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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. #6611
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    Quote Originally Posted by iceageg View Post
    If by "the old loot system" you mean the old quantity of inactive bases you could collector raid then you are correct. If you mean the old system of calculating how much you could take from any base you are wrong. Nobody has it to take because there is no effective source of NEW resources in the game. Inactive bases are the CoC equivalent of tourist dollars. They create resources and never spend any out of the economy. When SC took those away the only source left was the collectors of active players which is kept in their storages. So we built different armies and started raiding their storages then spending the winnings. The problem is once it is spent, it is gone. Now we have less for everybody to steal than before. Fast forward a few months and here we are. Even if they change the calculation to give you 100% of the resources your target has you will only be able to attack them once. Then that loot is gone forever when you spend it. Now who do you raid? The solution is not to allow players to take a larger percentage of the small numbers available, it is to make MORE available. Anything that does not involve adding inactive bases (tourists) back into the game or some method of generating loot "out of thin air" is only going to make the problem worse. This is economics at it's most basic.
    Ok, make more available, I understand, but how? Finding a lot of inactives is great, but it makes little sense if you think of it, really. I mean what, you can only progress in the game by relying on people who quit? I appreciate the occasional inactive, but if they're not going to come in consistently, then Supercell has a lot of loot to make up. I can honestly estimate that about 3/4 of my gold grab is from inactive bases. Take those away, and you've got an issue. They have to make up all that loot, somehow without completely crushing the economy.

  2. #6612
    Senior Member Arrow1993's Avatar
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    Quote Originally Posted by Chubbymidget627 View Post
    Exactly! Sorry man, I missed your post or I would have quoted you.

    It could possibly fix a large part of the loot issue, as well. You would force more players to climb higher in leagues not only to get the bonus for attacking but now also for defending. It would bring back strategy to the game.. not just barch for an hour or so, then ride a shield. There would be more bases available to attack because you would want the defend bonus. Plus if you have your DE up high enough you would get zap'd a few times and it wouldn't really bother you.
    Can't agree more with you! No problem , the more this idea pops up the better!

    King Midas
    Insurgence Family


  3. #6613
    Senior Member Arrow1993's Avatar
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    Quote Originally Posted by Perseverance View Post
    That sounds good in theory, but I feel as if that happens, EVERYONE and their mother would be up in leagues, including th7's and 8's. Sure they'd get crushed on Defense, but on offense they can pull 1 stars for loot bonus, leaving us stuck running into them and finding no loot. It would probably end zappers though, but that is the least of our problems.
    Right now they can climb as well and one star people for the loot bonus. They won't be able to collect any loot as they would get wrecked bu bigger armies and higher level armies. They can't sustain it and they will be forced back to their league.

    It would solve a ton of loot issues, and a TH7 or even TH8 one starring a well designed TH10 or even TH9 would surprise me.

    King Midas
    Insurgence Family


  4. #6614
    Forum Veteran iceageg's Avatar
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    Quote Originally Posted by Perseverance View Post
    Ok, make more available, I understand, but how? Finding a lot of inactives is great, but it makes little sense if you think of it, really. I mean what, you can only progress in the game by relying on people who quit? I appreciate the occasional inactive, but if they're not going to come in consistently, then Supercell has a lot of loot to make up. I can honestly estimate that about 3/4 of my gold grab is from inactive bases. Take those away, and you've got an issue. They have to make up all that loot, somehow without completely crushing the economy.
    Which is why all of the additional suggestions beyond just inactives were included. I avoided this conversation for months because like most internet forums this thread is full of nonsense with a few nuggets of productive dialog. I don't have the time to regurgitate it all on every page but I know several ideas for loot "out of thin air" other than lvl12 collectors and inactives have been discussed between page 640 and here. LOTS of opportunity to inject resources into the economy. SC just needs to pick some and do a better job of monitoring the supply/demand dynamic in the future.

  5. #6615
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    Quote Originally Posted by iceageg View Post
    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.
    Yes, I guess I was thinking of this as more of a fix for active players, meaning those who will raid in sessions. But the effect you're talking about this having is based primarily on TH9/10s, with the massive upgrade costs. And it inherently requires players who want to progress be more active and less casual up at that TH level anyway. What we currently have are active players who can't farm loot anyway, and it's just as bad for casual players up there, who I assume are experiencing a zero progression at this point. Don't we have to establish a tradeoff that it will benefit those who are more active, as those are the players up at TH9/10 and the ones who are quitting due to all these loots either being removed with inactives or hiding under cheap TH shields.

    Regarding the 3-5 straight defenses while losing loot each time before getting a shield point--that seems like a very rare outlier to me. If they are hitting your storages consistently that many times while still losing, and losing under 40% damage for that matter, I would say it's more due to a problem with their base. But instead of pointing fingers at the guy who designed a solid trophy base that can't seem to get a shield, what if you incorporated what that other poster mentioned: a league bonus reward for defenses, along with that Nexting cost allocation from players skipping you that can be won based on the victor when the base finally is raided. You might have to scale it back based on TH levels residing in certain leagues, so TH10 players can't just go "farm" defensive wins in middling Gold leagues (but with the league bonuses in Gold at what they're at, would it really even be worth it for them to "game the system" there?).

