Forum Discussion
MasterSeedy
5 years agoSeasoned Ace
First:
If we're going with this new plan, can we please have devour start on cooldown?
It was one thing when there was a small r5 tax so that you could get a run of 5-20%, depending on your squad. It's another if we're going to have to run multiple squads, so it's no longer just one character tax, and the tax doesn't buy you the potential for an 8% run anyway.
Second, Kylo said:
No, the problem for guilds barely completing is when everyone is NOT doing the same damage. If everyone is doing the most they could and they still sometimes fail, then what you had was some people with the best squads doing 8% and some people who had some qualifying characters but not an optimal squad doing 0.5%
In the new regime, the 8% will be cut to 4.1 and the 0.5% will be unaffected. The argument from the person you were responding to is that you don't have guilds where everyone gets exactly 2% and you have 100% participation. IN the real world, what marginal-completion guilds look like is that everyone is trying like crazy to get the most out of their squads, but not everyone is getting the same damage because everyone has different rosters.
Now, having corrected what appears to be your misimpression, I'll go on to say that I don't actually mind this. If you were dependent on one guild leader getting 40% in p1 and one or two guild leaders to get 20%+ in p2 & p3, then yes, you were a marginal guild and you're likely going to have to go back to building rosters again to get RCT done.
But the truth is that the Raid was probably never intended for guilds like that to defeat it. I get that it feels bad to go from completing it to not completing it, and so I wish they would have implemented things differently from the jump, but the truth is that the original version of the raid was no fun.
Cooperation & rooting for your guild mates to score well instead of rooting for them to score badly so you can take first? That I like. That most people should like.
Not wanting to go to the bathroom because your device was getting low on power from being on airplane mode too long while waiting for everyone else to finish, so now you've got it plugged in and can't leave it because the buggy game makes it more likely that it will crash and lose your score if it falls asleep & wakes up than if you just sit there next to the plugged in thing while 12 more people make 4 or 5 more attempts each?
Yeah, that's no fun. That was never any fun.
They wrote the original raid realizing that they were demanding everyone post damage at exactly the same time, and that's not tenable. The people it hits hardest are the guild officers, and we should be doing everything we can to make life easy on the guild officers. They are the unpaid employees that CG relies on to help newer players, to make TW worthwhile, to coordinate raids so that people can actually participate in them. As players, we should appreciate them for advice, for listening to our complaints (even when those complaints wouldn't be an issue if the game didn't take certain design approaches), etc.
Making life miserable for the people who make this game possible was always a bad plan. It's not tenable. This whole game will come crashing down if CG makes the guild officers hate the game.
Will this mean that international guilds with strong rosters but coordination issues benefit? Yep. And I'm in one of the guilds (and have a couple of the "optimal" squads for getting big damage).
Will this mean reduced rewards for guilds with strong coordination but entirely marginal rosters that relied on one or just a few big hitters to barely complete RCT? Yep. And I'm not one, so you might consider me biased.
But whether I benefited or suffered under the previous regime, benefit or suffer now from the changes, making life miserable for guild officers had to end or guilds would fall apart and then no one would complete RCT and, ultimately, everyone would simply quit the game, since without strong guilds too much of the game is inaccessible or impossible.
This change is what it needs to be. Would I be happier with a threshold of 2.5% instead of 2% so people could get 4.9% more reasonably and thus need only 20-25 people to complete a phase? Yep.
But if you were getting 4% before, you'll get 2% + one more hit now at bare minimum. Probably 2% + a couple good hits, and if you're willing to redo your run, you can make sure you get 2% + a good attack from a GL or GAS, which means 2.3% total. If you were getting 6% before , 3% - 3.9% is now in reasonable reach. If you were getting 10% plus, you should get 4% + one more hit at bare minimum, with reruns it can be a hit from GAS or a GL and net you 4.3%.
This is still going to require some guild coordination, but for my guild it will be the same outcome with many fewer headaches and with more people actually scoring something other than 0%.
I am cautiously optimistic, save for the bit about devour not starting on cooldown.
