Hello Urban Rivals players,
Today we announce you an exciting news concerning the EFC!
We decided to double the number of playable cards in Z Palace. Consequently, the number of playable cards in each zone is increased.
The changes are listed below:
Dark Corners: All the cards are playable
Chocomuscle Ring: The last 50 regular cards of each clan, the last 10 released Leaders and the Ld cards are playable
Danger Zone: The last 40 regular cards of each clan, the last 8 released Leaders and the Ld cards are playable
EFC Tower: The last 30 regular cards of each clan, the last 6 released Leaders and the Ld cards are playable
Polit Arena: The last 20 regular cards of each clan, the last 4 released Leaders and the Ld cards are playable
Z Palace: The last 10 regular cards of each clan, the last 2 released Leaders and the Ld cards are playable
Season 21 onward:
Dark Corners: All the cards are playable
Chocomuscle Ring: The last 60 regular cards of each clan, the last 12 released Leaders and the Ld cards are playable
Danger Zone: The last 50 regular cards of each clan, the last 10 released Leaders and the Ld cards are playable
EFC Tower: The last 40 regular cards of each clan, the last 8 released Leaders and the Ld cards are playable
Polit Arena: The last 30 regular cards of each clan, the last 6 released Leaders and the Ld cards are playable
Z Palace: The last 20 regular cards of each clan, the last 4 released Leaders and the Ld cards are playable
Thanks to your feedbacks we saw that the number of choices were too restricted in Z Palace, implying the risk of cards being used too much for lack of alternatives.
Legendary cards, in some cases, were mandatory for lack of alternatives, giving an advantage to some players over others.
Another reason why we made this change, is that the recent ‘soft reset’ change made old cards playable in a very limited number of zones.
Thanks to this change, those cards will be playable for a longer time by a larger pool of players, and the first two mentioned issues will be naturally solved.
As the number of playable cards is doubled, it’s possible that some cards or combination of cards will be too dominant.
Having a weekly banlist will help us to prevent any issue to affect the season.
This Banlist will affect Polit Arena and Z Palace.
No changes are done to the banned cards of zones lower than Polit Arena.
No changes are done to the rewards or the points system.
Last but not least, tomorrow a thematic pack will be available for 12 hours only, featuring ALL the cards of the new Z Palace: a great chance to get your hands on the strongest cards that just made their comeback to Z Palace!
We hope you will like this news and we wish you good luck for this exciting new season!
Start date: 03/12
End date: 30/12
Weekly Z Palace top 10 card reward: Crook (Week 1, 2), Missandei (Week 3, 4)
In a shop:
Customer, to manager: Hi! What is included in this beautiful A set? There's nothing written on it as to its contents, I only see the price and number of units.
Manager: Everything characteristic of A sets except what is characteristic of B, C, D and E sets.
Another shopper: OK, let me tell you...
P.S.: 2 last leaders are also supposed to be there in the pack, aren't they
i don't agree with your logic.
You assume that the game isn't supposed to reward players that spend a large amount of their time playing competitively.
Example : there are many games like League of Legends and Overwatch were the system is broken because players play a few matches and get top positions and then stay there without playing for the whole season . To fix this, those games have introduced a system which requires players on top of the ladder to play relatively constantly. Maybe the win rate system would benefit you but i doubt it'd be the more equitable and rewarding system.
Moreover, you say the game should reward win rate;
one assumption you make here is that the game doesn't already reward win rate. I don't have the stats but I'm pretty confident that players on top of the EFC ladder will usually have more than 50% win rate.
however, even if the game didn't reward win rate. it's hard to argue that a system where the highest win rate over a small number of games is rewarded would be less broken than this system. Actually in any competitive game, the more you play and the closer you get to your skill level. i.e. You'll climb with high win rate until you reach a point where opponents are approximately on your same level and you don't win with an extraordinary win rate.
I think that a system where high win rate for a relatively small number of games would be more broken than one where top players are required to play constantly.
And this is because the game has an intrinsic randomness (the extent of which can is arguable) and therefore, like in probability calculations, the more "trials" (in this case games) you play, the more accurate is the model, so the more accurate is the assessment of your skill level.
This being said, it can be true that the system that determines how many points are won/loss per game could be broken, but then it is this that should be improved and not the whole system that is broken.