Or use less troops to get profitable amount of loot. :D Both works i guess
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I am going straight to the point (This will help people who have the habits of going to work/college or university or just plain busy during the day):
1. Loot Issue ==> We came online, clash earnt a 2 star, but had to go offline immediately for work/school/class etc, we cannot wait 2 hours for our next troops to be ready and we have earnt 250k gold and 250k elixir.
Then when we come back online 8hours later, we have been raided around as much, as there is no longer free shield from TH snipe.
2. You forgot our habits: Free village guard should be made more flexible, when I get a shield, I not necessarily need it, depends on our schedule, we should be able to keep it in inventory and 'use' it when we need it, it does not have to be long, perhaps one hour, enough for a journey home and troops/spells to be ready, u took care of the idea well but forgot to think about our troops waiting time which you did not change.
My personal habits or maybe most working people's habits. We wake up in the morning for work, clash once while having breakfast, travel to office/school/university, come back again during lunch break maybe for another clash, and go back to work/class again and come back again after evening's peak hour is gone. then maybe clash once or twice more before we sleep for another day. I do not feel we will benefit from this system, we need a good weekend of grinding to get the storage filled if it is going to be raided over and over. you have mentioned about good defense, but amateur TH with weak heroes vs max TH with Max Heroes just wont cut it. (Let alone we are constantly on upgrades/upgrade heroes off, or defense off). This update benefits max-ed up players who have nothing but upgrades for walls/heroes, what about the early TH10 early TH9 or mid TH9 and 10s.
My proposed recommendations here:
1. Introduce Inventory System, bonus items like boost spells or boost barracks we can 'use' momentarily and made free once a day or just plainly reduce Troops/Spells waiting time
2. Personal Village guard, flexible for us to 'use' (inventory) when we need it rather than automatically kicks in, so we can use it accordingly to our schedule.
3. Reduce loot taken from us, say our enemy earnt 300k from us, but only 50% is actually taken etc. Don't kill us active players just because we are working day in and out earning our bucks or making our educations worth.
Otherwise everything else looks good and exciting.
Being older and seeing these ridiculous posts about how we're all going to die and the sky is falling... it's just amusing. I always see negative comments that do nothing to help the game progress, it's just everyone is going to stop playing all at once just because 100k ppl out of 3 mil think the change is bad. I laugh, but I don't get it
I think the biggest problem is on the defense side. The casual farmer currently has his TH on the outside. Personally, my *entire* defense log is TH snipes - not a single real attacker hit me, so I've been able to keep ~100% of what came out of my pumps and ~100% of what I've gotten from raids.
Now we won't be earning a shield until someone launches a full attack on us and actually takes a significant amount of loot. That means every 12 hours or less, we could be losing 100k-500k (or more) in resources. Every day it's going to be two steps forward, one step back. That's enough to make the casual player not progress enough to satisfy them, many will quit. I'm definitely going to give this update a chance, but if I'm losing too much loot because I'm not spending half my life raiding, I'm going to quit.
I think I'll hold judgement until is see how this plays out live. I have to believe that SC has done some extensive testing of all aspects of these three updates together. If they found it hurt the game for the majority of players, I would hope they would make changes. I am hopeful that this will be a positive update.
Despite supercell working hard, I'm disappointed in the loot bonus. Lowering loot bonus for th10s despite forcing us to be attacked only puts us at a disadvantage to where we are. Loot bonus is lowered because th10s typically don't get 70%.
This new update looks like it will hurt the average player that does not want to spend the money on gems. When there is need for stronger armys and the golem takes 45 min. There will need to be a reduction in time or else many average played will have a harder time getting loot also if you get 50% destruction we will get less loot bonus for example in master one you get 140 000 each and 900 dark elixer but if you get 50% with new uppdate you will only get 120 000 of each and 736 dark elixir with is a 20 000 decrease and you also have to use like 1-2 hours on troops insted of 40 minutes. The increase if you manage to get 70% or more is only by 20 000 for master one for each and only increase the dark elixir by 20 up to 920 insted of 900. So will this really benefit us?
These game changes are not at all beneficial to the players, they are only about the gems purchased. The economics of it all is extremely broken. They could have easily implemented the defender antes up the win bonus if a raid is under 30% destruction but they didn't. They created a brand new model for something that no one was complaining about. Their goal was not to stop TH sniping, their goal was to force players to boost barracks and buy their guard for gems because their revenues have been declining.
Their revenue model is what was broken not the game play model. The players had auto-negotiated a truce model in a war game, first of its kind in any war game, which is the TH snipe for a shield in return for 1000 of each resource, the win bonus plus a finite amount of trophies.
The model was beyond good, what was bad for Supercell is that no one needed their overpriced 100/150/200 gem shields. Like all businesses that have decreasing revenues, instead of developing innovative new features to attract players, they are changing the model in hopes to capture their lost revenue. Supercell might be a great video game developer but it doesnt make them good businessmen. What they needed to realize is that by giving more they will get more...not by taking away, and their proportionate minimal increase in league win bonus is not giving it is actually taking. (For example in candy crush, a really successful gaming company, your friends can give you lives, or you can spin the wheel for gold bars redeemable for lives or the specials they run sometimes for unlimited lives for a certain amount of time). This is what is broken in the COC model. They are forcing out player innovation from the game. They are forcing and almost dictating troops composition and player behavior.
As for stop the complaining comment, this is not complaining its providing critical constructive criticism to a company who has been making 1B$ revenue a quarter from a loyal client base.
You can support their decisions, that is wonderful, but telling someone not to complain because they will eventually balance the game is simply bad business.
Bye bye world!