How "CG" robs you by offering false hope of success.
The formula for dashing hopes and expectations is quite simple. It starts with silence - staying silent until the very last moment. For instance, revealing that only the newest characters released this year would be eligible to participate in the Raid - right after players had spent time hoarding tokens specifically for that new Raid, passing up opportunities to use them elsewhere. We’ve been through this before, and at least now we know what to expect for the next... Raid, right? Or do we? What if CG changes the rules again at the very last minute and makes things even worse next time? What infuriated me the most - something everyone else seems to be ignoring, or even trying to spin as a positive - is the sudden, out-of-the-blue appearance of the Rotta event. Once again, there was absolute silence for three whole months about when or for what period it will last. Many were expecting the event to launch immediately after the "Era of Myths and Legends." If they had done that, the people wouldn’t have fallen into this trap - realizing right away that they wouldn’t make it in time and they would have saved their resources. The developers set a very clever trap: they delayed the event, then announced bonus drops for the character shards needed for it - falsely leading you to believe you’d have enough time. Then, suddenly, they dropped the event in the middle of the month, lasting only 13 days instead of the usual 30-day window seen with the Maul and Andor events. Players burned through their crystals and spent episode currency on shards, hoping to make it in time - but they won’t. It’s simply impossible within such a short timeframe, even with the bonus drops. The result? Your hopes are shattered, your strategy has failed, and they’ve tricked you into wasting your resources leaving you with nothing to show for it for the next 3–4 months. Many people, once caught in this trap, find themselves unable to stop; they keep spending, hoping they’ll make it in time. You won’t. CG has deceived you. It’s a pity, but we’ve all fallen into this trap to one degree or another - especially if you’re preparing for the next "Era." They want to trick you into parting with as many crystals as possible, while simultaneously punishing you if you didn’t level up the Snow Commander. At the very least, there’s no way you’ll be able to finish leveling him up now without spending a massive amount of crystals - unless you had already been investing in him back during the Colosseum event. I expect an army of keyboard warriors to come swarming in to defend CG. But you won’t be able to silence me, regardless.412Views3likes17CommentsEra vs Legacy System - Upcoming updates
Okay I've read the patch notes and give credit where credit is due there are some long awaited changes coming - how ever, if I understand this correctly (so correct me if I'm wrong), CG had some great ideas and decided to human centipede it and then present it to us? The game is now divided into two Seperate Systems, the main farming system being the Era Event System and the Legacy System still remains mostly untouched and has been untouched for 4-5 years now. Everything every veteran player has done, all the mods, zetas and money spent is effectively useless for any farming within any Era Event. The Era Event system is like a fictional SWGOH fantasy league that is bottle necked by reversing all logic of the Legacy system and has currency and materials divided between the various modes that are offered, and in this Era System you are provided with loaned units that CG actively control the progression of with the level tokens allowing players a minor advantage by buying packs. The Era system disregards character shards so a 3 character is equally strong as a 7 character assuming the Era Levels are equal. Once an Era Event begins, you are immediately limited (and during the release of any new collectible character) at the 2nd Tier event that does not provide any shards so you are either forced to buy a pack, episode pass or use crystals to gamble and even if you do the daily reset will never be sufficient for you to take the character to 5*. The Era System determines a characters power by their Era Level irrelevant of the character shards you have but bottle neck the Era Leveling behind character shards that won't give you any additional advantage during the event itself. Then you have the progressive Era Currency that can be bought with packs and tightly controlled on the Episode Free and Paid track so unless you buy more of it you won't really gain an advantage. And even if you get overzealous and spend some cash, unless you reach the latter Marquee Tiers you will be immediately walled at Era Level 110 - but do not fret you can buy two seperate packs for 45 USD for every character released to overcome that hurdle in case you didn't go for 7*. This is a very convenient pay wall since if you buy every character at 7 you still won't really get an advantage until that toon becomes Legacy, at least you won't have spent money ending up with a useless G12 4 Journey Character that will require all characters at 7* during the 12 week Era Event to properly finish. The Era Event is predictable, repetitive and designed in such a manner for you to spend resources on specific materials that will be unfairly (imo) converted to Legacy materials which (should be) is the main part of the game that remains untouched for all these years. So now the Era System has become one of the most important aspects for players to further boosts their Legacy characters, so if you don't participate you will be at a loss in both aspects of the game. We still have the same amount of defensive squads in Kyber GAC for all these years and the only change they are making now is Squad Arena is removed (it wasn't that important anyway since the introduction of Meta Fleets to force players to go for them to have some crystal