Originally Posted by
wsuh88
Want all in one solution to reward skilled players, improve loot for TH9s and 10s, improve loot circulation, improve matchmaking, less competition for collector raids, making farming DE easier for TH7s without zapping, discourage certain unwanted behaviors, and many more wonderful things? Check out below!
I. The new loot system will give bonus reward or penalties, based on trophies won and lost from the battle.
II. The following formula will be used:
Gold and Elixir reward/penalty = 10000*#trophies*town hall multiplier*townhall differencial factor
Dark elixir reward/penalty = 50*#trophies*town hall multiplier*townhall differencial factor
Where the town hall multiplier is:
TH 7 = 0.4
TH 8 = 0.6
TH 9 = 0.8
TH 10 = 1.0
(TH 6 and below is not affected)
For winning attacks (losing defense), the defender's townhall level multiplier will be used for the calculation.
For losing attacks (or winning defense), the attacker's townhall level multiplier will be used instead.
III. Unlike league bonus, there is no additional loot ‘generated’, and therefore no concern for currency inflation. Because:
a. The bonus loot is entirely proportional to trophies earned or lost. Thus the resource reward to the winning player will come entirely from loot penalty from the losing opponent
b. The loot bonus and penalty will be added or subtracted from
1. Loots won/lost in the battle
Followed by (if it exceeds the above)
2. The player’s storages and collectors
AND
3. In the rare cases where the losing player has few to no resource in his storages, the total resource penalty for losing player (and hence the reward to winner) CANNOT exceed the total loot from the battle plus the quantity losing player possess in his storages+collectors
4. Similarly if the winners storage is full, the excess reward/penalty will not be amended/deducted to both players storage. This is to prevent 'loot loss'
This is important, since both 3 and 4 keeps the economy in check by preventing inflation and deflation. Since there is no loot inflation, no revenue will be lost by Supercell.
IV. This system is quite COMPLICATED for most players to mentally calculate on the spot. Therefore, in the attack screen, ‘bonus loot available’ will be displayed right next to trophies available in parenthesis
Positive features
1. Skilled players will frequently be rewarded. Unskilled players will be rewarded less often and less as much.
2. Rewards are increasingly higher for higher town hall players, due to TH multiplier. This is intentional, and designed to be extremely helpful, because:
a. Higher level troops are increasingly more expensive to train
b. TH10 players suffer from town hall differential loot penalty, but no loot ‘bonus’ that TH7s get to enjoy. High bonus for winning trophy will compensate for low TH9/10 loots
c. The amount of loot available in high level player’s storages is too low in terms of scaling. Higher TH players require much more gold/elixir to upgrade his base, not to mention higher nexting cost and higher army costs, so they require more loot. The loot bonus reward for good plays will help offset this problem.
Conversely, the penalties for poor plays are relatively ‘lenient’ toward new, lower town hall players.
3. The bonus reward is largely proportional to the time and cost it took to train the army. This is also intentional and is very helpful:
a. 2~3star reward will largely offset the full TH9+ GOWIWI, GOWIPE etc armies which are expensive and time consuming to train.
b. 1star rewards is far greater than the cost it takes to train barch or BAM. But if you do barch, sometimes or rarely you run the risk of not being able to hit 50%.
4. Low townhall level is protected from predation. A TH10 can choose to go for easy 30 trophy vs a TH7, but loot bonus will be only 10000*30*0.4*25 = 30k gold and elixir.
5. Low townhall level players are protected from losing attacks against high town halls. A TH7 losing 20 trophy from TH10 by failing attack is penalized only 10000*20*0.4*25 = 20k
Overall potential positive impact and ramification it will have on the entire game:
1. For high level players, farming under this system with full GOWIWI army will net comparable profit per hour compared to collector farming with barch.
2. This will not hurt the collector raiders, especially for low THs where penalty is insignificant. Higher TH that wish to collector raid are encouraged to deploy full barch army and go for 50% win and extra bonus loot, as opposed to dropping few archers or goblins and losing.
3. It will be much easier for TH7s and 8s to earn DE. As a result fewer players will have to resort to zapping DE storages
4. Fewer players will leave town hall outside the base. Large majority of bases you see will be hybrid bases. No real point in leaving TH out, since winning defenses will also protect your resources anyway!
5. Lessened competition for collectors, thus lessened search time for collector raids.
6. Matchmaking will be GREATLY improved within few months after implementing this system!
Rationale:
This system encourages only winning attacks, and discourage trophy dropping. In fact there will be no need to trophy drop, since reward system will eliminate the need for players to drop their trophies to 'farming ranges' to find inactive bases. Active players will very likely maintain themselves at high trophy ranges as possible. Inactive players will drop a bit lower, but rarely below 2 THs below their level, as players will not be able to 50% them and give them defense wins.
Therefore this system will naturally segregate bases into different trophy ranges as below, in terms of different townhall levels, relative base strength, as well as activity level.
Trophy range 1: strong to moderate TH10
Trophy range 2: weak TH10s, strong to moderate TH9s
Trophy range 3: weak TH9s, strong to moderate TH8s, inactive or rushed TH10s (and few inactive TH9s)
Trophy range 4: weak TH8s, strong to moderate TH7s, inactive or rushed TH9s (and few inactive TH10s)
Trophy range 5: everything weak TH7 or below, with inactive TH8s and occasional inactive 9s
I.E. If you are a fresh TH9, you will mostly find strong TH8~medium TH9 bases, along with weak rushed TH10s in your ideal farming range. Therefore you wont find annoying TH6's and 7s with no loot, nor untouchable max TH10s. Therefore, time it takes to find the target base along with 'nexting' cost will be significantly reduced.
