Solution to the wall cost reduction problem
(N.B.: I'm sure there are many threads about that topic already, so if these have been suggested already, please a mod feel free to delete this post)
Ok, so we have a problem here:
On one hand, with constant additions of new levels, it can become a bit overwhelming for new players, to see the big task ahead of them, if one wants to max everything out.
On the other hand, we have many players who have already spent a phenomenal amount of time and/or money (to get those several hundred millions that are about to be removed for nothing), and who feel completely cheated by Supercell.
I won't lie, I belong to that category, and am really ♥♥♥♥♥♥ about that decision (that feels like a complete lack of respect from SC to its most dedicated players who have put so much efforts into getting those several hundred millions), which just removed all the flavour the game still had for me. And I'm not the only one, as I know many hardcore and truly dedicated players who were proud of having grinded those walls, and just feel completely cheated by the fact that all those efforts and/or money will now have been for nothing.
To me this choice is wrong, for two main reasons: 1) it penalizes the most dedicated players, and any marketer will tell you: it is truly bad business to penalize your lasting, dedicated customers…; 2) it would now confront all players with the question: "Wow, should I really bother spending time and/or money in that game if I'm not even guaranteed that all those things I achieve won't just be suddenly removed later on, and I'll just have done it all for nothing…?"
So anyway, to solve this problem I see two main possibilities:
1) When a cost or time reduction is applied to a troop/building, the difference gets refunded to the players who had already achieved that upgrade. For ex, if a troop upgrade used to cost 8 million elixir and take 12 days, and it will now cost 7 million and take 10 days, all players who had already achieved that upgrade will be granted 1 million elixir (no storage limit) and a 2 days lab time reduction to be used later on (or the equivalent in gems, if that's easier to implement) . Same thing for buildings, heroes or walls changes.
That would allow to not scare new players, while being fair for old players, as in the end everyone will have to have paid the same price to reach the same results.
2) If SC doesn't want to implement the option above, but still wants to reduce the costs of level 10 and 11 walls, then something costing that difference in price should be added to those walls. For example if lvl 10 walls were now to cost 2M instead of 3M, then an option costing 1M should be added to lvl 10 walls. It could be a defensive buff, or even as little as just a purely visual effect (like the motion that lvl 10 and 11 walls currently have (so that basic lvl 10 walls at 2M wouldn't have that motion anymore, but for 1M more you would get that motion on your lvl 10 wall)).
I really like that option, as it would allow new people to have lvl 10 and 11 walls for cheaper; while giving a little extra (even if only just visual) to existing, dedicated players who had spent a lot of time and/or money to get those walls, so that they don't feel cheated that in the end those several hundred millions were all for nothing…
Anyway, just the way I see it, but for me if SC downgrades the walls in such a dramatic way (we're talking about hundreds of millions suddenly disappearing here), without caring about all those who had already paid the full price to get those walls, SC would be making a huge mistake, and would not just lose the trust, but just lose outright, many of its most dedicated players who will feel really cheated.
Cheers.