View Poll Results: Would it help to keep the Gold from clicking "Next" in the game?

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  • YES, I think it would help

    238 81.79%
  • NO, I do not see this helping

    35 12.03%
  • I'm not sure at this time

    18 6.19%
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  Click here to go to the first staff post in this thread.   Thread: [POLL] Would it help to keep the Gold from clicking "Next" in the game?

  1. #31
    Forum All-Star Stitch's Avatar
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    Quote Originally Posted by dahimi View Post
    Reducing the cost would.
    I see the cost as Risk/Reward, you can keep searching for the big one or take a lesser amount.

    Trouble is at the moment it's extreme highs vs extreme lows. Filling up the lows quicker, turning them into medium amounts surely has to help.

    I love 300k loots but would take a 150k loot on the second go (having saved myself 80 to 150k on future searches).


  2. #32
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    Check this idea

    I posted an idea for keeping the gold in the game. I hope some of you click the link and let me know what you think.
    http://forum.supercell.net/showthrea...d-from-nexting

  3. #33
    Senior Member Loodgookin's Avatar
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    Quote Originally Posted by dahimi View Post
    This does very little to relieve the frustration one feels when hitting next.
    Slightly off topic but The only thing that could remove this is if they, SC, made every base worth 150k (sc would cover the deficit) and leave in those bases with huge loots. But they would never do that.
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  4. #34
    Pro Member Giggitygoo's Avatar
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    Quote Originally Posted by dahimi View Post
    Reducing the cost would.
    Reducing the costs will aleviate some frustration, but won't reduce it that much. Honestly, 75% of my frustration comes from the amount of nexting, not so much the costs involved. Lower the time spent nexting is automatically lowering the costs. You have to look at cause and effect here.

    Trouble is however, lowering the next costs is done in a jiffy, 'guaranteeing' a nice target within 30 searches is just silly.

    It's a nice idea Stitch. Not sure it's the skeleton key to the problem though.
    TH10 | Level 120 | Trophy record 3200 | Non-stop clan war | Analysis: Thoughts on TH11 and beyond | The Math Behind Collectors

  5. #35
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    Honeslty just leave it the way it is. No need to change it its fine how it is!

    Quote Originally Posted by dasyoyo16 View Post
    Farmers. Pushers. Noobs. Complainers. Long ago, the four players lived together in happiness. Then, everything changed when the Complainers attacked. Only Supercell, creator of all four player could stop them. But, when the world needed them the most, they vanished.

  6. #36
    Senior Member lim81's Avatar
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    Excellent idea. This loss of gold into the system really has being bugging me for the longest time.

    SC refusing to increase the gold output but with the introduction of upgrading of traps, more expensive rearming, and the great increase in "Next", the gold sink just keep increasing.... Demand of gold keep increasing but the supply is not increasing. Gold is definitely getting lesser as compared to before... Wondering what is SC real intention here?

    Stemming the loss of gold by recycling the "Next" gold is one way to alleviate the "not enough gold to keep up with demand" problem. How to do it? The ideas provide in the previous few posts are all excellent.

    1) Putting into TH for jackpot accumulation until a raider managed to get the TH is one good idea.

    2) I suggest a twist to it. The raider will only get half of the jackpot accumulated. The defender get the rest of the jackpot at the end of season
    2a) Those who put TH outside for free will not get much jackpot accumulated as many will not "Next" them.
    2b)Those who put their TH in will get many "Next" gold accumulated. The attacker will have a good loot offer to them once the jackpot build up (thus tempting them to crack those super hard bases) and the defender also get rewarded in the end of season for the valiant effort of defending his TH inside.

    The rewarding of the defender who put TH inside is much needed. Often, defenders lose more resources by defending successfully. The loss of resources through multiple unsuccessful raids and the high cost of rearming all the traps sometimes make me wonder why am I still protecting my TH. Why are we being penalized for defending? For the worthless few cups? Forget it, might as well throw out the TH outside.

    So this idea not only stem the loss of the "Next" gold from disappearing into nowhere, this also will provide an incentive for clashers who defends their TH.

    Just my thoughts. Definitely need more refinement to prevent exploits.But hopefully SC do see this thread and work from somewhere.
    Last edited by lim81; January 27th, 2014 at 08:53 AM. Reason: typo

  7. #37
    Senior Member Wolfwind12345's Avatar
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    Yes this would help a lot
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  8. #38
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    i dont mind the gold , the annoying part is time consuming , for me at th9 i spend sometimes like 10-15 min just searching for a decent prey with at least 150k+ , i would suggest to just add an optional filter on search option ( u can turn it on and off ) , and the option increase with th level , like at th8 u can filter loots 50- from search , at th9 > 80- , th10 > 100-
    no one would raid for that loot anyways and it just waste time and makes the game soooo boring !! ( and if u want to , u can just turn the option off ) , that would reduce gold used for search as well

  9. #39
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    I'd be fine with just switching the cost to elixir instead of gold

  10. #40
    Millennial Club Shreeyash's Avatar
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    Nice idea stitch!,




    probably it should be in ideas sub forum,,,,,lol
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