Forum Discussion
8 years ago
First of all, I wanted to say thank you for opening the beta to your playerbase - this is a step in a good direction. Now to the TW feedback, please beware the rather long text below is my humble oppinion so feel free to agree or disagree :)
1) Time needed
conclusion: a good balance, that alows everybody to play according to his/her real life schedule
2) GP and matchmaking
conclusion: smaller guild is still able to compete and should actually (due to being matched to a guild with same total GP) have a good shot at winning. Complaint about the "join" phase is a minor thing as for an active guild this is not an issue. Overall a good way to allow sub-50 players guilds to compete while favouring more active guilds regardless of their GP.
3) requirements
conclusion: currently the mode is oppened to basically everyone, in future this may make or break TW: carefully crafted requirements, bonuses and platoons will lead to great combos and limit the meta annoyance while going too far could close this to too manny people
4) gameplay
5) rewards
conclusion: I would very much prefer a flat sum of guild event tokens and a few crystals instead of all other things. That said, rewards as they were are not too bad considering time required to play the TW.
Overall a solid game mode for both starting players and veterans that has great potential and a few risks for the future.
1) Time needed
Spoiler
- the "join" and "setup" take literally no time (once you setup your defence squads in builder)
- "attack" phase needs every player to do about 5 victories total on average (including ships)
- total time required for all phases (as of beta 3 days): 30 minutes tops for an average player
- the good thing is, if you have a developed roster and time to spare, you can have much more than this on the attack phase OR if you know you will have litte to no time for the attack, you can deploy all your good teams to defense
- "attack" phase needs every player to do about 5 victories total on average (including ships)
- total time required for all phases (as of beta 3 days): 30 minutes tops for an average player
- the good thing is, if you have a developed roster and time to spare, you can have much more than this on the attack phase OR if you know you will have litte to no time for the attack, you can deploy all your good teams to defense
conclusion: a good balance, that alows everybody to play according to his/her real life schedule
2) GP and matchmaking
Spoiler
- matchmaking will be signifficantly better out of beta as there will be more guilds with similar GP
- always remember that game takes into consideration the total GP of guilds to get you an opponent, while rewards are decided upon total GP of players who "join"
- "join" phase is questionable for me (every guild should consist of active players), but I see the need to exclude non-active players in some guilds and somehow help the less active guild overall
- still, this is why I dont think the "join" phase does anything besides locking in the characters used and possibly decreasing the rewards: once matched with a guild of total GP similar to each other, limited number of metateams on one side decides who wins
- getting rid of the "join" phase and deciding number of oppened defensive teams number based on total number of players at the moment of matchmaking should do the trick
- always remember that game takes into consideration the total GP of guilds to get you an opponent, while rewards are decided upon total GP of players who "join"
- "join" phase is questionable for me (every guild should consist of active players), but I see the need to exclude non-active players in some guilds and somehow help the less active guild overall
- still, this is why I dont think the "join" phase does anything besides locking in the characters used and possibly decreasing the rewards: once matched with a guild of total GP similar to each other, limited number of metateams on one side decides who wins
- getting rid of the "join" phase and deciding number of oppened defensive teams number based on total number of players at the moment of matchmaking should do the trick
conclusion: smaller guild is still able to compete and should actually (due to being matched to a guild with same total GP) have a good shot at winning. Complaint about the "join" phase is a minor thing as for an active guild this is not an issue. Overall a good way to allow sub-50 players guilds to compete while favouring more active guilds regardless of their GP.
