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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. #311
    Forum Elder RagnarFurias's Avatar
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    Interesting... in case supercell is not working hard to solve cloud issues, I hope they at least consider ideas like that.

    A totally different legendary league would be awesome and a lot of players would be willing to climb back to legends if that happened
    Last edited by RagnarFurias; February 4th, 2017 at 04:16 PM.

  2. #312
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    Quote Originally Posted by OnyxDS View Post
    I had a look through my "My League" list and counted 4/99 - it doesn't seem enough for SC to worry about too much



    Making risky changes hasn't stopped them in the past - look at TH sniping. Those changes killed very low TH pushers and all sorts of other game play.

    And the gems - it's possible, but I still can't see how endless clouds sells masses of gems. By my count the most gems it's possible to use on shields is about 1000 gems/month, which is nothing. And boosting troops and heroes won't happen if they're ready to go after a raid due to cloud time. I'd guess most of the gems sales to top level players would be from gemming stuff post-update - and that would be more important for them in a PvP model.
    I agree. I'm all or giving PvP a chance and I'm one that doesn't even mind the clouds.

  3. #313
    Forum Elder Barcher101's Avatar
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    Loved it
    +1

  4. #314
    Forum Legend Superfinch30's Avatar
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    Quote Originally Posted by nelard View Post
    This rework is very very close to perfect, but not quite there.

    CoC should not be PvP based. DO NOT make this game CR.

    CR: PvP based, winner takes cups from loser
    CoC: Turn based, varying win conditions takes cups from defender. Failing to meet win conditions gives cups to defender.

    To keep attacks and defends at a 1:1 ratio, simply put in a "defend now" button. Clicking it:
    -Dismisses shield
    -Dismisses guard
    -Disconnects you from the server*
    -Immediately puts you in the match making pool (no 5 minute waiting period)

    *You can stay logged in and view, but not edit your village. This way the app does not need to close and you don't need to re-login to live watch a replay. Similar to Boom Beach when you get attacked while online.

    -No need to change the shield system
    -Keep trophy offers the same. This will keep higher trophy players in check by still offering them as the occasional whale to players lower than them. It will keep trophy inflation in check.
    -Game keeps it's turn based principle as earning cups is now based solely on your attack, and not compared to how well you defend too.
    -Give Legends back their 1 week shield. Since it needs to be dismissed to attack, you can keep your cup level if you wind up needing to take a break due to life. Who would buy a 1 week shield only to dismiss it?

    But please, please, please, please, PLEASE do not make this game PvP. It is not Clash Royale.
    You might think this makes sense. But it doesn't.

    You can't keep trophy offers the same, trade 1 attack for 1 def, in a rapidly decreasing population pyramid, without it being PvP.

    It would indeed stop clouds, but would still be a completely broken system.
    How does anyone push, when their most likely cup offer is beneath them for a small offer, and most likely def hit comes from below them?

    Honest. Not just raining on your parade for fun. Means the top players get +6 -30, +6 -30....and those below them get much more balanced offers....so you still have an absolute lottery in terms of who tops the table come season end. Just without cloud.

    Why the comparison to Royale in that sense? That has both players, live, on a shared battlefield. Quite right; that can't work in CoC.

    But players facing off against each other, in what would essentially still be a turn-based format, actually provides a SKILL BASED COMPETITION without clouds.
    Something to be respected rather than contemptible, accessible rather than exclusive due to time constraints.

    Again, let's be clear. I'm glad you're seeing one part of the problem, and your idea does address the key issue of clouds.

    It's still not the same kind of all encompassing solution though, making legend league what it truly should be.

  5. #315
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    OK this is not going to work. How are we going to farm, if we get attacked as many times as we attack ourselves? I am in Legend for the league bonus and I assume many others are as well. It is essential that we can attack many more times than we have to defend, just like the system is now.

    I am still convinced that cloning bases is the best solution.
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  6. #316

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    Quote Originally Posted by kdrakakis View Post
    OK this is not going to work. How are we going to farm, if we get attacked as many times as we attack ourselves? I am in Legend for the league bonus and I assume many others are as well. It is essential that we can attack many more times than we have to defend, just like the system is now.

    I am still convinced that cloning bases is the best solution.
    Cloning bases means that the top guys can attack as often as they like - so that's every 3 minutes, 24 hours a day to seriously compete. Roughly 200 gems per attack. I worked out the cost in another thread, and can't remember exactly, but it's thousands of dollars a month. The game becomes purely pay to win. Nothing else makes any difference to your ranking inside the top 1000 or so, except how much you are willing to spend.

    If you want to farm, just drop to T1; the difference in bonus is tiny.

  7. #317
    Senior Member Ariesram's Avatar
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    Quote Originally Posted by kdrakakis View Post
    OK this is not going to work. How are we going to farm, if we get attacked as many times as we attack ourselves? I am in Legend for the league bonus and I assume many others are as well. It is essential that we can attack many more times than we have to defend, just like the system is now.

    I am still convinced that cloning bases is the best solution.
    I accounted for this in Part III of my idea, in the Notes. I really feel I accounted for most scenarios. If Supercell has read over this, and has considered it, I believe they would work it out so Legends were not left going broke.

    Notes


    • Under this system, per attack, a player may gain as many as 15 trophies or lose as many as 15.
    • Legend Loot Win Bonus will be dramatically increased to offset 1:1 attack/defend system
    • Low trophy award for similar success in attacks will promote unique base designs
    TH12 Level 232 --- BK60, AQ65, GW37 --- PB Trophies: 6168


  8. #318
    Play Like A Wizard! Billius's Avatar
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    I've said it before and I'll repeat: The OP's proposal is the best idea I have seen to resolve the Legend clouds issue.
    The best attackers and defenders will progress, the majority of us (including me) will reach our natural peak level. It's a fair system and rewards skill.

  9. #319
    Senior Member Ariesram's Avatar
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    BTW, I am partaking now in what I've posted about

    Currently at 4969, my personal best!
    TH12 Level 232 --- BK60, AQ65, GW37 --- PB Trophies: 6168


  10. #320
    Centennial Club Noltan's Avatar
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    Close this thread mate!
    By the way, here are some of my amazing ideas for Clash of Clans. Please do check them out!
    Inferno Wizard -
    https://forum.supercell.com/showthre...Inferno-Wizard

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