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gufu21's avatar
gufu21
Seasoned Ace
26 days ago

A constructive response to the Design Fireside Chat

Here's my response to the Design Fireside Chat. Yes, it's a book.

TL;DR: Relic Delta has many of the same problems as other options, but it comes with enormous downsides. It's very much possible to scalably increase the value of higher relic investments without massively devaluing lower ones.

First, I want to say thank your for that Design Fireside Chat post. It was refreshing to see you explain your thinking and reasons openly. It was thoughtful and mostly well-reasoned. But I see things differently in some places, particularly the objections to why we can't adjust relic level increases either across the board or going forward. Those are scalable options that achieve your goals without devaluing lower ones into the ground. Generally speaking in game design, buffs > nerfs. 

My responses are in red. I've include only those sections/paragraphs that I had direct responses to.

"Why Relic Delta?"


Additionally, both Droid Brains and higher level Signal Data will be added as outputs from the Scavenger, giving players an alternate means of acquiring those materials. This won't really help. I'm a mid-level player (6.3m gp), and having Zinbiddles, Impulse Detectors, and Gyrda Keypads available from the Scavenger is already next to useless for me because the exchange is so bad. Yes, I could use it to push a single character to r7–9, but that's at the opportunity cost of getting many characters to r0. 

The Problem: Scalability


The core problem is that Relics don't have a scalable system component promoting and rewarding investment. True, but that's how you designed it. In theory, it could be more scalable if you design it that way.

There are two operational reasons to invest - the stats given on each individual level and content entry requirements - but at some point the stats have diminishing returns, and requirements can’t update as players’ rosters evolve. Players invest in unlock/entry requirements for content they want to engage, but the higher the relic level, the scarcer its materials and the less likely players are to invest those resources.

We've heard from the community that players don't think R9 is worth investing outside of requirements, GLs, and the occasional tank. R9 still loses to R5 just like R8 does. R9 doesn't make battles in early phases of TB meaningfully faster. R9 doesn't make Assault Battle challenge tiers or Proving Grounds or other events much easier. It comes up short in both PvE and PvP content, both solo and group content. Challenging PvE content is on you guys to make. As for PvP, relics already confer a significant stats advantage. At rough relic parity, many teams struggle against a strong defensive team. Picking a well-suited counter can occasionally let you punch up. But if you have the relic advantage, you have much more leeway and can brute force a win. R9 isn't supposed to guarantee you a win every time. But it means your opponents needs to work much harder to budget the right counter teams, and you can get by with less-optimal counters.

If players don't think R9 is worth investment, that means that you didn't hit the right spot of cost vs. benefit. And the costs of R9 are huge, and frankly too steep—which is on you. I'm not opposed to buffing R9 (and R10, etc.), but we can do that in a way that doesn't massively devalue investments players have made below R9.  

You could say "just make the stats on R9 bigger", and we'll address that possible approach in just a bit, but the short response to that is a series of questions: What does that mean for R10? What does the impact on R10 mean for R11? Higher relic levels in the future? How will this be sustainable for multiple future levels of progression? How does an increase in stats on R9 help players below R9? We have to look at the long-term future of Relics, not just the levels that players currently own. It means that each successive level could get stronger, making them increasingly harder to beat with lower levels, which I think is your aim with Relic Delta. But this way, we're not nerfing lower relics into the ground at the same time. 

In the end, the problem is far bigger than "protect higher relic investment", which is as much as we revealed to the testers initially. Yes, that is part of the problem, but it's not the whole problem. We need to facilitate all players having a systemic and scalable game-wide reason to pursue upward progression.

The Options: Possible Solutions

We've seen some suggestions from the community on other ways to solve this core problem (albeit without knowing what the problem was). Now that the problem is revealed, let's take a look at why these other options weren't chosen.

Do nothing

Example: The game stays at R9.

Result: Players eventually have enough resources to take the entire roster to R9. There is no new level of progression, no new challenging content that players can strive to overcome. As players don't have upward progression to pursue (in a primarily vertical progression game), there is no longer a reason to engage with the core gameplay loop of Play > Get Rewards > Invest > Get Stronger > Play. Rewards don't matter and there is nowhere to invest. The core of the game ceases to function and the player experience is ruined. I see the problem, but I also don't see how Relic Delta addresses this at all. If anything, by creating an arms race to make players rush up relic levels, you're only hastening this problem. The solution is making new challenging content that the very top players can strive to overcome, without crushing and devaluing the investments of the vast majority of players. 

Change relic stats on existing relic levels

Example: R9 is updated to add an additional 50 Mastery and 100 Speed.

