Hello
It's time now for cg to raise the 5 sim cap on light side/ dark side hard nodes. Most 3m+ gp players have overfarmed those nodes and really only use their energy for gear on normal nodes.
Thus you are only capping the newer player base and stunting how long they can farm for the 2x revans etc.
Upping the cap to 8 would help them benefit the most.
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Replies
Would just like to see more steps of genuine care from cg. They are starting to slightly inprove as of last couple weeks tbf.
If your intent is to help newer players farm faster, why would you only raise the cap on LS/DS hard nodes? Why not also on fleet hard nodes?
And having Vulture on a node with normal energy with the cost of 12 per attempt is preferable over fleet nodes with 20 in my eyes.
- Grand Admiral Thrawn
I would say more newer characters on fleet nodes. And it would be rejected out of hand immediately. A shard shuffle would help if bastila, zaalbar and carth was swapped.
Maybe the alternative is to lift cap on the legendary journey chars only to help new players.
Precisely why newer players would benefit. More farms to carry out. End game players either farm to complete the set or pick up newly placed shards (vulture droid etc). They want players to catch up with legendary characters. Yet only quicker way to do it is massively p2p via packs. Or like i said remove refreshes from essential chars
At some point you're simply forced to farm even bad or not very useful toons because they are needed somewhere (TB platoons, Epic Confrontations, ship pilots etc.). You can avoid that for quite some time but eventually you have no choice if you want to participate in every game mode, that's the ugly truth.
The good point on this is that i almost never need any node refreshes because i have so many toons and ships to farm. Of course it will take longer to finally max them all but i'm saving a lot of crystals right there. A change to 8 attempts would only help me to get a part of these faster but also means i have to ignore others in that time as i just don't have energy left for them. In the end it will take me the same time to get all farming done, it just changes how fast some toons become maxed and useful.
- Grand Admiral Thrawn
I’m not sure how that would work since you don’t have to do 5 if you don’t want to.
You aren’t forced to farm bad or not useful toons for example I haven’t farmed FO or resistance and don’t plan on unlocking JTR or bb8 but can still play every mode and win most times using other squads(only 1 over 100k rest are 70-90ish) but I do agree the energy refresh is better at 5 most of the time
How exactly would removing Bastilla Shan and Zaalbar from their fleet node help new players farming for the two Revans which according to your OP is part of your purpose with your suggestion?
Again:
I agree on a cap increase to 8 would be appropriate. If CG wants to milk whales, they can lower it again ahead of the next burst of marquee hitting nodes. Right now mostly long term players are done, other than Vulture, and Vulture is no rush since it's not in an event and the pressure is to farm Negotiator, not Malevolence.
So I'm guessing you want 10 more marque's great.
If they increase it to 8 daily sims, they will release those events sooner then they would if it were 5 daily.
Unless you purchase about 100 shards from shipments/packs and refresh nodes 2-3 times per day, you'll never finish before the unit is first needed, regardless of how many free daily attempts we get.
Buying shards from shipments (at 80c/shard) provides a safer timeline. 3 refreshes per day (20 sims under current numbers) would let you farm 280 shards in about 45 days at the cost of 175c per day in node refresh costs. It's cheaper than buying from shipments, but I think most timelines are closer to a month post farmable, rather than 1.5 months.
Edit - that third refresh should end up costing about 67c per shard, vs the 80c in shipments. I prefer the guaranteed route that I can start 6 weeks before the unit is farmable.
If you are farming just to collect. I am 3.4million gp and only have vulture droid, shaak ti, and anikens ship. Everything else is optional. I MIGHT go back for the FO depending on Hux and Sith trooper.
I thought the journey guide they would start to make certain legendary events accessible 24/7?
The point of re hashing the debate (some sarcastic comment), is with journey guide being part of road ahead and the sheer amount of farmable toons. Not scaring off new players. Briefly to get the legendaries you need
Jkr / DR - 10 old republic
C3po - 5 ewoks
Jtr - 3 resistance (bb8)/ 2 vets
Palp - 5 empire
Thrawn - 5 phoenix
Cls - 5 specific rebels (r2d2)
Gmy - 5 jedi
Padme - 5 seps
Bb8 - 5 fo
R2 - 5 rebels (sorry forgot)
The list goes on. How the hell can they ever 20% catch up towards endgame.
Not many going to whale hard to catch up to the base platform of req roster
I agree with this to an extent.... it'd flat out cost CG money because whales would just do mega-refreshing rather than straight up buying shards/shard gamble packs to acquire new characters.
If players are starting from 0 - the total number of sims required is the same. What those players need to do is to spread those sims out on a larger number of units. It takes each individual unit longer to farm but the long term rate is the same.
But if they got more characters means 3 x sims less per 25, 50, 100 refreshes x many.