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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. #4251
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    Quote Originally Posted by Nomorenextingcost View Post
    I understand where you are coming from but look, even with the current nexting costs arent the majority of the gamers in this thread still looking for that desired juicy collector raids? Players already spend enough time finding desirable bases to raid so that they can at least profit in something, they are already suffering enough. Why then is it justified to take away all their hard work through the nexting cost eating away at the profit? Shouldnt every gamer deserve the right to progress given hard work and perseverance?

    You may argue that nexting has the benefit of forcing people to attack less than premium bases while also encouraging gamers to stockpile their resources thus maintaining a healthy economy. But think about it the economy was evidently better 1 year ago than it is today and yet the nexting costs still remains the same, clearly the nexting cost has not fulfilled its objective.

    Furthermore consider the disadvantages of the nexting costs. Millions of gamers everyday are hitting the next button over and over again to find their desired loot. We are talking tens maybe hundreds of millions of gold disappearing from the system every day through the next costs.

    Clearly, the nexting costs causes more harm than good at least in the current metagame
    I think you are using the nexting cost as a scapegoat for this particular loot depression. In reality, even if the nexting cost is reduced, you might still be clicking next 100+ times to find that loot. Thus, the nexting cost is still serving its purpose but another factor is depressing the loot. Now whether that's because of this last update or not, I'll still stand by the nexting cost and not suggest it be removed simply because it appears to be more heavily affecting your bottom-line.

  2. #4252
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    Rrqs7ss.jpg
    Just found this at 2300 cups
    Last edited by Javier0309; October 14th, 2014 at 06:12 AM.

  3. #4253
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    Quote Originally Posted by camec10 View Post
    I think you are using the nexting cost as a scapegoat for this particular loot depression. In reality, even if the nexting cost is reduced, you might still be clicking next 100+ times to find that loot. Thus, the nexting cost is still serving its purpose but another factor is depressing the loot. Now whether that's because of this last update or not, I'll still stand by the nexting cost and not suggest it be removed simply because it appears to be more heavily affecting your bottom-line.
    While the nexting cost may not be the most significant factor causing the loot depression, i still believe that it is significant enough reason behind why players are annoyed by the current loot situation.

    Think about it : you spend 20 minutes building your barch army and another 15+ minutes looking for a juicy raid. you eventually find a 250k/250k base but more than half your gold you should have gotten is wasted due to the nexting. You practically spend 30+ minutes getting the short end of the stick. Do you think that is fair?

    You may argue that people should use stronger armies to raid storage bases to counter the nexting cost. But the increased training time and elixir cost still poses a problem. Besides storage raids are not as consistent as people think they are so this is not a much more efficient farming strategy as well.

    Think about it, whether the nexting cost is present or not, players are still nexting countless times to find their raid. Either way when they do find their raid, loot from that base is gone and is unable to be taken by other players where everybody is competing for the same loot. The difference is that with the nexting cost, loot is not transferred from 1 player to another at 100% efficiency but disappearing into nothing. This has a knock effect of reducing the loot available for all players to raid, causing what is now known as bad loot.

    For the nexting cost to benefit the economy, jt has to effectively convince players to attack less than premium bases while discouraging them to stop their raiding after stockpiling resources.

    These benefits are no longer as relevant in the current economy while the disadvantages are greatly magnified because as you have said, other factors has resulted in a great decrease of loot.

    While removing the nexting cost may not give a drastic or immediate improvement to the economy, it is still a solid first step in ensuring resources are efficiently retained in the system thus giving players a fairer chance and hence more enjoyment to get loot for progression
    Last edited by Nomorenextingcost; October 14th, 2014 at 06:16 AM.

  4. #4254
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    Loot is fine.

    Th7, trophy range ~1100 (currently higher for DE)

  5. #4255
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    Elixir for Wall Upgrading

    Since the update of using elixir for wall upgrading, many bases become unattractive for raids. Need to spend longer time and more golds to find an attractive base, as economy pie has becomes smaller.

    Suggest that elixir for wall upgrading can only be done if there is still balance of 4 million elixir in storages after any wall upgrading.

    By this way, Supercell does not need to terminate the usage of elixir on walls, while the players will not have to waste elixir because of overflowing in elixir storages for some maxed bases except walls.

  6. #4256
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    Talking

    Quote Originally Posted by wylplaycoc View Post
    Since the update of using elixir for wall upgrading, many bases become unattractive for raids. Need to spend longer time and more golds to find an attractive base, as economy pie has becomes smaller.

    Suggest that elixir for wall upgrading can only be done if there is still balance of 4 million elixir in storages after any wall upgrading.

