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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. #4841
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    Quote Originally Posted by Natesmiles View Post
    +1

    I agree with the gem boost till the situation gets better

    I had had to smile at the base in your profile.....'a farming base that doesn't need to protect elixer' would not attract many takers right now! 😜

  2. #4842
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    Hate to say it but loot has been awesome since the last 12 hours

  3. #4843
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    Getting outside the box - A possible solution to "next," loot, and leagues

    Hello fellow clashers. New to these forums but I have been playing for over 10 months. Mid-late TH9. I have been lurking a little before posting this and without a doubt the biggest issue on everyone's mind is loot. I am NOT here to argue whether loot is "good" or "bad" so please leave that discussion out of this thread. My personal experience is that there is big loot out there if you look for it, but looking for it can be a real hassle/frustration. I'm also bored to death barching collector raids. Thats all I'm going to say about that.


    Ive read all the ideas others have had to help the loot situation, and I've come up with an idea that combines the best elements of other ideas I've seen, with some of my original ideas thrown in as well. I'm calling this an "outside the box" idea because it involves some seriously drastic changes to how loot works. Please read the whole idea before you judge it. It might seem strange at first. Overall this is what I'm trying to achieve:


    -Cut down nexting/ Eliminate the extreme amount of variance in loot available per base.
    -Reward players in high leagues, and make leagues the main determinant of how much loot you are making per raid.
    -Eliminate the need for inactive players to stabilize the economy.
    -Reward storage raids from any active player's base.
    -Details below:


    Here's how this system will work. In matchmaking, loot available from storages is provided from "thin air." Whether your opponent has 8k or 8mil gold in storages will have no effect on how much loot is available to be gained/stolen from their storages. This fixed rate of available storage loot will increase based on what league you are in (not the league of your opponent). I haven't thought of the exact numbers for this, but something like 400k each available in champions league, decreasing from there. The exact numbers are subject to change anyway and would need to be tested and tweaked.


    Now, you're probably thinking, what incentive is there to protect your storages if the loot being stolen isnt "yours?" Glad you asked. When you are attacked, the end of the replay will show:
    % Gold stolen: XX%
    % Elixer stolen: XX%


    You will then lose the same amount of resources from storages as you do in the current loot system, but the amount you lose and the amount your attacker gain will never be the same (unless by odd coincidence).


    In this system, I would eliminate the loot penalty for attacking lower town hall leveled players. For both offense and defense. The purpose of doing this would be to make leagues competitive. It would force people to find a trophy range where they can have a chance on defense and offense against active bases, instead of what we have now which is a bunch of people sniping into high trophy ranges at low levels and living off inactive raids or league bonus.


    Some more details:
    -Exposed town halls would still be a viable way to get a free shield, but
    -There would no longer be a league bonus simply for a win. Think of the league bonus simply as the flat rate of storage loot available which is generated from nothing. Also trophies will become much more important, especially for high-level farmers. The only incentive to th snipe would be for trophies.
    -The way available loot from collectors/mines is calculated/stolen will remain unchanged, but
    -I would be in favor of eliminating inactive bases from the search queue entirely because they wouldn't be needed to make a profit. This would reward skillful storage raiding rather than boring collector farming.




    I think this would make the game much more playable and fun overall. No more nexting 50 times hoping to get lucky. Just next enough times until you find a base you want to attack because its easy pickings, fun, whatever.
    This will not have a dramatic impact on how quickly individual players are able to gain resources. The main function is to eliminate excessive luck-based nexting. This would also make loot achievements more interesting and honorable, as it shows you are good at raiding and not just getting lucky spamming barch against dead bases.


    Anyway let me know what you guys think and if there's any loose-ends or details I left out.
    Last edited by Psychedelic; October 17th, 2014 at 04:15 AM.

  4. #4844
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    Quote Originally Posted by itscanon View Post
    Why don't you guys offer a 1 gem boost , a reduced cost of troops/spells for a couple of weeks until you guys fix this whole issue . Quite Simple .. UNLESS current situation is more profitable to you .

    Not sure whar you guys are getting paid for . Lame events and advertisements spending.

    Temporary measures so easy to implement till you get to find a solution . DUH.!!
    I agree. Atm it seems as though sc is looking at short term profit. If they were more accommodating to higher level players, they could look at years of slightly less profit. At their current rate I can only foresee a few months of massive profit, then death for them entirely.
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  5. #4845
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    OMG this is an idea I've been thinking of. Loot in cw is generated out of thin air. Loot in matchmaking should do the same.

    Edit: i finished reading the whole thing. Looting would be way too easy :/
    Last edited by Furgle; October 17th, 2014 at 04:14 AM.
    Ign: Furgle / Clan: TheWarSquad / Level: 125 / Town Hall: 9.5 / Gold Grab: 800+ mil / Heroic Heist: 4+ mil / Walls: 115 Lavas, rest legos/ Royals: King 28, Queen 25 / Trophy record: CHAMPS! / 3 Star war player

  6. #4846
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    People keep stating supercell are hiding inactive bases, but steve specifically pointed out earlier in this thread that they have not changed anything regarding abandoned bases.

    This means something else is having a huge impact on the number or abandoned/inactive bases we find right now.......

  7. #4847
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    I like this idea. I also think some kind of guaranteed base with loot after x amount of nexts would be nice.
    Quote Originally Posted by Bresn View Post
    Hitler led to his own failure by starting the war on two fonts

    Quote Originally Posted by Lloopy14 View Post
    Times New Roman & Arial?

  8. #4848
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    Quote Originally Posted by Furgle View Post
    OMG this is an idea I've been thinking of. Loot in cw is generated out of thin air. Loot in matchmaking should do the same.

    Edit: i finished reading the whole thing. Looting would be way too easy :/
    just curious was there a particular part that made you think that? 400k at champs is too much, or eliminating the th lvl penalty?

  9. #4849
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    Quote Originally Posted by BurnleyMik View Post
    People keep stating supercell are hiding inactive bases, but steve specifically pointed out earlier in this thread that they have not changed anything regarding abandoned bases.

    This means something else is having a huge impact on the number or abandoned/inactive bases we find right now.......
    I think we all know what that something is....

  10. #4850
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    Quote Originally Posted by Psychedelic View Post


    In this system, I would eliminate the loot penalty for attacking lower town hall leveled players. For both offense and defense. The purpose of doing this would be to make leagues competitive. It would force people to find a trophy range where they can have a chance on defense and offense against active bases, instead of what we have now which is a bunch of people sniping into high trophy ranges at low levels and living off inactive raids or league bonus.


    Anyway let me know what you guys think and if there's any loose-ends or details I left out.
    And if you do this, we'll have a bunch of people dropping into low trophy ranges at high levels and lvling off the free loot down low. Even if they're only getting 50k a raid, they'd only using a couple heroes (maybe a few barch as well), so it would be like it is now but worse, people will go for the quickest, easiest loot they can get.

    IMO, collectors should still be viable targets. Putting it all in the storages (or putting little in the collectors), makes it near impossible for a less skilled player to get loot, and SC wants players of all skill levels playing, not just the good ones.

    While this would work if everyone was a good player, there are plenty of people that have trouble attacking well, don't have the time/resource to train heavy armies (especially if they're saving up for an upgrade).

    In the end, while it may be good for skilled attackers, SC wants to appeal to more than just the skilled players, so it probably won't work.

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