Challenge Change Proposal: Triple Rounds Out.

VaneVane Community Manager Posts: 228
Hi there, guys!

As the work towards better time-balancing of game mode continues, I want to bring a new proposal forward to you: removing Triple Rounds from the Challenge and adjusting the rewards accordingly. So the point, similarly to previous balance in Challenge (moving triple rounds from 27 to 32), is to achieve the same progress with having to spend less time.

Just for a quick reference: Triple Rounds are currently present for every Challenge round of level 32 and higher. By removing it, Challenges will ever have only 2 rounds per level for any level. This would help players to achieve higher and more challenging levels faster with keeping rewards on the same level as before.

Below you can find 3 tables, which list changes done to
a) Reward per completing the round
b) Reward for achieving X personal stars
c) Reward for achieving X guild stars

Table A: Changes to rewards per completing the round:

With the golden line in the middle, I marked where the changes are starting - right at the point where the third round is removed (levels 32+)

Table B: Changes to rewards for achieving certain number of personal stars:

Again, golden line marks the start of the changes. So basically two things are happening here: higher scaling starts later, and 50 scaling step is the biggest step. So in other words, for every 50 stars past 1100 you receive a new reward - also more convenient to follow that way.

PLEASE NOTE: GW gas is not included here!

Table C: Changes to rewards for achieving certain number of stars as a guild:

Same thing, golden line marks the start of the changes. For the guilds it starts way earlier, due to the fact that the contribution of members in different guilds can vary a lot, but also trying to account for guilds making 1k+ stars at the same time.


Please let me know what are your thoughts about that, guys. If everything goes smooth, we can already go Live with these settings together with the start of Spring Quest campaign, which begins next week's Wednesday (6.3.19)! If there are any questions, please feel free to ask here :)


  • TroublemakerTroublemaker Member Posts: 1,470
    The grind is a perpetual problem in this game. And the whole idea of NML is to keep players online 24/7 so we have a serious issue here.

    That said, we will take anything to reduce it. Which is why this post was nice to read, but also a sad thing overall.

    I hope this does not have placebo effect and aims for better gaming experience.

    The insane grind is the main reason why players quit.
  • Austin_ShiongAustin_Shiong Member Posts: 24
    What about the round passes?
  • bladgierbladgier Member Posts: 2,139
    Thanks for listening!
    Yes I'd definitely would like to try that BUT please can we make sure that the transition from current to no .3 version is as smooth as possible.

    I'd propose to decrease the round passes we get on the challenge prior to the changed one, and then when the change comes bring back the passes as they were.

    That way it'll minimise the number of people that will end up not being able to progress far enough to use their round passes (double stars)
  • JayZJayZ Member Posts: 3,740
    Btw, I view this as the perfect solution. Currently, the players that are most fed up with the grind are end-gamers. Most mid-gamers seem happy with challenge progression. This change exclusively affects end-gamers while not changing the quality of life for anyone else.

    Also, I’ve been advocating for lower gaps between high tiered rewards for a long time (dating back to the @Teeceezy days). This is a great change. It motivates people to push to try to finish that one more round.
    Proud member of Mavericks OG, a top 3 global GW and challenge guild.
    Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.

    Youtube channel:
    Strategy compendium:
  • DrhooDrhoo Member Posts: 133
    Rewards didn't improve so far, just new way to increase gold-consumption. Decrease grind? This is a a grindgame...
  • ClanranaldClanranald Unconfirmed, Member Posts: 2
    Reduce time spent grinding - yes please!
  • NarniaNarnia Member Posts: 66
    Is there a plan to also adjust round passes?
    This strategy might also mean I have to play more lower round maps, which isn't a big issue, but still is time consuming and counterproductive.
    Would it be a possibility to award a round passes to help compensate in with reward crates?
  • Killdozer187_Killdozer187_ Member Posts: 689
    > @andy75 said:
    > Love it. That would save me approximately 50 maps a week and probably 3 hours of screen time. I usually play to 39-40 but stop there not because I’m stuck but because I’m burnt out.

    Dont you mean "out of time" from grinding to get there. 😆
  • Killdozer187_Killdozer187_ Member Posts: 689
    edited March 2019
    I welcome any change that reduces me having to play mindless rounds early on in the challenge. I wish i could start at 34 rsl every week but i understand there's other players to consider.
  • aafr99aafr99 Member Posts: 161
    Thank you! THANK YOU!! Thousand times THANK YOU!!!!
  • GovernatorGovernator Member Posts: 4,582
    I say test it for a couple of weeks before fully implementing it. Then, we can compare how it really reduces the grind. I usually get to 33.1 and 9 RPs, so there's not a huge lift for me. But, I already reduce my grind by stopping early. This looks promising.
  • BodBod Member Posts: 111
    Great idea just waiting for people to come on here to complain lol
  • S100200S100200 Member Posts: 97
  • No_NameNo_Name Member Posts: 7
    100% YES! Please & Thank you! I've finished my current highest rsl without losing a single star, but never gone further souly because of grind-time. :neutral:
  • CronusCronus Member Posts: 1,426
    To me this is a well thought out solution. I to begin with wanted the Ultimate Challenge as the norm so I leaned already to liking these types of changes. Also I was a bit worried with a council upgrade in the near future how that was going to even further increase the grind. I'm all in favor of this.
  • JediMasterYodaJediMasterYoda Member Posts: 92
    At first we resist change...then later we embrace it.
    @Vane you have some great ideas here, thanks.

  • SebiSebi Posts: 146
    This will be better than any update... Make it real... PLS
  • rchaprchap Member Posts: 85
    This is a step in the right direction for sure, but will not eliminate the grind.

    I suggest that you think about what is healthy for a dedicated end gamer to spend on the game time wise each day. For example, is logging on twice a day during the challenge to spend a full tank of gas considered highly engaged? Is it supposed to be more or less? Gas maxes at 29, so twice a day means you have 58 gas to use each challenge day, not counting boosters, events or finding gas in crates. For simplicity, let's say you use 60 gas a day in Challenge mode. That allows you to do 12 missions a day. Over 5 days of Challenge, that means you complete 60 missions. So, you can play 10 rounds being dedicated and logging on twice a day and using all gas. Maybe round passes mean your progress takes you to 13 rounds total.

    Of course, the chart shows that many go much farther in the game, and we also have to consider other game modes that take time/gas too.

    I like these changes as a baby step, but I'd suggest you start with an idea of how much time is healthy to devote to challenge mode, and then design a challenge progression that accommodates that.
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