CR: Lets talk about my not-so-super chest

Super Magical Chests (impossibly dumb name) in Clash Royale are handed out randomly whenever you earn a loot chest, with a drop rate of 1/1000. The rest of the chests are on a set rotation. The Super chest isn’t just the best chest in the game, its BY FAR the best. At Arena 6, a magical chest gives you 78 cards, with at least 15 being rare and 2 being epic. A super magical chest gives you 468 cards, with at least 93 being rare and 15 being epic. Like I said, the difference is insane.

Recently my main account was lucky enough to get a Super chest. After waiting 24 hours to open it, the time finally arrived. And I got hosed. Hard.

Some background first. The way chests work is that you don’t actually have a random chance to get 468 unique cards. In a chest like that, you will get somewhere around ten different cards, with a large (300+) count of one common, a large (60ish?) bundle of one rare, and 10+ of one epic. In other words, basically three of the cards you get will be the focus on a Super chest, with everything else being very minor.

Back to my chest. The common bundle was goblins, which aren’t horrible, but also aren’t a ‘top’ common IMO. This made the card my first level 8 card (my commons were level 6-7 at the time, getting a common to level 8 requires 200 cards), meaning I’d use it and work my deck a bit to make it work. This was pretty easy, as I simply replaced the one-drop skeletons with the two-drop goblins.

The rare was elixir pump, which at first seems great, as elixir pump is one of (if not THE) most used rare cards and easily fits into almost any deck. The drop got the card to level 6, which is rather high for a rare (my other rares were at level 4). The problem with leveling up the pump is that it doesn’t do much, as it only gives the pump more HP, and ideally you generally don’t want the pump getting hit. It does make the pump a better distraction when needed, but almost any rare would have been more helpful to boost to level 6.

The epic I got in bunches was mirror, moving it to level 3 (from zero). Mirror isn’t terrible, but again almost any other epic to level 3 would have been better, and had it been one of the epics I already had at level 2, an epic to level 4 would have been a crazy power boost. Back to mirror, its a tricky card to use, even at level 3. It clones epics to level 3, which is good, and rares to level 5, which is ok, but only puts commons at level 7, which is a waste for a +1 elixir cost.

Cloning an epic like Pekka can win me a game (having a level 2 and level 3 pekka in the same lane is very difficult to counter), but when that does get countered, it’s almost a guaranteed loss. Plus as mentioned, cloning commons is generally a bad move, meaning some games mirror sits in my hand for large stretches of time, resulting in more limited options.

Not surprisingly, after the Super chest my trophy ranking didn’t really increase. It actually initially dropped a bit as I figured out how best to make mirror work and what cards to place around it. I’m floating around 2000 trophies now, dipping in and out of Arena 7 (account level is 7), but I fully believe this is more about learning how to get the most power out of the deck I have than the base level of the cards themselves. My alt, who is still level 6, is usually 100 trophies above my main account, simply because I’m more comfortable with that deck and the synergy works better for me.

Hopefully the next Super chest is a bit more kind, whenever it shows its 1/1000 head.

Posted in Clash Royale, Rant | 4 Comments

Dragon’s Dogma is a great offline MMO

Dragon’s Dogma was recently released on PC, but is a game that came out in 2012 or so on PS3 and whatever Xbox version was around then. I might have more to say about it as I play it a bit more (only 5 hours or so in), but one point has jumped out at me hard enough to warrant a blog post.

Dragon’s Dogma is the MMO most people are actually playing. Note: Dragon’s Dogma is not an MMO.

You create a character with a surprisingly deep customization system, you do standard quests from standard NPCs, get loot, learn and upgrade abilities, and you do most of this in a party of four while running around in a fantasy world split into ‘zones’. (Ok the ‘in a party thing’ isn’t very much like an MMO today, but still…)

The only online part is that two of the four party members are characters other players have created, and the character you created can also be used as an NPC by others, which gets you rewards (I’m not sure WHAT the rewards are just yet, but I’m pretty sure you get something).

Now, what is the difference in running a dungeon in Dragon’s Dogma with player-created but computer-controlled characters and running an instance in WoW with player-created and ‘might as well be bots’ other players? Lower chance of racism or ragequits in DD aside, nothing right?

It is an interest mechanic, especially from the viewpoint of an MMO player who still remembers what MMO gameplay was like prior to themeparks transitioning into online single player RPGs.

