Forum Discussion
8 years ago
I want to start this off by saying thanks for taking the time to look at these, I hope that you can take the constructive feedback and the non constructive feedback that is provided in the next couple of hours, and find something useful in the voice of your players. I also want to say that by profession, I want data to make decisions and I hope you would too. I only have "I feel" statements as opposed to "90% of the players I talk to" or other versions of clearly defined metrics to add weight to my questions. I try to subjective when forming my opinions about how I feel about things. If needed for any of my below statements in my questions, I will do what I can to get you that information if it helps you make decisions, to my liking or not, that help the game move forward. I also want to apologize for any of my typing that doesn't read too well. I didn't get much prep time to provide more well constructed statements to articulate my rants. Thanks again for your time.
Would you be willing to talk about mods and they way they are implemented in the game? I have played several other mobile games that had similar mechanics but they were 1) not tied to an already scarce resource that served a completely different purpose like cantina energy 2) there weren't multiple layers of RNG involved in getting something usable.
Farming for mods is not fun. It is not linear, but it is better than it was since 100% drop rate was introduced. I understand that mods are a money maker, but is there anything that says they make more money because of the non linear progression. When I mod farm, I have to stop farming other characters that I could use for arena, tw, tb, raids, to have a chance at something useable. I have to roll the dice on 1) will I get a slot I need assuming I am doing the challenges 2) will i get the right primary for that slot 3) will it roll native speed 4) will the speed upgrade. That is a lot of layers of RNG involved. With so much RNG, it does not feel like progression. There is no sense of making progress on improving my mods since as we all know, speed is king.
I think it would be easy to either uncouple mods from cantina energy or reduce the RNG in some way, like allowing us to reroll stats on a mod for a price, or something.
I also would love some mod management tools, even if it was just something as similar to the squad management tool where I could have a preset for R2. When I had R2 opened up on mod management and I selected that set, as many of those mods that weren't equipped elsewhere would be equipped to him and those on other characters would stay there. It would also help to have a drop all mods from a character button as well as equip 6 mods to a character. When going into TW, I dread going through and throwing random mods on everyone...and then having to take them all off.
Would you be willing to talk about mods and they way they are implemented in the game? I have played several other mobile games that had similar mechanics but they were 1) not tied to an already scarce resource that served a completely different purpose like cantina energy 2) there weren't multiple layers of RNG involved in getting something usable.
Farming for mods is not fun. It is not linear, but it is better than it was since 100% drop rate was introduced. I understand that mods are a money maker, but is there anything that says they make more money because of the non linear progression. When I mod farm, I have to stop farming other characters that I could use for arena, tw, tb, raids, to have a chance at something useable. I have to roll the dice on 1) will I get a slot I need assuming I am doing the challenges 2) will i get the right primary for that slot 3) will it roll native speed 4) will the speed upgrade. That is a lot of layers of RNG involved. With so much RNG, it does not feel like progression. There is no sense of making progress on improving my mods since as we all know, speed is king.
I think it would be easy to either uncouple mods from cantina energy or reduce the RNG in some way, like allowing us to reroll stats on a mod for a price, or something.
I also would love some mod management tools, even if it was just something as similar to the squad management tool where I could have a preset for R2. When I had R2 opened up on mod management and I selected that set, as many of those mods that weren't equipped elsewhere would be equipped to him and those on other characters would stay there. It would also help to have a drop all mods from a character button as well as equip 6 mods to a character. When going into TW, I dread going through and throwing random mods on everyone...and then having to take them all off.
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