Why don't you stick a post in the main page so that people know that you are looking into it?
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Thank you SuperSteve for the good news. About my deleted post, I must say it was TOTALLY NOT TROLLING.
Silence is not just silence, silence speaks.
What you can understand from Supercell silence is: "We don't care what you write, we don't care about your feedback, we are making our business and our interests, and you must shut up".
That's what I said before, in a ruder manner, I agree :rolleyes:
After 1 month, your post is all I wanted to read (Daddy after 1 week said "they're monitoring", but after 1 month that's not enough).
But, please, don't wait another month for saying something new (or - worse - for DOING finally something)
While we are all moaning about not being able to find free resources through farming, Supercell are wringing their hands and are happy to lose the players that don't create income for them. The player base has grown exponentially and that costs Supercell in server infrastructure and other overheads. Losing players will be a good thing for Supercell if they retain just those willing to invest real money in the game. Threatening to leave over the loot situation serves no purpose. When you pull your hand out of a basin of water the ripples soon disappear, that is how much we will be missed. This thread is just a blind alley to store the complaints and park the issue. That is why no Supercell input has been made here. Smell the coffee guys, either enjoy the wars and the chat and stop worrying about "progressing" in the game, or pay up for gems and make your own judgement regarding the value for money of that $15 upgrade you just bought.
SC is not aware of the problem. Users of the forum constitute a tiny minority of all players, and in SC 's world only a small minority of players are complaining. Ergo.....no problem!
It would be wise to do something like verza has suggested IMO. Just a topic with a daily/weekly update about what's going on behind the screens about this loot issue. Even a topic with some explanation about what defenitly NOT coming and ideas which are a possibility would be sufficient. It will let the entire (forum reading) player community know that you are all thinking about it and working on it!
Loots been good so far today, I have found several good 200/200 raids at gold III as town hall 7.
I have looked harder and cannot find any answers to the loot problem "around here" or,anywhere else. Waiting to see what changes, IF ANY, can be made is not very reassuring! No knee jerk reactions....crikey what timescale are you working on in planet Scell? What was elixir for walls other than an ill thought out and a wrong decision for the long term future of Clash..... I stick by my earlier post.
Thats all we wanted was some feedback steve thank you! To others out there trophy pushers aren't the only ones who spend money on this game i have 827mil gold grab and buy gems! And loot was way better today 3mil gold in 2 hour boost, th10 best in a long time!
Steve.....platitudes won't wash anymore. If the posts were being carefully monitored, then you would be aware that this problem has become steadily worse since January 2014. Maybe SC should spend a bit less time banking the money and a bit more time trying to fix the game. "Looking into it" for close to a year smacks of gross incompetence, or has the decision been made to follow the Nokia model?
I wouldn't overestimate the amount of patience people have for a phone app that has become boring. It is, of course, prudent to not introduce any sweeping changes without due consideration, but I hope a short-term solution has not been ruled out. The week long collector boosts for one gem were an effective method for temporarily increasing the amount of raid-able loot without upsetting the balance of the system.
Really? That seems to be exactly what you did in that update that changed everything. You introduced not one, but two, major changes that would impact directly upon the Elixir economy in the game when you reduced the chance of finding an inactive base and also allowed elixir to be put into walls.
That suggests either incompetancy or greed then for making those changes........
I think once you guys realised the problem, you should have done some kind of u-turn with regards to either elixir in walls or inactive bases, until you came up with a proper solution that worked for the game rather than let it get to the point it has right now.
Overall it has been a very dissapointing performance from SuperCell, in my opinion, and will certainly make me think hard before injecting more of my hard earned money into any of your games in the future.
We haven't made any changes to the matchmaking queue in regards to inactives. Any assertion that we have likely comes from rumors or deliberate misinformation from your fellow Clashers. In addition, elixir for walls was not a small, or off-hand decision, and was made, once again, in the interest of the long-term future of Clash.
I can see why you might assume greed or incompetency on our part. Our lack of communication is probably a big part of this. I can assure you that neither greed nor incompetency is part of our culture or development.
Hi Steve,
Thanks you so much for your com.
I was starting thinking you will want all Th10 leave the game....
I can imagine how it's hard to find good(s) and long term solution(s), but you have to do it soon.