Posted in MMO design, Random | 2 Comments

CR: The brutality of a shorter feedback cycle

One of the big differences psychologically between Clash Royale and another PvP game like say League of Legends is the length of the feedback cycle. In LoL a win or a loss takes about 30 minutes, which means the average player isn’t likely to string 3-4 games in a row. In contrast, CR game’s take 2-3 minutes, meaning it’s entirely possible to ‘casually’ play 10 or so games in a row.

What this means is that CR gives you far more feedback on your skill level than LoL over the same period of time, and this is further driven home by the fact that CR is a 1v1 PvP game rather than a team activity. When you lose in CR it’s all on you.

Well, mostly anyway, which brings up another important factor; CR gives you far more easy excuses to make. You didn’t get the ‘right’ cards, you’re opponent had better cards, you ran into ‘the perfect counter’, etc. It’s very easy to lay blame for a loss on a number of factors without blaming yourself and your mistakes. And the crazy part? If you watch a replay of your own game, I’m guessing 9/10 times you can spot enough mistakes made that likely could have lead to a different result.

And CR isn’t just about in-battle skill. Putting together a cohesive deck is also more difficult than it initially looks. This is further complicated by what cards you have available, because while you aren’t going to have access to everything, you will have access to more than one option, and that is a player-skill decision in picking the right card to fit the other 7.

But that kind of reflection and personal honestly is somewhat rare. People don’t like admitting that not only was the other player better, but that overall they aren’t nearly as good as they want to believe. CR drives this home too, because where you are in terms of arena rank is a surprisingly accurate reflection of your player skill, especially because most players are ‘free’ players, so running into a whale is very, very rare, and even more so in the lower arenas. But even the existence of whales is a built-in excuse in you want to take it.

CR really is a fascinating social experiment in PvP psychology, because more so than most games, its absolutely brutal to thin-skinned players, both in quickly showing them their lack of skill, and also giving them plenty of reasons to quit and lay blame elsewhere.

Posted in Clash Royale | 18 Comments

CR: You likely suck more than the chest timers do

The more I think about it, the more I think the main issue with Clash Royale’s business model is based on presentation rather than actual function. The game hits you right away with big timers, and is also misleading in how you should play and when. The actual model, where spending gets you closer to the hard end-point faster (Pay-2-Skip), isn’t really the problem, just like it isn’t in Clash of Clans or Boom Beach.

Let’s start at the beginning. Almost right away CR gives you chests with 3 or 8 hour timers, and limits you to holding only four of those at a time. Within 5 minutes or so of playing for the first time, you will fill up on chests. Then, to make this worse, the game gives you a notification/warning that playing more won’t earn you more chests, leading a player to believe that they should stop and either pay to open a chest or come back to the game in a few hours. That’s a really bad first impression, and this continues as you play, with that message coming up every time you try to queue up and already have four chests.

First and foremost, that notification should be removed, because not only is it annoying, it’s misleading. Yes, you can’t earn more than four chests at a time, but a new chest isn’t the only reward for winning matches. Unless you are Tobold-dumb, you will rather quickly realize that moving up in rank/arenas is a good thing, so playing to earn trophies is also a good thing. Depending on your deck and skill level, you will likely hit a point where it’s very difficult to progress higher, but you should always try to be at that break-point to get the most value out of your chests. Plus the more you play, the better you should get, which will naturally increase your cap.

More broadly, the model as-is isn’t bad. Imagine if instead of chests with timers you had a chance to get a card after every win. Not only would this encourage win-trading, but would also mean that progressing to the end-point of power would be even more heavily skewed towards those with more time. Today you can play for a short burst daily and ‘keep up’, under a different model that might not be the case.

This model (system limits on progression based on time) has proven very successful in both CoC and BB. In both those games you can’t simply play more to advance faster, as the games limit you with training times. In addition to this balancing the game around the business model (motivation to spend to speed up for the impatient), it also helps players not burn themselves out. CoC has now been a top mobile game for over two years, and I believe a large part of that success is the game’s pacing. (This also relates back to the success and recent failure of the MMO genre, progression is simply too fast and you can ‘finish’ a game in a short burst, which kills retention and the overall MMO model for success).

CR makes your lack of cards/levels more clear because it’s a direct PvP game. When they lose, many will instantly blame their lack of deck strength, rather than personal mistakes made during the game. Even when card levels are fairly equal, if someone is using a card you don’t have, it’s natural to blame the game or business model for not giving you that card yet, instead of again noting that you didn’t counter what the other players was doing well.

