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Thread: Why the outright "No" on sensible features? (Poll)

  1. #1
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    Angry Why the outright "No" on sensible features?

    I'm new to these forums, so I don't know if they're pre-moderated. If they are, I'm under very little illusion that this post will make it through.

    I've got a pretty strong beef with Supercell here, and it's because they're denying features that A) MANY users are constantly requesting and B) That, in many cases, not only make perfect sense, but should honestly have been included in the initial planning stages of the very first release.

    Here are some of the ones I've seen, point by point:

    - Display both X-bow range circles at once for planning – different color on inactive one
    What's wrong with that? A) It's not that difficult to implement and B) It should be obvious why that makes sense. How can a base be effectively planned when you can't see the radius? If the range was square, it could easily be calculated by the number of tiles that is shown under the "Range" section of the info. dialogue. They're not square, they're circular. So for the mathematically.... challenged (me) among us, it's very difficult to intuitively calculate. Simply put, this should be implemented to enhance the usability of the 'product' you're developing.

    - A large text area for clan rules that just the clan can see (separate from public clan description)
    Once again, what's wrong with that? Why can't clans set their own rules? Clans are supposed to be a community and communities have rules. A) Not difficult to implement (I could, quite literally, code that myself, in a day, and I'm a terrible developer. A good one would take far less time).

    - Modify clan castle – toggle defend/not defend (like heroes)
    **Sigh** This also makes sense. I don't want my precious clan troops being used in defenses. It seems like every time I manage to get a 'full house,' I lose them to a raid. What's the point if I can't properly and to the fullest magnitude, choose my defensive strategy?

    - Swap buildings – drop one on the other, pop-up or double tap to swap if same size
    I believe that this one is also extremely intuitive, easy to implement and, ultimately, should have been there from the start. It's a real drag (....get it?....) to have to play 'Musical Buildings' every time I want to re-arrange one or two sets of buildings of the same size. I either have to play a game of shuffle, or click the edit mode button, choose my village, remove the builds, then replace them..... Neither is as simple and quick as a select & double-tap.

    - Ability to turn on all def building radius circles at once to check coverage
    This is something else that should have been in from the beginning, and for the same reason as the X-Bow one, above. Why not add it as a toggleable feature of the village edit mode?

    - Show total training time left above barracks
    Again, why the heck not? Why not help us minimize the amount of effort required to do the simplest tasks?

    - Show total elixir costs of troops sitting in army camps
    This helps people assess how much they need to get from a raid, in order to effectively raid for resources. It's another simple to implement feature, that would go a long way to improving usability and user friendliness.

    - Ability to rearrange barracks queued troops (ex: click/hold slide troop icon first in queue to the middle)
    Another usability problem. Why are you guys so against usability improvements? Do you not want your app to be more user friendly? Again, a real drag to have to cancel the production of up to 80 troops, just to produce 1 or 2 different troops first. This one isn't hard to implement either, it's the same concept re-organizing tabs in a browser, or PDF Reader.

    - On Offensive Battle Summary include resource cost of troops/spells used
    Yet another request for added usability features, highly requested, consistently denied.

    - Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
    This should have been a 'thing' from the beginning. Do you not understand how frustrating it is when, after skipping literally DOZENS, or SCORES of bases because they lack resources, only to accidentally skip the first good base you have found (out of, say 30, 40, 50, etc.)? It means that you have potentially wasted tens of thousands of gold, for no good reason, therefore increasing the costs associated with raiding. What's the point in playing if resource hunting isn't properly viable? And (as I'm sure many of us know), when upgrades cost in excess of 5 million gold each, the collectors alone do not provide enough gold, because you lose more in raids (even with the best constructed bases), than you can make through collectors in a day, unless you're purchasing gems (even then, sometimes). This completely removes any purpose to playing at higher levels and forces people to quit because it's not fun anymore, losing you potential revenue.

    - Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
    This prevents the potential unnecessary expenditure of valuable resources and can mean the difference between winning and losing. Sometimes, Supercell, fingers twitch and we accidentally double-tap. Or, through no fault of our own, but through either a fault of the hardware or fault of the game, a tap/press to switch to another troop-type or spell is not registered, so resources are, again, potentially wasted.

