The Road Ahead: July 5, 2018 [MEGA]

Replies

  • NicWester
    7707 posts Member
    StarSon wrote: »
    NicWester wrote: »
    This game isn't an RPG. It's Pokemon with actual gameplay.

    The main Pokemon games have lots of actual gameplay.

    Yeah, I was thinking PokemonGo, but then someone whould have said something about capturing Chewbaccas or whatever :p

    But, yeah, this is a collecting game where you have your collections fight one anotger. I wish it was an RPG... But I’m happy with this game for what it is, too!
    Ceterum censeo Patientia esse meliat.
  • I'm gona wade in and give my 2 pence from a relatively new players prospective.

    KOTOR toons: stoked. Very happy to see them appear but they'll sit in my roster as 3* until they become farmable so also a bit meh.

    Mod management: stoked. As someone who has farmed about 3 synergistic teams and only enough decent mods for 2 of these; this feature will make my life easier for dealing with events etc.

    Mod slicing: not stoked. On paper; this looks awful. I've found farming decent mods to be the single most frustrating part of the game so far; adding another layer of RNG and reducing the odds of getting good speed secondaries just makes me sad. Farming slicing materials from the mod battles where all the other rewards are not worth the energy seems rather annoying, however, I'm hoping we maybe get an overhaul of the table and its rewards. I'm withholding my judgement fully until I see the whole picture.
  • Very happy we finally get KOTOR toons, even if will be a very long time till I can farm them. Very much looking for Darth Revan (one day) and curious on how they will handle his duality (being a master of both dark side technics and light side technics at the end of his history).... hopefully it also means we will get Darth Vitiate, Emperor of the Sith and I would say the most powerful and lasting force user in the whole Star Wars history! (He lived for millennia, rebuilt the sith empire, ruled both his reborn sith empire and then the Immortal Empire, virtually Totally immortal and was able to best Revan in fights without any trouble...)

    Very much looking to see all that!

    About fleet 2.0, I still miss having more ships in my starting fleet, but it hasn’t change much things now that we slightly can max out abilities... I still love ships and do as many battles as possible even when I don’t need it for my payout. It also allow for - on the paper - more diversity even if my shard is like many mostly thrawn capital ship + usual fleet (old shard, 1.5 years or more, can’t remember).

    As for slicing... i’m Not sure how we will farm the materials for it, but making us use cantina energy for it would hurt... though at the end all comes to making choice and taking priorities in how we use energy... only wish cantina energy wasn’t so much more valuable / needed than other energies in the current state of things

    Looking forward the future!

    P.S. reworked heroic sith raid rewards... well they are mostly bad now, on paar with HAAT rewards I guess...
  • poodletron wrote: »
    I'm gona wade in and give my 2 pence from a relatively new players prospective.

    KOTOR toons: stoked. Very happy to see them appear but they'll sit in my roster as 3* until they become farmable so also a bit meh.

    Mod management: stoked. As someone who has farmed about 3 synergistic teams and only enough decent mods for 2 of these; this feature will make my life easier for dealing with events etc.

    Mod slicing: not stoked. On paper; this looks awful. I've found farming decent mods to be the single most frustrating part of the game so far; adding another layer of RNG and reducing the odds of getting good speed secondaries just makes me sad. Farming slicing materials from the mod battles where all the other rewards are not worth the energy seems rather annoying, however, I'm hoping we maybe get an overhaul of the table and its rewards. I'm withholding my judgement fully until I see the whole picture.

    I agree regarding mod slicing, because there's still going to be that element of random chance, and I know with my luck I'd end up slicing a mod up with a speed secondary to a higher quality, and then still not end up having the speed secondary be the stat that improved when I leveled it up.

    So there's definitely the ring of a resource sink to this. I have enough of a struggle with the RNG as it is, and this is just even more of that.

    The rest of the changes coming I'm definitely looking forward to though. Long overdue QoL improvement.
  • Sonido
    81 posts Member
    Mod slicing is just a way to make getting mods harder and making them more expensive,
    it wont make stats higher/better than its now
    it will just require more resources to slice them

    mod loadout is excelect, management super
    slicing no, dont do it
  • StarSon
    4918 posts Member
    Sonido wrote: »
    Mod slicing is just a way to make getting mods harder and making them more expensive,
    it wont make stats higher/better than its now
    it will just require more resources to slice them

    mod loadout is excelect, management super
    slicing no, dont do it

    It will increase the stats of an existing mod, it is not designed to raise the ceiling of possible stat values. If you have a level 15 mod that started as Blue, you will be able to slice it twice, and will get two stat increases. Not real sure how that's bad.
  • The Road Ahead....

    Hmmmm.

