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9 Replies
- Thats part of the game. Not sure how it would work, if you didn't have to wait while someone attacked you.
- You'll find that an awful lot at payout times.
It's chaos at times. If you're just doing dailies I recommend switching that time just so it's unlikely you'll be unable to hit your desired target. However, if you're fighting top 20 and above, this is the norm at payout.
Sometimes you're just online the same time someone else is doing there stuff.
Hope this happens less often, but it's the nature of an active beast. - Kinda wish they'd just change Arena to be more like TW or the old Tournaments. Just let us battle whoever and gain points based on how many characters we had left, how many times our team won on defense, etc.. People could gain points when we attack them and lose, then at the end of the payout, whoever has racked up the most points, takes the appropriate ranking. This checker jumping format is not the greatest.
- The only way around this right now is to join shard chats to help coordinate with people so you don't hit each other in each other's payouts, and for those sharing payouts just to alternate rankings or something. I agree that the locking out mechanism is very frustrating though.
"ProximaB1_;c-1526679" wrote:
The worst is if you do they 50 crystal refresh to get to attack again right away. only to find out someone is battling you.
I agree with this point i think the opponent selection screen should show if and for how long an opponent is in battle and if its defense or offense. The latter information is relevant to know when the opponent can initiate his next attack (there is a cool down after an offensive battle)."YodaHeIs;c-1527720" wrote:
"ProximaB1_;c-1526679" wrote:
The worst is if you do they 50 crystal refresh to get to attack again right away. only to find out someone is battling you.
I agree with this point i think the opponent selection screen should show if and for how long an opponent is in battle and if its defense or offense. The latter information is relevant to know when the opponent can initiate his next attack (there is a cool down after an offensive battle).
The issue with data like that is that it would require an almost constant server connection or at least multiple updates per device per minute. That's a lot of bandwidth and data management.
And I won't say it's the whole point, but they dont necessarily want to save you the crystals from refresh to try and move up quickly.
The design is in part about a game of chicken, they dont want to give you all the cards because it allows each player to "play the game"...waiting and timing your moves is all a part of it."Kyno;c-1527743" wrote:
"YodaHeIs;c-1527720" wrote:
"ProximaB1_;c-1526679" wrote:
The worst is if you do they 50 crystal refresh to get to attack again right away. only to find out someone is battling you.
I agree with this point i think the opponent selection screen should show if and for how long an opponent is in battle and if its defense or offense. The latter information is relevant to know when the opponent can initiate his next attack (there is a cool down after an offensive battle).
The issue with data like that is that it would require an almost constant server connection or at least multiple updates per device per minute. That's a lot of bandwidth and data management.
And I won't say it's the whole point, but they dont necessarily want to save you the crystals from refresh to try and move up quickly.
The design is in part about a game of chicken, they dont want to give you all the cards because it allows each player to "play the game"...waiting and timing your moves is all a part of it.
I do not see how what we have now is requiring less bandwidth. If I need to hit somebody who is in battle i am constantly refreshing manually already. I am also not suggesting that the information on the battle status of an opponent needs to update automatically, they could just provide a timer initialization and have the timer run in the client only. Yes the battle might finish earlier, but at least you know when it will definitely be over."YodaHeIs;c-1527746" wrote:
"Kyno;c-1527743" wrote:
"YodaHeIs;c-1527720" wrote:
"ProximaB1_;c-1526679" wrote:
The worst is if you do they 50 crystal refresh to get to attack again right away. only to find out someone is battling you.
I agree with this point i think the opponent selection screen should show if and for how long an opponent is in battle and if its defense or offense. The latter information is relevant to know when the opponent can initiate his next attack (there is a cool down after an offensive battle).
The issue with data like that is that it would require an almost constant server connection or at least multiple updates per device per minute. That's a lot of bandwidth and data management.
And I won't say it's the whole point, but they dont necessarily want to save you the crystals from refresh to try and move up quickly.
The design is in part about a game of chicken, they dont want to give you all the cards because it allows each player to "play the game"...waiting and timing your moves is all a part of it.
I do not see how what we have now is requiring less bandwidth. If I need to hit somebody who is in battle i am constantly refreshing manually already. I am also not suggesting that the information on the battle status of an opponent needs to update automatically, they could just provide a timer initialization and have the timer run in the client only. Yes the battle might finish earlier, but at least you know when it will definitely be over.
In the current setup, you have to press the button to refresh the server data, vs the game doing it more regularly.
Right now if you enter arena (one data request) and get distracted or dont see something you want and look away or put your phone down. It's not doing anything with the server.
If you have "live updates" when in that screen, you enter arena and then are either connected or spamming the server for updates until you exit the screen.
There is a huge difference in server activity between those 2 scenarios. Even with you spamming manually."YodaHeIs;c-1527746" wrote:
"Kyno;c-1527743" wrote:
"YodaHeIs;c-1527720" wrote:
"ProximaB1_;c-1526679" wrote:
The worst is if you do they 50 crystal refresh to get to attack again right away. only to find out someone is battling you.
I agree with this point i think the opponent selection screen should show if and for how long an opponent is in battle and if its defense or offense. The latter information is relevant to know when the opponent can initiate his next attack (there is a cool down after an offensive battle).
The issue with data like that is that it would require an almost constant server connection or at least multiple updates per device per minute. That's a lot of bandwidth and data management.
And I won't say it's the whole point, but they dont necessarily want to save you the crystals from refresh to try and move up quickly.
The design is in part about a game of chicken, they dont want to give you all the cards because it allows each player to "play the game"...waiting and timing your moves is all a part of it.
I do not see how what we have now is requiring less bandwidth. If I need to hit somebody who is in battle i am constantly refreshing manually already. I am also not suggesting that the information on the battle status of an opponent needs to update automatically, they could just provide a timer initialization and have the timer run in the client only. Yes the battle might finish earlier, but at least you know when it will definitely be over.
But doing it this way you'll still be hitting refresh constantly to try and get in as soon as the battle is over so the info isn't really helpful plus on the subject of offense vs defense for whether there is a cool down, since the offense player can just spend crystals and bypass the cool down it's also not very useful information
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