    - Add comma or space at thousands space in ALL places: Upgrade buttons, spell/troop buttons, shop, etc.
    This should just be common sense. This is a feature of standard English Numerical notation and is there to improve readability. There are plenty of dyslexics and others with similar disabilities that this will cause no end of headaches for. It's an obvious usability blunder and is pure laziness, on the part of the Developers, not to go back and add this. I get that this no doubt requires a lot of changes and isn't as simple as may appear to those with no knowledge of programming concepts, but it IS still simple and laziness is not an excuse, when improving the usability of a product, especially when it impacts those with learning disability, such as dyslexics.

    - Add push notification for Hero ready (healed/able to attack)
    Why not?........ You implemented it for all of the other army features? Why not this one too? This denial is utter nonsense,

    - Add an unmute option for accidental muting – or have a list showing all muted to pick certain unmutes
    Why would you offer the ability to do something like this, but not undo it?

    - Add mini-games, something to occupy time
    Out of all of the denials, this one's the most reasonable and I can understand not wanting to implement full-scale mini games, that makes sense and is kind of beyond the scope and idea of Clash of Clans, but extra Goblins missions, every so often, would be nice. Perhaps monthly challenges or a random Goblin map feature (like the Age of Empires style random maps)?

    Now, you're probably thinking "Oh shut up. What do you know are usability, software development and catering to user demand?" Well, I work in Tech Support and have worked my way up to being the Tech Support Manager 1) Because I'm pushy with the Dev. Team and don't let them get away with not implementing sensible features, without a darned good reason, and 2) Because I have learned to understand that user demand should drive the development of the product. The company that I work for has over 110 Million users, worldwide. This means that even if 0.01% of our users want a feature, that's 1 million people that will benefit. You guys have roughly 8.5 million daily users, so I'd estimate a total of between 18 and 30 million users. For argument's sake, let's be conservative and say 18 million. In my example above, this means that is still 180,000 (note the comma?) will still benefit and get what they want. I get that you want money, you're a company and there's nothing wrong with that, my company and every company is the same, but adding features that users want is a good way to keep a hold of existing users (potential revenue) and draw new ones in. I spend around $20/month on gems, which I know isn't much to you, but I'm not the only one. I will do until the game stops being fun or the company annoys me enough that I'll leave. I'm not trying to threaten or offer ultimatums (I hate when my users do that), I'm just saying that I'm not the only one with that mentality, no doubt tens of thousands of others think the same. i.e. 10,000 users think and do the same, then they all leave because the game stops being fun and intuitive, or the company consistently denies desired features, then that's $200,000/month in revenue that you would have lost.

    My last point - for those of you (staff and users) wondering why I'm so bothered by something to do with a game, it's because I've had many terrible experiences with the tech support of software companies being really crappy, or just company policies being crappy when I've put money into their product. I hold my tech. staff to the highest possible standards and we treat all users (free or licensed) as equal, because any problems or feature requests sent in by our free users are likely desired/experienced by our paid users too. It's a pet peeve and serious personal irritation to see a company that I've given money to, blatantly ignore the sensible demands of hundreds, if not thousands/tens of thousands of users, myself being one of them.

    Thank you so much for taking the time to read this and I apologize for any annoying sarcasm (I'm English, I can't help it). Please reconsider your stance on this highly requested and highly sensible requests, there is little doubt in my mind that you will benefit in the long run.

    Thanks,
    Verbw001

    P.S. I understand (very well) that not all features can be implemented 'overnight,' it takes time.
    Last edited by verbw001; May 15th, 2015 at 10:34 PM.

  2. #2
    Pro Member mrkw's Avatar
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    Congratulations! Very nice post. but supercell doesn't have a definitive no on most ideas.

  3. #3
    Millennial Club jonnguy2014's Avatar
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    Quote Originally Posted by verbw001 View Post
    I'm new to these forums, so I don't know if they're pre-moderated. If they are, I'm under very little illusion that this post will make it through.

    I've got a pretty strong beef with Supercell here, and it's because they're denying features that A) MANY users are constantly requesting and B) That, in many cases, not only make perfect sense, but should honestly have been included in the initial planning stages of the very first release.

