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  Click here to go to the first staff post in this thread.   Thread: Cloud Control - All About Clouds and Our Proposed Solutions

  1. #771
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    Quote Originally Posted by zank44 View Post
    I had a strange experience this weekend at around 5750 trophies. My PB timer was up and I was forced on a defense. The attacker misplaced a rage (missed the healers) and the queen ended up dying. He or she surrendered with only 12% destruction, giving me only 30 minutes of village guard. I was fortunate to find another base to attack in that time before being forced on the defense again.

    The strange thing was, I made it through the second 6 min PB without being attacked. With all the clouds at this level and my base always being attacked when off guard, I was not expecting this. I was even able to make another attack in the 30 min village guard to follow. I wasn't as lucky the next time around and lost 17 trophies to a 1 star attack (edit: Correcting the trophy loss).

    How was my base able to last 6 minutes at this level without being attacked? Hopefully this isn't anything more than a happy accident for my base, because the more bases being missed like this would only be making the clouds worse.

    Edit: Adding Pictures. As you can see in the first picture my defense won was 1 hour and 9 minutes from my next defense. That covers the 2 30 minute village guard timers. The next picture shows the attack before the won defense and the 2 attacks in between my 2 defenses.

    Attachment 209405
    Attachment 209406
    I think it's because your base was removed from the base pool after the first attack and due to whatever system is in place it takes 5-6 minutes to return a base to the pool after their guard runs out and that's why you weren't attacked. However it could just be luck I don't know lol

  2. #772
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    Quote Originally Posted by maxmeister23 View Post
    I think it's because your base was removed from the base pool after the first attack and due to whatever system is in place it takes 5-6 minutes to return a base to the pool after their guard runs out and that's why you weren't attacked. However it could just be luck I don't know lol
    After that first attack I had a 30 minute village guard. So I would have been out of the base pool for 36 minutes to cover the guard and the next 6 minute PB. It's possible that an attack actually removes you from the pool for longer than the 30 minutes the guard covers. It's not like <30% defenses are so common up in Legends that we'd be seeing this happen often.

  3. #773
    Millennial Club A2K's Avatar
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    How about attack:defense ratio to 1:1 but with fixed cup amounts?
    You get to attack once, but you have to defend once before attacking again.
    But in legendsleague you would allways give and face 15cups offers. 5cups per star.

    Then your skills would matter. If you dont give stars easy, you wont lose them so quickly and if you can 3star alot, you get stars faster than you lose.

    Would there be any idea?

  4. #774
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    Quote Originally Posted by zank44 View Post
    After that first attack I had a 30 minute village guard. So I would have been out of the base pool for 36 minutes to cover the guard and the next 6 minute PB. It's possible that an attack actually removes you from the pool for longer than the 30 minutes the guard covers. It's not like <30% defenses are so common up in Legends that we'd be seeing this happen often.
    Yeah exactly so I think this must have been what happened. Getting a bit off topic with this though lol

  5. #775
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    Quote Originally Posted by 2222 View Post
    I don't really like the ideas where it is built into the multiplayer ladder and players get to "pick" which one to do. I like the ideas that either have PvP be a totally separate ladder that everyone can play or PvP be the "end" of the multiplayer ladder starting at, for example, 6000 cups. Play below 6000 cups if you don't want PvP and get to 6000 cups and try to stay above that if you are good enough if you want to play PvP.
    So that would be the criteria: 6k cups. To explain my thought:
    - what happens if, when switching to PvP the player loses once or multiple times: stays in PvP? any trophy effect from PvP?
    - a player is in PvP but decides to stop, can PvP ‘mode’ be stopped? or player needs to lose battles? to what point?
    - each season, all players reset at 5k (still?), then have to climb again to 6k to start PvP?
    - what are the scenarii of PvP in terms of loot, trophies, etc? is the economy still ‘based’ on the army cost (time/resources) or else? (is it a system like presented in the famous IFR post or something like BH versus battles, ?)

    Ps: I admit I did not re-read beyond the OP of the ‘cure for the common clouds v3’ recently, if these questions are answered somewhere in the thread, it wasn’t added to that idea in the first post.
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  6. #776
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    There wont b a solution to the problem....i laboured for 6 hrs with boost...just 1 attack on me...all gone n much more...now..on for 2 hrs...not even a single attack....lol...now im getting really frustrated...n im getting tired pushing above 6k...this is effing retarted

  7. #777
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    Quote Originally Posted by 2222 View Post
    I don't really like the ideas where it is built into the multiplayer ladder and players get to "pick" which one to do. I like the ideas that either have PvP be a totally separate ladder that everyone can play or PvP be the "end" of the multiplayer ladder starting at, for example, 6000 cups. Play below 6000 cups if you don't want PvP and get to 6000 cups and try to stay above that if you are good enough if you want to play PvP.
    I don't understand this at all. People refuse to play in clouds and want a fix, yet the solution of PvP in your eyes would start at 6000 cups? That literally makes zero sense considering the hundreds upon hundreds of hours of clouding it takes (or more now with CG on) to get from 4800-6000 cups (yes, I've been above 6000 multiple times) so what exactly is this solving?

