lol anddddd he's gone
Printable View
lol anddddd he's gone
So anoushka said they're not gonna revert anything due to a "moving forward" logic?
Does fixing things you messed up is illogical?
And defense bonus is exploitable? did he thought all of us are jorge yaos?
maybe people in SC are just cognitively challenged. I mean, that would really explain a lot.
In the original post you responded to about the 2 million elixir per war he specifically said "donations" yet you still have conveniently left that out. If you have an all th10 clan where you only have to donate 58,800 elixir worth of troops than good for you. But there are many th10s out there who have clan mates who are th8 and 9, so they donate a lot more. 2 million elixir is not that hard to spend on a war. So why are you arguing that point?
As far as the 5 100+ bases...you can't farm while you are sleeping. So you build a huge army while you are away and go to war with that army. Then you farm the 100k bases when you can stay on for a long time. That is the most efficient use of time and works for farming gold.
And they only increased the war bonuses after they ruined the economy with the elixir for walls. While it wasn't great, the economy was at least workable before the lix for walls update. Before that elixir was a total joke, so having CW drain it wasn't a big deal.
Even with 2 shields per day they still supported the economy because there were millions of them. Before SC removed them from the nexting queue they were extremely common and provided the vital tourist dollars that sustained the growing price of upgrades. Oddly enough for a long time the number of people who quit went up at a rate adequate to support the increase in loot spent at a pretty equal rate. I doubt it was intentional, but it was working. I can understand why dead bases shouldn't be the backbone of the economy but the fact is that they were. What SC did when they suddenly removed them from the queue was the equivalent of making it illegal for a non-resident to go to the beach in Florida. Sure they would still get some tourists at Disney world but the state's economy would collapse without those tourist dollars. Mass unemployment, foreclosures and bankruptcies for people who couldn't relocate fast enough.
For SC/CoC then the question is how do they introduce a new source of NEW resources (not just existing loot raided and passed around between villages) that will end up available to be raided for without re-introducing the practice of barching inactive bases? While collector raids of villages that only log in once every 24-48 hours will always be possible most people will have their loot in the storages if inactives are removed. The new system will need to support both the armies cost that is needed to get into a base and access those storages as well as support the ever increasing average upgrade cost per account. "Loot out of thin air" from successful defense is a very viable option as are league bonus multipliers for stars, lvl12 collectors and a few others already mentioned. While it will take a couple of weeks to feel a broad effect of those efforts (as resources trickle in faster than they are spent) it would correct itself like any growing economy.
To avoid this collapse in the future SC needs to implement something a bit more transparent that they can manipulate without having to push an update. For instance, if they add loot out of thin air too fast everybody will be rich quickly and gems won't be needed to keep upgrades going. If they add loot out of thin air too slowly it will take far too long to balance out again. So they need to get close to the target that is needed to sustain the game and have an additional way of throttling more or less resources into the game. Initially this would be used to speed up the economic recovery then dialed back to the new "normal" flow. When a release comes out it could be dialed up for a few days after everybody's shopping spree on the new feature, then dialed back to normal again. One easy way to do this would simply be to change the definition of "inactive" to 2 days which would greatly limit the number of collector raids available and when needed change it to 7 days which would include anybody who has quit in the last week and add a temporary influx of "tourist dollars" to the economy sort of like spring break provides for beach towns.
That would make it a daily, weekly or monthly. That's an entire different statement than the one you made before. I like that idea!
Thanks for that! They say it is highly unlikely, and a lot of things have been ruled unlikely or even ruled out. I don't remember them but a clan mate told me a while ago some things were ruled out and turned up in updates. They also say it is highly unlikely, if you would choose a formula more based on a curve that flattens out it wouldn't be easy to exploit for the simple reason that the risk of getting flattened would be too high for the extra marginal loot bonus you'd receive. Like Master league loot bonuses could be reduced to 3/4th and champion league reduced to 1/2, so it stays above crystal but is a bit higher.
It does not need to be a league bonus, can be just a loot bonus. That would be a very nice loot injection.
I do thank you for staying civil in this argument! No name calling or provoking, remember that we both face the same issues. Others on this forum have been quite uncivil and rude in their arguing, which saddens me as they keep most people away from the forum.
King Midas
Insurgence Family
I cannot follow your logic here, all that is shown is inactive bases in good loot logs but there are no inactive bases?
Question nesnnesn's attack log where he hit 1 mil an hour. Sight unseen I am willing to bet he has plenty of storage raids in it.
I have had plenty of storage raids in my logs, admittedly not in the one referenced. Here is a video. http://youtu.be/63nzyw8L6P0
The logic is simple, the league you are in is not capable of advancing your village at your disired rate. Since the dawn of CoC people have sacrificed trophy standing for loot, why should this generation be any different?
Three men make a tiger?
On defense being a source of loot. My opinion is defenses are hard to win so it is own reward. Watching someone fail is payment enough. If you want a league bonus snipe a town hall.
SC seems to consider acquiring loot from defenses to be exploitable.
I'd like to add that the war loot bonus is really minuscule compared to what I thought it would be. I think SC didn't take into account that certain clan members donate a substantial amount of troops for defense and offense cc's. Not to mention two ridiculously expensive attacks also drains your E as well. War loot bonus, in my opinion, should be way higher than what it is now. Not only would it re-compensate your generosity, but it will reward you for your time and effort. Raid success, stars earned, troops donated, should all be factored in, not just some random number based on difficulty of base you attacked. For example, if you're ranked 22 on your list, and two star their number 18, you should receive slightly more loot than one would receive if they attacked from the 16th spot. You are rewarded for attacking up and successfully. This in turn, in my opinion, would encourage more cohesiveness and effort for wars. (My last 5 wars, our opponents are always no shows;whether we push the button at 4 p.m, 6 p.m or 8p.m, people just don't show up) This alone obviously wouldn't fix the loot problem (as some people don't like to war, or are not good at war), but it would be one of the minor fixes, combined with other minor fixes that can lead us in the right direction of a better economy.
Building all dragons is more expensive than what you write as most expensive combinations and is used quite often.
12 dragons at 42k each is 504k and most people use 3 rage and 2 freeze to go with that. And they cost 171k. that means that a dragon attack costs 675k elixir. Assuming that you donate the same that you give and a typical dragon donation could be 1 dragon and 3 balloons. That amounts to another 55.5k.
And loot system is not fine.
Just to make sure I'm clear I believe re-introducing inactives is a sure way to get resources back into the economy, get them in fast, and kick start the recovery. I do not think a game that is 30-50% inactive accounts is good game design so simply giving them back is not the answer. Merely part of it. A new source of resources needs to be introduced that sustains the economy 90%. Inactive accounts would then be one VERY easy way for SC to react to fluctuations in the economy. Imagine if everybody got stabilized and there was enough loot again . . . then TH11 was released. The economy from crystal up would instantly be dry as people bought new upgrades. SC could temporarily introduce more inactives just to stabilize the economy for a day or two then weed them out again. WAY easier to manipulate than a real economy but the principles are the same.
Yeah, donations in the sense of an organized clan, which I am used to, not an unorganized clan. I did not "conveniently leave that out", I just assumed something that seems normal to me. If you chose to maintain tons of players to war with them, so be it but 2,000,000 on armies and PROPORTIONAL donations is too much. On top of that DE is left out of this equation and I assumed the heaviest elixir only army.
Also works for elixir, I don't argue it as I agree with it.
Check that thread on the update regarding elixir walls, I was the only one saying elixir should not be used on walls as it would make the loot horrible, don't play that card on me because I knew it from the start.
King Midas
Inurgence Family