A lot of "big" players start to be really upset by nexting and/or not finding loot.
Have a nice (work) day.
Good post, I totally agree with you. It has been 10 months in my opinion that the game has steadily got harder to progress in because of the game's terrible economics. This GAME is more like a second job if you want to progress at TH10 level. There are multiple ideas posted on this forum that would fix the game's economics quickly and make everyone happy and more likely to start buying gems again.
- Increase production level of mines/collectors by either more levels or faster resource generation.
- increase league bonus to make cup hunting worth while.
- Give defensive loot bonus or percentage reduction of loot lost when your town wins a defense.
- Reward increasing collector/mine levels.
- Increase war bonus.
- Have a permanent 1 gem boost on collectors/mines.
SC just DO SOMETHING rather than think and discuss it. I guess your focus is on getting new players in who might buy gems. But if you do not keep your current customers happy, word of mouth will prevent new customers joining. Your choice.
Good discussion of suggestions is going here:
http://forum.supercell.net/showthrea...-suggestion-is
We're considering most options at this point. Only additional collectors have been ruled out. In addition, anything that could be "easily exploitable," such as a defense bonus or earning your nexting cost, is highly unlikely to be considered.
Besides that, we're considering a wide variety of changes that will improve balance in the game.
Even Governments do a u-turn on silly decisions they make...so undo the elixir for walls bunny-up. Elixir for attack only, gold for defence only......made sense. Perhaps we should have a single resource "Golixir", a muddy brown substance to use for anything.......and the colour would match Scell's thinking on this...
I think today I'll restart playing :D
Thank you, keep the game amazing and playable, loot MUST cover at least troop costs, otherwise it's not worth playing! (uh, and repay the "nexting" too... but troop cost is more important imho!)
Sorry Steve (terrible job you have now with so many dissatisfied players) but...
i cant swallow this... several paragraphs of nothing after 9/10 months of waiting?
You've seen the thread about suggestions and i agree, pushing inactives into the queue is a terrible idea and goes against the clashing way of taking on other active players but you guys need to make it worth-while to attack a proper base. (Call it making trophies more valuable with the correct incentives.)
i will however say thanks for admitting there is a lack of communication from Supercell's side.
This will only lead you guys down the wrong path - Any forumer who gives any information and sounds at least like he can string a sentence together, will be believed - you guys need to get in there first and put something in the announcements.
this will stop the tidal wave of ♥♥♥♥ comments. As SuperSteve you can surely edit this post with some sort of update?
(Hell, you can even put a post up where only logged in members can see it - if youre afraid of scaring off the new people.) :)
Perhaps you should get involved in this thread - http://forum.supercell.net/showthrea...-suggestion-is (at least get the team reading it and dismissing things.)
Awesome game, great respect to its creators but dont let it be ruined by misinformation and anger. :)
EDIT: seen your reply to the last part of my post already :) thanks
Steve, we think SC are removing inactive bases because we SEE FAR FEWER of them since December's upgrade. It might be just coincidence but players will believe what they witness. In other words, inactive bases are as common as rocking horse droppings or hen's teeth.
I think anger and irrational response to change is par for the course.
We are pretty involved in that thread. Ana has posted a few responses. The Clash team is actively reading it as well. We've had some nice discussions about how we can improve loot, but nothing that we can pass along yet.
My two (one!) cents, improving elixir resource will only have te consequence that people will spend more elixir in wall, letting situation stalled. I must agree with Sticksman.
But, Supercell, surprise me! :o
Crying about the elixir wall upgrade is stupid. Before it wasn't there, people where crying that they had elixir storages piling up.
Hello Steve,
Could you verify whether the (ab)use of third-party software is having a considerable and detrimental effect on the economy? And if so (or even if not), do you actually have the means to combat this abuse?
Steve, aint nothin u can do but bringing back abandoned bases! Let the economy runs like it were doing in the beggining, it gave you the victory! Why changing it?
Aint no chineese boots or people back in the queu but abandoned bases, bring 'em back!
U didnt even have acknowledged that some players are erased....
I would love to see an explanation of why elixir for walls was good for the game and how it has had positive consequences for PLAYERS..... so Steve, if it wasn't a mistake please explain....
Thats a question from someone who does not understand the bigger picture.
