Forum Discussion
MasterSeedy
7 years agoSeasoned Ace
@Garmaddon
Each sim has one chance each to drop one of 5 different slicing mats.
Each sim also has TWO chances to drop one of 2 different slicing mats (so these can drop a max of 2 mats).
That's 9 drop chances per sim.
You run 5 sims, that's 45 chances for a drop. If you've taken statistics, you know that you only have to give things about 30 trials before you can start making decent statistical estimates, so there's no reason to think someone who has run 10 sims for 90 drop chances is looking at a weird outlier. With enough players, obviously some will be, but we're seeing fairly consistent reports that allow us to make some deductions already.
Lots of us have simmed more than one hard node for the max of 5 daily attempts. If they set each chance to drop = 1%, if you simmed 25 times (5x each on 5 different nodes), that's 225 chances at a drop and from those you'll get on average about 1-2 mats. This seems to be typical. I've done my 600 so I won't use my refreshes til after guild reset, but I've already spent 160 energy on 10 sims (5 stage 9 Sion & 5 stage 4 Vandor Chewie). I got nothing. Other people are also reporting similar results. I saw a couple people talk about running 25 sims and getting 1-2. I'm pretty confident that the chance of any particular drop are right around 1%.
As I've said elsewhere, if they need the achievement to be rare, they can multiply the drop rate by 10 and then multiply the materials required by 10 - on average players will get the achievement in the same amount of time, but there's less frustration, more steady, measurable progress, and, most important, you don't get the all-or-nothing situation where a few players who happen to get really lucky get a **huge** advantage over other people without those other people getting to oppose them in some way (like fighting in Arena or TW) or competing with them (like for high Raid scores) and the player who gets the advantage didn't get it through superior strategy. Farming the right toons can give you an advantage, and other players can't oppose that in any way, but then your reward comes from intelligent play.
This idea of giving a very few people very significant rewards while giving the vast majority of people nothing is bad for players and bad for the game, and we don't have to wait another week to figure that out. We've got plenty of information to reach that conclusion right now.
Each sim has one chance each to drop one of 5 different slicing mats.
Each sim also has TWO chances to drop one of 2 different slicing mats (so these can drop a max of 2 mats).
That's 9 drop chances per sim.
You run 5 sims, that's 45 chances for a drop. If you've taken statistics, you know that you only have to give things about 30 trials before you can start making decent statistical estimates, so there's no reason to think someone who has run 10 sims for 90 drop chances is looking at a weird outlier. With enough players, obviously some will be, but we're seeing fairly consistent reports that allow us to make some deductions already.
Lots of us have simmed more than one hard node for the max of 5 daily attempts. If they set each chance to drop = 1%, if you simmed 25 times (5x each on 5 different nodes), that's 225 chances at a drop and from those you'll get on average about 1-2 mats. This seems to be typical. I've done my 600 so I won't use my refreshes til after guild reset, but I've already spent 160 energy on 10 sims (5 stage 9 Sion & 5 stage 4 Vandor Chewie). I got nothing. Other people are also reporting similar results. I saw a couple people talk about running 25 sims and getting 1-2. I'm pretty confident that the chance of any particular drop are right around 1%.
As I've said elsewhere, if they need the achievement to be rare, they can multiply the drop rate by 10 and then multiply the materials required by 10 - on average players will get the achievement in the same amount of time, but there's less frustration, more steady, measurable progress, and, most important, you don't get the all-or-nothing situation where a few players who happen to get really lucky get a **huge** advantage over other people without those other people getting to oppose them in some way (like fighting in Arena or TW) or competing with them (like for high Raid scores) and the player who gets the advantage didn't get it through superior strategy. Farming the right toons can give you an advantage, and other players can't oppose that in any way, but then your reward comes from intelligent play.
This idea of giving a very few people very significant rewards while giving the vast majority of people nothing is bad for players and bad for the game, and we don't have to wait another week to figure that out. We've got plenty of information to reach that conclusion right now.
Featured Places
SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.Latest Activity: 16 minutes agoCommunity Highlights
- CG_Meathead8 months ago
Capital Games Team