6 years ago
Define "fun"
Fun is different for everyone (after all, some people have fun pulling the wings off insects), but the current coin flip mechanic of DS GTB doesn't feel fun.
Ships: You get Mace and you rolfl stomp them. Get GK and his opening moves daze two of your pilots and kills the third before you get to move -- and I'm talking about maxed ships with G13 pilots.
Instead of fun, it feels like I, as a player, have no agency in my own success. That the outcome is purely dependent on a coin flip RNG and out of my control. It makes me feel like, "Eh, why bother?"
Same goes for getting ShaakTi in the third wave of the special mission in the first slice, and many other examples in the DS GTB. Win the coin flip, and you contribute to your guild's progress. Lose the toss and you fail. Either way the outcome is beyond our control and players feel like, well, they're not really getting to play.
So CG, do you really think this mechanic is fun? Do you think this mechanic will help retain players over the long run, or cause them to wander off to play something else that feels fun?
Challenging is fun. Beyond anything you can control is unfun.
Inb4, "I don't have that problem, so it must not exist." Yes, there a a few here and there who get lucky and beat GK but I suspect for the mass majority of players (and only CG has the data to know for sure) the experience is similar to what I described.
Ships: You get Mace and you rolfl stomp them. Get GK and his opening moves daze two of your pilots and kills the third before you get to move -- and I'm talking about maxed ships with G13 pilots.
Instead of fun, it feels like I, as a player, have no agency in my own success. That the outcome is purely dependent on a coin flip RNG and out of my control. It makes me feel like, "Eh, why bother?"
Same goes for getting ShaakTi in the third wave of the special mission in the first slice, and many other examples in the DS GTB. Win the coin flip, and you contribute to your guild's progress. Lose the toss and you fail. Either way the outcome is beyond our control and players feel like, well, they're not really getting to play.
So CG, do you really think this mechanic is fun? Do you think this mechanic will help retain players over the long run, or cause them to wander off to play something else that feels fun?
Challenging is fun. Beyond anything you can control is unfun.
Inb4, "I don't have that problem, so it must not exist." Yes, there a a few here and there who get lucky and beat GK but I suspect for the mass majority of players (and only CG has the data to know for sure) the experience is similar to what I described.