    "They paved paradise and put up a parking lot"
  • NicWester
    7707 posts Member
    Sonido wrote: »
    Mod slicing is just a way to make getting mods harder and making them more expensive,
    it wont make stats higher/better than its now
    it will just require more resources to slice them

    mod loadout is excelect, management super
    slicing no, dont do it

    So then keep doing what you’re doing now and only buy purple or gold mods from the mod store and ignore everything else.

    But if you have an open mind, farm them up and then realize that—potentially—every mod is now a gold mod.
    Ceterum censeo Patientia esse meliat.
  • And no [MEGA] about nerfing Newbie Quests.

    I've typed and deleted and typed and deleted 4 times now.

    I'm baffled at the decision.

    But what do I know, amirite?!

  • Nihion
    3138 posts Member
    And no [MEGA] about nerfing Newbie Quests.

    I've typed and deleted and typed and deleted 4 times now.

    I'm baffled at the decision.

    But what do I know, amirite?!

    They did it to make the level climbing process smoother. It’s simple and necessary really.
  • Why no carth,juhani or canderous?
  • SoonerJBD
    460 posts Member
    edited July 2018
    NicWester wrote: »
    Sonido wrote: »
    Mod slicing is just a way to make getting mods harder and making them more expensive,
    it wont make stats higher/better than its now
    it will just require more resources to slice them

    mod loadout is excelect, management super
    slicing no, dont do it

    So then keep doing what you’re doing now and only buy purple or gold mods from the mod store and ignore everything else.

    But if you have an open mind, farm them up and then realize that—potentially—every mod is now a gold mod.

    Until you do the math and realize that farming, leveling and slicing “every” mod into potentially a gold mod will cost an insane amount of resources. I actually did the math on what you would have to invest, on average, to get ONE gray mod to upgrade speed four time via farming, leveling and slicing. The total average cost would be the Cantina energy to farm 780 gray mods, 229 million credits to level mods, plus the materials to slice 346 mods. Those 1 in 4 dice rolls add up. If you want to see how I arrived at those numbers, it is in the thread about hoarding mods.

    I’m sure you have literally billions of credits saved up to turn all those gray mods into arena winners, and I’m sure the drop rate on slicing materials will allow you to slice thousands of mods a week. Keep on trying to beat the casino.
  • Let’s do the math on blue mods. We’ll start with just the estimated average cost to get one blue mod with secondary speed to hit four improvements via leveling and slicing under the new system. Your first two upgrades at 3 and 6 will reveal new stats. Your next two at 9 and 12 will upgrade one of the now four secondary stats at random. Let’s start by being generous and just assuming that every blue mod you get will either start with or reveal speed. Your odds to hit speed twice through leveling will be 6.25 percent (1/4 times 1/4). So you’ll need to level, on average, 16 mods to get one blue mod to hit speed twice. You will then need to hit two more consecutive 1 in 4 rolls to slice that mod and get it to hit speed twice more. So, you’ll need 16 mods that hit speed twice through leveling to get one to hit twice via slicing. That means you will have to level, on average 256 blue mods to level 9 at a cost of 74.2k credits each, a hair under 19 million credits total. One in four will hit speed on the first upgrade, or 64 mods. You’ll have to level those to 12 at a cost of 94.5k each (6.04 million credits roughly). One in four of those will upgrade speed a second time, which will give you the 16 you need to slice. But you still have to spend 317.2k each to get those 16 mods to level 15. There is another 5.075 million credits. Your total credit investment in leveling mods is now a little over 30 million, plus the materials required to slice 20 mods (16 once, 4 a second time), plus the Cantina energy to acquire 256 five pip blue mods. That would be the average investment to get one blue mod to upgrade secondary speed four times. Hopefully it didn’t start at 3 and only upgrade 3-4 each time. Because that’s an awful lot to spend on one mod in the 12-15 speed range. And of course, you want to spend even more credits to upgrade every five pip blue mod that doesn’t start with speed to level 6 so you can see if it does add speed.

    I don’t have the credits for that.
  • Jml727
    106 posts Member
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    The negativity comes from the fact that they can’t just give us something we want, and that probably should have been available for a long time in the case of mod management. They have to find a way to package it with something that will suck more money out of us. Ships need a rework? OK. But let’s also nerf every ship and force players to farm forever or buy the materials they need to get their ships back to where they started. Sith Raid rewards aren’t satisfactory? Too much challenge gear? We’ll add new G12+ gear but make it so you have to finish 900 raids to craft one piece of gear. Just once it would be nice if they could give us something without also packaging it with a poo sandwich. Mod management. Just give us mod management. Don’t package it with a new system that nerfs RNG on lower tier mods and drastically increases the credit and energy sink for mods. They are counting on the fact that most people don’t understand probabilities and will thus be happy trading safe investments with guaranteed returns for lottery scratchers.

