They should spend more time improving the actual gameplay. Rather than making the loot and shield system even more convoluted in the name of "balancing" the loot. End of the day, players just need more loot.
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I predict 5,000 Gold And Elixer as the "Stars Bonus"
I have no doubt it will be a pathetic amount and if it isnt I will be pleasantly surprised and will even admit I was wrong.
How do any of these new suggestions let casuals profit AT ALL.
The update made it so casual players who only attacked once a day would lose double what they could possibly get.
I was personally holding out hope when they said fixes to get something that actually let these players break even.
Even if the casual gets 400k combined loot from a well thought out attack when he can do this once a day, he's still 2-3 stars away from star bonus.
Then when he gets attacked he will most likely get 400k combined stolen for the first attack in that 24hr period. Let's say 1/4(this is a VERY generous guess on percentage loot cart will return) of that goes into loot cart so he gets 100k combined back. Then 12hrs after that when the shield runs out because he couldn't be online to rearm traps he gets wiped for another 600k combined, from loot cart he gets back 150k combined.
After all that, this casual has lost 1million combined and has only gained back, 650k combined. Therefore even in this best case scenario(it would've been worse had he been 29% a few times) he loses an average of 350k EACH DAY.
SC said they wanted to help people save loot but how is losing more loot then you gain helping?
Btw yes this is really based on real facts, this is on average what I lose and gain under the current system. SC's new suggestions only make this VERY slightly better but not enough to actually help.
Kinda wondering if this game is meant for 1 attack per day people. That might be a bit too casual.
I think its clear that the Filthy Casuals (I say in jest) are not really what SC are looking for anymore.
Casuals rarely spend real money.
SC is following a path a lot of companies tend to follow that become succesful fast.
They have a Product that works and sells good. Then somebody sees a need to make a name for himself and convices everybody that "profits are stagnating" "we need a change" "lets try something new"
Very few times this works , most it doesnt.
Then there are two ways to react.
1. Admit you were wrong and restore the old product and be succesful again (New Coke / Coke classic)
2. Beat a dead horse until your company is dead.
I am afrait we are seeing a classic numer two here.
SC, please swollow your pride and admit that nobody wants to play "the way it was ment to be played" and restore the way that made COC succesful.
I get the need for this. Their levers before this to create loot out of thin air were collectors and loot bonus. I think there would be a revolt again if they amped loot bonus more which would encourage more trophy pushing to fix loot mostly and narrow more styles of play.
Collectors are a very passive but boring way to add some loot.
So these options of basically giving the attacker free loot (reducing losses on defense) with giving active players an incentive to attack no matter where they are make sense. They can tweak both of these a lot more precisely.
Defense bonus is going to be more important because defenses happen more frequently, but, because you still don't want to have to defend will not be something people pursue for loot while still putting loot into the economy. Daily bonus is the positive giving of loot and since they are one shot awards anyone can get, they can tweak this very easily because it will be responsible for front loading resources for daily attacks while loot cart handles the back end of losing less.
These ideas sound thoughtful but we still need numbers. We saw the loot bonus increase which amounted to a neutral/insignificant amount more. I imagine it might scale by TH but we need to wait and see. Cautiously optimistic.