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Blueprints generation time


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8 hours ago, Fistleaf said:

It used to take 2 hours to claim 3 blueprints per week.

After the update, I only got 2 blueprints after 2 hours. The blueprints per week has increased to 6, so now I need 6 hours per week to claim all 6 blueprints?

It was 6 hours for 3 blueprints since timed drops were introduced in Whatta Blast update:

Quote

[...] 3 individual items per week and you should get everything within 6 hours [...]

2 hours ago, Fistleaf said:

That's a lowered drop rate (rate = item per time)

It was 3 blueprints per week, now it's 6 per week. The rate is increased.

3 minutes ago, Fistleaf said:

I have always gotten 3 blueprints in 2 hours, no matter which update.

If you are using per week, then yes rate is increased. In terms of per hour of gameplay, rate is decreased.

Yeah. me too. 2hrs for all 3 before update.

after update it took 13 hrs for all 6 for me..

We get to have more individual blueprints per week but we seem to get them from 1.5 to 2 time slower. On one hand, it may seem like a downgrade to those who no longer max out the weekly deliveries but I would argue, if you consider that recycling yield was multiplied by 2, that the hourly gathering rate either remained the same or improved if you consider points. So, it may take more hours to exhaust our weekly patterns, but it doesn't take more hours to get what we want through recycling (It may, in fact, be faster.), the max weekly pattern gathering rate doubled and the max weekly points quadrupled.

Going from getting 3 blueprints in about 2-3 hours of playtime, maybe 4 if you're unlucky, to 6 blueprints in 13-14 hours is not a good feeling.

The 2x recycling yield won't really help with accumulating filaments if I can't play long enough to get more skins. I used to just play once a week to get the 3 drops, would stick around longer after printing 3 if I was into the session. In that same amount of playtime, I'll maybe get 1 or 2 skins for 200-400 filaments assuming the basic items, which is an increase (provided I get 2 blueprints in 3 hours. it's taken me 2+ hours to get some, so). Maybe it's just that icky feeling of knowing I didn't "do my best" because I was unable to max out the weekly drops unless I just left it on paused overnight. Which I will have to do if that's the system, but I'm not able to legitimately play to get the drops anymore. Oh well.

Yeah, this confirms my intuition. Aside from the weekly drop rate being multiplied by two (if you play for at least as long as it takes to exhaust the limit, which is a looong time), the hourly blueprint drop rate has been divided by two and, the recycling rate having been multiplied by two, the overall filament hourly gathering rate is actually the same as before.

 

My point is, if there is a blueprint you really really want, it won't take more hours of gameplay to get it through recycling than it did before and, as things are today, you can now nerd out on oxygen not included for up to twelve hours and still be rewarded. I think (Maybe I'm wrong.) many players are enticed to max out their weekly drop rate out of FOMO (fear of missing out) or completionism, but I would argue that both of those things are unhealthy. Why would one want all blueprints? There are so many I won't use most of them. So I play at my own pace and from time to time, when I want something in particular, I recycle a few things I am not interested in to get it. If i get duplicates, I recycle them as soon as I get them and use the filaments I get to buy stuff on my "nice to have" list. Sure, this way of seeing things precludes on the idea that I already have "enough" blueprints and that whatever I'm getting now is a bonus and I understand that many may not feel the same, but I think that it's something that may change for some if they were to reassert their "needs".

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