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  Click here to go to the first staff post in this thread.   Thread: Update FEEDBACK

  1. #611
    Trainee iRiot's Avatar
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    Can't complain. Did a little "family feud" trophy push, and made it to masters league (minions and loons for the win). I'm normally a farmer and the whole spells costing elixir is great; actually gives use to the stuff (yes I still have elixir upgrades to do, just going to take a little longer to do them now).

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  2. #612
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    Quote Originally Posted by iRiot View Post
    Can't complain. Did a little "family feud" trophy push, and made it to masters league (minions and loons for the win). I'm normally a farmer and the whole spells costing elixir is great; actually gives use to the stuff (yes I still have elixir upgrades to do, just going to take a little longer to do them now).
    Well down n the trenches it's a different story I've done 4 cannon upgrades and have 2.2 million gold left and have started an army camp upgrade and have only 200k Elixir left ally builders are busy doing gold based upgrades except for the one camp upgrade. I'm building cheap armies but my gold is growing at 3 to 1 rates, using 2 healers 12 giants 12 archers 39 barbs 39 goblins and nothing else so short of going all barbs i can't get any cheaper!

    so somebody tell me how make 2.25 million elixir twice and 2.5 million once when it took me a week to get 850k im the bank.

    so right now all the low level players serve one purpose, that of elixir cows for the higher clans!

  3. #613
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    And having lower players get frustrated and quit will eventually end this game!

  4. #614
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    Just wanted to add in my 2 cents...
    (currently TH9)

    Reworked traps: love it!
    Defense: having to not reposition traps and to rearm in one button push has removed the tediousness from this task. Also, the ability to upgrade traps selectively is a nice addition.
    Offense: on the flip side, I haven't noticed much of a change in my ability to attack, prob because players are still upgrading traps... so TBD.

    TH10 upgrades:
    n/a since not at TH10 yet, but the graphics look spiffy.

    Spells cost in elixir: my second favorite part of this update! I rarely used spells prior to this, because my two most precious resources were gold and dark elixir, always having an excess of elixir in abundance. Now, finally being able to use that has helped greatly. I find myself regularly using spells, making the game more dynamic. Unlike other posters, I have not had any issues with obtaining sufficient elixir with the update. This simply comes down to attack style. If you chose to use the same high elixir drain army each and every time yes, you will come up short. This may be an issue with higher level players, say over 2000 cups, but should not be an issue otherwise. Further, I'd think larger armies would want to tap into dark elixir for a more diverse attack, but as I am farming in gold ii, am not the best to comment. For the rest under 2000 cups, simply add some pump/collector raids in and you'll be fine. Yes, you'll have to diversify your strat from time to time, but isnt that part of any game?

    Balance upgrades:
    I'm still in the process of upgrading/maxing units, so TBD

    Overall, two thumbs up for the update. Keep the changes coming.

  5. #615
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    I think the end battle button should be put back at the top!!

    In many cases i found excellent loot and accidently hit the end battle while deploying troops. I think it shoul be moved back to the top.

  6. #616
    Fresh Spawn DillTheDough's Avatar
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    Quote Originally Posted by Sandalhat View Post
    Here's my feedback on the interface,
    I noticed that the surrender button is not at its usual place,
    I prefer the previous location,
    Because i feel now i'm more likely to mis-hit that button.
    I just accidentally ended a battle while deploying troops. What a silly, unnecessary change.

  7. #617
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    Quote Originally Posted by DillTheDough View Post
    I just accidentally ended a battle while deploying troops. What a silly, unnecessary change.
    No it wasn't.

    Previously that big button at the top stopped you from deploying troops in quite a large area, it got in the way a lot if you were attacking Th10's that cover most of the available space.

    Now it is out of the way and not a problem.

    It takes a little getting used to, but it's new position is far better.

  8. #618
    Millennial Club speedro1225's Avatar
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    Quote Originally Posted by Growler View Post
    No it wasn't.

    Previously that big button at the top stopped you from deploying troops in quite a large area, it got in the way a lot if you were attacking Th10's that cover most of the available space.

    Now it is out of the way and not a problem.

    It takes a little getting used to, but it's new position is far better.
    agreed I was happy with the change
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  9. #619
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    I'm completely late but I love the ideas on the thread!

  10. #620
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    Quote Originally Posted by Sneakydave View Post
    I may well be wrong, but I seem to recall some maths on the forums showing that the top players on CoC actually account for less than 1% of supercells revenue. Assuming this is true I cant see this being a problem, and now more legit players will try harder and spend more to get on top, as they have an actual chance now.
    Quote Originally Posted by Sneakydave View Post
    I may well be wrong, but I seem to recall some maths on the forums showing that the top players on CoC actually account for less than 1% of supercells revenue. Assuming this is true I cant see this being a problem, and now more legit players will try harder and spend more to get on top, as they have an actual chance now.
    As general interest in the industry [gaming] I kept an eye on this post. You can read my post on several pages previous to yours about putting down my CoC account.

    One point I forgot to add was that it's the >99% of the paying players / revenue generators are not at the very top in the player-board. This is almost a given and will always be the case because not everyone can be at the top. Simple as that. The thing what I, and my friends agree is missing is a feature to allow for smaller out-right victory's which can then be accounted towards a clans/players trophy count so the existing league board will remain and still the the 'ultimate goal'.

