I think that, with the additional Level 12 Gold/Elixir Collectors for TH8+, the 1st DE drill unlocked at TH7, and the 2nd DE drill unlocked at TH8, there is no need for the amount of loot in the game to be reduced. Although it would penalise less active players as they would lose capacity of their storages as well as productivity from their Elixir Collectors and DE drills. On the other hand, it doesn't exactly benefit more active players either, as they aren't getting any extra loot from the leaky storages. This suggestion is simply just throwing away Elixir and DE. It also could lead to elixir, and particularly dark elixir becoming more rare, and abandoned bases taking longer for the Elixir Collectors and DE Drills to fill up again.
Sorry, but I do not see many benefits from your suggestion, apart from the fact that it might persuade some of the ess active players to become more active and fix their leaking storages. I am going to rate this thread a 2/5, because I can only see one main advantage that this could give.
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I am not trying to reduce loot in the game by a large margin, just a minuscule loss for being inactive, thus rewarding active players by reducing amount lost. However, I have not thought about this crippling abandoned collector bases, but I do have a solution: Reducing amount lost due to leakage after longer inactivity. After 5-7 days the amount lost per hour is reduced by 25%, in another 5-7 days it is reduced by another 25% and effectively halved. After 20-28 days leakage would either end or be reduced to a tiny amount possibly 1-5% of the potential leaked.
Hmm... I do get where you're coming from, and I think that you're solution could work. Just wanted to point out your mathematical error, and that is that reducing something by 25% twice isn't the same as reducing by 50%.
Example:
800 reduced by 25% is 600. 600 reduced by 25% again is 450, and 800 reduced by 50% is not 450. No matter how many times you reduce 800 by 25%, you will never quite reach 0. So, the leakage will technically never end, solving a problem that never existed in the first place of the leakage stopping. Even after 100-140 days, the leakage will have caused the original productivity of 800 to reduce to almost 2.5, thus leaving the leakage to slow down and continually slow down, without technically stopping.
Im not trying to be smart or put you down in any way, it is an error which is commonly made by lots of people, so there is no need to worry.
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Interesting idea, although nobody's going to like it. One change though, if this idea holds, would be to make the leak % based off of the damage to the structure. A collection of glass shards hold less elixir than a storage with a crack in it.
But tbh, the main issue is when it comes to vacations or unexpected accidents. For example, if you got mugged and didn't have any available devices to play on other than your phone. Sure, when you got a new phone you could resume playing, but you may have just been able to gather the needed loot for an upgrade. I'd imagine you'd be pretty upset. Plus, if you went on vacation or to visit a relative in a place where you don't have data or wifi; I don't think you should be punished for spending the holiday weekend at your relative's place.
That could work, adding to the suggestions in the OP.
I do see where you're coming from, but I did state a possible fix for this a few posts ago but I'll it isn't in the OP so I'll say it again: In 5-7 days leakage is reduced by 25%, in another 5-7 days it is reduced by 25% again, and so on and so on until 20-28 days it will be 1-5% of potential leakage and will stay that way to prevent harm to people who get new devices or to collector bases.
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