You want a solution that will tip the balance in your favour - ok fine.
why dont you ask for the keys to Supercell's office while your at it. :)
They must make a decision that will benefit clash and their pockets. - period.
if they start throwing simple solutions to improve the loot into the game with no thought as to what it does then they are signing their own unemployement cheque. its not hard to understand.
the situation now is leaning too much in their direction and is choking the game of fun... (Fun to me is using a big army taking a good amount of loot and as most have already agreed is preferred to spamming tier 1 troops on quitters.)
this is the balance that needs addressing.
Please think it thorough before asking what you deemed to be a philosophical question when it was in fact self explanatory.
I can't say. I would assume that it has little to no effect on the overall economy, but I also don't have the expertise or data to say that is a fact.
We are looking into ways to stop this. We are taken action against anyone shown to be using these methods. A video of this in action, sent to our player support team, will result in action being taken against them.
-Steve
Maxed TH9 here, working on walls and heroes atm.
I honestly do not understand why people with TH 9's and below are complaining about loot.
I play casually, boost barracks about 3 times p/w and farm between 1600 - 2000. Army = giants / wb / barb / arch minions and costs about 100k elix. I simply look for (storage) attacks with at least 100 k elix, the rest is bonus. Obviously I will not attack 100 k elix / 20 k gold / 100 dark, that's to low. If I get 150 / 150 / xxx I'm happy.
While doing this I'm able to consistently build 1 or 2 lava's each day, thats more then enough loot for me. The elix for walls update sure made leveling walls faster for me.
On the other hand, a big chunk of my loot comes from other TH 9's, so I am not to worried to upgrade to TH 10 either as soon as my heroes are lv 20 and my inner 2 rings are lava.
What I do notice is that collecter raids are getting more and more scarce. I think that during a 2 hour boost I find 2 on avarage. I also noticed an increase in bot attacks on my village when + 200k gold and/or elix is available. Even though they take next to nothing, because the automated attack totaly s*cked, they do shield me. That's another storage raid shielded for others.
If SC added more inactives that would not solve the "loot problem". The majority of inactives would simply be attacked by a botter and shielded.
If think the solution lies in finding a way to consitently ban the botters, so SC has more control about how much loot is available in the search que.
More misinformed people pushing misguided topics.
Please do some research on the Wiki before sticking to this conclusion.
im not gonna give you figures, i'll explain it very simply so maybe you might go do the research yourself and learn something..
the need for GOLD to upgrade a base far out-weights that of ELIXIR.
Go read then come back and tell us your thoughts.
EDIT: cant be bothered waiting for a common sense reply to this....
GOLD needed to max a base:
669,901,950
ELIXIR needed to max a base:
348,222,850
Both of these figures excludes walls and are volumes needed without losing any through defense or nexting or troop training/spells.
You wish to remove the use of elixir on walls and put it solely on gold??? even when the production of both is equal to each player?
are you actually serious?
Steve, thank you for showing us your envolved. We went a long time with very little interaction. My problem is everyday I play COC and everyday it is extremly difficult to loot what I need to for upgrades, donations and wars. The longer this goes the more players you will loose. Maybe a short time fix is 1 gem boosters for a week. When you did that before it really motivated my clan and everyone was happy. That is not a long term solution though might keep players interested untill you initiate your plan. Again thank you for communicating with us.
Perhaps you should reread his inital post to which my question was directed at before posting a clueless response.
Also, do you have any clue how many people work at SC in relation to the revenue and profit they make? Signing their own unemployment cheque...lol that doesn't even make sense... Thank you for trying to educate me in business on a kindergarten-level. I think I'll just manage with my MSC in Economics.
Keywal....gold is like capital, elixir is more like revenue, getit? Your figures on base building are irrelevant, they ignore the revenue spent on farming for capital. Get it?
So, I ask him the question and you want me to answer my own question...ok...
He is referring to the in-game economy being tight, but not wanting to unbalance the situation. The second part of the phrase implies that he considers the economy to be balanced which rather contradicts the first part of the phrase. Hence the question. Do you get it now? You answer has abosulety nothing to do with the question, ergo clueless.
by logic, you can't really compare gold and elixir like that.
in the case of a fully maxed base, walls included, the use of gold is dead. every golden loot you get is next to useless, if not due to nexting and traps, which i dare say relatively insignificant. BUT elixir would always stay relevant. pushing trophies, wars, donations (donations means a lot to the whole gameplay. especially if you donate a lv 4 pekka to a TH7 who is farming with a giant-barch), that Gowipe with 5 spells ain't gonna pay itself. So the value of elixir is not really on upgrades alone. Gold, is another matter.
