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  Click here to go to the first staff post in this thread.   Thread: The NEW one and only loot is good or bad thread

  1. #3621
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    Quote Originally Posted by Anoushka View Post
    And it was also a joke, in case someone missed the convo

    Back on the topic, feel free to share your suggestions but make it realistic and specific. Changing the entire system is not possible or just "increase the loot" doesn't really help. I'll try to see what the team thinks of some of the previous suggestions
    Add two levels to collectors at TH9, add some valuable single player additions to the goblin map and throw a few more abandoned bases into the match search. That is all it would take to make people happy for another year. (The complaints about spending elixer on walls are unfounded. That was a great change.) Nothing major is needed. TH10 should be very hard to max.
    Last edited by 2222; October 11th, 2014 at 01:35 AM.

  2. #3622
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    Quote Originally Posted by Thorsus View Post
    Good suggestions mswan, also
    1) stop hiding the villages with full collectors from the pool of villages that can be raided
    2) stop hiding the villages with full collectors from the pool of villages that can be raided
    3) stop hiding the villages with full collectors from the pool of villages that can be raided

    😬
    there not supposed to be part of the game

  3. #3623
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    Quote Originally Posted by Anoushka View Post
    Let me get back to you on this one, it's way too late here and I need to get some sleep

    Be nice I can't be here 24/7 and just because I don't reply doesn't meant I'm not following
    I've made a more detailed thread about just this in the ideas and future requests sub forum if you wanted to peruse an idea along those lines.

  4. #3624
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    Quote Originally Posted by xxShaGxx View Post
    Would Supercell Consider This??

    Would giving the next button gold spent to the member being skipped, help the overall loot economy?? I think so!!

    Why let the gold being spent to next a player, to just disappear into the abyss??

    By putting that gold into the storages of the member being skipped it would:

    *Put loot back into bases with little or no loot, so they can be raided again.

    *Reward members who have worked hard to upgrade their base, by giving them the next button gold, when their base is skipped, because it is difficult to raid.

    *Would also encourage members to put their town hall inside their base, so they can collect the next loot.

    With the high number of CoC players in this game, and for all the times I know I am hitting next to look for good loot, I feel this would benefit the overall game economy greatly!!

    Clash On!!!
    Quote Originally Posted by dahimi View Post
    Here's what they think of it:

    http://forum.supercell.net/showthrea...rum-guidelines

    Currently Ruled Out:
    Here are some amazing ideas that have been ruled out by the dev time for the time being. Posting these ideas will result in your thread being removed without notice!
    *Bonus/award if attacker skips your village – partial payment to you on match fee
    The rule and his post are "similar" but not the same, he isnt asking that the player gets a bonus just because he was skipped. He is askign that the "nexting" cost goes somewhere, and he suggested that it goes to the village being "nexted" rather than just going poof

    I really dont appriciate people just trying to squash good ideas that could be talked about, just cause you "think" it might be already ruled out. Do you work for supercell, no . . . by your post count i thought you did. I checked your profile and didnt see anything about you working for them. Honestly i kind of think anyone who doesnt work for supercell is breaking the forum rules by stating you are in violation of a rule, then posting the said rule.

    i could be dead wrong, but thats my opinion . . . . just like it your opinion that that idea has been ruled out. why not leave it up for supercell to decide


    btw you didnt express any "feelings" about his idea you just spammed a forum link, right?
    Last edited by Natesmiles; October 11th, 2014 at 02:20 AM.
    Natesmiles a valued member NIGHTBREED !!!
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    an epic war base.
    Temptation a trophy base that will intice people to hit you and fail.
    The Offering V9.2 a farming base for maxed out towhall 9's who dont need to protect elixir.

  5. #3625
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    Quote Originally Posted by Firedancer View Post
    I'm thinking perhaps Supercell can consider one of the following if fixing the loot issue is too complex:


    • Increase the production rate of collectors
    • Introduce Collector Level 12
    • Introduce 5th Storage
    • Lower the cost of searching for higher THs


    Just some thoughts


    5th storage?

    That would make things cost more than the capped 8mill, making things more expensive . . . . does that help loot?
    Natesmiles a valued member NIGHTBREED !!!
    SuckerPunch
    an epic war base.
    Temptation a trophy base that will intice people to hit you and fail.
    The Offering V9.2 a farming base for maxed out towhall 9's who dont need to protect elixir.

  6. #3626
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    Quote Originally Posted by Natesmiles View Post
    The rule and his post are "similar" but not the same, he isnt asking that the player gets a bonus just because he was skipped. He is askign that the "nexting" cost goes somewhere, and he suggested that it goes to the village being "nexted" rather than just going poof
    That would be the match fee. You know the thing mentioned specifically in that post.

