Forum Discussion
7 years ago
"CG_Carrie;c-1496585" wrote:
Consider baseball card packs, or collectible card games like Magic: The Gathering, or even rolling dice in D&D or other table top games. A fundamental theme to these types of games -- both in the collection of characters and items as well as in the combat or gameplay -- is randomness and chance. Our game is a hybrid RPG / CCG (Role Playing Game / Collectible Card Game). And, like its predecessors, we likewise have random outcomes woven throughout the experience.
I have never bought a pack of cards that had a random amount of cards in it.
It was always a fixed amount of cards. That's not what your game does. You spend crystals for a chance at a random amount of character shards. If you wanted to make packs that always contained 12 shards for random characters, then you'd have an apt analogy, but this is not it.
It's frustrating that you imply "this is always how it's been". It undermines your message of open communication.
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