With the effects of the Christmas update's gem boosting wearing off, I think now is the perfect time to address our standard state of loot. Due to the "random" nature of matchmaking loot is harder/easier to find at certain trophy ranges/times of day. Possible fixes for this problem have been suggested and shot down by SuperCell
(No Level 12 Collectors because it would make getting loot "too easy")
While I might not COMPLETELY agree with this, I do understand why SuperCell is hesitant to give us more loot...
The addition of level 12 collectors should be exclusive for those with level 12 storages (TH11?) Adding level 12 collectors now would do exactly what supercell thinks it would: work too well.
Yet, the current state of loot has NOT been addressed properly. NO update has been set to properly fix the RANDOM nature of matchmaking.(previous update only fixed storage raids & should have been there from the start)
There are far too many bases we have to sift through that are complete garbage (loot wise). Finding a decent 150k+ raid is not an easy task, nowadays.
Here's why. Out of the gigantic plethora of bases you can find there are a multitude of factors playing into what you find.
The first is: Luck, or chance...
The sorting of what base you find is completely random (or so they say...)
Other factors include TH level, trophy range, etc.
So, why is loot "hard to find"? Because not enough people have their collectors at the level they should be!
Having matchmaking RANDOM exposes Clashers to the ENTIRE population, near their trophy range, when searching for a base to raid. In doing so, we are shown just what kind of other Clashers are out their (or at least offline).
So how do you fix the RANDOM?
There are 2 ways to handle this.
The first would be to directly make GARBAGE bases less prevalent searches. Maybe bases with under 40k don't show up under 3000 trophies? While this would help, it wouldn't solve the problem, just bypass it.
The other way is to add an achievement for leveling collectors. This would truly solve the problem because the incentive is something that SuperCell makes out of thin air: gems.
By adding that incentive, and fixing what people find in raids, more people will be attracted to play. Why? Because the loot will be plentiful enough to be enjoyable, but scarce enough not make the game "easy".
The end result?
Supercell makes more money than what they spent, on putting the incentive into the game. And the loot economy (circle of gold) gets put back in its rightful place: balanced.
What shall we call this beautiful incentive?
Eaz-E-Loot
1 Star: get 5 collectors to level 11 (unlock-able @ TH7)
2 Star: get 6 collectors to level 11 (unlock-able @ TH8/9)
3 Star: get 7 collectors to level 11 (unlock-able @ TH10)
Don't like my suggestion? Tell me yours! I'd love to hear what you guys think.