    Here are some of the ones I've seen, point by point:

    - Display both X-bow range circles at once for planning – different color on inactive one
    What's wrong with that? A) It's not that difficult to implement and B) It should be obvious why that makes sense. How can a base be effectively planned when you can't see the radius? If the range was square, it could easily be calculated by the number of tiles that is shown under the "Range" section of the info. dialogue. They're not square, they're circular. So for the mathematically.... challenged (me) among us, it's very difficult to intuitively calculate. Simply put, this should be implemented to enhance the usability of the 'product' you're developing.
    Just quickly switch it back and forth- A large text area for clan rules that just the clan can see (separate from public clan description)
    Once again, what's wrong with that? Why can't clans set their own rules? Clans are supposed to be a community and communities have rules. A) Not difficult to implement (I could, quite literally, code that myself, in a day, and I'm a terrible developer. A good one would take far less time).
    IDK about this one...possibly server lag?
    - Modify clan castle – toggle defend/not defend (like heroes)
    **Sigh** This also makes sense. I don't want my precious clan troops being used in defenses. It seems like every time I manage to get a 'full house,' I lose them to a raid. What's the point if I can't properly and to the fullest magnitude, choose my defensive strategy?
    Then use them quickly...- Swap buildings – drop one on the other, pop-up or double tap to swap if same size
    I believe that this one is also extremely intuitive, easy to implement and, ultimately, should have been there from the start. It's a real drag (....get it?....) to have to play 'Musical Buildings' every time I want to re-arrange one or two sets of buildings of the same size. I either have to play a game of shuffle, or click the edit mode button, choose my village, remove the builds, then replace them..... Neither is as simple and quick as a select & double-tap.
    Just take one, put it on edge of map, put other one in open spot, then put first building on top spot. Not really that hard...- Ability to turn on all def building radius circles at once to check coverage
    This is something else that should have been in from the beginning, and for the same reason as the X-Bow one, above. Why not add it as a toggleable feature of the village edit mode?
    Would lag the servers...- Show total training time left above barracks
    Again, why the heck not? Why not help us minimize the amount of effort required to do the simplest tasks?
    Just tap in the barracks...- Show total elixir costs of troops sitting in army camps
    This helps people assess how much they need to get from a raid, in order to effectively raid for resources. It's another simple to implement feature, that would go a long way to improving usability and user friendliness.
    I agree with this- Ability to rearrange barracks queued troops (ex: click/hold slide troop icon first in queue to the middle)
    Another usability problem. Why are you guys so against usability improvements? Do you not want your app to be more user friendly? Again, a real drag to have to cancel the production of up to 80 troops, just to produce 1 or 2 different troops first. This one isn't hard to implement either, it's the same concept re-organizing tabs in a browser, or PDF Reader.
    Just train in order you want in the first place- On Offensive Battle Summary include resource cost of troops/spells used
    Yet another request for added usability features, highly requested, consistently denied.
    I agree with this- Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
    This should have been a 'thing' from the beginning. Do you not understand how frustrating it is when, after skipping literally DOZENS, or SCORES of bases because they lack resources, only to accidentally skip the first good base you have found (out of, say 30, 40, 50, etc.)? It means that you have potentially wasted tens of thousands of gold, for no good reason, therefore increasing the costs associated with raiding. What's the point in playing if resource hunting isn't properly viable? And (as I'm sure many of us know), when upgrades cost in excess of 5 million gold each, the collectors alone do not provide enough gold, because you lose more in raids (even with the best constructed bases), than you can make through collectors in a day, unless you're purchasing gems (even then, sometimes). This completely removes any purpose to playing at higher levels and forces people to quit because it's not fun anymore, losing you potential revenue.
    They are not in a list...they are random...- Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
    This prevents the potential unnecessary expenditure of valuable resources and can mean the difference between winning and losing. Sometimes, Supercell, fingers twitch and we accidentally double-tap. Or, through no fault of our own, but through either a fault of the hardware or fault of the game, a tap/press to switch to another troop-type or spell is not registered, so resources are, again, potentially wasted.
    Some people rapid-fire spells- Add comma or space at thousands space in ALL places: Upgrade buttons, spell/troop buttons, shop, etc.
    This should just be common sense. This is a feature of standard English Numerical notation and is there to improve readability. There are plenty of dyslexics and others with similar disabilities that this will cause no end of headaches for. It's an obvious usability blunder and is pure laziness, on the part of the Developers, not to go back and add this. I get that this no doubt requires a lot of changes and isn't as simple as may appear to those with no knowledge of programming concepts, but it IS still simple and laziness is not an excuse, when improving the usability of a product, especially when it impacts those with learning disability, such as dyslexics.
    Commas and 0's would blur- Add push notification for Hero ready (healed/able to attack)
    Why not?........ You implemented it for all of the other army features? Why not this one too? This denial is utter nonsense,
    I agree- Add an unmute option for accidental muting – or have a list showing all muted to pick certain unmutes
    Why would you offer the ability to do something like this, but not undo it?
    IDK about this either- Add mini-games, something to occupy time
    Out of all of the denials, this one's the most reasonable and I can understand not wanting to implement full-scale mini games, that makes sense and is kind of beyond the scope and idea of Clash of Clans, but extra Goblins missions, every so often, would be nice. Perhaps monthly challenges or a random Goblin map feature (like the Age of Empires style random maps)?
    Because they want you to be bored so you use GEMS