    Pretty sure this is their game? Their vision?...sure you can take the people that play the game and allow them to contribute to ideas but wow when has this been your game and your plan? You play what they create. If you rather have it different then make your own game and see how you get ripped on your ideas and how you wanted it. They can’t allow the couple hundred who Always complain be the voice of the 100k people that just enjoy the game they produced. If fans had things their way you wouldn’t have a game...you’d have a cluster f*** of just gimme rewards.

    Two things.

    1. We are the players. They make the game for us. It’s not a vanity project that they are just enjoying themselves and sharing with the world. Considering players like me who put actual money into the game are the ones paying for its continued development, I think our feedback is worthwhile and also the entire reason the forums exist.

    2. I’m not taking issue with an artistic decision. This is a freemium mobile game produced by a company with a long history of squeezing money from its player base. Do you think they tell you marquee shard packs have a chance of 330 shards but don’t disclose that the chance is less than your odds of marrying a supermodel as an artistic statement? Do you really think they are exponentially increasing the credit and energy sink for mods because they think it will make the game more fun? I don’t mind paying for my entertainment. I would be much happier with paying them $10 up front for access to mod management than I am with all these backdoor sinks and RNG bottlenecks they add in to make the game more like a slot machine and less like an RPG.

    You must think yourself as self righteous and they work for you and only you?...that is why I stated before they may consider fan ideas as something, but this is still their game and set in a specific path. Their improvements might have fan driven ideas that are still over seen by their team and their ideas. Go into any business and see why most staff have a part of what management actually pushes out but not everything or exactly how that staff thinks it should be. Many reasons why, either it’s not economical, it’s not realistic, it won’t change the overall balance of whatever work is to be done. Worker bees are still worker bees for a reason.
    Guys complain about the sith raid...they want all the rewards immediately instead of the grind it has taken everything else in the game before that. Just because you played longer doesn’t all of a sudden change the dynamics of the game and the intentions of how they want you to play the game.
  • Jml727 wrote: »
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    The negativity comes from the fact that they can’t just give us something we want, and that probably should have been available for a long time in the case of mod management. They have to find a way to package it with something that will suck more money out of us. Ships need a rework? OK. But let’s also nerf every ship and force players to farm forever or buy the materials they need to get their ships back to where they started. Sith Raid rewards aren’t satisfactory? Too much challenge gear? We’ll add new G12+ gear but make it so you have to finish 900 raids to craft one piece of gear. Just once it would be nice if they could give us something without also packaging it with a poo sandwich. Mod management. Just give us mod management. Don’t package it with a new system that nerfs RNG on lower tier mods and drastically increases the credit and energy sink for mods. They are counting on the fact that most people don’t understand probabilities and will thus be happy trading safe investments with guaranteed returns for lottery scratchers.

    Pretty sure this is their game? Their vision?...sure you can take the people that play the game and allow them to contribute to ideas but wow when has this been your game and your plan? You play what they create. If you rather have it different then make your own game and see how you get ripped on your ideas and how you wanted it. They can’t allow the couple hundred who Always complain be the voice of the 100k people that just enjoy the game they produced. If fans had things their way you wouldn’t have a game...you’d have a cluster f*** of just gimme rewards.

    Two things.

    1. We are the players. They make the game for us. It’s not a vanity project that they are just enjoying themselves and sharing with the world. Considering players like me who put actual money into the game are the ones paying for its continued development, I think our feedback is worthwhile and also the entire reason the forums exist.

    2. I’m not taking issue with an artistic decision. This is a freemium mobile game produced by a company with a long history of squeezing money from its player base. Do you think they tell you marquee shard packs have a chance of 330 shards but don’t disclose that the chance is less than your odds of marrying a supermodel as an artistic statement? Do you really think they are exponentially increasing the credit and energy sink for mods because they think it will make the game more fun? I don’t mind paying for my entertainment. I would be much happier with paying them $10 up front for access to mod management than I am with all these backdoor sinks and RNG bottlenecks they add in to make the game more like a slot machine and less like an RPG.

    You must think yourself as self righteous and they work for you and only you?...that is why I stated before they may consider fan ideas as something, but this is still their game and set in a specific path. Their improvements might have fan driven ideas that are still over seen by their team and their ideas. Go into any business and see why most staff have a part of what management actually pushes out but not everything or exactly how that staff thinks it should be. Many reasons why, either it’s not economical, it’s not realistic, it won’t change the overall balance of whatever work is to be done. Worker bees are still worker bees for a reason.
    Guys complain about the sith raid...they want all the rewards immediately instead of the grind it has taken everything else in the game before that. Just because you played longer doesn’t all of a sudden change the dynamics of the game and the intentions of how they want you to play the game.