    PvP would need to start at 5000 to have any meaningful effect imo, 6000 is what, around 5000 players only? I don't really think it would solve much at all, if anything.

  8. #778
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    Quote Originally Posted by A2K View Post
    How about attack:defense ratio to 1:1 but with fixed cup amounts?
    You get to attack once, but you have to defend once before attacking again.
    But in legendsleague you would allways give and face 15cups offers. 5cups per star.

    Then your skills would matter. If you dont give stars easy, you wont lose them so quickly and if you can 3star alot, you get stars faster than you lose.

    Would there be any idea?
    The problem is, you can't three star a lot. I'm not actually in Legend league, but I don't think 3 star attacks are super common.

    By fixing the number of trophies earned, you very harshly limit a person's progress. 2 stars is not all that hard to get, but there's no difference between a 90% 2 star and a 50% 2 star. I go into a lot more detail in the original post when discussing Forced Defenses, but in a nutshell, my idea to resolve this is awarding trophies on a gradient based on damage done, rather than stars earned. Truth be told, I think stars and the victory conditions in this game are among the worst things about it, from an actual gameplay perspective, but that's not to do with this thread. At least mostly
    Cloud Control - Why are clouds so terrible, and what are the possible ways to get rid of them?

  9. #779
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    Quote Originally Posted by PaluEF View Post
    So that would be the criteria: 6k cups. To explain my thought:
    - what happens if, when switching to PvP the player loses once or multiple times: stays in PvP? any trophy effect from PvP?
    - a player is in PvP but decides to stop, can PvP ‘mode’ be stopped? or player needs to lose battles? to what point?
    - each season, all players reset at 5k (still?), then have to climb again to 6k to start PvP?
    - what are the scenarii of PvP in terms of loot, trophies, etc? is the economy still ‘based’ on the army cost (time/resources) or else? (is it a system like presented in the famous IFR post or something like BH versus battles, ?)

    Ps: I admit I did not re-read beyond the OP of the ‘cure for the common clouds v3’ recently, if these questions are answered somewhere in the thread, it wasn’t added to that idea in the first post.
    Yes, fall below 6000 cups or whatever the line is and you are no longer in PvP. Yes, PvP includes trophy wins and losses. No doubt many players wouldn’t be skilled or advanced enough to stay in PvP. Yes, to stop playing PvP the player loses some battles in a row and drops out of PvP. No, each season reset is 5000 and 6000 (actually I think that should happen now with a legends 1 and 2 whether PvP is added or not). There would need to be some sort of loot available unless we only want it to be for full max players.


    Quote Originally Posted by cocloon View Post
    I don't understand this at all. People refuse to play in clouds and want a fix, yet the solution of PvP in your eyes would start at 6000 cups? That literally makes zero sense considering the hundreds upon hundreds of hours of clouding it takes (or more now with CG on) to get from 4800-6000 cups (yes, I've been above 6000 multiple times) so what exactly is this solving?

    PvP would need to start at 5000 to have any meaningful effect imo, 6000 is what, around 5000 players only? I don't really think it would solve much at all, if anything.
    You don’t understand because you haven’t tried to understand (note I said understand, not agree). I used to ask for PvP to start at 5000. Starting it higher, such as 5700 or 6000 is a compromise of sorts. You would have to be reading this thread and the threads before it to know the reasons why, but you can imagine it has to do with things like many players wanting to play in legends without PvP, players less than max wanting to play in legends, players not liking PvP, loot issues, etc. Again, I was originally with you, because for me, personally, I would be fine with starting it at 5000.
    Last edited by 2222; April 24th, 2018 at 02:58 AM.

    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.

  10. #780
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    Quote Originally Posted by 2222 View Post
    Yes, fall below 6000 cups or whatever the line is and you are no longer in PvP. Yes, PvP includes trophy wins and losses. No doubt many players wouldn’t be skilled or advanced enough to stay in PvP. Yes, to stop playing PvP the player loses some battles in a row and drops out of PvP. No, each season reset is 5000 and 6000 (actually I think that should happen now with a legends 1 and 2 whether PvP is added or not). There would need to be some sort of loot available unless we only want it to be for full max players
    I just checked last seaon: 6k trophies was about 3,000th in rankings, meaning a very small portion of the player base right now, granted if such PvP would happen some players may want to try it, but the climb from 5 to 6k is such annoyance, and if not active enough leaves only a week or two in PvP in each season’s restting at 5k.

    I would wonder if a more aggressive form a PvP wouldn’t be needed, such as 5k optional or 5,500 mandatory PvP could be better, to offer more matches. Still on the edge here to consider a PvP pure option, if it takes any player to suffer from clouds before starting the PvP portion.

    Could an option of : automatic PvP season if a player ends at 5,500 trophies or more, in previous season be a possibility?
    What happens to the overall trophy system when the selected villages switch to PvP?

    Would overall the clouds system improve or mainly shift to lower trophy levels (since higher trophy players move away to PvP?
    Last edited by PaluEF; April 24th, 2018 at 03:21 AM.
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