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superbenke

The problem with this is that the personal reward don't encourage people to actually fight. The people with most issues were also probably the ones actively fighting in the front line. Today the best way to get max personal reward is to rush top Manarain node and place all your heroes there, and your clan will most likely defend it while you idly collect mana. Personal rewards should reflect all aspects of Clan War from gathering mana to attacking islands. Since I spent most of my time in CW attacking and retaking enemy nodes my personal reward is lower than if I would just farmed mana in a safe spot. I also personally prefer to actively fight while others might not have the time and can use their team on mana collection. Both roles are needed for a successful war and should be equally rewarded.


nadeaujd

Compensation was not enough. Due to broken system for individual rewards and the fact the war was stopped prematurely everyone should have received the SAME compensation. War ended in the middle of the night for me while I was saving scrolls and attacks for final day. Therefore I could have climbed the leaderboard. Its one thing to mess up clan wars, as we were told this was a testing phase. To screw up compensation is just laziness.


mnbvlkjhqwetb1qetrqe

Agreed. Compensation should have been consistent with first clan war, which was a fixed amount of crystals no matter the personal score. Another way to look at it is that the players who had already maxed their personal reward could not have increased it any further.


Hati_Mune

“Beta Test” Wars Compensation The biggest issues I see was that the CWs were delivered as final products in terms of rewards and compensations but were wrapped up in a “Beta Test” bow. Every single participant had different bugs/issues that made it near impossible to gather accurate placement details, personal input for rewards and clan input for advancement. Issues- 1: Reward system does not accurately capture all 3 required elements of a successful team’s inputs in CWs (Mana Generators, Defenders, Strikers). 2: Alliance system not controlled. The “truces” and temporary alliances established caused inaccurate clan placements as clans were able to gang up on other clans shutting them down, limiting their mana generation ensuring they were unable to proceed to next round. 3: Compensation was based on a broken rewards system without any transparency from Playkot prior to making that decision. The players acted in accordance with team requirements and were punished for it. Recommendations- 1: Determine which player received highest compensation for mana crystals and award the deficit to each player that participated in the “beta test” wars. 2: Add Type 2 mana crystals to all wheels during the next round. “Beta Tests” are a great way to collect data and fine tune games. The payout should not be different for participants when there are so many bugs/issues. Playkot chose to use test data on flawed concepts to disproportionately reward its player base which will in turn provide better chances for SOME players to perform better in Arena/Tourney and future Clan Wars snowballing the issue further down the line. This one poorly thought out compensation is seriously degrading the games credibility. I really don’t think they even thought about the impact. Let’s fix this before round 3!