Its closer to maybe 50k, even less
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I have posted these before, I and many others think these are changes that will drastically improve gameplay at all levels and bring far more fun into e game especially for high level players.
1. Add some loot to the TH. Make it equal to a gold/elixir storage. An absolutely incentivized free shield is the bane of a raiding game. There has to be a cost for a shield. End of story. Currently, My storages are almost never raided despite them being full nearly all the time. My entire clan does this, and it is the same story everywhere.
2. Do something with nexting cost so it doesn't disappear into nothing. The best idea is for the gold spent nexting my base goes into a pool, the army that finally beats my base, gets the nexting gold. This is great for two reasons, it builds up loot in loot poor bases, and hard to beat bases, incentivizing high level play to take out those maxed bases! Stop gold leaving the system!
3. Lower trap re arming costs, current loot does not warrant 200k plus rearming costs, it's really crazy high. My last time i re armed them it was 236k gold and not all are maxed.. That is multiple raids potentially and does not account for resources lost. Stop punishing defenses, it makes no sense to need to raid for half an hour to an hour to pay for traps and resources lost if you were smashed.
4. Make defense wins mean something other then the privilege of re arming overpriced traps and useless trophies... Give defenses a % of the league bonus, or free trap re arm, something! If manipulation is the concern then add a % to it so ppl cant drop 1 troop and give bonus. Encourage us to build our bases defenses up so they are useful! Bring those TH inside... 99% of the time I am cheap TH sniped NO MATTER WHERE I AM AT TROPHYWISE! My loot is effectively not in the queue and rarely gets raided!
5. Increase collector output 25% or more (this may not be needed if others are implemented)
6. League bonus multiplier... 2* worth more then 1* etc... Reward bigger accomplishments (encourage longer cook time armies, this IMPROVES bases loot in the queue in total, as we make far fewer attacks then boosted barching or bamming!)
7. Further discourage bots, any activity by them is too much
8. Elixir for walls needs addressed.. Either make it so only elixir above X amount can be used for walls leaving some elixir for theft, or make only lvl 10+ walls for elixir, or some other elixir solution
Do those things and th10s will immediately start seeing full storages in their queues again and people with near maxed defenses like me will break shields again and probably put our townhalls inside
My solution......... I hope its fixed before im a town hall 10 <3 :confused:
it's not troll it's sarcasm... Because in the quote he said to reinstate and keep abandoned village..... Up until now i think that is quite a rubbish idea.... Putting up abandoned village for easy loot, it'll just make the game so miserably easy...... And if we're talking about abandoned village then you don't really need a good army because as the title say "abandoned" then there is no trap-inferno-xbow-cc, which in turn makes it easy (i raided an abandoned th10 almost max def with barchgiant and manage to grab 440/400/3400)....
I think bonus are just a way for SC to get some loot into the system, and while creating loot out of thin air is indeed not fun.... I think if manageable it will be okay.... How to manage them? I think it would be wise to give multiple bonus shares on winning, what i mean:
1. Base Bonus should be calculated by comparing th level (th9 attacking th10 will get better bonus according to their level of troop, spells, townhall progression) so lower level th will get more bonus if and only if they attack higher level th
2. The portion of bonus should be rewarded according to their raid winnings, if they grab more stars you get almkst full portion of the rewards. This will force people to challenge themselves to raid harder townhall
It can be for example: th9 maxed troops attack th10 almost max defence in a certain league will get bonus calculated as (base bonus league+ either 10.000x available trophy or 10.000 x level difference) and how much you will get is depending on your raid outcome.... More star=bigger portion of the bonus....
At least SC should hold this as an event only, so after some time they should remove this... This is just a way to purge the system of loot void.....
The Problem at the Moment is not bad average ressource Output, but a too high amount of nexting. I get more than enough ressources at th9.
The Problem is that there are more Players attacking than Players that can be attacked, so all good and average bases are taken and only the very bad and really awful bases remain. If you find only a bad base, you are happy.