THEREFORE, saying lix-for-walls update is correct because elixir upgrade costs are half that of gold's, is incorrect.
AND, the person who did come up with that update, is presumably less than smart.
UNLESS, the purpose is $. Which would make him a genius.
Supercell's team already tried their best to balance all the things. The game is free and everyone can download and play it, but supercell needs to pay for all the expenses involved in the game. From TH 1 to Th 8, there are so much loots when you raiid. From th 9 to th 10 p, i think that we should pay back for the game. Like other free online games, although the game is free, we need to pay for the game finally. One of example is candy crush. I think that we should buy gems for upgrades and that makes sense because I know that nothing is free and all of free stuffs actually has been paid by another person if you dont pay. I just buy gems for upgrading my troops. I m th 9.
Of course I'm serious. You are only showing half the picture. How much elixir do you need for troops and spells?
And gold isn't really the lifeblood of the game. it just gives you a better base. Attacking, donating, going to war and Hunt together is what the game is all about.
Hi,
I always liked to read comments but newly I made an account (forum) to send my meeage to SuperCell, hope they read it.
I have been playing CoC for a very LONG time (absolutely one of my top favourite games). I used to buy gems and boost my baracks and farm, thats the way I enjoyed of playing CoC.
I dont like to "next" anymore, not enjoyable. I'm simply done with this game. I want to thank SuperCell for creating such a nice game, but now you have just destroyed the game. Loot is totally gone, which forced me to quit.
I knew I wouldnt play this game for my entire life :p. Alot of my CoC friends has recently retired becuase they got bored of "nexting". But today is the day I say Goodbye to SuperCell and my lovely base (lvl 128, 1b GG, 2m+ HH, reached almost M1:o). I'm really going to miss my base :(.
I guess I also need to deactive my account on SuperCell's forum.
Have fun and Bye
Ok but upgrading your village and going to battle are two different things. The first one uses a lot of gold, and the second one a lot of elixir.
Because of walls, the need for gold was endless. But when you finished all your lab, camp, collectors and storages upgrades at your TH lvl, the need for elixir was over (maybe for x-bows), so you had more time to recover for elixir.
Now that there is an endless pit for gold AND elixir, the economy is worse. Waiting for your common sense to reply.
I boosted for 2 hours and to my surprise I still found nothing... I'll quit if this ♥♥♥♥ continues.
Really?
Just tell me their strategies on how to handle the Chinese BOTs.
Apparently, I've been attacked by 4 in the last 3 weeks and watched them upgrades from partly completed Lv8 walls, farm their way to full set of Lv9.
What's worst, SC decides to silence the issue rather than send a clear message that: those programs were prohibited AND can result in permanent ban.
With the program now available in English, you know what's hitting the ecosystem.
It is extreemly dissapointing if SuperCell doesnt take this seriously. Steves answer didnt really make me feel that they do. All their attention should be on this potential gamekiller before it is to late. Add some sort off human recognition system to this game allready. A world leading game really have no excuse for beeing ♥♥♥♥able like this. If you dont know how to solve it. Hire a company to solve it or even better, hire the guy that made the bot.
Half the picture... training troops... going to war.... yes i understand you all but the elixir to walls issue did nothing wrong it only exposed that the raiding system and the loot it generates is wrong.
i'm a big advocate of raiding with a bigger army which i know costs elixir (More than barching) but right now, after the change we cannot consistently do this as we simply cannot afford to.
My point relating to gold and elixir needed for upgrading a base is to show, very simply, that on your base alone the need for both is very much out of w♥♥♥♥.
Elixir for walls came along to use some of that. (as a nearly maxed TH10 i have wasted millions and millions of elixir after a raid cause i simply didnt have anywhere to store it or use it - even now)
Thats a waste - and im all for having stronger bases to attack.
