Forum Discussion

pcx99's avatar
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.
  • Agree with everything posted above. I know from my guild we have already lost users to Force Arena
  • "Aero;854346" wrote:
    I'm no expert, but in my circle Force Arena poses no threat whatsoever. The biggest selling point with Galaxy of Heroes wasn't just Star Wars, there were other Star Wars mobile games before of various formats, but the fact that it embraces EVERYTHING in Star Wars.

    Some other big mobile games that come to mind are Commander and Uprising (which is now closed), and now Force Arena. All of these are limiting themselves to just Rebels vs Empire, but there's so much more to Star Wars and SWGOH is the only one that gets that.



    The character selection in force arena is nearly as diverse as swgoh. You're correct it lacks ship battles but the land battles are true light/dark battles instead of the use anything you want strategy in swgoh. But the big thing goes back to cost. I think in the long run swgoh is the better game but if it costs you 10x more to play it and there's this other game that's great fun to hop in and out of -- that's the real danger. But there is also the fact that once you spend the hour to do your dailies you have four ship battles and two arena battles left before you have to start spending crystals -- I.E. you can hop in and do a battle in force arena but are mostly locked out of swgoh. The final problem imho, and this is mostly temporary, is the glacially slow progression in swgoh where force arena progression is lightning fast right now, but even then because the rewards are great across all levels even if you don't progress your characters much you are still going to be matched with similar players, have a great battle and still walk away with some decent loot when the tourney ends.

  • I played force arena too but I think swgoh fits my play style a lot more. I prefer the turn based style swgoh versus real time.
  • The biggest draw for me in this game is the combat: the ability to use my collection to actually do something instead of staring at a few rows of stars and blue/purple borders. Galactic War is a great way to play around different team comps (without suffering any competitive loss from having a less-than-stellar team defending in arena). Extending GW, even if rewards were completely removed, would provide some means of constant interaction with the game. Because I agree, after the 20-30 minutes it takes to do all dailies other than arena, I'm left with nothing to do but stare at timers and go to the forum, discord, and slack to scrounge for discussions to join. I even created an alt account simply so I could have more stuff to do with the game each day (without paying money).

    If there were additional nodes (preferably unlimited) after the first 12 that didn't have any rewards but stayed at the same difficulty as nodes 10-12, there would be an opportunity to go in and test new teams, try out new ideas, or just have fun using your characters that you've spent time (and possibly money) gearing/starring. You could even have achievements or some other means of tracking a player's personal best record on GW run duration to give some kind of goal. Keep the same mechanics of carrying everything over, so people are still stuck with their roster like normal GW, but I think it would give a lot more freedom to play around with characters and interact with the game. Best of all, it wouldn't really cost CG any revenue - no rewards or benefit other than satisfaction with the game, so presumably there would be no reduction in crystal sales.

    It's my understanding tournaments were added in response to a general interest for more combat/activity in the game. This would be one means of satisfying that desire to do more with a player's collection that wouldn't affect new character releases or have any negative impact (because people can choose to do it or not, and there are no rewards so if someone can't beat node 12 they're not missing out on anything), at least none that I can see.