If we're going with this new plan, can we please have devour start on cooldown?
It was one thing when there was a small r5 tax so that you could get a run of 5-20%, depending on your squad. It's another if we're going to have to run multiple squads, so it's no longer just one character tax, and the tax doesn't buy you the potential for an 8% run anyway.
Second, Kylo said:
Everyone in the guild was doing exactly 2%?
Or are you just being overly negative for no reason?
No, the problem for guilds barely completing is when everyone is NOT doing the same damage. If everyone is doing the most they could and they still sometimes fail, then what you had was some people with the best squads doing 8% and some people who had some qualifying characters but not an optimal squad doing 0.5%
In the new regime, the 8% will be cut to 4.1 and the 0.5% will be unaffected. The argument from the person you were responding to is that you don't have guilds where everyone gets exactly 2% and you have 100% participation. IN the real world, what marginal-completion guilds look like is that everyone is trying like crazy to get the most out of their squads, but not everyone is getting the same damage because everyone has different rosters.
Now, having corrected what appears to be your misimpression, I'll go on to say that I don't actually mind this. If you were dependent on one guild leader getting 40% in p1 and one or two guild leaders to get 20%+ in p2 & p3, then yes, you were a marginal guild and you're likely going to have to go back to building rosters again to get RCT done.
But the truth is that the Raid was probably never intended for guilds like that to defeat it. I get that it feels bad to go from completing it to not completing it, and so I wish they would have implemented things differently from the jump, but the truth is that the original version of the raid was no fun.
Cooperation & rooting for your guild mates to score well instead of rooting for them to score badly so you can take first? That I like. That most people should like.
Not wanting to go to the bathroom because your device was getting low on power from being on airplane mode too long while waiting for everyone else to finish, so now you've got it plugged in and can't leave it because the buggy game makes it more likely that it will crash and lose your score if it falls asleep & wakes up than if you just sit there next to the plugged in thing while 12 more people make 4 or 5 more attempts each?
Yeah, that's no fun. That was never any fun.
They wrote the original raid realizing that they were demanding everyone post damage at exactly the same time, and that's not tenable. The people it hits hardest are the guild officers, and we should be doing everything we can to make life easy on the guild officers. They are the unpaid employees that CG relies on to help newer players, to make TW worthwhile, to coordinate raids so that people can actually participate in them. As players, we should appreciate them for advice, for listening to our complaints (even when those complaints wouldn't be an issue if the game didn't take certain design approaches), etc.
Making life miserable for the people who make this game possible was always a bad plan. It's not tenable. This whole game will come crashing down if CG makes the guild officers hate the game.
Will this mean that international guilds with strong rosters but coordination issues benefit? Yep. And I'm in one of the guilds (and have a couple of the "optimal" squads for getting big damage).
Will this mean reduced rewards for guilds with strong coordination but entirely marginal rosters that relied on one or just a few big hitters to barely complete RCT? Yep. And I'm not one, so you might consider me biased.
But whether I benefited or suffered under the previous regime, benefit or suffer now from the changes, making life miserable for guild officers had to end or guilds would fall apart and then no one would complete RCT and, ultimately, everyone would simply quit the game, since without strong guilds too much of the game is inaccessible or impossible.
This change is what it needs to be. Would I be happier with a threshold of 2.5% instead of 2% so people could get 4.9% more reasonably and thus need only 20-25 people to complete a phase? Yep.
But if you were getting 4% before, you'll get 2% + one more hit now at bare minimum. Probably 2% + a couple good hits, and if you're willing to redo your run, you can make sure you get 2% + a good attack from a GL or GAS, which means 2.3% total. If you were getting 6% before , 3% - 3.9% is now in reasonable reach. If you were getting 10% plus, you should get 4% + one more hit at bare minimum, with reruns it can be a hit from GAS or a GL and net you 4.3%.
This is still going to require some guild coordination, but for my guild it will be the same outcome with many fewer headaches and with more people actually scoring something other than 0%.
I am cautiously optimistic, save for the bit about devour not starting on cooldown.
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