    Now, you're probably thinking "Oh shut up. What do you know are usability, software development and catering to user demand?" Well, I work in Tech Support and have worked my way up to being the Tech Support Manager 1) Because I'm pushy with the Dev. Team and don't let them get away with not implementing sensible features, without a darned good reason, and 2) Because I have learned to understand that user demand should drive the development of the product. The company that I work for has over 110 Million users, worldwide. This means that even if 0.01% of our users want a feature, that's 1 million people that will benefit. You guys have roughly 8.5 million daily users, so I'd estimate a total of between 18 and 30 million users. For argument's sake, let's be conservative and say 18 million. In my example above, this means that is still 180,000 (note the comma?) will still benefit and get what they want. I get that you want money, you're a company and there's nothing wrong with that, my company and every company is the same, but adding features that users want is a good way to keep a hold of existing users (potential revenue) and draw new ones in. I spend around $20/month on gems, which I know isn't much to you, but I'm not the only one. I will do until the game stops being fun or the company annoys me enough that I'll leave. I'm not trying to threaten or offer ultimatums (I hate when my users do that), I'm just saying that I'm not the only one with that mentality, no doubt tens of thousands of others think the same. i.e. 10,000 users think and do the same, then they all leave because the game stops being fun and intuitive, or the company consistently denies desired features, then that's $200,000/month in revenue that you would have lost.

    My last point - for those of you (staff and users) wondering why I'm so bothered by something to do with a game, it's because I've had many terrible experiences with the tech support of software companies being really crappy, or just company policies being crappy when I've put money into their product. I hold my tech. staff to the highest possible standards and we treat all users (free or licensed) as equal, because any problems or feature requests sent in by our free users are likely desired/experienced by our paid users too. It's a pet peeve and serious personal irritation to see a company that I've given money to, blatantly ignore the sensible demands of hundreds, if not thousands/tens of thousands of users, myself being one of them.

    Thank you so much for taking the time to read this and I apologize for any annoying sarcasm (I'm English, I can't help it). Please reconsider your stance on this highly requested and highly sensible requests, there is little doubt in my mind that you will benefit in the long run.

    Thanks,
    Verbw001

    P.S. I understand (very well) that not all features can be implemented 'overnight,' it takes time.
    Responses in red

  4. #4
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    Strong agreement on almost every point

  5. #5
    Forum Master zachUVA's Avatar
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    Just a few bullet point responses to this:

    -Very few of the ones you listed are "constantly requested". I can't recall seeing any of your examples being asked for more than a few times on these forums, except perhaps the barracks queue one and the back button (the latter I would argue is a bad idea anyway, but that's beside the point).

    -There isn't an "outright no" on these features. The "Ruled Out" list clearly states that SC may reconsider these at any time. In fact, at least 2 ideas that used to be in that list have been implemented.

    -SC can't implement everything, even if they makes sense. If they added the ones you listed, certain screens would be considerably more cluttered with additional information that's of arguable importance. I would argue that they are already pretty cluttered to be honest.

    -Going off the last point, prioritization is important. I'm sure some of the ideas (including many of the ones you cite) that are "Ruled Out" are simply ruled out because they have decided that their time and effort would be better used on other ideas. Every hour they would have spent working on one of these is one less hour they would have been dedicating to clan wars, new troops, etc.
    Edit: In fact, I would say the ruled out list hints at what their priorities are and aren't in general. Like it or not, they do seem to have a focus on the bigger additions, rather than minor interface enhancements and such.
    Last edited by zachUVA; May 15th, 2015 at 02:02 AM.

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  6. #6
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    Quote Originally Posted by verbw001 View Post
    I'm new to these forums, so I don't know if they're pre-moderated. If they are, I'm under very little illusion that this post will make it through.

