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  1. 8 votes

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    0 comments  ·  Drops  ·  Admin →
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  2. Well the idea is that the twitch drop works a little different than it's today, because it's so frustrating to see a friend that watches just 10 minutes of stream getting a item that you looked around 5 hours and open multiple streams to get the same item and it don't drop for you, I think the drop could at least consider the time that the person watch because like it works now and thatn situation happens is sorrowfull for some people

    6 votes

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    5 comments  ·  Drops  ·  Admin →
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  3. Is there anyone else like me who loves doing/earning Twitch Drops? I think it is a great concept in regards to getting free items just by watching streams.

    One issue that I do have (which leads me to my suggestion) is sometimes there are multiple different drops going on at the same time for different games. Currently you can only track and earn watchtime for one drop/game at a time. This cause you to sometimes "lose" out on the other since you have to pick and choose which you would prefer to watch over the other.

    Here is an example:…

    5 votes

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    2 comments  ·  Drops  ·  Admin →
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  4. 4 votes

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  5. That you make so those hows droping skins should play the game all week like everyday. starting to get irretated. 2 drops rounds have had streamers dont streaming or streaming other games, so its hard to get them. Or just scrap the howl program.

    4 votes

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    3 comments  ·  Drops  ·  Admin →
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  6. 4 votes

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  7. add campaignid to the drops result on the get drops Entitlements API-call - so we don't need the EventSub call anymore (which only contains the campaignid for an entitlement)
    with that, we have a good fallback-solution (if EventSub isn't fired) and we can re-use rewards from the manager.

    The next step, to allow using the same rewarduniqueid multiple times in the campaign would be to add a "task-identifier" to eventsub and also to this api get-call.

    3 votes

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  8. This would be in addition to the current + closed sections currently.

    3 votes

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  9. It would be a nice addition to let streamers have their customizable drops in their channel. For example, if I'm a game developer and I have 100 keys of my game to give away to my viewers, I could enable them through channel drops, and have them raffled between my viewers that way.

    For digital content, such as a game key, it could be configured as a preset text that will be sent to each winner, so they instantly get the drop.

    For non digital or harder to redeem content, it could be stored in a drop queue, like the…

    3 votes

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  10. Console → Drops Campaigns → Reward Manager
    • Unable to delete rewards. (Missing button)
    Console → Drops Campaigns → Drop Settings
    • Unable to delete game-specific client ID. (Missing button)

    2 votes

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  11. Once a reward was created, the Reward ID CANNOT be changed, regardless of the ID was self-defined or automatically generated. Can you make the update option available?

    2 votes

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  12. With the unfortunate, but expected, end to Enhanced Experiences that opened the door to event based drops I think that there are ways that Event Based Drops could be implemented without the complexity that was E2.

    In E2, Event Based Drops required the game to send metadata to Twitch, either directly from the client or from the game developers. Then a check would be made to see if a condition was met that would award a Drop. This meant that Twitch had to keep track of the metadata for every single channel and have more complicated Drops Campaigns for settings…

    2 votes

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  13. I don't understand how I can just create a simple campaign that drops beta keys for viewers. I understand the complexity for ingame rewards, but this seems like a lot of hoops to jump through for a simple key giveaway...

    2 votes

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  14. it would be nice to include all streamers who have been using the gametes daily as oppose to those who don't even stream getting chosen to have drops of say like eft

    I have someone who is awesome at the game no drops, someone who has played the game 2x or more lower skill level but high viewership with drops seems unequal

    2 votes

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  15. Simple. Old drop system allowed you to turn drops on for like a year and now its only 28 days max.

    2 votes

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  16. 2 votes

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  17. 2 votes

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  18. Currently the limit of drops per campaign is quite small. We like to have different drops every day for a week for example. However instead we need to make 7 different campaigns. It also seems games which have a small amount of drops for a long period of time are at the top of the list as its from date ascending order of active campaigns. So putting more effort and having lots of unique drops for viewers basically gets punished.

    1 vote

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  19. With Twitch Drops 1.0 we were able to grant drops to players at will. We developed custom rules for different time based drops. We used to have:

    • Cumulative time watching streams (as we have now)

    • Time watched on a single stream

    • Time watched on a single streamer (allowing over multiple streams)

    • Stream drops (so everyone watching a streamer would get a rare drop together)

    • Game drops (so everyone watching any stream would get a rare drop together, was good for key drops on announcements)

    • Gameplay driven drops (so when winning a match, give drops to viewers)

    While some of this…

    1 vote

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  20. When creating a Drop, it would be great if you could set it up to give the viewer an option to choose "x" number of Rewards from a pool of "y" options.

    Examples:

    1. The viewer is presented with the options of an Ultimate Ball, a Super Ball, or a Mega Ball as their Reward, and they're allowed to pick one.

    2. The viewer can choose two items from the following: coins, a skin, a beta-access key.

    1 vote

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