Yes! That would be great
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Yes! That would be great
Making troops in practice cost elixir doesn't remove the exploit. How about TH10s where they have nothing to do with their elixir/DE? Also, saying that you can only attack your base is just...... Come on, you can replicate the enemy base, practice on it until you get 100%, then go out and attack. Sure the "Time" or "Cost" might stop SOME practice attacks, but it doesn't stop ALL practice attacks. Plus, it discourages using the feature in the first place.
No. They want you to log off so people that are online can actually attack someone else's base. This is why getting up to 4000 trophies and above takes a long time to find a match, just because people won't log off.
You obviously strike me as someone who doesn't see the value for this... and I would say this is because you and your clan mates probably have played for awhile.
You have to remember that the spirit of this feature idea is for training new players. Several clans that I have been in have new faces that honestly want to know how to improve their base.
So if the potential abuse occurs at end-game (e.g. TH10) as you say, then why not limit the training to replicating players that have TH9 and below only? That way fat TH10 kids sitting on a stash of loot cannot ♥♥♥♥♥ other TH10.
Or make it so that training can only occur when a TH1 - TH9 requests training (sort of like asking for reinforcements). Clan members can choose to ignore it or actually attack. This way, TH10s cannot ♥♥♥♥♥ other TH10.
And I don't see how this will keep people on the servers any longer or how it will affect getting 4000 trophies:
- You log on.
- You have a few minutes to several hours (depending on your life circumstances and your commitment to playing this app)
- You use your resources to attack (or you use it to train a friend)
- You replenish your troops
- Repeat until you are satisfied
Training with real resources and real spawn times doesn't make people stay on longer. I mean, just because I can train doesn't mean I'm going to show up to work an hour later. I still budget my time according to real life--and anyone who doesn't know how to budget time for real life probably shouldn't be playing to begin with.
I do share your concern about people being logged in all the time (around the 4000 trophy range and above), but this is mostly because people are using always-logged-in tricks. And 9 times out of 10, it's because they are improvising a poor-man's shield so that they can earn the cost of an upgrade without getting attacked. I agree--this is abuse.
Training or no-training... this always-on expoit will continue to exist (unless it is addressed separately). This is because always-on exploit is not related to this idea feature.
You don't get it, do you.
Again, making the troops cost resources/time DOESN'T FIX THE EXPLOIT!
The exploit I mentioned earlier isn't restricted to th10s. TH8s are known to have lots of extra elixir right now. Now don't say "Well make it TH7 and below." That isn't the point. The point is that people can still exploit it with all the restrictions you put down.
For the other point, you can get your friend to make the base just like the enemy base you want to attack, whether revenge target or war target.
There is no point in this feature anyway. If we were to add it currently with your restrictions, no one would use it because of the cost/time, and the only people who would actually use it would use the exploit i mentioned.
Generally, there are only 3 times you know exactly how your target enemy's base is:
- When you are in preparation status during a war
- When you revenge
- When you randomly view a person's base via league or chat (but you cannot directly choose to attack that person's base)
I'm an idea guy... so when you give me problems, I try to solve them. Your problems are: (a) exploit during war or revenge, resulting in unfair cups, rank, loot gain, etc.; (b) nobody will use it because they are wasting valuable resources -or- they will be using it too much because they have fat coffers.
Here are some counter-ideas:
- In order to prevent tactical exploit/gain and not use real resources: use phantom/temporary units that are the same level as the trainee. You cannot customize, but instead you choose from a template of SuperCell-chosen units. Templates include: (a) farm troops, (b) ground troops, (c) air troops, (d) ground and air. This way, you are not using optimal units--that is to say, these templates would probably not be what you will be using during a war. On top of that... disable training in a clan when the clan is engaged in war.
- In order to prevent misuse or harassment within a clan by high-ranking players: make training available only when requested by a player that wants advice on their base. Once a player requests, clan mates can accept it and attack a replica and then share the replay along with comments on vulnerabilities and advice.
- In order to prevent people being logged on all day playing mini-games: make training (either the requests or the action-of-accepting) limited to every x-minutes--just like replays. Replays use server resources, but for some reason, SuperCell saw some value in it. I'm sure there may be critics of replays as well.
What does training provide? It teaches my less-experienced clan members about proper ways to enclose or open wall chambers, placement of traps, tunneling, economic placing of towers, etc. It makes my newer clan members more competitive. And maybe that's the real argument: that many of us need sheep to farm (for easy loot). And training players would drop the sheep population... and that many of us don't want to change the existing sheep/wolf caste system here.
1. This idea removes the point of using this mode, as TH10s would not be able to use many popular strategies, such as gowipe, gowiwi, lavaloonian, etc, because the units needed are unlocked at TH8 and above. If you cannot practice with the troops you use, what is the point of a practice mode? After all, TH10s will not use TH7 troops to attack, TH8s will not use TH5 units.....
2. If this was put in, no one would be able to practice certain strategies you like. There are dozens of attack strategies/ spell combinations, Supercell cannot add them all.
3. Does not fix the exploit. TH7s can request for TH10s to practice attack with their troops at some target, and the TH10 shows exactly how to 3 star a base. The TH7 can then go war attack/revenge with the new knowledge on how to three star.
4.The only good idea here. In my own thread on this, I suggest using a 12 hour timer to stop any being of a minigame.
Edit:
1.If this was put in, no one would be able to practice certain strategies you like. There are dozens of attack strategies/ spell combinations, Supercell cannot add them all. Also, disabling training during war doesn't stop people from using this mode on revenge targets.
2.Way too easy to misuse. Clanmate changes to war target/revenge target base, you "attack a replica" and find out the vulnerabilities yourself.
3.The only good idea here. In my own thread on this, I suggest using a 12 hour timer to stop any being of a minigame.
I think I finally understand where you are coming from. You are thinking of this with offense in mind. I am thinking of this with defense in mind. Example:
Clan Member: "What do you think of my base?"
Me: "Looks good, but could use some improvement".
Clan Member: "How?"
Me: "Well, look at your walls, [etc.]"
Clan Member: "Ok"
I wish I could help show him how exactly people will pillage his town so that he can restructure accordingly.
And when I refer to training, I am thinking of training new players at defense--not TH10 at offense. I think a template is all that is required to show someone how bombers will create access to their chamber; how a giant will travel through a tunnel (or how he will bash their walls instead at a certain space-distance threshold); or the path a hog riders will take to break towers; etc.
If needed, training could be limited to 60 seconds.
My goal is not to complicate things, but to lessen the gap between bad players and good players. A new player that is equipped to challenge good players is someone who (a) is having fun and (b) will play for long time. A new player that loses repeatedly is not having fun. People usually quit if they are not having fun--unless they are masochistic. And people quitting is bad business, generally. Plus, how the heck does someone get to TH10 and not understand basic walling concepts... *facepalm*
Did you even read the edited point #2?