Forum Discussion
10 years ago
Some disagreement over how to make changes but you pretty much hit the nail on the head (as usual).
Communication, in general I really think honest dialog and discussion would go a long way to resolving many issues. People will never completely agree but real back and forth and explaining the logic behind decisions frequently makes disagreement much less disagreeable. Hopefully after all this they'll start to see the value genuine communication brings.
Patch notes, agreed - and it is reasonable - depending on they're environment they could know what the goals are for a release weeks or months in advance. The key here is to communicate the difference between expectation and reality. Without fail they'll be hammered on "broken promises" but as long as they're clear that the initial notes are "intended" with the release and subject to slippage, that's fine. And of course the change notes need to reflect all the player relevant changes.
Mods, don't think they need any further balancing now but 1/3 of what they were would be a solid goal for future release(s). There's still a lot of tweaking to be done, including to drop rate/odds, before then imo.
Protection, another possibility is to rework certain skills to ignore (some percentage of) protection.
Factions/characters, agreed, much more could be done with synergy. Obviously some of that could already be on the drawing board with new characters, but seeing existing characters brought back to fundamental relevance would be great.
Gear, agreed, plus making all gear farmable - players shouldn't have to chose between guild loyalty and advancing.
GW, current roster state adapted nodes with associated drops possibly further modified by level/need/player selection.
Guilds, a lot could be done here, and judging by the amount of currently greyed out tables, maybe it will be. But agreed, guilds should be about building players up and mutual benefit and success not scrabbling against one another for increasingly needed resources.
Keep up the good work @medetec!
Communication, in general I really think honest dialog and discussion would go a long way to resolving many issues. People will never completely agree but real back and forth and explaining the logic behind decisions frequently makes disagreement much less disagreeable. Hopefully after all this they'll start to see the value genuine communication brings.
Patch notes, agreed - and it is reasonable - depending on they're environment they could know what the goals are for a release weeks or months in advance. The key here is to communicate the difference between expectation and reality. Without fail they'll be hammered on "broken promises" but as long as they're clear that the initial notes are "intended" with the release and subject to slippage, that's fine. And of course the change notes need to reflect all the player relevant changes.
Mods, don't think they need any further balancing now but 1/3 of what they were would be a solid goal for future release(s). There's still a lot of tweaking to be done, including to drop rate/odds, before then imo.
Protection, another possibility is to rework certain skills to ignore (some percentage of) protection.
Factions/characters, agreed, much more could be done with synergy. Obviously some of that could already be on the drawing board with new characters, but seeing existing characters brought back to fundamental relevance would be great.
Gear, agreed, plus making all gear farmable - players shouldn't have to chose between guild loyalty and advancing.
GW, current roster state adapted nodes with associated drops possibly further modified by level/need/player selection.
Guilds, a lot could be done here, and judging by the amount of currently greyed out tables, maybe it will be. But agreed, guilds should be about building players up and mutual benefit and success not scrabbling against one another for increasingly needed resources.
Keep up the good work @medetec!
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