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Thread: Make End of Season Rewards Relevant

  1. #1
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    Make End of Season Rewards Relevant

    I have always wondered why it is that, in the whole world of COC players, why is it that only a handful of players, at the very top of the leader boards, get gem rewards for a season?

    I figure that, with android downloads alone, there are atleast 15-18 million players in game.. to consider how many people play the game, why wouldn't there be more diverse season rewards that affect a broader group of people? To most players, the absolute highest impact that a season has on 99% of players is at most superficial. (donation counts, defense / offense win count)

    As an example of how to implement a change like I am suggesting, you could have the leagues be divided up into competitive leagues and farming leagues, with competitive leagues starting at Master 3:

    As a competitive league, M3 would get 100 gems at the end of the season, then M2 gets 150, M1 gets 200, Ch3 gets 300, Ch2 gets 350, etc. That amount is likely not enough gems to really accomplish all that much, especially given the length of the season; although, it would probably stimulate a player's desire to purchase more gems, given that its a good amount of gems, but not enough to be substantial. Kind of like giving out free samples of chicken at the mall. At the same time, it provides gratification and a sense of accomplishment for reaching whatever league you are in.

    As a farming league, Bronze 3 would receive a loot award at the end of the season depending on which league you are in. The amount could be 10-15 times the win bonus of the league you finish in flat out, or it could even be the net total of your offensive win's league bonus plus the sum of your defensive wins / losses, to further discourage town hall sniping and make player activity more valuable.

    An example would be this: you win 10 raids in Gold 1, lose 2 defenses in gold 1, win 18 raids in Crystal 3, and lose 5 defenses in Crystal 3, so the net gain would be 8* the win bonus in Gold 1 + 13* the win bonus in Crystal 1 = 8G1 + 13C3= R, where R is the total reward, G1 is the Gold 1 win bonus, and C​3 is the Crystal 3 win bonus. So according to the equation, you'd have:

    (10(14,000E + 14,000G) - 2(14,000E + 14,000G)) + (18(35,000E + 35,000G + 100D) - 5(35,000E + 35,000G + 100D) = 567,000G + 567,000E + 1300D

    As a stipulation, the season ending would only provide a reward, so if you lost more defenses that you won, due to being sniped, inactivity, or just a plain poor win / loss ratio, you could not be penalized any loot. You just would not receive an end of season reward. (so all negative values resulting from the above equation would be transmuted into a value of zero.)

    In fact, you could even scrap the whole division of leagues all together, and apply the above formula to all leagues, but at a reduced rate above crystal 3. This would discourage exposed town halls as well as extend the relevance of seasons and leagues to the rest of Clash of Clans. If done in the original way described, it would still provide appropriate rewards to the players you would likely see at each trophy range anyways, as loot is probably more valuable than a handful of gems to most people fixed in the farming leagues, and gems are probably more valuable to people in the competitive leagues (gemming heroes for war, boosting barracks / instant troops for donation)

    Furthermore, I highly suspect that the top players are whale gem purchasers, and I have heard interviews with them saying that the season's gem reward to them is nothing compared to what they normally spend. For them, then, it would probably make more sense to remove the huge gem reward for the top of the leader boards, and provide them with a smaller, yet proportional, gem reward, as well as an object of more value to that type of player: a cosmetic, decorative, or profile reward.

    Anyways, I'm not looking for a free handout from SC, or to hurt their bottom line, but I've been playing for years and am looking for a more immersive experience at this point. This is not the only way, but I'd like something of this manner to provide an additional incentive to play more. Do you guys have any similar thoughts, or is everything fine the way it is, to you?
    Last edited by Aylan2013; November 1st, 2015 at 07:29 AM.

  2. #2
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    100 gems a season for end season pushing is a bit too much and will likely cut sc profits.


  3. #3
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    Quote Originally Posted by Radiating View Post
    100 gems a season for end season pushing is a bit too much and will likely cut sc profits.
    An obstacle spawns every 8 hours, and can give up to 6 gems per obstacle. Let's just assume the average was 3 gems per obstacle, then you are currently getting 252 gems per season, just to clear obstacles.

