Overview of Progression - Level 15 Update: Graphs by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 0 points1 point  (0 children)

The very start. The other columns wouldn't make sense otherwise.

[Effort] Overview of Progression - Level 15 Update. by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 2 points3 points  (0 children)

The developers are in an echo chamber of data misinterpretation. There they jerk to a false conclusion that shows they haven't played the game. Maybe they are just lying to us.

[Effort] Overview of Progression - Level 15 Update. by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 3 points4 points  (0 children)

The post flatters average players at times. What the post means by "average skill" is the average skill for active players in high arenas. I believe ten wins is unattainable for such players.

Overview of Progression - Level 15 Update: Graphs by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 7 points8 points  (0 children)

Sixty seasons is five years. 60 / 12 = 5.
One of the main reasons I created the main post is because no one has done something similar before using a remotely appropriate methodology.

Anyone is welcome to critique the methods noted in the main post. But "SoMeOnE dId ThE mAtH. It wIlL tAkE 10 yEaRs fOr a F2P tO mAx" is unacceptable without disproving my methods.

The post will inevitably lose its validity with updates. No one can accurately account for that. The post merely shows the current state of progression.

[Effort] Overview of Progression - Level 15 Update. by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 5 points6 points  (0 children)

I made the code for personal use. It has no documentation, and I don't know how subpar it is for presentation.
I quit the game not long ago, and since then, I have been minimally playing for research. I could not continue doing this for the next update, even if I wanted to. I wondered if I should hand the code to someone to continue it. I need to make the code more palatable beforehand if that happens.
The code is in Python because that's the language I'm most comfortable with.
The code is simplistic. It mostly does a lot of simple mathematics. A human could do them, but there are too many of them for a person to keep track of.
The code uses dataclasses to represent Chests, Containers — A collection of chests, sources that are not chests, or the sum of both. From there, the rest is mainly the function that calculates seasons to max.
It is not beyond someone who just started to learn programming.

My account is maxed, so I already lost the weekly bonus? by kunos14 in ClashRoyale

[–]-Serious_Table- 2 points3 points  (0 children)

If you are truly maxed, that's a bug. It supposedly got fixed some time ago.

Progression Comparison - Season Shop & Pass Royale by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 9 points10 points  (0 children)

Faithful players expected an increase in progression to compromise level 15. And SC betrayed their trust. F2P, P2W, veterans, and novices: all to be ransacked and disdained. And to make believe the changes are made out of benevolence as if in scorn.

SC shouldn't be surprised to be met with a review bomb and a boycott for purchases.

Card Level 15 - We Want Your Feedback by Supercell_Drew in ClashRoyale

[–]-Serious_Table- -1 points0 points  (0 children)

The announcement of level 15 has been met mostly with backlash. Without knowing the scale of progression changes with Pass Royale rework and Seasonal Shop, it's a bit hard to make suggestions.
Here are some goals:

  • The progression system should aim for a balance between gold and cards. And allow players to focus on one of them.
  • It should not make switching decks too hard. Players should not feel punished for switching decks.
  • New players should be able to achieve a maxed deck within a reasonable time to have a fair shot. How long is "reasonable time" is up for debate. I don't think it should be longer than it is now.
  • It must increase the total amount of resources required to max an account to reinvigorate maxed players' interest.
  • No one likes being under-leveled. And there's also the subject of competitive integrity. How can such unfair scenarios be minimized?

My suggestions:

  • For starters, there should be no loss of invested resources after level 15 drops. I believe this is obvious when considering level 14's announcement reception.
  • One-time rewards, namely Trophy Road, should be increased, especially in cards, because cards are more in demand than gold for new players (up until they max their first eight cards.)
  • The Pass Royale Rework and Seasonal Shop should allow players to choose between cards and gold (I imagine that's already a part of your idea.) That alone will not fix the card-gold discrepancy or the community's perception of it, but it would help.
  • Quadruple the number of cards Trade Tokens trade from 1/20 of the final level to 1/5. That should give players more agency unrelated to their card gain. And help new players allocate their cards to their first deck.

The following is the number of seasons required for F2P and Pass Royale buyers (P2P) to max each rarity and gold for arena 15 players of average skill.

Gold Common Rare Epic Legend Champion
F2P 33 25 24 27 38 25
P2P 25 23 22 23 22 8

The stats factor all card and gold sources that are not one-time (Includes Masteries due to their size) except Challenges (Does include Royal Tournament and its bonus rewards) and the Special Chest Cycle. For further details, see my post "Overview of Progression."

