I don't care much about basic misunderstanding of the nature of statistics and how mods 2.0 effected the outcome.
Here's what happened for me. At the beginning of GA launch I decided to improve my mods beyond arena needs. At that point I had 150M credits and 80M ship credits to burn through. Since then I have also been using 50*3 most days to improve my mods. I had right below 100 10+ speed secondary mods. Here's where I am now.
This is the problem. No_Try has invested substantial time and resources over a long period yet another player could in theory come along and beat this by getting a plus 25 speed mod in one roll of the challenge. They should make it much more certain of what mods are achievable. If everyone started getting high speed mods in would even out. Make it that you can pick secondaries but it costs way way more salvage. The people at the tops Investment is still protected because it’ll cost a huge amount to get them. Then if two characters with same speed come up against each other 50/50 chance of going first. I would be happy with this
I don't see a problem. People keep repeating they don't get god mods, thus mod improvement doesn't matter much. This is not a holy quest to reach that one crazy mod. I've been checking mod rosters of all my GA opponents. Statistically I have lesser god mods in the same range of 10+s, thus I haven't been really lucky. I don't care either. The totality of my mods are very solid for an f2p like me and it completely effects the outcomes (both in my favor or against depending on my opponents mod roster state).
I have no data or evidence, but I can say that I also felt a slight downgrade to mods in general. Mods with good potential in the mods shop have become very rare and the few you find almost never grow their speeds. Concerning mods farming, the majority of the mods you get are white and <5 dots as usual, albeit i felt a slight decrease in good mods dropped from there as well, but this might be totally random, even if it has been like... 3 or 4 months with absolutely no good mods dropped from there. A 3 dots speed arrow here and there and nothing more.
You can't say it's worse and then use 1.0 mods you carried into 2.0 as your example.
Of course you can. All of my best mods are blue/greens leveled during 1.0 and sliced during 2.0. Anyone I fight in GA that didn't farm mods as much as me during 1.0 is at a massive statistical advantage to ever match my mods.
There was a short window of time where this was applicable, between when 2.0 was announced and when it went live. If you want to argue that mods are worse now than they were during that short window, sure, of course. It was a short temporary unsustainable period of time that was better than EITHER 1.0 or 2.0. But to say that 1.0 was better than 2.0, based on a period of time that was neither, is a false comparison.
I don't care much about basic misunderstanding of the nature of statistics and how mods 2.0 effected the outcome.
Here's what happened for me. At the beginning of GA launch I decided to improve my mods beyond arena needs. At that point I had 150M credits and 80M ship credits to burn through. Since then I have also been using 50*3 most days to improve my mods. I had right below 100 10+ speed secondary mods. Here's where I am now.
This is the problem. No_Try has invested substantial time and resources over a long period yet another player could in theory come along and beat this by getting a plus 25 speed mod in one roll of the challenge. They should make it much more certain of what mods are achievable. If everyone started getting high speed mods in would even out. Make it that you can pick secondaries but it costs way way more salvage. The people at the tops Investment is still protected because it’ll cost a huge amount to get them. Then if two characters with same speed come up against each other 50/50 chance of going first. I would be happy with this
No.
The mods are great right now because people who really invest time and effort end up with a better spread of mods. Allowing players, and whales to pay for the stars or mods would ruin the game / time and resource investment
Also, if someone ends up with a 25+ speed mod, it wouldn’t affect No_Try that much since he has assuming he doesn’t have a bunch of good mods
You can also have a 25+ speed mod in a health set that others can beat using 20+ speed set mods
The question is : Have you spent more in game credit in the game for nothing or garbage ? The answer is obviously Yes..
They won't change anything or just make it worse..
And then even the random as you described it isn't used in computer games since that's too expensive. The statistical distributions matching the aimed drop table %s is sufficient enough most purposes.
And then even the random as you described it isn't used in computer games since that's too expensive. The statistical distributions matching the aimed drop table %s is sufficient enough most purposes.
for this nonsense yeah i agree with you totally sufficient.
now would CG's definition of random RNG pass an online poker sites regulation definition of RNG ???
Maybe the khanawake guys they are pretty corrupt.
But yeah for a star wars game.... pretty sure they could get WORSE and still be more than sufficient
does not mean I have to like it. Does not mean speed should have a less percentage to roll then everything else
EDIT : although I'm definatly coming around to having a lot more +200 offense 0 speed mods as long as crit health or prot hits..
Prob using more non speed mods than i ever have before...that just may be due to the crazy kits we have now... if it was 2 years ago....prob back to all speed again
Imagine if they just got rid of the speed stat. Then the base speed would decide the turn order and we could actually have a lot of fun strategizing how to use the other valuable stats like offense, protection, health and hell! Even defense would come into play. In a turn based game, pushing the base speed changes the turn order and makes toons stronger than they are meant to be by going earlier and using their devastating effects.
