when someone attacks your village and you "win" why dont you get the win bonus? if they would have gotten a star and won then they would have gotten the bonus right?
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when someone attacks your village and you "win" why dont you get the win bonus? if they would have gotten a star and won then they would have gotten the bonus right?
because it's possible to win defense, lose loot and make a profit all at once.
Because when you block a shot in basketball you don' t get points for your team, when you stop a goal in soccer/hockey you don't get a goal, when you make a double play in baseball you don't get runs.
What you get for successful defenses, is you get to keep the loot you protected, just like defense in every single game or sport ever created.
I disagree with your connection to sports - In sports you dont get paid to get a hit, run 10 yards or whatever. You get paid to be effective at your job whether its on offense or defense. Many a player that plays offense and defense thats only good at offense but not defense is fired because their job is both sides not just offense. If you had an effective defense in the game- thats what Super Cell intended.
Its a game. And Super Cell does not have to play like a sport. Its about providing incentive to have a good defense as well as helping provide incentive to stay at a higher level like Masters. I posted in a similar thread yesterday about this.
I got to Masters finally. But all through Crystal 1 and into Masters 3 - there were very very few bases that had any loot to speak of. A typical raiding session was this: After long searches I settled on 3 bases and won but for a total for all three of less than 150k gold/elixir. My armies for those 3 raids we over that cost. I dont use expensive troops but they still cost me 70k plus whatever spells used, probably another 90k give or take. The searches were probably about 50k each before I gave up.
Meanwhile - my defenses went well enough to "win" in terms of cups. But all my defenses cost me over 100k gold to rearm the traps and nearly 100k elixir to rearm the xbows. On top of that, they do still get some loot, not a lot but it adds up. A winning def provides no shield so I logged on more frequently to rearm so I did not lose the next one. So I had multiple wins a day and hence spent well over 600k each loot in "wins" before I got a shield.
My mines were boosted. At the end of each day I still had less loot than I made or won.
I stepped back and asked my self: "Self, are you going to Champs for the gems?" No I said. Its clear I am not prepared to reach those heights yet. "Self - are you having fun up here?" Yes, I answered - I love the higher competition on both defense and offense. "So self, is this working out for you here? Are you making a living so you can upgrade another wall?" No I answered - in fact it is costing me more than I am producing and stealing to stay here.
So I came back down to gold. Raided a handful of bases for over a million loot each in no time and upgraded a 4 walls between raided loot and produced loot.
Thats when I finally understood why people ask for a defensive win loot award if they win instead of the attacker. If on a Defensive win I got the loot award instead of the Defender then it would have covered my rearm costs better and would have given me more incentive to stay up there. It would have been more fun for me, and I like to think others up there to stay. But had I stayed I would have gone broke eventually.
Final Note - how many times during game start up have you seen the message: "Building good defenses is just as important as aggressive attacking". Is it? If Super Cell really felt that way then why don't they award the winner of each match the loot bonus? Apparently even though Super Cell says this - by providing only loot to the attacker on win they are saying its actually more important to attack and win than defend and win.
You are missing the point completely. In EVERYTHING, it is defenses job to stop SOMEBODY from doing SOMETHING. Football (don't let the other team get into the endzone), Baseball (Don't let the other person get home), Soccer (Don't let them kick a ball into the net), Basketball (Don't let them shoot the ball into the net).
Clash of clans is a bit different because what you are "Defending" depends on the priorities of the individual. For arguments sake it is generally (Don't let them steal your loot) or (Don't let them steal your trophies).
I am just saying, it is what defense is and always has been. The incentive to have a good defense is the same incentive as it is in EVERY other competitive game or historical conflict. To prevent others from accomplishing their goal. If you are in Crystal League and cannot get loot, maybe you should play smarter rather than demand defense be incentivized more. I'll tell you what, my defense has prevented me from getting 10,000,000 in loot stolen, that is all the incentive I need.
Touche,
I just think that because defense isn't glamorized, people don't realize that it really is important and doing a lot for everyone's individual base.
I think they should keep a running tally of the available loot (that could be stolen by attackers) and then what they stole and give everyone a feel good announcement at the end saying, "You successfully defended 235,000 elixir, 301,345 gold, and 4,324 Dark Elixir". When it is quantified it's easier recognize what your defense is actually doing.
Just my opinion I guess, what you "win" for defense is what you prevent the opposing people from getting.
http://dictionary.reference.com/browse/defense
As you see, gaining something has nothing to do with gaining something.
Also, this is an offense minded game. Forget the just as important, that's a load of bull.