    We aren’t employees. We are customers. Go to any business and see if management ignores what their customers want. Why do you think the number of daily average players of this game has been declining? No wonder you are willing to eat whatever scraps they want to feed you. You think you are an employee, and they are your boss. Most of us don’t want a game to feel like work. We want it to feel like entertainment.
  • Jml727
    106 posts Member
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    The negativity comes from the fact that they can’t just give us something we want, and that probably should have been available for a long time in the case of mod management. They have to find a way to package it with something that will suck more money out of us. Ships need a rework? OK. But let’s also nerf every ship and force players to farm forever or buy the materials they need to get their ships back to where they started. Sith Raid rewards aren’t satisfactory? Too much challenge gear? We’ll add new G12+ gear but make it so you have to finish 900 raids to craft one piece of gear. Just once it would be nice if they could give us something without also packaging it with a poo sandwich. Mod management. Just give us mod management. Don’t package it with a new system that nerfs RNG on lower tier mods and drastically increases the credit and energy sink for mods. They are counting on the fact that most people don’t understand probabilities and will thus be happy trading safe investments with guaranteed returns for lottery scratchers.

    Pretty sure this is their game? Their vision?...sure you can take the people that play the game and allow them to contribute to ideas but wow when has this been your game and your plan? You play what they create. If you rather have it different then make your own game and see how you get ripped on your ideas and how you wanted it. They can’t allow the couple hundred who Always complain be the voice of the 100k people that just enjoy the game they produced. If fans had things their way you wouldn’t have a game...you’d have a cluster f*** of just gimme rewards.

    Two things.

    1. We are the players. They make the game for us. It’s not a vanity project that they are just enjoying themselves and sharing with the world. Considering players like me who put actual money into the game are the ones paying for its continued development, I think our feedback is worthwhile and also the entire reason the forums exist.

    2. I’m not taking issue with an artistic decision. This is a freemium mobile game produced by a company with a long history of squeezing money from its player base. Do you think they tell you marquee shard packs have a chance of 330 shards but don’t disclose that the chance is less than your odds of marrying a supermodel as an artistic statement? Do you really think they are exponentially increasing the credit and energy sink for mods because they think it will make the game more fun? I don’t mind paying for my entertainment. I would be much happier with paying them $10 up front for access to mod management than I am with all these backdoor sinks and RNG bottlenecks they add in to make the game more like a slot machine and less like an RPG.

    You must think yourself as self righteous and they work for you and only you?...that is why I stated before they may consider fan ideas as something, but this is still their game and set in a specific path. Their improvements might have fan driven ideas that are still over seen by their team and their ideas. Go into any business and see why most staff have a part of what management actually pushes out but not everything or exactly how that staff thinks it should be. Many reasons why, either it’s not economical, it’s not realistic, it won’t change the overall balance of whatever work is to be done. Worker bees are still worker bees for a reason.
    Guys complain about the sith raid...they want all the rewards immediately instead of the grind it has taken everything else in the game before that. Just because you played longer doesn’t all of a sudden change the dynamics of the game and the intentions of how they want you to play the game.

    We aren’t employees. We are customers. Go to any business and see if management ignores what their customers want. Why do you think the number of daily average players of this game has been declining? No wonder you are willing to eat whatever scraps they want to feed you. You think you are an employee, and they are your boss. Most of us don’t want a game to feel like work. We want it to feel like entertainment.

    It is just a game! Geez man, you guys spaz on them for advancing it. How many games out there can keep the attention up? At some point you lose interest. I don’t scrape the bottom of the barrel for whatever they throw out there because it is still just a game. I play and enjoy whatever they want to do as an update because at the end of the day it has no meaning to my life outside of playing it on my phone!
  • Nihion
    3138 posts Member
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    The negativity comes from the fact that they can’t just give us something we want, and that probably should have been available for a long time in the case of mod management. They have to find a way to package it with something that will suck more money out of us. Ships need a rework? OK. But let’s also nerf every ship and force players to farm forever or buy the materials they need to get their ships back to where they started. Sith Raid rewards aren’t satisfactory? Too much challenge gear? We’ll add new G12+ gear but make it so you have to finish 900 raids to craft one piece of gear. Just once it would be nice if they could give us something without also packaging it with a poo sandwich. Mod management. Just give us mod management. Don’t package it with a new system that nerfs RNG on lower tier mods and drastically increases the credit and energy sink for mods. They are counting on the fact that most people don’t understand probabilities and will thus be happy trading safe investments with guaranteed returns for lottery scratchers.

