the problem with your suggestion is the player is locked into a cloud search for an hour. Which means the device the player is using must be connected to power as we all know well coc will drain a phone/tablet.
then, who wants to sit at a game and watch clouds? Not me.
The real problem is simple, there is not enough incentive to be in legends. The rewards are not worth the clouds to most people. And being in legends does not mean you must grind trophies. I am a casual player and I do not sit grinding away all day and yet I can still maintain my trophies in legends.
The solution should be to increase the incentives for going to legends. The carrot needs to be bigger
Now you’re on board...trophies matter when there’s nothing else to do. As a maxed 11, is beyond silly to be forced to lose just to be able to play the game, and most don’t consider waiting hours for an attack playing the game. The problem with mm based on th level is that lower level bases would have an easier time reaching the top of the leaderboard, having never faced a maxed level th. Is the top of the food chain and endgame play, no way anyone should bypass it with a handicap.
TH13...level 254...75/75/50/20...gg 2 bil...ee 2 bil...hh 45 mil...atb 6032
There was discussion about how this would be bad if you allowed players to just get instant matches over and over all day long by matching any of the same hall. You might have missed it. It would be pay to win and there would be even less players able to play legends than now. Instead of searching all day long you would have to attack non stop with everything boosted. It would be horrible.
Now, take that same idea but only allow a certain number of attacks per day and you are onto something.
Finding a match after an hour would be a huge improvement for legends. I had some nice searches of over 8 hours the last couple days. This isn’t a “solution” to the clouds, but it is an improvement. As for more people in legends, it doesn’t really make much difference. There are more people in legends now than what there used to be, yet clouds aren’t better. 5 players trying to find 5 matches for each time they go on defense causes clouds. Make that 10 players trying to find 5 matches for each time they go on defense and the clouds just got worse, not better.
Contact SC here. Click here for how trophies are calculated. An idea to improve legends here. I wish max players had a separate loot bank as described here. Caution, I often discuss for the sake of discussion and enjoy having my opinion challenged (or approved of) even when I care little about the actual issue. My balance wish: get rid of tornado trap, make it a decoration.
We've the limit already (guard and pbt)
Just curious as no one talk about legend PvP model
I guess devs is scared enough they lost elite player aka spender
Years gone... Same story... Old mechanic..
It getting old
One day d3vs told us
They do balancing to keep the game challenging
When was the last time they change multiplayer mechanism? Yep... Dec famous
The game survive and getting better...
How to encourage masses to build balance bases?
ATM we can see non maxed bases and mini Max sat at legend... It's a joke
Throw BB model of PvP for Titan and legend
Masses player would quit or adapt
Now it's a journey to build our bases to the Max available
Leader board got their value in term of skill
Never never PvP in the mainvillage, thats not the game. There must be a other solution. It is not the way to bring the legends and titanes away from the normal farming.
Perhaps it could be possible to do both: every legend has to farm to be over 5k , and than the legend is able to play PvP as an option. This could be o.k. - but inmy opinion this is not the way.
Last edited by SuperGrobi; March 26th, 2018 at 09:13 AM.
Decouple trophies from farming -- solution to clouds in Legend
One of the solutions to clouds proposed by the community is the introduction of a PvP system in Legend league, similar to the one in Builder Base.
Supporters of this solution claim that such a system would actually take advantage of the large number of active players in Legend, which is exactly the reason clouds exist under the current system, namely the lack of inactive bases.
Opponents of this proposed solution point out the dissatisfaction of a large part of the community with the PvP system, which is mainly caused by the fact that a well executed attack can turn out to be a loss.
I think there is common ground between the two approaches, and a compromise could make PvP viable in both villages. The compromise I have in mind is decoupling farming from trophies.
Under this new system, in a PvP battle, if we get a star we get the resources. No longer shall we be frustrated by the fact that, for example, our wonderful two star 85% attack was a waste of time, just because the opponent got two stars and 90%. If we get the victory (that is, more stars/percentage than our opponent), then we get the trophies!
Imagine how much more enjoyable experience this game would be. Players in Legend would attack as often as they wish, and get resources if they get a star. They would also get trophies if they get more stars/percentage than their opponent. The same would hold true in the Builder Base.
It would even be possible to get trophies without any resources, in situations when both players score 0 stars but different percentages.
What do you think?
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There are a lot of TH 11 base under 5000 trophies. Why not matching them together. That would fix the clouds. You only need a solution how to deal with the trophies (-50, +50). This should be possible - e.g. make the trophy +/- depend on the townhall status and not the difference between trophies.
I like this idea. As a farmer who occasionally pushes I can go 4-5 days without a defence, get hit by someone dropping trophies, and maybe once in a week someone actually tries to go after the loot in storages, only failing miserably for a 30% 0*. So many max, or at least mid TH11s in gold that just sit there without a shield and a worry in the world. Even a 4 trophy offering would be better than 3 retries in a row.