    Here is one idea I'm sure there has been so many said... A mid-range clan want's to have a contest with another clan to resolve who's clan has a overall better attack/defense. The leader would then instigate a "clan battle" or w/e through the opposing clans clan screen. Set a trophy range rule to keep clans roughly matched "Clan is out of trophy range for battle". If the battle range is matched, you could either make it forced to accept, or more likely you could make it upon agreement of battle. When battle is agreed, every clan member will receive a message in there inbox, similar to a clan invitation, that will ask the players if they want to take part in the clan war...

    The first (for example say 15) players within the clan to accept the 'summons to battle' will then have 24 hours to battle a person from the clan you are battling against. A clan battle button can be used in a portion of the 'multi-player' half of the attack screen. When pressed the player will be matched with a player from the opposing team who is of a similar experience level not counting trophies (or as close as possible). The player can battle online or offline players but the player to receives the attack will only see the notification when they reset the game or it gets refreshed.

    I notice there is some sort of timer for how long people have been on a clan? because of the "new" player feature... This feature may be needed in order to stop players hopping from other clans to help out a buddies clan quickly in a clan battle then hopping back... Even elders who have not been in the clan for 3 or more days (maybe even 7 or more) can not accept a battle summons.

    No resources will be included in these battles (except for the cost of the player building there attacking army ofc). The objective is for stars only. It would be nice to see 4 or more star system for this battle 1 star for town-hall, 1 for 50%, 1 for 75% and 1 for 100%.

    There can be a new tab in the leader-boards section for "clan battle". Here will be displayed the ongoing and some (or all) past clan battles you have played (as the player),which clan won that battle and how many total stars each clan won under or beside the clan name. When you click on a specific battle it will then bring up a list of players from each clan who accepted the summons, if they have battled yet (as it must have some time limit for the clan battle to finish) what stars they won (if any) and which player they clashed from the opposing clan. Team with the most stars wins, in the unlikely situation (especially if you use a 4 or 5 star system for the battles) it's a draw... then the clan with the most trophies at the time wins.

    To effect the main leader-board, the winning clan will receive an amount of trophies which is proportionate to there clans overall trophy count. For example a clan with 25,000+ trophies will receive 2 trophies for each player but a clan with 10,000+ trophies will receive 10 trophies each or more. Using a similar sum to how regular trophies available on a battle are won. The losing clan will have the trophies deducted from the players who took part after the 24 hour 'clan battle' has finished

    It would need to be timed to work; when a clan leader accepts a opposing clan leaders 'clan battle' summons then the clan members have 24 hours to accept the summons. After that 24 hours (could even be only after a hour or two) it will enter the 'battle mode'. If clan A has 24 members who accepted and clan B only has 15; then the top 15 players (by experience) of clan A will account for 75% of the total score and the remaining players scores will be added up and equate to the remaining 25% of the clans battle score. This will make it fair for bigger and active clans who have lots of players who want to battle, and also not penalize smaller more strict/loyal or new clans who have limited players.


    ^^^^ All this stuff will make the game have more of a point and real victory's for the 99% of players to work for.
    There are for sure a few rules which need to be made but this is not a massive task for a multi-billion company.


    I would really like to see a sandpit mode or something really different to totally evolve the games dynamics but I doubt SC will ever develop the game like this... So my example is one which can easily be adopted using purely elements which exist already within the game, just need to be mix-and-matched to create this system.

    My point being, super-cells updates are nothing to do with helping the 99% of players (paying and non paying). I'm sure even the vast majority of top players who are already in the top 200 would love to see this development also. Please don't try and feed us lies to keep us under the illusion that these trivial tweaks of settings or new archer tower level level are real updates at all. Definitely not the type a company 'aiming to be the No1 mobile gaming company in the world' should be releasing be any means.

    How will this effect the bottom line of Supercell? More incentive for players to build there base/attack up because they have 'something to fight for' as most players know they will never get anywhere near the top 200.

    The incentive for people to upgrade attack/defense will only be greater as the interactive level of the game will be boosted and peoples 'bubbles' within the huge system will be more interactive, involving direct battles and putting a meaning to the term 'clash of clans'. Adding this feature I can see gem sales going up dramatically and for a long period of time. It will create a higher class of players and refine the overall level of how people play.

    There is no reason why this has not been made already, this game has lost it's appeal after hitting that next button so many times. There needs to be another level of interaction to sustain my interest at least. I know the whole point will always be the leader-board and who's at the top. Just add more features for people to use to get there.

    Not sure if supercell are trying to 'phase out' clash of clans and work on some new games, where players will have to start all over again meanwhile clash of clans will continue getting new archer tower levels and the occasional troop upgrade? ... I hope this is not the case, even if Supercell think they can make another hit as big as Clash of Clans they should be protecting there original investment and developing it properly.

    I will perhaps come back when I've seen a real improvement, meanwhile I will be enjoying other games. It's taking rather too long around here especially in the circumstance$.
    Last edited by Gambitz; November 15th, 2013 at 09:07 PM. Reason: ammendment

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