Forum Discussion
Meathead mentioned on the events discord server that they are being cautious with TW because it isn’t an easy thing to change. He predicted months of all hands on deck. They don’t want to increase the rewards because of the matchmaking needing work and they need to brainstorm how to fix it. And TBH, there isn’t much you’ve suggested on how to fix it.
- piatz10197 months agoSeasoned Scout
I'll volunteer a solution. I want to see TW become zoned where 2-3 players from each guild elect to take a zone. They fill defenses there, and then are responsible for attacking only that zone. The TW winner is whoever wins the most zones at the end of the match (always keep the zones at an odd number to avoid ties). It would basically boil down to 25 co-op GACs where you and a guildmate plan together and coordinate attacks to win a zone. Rewards are given to the players from each zone based on their score, and guild-wide rewards are given out (similar to now) based on total war score.
This solves 4 things from my perspective.
- Rewards - You can keep the same TW rewards you have now and make them the "war" rewards. Then you can add "zone" rewards which would greatly change based on winning and losing. This greatly incentivizes individual success and effort, and gives more dynamic rewards to the game mode.
- Slackers - If you have a couple free-loaders who never participate enough in TW, assign them zones together and just concede those zones. It will add to the strategic approach for guilds, and punish people for not doing their part by making them directly responsible for their rewards.
- Time zones and attack coordination - Our guild doesn't even bother having attack times because accounting for 50 work schedules around the world is impossible. By adding zones to the war map, you can coordinate with just one or two guildmates who have similar schedules to you and not force people to wake up at weird times or sacrifice family time for a video game.
- FUN! - GAC is the best game mode (my opinion) and turning TW into mini co-op GAC's would be such a cool twist that I would absolutely begin to love TW and start investing heavily into TW omicrons.
The only part of this solution I don't know how to solve is the matchmaking. On one hand, I think it would help the imbalance of the current system where you can better overcome large advantages by stacking your best players together strategically and conceding other zones to make sure you have a shot at winning >50% of the zones. On the other hand, matchmaking would now need to perfectly account for the amount of players each guild is bringing into each war. I don't have the data CG has so I can't say for certain how difficult that would be to implement.
- Marauder1817 months agoSeasoned Newcomer
That’s an awful idea.
TW is up to 50 players - why would you create imaginary gates in this mode when one of the biggest limiting factors is time?
- Snowlock7 months agoRising Scout
I would say to fix TW they need to do the following things:
- Set static defenses like you do in GAC.
- Guild officers gain the ability to remove members who sign up but don't participate to guild standards
- Better rewards overall, and a bigger gap in rewards between 1st and 2nd place.
- Match making KPIs include:
- Number of GL's
- Number of datacrons
- Number of relic level'd characters
- Number of key non GL characters: Reva, Gungans, Leviathan, etc.
- Win streaks AND number of win streaks
- Location - US fights US, Europe vs Europe etc. Start times matter.
- LegoFan9WasTaken7 months agoSeasoned Rookie
- Gets confusing when you have up to 50 people. Would have to be officer managed probably.
- they already can. My guild does.
- Better rewards could make some sense on lower tiers. Such as maybe dropping the GP req for DBs down.
- Im not sure about basing off of galactic legends, I think if they do anything with that do completed journeys, but I do like the location one.
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