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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. #6461
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    Quote Originally Posted by Coathanger View Post
    Supercell monitors people's progression within the game. If what you say is true and people are unable to make progress in regards to lix upgrades they will adjust things to make it possible. Untill then assume the status quo, th10 is rough and some people complain when faced with adversity.
    TH10 is tough. I've been here for months. But I never felt the need to come to the forums to voice any issues until this latest update. That's when things became beyond rough. I don't mind difficulty, and it should be at the top level, but it should still be reasonably possible to progress if you're playing smartly. I think what we're hearing hear is people realizing while that used to be the case, it's different now...

  2. #6462
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    Here's my 2 cents (much more than it's actually worth) about the greed issue. We need to stop calling SuperCell greedy. It is not a human being. It is a corporation whose sole purpose for existing is to make as much profit as possible. In fact, we should be feeding into that need for them to make more money by insisting that we will spend more money if they add good content and give everyone a good experience.

    My whole argument to them is that the reason this game got so popular is not because they spent millions upon millions of $$$ advertising, but it was due to them creating a fantastic gaming experience. Now, instead of relying on their long term players to spread goodwill and free advertising through word of mouth, they are relying on extremely expensive advertising. I can't turn on the TV without a CoC add popping up.

    Eventually, they will hit the point of diminishing returns as the acquisition cost of adding new players will just be too high. Unless their plan is just to milk the cash cow until it dies they will eventually be forced to actually make the game better for long term players.

    They have so much money they should be creative enough to come up with content to keep a fully maxed th10 interested.

    How about a monthly "Beat the Boss" level that is impossible to beat but you get loot (and maybe a few gems) based on the % you kill. They could allow everyone to see the top 10 replays and would be a new challenge every month.

    That's just one idea I thought of as I was typing this. There are SSSSOOOO many things they could do to keep the game interesting instead of throttling down loot and slowing progress.

    edit: changed the word "person" to "human being" due to the lawyers harrassing me.
    Last edited by Smalls; October 28th, 2014 at 07:33 PM.

  3. #6463
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    Quote Originally Posted by iceageg View Post
    As a person who has gone through the effort of designing something, getting it patented, spending every waking hour trying to build a business out of it, driving myself into financial ruin, and still managing to keep it afloat on sheer will and determination I am 100% behind the founders of SC. They came up with an idea and made themselves rich by giving away FREE games. Free games that don't have any pop up adds! Nobody has to buy a single gem ever. The only reason you would ever "need" gems is to give yourself an advantage over other players, particularly ones who purchased gems. Effectively every dime they made was donated to them by gamers who wanted to rush their game play. That's not greed. They are giving away their free game and people are sending them money anyway. It worked so well that somebody came along and offered to buy it all from them for more money than any of us on the forum will likely ever comprehend. Why wouldn't they "sell out". As for my product/business, of the market picks up you can bet your hind end I will generate as much revenue as possible. If somebody wants to buy it I would be hard pressed not to sell it to them.

    To Jorgy4496
    Comparing the purchase price of virtual currency to the purchase price of oil is about as intellectually dishonest as one can get. In western society today oil is one of the basic elements of human survival. Even if you don't drive the textiles and plastics that make life possible require you as a living, breathing human to purchase it to survive. Gems are the equivalent of an IPod in real life. You have no need for it. The IPod has no impact on your health or your ability to survive and thrive. But it sure is NEATO to have one!!! . . . just like gems. If you don't have your IPod you might not be as cool as the kids who do but you can still have a good time and listen to music . . . just like you can play and enjoy it without gems.

