Originally Posted by
Darian[Supercell]
I'm not really sure what you're expecting me to say on this apart from what's already been said. I know it sounds like a broken record but it is something the team is looking into and has been.
Reducing shield times may not necessarily be the right answer. Having shorter shield times means players will just hop online more often or for longer stretches of time to avoid being attacked while trying to find more bases to attack. And that is the underlying issue - it requires people to be offline with no shields. When there is a high number of people online trying to find a base to attack then it leaves not enough bases to attack.
Removing shields altogether for that league might look like a solution but would have similar consequences.
Going H2H is an option we're possibly looking at as it proved it could work as it does on the Builder Base. It takes advantage of the number of people online instead of the number of people offline. Given that we just implemented the H2H system, we do need to collect more data on if it's a viable solution first and try and predict how many people it will impact, and how it will impact the end-game leagues.
Yes there are solutions out there. Each one of them has pros and cons; some with more cons than pros, but some are potentially viable. The goal is to find the one that has the least number of negative consequences for the players. The idea people spend more gems while clouding is a silly one. We would prefer if players were able to enjoy the game when they want and not have to wait in a virtual cloud-queue to do so.
If you're looking for me to say "we have a solution planned for X date" then I don't have that answer for you yet.