🍁September 2023
Smartico release notes for September 2023 - covering CRM Automation and Gamification improvements done since the previous release.
Last updated
Smartico release notes for September 2023 - covering CRM Automation and Gamification improvements done since the previous release.
Last updated
Now information about the usage of label tags is visible and it is updated in real time. Whenever a tag is used in some place, the system is able to track it.
You can check the exact places, where the tag was used in the ‘Tag Usage’ tab.
When a non-existing label is used in some resource, the label is created automatically afterward. You can also delete tags if they are not used.
You can now rearrange the events in the rounds. It is configurable from the BO in the mini-game template on the round level, from the ‘Order Matches’ drop-down. Operators can choose the order in which the match will appear.
By the order, they are added
In reverse order how are they added
By the match date, ascending
By the match date, descending
The Submit button is moved to the top only when the user is doing actions on the match card, so that way the player doesn’t have to scroll all the way down, otherwise, if there is no activity for submitting, the button is located in the bottom in an inactive state.
Players can see their current ranking - we’ve added the personal position indicator to the leaderboard.
The user count in the leaderboard is increased. You can control it from the BO on the round level from the ‘№ of users in the Leaderboard’ field. The maximum is 100 positions, keep in mind that, if you have duplicates, they will also be shown. For example, if you have a few players with the same score, they will share one place in the Leaderboard. The complete total that can be displayed is 1000.
The ‘Upload Image button’ is now called ‘Upload Team Image’, it can be found in BO on the round level. You can upload images for the different teams by clicking on the button and choosing the picture, that you want to upload.
You can also choose the match resolution time. You can either use “Only full time” (90 minutes)" or “Full time including overtime”. It can be configured by the ‘Events resolution type’ drop-down.
It is now possible to hide prediction results from users. When it is enabled, the users cannot see predictions of other users for not resolved events. This way you will restrict the players from taking advantage of other users' predictions. For example, if you are not hiding the predictions of others, some players can literally just pick the number 1 player in the leaderboard and simply take his predictions. Can be configured from the ‘Hide prediction results from users’ drop-down.
We have added translation for team/league names. It is configured on an event level. You can now translate any league name or team name into different languages.
You now have the ability to enable Seasonal Ranking for Match X. When it is enabled the final leaderboard will be built based on the results of matches in all the rounds. The prizes will be issued when all rounds are resolved. For example, if only one round is resolved, and there are other rounds, that are not resolved, the prizes will not be issued.
It can be configured from the 'Enable seasonal ranking' drop-down on the game level (General), not on the rounds level.
Once it is enabled a new tab called 'Leaderboard (for season)' appears on the game template. This tab gives you information about the winners for the whole season, including all rounds. Leaderboard for Round is also available if you want to check the winners for a specific round only. Players can switch between the different leaderboards on the Gamification Widget as well.
If Seasonal Ranking is not enabled, only the leaderboard for the specific round will be displayed and the prizes will be issued once the round is resolved. Players will have the ability to switch between leaderboards for rounds only in the Gamification Widget.
We have created a new Activity in the campaigns builder called “Multiple Check”. Now when you are building your journey flow and want to split the flow using a few “User profile check” activities, you can use one activity and add multiple conditions in one place.
For example, you can create Variant A, where you can add user profile conditions, then add Variant B, where you can also add other conditions, and so on.
Every variation has separate outcomes - Matching and Not Matching, meaning if conditions are met and if conditions are not met, you can choose what should happen afterward. For example, after a certain activity, you might want to check the user profile for some change (i.e. you want to communicate with a user and want to check if Push Notification status = ALLOW, IF YES -> Send push, IF NO -> Send SMS).
Note: Variation Names should not be changed if the outcome has already been connected to the dependent step.
Using the “Multiple Check” activity dramatically improves the speed of the campaign execution compared to putting a few independent “User profile check”.
You can now add more user properties to Mail and SMS Gateways selection logic. This gives you more flexibility when you want to filter a specific segment of users to use different Mail or SMS Gateway. For example, you can now choose users from the Brand ‘SuperCasino’, Registration Country ‘Germany’, and Currency ‘Euro’ to use Mail Provider ‘Mailgun’, and users from Brand ‘SuperCasino’, but Registration Country ‘UK’ and Currency ’GBP’ to use Mail Provider ‘Karix’.
We’ve created new logic for changing the levels, that is not based on points. Now you can upgrade or downgrade the levels from the Campaigns, Automation rules, Mini-games, rewards of missions, or even sell them in the Store.
A new Activity type was added called ‘Change Level’, where you can choose the level you want to change for the user.
For example, if you have levels like Bronze, Silver, and Gold you can set up a real-time campaign, where the user is currently on level Bronze, and has made a deposit after which the total deposit amount is 500EUR, to upgrade him to the Silver.
You can also schedule an automation rule to downgrade the level, for example, if the user is currently on level Gold, but hasn’t logged in for 30 days, change the level to ‘Silver’.
When creating the levels in the Levels section in BO you have the ‘Set as Default level’ setting, and ‘Level Number’ field.
‘Set as Default level’ - when enabled, the level will be set as Default one
‘Level Number’ - defining the order of the levels (1st level, 2nd level, 3rd level, etc.)
On the gamification widget, in the Levels section there are no points displayed. There is no progress bar in the right upper corner, only a statement of what will be your next level.
We’ve added mission Rewards on the preview. Rewards can be also found when you open the mission. Keep in mind that if the mission has a progress bar, the reward will not be displayed on the preview.
We have integrated the option to display Terms & Conditions inside the items of the Gamification Store. So now you can add more details for the store items. For example, if you offer some kind of a bonus in the store, you have the ability to add extra information or conditions to it.
Both desktop and mobile are supported.
It is optional so if you don’t add any text from the BO, the T&C hint will not be displayed inside the store item.
‘Hide ranking in Leaderboard’ gives you the option to hide the ranking of the players in the Leaderboards on a ‘Match X’ game. For example, if you have multiple players in the same position, and you don’t want it to be visible to the end user, you can now hide the ranking. It is applicable to both mobile and desktop.
We have implemented a countdown timer, that can be presented in all mini-games, for users who have reached their limit of the maximum number of attempts. The Countdown indicates when the game will become available for the players again. It is displayed in the side menu and in the main UI of the game.
It is optional and can be configured in the BO. ‘Show time to the next available spin’ drop-down gives you the ability to enable/disable the Countdown. The next available spin option is configured in the 'Max number of attempts user can do' section.
Notes:
Keep in mind that this setting is available only if the value in ‘Max number of attempts a user can do’ is exactly 1, any other value will disable the Countdown timer automatically.
Also, the logic of counting the next spin availability does not take into account the time when the spin will be given by the Gamification tools. For example, if you have an Automation Rule that gives a spin for the user on every 100 EUR wagering, the “Countdown” doesn’t have visibility of when the next spin will be given to the user, it only counts the time restriction from the last time user played the game.