8 years ago
How the Sith Raid fun factor could be increased
I think I may have identified a flaw in your current raid model:
The raid system implemented in SWGOH seems to be designed to artificially force mass guild participation. Each new raid that's released has boss mechanics deliberately designed to counter strategies developed for previous raids. This isn't necessarily a bad thing as strategy diversity should be encouraged, but has resulted in some serious problems in it's current implementation.
In relation to the target audience for this game, you obviously want paying players. Although my guild does not fit the mass guild participation model for raids and is primarily free to play, we have some dolphin purchases going on. Even if we're not your big bucks, you're still making money off my guild. It's in the interest of your company to cater to the largest playerbase you can access. Not only does it give you more avenues of income, it also gives the Whales people to beat and/or dominate. We may not fit the mould, but expanding the mould to fit more players would be beneficial to everyone.
CG_Carrie's comment during her 27/03/2018 Dev Blog update struck a chord for me:
"Coming from an MMO background, I find myself often making comparisons between MMOs and mobile games."
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/164407/dev-blog-communication-on-galaxy-of-heroes-3-27-18
SWGOH has an asynchronous battle system that is a personal battle between your team and the raid. It is nothing like the co-operative and dynamic teamplay you get in an MMO raid. I believe trying to push MMO style ideals onto the SWGOH playerbase is the key cause of the extremely poor reaction that large sections of the community has had to the Sith raid.
Reviewing the forums I found some interesting splits in the player opinions and have a theory on how the split came to be. Do players see the Sith Raid in terms of the Journey or in terms of the rewards?
The raid system implemented in SWGOH seems to be designed to artificially force mass guild participation. Each new raid that's released has boss mechanics deliberately designed to counter strategies developed for previous raids. This isn't necessarily a bad thing as strategy diversity should be encouraged, but has resulted in some serious problems in it's current implementation.
In relation to the target audience for this game, you obviously want paying players. Although my guild does not fit the mass guild participation model for raids and is primarily free to play, we have some dolphin purchases going on. Even if we're not your big bucks, you're still making money off my guild. It's in the interest of your company to cater to the largest playerbase you can access. Not only does it give you more avenues of income, it also gives the Whales people to beat and/or dominate. We may not fit the mould, but expanding the mould to fit more players would be beneficial to everyone.
CG_Carrie's comment during her 27/03/2018 Dev Blog update struck a chord for me:
"Coming from an MMO background, I find myself often making comparisons between MMOs and mobile games."
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/164407/dev-blog-communication-on-galaxy-of-heroes-3-27-18
SWGOH has an asynchronous battle system that is a personal battle between your team and the raid. It is nothing like the co-operative and dynamic teamplay you get in an MMO raid. I believe trying to push MMO style ideals onto the SWGOH playerbase is the key cause of the extremely poor reaction that large sections of the community has had to the Sith raid.
Reviewing the forums I found some interesting splits in the player opinions and have a theory on how the split came to be. Do players see the Sith Raid in terms of the Journey or in terms of the rewards?