income) but now you are also introducing an entirely new PvP system for the Era Event - where you will still use loaned characters, a new variation of the Legacy Mod System and you even get Faction Tag sharing so you can spend 12 weeks theory tjeorycrafting a team that will be utterly useless when 12 weeks pass at the end of said Era Event only for a new one to begin so you can tjeorycraft another pointless team to use in this PvP event where you will be forced to log in daily to collect the rewards as apparently, sending rewards to your inbox in this Fantasy Swgoh League is impossible to in this variation of the Star Wars Galaxy. Now honestly, I don't mind this Era Event stuff but the way you have gone about it is **bleep** because as you remove the only part of the game where we could test out things (limited to 5 tries per day and results will vary between GAC, TW, TB, CONQUEST and likely unusable in raids) - Squad Arena - and implement the long awaited Training Mode but you have the audacity to RESTRICT the Mode to each players roster - where loaned units are arguably most beneficial in this game mode? I have a boxing match tomorrow I think I'll train by repeatedly punching myself in the face. Look, let's be honest, the Era Event is designed for you to make money, I realize that, I don't mind that - I've simply stopped spending money and I accept that I won't have any advantage but you then neglected the Legacy System for all these years and decided to still connect the two systems so the Legacy System is dependent upon the Era System but absolutely not vice versa and at the same time you add the most awaited game mode into the game and restrict that game mode heavily to the point of it not being that helpful at all? And in the spirit of honesty in the patch notes it was written that for the Training Mode you will listen to player feedback which everyone knows is the worst kept ongoing lie. I got my hopes up - I mean I hope I'm misunderstanding this and I will be corrected by another player on the forums but how can you people be so terrible at your jobs? 😂 P.S: was it really necessary to create an entirely new system for the Era Event just to have people purchase it when you could have used loaned characters, fixed mods for everybody that can be used in a 5 man team and putting all of these needed materials in 8 different places within the game? You read hard?69Views0likes0CommentsImproving SWGOH Progression – A Community Proposal
The Future of SWGOH – A Community Discussion on Progression, Player Retention and Quality of Life Hello Capital Games and fellow SWGOH players! I'd like to start a discussion about the overall direction of Star Wars: Galaxy of Heroes and how the game could evolve to remain enjoyable for both new and veteran players. SWGOH has an incredible Star Wars universe, a huge character roster and plenty of interesting game modes. There is still a lot to enjoy. However, I believe there are areas where the progression system, resource management and overall player experience could be improved. This is not a request to make the game easy or to remove its long-term goals. It is about making progression more meaningful, flexible and enjoyable. I would also like to hear what other players think. These are suggestions for discussion, not demands. 1. Lightspeed Tokens – More Freedom for Players The introduction of Lightspeed Tokens was a great idea, especially the character-specific quests introduced during the Anniversary events. These quests encouraged players to develop specific characters while providing valuable rewards. I'd like to see this system expanded and brought back regularly. Suggested improvements: Bring back character-specific Lightspeed Token quests. Allow players to save their tokens indefinitely. Provide more predictable Era Currency rewards through daily and weekly activities. Give players the freedom to choose which eligible character they want to upgrade. For example, a 3,500-token upgrade that brings a character to 5 stars and Relic 5 would already be a significant benefit for free-to-play players. I would keep the existing premium Lightspeed Bundles. They offer a different level of progression and should remain a monetization option. The objective is not to replace paid bundles, but to provide a more accessible free-to-play progression path. 2. Ship Lightspeed Tokens – Addressing One of the Biggest Farming Bottlenecks Ship farming is one of the most frustrating aspects of long-term progression. Many important characters and Capital Ships require specific ships that can take months to farm. A good example is Jedi Knight Luke and Han's Millennium Falcon, which requires several Bounty Hunter ships. In many cases, the actual Capital Ship unlock challenge is relatively straightforward. The real difficulty is the long journey required to obtain the necessary ships. I'd suggest introducing two types of Ship Lightspeed upgrades: Individual Ship Upgrade Suggested cost: 5,000 Lightspeed Tokens. Upgrades one selected ship to 7 stars. Fleet Upgrade Suggested cost: 15,000–20,000 Lightspeed Tokens. Upgrades the required supporting ships for a selected Capital Ship to 5 stars. This could be especially useful for fleets such as Executor and Profundity. The Capital Ship unlock requirements and challenges would remain. The objective would simply be to reduce excessive prerequisite farming. Existing ship progress should also be taken into account. I'd love to hear whether other players would prefer individual ship upgrades or complete fleet packages. 3. Currency Storage Limits – Let Players Plan Ahead Another frustrating issue is reaching the maximum storage limit for currencies such as Guild Tokens. Players sometimes have to spend currency on items they don't need simply because they cannot collect additional rewards. I'd suggest removing storage caps for currencies earned through regular gameplay, including: Guild Tokens Raid Currency Championship Currency Era Currency Lightspeed Tokens Players should be able to decide when and how to spend their earned resources. This would encourage long-term planning and remove unnecessary restrictions. 