The issue is that it doesn't fall on weekends as well. It can't show up on Day 10 or 11 this cycle making Day 12 3x as likely. Bad RNG or WAI? Depends on your perspective once again
Just wondering, has anyone even bothered to record when the credit heist has occurred in the last, say, 2 months? Without hard facts, a lot of this (and other threads of similar theme) are just rumor/hearsay based on anecdotal evidence that could quite likely be inaccurate. Let's maybe not burn the place down until we have actual facts to go off of?
Just wondering, has anyone even bothered to record when the credit heist has occurred in the last, say, 2 months? Without hard facts, a lot of this (and other threads of similar theme) are just rumor/hearsay based on anecdotal evidence that could quite likely be inaccurate. Let's maybe not burn the place down until we have actual facts to go off of?
There was definitely no heist this week. That has happened 3 times in the most recent cycles where we have gone a whole week with no heist. I can't give you exact dates, but I play daily and I look every day to see if it's there. I can tell you with absolute 100% certainty that we've had 3 weeks recently that did not contain a credit heist on my planet in the quantum reality I inhabit. Weekly would be nice is all I'm saying.
Recently hit level 70 and consequently have started to really feel the credit crunch as I expand my roster to more than just arena team (aka Jawas for crit damage mod challenge and pilots), and yes, I know it gets worse at 80+. But if we had a credit heist every week, especially when it can pay out, what, 5-20mil at the highest level (again, recent 70 so not sure what the top tier gives), pretty soon the only thing we'd have to spend credits on are mods. Everything else would be able to be maxed. That's not good for the longevity of a collector-oriented game like this. If people run out of stuff to acquire/achieve they're more likely to leave, resulting in lost revenue. It would also put a higher strain on the content team to develop and push out more characters, events, etc., which might result in less quality than what we want from those things. Just some thoughts.
What if the credit heist were every week (on a random day), but the rewards were halved (or reduced in some way)? So you'd be getting the same rewards as now (if it is indeed 10+ day average, which we currently have no proof of in the thread), but in smaller payouts more frequently. It would result in the same credit crunch (which is necessary), but people would at least have an event to look forward to. Plus it might help prevent binge spending since you won't be receiving as much all at once.
He counter starts one day AFTER the previous heist. So technically, Thursday 12/1 is day 1. Tuesday 12/13 is day 12. We'll be getting it Tuesday.
No, it doesn't. The minimum is 6 days, and we've had a credit heist 6 days after the previous one started (multiple times). If it used your counter that would have been 5 days.
He counter starts one day AFTER the previous heist. So technically, Thursday 12/1 is day 1. Tuesday 12/13 is day 12. We'll be getting it Tuesday.
No, it doesn't. The minimum is 6 days, and we've had a credit heist 6 days after the previous one started (multiple times). If it used your counter that would have been 5 days.
It hasn't fallen under 9 days since the level cap increase FYI.
He counter starts one day AFTER the previous heist. So technically, Thursday 12/1 is day 1. Tuesday 12/13 is day 12. We'll be getting it Tuesday.
No, it doesn't. The minimum is 6 days, and we've had a credit heist 6 days after the previous one started (multiple times). If it used your counter that would have been 5 days.
It hasn't fallen under 9 days since the level cap increase FYI.
I don't know when the level cap increase was but it looks like it happened on 10/21 and 10/28, so this is most likely not true.
@Mullato - I too think it's fine the way it is. I was merely trying to come up with a suggestion that might suit the general population better. I like getting more money for less work haha
Recently hit level 70 and consequently have started to really feel the credit crunch as I expand my roster to more than just arena team (aka Jawas for crit damage mod challenge and pilots), and yes, I know it gets worse at 80+. But if we had a credit heist every week, especially when it can pay out, what, 5-20mil at the highest level (again, recent 70 so not sure what the top tier gives), pretty soon the only thing we'd have to spend credits on are mods. Everything else would be able to be maxed. That's not good for the longevity of a collector-oriented game like this. If people run out of stuff to acquire/achieve they're more likely to leave, resulting in lost revenue. It would also put a higher strain on the content team to develop and push out more characters, events, etc., which might result in less quality than what we want from those things. Just some thoughts.
What if the credit heist were every week (on a random day), but the rewards were halved (or reduced in some way)? So you'd be getting the same rewards as now (if it is indeed 10+ day average, which we currently have no proof of in the thread), but in smaller payouts more frequently. It would result in the same credit crunch (which is necessary), but people would at least have an event to look forward to. Plus it might help prevent binge spending since you won't be receiving as much all at once.
It costs 6.3 million to train a single character to level 85
It costs around 2 million to 7* it
It will cost at least 2 million to upgrade a mod set for that character
Grand total is 10.3 million per character not taking into account abilities and gear crafts
Credit heist can pay between 5-20 million however I've never seen a payout higher then 5M and think it's reasonable to assume that the chance of getting any more then 5 million is extremely small.