    I've got a pretty strong beef with Supercell here, and it's because they're denying features that A) MANY users are constantly requesting and B) That, in many cases, not only make perfect sense, but should honestly have been included in the initial planning stages of the very first release.

    Here are some of the ones I've seen, point by point:

    - Display both X-bow range circles at once for planning – different color on inactive one
    What's wrong with that? A) It's not that difficult to implement and B) It should be obvious why that makes sense. How can a base be effectively planned when you can't see the radius? If the range was square, it could easily be calculated by the number of tiles that is shown under the "Range" section of the info. dialogue. They're not square, they're circular. So for the mathematically.... challenged (me) among us, it's very difficult to intuitively calculate. Simply put, this should be implemented to enhance the usability of the 'product' you're developing.

    Agree- A large text area for clan rules that just the clan can see (separate from public clan description)
    Once again, what's wrong with that? Why can't clans set their own rules? Clans are supposed to be a community and communities have rules. A) Not difficult to implement (I could, quite literally, code that myself, in a day, and I'm a terrible developer. A good one would take far less time).

    Would be nice but there are other ways to communicate to your clan mates your rules. Like websites, communications apps and pages on this forum.- Modify clan castle – toggle defend/not defend (like heroes)
    **Sigh** This also makes sense. I don't want my precious clan troops being used in defenses. It seems like every time I manage to get a 'full house,' I lose them to a raid. What's the point if I can't properly and to the fullest magnitude, choose my defensive strategy?

    Just get a shield before requesting or request when you are close to attacking but give your clan mates a bit of forward notice that you will be needing X troops for your cc if they take a while to cook.


    - Swap buildings – drop one on the other, pop-up or double tap to swap if same size
    I believe that this one is also extremely intuitive, easy to implement and, ultimately, should have been there from the start. It's a real drag (....get it?....) to have to play 'Musical Buildings' every time I want to re-arrange one or two sets of buildings of the same size. I either have to play a game of shuffle, or click the edit mode button, choose my village, remove the builds, then replace them..... Neither is as simple and quick as a select & double-tap

    This would seriously annoy me. At the moment it's too easy to accidentally select a building/wall and move it by mistake, the saving grace is, if that building lands on another building you can just tap anywhere on the screen to deselect. I could see this feature seriously messing up people's bases accidentally.

    - Ability to turn on all def building radius circles at once to check coverage
    This is something else that should have been in from the beginning, and for the same reason as the X-Bow one, above. Why not add it as a toggleable feature of the village edit mode?

    Definitely agree with this


    - Show total training time left above barracks
    Again, why the heck not? Why not help us minimize the amount of effort required to do the simplest tasks

    Agree to a certain extent but I would see it as too much screen clutter, furthermore a lot of people have their barracks queued up so the time left training would be unrealistic. I could see it being helpful if h

    - Show total elixir costs of troops sitting in army camps
    This helps people assess how much they need to get from a raid, in order to effectively raid for resources. It's another simple to implement feature, that would go a long way to improving usability and user friendliness.

    This would be nice, maybe if instead of the cost being displayed in army camps, it was displayed when you go to the multi-player attack screen that may cause a bit less screen clutter and will serve as better reminder.

    - Ability to rearrange barracks queued troops (ex: click/hold slide troop icon first in queue to the middle)
    Another usability problem. Why are you guys so against usability improvements? Do you not want your app to be more user friendly? Again, a real drag to have to cancel the production of up to 80 troops, just to produce 1 or 2 different troops first. This one isn't hard to implement either, it's the same concept re-organizing tabs in a browser, or PDF Reader.

    This would be nice to have

    - On Offensive Battle Summary include resource cost of troops/spells used
    Yet another request for added usability features, highly requested, consistently denied.

    Would be nice to have

    - Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
    This should have been a 'thing' from the beginning. Do you not understand how frustrating it is when, after skipping literally DOZENS, or SCORES of bases because they lack resources, only to accidentally skip the first good base you have found (out of, say 30, 40, 50, etc.)? It means that you have potentially wasted tens of thousands of gold, for no good reason, therefore increasing the costs associated with raiding. What's the point in playing if resource hunting isn't properly viable? And (as I'm sure many of us know), when upgrades cost in excess of 5 million gold each, the collectors alone do not provide enough gold, because you lose more in raids (even with the best constructed bases), than you can make through collectors in a day, unless you're purchasing gems (even then, sometimes). This completely removes any purpose to playing at higher levels and forces people to quit because it's not fun anymore, losing you potential revenue.