4. Character Progression – Bring Back Targeted Challenges The Anniversary character-specific quests showed that players appreciate being rewarded for developing particular characters. I'd like to see similar challenges become a regular feature. Possible rewards could include: Lightspeed Tokens. Gear and Relic materials. Character shards. Additional rewards for reaching specific progression milestones. This would also make older characters more relevant and give players additional reasons to develop their rosters. 5. New Player Progression – Make the Galaxy More Accessible SWGOH attracts players because of the Star Wars universe and its iconic characters. Many people start playing because they want to unlock Luke Skywalker, Darth Vader or one of the Galactic Legends. However, the number of prerequisites can be overwhelming. Characters, ships, Gear, Relics and long farming requirements can make the journey feel almost impossible for newer players. I'd suggest improving access to older characters and ships, introducing more targeted progression opportunities and reducing unnecessary farming bottlenecks. Veteran players should still have meaningful long-term goals, but new players should have a reasonable path into the game. 6. Player Retention – A Game Should Not Feel Like a Second Job This is perhaps the most important point. Even veteran players can eventually become exhausted by the constant daily routines, resource management and repetitive farming requirements. For new players, the situation can be even more discouraging. I believe that giving players more freedom in how they progress could improve long-term player retention. The objective should be to make players want to return because they enjoy the game, not because they feel forced to complete another list of daily tasks. 7. A More Balanced Progression Economy All of these suggestions are connected. A more flexible Lightspeed Token system, better ship farming options, fewer currency restrictions and more meaningful progression rewards could work together. This would not eliminate the need for farming, resource management or long-term planning. Instead, it would give players more control over their progression. It could also preserve the value of premium purchases while providing better free-to-play alternatives. Final Thoughts – Let's Discuss the Future of SWGOH I believe SWGOH has a great foundation and a passionate community. However, after so many years, it is worth discussing how the game can remain enjoyable and accessible for everyone. We don't want every character handed to us. We don't want all challenges removed. We simply want more meaningful choices, less unnecessary waiting and a progression system that respects the time players invest in the game. We don't want SWGOH to become easier. We want it to become more rewarding, flexible and enjoyable for the long term. What do you think? Which of these changes would make the biggest difference to your SWGOH experience? Are there other progression or quality-of-life improvements you would like to see? Let's have a constructive discussion about the future of SWGOH!211Views1like13CommentsSWGOH’s Resource Economy Needs to Catch Up With the Game
SWGOH’s Resource Economy Needs to Catch Up With the Game Hello, I wanted to start a discussion about the current state of SWGOH’s resource economy, particularly how difficult it has become to obtain gear and relic materials compared to how quickly the game continues to expand. Over the years, SWGOH has introduced countless new characters, teams, Galactic Legends, and progression systems. While I appreciate the new content and improvements, I feel that resource acquisition has not kept up with the growing demands of the game. There are simply too many characters competing for the same limited resources, making it increasingly difficult to progress efficiently. Gear Materials and Farming It takes an unreasonable amount of time to fully gear and relic an entire team, especially when players are simultaneously working toward Galactic Legends, Journey Guide characters, and newer releases. There should be more ways to obtain Gear XI–XIII materials beyond primarily relying on energy farming and raid currencies. The amount of gear rewarded through existing activities should also increase to reflect the game’s expanding roster. I’m not suggesting that progression should become effortless, but the current rate of resource acquisition feels outdated compared to the amount of resources players are expected to spend. Relic Materials and the Scavenger Relic materials are another major issue, particularly for higher relic levels. Players are heavily dependent on raid currencies, the Scavenger, and limited events to obtain the materials they need. The Scavenger itself could use significant improvements. For certain higher-level relic materials, the conversion requirements are so expensive that it becomes an inefficient option for many players. We need more reliable and accessible ways to obtain materials such as Electrium Conductors, Zinbiddle Cards, Impulse Detectors, and other higher-tier relic resources. With Relic 9 and Relic 10 requirements becoming increasingly relevant, the economy needs to evolve accordingly. Players should not be expected to meet significantly higher requirements while relying on resource systems that have not adequately scaled with those demands. Lightspeed Bundles Should Be More Frequent I also want to bring up Lightspeed Bundles, which I believe have been one of the better additions to SWGOH for helping players catch up. These bundles allow newer and returning players to make meaningful progress toward older characters, teams, and Galactic Legends without spending months or even years catching up. However, I