Version Update 3/13 - Quality of Life - [MEGA]

Replies

  • Bobas_Slave
    17 posts Member
    edited March 2019
    Why the hell is it suggesting to sim as many times as you have energy for when trying to find a piece of gear?! I was sitting on close to 220ish energy and simmed a battle needing to get 1 piece of gray gear... Moving through the motions quickly, I clicked ok before realizing it had slid the slider all the way up, so instead of one sim, it simmed like 27 times! Spent all of my energy on that.. who the hell wants that or thought that would be a good change? It's suggesting this sim behavior everywhere in the game and I absolutely hate it. Default it back to 1.

    Edit: I didn't bother reading a single comment before posting this, I'm really glad I'm not the only **** wasting energy because of this...
    Post edited by Bobas_Slave on
  • Fix the Sim slider back as it was. I don't want to automatically sim all my energy away at once... I managed to catch the change and select 1 sim at a time the first six times. But after years of siming 1 at a time, and falling back into routines... I have wasted a ton of cantina energy for two stinking shards. This is unacceptable and I am filing a ticket for my energy back right now.
  • Jenjhys
    272 posts Member
    edited March 2019
    Jenjhys wrote: »
    "Grand Arena Matchmaking Improvements: Character-only Grand Arena matchmaking is no longer impacted by Ships GP"
    Of course no compensation...

    You don't need compensation. The game evolves. They tried something, it didn't work.

    I am not a beta tester! So yes in this case : I need compensation because They tried something which didn't work and so I did not have the reward I probably have if they try it before with beta tester!
    Post edited by Jenjhys on
  • I like most of the new update. But is it a coincidence that today when farming character shards, I hardly received anything... Could this be a minor bug that needs a review?
    This is the Way
  • Mzee
    1777 posts Member
    A lot of juicy stuff in this QoL. Thankyou!
  • mvs84
    33 posts Member
    Gannon wrote: »
    I love the update, great work @CG_SBCrumb and crew!

    My only question is.. Will we ever be able to challenge allies? 👀
    Most of my guild and friends would really love to battle each other, without any rewards, just to see how they match up and stuff. Would be fun, and very helpful in understanding how teams work.

    @Gannon, i've proposed the same here:

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/197982/new-game-mode-realtime-turn-based-battle-pvp
  • Anrath
    216 posts Member
    @CG_SBCrumb
    FYI
    Looks like there are graphical glitches when a SIM displays its loot. The stuff starts to display and then is overriden by images that are lower down, making a stuttering looking effect for the loot display.
    It is visually jarring and makes watching the sim annoying.
  • Anrath
    216 posts Member
    jkray622 wrote: »
    I'll chime in and say that I like the new slider. If I'm farming a node, I'm *farming* that node, and I want to use all of my attempts. This reduces the number of clicks I have.

    Ideal state would be one where users could select if the slider started at 1 or <max>, but for me I prefer the <max>.

    IF each sim ticket/battle resulted in it's own RNG roll then using max sims would be ok...but there's no evidence that happens and from my experience it's quantitatively worse to do sims like this. Smaller batches of sims = more RNG rolls = more chances to get a good one. I'm sure there's numbers out there that show something similar, but just from experience alone I would say automatically using max isn't as efficient as doing 2 or 3 at a time by some considerable margin.

    You're sure, but did you ever really check? Plenty of people have tracked drop rates over a long period of time. They always arrive at a rate equal or very close to 1/3, regardless of the simming method. Here is one example:
    https://reddit.com/r/SWGalaxyOfHeroes/comments/5uywkd/cantina_drop_rates_a_75_day_and_counting_study/

    Besides, from a coding point of view, it makes absolutely no sense to use a different RNG calculation for x sims if x = 1 or x < 4, or whatever you believe happens there. You'd simply call the same random number function x times. Anything else would be unnecessarily complicated and bug prone.

    The reason you're convinced of your method is confirmation bias. If you sim a Cantina node 4 times in batches of 3 for a total of 12 attempts, you might get 0, 1, 0, 2 shards. The last batch confirms your belief, while the first 3 do not and are therefore conveniently ignored. Had you simmed 12 times at once and gotten the same 3 measly shards in total, it would also play into your confirmation bias and reassure you that large batches yield worse results. It's simply how the human mind works.

    Coding could be something like:
    round(SIM# * CG_rand(0,1))
    
    for each sim group. So each sim group uses the same RNG value and result is just scaled by the number of sims you do at once.
    Thus the _long term_ average might be the same no matter what SIM# you use, but the "variance" would be different during the course of collecting 330 shards. And so larger values may be less reliable when planning out your farming strategy.
  • I don't like the new sim policy as it is trying to make a choice for you. Maybe we are working on multiple characters and don't use all of the sims on a node. I can only guess that it is a strategy to "help" with energy spending but I can't speak for EA.
  • Anrath wrote: »
    jkray622 wrote: »
    I'll chime in and say that I like the new slider. If I'm farming a node, I'm *farming* that node, and I want to use all of my attempts. This reduces the number of clicks I have.

