Forum Discussion
7 years ago
"Firebrigade;c-1890028" wrote:
It has more to do with the fact that many of the top players or those further along in the development cycle had ample opportunity to essentially be “given” these units at little to no additional cost. Now, simply by nature of being a newer player or further behind on the development curve, one has to pay extra/more or sacrifice additional resources to have that same opportunity. It’s like pulling the ladder up after you used it to climb. The “haves” tend to undervalue the support they had in gaining an advantage. Everyone that has IPD maxed was able to do so without any extra cost outside of that which would have been invested towards maxing Hoth DSTB rewards anyways. Now, maxing IPD requires some other non-zero sacrifice of resources that wasn’t required before. It feels like being punished for being a new or slow developing player.
My opinion, fwiw, is that in order to create and *maintain* a thriving game community the barrier to entry/early advancement should lessen over time, or at least not get harder than it was. That’s clearly not the case here.
First?
Older players were not "given" IPD and ROLO. They worked toward it. The put in the time and energy. They got it. But neither is particularly relevant. People are not focused on them because of some injustice or haves/have nots disparity.
Time is a currency in this game. Spend more time, get more stuff. Yes, established players will have more overall stuff. At the same time, all forms of competition in this game are instanced by start time or power. A one year player is not in direct competition with a launch player.
Income goes up and impact of individual investments goes up over time as well. You say older players forget the help we got along the way. I say you forget how exclusive a lot of this content was back in the day.
All of the event units were a bear at launch. Even the Yoda and Palpatine events were grueling in their day, but now they're literally trivial and almost impossible to not sweep. The phase 2 legendaries were all challenging in their own right in their time, but the only one that routinely gives new players real difficulty once they meet the star requirements right now is Thrawn. Maybe CLS. The Finn rework made JTR much easier. The Vader/Palp rework trivialized the R2 event. BB-8 used to be a bear because when it launched, there were five First Order units. Phasma was the only lead and she's mediocre at best, and FOST was a required farm. With the introduction of KRUM, a much better lead who lets you forgo hard node farms entirely, the event became almost trivial.
And many of the old investments, while not bad now, have lost a lot of their value. When I joined, Wiggs/Chaze +Lando was one of the premier teams in the game, and all were considered must-have units. Now, for new players, you can skip all of them but Biggs and miss little that can't be replaced by other means. Wedge's ship is the first to be booted from a Rebel fleet and he's just an okay spare leader, which you can get anywhere. Baze is good, but not the juggernaut he once was. Lando is irrelevant because Qi'ra or the reworked hunters get your heist team going much faster and as a general purpose unit his AoE is not nearly so impressive as it once was. Especially with the proliferation of counter attacks. And Chirrut while a good but replaceable general purpose unit has mainly been reduced to a stopgap member of Chex mix until you get Chewie.
You don't have to go through old content in chronological order by release. You can skip a lot of stuff that the older players spent time on in order to get into higher-end content more quickly than we did.
Likewise, the barrier to entry continuously fell on hSith has gone down a lot. When it launched, it was the literal less than one percent who could take it on. From there, people worked toward myriad complicated combinations of teams just to scrape together their 2% per phase and carry their weight.
Now? JTR, the prerequisites for her event, R2 to deal 4% damage to P1 or P2. JKR, the prerequisites for their event, GMY, and one random body to deal 4% to P2 or P3. If you have those two teams, you can carry your weight in an hSith guild. The barrier of entry has gone down.
Now, we're facing a big new hurdle in Geonosis TB, which will be a big deal that only the 1% can fare well in at first, and then the barrier to entry will lower as it always does. The new players are and will continue to be fine.
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