Why does a Captain that uses his brains and the start early button, gets less loot to hand out? Why not encourage captains to play this game using the abilities of the units and come up with intelligent solutions to the maps the play on?
The amount of loot that can be handed out seems often inconsistent with the amount of players playing on the maps.
Why degrade such a nice game to a play style a trained monkey can do it for more loot?
#[NOTED] Loot for captains to hand out.
8 messages · Page 1 of 1 (latest)
Posted on behalf of BlauerSchwede
: Why is it that a Captain who plays the game strategically and initiates early often receives less loot to distribute? Wouldn't it be better to encourage Captains to utilize their units' abilities and come up with clever solutions to the maps they encounter? Additionally, the amount of loot that can be distributed sometimes doesn't match up with the number of players on the maps. It's a shame to reduce such a great game to a play style that doesn't require much skill or intelligence.
The system is not inconsistent. There is a correlation in between the number of players (not units) and the amount of rewards you can have at the end of the battle.
I think the numbers should be adjusted considering that we got the same stuff since 2019. It's unfair getting 18 rewards for 301+ players and 14-16 rewards for 151+ players for example.
We just need a better scaling for the rewards based on how many players are in the battle.
Also even though I am doing fast battles as well, I don't think that getting more rewards for starting battles early should be a thing.
We get more rewards to give away for just running more battles anyway.
And considering the way scaling works right now, would just encourage captains to run smaller and easier battles and not encourage them to grow their channel/community to get more rewards how it should be normal.
I think we can find each other on the common idea we need a better scaling of the rewards based on how many players are in the battle. There also a few maps that need better loot drops. Referring to the loyalty boss chest here. Another thing that needs fixing is the amount of special chest per campaign.
I agree with that. I think we need a fair scaling for the rewards, with a similar/close percentage of people being eligible for "random" rewards at the end.
It's not normal having 10% of the people having a chance for rewards sometimes and other times only 5% 
And also regarding the chest rewards, the boss battle is more difficult in most cases and having way worse rewards than any loyalty battle is definitely an issue as well.
I just don't think that rewarding something extra because someone is doing fast battles is a good idea, we already gain more in average by running more battles in a shorter amount of time.
Having 3 rewards in each slot seems reasonable then up the reward by 1 per 50 players. This could be upgraded to 5 rewards in each slot for special chests. This could work for the majority but I also watch a friend who may only have 2 or 3 viewers. If you have less than 10 viewers then 1 reward each slot. Above 10 then 3 per slot so at least the players get a little reward
[NOTED] Loot for captains to hand out.
Just to clarify a little, are you talking about (1) the number of players that the captain can give extra rewards to, or (2) the amount of scrolls that each of those players receive?
I’ve always thought the second, especially for Bronze and Silver Chests, was sometimes a little silly. Like handing out one extra common or uncommon scroll? Even on some rarer chests, handing out a single rare scroll feels a little weird.
I’m off cooldown for two captains, so I could go drop random rare units and receive more scrolls than that.
Seems like each of the extra rewards given by captain could be a bundle of at least 2xScrolls, maybe at least 3xScrolls for common.
Dunno. Never really thought it was a big enough deal to make a fuss about though.