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

Voters
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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. #281
    Super Member BrianHotshot's Avatar
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    You guys would rather have inactive? Of course it's an opinion. But I'd rather spend my troops on something that provides a nice challenge for me, in other words, I wouldn't be wanting inactive bases so that I could just use barch and win without really breaching a base.


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  2. #282
    Fresh Spawn
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    ✔ League bonuses increased on all League levels!

    +10к on Crystal I, pff,
    delirium

  3. #283
    Millennial Club DroogJanus's Avatar
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    I didn't get the gems

  4. #284
    Pro Member
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    So, did the loot improve?

  5. #285
    Forum Champion RAppel's Avatar
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    Wait what? Did people think that SC would increase league bonusses so much that raiding would become obsolete? You could just hit any base for 1 star and get a league bonus of 500k gold/500k elixir/3k de (in c3). lawl

    Let's hear it. What did you guys expect?


  6. #286
    Millennial Club QueenBeeq's Avatar
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    Quote Originally Posted by Anoushka View Post
    I only agree with this is if it's something like a "virtual" loot that only the attacker sees added to the sum but not the owner of the base to be attacked (or skipped). It does inject new gold into the game but I don't think we should reward someone who is not actively attacking by adding loot to their collectors, just because their base was skipped
    I understand your point of view. But consider why it is that the base was skipped in the first place. Was it low on resources? Was it too much of a challenge? If its low on resources then this is the type of base that needs cash added so somebody can raid it. If its too tough... then again somebody has done their job and built a solid defense that makes most players move on and be rewarded. Defense should be rewarded in some fashion. Right now you get nothing for a solid defense (Huge risk of loss, overpriced traps, etc). I have zero incentive to put up a fight. The lost trophys I get my exposed TH I can make up for in just a couple raids.

    If something like this were to be implemented to keep those resources in the economy then where would it go? Storages? Clan Castle? How about allowing for additional resources to go into the townhall?

    Overall I think there are MANY good suggestions out there to improve loot. I do not believe a single solution will solve all the problems. It is very encouraging that SC is taking the issue seriously and exploring viable options. Hopefully some of the less drastic suggestions will be easier to implement such as you did with the bonus loot or with ideas such as simply creating an achievement to encourage players to max their collectors.

    Thank you again for taking this issue seriously and looking into solutions.
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  7. #287
    Centennial Club
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    Voted for this

    Quote Originally Posted by DroogJanus View Post
    Thanks for bring the 4.25% with me and the other 31 people...
    Best idea I've ever seen. What's the point of upgrading troops, they cost more, and you can get 50% with cheaper troops

  8. #288
    Centennial Club
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    Quote Originally Posted by arunt View Post
    I am shocked that the option "% of army cost refunded on stars earned" has the least number of votes. It will fix so many issues. But the biggest benefit is that we won't have to barch all day long. We will actually be able to use things like Loonian regularly even if we wish to stock elixir.

    How can people not like this change?

    +1.. Everybody needs to vote for this idea

  9. #289
    Centennial Club
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    Quote Originally Posted by TruthRevealer View Post
    Evidently the pink elephant is the elixir option in upgrading walls. We already know by upgrading walls it is a resource sink. Initially with only gold being the option, it allowed too much elixir to accumulate (after troops were upgraded). This is not exactly a bad thing since that extra elixir can be raided and 'shared' amongst the players and allow it to circulate within the economy. By providing the option for elixir to be used upgrading walls it breaks the natural chain of resource distribution / circulation. People may say the same about gold but what many did not realize (before the update) is how much more elixir is used cumulatively when playing (Troop, Spells, Troop upgrade, Clan Wars, Donations, Barracks costs, defense ammo). Gold is just for upgrading defenses, nexting and re-arming traps so it made sense to let it also upgrade walls back then. In a nutshell, elixir is the life blood of this game, allowing it to be used in a resource sink (walls) is an extreme way to deplete a form of resource which was once overly abundant (for benefit of game economy).

    Obviously trying to reverse this may not be an option.

    I would propose allowing elixir the option to upgrade walls only if the players storage has 50 % (TH10) 75% (Th9) 75% (Th8) somewhere along those lines (some one who can crunch the numbers help me out here) so that it always has to surpass the cap. This in turn will still provide storages worth raiding and thus everyone has a chance to make a profit and will see a lot more available loot in each base when searching bases.
    Actually never thought of this, howvever makes sense. Also, they could only allow elixr upgrades if there is nothing left in your base to upgrade. No point just having maxed elixr storages all the time and sitting with a 400k tag on your head, but there shouldn't be an easy way to sink elixr either

  10. #290
    Forum Veteran iceageg's Avatar
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    I voted for better access to inactives, but I only did so assuming it would be a single change as part of a larger economic revamp. I believe this is the single most important source of resources not because they are the easiest to get but because they are the easiest for SC to manipulate in times of good and bad. For those who like to do a lot of reading you can get more details between pages 640 and 672 of the "is loot good or bad" sticky. For the less motivated I have included a snippet below. In essence SC needs to introduce a static increase to the economy that can be relied on that will carry most of the load of the increased spending in the economy. Additionally they need a flexible source that can be adjusted to introduce more or less additional "tourist" income to the game which is where inactive bases really shine.

    The next easy change is to re-introduce some of the inactive accounts back into the economy. This would not need a code push and could be easily manipulated in the future to regulate the economy. For example they could easily increase the number of inactive accounts for 3 days after a patch then throttle it back once the initial spending frenzy has ended. In addition to adding them back I would suggest ignoring their trophy count for match making. This would avoid the sedimentary tendency they now have to cluster in high silver and gold. The inactive bases would be spread out using TH level or the war strength calculator and assigned to leagues based on their progress. For instance inactive TH8 accounts would be searchable from silver 1 to gold 2 depending on their strength. TH9 from gold3 to crystal 2 and TH10 from gold 1 to crystal 1. If the user logs in their trophies are used to assign their gameplay but they would be spread out artificially when they go inactive. This would both discourage dropping trophies to farm and serve as a roadblock for bots. Again, since it is adjustable on SC's server it would require no code push when they wanted to introduce or remove them to adjust the economy. These are the CoC equivalent of the "tourist" dollars that I was talking about earlier that many real economies are solely dependent on.

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