    I disagree with this, as much as I would love to have this feature, there would be too many people searching for matches at a time most likely the ones you get shown are the ones that others have nexted or have just become available, if you had a back button then it would slow down the nexting process and most likely create more server lag. I would just say be a bit more diligent when looking at a base and resources.

    - Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
    This prevents the potential unnecessary expenditure of valuable resources and can mean the difference between winning and losing. Sometimes, Supercell, fingers twitch and we accidentally double-tap. Or, through no fault of our own, but through either a fault of the hardware or fault of the game, a tap/press to switch to another troop-type or spell is not registered, so resources are, again, potentially wasted.

    As much as I hate miscasts I would hate miscasting and not being able to immediately correct my casting. Say for example if my hogs needed a heal at point B and I miscast and placed it at point X, I seriously would want to be able to correctly cast the spell on point B asap rather than have a cooldown.

    - Add comma or space at thousands space in ALL places: Upgrade buttons, spell/troop buttons, shop, etc.
    This should just be common sense. This is a feature of standard English Numerical notation and is there to improve readability. There are plenty of dyslexics and others with similar disabilities that this will cause no end of headaches for. It's an obvious usability blunder and is pure laziness, on the part of the Developers, not to go back and add this. I get that this no doubt requires a lot of changes and isn't as simple as may appear to those with no knowledge of programming concepts, but it IS still simple and laziness is not an excuse, when improving the usability of a product, especially when it impacts those with learning disability, such as dyslexics.

    Agree with this, although after you hit a certain point you kind of know its all in millions anyways

    - Add push notification for Hero ready (healed/able to attack)
    Why not?........ You implemented it for all of the other army features? Why not this one too? This denial is utter nonsense,

    agree with this

    - Add an unmute option for accidental muting – or have a list showing all muted to pick certain unmutes
    Why would you offer the ability to do something like this, but not undo it?

    Wouldn't care either way for this, but I would say you would probably need a 3rd tab on the chat to facilitate this.


    - Add mini-games, something to occupy time
    Out of all of the denials, this one's the most reasonable and I can understand not wanting to implement full-scale mini games, that makes sense and is kind of beyond the scope and idea of Clash of Clans, but extra Goblins missions, every so often, would be nice. Perhaps monthly challenges or a random Goblin map feature (like the Age of Empires style random maps)?

    Would like this idea.

    Now, you're probably thinking "Oh shut up. What do you know are usability, software development and catering to user demand?" Well, I work in Tech Support and have worked my way up to being the Tech Support Manager 1) Because I'm pushy with the Dev. Team and don't let them get away with not implementing sensible features, without a darned good reason, and 2) Because I have learned to understand that user demand should drive the development of the product. The company that I work for has over 110 Million users, worldwide. This means that even if 0.01% of our users want a feature, that's 1 million people that will benefit. You guys have roughly 8.5 million daily users, so I'd estimate a total of between 18 and 30 million users. For argument's sake, let's be conservative and say 18 million. In my example above, this means that is still 180,000 (note the comma?) will still benefit and get what they want. I get that you want money, you're a company and there's nothing wrong with that, my company and every company is the same, but adding features that users want is a good way to keep a hold of existing users (potential revenue) and draw new ones in. I spend around $20/month on gems, which I know isn't much to you, but I'm not the only one. I will do until the game stops being fun or the company annoys me enough that I'll leave. I'm not trying to threaten or offer ultimatums (I hate when my users do that), I'm just saying that I'm not the only one with that mentality, no doubt tens of thousands of others think the same. i.e. 10,000 users think and do the same, then they all leave because the game stops being fun and intuitive, or the company consistently denies desired features, then that's $200,000/month in revenue that you would have lost.

    My last point - for those of you (staff and users) wondering why I'm so bothered by something to do with a game, it's because I've had many terrible experiences with the tech support of software companies being really crappy, or just company policies being crappy when I've put money into their product. I hold my tech. staff to the highest possible standards and we treat all users (free or licensed) as equal, because any problems or feature requests sent in by our free users are likely desired/experienced by our paid users too. It's a pet peeve and serious personal irritation to see a company that I've given money to, blatantly ignore the sensible demands of hundreds, if not thousands/tens of thousands of users, myself being one of them.