    I also disagree completely that it would hurt their bottom line. Theoretically, the end of season reward should increase activity, as gems are always going to be in demand, which in turn would increase the difficulty of pushing, and thus the value of trophies as well as tools that would aid in pushing. (i.e. gems)

    So it is a way to both reward players, and, considering the small amount in comparison to what would be needed to actually make a difference, increase the value of their product. Theoretically, a higher value product leads to increased sales.

    Ultimately, there are many ways to monetize a product and streamline profitability. I merely included my theory on how this suggestion would affect revenue because, for some reason, it seems that people are really concerned with SC's revenue, when it comes to changing game mechanics. However, I can't see how a mechanic like this would be enough to outweigh the benefits, devalue gems, and hurt SC's bottom line, personally.
    Last edited by Aylan2013; November 1st, 2015 at 07:28 AM.

  4. #4
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    Quote Originally Posted by Aylan2013 View Post
    I have always wondered why it is that, in the whole world of COC players, why is it that only a handful of players, at the very top of the leader boards, get gem rewards for a season?

    I figure that, with android downloads alone, there are atleast 15-18 million players in game.. to consider how many people play the game, why wouldn't there be more diverse season rewards that affect a broader group of people? To most players, the absolute highest impact that a season has on 99% of players is at most superficial. (donation counts, defense / offense win count)

    As an example of how to implement a change like I am suggesting, you could have the leagues be divided up into competitive leagues and farming leagues, with competitive leagues starting at Master 3:

    As a competitive league, M3 would get 100 gems at the end of the season, then M2 gets 150, M1 gets 200, Ch3 gets 300, Ch2 gets 350, etc. That amount is likely not enough gems to really accomplish all that much, especially given the length of the season; although, it would probably stimulate a player's desire to purchase more gems, given that its a good amount of gems, but not enough to be substantial. Kind of like giving out free samples of chicken at the mall. At the same time, it provides gratification and a sense of accomplishment for reaching whatever league you are in.

    As a farming league, Bronze 3 would receive a loot award at the end of the season depending on which league you are in. The amount could be 10-15 times the win bonus of the league you finish in flat out, or it could even be the net total of your offensive win's league bonus plus the sum of your defensive wins / losses, to further discourage town hall sniping and make player activity more valuable.

    An example would be this: you win 10 raids in Gold 1, lose 2 defenses in gold 1, win 18 raids in Crystal 3, and lose 5 defenses in Crystal 3, so the net gain would be 8* the win bonus in Gold 1 + 13* the win bonus in Crystal 1 = 8G1 + 13C3= R, where R is the total reward, G1 is the Gold 1 win bonus, and C​3 is the Crystal 3 win bonus. So according to the equation, you'd have:

    (10(14,000E + 14,000G) - 2(14,000E + 14,000G)) + (18(35,000E + 35,000G + 100D) - 5(35,000E + 35,000G + 100D) = 567,000G + 567,000E + 1300D

    As a stipulation, the season ending would only provide a reward, so if you lost more defenses that you won, due to being sniped, inactivity, or just a plain poor win / loss ratio, you could not be penalized any loot. You just would not receive an end of season reward. (so all negative values resulting from the above equation would be transmuted into a value of zero.)

    In fact, you could even scrap the whole division of leagues all together, and apply the above formula to all leagues, but at a reduced rate above crystal 3. This would discourage exposed town halls as well as extend the relevance of seasons and leagues to the rest of Clash of Clans. If done in the original way described, it would still provide appropriate rewards to the players you would likely see at each trophy range anyways, as loot is probably more valuable than a handful of gems to most people fixed in the farming leagues, and gems are probably more valuable to people in the competitive leagues (gemming heroes for war, boosting barracks / instant troops for donation)

    Furthermore, I highly suspect that the top players are whale gem purchasers, and I have heard interviews with them saying that the season's gem reward to them is nothing compared to what they normally spend. For them, then, it would probably make more sense to remove the huge gem reward for the top of the leader boards, and provide them with a smaller, yet proportional, gem reward, as well as an object of more value to that type of player: a cosmetic, decorative, or profile reward.

