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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. #4691
    Forum Elder Hascerflef's Avatar
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    My suggestion: Loot subforum under "General".
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  2. #4692
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    Loot is DISGUSTINGLY bad atm


    For the first time ever, Ive logged off and my barch remains for the morning.

    This is a lot different than last night after maint, loot hadnt been that cray for months.

  3. #4693
    Forum Elder Hascerflef's Avatar
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    What is this??? The American economy????





















    I shouldn't be joking like this. I live there......
    Last edited by Hascerflef; October 16th, 2014 at 12:03 PM.
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  4. #4694
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    Had an awful time with loot last night. Spent 80 gems to boost (4 reg rax, 1 db, sf n heros). I was bamming in crystal 2 from about 8:15 to 10:15 UK time.

    So what did I get:

    Gold profit - 2,050k
    Lix profit - 420k
    DE profit - about 2k loss
    trophies - down 90 from about 2340 to 2250
    (these are determined based on noting start and finish position so include the effect of next costs and win bonus)

    These figures included the 430 of each from the last 2 raids (combined). One of these raids was actually after the boost had finished, so I should probably saying 1.8m/200k/-2k for the period of the boost.

    There was seriously just nothing to attack. It's absolutely woeful loot. Should have just saved the 2hrs I'll never get back and gemmed the 2m. Although maybe that's the point.

  5. #4695
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    Quote Originally Posted by Hascerflef View Post
    What is this??? The American economy????





















    I shouldn't be joking like this. I live there......

    Haha! Well played sirrr

  6. #4696
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    Quote Originally Posted by Kirky View Post
    Had an awful time with loot last night.

    There was seriously just nothing to attack. It's absolutely woeful loot. Should have just saved the 2hrs I'll never get back and gemmed the 2m. Although maybe that's the point.

    Mate I was raiding STRAIGHT after maint' (bout 8:30 - 9:00 GMT+10) and i was skipping 150k bases in Gold II as I was so confident I would get yet another abandoned 300k munnny pyyle

    All up I pulled around 10-12mil of G and E in one 2h boost

  7. #4697
    Senior Member wip3ed'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)
    * Etc....
    Impressive list. it showes that the community is part of the success and that you are listening. Great to see you on here commenting to. I come from a game called SSX made by EA where the Creative Director, Todd Batty was part of the forum.

    Could you please tell us why Elixir for Walls was the right move, and why so many of us are wrong not agreeing?
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  8. #4698
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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:

    * Village construction mode - easier way to rearrange village, saved layouts
    First off all, good to see that there are so many ideas from the users being implemented.

    I have a question about the above one though. What is changed here? And how can someone save a layout (because I actually posted an idea about that: http://forum.supercell.net/showthrea...=1#post3028878)

  9. #4699
    Forum Elder carlito's Avatar
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    Quote Originally Posted by wip3ed View Post
    Impressive list. it showes that the community is part of the success and that you are listening. Great to see you on here commenting to. I come from a game called SSX made by EA where the Creative Director, Todd Batty was part of the forum.

    Could you please tell us why Elixir for Walls was the right move, and why so many of us are wrong not agreeing?
    Hi there - did you read my response to you...I know I am not Steve but maybe a "peer" response (from someone also playing the game with an advanced base) might help.

    Sure, Steve may or may not be able to give SC's position on this, and I know that's what you want, but the reasons why I think lix for walls is a good idea and why the "old" situation was not sustainable might also be worth your consideration. Further more, the remove of lix for walls (which i assume is your goal in this regard) will not improve loot (does nothing for gold), nor will it increase our raiding enjoyment - other things can do that far more effectively. We should probably get behind those as the things we, the active player community, want to see implemented.
    Last edited by carlito; October 16th, 2014 at 12:20 PM.


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  10. #4700
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    Quote Originally Posted by Beradlol View Post
    Mate I was raiding STRAIGHT after maint' (bout 8:30 - 9:00 GMT+10) and i was skipping 150k bases in Gold II as I was so confident I would get yet another abandoned 300k munnny pyyle

    All up I pulled around 10-12mil of G and E in one 2h boost
    gold hour is not a fair reflection of the loot landscape. Some of us were at work when that was on.

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