I’m going to chime in after a very frustrating play session last night but I’m really wondering how much time their internal test team actually interacted with this system.
Why are the weekly credits locked to a single character? Due to the random nature of the shop itself it’s impossible to know when and on which character something worth buying will pop up. In addition it’s been proven already that some items exists price wise that need more an a week’s worth of grind to acquire.
This popped up on the first day of weeklies. It’s not like I could lock the item or anything so I literally had to get an entire set of missions done just to get that one item and the kicker is that it took all the weekly credits I had for that character so if I see anything else I want I’m SOL.
Now mind you I have the weekly credits on other characters because I just haven’t gotten anything worth grabbing on them but since it’s not transferable I was in for the long haul.
I started at probably 9 or 10 pm and it took me till like 12:30 pm the next day to finish.
This was due to a variety of factors like actually having to stop and take breaks, wipes, crashes, downtime to tool gear and the mission terminal just not giving me what I needed.
Even looking at the minimum number of missions if everything went perfect (which, of course, things did not go perfect) that’s still 14 missions and assuming 20 minutes per mission (which some took a lot longer because of various reasons like glitched scriptures or grims) that’s still a little over 4 and a half hours worth of missions.
The worst part is that is the LOW end for what’s required while still having enough points to get the item because I could have gotten really unlucky and gotten “play 25 missions” and would have just given up.
Never has a system had so little respect for a player’s time.