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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. #4681
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    Quote Originally Posted by BurnleyMik View Post
    Steve explicitly stated SuperCell have not changed anything regarding abandoned bases.

    So what changed after that update because I am 100% confident I now find far far fewer inactive bases than I used to.

    You can argue whether collector raids or good or bad for the game, but what I would like to know is if SC didn;t change anything, what is causing this??
    Less people are (starting and) quiting the game. Every (mobile) game has it's peek with a lot of users. I think end 2013 was the one for COC (? I wasn't playing back then) After that, the ratio between quiting players and new players dropped.

    Imagine for example during 2013, every month there were 1 million new players and 100.000 players with decent bases (th 6+) quiting. That leaves 100.000 bases 1 month raidable.

    In 2014, there were only 500.000 new players and 50.000 players with decent bases quiting. That leaves only 50.000 bases 1 month raidable.

    And adding up tot that; during the entire time (begin 2013 to begin 2014) there were maybe 1 million new players th7 and up. More players is more competition.

    So what do we have:
    More high level players
    Less high level players quiting
    Less 'good bases' / high level player available.

  2. #4682
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    Quote Originally Posted by Attitude View Post
    Less people are (starting and) quiting the game. Every (mobile) game has it's peek with a lot of users. I think end 2013 was the one for COC (? I wasn't playing back then) After that, the ratio between quiting players and new players dropped.

    Imagine for example during 2013, every month there were 1 million new players and 100.000 players with decent bases (th 6+) quiting. That leaves 100.000 bases 1 month raidable.

    In 2014, there were only 500.000 new players and 50.000 players with decent bases quiting. That leaves only 50.000 bases 1 month raidable.

    And adding up tot that; during the entire time (begin 2013 to begin 2014) there were maybe 1 million new players th7 and up. More players is more competition.

    So what do we have:
    More high level players
    Less high level players quiting
    Less 'good bases' / high level player available.

    Logical for sure, but I still feel there is more behind it. The change certainly felt more sudden than the effect you are explaining.

  3. #4683
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    The other part is probably because of the elixir-wall thing. But before that elixir was disappearing...

  4.   Click here to go to the next staff post in this thread.   #4684
    Quote Originally Posted by NOoTiiBoY View Post
    Hello Steve,

    Can I have answer from you?

    Why you don't try to fix the Loot system or try to improve the game? so now when u get Rich and have money u don't care anymore to us? Remember we payed to u.

    So, all that money u get and still wont make the Loot system better? Really we want game that care to us we need good loot to have fun but it seems impossible, u didn't even make any idea from alllll these suggested Ideas to improve the loot or do anything.

    I know this gonna deleted because its the Truth
    Here's a list of improvements to Clash we've added based on player feedback. We can't incorporate every idea that we get, or else the game would be a complete mess. However, there are plenty of amazing ideas that have come from these forums and elsewhere in the community. And here's a nice pretty list form of those:

