Madmojo LVL 112/TH9 - Clan Leader - THE CHOSEN FEW
just not going to happen, should never have been experimented with in the first place imo
Level 6 walls were meant to be upgraded by gold and It should stay like that.
As soon as elixir walls were introduced, upgrading wallls became too easy and elixir disappeared from the loot.
Everyone used their last bit of elixir in walls before logging off therefore left with only a little amount of loot-able elixir.
As a result, elixir disappeared from the loot and the economy of the game was disturbed, so they took it back.
And that is the reason why it shouldn't be added back.
Town Hall : 8 | Level : 84 | Clan : Ruthless Karma | Been To Champions!
Vote and Give me your opinion here please: http://bit.ly/1tKxoHG
Elixir and gold have very different values in this game, despite the notion that the even collector output, league bonuses, and war loots for the two make them seem equivalent. Without elixir, players cannot build armies/spells and raid. This entire game is primarily offensive based. Elixir needs to be plentiful.
When elixir was allowed to upgrade lvl 6-10 walls, it created an elixir drought overnight. This was completely predictable, as there is a far less demanding elixir requirement for upgrades compared to gold in this game. Players at every TH lvl get their elixir upgrades taken care of first, so that their offense is up to par with other players at that TH lvl. Once those are taken care of, elixir is only worth as much as the troops/spells needed to farm/raid, which are minimal amounts when compared to elixir upgrades. This caused all players to dump every last bit of that unneeded elixir into walls.
Suddenly we go from a game where elixir is plentiful, and holds very little value to any bases that are no longer a brand new TH, to a game where elixir is nowhere to be found. This caused players to have to resort to hitting only dead bases, as they naturally do not spend their elixir. Dead bases quickly "vanished" due to a combination of SC decommissioning them from the queue and the increased focus on active players attacking them. Grueling amounts of Nexting was required by TH9/10s (even reports from some TH8s) to find bases that would even recoup the costs of their armies used. This forced players to have to use the cheapest possible armies and no spells to hit bases, as using storage raiding armies was useless when nobody had loot in their storages. The only way higher level players could farm was by TH sniping and getting 50% 1-stars up in Masters+, and the ramped up encouragement to TH snipe took the few bases that did have decent storage loots out of the queue. Loot was god awful for anyone TH9/10.
Now I know this sounds elaborate and dismal on a long-term scale, but keep in mind that all these things happened within the first week. Then for 3 months the game was simply unplayable. Many people (including me) stopped raiding or even stopped playing altogether (I actually had to quit my clan of 10 months b/c I couldn't afford to fund clan wars/attack anymore).
This description of the terrible economy can be found in many threads that were created before and after that September update, so you're welcome for me taking the time to repeat it here for you.
Now regarding the way it is now: it's still not good, it doesn't solve the problem for TH10s, but Supercell successfully did a lazy band-aid fix that restored farming for TH8s and TH9s, while TH10s are in the minority of players so screw em I guess.
This feature could very easily be brought back to all levels of walls (not just lvl 6+), but requires a reforming of the system for which elixir for walls are allowed, and not simply chopping off a specific level of wall when more people at higher TH levels complain about poor loot.
Feel free to continue explaining why SC chose to keep it for upgrading lvl 9-11 walls. You seem to post in these constantly saying that it's good now, and then only explain why lvl 7-8 walls were a problem, conveniently leaving out how it's able to be upgraded with elixir in the exact same manner that lvl 7-8 walls were, which continue to cause problems at TH10 in the same way that the first release caused problems for TH9/10s.
As far as I think, SC should add a thread containing all the reasons for every ruled out idea and every step taken just like a sticky so everyone could have one place to read it. We are not supercell's spokespersons.
And as iceageg said, this has been talked about a lot and its pointless to write the story about elixir walls for every new member that comes complaining about elixir walls being taken away.It will just waste the reader's and writer's time.
Coming back to my point, SC should have a sticky or a special thread containing all such reasons about steps taken by it. At least, the popular ones should have an "Easy to reach" post containing reasons and clauses like :
*Elixir Walls.
*Heroes usable while upgrading in Wars.
*War opt in/opt out button.
This will help especially the new members and probably make them think before posting/complaining.
This would reduce clutter on the forums to at least some extent.
Unless we have "Easy to reach" and "Official" reasons posted by SC, all players will tend to have their own reasons for the different actions of SC. This will create nothing but arguments.![]()
Last edited by Ashtagger; January 27th, 2015 at 02:38 PM.
Town Hall : 8 | Level : 84 | Clan : Ruthless Karma | Been To Champions!
Vote and Give me your opinion here please: http://bit.ly/1tKxoHG
The biggest it was changed back was not because of it bein too powerful (Since you are trying to nerf it) but it was ruining the economy.
In other words, you want to make everyone who legitimately (yes, I consider farming it with elixir illegitimately) farmed walls up to level seven and above (75% of their income) consider breaking their iPad.