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  Click here to go to the first staff post in this thread.   Thread: Cure for the Common Cloud (An Idea for Legend League Gameplay)

  1. #341
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    Quote Originally Posted by nelard View Post
    This is why I'm against PvP. Nexting/choosing your base to hit and revenging are core aspects of the game. Don't remove them, make them better.

    Keep the game CoC. Do not make it CR.



    My other issue is PvP addresses only 1 issue, the clouds. Other secondary issues it changes it does so by completely changing the core of the gameplay so it is no longer CoC.

    Clouds:
    Both methods have attack/defend ratios of 1:1 and will eliminate clouds

    Whales:
    PvP with its trophy system stops whales from happening by completely changing the core game play. If a 6000 cup player hits a 5000 cups player, they should not be offered the same number of cups. The higher player should be worth more to the lower player and vise versa. So whale cup hits are gone, but players finding a wide cup gap isn't

    In the "defend now" system, the trophy system goes unchanged, and whales should be far FAR less frequent. Look at your current league. Take 1 player above and 1 player below you. Statistically speaking, one of them would be available to be hit. Look 2 above, 2 below. 2 of them would be able to be hit...and so on and so forth. There will be so many players of equal cups that a whale shouldn't happen often, you should be matched with someone of closely equal cups, a +30/-24 offer.

    Account sharing:
    PvP does not stop account sharing, "defend now" does.

    If the top account in the world has an attack/defend base that alternates 2 star attack/2 star defense/2 star attack/2 star defense (not too extreme), they can share the account all the want, their trophies will go +20/-20/+20/-20. Be on 24/7 and attack all you want, you won't rise nor drop in cups.

    % in MM should not be considered for a win or a loss. We have that already, it's called wars, in which you can scout a base for up to 24 hours to formulate a plan to hit it. With that much prep time and the ability to tailor a specific army to it, % should be a factor there, and it is. When all you have is 30 seconds to scout a base with a generic army, no % should not come into play in determining a winner.

    Trophy inflation:
    Fine, maybe my argument was a bit extreme. But in a PvP system, you could get player who never loses cups, and no, it's not extreme to think about. 2* 75% attack and 2* 61* defense, he wins cups. Next: A 1* 87% and 1*46% defense, wins cups again. Even though his base is getting destroyed, he'll always rise in cups. This is why there will be trophy inflation.

    A turn based system is needed to keep cups in check. When he goes on defense, if he gets starred he loses cups. And if per chance it's a revenge or whale attack, he loses a lot. It sucks, but keeps the competitive edge. That elusive top spot will be seemingly available to everyone because a select few aren't running away with it.

    Nexting:

    Players should be able to have the choice of base to hit. If they don't like the loot, layout or cup offer, they should be able to skip it. That is part of the core game play "defend now" keeps while PvP eliminates

    Revenge:

    Same as nexting. Revenge will occur far more often since bases will be unshielded more frequently. PvP is technically a revenge since both people attack each other, but it's not the same.

    How many people in lower leagues wait for a base in their defense log to rise up in a lot of cups, or fill their collectors before revenging it? How sweet does it feel?

    Legends should keep that same core gameplay. Got hit by last seasons #1? Wait for him to get to 6000 cups. Then while you're at 5100, revenge him for a juicy 50+ offer. It's part of the strategy of the game. While it sucks to think it could be done to you, you would be able to do it to others.

    So no, please don't PvP. Keep the core gameplay the same
    I at times wish they would remove nexting completely. You shouldn't be able to just sit there hitting next 100 times (yes, I've done it myself). Obviously, the loot bonus would have to go way up to account for removing that. In any event, I have NO problem with no nexting in legends in PvP, that is the way it should be. By the end of the season, it all evens out. There is almost no nexting in legends now anyway.

    Revenge will occur way more with PvP since it occurs every single time.

    Those who do like what you call the "core" game play can find it in Titans and lower.

    PvP keeps cups in check because you only gain cups if you perform better than the person that attacks you. They could make it totally based on stars and not percentage and that way 2 stars is a tie, no cups gained or lost, or they could make it based on percentage so there is some sort of cup shift in a 2 star tie. Either way would be fine with me. The more skilled attackers will rise to the top. That is a good thing.