I understand that reversing the lix4walls change will help us raid with the bigger armies but it still does not address that the league system is not offering enough to use that sort of army neither is the available loot from a base.
this needs addressing to bring the overall available loot on a raid up which in my mind is the true issue in the economy.
the issue of poor loot was evident back in 2013 - the change to the system gave a little in January 2014 and now the lix4walls has dropped elixir to the level gold always has been.
this is the bigger picture, this is the problem and this is what they need to fix.
Unless of course you want to raid a base for less than 100K gold and 400K elixir every time?
Available to raid should be well over the 600K of each (Loot bonus visually included in the top left) which will enough us all to play the game properly and hell, even if we fluff up a raid we may get half? (300K is enough to at least reload some of the army). this is taking on a good base and not pounding a tiny townhall for nothing other than cups.
PS i mean no offence and apologies if i ruffled any feathers getting my point across.
Its clear that you guys can modify the economy (loots) but why its still the same no decent loots?why is there no action from supercell why?😳
Today news:
http://forum.supercell.net/showthrea...=1#post3028068
let's hope something changes
just buy gems for supporting supercell if you want to gem. If you don't, although it's hard to upgrade, u still can. If you don't upgrade, u can still do clan wars, chat and even raid. It's up to u. I already bought gems for upgrades because it's so much fun! That's why I bought gems. If u just want free game, it's fine. Enjoy your game.
In the last week, I only get really poor loots in Silver II league, I'm on th8 and I only got 800.000 elixir in the last 3 days.
I was thinking in buying 500gems for end my LVL5 Giants soon, but I don't have enough elixir to order LVL5 wizards, so I decided to wait.
Supercell you lost mine 4.49€ because of bad loots, maybe I'm not the only one.
People are not listening to Steve on this point. Making Elixir useful for high level players that "choose" to manipulate their trophy range was a wise decision. That is common sense for anyone looking at this objectively. Let me break that down as clearly as I can as a player of this game with many 1000 hours of play hours under my belt. Does not mean I know what I am talking about but it does mean i have experience - whatever value that is to someone that may read this comment....
High level players farming in a league below the natural capability of their defences were disrupting the balance of the game in a way that we probably could not perceive.
This is because we had probably maxed out our lix upgrades and were sticking elixir storages outside walls or in easy to reach places in favour of defending other buildings - personally, my gold mines were far more important to me than my lix storages!
This did not impact me at all - by the end of the day, I was back to 8m lix but I had essentially given away in the region of 1.5 - 2m lix to attackers that needed only a few troops.
The result was TH7+ making large lix bank faster than the game probably wants them too - ie it was out of balance. Didnt bother me at all but maybe it was bothering the TH7 and below bases that they were pounding on with rapidly upgrading armies etc. I dont have game stats but I am sure there was a significant impact of people like me throwing away 400k lix in Crystal 3 league and below - oh and offering free cups in the process.
Another side effect of "worthless" lix was the inevitable full dragon army that i'd cook and liberal use of rage. I am sure I was the cause of a few, its not fair threads when I 3 starred my first attack of the day (or whenever I was offline for a couple of hours) Didn't bother me, but probably bothered the defender that would not have suffered that attack if my lix was even the slightest bit valuable to me.
I was basically given no choice - either use lix on the odd massive army and give it away to people, or protect it but then REMOVE lix from the game because when I raid you for all your lix, it does not actually enter my storages, there is NO SPACE.
Ok, so I am writing this on the fly so those comments may not hang together in any logical flow but hopefully they offer some tangible reasons why leaving lix the way it was was doing no one favours in the long run - it was inevitable that eventually, we'd all have 8m in our storages unless we were hunting trophies and cooking power armies every raid.
Now, why is lix for walls a solution?
Again, my opinion - but....
Walls are optional, helpful to a degree but optional. If you choose to upgrade a wall as opposed to saving the lix for an expensive upgrade (and therefore offering an attacker the chance to raid you) thats up to you. But you do so at your detriment to be honest - prematurely doing walls and neglecting your more useful lix upgrades will not help advance you as much as the inverse will (ie focussing on the important army stuff).
