View Poll Results: Which Loot improving solution is best? YOU DECIIIIIDE!

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  • Collector Buff

    140 14.99%
  • Remove Nexting Cost

    75 8.03%
  • Nexting cost donated to skipper user

    83 8.89%
  • % of army cost refunded on stars earned

    44 4.71%
  • Improve availability of inactives in seach queue

    296 31.69%
  • League bonuses increased

    237 25.37%
  • Clan wars bonuses increased

    59 6.32%
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  Click here to go to the first staff post in this thread.   Thread: Our favourite Loot improvement suggestion is...

  1. #111
    Forum Veteran Jiggy82's Avatar
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    Quote Originally Posted by dahimi View Post
    Exactly. The solution isn't to reduce nexting costs or give a portion of the costs to skipped bases (an idea that has already been ruled out by SC). The solution is to present the player with a larger percentage of profitable raids. For example in Masters or Champion nearly every raid presented to the player is very lucrative, the problem is that it's less profitable to spend a bunch of time getting an army together that can raid those bases than it is to next over and over in lower leagues looking for easy targets.

    They need to fix the game so that acquiring trophies and holding on to them is more profitable than dumping them.

    The fact that the game for a lot of people has been reduced to hitting next until they find a base with a bunch of loot in collectors is stupid. It's this behavior that SC needs to change.
    I agree with this ^^^

    What needs to happen is that SC needs to somehow make it so that the most efficient way to get loot to upgrade your base is by raiding in the higher leagues with strong armies.

    Everyone knows that the most efficient way to farm is to grab easy collector or poorly designed/preemie storage bases with a cheap and quick to train army. This IMO is the main issue with the game at this time.

    The best fix for loot is to make it even more efficient to do full out storage raids or three-star raids than it is picking on inactive bases. The system should not rely on inactive players to keep it afloat. Raiding active peoples bases should be the most efficient way to play the game.

    How SC would achieve that I do not know. That's what they get paid the big bucks for.
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  2. #112
    Pro Member Syr1nax's Avatar
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    While I dislike nexting and the cost involved i don't think free nexting is the solution. The idea of transferring the nexting fee as a bonus for the next attacker is interesting though. Many bases offer such a poor amount of loot that they are basically untouchable and would be nexted numerous times if they have th inside- and they all do have th inside. At least these bases would eventually collect enough virtual gold that someone would take them down. I also would like a solution which encourages attacking or successful defence. I leave my th outside because the current system encourages it. It is just not economical to defend while farming. A league bonus for a successful defence and reduction in rearm cost would make defense more viable. 1,2,3 star league loot multiplier would encourage attacking. I also would prefer to go after storages than rely on collector raids. Yes collector raids are profitable but they are not much of a challenge. The problem is that they are at present the only way of adding loot to the game economy. By all means remove collector raids but a replacement loot source is definately needed. An extra mine/collector level at th9 would do this but I think the idea of an achievement for maxing mines/ collectors would help too.

    Having said all this, I'm not finding gold too terrible at the moment but if it were not for the occasional collector raid I would be lucky to break even on lix. I'm not suggesting a roll back but perhaps level 6 walls was setting the bar too low.
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  3. #113
    Senior Member Stinkpickle63's Avatar
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    Not sure I'm too keen on any of the ideas in the poll. This certainly isn't a panacea but could help with one the bigger issues with why loot is poor and many are complaining about Nexting so much.

    What I see as a TH10 is an ever expanding ocean of lower TH bases, with minimal loot available, storming their way up the trophy range for the gem achievement bonus. Crystal 1 and 2 are now a sea of broke TH7s and 8s with awful bases that pose no reason at all to farm. Each one of these bases is a 1,000 gold loss for me each time I next past them.

    I think what SC needs to do is put an expanding scale system where lower THs lose a percentage of their "loot penalty protection" as they move up higher in leagues.

    You're a TH7 and want to hit masters? Fine, but higher THs no longer receive a loot penalty when they attack your base.

  4. #114
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    I am a th9 and all the Little th8s in Crystal are bankrupt too, because they used all their ressources to get up so high.

    The Problem with finding not good loot in th10 is that there are many th10s that want to get loot from th9s, but all the th9s can only be attacked twice a day. In high Champion you have the effect of not finding any base to raid. At Crystal you find bases, but they are all ♥♥♥♥, because all bad to very good bases are taken away very soon and only the few crappiest bases that exist are rotated in the Queue and shown to everybody before the Queue runs completely empty.

    The same applies to the lower leagues, but it is not so bad (but not an Option for you because there are too many th8s).
    Most of the bases I find have less than 50K ressources which equals about 600K in Storages. I cant remember when I had less than 600K elixir and Gold at the same time. I could only achieve this when Dumping all into walls.

