Hi,

I have been playing the game for a while now, and seeing that atmosphere around is not quite what it could be, I feel I have been forced to try something small, and show, hopefully, some fresh ideas to make the game more enjoyable to all. So, in essence, this will be a list of things if changed the game would make more sense, hiding some of that grinding feeling. What I say is actually very much about the loot issue even though I may be speaking about trophies.

Weird observations

  1. Trophies do not represent the strength of a player. Players do not care about trophies, they care about loot.
  2. Low level THs do not get properly attacked and their trophies adjusted because they show no loot. This actually applies also to people with high level THs but no loot.
  3. It is extraordinary that people leave their THs outside.
  4. Defending is a totally negative event. There is no upside to defending.
  5. There is a high polarization of collector loot as active players that are prioritized in matchmaking show no loot in collectors when inactive players show huge amounts.
  6. Sad loot


I am surprised to see people are not really talking about these observations when they are talking about broken loot. Because it is not so much loot that is broken, but these things that are wrong, and a cause has led to an effect. About these observations it is important to ‘get’ that for the game be better, the opposite should be true for them. For example, wanting more loot should mean wanting more trophies. Without more explanation, here is a short list how each of the observations could be tackled.

Change example

Observations tackled Change
- Did the December update address any of the things I mentioned?
1, 2, 6 Meaningful win bonuses to make people interested in trophies and correcting other people’s trophies, including those with no loot.
1, 3, 4, 6 Extend win bonuses to defenses also. Winning on defense gets you the win bonus and the search cost used by the attacker since his/her last loss on offense! Graves return more elixir.
3 Something more loot-wise could happen if the attacker managed to win.
5 Collectors could always hold some percentage of their maximum capacity that cannot be collected, so active players would also have something in their collectors. This requires some other small changes to collectors to work.
2, 6 How about person-specific storage raiding %? In essence, those who have been raided for the least can give out the most.


Thank you for reading and for comments.