Conquest Sector 4 - Final Straw
I've been playing since 2016. I’ve invested nearly a decade and built a roster over 14 million GP. I’ve supported the game by spending real money to stay competitive—ensuring every new character reaches at least Relic 5. But lately, I find myself asking: why do you make this so unnecessarily hard?
Sector 4’s second half is a wall. Securing just three stars feels nearly impossible, especially with the current meta. Inquisitors and Starkiller teams are so over-tuned it’s discouraging. You’ve removed much of our consumable inventory while simultaneously raising the difficulty curve. Then you limit inventory slots to 12, hand out underwhelming rewards, and push datacrons harder than ever; datacrons that are only available through this exact mode.
It’s clear what’s happening. You’re tuning the game to force microtransactions, stripping away player agency and increasing pressure. This isn't balanced. It doesn’t feel challenging in a rewarding way—it feels punishing, exhausting, and worse, exploitative.
This isn’t sustainable. It doesn't foster loyalty, it burns it. And rather than growing the game in a fun and exciting direction, you’ve chosen a short-sighted path of monetization at the cost of long-term player engagement.
It feels like we’re just toons on the holotable now. Toons to be “defeated” by driving us to spend or quit. If that’s the game you’re playing, then I concede. In this case, CG, you win.
But it didn’t have to be this way. We wanted to keep playing. We wanted to stay invested. We just wanted it to be fun again.