Low loots due to elixer wall upgrade but suggestions to have more loots
Hi,
Im at TH 10 and level 100.
And Im sure that alot of players have been experiencing this.
The recent update made looting very difficult because everyone is upgrading with both gold and elixer. This leaves us attackers with so little resources to loot as everyone now spends on both of their resources. The cost of training troops vs. the amount of loots that can be gained (plus searching opponents) is no longer efficient as it doesn't give much returns.
ie. You actually need more than 100k gold, 150k elixer, 2k DE loot to be able to recover the training and search opponents and still have something for savings. And with the current update, we've been seeing less people who have that amount of resources that can be looted. Its kinda frustrating already actually.
I am actually contented with the Gold/elixer upgrade for walls because we all know that wall are very much expensive!!
But we still should have more loots when we attack so that we wont be frustrated in not having much returns in our attacks. right?
I have some suggestions that we could talk about in this thread that may be feasible for the next update.
1. Increase the loot bonus.
- Especially from bronze to Crystal II. The loot bonus is almost negligible that players from these leagues never see the value of moving up to the higher league. It is actually funny that people would tend to go to the lower leagues to farm when in reality, we should strive to go up to the levels in the leagues.
- I am somehow contented in crystal I, because even if I get a 100k loot, I get a bonus 50k+ loots and just break even from my attacks.
- My theory in this one, If players would value the loot bonus, they would strive to go up the league to gain more loot bonus, right?
Supercell should have a rough idea by now of the statistics of the average level of players in a certain league. (ie: a gold league might be composed mostly of level 80-90 and a crystal league maybe 90-100). This can be done by computing how much the the training costs and upgrade cost. The player level is directly proportional to the sum of the worth of his upgrades. Therefore, Supercell can roughly determine how much resource a player needs at the level range. The loot bonus should not be too small to be negligible and shouldnt not be to high for it to be easy. The players should strive to win to gain loot bonuses that in time would give im the necessary resource for an building upgrade/research.
This in effect will:
1. An average player will get a loot on which league he is supposed to be, statistically. Giving him just enough resources to train troops for attacking and upgrade buildings and research. 2. A higher level player would not stay at a lower league as it doesn't benefit much from him because of the low loot bonus.
3. A lower level player will try to be more than the average player, strive to be better and get more loots by outperforming the average players by reaching higher league. (but, as he goes higher the league, he would encounter stronger players that would put him down to the average league).
2. Town halls should store resources in "Percentage" (maybe 10-20percent?) of the total lootable resources from that player.
- While, I love putting my TH outside my fortress to get the free shield, I think doing that is one of the main flaws of the game. You should protect your town halls right?
- Now, having percentage of total resources in the TH (instead of 1000gold, 1000elixer), will make the player think twice of putting his TH outside the fortress.
My theory in the 2 cases above:
Having #1 (increase loot bonus on win attacks) and #2 (losing more resources on defeated defenses), will make the player try to strive to be in a higher league and protecting his TH. A TH outside the walls means it can be defeated easily thus losing trophies, thus eventual demoted in leagues and thus lower loot bonus for him.
I think having these two updates would challenge the player to have a better defense and strive more to a higher league. We may get smaller loots from the defending player but we can have more bonus loots to cover the expenses in attacking while having more savings.
For me, this would give meaning, value and correlation of your level and league.
*and end that very ironic thing of having the most important building outside your base.
What do you guys think?
Last edited by Jayps; October 6th, 2014 at 06:41 PM.