Have you ever stopped to think that the snipers may have been helping the ecosystem?
What you fail to understand is basic economics... Lets create some examples that may help you understand.
Lets give an example of 1,000,000 players in the game. Currently those players on average make 500k/day in collectors gold/elixir and maybe on average 2k/day in dark elixir (this is averaging all players th7-th10 with lowers).
Daily Production (Individual):
Gold Mines: 500,000
Elixir Collectors: 500,000
Dark Elixir Drills: 2,000
Daily Production (Overall):
Gold Mines: 500,000,000,000
Elixir Collectors: 500,000,000,000
Dark Elixir Drills: 2,000,000,000
Current League Bonuses with 80% attacks being TH's, lets estimate only 50% of those 80% of attacks are masters+ lets use the 100k/100k/500 as a fair balancing between the leagues.
If we estimate low on average there is 2 TH snipes per player per day (I think this is a very low estimate, could be as high as 5-10 or more)
League Bonuses (TH Snipes, minimal costs):
Gold: 200,000,000,000
Elixir: 200,000,000,000
Dark Elixir: 1,000,000,000
Looking at the overall picture, TH Snipes have injected an additional 40%+ more loot than collectors alone.
Now for the future...
You have 2 choices:
- Drop to silver/gold and farm dead bases, which is just as easy as TH Sniping, except now we have longer armies to train and more elixir costs.
- Try to fight in the upper leagues training 2 hour armies to attempt to make loot with the league bonuses.
1) Collector Farming: This will be the most popular choice in farming after the update. Lets pretend that of the 1 million players, 40% of them forget to collect their collectors and there are nice collector raids... so there will be 400,000 bases, that 600,000 people potentially will be fighting for (excluding the occasional storage base that might be full, due to inability to upgrade something). Each person on average gets 66% of a collector base on average per day. I'm excluding the costs of the army in this example, but I'd estimate around 20-50k elixir costs, and potentially 20-50k+ in next costs. Net Average of Profits per person per day, 150-200k if each collector base is worth 300k elixir/gold/de. Each of these attacks remove 20-50k elixir out of the overall economy.
2) Storage/League Bonus Farming: This will probably only for the gemmers/super active and maxed out bases. The people who don't have much left to upgrade so they don't care about efficiency. Their armies will cost around 150k-300k elixir and between 1k and 5k DE per each and every raid. These players will be looking for the collector farmers, those who couldn't spend all their resources upgrading and accidentally left enough where they might profit some while gaining trophies. This causes 150k-300k Elixir and 1k-5k DE to be removed from the economy every single attack. So while the attacker may gain 600k/600k/5k (on a VERY GOOD BASE) the net to the overall economy is negative, because the league bonus most likely wouldn't even cause the attackers troop/spell costs to break even.
If we think of the average progression a player will make based on the above examples, the average clasher will make between 100-200k in gold/elixir. The more active will make more, and the less active may lose as there will be no way to protect your loot, except for spending it in upgrades.
Now think to yourself for a moment. If it took you 3 weeks to collect enough resources for the next upgrade, then you must wait another week or 2 for the upgrade to finish, how long will it take you to realize that your progression has been slowed to a near crawl, and those aspirations of ever becoming a TH10/TH11 are really far away, could be 4+ years away.
To me this update seems counter-intuitive. From a game play standpoint, most players want to feel a sense of accomplishment, they want to see progress in their daily game play. If players start to feel "stuck" and never able to progress, what are they accomplishing? If anything, Super Cell should be making it EASIER for lower players to progress forcing a closer top end and more competition. However, this update divides the haves and have nots.
Possible Solutions:
Reduce Army Training Times (No one wants to sit bored for 2+ hours waiting for an army to be built)
Reduce Army Training Costs (This will help reduce the bleeding of the overall economy)
Increase League Bonus (This will promote the higher game play you are seeking)
Increase Collectors/Drill Output (This helps your casual players progress, while giving your attackers more targets)
This is not a PRO TH Sniping post, this is purely logic and how the economy works in a global ecosystem.