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Thread: Loot is slowly getting drier for TH9/10 and why (MINDBLOWING)

  1. #31
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    What needs to be happening is a pyramid scheme.
    Hypothetical numbers so stay with me.

    Quantities of players at TH levels
    TH1 = 1000
    TH2 = 800
    TH3 = 600
    TH4 = 400
    TH5 = 200
    TH6 = 100
    TH7 = 50
    TH8 = 25
    TH9 = 10
    TH10 = 1

    So, TH2s attack TH2s and TH1s, then TH3s attack TH3s and TH2s, TH4s attach TH4s & TH3s and so on all the way up to TH10. So the numerous lower levels are farming and raiding and obviously spending some of it, but the gold will accumulate as it gets higher in the pyramid. If there are more lower levels that are raiding then the gold should move up.

    This all depends on where they are staying trophy wise. Maybe the higher levels need to come down in the ranks to get the more available loot.

    It could be that there are a large number of TH7s & TH8s spending the money and none is left to trickle up to TH9 & TH10.

    Another issue could be that if TH9s are only attacking TH9s there is not much gold generated, it is dependent on the higher TH raiding a lower TH all the way up.

    Or, if there are less people joining the game then there are less "feeders" generating the loot.

    I don't have number of people playing to know which is correct or it could be a combination of each.

  2. #32
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    Quote Originally Posted by squirlz View Post
    What needs to be happening is a pyramid scheme.
    Hypothetical numbers so stay with me.

    Quantities of players at TH levels
    TH1 = 1000
    TH2 = 800
    TH3 = 600
    TH4 = 400
    TH5 = 200
    TH6 = 100
    TH7 = 50
    TH8 = 25
    TH9 = 10
    TH10 = 1

    So, TH2s attack TH2s and TH1s, then TH3s attack TH3s and TH2s, TH4s attach TH4s & TH3s and so on all the way up to TH10. So the numerous lower levels are farming and raiding and obviously spending some of it, but the gold will accumulate as it gets higher in the pyramid. If there are more lower levels that are raiding then the gold should move up.

    This all depends on where they are staying trophy wise. Maybe the higher levels need to come down in the ranks to get the more available loot.

    It could be that there are a large number of TH7s & TH8s spending the money and none is left to trickle up to TH9 & TH10.

    Another issue could be that if TH9s are only attacking TH9s there is not much gold generated, it is dependent on the higher TH raiding a lower TH all the way up.

    Or, if there are less people joining the game then there are less "feeders" generating the loot.

    I don't have number of people playing to know which is correct or it could be a combination of each.
    Exactly! This game's economy is designed like a pyramid. In the lower end it's TH 1 and in the top end it's TH 10.
    However the core of the game, which is raiding, depends on picking easier targets.
    And the higher you go, the harder you loot. 15 mins giant healer combo in TH7 vs TH6 may result in 100%. The same 15 mins army won't get the same result in TH10 vs TH9.

    In addition to the increasing difficulty, the amount of loot skyrockets to 8 times in last 2 THs (2.5 billion versus 300 million). This creates the "clog" where every TH9/10 tries to get to max while competition grows harder. So at the very end, the pyramid became a hourglass unless SC do something about it.

    Quote Originally Posted by thenextman View Post
    I do agree with your core logic but you have not accounted for wars, league bonuses and the massive drain that is nexting.
    I know, but apparently on end game, clan wars is a DE sink. You spend like 2k DE for 1 golem 3 witches or 30 hogs and you may break even if you win. Maybe you will profit a little. If you lose, then you end with a huge minus.

    Quote Originally Posted by ForgiveMeNot View Post
    Very interesting and good mathematical analysis.
    How many days it takes 5 builders to work non stop to get TH1 to max TH10?
    Here you can view it from here also with the gold costs and time.

    http://clashofclans.wikia.com/wiki/Cumulative_Costs

    But if you're too lazy i will answer it for you.
    1,812 days 23 hours 7 minutes if you only use 1 builder.
    With 5 builders it will take you almost a year if you can spread your builders perfectly.
    Last edited by hauw; September 3rd, 2014 at 11:22 AM.

  3. #33
    Junior Member aliasx's Avatar
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    Stop crying and be patience skipping! I'm a TH10 for 3 weeks now and I was afraid about the loot. My mates told me barching as a TH10 would be terrible but I experience nothing at all what they said. You don't get that million raids anymore but I dont have problems in finding 400-700 k raids.

  4. #34
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    I thought about this too. Although not to the extent that the op did! I only read the first page then got frustrated because of forum ♥♥♥♥♥ing (and someone not getting the concept that their are a finite amount of mines/collectors producing loot)...

    At some point, the loot system will need to be looked at. Or, sc will have to move on to a different game. The problem with re-doing the loot system is that it could cut into profits. Sc makes the core of their cash flow on people buying resources(or time) and making loot easier to get would reduce the cash coming in.

    The developers need to get paid! I hope they can find a balance between profits vs funfactor for their customers that works. Right now, I think its fine. Loot is pretty easy to come by (for the most part) and their isn't an issue. But I think it is something that sc should seriously look into.

  5. #35
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    loot fix

    its quite simple really. if everyone puts their th outside unprotected. we can all just snipe on every attack. that way everyone gets rich on the loot bonus instead of relying on finding a juicy base.