    Thank you so much for taking the time to read this and I apologize for any annoying sarcasm (I'm English, I can't help it). Please reconsider your stance on this highly requested and highly sensible requests, there is little doubt in my mind that you will benefit in the long run.

    Thanks,
    Verbw001

    P.S. I understand (very well) that not all features can be implemented 'overnight,' it takes time.
    Responses in blue.

  7. #7
    Catherine Theking8133's Avatar
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    - Display both X-bow range circles at once for planning – different color on inactive one
    What's wrong with that? A) It's not that difficult to implement and B) It should be obvious why that makes sense. How can a base be effectively planned when you can't see the radius? If the range was square, it could easily be calculated by the number of tiles that is shown under the "Range" section of the info. dialogue. They're not square, they're circular. So for the mathematically.... challenged (me) among us, it's very difficult to intuitively calculate. Simply put, this should be implemented to enhance the usability of the 'product' you're developing.
    Well, Correct me if I'm wrong, but couldn't you just manually change the range targeting so you can see the different ranges? If not, then just estimate. it's only slightly larger. If you can just sound straight out, you can infer where the circle would be.

    - A large text area for clan rules that just the clan can see (separate from public clan description)
    Once again, what's wrong with that? Why can't clans set their own rules? Clans are supposed to be a community and communities have rules. A) Not difficult to implement (I could, quite literally, code that myself, in a day, and I'm a terrible developer. A good one would take far less time).
    What is the point of secret rules? I don't want to join a group advertising that its free to join, join it, then find out that if I don't donate 500 troops in a week I get kicked.


    - Modify clan castle – toggle defend/not defend (like heroes)
    **Sigh** This also makes sense. I don't want my precious clan troops being used in defenses. It seems like every time I manage to get a 'full house,' I lose them to a raid. What's the point if I can't properly and to the fullest magnitude, choose my defensive strategy?
    Well, the point of this is so the clan castle doesn't effectively become an extention to barracks. SC most likely wants it to be a bit more random if you CAN use thoes troops when you get on.

    - Swap buildings – drop one on the other, pop-up or double tap to swap if same size
    I believe that this one is also extremely intuitive, easy to implement and, ultimately, should have been there from the start. It's a real drag (....get it?....) to have to play 'Musical Buildings' every time I want to re-arrange one or two sets of buildings of the same size. I either have to play a game of shuffle, or click the edit mode button, choose my village, remove the builds, then replace them..... Neither is as simple and quick as a select & double-tap.
    So you can't be bothered to spend an extra couple minutes to re-arrange your base?

    - Ability to turn on all def building radius circles at once to check coverage
    This is something else that should have been in from the beginning, and for the same reason as the X-Bow one, above. Why not add it as a toggleable feature of the village edit mode?
    This would take a bit of randomness out of the game. If I can just find out my weak points of my base with a press of a button, it takes most of the skill of perfecting a base design out of it.

    - Show total training time left above barracks
    Again, why the heck not? Why not help us minimize the amount of effort required to do the simplest tasks?
    Seriously, you can't be bothered to click the barrack and open it to find the time inside the barrack?

    - Show total elixir costs of troops sitting in army camps
    This helps people assess how much they need to get from a raid, in order to effectively raid for resources. It's another simple to implement feature, that would go a long way to improving usability and user friendliness.
    This... Actually, I have nothing against this.

    - Ability to rearrange barracks queued troops (ex: click/hold slide troop icon first in queue to the middle)
    Another usability problem. Why are you guys so against usability improvements? Do you not want your app to be more user friendly? Again, a real drag to have to cancel the production of up to 80 troops, just to produce 1 or 2 different troops first. This one isn't hard to implement either, it's the same concept re-organizing tabs in a browser, or PDF Reader.
    I don't understand why you would WANT this? It takes minimal time to cancel out troops, and, you need a full army to raid. What does the order they build matter?

    - On Offensive Battle Summary include resource cost of troops/spells used
    Yet another request for added usability features, highly requested, consistently denied.
    Once again, no problem with this one. I would actually like if, rather than showing the amount of resources you win, it subtracts the cost of your army so you know if you really did anything.

    - Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
    This should have been a 'thing' from the beginning. Do you not understand how frustrating it is when, after skipping literally DOZENS, or SCORES of bases because they lack resources, only to accidentally skip the first good base you have found (out of, say 30, 40, 50, etc.)? It means that you have potentially wasted tens of thousands of gold, for no good reason, therefore increasing the costs associated with raiding. What's the point in playing if resource hunting isn't properly viable? And (as I'm sure many of us know), when upgrades cost in excess of 5 million gold each, the collectors alone do not provide enough gold, because you lose more in raids (even with the best constructed bases), than you can make through collectors in a day, unless you're purchasing gems (even then, sometimes). This completely removes any purpose to playing at higher levels and forces people to quit because it's not fun anymore, losing you potential revenue.
    Just pay more attention in the first place. I, personally, have NEVER accidentally skipped a base I wanted to raid.

    - Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
    This prevents the potential unnecessary expenditure of valuable resources and can mean the difference between winning and losing. Sometimes, Supercell, fingers twitch and we accidentally double-tap. Or, through no fault of our own, but through either a fault of the hardware or fault of the game, a tap/press to switch to another troop-type or spell is not registered, so resources are, again, potentially wasted.
    Same as the response above, never happened to me before.

    - Add comma or space at thousands space in ALL places: Upgrade buttons, spell/troop buttons, shop, etc.
    This should just be common sense. This is a feature of standard English Numerical notation and is there to improve readability. There are plenty of dyslexics and others with similar disabilities that this will cause no end of headaches for. It's an obvious usability blunder and is pure laziness, on the part of the Developers, not to go back and add this. I get that this no doubt requires a lot of changes and isn't as simple as may appear to those with no knowledge of programming concepts, but it IS still simple and laziness is not an excuse, when improving the usability of a product, especially when it impacts those with learning disability, such as dyslexics.
    No problems here. Only thing I can think of from SC's standpoint is that it would make the numbers bigger, making them no longer fit in boxes, making them have to increase the size of boxes, thus having to totally re-figure the upgrade menu. That may be a stretch go. I would actually like this update.

    - Add push notification for Hero ready (healed/able to attack)
    Why not?........ You implemented it for all of the other army features? Why not this one too? This denial is utter nonsense,
    Could be useful.. On the other hand, my armies and spells take longer to make then my hero's take to heal, so this may not benefit most people.

    - Add an unmute option for accidental muting – or have a list showing all muted to pick certain unmutes
    Why would you offer the ability to do something like this, but not undo it?
    How do you accidentally mute someone? You have to accidentally click a person, move your finger over the mute button, and then accidentally press mute. A confirmation button I could see being added.

    - Add mini-games, something to occupy time
    Out of all of the denials, this one's the most reasonable and I can understand not wanting to implement full-scale mini games, that makes sense and is kind of beyond the scope and idea of Clash of Clans, but extra Goblins missions, every so often, would be nice. Perhaps monthly challenges or a random Goblin map feature (like the Age of Empires style random maps)?
    A supercell employee posted in the mastermind daily quest thread that they were thinking of something like daily missions. Would that work?

    MAN that took a while to type,
    My best threads: The Overseer, Flying Shark,Shockwave Spell, Empusa, FLAMEingo
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  8. #8
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    I don't think its a no but rather, requested too much.
    "The chiefs declare war. But it is the Barbarians who must fight and die"

  9. #9
    Catherine Theking8133's Avatar
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    Quote Originally Posted by YWR View Post
    I don't think its a no but rather, requested too much.
    Well, some of them are definitely ruled out.
    My best threads: The Overseer, Flying Shark,Shockwave Spell, Empusa, FLAMEingo
    Quote Originally Posted by raidingisfun View Post
    Be careful, soon they are going to start charging for pointless threads on the forums too. A lot of you are going to be broke!

  10. #10
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    Agree to all but.

    - Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return


    Just no. Not happening. The only way this would be possible is if the searching algorithm was changed to give you a set of bases nobody else could find until a certain time has passed after you clicked next.

    Example; You click next, 3 seconds later, you click back, if 3 seconds has passed that base is no longer in your queue and is left in the 'open to attack pool.' But searching is in a pool with other people, so this would;

    #1, slow down searching for those in your pool. and
    #2 create unexpected errors across all those in the pool.

    I suggest being more careful. I can admit I have never in 2 years wanted to click the back button. So there must be something wrong with those who click next so fast. How about slow down a tad.


    - Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts


    Just no. I like to multidrop my spells, sometimes I even tripledrop my spells and sometimes spells need to be dropped faster than 1 second apart. Spells are crucial, as you know, and doing this would backfire on some of us, even many. All depends on your troop composition.

    Other than that, I agree with everything else.

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