Result: The value that players receive from their prior investment and upcoming investment goals changes. Relic Delta making high-relics suddenly hit like gods and low-relics hardly able to make a scratch is a change in value, yes. Some characters probably come out "winners", but many would certainly be "losers". Different characters are impacted to differing degrees, which results in a fractured solution rather than a solidified one. Yes, that's always how progression has worked. Do you not think that Relic Delta will impact some characters more than others? Punching up, % health effects are going to be hugely more useful than direct damage dealers—instant defeats even more so. Punching down, damage dealers are going to be insane and sometimes one-shot whole teams (QGJ-bomb with Anakin doing +200%?). Many R9s will solo entire lower teams. The meta still shifts, potentially drastically, especially if Mastery constituent stats are touched. You don't think the meta will shift drastically after -50%/+200% damage changes? I'd wager Relic Delta will shift the meta far, far more than slightly adjusted masteries. Relic levels beyond R9 aren't directly supported, and this doesn't address the core problem of scalability. It does. You could change relic stat and/or mastery increases to scale however you like instead of the relatively flat increases we see now. Whatever scaling you choose could continue into R10 and beyond. 

Introduce R10

Example: Add R10 by itself.

Result: R10 exists with no new content to support it. With R9 being difficult to acquire, many wouldn't have any R10 characters. The top end would invest as much as necessary for any new requirements and also updating GL teams, and then R10 would be in the exact same state as R9. It plays into and exacerbates the existing problem rather than solving it. Make new content? Players have been asking for years for new content. And PvP is the ever-scaling push toward upgrading. Players will always want an edge in stats—you just need to find the sweet spot of cost vs. benefit to make it seem worth the investment. Right now, the costs of going up relic levels scales exponentially, but the benefits don't. As mentioned above, tweaking either of those isn't impossible. 

The Chosen Solution: Relic Delta

A level delta system is used so broadly because it is incredibly scalable. While players are leveling and working toward max progression, the delta "sticks with them" and applies equally to their experience regardless of where they're at in the progression curve. If progression levels are increased, the system accounts for that by automatically applying equally as players work toward the new cap, without requiring bandwidth from developers to balance and maintain bespoke bonuses. There's nothing wrong with easy. But in this case, the easy path carries so many negative side effects that it's coming across as lazy. I could be wrong, but it doesn't seem prohibitively difficult to put the relic level stat/mastery increases in a spreadsheet, decide on some linear or exponential % increase per level, and then expand that out to R levels in the future. What am I missing? 

For all players at all relic levels:

  • It speeds up and/or simplifies older content. Or if you're low- to mid-level it makes older content much slower and more frustrating. Lower relics will get crushed. In ABs and Conquest, you can sometimes find the right strategy to punch-up. That feels good and rewards a combination of both gear and strategy. Now, the gear check will be far more decisive than strategy. 
  • It protects newer content and investments made to engage with that content. It relic-gates it and devalues any lower investments.
  • It supports a distinction in power level in PvP. It will incentivize tall, skinny rosters, which the game has tried to move away from. In GAC, a player with a handful of r9s is going to stomp all over a player with any number of r0–r5s. This will result in bad matchmaking, just a different kind. 
  • It rewards those who have "made the climb". It punishes and discourages players who haven't yet.  
  • It promises that “your investment of time and resources will be rewarded.” It hands them almost automatic wins and strips out the strategy and fun. 

We chose for Relic Delta to only apply to damage because we wanted the stats on the relic levels themselves to still matter. None of the other stats matter if you're already dead. Individual relic levels should still be able to express varied stats based on what the meta needs at the time that relic level is introduced.

We’ve heard the concern around Relic Delta eliminating strategy (mods, counters, theorycrafting), but we aren’t seeing a complete elimination of strategy during either internal testing or the current playtest. It doesn't have to be "a complete elimination" to severely harm the game. The game walks a careful balance between gear vs. strategy. Relic Delta will tip that balance overwhelmingly to gear and make strategy much less impactful. We fully intend for strategy to continue to be a central aspect of both PvP and PvE content. Not with those numbers you've released. Yes, Relic Delta eliminates some cases (e.g. G12 Malicos beating R8 Rey), but it also introduces some strategy around which characters to invest in and by how much based on your usage of them and their place in the larger meta. It creates cases of r9 Malicos destroying R5 GL teams. (Up above, you said that a drawback of changing relic stat levels would be that some characters are "winners" and some "losers." It's the same with Relic Delta.) 

___________________________________________

Look, we can achieve all of your goals without destroying the value of lower relics. I'll just give you my preferred solution: Adjust the scaling of stat and/or mastery increases per relic level. 

Option 1: Recalibrate the increases for all relic levels. (Credit to SharnJilraedan for the basic idea and some numbers.)

