
Originally Posted by
nelard
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