**UPDATES TO ENLISTMENT GIFTING EVENT:**
To prevent exploitation, we will prevent new Accounts from being able to Gift enlistment crystals. We will also be taking action on those who are using 3rd Party Sellers, Bots and other farms to gift themselves mass amounts of Enlistment Crystals. Lastly, we will be adding an expiration timer to Enlistment Crystals. All unopened Enlistment Crystals will expire on Oct 18 @ 17:00 UTC. For more information, please see this post: https://forums.playcontestofchampions.com/en/discussion/346104/updates-to-enlistment-gifting-event
To prevent exploitation, we will prevent new Accounts from being able to Gift enlistment crystals. We will also be taking action on those who are using 3rd Party Sellers, Bots and other farms to gift themselves mass amounts of Enlistment Crystals. Lastly, we will be adding an expiration timer to Enlistment Crystals. All unopened Enlistment Crystals will expire on Oct 18 @ 17:00 UTC. For more information, please see this post: https://forums.playcontestofchampions.com/en/discussion/346104/updates-to-enlistment-gifting-event
**KNOWN ISSUE**
We have adjusted the node placement of the new AW maps to better allow path traversal. As a result, defender placements have been reset. Please, take a moment to re-place your defender setup. We will be pushing out a message in-game shortly.
We have adjusted the node placement of the new AW maps to better allow path traversal. As a result, defender placements have been reset. Please, take a moment to re-place your defender setup. We will be pushing out a message in-game shortly.
Offline Mode For CoC

Obviously, one cannot stay offline, but a sometimes dodgy internet connection leads to a few fight-resets for me, and, I am sure, a few others. If default opponents, current contests, etcetera, were stored on one's device, it could be possible to liaise asynchronously with timeouts of (say) half an hour for resynchronisation, so that the game could be played in spite of connection failures. Perhaps some kind of cryptography or use of hash functions could check random parts of the code and/or the data involved on synchronisation in order to guard against cheating.
Potentially, situations such as (at the time of writing) the current emergency maintenance could be covered too. With the upcoming Verses already uploaded from an hour before, we would be able to play against a limited selection of opponents chosen at random with a bias towards our usual opponent types, modified by a bias against recent opponents, until a new set was uploaded when a connection was reformed.
Obviously, this suggestion would not work for alliance quests and wars, but even there it could be done to some extent. If five minutes are given for a fight and the fight is over in two minutes, the game could 'flow on' allowing personal quests or Verses to be engaged in while the device had three minutes to reconnect and settle the fight.
Potentially, the player could adjust the size of the cache and bandwidth preferences themselves in accordance with space on their device and the quality and cost of their connection.
Potentially, situations such as (at the time of writing) the current emergency maintenance could be covered too. With the upcoming Verses already uploaded from an hour before, we would be able to play against a limited selection of opponents chosen at random with a bias towards our usual opponent types, modified by a bias against recent opponents, until a new set was uploaded when a connection was reformed.
Obviously, this suggestion would not work for alliance quests and wars, but even there it could be done to some extent. If five minutes are given for a fight and the fight is over in two minutes, the game could 'flow on' allowing personal quests or Verses to be engaged in while the device had three minutes to reconnect and settle the fight.
Potentially, the player could adjust the size of the cache and bandwidth preferences themselves in accordance with space on their device and the quality and cost of their connection.
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