    * Ability to queue/order spells individually instead of grouped by type
    * Dismiss troops from Clan Castle and Army Camps
    * Greatly reduced hero regen times
    * Ability to spend elixir or gold on walls
    * Add a pause button to the attack, defense and war replays
    * Clan War, Attack and Defense replays now show "Troops available"
    * Add ability to upgrade multiple walls at once (like rows)
    * Greatly reduced Valkyrie training times
    * Increase text space on leader messages
    * CW Enhancements: Separate war base layout, numbered villages, notice who started war, dismiss war CC troops
    * Clan Wars
    * Hero Auras (Passive addition to stats of surrounding troops)
    * Add more leadership roles - co-leaders
    * Number displays on clan castle to show space used vs having to click it, then hit info
    * Ability to remove obstacles while in edit mode
    * A multi-target building to simultaneously target multiple individual enemies on non-adjacent tiles
    * 24 hour ban on player to re-join clan after being kicked
    * Make surrender button smaller / move out of game play area - too many accidents
    * Ability to upgrade traps (as well as them staying where placed now and stats showing in-game)
    * Elder Kick cooldown time reduced to 20 minutes
    * Donation indicator in clan chat
    * Village construction mode - easier way to rearrange village, saved layouts
    * Update shared replays with different color button, comment field, loot, trophies, battle results, etc
    * Keep tracking loot / achievements after they are completed
    * Add info about available loot % possible with TH differences in-game
    * Cooldown for elder to boot players
    * Add viewable player stats/profile - similar to Hay Day's farm stats
    * Add a mute button to global (basically to hide chat of a player)
    * Ability to share replays within clan chat
    * Add the Attacks/Defenses Won stat (from Leagues) to leaderboard
    * The Freeze spell was taken directly from the sticky as the "Next spell" to be worked on
    * Move replay 1x 2x 4x button to right and off of playing field
    * Ability to request specific troop reinforcement types (Custom message with request)
    * The Inferno Tower was inspired by several requests for a "Flamethrower" tower
    * Reduce healer camp space, make more viable
    * Mark indicating center of playing grid (The plaque marking the center of the town)
    * Flip from one barracks to next (like one roadside stand to next in HD) so you can setup all quickly
    * Add Chinese localization
    * Attack battle log with replays
    * Add troops received to donation stats
    * Add leader messaging (Also the fix to unfilter messages 2 days after release was from feedback)
    * Don't auto-end battle once all normal troops perish if Clan Castle/Spells remain in inventory
    * When balloons are destroyed, they fall to the ground for 1 last little attack
    * Ability to rotate selected row of walls
    * Moving multiple wall pieces at once.
    * Splash damage with dragons and wizards
    * Show damage % in defense battle log
    * Show remaining lab upgrades during active research
    * Air Bombs
    * Army Camp full notification
    * Heroes
    * Troop donation statistics
    * White insert buffer lines showing while moving decorations
    * Defense replays
    * Army Camp troops survive if Army Camp destroyed while on defense
    * Message displaying when someone leaves/is kicked from clan
    * Trophy limits on clan applications
    * Gem usage confirmation
    * Small shields after maintenance and disconnects
    * Many of the combat balances are due to user input
    * Matchmaking queue
    * Army Camp storage managed as a whole instead of per camp
    * Barracks queue information
    * Clan Search
    * Global chat moderation
    * Trophies to be lost displaying in match screen
    * Broader range of trophies available to be won per match
    * Scroll to top of Top Clans, Top Players, League, and My Clan by tapping Tab (like clan/global chat)
    * Etc....

    http://i.imgur.com/k1x8k2U.jpg

    Steve / Supercell
    Brand Marketing

    Stop what you're doing and read these now:
    http://forum.supercell.net/forumdisp.../8-Forum-Rules

  5.   Click here to go to the next staff post in this thread.   #4685
    Quote Originally Posted by sj74 View Post
    Ha ha. Yeah Steve you own Supercell and single handedly create all the updates don't you. Come on pull your finger out
    Yes

    Illuminati

    lol what?

    http://i.imgur.com/k1x8k2U.jpg

    Steve / Supercell
    Brand Marketing

    Stop what you're doing and read these now:
    http://forum.supercell.net/forumdisp.../8-Forum-Rules

  6. #4686
    Forum Elder Hascerflef's Avatar
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    Quote Originally Posted by SuperSteve[Supercell] View Post
    Here's a list of improvements to Clash we've added based on player feedback. We can't incorporate every idea that we get, or else the game would be a complete mess. However, there are plenty of amazing ideas that have come from these forums and elsewhere in the community. And here's a nice pretty list form of those:

