Dear CG, Out of all annoying things in the world gac Join button is one of them. Can we not have a leave button like TW? Because Many like me accidentally press the join button without realising some of characters missing mods and not being able leave and rejoin. If you can do it for tw you can do it for gac please.
"Vos_Landeck;c-2064799" wrote: This has already been asked and answered numerous times. There are a few threads asking about this probably every week that GAC is active. From the last Dev Q&A:
The change was made because mods were not locking and people were able to swap mods during GAC rounds, effectively putting their best speed mods on all teams they used on offense. That was a much bigger problem than a few people not paying attention when they "join" the GAC and having to fight 3 rounds without an extra gear tier on 1 toon.
I don't think this is entirely right.... There were two issues I thought.
1) you could swap mods on offensive characters after roster lock via loadouts
2) the system would lock each roster individually when the cutoff time hit, meaning that one account would be locked "first" and one account would be locked "last". Apparently there was enough time elapsed between the first and last account that some people were swapping mods after lock, but the swapped mods were inadvertently captured.
They fixed the loadout issue first. Then some people were still having trouble with missing/poor mods on their teams, so they changed roster lock to the join button instead of a standard time for everyone (presumably to keep too many locks happening at once so mod swapping after lock wouldn't affect mods).
TW only has a leave button before the match making process. You aren't officially "signed up" until roster lock. You are "signed up" for GAC the first time you join. Then you have to opt-in each week if you want to participate, but you would still get some sort of reward for joining at the end of GAC. Perhaps there's an issue with translating the TW "leave" button (which has no constraints on roster or division) to GAC (where your division is set when you join and rewards are based on being "in" the GAC).
"Vos_Landeck;c-2064799" wrote: This has already been asked and answered numerous times. There are a few threads asking about this probably every week that GAC is active. From the last Dev Q&A:
The change was made because mods were not locking and people were able to swap mods during GAC rounds, effectively putting their best speed mods on all teams they used on offense. That was a much bigger problem than a few people not paying attention when they "join" the GAC and having to fight 3 rounds without an extra gear tier on 1 toon.
I don't think this is entirely right.... There were two issues I thought.
1) you could swap mods on offensive characters after roster lock via loadouts
2) the system would lock each roster individually when the cutoff time hit, meaning that one account would be locked "first" and one account would be locked "last". Apparently there was enough time elapsed between the first and last account that some people were swapping mods after lock, but the swapped mods were inadvertently captured.
They fixed the loadout issue first. Then some people were still having trouble with missing/poor mods on their teams, so they changed roster lock to the join button instead of a standard time for everyone (presumably to keep too many locks happening at once so mod swapping after lock wouldn't affect mods).
"Vos_Landeck;c-2064799" wrote: This has already been asked and answered numerous times. There are a few threads asking about this probably every week that GAC is active. From the last Dev Q&A:
The change was made because mods were not locking and people were able to swap mods during GAC rounds, effectively putting their best speed mods on all teams they used on offense. That was a much bigger problem than a few people not paying attention when they "join" the GAC and having to fight 3 rounds without an extra gear tier on 1 toon.
I don't think this is entirely right.... There were two issues I thought.
1) you could swap mods on offensive characters after roster lock via loadouts
2) the system would lock each roster individually when the cutoff time hit, meaning that one account would be locked "first" and one account would be locked "last". Apparently there was enough time elapsed between the first and last account that some people were swapping mods after lock, but the swapped mods were inadvertently captured.
They fixed the loadout issue first. Then some people were still having trouble with missing/poor mods on their teams, so they changed roster lock to the join button instead of a standard time for everyone (presumably to keep too many locks happening at once so mod swapping after lock wouldn't affect mods).
This. People are conflating the two issues.
Idk if that's true... they fixed the roster lock initially to avoid the mod swapping work around.
Then you could still use loadouts to swap mods after the fix so they again changed the roster lock again this time to be complete and upon initial registration.
"Vos_Landeck;c-2064799" wrote: This has already been asked and answered numerous times. There are a few threads asking about this probably every week that GAC is active. From the last Dev Q&A:
The change was made because mods were not locking and people were able to swap mods during GAC rounds, effectively putting their best speed mods on all teams they used on offense. That was a much bigger problem than a few people not paying attention when they "join" the GAC and having to fight 3 rounds without an extra gear tier on 1 toon.
I don't think this is entirely right.... There were two issues I thought.
1) you could swap mods on offensive characters after roster lock via loadouts
2) the system would lock each roster individually when the cutoff time hit, meaning that one account would be locked "first" and one account would be locked "last". Apparently there was enough time elapsed between the first and last account that some people were swapping mods after lock, but the swapped mods were inadvertently captured.
They fixed the loadout issue first. Then some people were still having trouble with missing/poor mods on their teams, so they changed roster lock to the join button instead of a standard time for everyone (presumably to keep too many locks happening at once so mod swapping after lock wouldn't affect mods).