So SC gave us a choice - which is better that a directive - such as finding another way to drain lix from the game to avoid players like me draining it from the game and then giving it to a community of player to accelerate them to a point where theyd be doing the same thing etc etc...imbalance as I explained above. Imagine if the same were true of gold. Great for a few months until everyone had a maxed out base with gleaming lava walls as the MINIMUM at TH9
As for there being a loot issue - of course there is...DE is probably the only resource you can still get whenever you want. That does not mean that removing the lix for walls change will help. Sure there might be a bit more elixir in the game but so what. Build all the fancy armies you want, gold is still shot! What do you want to do, raid to get 50k gold and 250k lix which i used to see a lot (and skip it i might add). Now I attack it! And am happy to!!
We need a change that impacts how we get our hands on resources.
We should not focus on limiting the ways we spend - thats not a useful solution. I am happy SC gave me the option to spend elixir on walls as will any farmer once they max out their lix upgrades. What I need now is a more reliable way to make resource profit than raiding in the current economy because that is broken. Lix for walls did not break it...gold was very hard to accumulate before this if you recall...I certainly do and you can go look up some of my loot threads to prove it.
Hello Steve,
Can I have answer from you?
Why you don't try to fix the Loot system or try to improve the game? so now when u get Rich and have money u don't care anymore to us? Remember we payed to u.
So, all that money u get and still wont make the Loot system better? Really we want game that care. We need good loot to have fun but it seems impossible, u didn't even make any changes from alllll these suggested Ideas to improve the loot or do anything.
I know this gonna deleted because its the Truth :)
Thanks for clearing this up. I wasnt entirely sattisfied with the exciting lootsystem neither, but gold is not a gamebreaker for me as it only slows down the defensive progress. Slowing down on the attacking in the game is a gamebreaker. Perhaps not so much for me as I only have a few lab-upgrades left to use elixir on, but I see it is a big step in the wrong direction for the game. That's why I would like SuperSteve to explain why they think it is absolutly right.
laughed at this
Please refrain from make new loot threads. There a whole sticky devoted to it. And fixing the loot system is not easy snapping fingers. There needs to be alot of work done. Plus the loot is back to normal. Only th10 should be having trouble with the loot. I have asked some of them and they said its there, just need to look a bit and find the right league.
Lol i don't know what you talking about... I'm a th10 farming in master league and i can find over 200k+ per battle.
Just... Read this: http://forum.supercell.net/showthrea...=1#post3028068
It has been positive for me as a player. I have nothing else to spend elixer on. I was looting 100k plus of elixer on most raids (still am) and it was simply being removed from the game since I couldn't store it. I was working on walls (still am) but it was getting pretty boring with all of that wasted elixer and only able to use gold.
Elixer into walls isn't the problem, especially for the lack of gold. Expensive upgrades without upgrading collectors is the problem, as well as not enough abandoned bases available.
Steve explicitly stated SuperCell have not changed anything regarding abandoned bases.
So what changed after that update because I am 100% confident I now find far far fewer inactive bases than I used to.
You can argue whether collector raids or good or bad for the game, but what I would like to know is if SC didn;t change anything, what is causing this??
I can't find loot!!!:mad::mad::mad:
I have spent a lot of gold looking for a good base. It is driving me crazy!! :mad::mad::mad:
Evry man with a functioning brain understands that it is nice for you as an individual because you had nothing left to use elixir on. What we are takling about here is how it effects the economy as a whole. Thats our common problem. You might not have it yet, but you will run into it further down the road.
I would also argue that low elixir also drains more nextgold out of the game. Dont know about the rest of you, but a 160k gold/25k elixir base isn't as attractive when you never find those good elixir raids anymore.
Less people are (starting and) quiting the game. Every (mobile) game has it's peek with a lot of users. I think end 2013 was the one for COC (? I wasn't playing back then) After that, the ratio between quiting players and new players dropped.
Imagine for example during 2013, every month there were 1 million new players and 100.000 players with decent bases (th 6+) quiting. That leaves 100.000 bases 1 month raidable.
In 2014, there were only 500.000 new players and 50.000 players with decent bases quiting. That leaves only 50.000 bases 1 month raidable.
And adding up tot that; during the entire time (begin 2013 to begin 2014) there were maybe 1 million new players th7 and up. More players is more competition.
So what do we have:
More high level players
Less high level players quiting
Less 'good bases' / high level player available.
The other part is probably because of the elixir-wall thing. But before that elixir was disappearing...