Right now, we have these mastery increases: 5/5/5/5/5/10/10/15/10. Which is weird. Of course R9 doesn't seem like it's worth it. We get a total of 5/10/15/20/25/35/45/60/70.

This could be something like 5/5/10/10/15/15/20/20/25, which bumps it up to 5/10/20/30/45/60/80/100/125.

Or maybe something like 5/5/6/6/8/10/13/17/22, which gives us 5/10/16/22/30/40/53/70/92. 

(Or pick what ever kind of scaling works best; I'm not great at math.)

  • Everyone's investments' values are going up—so everybody's happy.
  • The high investments become worth more relative to the lower ones, which I think is what you want.
  • We're not nerfing low relics into the ground. It's a lot more moderate than -50%/+200%.
  • This is scalable into R10 and beyond. Pick whatever linear or exponential function meets your need. Or just wing it but make sure the newer relic levels are bigger jumps (not smaller, like current R8 to R9). 

Option 2: Make R10 and beyond big jumps in mastery and/or stats

Leave current relic levels alone but make sure that R9 to R10 is a significant jump (maybe +20 mastery and/or a similar amount in stats). Do similarly for R11, etc. 

  • We get to leave current investments and the current meta as they are.
  • R9 becomes far more appealing as a gate to R10 and beyond. 
  • We haven't nerfed low relics into the ground, but they will increasingly have a harder time against R10 and beyond. 
  • This is scalable. Just ensure that successive R levels have big enough increases to seem worth it. 

Devs, other forum members, please let me know what I'm getting wrong here. What am I not seeing? What are the reasons these options wouldn't work? 

 

10 Replies

  • Honestly that's about what I see too. Nearly every criticism they wrote about the other options are directly applicable to Relic Delta as well AND it has the downside of devaluing investments and making the player base really unhappy. 

     

    It's a terrible move, but they've put a year into it so I find it unlikely they will change course at this point

     

    I always buy the conquest pass and episode pass and am not doing that anymore, thanks to this. 

     

    I assume the less vocal majority of the playerbase will have to experience this before there is any chance of them reverting it. 

  • Yeah, I agree with this. They need to do better, or else the player base is bombed

  •           The only way for RD to increase strategy required, is if it is possible for players to select squads based specifically on their competence to counter the effects of RD.

              As such, rather than increasing the damage of the higher relic leveled toon and decreasing the damage of the other, or increasing mastery of the higher (which won’t help as eventually the mastery increases would stack so much it would be more oppressive than RD + some toons’ mastery stat increases don’t help as much as other toons’). RD needs to increase the defense and defense penetration of the higher. 

               This would still effect the damage taken/received in a scalable way, but in a different manner where the changes are only affecting the higher relic leveled toon’s stats. It would also open a previously shut door for counters, defense penetration. A team that focuses on defense penetration would be using strategy to lessen or even negate the effects of RD. Therefore doing the exact same thing as RD currently does, just in a much better fashion that suits the game.

    Thoughts?

  • The problem is they are tone deaf and don't care what the majority of the player base actually wants, case in point, sandbox mode for all.  Sure I can go to the gg page and look up GAC counters, but is quite tedious that ever single team counter is JMK, Bane, Mando Bo and like three other teams.  You can't use the same team twice.  It would be nice to be able to play around with other comps and see what works instead of getting hosed using a team that won't work.

    The move from R7 to R8 and R9 seemed lightning quick.  I'm sure it wasn't the case, but it seems like they dropped R8 one month and R9 the next.  The only R9 toon I have that I wasn't forced to R9 is SA, which is now useless due to the Leviathan changes.  I have every GL except Hondo and I have I think three at R8 and the rest at R7.  Resources just aren't there.  I'm ftp, but man is it hard to even attempt to keep up.  While I know a lot of omi's aren't needed, I feel that the conquest toons should have them.  The pace is just too much.  I just finished Luthen, but I still need Smee and Jocasta, not to mention Maz in a week and a half.  That prevents me from putting them on other toons as well.

    What this boils down to is krakens are the ones complaining and don't want to see their R9 teams get beat by R5 teams.  That brings me back to when relics were added.  I'm not sure if I'm having a Mandela effect here, but I swear that they stated that when relics were added, toons would eventually gain a new special via relics.  I would really have to do some digging to find if that was actually in the post, but that is what I remember.  If that was the plan, add that to R10 and finally cap relics.  That is better than this crazy plan.  My guess is my GAC record is about to go down the toilet.  I have been striving to get everything to R5, but I can't compete with whales for relic levels.

