Page 658 of 817 FirstFirst ... 158558608648656657658659660668708758 ... LastLast
Results 6,571 to 6,580 of 8163

  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. #6571
    Millennial Club Keywal's Avatar
    Join Date
    Nov 2012
    Posts
    1,096
    Ya know after all this time i feel sorry for the developers of this game.
    Ya know those poor sods Supercell employed to build them a game...

    While were all here whining about whether loot is good or bad, this 'cell' of developers are spinning in their chairs cringing at what their creation has become.

    it wouldn't actually surprise me if the original team no longer work for Supercell after what real world economics has done to their creation.

    Anyway, i wont dramatize it too much... im off to find something else to enjoy... have fun guys and i hope the game improves for you in the future. (i may one day return when Clash is again fun to play after 2 years of time and money invested)

  2. #6572
    Banned
    Join Date
    Sep 2014
    Posts
    490
    Quote Originally Posted by Vikky View Post
    I just checked all these bases from clan name, they are all dead th8 bases in gold 1 except the sparta one which is a terribly premature dead th9 base (in which if you got this much a th10 will get less) plus 2nd screen shot you have repeated few name in log. so how will a th10 gain from these th8 bases, are you aware ?
    An economy that depends on inactives while at the same these being taken away from Supercell isn't broken, right?
    Then Supercell and fanboys tell you, you should now raid storages, to "grow a pair", while at the same time the only "good" loot being posted from these same people are inactive collector raids....

    Could somebody explain the logic behind this?

  3. #6573
    Senior Member Arrow1993's Avatar
    Join Date
    Jul 2013
    Location
    Belgium
    Posts
    204
    Loot can be solved by doing the following:

    - Take away the search cost

    Why? This is a game based around raiding and getting loot. Searching costs are designed to keep people from nexting a lot so they can get the big bases, but this isn't true. People keep nexting, then finally get a base and get frustrated over the fact that it cost them more than they gained! The search cost is undermining the potential age of CoC. Not only that, but the cost increases with a higher townhall... And I don't have to explain the accompanying (heavy and attrocious) loot penalty you get, eh?

    - Reward defenses

    Defending is why we raid. We raid to get resources, to build defenses, improve troops and then get a better defense to eventually max out. Right? Well, you defend for cups. Don't like cups? Too bad, max out and quit. If the league bonus is given per defense won, the metagame would be swung around! People won't let their TH's be sniped, people would try to get as high as they can in leagues to get higher defensive bonusses, people will be picking on people their own size, there will be no zapping DE and finally the game mighy be balanced.

    Tl;dr
    Search costs have the opposite effect of why it was designed
    Award leaguebonus for every defense won, it will make the game more interesting.

    Please consider this and make your game fun again.

    (This is coming from a maxed out TH10, Royals lvl 27/30 and full legos with 76 lavas.)

    I'd appreciate constructive feedback.

    King Midas
    Insurgence Family
    Last edited by Arrow1993; October 29th, 2014 at 10:49 AM.

  4. #6574
    Forum Contender
    Join Date
    Nov 2013
    Location
    Centum Nexus
    Posts
    4,872
    Quote Originally Posted by Arrow1993 View Post
    Loot can be solved by doing the following:

    - Take away the search cost

    Why? This is a game based around raiding and getting loot. Searching costs are designed to keep people from nexting a lot so they can get the big bases, but this isn't true. People keep nexting, then finally get a base and get frustrated over the fact that it cost them more than they gained! The search cost is undermining the potential age of CoC. Not only that, but the cost increases with a higher townhall... And I don't have to explain the accompanying (heavy and attrocious) loot penalty you get, eh?

    - Reward defenses

    Defending is why we raid. We raid to get resources, to build defenses, improve troops and then get a better defense to eventually max out. Right? Well, you defend for cups. Don't like cups? Too bad, max out and quit. If the league bonus is given per defense won, the metagame would be swung around! People won't let their TH's be sniped, people would try to get as high as they can in leagues to get higher defensive bonusses, people will be picking on people their own size, there will be no zapping DE and finally the game mighy be balanced.

    Tl;dr
    Search costs have the opposite effect of why it was designed
    Award leaguebonus for every defense won, it will make the game more interesting.

    Please consider this and make your game fun again.