    Removing whales is also a good thing. PvP does that. When two legends search at the same time and one gets a 6 star offer and the other a 36 star offer, that isn't a good thing. Eliminating that luck is a good thing. There isn't a great need to have the 6000 cup person offer less cups to the 5000 cup person in PvP. I would be ok with them making the cup offers be different based on current trophy levels of the two people competing, but I don't think it is needed.

  2. #342
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    Quote Originally Posted by Ariesram View Post
    I do see where you are coming from, but I believe this proposal is the best way for the most skilled players to reach the top. In the end game it must be about skill, not how long a person can stay online or how lucky they are finding whales. This dilutes the competition. Legends should be able to find a way to attack any base to survive the climb.

    In my turn-based PvP world, it is an equal playing field. Everyone starts at 5000 cups and has the same opportunity to perform a better attack to increase their trophy count. It is much more difficult to run up the score. If someone 1-stars bases all the time, they will struggle. They should be pushed to find ways to perform better attacks. This is why the reward balloons for 2 and then 3 star attacks under my scoring section. This is all assuming the 3 star format is retained.
    Yep, 100 attacks for 1 star won't move you up at all. In fact, it will likely push you below 5000, causing you to have to trophy push your way back into legends.

  3. #343
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    Too similar to clash royale. I don't support this.

  4. #344
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    Quote Originally Posted by Luckycharmed View Post
    Too similar to clash royale. I don't support this.
    It isn't similar to clash royale. It is two separate attacks. You attack someone and they attack you. It is like an instant revenge. You don't get 6 attacks for every defense, you get one attack and one defense.

  5. #345
    Senior Member Ariesram's Avatar
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    This is a Win-Win Situation, Think About It

    I made it up to 5087 trophies. I have not found a base for over an hour. Supercell has not made any money from me or thousands of others like me because we are not spending gems or doing anything in the game. I sometimes boost armies, but mostly just heroes. If all players in high leagues could pick up the game and get to the attacking and training armies like they all love, Supercell benefits. The players will have fun trying to make the better attack, while on an even playing field where luck and time do not play so much into the competition. You can raid whenever you have time, jump on for several minutes at a time or boost for an hour or two and get 6 attacks in. I feel attacking every 20 minutes will keep player engaged with the game.

    I think there should be a Personal Break system though or else someone could theoretically play nonstop. I am sure a good system for breaks and such could be designed around this idea.
    TH12 Level 232 --- BK60, AQ65, GW37 --- PB Trophies: 6168


  6. #346
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    Clash is a mobile game. You should be able to pick it up and play it when it's convenient for you. That's not the way it is with Legends - the game controls you. You click Attack and then after an undetermined amount of time (could be 30 minutes, could be an hour), you have to drop whatever is you're doing to make an attack.

    I think PvP is a great, and probably the only, solution to the cloud issue, and makes it so Legend trophies actually mean something, and aren't just a testament to how willing you are to let a game control your life.

  7. #347
    Forum Legend Superfinch30's Avatar
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    Quote Originally Posted by invictuskings View Post
    these are all terrible ideas. how about this.. get a life and stop fighting over trophies?
    You know, had you said: 'get a life and stop playing that game' face-to-face, it would sound a touch more reasonable and convincing.
    Maybe like a beleaguered clash widow.

    'Tells someone to get a life because they don't share their view on what to do/needs improvement in the game, on said mobile game's forum'....well. I'll let you decide whether that's hilariously ironic or just faintly depressing.

  8. #348
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    The matchmaking is terrible, since i got to 4900 trophies i simply can't find villages to attack. Supercell must review their matchmaking policy ir player will Just stop playing because all we do is defend our cv.

  9. #349
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    Just over 4,900 trophies as I make my first push to Legends. I've now been waiting over an hour for a base... This is awful
    TH - 11 | LVL - 153 | AQ - 45, BK - 45 | GW - 20 | Magma-250 | Ivory -50 | 100% Maxed Defense


  10. #350
    Senior Member Ariesram's Avatar
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    Quote Originally Posted by iAMDan View Post
    Just over 4,900 trophies as I make my first push to Legends. I've now been waiting over an hour for a base... This is awful
    Hang in there! I started the season at 4,800 and somehow got to Legend for the first time. Sometimes searches only take 15 minutes. I have had 3 instances since Monday where it took over an hour. Best of luck to you
    TH12 Level 232 --- BK60, AQ65, GW37 --- PB Trophies: 6168


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