    * Ability to queue/order spells individually instead of grouped by type
    * Dismiss troops from Clan Castle and Army Camps
    * Greatly reduced hero regen times
    * Ability to spend elixir or gold on walls
    * Add a pause button to the attack, defense and war replays
    * Clan War, Attack and Defense replays now show "Troops available"
    * Add ability to upgrade multiple walls at once (like rows)
    * Greatly reduced Valkyrie training times
    * Increase text space on leader messages
    * CW Enhancements: Separate war base layout, numbered villages, notice who started war, dismiss war CC troops
    * Clan Wars
    * Hero Auras (Passive addition to stats of surrounding troops)
    * Add more leadership roles - co-leaders
    * Number displays on clan castle to show space used vs having to click it, then hit info
    * Ability to remove obstacles while in edit mode
    * A multi-target building to simultaneously target multiple individual enemies on non-adjacent tiles
    * 24 hour ban on player to re-join clan after being kicked
    * Make surrender button smaller / move out of game play area - too many accidents
    * Ability to upgrade traps (as well as them staying where placed now and stats showing in-game)
    * Elder Kick cooldown time reduced to 20 minutes
    * Donation indicator in clan chat
    * Village construction mode - easier way to rearrange village, saved layouts
    * Update shared replays with different color button, comment field, loot, trophies, battle results, etc
    * Keep tracking loot / achievements after they are completed
    * Add info about available loot % possible with TH differences in-game
    * Cooldown for elder to boot players
    * Add viewable player stats/profile - similar to Hay Day's farm stats
    * Add a mute button to global (basically to hide chat of a player)
    * Ability to share replays within clan chat
    * Add the Attacks/Defenses Won stat (from Leagues) to leaderboard
    * The Freeze spell was taken directly from the sticky as the "Next spell" to be worked on
    * Move replay 1x 2x 4x button to right and off of playing field
    * Ability to request specific troop reinforcement types (Custom message with request)
    * The Inferno Tower was inspired by several requests for a "Flamethrower" tower
    * Reduce healer camp space, make more viable
    * Mark indicating center of playing grid (The plaque marking the center of the town)
    * Flip from one barracks to next (like one roadside stand to next in HD) so you can setup all quickly
    * Add Chinese localization
    * Attack battle log with replays
    * Add troops received to donation stats
    * Add leader messaging (Also the fix to unfilter messages 2 days after release was from feedback)
    * Don't auto-end battle once all normal troops perish if Clan Castle/Spells remain in inventory
    * When balloons are destroyed, they fall to the ground for 1 last little attack
    * Ability to rotate selected row of walls
    * Moving multiple wall pieces at once.
    * Splash damage with dragons and wizards
    * Show damage % in defense battle log
    * Show remaining lab upgrades during active research
    * Air Bombs
    * Army Camp full notification
    * Heroes
    * Troop donation statistics
    * White insert buffer lines showing while moving decorations
    * Defense replays
    * Army Camp troops survive if Army Camp destroyed while on defense
    * Message displaying when someone leaves/is kicked from clan
    * Trophy limits on clan applications
    * Gem usage confirmation
    * Small shields after maintenance and disconnects
    * Many of the combat balances are due to user input
    * Matchmaking queue
    * Army Camp storage managed as a whole instead of per camp
    * Barracks queue information
    * Clan Search
    * Global chat moderation
    * Trophies to be lost displaying in match screen
    * Broader range of trophies available to be won per match
    * Scroll to top of Top Clans, Top Players, League, and My Clan by tapping Tab (like clan/global chat)
    Our point: We want you to reply with your opinions so we can see how our ideas stack up on the list, so we can get recognition if it is good, etc.

    Signed,

    A concerned crab hunter.
    Last edited by Hascerflef; October 16th, 2014 at 11:52 AM.
    The Task Force Recruiter | The Level Up Reward
    www.hascerflef.com

    I need a band in Brawl Stars.
    #YEEEEET

  7.   Click here to go to the next staff post in this thread.   #4687
    Quote Originally Posted by Hascerflef View Post
    Our point: We want you to reply with your opinions so we can see how our ideas stack up on the list, so we can get recognition if it is good, etc.
    Check the loot suggestions thread over in the ideas sub.