    (This is coming from a maxed out TH10, Royals lvl 27/30 and full legos with 76 lavas.)

    I'd appreciate constructive feedback.

    King Midas
    Insurgence Family
    Very well put (the part in bold at least)
    Now defending is a punishment since you lose gold, heroes are knocked down and you lose CC troops and gold to rearm traps. And you get nothing in return (except for some cups you don't really care about unless you are pushing)


    Town Hall: 11|Level:175|Status: Farming|75/75 marbles|AQ: 45 BK: 45 GW: 20|
    Town Hall: 8|Level:74|Status: Farming|225/225 skulls|AQ: NA BK: 10 GW: NA|

    Trophy Record: 5168|Centum Nexus Legend

    Applying for Centum?


  5. #6575
    Millennial Club
    Join Date
    Oct 2014
    Location
    India
    Posts
    1,301
    Quote Originally Posted by tellingthetruth View Post
    An economy that depends on inactives while at the same these being taken away from Supercell isn't broken, right?
    Then Supercell and fanboys tell you, you should now raid storages, to "grow a pair", while at the same time the only "good" loot being posted from these same people are inactive collector raids....

    Could somebody explain the logic behind this?
    The Fan boys or planted Supercell employees will say "Loot is fine"

    The Mods will say "We are looking into it / monitoring it"

    Please do check in from time to time, maybe the mass quitters may send a deluge of inactives, so you could survive till the next squeeze.

  6. #6576
    Trainee
    Join Date
    Oct 2014
    Posts
    13
    I have been clobbered but the poor loot recently but it was pretty decent last night for the two hours I played. A reasonable amount of inactives came up. It was worthwhile.

    im a th10

  7. #6577
    Senior Member Chubbymidget627's Avatar
    Join Date
    Aug 2014
    Posts
    329
    Quote Originally Posted by Arrow1993 View Post

    - Reward defenses

    Defending is why we raid. We raid to get resources, to build defenses, improve troops and then get a better defense to eventually max out. Right? Well, you defend for cups. Don't like cups? Too bad, max out and quit. If the league bonus is given per defense won, the metagame would be swung around! People won't let their TH's be sniped, people would try to get as high as they can in leagues to get higher defensive bonusses, people will be picking on people their own size, there will be no zapping DE and finally the game mighy be balanced.
    I agree with this 200%

    Why do we get NOTHING when we defend against a raid?? We build our defenses for what?? I'm sorry, but cups are only valuable if you're trophy pushing.

    Say you are inactive for 5-6 hours (This is a game, we have daily lives to live). Your base gets raided for its collectors and you lose 60k in Gold/Elixer, yet they only get 42% of your base. Congrats! You gained 16 cups, but lost 60k in resources... OR MORE!

    Why not get a % for defending successfully against the attack?? More would leave their TH inside the base leaving more loot to be taken instead of riding shield. Honestly, why this wasn't done from the start of this game just baffles me.

  8. #6578
    Forum Veteran iceageg's Avatar
    Join Date
    Dec 2013
    Posts
    1,820
    Quote Originally Posted by Goobers View Post
    I agree, I think it absolutely makes cheap shields more difficult to get--but isn't that a good thing? .
    It would be if there was enough loot in the economy to go around. Lets see if I can explain the scenario that is causing my trepidation. As I see it there are two types of active players. "Casual" who log in 3 or 4 times a day for a few minutes and semi-frequently for a few hours of grinding, and "Active" who try to remain logged in at all times to protect their loot and attack as much as possible every waking hour. Today if I am a casual player and I get a couple of quality attacks in that help me save for my AD lvl7 upgrade and archers lvl6 (stockpiling resources so I have a lot to be taken) I have a 100% chance of being attacked within 5 minutes of logging off. That attacker may or may not get all of the available loot but with my TH out I am going to get a shield and my total loss is only 300,000 out of the 600,000-1,000,000 that I was able to gather on a good day (because we are all in this thread due to the lack of loot in the system). A net gain for me on the day. If as a casually active player with my TH well defended I will likely get attacked 3, 4, 5 times or more because I never get a shield while I am in my staff meeting, or commuting home from work (no, I don't play/text/talk and drive) or whatever. I end up loosing far more than I was able to gain in a good hour of play every time my shield drops. Those active players end up with more targets to get more loot from more often and are able to kick off their upgrades faster because the loot is temporarily easier to find even if it is more difficult to take. They then spend it and it is gone from the economy entirely and would rapidly make the loot problem even worse. The casual players would be broke in a few days and the active players who are normally online anyway would have spent it . . . who gets attacked for loot now? Again, I agree that the TH should be protected but it needs to follow an economic change rather than be part of it. If it was implemented today it would create a short term boost for all with a huge influx for the active, followed by a catastrophic collapse the following week.


