Forum Discussion
I am going to play a little devil's advocate here and say I want to keep my credits. I know that sounds crazy but after playing 4 hours yesterday I gained 5 skill points and maybe 20,000 credits. I think it's going to be harder to get credits going forward.
@EA_David @EA_Atic @Lucien1969 @mysweetescape13 @narion_k @Tronar2011 @vadergoth @grimmace2 @Tillus_Osciliath @cb042 @MrMisanthropy666 and all the rest of my peeps in this thread.
Okay, so first off, I do believe EA still owes us a "Sorry for the 2-3 month wait error issue we didn't fix." ...that should be a given.
This "gift" could be given in the form of "PARTS." I say this, because there is no way for them to give skill points to us without us specify which class, hero or ship we want it to go to. I can see that becoming super convoluted and why to make this harder than necessary.
My suggestion would be as follows. To calculate the number of parts, take into account the credits each of us received. Every 50,000 credits, it could equal 320 parts or 8 skill points. This would be the fairest way to make up for the fact we never had the chance to use the credits on the crate system which would have to award us more duplicate credits with of course some sort decay over time. The odds of duplicates is different for all of us, those who had more items crafted by parts would change the payout. That is if the payout of new items was preset, but if the payout is random then it would affect it, even more, making you hit many of the same duplicates over and over. I am no mathematician and I am doing this in abstract theory, if any of you are mathematicians, maybe you have a more accurate way of predicting this?
I am proposing that every 50,000 credits awarded be divided by crate average (rounded down the average of 3000, 2400 and 2200) 2,500 = 20 crates. Factor how many duplicate credits we would have received. I am taking this average from 20 crates in a row from my videos on Youtube. Becuase each time you open a crate your chances at a new item changes all subsequent crates I will round up as I rounded down on the average crates. (I don't think I am smart enough to figure out what this change would be without knowing all cards possible in the game.) Anyway, I digress, back to the average. I went through and watch a few of my videos, many of these were done early off so the number of duplicates wasn't at its highest point, but I think it gives us a good number anyway. I have attached the spreadsheet image. Per the spread sample data, I received an 800 per crate average duplicate credit payment. Taking the average, 800 x 20 = 16,000 credits. 16,000 divided by 2,500 = 6.4 crates. 5,125 divided by 2,500 = 2 crates. 1600 then would be the amount remaining. Essentially that is roughly 24,000 credits or 8.6 crates that we will not earn towards progression.
Again, this is a theoretical solution, but one that works in my books. Let me know what you guys think.
Also I didn't factor in what we would have received in parts... as I wasn't sure that would be overkill.
Solution: Credit each person who had duplicate issue 320 crafting parts per 50,000 credits that were paid back in patch 2.0.
- Paodok
Nice try, @Paodok. But I am pretty sure that whoever is in charge of making these "business" decisions at EA for Battlefront II won't even take a remote look at your calculations.
The guy didn't consider it necessary to even look at the bug this thread is all about from December to January. When in February the pressure had built to a certain point, he was permitting a half-baked approach of fixing it with patch 1.2, which - as we all here know - didn't fix it for the vast majority of people affected by the bug (I've seen exactly two posts so far confirming that the patch did do something for them).
Then - with the focus of somehow getting the in-game real-money purchases going again by re-modelling the entire progression system - finally the new system was released and because of the mob nearly boiling also the missed credits were rewarded at the same time. (Without explaining us how they calculated the compensation amount, mind you).
But apparently they didn't even consider for a second that giving the people their credits at the time when credits buy entirely different stuff (fancy outfits instead of progression with the star cards) maybe wouldn't be greeted with too much enthusiasm.
How can you overlook such a thing, when everything everybody here did was complaining about their disadvantage regarding their progressing compared to the players unaffected by the bug?
So do you really expect a decision maker overlooking such a big issue, that he or she will take the time to look at your calculations? Sorry to rain on your parade. I know you mean well, I just don't want you to keep your hopes up or wasting more time with these kinds of detailed suggestions.
We're completely at their mercy regarding the if, when and how and the only thing you can really do is think twice next time before buying a game that has EA on its label, if you are not satisfied with how they handled things.
Apparently the developer ressources seem to be very scarce on top of that, because they released a half-ready progression system without the capability of in-game purchases and without any use for the credits in your account. Without another patch the current status is not self-reliant at all. People are acquiring credits after each match they can't buy anything with. I am wondering how much their support team is getting swamped by newbies asking what on earth the credits they receive all the time can be actually used for.