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    Sunday, January 17, 2021

    Clash Royale 2017 me, thinking I’m an artist. (Blurred personal details)

    Clash Royale 2017 me, thinking I’m an artist. (Blurred personal details)


    2017 me, thinking I’m an artist. (Blurred personal details)

    Posted: 17 Jan 2021 06:32 AM PST

    Karma really does exist ��

    Posted: 17 Jan 2021 04:29 PM PST

    Can I borrow 20 sec. of your time? Fastest SD match i’ve ever won.

    Posted: 17 Jan 2021 12:25 AM PST

    A Clash Royale meme format! Hope you guys like it :D

    Posted: 17 Jan 2021 07:49 PM PST

    Never give up against lightning. If there's a will (and a swarm), there's a way

    Posted: 17 Jan 2021 07:30 AM PST

    Why Clan Wars 2 feels like a slog (and maybe what to do about it?)

    Posted: 17 Jan 2021 05:30 PM PST

    I appreciate the changes Supercell has made to CW2. They have solved some surface problems with the game and, among other things, allowed our (full but casual) clan to actually cross the finish line more often than not. However, the core game is still a slog. Since Drew has stated on record that the team loves and believes in the CW2 concept and has even expressed disbelief that players do not find it fun, I thought it would be useful to post some focused, non-angry thoughts, from one game dev to another.

    Although we've been crossing the finish line, Clan Wars 2 still feels like a grind. Very few of our clan members care to play, and those that do don't play every day (I think I'm the only one that still does). Nobody plays after we cross the line, not even on Colosseum week. Why is that?

    Why does it feel like a grind?

    • Individual battles don't matter. When you play a Duel or whatever, after you lose, you realize it doesn't actually make much of a difference. What makes a difference is whether you played or not, but winning vs. losing? Not so much. A maxed-out Duel win gains 624 Fame. In Silver League, that's 2% of a finish -- which seems great! Only 49 more of those to cross the line! But a loss is still 1%, which means that you don't actually need to win to cross the finish line. You just need a full clan to play for two days or a casual clan to play every single day -- regardless of how well any individual in the clan plays.

    Ideas to improve this:

    Reducing loss rewards, while making individual battles matter, would only frustrate players more and drive out less-skilled players. Less-skilled or lower-leveled players need to be able to feel like they are meaningfully contributing to either the race or the clan. Some ideas to this end:

    • Losses do not make progress toward the race chest but provide some alternate reward. For example, maybe the Colosseum battle is based on a Clan Card Collection (like CW1), and losses increase the numbers or levels of cards the Clan has available when that happens. Or maybe losses increase the rewards gained by the river chest (but the clan still needs a number of wins to cross the line and actually get that chest).
    • Make Duels high-risk/high-reward by providing less fame on a loss, but then also provide a low-risk/low-reward option for casual players. The current Boat Battles and Boat Repairs are a nod toward this idea, but Boat Battles don't provide much benefit most of the time (see the point below), and Boat Repair is not fun (and only rarely available even if it were).

    Why does it feel like a grind?

    • The race rarely changes. Since the race is based on activity and not skill, the positions of each clans' boats rarely changes. This makes the "race" aspect boring. Have you ever tried to play Mario Kart without any weapons at all? It's fun for players of equal skill levels but meaningless if they are not -- everyone knows who's going to win within half a lap, resulting in a long death spiral to the end of the race. CW2 is the same, because the "skill level" of the clan is based entirely on how active each of the five clans are, and clan activity rarely changes. An active clan remains active, and a casual clan remains casual, and you can't make casual players become competitive without driving most casual players away.

    Ideas to improve this:

    • Allow clan members to opt-in to the river race. That way, you can match up clans with equal numbers of opted-in players, better guaranteeing equal levels of activity.
    • Change which clans are competing each week. Even with relatively close skill levels, once one week's race is complete, the likelihood of the next week's race ending the same is pretty high, and players know it. This is one of the reasons for the mass groaning at the beginning of every clan week.
    • Give underdogs a way to catch up. This is why Mario Kart (for example) works when played with items. It's more casual, but it's also more fun, and fun is literally all that matters (unless there's real-world money on the line, but that's not what we're talking about here). At a minimum, boats that fall behind might get a fame boost, but there are lots of other ideas that could make the race more fun. For example, maybe there could be "items" that a clan could acquire when behind that could allow them to have a chance at catching up to the other boats. (Again, the Boat Battle is a nod toward this, but it doesn't work well because (1) Boat Battles provide just as many fame points as losing a Duel, (2) it takes a lot of attacks to stop a boat, meaning Boat Battles are rarely effective, and (3) active clans can use Boat Battles to punish clans that are already losing. To the latter point, what if Boat Battles could only be directed at clans next to or ahead of your clan?)