I have following Solutions (I am sorry that These are multiple modifications, but all of them have to be done to Keep balancing:
1.) Reduce average shield time (either set it from 12 to 8 hours or remove the shield from destroying the town hall).
2.) To Balance it for the Defender reduce the amount of loot taken from Storages for example from 14% to 10% for th8.
3.) Reward the clan war storage loot (20% of the win Bonus) to the attacker like in clan wars. This ressources are not taken from the Defender (to Balance against the smaller storage loot)
4.) Remove all inactives from the Queue and reduce loot from mines (from 20% to 10%)
5.) Let all troops stay in the clan Castle for 1 day even if the are killed, Traps should not have to be rearmed any more (to Balance the shorter shield Durations).
Maybe the shield System should be redone at all. Here are my idea:
.) Award the shield depending on the cost of troops killed (to give an Advantage for good defense instead of no shield for 39%). No shield for destroying the th alone.
.) The shield Duration per elixir should depend on the league. A higher league should give shorter shields. This will provide better targets at higher leagues while it is easier defending at lower leagues.
The target is to provide loot for good challenging and interesting fights without nexting and get People to start boosting. There should be other ways of getting loot than raiding inactive mines outside or barching for 50% in masters.
Alot of people don't, well didn't, have a problem nexting their brains out looking for inactives to Barch. This gives them resources, which other players will need to storage raid to get resources from the Barchers.
Strong taking from the weak is the way life works.
People say SC isn't making any huge changes right? So an overhaul won't happen. Brining back some in actives isn't a major overhaul and most players would rather storage raid then grind away for collectors so its not going to be abused like an increased bonus would.
Upgrade collectors
Lots of ways that loot could be improved
- Increase the loot held by the town hall 1000 of each at th10 is nothing but if you lost 100k of each and 1000 de it would make a lot of players rethink having town hall outside
- Have a new achievement that awards a substantial number of gems for having fully maxed collectors this should encourage players to max their collectors increasing the in flow of resources into the game
- New collector level should be added for th9 an 10 to increase the resources they can generate, the current collector levels were implemented when th8 was the highest th and since then only thing that has changed is th10 get one extra of each
- Remove nexting cost as this is just gold that is drained out of the economy
- Give a league bonus for successful defences this in combination with point 1 would encourage more players to defend rather than sit behind a cheap shield
- Personally I would like to see the reintroduction of loot bonuses for attacking higher level bases although this would be very cruel to players who prematurely upgraded th
One way to do this would be to have different functions for the loot an attacker can gain vs the loot a defender can lose. If the attacker can gain more loot than the defender loses, that introduces more loot into the system.
Ex: Attacker 3 stars defenders base. Attacker gains 300k, while defender only loses 200k.
We would gain more loot from attacking, but won't lose more from defending.
Using a square root function for the attacker's gained loot (capped at the current loot cap, of course) would work very nicely. The current function for defender's lost loot would remain unchanged. This would increase the loot from low loot bases so they actually become semi-attractive targets.
The best part? This would make storage raiding sustainable.
Here's a graph (TH10 vs TH10).
http://i.imgur.com/2i3p0cI.png
What if ;
you got a shield for 8 hours if 30% of your base was destroyed
a shield of 12 hours if 30% AND your town hall was destroyed
a sheild of only FOUR hours if ONLY your town hall was destroyed
(16 hours sheild for total destruction remains...for pity's sake http://forum.supercell.net/showthrea...ilies/wink.png)
This way a person could go offline with their TH out and hope for a snipe but would need to be lucky THREE TIMES AS OFTEN.
Getting a sheild for less percentage lost would encourage good defences AND protecting the town hall but not lead to repeated losses since it is hard NOT to get 30%..... Even by a bad attacker!
There could also be a change to a win at 40% ..... Maybe only against TH9 and 10 to encourage people to take on these better bases rather than just snipe them