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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. #4721
    Pro Member DirtyTrickster'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....
    I see 0 improvements that address the loot issue other than elixir for walls, which as we all know had the opposite effect.

  2. #4722
    Pro Member DirtyTrickster's Avatar
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    Quote Originally Posted by vandaliser View Post
    Will till you see a Chinese Clan with full set of Lv10 walls on their TH9, 3000+ donates... since last league reset (4 days?), then that may change your mind.

    Or maybe Supercell pull out something like Raid limited by their region (Chinese players can only raid other Chinese players) and see how the economy improved, then we can say for sure.
    If you think these automated attackers are limited to "Chinese players," you're delusional.

  3. #4723
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    Quote Originally Posted by SuperSteve[Supercell] View Post
    That's a completely incorrect evaluation of the situation. We would never want to lose players. Also, please scroll up for staff response.
    Disagree. He's very correct, and the fact that you responded means it irked you on some level because it's the truth.

    I learned a long time ago that actions speak louder than words and that saying has never been proven wrong.

    The actions of Supercell (updates) post buyout, have repeatedly had a negative effect on the economy of the game AND the majority of the player base.....sans clan wars. And that's glossing over simple bugs that have gone unfixed. And I won't even get into the lie of "extensive testing" that supposedly gets done.

    And then there are the problem of very biased moderators here. Ones that have been treated very well by Supercell. Objective moderators should be here. Maybe the answer to that would be a forum made and run by players with mods who don't have any connection with supercell.

    You can't blame people for that. You yourself have straight out said things were going to happen that never did.

    I've lurked here and never posted for a reason. A very good one. But the arrogance of this post was enough.

    If you're going to keep the company line and don't say anything that's fine I guess. But stop lying to the player base.
    Last edited by SuperSteve[Supercell]; October 16th, 2014 at 03:31 PM. Reason: Removed assertion that you're connect to SC staff

  4. #4724
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    Quote Originally Posted by DirtyTrickster View Post
    If you think these automated attackers are limited to "Chinese players," you're delusional.
    I do aware many other region use them too

    But I'm confident to say Chinese is the vast majority.
    "不怕神一樣的對手,只怕豬一樣的隊友"
    Not afraid of God-like enemies, only scared of pig-like team-mates.

  5. #4725
    Forum Veteran pmhausen's Avatar
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    Quote Originally Posted by BarbeNoire View Post
    The COC economy looks like the fishing economy, ressources don't have time to pile up, demand overwhelm supply. 72k of gold are produced each day, when people are claiming to grind 8M a day. You need more than 100 gamers to feed one. Or 50 for 4M, which is more common (at least in the past).
    It is a pyramid scheme - plain and simple. So if it is obvious that you need inactive or infrequent players to feed the active ones, why was it decided to push inactive bases down the queue?

    just asking
    Patrick
    Highlander | KarlsruheUnited #2VR2CRCQ | TH 14 | BK 75 | AQ 75 | GW 50 | RC 20 | BH 9 | BM 30
    Just don't hold it that way. (Steve Jobs)
    Just play the game like it was intended to be played. (Supercell)
    Ceterum censeo navem deurendam.

  6. #4726
    Senior Member wip3ed's Avatar
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    Quote Originally Posted by carlito View Post
    Okay, sorry. That was about as clear as i could be. Maybe this works better??

    Elixir, worthless for me = elixir too easy to get for some other weaker players

    Elixir, worthless to me = disregard to army cost when going off line, punking players that i find in my search queue when i log on again

    Elixir, worthless to me = elixir worthless to you (assuming you dont chase cups) at some point in the future

    Elixir, worthless to you = elixir worthless to others

    Elixir worthless to others = bad game strategy for SC

    Elixir for walls = elixir not worthless to me

    Elixir not worthless to me = all the above stuff is avoided.

    You dont have to agree with any of that but all of the maxed players in my clan are happy to have a use for elixir again. They have an issue with lack of loot but none of them are focussing on lix for walls as the reason. They are looking at the bigger picture...

    Removing the ability to upgrade walls with lix will not solve the loot problem. I'm not even convinced it is the the main cause for the drop in available elixir. There are lots of other factors at play here....a key one being some players use of automation to constantly raid for them which is clearly against the ToS. If you know what I am talking about, then you know how that will clearly drain more resource from the game than any one doing the odd wall will...
    No, it will solve the lix, and the nexting for lix problem that didnt excist before this update.
    That you and other maxed players that still farm have no problem with it comes as no supprise, but I think you are a bit egoistic about it. That other thing you talk about just gets posts deleted, but lets hope they dont just dig their heads in the sand and pretend it doesnt excist.
    wip3d
    Lv 161 / TH11 / Q40 K40 W20 / 175 Lava, 100 Magma
    1,7b GG / 1,5b EE / 8,3m HH

    Quote Originally Posted by joefro View Post
    If it aint broke and making you millions of dollars a day, dont fix it.


  7. #4727
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    Quote Originally Posted by pmhausen View Post
    It is a pyramid scheme - plain and simple. So if it is obvious that you need inactive or infrequent players to feed the active ones, why was it decided to push inactive bases down the queue?

    just asking
    Patrick
    I'd say to increase the lifespan of the game, and increase gems sales. To me, they should just focus on creating new buildings, new troops to increase it, rather than trying to slow down everybody.

  8. #4728
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    Quote Originally Posted by BarbeNoire View Post
    The COC economy looks like the fishing economy, ressources don't have time to pile up, demand overwhelm supply. 72k of gold are produced each day, when people are claiming to grind 8M a day. You need more than 100 gamers to feed one. Or 50 for 4M, which is more common (at least in the past).
    Did you ever have math at school?

    TH10 has 7 collectors.
    Each collector produces a max of 3.000 gold / hour.
    A collector works 24 hours a day.

    7*3000*24=504000 gold a day. For a 8M grind, you need not 100, but 16 players. (But this is a TH10, not the average village you find)

    The question is, is that a reasonable ratio? I used to play a game 'which name I will not mention' and the game was a bit similar. You have a way of gaining resources (farming) but raiding is (way more) efficient (but also costs more time). The thing is, the ratio's changed during a period of time. In the start of the game a ratio of 10:1 was ok, later on it would became 20:1 or more. But here is the thing: Inactive players stayed raidable.

    So maybe there is your awnser. 10.000.000 inactive bases on 1.000.000 players is maybe 'just' efficient. 10.000.000 on 2.000.000 players and there is a 'loot problem.'
    Last edited by Attitude; October 16th, 2014 at 02:51 PM.

  9. #4729
    Pro Member DirtyTrickster's Avatar
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    Quote Originally Posted by vandaliser View Post
    Wail till you see a Chinese Clan with full set of Lv10 walls on their TH9, 3000+ donates... since last league reset (4 days?), then that may change your mind.

    Or maybe Supercell pull out something like Raid limited by their region (Chinese players can only raid other Chinese players) and see how the economy improved, then we can say for sure.
    Lately I've been wondering if the botting came as a result of the terrible loot, or if the terrible loot resulted from the botting.
    Last edited by DirtyTrickster; October 16th, 2014 at 02:51 PM.

  10. #4730
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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....
    I'm glad to see a post from SC but sadly off topic. I've never said that you don't care but it does seem that you don't monitor the forums because of the lack of interaction from you on the forums.
    Bottom line is the game is broken. All of my friends have recently bailed and I quit this week after finally reaching TH9. Loot is just not out there for my upgrades for many reasons but the two biggest reasons as it seems to me are bots and elixer for walls. I can next for days now and not find elixer.
    Last edited by Chiefthawk; October 16th, 2014 at 02:53 PM.

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