Now certainly there will be games where the opponent’s deck is so far above yours that winning is nearly impossible (although even now I’ve beaten people with cards 2-3 levels higher, so what is possible vs what people believe is possible is also an important distinction), but those instances are actually fairly rare given how the trophy system works beyond the first few arenas. The far more likely issue is one of perception; someone will look at a winner’s deck, see a card or two a level higher, and come to the conclusion that it was deck strength that was the difference. Human nature makes people more likely to deflect blame rather than accept it, and CR gives your brain a lot of ‘easy outs’ to do so.

Finally, what is important to keep in mind is that diminishing returns are in high effect in CR, while a hard-stop also exists. Moving a card from level 10 to 11 takes a huge amount of cards and gold, but the power increase is fairly minimal. At the same time, once a card is maxed, that’s it. More money can’t be spent to further increase power, and there is nothing that you can buy that a non-paying player doesn’t have access to. There is no gold ammo or shop-only stat gear in CR, just like there isn’t in CoC or BB. A CR whale that spends thousands to almost instantly get a max deck will simply play against others with high or max decks (assuming they aren’t a Tobold that loses to far weaker decks and can’t even make it that far up), and how those other players got their doesn’t matter. A free player with a max deck is the same as a whale with a max deck, and they can’t spend/play more to get more power.

The big difference between CR and CoC/BB is that CR is faster to point out your lack of player ability, and this makes it easier to shift blame from your personal lack of skill to the business model being unfair. It also gives spenders a short term ‘feel good about yourself’ boost, because for a very limited window of time after they spend, they will win more as they shift higher up in trophies. Ultimately however spending to move up won’t work, so not only can you not ‘win’ CR by spending, you can’t even come close. At best you can pay to skip to the ‘end-game’ of facing other max decks, and much like paying to skip ahead in CoC/BB, doing so more often than not leads to some hilarious results (for others, not for the spender).

Posted in Clash Royale | 15 Comments

Clash Royale: How to be smart with the game and your money

Some random items around Clash Royale, which has taken gaming by storm because, goddamn, it’s a ton of fun.

First, why do some people call it a MOBA? I mean I get the lanes thing, but having multiple lanes isn’t the make/break for a game being a MOBA, is it? This kinda reminds me of a few years back where everything was an MMO because it had online multiplayer, or calling a third-person game with guns a FPS because bullets are involved. To me a MOBA is centered around controlling a single character on a team against another team, using skills/abilities, items, etc in twitch-like gameplay to win. CR fits none of that.

Second, moving past idiot ‘advice’ from people who are level 6+ (allegedly) but can’t get past Arena 2 because they might honestly be the world’s worst/dumbest PvP’er, the actual best way to advance is to get as high as you can in arenas, as each new arena gives you better chests (more cards, more gold). This will also push you higher and higher against stronger opponents, which in turn will show the weaknesses of your current deck or strategy, as well as exposing you to new cards and how to counter them. Think of it as accelerated learning, and so long as you aren’t a thin-skinned man-child who’s frail ego can’t handle losing, this will make you a better player faster. (Plus it’s always fun to beat someone with higher-level cards, which to a certain point is very possible in CR.)

More gold is especially important, because every day you are given a new common, rare, and epic card to buy with gold (double options on Sunday). Not only do you want to be higher level so you open up more options here, but you also want to gain as much gold as possible so you can buy the right epic when it comes up. If you are going to spend money on the game, the best non-whale way to do this is to spend $5 on gems and convert those gems into 10k gold, which will buy you 5 epics (2k gold each). This could take a bit of time as what epic you see is random, plus what epics you want might change as your deck evolves, but either way epics are the rarest cards, so buying those up makes the most sense. Think of that $5 as your mini-MMO monthly sub if you will.

A quick note about balance. Either the meta simply hasn’t shaken out yet (possible, although given how rabid people are, somewhat unlikely), or the game is amazingly balanced, because if you watch top-level play in CR-TV you will notice almost every card is being used. Compare that to say Hearthstone balance and how many dead-for-a-year cards exists, and again, incredibly impressive.

Finally, I’m happy to say our clan is full at 50 members, and is a very active place of chat, card donations, and skrims. If you missed the window to join, keep an eye out in case we have someone drop.

Posted in Clash Royale | 15 Comments

Don’t be as dumb as the burning man in Clash Royale

I’m sure most (all?) of you have already figured this out, but just in case, don’t be this dumb in Clash Royale. The math is rather simple, but if you need it broken down here you go. The more (very obvious stuff) you know!

PS: We are at 48/50 spots in the clan, so join now or forever regret it.