    Ana has been responding with feedback from Clash team for a few days now!

    http://i.imgur.com/k1x8k2U.jpg

    Steve / Supercell
    Brand Marketing

    Stop what you're doing and read these now:
    http://forum.supercell.net/forumdisp.../8-Forum-Rules

  8. #4688
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    Quote Originally Posted by SuperSteve[Supercell] View Post
    Here's a list of improvements to Clash we've added based on player feedback. We can't incorporate every idea that we get, or else the game would be a complete mess. However, there are plenty of amazing ideas that have come from these forums and elsewhere in the community. And here's a nice pretty list form of those:

    * Ability to queue/order spells individually instead of grouped by type
    * Dismiss troops from Clan Castle and Army Camps
    * Greatly reduced hero regen times
    * Ability to spend elixir or gold on walls
    * Add a pause button to the attack, defense and war replays
    * Clan War, Attack and Defense replays now show "Troops available"
    * Add ability to upgrade multiple walls at once (like rows)
    * Greatly reduced Valkyrie training times
    * Increase text space on leader messages
    * CW Enhancements: Separate war base layout, numbered villages, notice who started war, dismiss war CC troops
    * Clan Wars
    * Hero Auras (Passive addition to stats of surrounding troops)
    * Add more leadership roles - co-leaders
    * Number displays on clan castle to show space used vs having to click it, then hit info
    * Ability to remove obstacles while in edit mode
    * A multi-target building to simultaneously target multiple individual enemies on non-adjacent tiles
    * 24 hour ban on player to re-join clan after being kicked
    * Make surrender button smaller / move out of game play area - too many accidents
    * Ability to upgrade traps (as well as them staying where placed now and stats showing in-game)
    * Elder Kick cooldown time reduced to 20 minutes
    * Donation indicator in clan chat
    * Village construction mode - easier way to rearrange village, saved layouts
    * Update shared replays with different color button, comment field, loot, trophies, battle results, etc
    * Keep tracking loot / achievements after they are completed
    * Add info about available loot % possible with TH differences in-game
    * Cooldown for elder to boot players
    * Add viewable player stats/profile - similar to Hay Day's farm stats
    * Add a mute button to global (basically to hide chat of a player)
    * Ability to share replays within clan chat
    * Add the Attacks/Defenses Won stat (from Leagues) to leaderboard
    * The Freeze spell was taken directly from the sticky as the "Next spell" to be worked on
    * Move replay 1x 2x 4x button to right and off of playing field
    * Ability to request specific troop reinforcement types (Custom message with request)
    * The Inferno Tower was inspired by several requests for a "Flamethrower" tower
    * Reduce healer camp space, make more viable
    * Mark indicating center of playing grid (The plaque marking the center of the town)
    * Flip from one barracks to next (like one roadside stand to next in HD) so you can setup all quickly
    * Add Chinese localization
    * Attack battle log with replays
    * Add troops received to donation stats
    * Add leader messaging (Also the fix to unfilter messages 2 days after release was from feedback)
    * Don't auto-end battle once all normal troops perish if Clan Castle/Spells remain in inventory
    * When balloons are destroyed, they fall to the ground for 1 last little attack
    * Ability to rotate selected row of walls
    * Moving multiple wall pieces at once.
    * Splash damage with dragons and wizards
    * Show damage % in defense battle log
    * Show remaining lab upgrades during active research
    * Air Bombs
    * Army Camp full notification
    * Heroes
    * Troop donation statistics
    * White insert buffer lines showing while moving decorations
    * Defense replays
    * Army Camp troops survive if Army Camp destroyed while on defense
    * Message displaying when someone leaves/is kicked from clan
    * Trophy limits on clan applications
    * Gem usage confirmation
    * Small shields after maintenance and disconnects
    * Many of the combat balances are due to user input
    * Matchmaking queue
    * Army Camp storage managed as a whole instead of per camp
    * Barracks queue information
    * Clan Search
    * Global chat moderation
    * Trophies to be lost displaying in match screen
    * Broader range of trophies available to be won per match
    * Scroll to top of Top Clans, Top Players, League, and My Clan by tapping Tab (like clan/global chat)
    * Etc....
    Yeah but... Couldn't you do more?!!ONE111!

