Forum Discussion
6 years ago
The change from 8 attempts to 5 attempts does not reduce the rate at which your roster grows.
Spending 150 crystals/day on energy (which many free players do, and it makes my math easier), you can maintain about 5 farms per day at 8 attempts. Assuming a 30% drop rate, then on average, those 40 sims will yield 12 shards.
Spending the same number of crystals on energy, and reducing the cap to 5, you can maintain about 8 parallel farms. At 30% drop rate, you get 12 shards on average. Your roster advances at the same rate. Either way, in about six months, you'll finish about eight characters, in a game that generally doesn't add characters to the table at that rate. You can reasonably make headway.
But at cap 5, 40% drop rate, 8 farms a day, you get 16 shards per day and you clear content from the LS/DS table 30% faster. This has significant ramifications on the game's pace and economy, and a larger portion will face the scenario of a barren LS/DS table sooner, which is now mostly limited to folks who've been playing for a couple years.
Spending 150 crystals/day on energy (which many free players do, and it makes my math easier), you can maintain about 5 farms per day at 8 attempts. Assuming a 30% drop rate, then on average, those 40 sims will yield 12 shards.
Spending the same number of crystals on energy, and reducing the cap to 5, you can maintain about 8 parallel farms. At 30% drop rate, you get 12 shards on average. Your roster advances at the same rate. Either way, in about six months, you'll finish about eight characters, in a game that generally doesn't add characters to the table at that rate. You can reasonably make headway.
But at cap 5, 40% drop rate, 8 farms a day, you get 16 shards per day and you clear content from the LS/DS table 30% faster. This has significant ramifications on the game's pace and economy, and a larger portion will face the scenario of a barren LS/DS table sooner, which is now mostly limited to folks who've been playing for a couple years.
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