Clash Royale u/deathr3aper633 “Try sells only :D” |
- u/deathr3aper633 “Try sells only :D”
- This is day 1 of using the 8 worst cards in the game. I lost 487 trophies, won a total of 3 games and was emote spammed by 83% of my opponents. Looking forward to day 2! (Please add your requests in the comments)
- It's funny how 1 year old comment is still valid.
- To u/Master_Spartan_CR, here is the first battle I did for your challenge to me (use RG and Golem in the same deck lmao). If anyone else has any challenges, I will happily comply to your suggestions
- How to absolutely massacre a player without spells (mid-ladder be like)
- Elixir Golem Animation
- u/Nobody_5433, Training camp deck it is. Thanks for the suggestion :)
- Now That’s A Good Rocket
- TV royale next week.
- I/YouTube_GamerRay “Use the 4 daily fortune cards and pick the rest from the shop.” It was not a very pretty game, but a victory, nonetheless.
- Selling cards
- The Flawed Logic of “No Skill” Decks
- Anybody else want a rewind/fast forward, slow motion and a scrub bar to your personal replays?
- Trying to understand the CR team
- Best predict shot I've ever made in my cr career
- Spot fixing. It was a fixed match by Lumberjack
- I have just made it to master 1 and I wanna know how I can improve my deck so keep moving up
- 3.1 Electro Giant Deck. Built it myself a couple months ago and never seen anyone else ever run it. Sitting at a consistent 4900-5100. Thoughts?
- How to use the new earthquake
- Sadly we lost in sudden death but still a clutch play
- This one goes out to u/Inspirational_Lizard. Yeah, the worst overall ladder cards together in 1 deck doesn’t work very well either.
- IDEA: New Challenge Series: The Mountain Trials
u/deathr3aper633 “Try sells only :D” Posted: 20 Mar 2021 04:19 PM PDT
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Posted: 20 Mar 2021 01:50 AM PDT
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It's funny how 1 year old comment is still valid. Posted: 20 Mar 2021 03:53 AM PDT
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Posted: 20 Mar 2021 04:04 AM PDT
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How to absolutely massacre a player without spells (mid-ladder be like) Posted: 20 Mar 2021 12:00 PM PDT
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Posted: 19 Mar 2021 11:26 PM PDT
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u/Nobody_5433, Training camp deck it is. Thanks for the suggestion :) Posted: 20 Mar 2021 05:21 AM PDT
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Posted: 20 Mar 2021 08:29 PM PDT
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Posted: 20 Mar 2021 02:50 AM PDT
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Posted: 20 Mar 2021 05:53 PM PDT
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Posted: 20 Mar 2021 08:26 PM PDT Has there ever been the idea of selling cards to your clan mates because I'm literally always short of gold as I get up the arenas? I have 4 cards of my deck which I can't upgrade at max at the moment because I don't have enough gold? I've been saving for ages and it's doing my head in? Surely someone must have suggested this before even if it's like a once a day thing because all I ever seem to get out of my pass royale chests are unwanted cards and stuff I never use as well? Nearly every card I have can be levelled up but I never will because I don't ever use them and it's just a waste? Also what nincompoop in the supercell office decided to make it so that guards die to arrows? They have a shield for a reason🤷🏽♂️😤😤 [link] [comments] | ||
The Flawed Logic of “No Skill” Decks Posted: 20 Mar 2021 10:25 AM PDT [link] [comments] | ||
Anybody else want a rewind/fast forward, slow motion and a scrub bar to your personal replays? Posted: 20 Mar 2021 12:15 AM PDT Sometimes I just wanna rewatch a certain part/parts of the match and that would make it much easier [link] [comments] | ||
Trying to understand the CR team Posted: 20 Mar 2021 04:39 AM PDT As a player who uninstalled the game a few months ago for the obvious reasons, and who followed what happened to this reddit since before CW2, I have some opinions/theories on what happened to this game that I did not see in other posts. So here I go trying to explain them. I do not claim I am right, this should be considered simply my own opinions. I do not believe the current clash royale dev team is necessarily "bad" or "lazy". However, I believe the code they are working on is probably bad, or at least not good enough to easily add features. Of course I have no definitive proof, but a bug I noticed since a long time, reported but never fixed, gives me that impression. Try playing a game, win, then exit the app before going back to the home screen. You will receive your chest when restarting the game with the label "legendary arena" instead of "arena 13" (assuming of course you are 4000+ trophies). Obviously it's a very small bug, with