Posted in Clash Royale | 6 Comments

+1 for Smed, EQN is dead

Another notch on Smed’s belt-o-failure has been added. Too bad no one in 2013 could have possibly predicted this

And so continues the story of the one-hit-wonder that was/is SOE, now with awkward bastard child Landmark hanging in the wind. Classic SOE though to say “no no, Landmark is fine”. Lies even from the grave, it’s almost respectable how little self-worth or pride that studio has.

Posted in EQNext, SOE being SOE | 12 Comments

Clash Royale review

Let’s talk more about Clash Royale, because it’s good. Really good. SuperCell today is where Old Blizzard was back in the day; the games they make are easy to pick up, lure you in with the promise of more enjoyment if you get into them, and ultimately have the ability to consume way more of your time than you had thought possible. Clash of Clans is straight-up one of the best games out right now. Boom Beach is its more casual, wacky cousin, and now Clash Royale is the real-time, 2-3 minute adrenaline shot of goodness. If SuperCell ever makes an MMO, god help us all.

Unlike CoC and BB, the matches in Royale are real-time, meaning you get matched up with your opponent and all the lovely technology factors like lag and whatnot are in play. The amazing thing? I’ve yet to have a SINGLE hiccup during a match. Zero lag, zero rubberbanding, zero disconnects. It sounds so simple and basic, but when you consider the fact that even a monster like League of Legends isn’t perfect in this area, the fact that Royale basically has been is really amazing. The near-instant loading times and everything else working as expected are pretty nice too.

The UI is near-perfect. Again it’s a basic thing, but how many mobile games have a UI that you would call great? Hell, how many games period have one? The UI in Royale is one that you can understand almost instantly, everything feels like its one click away, and again switching between menus/views is so fast you forget you are playing an online mobile game.

I like the graphics a lot as well. Initially when I saw screen shots of the game I wasn’t a huge fan, but now having played the game they really do work. Plus not only is the game good-looking for a mobile title, the graphics actually aid in gameplay. Placing a unit exactly where you want on the board is easy, which is huge and if done wrong, would be a game-killer. Seeing what units are on the board and what they are doing is clear. Units don’t blend together (no “what unit is that?), and even when there is a huge melee going, it never looks or feels like total chaos (or graphic-lags on my iPhone 5s or older iPad).

Most importantly, the matches can be tense as hell, even at the lower levels. While the complexity certainly does ramp up as you get more options, even with just the starter cards you have a ton of choice/control over the match. This isn’t CoC where until mid-TH8, derp-dropping dragons is a sure-win. Royale matches feel like TH9-ish depth, but because they are real-time, you can do well without having the year+ of knowledge buildup that a skilled TH9 CoC player has, because you are most likely facing and reacting to a similar-skilled player. As mentioned before, the action is fast without feeling twitchy-fast.

The game’s structure is solid as well. Every win gets you trophies, while a loss costs you some. As you hit certain trophy milestones, you move up in arena ranks. The higher your arena, the better the chests you can open. This not only means more gold and cards, but also more card variety, as each arena opens new cards for you. This makes every match mean something, without any one match being a life/death situation. There are no promo series like in LoL that really put the pressure on, but at the same time trophies mean a lot more in Royale than they do in CoC or BB. This structure also means that a skilled player will move up faster, while one that isn’t as good will also eventually move up due to deck power (leveling up cards). I’ve beaten opponents with higher level cards, but the larger the gap, the more you really have to out-play them. The good thing here is that in every match, there are so many player decisions to make, you almost never feel like you simply lost due to deck power.

Speaking of decks and power, I think comparing Royale deck building to rock/paper/scissor is selling it far short. For example, the skeleton army card is certainly instantly countered by the arrow card (one summons a large swarm of weak units, the other is a large AoE ability), but even in a match where you know your opponent has the arrow card, you can still wait until they use it to throw out your skeleton army, or use the skels as bait on one side while you throw down another unit spam on the other side. In short, while certain cards are great or very weak vs others, the combat and gameplay isn’t nearly as black/white as it might be in more turn-based or deck vs deck card games.

Being in a clan in Royale is also something that means more than just a friends list or chat room. You can request cards, and donating a card to a clan-mate nets you more gold than that card would cost to buy (you get 5g for donating a common, they cost 3g to buy once daily, for example, though which common you can buy daily is random, so you can’t abuse the system really). This is a good way to progress a bit faster in your deck power, while also being a nice source of gold, especially for cards you don’t use.