think Lightspeed Bundles should be released more frequently, especially as the number of characters and requirements continues to increase. There are plenty of players who are willing to spend money on the game, but they want purchases that actually provide meaningful progression. More frequent bundles featuring older teams, Journey Guide requirements, and Galactic Legend prerequisites would benefit both players and CG. Players would have more opportunities to catch up, while CG would have additional opportunities to generate revenue from purchases that people genuinely find worthwhile. It would also be helpful if CG communicated upcoming Lightspeed Bundle releases ahead of time. Players who are willing to spend money should have some opportunity to plan their purchases rather than having to guess when a bundle might appear or what it might contain. Outdated Crystal Offers and Store Value Another issue is that many older crystal-priced offers in the store no longer feel worth purchasing. Some gear shipments, relic material offers, and Scavenger-related resource exchanges provide such small amounts of materials relative to their cost that they are practically useless for players trying to make meaningful progress. When a single character can require enormous amounts of gear and relic materials, spending hundreds or thousands of crystals for a small fraction of those requirements simply doesn’t feel worthwhile. These offers should be reevaluated and adjusted to reflect the current economy. Either the amount of materials offered should increase significantly, or the crystal costs should be reduced. Crystals should feel valuable when spent, especially considering that many players purchase them with real money. The Difficulty of Catching Up For some context, I am not a beginner. I have had my account for approximately seven years, although I have taken breaks during that time, and I am currently approaching 5 million Galactic Power. Even at this stage, I find it extremely difficult to catch up. Every time I work on relicing older characters, completing a Galactic Legend, or building an established team, newer and more appealing characters are released with even higher requirements. It often feels like players are forced to choose between spending months catching up on older content or abandoning that progress to pursue newer characters. For returning players especially, the backlog can become overwhelming. I understand that SWGOH is a long-term progression game, and I am not asking for everything to be obtainable immediately. However, there needs to be a reasonable balance between the time required to build older teams and the pace at which new content is introduced. Final Thoughts I genuinely enjoy SWGOH, and I appreciate many of the newer systems, updates, and improvements that CG has introduced. However, as the game continues to evolve, its resource economy needs to evolve alongside it. When the roster grows significantly and new progression requirements are introduced, the availability of gear, relic materials, and other resources should increase accordingly. I believe CG should consider expanding farming opportunities, improving resource rewards, updating outdated store offers, making Lightspeed Bundles more frequent, and providing better communication about upcoming releases. These changes would not eliminate the grind, but they would make progression feel more rewarding and manageable, particularly for newer and returning players who have years of content to catch up on. I would be interested to hear what other players think about the current resource economy and whether they feel that material acquisition has kept up with the game’s growth.205Views0likes7CommentsPast time for a faction for the new raid
We have an Order 66 faction, and thank you for that, but I take the lead on the raids for my guild and people are asking me to constantly remind them what toons are available (and not). I'm happy to do work on behalf of my guild, but I shouldn't have to do this. The character list is released. If you're on the fence about some of those toons (you did say that the eligible list could change, though I think most people take that to mean expanded, not reduced), then simply don't give them the tag until you're sure. But there must be some number of units about which you're sure of their eligibility. It's time -- past time, really -- to implement the faction and give those certain units their tag.103Views0likes2CommentsCurious about Raid and its Token Design
We all know the raid tokens system in place. You play the game while in a clan and the energy you use gets converted to raid tokens that you can use to start a raid. But I have a question about the scaling of the design. With the capping of raid tokens at 600 per person per day, it is incredibly difficult for a smaller clan to run raids at a frequent manner. As it stands, a full clan with every member active can run a raid every few days. (50 people max x 600 tickets per day = 30,000 tickets per day. 90,000 tickets to raid / 30,000 tickets per day = 3 days between raids.) Now if we take a hypothetical clan of 2 with the same math as above, we get a total of 75 days between raids. Now, I understand that the argument could be “Well, just go join a larger clan if you want to raid more”. But if the hypothetical clan of two just want to avoid the stress of a larger clan and enjoy the game in their own little corner, why must they be punished with 25x the time to gain access to content in the game? Would it be possible to scale the raid tokens required to run a raid to the size of the clan? Say for this hypothetical two player clan, it be 3,600 tokens? It’s the same amount of time and dedication to the game just scaled to the same timeframe as the larger guilds. Tl:dr: I’m curious why the number of raid tokens required to run a raid is 90k across the board and why there isn’t scaling by clan size.220Views0likes13Comments