Revenge: from online to already under attack between consecutive taps!
The title says all the essential: I am trying to revenge a player who has >160 k dark elixir. So I am trying to be patient and do the revenge as all the threads here encourage to do. At one point I was tapping the revenge button continuosly as fast as you can practically tap a button (which is already stupid enough!). Between two consecutive taps, the player went from "online" to "already under attack"!
The revenge system is broken. Supercell had a superbowl commercial with Liam Neeson doing a revenge. Doing a revenge in Clash of Clans is seemingly only possible in Hollywood commercials. SC are promoting something that de facto is not possible. Do something! Fix this!
Revenge is a dish best served.... by someone else, apparently.
I put a thread on a few weeks ago asking for some of a "dibs" system for revenge attacks; why should some random person searching for a raid get priority over you, who wants revenge!?!
And the answers I got were that some people liked the idea, but there is a way to manipulate it in the higher leagues to protect your own resources. Supercell don't like that, so they put in a 5 minute or so "buffer" between when a person goes off-line to when a person becomes available to revenge attack. In this time, they are put into normal circulation for regular raids. That's why it happens. It still shows that they are online to you, who wants revenge, but they actually exited the game 2 minutes ago and someone found them while searching for a raid. That's why it goes from "Owner is online" to "Village already under attack" in less than a second.
If it's any consolation, I completely agree that the revenge system as it is isn't great, especially when people put their THs on the outside of a farming base in the higher leagues. That league bonus is hard to resist. 1 hero to the TH gives a nice bonus for no troop expenditure.
It sucks when you assemble the perfect troops to destroy this clown who attacked you, but can't get to the little ♥♥♥♥♥♥♥!!
Suggestion for improvement
I know the ruled out ideas and I've read the stickies many times.
Under Ideas taken into consideration, possible future additions there is
* Ability to revenge an online and/or shielded opponent
Under ruled out ideas there are
* Ability to transfer a revenge to a clan member or public hitlist
* Revenge list indicate online/shielded or currently attackable without having to click each person’s button
I disagree with the ability to bypass a shield. Shields can be bought with gems and shields by common sense have to be all at the same line - no special priviliges to gemmed shields. Also if a player spends his life being online, then he/she has deserved that shield. The game does throw you out if you've been playing for too long non-stop.
I think the ruled out revenge related ideas are right to be ruled out. I do not argue against them being ruled out, but I guess that the reason for the "live online/shielded" indicator being ruled out is more technical than to do with game dynamics - it would be just too much to ask for from the servers.
I do suggest two things:
1) Revenging should get a one minute "head start" before the multiplayer pool when a player logs off or when his/her shield runs out. Revenging is somewhere deep in the nature of man. It is very satisfying to get your revenge (especially when there's no risk of revenge-revenge etc.). Supercell even had that superbowl commercial with Liam Neeson - shows that they consider revenging as a key aspect of the game. So for one minute after a player logs off he/she will only be attackable by revenge. After the one minute, if no one revenged it, the base would go to the multiplayer pool and anyone coming accross it can attack it. A person like me who is patiently tapping the revenge button while a player is online, will only be competing with other revengers to be the first. This would significantly increase the chance of getting your revenge.
2) Show how much shield is left when you tap on the revenge button. So instead of saying "Village has active shield" say "Village has active shield for 8h 34m". Only when you manually tap that revenge button - not automatically. That makes a huge difference on the server side. Again when the shield finally runs out, there will be that one minute chance for revengers only.
I myself am exploiting that simple trick of putting TH alone in a corner. In master league that means instant shield and my resources are perfectly safe. It is very possible that many people would love to revenge me after I've grabbed two thousand dark elixir from them, but before they have their chance someone from multiplayer will just happily snipe the TH and walk away with loot bonus, win-win for me and the sniper, but unfair for the ones who are trying to revenge.
Aware of the complete opposite in top leagues now
Thankyou AxionXD and Rukh80 for your posts. Meanwhile I read the older thread started by Rukh80 http://forum.supercell.net/showthrea...of-dibs-system
I luckily did not spend 45 minutes but more like 5 minute, which was frustrating enough. I know quite a bit about the game, but I have never been aware of such revenge buffer. It would explain a lot. I now understand that the problems and the causes are quite the opposite in the top leagues than in farming leagues. You do not need to guess twice to guess correctly who are the ones bringing the cash-flow to SC - yes it's the ones competing at the very top, not the casual farmer. It is thus no wonder that the emphasis is on the top leagues working rather the farming leagues working properly.
I am mid TH9 farming in master3. The loot bonus is tempting enough that I sometimes might snipe a trapped TH as well. My resources are practically untouchable, because I "offer" the free bonus. I could not care less about trophies but loosing 2 000 de hurts. I only care about trophies to keep myself in master for the good bonus, but I might loose as little as 1-3 trophies from a TH snipe. Giving priority to revengers would get my loot back to the public economy.
New solution: Get rid of cheap shielding AND free shielding. Disable revenge all together in champion league and higher (if either player is in champion or higher). Give priority to revenge (as I suggested) in master league and lower. Although it's the "big boys" who bring in the cash, the great public is also important for the elite to be elite. None of the top players would be playing this game if there were only the 500 or so players world wide. You could not boast about being in the top 100 out of 500. So SC should listen to us plebeians as well.