3 years ago
Datacron Feedback from the top guilds
Good Morning,
I am in a top 5 guild, in the CAW alliance. While I can only speak for myself, I have spoken to and play with some of the largest whales in this game. I know how they feel about Datacrons. Our guilds have been "Retire-Proof", meaning that if a player leaves for whatever reason, we have a line of people to take their place, and nothing the game adds has EVER had any negative effect on our guilds health.
We are bleeding players at a completely unsustainable rate. These are not FTP players quitting, they are almost all spenders, and large spenders. They are also TW generals. Our TW room has been cut in half since DCs. Here are the major issues:
*Management* This new level of complexity is IMPOSSIBLE to manage with 50 players for TW. This will only get worse as we have 3 sets of DCs. Setting 50 of team x, then trying to determine the best DC guidance for those teams while also managing attack teams who all have different DCs is an absolute nightmare. Our theory crafters want nothing to do with this, its just too much change, and way to fast. Just when we are close to having an idea of regularity with the old set, we now have to factor in an entire new set and 10-20 new abilities added to teams. Too much, too fast.
*RNG* The RNG of it all is easily the most unfun RNG the game has introduced. Sure, it stinks when we get bad RNG and lose a battle, or our mod roll doesn't hit. But you move on. With DCs, if you didn't get the super rey/jmk DC9, you are looking at being behind at a HUGE disadvantage for 3 months. That is enough for someone to quit right there.
*GLs* The concept behind DCs can be good, but why are we buffing the strongest teams in the game? They seem like a good tool to make older toons cool and fun again(see aayla), but we don't need Rey to be an unstoppable machine that is almost impossible to even clean up in certain circumstances.
*Temporary P2W* This is really driving out whales. We have guys who can drop thousands in a day and not blink. Some will not spend on DCs. They know spending large amounts of money on a mobile game is probably not a smart usage of money, but they enjoy it. Spending for a 3 month or less buff is complete lunacy. So many are just refusing. But if they decided to go all out on these, they know they wouldn't lose in GAC just because they have insane DCs. But its just not worth it.
TLDR - Managing DCs for TW, the RNG factor of DCs, the temporary nature of DCs, and the fact that they work on Galactic Legends, is making for a very poor experience regarding DCs.
Our alliance is filled with players who love the game. Players who love new GLs, new legendaries, and new concepts. This update has absolutely ruined the experience for so many of us. And now our friends are leaving at an unsustainable rate. I know we are only a few, but when a game starts to lose the top, the game generally follow suit. I assume you are not removing these things, but please reach out to players and take all this negative feedback seriously before we hit a point on no return. Thanks.
*Edit was for spelling and sentence errors.
I am in a top 5 guild, in the CAW alliance. While I can only speak for myself, I have spoken to and play with some of the largest whales in this game. I know how they feel about Datacrons. Our guilds have been "Retire-Proof", meaning that if a player leaves for whatever reason, we have a line of people to take their place, and nothing the game adds has EVER had any negative effect on our guilds health.
We are bleeding players at a completely unsustainable rate. These are not FTP players quitting, they are almost all spenders, and large spenders. They are also TW generals. Our TW room has been cut in half since DCs. Here are the major issues:
*Management* This new level of complexity is IMPOSSIBLE to manage with 50 players for TW. This will only get worse as we have 3 sets of DCs. Setting 50 of team x, then trying to determine the best DC guidance for those teams while also managing attack teams who all have different DCs is an absolute nightmare. Our theory crafters want nothing to do with this, its just too much change, and way to fast. Just when we are close to having an idea of regularity with the old set, we now have to factor in an entire new set and 10-20 new abilities added to teams. Too much, too fast.
*RNG* The RNG of it all is easily the most unfun RNG the game has introduced. Sure, it stinks when we get bad RNG and lose a battle, or our mod roll doesn't hit. But you move on. With DCs, if you didn't get the super rey/jmk DC9, you are looking at being behind at a HUGE disadvantage for 3 months. That is enough for someone to quit right there.
*GLs* The concept behind DCs can be good, but why are we buffing the strongest teams in the game? They seem like a good tool to make older toons cool and fun again(see aayla), but we don't need Rey to be an unstoppable machine that is almost impossible to even clean up in certain circumstances.
*Temporary P2W* This is really driving out whales. We have guys who can drop thousands in a day and not blink. Some will not spend on DCs. They know spending large amounts of money on a mobile game is probably not a smart usage of money, but they enjoy it. Spending for a 3 month or less buff is complete lunacy. So many are just refusing. But if they decided to go all out on these, they know they wouldn't lose in GAC just because they have insane DCs. But its just not worth it.
TLDR - Managing DCs for TW, the RNG factor of DCs, the temporary nature of DCs, and the fact that they work on Galactic Legends, is making for a very poor experience regarding DCs.
Our alliance is filled with players who love the game. Players who love new GLs, new legendaries, and new concepts. This update has absolutely ruined the experience for so many of us. And now our friends are leaving at an unsustainable rate. I know we are only a few, but when a game starts to lose the top, the game generally follow suit. I assume you are not removing these things, but please reach out to players and take all this negative feedback seriously before we hit a point on no return. Thanks.
*Edit was for spelling and sentence errors.