With a 12 day CH rotation there is approximatly 2.5 credit heists a month giving aproximatly 12.5 million a month, which is about what you need to get a single character to max level. Note that this is assuming you already have all the shards and gear.
Now, how many months will it take to level every single character in the game by credit heist alone?
How about all the new characters that a being introduced? I think the risk of the player base "maxing everything" is approaching zero.
What makes it seem unfair is that the training droids drop weekly, but the credit heist is 9-12 days. It's this discrepancy that drives me nuts.
So if they were more stringent on training droids, creating a little bit of a crunch there so that you couldn't level everyone up even with all the credits in the world, it would be okay? (not sarcastic)
May I remind everyone that the lowest payout at the highest tier is 1.5 mil per run? So your range should be 3-20mil. Please don't give them any more credit than they deserve.
Recently hit level 70 and consequently have started to really feel the credit crunch as I expand my roster to more than just arena team (aka Jawas for crit damage mod challenge and pilots), and yes, I know it gets worse at 80+. But if we had a credit heist every week, especially when it can pay out, what, 5-20mil at the highest level (again, recent 70 so not sure what the top tier gives), pretty soon the only thing we'd have to spend credits on are mods. Everything else would be able to be maxed. That's not good for the longevity of a collector-oriented game like this. If people run out of stuff to acquire/achieve they're more likely to leave, resulting in lost revenue. It would also put a higher strain on the content team to develop and push out more characters, events, etc., which might result in less quality than what we want from those things. Just some thoughts.
What if the credit heist were every week (on a random day), but the rewards were halved (or reduced in some way)? So you'd be getting the same rewards as now (if it is indeed 10+ day average, which we currently have no proof of in the thread), but in smaller payouts more frequently. It would result in the same credit crunch (which is necessary), but people would at least have an event to look forward to. Plus it might help prevent binge spending since you won't be receiving as much all at once.
It costs 6.3 million to train a single character to level 85
It costs around 2 million to 7* it
It will cost at least 3.5 million to upgrade a mod set for that character
Grand total is 11.8 million per character not taking into account abilities and gear crafts
Credit heist can pay between 5-20 million however I've never seen a payout higher then 5M and think it's reasonable to assume that the chance of getting any more then 5 million is extremely small.
With a 12 day CH rotation there is approximatly 2.5 credit heists a month giving aproximatly 12.5 million a month, which is about what you need to get a single character to max level. Note that this is assuming you already have all the shards and gear.
Now, how many months will it take to level every single character in the game by credit heist alone?
How about all the new characters that a being introduced? I think the risk of the player base "maxing everything" is approaching zero.
Recently hit level 70 and consequently have started to really feel the credit crunch as I expand my roster to more than just arena team (aka Jawas for crit damage mod challenge and pilots), and yes, I know it gets worse at 80+. But if we had a credit heist every week, especially when it can pay out, what, 5-20mil at the highest level (again, recent 70 so not sure what the top tier gives), pretty soon the only thing we'd have to spend credits on are mods. Everything else would be able to be maxed. That's not good for the longevity of a collector-oriented game like this. If people run out of stuff to acquire/achieve they're more likely to leave, resulting in lost revenue. It would also put a higher strain on the content team to develop and push out more characters, events, etc., which might result in less quality than what we want from those things. Just some thoughts.
What if the credit heist were every week (on a random day), but the rewards were halved (or reduced in some way)? So you'd be getting the same rewards as now (if it is indeed 10+ day average, which we currently have no proof of in the thread), but in smaller payouts more frequently. It would result in the same credit crunch (which is necessary), but people would at least have an event to look forward to. Plus it might help prevent binge spending since you won't be receiving as much all at once.
It costs 6.3 million to train a single character to level 85
It costs around 2 million to 7* it
It will cost at least 2 million to upgrade a mod set for that character
Grand total is 10.3 million per character not taking into account abilities and gear crafts
Credit heist can pay between 5-20 million however I've never seen a payout higher then 5M and think it's reasonable to assume that the chance of getting any more then 5 million is extremely small.
With a 12 day CH rotation there is approximatly 2.5 credit heists a month giving aproximatly 12.5 million a month, which is about what you need to get a single character to max level. Note that this is assuming you already have all the shards and gear.
Now, how many months will it take to level every single character in the game by credit heist alone?
How about all the new characters that a being introduced? I think the risk of the player base "maxing everything" is approaching zero.
I always appreciate math While I don't have hard numbers on GW payouts, I can anecdotally claim ~23k first node and ~83k last node; assuming linear progression (if it's not I will update math): 83 - 23 = 60 / 10 nodes = 6k/node increase.
23 + 29 + 35 + 41 + 47 + 53 + 59 + 65 + 71 + 77 + 83 = 583k a day from GW. Even if we round that down (keeping in mind this is for a level 71 player's GW, not 80+), that's 15mil credits in a month from GW.
