Why to White Knight failure. lol
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It comes back to the original intent of the game, much of what we have read and heard about this coming update is getting back to the core intentions of clash of clans.
To attack when you can [allowing attacks through shields]
Attack bases in their true form [by making the hall a high loot target players will protect it]
And want to win on defence. [again want to protect the hall and now have much lower re-arm costs]
All of these things support the intent of the game.
However, the missing link is making players want to have a high trophy count; which I also believe is the original intent of the game. I still believe loot conditions will remain the best in gold/silver leagues due to cost benefit.
To make cost benefit clear. That's loot gained vs cost/time of troops required.
While league bonuses are higher up north, it's quite clear that isn't enough to produce a greater cost benefit due to the sheer volume of powerful players in Gold/Silver.
You could also argue cost benefit actually got better in Gold/Silver because there are no high value snipes in the high leagues anymore either.
I am hanging out in masters to see if they add any gem bonus for Titans league.
If they do I will push up to get them.
If they don't, here I come gold and silver! :)
Haven't seen you guys in years, should be fun!! :)
One thing you can't really judge cost benefit is greatest where all the players are. There cost benefit at higher leagues is very very immense. But the cost to be able to achieve that cost benefit is a lot of activity to not only farm but maintain trophies and risk your resources. Because when you are in a sea of highly developed and competent attackers, it usually doesn't matter where you TH is if you have loot.
You can infer the type of leagues someone is based on your preference, base strength, and activity levels. Also, since people are starting at the bottom, they may not have experienced the ridiculous cost benefit ratio of high league bonuses for no time or resources as a complete bonus to normal raiding.
Higher lvl TH at the bottom are sponging all the resources around them while a higher percentage of their peers don't have the strength to attack them back for the resources, which is currently happening when a TH10 is staying in silver for example.
We'll have to agree to disagree on that point. I haven't heard them say anything about wanting to encourage anyone to play in higher league, and I believe that trophy pushing is just one aspect of the game, and most people don't care about that aspect. I believe your suggestions would only encourage those that would rather farm to move up to higher leagues by making it more profitable in the higher leagues, but they would still be farming, just with more trophies.
The only ones who TRULY care about trophies are those at the top or those trying to reach the top, or those that push just to reach some arbitrary number. Otherwise, we all choose our trophy range to match the way we like to farm. Your suggestions would not change that, they would just make higher trophy ranges more palatable to farm in.
I like it in champs, which I think most would consider a higher league, but I still drop trophies to stay in the range that is fun for me. Even those like me that like to live in the higher trophy ranges don't really care about trophies other than to stay in the range that we want to stay in.
As you can tell, they're eliminating farming methods to the game, and also encouraging defense. (no more town hall snipes)
So fplant, if these aren't the original intention of the game (as they suggested they're getting back to basics), why introduce them at all?
The fundamental theme here that we're seeing is that they want to encourage better attacks, and higher level gameplay strategy with defense.
This would suggest that they want to make trophies relevant, but for most it is too time consuming. If you're following along this far, great, youre understanding the concept about where supercell is going with the game.
This is just another piece of the puzzle we have to solve through Dev action and community feedback.
1. Collector raiding may be boring for some, but waiting two and a half hours for spells is certainly boring for many too. Also, training a full war army vastly increases the amount of DE you need actually make a profit - in my case my DE cost for my war army is 3300, so I am trying to 70% a base just to train more troops.
2. A lot of people who play this game couldn't care less about pushing to Legends and let's be honest, most of us can't afford to do it. It also is impossible to do if you want to actually save loot for an upgrade.
3. It does sound good in theory, but those 80% of bases you mention are still going to be hidden behind a shield, it will just take them a bit longer to get the shield and then a lot will simply gem an extended shield anyway.
Lets hope there are a lot more fixes done before this update drops besides the welcome reduction in the already overpriced re-arming costs.
Why would you suggest that? Again, they simply eliminated a loophole that was allowing a high percentage of the players to not defend at all. Now we will all have to defend. That's it. Show me one place where they say that they want to encourage more to trophy push?
I think you're reading into this more than what they're saying.
Listen to the interview with Jonas, this update is building block to longevity to clash of clans. You can read between the lines during that interview on where the game is going, I don't think youre listening well enough.