8 years ago
Feedback swgoh v force arena.
So they really are two separate games. I played long and hard enough to let the new wear off. That warning I gave about burning good will? Well if I spend 300 I will build a good deck, have crystals to open packs and a ton of credits. I can play very well for that. If I spend the same in swgoh I might be able to mod and gear one character. And while force arena will get more pricey to level up chars, it's still way better for a few hundred a month.
Obviously they are two separate games, swgoh is more like chess. But I can play in force arena whenever I want. In swgoh the last few days I would have had to spend crystals to do anything at all. Force arena is basically a two week tourney but the reward structures don't really force non stop play, if you play you're going to do pretty well.
And as a new game progression is lightning fast, compared to swgoh which is glacial even if you do spend.
For now I am spending in force arena because that is the better entertainment value. I do think you have some real competition. Most people will continue to play both but i do think the people who do spend money in these games will not be doing that much in swgoh for a while anyway.
Swgoh is the deeper game though, it won't take much to win people back.
Some suggestions...
1. Increase the value of the monthly crystal pack.
2. Reduce the cost of mods and change the luck back to what it was before you nerfed it.
3. Un nerf mod packs
4. Restructure tourneys so new chars can be purchased along with the introduction, make the rewards better and more even across all levels.
5. Let GW be run more than once a day ( I know right? ), nerf the rewards on the second or third run and fix the bugged nodes, but only for subsequent rewards.
6. On the energy refresh times, reset all arena cooldowns. I.e. If you had to spend fifty to play another five, it wouldn't cost anything. Same for ship arenas.
7. Randomly award energy and mats through the day outside the regular times to improve player engagement ( they have to check in to see if they got the bonus stuff )
8. Reduce the pit cooldown, the rewards are semi marginal and it should bring players back.
But the big thing is to take a look at that cost structure.
Obviously they are two separate games, swgoh is more like chess. But I can play in force arena whenever I want. In swgoh the last few days I would have had to spend crystals to do anything at all. Force arena is basically a two week tourney but the reward structures don't really force non stop play, if you play you're going to do pretty well.
And as a new game progression is lightning fast, compared to swgoh which is glacial even if you do spend.
For now I am spending in force arena because that is the better entertainment value. I do think you have some real competition. Most people will continue to play both but i do think the people who do spend money in these games will not be doing that much in swgoh for a while anyway.
Swgoh is the deeper game though, it won't take much to win people back.
Some suggestions...
1. Increase the value of the monthly crystal pack.
2. Reduce the cost of mods and change the luck back to what it was before you nerfed it.
3. Un nerf mod packs
4. Restructure tourneys so new chars can be purchased along with the introduction, make the rewards better and more even across all levels.
5. Let GW be run more than once a day ( I know right? ), nerf the rewards on the second or third run and fix the bugged nodes, but only for subsequent rewards.
6. On the energy refresh times, reset all arena cooldowns. I.e. If you had to spend fifty to play another five, it wouldn't cost anything. Same for ship arenas.
7. Randomly award energy and mats through the day outside the regular times to improve player engagement ( they have to check in to see if they got the bonus stuff )
8. Reduce the pit cooldown, the rewards are semi marginal and it should bring players back.
But the big thing is to take a look at that cost structure.