Bioware Developer Forum Posts
- Category: Developer Forum Posts
- Published: Saturday, November 6th, 2021
Following up from Muscos post last week, I wanted to swing around and chat about some of the 7.0 changes we are making to Conquest. We want to provide you all a heads up on these coming changes, and also go into some of the thoughts and reasoning behind them.
Update to the Personal Conquest Goal
As some of you may have noted from our most recent PTS, the goal for Personal Conquest will be increased from the previous 50,000 points to 100,000 points for Legacy of the Sith.
There are numerous facets to Conquest we have been reviewing:
- The economic impacts the system has had over the 6.0 era
- The engagement impacts of the system and how that has affected not just the individual player but how it has affected the greater community as a whole
- How Conquest is going to be tied into the 7.0 systems and gameplay loops
We want to ensure that Conquest remains a viable and enjoyable loop for all types of players, while also ensuring that it is promoting a healthy relationship for players and the connecting systems.
We believe the starting point of all of this is in the rate of which Conquest can be completed. This rate has an immediate and direct effect on every facet mentioned above.
- It contributes to how many additional credits are being generated per week across the game
- How many Guild Flagship Encryptions can be obtained and thus how rapidly a Guild can progress their Flagship
- How many characters a player decides to run through the Conquest cycle
- Which Conquest Objectives players favor in order to maximize their goals
All of these are a direct result of the rate in which Conquest can be completed. What we have seen throughout 6.0 was that the rate of Conquest completion was not contributing to these facets in a healthy manner. It was increasing the rate of acquisition for what should be long term goals for players, promoting a playstyle of interruptive play as players hit their Conquest target and then swap out their characters, creating social pressures to participate in Conquest as often as possible, and adding to the on-going economic changes we have seen in the game over the past year.
We reviewed various goal amounts, both with their impact on the systems currently and soon to be associated with Conquest, but also with the player experience in mind. After this review, we found that 100,000 was the best bridge between the goals of maintaining the health of these systems while minimizing the impact for all players. We want to maintain that Conquest is an enjoyable system which rewards you for doing virtually anything the game has to offer, while also proactively working to ensure we can provide a healthy and responsible symbiotic relation to the economy, and additional systems and progression tied around it. We want to ensure that Conquest is still a system where players feel that they can run it with multiple characters each week, but that it is not the only way to enjoy Conquest.
Update to Objective Rewards
Starting with 7.0, Conquest Objectives will no longer reward experience or credits for completing them. We are making this change to help reduce the number of credits being generated in the game, as well as removing the experience loop Conquest has had in the past.
While Conquest is not solely responsible for some of the economic shifts we have seen in the game, it is definitely a strong contributor. The credit amount for individual Objectives was never considered high; however, over time those values begin to add up to a non-zero impact sum.
As an example of this, one of the more completed Objectives, Missions: Story Time, has generated nearly 64 billion credits into the economy alone. This is not taking into consideration the Credits players earned for completing the Story Mission itself (which could exponentially expand this value). As you can see, the combination of the Objective Credit reward with the Mission Credit reward is generating more credits into the game than necessary.
The removal of the experience reward is being done to help contribute toward the health of the leveling process, while also removing a self-generating loop in Conquest where completing Conquest Objectives would grant experience to level a player up. This would complete the Advancement: Gain a Level, Advancement: Gain 5 Levels, or Renown: Rank Up, thus gaining a player more experience. This loop in combination of the impact on the leveling experience are the reasons we are removing experience rewards from Conquest Objectives.
We want to maintain that the activity you are doing is the focal point and should provide the Credits and experience reward; not the Conquest Objective itself.
We hope this helps shine some light on the intent of the 7.0 Conquest changes!