3) requirements
Spoiler
- as of beta, only GP of character above 6000 was the requirement (7* G3 lvl50 with leveled abilities has approx 6k power)
- max number of teams for defense is 250 (50 of those ships), meaning every player will need 1 fleet and 4 squads to deploy defense and same number for offense to be able to do his part in full-time (possibly more to have reserve in case offense goes south)
- just to be clear, there is no minimum on number of characters or teams used, the calculation above is only to show what you will need eventually to fully cover all oppened defense spots and have minimum number of teams to beat opponents defences
- FO and Resistance got bonuses on this TW (minor thing really as any team gets to be used once only)
- in future there should be (as per devs) more requirements and bonuses to certain characters or factions
- future TWs should get some form of "platoons" (I guess to provide bonuses to your guilds attacking/defending squads)
- max number of teams for defense is 250 (50 of those ships), meaning every player will need 1 fleet and 4 squads to deploy defense and same number for offense to be able to do his part in full-time (possibly more to have reserve in case offense goes south)
- just to be clear, there is no minimum on number of characters or teams used, the calculation above is only to show what you will need eventually to fully cover all oppened defense spots and have minimum number of teams to beat opponents defences
- FO and Resistance got bonuses on this TW (minor thing really as any team gets to be used once only)
- in future there should be (as per devs) more requirements and bonuses to certain characters or factions
- future TWs should get some form of "platoons" (I guess to provide bonuses to your guilds attacking/defending squads)
conclusion: currently the mode is oppened to basically everyone, in future this may make or break TW: carefully crafted requirements, bonuses and platoons will lead to great combos and limit the meta annoyance while going too far could close this to too manny people
4) gameplay
Spoiler
conclusion: a solid system, that may or may not slide into choir - completly depending on the opponent your guild gets matched with and how the requirements, bonuses and platoons turn out to be- "setup" phase decides what strategy your guild wants to employ and allows great flexibility in what teams to deploy vs. keep for attack phase
- "attack" phase is where the fun begins and you pit teams you saved versus enemy defending teams
- only "front" territories can be conquered, I find it bit illogical that ships are "hidden" behind 2 character areas but not a serious complaint
- it would be cool if (on the third column) one could make a "breakthrough" through mid area and open all 3 "home" areas for conquer (not possible afaik)
- the timer on battles and fact each team gets to be used only once regardless of how you play it makes it interesting and a bit thrilling
- succesfull defence could give some small ammount of flags and this could in future serve as a nice tiebreaker in favour of the side that plays more effeciently
- ties are going to happen, as once both guilds hit certain GP it is no problem to use all 250 teams for defence while keeping enough to kill all enemy defending squads
- so far I was unable to find how the game decides in case both guilds get all the possible points and I certainly hope this is not "victory to the first guild to gets the points" as this would ruin the oh so good time requirement
- "attack" phase is where the fun begins and you pit teams you saved versus enemy defending teams
- only "front" territories can be conquered, I find it bit illogical that ships are "hidden" behind 2 character areas but not a serious complaint
- it would be cool if (on the third column) one could make a "breakthrough" through mid area and open all 3 "home" areas for conquer (not possible afaik)
- the timer on battles and fact each team gets to be used only once regardless of how you play it makes it interesting and a bit thrilling
- succesfull defence could give some small ammount of flags and this could in future serve as a nice tiebreaker in favour of the side that plays more effeciently
- ties are going to happen, as once both guilds hit certain GP it is no problem to use all 250 teams for defence while keeping enough to kill all enemy defending squads
- so far I was unable to find how the game decides in case both guilds get all the possible points and I certainly hope this is not "victory to the first guild to gets the points" as this would ruin the oh so good time requirement
5) rewards
Spoiler
- zetas are great, pretty please do keep those in rewards
- gear is a "meh" even on the highest GP levels as the numbers are not the greatest and the game always trolls me with things I dont need
- guild tokens should not be in this mode, it is guild event afterall
- difference between winner and looser is not too big
- the fact rewards are decided upon the GP of players who joined basically punishes the active part of the guild twice (first by making the match harder and second by decreasing rewards)
- gear is a "meh" even on the highest GP levels as the numbers are not the greatest and the game always trolls me with things I dont need
- guild tokens should not be in this mode, it is guild event afterall
- difference between winner and looser is not too big
- the fact rewards are decided upon the GP of players who joined basically punishes the active part of the guild twice (first by making the match harder and second by decreasing rewards)
conclusion: I would very much prefer a flat sum of guild event tokens and a few crystals instead of all other things. That said, rewards as they were are not too bad considering time required to play the TW.
Overall a solid game mode for both starting players and veterans that has great potential and a few risks for the future.
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