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Make Battle Matches by Trophies AND Level
I'm a regular player of Clash of Clans, and have until recently been an avid fan of the game, but lately I am finding myself considering giving it up due to what I perceive as a serious imbalance in the metric by which players find opponents to attack. The fact that level apparently doesn't figure into the calculation for matching players, means that all a player needs to do place their town hall in an easy to destroy location, then raid a village. The defender then clicks the revenge button, notes how easy it would be to win the battle, and claims the original aggressor's trophies without ever necessarily destroying much of their village or taking any of their resources. This tactic allows the player to keep their trophies artificially low, even as they become vastly more powerful and mis-matched from their peers.
Please note the example in this image:
Attachment 30325
In this case, the player was nearly twice my level (and VASTLY more powerful), yet was still matched against me because they had managed to keep their trophies to less than 1000 (at the time they attacked me).
I budget roughly $10/Month to spend on Clash of Clans, because the game makes it appear as though you can build a good defense and try to save for upgrades, or buy gems and get the upgrades faster. Given the current player matching algorithm, though, this is not the case. At the point at which one has roughly a million gold or elixir saved, a player who can successfully raid your village can take the exact amount from you that you can save in the period of time your shields go up after an attack. If matches were made fairly, this would be fine, because a player could continue saving during attacks in which their defense was successful.
However, when an attacker is twice as powerful as a defender (either because the attacker exploits a loophole in the system, or simply spends significantly more money on the game than the defender), there is little to nothing the defender can do, save for sit in a permanent state of stasis, providing a constant supply of resources to dishonest players, or shell over more cash to buy their upgrade.
I've seen this tactic used against me time and time again - to the extent where my shields are rarely down for more than half an hour before I'm attacked, and the only players that attack me are radically more powerful than I could ever hope to defend against. This leaves me more frustrated with the game than entertained by it, and forces me to wonder why I'm spending money on it in the first place.
I would hope that the team at Supercell was unaware of this fundamental imbalance in the game metric, and will move to correct it. If not, I can only assume that this was an intentional design decision to encourage an "arms race" of spending on gems by players, and I'll be forced to spend my gaming entertainment budget elsewhere.