Board Thread:Wiki - Running & Policies/@comment-25122955-20171024084437/@comment-26388711-20171024172935

1:
 * As King said, Candy Crush will transition to HTML5, and will relegate Flash as a fallback platform, and I am currently at support-neutral about this change. However, the HTML5 version is identical to the mobile in terms of graphics and game mechanics, and this has caused complaints of many players, saying that they dislike the mobile layout in a desktop game. Some people also exploit differences between flash and mobile mechanics for an easier difficulty or a higher score.


 * Just remember that for Candy Crush Soda, the layouts for Flash and Mobile are equivalent, yet Soda continue to run on Flash. Jelly exists in HTML5 exclusively.


 * However, the update which lead to me opposing it is the Map Revamp. It completely transforms the layout and the pathway of the map, adds more character animations, gives it a 3D effect, and does not save the location of where you last played. When this revamp was first rolled out, it was also glitched preventing players from using the XP system, and more importantly, prevent players from progressing to the next episode (roadblock glitch). As expected, the votes in the wiki and the reviews in King Care has been negative. I requested them to revert it several times with no avail.


 * Unless we all decided to support the revamped map, we should use the old episode/world system and express the HTML5 worlds in terms of further 3-episode half-worlds.

2:
 * The synchronization for level difficulties are done much earlier, around in the 2013/2014 era.
 * The same procedure can be done for episode difficulties.
 * The HTML5 version also uses the opposed revamped map, and the banner images fits awkward compared to the others. Instead, we should use templates consisting of a simple text box with colored bolded text and colored background.
 * Furthermore, episodes should be color coded by difficulty. Maybe in the episodes navigation box, episodes should be shown as text colored by difficulty, just like how levels were back in 2013.