Hello fellow clashers! I am going to outline my ideas for improving CoC and restoring it to the great game it once was. I have been playing for over 20 months (Max TH9 currently working on Heroes and walls), have lead Fight or Farm for almost a year now, and have seen the game slowly go downhill. I want to revitalize the game and bring the fun back, because it really has lost it's fun. So many people I have seen leave the game for other interests...You just can't expect people to next for 15-20 minutes looking for a base where they just barely cover the costs of their attack.
While the barchers will argue their merits, nexting for lootable bases with storages in reach or collectors full becomes very much like playing slots at the casino. Sure, somebody, at some point will win some loot, but in the meantime, it is boring... CoC needs to bring back the fun of attacking ANY base. I have a couple accounts and they have been in all the ranges...I constantly see 50/50/600 or so (gold/elixir/DE) as the prevalent available loot. My clan mates concur. Yes, sometimes, somebody finds an inactive that is worth 250/250/2K or more and everyone says "Great find", but is this what SC wants the game to be?? Shouldn't it be about trying to destroy the base as a whole and thinking through various strategies and troop compositions? This is what Clan Wars does! But Clan Wars relies heavily on your teammates and you don't get much say in your opponent. What we need to do is bring some of the ideas SC uses in CW to the individual farming level.
First off, League Bonus is fine, but why should I get less bonus for attacking the same level of base just because they are in Crystal 3 and not Masters 2? If the base is difficult, the reward should be commensurate. Mentioned before, I think bonuses should be based on how many ⭐️s you take from the enemy and your relative difficulty. So, although this idea is not new, I am going to outline it in greater depth.
The economy needs more loot. While temporary boosts may help, or Level 12 collectors and mines may add to the economy, what the game really needs is an adjustment in gameplay. People need to be encouraged to come raid. It shouldn't take 15 minutes to find a decent base to attack (or longer!) Making the loot easier is not the answer. Make the reward for executing a great attack worth it. People can still barch and next if they want to, but as a TH9, all those other TH9s with 50/50/500 need to be made more desirable without taking away from the loot of the defender who is trying to save up for his upgrades.
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By awarding loot bonuses based on the TH level, we can make all those bases with little to no loot a bit more desirable, but only if you have the skill and the right army to take multiple stars. Notice that gaining one star rarely employs the bonus except against the TH10s which with their overpowered IT and heavily defensed bases make getting 1star from lower bases a challenge.
Which brings me to my second improvement. Defensive bonuses should be awarded as well. I am thinking something like TH8 25/25/100, TH9 50/50/250, and TH10 100/100/500. Most times this won't even replace the loot that is lost (despite the win), but at least it would bring some balance back. As the chart above shows, lower bases have more incentive to attack the higher bases, but the risk is far greater. To balance that out, the higher THs are awarded a larger bonus for the defense.
My third improvement would be to only award an 8-hour shield for those bases losing their TH. This would make the farmers with their TH outside available for attack more often, incentivizing them to move the TH in. This would make 2star attacks more difficult than attacking the bases with their TH out. They can still keep them out, but they should be more exposed than others who choose to protect their TH.
Together I think all these improvements would lead to people breaking shield more often, finding decent loot able bases which in turn exposes their base to attacks as well. The game would be more fun. Everyone likes a challenge. We would non-stop CW if you could actually increase your loot by doing so. But for the higher THs you cannot. And the award is still over 2 days...not really worth the time and effort. When the game is fun to play, people want to improve their base and spend money doing so. Force people to spend money to get ahead and they are quickly turned off, especially when the game becomes too difficult or time consuming to get ahead. I certainly would spend more gems to improve my walls, Heroes, gem the barracks and SF to attack more often. As of now, boosting is a big waste of money as it takes far too long to find an opponent. There are other items I would like to see (preloading spells like you can troops), but I think the gameplay would improve dramatically.
In the end there are several ideas for curtailing the nexting and making the game more enjoyable for the masses. I hope SC chooses one of them. I think these ideas have merit...what do you think?




