
Originally Posted by
zachUVA
Nonsense. The game is based on building up your base, attacking others, clan wars, and playing for trophies. All of those aspects are designed with actives attacking actives in mind. Otherwise, why spend $1000s to gem those level 11 walls? Surely level 7s would be plenty if everyone was meant to just farm inactives all day. The forums are most certainly not a representative sample of the game's population, and as a result we often lose sights of such things.
The entire concept of farming within Clash started out as a few guys exploiting aspects of the game the devs clearly didn't intend to be taken advantage of. The game didn't even have a loot penalty at first; it was a reaction to people dropping cups and crushing newer players who couldn't properly defend themselves. Now of course farming has since become an integral part of the game, but mainly because it provides a way for players to continue playing for free without running into severe roadblocks. SC gets a massive playerbase, farmers get to play for free (if they choose)... it's a win win, but it's clearly not how the game actually makes its money. Your final paragraph speaks to this very point.
There was a time when this was an undeniable truth, but that time is starting to fade. Slowly but surely SC has been reducing the game economy's reliance on inactives, mostly through the league bonus and, to a much lesser extent, clan wars. There is a point where if you climb high enough, you can pretty much live off the league bonus and what your mines produce (where that point is is a whole other issue).
Now I'm not crazy enough to argue that we'd be fine if all inactives suddenly vanished forever, but I do believe SC is intentionally moving us towards attacking actives in high cup ranges. Depending on your views of SC you might think this strategy is either a necessary challenge to people or a thinly-veiled cash grab, but I do think that's where we're headed.
Full disclosure: In the past I have made several threads arguing that exactly this needed to happen, mainly so that players could trophy push without running out of resources within a week. I love what they have done to make pushing and resources work for those who don't spend (much). So independent of the inactives issue, this is where I always wanted the game to head.
Facing reality would be admitting that it's a little bit of ingame economics and a little bit of real world economics. This issue can be framed in terms of either, and I think both are right (and wrong) up to a point. As I've tried to outline in my points above, I do think SC gains from encouraging actives to attack actives, but I don't share the belief that the game would really be any more fun for us if they were to unleash all of the inactives. But I suppose that only depends on information we players don't actually have, such as average collector level, total percent of players who are inactive, etc. It's really a matter of speculation from our end as to what the impacts of unbiased inactive raiding would be.
One final point I want to make is just that we don't really know *exaclty* how inactives are "removed"/"pushed back", or if that process has changed over time. Pretty much all I feel confident saying is that not all inactives are removed (even after months and months of inactivity), that the bases which are "pushed back" are not practically different from being "removed" (ie. SC and players are arguing semantics, not practical implications), and that I do think updates/maintainence breaks play a role in the process.
That last point is something I actually looked at today. I loaded my alt for the first time in months, and it had two defenses on the log... both since the maintainence break on Thursday. So either the break wiped its defense log (doubtful, considering my main's was fine), or it hadn't been raided in months but came back in the queue following the maintaince. Make of that what you will.