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What I learned from The Summer of WOO

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circlebubble1.3 K2 months agoPeakD2 min read

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Hi WOO fan,

Time really flies. The three-month-long "The Summer of WOO" seemed to suddenly come to an end. It was actually quite a long event, but we didn’t really notice it. I think I was pretty active in participating, so I feel like I can share my thoughts on it.

Since I joined Hive, I’ve rarely seen a Hive game offering over 3,000 $HIVE in reward incentives. Some games might have it, but most rewards come in the form of game tokens. With the rewards I earned, I was able to strengthen my wrestler roster, which helped me improve as I played more. I think this is something others could try too—adjusting their wrestler lineups. Some wrestlers might be too expensive now, but you can wait for their prices to drop before buying.

I’ve always found it a bit strange that the number of active players in WOO isn’t very high, but considering the matchmaking situation, it starts to make sense. Back in the Alpha Test Stage, because players were from all around the world, our playtimes didn’t always overlap, and we often couldn’t find opponents. That’s when they introduced the official BOT to increase matchmaking opportunities. It seems like the best solution for now, although the BOT sometimes crashes, so I often find myself waiting for it to come back online.

If possible, I’d prefer to face players of a lower wrestler level, but if that’s not an option, the BOT is a decent opponent. You’ll often notice that it’s hard to find opponents, leading to longer waits for matchups.

It’s crucial to manage your wrestlers properly and avoid injuries. Injuries are my biggest concern because they make my already limited roster unable to compete, which increases my chances of losing. So, when too many of my wrestlers get injured, I usually take a break for a few days, wait for them to recover, and then jump back into the game.

From what I understand, WOO is still in the adjustment phase and there's room for improvement. Let's wait and see!

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