    Heck, now that I think about the oil comparison a little more, SC's business model is more like the church. Both survive entirely on donations for intangible returns. Sure gems upgrade your king without DE and donating to the church pays for more communion wine but neither donation has a direct impact on your quality of life except putting a smile on your face. At least church comes with the promise of a quality afterlife.
    Making the game 'free' with a business model relying on people's addiction of maxing out their bases and staying relevant on the leaderboards is totally correct, right? This game used to be fun enough to the point where people were happy to buy gems because of what they got in return. Now, the game is heading in the opposite direction; It's now in the 'you NEED to pay to progress'. Either that or spend 16 hours a day playing. Yes, th10should be a grind, but not such a ridiculous one as it is now. Besides this is a gaming company that is on record stating that they are not a 'greedy' (I'm paraphrasing obviously) and that they want to make a great game without having to think about revenue. So, are they lying, or hypocritical? Did they change their business plan? You just admitted that you would basically do anything to keep your business afloat, even if that means selling out and leaving your customers high and dry. According to SC, that't not the direction they want to go in.

  4. #6464
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    Quote Originally Posted by iceageg View Post
    This is my first post in any of the loot threads. I try to avoid them because they are usually just a bunch of complaining with no information more useful than "loot is bad" or "fix it". However, things have got to the point where I feel I have enough data to contribute. Long post with ideas (some repeated by others) at the bottom.

    For reference, I have 3 accounts (on 3 devices). A 90% maxed TH9 except for walls, a maxed TH8 except for walls, and a brand new TH8 recently upgraded from maxed TH7 except for collectors. I have been playing long enough to remember the golden days before the inactive accounts were removed and have been playing actively from TH1-9 at all trophy ranges up to low crystal 1 since the inactive accounts were removed spanning the last few updates. As a result I have about as wide a cross section of data on the subject as anybody can hope to have below masters. Here is what I have found to be fact.

    TH1-7 loot is beyond abundant. Progressing through TH1-5 the storages don't hold enough loot and I stop raiding to wait for free builders. TH6-7 the storages hold enough that they usually aren't maxed out but there is easily enough loot to do it if you hang out in gold 3 or below. There are still enough inactive accounts down low that simple barch armies raiding collectors will keep all of your builders working at all times. At TH8 however things change rapidly and nexting becomes a way of life. With the loot penalty the formerly lucrative collector raids simply don't generate enough income to reliably pay for TH8 upgrades and especially not TH9. As a result I changed tactics and army composition so I can broaden my list of potential targets and get into the center where the storages are. That and collector raids are far less frequent as you climb through gold into crystal making them an unstable revenue stream anyway. Now that I have a more capable, more expensive, slower building army to attack a greater number of villages I have a new and far more devastating problem . . . finding somebody worth attacking. As you will quickly see reading through the 600+ pages of this thread sometimes loot is good, usually it is not.

    For the last couple of months the ratio I have seen has been right at 1:6 good to bad. That is, one night per week (not always the same one) loot is so good I struggle to get my accounts all into the same range to take advantage of it. My wife gets irritated some times but that is the nature of gaming. For a few hours I can generate enough loot to get a couple of builders going again and maybe kick off another troop upgrade. I end the night pleased with my progress and go about my life. The other 6 days loot is . . . well, its not only bad. It is non-existent. Nexting for prolonged periods of time past bases with less than 100k available. I generally get to try before work, during lunch, after work and once or twice in the evening and find nothing. After multiple days of using overpriced armies to recoup my nexting losses all I have left is enough to fill war castles and participate in the war. The war bonus is better since the last patch but still nets a negative result win or loose. From an economic standpoint you are still better off not to war at all. Problem then is you are stuck playing Clash of Nexts as your only consistent option missing out on the fun of the wars. Those facts in place I am left with a game that in my opinion is only playable about 1 day per week, but I have to play it all the time to figure out when that is. As a working father and husband it is becoming difficult for me to justify wasting free time 6 days out of every 7.

    All this has brought me to the conclusion that removing the inactive accounts was to drastic of a change to the virtual economy of the game. SC has the task of making the game painful enough to play that people want to buy gems so they can make money and stay in business, but keeping the game playable for those of us who don't purchase gems. It is the nature of their business model and there is nothing wrong with that. They can't let their virtual economy ruin their actual economy but they need to remember that the health of their virtual economy drives their bottom line, and their virtual economy is unhealthy. At it's core it works like this . . . Bob and Tom are the only two people in a small town. Bob has a gas station and Tom has a grocery store. They both have $10. No matter how much gas or food they buy nobody can ever have more than $20, ever. If Bob does end up with $20 that means Tom is penniless and will not be able to buy anything until Bob needs groceries again. If Tom has car trouble and spends $20 on repairs from outside their town there is now $0 in their economy. They are both dependent on somebody from outside of their town to bring money in like tourists. The only way they can "make" money is to bring it into their town from outside sources.

    In CoC land we raid each other instead of purchasing goods/services. If the only loot in the economy is what is being taken back and forth between active players the games economy will run out of money because people spend it on upgrades. SC knows they have to "make" money to drive the economy so they put league bonuses on wins. The problem here is that we spend more on nexting than the league bonuses generate, at least until you get up to masters and the bonus is substantial. For most players nexting produces a negative revenue stream that is mildly offset by league bonuses. War bonuses (while recently boosted) are still below the cost of generating the troops to participate. So most of the time league and war bonuses are actually a partial mitigation for drains on the economy that still result in a net loss. This leaves us with two available effective sources the first of which is collectors.

    Collectors are by far the largest source of new resources. Always creating wealth out of virtual nothingness (much easier than a real life economy). The problem with collectors is their progression in the game. At TH7 you have 6 lvl11 collectors good for 18,000/hr. This has proven since the beginning of the game (along with inactive low level players) to drive the economy up to that TH7 mark. However, there is no increase in production again until TH10 when you simply get one additional collector making you capable of 21,000/hr. So as the cost and quantity of buildings to upgrade increases at TH8, TH9 and TH10 the entire economy is still growing at TH7 rates. Using the upgrade cost of archer towers as an example we have the following example:

    With TH7 producing 18,000/hr and an upgrade cost of 720,000 to upgrade an archer tower, as we progress we get:

    TH8 = 0% production increase, 1111% upgrade cost increase (4,000,000 upgrade per tower and an additional archer tower for another 4,000,000)
    TH9 = 0% production increase, 1806% upgrade cost increase over TH7 (4,500,000 upgrade per tower and an additional archer tower for 4,000,000 + 4,500,000)
    TH10 = 17% production increase over TH7 (one more lvl11 collector), 7013% upgrade cost increase over TH7(14,000,000 upgrade per tower and an additional archer tower for 8,500,000)


    As you can clearly see as the game progresses the volume of resources being introduced into the economy is so staggeringly low that it borders on irrelevant. Where then can the TH9-10 get the loot they need to upgrade since we already established that simply stealing it back and forth from each other doesn't work? They either pay for gems (artificial instant income) or they drop to farm. There are currently NO other options for generating wealth. So lets talk about inactive accounts.

    Since it takes 50 hours for collectors to fill we will consider any account that has not been logged into for 2 days inactive. I am pretty sure SC's standard is a bit longer but nobody outside of SC knows for sure. Why does it work to drop and farm then if it is just stealing resources by "picking on the little guys"? A) In part because the loot generated earlier in the game is adequate to support their portion of the economy and B) down in silver and gold is where the inactive accounts "settle" before being deactivated by SC. These accounts are the equivalent of tourist dollars in CoC. They are villages that generate resources (introducing money to the local active economy) but never upgrade anything because it is an inactive account. Regardless of TH disparity it hurts NOBODY to take their loot and drives the games economy, particularly the end game economy. When SC removed a large chunk of the inactive accounts they created a huge economic void that still needs filled and forced TH10 players to farm more active accounts down in silver and gold. Maybe the league bonus in masters will help the situation but I am not convinced it is enough.