    Ideal state would be one where users could select if the slider started at 1 or <max>, but for me I prefer the <max>.

    IF each sim ticket/battle resulted in it's own RNG roll then using max sims would be ok...but there's no evidence that happens and from my experience it's quantitatively worse to do sims like this. Smaller batches of sims = more RNG rolls = more chances to get a good one. I'm sure there's numbers out there that show something similar, but just from experience alone I would say automatically using max isn't as efficient as doing 2 or 3 at a time by some considerable margin.

    You're sure, but did you ever really check? Plenty of people have tracked drop rates over a long period of time. They always arrive at a rate equal or very close to 1/3, regardless of the simming method. Here is one example:
    https://reddit.com/r/SWGalaxyOfHeroes/comments/5uywkd/cantina_drop_rates_a_75_day_and_counting_study/

    Besides, from a coding point of view, it makes absolutely no sense to use a different RNG calculation for x sims if x = 1 or x < 4, or whatever you believe happens there. You'd simply call the same random number function x times. Anything else would be unnecessarily complicated and bug prone.

    The reason you're convinced of your method is confirmation bias. If you sim a Cantina node 4 times in batches of 3 for a total of 12 attempts, you might get 0, 1, 0, 2 shards. The last batch confirms your belief, while the first 3 do not and are therefore conveniently ignored. Had you simmed 12 times at once and gotten the same 3 measly shards in total, it would also play into your confirmation bias and reassure you that large batches yield worse results. It's simply how the human mind works.

    Coding could be something like:
    round(SIM# * CG_rand(0,1))
    
    for each sim group. So each sim group uses the same RNG value and result is just scaled by the number of sims you do at once.
    Thus the _long term_ average might be the same no matter what SIM# you use, but the "variance" would be different during the course of collecting 330 shards. And so larger values may be less reliable when planning out your farming strategy.

    Using this method, a batch of 20 sims would give you either 20 shards or zero shards. That's obviously not the case.
  • Monel
    2722 posts Member
    I don't like the new sim policy as it is trying to make a choice for you. Maybe we are working on multiple characters and don't use all of the sims on a node. I can only guess that it is a strategy to "help" with energy spending but I can't speak for EA.

    Make a choice for you? Because it now starts at max it's making a choice? When it started at the minimum it wasnt making a choice? Either way you slide the bar with your finger to decide how many battles you want to do. It's just whether you start at the minimum or the maximum. Sheesh, it's the same process just a different starting point.
  • Prosser
    221 posts Member
    I'll go ahead and throw my hat in. I like the new max starting point. I always sim for shards at the max and when doing gear sims I usually do 3 not one anyways. And from my own anecdotal evidence, I always get better shard drops from max sims.
  • when you buy something on a e-shop the amount is never set ont the maximum available objects, it's always set to 1

    the strategy adopted here is only to make us spend more money, so they increase theyr quality of life, they don't care about the gamer's advice (the casino is always the winner)
  • So far every comment I've seen from people that don't like new max sim bar can be summed up like this.

    "I didn't pay attention to what was happening so clearly the devs are trying to punish me. I shouldn't have to pay attention to anything."

    I mean play the game how you want, but don't blame the devs because you're too lazy to pay attention.

    If you weren't doing one sim at a time before, you still have to move the slider. Personally I sim character shards so I'm quite happy with the update.

    With all that being said, the technology to remember where you last set the bar is already there. It's currently in use. Maybe next update you can have it remember that even after the game closes and then this argument can disappear
  • First off, here are the rewards everyone will receive:
    Shards: 10 Han Solo Shards
    Guild Currency: 830
    Credits: 300k
    Mystery Box: The reward bracket for “Rank 11-15”

    This is complete ****. Our guild has maybe 10 people that hit the raid every time. Now were supposed to settle for worse rewards. The game should be increasing rewards to keep up with power creep, not reducing.
  • RawdSW
    150 posts Member
    Solid QoL update all in all. Thank you!

    My only issue is with the simmed raid rewards. The should be higher, IMHO. At the very least they should be equal to the tier 5 rewards. We aren't talking about G12+ gear here, there is no reason to be greedy.
  • Great QOL improvements
    what an ugly thing to say... does this mean we're not friends anymore?
  • Update IS probably great but why the game IS not working after update? I tried to reinstall IT but still nothing...
  • I think this is the way of CG telling us "That was all, guys, go get a real life outside of the game".
    (∆ᶤᵒᶵᵅ)
  • Raid Sim - These rewards are garbage...credits are hard enough to come by and you give us the 21+ spot for credits? I'm not happy about the gear box for 11-15 but I can handle it....the credits however, no. I can't see many raids being sim'd b/c of this....well done on wasting your time, efforts and resources working on this QoL addition that will rarely be used.

