Bug Description: Alliance Mission – Defense difficulty level is not naturally obtainable for a game that is not an MMORPG. The target numbers appear to be a thought and no analytics were used to determine what the target goal number should be. Please see the math below:
With 4 days to go their alliance needs to clear 4000 battles to achieve the goal.
That is 4000 battles in 96 hours.
Each arena battle may be an estimated 5 minutes (3.5 in friendly battles) for a total of 20,000 minutes of game play.
Assuming that the alliance has a 100% DAU (which is not probable) that means each player will need to play 70 minutes per day just to meet the goal. See the math below:
4000 Number of battles
3.5 Average time per battle (friendly battle number)
14000 Estimated minutes to complete
50 Number of players
280 Battle Play Minutes per player
4.67 Battle Play Hours per player
4 Days remaining
70 Minutes a player must battle per day to meet goal
It seems to me that Live Ops just choose a random number for this goal and did not take average play time and DAU into consideration when creating this goal. Hence it being a bug rather than a suggestion. There is clearly something wrong with the way this goal is being calculated.
Ideally your Live Ops will be working closely with a data analytics engineer that would allow them to make informed decision on what obtainable goals would be based on analytics and make these target goals something the community can work towards at a casual or a little elevated pace to increase game play and reduce recency. This is the reason why many alliances are 5/4 and you see all the jumping around thus deteriorating alliances because unless you have a group of people that are willing to spend 3-4 hours a day playing these goals are unobtainable.
The goal of Live Ops is to keep the community engaged, increase DAU/MAU, reduce recency, and build loyalty. If players feel like they cannot accomplish the goals in a manner that is inline with the reward, then the “sense of accomplishment” won’t be achieved. This is one of the many reasons for the high churn you are probably seeing. It is also one of the easiest to solve.
Area is was found in: Alliance Mission
Anything else? This is coming from someone who spent 5 years running Live Ops as a Director in Silicon Valley for a successful mobile gaming company. Live Ops money maker is building loyalty because loyal players who play more will spend more or click on ads more, thus increasing your revenue through Tap Joy, a ala carte purchases, subscriptions, and decreasing costs in acquisition to keep your active player numbers up. Live ops does and will affect the bell curves on all these important stats if you use analytics to make these decisions. I know you did not use analytics because A) you sent a survey asking if the missions were too hard, and B) because they are unobtainable for most given the nature of your game. Compare your 5/4 numbers to the 5/5 in alliance missions to see that what I state is more than likely the truth.
Please fix the defense missions and make them more obtainable so that the alliance members have more time to bond thus reducing your churn and increasing loyalty. After all players who build a community in game tend to stay longer because of the friendships they have forged.