Forum Discussion
MasterSeedy
2 years agoSeasoned Ace
First let me say that @CG_Tusken_Meathead we were told that the UI for shipments would be updated to make it easier to find what you needed -- and not explicitly promised, but it was in the context of repeated requests for a toggle to sort by currency so when you wanted to spend Mk1 Raid tokens, only Mk1 purchases would show up, etc.
The UI did get an update, but it did not address this at all. This is still a serious need.
PLEASE update the store UI somehow to make this more player friendly. It's genuinely awful.
OKAY. That out of the way...
I like the weekly cadence, I like having 3 days to get it done. Sometimes I think I want more, but three days really is enough. I don't think guild participation would go up if it was extended, I think guild procrastination would go up.
Pick your own rewards -- aside from the UI, this has worked out well. I also think that making most rewards guild-wide is a good idea. Cooperation strengthens guilds, and strong guilds makes for better player retention for CG and more fun for the players. I really do think it's a win-win.
The upshot of that spoiler is that I think the balance is correct for endgame players who have everything at 7* save new toons not yet farmable. If you're not quite that far along, it might not be the right balance.
As a result, I'd like to make a proposal that won't help me at all: Provide 3-6 slots in Weekly Shipments that use Mk3 raid tokens to purchase fully complete g12 pieces.
Right. Now reviewing the raids as playable content...
I liked playing the Krayt raid quite a bit. I liked how there were effectively different mechanics for different factions. It was quite interesting. That said, it was too time consuming and I'm glad that we went to a 1/week cadence with the SBR. I would be happy to play the Krayt again someday.
TSBR: The moving background doesn't bother me, but because it negatively affects others I support the call to change that or provide a toggle that changes that. I'm sad that your artistic ideas ended up causing problems for some players, because I see what you were doing with that, and it worked for me.
The potent combination of Rebel+Imp, combined with a straightforward strategy for playing that combination makes it easier to maximize your contribution if that's what you're into, but it's less intellectually interesting.
While on the whole I prefer more interesting (and inevitably more complicated) raids and special missions (y'all know how much I loved KAM), I actually think that it's good if the game bounces back and forth between a raid much more like Krayt, with different strategies for different factions, and one much more like TSBR, with a general approach you're going to use with as many squads as possible. The latter is much more accessible to people who aren't interested in theory crafting or mastering something complicated, and there is a LOT to do in the game, so I don't blame them. I don't know if it was intentional on CG's part to craft one raid that requires mastering several different strategies followed by one raid with a very basic strategy repeated across squads, but it worked.
With the current raid cadence, I think alternating those approaches is a good idea. If we were doing one raid for 2 years straight before a change, I don't think alternating would work b/c we'd be stuck on one approach for too long.
Finally, I just want to thank all y'all at CG for trying something new. I know that lots of people didn't like one or both of the new raids, but many people liked one or both quite a bit. If we always left things the same, the game would get stale.
I will, of course, continue to criticize you (I hope constructively) when I think you can make something better, but overall I think many things related to raids have been done well, certainly more things were good than bad.
The UI did get an update, but it did not address this at all. This is still a serious need.
Spoiler
The Raid store has WAY too many options, and you're forced to constantly scroll to get rid of your Mk1 currency. Though we really need to restrict the store to one currency at a time using some command or toggle (or even a sort function that moves certain currency purchases to the top), if you changed nothing else, flipping the location of the items would help since we can spend Mk3 relatively quickly, but Mk1 involves constant trickle spending every 6 hours.
PLEASE update the store UI somehow to make this more player friendly. It's genuinely awful.
Spoiler
I don't play this card often, because I don't think I should have to given that this change would benefit all players, but I have a bone disorder and I know it seems insane to people without serious disabilities but it physically hurts just to type, press icons, or swipe repeatedly.
I'm not saying it's agony, but I'm saying that you have hundreds of thousands of players and you can't assume that the minor inconvenience for some is the same effect that bad UI design will have on all of us. This should be a higher priority than it seems it has been.
I'm not saying it's agony, but I'm saying that you have hundreds of thousands of players and you can't assume that the minor inconvenience for some is the same effect that bad UI design will have on all of us. This should be a higher priority than it seems it has been.
OKAY. That out of the way...
I like the weekly cadence, I like having 3 days to get it done. Sometimes I think I want more, but three days really is enough. I don't think guild participation would go up if it was extended, I think guild procrastination would go up.
Pick your own rewards -- aside from the UI, this has worked out well. I also think that making most rewards guild-wide is a good idea. Cooperation strengthens guilds, and strong guilds makes for better player retention for CG and more fun for the players. I really do think it's a win-win.
Spoiler
I am definitely shorter on g12 gear than I used to be, but I'm definitely better off with relic mats, and that's fine for me. Of course, I'm a player who has only 30 g12 toons left to take to r1. I can boost my incoming new toons to relic and still make slow, steady progress gearing those g12 toons. Trading relic mats for g12 would ultimately hurt me, I think, since I have no high priority toons left at g12 and in the foreseeable future all my toons will be relic'd. I'm not sure when that will be since it depends on the cadence of new releases which has been high lately, but if there's a lull after Amidala, PK, and nuQGJ I would finish 5-6 months from now, and if there's not, I'll still be done in less than a year. g12 is thus a temporary problem.
The upshot of that spoiler is that I think the balance is correct for endgame players who have everything at 7* save new toons not yet farmable. If you're not quite that far along, it might not be the right balance.
As a result, I'd like to make a proposal that won't help me at all: Provide 3-6 slots in Weekly Shipments that use Mk3 raid tokens to purchase fully complete g12 pieces.
Spoiler
The pieces should heavily prioritize the gear that is in most demand. Right side pieces can and should be significantly more expensive than left side pieces. This isn't meant to be a bargain or the best use for those Mk3s. It's just meant to allow people that are more midgame to boost g12 gear as needed. I'll keep rolling with relic mats, but I'm mindful of the needs of others here.
Right. Now reviewing the raids as playable content...
I liked playing the Krayt raid quite a bit. I liked how there were effectively different mechanics for different factions. It was quite interesting. That said, it was too time consuming and I'm glad that we went to a 1/week cadence with the SBR. I would be happy to play the Krayt again someday.
TSBR: The moving background doesn't bother me, but because it negatively affects others I support the call to change that or provide a toggle that changes that. I'm sad that your artistic ideas ended up causing problems for some players, because I see what you were doing with that, and it worked for me.
The potent combination of Rebel+Imp, combined with a straightforward strategy for playing that combination makes it easier to maximize your contribution if that's what you're into, but it's less intellectually interesting.
While on the whole I prefer more interesting (and inevitably more complicated) raids and special missions (y'all know how much I loved KAM), I actually think that it's good if the game bounces back and forth between a raid much more like Krayt, with different strategies for different factions, and one much more like TSBR, with a general approach you're going to use with as many squads as possible. The latter is much more accessible to people who aren't interested in theory crafting or mastering something complicated, and there is a LOT to do in the game, so I don't blame them. I don't know if it was intentional on CG's part to craft one raid that requires mastering several different strategies followed by one raid with a very basic strategy repeated across squads, but it worked.
With the current raid cadence, I think alternating those approaches is a good idea. If we were doing one raid for 2 years straight before a change, I don't think alternating would work b/c we'd be stuck on one approach for too long.
Finally, I just want to thank all y'all at CG for trying something new. I know that lots of people didn't like one or both of the new raids, but many people liked one or both quite a bit. If we always left things the same, the game would get stale.
I will, of course, continue to criticize you (I hope constructively) when I think you can make something better, but overall I think many things related to raids have been done well, certainly more things were good than bad.
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