Loot bonus Increased By Number of Stars Earned By Raid
What about having the number of stars earned in a raid affect the size of the loot bonus the player receives after a successful raid. A simple way to do it would be to just multiply the current loot bonuses by the number of stars earned in the raid. e.g. in Gold I a 1 star raid would get a loot bonus of 14000 of each; 2 stars get 28000 per; and getting 3 stars you'd get 42000.
This added bonus could be one way to fix the current loot drought brought on by being able to use elixir to upgrade walls at the more advanced end of the game(th9 or esp th10). Also assigning the bonus by stars you don't overly reward players for th sniping. Instead you reward building the more advanced armies(non-barch) and players who go more all out in attacks.
To prevent players abusing this new loot bonus system by 3 starring players of much lower TH level maybe take the 3rd star bonus out of the losing players gold/elixir/dark elixir. So in the Gold I example the system would give out the first 28000 and the losing player would lose 14000 out of their total remaining storages bringing the total loot bonus to 42000 for the raided player.
Sorry this turned into a rant, but I do think that Clash should have some way of rewarding a better attack more than what you get if you just th snipe or barch a one star.
Not big on this. Wouldn't I already get more by destroying the base completely?
Snipe a TH: 1000 g/e + reward.
Destroy the outer base: mine & collector resources + reward.
Leave no survivors: all available resources + reward.
Not a bad idea, it just doesn't have my vote. But good luck.
thought it might make things more interesting for farming because it would incentivize players to build more expensive and powerful attacks. Right now if you want loot you basically have to barch all of the time to get collectors, exposed storages and enough other stuff for the 50% and the star. The Update that enabled players to purchase wall upgrades with elixir completely changed the loot available to raid. It priced out armies like the healer/giant combo because bases had far less elixir in the storages.
Maybe even just make the star related loot bonus only elixir...
It just would be nice to be able to play around with different army combos while farming and still be able to save up elixir.
1st loot bonus is not that much if u just get a star. if u r at crystal or master that it makes a small difference but at crystal and especially at master its difficult to barch.
people usually barching attack inactive base. they don't care about stars or loot bonus. the loot at those bases are so much that loot bonus hardly counts.
its complex, hard to program. will cause lags and not worth it. if u want loot then barch on inactive. if u r really going for stars then loot probably isnt main issue
PS: its not easy to find inactive base for barch. :-D
Last edited by AneelTariq; January 11th, 2015 at 08:16 AM.
I'm sorry but you're wrong(unless you're talking about animation issues ). This would be neither complex, hard to program or cause any lag issues.
By complex I'm assuming you mean difficult for players to understand the process. Awarding more successful attacks better is already done by the game by how it awards trophies based on the number of stars your attack won. This idea is just applying that reward system to figuring out how much loot bonus was won.
The program already internally stores in different variables the number of stars won(or %Damage) as well as whatever number the loot bonus would be. All you need to do is multiply the stars won(or %Damage) variable by whatever loot bonus variable is and store it in a local variable. This variable now has the new modified loot bonus the player earned for that raid. Now you just send it to whatever part of the original program needed that information. This addition shouldn't influence lag because if this is done remotely you are not changing the amount of information being sent just its content.
The only laborious part would be finding the function in the original program that decided which loot bonus the player earned with their victory.
I just used batch as an example because its a low elixir army composition. I don't mean to argue with you on the best farming strategies because I'm sure I'm doing it wrong.
Its just that the elixir for walls update ruined elixir farming. The quickest way to add elixir into the "economy" other than by collector boosts is to increase the victory loot bonus. Increasing only the elixir part of the loot bonus would be way to restore some balance to the raiding economy without breaking the games gold economy. Sorry for the bold just think that regardless of how this goes that that idea should be explored on its own.
(pitch to Supercell)
Im sure Supercell doesn't want to give away tons of loot without the appropriate amount of grinding. I thought that by changing the amount of loot bonus awarded according to how damage your attack did would balance out the increase in bonus loot. In theory the only people who can get the bigger loot bonuses are the ones who spent more time building more expensive armies. Th snipers would get only the min loot bonus (especially if what modified the loot was %Damage). I think this would restore some balance to the elixir economy with enabling a flood of cheap elixir.
well buddy elixer is plenty. only lvl8 and above walls can b upgraded with elixer.
and if u r complaining about elixer shortage due to wall upgrades then u must b th9 or 10. in that case crystal league offer too much loot bonus (crystal 2 loot bonus is 50k elixer) . and if u are not at crystal then stop kiling low level players and move up the league.
what i understand is that u want more loot bonus right? i once asked that when i was at th7. they said too much resources will imbalance the circulation. players upgrade too fast and soon maxout. which will result in "loosing interest" in game. which means people will buy less gems. and servers need money to run.
game is made to keep u interested. not too easy loot and not too hard. critically balanced. to keep maximum players in loop and gaining new players. that is why not every wish is granted (except with gems :-D )