This. People are conflating the two issues.
Idk if that's true... they fixed the roster lock initially to avoid the mod swapping work around.
Then you could still use loadouts to swap mods after the fix so they again changed the roster lock again this time to be complete and upon initial registration.
The "roster lock failure" was actually a problem with the client user interface flows where if you navigated from the squad assembly screen to the squad management screen and selected a pre-canned squad, you got a copy of the current state of those toons not the locked state. It didn't matter on defense because once you sent the squad composition to the server, it used the locked roster copies. On offense however, the client dumbly used the current copies.
The mod swap during matchmaking bug was about CG apparently implementing the roster lock and matchmaking together as a single-pass batch job, creating opportunities for problems if people shifted mods around after they thought the rosters had locked but before matchmaking was complete.
"Vos_Landeck;c-2064799" wrote: This has already been asked and answered numerous times. There are a few threads asking about this probably every week that GAC is active. From the last Dev Q&A:
The change was made because mods were not locking and people were able to swap mods during GAC rounds, effectively putting their best speed mods on all teams they used on offense. That was a much bigger problem than a few people not paying attention when they "join" the GAC and having to fight 3 rounds without an extra gear tier on 1 toon.
I don't think this is entirely right.... There were two issues I thought.
1) you could swap mods on offensive characters after roster lock via loadouts
2) the system would lock each roster individually when the cutoff time hit, meaning that one account would be locked "first" and one account would be locked "last". Apparently there was enough time elapsed between the first and last account that some people were swapping mods after lock, but the swapped mods were inadvertently captured.
They fixed the loadout issue first. Then some people were still having trouble with missing/poor mods on their teams, so they changed roster lock to the join button instead of a standard time for everyone (presumably to keep too many locks happening at once so mod swapping after lock wouldn't affect mods).
This. People are conflating the two issues.
Idk if that's true... they fixed the roster lock initially to avoid the mod swapping work around.
Then you could still use loadouts to swap mods after the fix so they again changed the roster lock again this time to be complete and upon initial registration.
The "roster lock failure" was actually a problem with the client user interface flows where if you navigated from the squad assembly screen to the squad management screen and selected a pre-canned squad, you got a copy of the current state of those toons not the locked state. It didn't matter on defense because once you sent the squad composition to the server, it used the locked roster copies. On offense however, the client dumbly used the current copies.
The mod swap during matchmaking bug was about CG apparently implementing the roster lock and matchmaking together as a single-pass batch job, creating opportunities for problems if people shifted mods around after they thought the rosters had locked but before matchmaking was complete.
Your second paragraph was a fix to address the bug in your first paragraph where people can re use mods on offense.
"Vos_Landeck;c-2064799" wrote: This has already been asked and answered numerous times. There are a few threads asking about this probably every week that GAC is active. From the last Dev Q&A:
The change was made because mods were not locking and people were able to swap mods during GAC rounds, effectively putting their best speed mods on all teams they used on offense. That was a much bigger problem than a few people not paying attention when they "join" the GAC and having to fight 3 rounds without an extra gear tier on 1 toon.
I don't think this is entirely right.... There were two issues I thought.
1) you could swap mods on offensive characters after roster lock via loadouts
2) the system would lock each roster individually when the cutoff time hit, meaning that one account would be locked "first" and one account would be locked "last". Apparently there was enough time elapsed between the first and last account that some people were swapping mods after lock, but the swapped mods were inadvertently captured.
They fixed the loadout issue first. Then some people were still having trouble with missing/poor mods on their teams, so they changed roster lock to the join button instead of a standard time for everyone (presumably to keep too many locks happening at once so mod swapping after lock wouldn't affect mods).
This. People are conflating the two issues.
Idk if that's true... they fixed the roster lock initially to avoid the mod swapping work around.
Then you could still use loadouts to swap mods after the fix so they again changed the roster lock again this time to be complete and upon initial registration.
The "roster lock failure" was actually a problem with the client user interface flows where if you navigated from the squad assembly screen to the squad management screen and selected a pre-canned squad, you got a copy of the current state of those toons not the locked state. It didn't matter on defense because once you sent the squad composition to the server, it used the locked roster copies. On offense however, the client dumbly used the current copies.
The mod swap during matchmaking bug was about CG apparently implementing the roster lock and matchmaking together as a single-pass batch job, creating opportunities for problems if people shifted mods around after they thought the rosters had locked but before matchmaking was complete.
Your second paragraph was a fix to address the bug in your first paragraph where people can re use mods on offense.
No, the problem in the first paragraph was fixed in an earlier update.
The problem in the second paragraph manifested as people missing mods / having them on the wrong toons because they had been moving them around after they believed that the GA rosters had been locked. It would not allow for mod re-use.
Frankly the whole thing was a confusing mess with a lot of misinformation & misconceptions flying around.
About SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.81,915 PostsLatest Activity: 9 hours ago