    So how do we introduce more resources into the economy without cutting into SC's bottom line? SC needs a two pronged approach to both increase the production of loot and more actively monitor and adjust it's availability. Here is how I would do it. First off the blatant need for additional collector generation is absurd. Make the 7th lvl11 mine/drill available at TH9 and add lvl12 collectors to TH10. It would not create an overnight fix but it would catch up and it would be a steady, sustainable influx of available resources that is sorely needed.

    The next easy change is to re-introduce some of the inactive accounts back into the economy. This would not need a code push and could be easily manipulated in the future to regulate the economy. For example they could easily increase the number of inactive accounts for 3 days after a patch then throttle it back once the initial spending frenzy has ended. In addition to adding them back I would suggest ignoring their trophy count for match making. This would avoid the sedimentary tendency they now have to cluster in high silver and gold. The inactive bases would be spread out using TH level or the war strength calculator and assigned to leagues based on their progress. For instance inactive TH8 accounts would be searchable from silver 1 to gold 2 depending on their strength. TH9 from gold3 to crystal 2 and TH10 from gold 1 to crystal 1. If the user logs in their trophies are used to assign their gameplay but they would be spread out artificially when they go inactive. This would both discourage dropping trophies to farm and serve as a roadblock for bots. Again, since it is adjustable on SC's server it would require no code push when they wanted to introduce or remove them to adjust the economy. These are the CoC equivalent of the "tourist" dollars that I was talking about earlier that many real economies are solely dependent on.

    War loot needs to be adjusted again so that winning is a gain. I don't mind taking a hit when we loose and the loot we get already for losing mitigates that just fine. However, spending 2,000,000 to get 1,000,000 back is not a win. I am OK with the calculation adjusting itself based on the army you are using but a win should both be and feel like a win. LOTS of ways this can be adjusted and this post is already long enough so I won't go into them all.

    Last is another very easy change that can be throttled up or down on a whim. Add gold veins/elixir pools or whatever you want to call them that are harvested for resources. They would spawn like trees the same way that tombstones are popping up during the Halloween patch. Again, if the economy is being monitored it they can be presented more or less often easily without a code push.

    If anybody took the time to read this entire post, a big thank you to you from me. To SC, after months of struggling to find loot on better than a 1:6 success rate I have decided to drop trophies below bronze and wait there casually with no need for the occasional gem purchase for a couple of months. I am spending far to much time in CoC that can not be described as playing CoC. If something big changes I may bring one of my accounts back up to see if it is fixed but otherwise I will simply be keeping my trophies low and waiting to see if any action is take to fix this. I personally will never purchase enough gems to sustain play in champion league, maybe not in masters either. But I will take my money and time else ware if the game remains unplayable. I enjoy CoC when I can actually play it but that is not what I get to do most of the time anymore. If I am not your target demographic anymore that is fine too. Lots of games to pick from.
    I actually did take the time to read all of this. You broke everything down very well, mathematically and logically, and you make total sense with the economic "game theory" that players engage in when presented with adversities such as a halt on collector progression post-TH7 as well as SC removing inactive bases to farm.

    But I don't agree with the approach to fixing this currently broken economy. I think you're right, an easy fix would be to introduce the inactives back into the game, as it would certainly cause a spike in farming and farming effectiveness, for that matter. The way that you proposed these bases be trickled back in makes sense as well, as it helps all leagues. But Supercell wants to gear this game towards active players, not encouraging their playerbase to quit the game so that a few actives can survive using their resources.

    If you are still experiencing the drought of farming (haha) and need something to replace this shared frustration we're all feeling, would you read through these 3 posts and let me know what you think about the pros and cons that this would have, and if it would help drive this game towards an overall more active playerbase without the crippling economy we face now?

    http://forum.supercell.net/showthrea...=1#post3086718
    Last edited by Goobers; October 28th, 2014 at 06:42 PM.

