What I would like to see from CG after the DC update issues
I've been playing (and paying) swgoh for more than 8 years at this point, but this DC blunder feels like the worst mistake CG have made so far, even surpassing the Malak issues.
What I would love CG to do is to go through a proper post-mortem on this.
How did they arrive at the conclusion that there was an issues with the attacker crons that needed fixing.
How did they then arrive at solution of resetting all attacker crons to level 5.
How did they implement this solution in the code.
Lastly at each step discuss how to avoid the issues they clearly encountered here in the future.
I'm sure it would be highly beneficial for purely internal purposes to go through the above, but it would be even more beneficial if CG properly went through the above analysis, wrote down the key highlights and shared with the community.
I would love to see some transparency and some honest communication here and I am really interested in all 3 steps from the above.
As a player I don't understand how CG got to the conclusion that the attacker cron (which seems to have been working exactly as described) was an issue.
I didn't see the attacker cron as game breaking, but apparently this was CG's analysis.
It also do feel like the intended solution of nerfing the wordy L6 on the attacker cron, while then resetting and refunding all attacker crons was not super well thought through, though it could be part of what felt so bad here was related to the implementation issues.
But just as an example, if the "fix" had been deployed only affecting the attacker cron and granting players the right amount of refund, then there seems to have still been issues.
Firstly, as an example if I had 12 attacker crons which got reset, just grating me the ressources put into them would make it difficult for me to get back where I was, assuming I wanted to rebuild 12 attacker crons with wordy L6, since it would require me to have same RNG as I had originally.
Secondly, it seems CG forgot about resetting the crons history, which means that any rerolls would cost a lot more and leaving us unable to rebuild our crons even with correct refund. This could be implementation error, but it seems like something just not considered.
Thirdly, with correct refund of all the datacache which had gone into those crons + the datacache lots of engaged players had stashed, the refund would have sent the most engaged players above the datacache limit. This happened even with the wrong refund value, however this was also with all crons refunded.
Last but not least, it would be interesting and hopefully something CG could learn from if they went through how they implemented this fix as there was a bunch of errors with this as well.
Most obviously the fact that they hit all crons, not just the attacker crons.
Secondly that they didn't get the refund value right.
Thirdly that they didn't manage to refund the reroll materials.
And somewhat redundant with the previous block of text, that they didn't consider the reroll history on the crons.
All of the above point feels like something that should have been caught in the process, so it would be interesting to hear what CG plan to do differently in the future to avoid issues like this.
As a somewhat separate point, I'm also super interested to see how the fix is actually implemented, e.g. will CG remember that there's a limit on how many DC's we can have? Will they just force the extra DC's into our inventory despite any limits or will they deliver them in an inbox message that a lot of people cannot claim, since (from the example above) all 13 DC's will be delivered in one single inbox, meaning I would need to make room for 13 level 0 DC's to claim?