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Thread: League Perk System

  1. #51
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    I definitely support the idea of providing greater incentives for players to gain and keep trophies. I'm not sure whether or not this is the best way to do it, but it's definitely food for thought.

    To the people who think the incentives are too much, Supercell could drop the league bonuses some to counter that.


    The main problem though is that no matter what sort of loot-based incentive you have, it's hard to compete, not so much with the loot you get down in the lower levels, but with the speed you can make an army, and rate at which you can then attack. At higher levels you're either waiting a lot longer or spending a lot more gems than you would using barch or bam at lower levels....and people simply do not want to wait 3-4 times as long to attack even if it means they'll likely get 3-4 times as much loot.

    Anyway, here are some other ideas that would also help address the problem:

    1. A monthly individual tournament by town hall level (So a separate tournament for each TH, at least for TH7 and up). There would either be a trophy minimum to enter, or it would be invite only, limited to the top 200 players by trophies, or maybe top 1000 at most. 4-5 rounds, either all round robin style, or 3-4 rounds of round robin followed by an elimination bracket.

    2. An achievement for clans that rewards XP and/or loot/gems for the first time the clan makes it into the top 5000/1000/200 clans. Only real problem with this is SC would be giving out a whole bunch of XP/gems/loot at once when they first add it.

    3. A premium account that is either a monthly subscription or one time fee. One of the incentives of a premium account could be that troops take 25-50% less time to train. Builds could also potentially be shorter. Particularly if it's a subscription, SC could also have special offers available to premium members only. Maybe one month it's half price boosts on barracks all month, the next month its half price DE drill boosts for 2 weeks, or get an extra $5 worth of gems for every $10 you spend.

    4. The least likely option would be basically a complete overhaul of the trophy/league system to make it much more difficult to drop trophies. You'd have to more or less eliminate trophy losses for unsuccessful attacks. I can't really see this happening though.
    Last edited by awesomness2016; September 4th, 2015 at 05:14 PM.
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  2. #52
    Pro Member patrickpatrick's Avatar
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    Such a good idea i think we ought to keep it alive! Good job OP 👍

  3. #53
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    you forgot that going to champions gives 2K gems.
    Granting what you wish will make things fun, but less company profit gained. Softbank didn't buy COC because they want to make us have fun, they want more money.

  4. #54
    Forum Master daz258's Avatar
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    Bumping this in light of the latest update. I believe such a reward system would be more valuable than ever with these new rules.

    Trophy drops are out of control, that shouldn't be happening. Encourage us up the ladder!
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  5. #55
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    Quote Originally Posted by daz258 View Post
    Bumping this in light of the latest update. I believe such a reward system would be more valuable than ever with these new rules. Trophy drops are out of control, that shouldn't be happening. Encourage us up the ladder!
    Yes! I'd think you want to increase the lower leagues' bonuses a tad bit.

  6. #56
    Forum Champion Smolson's Avatar
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    I like this idea a lot. It makes more sense than ever to create incentives for people to move into proper leagues. Furthermore I think an idea like this (may need a few tweaks) would address some of the loot concerns that many of the community members have.

    If this were a petition I'd sign it and I don't do that often.
    Last edited by Smolson; December 17th, 2015 at 10:30 PM.

  7. #57
    Forum Veteran Goempel's Avatar
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    I like the idea, but wouldn't it just be easier for SC to increase loot bonuses even more?
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  8. #58
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    I would consider adding other perks like:

    Increasing loot storage

    Decreasing hero heal time

    Decreasing spell and troop time


    These would be great reasons to move up and allow for more real attacks.

    Increasing the league bonus and a defensive bonus should also be included.

  9. #59
    Super Member PureEnergy66's Avatar
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    League bonus farming is weak now since there is no more sniping. That made a lot of people stay up just to snipe and get resources very quickly but with the extra "league perks" it makes really no difference if your hardcore about the game. Casual attack a couple of times and leave but if you think about it. I get 50k of gold and elixir from my collectors everyday, and a perk for example is 15%. So 50,000 + 15% equals 57500. Really makes no difference..
    Last edited by PureEnergy66; December 17th, 2015 at 11:35 PM.







  10. #60
    Forum Champion Smolson's Avatar
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    Quote Originally Posted by PureEnergy66 View Post
    League bonus farming is weak now since there is no more sniping. That made a lot of people stay up just to snipe and get resources very quickly but with the extra "league perks" it makes really no difference if your hardcore about the game. Casual attack a couple of times and leave but if you think about it. I get 50k of gold and elixir from my collectors everyday, and a perk for example is 15%. So 50,000 + 15% equals 57500. Really makes no difference..
    Max collectors produce 504,000 per day. You can max collectors at TH8. Even at 15% that's an additions 75,600 per day. Doesn't sound like a whole lot but it would make an impact.

    The percentages used in the model right now are fairly conservative but I think that's the right place to start for sure.

    The most intriguing part of this idea to me is the boosts to hero recovery speed and spell production.

    Another idea for a perk would be a boost to troop production.

    Quote Originally Posted by Goempel View Post
    I like the idea, but wouldn't it just be easier for SC to increase loot bonuses even more?
    They could increase loot bonuses and have a similar effect but this idea has a better passive element to it thus giving back to more casual players.
    Last edited by Smolson; December 18th, 2015 at 02:02 PM.

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