    Pretty sure this is their game? Their vision?...sure you can take the people that play the game and allow them to contribute to ideas but wow when has this been your game and your plan? You play what they create. If you rather have it different then make your own game and see how you get ripped on your ideas and how you wanted it. They can’t allow the couple hundred who Always complain be the voice of the 100k people that just enjoy the game they produced. If fans had things their way you wouldn’t have a game...you’d have a cluster f*** of just gimme rewards.

    Two things.

    1. We are the players. They make the game for us. It’s not a vanity project that they are just enjoying themselves and sharing with the world. Considering players like me who put actual money into the game are the ones paying for its continued development, I think our feedback is worthwhile and also the entire reason the forums exist.

    2. I’m not taking issue with an artistic decision. This is a freemium mobile game produced by a company with a long history of squeezing money from its player base. Do you think they tell you marquee shard packs have a chance of 330 shards but don’t disclose that the chance is less than your odds of marrying a supermodel as an artistic statement? Do you really think they are exponentially increasing the credit and energy sink for mods because they think it will make the game more fun? I don’t mind paying for my entertainment. I would be much happier with paying them $10 up front for access to mod management than I am with all these backdoor sinks and RNG bottlenecks they add in to make the game more like a slot machine and less like an RPG.

    You must think yourself as self righteous and they work for you and only you?...that is why I stated before they may consider fan ideas as something, but this is still their game and set in a specific path. Their improvements might have fan driven ideas that are still over seen by their team and their ideas. Go into any business and see why most staff have a part of what management actually pushes out but not everything or exactly how that staff thinks it should be. Many reasons why, either it’s not economical, it’s not realistic, it won’t change the overall balance of whatever work is to be done. Worker bees are still worker bees for a reason.
    Guys complain about the sith raid...they want all the rewards immediately instead of the grind it has taken everything else in the game before that. Just because you played longer doesn’t all of a sudden change the dynamics of the game and the intentions of how they want you to play the game.

    We aren’t employees. We are customers. Go to any business and see if management ignores what their customers want. Why do you think the number of daily average players of this game has been declining? No wonder you are willing to eat whatever scraps they want to feed you. You think you are an employee, and they are your boss. Most of us don’t want a game to feel like work. We want it to feel like entertainment.

    And...
    People like you end the game.
    Thank you for complaining too much.

    Quit if you want, obviously you’re not satisfied with the game or it’s creators.
  • Jml727 wrote: »
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Jml727 wrote: »
    SoonerJBD wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    The negativity comes from the fact that they can’t just give us something we want, and that probably should have been available for a long time in the case of mod management. They have to find a way to package it with something that will suck more money out of us. Ships need a rework? OK. But let’s also nerf every ship and force players to farm forever or buy the materials they need to get their ships back to where they started. Sith Raid rewards aren’t satisfactory? Too much challenge gear? We’ll add new G12+ gear but make it so you have to finish 900 raids to craft one piece of gear. Just once it would be nice if they could give us something without also packaging it with a poo sandwich. Mod management. Just give us mod management. Don’t package it with a new system that nerfs RNG on lower tier mods and drastically increases the credit and energy sink for mods. They are counting on the fact that most people don’t understand probabilities and will thus be happy trading safe investments with guaranteed returns for lottery scratchers.

    Pretty sure this is their game? Their vision?...sure you can take the people that play the game and allow them to contribute to ideas but wow when has this been your game and your plan? You play what they create. If you rather have it different then make your own game and see how you get ripped on your ideas and how you wanted it. They can’t allow the couple hundred who Always complain be the voice of the 100k people that just enjoy the game they produced. If fans had things their way you wouldn’t have a game...you’d have a cluster f*** of just gimme rewards.

    Two things.

    1. We are the players. They make the game for us. It’s not a vanity project that they are just enjoying themselves and sharing with the world. Considering players like me who put actual money into the game are the ones paying for its continued development, I think our feedback is worthwhile and also the entire reason the forums exist.

    2. I’m not taking issue with an artistic decision. This is a freemium mobile game produced by a company with a long history of squeezing money from its player base. Do you think they tell you marquee shard packs have a chance of 330 shards but don’t disclose that the chance is less than your odds of marrying a supermodel as an artistic statement? Do you really think they are exponentially increasing the credit and energy sink for mods because they think it will make the game more fun? I don’t mind paying for my entertainment. I would be much happier with paying them $10 up front for access to mod management than I am with all these backdoor sinks and RNG bottlenecks they add in to make the game more like a slot machine and less like an RPG.

