Expiration dispute

On Android/SQ-Network contracts expires 150% timer duration after starting (or 50% beyond the time when the contract can be collected.) This matches LID's post on the SQ forums, he is on iOS and (I believe) SQ-Network Jcw391 (talk) 14:24, April 16, 2013 (UTC)

Also, in response to RWalt's statement (on his edit) "this is what his post meant, and is consistent with my own experience (i usu collect a 6hr contract 12+ hours after it starts)" this would be 200% from start, or 100% from completion, not 150% from start. That was my original theory (that contract expiration timer was equal to the contract completion timer), but LID is the one who convinced me to re-test with his statements that the expiration timer was 50% the completion timer.

I do not, however, have any explanation for why you can collect 6 hour contracts 12+ hours after completion-- except that you may not be considering the impact of all variables (or that your game runs differently because you're on a different platform and/or network.)

For example; If a neighbor provides assistance while you are sleeping (and the contract expires), when you accept that assistance, instead of reducing the contract duration (neighbor's intended/expected result) it resets the contract (same as if the neighbor had assisted on an expired contract). Jcw391 (talk) 15:03, April 16, 2013 (UTC) ________________________________

RWalt: I didn't say that I can collect 12+ hours after completion, it was 12+ hours after it starts. I think I worded it weirdly but this stuff is hard to explain.

Using LID's example in his post: "if you set the Glonass contract to start at 1 o'clock, it will complete at 2, but expire (need to be recovered) at 3:30 (1hr to run + 1and a half hours before expiration)."

So for a 1 hour contract:

1-2pm = can't collect, running

2-3:30pm = can collect, completed

3:30pm-onwards = expired

According to this, expiration happens in 2.5 hours after starting a 1 hour contract (or 250% from start), if this is in fact the same for 6 hour contracts (which I suspect it is), then expiration happens 15 hours after starting, or 9 hours after completion. For the 14 hour Coffee Beans, 35 hours expiring after start.

Unless of course, his numbers are wrong (or his example meant 2:30), in which case this is all moot. Still, if it was only 150% it wouldn't explain how I can collect the 6 hour one in 12+ hours. Maybe it's the neighbour thing, I'll check it soon. RWalt (talk) 18:20, April 16, 2013 (UTC)

Out of curiosity, what Platform/Network are you on? Jcw391 (talk) 00:32, April 17, 2013 (UTC)
Facebook with windows pc, but this isn't really about me, it's more about LID's post. RWalt (talk) 00:35, April 17, 2013 (UTC)
Starting the 6 hour contract right now (06:29 utc), let's see when it expires (will make sure no neighbour interference). I remember hearing another rumour (no idea where I heard it), but it was that different contracts themselves have different expiring % times. Hoepfully that's not the case, or it'll be a real headache. RWalt (talk) 06:36, April 17, 2013 (UTC)


So I finally bothered to do the test.

Expiration Conflict 1
Expiration Conflict 2
Expiration Conflict 3
Expiration Conflict 4
Expiration Conflict 5

5 minute Fresh Veggies contract....expires 7.5 minutes after finishing (aka 12.5 minutes after starting). That would make it 150% and 250% of the contract time, respectively.

No, I don't have proof that SQ-network/iPad/whatever is the same, but what I found was exactly what LID's post described (that was my point all along) I'm going to go ahead and change everything.

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