    Squiddy - Lvl 174 - SV 4905🏆 - GG1.8b - EE1.9b - HH11m

  9. #4689
    Forum Elder Hascerflef's Avatar
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    I've seen tags on those lately, but this goes beyond loot now, I think.........
    The Task Force Recruiter | The Level Up Reward
    www.hascerflef.com

    I need a band in Brawl Stars.
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  10. #4690
    Forum Elder carlito's Avatar
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    Quote Originally Posted by 2222 View Post
    It has been positive for me as a player. I have nothing else to spend elixer on. I was looting 100k plus of elixer on most raids (still am) and it was simply being removed from the game since I couldn't store it. I was working on walls (still am) but it was getting pretty boring with all of that wasted elixer and only able to use gold.

    Elixer into walls isn't the problem, especially for the lack of gold. Expensive upgrades without upgrading collectors is the problem, as well as not enough abandoned bases available.
    I agree about lix for walls not being an issue. You got the point across far more eloquently than i did in my dissertation a few posts back!

    However, I honestly do not think upgrading collectors is a solution. We want "active" income streams - things you need to go do and if you do, you get rewarded. Sitting on your collectors should not be the way we expect to upgrade our bases. A few more k per hour will not help me. What I need is:

    additional income streams -
    • war: taxes from all the villages we beat, win a war, get a regular passive income, lose a war and it reduces
    • events: SC can get really creative on this...complete an event, get some loot, gems, maybe even special treats like a cheap boost
    • challenges / quests: mastermind did a great job here



    improved loot from raiding -
    • better league bonus
    • loot multiplier: loot gained is multipled by a factor. take 70k from opponent but gain 70k x 2 as an example - the additional 70k is considered a bonus and therefore "created". Maybe SC would cap that so you cant make more than 300k - probably considred by most to be a very good raid even though it is well below the maximum available in the game but waaaaaaay above the current average (in my experience)
    • loot floor: even if the player has just x available to loot, you are rewarded at least a certain amount for beating them. Think of this like the way war is run...harder the base, better the reward, but possibly linked to stars gained and not as lucrative as war by a long shot. Im thinking 100k for 1 star, 150k for 2 and 200k for 3 stars for a base at the same TH - loot penalty applies for lower TH engagements. Linking to stars could be complicated but im trying to avoid an imbalance...ie snipe a TH and scoop 100k. Anyway, this "floor" guarantees that if players choose (ie cook an appropriate army, they can make a profit and therefore if they are short on time, can always find a raid that pays. Unlike now, even with barch, you can waste lots of gold and eventually make a loss on the raid - both on gold and lix if unlucky.


    Notice that i did not mention raiding abandoned bases. We miss them when they are not around for sure but with some innovation in other areas, we dont actually need them.

    But, to state the obvious...better access to these bases will of course provide more loot too - easiest solution of all my suggestions, probably just a change in a table or two but do we really want every other raid to be a 300k abandoned base? Initially, knee jerk reaction is yes, but let that play out for a few months and then all the active players will be maxing walls and their bases..."I'm done with lavas" threads will no more be met with "well done!" but now we'll see "so what, I am done with zaps...and now i have no use for gold...." So - I dont think we really want this as a loot solution. Simply put, most, I think, are happy to raid with full armies for loot. No free lunch needed. But we dont like wasting our spare time pressing next and actually never finding a fight before our next class, meeting, chore, etc...ways to get us "playing" and not "nexting" are what we really need. Back to my point...I know, I lost you ...upgrading collectors does not get us playing...just gets us logging on, collecting and then either logging off or "nexting"...nexting and the cause of the need to do so is the true problem here.


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