
Originally Posted by
SuperSteve[Supercell]
Apologies on the copy and paste job but here's what we had to say on Reddit:
n regards to ♥♥♥♥♥ing - let's split it into two questions:
What are you doing about ♥♥♥♥♥ing?
It has been, and will continue to be, an ongoing effort to discover and address the ways in which certain players can exploit gameplay and platform mechanics to gain an unfair advantage over other players. We've already put out several changes to the game such as adding (and tightening) the personal break restriction, tweaking revenge to have equal precedence as normal matchmaking, and adding several other changes under the hood to make things like assisted-touch and offline attacking more difficult. Our main approach has been, and will continue to be, to fix and improve what features of the game people are routinely abusing to gain unfair advantage. Rather than constantly policing the leaderboards and using banhammers to try to enforce fair play (which would be a huge distraction for the team to do at the level of consistency, accuracy and fairness we would expect), we'd rather just do our best to remove the options for exploitation in the first place.
We realize that there will always be players who come up with new tricks and ways to game the system, and that is a frustration we share along with the vast majority of players who Clash fairly. We feel very strongly that high-level gameplay should be as fair as possible and, to be perfectly honest, this isn't our favorite area to spend our limited focus on. Having such a small development team, we'd much rather be spending the time working on new features, troops, clan functionality and other things. When some new exploitative behavior does come up, though, we do our best to fix it as quickly as we can.
What are you doing about the difficulties of matchmaking in high level gameplay?
As a fun fact, less than .02% of daily active Clash players are in the Champion league. So, along with trying to make sure that people play fair, it is a challenge to try to keep high-level gameplay as active as possible. This is a major reason why, for example, we removed the week-long shield from Champion league and have been tightening the personal break limits. With so few top players who are so eager for each and every fight they can get, there often simply aren't enough attackable targets to satisfy the demand. We feel that, when you are at the top of the heap in Clash, you should have to constantly battle with the other top players to retain your top position. However, it is also only fair to give players time to recover after a defeat, and keeping these needs in balance with the most competitive and dedicated of players is challenging, to say the least.
Another other part of the issue, to be very frank, is simply that the trophy differences in the Champion league have become more extreme than they ever have been before. Remember the days when the global #1 player had "only" 4000 trophies? Now the top 90 players have at least 4000 trophies, and the global maximum is climbing ever-higher, making the Champion league span from 3200 to 4500 trophies. Given the way matchmaking ELO systems should work, matches between players with such wide-ranging score differences should be seldom, at best, but this leaves problems with people at the highest levels finding any matches at all. This issue only compounds itself when players are maximizing online time and shield time to stay out of matchmaking as much as possible, and will only get worse as the Champion league stretches thinner and thinner from end to end.
Unfortunately, there isn't a quick and dirty answer that will actually fundamentally fix this difficulty in high-level matchmaking, though we are well aware of the problem and discuss it fairly frequently. Ultimately, it may not be incessant tweaking of high-level matchmaking that fixes this issue, but instead providing new features and goals to keep top players engaged, rather than the endless grinding for +1 trophy at a time.