Just quoted from SC website: Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. Our dream was to create game services with longevity like that. And we wanted to create them for the widest group of people possible. They would be games that almost everyone could get into.
We believed (authorīs note: past sentense) in the power of simple, fun game play.
For the record, in our clan we are very careful with war weight. As a clan leader of a predominantly maxers bases with a few engineered of lesser importance and a few .5, I always avoid unnecessary offensive power (no reason for more than one 8.5 to finish an eventual remaining th8 oponent, for exemple). So we usually were able to avoid engineering (prior the mm update we were matched against good engineered clans 1/10 of the time). But once in a while, there it was a heavily engineered clan to break our win in streak.
In our last war (with the new MM) I simply didn't include those unimportant engineered bases and we have a very fair match with a couple of early th 8.5 on our side vs a couple of th 8 on their side, but an equal number of real th 9 and th10. If we could be sure that without engineered bases on our side we would always get fair matches like this, we would completely turn into a non engineering clan.
Just quoted from SC website: Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. Our dream was to create game services with longevity like that. And we wanted to create them for the widest group of people possible. They would be games that almost everyone could get into.
We believed (authorīs note: past sentense) in the power of simple, fun game play.
Just quoted from SC website: Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. Our dream was to create game services with longevity like that. And we wanted to create them for the widest group of people possible. They would be games that almost everyone could get into.
We believed (authorīs note: past sentense) in the power of simple, fun game play.
Just quoted from SC website: Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. Our dream was to create game services with longevity like that. And we wanted to create them for the widest group of people possible. They would be games that almost everyone could get into.
We believed (authorīs note: past sentense) in the power of simple, fun game play.
Still broken. We have a terrible matchup with our current war.
20v20
We have:
2, 11s (1 max, 1 not)
7, 10s (2 near max, 2 mid, 2 a bit upgraded, 1 new)
1 Eagle, 4 inferno bases
They have:
5, 11s. (2 max, 3 mid)
2, 10s (1 near max, 1 lower)
2 Eagles, 5 inferno bases
Bottom of the maps are similar.
They have a very large edge on offense and a bit of an edge on defense.
Supercell has made the task of finding even war matchups far more difficult for themselves by catering to engineers and rushers. Trying to come up with an algorithm that can create a "fair" matchup between an engineered 11 and other non engineered bases seems to be impossible.
If you simply weigh a base at a minimum of a max prior level TH and then add on weight for each new TH lvl thing you add, you'll eliminate the huge range of bases that you need attempt to match. (Easy numbers for example. A max TH9 weighs 100. At a minimum, a TH10 would weigh 100, even if it had TH7 defense and offense. If you add an inferno to the base, the weight now goes up to 105. But if you simply upgrade defenses from TH7 lvl to TH8 lvl, your weight is still only 100)
I also think that offensive weight should be based largely (if not solely) on the single highest troop level, not the collective troop level. People currently can abuse the system by only upgrading specific troops and not even bothering to unlock many others. If someone maxes drags and does nothing with gobs they have a lower weight than someone who maxed both, while still having all the offensive firepower they need to 3 star bases. So, if a person has max miners and not everything else unlocked, they should be weighted very closely to someone with everything maxed because they ultimately have nearly the same 3 star power.
So ultimately SC is making their task more difficult by pandering to people who abuse the system (engineers) instead of just simplifying the system and penalizing people who engineered or rushed. They should also be more open and transparent about the system. The designers have a vision for what war should be, I very much doubt that it includes defenseless bases, tell people what that vision is and make it happen.
By attempting to cater to all (including those who stretch the limits in war) war matchmaking will never be even and as a result wars will continue to be less about who has more skill and more about who gamed the system better for an edge.
Last edited by cnaf; August 28th, 2017 at 08:55 PM.
Level: 187 | TH10 | IGN: cnaf11
retired
War #2
us
1-7 th11s
8 th11 no ea max troops and gw
9 th11 gw9, new th11, no ea
10-21 th10
22-25 th9
them
1-11 th11s
12 th11 no ea max troops and gw
13 th11 gw11 no ea
14 th11 gw10 no ea
15-19 th10
20 th11, Max GW and witch, bowler, healer hound valk rage heal jump freeze
21 th10 new
22-24 th9
25 th8
matchmaking post update has not improved it is worse.
i stick by my previous post of give each th a weight. This would discourage rushing/engineering in war.
their #20 is the same on offence as our #8
Contact SC here. Click here for how trophies are calculated. An idea to improve legends here. I wish max players had a separate loot bank as described here. Caution, I often discuss for the sake of discussion and enjoy having my opinion challenged (or approved of) even when I care little about the actual issue. My balance wish: get rid of tornado trap, make it a decoration.