This seems poorly thought out.
+1
This all seems based around clan wars and it doesn't seem to have worked well.
+1
hope one day it will get reversed
Do more than just hope. Vote:
https://warlight.uservoice.com/forums/77051-warzone-features/suggestions/44640579-roll-back-warlight-to-update-4-21-0.
So that leaves only the reason of selling more clans
(This is estimated from 61 clans' creation dates and IDs.)
Also doesn't seem to have made much of a difference in terms of increasing clan sales. Since the COVID spike, the rate of clan purchases has stayed steady at about 1 clan every 4-6 days. There was maybe some benefit during the early months of CW but by now it seems to have stabilized. Given the price change, it needed to increase clan sales by 50% just to break even.
Here's # of clans by quarter:
2020Q1: 18 (398-415)
2020Q2: 23 (416-438) - UP 27.8% from last quarter
2020Q3: 26 (439-464) - UP 13.0% from last quarter
2020Q4: 18 (465-482) - DOWN 30.8% from last quarter
2021Q1: 42 (483-524) - UP 133.3% from last quarter; UP 133.3% from last year
2021Q2: 31 (525-555) - DOWN 26.2% from last quarter; UP 34.8% from last year
2021Q3: 17 (556-572) - DOWN 45.2% from last quarter; DOWN 34.6% from last year
2021Q4: 25 (573-597) - UP 47.1% from last quarter; UP 38.9% from last year
2021H2 (Q3+4) had 42 clans created, vs. 44 in 2020H2.
I'm not sure if the impact on clan creation, once it stabilizes, will be enough for even revenue-breakeven. As previously, I think the real goal with the Clans/CW changes has been to nudge Classic players toward Idle since that makes the most sense given what's actually been achieved and the incentives faced by an indie f2p dev with monetization built around a p2w side-game.
Edited 1/6/2022 04:55:50