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Thread: Loot solutions

  1. #31
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    When you were at lower level, you "feel" happy when you "collector farming"

    As you grew stronger, getting higher up in league & TH level, you started to less feel happy with collector raids than wiping out your opponent's bases (of course I still VERY happy finding that 1 in a million 500k loots).
    But then again, this is not everyone's "feeling", at least I do.

    Sooooooo, if SC could come up with a combination of these 2?
    More Challenge=More Loot.
    The little league bonus reward doesn't cut it.
    There has to be a revamp in the system.

    The loot bonus should be proportionate to the destruction as well as the difficulty of the base being attacked vs the "capabilities" of the attacker.

    I don't really know how Clan Wars matchmaking really works, but I feel there is a system that somehow accurately measures the offensive capabilities of each of the players being weighed as well as the defensive capabilities of the base design in relation to the bonus reward.
    But I feel this system could be applied with regular "farming"

    Conclusion:
    Collector raids on inactives is a "fake" economy.
    Economy should be based on active players.
    There are still collector raids, but inactive means "lower difficulty" = lower reward.
    Again, % destruction = % of league bonus loot which is VERY rewarding
    The big portion of the loot should come from reward of wiping out someone's bases, not just from the storages.
    Therefore, the big portion of the loot come from the "server", not just from players collectors/storages.

    Now, gemming is a different story.... it's up to SC to come up with another source of income, not just from buying resources.
    I don't want SC to hurt their income too, tho
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  2. #32
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    Quote Originally Posted by dexterz View Post
    When you were at lower level, you "feel" happy when you "collector farming"

    As you grew stronger, getting higher up in league & TH level, you started to less feel happy with collector raids than wiping out your opponent's bases (of course I still VERY happy finding that 1 in a million 500k loots).
    But then again, this is not everyone's "feeling", at least I do.

    Sooooooo, if SC could come up with a combination of these 2?
    More Challenge=More Loot.
    The little league bonus reward doesn't cut it.
    There has to be a revamp in the system.

    The loot bonus should be proportionate to the destruction as well as the difficulty of the base being attacked vs the "capabilities" of the attacker.

    I don't really know how Clan Wars matchmaking really works, but I feel there is a system that somehow accurately measures the offensive capabilities of each of the players being weighed as well as the defensive capabilities of the base design in relation to the bonus reward.
    But I feel this system could be applied with regular "farming"

    Conclusion:
    Collector raids on inactives is a "fake" economy.
    Economy should be based on active players.
    There are still collector raids, but inactive means "lower difficulty" = lower reward.
    Again, % destruction = % of league bonus loot which is VERY rewarding
    The big portion of the loot should come from reward of wiping out someone's bases, not just from the storages.
    Therefore, the big portion of the loot come from the "server", not just from players collectors/storages.

    Now, gemming is a different story.... it's up to SC to come up with another source of income, not just from buying resources.
    I don't want SC to hurt their income too, tho
    Fake economy or not, collectors raiding constitute a very crucial part of the food chain, right at the bottom. The food scarcity at the bottom will have a ripple effect that affects everyone up. As I observed in this thread and elsewhere, there are people who think that they are doing storage raids and they are not affected by changes in collectors raiding activities. That is wrong. The game is designed that combined with searching costs it is more efficient to do storage raids if you are active. That is why most people in this forum (presumably more active) and me included thrives on storage raiding. However do not forget that some storages that we are raiding are filled with loot that comes from collector raiders. In the animal analogy if you are a carnivore don't think that the amount of grass the herbivores have will not have an impact on you and go around destroying threads saying things like "make real attacks, collectors fine, go get storages etc etc". You need to look at the big picture. For active players its more efficient to play at higher trophies with higher league bonuses where there is a higher percentage of players at your levels. Inactive bases usually drops in trophies naturally to a place where you your trophies are too high to find, and if u drop trophies to find them you end up in a place where the amount of nexting leaves you will little profit(if any) when you find them. Hence I am doing storage raids like most people here are. However I always keep in mind that collector raidings form a base in the food chain that will have an impact on me even if I am not directly engaged in this activity.

  3. #33
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    There are more than enough ressources in the economy. The problem is that there are too many attackers and too less bases that can be attacked. If you go from gold to crystal the average storage loot decreases while the average ressources in storages increases because th9 have to save more ressources per upgrede tan th8 players. The reason is that players are more active in crystal and attack more often per day. If there are too less targets all the good and average bases are taken and only the bad bases remain. The goal should not be to incrase ressources in the game but to allow attacking more often to provide more fun in the game.