  5. #6465
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    Quote Originally Posted by Smalls View Post
    Here's my 2 cents (much more than it's actually worth) about the greed issue. We need to stop calling SuperCell greedy. It is not a person. It is a corporation whose sole purpose for existing is to make as much profit as possible. In fact, we should be feeding into that need for them to make more money by insisting that we will spend more money if they add good content and give everyone a good experience.
    Actually corporations are people per the Supreme Court (at least here in the USA). LOL.

  6. #6466
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    Quote Originally Posted by Shonie View Post
    That's cool. I understand your point of view. My issue, well it's not really an issue, isn't with you. I came to the realization a long time ago that complaining does nobody any good. Only children complain. Adults accept what is.
    Complaining about this game, complaining about traffic, complaint about whatever is bothering you that day, solves nothing. It's not our place to tell SC how to run their game, and complaining does nothing. SC is far more aware of their numbers and financials than anyone posting in this forum could ever be. Complaints are self-serving. If something about the game or life upsets you, do something positive. Constantly being negative is an awful way to live. I volunteer at a children's hospital and I guarantee you that none of them would complain about some of the things people here complain about and they're only a fraction of the age.
    Pot, meet kettle

    You don't like people complaining cause 'they're children' if they do so, but you sit here all day complaining about people complaining lol. It is mind-boggling. Why do you feel the need to sit here and preach on how people should state their opinions? Last time I checked, this thread is titled 'loot is good or bad" So people have every right to complain as much as they want, which is also allowed in this forum. If you don't like complainers, why do you subject yourself to the largest complaint thread in the history of clash of clans?

  7. #6467
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    Quote Originally Posted by Ramb02 View Post
    Actually corporations are people per the Supreme Court (at least here in the USA). LOL.
    LOL, are you a lawyer? Because any standard definition of the word "person" does not include a corporation. The supreme court did state that they have the same rights as people. But that doesn't make it a person

  8. #6468
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    Quote Originally Posted by Perseverance View Post
    . . .th10should be a grind, but not such a ridiculous one as it is now . . .

    . . . Did they change their business plan? . . .

    You just admitted that you would basically do anything to keep your business afloat, even if that means selling out and leaving your customers high and dry. . .
    On point one we are in complete agreement.

    On point two, I can only guess that when they were purchased their business plan was changed for them by the new ownership. I have seen this happen to awesome companies and it is usually at the expense of the existing customer base.

    On the third point, I would negotiate everything possible to make sure the existing customer base was covered. Unfortunately for the nature of this argument the comparison is apples/airplanes due to the type of product and the industry legal requirements for ongoing support. It would not be legal for the new company to abandon them. They could either leave support for legacy customers in my hands, keep me on part time/consulting to support them or more likely just take them over themselves. Besides, it's not like a video game where constant support is needed beyond initial purchase. We warranty our parts for 6 years because we expect them to last longer than that.

  9. #6469
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    Quote Originally Posted by Perseverance View Post
    Pot, meet kettle

    You don't like people complaining cause 'they're children' if they do so, but you sit here all day complaining about people complaining lol. It is mind-boggling. Why do you feel the need to sit here and preach on how people should state their opinions? Last time I checked, this thread is titled 'loot is good or bad" So people have every right to complain as much as they want, which is also allowed in this forum. If you don't like complainers, why do you subject yourself to the largest complaint thread in the history of clash of clans?
    I'm not complaining about people complaining. I'm not sure where you're getting that from.
    I'm stating that getting yourself all worked up to the point where you feel the need to complain about something as pointless as a perceived drop in loot in an app game is absolutely ridiculous.
    But feel free to keep doing so, I'm sure you're getting somewhere. This is very important and all.


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    Maybe it's by design that the game dies for the casual gamer at TH9? I find the game unplayable now because it takes days to farm elixir needed for any upgrade. Builders sleeping. Lab is inactive. I have searched up and down leagues and cannot find elixir that I can get with my TH8 troops. I am constantly settling for 80k elixir after 40 nexts.

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