If the player feels his trophy climbed up too high (i.e. he starts seeing more TH10s and less raidable TH9s), he may choose to drop few trophies, preferably when his storages are empty to avoid penalty.
This new system will greatly reward following types of behavior
1. Performing skilled attacks to annihilate enemy villages and 3starring attacks. It is also more rewarding if the opponent happened to be your town hall level or above. Refer to the specific case scenario #1s below
2. Building good defenses and winning defenses. Winning defense will most likely reimburse significant portion of the resources lost in battle. In fact, you may even earn extra if attacker failed very badly! Refer to the specific case scenario #2s below
3. Calculating and assessing base beforehand. Does this base reward lot of trophies? Will you be able to 1star, 2star, or 3star this base?
This new system will penalize the following types of players the most:
1. Bad players who rush town halls
2. [High level] players who zap DE – NOTE: penalty is so great for higher TH, that no one will even attempt this. Townhall 7s receive light penalty (refer to case scenario #4 below)
3. Chinese farmers who use bots – bots mostly pick poor targets/tend to lose raids often
4. People who intentionally lose at 39%
Here is an excellent comment/concern left by warble, and my opinion on it:
Here are good specific case scenarios:
Case 1: TH10 finds a difficult TH10 opponent base that contains 500k/500k available loots. The base has max upgraded defenses, but the attacker sees some weakness which leads him to believe he can at least win 2 stars. The TH10 deploys full GOWIWI plus both of his heroes. There will be three possible outcomes:
Case 1a: Complete annihilation: His placement and timing of his troops+spells is utter perfection – he earns a 3star victory for 30 trophies. His loot reward is: 10000*30*1.0 = 300k/300k, and walks away with whopping 800k/800k total. The defender is further penalized 300k/300k in addition to the loots he already lost, for his poor base design. The defender will later log in to assess the damage, and improve his base design accordingly.
Case 1b: Partial annihilation: Same scenario as above, but suppose the attacker made anywhere from minor to noticeable mistake in deployment or timing. In case of winning 1star (and hence 10 trophies), the additional loot bonus is 10000*10*1.0 = 100k/100k. In case of winning 2stars, the reward is 200k/200k. The reward is quite good, but not as amazing as above.
Case 1c: Completely botched attack: The attacker accidentally spams all his wizards before his golems, panics and proceed to accidentally spam freeze spell on the ground instead of golem, panics and forgets to deploy golems until a full minute later, deploy and lose his witches next to a random wizard tower, forgets to use his clan castle, and everything goes haywire. He manages to only steal 200k/200k of the opponent’s loot that is outside the base. He cause only 25% destruction and loses the battle for 20 trophies. For his exceptionally terrible play, the loot penalty is 10000*20*1.0 = 200k/200k, which is subtracted from the loots he had won. He goes home limping, with no loot (defender keeps all his loot). He goes on to learn from his mistake that day to improve as a player.
Case 2: winning defenses: You are owner of a nearly maxed TH7 base (walls, teslas, everything). You log out at night after spending most of the resources in your storages. In the morning, a terribad rushed TH8 base that you 3starred the other day decides to revenge you.
Case 2a:
Despite low quantity of loot you have available (50k/50k mostly from collectors), the TH8 proceeds with revenge against better judgement. His barch destroys your outer collector for 50k/50k, but he only scores 40% and loses the battle. You win 20 trophies for winning defense. For your good defense, you are rewarded 10000*20*0.6*1.1=132k/132k. Your good defense not only reimbursed you the loot that you lost, but gave you a small profit.
Case 3: Collector farming
Case 3a: TH7 player discovers an awesome TH10 base with rich collectors outside of the base. He drops some goblins and wins 250k/250k, and loses the battle for -20 trophies. The loot penalty for losing will be 10000*20*0.4*0.25 = 20k/20k. Thus the penalty is negligible compared to the reward, for low town hall player collector raiding inactive high level base that they cannot beat.
Case 3b: a TH10 player discovers the same TH10 base, and uses goblin collector raid to steal 250k/250k. The loot penalty in his case is 10000*20 =200k/200k. Therefore end result of using few goblins to pick off collectors is 50k/50k. In this case, the TH10 can probably earn better gold per hour by training GOWIPE/GOWIWI armies and actually winning trophies. Or at least barching like below.
Case 3c: same scenario as 3b, but the attacker collector raids with full barch as opposed to dropping few goblins. Attacker manages to get a 1star 50% win and wins a 10star. The loot bonus is 10000*10*1.0=100k each.
Case 4: The DE zappers
Case 4a: TH 7 player decides to zap nearly capped DE storage of a TH 9 player. The TH7 leaves the battle and loses 20 trophies. TH 7 spends 3 lightning spells to steal ~1000 DE. Because he lost the battle, the loot penalty along with TH differential factored in for will subtract 50*.4*20*0.5 = 200 DE, along with 40k gold and elixir, which is reimbursed back to the TH9 player. TH7 player walks away with 800 DE, with moderate penalty in gold and elixir.
Case 4b: On the other hand, a lazy TH 9 player decides to zap another TH 9 player’s DE storage. The TH9 steals ~1000 DE and loses 20 trophies. The penalty will be 50*20*0.8 = 800 DE, along with 200k gold and elixir which will be rewarded to the defender. The penalty is great and no real net DE is earned from zapping.
In fact he couldve won entire 2500 DE available along with the additional bonus (up to 1200 if he won 3star for 30 trophies), along with everything in the drills if he had GOWIWIed.
Even if just used cheap barch and won 50%, he could have won 400 DE without even touching the storage (assuming 10 trophies) plus the drills.
I’ve carefully worked with the numbers to come up with a solution, in which I believe the amount of reward/penalty is reasonable. However, further adjustments can be suggested, along with more suggestions to improve on this system.
This post will be constantly edited for improvements and optimizations!