no functional impact, but what if everything else is coded like that ? I think most people who know a bit about programming would get the feeling that it's probably difficult to change things consistently in their code. Of course this is definitely not a proof and it's just one bug I'm mentioning, but in my opinion, it would explain a lot of things. People here are often blaming the dev team for the current state of the game, I think it may be unfair since there are other factors that may be overlooked. As a developer myself (not at supercell), I can see some arguments to their defense, or at least deeper reasons than "bad" or "lazy". First, I don't think you can afford to be lazy in a small team like theirs. A single person is expected to contribute too much to the project. As I said above, If the code they have for clash royale is not of good enough quality, then it's difficult to add features to the game, because you have to either do some dirty code, or you have to rewrite existing code better. The first solution takes time and/or worsen the problem for the next features, the second takes even more time. I believe this is what happened for CW2. The concept of CW2 may seem simple and easy to implement, but it may not have been that easy considering their existing code at the time. I think they had to spend most of the time improving the quality of their code, that's invisible work that no user notice, but which has to be done. If they did this well enough, it would explain their goal for more updates this year, since now they hope to have better code allowing faster implementation of features. Of course, they can also set easy goals to just deliver token updates if they do not have good enough code to be ambitious. Since they had to rush the end of CW2, that's certainly a possibility. Also, everyone seem to praise the first clash royale team, and blame the current team for the current state of the game (assuming there were only 2 different teams, which probably did not happen like this). I do not know what is true, but consider this other possibility. What if the first clash royale team were more experts at prototyping than writing maintainable code ? It's easy to add features when you start from scratch, but you do not need to write good enough code yet. Actually when prototyping, you are more interested in adding features fast in order to have a working product ASAP. Why take the time to write good code when you do not know for sure that your project will get positive feedback ? At this point you just want to produce something fast to test a project idea. If the product works, then you have to maintain your code now. On the top of that, you are pressured to add features, which you may be tempted to rush. In the long run, this can lead to very difficult code to maintain. One critism I also see is that they should have more people working in their team. I tend to agree with that. The only things I see that may dissuade/deny them from doing this is : 1) higher-ups who disagree (citing culture), 2) they get a share of the CR revenue so they don't want to share with new people, 3) they don't want to spend time coaching people to their code (especially if it's bad) because they are busy working on short-term goals. I don't know if one or more of these reasons are the real ones, I would bet on the first and third. Finally since I'm here I'll add a few last things I did not like about the communication/choices about this game (no CW2 rant, or just a bit). Removing 2v2 battles on CW1: They claim that noone used them. I don't believe them but of course I can't check the data. They could have just added a 4th collection battle type to the map (or bad code ?). I think the real reason they did this is because they knew CW2 would not have 2v2 included. So in order to remove this point of negativity from CW2, they removed 2v2 war battles earlier so that people would not blame CW2 for removing 2v2. Whatever the reason, I think this was a very bad choice for them. In my opinion, the social aspect is very important to keeping people on this game. I'm more exited about the game when I play against/with someone I know, especially if it's an IRL friend, and they removed the feature that was the most effective for that, considering it was for the war and rewards too. Now the next thing that comes close about the social aspect is actually CW2 itself, with clan members forcing each other to play as much as possible, earlier in the day, consistently, in order to not penalize each other. That's very unhealthy but actually keeps a lot of players in the game (for bad reasons) in my opinion. Also, their communication seems rather dishonest in my opinion. I uderstand that they have to show positivity towards the game, show it in a good light, so maybe they don't have a choice about this. But for example when they claimed to have solved the time zone issue "no more waking at xx a.m being late