    Quote Originally Posted by Natesmiles View Post
    I really dont appriciate people just trying to squash good ideas that could be talked about, just cause you "think" it might be already ruled out.
    Don't blame me, blame SC. It's their list.

    Quote Originally Posted by Natesmiles View Post
    Do you work for supercell, no . . . by your post count i thought you did. I checked your profile and didnt see anything about you working for them. Honestly i kind of think anyone who doesnt work for supercell is breaking the forum rules by stating you are in violation of a rule, then posting the said rule.
    I never stated they were in violation of any rule. They asked what SC thought. I indicated this idea was on a list of ruled out ideas posted by SC. That kind of tells you what SC thinks of it, does it not?

    Quote Originally Posted by Natesmiles View Post
    i could be dead wrong, but thats my opinion . . . . just like it your opinion that that idea has been ruled out. why not leave it up for supercell to decide
    SC did decide. That's the point of the post. It's not an opinion when SC creates a list of ruled out ideas and the idea is on the list.

    Quote Originally Posted by Natesmiles View Post
    btw you didnt express any "feelings" about his idea you just spammed a forum link, right?
    No I posted the forum link. Perhaps you should read the linked post. While doing so, pay special attention to it's author.

  7. #3627
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    I've been thinking a great deal about a balanced solution to the perceived loot problem in the game at the minute. There are many simple suggestions like dropping the Next fee, releasing level 12 mines and pumps or increasing the league loot bonus. These are all great ideas, probably won't happen as they would massively unbalance the game. So, I have my own, more elegant solution. It's very simple really, depending on the number of stars you earn, you get a % of your troops killed/spells used cost back.

    Examples:

    If you score three stars, you are rewarded the full cost of your killed army units/spells used back as a bonus at the end.
    Two stars would be 75% of killed units/spells used.
    One star would be 50% of killed units/spells used.

    The benefits of this are pretty good, obviously, the cost of your attacking army will be reduced, hence increasing the amount of loot you earn per raid. The staggered refund percentages will reward more competitive gaming instead of the endless 50% farming gameplay we currently see. Only refunding killed units balanced the refund reward a little, meaning overwhelming, unfair wins versus lower THs aren't rewarded too much.

    The very core of gameplay in Clash of Clans, in my opinion, is managing your resource margins. Working to maximise your return per raid and making as much profit as possible. This method increases profitability, increases "fun" game play with power armies and discourages the current farming techniques that are harming the game by making raiding more profitable and fun. e.g. Town Hall Sniping.

    This should also be implemented in Clan Wars as it'll significantly improve the benefits of fighting wars. In fact, this would make Clan Wars the best way to earn resource.

    Your thoughts?
    Last edited by DroogJanus; October 11th, 2014 at 03:38 AM.

  8. #3628
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    Quote Originally Posted by DroogJanus View Post
    I've been thinking a great deal about a balanced solution to the perceived loot problem in the game at the minute. There are many simple suggestions like dropping the Next fee, releasing level 12 mines and pumps or increasing the league loot bonus. These are all great ideas, probably won't happen as they would massively unbalance the game. So, I have my own, more elegant solution. It's very simple really, depending on the number of stars you earn, you get a % of your troops killed/spells used cost back.

    Examples:

    If you score three stars, you are rewarded the full cost of your killed army units/spells used back as a bonus at the end.
    Two stars would be 75% of killed units/spells used.
    One star would be 50% of killed units/spells used.

    The benefits of this are pretty good, obviously, the cost of your attacking army will be reduced, hence increasing the amount of loot you earn per raid. The staggered refund percentages will reward more competitive gaming instead of the endless 50% farming gameplay we currently see. Only refunding killed units balanced the refund reward a little, meaning overwhelming, unfair wins versus lower THs aren't rewarded too much.

    The very core of gameplay in Clash of Clans, in my opinion, is managing your resource margins. Working to maximise your return per raid and making as much profit as possible. This method increases profitability, increases "fun" game play with power armies and discourages the current farming techniques that are harming the game by making raiding more profitable and fun. e.g. Town Hall Sniping.

    This should also be implemented in Clan Wars as it'll significantly improve the benefits of fighting wars. In fact, this would make Clan Wars the best way to earn resource.

    Your thoughts?
    I think the bonus is high, but I like the idea. Perhaps 25% for two stars and 50% for 3.

    Personally I think they should increase collector rates and barracks troop build rates based on league. It'd work just like a boost.

  9. #3629
    Millennial Club DroogJanus's Avatar
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    Thanks! Everyone who's seen the idea likes it. Daddy does too. I hope Supercell see it. Yeah, the bonus is high, because I want more loot. Obviously, it requires testing.

  10. #3630
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    Quote Originally Posted by Heygaisitsmeagain View Post
    Nice Penīs daddy
    Ok it was funny the first 50 times(jk it was never funny) but now its really annoying. Seriously stop.
    Thanks RawGFX for the sig!

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