Forum Discussion
6 years ago
On the substantive issues:
P2P. High prices make the game many times more friendly for F2P players than low prices would. It's also the economic model that this type of game works off of based on their metrics that it will make them the most money. They aren't going to suddenly change and make things cost a few cents.
Gear. There have to be gates in the game. They can gate a few pieces of gear and make everything important require those pieces, they can heavily gate a ton of different pieces of gear, or they can regularly add new pieces of gear that are even more gated than the old ones (see Kyrotechs). Regardless of which they do, progression will be gated because that's how a collection game has to work to be sustainable. How it's gated doesn't actually matter that much. Your complaint about being tired of farming the same node all the time is silly - you're just hitting sim and moving the slider, what difference does it make if you do that on the same node over and over or different nodes? It's not gameplay either way, it's just farming.
GP. The original "character power" stat that predated GP made some attempt to rate characters on their stats but it was terrible. GP does not and should not attempt to capture actual character effectiveness because effectiveness is extremely variable. GP applies to an individual unit but effectiveness depends on what you're using that unit for, what other units you're using it with, mods, and the state of the game. Some characters are basically useless if you don't have the right squad to go with them, but because amazing if you do. But if you don't use them in that squad they will still just sit there and do nothing. A character that wasn't used for anything can suddenly become used without any rework just because of a new character that got released. It's all intertwined, and it changes all the time. A stat that treats all characters equally and just measures how developed the character is neutral and appropriate.
Game modes. There is a limit to the development capability. They can't be expected to come up with and implement something that feels totally new to you every quarter. It's not going to happen. When they do add something that actually operates a bit differently, like, say, 3 v. 3 GA, people complain that the characters weren't designed for that and it doesn't work.
P2P. High prices make the game many times more friendly for F2P players than low prices would. It's also the economic model that this type of game works off of based on their metrics that it will make them the most money. They aren't going to suddenly change and make things cost a few cents.
Gear. There have to be gates in the game. They can gate a few pieces of gear and make everything important require those pieces, they can heavily gate a ton of different pieces of gear, or they can regularly add new pieces of gear that are even more gated than the old ones (see Kyrotechs). Regardless of which they do, progression will be gated because that's how a collection game has to work to be sustainable. How it's gated doesn't actually matter that much. Your complaint about being tired of farming the same node all the time is silly - you're just hitting sim and moving the slider, what difference does it make if you do that on the same node over and over or different nodes? It's not gameplay either way, it's just farming.
GP. The original "character power" stat that predated GP made some attempt to rate characters on their stats but it was terrible. GP does not and should not attempt to capture actual character effectiveness because effectiveness is extremely variable. GP applies to an individual unit but effectiveness depends on what you're using that unit for, what other units you're using it with, mods, and the state of the game. Some characters are basically useless if you don't have the right squad to go with them, but because amazing if you do. But if you don't use them in that squad they will still just sit there and do nothing. A character that wasn't used for anything can suddenly become used without any rework just because of a new character that got released. It's all intertwined, and it changes all the time. A stat that treats all characters equally and just measures how developed the character is neutral and appropriate.
Game modes. There is a limit to the development capability. They can't be expected to come up with and implement something that feels totally new to you every quarter. It's not going to happen. When they do add something that actually operates a bit differently, like, say, 3 v. 3 GA, people complain that the characters weren't designed for that and it doesn't work.
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