    AFTERTHOUGHT: I reread what you said about people that are sitting on massive stockpiles of loot to get those big ticket upgrades, and I can't help but disagree with this being a problematic outcome to it. If a casual player at TH9 knows he will have over the amount in storages that will provide the maximum loot available to an attacker, then maybe he should consider sacrificing his TH at a loss of 70k/70k/500 as opposed to risking them hitting more than 2 of his storages and not quite getting 40% damage. That is the whole point of doing this, so that these bases with loot in them are now showing up for others to raid, instead of an insta-freebie shield. Because as it stands right now, there isn't a person in this game who should have their TH protected except for TH9/10s who are farming up in Masters/Champs league.

    And I think making the upgrade from TH8 to TH9 should come with some expectations. Like if someone expects to "casually" accumulate enough loot for a TH9 AD7 upgrade, while refusing to adjust base layout for when they'll be holding large stores of loot, maybe the game should have capped out for them at TH8. You can't appease everyone, but the way we have it, neither casual players nor active farmers up at the last 2 THs can loot anything from storages. For a personal experience perspective: my 2nd account, a TH9, has not been able to get my Archers lvl 6 started since this "elixir for walls" update. Giants and Barbs started/completed before update, simply cannot do Archers now. My lab has essentially been sitting inactive for WEEKS. And I am an active farmer.

    Quote Originally Posted by iceageg View Post
    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.
    But what it does do is put these resources into a somewhat consistently increasing "winnable pot"-- separate from these storages that active players are smartly dumping into walls, but earned through them in a similar way. Like an incresaing lottery to farmers that as the pot in that bubble loot gets larger, it becomes increasingly more difficult for the raider to Next over that base regardless of the dismal amount of loot that the player actually has in his/her storages. I'm trying to think of a solution to these players who keep their storages low up at higher THs, b/c they understand to do that at that point in the game. This loot cannot be realized into a player's storages until it is finally attacked, and either won by the defender or the attacker, and only based on storage destruction/preservation (again, to curb unfair exploitation of these winnings, like a defensive league bonus could potentially have). It may not be the best solution, it's FAR from perfect, but isn't it at least a significant improvement to how our Next costs are currently handled (and much better than a zero search cost, which I don't think either of us have to explain why that would be terrible for the game, haha).
    Last edited by Goobers; October 29th, 2014 at 03:39 PM. Reason: Stuck to my guns on the TH "storage" adjustment, haha

  6. #6616
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    Question Dear supercell

    Clash of clans is the game which I like most. But you have just destroyed it .The walls of elexar is worst update in the games history of coc. I am getting frustrated by nexting for 20 to 30 min and loot i found is well defended but barching now then what can i do. I collect the elexar for upgrade then it looted by other players and it take hours to collect that amount. But this was not same before the upgrade called wall on elexar. Be for upgrade i used to place my elexar storage less defended but now it is well defended and gold storage outside. If you are finding solution for this problem whether it is long term or short term simply revert the wall on elexar feature until new best update is launched. And if not then simply tell me I will quit without any argument and condition. Because there is no fun in barching and collector raid. Hope you reading it . Currently maximizing my collector and mines and if nothing changed then I would simply place all my collector one side with town hall and quit this fantastic game i ever loved. Do something for someone. Good bye and take care.

  7. #6617
    Forum Veteran iceageg's Avatar
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    Quote Originally Posted by Goobers View Post
    Don't we have to establish a tradeoff that it will benefit those who are more active, as those are the players up at TH9/10 and the ones who are quitting due to all these loots either being removed with inactives or hiding under cheap TH shields.
    Yes, but simply making it easier for them to get at the existing loot faster by defending town halls will crash the economy sooner. I am all for making the TH the most important building but the available resource drought needs to be fixed first or it will accelerate the problem, not fix it. Long term good idea.

    Quote Originally Posted by Goobers View Post
    (but with the league bonuses in Gold at what they're at, would it really even be worth it for them to "game the system" there?).
    Nope. Only reason to drop down to gold is to farm inactives which are fewer and farther between these days.


    Quote Originally Posted by Goobers View Post
    But what it does do is put these resources into a somewhat consistently increasing "winnable pot"-- separate from these storages . . .
    A winnable pot of resources that already existed in the economy. Again, I like the idea but it is another form of shell game that will not fix the need for MORE resources in the economy. This would put a band aid on the wound but more drastic measures are needed to stop the arterial spray. Would work tomorrow but only as part of a much larger plan.

  8. #6618
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    Angry Level 10 Townhall

    Hi I have just upgraded to level 10 Townhall and find the loot payouts at this level are so low, that it is no longer worth fighting as it costs more to fight than you can win. If this stays the same I am sure I will lose interest in the game.supercell can you do something about this problem. Does anyone else feel the same.

  9. #6619
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    Welcome, you are definitly new to the forum!
    Sorry to everyone for being a troll sometimes, I just get bored...

  10. #6620
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    Maybe you should have registered to this forum earlier so you would have know TH10 loot is absolutely terrible lol.


    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|

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