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Thread: Resource problems - Everyone is poor - Solution discussion

  1. #1
    Trainee
    Join Date
    Oct 2014
    Posts
    14

    Resource problems - Everyone is poor - Solution discussion

    Lets start off by quickly outlining the problem, currently there is a major lack of resources in the game, this is caused because the only way resources are generated is through victory bounties based on leagues and resources produced through generators. Specifically speaking the amount of money available and generated daily is drastically lower then the amount sought by players on a daily basis, resulting in mass poverty.

    To sum it up, everyone is poor because the supply is no where near the demand for resources, this means that raiding becomes more of a struggle to gain resources then a way to have fun. When looked at from an outside perspective the core issue is that there is not enough resources being generated. So the overall solution is simple, more resources need to become readily available to the community.

    There have been many suggested solutions to money issues, like increasing generator level cap to 12. While this would help increase the frequency of higher income attack opportunities, the core issue would still remain that many players would still find that most of their potential targets still would hold no value. This is because when searching for opponents most of the people you see are people who have just finished playing and have no gold or elixir stored up.

    After consideration i have concluded that defensive structures should provide gold/elixir upon being destroyed in an attack, scaling in amount depending on the structure, and level of said structure. That being said, the value taken from defensive structures would not be taken from the player being raided, but rather generated like the bounty provided for victory. Since there are many different defensive structures, the value would differ greatly from building to building, but giving them a value would provide two drastic benefits. Players would be able to achieve a easily moderated increase in gold for attacking enemies, by having defensive structures have a gold value (lets call this salvaging the value of the things you destroy) fighting enemy bases rather then targeting generators(and going for 50%) would become a more reasonable and profitable stratagem. This depending on the amount provided by towers of each level would allow for larger profits for stronger enemies, and as a whole increase the minimum amount of resources available from the average enemy player. By increasing the profit available from attacking, the average wealth of players can be easily increased, resulting in more money to go around.

  2. #2
    Senior Member
    Join Date
    Jul 2013
    Posts
    351
    i don't know about you, but i'm fine with clash the way it is. I got 7.5 million gold this week and 10 lvl 8 walls with elixir. I think this is fine, all you need is to find a proper league and a proper farm strategy.

  3. #3
    Trainee
    Join Date
    Oct 2014
    Posts
    14
    Quote Originally Posted by lirineu View Post
    i don't know about you, but i'm fine with clash the way it is. I got 7.5 million gold this week and 10 lvl 8 walls with elixir. I think this is fine, all you need is to find a proper league and a proper farm strategy.
    I didn't once mention that i could not earn resources, as i can and do, it is just tedious and not very entertaining as actually attacking someone and going for 3 stars is incredibly inefficient, leaving only raiding for resources as a viable option. To be blunt i don't think you realize, or comprehend what the average player finds when it comes to raiding, first off if looking at the game objectively it is supposed to be fun, and most people don't find attacking someone for 50k resources when you need several million for your upgrade fun, the amount of resources available of course depends on your town hall level and trophy number. Anyone who has played this game to the point of getting to town hall level 9 or 10 will tell you that once you get to level 9 getting resources starts to become a struggle, resulting in the most common repetitive attack strategies seen. furthermore the issue is not whether it is "possible" to gain income, rather it is that everyone is perpetually poor, which results in everyone having a harder time gaining resources. If resources available scaled with the difficulty of the raid then the game as a whole would be more balanced and enjoyable.

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