So GW pays out more than credit heist (barring the >5mil payouts). If we clear out ability and gear costs with the credits you earn from doing normal Cantina/LS/DS battles, that's 15 + 12.5 = 27.5 / 11.1 = 2.48 characters fully maxed from 1 to 85 in a month. That's not a bad rate when you consider that we have completely neglected tournament and raid rewards.
He counter starts one day AFTER the previous heist. So technically, Thursday 12/1 is day 1. Tuesday 12/13 is day 12. We'll be getting it Tuesday.
No, it doesn't. The minimum is 6 days, and we've had a credit heist 6 days after the previous one started (multiple times). If it used your counter that would have been 5 days.
It hasn't fallen under 9 days since the level cap increase FYI.
That may be true. I could have sworn it was on the short end this previous time after everyone complained about it being late, but I might be wrong. But I'm not sure how it's relevant to when 12 days is.
Replies
no they are there. in the resources tab.
https://swgoh.gg/u/battlezed/
so it will drop tuesday...
Just consider yourself lucky they give away credits (it's a free game)
and doing so just before the tournament.
signed,
your stockholm syndrome victim
/sarcasm
Mostly-Objective Ship-by-Ship Analysis
There was definitely no heist this week. That has happened 3 times in the most recent cycles where we have gone a whole week with no heist. I can't give you exact dates, but I play daily and I look every day to see if it's there. I can tell you with absolute 100% certainty that we've had 3 weeks recently that did not contain a credit heist on my planet in the quantum reality I inhabit. Weekly would be nice is all I'm saying.
What if the credit heist were every week (on a random day), but the rewards were halved (or reduced in some way)? So you'd be getting the same rewards as now (if it is indeed 10+ day average, which we currently have no proof of in the thread), but in smaller payouts more frequently. It would result in the same credit crunch (which is necessary), but people would at least have an event to look forward to. Plus it might help prevent binge spending since you won't be receiving as much all at once.
Mostly-Objective Ship-by-Ship Analysis
I think the way it is fine, being that it pays out so many credits. It gives you time to plan out what to spend your lump sum on.
Just wish it was more random when it fell and not always on the later half of the 6-12 spectrum.
No, it doesn't. The minimum is 6 days, and we've had a credit heist 6 days after the previous one started (multiple times). If it used your counter that would have been 5 days.
It hasn't fallen under 9 days since the level cap increase FYI.
I don't know when the level cap increase was but it looks like it happened on 10/21 and 10/28, so this is most likely not true.
@Mullato - I too think it's fine the way it is. I was merely trying to come up with a suggestion that might suit the general population better. I like getting more money for less work haha
Mostly-Objective Ship-by-Ship Analysis
It costs 6.3 million to train a single character to level 85
It costs around 2 million to 7* it
It will cost at least 2 million to upgrade a mod set for that character
Grand total is 10.3 million per character not taking into account abilities and gear crafts
Credit heist can pay between 5-20 million however I've never seen a payout higher then 5M and think it's reasonable to assume that the chance of getting any more then 5 million is extremely small.
With a 12 day CH rotation there is approximatly 2.5 credit heists a month giving aproximatly 12.5 million a month, which is about what you need to get a single character to max level. Note that this is assuming you already have all the shards and gear.
Now, how many months will it take to level every single character in the game by credit heist alone?
How about all the new characters that a being introduced? I think the risk of the player base "maxing everything" is approaching zero.
So if they were more stringent on training droids, creating a little bit of a crunch there so that you couldn't level everyone up even with all the credits in the world, it would be okay? (not sarcastic)
Mostly-Objective Ship-by-Ship Analysis
Minor correction.
I always appreciate math While I don't have hard numbers on GW payouts, I can anecdotally claim ~23k first node and ~83k last node; assuming linear progression (if it's not I will update math): 83 - 23 = 60 / 10 nodes = 6k/node increase.
23 + 29 + 35 + 41 + 47 + 53 + 59 + 65 + 71 + 77 + 83 = 583k a day from GW. Even if we round that down (keeping in mind this is for a level 71 player's GW, not 80+), that's 15mil credits in a month from GW.
So GW pays out more than credit heist (barring the >5mil payouts). If we clear out ability and gear costs with the credits you earn from doing normal Cantina/LS/DS battles, that's 15 + 12.5 = 27.5 / 11.1 = 2.48 characters fully maxed from 1 to 85 in a month. That's not a bad rate when you consider that we have completely neglected tournament and raid rewards.
Mostly-Objective Ship-by-Ship Analysis
The fixed payout times are the worst part of this game and makes it absolutely family-unfriendly.
That may be true. I could have sworn it was on the short end this previous time after everyone complained about it being late, but I might be wrong. But I'm not sure how it's relevant to when 12 days is.