Convert the speed stat into something else, surely they could find something
Imagine if they just got rid of the speed stat. Then the base speed would decide the turn order and we could actually have a lot of fun strategizing how to use the other valuable stats like offense, protection, health and hell! Even defense would come into play. In a turn based game, pushing the base speed changes the turn order and makes toons stronger than they are meant to be by going earlier and using their devastating effects.
Convert the speed stat into something else, surely they could find something
I wasn’t around during the “Poe coin flip” meta but I heard the complaints and it didn’t sound fun.
Imagine if they just got rid of the speed stat. Then the base speed would decide the turn order and we could actually have a lot of fun strategizing how to use the other valuable stats like offense, protection, health and hell! Even defense would come into play. In a turn based game, pushing the base speed changes the turn order and makes toons stronger than they are meant to be by going earlier and using their devastating effects.
Convert the speed stat into something else, surely they could find something
I wasn’t around during the “Poe coin flip” meta but I heard the complaints and it didn’t sound fun.
I agree, no mods didn't make the game fun at all. I also agree with JasFonz. But I don't think getting rid of speed is the solution. What made speed extremely important right of the bat when mods was first release was the impact of it. Just dial that down a lot, like make it multiply all the mod speeds by 0.25 and you get to a state where the contribution of speed is closer to other stats.
You can see how that would work on the awesome mod helper website that's grandivory. When you go through remodding your whole roster, what's left at last are the mods that has single speed bumps, and then the system doesn't pick single speed ones (+3+6 range) over no speed mods anymore, it's programmed in a way that can distribute the emphasis of other stats.
And what's off with the current state of speed stat is evident for me when you can basically double the base of a toon. That's just ridicilious design.
Speed almost never hits high on mods that start Gold or Purple for me. My best mods have come from Blue mods bought, won as loot from events or farmed.
And on top of that it is better NOT to have speed in place already.
Replies
I don't see a problem. People keep repeating they don't get god mods, thus mod improvement doesn't matter much. This is not a holy quest to reach that one crazy mod. I've been checking mod rosters of all my GA opponents. Statistically I have lesser god mods in the same range of 10+s, thus I haven't been really lucky. I don't care either. The totality of my mods are very solid for an f2p like me and it completely effects the outcomes (both in my favor or against depending on my opponents mod roster state).
There was a short window of time where this was applicable, between when 2.0 was announced and when it went live. If you want to argue that mods are worse now than they were during that short window, sure, of course. It was a short temporary unsustainable period of time that was better than EITHER 1.0 or 2.0. But to say that 1.0 was better than 2.0, based on a period of time that was neither, is a false comparison.
The mods are great right now because people who really invest time and effort end up with a better spread of mods. Allowing players, and whales to pay for the stars or mods would ruin the game / time and resource investment
Also, if someone ends up with a 25+ speed mod, it wouldn’t affect No_Try that much since he has assuming he doesn’t have a bunch of good mods
You can also have a 25+ speed mod in a health set that others can beat using 20+ speed set mods
They won't change anything or just make it worse..
It's all controlled random.
Random would mean fair chance..it's not.
And then even the random as you described it isn't used in computer games since that's too expensive. The statistical distributions matching the aimed drop table %s is sufficient enough most purposes.
https://www.youtube.com/watch?v=QNs8aB0huoc
for this nonsense yeah i agree with you totally sufficient.
now would CG's definition of random RNG pass an online poker sites regulation definition of RNG ???
Maybe the khanawake guys they are pretty corrupt.
But yeah for a star wars game.... pretty sure they could get WORSE and still be more than sufficient
does not mean I have to like it. Does not mean speed should have a less percentage to roll then everything else
EDIT : although I'm definatly coming around to having a lot more +200 offense 0 speed mods as long as crit health or prot hits..
Prob using more non speed mods than i ever have before...that just may be due to the crazy kits we have now... if it was 2 years ago....prob back to all speed again
Convert the speed stat into something else, surely they could find something
I wasn’t around during the “Poe coin flip” meta but I heard the complaints and it didn’t sound fun.
I agree, no mods didn't make the game fun at all. I also agree with JasFonz. But I don't think getting rid of speed is the solution. What made speed extremely important right of the bat when mods was first release was the impact of it. Just dial that down a lot, like make it multiply all the mod speeds by 0.25 and you get to a state where the contribution of speed is closer to other stats.
You can see how that would work on the awesome mod helper website that's grandivory. When you go through remodding your whole roster, what's left at last are the mods that has single speed bumps, and then the system doesn't pick single speed ones (+3+6 range) over no speed mods anymore, it's programmed in a way that can distribute the emphasis of other stats.
"Random" meaning it's random that I get better mods than you, assuming we're farming and buying exactly the same.
As far as controlled goes, you don't know any more than I do.
And on top of that it is better NOT to have speed in place already.