Quick answer: Sample the hot events at a fixed fraction on the client, record the sample rate on each event, and reconstruct true counts by scaling on the backend.
When impression events make up 90% of volume you blow the quota and lose room for conversions. Sampling the hot events down and recording the rate keeps totals accurate at a fraction of the cost.
How to fix it
1. Sample the hot events
Send only a fixed fraction (e.g. 10%) of the highest-volume events, chosen with a uniform random draw. The rare events stay at 100%.
2. Record the sample rate
Stamp each sampled event with its sample_rate so the backend can multiply counts back up. Without the rate you cannot recover true totals.
3. Sample per event type
Apply different rates to different events so movement can be heavily sampled while purchases are never sampled. One global rate would either waste quota or distort key metrics.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.