play.’ I’m sure there are more threads about the subject that Nova wrote, but I don’t have time to look through them this morning!
Petitions can be made for bugs or anything you think could possibly be a bug. Those are important to submit.
Using ‘make petition’ also has the option to change the type. Valid types are: Bug, Suggestion, Request, Renovate, Missive, and Typo.
It’s so easy to make a suggestion without bringing about a culture of doom and gloom that has been going on in game on an OOC level.
What we’ve been seeing on the OOC channel has not been constructive criticism or sharing suggestions. It’s been I hate this, staff is dumb, other people joining in and talking about what they hate, and it makes me wonder what makes people stay. They are still logging on and playing every day, but they are also complaining as if they are forced to interact with this world that they are not enjoying.
I once woke up to way too many messages in my DMs from a player listing off everything they believed was wrong with Haven and why they hated it. My only response was, “When I don’t like something, I quit doing it, and I find something that I do like.” That’s logical to me. We aren’t in some political situation, a life or death situation needing to defend our people. This is a game… When Miles wasn’t having fun anymore, he left. That makes sense to me.
Games generally require a certain set of mechanics to be followed in order for players to be successful. Professional gamers know exactly when to pop what, when, why, and how which makes them incredibly better at those games than the average Joe. If people want to go to a raid and get into melee combat when a mob of NPCs still has full defences because that is how that player has fun, then they are going to have fun… but they probably aren’t going to win. There’s nothing wrong with doing things out of order if you are there just for the fight and enjoy engaging in combat. if you are looking to win, though, then you’ve got to figure out the strategy. The only thing I really see “wrong” about the raids currently is that not enough players show up anymore (and there can be a huge lack of teamwork when a larger group does arrive). Most people have 3 month attention spans, and they move on to make a character on a new game and interact with that one for a while, so a lot of characters are missing at the moment. However, there are lots of new players, and many opportunities to teach them in an IC manner how to play and why we fight the Legion.
This thread started out about frustrations with current raids. I tried to offer a helpful suggestion on how to make them more enjoyable and doable, because in my experience, these raids are not as difficult as the last iteration of operations. It’s gotten way off course, but I do hope people who want to keep playing can focus on the things they enjoy, work on how to manoeuver around the things they aren’t wild about, be respectful in their feedback and suggestions that they submit to staff, and have some patience.
I hope to continue to RP with those who are still around. We have a wonderful, diverse group here of writers.
This thread was started to exchange perspectives on how raids currently play out, not to attack staff or the game. Discussion naturally includes frustration, suggestions, and analysis; that’s how balance and design improve over time. No one here is denying the effort involved, we’re just looking at how those efforts feel in practice during play.
It was brought to my attention that the number of Legion units appearing in raids seems to have decreased since the death of the last Legion Lieutenant. It’s unclear whether the two events are related, but based on recent observations, the reduction in numbers does appear consistent from what I saw and others seen, too.
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