    Quote Originally Posted by Goobers View Post
    The wording you used here is tricky.
    It wasn't intended to be tricky. I was just trying to point out that nexting is something that takes existing resources out of the economy. Reducing/mitigating/returning the next costs doesn't create resources. Think of this like a drought at a farm. They need 200 gallons of water per day for their crops and their pond holds 400 gallons, but only 100 gallons per day are coming from the stream to their holding pond. They can only get by for 3 days at that consumption rate. If their damn lets 50 gallons per day escape they only have enough to fully irrigate for 2 days. Fixing the leak doesn't fix the problem, it just buys them some time because the water they already had isn't vanishing. Recouping the next cost is a good idea and could be part of the fix but it doesn't "generate" anything into the economy.


    Quote Originally Posted by Goobers View Post
    UPDATE: Yup, I accidentally started that idea off calling it a "loot multiplier" instead of a "league bonus multiplier," what you said about it just taking back and forth from actives would absolutely have been correct and not at all what I intended to say about it. Changed the wording in the original link so that it doesn't cause confusion.
    Then yes, this is an idea that could "fix" the problem by creating an influx of new resources into the economy. The only pitfall I see in it is that it would be fairly rigid and would require a code push to adjust. One that the complaining community may not care for. This could be introduced as a steady revenue stream though and SC could pair it with other options like the gravestone/elixir puddle/gold vein obstacles (which could be pushed more or less often from their server without anybody realizing) or adding/removing inactives from the nexting list. This would allow them the flexibility to respond more rapidly to fluctuations in the CoC economy with relative transparency. They would just have to monitor it.

    Quote Originally Posted by Goobers View Post
    PS - I would like to say that this has been a breath of fresh air actually being able to go through these with someone, pointing out flaws I may have missed in my logic and such, as opposed to the endless "Loot is good, stop complaining" retorts most people try trolling with as their responses. So thank you for taking the time to go through and read these walls of texts I've thrown up and not make me feel like I'd be more productive bashing my head against a wall, haha.
    I couldn't agree more.

  9. #6579
    Forum Veteran iceageg's Avatar
    Join Date
    Dec 2013
    Posts
    1,820
    Quote Originally Posted by Keywal View Post
    it wouldn't actually surprise me if the original team no longer work for Supercell after what real world economics has done to their creation.
    A very good chance. It happens to acquired companies every day. They negotiate to stay on then are helpless as decisions are made that they never would have endorsed themselves. They move on disappointed but independently wealthy. It's a double edged sword and may very well be what happened here.

  10.   Click here to go to the next staff post in this thread.   #6580
    Anoushka[Supercell]'s Avatar
    Join Date
    Apr 2013
    Location
    Nousheyland
    Posts
    1,732
    Quote Originally Posted by Arrow1993 View Post
    Loot can be solved by doing the following:

    - Take away the search cost

    Why? This is a game based around raiding and getting loot. Searching costs are designed to keep people from nexting a lot so they can get the big bases, but this isn't true. People keep nexting, then finally get a base and get frustrated over the fact that it cost them more than they gained! The search cost is undermining the potential age of CoC. Not only that, but the cost increases with a higher townhall... And I don't have to explain the accompanying (heavy and attrocious) loot penalty you get, eh?
    This is actually the biggest concern as far as I see it. If you have nothing to lose, then why stop nexting? Right now you might not settle for something less than 100k gold for instance, but if the cost of nexting is removed, then why not not stop nexting until you find 200k, 300k+ etc etc, thus decreasing the amount of attacks considerably? You'll always have the prospect of something better, this is the reason why I don't see it happening in a near future.
    And I'm not saying that the cost of nexting does not get high at higher levels, it does but not sure if removing it completely makes 100% sense either
    Official Clash FAQs & Support --> click here


    Signature by theblackbeltpanda64


Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •