Loot System isn't the problem..... Production is the problem
Well i haven't post anything in several days on the forums and there are post after post with people complaining about the loot system. So once again I'm going to try to explain whats going on in the game.
The loot system I believe is fine. The problem is the mines they don't produce enough gold. Now before someone pops off with your supposed to farm the resources take 2 second and think about that, the resources you are farming come from the mines. All the gold in the game is from the mines. (The bonus i would say pays for the Next Button) It take 6000 days to produce enough gold for one person to have enough gold to complete the current upgrades. ( I would say it is more than that not everyone has 7 max out mines but in a perfect world its around 6000 days. )
The game is one sided in resource and that is gold. Right now if you where to attack me you would be able to steel less then 100K in gold but 600K in elixir. Why is that Gold upgrades are just under 3 billion and elixir upgrades are 500 Million. Almost every battle i fine in the list the elixir is 3 to 4 time the amount of gold.
We shouldn't be complaining about the loot system but the production of the resources, or the fact that gold is 6 time that of elixir in upgrades.
Last time I said that someone popped off with elixir is used in troops. I know but if you are farming you aren't farming with 10 dragons.
Gold is down in the game because active players are dumping the gold has fast as they can get it. I am farming lv9 walls so every Million I get I buy a wall. Has anyone else noticed the wall lv seem to be on the rise. I believe that more people are bumping the gold into wall then before the loot system changed. Super Cell made it possible for the higher up town halls to steel 600K so I don't believe the problem is the loot system.
Just my 2 Cents
Danielg
Killer Minions
Negative gold produced peer day
Quote:
Originally Posted by
MrScribbler
If they are indeed fairly equal, that means that the new loot system itself has more or less preserved the amount of loot available (this is of course excluding inactives, as I do not include Supercell's placement of bases in the attacking que as part of the new loot system). However, since loot for attackers has been shifted to bases with more of it, I think it is fairly safe to say that the loot available now is better-protected than that under the old system. If this is the case, it obviously has negative repercussions for some (those with cheaper armies going for easier loot), but is a net positive for others (those who attack less often with tougher armies). This, I hypothesize, has contributed in large part to the polarization of the forums: the loot is still there, but it is indeed tougher to get.
Like I said the loot system isn't the problem its the production rate.
if you have a 1000 people a day download the game it take 42000 max mine to support 1 of those people. The game has a major negative production rate on gold.
I don't care where you farm your gold from the mines or the storage. Make no difference, it still came from the mines. I look at it this way gold per minute made.
Farming in the 1700 to 1900 range looking for only mines for resources my army build was 12 minutes and I can farm between 500K to 1 Million an hour.
I'm currently in Crystal 1 to master 3 army build 24 minutes per build and I still farming about the same amount of gold an hour the bonus helps a lot. I no longer look at the mines but storage and can I get to 2 of them. Elixir is still everywhere up here. Every Night I build as many dragon as I can, just to dump 500K in elixir.
At some point Super Cell is going to have to address this problem just hope is sooner then later.
Totally agree with the problem of gold is wall dumping due to 1 gem boost
It all started when we had the 1 gem boost on all barracks and pumps from December to January. People were left with an abundance of resource and were afraid to lose it in raids and just started "dumping" it on walls. Let's all be serious and know that walls are the last thing on your mind to upgrade (they are just to expensive). Now every time I raid I find bases with level 7 walls and higher and under 100k in gold. The 1 gem boost was the worst thing for the game but the best thing to the players during that month...just my 2 cents
I'm going to try to help you in life as well as the game
Quote:
Originally Posted by
lanesteele240
It is not mine production rate. It is the walls upgrade cost that is the problem. Why should you have to pay 5 million (dont know the exact number) for one wall segment when there are over 200(dont know the number) wall segments in the game. He k, i whis i gould get my troops to tote off the other guys walls and leave his gold alone 1/2 the price of walls leave the loot sys and mines alone
This is not the case. The cost is already there so it is a production rate at this point in the game. The wall are the major expense but thread your's is like saying that a 3rd world country doesn't have a food problem but a people problem, or California and the 3 southern state don't have a water shortage they just need to drink less....