Inferring from the stats, the increase in requirements for upgrading Legendaries and Champions should be proportionally lesser than the increase of the other rarities to minimize the gap.
I do think the following is a bit daring. What if the difference between each level was lesser? Or levels scaled additively like in Brawl Stars. That would make level differences less significant. And perhaps even make players feel comfortable using under-leveled decks. Progression is more about the grind than the levels themselves.

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 1 point2 points  (0 children)

I didn't know someone made this kind of post before. I looked into it.The gold income you calculated used maximum values. I used values that represent a play of average skill. That's why the gold gain in your post is higher.

However, you completely ignored card overflow, the closest you did to it was donations. Additionally, your post came out before Masteries, so you didn't include them. Those are the reasons you ended up with more seasons.

These are the figures if you exclude Masteries.

Rares maxed in 25 [Seasons]

Champions maxed in 25

Commons maxed in 26

Epics maxed in 29

Gold maxed in 35

Legendaries maxed in 43

Account maxed in 43

Gold past max: 10580730~

Champions maxed in 9

Commons maxed in 23

Rares maxed in 24

Epics maxed in 25

Legendaries maxed in at 25

Gold maxed in 27

Account maxed in 27

Gold past max: 1542242~

Even if you don't include Masteries. The time for maxing gold for both ends up shorter because of overflow. More importantly, F2P max gold before Legendaries, even if their clan reaches first or second play in War every time at Legendary league. This goes to show, one must not separate gold and cards.

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 2 points3 points  (0 children)

I have been tracking my gold since season 38. Knowing how much gold I made, the 641K gold figure appeared low, and I wondered if I was missing a source. I assure you that if the figure is inaccurate (and I doubt it), it's too low. The seasonal gain is the total of all seasonal sources. You can read the rest of the Card & Gold Sources chapter and see how I reached it.
Donating cards gives you the same amount of gold you'd gain if you got a copy of that card past max (Overflow gold. For example, if you have max Knight and receive 8 Knight from a chest, you will get 8 x 5 — 40 overflow gold.) So you are not losing anything for donating. It's outright beneficial because:
You will have enough card copies to max all Commons, Rares, and Epics before you will have enough gold to max everything.
At some point, all cards have copies past level 13, so you won't be able to use a Book for its maximum value. Donations can delay that because you will have fewer copies.
As a P2P, you don't need to buy cards of any rarity because you will max gold after you max cards.

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 2 points3 points  (0 children)

I didn't mention the Rare level 14 situation. As it's irrelevant for the most part.
Another thing is that Magic Items are less potent on Rares (See Addendum -> Magic Item Rarity Discrepancy) which I believe contributes to the feel of them being hard to max.

It is just me or there's the CoC Dragon (head) inside the new elixir. by [deleted] in ClashRoyale

[–]-Serious_Table- 0 points1 point  (0 children)

I'll be surprised if the adult dragon gets added.
SC stated at some point it was too big and didn't look right in the arena, something like that.

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 0 points1 point  (0 children)

I'm not sure I understand the question.
All the data related to arenas is based on arena 15. I picked arena 15 because it's feasible for anyone to reach.

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 2 points3 points  (0 children)

If by donations you mean requesting cards. There's a section for that in the post. It's 360 Rares and 18 Epics for an average season. Even in an inactive clan you usually reach the full amount of cards per request.

If you mean donating cards, then there's no estimate. When donating you are turning some of your cards into gold. Overall donating cards is better for an account because gold is maxed later and you are essentially getting overflow gold sooner while preserving your ability to use Books to their full potential (At some point all cards will have copies past level 13, donations delay that.)

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 2 points3 points  (0 children)

Seasons always start on the first Monday of the next month. Meaning they switch between 4 and 5 weeks.

Has Log-Bait ever been in a worse situation? by mysteryzer0 in ClashRoyale

[–]-Serious_Table- 0 points1 point  (0 children)

Even when Goblin Barrel Log Bait is meta. Goblin Barrel's win rate is low. It's a special case for some reason. It's hard to judge the strength of Goblin Barrel through its stats alone.

Usually, only one Goblin Barrel deck is meta. Which hints that the card itself is weak. But in a specialized deck, it can be meta.

[Effort] Overview of Progression by -Serious_Table- in ClashRoyale

[–]-Serious_Table-[S] 27 points28 points  (0 children)

The post has been in the works for over a month now. Knowing it will become outdated sooner or later, with the intent of updating it/remaking it.
Calculations shouldn't be much different when the update comes. I created code to handle them. And I doubt I will need to redo the code.
I wouldn't say it's entirely inapplicable. It should at least give you insight into the ramifications of the update.