I think that 10 hour play is important here. Very few people want to play that long & progress so slowly in the game.
Loot varies from day to day and hour by hour.
The issue as Zach has tried to show in his post in this thread is that it is more than just individuals. He has tried to show that the problem is affecting all game play. Inactives are luck of the draw.
Gold is still precious but TH 9& 10s have been using elixir for upgrades hence the low loot. There has always been an issue that upgrading with elixir has been quicker than with gold though that may be because of walls. It could very well be that where there are only defense upgrades elixir will be spent by other THs and this accounts for the low loot problem.
At higher levels I cant see there being a huge issue with walls & elixir when they cost over 1 mil per piece. People will still need to stockpile the stuff.
There are fundamental questions to be resolved as to the nature of the game play from a player perspective.
Do we want a game where we have to spend a day playing to only get 8 mil? Perhaps its just me but that does not sound efficient.
Do we want a game where we play a few hours - get some decent loot that allows us to keep builders busy & upgrade a few walls. (This does not mean constant collector bases)
There are various factors influencing the problems surrounding loot - which could potentially be fixed of sorts. But dismissing the problems that people are experiencing with "im ok cos i raided xxx" per hour/ day" etc. does not detract from the general problems that are experienced by players.
Dismissing the reasons behind the low loot by saying im ok does nothing to advance the conversation. I dont like these loot complaint threads. What i do like is the threads where they say that " im struggling with loot because more and more lower TH levels are invading crystal" and this is what i think can / should be done about it.
We need to present Sc with a reasonable arguement for our expectations for the game.





