Design Fireside Chat Edition

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  • Relic Delta is an upcoming system that modifies damage based on the relic level difference between characters.
  • Players will progress through lower gear tiers and relic levels for new characters without needing gear or relic materials, freeing up resources for older characters.
  • Droid Brains and higher level Signal Data will be added as outputs from the Scavenger.
  • The playtest for Relic Delta is ongoing.

The Basics: Vertical Progression

  • Star Wars: Galaxy of Heroes is primarily a vertical progression game, where power increases over time through stronger characters, higher gear/relic levels, and better mods.
  • New relic levels will be introduced over time, with the goal of bringing players along at the same pace.

The Problem: Scalability

  • Relics were introduced 6 years ago to solve the scalability issues of the gear system.
  • Relics have not seen a new level of progression for 4 years due to a lack of content to absorb and reward power increases, and minimal reason to pursue higher progression.
  • The core problem is that Relics lack a scalable system promoting and rewarding investment.
  • Higher relic levels, like R9, are not seen as providing significant value outside of content requirements or for Galactic Legends and tanks.
  • The goal is to facilitate a systemic and scalable game-wide reason for all players to pursue upward progression.

The Options: Possible Solutions (and why they weren't chosen)

  • Do nothing: Leads to a lack of upward progression, removing the core gameplay loop.
  • Change relic stats on existing relic levels: Fractures the solution, impacts characters unevenly, and doesn't address scalability or future relic levels.
  • Introduce R10 by itself: Would result in R10 being in the same state as R9 without new supporting content.
  • Add damage increase/decrease on the top few relic levels: Doesn't help players below the threshold, creates a wall, and is not scalable as new relic levels are introduced.

The Chosen Solution: Relic Delta

  • Relic Delta was conceived about a year ago, inspired by the game's original level delta system.
  • It is a scalable system that applies equally to all players across the progression curve.
  • For all players at all relic levels, Relic Delta will:
  • Speed up and/or simplify older content.
  • Protect newer content and investments.
  • Support a distinction in power level in PvP.
  • Reward those who have invested.
  • Ensure investment of time and resources is rewarded.
  • Relic Delta will only apply to damage, allowing individual relic level stats to remain important.
  • Strategy (mods, counters, theorycrafting) is intended to remain a central aspect of content.
  • The system is a gradual curve, not a massive boost at one level of difference.
  • It uses a single progression path (Relics), which are becoming more accessible.

The Variations: Alternate Versions (and why they weren't chosen)

  • Kick in later (e.g., at R7 or R9): Introduces inconsistency, difficult messaging, and lower invested units would not benefit from having a higher relic level than units below them.
  • Only increase damage, don't decrease it: Does not holistically protect the higher relic character; they remain susceptible to the same threats.
  • Use the average relic level of the team (or lowest level): Has unintended negative effects on undersized squads, making it feel bad to use synergistic weaker units, and could be gamified.

The Future: Where Does This Leave Us?

  • Relic 10 is being added to the game.
  • Relic 10 will use a new Signal Data, which will not be farmed with energy.
  • The new Signal Data will be available in the Scavenger and other game modes.
  • There will be a new game mode, new events, and an update to Era-related Journey Guide events to allow players to use new characters for valuable rewards.
  • The impact of Relic Delta in PvP modes will be monitored, and adjustments will be made as needed.