Gaming application code is an act of manipulation. The computer, being a deterministic machine, has no concept of randomness. All it does is follow instructions. Code in and of itself is not nefarious, it only performs what was deliberately written (even it you’ve made a mistake by writing it).
The ABT enemies have set behaviors, except under certain circumstances, such as low health or depending on rank, type of accessories, etc. For example, I’m sure you’ve noticed that when a Tf has extremely low health, the game speeds up and the enemies become more numerous. As the game speeds up, the Tf slows down and the reaction time to commands (coming from the user) slows making it harder for the Tf to escape death. Also, each Tf and enemy has a damage mechanic, meaning you can’t do more damage than the maximum possible value calculated by the mechanic.
Level 10 is where the sudden death “bug” showed-up, (presumably to force us to upgrade) but this is why the Seekers were level 10 — the take on massive damage and die level. I don’t think levels 11 through 15 have this damage quotient built in, so I believe the damage mechanics for these levels is being manipulated (i.e., nerfed) using the code for the accessories.
Think about G. Grimlock and how badly he was performing until some noticed (I believe it was Millforce2k) that the accessories were hampering him. Removing the accessories restored him to his regular level 15 self. Previously we were using the “buddy” version of him (this way the level of the Tf didn’t have an impact) in the competitions, that’s why the drastic difference in his performance. In the first few competitions with users mainly using “buddy” G. Grimlock, I believe more gems, pigs, coins and awards were given out (net decrease) then ever imagined.
It’s just like the “updating progress bug” which had a supposed problem with the cloud which belies the point of using the cloud in the first place. The code was deliberately inserted to manipulate a situation. The real bug, with “updating progress” was that it didn’t initially take into consideration that missions/upgrades might be running when the “setback” occurred, resulting in free materials and upgrades until they tweaked it to just “take”.
During the Seeker competition the opposite must of occurred in that there was a net increase in gems paid. However, there were “hack & rack” cheaters and cheaters adjusting time zones/device clocks to prematurely produce charges. So the revenue stream might not make sense for the number of gems paid. Now we have a game clock “bug”.
I’m not saying that there have not been mistakes and plenty of them. But some of what looks like just foolishness and downright stupidity may be deliberate. Just a theory…