Forum Discussion
8 years ago
I think the summary of issues the community has is:
1) why aren't you addressing the reward structure in T 1-6 STR? Seems at a minimum you could double the guild currency earned so people can actually go out and buy some raid exclusive gear to get their teams HSTR viable. Seems silly that a more difficult environment yields less valuable rewards than the easiest environment (hPit)
2) CG said it was flattening rewards (minus Traya shards) and yet you give us a reward structure that makes it 4 times longer for the bottom 60% of raid finishers to get equal amount of G12+ materials... that simply doesn't make sense. Two solutions, 1) 1 full G12 piece is given to all players completing the HSTR (effectively making this the challenge gear of the G12 and beyond gear levels (we know they'll keep increasing), G12+ materials vary between 20 - 24 pieces, 24 pieces for top end, 20 pieces for lower end. Or option 2) give participants below rank 20 a full stun gun. This will make players choose between accelerating their top toons or building out their rosters. Plus it gives people an incentive not to game the raid (i.e., trying to time the 5% health deaths of DN and DS, being the lucky recipient of the P4 dmg bug, battling into other phases when someone else has already cleared it, etc.)
3) You're still refusing to address the gear cr@p shoot of hPit and the discrepancy of rewards between players capable of delivering the same damage (solos). How is it that one player can have 500+ scanners and another player has 500+ Nubian discs, but 0 scanners??? RNG does not explain that away. There is a flaw. You are addressing the wrong phases and raids that need rewards tuned. You probably still had 3 months before the influx of JTRs allowed more guilds to complete HSTR. Plus, they were probably going to spend some coin in order to accelerate the gearing of those event specific toons. You missed a perfect opportunity to expand your paying player base and THEN introduce new reward mechanics. You've just disincentivized an entire group of people from spending on gear.
1) why aren't you addressing the reward structure in T 1-6 STR? Seems at a minimum you could double the guild currency earned so people can actually go out and buy some raid exclusive gear to get their teams HSTR viable. Seems silly that a more difficult environment yields less valuable rewards than the easiest environment (hPit)
2) CG said it was flattening rewards (minus Traya shards) and yet you give us a reward structure that makes it 4 times longer for the bottom 60% of raid finishers to get equal amount of G12+ materials... that simply doesn't make sense. Two solutions, 1) 1 full G12 piece is given to all players completing the HSTR (effectively making this the challenge gear of the G12 and beyond gear levels (we know they'll keep increasing), G12+ materials vary between 20 - 24 pieces, 24 pieces for top end, 20 pieces for lower end. Or option 2) give participants below rank 20 a full stun gun. This will make players choose between accelerating their top toons or building out their rosters. Plus it gives people an incentive not to game the raid (i.e., trying to time the 5% health deaths of DN and DS, being the lucky recipient of the P4 dmg bug, battling into other phases when someone else has already cleared it, etc.)
3) You're still refusing to address the gear cr@p shoot of hPit and the discrepancy of rewards between players capable of delivering the same damage (solos). How is it that one player can have 500+ scanners and another player has 500+ Nubian discs, but 0 scanners??? RNG does not explain that away. There is a flaw. You are addressing the wrong phases and raids that need rewards tuned. You probably still had 3 months before the influx of JTRs allowed more guilds to complete HSTR. Plus, they were probably going to spend some coin in order to accelerate the gearing of those event specific toons. You missed a perfect opportunity to expand your paying player base and THEN introduce new reward mechanics. You've just disincentivized an entire group of people from spending on gear.
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