in the race", I did not buy their solution at all. Content creators did not buy it either, but to avoid negativity, they did not explain precisely why it wouldn't solve the issue. Of course it was better than nothing, but they have people working full time on this, they must have known what they were saying was simply not true. Also, I don't buy their argument for removing quests. They just wanted to balance the rewards given in CW2 in my opinion. Reshuffling rewards like that was a terrible idea if you consider "loss aversion". If you only consider the rewards, people generally prefer winning 5000$ than loosing 5000$ then winning 10000$. Even if you end up with the same value. Some studies estimate that losses are twice as powerful psychologically. The sims 3 vs sims 4 is a good example of this in games, where sims 4 adds features but removes some popular ones from sims 3. I'll not try to find every example of things like this, but the pre-release CW2 videos are good example of oversell (to put it nicely). Things like these (since a long time, not just videos) always gave me a negative impression about their communications. I believe this why alot of people now view their communications with mistrust even before they start. It's also possible to argue that this community is just unhealthy and toxic, but think about what lead to that. Does the game attracts toxic people or does it makes them toxic ? Both ? Of course, maybe that's still the best thing they can do considering other factors/strategy/priorities. Anyway, I had all this on my mind since a while and I did not find most of my arguments on similar posts about the game and the CR team. So I wanted to just put it out there, empty my bag and show different points of view. So here it is. Hello to whoever kept reading until the end. Edit: TLDR: maybe the dev team is slowed down by shortcuts they took to quickly develop features at the beginning of CR. Maybe now they have to spend most of their their time improving their code because otherwise they can't efficiently add new features. This is usually the result of being push to release features fast, and then having to move one to new features without improving the code quality first. Nobody knows what is true for sure. Also communication are dishonest IMO. And removing features is bad, even if you compensate with others. [link] [comments] | ||
Best predict shot I've ever made in my cr career Posted: 20 Mar 2021 10:26 PM PDT
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Spot fixing. It was a fixed match by Lumberjack Posted: 20 Mar 2021 10:22 AM PDT
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I have just made it to master 1 and I wanna know how I can improve my deck so keep moving up Posted: 20 Mar 2021 09:22 PM PDT
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Posted: 20 Mar 2021 06:26 AM PDT
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Posted: 20 Mar 2021 08:10 PM PDT
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Sadly we lost in sudden death but still a clutch play Posted: 20 Mar 2021 06:54 PM PDT
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Posted: 20 Mar 2021 06:12 AM PDT
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IDEA: New Challenge Series: The Mountain Trials Posted: 20 Mar 2021 01:37 PM PDT I would like to present an idea for a new CR challenge series (i.e., similar to how the elixir marathon is a series of related challenges) Introducing hazards into the arena Challenge 1 | You start at the base of the mountain. The ground is unstable with earthquakes (common occurrence; maybe every 5-10 seconds?) and boulders (i.e., what the Bowler throws; rare occurrence; once every 30-40 seconds?) randomly appearing throughout the arena affecting both players. Challenge 2 | As you make your way up the mountain, the winds begin to pick up. Tornados randomly appear dragging all troops together and pulling them apart. To aid you in your journey, the king grants you double elixir for the remaining challenges. Challenge 3 | Further ahead, as the winds finally calm down, suddenly a nearby volcano erupts, spewing fireballs at random damaging everything they hit. Challenge 4 | As you begin to get closer and closer to the summit, the temperature plummets, troops begin to move more slowly and giant snowballs begin to fall across the arena causing chaos. Challenge 5 | At the peak everything finally clears. You can feel the air buzzing, alive with energy. Suddenly zaps (common) and lightning (rare) begin to strike at random. The King decides to grant you triple elixir to aid you in your final challenge. 3 losses and you're out. Resets back to the beginning of whatever challenge you're on. Make it through the entire gauntlet and win a new emote or badge. Let me know what y'all think. Happy to discuss questions, comments, other ideas for the challenge, etc. [link] [comments] |
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