It’s time again for the quarterly Road Ahead, where the game devs over at Star Wars: Galaxy of heroes reveal some of what the team is planning to accomplish in the months for Star Wars: Galaxy of Heroes and give insight into the development process, as well as what you can expect to see from the team in that time for some of our larger updates. 28z1f
Celebrating the 15th Anniversary of Star Wars™: Knights of the Old Republic
We’ll be sharing some more about these characters in the weeks.
Game & Feature Roap
Something we use internally to characters from throughout the Star Wars universe, from different movies and shows, trying to capture every last bit of the fandom.
I mention this, because I want to describe how we came to the decision of what we wanted to do in our Title Update 13 build, which is slated for release sometime in the next couple of months.
If you look at the last few releases spanning all the way back to TU9 at the things we intend to do in the future, and we want to ensure the foundation is stable.
As I’ve mentioned several times in the past few months, we are aware that one of the biggest requests from the community has been to facilitate “mod loadouts” – or an easy way for players to swap a group of mods from one changes and quality of life improvements to the mod system.
Feature Changes
All of our updates have underlying goals that help us to frame what we’re trying to accomplish for Galaxy of Heroes, and with mods, those goals seemed pretty clear:
- Clarity – Make mods easier to understand for players who find them overwhelming or confusing
- Ease of Use – Make mods easier to use for all players, but particularly address usability concerns of players who currently engage with them, and make the system work the way they want it to
- Balance – Create more diversity in the mod meta by elevating some of the sets that are currently under-utilized
- Depth – Deeper investment in mods while respecting the investment made so far in existing mods
I’m going to talk about some of the changes you can expect to see for each of these goals, however we have already begun to get player on some of these items and will be running a couple alpha and what’s to come:
Clarity: Basic Mod Screen & Recommended Mods
As mentioned, many players don’t engage with mods at all, and many who do have expressed frustration and confusion about how to utilize the system. We are planning on addressing that with recommended mods:
- Recommended Mods – One of the primary reasons why many player does not have the recommended mod then a find flow will direct to a location where the mod can be acquired. The player can even press an Auto-Assign button to assign the best mods for that character.
Note: We understand some players use different mods depending on different factors, and while we will be offering top tier recommendations, the primary focus of this system is to help make mods easier to use for people who don’t understand them deeply.
- Basic Mod Screen – Mod recommendations occur on a new screen called the Basic View. This will allow people who don’t want to be inundated with information to simply focus on what mods they have equipped and how to upgrade them. You can choose between Basic and Advanced, and once selected, your choice will stick – so you don’t have to switch back and forth if you don’t want to.
Note: If you are already an advanced mods , you can opt to stick on the advanced screen which will remain the same as it is currently.
Ease of Use: Mod Loadouts
- Similar to saved squads for characters, the mod loadouts will allow you to save out groupings of mods, name them for easy reference, and then load them up onto another character with just a few button presses. This will even allow removing equipped mods and asg to a new character in one step.
Balance: Pulling up Under-used Stats
We know a few mod sets, like Defense, aren’t good enough to warrant even using them right now. We’ll be making them more powerful, while not decreasing the value of any existing sets. This will provide more variety in mods without decreasing the value of any existing mods. The Speed Set will not be changing.
Depth: Introducing Slicing
testing in the beta tests.