Here's a list of improvements to Clash we've added based on player feedback. We can't incorporate every idea that we get, or else the game would be a complete mess. However, there are plenty of amazing ideas that have come from these forums and elsewhere in the community. And here's a nice pretty list form of those:
* Ability to queue/order spells individually instead of grouped by type
* Dismiss troops from Clan Castle and Army Camps
* Greatly reduced hero regen times
* Ability to spend elixir or gold on walls
* Add a pause button to the attack, defense and war replays
* Clan War, Attack and Defense replays now show "Troops available"
* Add ability to upgrade multiple walls at once (like rows)
* Greatly reduced Valkyrie training times
* Increase text space on leader messages
* CW Enhancements: Separate war base layout, numbered villages, notice who started war, dismiss war CC troops
* Clan Wars
* Hero Auras (Passive addition to stats of surrounding troops)
* Add more leadership roles - co-leaders
* Number displays on clan castle to show space used vs having to click it, then hit info
* Ability to remove obstacles while in edit mode
* A multi-target building to simultaneously target multiple individual enemies on non-adjacent tiles
* 24 hour ban on player to re-join clan after being kicked
* Make surrender button smaller / move out of game play area - too many accidents
* Ability to upgrade traps (as well as them staying where placed now and stats showing in-game)
* Elder Kick cooldown time reduced to 20 minutes
* Donation indicator in clan chat
* Village construction mode - easier way to rearrange village, saved layouts
* Update shared replays with different color button, comment field, loot, trophies, battle results, etc
* Keep tracking loot / achievements after they are completed
* Add info about available loot % possible with TH differences in-game
* Cooldown for elder to boot players
* Add viewable player stats/profile - similar to Hay Day's farm stats
* Add a mute button to global (basically to hide chat of a player)
* Ability to share replays within clan chat
* Add the Attacks/Defenses Won stat (from Leagues) to leaderboard
* The Freeze spell was taken directly from the sticky as the "Next spell" to be worked on
* Move replay 1x 2x 4x button to right and off of playing field
* Ability to request specific troop reinforcement types (Custom message with request)
* The Inferno Tower was inspired by several requests for a "Flamethrower" tower
* Reduce healer camp space, make more viable
* Mark indicating center of playing grid (The plaque marking the center of the town)
* Flip from one barracks to next (like one roadside stand to next in HD) so you can setup all quickly
* Add Chinese localization
* Attack battle log with replays
* Add troops received to donation stats
* Add leader messaging (Also the fix to unfilter messages 2 days after release was from feedback)
* Don't auto-end battle once all normal troops perish if Clan Castle/Spells remain in inventory
* When balloons are destroyed, they fall to the ground for 1 last little attack
* Ability to rotate selected row of walls
* Moving multiple wall pieces at once.
* Splash damage with dragons and wizards
* Show damage % in defense battle log
* Show remaining lab upgrades during active research
* Air Bombs
* Army Camp full notification
* Heroes
* Troop donation statistics
* White insert buffer lines showing while moving decorations
* Defense replays
* Army Camp troops survive if Army Camp destroyed while on defense
* Message displaying when someone leaves/is kicked from clan
* Trophy limits on clan applications
* Gem usage confirmation
* Small shields after maintenance and disconnects
* Many of the combat balances are due to user input
* Matchmaking queue
* Army Camp storage managed as a whole instead of per camp
* Barracks queue information
* Clan Search
* Global chat moderation
* Trophies to be lost displaying in match screen
* Broader range of trophies available to be won per match
* Scroll to top of Top Clans, Top Players, League, and My Clan by tapping Tab (like clan/global chat)
* Etc....
I've seen tags on those lately, but this goes beyond loot now, I think.........
I agree about lix for walls not being an issue. You got the point across far more eloquently than i did in my dissertation a few posts back!