    You must think yourself as self righteous and they work for you and only you?...that is why I stated before they may consider fan ideas as something, but this is still their game and set in a specific path. Their improvements might have fan driven ideas that are still over seen by their team and their ideas. Go into any business and see why most staff have a part of what management actually pushes out but not everything or exactly how that staff thinks it should be. Many reasons why, either it’s not economical, it’s not realistic, it won’t change the overall balance of whatever work is to be done. Worker bees are still worker bees for a reason.
    Guys complain about the sith raid...they want all the rewards immediately instead of the grind it has taken everything else in the game before that. Just because you played longer doesn’t all of a sudden change the dynamics of the game and the intentions of how they want you to play the game.

    We aren’t employees. We are customers. Go to any business and see if management ignores what their customers want. Why do you think the number of daily average players of this game has been declining? No wonder you are willing to eat whatever scraps they want to feed you. You think you are an employee, and they are your boss. Most of us don’t want a game to feel like work. We want it to feel like entertainment.

    It is just a game! Geez man, you guys spaz on them for advancing it. How many games out there can keep the attention up? At some point you lose interest. I don’t scrape the bottom of the barrel for whatever they throw out there because it is still just a game. I play and enjoy whatever they want to do as an update because at the end of the day it has no meaning to my life outside of playing it on my phone!

    We are posting on a forum which exists primarily for players to ask questions and give feedback about the game. If the game is that meaningless to you, why are you here?
  • Gorem
    1185 posts Member
    What kind of argument is that its "their game"? Without us, this game would not exist. We are the customers, and what is always said? The customer is always right :)

    The real problem with the modern world is that in games like this, even when they are making terrible decisions, people still are giving them money. When in the past, if someone did this, they would go out of business VERY fast. Honestly the fact that the game is seeing a decline is a good thing, means people are using common sense and finally teaching them a lesson that they can't just make the game in their vision, they have to cater to the people actually playing the game now and then.

    Hence Kotor characters being released. But not because we asked, because they know people love Kotor.
  • NicWester
    7707 posts Member
    edited July 2018
    SoonerJBD wrote: »
    Until you do the math and realize that farming, leveling and slicing “every” mod into potentially a gold mod will cost an insane amount of resources. I actually did the math on what you would have to invest, on average, to get ONE gray mod to upgrade speed four time via farming, leveling and slicing. The total average cost would be the Cantina energy to farm 780 gray mods, 229 million credits to level mods, plus the materials to slice 346 mods. Those 1 in 4 dice rolls add up. If you want to see how I arrived at those numbers, it is in the thread about hoarding mods.

    I’m sure you have literally billions of credits saved up to turn all those gray mods into arena winners, and I’m sure the drop rate on slicing materials will allow you to slice thousands of mods a week. Keep on trying to beat the casino.
    Slicing every white to gold is as deliberately missing the point as refusing to slice anything. It's reductio ad absurdum on both ends of the spectrum. Yes. You CAN slice every white to gold. NO, you're not going to.

    Saying "potentially every mod is gold" isn't as big a platitude as it seems, though. It means your purple gets another bump, your blue gets two bumps. If you get a couple boosts to speed with the normal leveling up process, you can then choose if you want to roll the dice on slicing it for another two bumps--whereas before you just had to accept what you got.

    Or if you got a Crit Damage triangle and it had 5 speed on it initially and you leveled it up and speed didn't get touched? Naturally you keep that one because it's still good, but now you get another chance.

    Whites will still probably be sold off. Maybe they'll be used as ingredients for slicing, who knows how any of it is going to work. But either way, you're not going to increase them most likely. All of this exists as a thing you can do, but don't have to do.

    EDIT: Also, how are you "doing the math" when they haven't even announced how slicing is going to work?
    Ceterum censeo Patientia esse meliat.
  • Nihion
    3138 posts Member
    Gorem wrote: »
    What kind of argument is that its "their game"? Without us, this game would not exist. We are the customers, and what is always said? The customer is always right :)

    The real problem with the modern world is that in games like this, even when they are making terrible decisions, people still are giving them money. When in the past, if someone did this, they would go out of business VERY fast. Honestly the fact that the game is seeing a decline is a good thing, means people are using common sense and finally teaching them a lesson that they can't just make the game in their vision, they have to cater to the people actually playing the game now and then.

    Hence Kotor characters being released. But not because we asked, because they know people love Kotor.

    Again: why do you have to ruin it for everyone else? The game is running fine, I love it and don’t want it to end. But if you hate it, then go ahead and quit. It’s that simple.
  • Stokat
    593 posts Member
    NicWester wrote: »
    SoonerJBD wrote: »
    Until you do the math and realize that farming, leveling and slicing “every” mod into potentially a gold mod will cost an insane amount of resources. I actually did the math on what you would have to invest, on average, to get ONE gray mod to upgrade speed four time via farming, leveling and slicing. The total average cost would be the Cantina energy to farm 780 gray mods, 229 million credits to level mods, plus the materials to slice 346 mods. Those 1 in 4 dice rolls add up. If you want to see how I arrived at those numbers, it is in the thread about hoarding mods.