  5. #115
    Forum Veteran Jiggy82's Avatar
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    Quote Originally Posted by Stinkpickle63 View Post
    Not sure I'm too keen on any of the ideas in the poll. This certainly isn't a panacea but could help with one the bigger issues with why loot is poor and many are complaining about Nexting so much.

    What I see as a TH10 is an ever expanding ocean of lower TH bases, with minimal loot available, storming their way up the trophy range for the gem achievement bonus. Crystal 1 and 2 are now a sea of broke TH7s and 8s with awful bases that pose no reason at all to farm. Each one of these bases is a 1,000 gold loss for me each time I next past them.

    I think what SC needs to do is put an expanding scale system where lower THs lose a percentage of their "loot penalty protection" as they move up higher in leagues.

    You're a TH7 and want to hit masters? Fine, but higher THs no longer receive a loot penalty when they attack your base.
    I like this idea.

    I've noticed the same thing, huge amounts of TH7 and TH8's up in crystal I. Very annoying to have to next past them all the time as they are never worth even thinking about raiding for anything other than a quick TH snipe for the bonus. They are basically untouchable up there since they are never going to be worth the time of any farmer.

    If these lower TH guys want to play in the big boy leagues then they should give up the protection of the loot penalty. Maybe once a base reaches crystal they loose half of the loot penalties protection, once in masters they are no longer protected by the loot penalty at all.
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  6. #116
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    where does the loot come from

    i would say that the only end to this is gemming if nothing is done about the loot.

    i havent spent a single gem so maybe i am part of the problem. if the inactives keep getting moved down the que then we need loot to come from somewhere. the gemmers? in theory yes but they build their bases through gems so their collector resources should be distributed amongst the players! no they dont. it gets spent on building massive armies to take a couple of trophies in champs. their gold goes into nexting. so the gemmers add have no real economic value other than paying for the servers we all enjoy.

    maybe it comes from people like me. i doubt it. i have a nearly maxxed th10. 900 mill ish gg and ee. the amount i have put into my base is nowhere near the amount my collectors have added since mar-2013. so i am a leach. the loot i have used to build m base has been taken straight from the economy.

    there must be some players out there that contribute for me to take so much. these are either inactives or semi inactives.

    im not saying we need more inactives because the game would be too easy then and easy is boring. but i would like to see where all the loot comes from. the league bonus and semi profitable war bonus cant support us all.

    we need some sort of injection other than collectors. or less drains like the next cost and army cost.

    i think that the next cost should go direct to the skipped base inactive or not. it should go straight to the stores or create something new like they did for cw. a structure that houses only the loot that has been gained from nexting. i would say that you cant put this to any use of upgrades but can only be accessed by the raider. not sure about a percentage available or even all of it and it should be infinate. surely then all bases will one day become profitable to any raider.
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  7. #117
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    Screenshot_2014-09-30-22-58-01.jpg
    Quote Originally Posted by DroogJanus View Post
    Mine is number 4! (As it was my suggestion!)

    I've been thinking a great deal about a balanced solution to the perceived loot problem in the game at the minute. There are many simple suggestions like dropping the Next fee, releasing level 12 mines and pumps or increasing the league loot bonus. These are all great ideas, probably won't happen as they would massively unbalance the game. So, I have my own, more elegant solution. It's very simple really, depending on the number of stars you earn, you get a % of your troops killed/spells used cost back.


    Examples:


    If you score three stars, you are rewarded the full cost of your killed army units back as a bonus at the end.
    Two stars would be 75% of killed units.
    One star would be 50% of killed units.


    The benefits of this are pretty good, obviously, the cost of your attacking army will be reduced, hence increasing the amount of loot you earn per raid. The staggered refund percentages will reward more competitive gaming instead of the endless 50% farming gameplay we currently see. Only refunding killed units balanced the refund reward a little, meaning overwhelming, unfair wins versus lower THs aren't rewarded too much.


    The very core of gameplay in Clash of Clans, in my opinion, is managing your resource margins. Working to maximise your return per raid and making as much profit as possible. This method increases profitability, increases "fun" game play with power armies and discourages the current farming techniques that are harming the game by making raiding more profitable and fun. e.g. Town Hall Sniping.


    This should also be implemented in Clan Wars as it'll significantly improve the benefits of fighting wars.

    It seems obvious that you are one of these people dont even know how to farm properly

    Most players who farm most resource per hour dont go for stars. Nor they dump full sized dragon or gowipe army.

    Proper farming raids either barch, or even drop as low as 40 goblins to steal 200k + 200k. For example this is what my raids look like:
    Screenshot_2014-09-30-22-58-01.jpg
    Massive loot per hour can be gained at the cost of few trophies, which arent that hard to regain via sniping few townhalls

    Main problem with current economy is lack of inactive 200k 200k collector raids.

