Rather than increase collectors/mines production, how about if the build time was reduced by half?
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Rather than increase collectors/mines production, how about if the build time was reduced by half?
Nah. If you want to upgrade them, you agree to commit your time to clash. Months of it.
If you don't plan to play that long, upgrade them anyways to help the community.
Exacly, no one upgrades them because of build time, so, even dead town halls have llw level collectors.
I think that there should be a achievement that reward gems for upgrading collectors.
Did the numbers awhile back, and Yeah, they are a waste of time, at least for me personally anyway. As long as it takes more than 18 hours to fill up, and gives good seed funds for raiding after a night's sleep, I'm happy. Can easily see others feeling the same way. I only level them up as busy work for Builders when I need it. Now I do care if others upgrade, since we all love an abandoned base with full, max, resource buildings , but no one is going to build higher level mines and collectors out of the kindness for others. :p
Cheapest and most effective fix would be to make it an achievement, and bribe players into leveling them up. But... it doesn't solve the real issue of why people don't level them up in the first place.
I like to upgrade them, nothing personal, I enjoy their look at higher levels. But I can't, since the build time is unreal.
Reduce it a little would solve the problem for now, maybe they should be easily upgradable to start with. What's the problem of leveling collectors first after a TH upgrade?
Maybe they should have their time build drastically reduced.
Okay let's take a producing collector at 1 and compare it to a maxed out one. Useless still to upgrade? Not at all.
the build times aren't even bad? This is like complaining about camp upgrades just because they do nothing. Camps are upgradable too. Take awhile too. Doesn't mean you should shorten every single build because it takes more than a day
SUPERCELL GAINS MONEY WHEN PEOPLE RUSH BUILDS-How can you guys not get that.
It isn't lvl1 vs lvl12 resource buildings, it is the about not bothering to max them out. I would be happy to keep my resource buildings at level 8 or 9, because any further is really unnecessary. The gains you get up to lvl 8 are great. At lvl9 you are pushing it, and 10+.. why bother?
Reference link.
http://clashofclans.wikia.com/wiki/Gold_Mine
How cute. You guys are complaining about a cheap upgrade that brings in more money and takes less than 5.000000000000000000000000000000000000000000000000 000000000000000000000000000001 days to upgrade to max level.
even for the active player, you tap them out of habit before logging off or at least you should. The way i see it the faster you get the to max the less you miss out on in the long run. This is a game youll play for over a year easily, so what seems like a minute amount of resources actually is a ton to potentially gain over youre entire CoC career. Up them to max, enough said.
Mine currently are at level 8 and you'll realize as you get them from that to a bit higher they're more important. I'm aware of the link as I used it when they were level 5. I think collectors should get a production increase though, they're not very cost efficent and I'm quite sure you agree. They may give you 200k plus on a full collector. That's not really a lot with the comparison of the raid loot. I think it's done to promote activity though. Idk what were really disscussing lol :p
my GG and EE are about 300m, and my HH is around 550k
2 of my clanmates that only has lvl5 mines/collectors and no drills have higher GG/EE/HH than me
around 400m GG/EE and almost 900k HH
yet I have better troops/hero lvl and all around structures
collectors makes a difference, but is very underestimated
(aside from having better base all-around, I also don't need to farm as hard as them, more sleep for me)
I don't think SC will buff collectors though :/
Let me do some quick math for you guys showing why you should upgrade collectors.
level 1: 33,600 gold/elixir a week per collector
level 2: 67,200 gold/elixir a week per collector
level 3: 100,800 gold/elixir a week per collector
level 4: 134,400 gold/elixir a week per collector
level 5: 168,000 gold/elixir a week per collector
level 6: 218,400 gold/elixir a week per collector
level 7: 268,800 gold/elixir a week per collector
level 8: 319,200 gold/elixir a week per collector
level 9: 369,600 gold/elixir a week per collector
level 10: 420,000 gold/elixir a week per collector
level 11: 504,000 gold/elixir a week per collector
level 12: 588,000 gold/elixir a week per collector
Just multiply by 7 to get how much you will make a week with all of your collectors working. If you upgrade all of your collectors to level 12 then you will make 3,880,800 more than if you had all level 1's.
You... haven't done Econ 101 have you? The cost to start the upgrade is small, but you also 'pay' with lost production time. For example, a lvl 9 building (gold/elixir) makes 2,200/hr and takes 3 days to upgrade. Every hour, ever second you pay for that upgrade with it being offline. When it is done upgrading, you actually pay 158,400 more for the upgrade. And that is a piddly lvl 9 to a 10. Getting the last one doubles the cost from lost down time.
Then there is opportunity cost. Spend days and weeks on resource buildings for marginal incress in income, or spend that time on army camps, barracks, and defences to keep your loot... yeah, not going for the resource buildings, since the time and (game) money put into it pales in comparison with how much I get from just one good looting raid, and that is one attack verse 24 hours of production. Would love to have both, but picking one or the other, with limited time and resources, would pick the raiding route than passive self production route.
True, if I did put time and money into them, I would be getting the benifts sooner. But as I said before, opportunity cost.
In a selfish point of view, and many people are encouraged to play that way, you are seen as more of a loot target when inactive for awhile. So along with the above costs, you draw more attention to yourself, and many people don't want that. For me, I don't care. I have to be attacked to make those defence wins. But I would rather build up defences first than touch the perfectly fine as-is 9-10 level buildings.
I only have 6 of each, but fine, will do the numbers.
For one, I didn't suggest never upgrade. That is just silly! Level 8 gives the best bang for your time and money. For 8 levels, that is just under 2 days worth of upgrades. Since you did the numbers, that's 319,200 a week per, and 1,915,200 total for all 6. Which isn't bad. Not great, mind you, but it helps. I can get that much in one long day's sitting of raiding in a good loot league.
Now, to incress that to level 12, I need to spend an additional 14 days of builder time, each.
level 8: 319,200 gold/elixir a week per collector (less than 2 days)
vs
level 12: 588,000 gold/elixir a week per collector (extra 14 days)
for
268,800 gold/elixir a week per collector incress
1,612,800 total improvement with my 6 buildings of both types.
That gain isn't even double how much I get from the less than 2 days I put into making level 8s. It is a joke, since costs incress substantially as you go up in TH level. So Supercell can keep the level 12s, if only it wasn't for the fact it increases the possible loot from inactive bases that did fully upgrade.
See the issue here? And see why I want some kind of fix to it? If the resource buildings increased in production like how the storages incress in capacity, this wouldn't be even talked about. (not suggesting it should incress production at that rate, but if it did, I wouldn't be on these threads saying they stink)