7 years ago
Theorycraft of new arena mode
I'll jump right into it.
The current arena system is broken. It has become the most frustrating part of SWGoH.
I have been playing since late 2015. My arena shard is a heavily saturated slaughter house populated by often identical teams from rank 1-100. It is no longer a contests of better character or team competition. It is a horrific experience in timing and, occasionally, mod superiority where no team is an adequate defensive team because the AI cannot play competitively.
I I can rant and rant, but I have a proposed system that I believe would be more enjoyable and fair.
This system is heavily inspired by the one used in Nintendo's Fire Emblem heroes.
Upon entering the arena you first choose a defensive squad to assign. This squad will then be entered into a pool of squads that will be explained later.
You will then choose between 3 difficulty levels, let's say easy med and hard (original, yes?).
Each difficulty tier will draw your opponents from the pool of defensive squads mentioned above. An 'easy' team will be slightly under your power level, med will be at parity, and hard will be slightly higher.
Defeating a squad will earn you points that will go towards a global and/or shard score. The point is to get as many points as possible by playing arena teams as much as you can, but you will never lose rankings as a result of your defensive squad being defeated. It is a race to the top that does not factor in timing of refreshes or having to compete against out-of-game shard alliances, but you would still get to compete against real player's toons and squads.
There are many factors that could be applied to this structure to make it more dynamic and interesting.
Win streak bonuses.
Bonuses based on how quickly you could kill an opponent in a single match.
Bonuses for successfull attacks or defends with a less than full team composition.
Bonuses based on using a specific character in your teams which rotated weekly or daily.
There would of course be challenges like accurate matchmaking and load balancing of defensive squads usage against attackers, but the folks at CG are extremely talented and intelligent. They could easily fix them.
This system would allow for all of the fun of creating your own team and watching them work defensively or offensively without the frustration of watching your beloved, invincible, god-like attackers immediately fall in rank because your opponent just attacked with his beloved, invincible, god-like attackers.
Thanks for reading!
The current arena system is broken. It has become the most frustrating part of SWGoH.
I have been playing since late 2015. My arena shard is a heavily saturated slaughter house populated by often identical teams from rank 1-100. It is no longer a contests of better character or team competition. It is a horrific experience in timing and, occasionally, mod superiority where no team is an adequate defensive team because the AI cannot play competitively.
I I can rant and rant, but I have a proposed system that I believe would be more enjoyable and fair.
This system is heavily inspired by the one used in Nintendo's Fire Emblem heroes.
Upon entering the arena you first choose a defensive squad to assign. This squad will then be entered into a pool of squads that will be explained later.
You will then choose between 3 difficulty levels, let's say easy med and hard (original, yes?).
Each difficulty tier will draw your opponents from the pool of defensive squads mentioned above. An 'easy' team will be slightly under your power level, med will be at parity, and hard will be slightly higher.
Defeating a squad will earn you points that will go towards a global and/or shard score. The point is to get as many points as possible by playing arena teams as much as you can, but you will never lose rankings as a result of your defensive squad being defeated. It is a race to the top that does not factor in timing of refreshes or having to compete against out-of-game shard alliances, but you would still get to compete against real player's toons and squads.
There are many factors that could be applied to this structure to make it more dynamic and interesting.
Win streak bonuses.
Bonuses based on how quickly you could kill an opponent in a single match.
Bonuses for successfull attacks or defends with a less than full team composition.
Bonuses based on using a specific character in your teams which rotated weekly or daily.
There would of course be challenges like accurate matchmaking and load balancing of defensive squads usage against attackers, but the folks at CG are extremely talented and intelligent. They could easily fix them.
This system would allow for all of the fun of creating your own team and watching them work defensively or offensively without the frustration of watching your beloved, invincible, god-like attackers immediately fall in rank because your opponent just attacked with his beloved, invincible, god-like attackers.
Thanks for reading!