We’d like to thank everyone who took part in our recent APAC Arena test, where we introduced a 275 impulse speed cap to help stabilize gameplay. Your feedback and participation helped us gather valuable data on what’s working—and where we still need to improve.
APAC Test Results and Key Takeaways
- Impulse Cap Test: Our APAC players experienced Arena under a new max impulse speed limit of 275. Early data suggests this cap reduces excessive desync and lag for most participants, though a few issues may still occur.
- Ongoing Refinements: While the cap showed promise, we remain committed to addressing the root causes of any lingering performance problems. Your feedback was instrumental in pinpointing additional areas to investigate.
Known/Reported Issues (From the APAC Test)
- Matchmaking: With lag significantly reduced, the most frequent complaints centered on matchmaking concerns. This remains a known issue.
- Lag: Still present, but mitigated by the impulse speed limit and previous optimizations.
- Can’t Warp into Arena: Known issue causing some players to be stuck when attempting to join a match.
- Ship Stuck in Warp: Known issue that can occur intermittently during travel sequences.
- Visual Issues: Known issue with ship or UI visuals, occasionally misrepresenting positions or battle outcomes.
- Borg Cube Misplaced (Not specific to Arena): Occurs outside Arena as well, potentially tied to client-side interpolation.
- Ships Attacking from a Distance (Not specific to Arena): Another client-side interpolation issue, already under investigation.
No widespread reports were received for:
- Stuck Matching
- End of Arena Win or Loss
- Ship Shows Destroyed but Isn’t
Although fewer users participated in the APAC test than would typically join a global event, these reports guide our next steps for stability and bug fixes.
Expanding the Test: All Regions, January 30
Based on the insights gained from APAC, we’re extending another Arena session to all regions on January 30. This provides a broader sample of players—and thus more comprehensive data—so we can refine our systems before resuming a regular schedule.
Event Details (All times in UTC):
APAC
- Start: Thursday, Jan 30 at 05:00
- End: Thursday, Jan 30 at 13:00
EU
- Start: Thursday, Jan 30 at 10:00
- End: Thursday, Jan 30 at 18:00
US
- Start: Thursday, Jan 30 at 21:00
- End: Friday, Jan 31 at 05:00
During this 8 hour bonus run, the 275 impulse speed cap will still be in effect, and we’ll be monitoring:
- Real-Time Stability – How well the system handles large-scale PvP under speed restrictions.
- Player Experience – Whether high-speed ships remain fun and effective, without compromising stability.
- Communication Gaps – If any players continue to see delayed battle notifications, rubber-banding, or other desync symptoms.
Why Your Participation Matters
Arena is evolving into a more stable, engaging environment because of your involvement. When you log in, test new settings, and share feedback, you help us identify:
- Hidden Bottlenecks – Issues that only surface at scale with real players.
- Preferred Mechanics – How the speed cap interacts with different strategies and playstyles.
- Future Updates – Where to focus next, such as real-time communication (RTC) improvements or further balancing.
Looking Ahead: Monday’s Regular Schedule
This Thursday’s run is an extra test. Our next regularly scheduled Arena event is still planned for Monday, giving us additional time to analyze Thursday’s data and apply quick-turn fixes if needed. We aim to keep Arena as stable and enjoyable as possible while we continue refining under live conditions.
Keep the Feedback Coming
We encourage you to share your in-game experiences and observations through:
- Official Discord – Report issues or unusual occurrences in the designated Arena channels.
- Support Tickets – If you encounter major problems, submit detailed reports so our team can investigate.
- Community Platforms – Threads on Reddit or other forums are also monitored for feedback and discussion.
Our Ongoing Promise
We know this process can sometimes feel iterative, but transparency and progress remain our top priorities. By openly sharing each step and listening to your experiences, we can deliver the best possible Arena experience for all Commanders.
Thank you once again for your patience, support, and dedication. We look forward to seeing you in Arena on January 30—and again on Monday—as we continue our journey to make PvP battles smoother, more competitive, and most importantly, fun.Live Long and Prosper,
The Star Trek Fleet Command Team