    I’m sure you have literally billions of credits saved up to turn all those gray mods into arena winners, and I’m sure the drop rate on slicing materials will allow you to slice thousands of mods a week. Keep on trying to beat the casino.
    Slicing every white to gold is as deliberately missing the point as refusing to slice anything. It's reductio ad absurdum on both ends of the spectrum. Yes. You CAN slice every white to gold. NO, you're not going to.

    Saying "potentially every mod is gold" isn't as big a platitude as it seems, though. It means your purple gets another bump, your blue gets two bumps. If you get a couple boosts to speed with the normal leveling up process, you can then choose if you want to roll the dice on slicing it for another two bumps--whereas before you just had to accept what you got.

    Or if you got a Crit Damage triangle and it had 5 speed on it initially and you leveled it up and speed didn't get touched? Naturally you keep that one because it's still good, but now you get another chance.

    Whites will still probably be sold off. Maybe they'll be used as ingredients for slicing, who knows how any of it is going to work. But either way, you're not going to increase them most likely. All of this exists as a thing you can do, but don't have to do.

    EDIT: Also, how are you "doing the math" when they haven't even announced how slicing is going to work?

    This. And also what I feel that many ppl are missing when complaining about slicing is that they also said that they aim at adjusting other attributes to make them more viable (defence specifically but maybe others like potency and/or tenancy as well). Speed might not be as op after the update as it is right now and if you chose (still your choice to do it or not) to slice a mod you know that some attributes will get better, maybe it doesn’t HAVE to be speed to good?
  • I don't find it exactly clear how it's supposed to work.

    It *appears* that, say for a blue, you get to know the 3rd and 4th secondary on levelling to 3/6 respectively. This would make requiring more investment to get to know if you've got a (now much worse) chance at 3x speed in the mod (before slicing). As others have pointed out, it would be 2 attempts at 25% instead of two attempts at 50% and at a significantly higher cost.

    However, if we should get to know all four potential secondaries from the start, just that two of them are inactive until level 6, that would be a different story. Then you can throw the blues away at lvl 1 if they don't have speed.

    Given that resource drain is deemed good for business, we can expect the first scenario (which also makes most sense given how it has worked until now).

    Remember that the mods might still be change so other values than speed matters. However, given the inability to understand how the game works and what the players want, a change would most likely be something that makes speed even more important instead. *sith rewards cough cough*.
  • Gorem
    1185 posts Member
    @NicWester @Stokat

    You are both forgetting something. (especially Stokat saying speed won't be as effective, if anything, it will be more effective unless they go completely overboard, but then what, we end up with every hero in the game so defensive no one dies?)

    This change is a massive nerf to all Green and blue mods. I liked green and blue mods cause on green, it was a 100% chance to up the desired stat, and on blue 50-50, if they came out and said that this was still the same only we'd see the stats first, then I don't mind the change at all.

    In the end, it all depends on how this is implemented, we can discuss it all we like, but we still don't know the facts yet. We don't know how rng splicing mats will be, or how it all really works, we got so far two vague answers that contradict themselves, better to just wait and see what happens.
  • Stokat
    593 posts Member
    Gorem wrote: »
    @NicWester @Stokat

    You are both forgetting something. (especially Stokat saying speed won't be as effective, if anything, it will be more effective unless they go completely overboard, but then what, we end up with every hero in the game so defensive no one dies?)

    This change is a massive nerf to all Green and blue mods. I liked green and blue mods cause on green, it was a 100% chance to up the desired stat, and on blue 50-50, if they came out and said that this was still the same only we'd see the stats first, then I don't mind the change at all.

    In the end, it all depends on how this is implemented, we can discuss it all we like, but we still don't know the facts yet. We don't know how rng splicing mats will be, or how it all really works, we got so far two vague answers that contradict themselves, better to just wait and see what happens.

    I wasn’t saying speed won’t be as effective, I was saying that there are other attributes that likely will beeffective as well. And yes we don’t know exactly how slicing will play out yet so instead of massive complaining, we could perhaps be positive about finally getting mod management in the game?
  • NicWester
    7707 posts Member
    Gorem wrote: »
    You are both forgetting something. (especially Stokat saying speed won't be as effective, if anything, it will be more effective unless they go completely overboard, but then what, we end up with every hero in the game so defensive no one dies?)

    This change is a massive nerf to all Green and blue mods. I liked green and blue mods cause on green, it was a 100% chance to up the desired stat, and on blue 50-50, if they came out and said that this was still the same only we'd see the stats first, then I don't mind the change at all.