  4. #34
    Pro Member Janz's Avatar
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    Bump. Keep the ideas coming!

    Town Hall 10 | Level 132 | 61 Magma Walls | 214 Lava Walls | BK 40 | AQ 40
    Gold Looted: 1.5 Billion | Elixir Looted: 1.5 Billion | Dark Elixir Looted: 7.6 Million
    War Stars: 379 | Trophy Record: 4001

  5. #35
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    Quote Originally Posted by Jcman View Post
    2. Do something with nexting cost so it doesn't disappear into nothing. The best idea is for the gold spent nexting my base goes into a pool, the army that finally beats my base, gets the nexting gold. This is great for two reasons, it builds up loot in loot poor bases, and hard to beat bases, incentivizing high level play to take out those maxed bases! Stop gold leaving the system!
    Oh wow, what a great idea!

    Mine is triple elixir bonus and eliminate gold bonus. Make us farm our own gold, but pay us back for the armies we must create to do it.

  6. #36
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    Quote Originally Posted by Relentless View Post
    What if ;

    you got a shield for 8 hours if 30% of your base was destroyed

    a shield of 12 hours if 30% AND your town hall was destroyed

    a sheild of only FOUR hours if ONLY your town hall was destroyed

    (16 hours sheild for total destruction remains...for pity's sake )

    This way a person could go offline with their TH out and hope for a snipe but would need to be lucky THREE TIMES AS OFTEN.

    Getting a sheild for less percentage lost would encourage good defences AND protecting the town hall but not lead to repeated losses since it is hard NOT to get 30%..... Even by a bad attacker!

    There could also be a change to a win at 40% ..... Maybe only against TH9 and 10 to encourage people to take on these better bases rather than just snipe them
    Like the idea and I think you're on the right track.... having played another similar game where keeping your base outside is punished and doesn't have the issues that SC currently does, let me add on to that:

    1) A TH snipe with <38% (whatever the current 12 shield % is) = 1 hour shield; TH + =>38% = full 12 hour shield
    2) 25% league win bonus for a DEFENSIVE win.
    3) Double league win bonuses, across the board.

    Game is fixed, case closed.

  7. #37
    Millennial Club Gunkar's Avatar
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    Put a defense/win bonus (would be a % of the league bonus you are in)

    here how i see it (using master3 league bonus as example)

    attacker :
    1star = % you scored on the base as bonus (45% => 45k/45k gold 225de)
    2star = as is (100k/100k, 500de)
    3star = multiplier (at SC discretion, but would have to be relevant to TH lvl... so the penalty should apply if th is lower)

    defender :
    getting UNstarred grant a bonus relevant to the % left on your base

    45% => shield + (55k/55k, 275de)
    39% => no shield + (61k/61k, 305de)

    || Maxed from TH8 || 250 legos || GG : 600M || EE : 660M || HH : 1.8M ||
    || best trophy count : 2617? || lvl : irrelevant || Sleeping with Bonnie & Clyde Leader ||

  8. #38
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    Solution to Loot Problem

    The real loot is in the storages. A easy fix would one of the following:

    1. Reduce build time for giants, wall breakers, and wizards in half...permanently.

    2. Drastically reduce the gems required to boost barracks.

    3. Allow the ability to pause barrack/spell boosting.

    4. Reduce the barrack/spell/hero boosting time to 30 min and reduce gems required proportionately.

    I, and likely SC, like #4. SC would make more money because ppl will boost more often.

  9. #39
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    Quote Originally Posted by cww007 View Post
    Like the idea and I think you're on the right track.... having played another similar game where keeping your base outside is punished and doesn't have the issues that SC currently does, let me add on to that:

    1) A TH snipe with <38% (whatever the current 12 shield % is) = 1 hour shield; TH + =>38% = full 12 hour shield
    2) 25% league win bonus for a DEFENSIVE win.
    3) Double league win bonuses, across the board.

    Game is fixed, case closed.

    Something else that needs "monitoring"...above addresses the loot situation, the trophy gain/loss system needs an overhaul. A TH snipe <39% damage should = 0 trophies gains. That being said, losing an attack would need to re-worked so that the defender doesn't loose as many cups for actually making an attempt on defense.

    Absolutely pathetic a TH5 is bragging in another current post that he's over 4000 cups. This should not be happening and is a loophole that needs to fixed also....

  10. #40
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    Make one new gobling mission with every update with loot from 100-500k reward. Then you can use the gobling boards like SC whant. Use it to collect money for updates when you are just short of it.

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