1 mil isnt enough spare lootable elix lying around, i agree.
Lv10s sound perfectly reasonable. Was too busy to do more than 1 raid at a time yesterday, sitting at 240 of each available, seemingly everyone wanted a pop. Good luck to them, only fair.
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I even feel like they should have introduced those to lvl10+
1M is easy spent on walls... and leave only 100k to grab if you haven't ditched it
but 3M if you stop your farming day... can leave a good 300k to grab for opponent if not ditched into walls...
just my opinion (don't misunderstand me... i'm glad i can still use elix for lvl9 walls (i only have 6 done)) but overall if it was to help the economy... it would have even helped it if it was for lvl10+
As I mentioned, I feel that the Sept elixir-for-walls update was both unnecessary and detrimental to loot for long-term/high-level players. And now we have hordes like OP complaining about the Dec 'corrective' update.
I never said players were gemming for walls at all, only that gem purchase fluctuations are affected by indirect means. SC's analytics would have definitely shown some sort of negative impact of this update at the low-mid level (SC cannot simply ignore those who don't spend as much as whales - public companies in the same market like King whose books are open prove this point; small potatoes matter). Add to that the reduction in overall playing time by higher-level players (more likely to be whales), and gem purchases would have been further reduced in Q4 _per capita_ (which is to say, revenue and EBITDA may have increased, but not as predicted). But until SC, Gung-Ho or SoftBank opens their books, this is admittedly merely educated conjecture.
This is one of the greatest fallacies clashers love to believe. PM and we can discuss it further, assuming 1 of the several models used in my industry for setting all unit/troop values and in-game price points. Even if you are not interested in the math, economics and game theory behind this, freemium currency and IAP sales are driven by having very controlled bottlenecks put into place, reducing spending options and imposing time constraints. This specifically necessitates having one or more items/resources/currency far more valuable than others (DE, I'm looking at you). IAP games have always done this, and likely will always continue to do so.Quote:
Both currencies are equally important.
As a quick guide, you can always determine 1) cumulative costs of gold to upgrade a base and elixir for upgrades. And 2) use your favorite model for determining aggregate elixir costs over time for troop costs over the period of upgrading your base. You'll likely be running a gold deficit with a far greater frequency than an elixir one at most levels, assuming you don't TH-rush. SC has carefully designed it this way (see above).
I'm glad that works for you.Quote:
Elixir is more important if you reach a new th and have to upgrade your troops while gold gets more important at the end. Elixir has always been more valueable for me. Also if you are done with troops and deff move to the next th level. No need to let your builders sleep because you think you need to do skull at th8. I got to th9 with max def, max troops and 40K dark elixxir and 6 million normal for queen and lvl6 giants but with pink walls and I was way faster this way.
The "max your base before upgrading" question is contentious, and one that is more a personal choice than having an easily justifiable answer. However, using an elixir surplus _now_ at TH(n), versus having it sit there (again, for low-mid levels) is patently an advantageous option due to the time-value of resources, as it allows reduction in future costs WITHOUT incurring 1) the loot penalty of upgrading to TH(n+d), and 2) the increased massive _combined_ resource shortage resulting in all the buildings/troops that must now be upgraded at the new TH.
Had I been given the option of this update last year, I would have maxed out so many more walls more easily at TH7/8/9, but I had to grind like many (which I suspect is a more surreptitious reason for higher TH's dismissing the update). The pain of course, does really only start at skulls, so OP should be grateful that elixir can at least be used moving from there at 9+.
I haven't barched in a while - but that's irrelevant. Your suggestion is only marginally useful here:Quote:
Giants need less time than archers so if you have too much elixir stop barching and start attacking with giant + archer and go for storages.
typical barch=120arch7+120barb7 takes about ~20min at 75KE
giant-archer=120arch7+24giant6 takes almost 25mins at ~130KE
… and so on
As I stated in my original post, the salient point is cost per unit time - yes, you can dump elixir into exotic expensive armies and 5 spells, but prep time also increases. Stated equivalently, pumping out cheap armies often, or expensive armies slowly is roughly the same - SC would have made sure to check/fine-tune this vitally important metric, otherwise obviously there would be a huge imbalance.
You wouldn't want to put your excess gold/elixir to use into _your_ own base, rather than have it up for grabs as loot? Don't you try and spend as much gold/elixir before going offline with work/sleep/life? You sound either like the most benevolent and altruistic CoC player in history, or perhaps a tad disappointed that you had to grind like many of us while having full purple balls on base just sitting there quite often.Quote:
The only ones that benefited where the non attacking players that hide all their elixir in walls to save up for defenses.
I will say that in the 1.5yrs I've been lurking here daily, the elixir-for-walls thing has brought out a lot of whiners, in a game that's already filled with them :)
Why don't they just change the elixir for walls system so that it avoids the economic problem it caused by attacking the root source of it, rather than continue to remove levels entirely? That may fix the problem for more TH lvls than before, but where it's still allowed, it continues to bear the full weight of problems that come with it.
The fix would be so easy to implement, and would even allow it to be done back from lvls 7-11. Hell, you could do it for every lvl of wall if you wanted w/o so much as a hiccup in the way the economy ran for players before this update in September. Put a restriction on elixir for when you can use it for walls. Done.
http://forum.supercell.net/showthrea...r-Walls-System
Suppose that wouldn't be too disagreeable.
I guess it is going to be hard to justify removing the elixir wall upgrade entirely (not that SC usually bother explaining some of the outrageous nerfing/buffing/fiddling they indulge in).
Being able to dump loot as soon as you get a million of either is just too easy and introduced more nexting than is tolerable.