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    Friday, February 19, 2021

    Clash Royale [EFFORT POST] CLAN WARS 3.0! 4 clans battle to conquer the 13 arenas! (opt. with heroes) details in comments

    Clash Royale [EFFORT POST] CLAN WARS 3.0! 4 clans battle to conquer the 13 arenas! (opt. with heroes) details in comments


    [EFFORT POST] CLAN WARS 3.0! 4 clans battle to conquer the 13 arenas! (opt. with heroes) details in comments

    Posted: 19 Feb 2021 08:48 AM PST

    Smartest guy ever. Bringing Elixir Collector to Infinite Elixir

    Posted: 19 Feb 2021 12:59 AM PST

    he commits shyness

    Posted: 19 Feb 2021 03:07 PM PST

    Kudos to Legendaray for coming up with this Lengendary game mode. Seriously the most fun I've had in CR in recent years. Had to buy in twice to continue but all worth it. Would rather play this than CW2.

    Posted: 19 Feb 2021 10:14 AM PST

    The bad consequences of Rigged Matchmaking

    Posted: 19 Feb 2021 04:33 PM PST

    Tldr : let trophies do their job, matchmaking based on losing streaks is actually counterproductive to limit long losing streaks

    1. Rigged matchmaking ? No, that's not another conspiracy theory

    The last post I read about this issue is dated January 30 : https://www.reddit.com/r/ClashRoyale/comments/l80uhi/comment/gld8ji2

    This post is quoting a quite old but reliable source according to which players on a longer than 3 loss streak are put in a separate pool and matched one against another. However, the data shown matches a slightly different rule : players are actually put in the loser's pool as soon as they lose twice in a row. I'll assume below this is the actual rule used.

    2. The consequence of this matchmaking rule

    a. My personal experience

    Last weekend, I reached 5000 for the first time after a 5-win streak. Then I alternated wins and losses over 5 games, before going in a 6-loss streak all the way down to below 4900, before finally getting two wins.

    This is not the first time I have such a win/loss alternance followed by a long losing streak. This actually happens quite regularly.

    b. How does this relate to matchmaking ?

    When people post their losing streaks they're often replied things like "ur just tilting". Tilting is sure a factor, but below I'll show it's not the only one.

    To understand this we first need to better understand who is in the loser's pool. So the loser's pool is composed of players who just lost twice in a row. Thus they lost trophies twice and are now generally lower trophies than what they're averaging and will climb back soon. Thus, between two players of same card/skill level, if one of them is in the loser's pool he'll likely be lower in trophies than the other (as he just lost trophies twice or more). Another way to see it is that at the same trophies, players in the loser's pool are actually slightly better on average (because their trophy level is underrated) than other players.

    So what does this mean ? When I'm high in trophies (after a long win streak), I get this loss/win alternance. However, during this alternance I climb trophies because of trophy inflation, so that I eventually lose twice in a row as I face harder opponents. Thus suddenly I'm put in the loser's pool, composed of harder opponents than the non loser's pool at the same trophies. Let me reformulate this : because I lost twice in a row, I'll now face harder opponents ! What ?! That's not how a trophy system is supposed to work ! (In theory, trophy system is designed so that when you win you face harder opponents and when you lose you face easier opponents.) Because of this rigged matchmaking, I need to take another 1-2 losses before facing players of same difficulty as what I was facing before going in the loser's pool.

    And then, I only go out of the hard loser's pool as soon as I get a win, followed generally by a second win as I'm now in the easy pool after having lost ~100 trophies and only won back 30.

    c. A simulation

    To support this I tried to simulate the behaviour of CR trophy system with python code. A random sequence of wins and losses has the following repartition of loss streaks : 50% @ 1 loss, 25% @ 2 losses, 12.5% @ 3 losses, 6.3% @ 4 losses, …, for an average loss streak of 2.

    Then, the trophy system limits long losing streaks as you face easier opponents as you lose. I found that it increases the number of 1 and 2-loss streaks, while it decreases the number of streaks longer than 4 losses, resulting in an overall decrease of average loss streak.

    Then I added matchmaking based on losing streaks, and saw the result. I saw an increase in average loss streak, which is now about twice closer to 2 than it was with matchmaking solely on trophies. This increase is the result of a string decrease in the number of 2-loss streaks and an increase in all other numbers. Number of 2-loss streaks remains higher than 3-loss streaks though. When comparing to the distribution from a completely random sequence, we see the number of streaks is higher for 1, 3 and 4 losses, and lower for 2 and 5+.

