Originally Posted by
PhilISuppose
I think in general you could be right, it will help very active players, because it will increase the rate at which they are (theoretically) able to personally acquire loot, by more than the rate at which they will lose it.
However you are correct overall gold and elixir need to be created in the game to allow for buildings to be upgraded etc.
So we have the (gold) economy of:
GOLD IS GENERATED IN THE GAME:
Mines create gold
Win bonuses
GOLD IS TRANSFERRED IN THE GAME BETWEEN PLAYERS:
Raiding
GOLD IS LOST FROM THE GAME:
Clicking Next
Upgrading buildings/walls etc
(Gold can only really be lost from the game as fast as it is created or slightly faster until a balance is reached)
This update has only fixed the Transfer between players, this will be faster, and fairer.
Loot is not created any faster, unless somehow this fix makes it more viable to raid at higher leagues (I don't see how this is the case though)
However loot will be spent faster as players with High totals of gold in the storages will be more inclined to protect them well, and turn risky gold resources into safer upgraded walls. Hopefully less loot will be lost to the game from clicking next as more bases will have decent levels of loot.
So loot not generated appreciably faster.
(Transfer rates mean little)
More loot probably spent in game as soon as it is available, rather than being held in reserves.
As the population of Clash of Clans matures, and more players have Mines that create only 432,000 (or 504,000) Gold but have building requirements that remove 2,000,000 gold from the game, as well as the 100,000s spent on [NEXT] loot will get harder to find.
Apart from inactive players (YAY!) there ought to be ongoing loot creation improvements.