So you're saying if someone spends to do 500 attacks, they should be head and shoulders above anyone who does 50 attacks, regardless of the quality of their attacks and their defenses?
Be careful what you wish for. The inevitable conclusion of participation trumps win rate is a mediocre player can pay to beat the best of the best, which is a model we're trying to not emulate from many of our competitors.
I'm not top 20, currently ranked 33, but I have 51 attacks so far.
🤔🤔🤔🤔🤔
Last edited by Jofer16; 04-26-2017 at 11:37 PM.
So sounds like most just doing the minimum of free SoW. And that's a good strategy - because you get the Iron Coins and the fun of playing. It's why most of the top 20 are huddled so closely. My rank can fluctuate up or down 2-3 places with one win or loss - or as others win/lose - it's that close.
Where this system breaks down is reward on refills - if you want to get more competitive - as we see with ShaolinLondo, Jofer, - and me - which led to this experiment and validation of what Jofer wrote last week.
Developers - and the community - now know from numbers how this system is working and the disincentive to compete - and can make appropriate adjustments.
Thanks all of sharing! Comments welcome but probably don't need more numbers unless there's something that's been missed in this discussion.
Nicko-0517
I would not say that you're not skilled. I mean that if we move to a system which devalues win rates and cares mostly/entirely on volume of attacks would permits players who aren't as skilled to win (not that all winners would be, just that a winner could be). A system which puts more emphasis on win rate reduces or eliminates the possibility of a "winner" being someone with something like a 75% attack win rate and a 2% defense win rate.
You've won under our current system which specifically has checks and balances to encourage both high participation and high attack and defense win rates, after all.
But you said you value participation, which this system doesn't encourage. I guess I'm confused by the participation aspect of it all. How does this new system encourage people to play more?
Edit: and trust me, nobodies winning with a 75% attack rate and 2% defense rate when people like myself, Nicko, Gmac, Shaolin, Enti, Fallen are in town. that's a terrible example.
Last edited by Jofer16; 04-26-2017 at 11:46 PM.