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Krugof's avatar
Krugof
Seasoned Newcomer
2 months ago

Raising caps

I'm posting this hoping someone in game development sees it. Any support is greatly appreciated, I would like to see the credit and mod caps raised. As far as mods go most of my characters are "mules" carrying excess mods. and as far as credits go I've had to pass events over because of hitting the current cap. the game has increased the rate we get credits multiple times over, but never raised the cap.

8 Replies

  • 99clmsntgr's avatar
    99clmsntgr
    Seasoned Newcomer
    2 months ago

    The credit cap is based on the register size to store that information. It’s a 32-bit register, one of those bits is reserved for +/- sign designation. And 0 is a valid result

    2^(32-1) - 1 = 2,147,483,647 

    To raise the credit cap, the game would need to transition to 64-bit registers, i.e. a fundamental redesign of the game architecture. 

  • Or CG could reduce both caps to drive players to improve their overall mod quality and not stockpile resources. Say 150 mods and $100m credits. That’s enough to have spares for 5 full squads excluding mules and plenty of credits for new character upgrades.
    There’s always better mods possible than what is in a player’s inventory. Hitting both caps just says the player needs to improve their resource management - that’s the real issue, not the caps.

  • I mean mod cap size makes sense because they keep releasing characters so we need to keep getting more, or the new metas come out and squads need reworks so you kinda need a surplus the shuffle things around.

    but credit cap makes no sense, why would you need to bank up that much?

  • Mod cap, yes absolutely. Credit cap, zero point. Spend your credits. 

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