    Sim bar - good grief this was a terrible change. Do you guys actually get feedback before implementing this kind of stuff? I can't imagine the level of "like" for this change is anywhere near even 10% of the player base.
  • Hi there!
    The game can`t start. But must be on 1st place of arena fleet. DEVs, what`s happening? And what about lost crystals?
  • Jenjhys
    272 posts Member
    It seems nobody in my guild too
  • Yea I got full energy going to waste and coming up on my arena payout need to do some battles ffs
  • Feel some compensation incoming
  • Dk_rek
    3299 posts Member
    Not a fan of this "QoL" update. The change to the buff/debuff bar is kinda ok, but not really a problem that had to be fixed. The squad building thing and the TW number of squads placed thing are fine. The advanced pop-up screen for abilities wasn't necessary at all (unless they implement health and protection percentages). The character selection screen changes weren't necessary as well. Everyone knows their roster so no need to display their gear levels (speed would have been much better). Displaying their names is useless too as it doesn't work on the left bar, only when you already selected the character. Also it only applies to Jawas anyway and it's not that hard to remember what the 2 Jawa leaders look like. Allowing to search by leader is hardly a QoL update. 90% of the players probably won't use that anyway. Now it takes longer to reach the guild screen, which is more like anti-QoL. Simming to the max as default was totally unnecessary, nobody asked for that and it doesn't make things easier, but rather harder or equally easy at best.

    Simming raids now gives pretty bad rewards and you even have to register and wait for the rewards (would have been better to just launch and immediately and automatically send rewards to everyone). This new method doesn't do anything and only gives worse rewards (should have been top 4-10 rewards). The gear find flow is such a minor change, it can't really be called QoL. The Grand Arena changes aren't QoL changes but rather gameplay quality changes.

    Where is the event simming? I want to be able to sim those boring events that I've beaten and 3-starred hundreds of times. Why do people have to "prove" themselves every single time with those? Just make them simmable once you 3-star them, saves a lot of time. If you don't want to do that, then at least implement a x8 battle speed so they go faster at least. Why can't we still sort guild members by GP? This is such a basic feature and should have been in the game since guilds launched. Also, we need a testing ground for guilds where members can fight each other and test compositions. With no costs or rewards, just for experimenting and fun; wouldn't harm anyone. This one is probably too much to ask for but why not make TB simmable for those who 4/4 and 6/6 every battle anyway? It'd be a great time saver. You could demand a team of like 90k+ power that you could choose and sim the mission with, so that you wouldn't get those sims for free, so it is as if you would do the battle manually.

    Overall I'm very disappointed. So far this has been the worst QoL update in all those years of SWGOH. Just my opinion, though.

    You bring up some interesting points
  • The SLIDER should start at 1 or Zero I am WAITING ENERGY in so many ways is not cool man. It's just another way to try and make me spend more money on this game
  • Also the game is down and unable to play I'm losing cristal s because this is my Arena run time thanks Developers
  • Prosser
    221 posts Member
    Ernest696 wrote: »
    Also the game is down and unable to play I'm losing cristal s because this is my Arena run time thanks Developers

    Would you stop spamming every thread with this???? They know, we know, learn some patience.
  • Not a fan of this "QoL" update. The change to the buff/debuff bar is kinda ok, but not really a problem that had to be fixed. The squad building thing and the TW number of squads placed thing are fine. The advanced pop-up screen for abilities wasn't necessary at all (unless they implement health and protection percentages). The character selection screen changes weren't necessary as well. Everyone knows their roster so no need to display their gear levels (speed would have been much better). Displaying their names is useless too as it doesn't work on the left bar, only when you already selected the character. Also it only applies to Jawas anyway and it's not that hard to remember what the 2 Jawa leaders look like. Allowing to search by leader is hardly a QoL update. 90% of the players probably won't use that anyway. Now it takes longer to reach the guild screen, which is more like anti-QoL. Simming to the max as default was totally unnecessary, nobody asked for that and it doesn't make things easier, but rather harder or equally easy at best.

    Simming raids now gives pretty bad rewards and you even have to register and wait for the rewards (would have been better to just launch and immediately and automatically send rewards to everyone). This new method doesn't do anything and only gives worse rewards (should have been top 4-10 rewards). The gear find flow is such a minor change, it can't really be called QoL. The Grand Arena changes aren't QoL changes but rather gameplay quality changes.

    Where is the event simming? I want to be able to sim those boring events that I've beaten and 3-starred hundreds of times. Why do people have to "prove" themselves every single time with those? Just make them simmable once you 3-star them, saves a lot of time. If you don't want to do that, then at least implement a x8 battle speed so they go faster at least. Why can't we still sort guild members by GP? This is such a basic feature and should have been in the game since guilds launched. Also, we need a testing ground for guilds where members can fight each other and test compositions. With no costs or rewards, just for experimenting and fun; wouldn't harm anyone. This one is probably too much to ask for but why not make TB simmable for those who 4/4 and 6/6 every battle anyway? It'd be a great time saver. You could demand a team of like 90k+ power that you could choose and sim the mission with, so that you wouldn't get those sims for free, so it is as if you would do the battle manually.

    Overall I'm very disappointed. So far this has been the worst QoL update in all those years of SWGOH. Just my opinion, though.

    Perfect.
    This QoL improve pretty much nothing and turn think worst, like the max simm
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