Curious how we got here, so let's go back a few time slots:
When the server crashed or got moved and the CW activity history got reset, it took multiple weeks for CW to return to normal. I'm not sure how CW calculates the expected activity for a slot, but it might be worth looking into a longer timeframe.
Proposal (just for the community to chew on, I'm not delusional):
- Remove MA MME LF LD and MME Commanders LD No Cards from the CW rotation
- If Strat 2v2 is selected for a time slot, also include a 1v1 template in the mix
- Guarantee at least 1 SE template (SEAD, SE1W, or COMBOMB) is in each time slot
I dont think MA MME and MME Com LD need to be completely removed, but there should always be a more casual slot. I usually only the SE templates, unless its the last slot of the day and no SE is available. On the topic of SE CW templates, the Combomb is too slow. I would like to see it with a 2+3 boot time instead of 3+5. But maybe I'm just too noob to need 3 minutes per turn for calculations and planning.
Otherwise we get a vicious cycle effect where a Strat 2v2 or MME LD template depresses participation, resulting in fewer templates for the same time slot 24h later, resulting in a higher likelihood of having a single unpopular template (i.e., no SE), and it goes on until luck brings SE back into the mix.
I love feedback loops that ruin everything 🙃
You don't need a button for this. The site already knows you navigated to the Clan War page for the time slot. It can figure out interest from that.
Sure, the site keeps track of it, but would anyone ever (get a chance) to look at that number?
You could plausibly have a Clan War system with the following UX:
- You see checkboxes next to every template available for the time slot and can pick which ones you're available for
- You see a single total sign-up counter and a list of your signed-up clanmates only (maybe with templates selected)
- Min-weight network matching matchmakes players into teams with some other combinatorial optimization managing template assignment so that unpopular templates don't get totally neglected (this would leave much fewer spares)
- Players get rated at the team level so individual match quality is universally high except at the edges, with most players having close to 50% win rates (this solves the Ursus problem, where only clans with high average skill actually benefit from high-skill players' elevated win rates)
- For team templates, you could get paired with players from another clan (but the system would prefer matchmaking within a clan)
+4
There's no realistic chance such a Clan War system would ever get implemented first-party, so maybe we could build a RT CLOT event that solves the RT participation problem by taking a cue from CW and only being joinable at select times (maybe just once a week to begin with).
The problem with doing that is that it splits participation across 2 events. And I'm not sure how much players would even be interested in that. I wonder how much players play CW for it being a cool RT game system and how much play CW cause it either has idle rewards or just helps their clan.