  • infinite64's avatar
    infinite64
    Rising Adventurer
    25 days ago

    What would change if they read it? We listen to you, but didn't they say we will do what we know?

  • Probably going to get a bit of hate from this comment, but I can understand and somewhat accept what they want to do with relic delta.

    Personally it's not exactly encouraging for me to have to start planning for a lot of toons to get relic upgrades for my teams to function as they do today.
    I also help with TW planning in my guild and I foresee a nightmare in trying to ensure that the right people go against the right teams to ensure we are as effective as possible when dealing with relic delta.
    However despite these pains, I understand that CG is a business and they need to incentivise and reward spending for that business to function.
    Currently I'm in a place where I relic toons for requirements, for raid and lately for later phase TB planets. I see no real incentive currently to increase relic levels on someone like my R7 JMK or my mostly R5 Phoenix (who have no issues handling R9 inqs). I understand this is likely not sustainable, so CG need to do something.
    I honestly feel like their very long post outlines quite well how they arrived at relic delta and why that quite simple solution is probably the best way forward if they are to increase the reward for applying relic levels in a scalable way that doesn't eat all their dev time.

    A lot of the criticism from the OP reads like they haven't fully grasped what they are suggesting.

    Paraphrasing OP somewhat:
    "RD is the easy path, makes CG just seem lazy"
    The alternative to a simple scaling system is that the devs must invest a lot of time into tuning the toons on a more individual level. 
    The devs are not lazy, but their time is not infinite. I would rather them going a simpler route and have more time for bug fixing and new content.

    "Just increase the mastery from relic levels"
    So toons with dodge mastery can dodge more. That would not at all be worse, right... right?
    It would introduce the new issue that some mastery will be much more impactful in scaling over other, case in point is something like dodge scaling vs. crit chance scaling. To make much steeper mastery scaling balanced, CG would likely need to rework the system significantly and in the end increasing mastery gain would just be a more complicated way to end up with the same basic result.
    Most mastery includes damage and health, so more scaled mastery could mean that the R5 toon would hit as hard as before vs. the R9 toon, but with much more health/prot on the R9 toon, the lower relic toon would still need e.g. +50% as many hits to work down the R9 toon. Meanwhile the R9 toon with added damage from more mastery might only need to hit the lower relic toons a third of the times it would under the current system.
    Higher mastery scaling just feels like a more complex way to end up in the same spot.
    This is working under the assumption that CG do want to address the value of existing relic levels and not just adjust from R10 onwards.

    "CG are nerfing lower relics into the ground"
    They are not nerfing lower relics in and of themselves. They are nerfing lower relics when fighting higher relics. Something like R5 will be buffed when fighting R3 and nerfed when fighting R7.
    OP's solution option 1 does somewhat the same as the mastery delta would be increased. As OP state, their suggestion is more moderate than what is right now being tested, but I think we can be assured that CG do intend to increase the value of applying more  relics, so if they went with OP's suggestion 1, they would need to increase the deltas in mastery gains and then... well, see above point of why I think simply tweaking the damage done/received seems preferable on the whole.

    "Just tweak R10 and above"
    That would not solve the fundamental issue that CG see too little uptake of higher relics since this would likely have two effects.
    Only the very top end would heavily engage with R10, since it's expensive to get to R9 and there's limited benefit unless you go all the way.
    Outside the very top players would start to min/max and applying R10 to select key toons, which is the behaviour CG tries to get us away from.

     

  • infinite64's avatar
    infinite64
    Rising Adventurer
    25 days ago

    I'm sure they want to make you spend more money and when they can't get what they want they will withdraw this update. We saw this in the Marvel Strike Force game but it will be too late, they are already on a tightrope and this will be the end of them and SWGOH unfortunately.

  • infinite64's avatar
    infinite64
    Rising Adventurer
    25 days ago

    And I could beat people who are much better than me and have invested money with strategy, but CG will take that away from me. For me, the most fun part of the game is that these people make up the majority of the gaming audience. Will CG be able to feed the whales?

  • Your point about the cost of scrapping gear for zinbiddles, impulse, grydas and droid brains in the future will be somewhat negated by

    "We’ve heard the concerns about splitting focus between increasing relic levels on older characters to account for Relic Delta while still wanting to pursue newer characters. With our upcoming release, we will be changing how players get and invest in new characters. More details to come on that later, but the relevant portion for Relic Delta is this: You will be progressing through gear tiers and lower relic levels without needing to use gear or relic materials, which frees up those resources to be spent on older characters." 

    Without knowing exactly how they plan to do this, it's hard to say how it will affect us with the Jawa. My thoughts have been that gear levels will be tied to stars going forward and that increasing your stars levels you up instead of gear.

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