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Clash Royale: Hero Duplication System Fix and Game Survival Analysis
Discusses Clash Royale's hero duplicate system fix and the game's chances of survival. Compares Google Trends data with actual revenue and downloads, and provides opinions on hero shard system changes and pass reward analysis.
Conclusion: Supercell's improvement of the hero duplicate system by incorporating user feedback is positive, but there are still areas that need improvement.
1. 📈 Is Clash Royale Really a Dying Game? Google Trends vs. Actual Data Analysis
- ✅ Despite the decrease in Google Trends search volume, actual monthly revenue is increasing (from $68 million to $71 million).
- ✅ New downloads are steadily occurring on iOS and Android, indicating new user inflow.
- ⚠️ Many users were dissatisfied with the hero duplicate shard system.
- ✅ Google Trends is not an indicator of the number of game players and differs somewhat from YouTube search trends.
| Indicator | Content |
|---|---|
| Google Trends | Web search interest trends |
| Monthly Revenue | Actual game revenue |
| New Downloads | New user inflow |
00:00 - 01:44
1. 📈 Is Clash Royale Really a Dying Game? Google Trends vs. Actual Data Analysis
- ✅ Despite the decrease in Google Trends search volume, actual monthly revenue is increasing (from $68 million to $71 million).
- ✅ New downloads are steadily occurring on iOS and Android, indicating new user inflow.
- ⚠️ Many users were dissatisfied with the hero duplicate shard system.
- ✅ Google Trends is not an indicator of the number of game players and differs somewhat from YouTube search trends.
| Indicator | Content |
|---|---|
| Google Trends | Web search interest trends |
| Monthly Revenue | Actual game revenue |
| New Downloads | New user inflow |
01:45 - 03:50
2. 🛠️ Hero Duplicate Shard System Fix: Supercell's Changes and User Reactions
- ✅ Supercell has modified the hero duplicate shard system, now allowing players to acquire heroes they don't own first when summoning heroes.
- ✅ The number of shards required to summon a hero remains at 200.
- ⚠️ A strategy of saving hero chests in advance may be necessary, which could lead to season reward banking limitations.
- ✅ Hero slots will be added to Classic 2v2 and Grand Challenge (not applicable to ranked games and ladder).
| Change | Details |
|---|---|
| Duplicate Prevention | Prioritize acquiring heroes not owned |
| Shard Cost | Remains at 200 |
| Hero Slots | Added to specific modes |
03:51 - 10:43
3. 🎁 Season Pass Reward Analysis: Hero Shard Acquisition Rate and Item Value Assessment
- ✅ Analysis of the number of hero shards obtainable as season pass rewards.
- ⚠️ Chest opening results show a lower-than-expected hero shard acquisition rate (compared to cases of acquiring 140-160 shards seen on Twitter).
- ✅ Analysis of the quantity and value of various items obtainable from the pass (wild cards, gold, gems, etc.).
- ⚠️ The reward difference between the paid and free tracks is significant (especially in gold acquisition).
- ✅ Summary of the results of acquiring pass rewards using 163,000 crystals.
| Item | Quantity |
|---|---|
| Gold | 400,000 |
| Common Card | 12,000 |
| Rare Card | 1,000 |
| Epic Card | 200 |
| Legendary Card | 20 |
| Champion Card | 3 |
| Gem | 225 |
Conclusion: Supercell's improvement of the hero duplicate system by incorporating user feedback is positive, but there are still areas that need improvement.