    Clan Wars 2 has other problems to be dealt with still (matchmaking, card levels, etc.), but I think these two issues need to be solved for the core concept to work.

    I also recognize how difficult it is to balance a game so that it's fun for competitive as well as casual players. As is, it's virtually impossible to balance any aspect of CW2 so that a fully active, high-skill clan can have fun that is not at the expense of a casual, low-skill clan. I think that's why an opt-in structure would work better. Allowing members to opt in to a race, and then matching up clans with similar opt-in numbers, would solve a lot of those problems (or at least make them solvable).

    submitted by /u/Gojusan
    [link] [comments]

    Party tab needs permanent Draft/Triple Draft

    Posted: 17 Jan 2021 04:17 PM PST

    Challenges are a no go. Ladder isn't very fun if your cards are under-leveled (especially if your skill is higher than your card levels forcing you to always play higher level opponents). 2v2 gets old, having terrible teammates or them leaving is the worst, and levels still matter. If you're trying to have fun and use interesting cards (not in your main deck/underleveled) you get dominated in challenges or are forced to slog through 2v2. Basically for most people the game has lackluster replay-ability and doesn't promote lasting fun.

    I think this could ALL be fixed by having either Draft or Triple Draft permanently in the party tab. This would give us many things. Here's a list:

    • the modes are very fun (every time the draft modes are in the party tab I can play for hours on end)
    • card levels don't matter
    • trophy number doesn't matter
    • you don't have to rely on a teammate
    • you can play with cards you haven't unlocked
    • you can learn how to use all of the cards
    • you aren't forced to use a "meta" deck/cards
    • you can earn chests, gold and crowns without a teammate or risking trophies

    At its core Clash Royale is one of the best mobile games ever created. It's balance is better than most others and it is an extremely polished experience. I want to love the game again and this change could make that a reality.

    submitted by /u/shatterdiver
    [link] [comments]

    Thoughts on my deck?

    Posted: 17 Jan 2021 08:12 PM PST

    What do u guys think of my deck, I’ve been using it since 2000 trophies and it got me to 5600+. I’ve used it for years, are there any possible improvements?

    Posted: 17 Jan 2021 02:50 AM PST

    Did I discover a crazy deck? Just got the Mother Witch today and came up with this deck and so far my wife and I went 12 wins in a row in 2v2 and then I went 5/5 wins on ladder. Try it out!

    Posted: 17 Jan 2021 12:19 AM PST

    This is a old video of mine back in season 9 but I decided to show it. This is how to make a electro wizard disappear and not place in on a hunter while it ready to attack

    Posted: 17 Jan 2021 06:40 AM PST

    Gotta support that Dart

    Posted: 17 Jan 2021 01:52 PM PST

    Friend's cosplay + my bad photoshop skills = Lumberjack

    Posted: 17 Jan 2021 05:23 PM PST

    Took me a while... but maxed out a legendary card as a F2P �� Still can't believe it [4Y 10M]

    Posted: 17 Jan 2021 08:58 AM PST

    I don't know how but this deck got me to 15 wins in the challenge

    Posted: 17 Jan 2021 07:10 PM PST

    Which card idea is better ROASTERS or CHOPPERS?

    Posted: 17 Jan 2021 02:04 PM PST

    How did I lose ��

    Posted: 17 Jan 2021 09:44 AM PST

    That was close

    Posted: 17 Jan 2021 06:12 AM PST

    This deck has been really good got me from 2000 trophies all the way to 3600. Is there anything you recommend me to change to improve it.

    Posted: 17 Jan 2021 10:01 PM PST

    This is my deck that I use and I'm just a regular player in the 4400 - 4700 range of trophies rn, (season highest is 5150) will this deck hold up in the higher arena's?, cause my goal is 6000+

    Posted: 17 Jan 2021 10:00 PM PST

    23 second win in sudden death.

    Posted: 17 Jan 2021 09:38 PM PST

    Been using this deck for a long time currently in frozen peak and have won 11 straight y'all think this a good deck?

    Posted: 17 Jan 2021 09:26 PM PST

    Ah how I miss the good old days

    Posted: 17 Jan 2021 09:15 PM PST

    Open for suggestions, just started pushing on latter after 1.5 years

    Posted: 17 Jan 2021 08:30 PM PST

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