Originally Posted by
Flexlex
I read your post and while I think it is well thought-out, I think your over-complicating it a tad.
The reason loot has been so bad, and more recently turned to terrible, is simple: there is more loot being lost than being generated.
What everything in this game boils down to is how much loot is produced and how much loot is spent on upgrades.
Surplus loot in the game is generated through inactive players who produce loot but do not spent it on upgrades, league bonuses, perhaps a tad through clan wars.
Loot is lost from the game from upgrades, Nexting penalties, and re-arming bombs.
In short, if there is more loot lost on a macroscopic level per day (People upgrading, nexting, and re-arming traps) than the amount gained in a day through inactive players not spending their loot, than the game begins to lose the total amount of combined loot.
This is pretty simple, and if you think of it this way, it makes more sense: If you spent 3,000,000 on an Xbow upgrade today and only produced 400,000 thriough collectors, it means that other players had toi supply 2,600,000 of that loot-loot that must have come from someone else not spending it. In shortest terms, the loot that other players must forfeit for your upograde is the upgrade cost minus wgat you produce per day.
For the past long while, the balance has been shifting towards the game losing loot-ie more people spending than what they produce.
But why all the recent outcry? The loot system has been teetering on the edge of equilibrium for a while, and this recent update was the last straw. ill explain:
This update drastically reduced the amount of elixir that is available, pretty much reducing the total loot gained from a raid from Gold+Elix to Gold+ 1/2 Elix. In other words, the total amount of loot gained from each battle has gone down.
What does this mean? People are raiding more and searching more.
Which ultimately means more raids are occuring, leaving less loot for everyone. Instead of people raiding less and waiting for loot to fill up, people see that they have to raid double the amount of times to make the same gains, depleting the availabkle lootable villages.
Which leads to another problem:THE NEXTING COST
Less loot per battle and more people raiding means the total amount spent nexting has gone WAY up, leaving even less gold available to loot. Refer back to the above for the ramifications: people begin to try and raid even more to make up for the less available gold, thus driving total gold amount in the game even further down.
LOOT FROM NEXTING DUE TO LESS LUCRATIVE VILLAGES IS REMOVING A LOT MORE GOLD FROM THE GAME.
EXLIXIR DUMPED INTO WALLS IS CAUSING A LOT LESS ELIXIR TO BE AVAILABLE.
So there it is: what you have is basically the definition of a , CATESTROPHIC and SELF SUSTAINING cycle in which every variable only further contributes to the problem.
But it will balance out, right?
Probably not. More elixir into walls=More elixir is needed per raid to build stronger armies to get the same damage to a village=even less available loot and more loot lost in nexting.
The only way I see this panning out is either
1) SC admits a mistake, makes appropriate fixes, and DRASTICALLY overhauls the loot system.
2) Eventually, the system gets broken to the point that people no longer have fun and mass amounts of individuals quit>>> Which ultimately will rebalance out the amount of loot coming into the game from inactive players not spending their loot.