    Refunding army cost for stars - negligible 10~20ks in case of efficient barch or goblin raids will do absolutely nothing for the economy
    Last edited by wsuh88; October 14th, 2014 at 06:41 PM.

  8. #118
    Forum Elder billwinkiesbear's Avatar
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    The game has, for as long as i remember, needed the collector bases in order to progress at any kind of pace that would be deemed acceptable to the average joe.

    The loot has always been a topic of serious and often volatile exchanges and here we are still debating what needs to be done.

    I remember posting something many many many many months ago that proposed an increased percentage of loot tied directly to the number of stars acquired, this loot available increased league by league.

    The point is that if people move up because it is viable to move up then irrespective of how much you lose on a defensive loss this can be negated by successfully attacking. This would also mean that TH7 would be discouraged away from masters league because although a one star win would be profitable, the inevitable 3 star loss would negate their wins.

    But this is someone (near maxed TH10) who is sitting in gold1 right now looking for much weaker bases to smash up... Why ? Because i like smashing stuff up

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  9. #119
    Senior Member TheOrkinMan's Avatar
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    Quote Originally Posted by verza View Post
    Loot is fine? ♥♥♥♥ you! I've spent 6h in searching for loot and i couldn't find any inactive base. Is it fine for you? Well better for you. I have other more important things to do in my life and I'm sure the majority of people agrees with me. If you want to play 12h a day to collect 2Milion gold/elixir fine for you, but i think this is not fine for the majority of people.
    Hey hey now, do not curse at me!

    Quote Originally Posted by Germinator View Post
    Who da hell came up with removing Nexting Cost???

    SO MANY VOTES ON ABANDONED BASES!?!?!

    People needa get off their lazy butts and realise, this isn't a game where you get collector raids all the time and busy all 5 builders in a few hours
    Learn strategy!!!


    AND NO, IDC IF YOU TELL ME THAT THIS GAME IS PLAYED SITTING DOWN!!
    Amen.

    Quote Originally Posted by Attitude View Post
    What's the current time for 'inactivity'? (So after how many hours/days/weeks does a base become 'unraidable')

    Because if that's a week now, maybe changing it to two weeks is enough for the entire economy.
    Someone on this board showed his defense log when he quit clash for a year then came back. After four weeks there were no more attacks. So four weeks. That's plenty of time for them inactives to stay in the queue.

    Quote Originally Posted by Omertron View Post
    Whilst I like easy money, and who doesn't?, I want bases that at least cover the cost of my army.
    A TH9 BARCH army (100 barbs, 104 archers and 8 WB) costs 70,200 elixir. That means that I need a raid with 100k elixir to make a profit (assuming that I get ALL of the resources from the base).

    You may argue that you farm for gold or DE, but right now I need all three to upgrade my base.

    Even with the league bonus (34k in Crystal 2) I am finding it very hard to make a decent profit without nexting a lot, certainly 20+ times (which is 1/2 the league bonus gone).


    For a long time I wanted to agree with you, but now, no, loot is not fine. The only bases I find with "decent" loot in it, and by decent I mean 100k+ each (not even the old standard of 200k+each) are after many next opportunities.

    If you think loot is "fine", prove it. Show me your attack logs over a 2 hour period.

    Show me how I can get the 5,000,000 elixir I need to upgrade ONE of my DE drills let alone the other 100,000,000 gold I need to max my TH9. This doesn't, of course, take into account the attrition of being attacked and loosing 200k+ resources.
    Your first point that's a good point!

    I don't have any logs though! And I feel ok not posting it!
    Mortar Mauler: 6077 | Union Buster: 7082 | Nice & Tidy: 441 (currently saving pine trees) | Firefighter: 7 | Lowest Trophies: 0 | Clan: that's private! | THX(FYI it's a good sound company) | reached Silver Three ​March 2, 2014 ​| Before you post a loot complaint, stop & look within. Are you part of the problem?! Are you active and collecting your loot? If yes, you have the answer. Only when we fix ourselves we can fix others.


  10. #120
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    another option

    Not sure if this has been posted, so forgive me if it has.

    Use elixir for nexting and get rid of being able to spend elixer on walls. This should increase the availability of both types of loot and give may also increase gem spending. I never gem for loot, only to shorten wait times on upgrades on troop upgrades and defenses.

    Edit:
    Also continue to report the bot farmers, two weeks ago I was hit 5 times in 3 days. This week I have only been hit once. These bot farmers are putting an increased drain on the economy by automatically targeting abandoned bases and staying online as to not get raided.
    Last edited by RedKabuki; October 14th, 2014 at 07:53 PM. Reason: Added thought

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