The other benefit of being in a clan is you can spar your clan-mates. You don’t gain/lose anything from these matches, but they are a great way to test a new deck or to get more comfortable with a card, or to just have some casual fun with your clan. I can easily see our clan setting up a tourney once we all get a bit more established.

Another strong built-in feature is Royale TV, which shows all of the latest high-ranked matches that have happened for you to watch in replay. The UI around this is nice, letting you see card information and levels, plus being able to watch high-level play so easily (no need to search Youtube or Reddit) makes learning advanced strategies so much easier. The replay feature also works for all other matches (your ranked play, clan sparring), which also makes sharing a match or seeing a clan match quick and easy, while also proving you all the info you could want.

As mentioned previously, the one big flaw in Royale right now is the timers on the loot chests. The lowest chest being 3 hours is a bit crazy, but I’d be shocked if sooner rather than later something isn’t done in this area. Either the timers are reduced, a small reward is added to all match wins, or the chest inventory restriction is lessoned/removed, I just can’t see SuperCell leaving things as they are today, because this is the one, but immediate and highly noticeable, flaw of the game. That said it’s not a game-breaking flaw IMO. Once you are in a clan, you will have enough to do to make the game more than a “one match every 3 hours” affair, and it’s only even that if you are like me and your brain simply can’t turn off having to min/max at all times.

I highly recommend giving Clash Royale a shot. It really is surprisingly fun, and if you stick with it, join our rapidly expanding clan, “Supreme Cream!”, while spots still remain (cap of 50, we are at 34 right now), just mention the blog when you app so we know you aren’t a random.

Posted in Boom Beach, Clash of Clans, Clash Royale, Inquisition Clan, iPhone | 9 Comments

Clash Royale clan is up

Clan name is “Supreme Cream”, join up as donating cards is beneficial (donating a common gives you 5g, while buying a common costs 3g), and you can do practice matches against clan-mates.

Posted in Clash Royale | Comments Off on Clash Royale clan is up

Clash Royale – Good game, bad yet successful business model

If I had to name the biggest flaw with both Clash of Clans and Boom Beach is that they make it hard to give SuperCell money. Buying gems in both games is almost counter-productive, as all gems do is progress you faster, and if you are enjoying a game, why would you pay to skip parts of it? (Not that this ‘flaw’ has hurt SuperCell, with just CoC bringing in $1b+ in revenue last year, meaning players spend millions each and every day of the year buying gems…)

Clash Royale, SuperCell’s newest game, ‘fixes’ that problem by having one of the most annoying F2P models I’ve seen yet. You get a loot chest after every win, and you can only store four of those chests at a time. You can pick to open one chest, with different chests taking different amounts of time. The basic silver chest? 3 hours. Gold? 8 hours. And up it goes. There is also a free chest given to you every 3 hours, plus another daily (24hrs) chest.

A match takes 4 minutes or less to play, so even if you currently have zero chests, after less than 16 minutes you will be full, meaning playing more matches won’t earn you another chest for at least almost 3 hours. Now you can play games to earn trophies (move up in rank), but this basically means you will face tougher players without your own deck getting stronger, so… perhaps not the best idea, although if you dig into the meta, you will discover that moving up in rank means opening up more cards and better chest, so while it will mean you lose more, its still not a total waste.

And how well is this new game with this horrible model doing? It has overtaken CoC as the #1 game in the app store. In other words, its pulling in MORE than 2m+ a day right now. Maybe that fades as the newness wears off, but still, that’s crazy impressive.

As for the game itself? It’s a lot of fun. You have a deck of troops and spells that you create, and then use that deck to face other players in quick matches. All cards have different costs of elixir, which you get as the match goes along. You use troop and spell cards on the field of battle, and troops will fight each other or attempt to attack the enemy towers and ultimately the king. Kill the king and you win. It’s simple to get into, but shows good depth of strategy, plus requires quick thinking (real time match) without the action feeling like a test of twitch skills.

Going back to the topic of chests, they contain cards, either new spells/troops, or more copies of what you already have. Collect enough of any card, and you can upgrade the level of the card, increasing stats. This also makes Royale Pay-4-Power until you max out your cards (long, long time if you don’t spend like crazy), as the matchmaking only factors in trophies, not card levels.

I’d say its worth picking up and giving a shot. The matches themselves are very fun, so even though the business model does get in the way, if you can ignore it and accept the slower pace, you can have fun in a short burst of time. Soon as I have enough gold in-game to start a clan, I’ll making a post announcing it.

Posted in Clash of Clans, iPhone, RMT | 18 Comments