  6. #36
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    Quote Originally Posted by nunchaku View Post
    its quite simple really. if everyone puts their th outside unprotected. we can all just snipe on every attack. that way everyone gets rich on the loot bonus instead of relying on finding a juicy base.
    Lol, we'd all be in champions league in a day!!!!

  7. #37
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    Quote Originally Posted by nunchaku View Post
    its quite simple really. if everyone puts their th outside unprotected. we can all just snipe on every attack. that way everyone gets rich on the loot bonus instead of relying on finding a juicy base.
    This would work, but everyone would have to clear the shield or we would run out of bases.

    We should organize this, everyone put the TH out, then raid for 10-15 minutes, then stay off for 5 or until raided. Then get back on and raid again, rinse and repeat. If we did this for 24hrs we should effectively increase the loot in rotation.

    And if everyone does get into crystal or above the loot bonus is a lot better.

  8. #38
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    Quote Originally Posted by herranton View Post
    Lol, we'd all be in champions league in a day!!!!
    exactly lets break the system and get rich while doing it. why spend 100k nexting when if every next base has a th outside you spend 4 barbs and for crystal league and above you get 20k+.

    if you get hit well you only lose cups which doesnt matter anyways case every base is snipable.

  9. #39
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    Quote Originally Posted by herranton View Post
    I thought about this too. Although not to the extent that the op did! I only read the first page then got frustrated because of forum ♥♥♥♥♥ing (and someone not getting the concept that their are a finite amount of mines/collectors producing loot)...

    At some point, the loot system will need to be looked at. Or, sc will have to move on to a different game. The problem with re-doing the loot system is that it could cut into profits. Sc makes the core of their cash flow on people buying resources(or time) and making loot easier to get would reduce the cash coming in.

    The developers need to get paid! I hope they can find a balance between profits vs funfactor for their customers that works. Right now, I think its fine. Loot is pretty easy to come by (for the most part) and their isn't an issue. But I think it is something that sc should seriously look into.
    I agree that developers need to get paid and people who gem loot will still gem them anyway. I believe most of SC's profits came from the top .1% who is clouding at champs.
    There are multiple ways to fix them. Such as :
    1. Level 12+ collectors (since we're maxed with 11 at TH7)
    2. Clan village system
    3. Mastermind's Quest system
    4. New buildings and units (seriously it has been a year since the last witch and inferno tower update)
    5. Longer boost period for mines and pumps (it's like no one uses them)
    6. Instead of hiding inactives allow them to get raided. People play the game to raid anyway.


    Quote Originally Posted by squirlz View Post
    This would work, but everyone would have to clear the shield or we would run out of bases.

    We should organize this, everyone put the TH out, then raid for 10-15 minutes, then stay off for 5 or until raided. Then get back on and raid again, rinse and repeat. If we did this for 24hrs we should effectively increase the loot in rotation.

    And if everyone does get into crystal or above the loot bonus is a lot better.
    Quote Originally Posted by nunchaku View Post
    exactly lets break the system and get rich while doing it. why spend 100k nexting when if every next base has a th outside you spend 4 barbs and for crystal league and above you get 20k+.

    if you get hit well you only lose cups which doesnt matter anyways case every base is snipable.
    Guys... Problem is how to relay this message to the players around the world. Forum is only a tiny fraction of the community here...
    Last edited by hauw; September 3rd, 2014 at 01:50 PM.

  10. #40
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    Quote Originally Posted by TMAllen View Post
    Jeez... How in the world is this so hard for you to comprehend? His logic is sound. I don't think you are realizing that he is assuming a perfect, hypothetical situation.
    But TMAllen, there was no part of that math I disagreed with. I even acknowledged that it would take as many days as the OP said it would require to max out ones base from TH8-TH10 (something like 6000 days or slightly less), but my simple point was that 6000 days ends up being way less than 6000 days if you raid and profit from raids each day. It only stays 6000 days if you never raid, you collect everything in your collectors before it ever reaches capacity, and no one ever raids you. Then it'll take all 6000 days.

    I also understand the clogging of th9/10 bases because there's nowhere else to move up to from there and that's a popular place for premies to quit (because they upgraded their THs trying to unlock the new toys, not knowing about loot penalty and their offensive tier 1 troops are still only lvl 3).

    But by quitting the game, their bases remain in the system for a while still, and still remain a part of the matchmaking system so people will find these bases and raid their collectors. This is resources these abandoners will never use, and will just generate for the rest of the economy to benefit from. They are injecting resources into the economy and not collecting any for themselves. This is what helps make the economy sustainable.

    It has been rumored that SC tweaks the amount of abandoned bases that can be found or matched up against in matchmaking to keep control of the loot available in the game.

    Gold in the game is created by gemming, mines, league bonuses, and clan wars.
    Gold is removed from the game in being dumped into upgrades, and by 'next' costs.

    SC has theoretical "control" over how much loot is injected into the economy by manipulating how many abandoned bases are considered active and are able to potentially generate $432k Gold each 24 hours for others to raid (it's a %age of that, something like 75-80%, because that's how much you can raid fro a collector, can't raid 100%. Don't quote me on the 75-80%).

    Supposedly, there are enough abandoned bases in the game to make the "gold injected into game" figure higher than the "gold removed from the game" figure. The true numbers are only known by SC.
    kimchi, of whozonbeer | TH11 | Lvl147

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