We are running the same war settings this weekend as last weekend in order to optimize our algorithm and collect data with another similar data set. Many people have questions about how these wars are performing and why we are moving in this direction. We will be posting some information and data about how each of the 9 weeks of test wars have performed in order to be more transparent our decision making process. We will post this up after the wars this weekend so that we can include the data from Week 9 wars. We think it's important to share this info with you and want your feedback about it. Also, we fixed the lag issue so you should have a great war experience this weekend. *update* We're also getting close to announcing the next season. Equipment You will no longer have the ability to equip or un-equip equipment once match ups occur. This is a necessary change as we now take equipment into account for match ups. Without blocking this, players will take off equipment before match ups in an attempt to game the system. Defender too Strong & Defender too Weak We will be placing both of these systems back into the war. The reason for this is two-fold: 1) We are matchmaking to optimize the ability for the two clans to hit each other. Most match ups have greater than 90% hit ratios, meaning that over 90% of the possible combinations of attackers and defenders can occur. 2) We now take into account how many players you influence when we do matchmaking. What does this mean? Let's say you have a clan full of weaker players, and invited a leader board player to join you in war. Before, this would either get you a no match or a mismatch. Now we take into account the player's influence in the war when we do the matchup. For example, if this leader board player actually cannot even hit anyone on the enemy roster, their influence on the war will be minimal and their stats won't affect the matchmaking process. This may also mean that on the surface, you may be matched with clans that may appear to be a lot more powerful than yours. Do not worry! If this occurs, it most likely means there are members on the opposing that cannot even hit you. We will be updating the matchup algorithm based on the test wars from last weekend so that these weekend wars are even better. 1 hr wars will be limited to 1 crystal. * *IMPORTANT* we have also restricted member participation to a range of 26 to 29 members. *Estoc Edge will be awarded as before. 1 level earned for winning, 1 level lost for losing. You will still lose a level if you leave your clan * Mithril will still be rewarded for winning. * No Rancor levels will be awarded Schedule Signup: 3-6 hours prior to War Start Time. This varies based on how close the wars are together. Matchmaking: 2 hours prior to War Start Time (Must sign up before this, rosters lock at this point) Activity Lock: Approximately 1 hour prior to the earliest War Start Time Start Time: This can vary up to 15 minutes. This will be reflected in your war timer. We are keeping the same setup as last weekend in order to gauge the matchup results on as similar dataset as possible. Wars will be a mix of 1 and 2 hour wars. Here are the KO and duration variations: 2 hour war, 13 minute KO but players can come out 5 minutes early 1 hour war, 13 minute KO but players can come out 5 minutes early 1 hour war, random KO time between 8 and 13 minutes War 1 1 hour war, 13 minute KO but players can come out 5 minutes early (advantage) Friday PDT - Friday - 1pm-1:30pm EDT - Friday - 4pm-4:30pm GMT - Friday - 8pm-8:30pm SGT - Saturday - 4am-4:30am War 2 1 hour war, random KO time between 8 and 13 minutes Friday PDT - Friday - 8pm-8:30pm EDT - Friday - 11pm-11:30pm GMT - Saturday - 3am-3:30am SGT - Saturday - 11am-11:30am War 3 1 hour war, 13 minute KO but players can come out 5 minutes early (advantage) Saturday PDT - Saturday - 7am-7:30am EDT - Saturday - 10am-10:30am GMT - Saturday - 2pm-2:30pm SGT - Saturday - 10pm-10:30pm War 4 2 hour war, 13 minute KO but players can come out 5 minutes early (advantage) Saturday PDT - Saturday - 7pm-7:30pm EDT - Saturday - 10pm-10:30pm GMT - Sunday - 2am-2:30am SGT - Sunday - 10am-10:30am War 5 Sunday 1 hour war, random KO time between 8 and 13 minutes PDT - Sunday - 4am-4:30am EDT - Sunday - 7am-7:30am GMT - Sunday - 11am-11:30am SGT - Sunday - 7pm-7:30pm War 6 2 hour war, 13 minute KO but players can come out 5 minutes early (advantage) Sunday PDT - Sunday - 1pm-1:30pm EDT - Sunday - 4pm-4:30pm GMT - Sunday - 8pm-8:30pm SGT - Monday - 4am-4:30am
What's with all the 1 hour wars? Are we going away from 2 hr wars completely? Why not a more balances ratio of the 1hr/2hr wars?
4 1-hour wars and only 2 2-hour wars?? 1-hour wars are just toss ups. They tell you nothing but who can quickly sko a few times. They involve mostly individual decision making and take much of the strategic team aspect out of wars. Also why not have some of the old standard 15 min out of ko wars too?? These spam action wars are tiring. Rarely does a company succeed when they ignore user requested changes and implement changes not asked for. I get it. You want no strategy at all in wars so the complainers get a win once in a while but all you are doing is alienating the people that do these wars constantly. In an effort to encourage more to war b/c hey you no longer need any strategy, you are running off the clans who dropped 500 xtals a week. /end rant
When will season 2 ever start? Also as already mentioned can't we have a balance of 1 and 2 hour wars that fit each time zone listed?
I actually like the option of one hour wars...gives busy people with busy lives/children the opportunity to participate and keep a gaming/life balance.
KaW Admin: I agree with the thrust of Rudimentary's comments (but perhaps not the rant portion). One hour wars leave little time for any sort of strategy, especially when combined with a 5 minute advantage or random window. I think 2 hour wars allow for much more clan coordination (and frankly a more enjoyable clan "bonding" experinece). I assume your data sets will also show how many "spam" actions are made (i.e. actions which are not completed because the defender is not up from KO). Given the random or advantage KO times, I would also presume that the number of "spam" actions has skyrocketed (again I could be wrong, but I certainly know my wrist hurts much more from incessant spamming lately). Could the higher volume of spam attacks contribute to the lag issue so many complain of? Not a tech geek, so I do not know. If you are insistent on leaving the Random/Advantage in for wars, I would suggest greatly narrowing the span of the window. Say 15 minute KO with 2 minute advantage. Cheers, Kage.
Agree 100% with Kage above. Taking the strategy out of wars and just getting us all mashing buttons as fast as we can for an hour is not giving a very good war experience.
Advantage ko is so much better then set do not get rid of it will admit 2min would be better then 5 though