    By this way, Supercell does not need to terminate the usage of elixir on walls, while the players will not have to waste elixir because of overflowing in elixir storages for some maxed bases except walls.
    nice idea you have there perhaps there could be a minimum amount of resource players have to stockpile before being able to upgrade walls. This could be adjusted based on th level and the level of wall upgrades needed. Would certainly force many more players to log out with full storages. You are a smart guy

  7. #4257
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    Quote Originally Posted by Nomorenextingcost View Post
    While the nexting cost may not be the most significant factor causing the loot depression, i still believe that it is significant enough reason behind why players are annoyed by the current loot situation.

    Think about it : you spend 20 minutes building your barch army and another 15+ minutes looking for a juicy raid. you eventually find a 250k/250k base but more than half your gold you should have gotten is wasted due to the nexting. You practically spend 30+ minutes getting the short end of the stick. Do you think that is fair?

    You may argue that people should use stronger armies to raid storage bases to counter the nexting cost. But the increased training time and elixir cost still poses a problem. Besides storage raids are not as consistent as people think they are so this is not a much more efficient farming strategy as well.

    Think about it, whether the nexting cost is present or not, players are still nexting countless times to find their raid. Either way when they do find their raid, loot from that base is gone and is unable to be taken by other players where everybody is competing for the same loot. The difference is that with the nexting cost, loot is not transferred from 1 player to another at 100% efficiency but disappearing into nothing. This has a knock effect of reducing the loot available for all players to raid, causing what is now known as bad loot.

    For the nexting cost to benefit the economy, jt has to effectively convince players to attack less than premium bases while discouraging them to stop their raiding after stockpiling resources.

    These benefits are no longer as relevant in the current economy while the disadvantages are greatly magnified because as you have said, other factors has resulted in a great decrease of loot.

    While removing the nexting cost may not give a drastic or immediate improvement to the economy, it is still a solid first step in ensuring resources are efficiently retained in the system thus giving players a fairer chance and hence more enjoyment to get loot for progression
    Let's imagine Supercell does instigate this free nexting policy and god forbid the loot does get better? What then? Do you still agree that free nexting will inevitably strain the economy because everybody infallibly finds those beautiful raids and thus expends them? If so, then you'll see that this isn't a solution to the problem at hand and will only breed future loot problems down the road.

    By the way, I'll be willing to bet that you've found yourself settling for loot that you wouldn't normally raid but are still okay with because maybe you only have to use half your troops. Deep down that nexting cost encourages you to pull the trigger instead of wavering through another 100+ 30k/30k opportunities. This is how the nexting cost indirectly perserves loot. You analyze your opportunity cost and make a judgment given that cost. And if you haven't altered your strategy to improve your haul and do next incessantly to find your ideal raid then that's just poor decision making on your part.

    Let's just agree to buff collectors at TH9 and TH10. That'll probably solve the loot problem anyway. On my TH8 account, the loot seems perfectly fine honestly. The only clashers who are truly struggling are TH9s+.
    Last edited by camec10; October 14th, 2014 at 06:56 AM.

  8. #4258
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    Quote Originally Posted by wylplaycoc View Post
    Since the update of using elixir for wall upgrading, many bases become unattractive for raids. Need to spend longer time and more golds to find an attractive base, as economy pie has becomes smaller.

    Suggest that elixir for wall upgrading can only be done if there is still balance of 4 million elixir in storages after any wall upgrading.

    By this way, Supercell does not need to terminate the usage of elixir on walls, while the players will not have to waste elixir because of overflowing in elixir storages for some maxed bases except walls.
    Nice... I support

  9. #4259
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    I am still happy getting enough loot to keep me happy, my walls slowly looking quite good for a TH 9.

    If they do tweak the loot system, I will be happy, becuase I will be able to get my walls done well before my other upgrade.,

    Farmed enough yesterday to do 5 Lava's and 2 Lego's.
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  10. #4260
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    You wouldnt.

    Quote Originally Posted by Attitude View Post
    Is morning here.

    Nobody ever said TH7's aren't allowed to share their current raiding possibilities.

    I had no idea it was a specific th9 (+) problem
    Its not specifically, but when all you th7s dump both resources into walls, theres less for th8s to steal, and so on up the chain.
    As previously stated by others, you have FAR less loot to save per upgrade. So, in short, i am more politely re-iterating what others have said, you have no idea of the issue. I am wasting finger movements and mobile data, telling you that you are doing the same, because you shouldnt attempt to comment on an issue that doesnt affect you.

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