    Conclusion : matchmaking based on losing streaks actually favors long losing streaks compared to matchmaking solely on trophies, the opposite of what it's meant to do.

    submitted by /u/Interesting_Test_814
    [link] [comments]

    Never give up! 1 HP dream

    Posted: 19 Feb 2021 12:46 PM PST

    1 Hp Butt Clencher - Earthquake Works After Game is Done

    Posted: 19 Feb 2021 02:05 PM PST

    Winning a 2v2 game by myself on my level 1 account

    Posted: 19 Feb 2021 11:14 AM PST

    Played a battle and heard the beat when I saw them break the tower. Had to line it up.

    Posted: 19 Feb 2021 06:49 AM PST

    RaTe My DeCk

    Posted: 19 Feb 2021 07:47 PM PST

    Yeah, I totally meant to fully counter a goblin barrel with a princess.

    Posted: 19 Feb 2021 06:51 PM PST

    Does anyone else feel as though the Giant Skeleton makes the game really boring?

    Posted: 19 Feb 2021 07:49 AM PST

    For 6 elixir, the giant skeleton is not only a tank but can shut down almost every push, especially when combined with the tornado. Almost every time I face a deck that uses the Giant Skeleton the game will end in a tie breaker because my opponent will be able to shut down every push. Am I the only one that feels this way? Thoughts?

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

    The Forbidden Love in Clash Royale

    Posted: 19 Feb 2021 02:11 AM PST

    Royale Community Dream Deck S01. Comment to Vote out Cards and Build the Dream Deck.

    Posted: 19 Feb 2021 06:49 PM PST

    I was in overtime and it didn’t let me place any cards

    Posted: 19 Feb 2021 03:45 PM PST

    Minion Horde rework!!

    Posted: 19 Feb 2021 10:32 AM PST

    Minion Horde rework!!

    New idea: Minion Horde rework! minion horde for 5 elixir is highly circumstantial and dies easily, so simply replace 3 minions with a mega minion, so the new card would be mega+3 minions, which is very similar to rascals and the goblin gang. [You may nerf the lvl of the minions to 2 levels below the card level or so, (such that zap can kill it) or nerf the mega for it to die to poision if needed.]But i seriously think this rework is necessary.

    New Minion Horde

    [Note: This card idea is similar the the minion gang except that +1 elixir and +1 minion]

    https://www.reddit.com/r/ClashRoyale/comments/c8rf26/new_card_idea_minion_gang/

    submitted by /u/8008aa
    [link] [comments]

    Black Clan Badge?

    Posted: 19 Feb 2021 02:48 PM PST

    Ive seen clans having the black border... is this new? I've seen the bronze/gold/purple ones etc. but not the black one... is it new?

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

    i thought it was a tiebreaker....

    Posted: 19 Feb 2021 09:35 AM PST

    Had to watch the replay twice to check, if it really was a skeleton predict

    Posted: 19 Feb 2021 02:40 AM PST

    Quarter 1 Update

    Posted: 19 Feb 2021 10:52 AM PST

    After re-watching Clash with Ash's SuperCell interview, pt.2, I noticed in the middle of the video that Drew was referring to the newest update as " I don't want to get your hopes up... but your wildest dreams will come true ." and when Drew was making an analogy to other games, he referred to a certain having a tower that has an ability. I feel the next update will introduce tower abilities or spoil the concept of tower abilities.

    This is not good. In a recent post that I made, I speak on how tower abilities can be added. From this video, it seems that SC intends to have it as an unlockable item like where a majority of the player base is already at. We shouldn't be given an item immediately if we fall in a category. We should work for it. Here is my post from earlier Clan Wars 3; I want to be sure that we don't receive something that won't make this game economically better. There's a satisfaction in grinding, not when you get something out of nowhere. If SC puts these abilities super high in the trophy road, that would be better, but now underleveled players won't play with these new mechanics. I feel I have found a good median.

    Please respond with your thoughts.

    submitted by /u/mattclement895
    [link] [comments]

    Sparky is out of tower range and it still shoots

    Posted: 19 Feb 2021 08:47 PM PST

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