    In the end, it all depends on how this is implemented, we can discuss it all we like, but we still don't know the facts yet. We don't know how rng splicing mats will be, or how it all really works, we got so far two vague answers that contradict themselves, better to just wait and see what happens.

    People need to cut it out with the Requiem For Green Mods. Like one bump of speed was all we need to make a character good, and we weren't all really pining for purples and golds with their potential 3-4 bumps. Or like we weren't selling them when they only gave 8 speed total.

    Mods have been around for years now and we haven't seen so much as a thread about how OP and great green mods are, but now that they're going away suddenly every knee is jerking to react more strongly than the last...
    Ceterum censeo Patientia esse meliat.
  • Mzee
    1777 posts Member
    Gorem wrote: »
    What kind of argument is that its "their game"? Without us, this game would not exist. We are the customers, and what is always said? The customer is always right :)

    The real problem with the modern world is that in games like this, even when they are making terrible decisions, people still are giving them money. When in the past, if someone did this, they would go out of business VERY fast. Honestly the fact that the game is seeing a decline is a good thing, means people are using common sense and finally teaching them a lesson that they can't just make the game in their vision, they have to cater to the people actually playing the game now and then.

    Hence Kotor characters being released. But not because we asked, because they know people love Kotor.

    The thing is that this type of model that relies on microtransactions focuses on addiction, and competitiveness, which allows gameplay to take a back-seat. Once microtransactions began popping up it didn't take long for companies to start adopting business models that revolved around them. Freemium business models like this probably increases revenue a great deal while lowering development costs. Unnfortunately, the traditional customer first attitude is not very compatible for maximizing profit, and when EA owns the licensing for Star Wars there is no competition with the Star Wars universe. This also gives EA a lot more room to be aggressive with their strategies before it starts to cause a drop in profit from everyone going elsewhere.
  • StarSon
    4918 posts Member
    NicWester wrote: »
    Gorem wrote: »
    You are both forgetting something. (especially Stokat saying speed won't be as effective, if anything, it will be more effective unless they go completely overboard, but then what, we end up with every hero in the game so defensive no one dies?)

    This change is a massive nerf to all Green and blue mods. I liked green and blue mods cause on green, it was a 100% chance to up the desired stat, and on blue 50-50, if they came out and said that this was still the same only we'd see the stats first, then I don't mind the change at all.

    In the end, it all depends on how this is implemented, we can discuss it all we like, but we still don't know the facts yet. We don't know how rng splicing mats will be, or how it all really works, we got so far two vague answers that contradict themselves, better to just wait and see what happens.

    People need to cut it out with the Requiem For Green Mods. Like one bump of speed was all we need to make a character good, and we weren't all really pining for purples and golds with their potential 3-4 bumps. Or like we weren't selling them when they only gave 8 speed total.

    Mods have been around for years now and we haven't seen so much as a thread about how OP and great green mods are, but now that they're going away suddenly every knee is jerking to react more strongly than the last...

    In general, I agree. But +8 speed is still great on a tertiary character. Given how important speed is, I can't believe people are selling any mod that has any speed on it, unless you have 499 other mods with more speed.

    I never bought green, but I would occasionally buy a blue mod with speed because of the chance for speed to pop twice, up to a maximum of 17 speed.
  • Ikky2win
    870 posts Member
    NicWester wrote: »
    Gorem wrote: »
    You are both forgetting something. (especially Stokat saying speed won't be as effective, if anything, it will be more effective unless they go completely overboard, but then what, we end up with every hero in the game so defensive no one dies?)

    This change is a massive nerf to all Green and blue mods. I liked green and blue mods cause on green, it was a 100% chance to up the desired stat, and on blue 50-50, if they came out and said that this was still the same only we'd see the stats first, then I don't mind the change at all.

    In the end, it all depends on how this is implemented, we can discuss it all we like, but we still don't know the facts yet. We don't know how rng splicing mats will be, or how it all really works, we got so far two vague answers that contradict themselves, better to just wait and see what happens.

    People need to cut it out with the Requiem For Green Mods. Like one bump of speed was all we need to make a character good, and we weren't all really pining for purples and golds with their potential 3-4 bumps. Or like we weren't selling them when they only gave 8 speed total.

    Mods have been around for years now and we haven't seen so much as a thread about how OP and great green mods are, but now that they're going away suddenly every knee is jerking to react more strongly than the last...

    I’m assuming you’re looking at it from the point of view of someone who has been playing a long time. I’m fairly new, started late November 2017, and I’ve been farming mods for months. I have more characters leveled and geared then I do mods for them. The green plus 8s are vital for my secondary squads and I still don’t have enough mods with speed secondaries to equip all my characters. Now if I had been playing for 2 years I might feel the same way about greens but you have to look at from the point of view of others as well.
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