Forum Discussion
MasterSeedy
8 years agoRising Ace
There are some significant problems with the release that are not "merely" bugs.
there are some decidedly new features that come with TB, and they are not explained in the tutorial, nor are they easily understood through other means.
One example is Orbital Bombardment - it acts without regard to whether opponents' TM's are full, so it was not immediately apparent what was going on and why, and which opponent I needed to defeat to end the orbital bombardment. I eventually found that information (I think) by clicking on some things while targeting the Imperial Probe Droid.
As I understand it now, the IPD effectively has two turn meters, one for regular abilities, another for OB. The "speed" for OB attacks is 100, but it's not clear if this changes at all when, say, IPD receives speed up or speed down.
Other important questions are not clarified. Target Lock gives opponents' attacks extra abilities/effects - but WHAT extra abilities/effects? We should have a way to find that out, but since our opponents include many non-playable toons, we don't know and can't look it up, even if our toons routinely told us what effects might be gained when attacking a target locked enemy.
If you add gear or upgrade abilities to a toon during the 24 hour phase of a Territory Battle, does the deployed toon that now has higher Power get credit for that new Power rating with more Territory Points?
If not, the tutorial should tell us to be careful to make all of our intended upgrades before deployment. Instead, the tutorial actually forces you to deploy all your toons right away. I play in a casual guild with about 44M total Galactic Power. We shouldn't have any problem meeting the 3* requirement if everyone deploys, and though casual, we are fairly active, but as of right now we've slowed down a lot in Territory Point acquisition and are currently at 41M with 4.6M more to go ... will it make a difference if I upgrade things now? I should be able to answer that question. It's kind of important for resource management when someone finds their guild is near a target but time is running out.
If you unlock a toon while TB is running, it should give you an option to deploy that toon immediately (if the game credits your TPs when you upgrade abilities/gain levels/add gear/add stars) or otherwise give a reminder that you're not getting credit for that toon.
If the programming isn't written in such a way that it can easily credit me for my upgrades that occur during the 6 days of the week that TB is running, then you should add a "redeploy unit" feature that allows me to update deployed toons to get full credit for Territory Points. It doesn't have to allow me to change a toon from one territory to another (in fact, that should be prohibited since you can't do that now and those decisions are important strategic ones). It should merely update the current power of the deployed toon within the territory where the toon is deployed.
This is at best a stop-gap, however. The real method should update toon power at the end of the phase to give full credit. If it doesn't, then someone with a lot of cash who really needs the TPs could "buy" TPs by deploying toons one at a time (using the current system) and constantly transferring mods so that every single toon has 5 x 5* mods at the moment they are deployed. Thus if the only changes made to toons' Galactic Power come from moving mods, then some toons' GP will actually go down as other toons GP goes up. This is also fair.
In any case, the programming should be done in such a way that credit is given for upgrades - especially since 6 out of 7 days we'll have TB up and running. We're not only going to upgrade toons on Tuesday afternoons.
Also, this is the first time going through TB and so the tutorial limits options somewhat (so this may not be an issue in later TBs, hard to tell). That's understandable. However, if we're required to deploy without looking at missions, I think that's a bad idea.
We should be able to run a combat mission or other mission - even assign toons to platoon missions - before entering the deployment screen. Toons used on a mission are automatically and irrevocably "deployed" to that territory.
In later stages where you need multiple teams to complete multiple objectives, often with specific toons needed in specific territories, by accomplishing the missions first, then allocating leftover toons through the Deployment screen, you greatly simplify the Players' time spent switching back and forth between different screens in the UI.
This is an absolutely necessary feature to reduce what would otherwise be a very annoying paper/pencil task of tracking all necessary deployments before they are actually made.
there are some decidedly new features that come with TB, and they are not explained in the tutorial, nor are they easily understood through other means.
One example is Orbital Bombardment - it acts without regard to whether opponents' TM's are full, so it was not immediately apparent what was going on and why, and which opponent I needed to defeat to end the orbital bombardment. I eventually found that information (I think) by clicking on some things while targeting the Imperial Probe Droid.
As I understand it now, the IPD effectively has two turn meters, one for regular abilities, another for OB. The "speed" for OB attacks is 100, but it's not clear if this changes at all when, say, IPD receives speed up or speed down.
Other important questions are not clarified. Target Lock gives opponents' attacks extra abilities/effects - but WHAT extra abilities/effects? We should have a way to find that out, but since our opponents include many non-playable toons, we don't know and can't look it up, even if our toons routinely told us what effects might be gained when attacking a target locked enemy.
If you add gear or upgrade abilities to a toon during the 24 hour phase of a Territory Battle, does the deployed toon that now has higher Power get credit for that new Power rating with more Territory Points?
If not, the tutorial should tell us to be careful to make all of our intended upgrades before deployment. Instead, the tutorial actually forces you to deploy all your toons right away. I play in a casual guild with about 44M total Galactic Power. We shouldn't have any problem meeting the 3* requirement if everyone deploys, and though casual, we are fairly active, but as of right now we've slowed down a lot in Territory Point acquisition and are currently at 41M with 4.6M more to go ... will it make a difference if I upgrade things now? I should be able to answer that question. It's kind of important for resource management when someone finds their guild is near a target but time is running out.
If you unlock a toon while TB is running, it should give you an option to deploy that toon immediately (if the game credits your TPs when you upgrade abilities/gain levels/add gear/add stars) or otherwise give a reminder that you're not getting credit for that toon.
If the programming isn't written in such a way that it can easily credit me for my upgrades that occur during the 6 days of the week that TB is running, then you should add a "redeploy unit" feature that allows me to update deployed toons to get full credit for Territory Points. It doesn't have to allow me to change a toon from one territory to another (in fact, that should be prohibited since you can't do that now and those decisions are important strategic ones). It should merely update the current power of the deployed toon within the territory where the toon is deployed.
This is at best a stop-gap, however. The real method should update toon power at the end of the phase to give full credit. If it doesn't, then someone with a lot of cash who really needs the TPs could "buy" TPs by deploying toons one at a time (using the current system) and constantly transferring mods so that every single toon has 5 x 5* mods at the moment they are deployed. Thus if the only changes made to toons' Galactic Power come from moving mods, then some toons' GP will actually go down as other toons GP goes up. This is also fair.
In any case, the programming should be done in such a way that credit is given for upgrades - especially since 6 out of 7 days we'll have TB up and running. We're not only going to upgrade toons on Tuesday afternoons.
Also, this is the first time going through TB and so the tutorial limits options somewhat (so this may not be an issue in later TBs, hard to tell). That's understandable. However, if we're required to deploy without looking at missions, I think that's a bad idea.
We should be able to run a combat mission or other mission - even assign toons to platoon missions - before entering the deployment screen. Toons used on a mission are automatically and irrevocably "deployed" to that territory.
In later stages where you need multiple teams to complete multiple objectives, often with specific toons needed in specific territories, by accomplishing the missions first, then allocating leftover toons through the Deployment screen, you greatly simplify the Players' time spent switching back and forth between different screens in the UI.
This is an absolutely necessary feature to reduce what would otherwise be a very annoying paper/pencil task of tracking all necessary deployments before they are actually made.
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