Originally Posted by
zachUVA
This is where I fundamentally disagree: I believe loot creation IS sufficient to cover what is being spent. We aren't seeing this because of the distribution problems I spent most of the post discussing.
Evidence that the production isn't the root cause is because it worked so well for so long even with roughly the same production and costs (neither have changed dramatically in the past year with the exception of elixir walls). The problem is that the disribution inefficiencies cause loot production to decrease indirectly: because inactives that make it to the back of the queue are essentially forgone sources of production. Once their collectors fill, their production becomes zero, and they will likely not be attacked again (a certain percentage of them that is).
Basically I'm saying loot production being lower than consumed loot is the effect rather than the cause.
I agree that these effects are exacerbated by the nexting issue and SC's policies. They have messed up the old balance and they keep attempting to redistribute resources by changing the liquidity of loot (loot system change) and by shifting costs (walls and spells to elixir) rather than increase production to counteract some of the inefficiencies that have developed. They can only do this for so long though before the issue becomes too big to be masked by all this shifting. At that time, production increases are the only way to go.