However, I honestly do not think upgrading collectors is a solution. We want "active" income streams - things you need to go do and if you do, you get rewarded. Sitting on your collectors should not be the way we expect to upgrade our bases. A few more k per hour will not help me. What I need is:
additional income streams -
- war: taxes from all the villages we beat, win a war, get a regular passive income, lose a war and it reduces
- events: SC can get really creative on this...complete an event, get some loot, gems, maybe even special treats like a cheap boost
- challenges / quests: mastermind did a great job here
improved loot from raiding -
- better league bonus
- loot multiplier: loot gained is multipled by a factor. take 70k from opponent but gain 70k x 2 as an example - the additional 70k is considered a bonus and therefore "created". Maybe SC would cap that so you cant make more than 300k - probably considred by most to be a very good raid even though it is well below the maximum available in the game but waaaaaaay above the current average (in my experience)
- loot floor: even if the player has just x available to loot, you are rewarded at least a certain amount for beating them. Think of this like the way war is run...harder the base, better the reward, but possibly linked to stars gained and not as lucrative as war by a long shot. Im thinking 100k for 1 star, 150k for 2 and 200k for 3 stars for a base at the same TH - loot penalty applies for lower TH engagements. Linking to stars could be complicated but im trying to avoid an imbalance...ie snipe a TH and scoop 100k. Anyway, this "floor" guarantees that if players choose (ie cook an appropriate army, they can make a profit and therefore if they are short on time, can always find a raid that pays. Unlike now, even with barch, you can waste lots of gold and eventually make a loss on the raid - both on gold and lix if unlucky.
Notice that i did not mention raiding abandoned bases. We miss them when they are not around for sure but with some innovation in other areas, we dont actually need them.
But, to state the obvious...better access to these bases will of course provide more loot too - easiest solution of all my suggestions, probably just a change in a table or two but do we really want every other raid to be a 300k abandoned base? Initially, knee jerk reaction is yes, but let that play out for a few months and then all the active players will be maxing walls and their bases..."I'm done with lavas" threads will no more be met with "well done!" but now we'll see "so what, I am done with zaps...and now i have no use for gold...." So - I dont think we really want this as a loot solution. Simply put, most, I think, are happy to raid with full armies for loot. No free lunch needed. But we dont like wasting our spare time pressing next and actually never finding a fight before our next class, meeting, chore, etc...ways to get us "playing" and not "nexting" are what we really need. Back to my point...I know, I lost you :)...upgrading collectors does not get us playing...just gets us logging on, collecting and then either logging off or "nexting"...nexting and the cause of the need to do so is the true problem here.
My suggestion: Loot subforum under "General".
Loot is DISGUSTINGLY bad atm
For the first time ever, Ive logged off and my barch remains for the morning.
This is a lot different than last night after maint, loot hadnt been that cray for months.
What is this??? The American economy????;):p
I shouldn't be joking like this. I live there......
Had an awful time with loot last night. Spent 80 gems to boost (4 reg rax, 1 db, sf n heros). I was bamming in crystal 2 from about 8:15 to 10:15 UK time.
So what did I get:
Gold profit - 2,050k
Lix profit - 420k
DE profit - about 2k loss
trophies - down 90 from about 2340 to 2250
(these are determined based on noting start and finish position so include the effect of next costs and win bonus)
These figures included the 430 of each from the last 2 raids (combined). One of these raids was actually after the boost had finished, so I should probably saying 1.8m/200k/-2k for the period of the boost.
There was seriously just nothing to attack. It's absolutely woeful loot. Should have just saved the 2hrs I'll never get back and gemmed the 2m. Although maybe that's the point.
Impressive list. it showes that the community is part of the success and that you are listening. Great to see you on here commenting to. I come from a game called SSX made by EA where the Creative Director, Todd Batty was part of the forum.
Could you please tell us why Elixir for Walls was the right move, and why so many of us are wrong not agreeing?
First off all, good to see that there are so many ideas from the users being implemented.
I have a question about the above one though. What is changed here? And how can someone save a layout (because I actually posted an idea about that: http://forum.supercell.net/showthrea...=1#post3028878)
Hi there - did you read my response to you...I know I am not Steve but maybe a "peer" response (from someone also playing the game with an advanced base) might help.
Sure, Steve may or may not be able to give SC's position on this, and I know that's what you want, but the reasons why I think lix for walls is a good idea and why the "old" situation was not sustainable might also be worth your consideration. Further more, the remove of lix for walls (which i assume is your goal in this regard) will not improve loot (does nothing for gold), nor will it increase our raiding enjoyment - other things can do that far more effectively. We should probably get behind those as the things we, the active player community, want to see implemented.