Super Cell by all rights can drop the price of the wall but in doing so would really ♥♥♥♥ of the people that spent the $1000's to gem them or the could increase the gold production rate and make the majority of the people happier.
But please don't just pop off with something that you truly don't know or understand..
No sir, let me learn you something
Quote:
Originally Posted by
Danielg
This is not the case. The cost is already there so it is a production rate at this point in the game. The wall are the major expense but thread your's is like saying that a 3rd world country doesn't have a food problem but a people problem, or California and the 3 southern state don't have a water shortage they just need to drink less....
Super Cell by all rights can drop the price of the wall but in doing so would really ♥♥♥♥ of the people that spent the $1000's to gem them or the could increase the gold production rate and make the majority of the people happier.
But please don't just pop off with something that you truly don't know or understand..
Your last line is truly what i could never comprehend (big word for understand). Why on earth would you dump $1k into this game.
The ONLY reason a person with lvl 9/up maxed out walls would cry is that he does not want anybody else under him/her to have them. Makes raids harder, you know.
I gave a real solution to a problem with give and takes.
What good will a lvl 12 collector do for a lvl 10 down th. Not any. What good will a 50k/day boost do. Not much.
You must already have maxed out walls above skulls. That would be the only reason to fuss.
I support this thread and I have an idea
Instead of extra level or a new collector they could add a multiplier to the TH level so the collectors produced more without further upgrade. Let's say 0.1 extra for each TH level. That would make a maxed Collector produce 5400 for a TH 10 instead of 3000. Would help a lot!
Steve's response is disapointing
Quote:
Originally Posted by
blackba
Its disappointing to see Steve's response to the nexting issue. To me even a small increase in the average number of nexts is too much. I am more likely to settle for a base an I used to be and I am sure others are as well. That would then drive down the true number of nexts we would all need to find a base we actually want to raid.
I'm very disappointed to read Steve's response. I believe that next button may not be used as much is the fact that people realize how bad the loot is and take the first 100K in gold they can find. I stop on the first people that looks like they haven't been on in 12 hours.
Glad this thread has had some good debate
Just to pull us back on track.
For every new person it requires 4200 Max mine 1 day to = that person debt to the game.
or 6000 Day of 7 Max mines per person. I'm not saying there isn't loot out there but if you take a look and really see where you are steeling the loot it isn't from people storage's it is from their mines.
I have said I'm working on lv9 wall in the past 3 week end of this week will be 4 I have finished 81 wall as of right now.
I get how to farm but I am only farming mines.
I also realize that there are part of this game where resources are no problem at all, but it is because of the the people that play once or twice a day (if you need proof of this just look at the screen shot several post back everyone of those attacks are mines not storage's) , and if those people just upgraded their mines I think gold would be even more abundant.
Elixir can be found on the average at 3 to 4 time the amount of gold. Part of the elixir just happens to be in storage, and that extra amount is in the same ratios of gold verses elixir need in the upgrades.
Now I'm asking for a production increase in Gold mine only. I am not asking the mine be able to hold more. I personal believe that the amount of gold the mines storage and for that part the elixir collectors can hold is way to much.. It takes 50 hours to fill. I think Super Cell figured this out when they came out with the Dark Elixir Drill takes 16 Hours to fill if its is max out. Can you imagine if the Dark Drill could hold say 3200 instead of just 1600.
So if the production was increased and the storage capacity staid the same I think it would help those that are more active and not pump to much into the economy of the game.
Let just Face the truth those that are not willing to put in the time will hit a wall in this game somewhere around the Start of TH9 ( IE my 2 kids ) and that is where 90% of the resources get pumped into the game. Everything starts to add up upgrades start to hit the 4 million mark and they just don't get to play that much, but let me tell you something if you can find them in your attack searches oh boy 800K of Resources are now yours. These are the types of players that sustain this game. The more active players become the more the resources will dry up. I really i'm trying to curb a big resource problem I see head down the pipeline.