    Anyways, I'm not looking for a free handout from SC, or to hurt their bottom line, but I've been playing for years and am looking for a more immersive experience at this point. This is not the only way, but I'd like something of this manner to provide an additional incentive to play more. Do you guys have any similar thoughts, or is everything fine the way it is, to you?
    Quote Originally Posted by Aylan2013 View Post
    An obstacle spawns every 8 hours, and can give up to 6 gems per obstacle. Let's just assume the average was 3 gems per obstacle, then you are currently getting 252 gems per season, just to clear obstacles.

    I also disagree completely that it would hurt their bottom line. Theoretically, the end of season reward should increase activity, as gems are always going to be in demand, which in turn would increase the difficulty of pushing, and thus the value of trophies as well as tools that would aid in pushing. (i.e. gems)

    So it is a way to both reward players, and, considering the small amount in comparison to what would be needed to actually make a difference, increase the value of their product. Theoretically, a higher value product leads to increased sales.

    Ultimately, there are many ways to monetize a product and streamline profitability. I merely included my theory on how this suggestion would affect revenue because, for some reason, it seems that people are really concerned with SC's revenue, when it comes to changing game mechanics. However, I can't see how a mechanic like this would be enough to outweigh the benefits, devalue gems, and hurt SC's bottom line, personally.
    There are WAY more than 15-18 million players on Clash of Clans. They get over 4x that many downloads per day. PER DAY. The gem rewards are definitely way too much, but I like the 10x league loot bonus idea.

    Your obstacle math is correct. The problem is, you are assuming that you get 6 gems every time, when in reality, you get anywhere from 0-6. There is a pattern. 6, 0, 4, 2, 0, 3, 2, 0, 0, 5, 1, 0, 3, 4, 0, 0, 5, 0, 1, 0. What does this mean? You only get 6 gems 5% of the time. On average, you get 1-2 gems per clear. Not that much. Your solution is wrong.

  5. #5
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    Quote Originally Posted by clashcon View Post
    There are WAY more than 15-18 million players on Clash of Clans. They get over 4x that many downloads per day. PER DAY. The gem rewards are definitely way too much, but I like the 10x league loot bonus idea.

    Your obstacle math is correct. The problem is, you are assuming that you get 6 gems every time, when in reality, you get anywhere from 0-6. There is a pattern. 6, 0, 4, 2, 0, 3, 2, 0, 0, 5, 1, 0, 3, 4, 0, 0, 5, 0, 1, 0. What does this mean? You only get 6 gems 5% of the time. On average, you get 1-2 gems per clear. Not that much. Your solution is wrong.
    Assuming that the number of gems awarded for clearing an obstacle of random, the average should be the median, which is 3/4.

    Edit: I just read the wiki and you are correct in that. Modifying the above solution, you would get exactly 168 per season as a result of this.
    Last edited by Aylan2013; November 1st, 2015 at 07:39 AM.

  6. #6
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    Quote Originally Posted by clashcon View Post
    There are WAY more than 15-18 million players on Clash of Clans. They get over 4x that many downloads per day. PER DAY. The gem rewards are definitely way too much, but I like the 10x league loot bonus idea.
    .
    There is no way they are getting 60 million downloads per day. That is 600 million in 10 days. And the population of the entire planet about 3 months...

  7. #7
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    Quote Originally Posted by Aylan2013 View Post
    Assuming that the number of gems awarded for clearing an obstacle of random, the average should be the median, which is 3/4.

    Edit: I just read the wiki and you are correct in that. Modifying the above solution, you would get exactly 168 per season as a result of this.
    A little more than 168 if I'm not mistaken.

    Obstacles encourage constant gameplay. End of season rewards does not and would only make pushing easier with more snipes.


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