Way back in May 2020, we looked in-depth at Conquest in Star Wars: The Old Republic, around the time it revamped Conquest in update 6.1.1. Now that Conquest will be revised again in the upcoming 7.0 update, we are pleased to see changes tackle some of the issues we talked about.
Conquest as the reward, not rewards for Conquest
From the developer post by David Staats: "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."
In our May 2020 post, we warned against Conquest as a "reward multiplier", giving out way too much loot and a ruinous levelling experience. So we were pleased to see various changes to cut back on this quite severely, and the dev post cites many reasons and a few staggering statistics, such as a single Conquest Objective contributing almost 64 billion credits. That's ONE objective only. Going forward in 7.0:
- It will be harder to qualify for a per-toon weekly Conquest reward.
- Credits and experience points will be removed from Conquest Objectives.
Addressing "Interruptive Play"
From the developer post: "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."
- NO immediate rewards during the conquest week.
- This allows some processing before actually paying out for Conquest, for various circumstances. For example, if it is later discovered that certain activities were broken and exploited, those points could be reduced or removed. But if players have already been "paid" it will be harder to recover that loot.
- Removing all "interruptive play" objectives, such as the daily Conquest objectives to complete one or two Heroics on a planet (which encourages planet hopping and jig-sawing these points onto various characters each day).
- Tallying the Conquest Points accumulated by all characters over the week at the end of the Conquest week.
- This means players can completely avoid "interruptive play" by choosing which character they want to develop over the week and/or which guild they want to help win Conquest.
- Players will receive Conquest rewards whether they are in a guild or not.
- Adjustments to points for various activities can occur here, as well as adjusting the sliding scale according to what the Conquest Point totals look like for that week so as not to give out too much loot.
- Comparing that per-Legacy total to a diminishing returns scale to determine the total reward payout for the player's Legacy.
- This diminishing returns scale can be adjusted from week to week as they continue to analyze data on how much reward is given out and whether it is a healthy amount. If players exceed a certain threshold, the Conquest Points required to reach the next reward tier might be exponentially higher than the last, in order to slow down loot given out.
- No matter how the scale is structured, there remains a compelling reason to accumulate as many Conquest Points as possible -- To help your guild win a planet during that Conquest week.
- However, even this is subject to "interruptive play" because players in smaller guilds who see they have no real chance of winning a planet might still just get their toons only to qualify for weekly CQ rewards. The only real way to encourage unlimited CQ gains is changing how Conquest is won, such as making it faction-based.
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