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Thread: Elixir economy

  1. #21
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    Supercell has always put an Elixer bonus on the table for every attack which went to the attacker for TH/50%

    Easy way to replace what has been lost from sniping would be to give the win bonus to the defender if the attacker does not get town hall or 50%... Before 80% were snipes if the rest were 50/50 wins losses it would just mean an extra 10% being pumped into the economy than there was pre update... (With a caveat of maybe 30% of troops deployed because of trophy drops)

    but im sure strangling resources is one of the ways they intended to slow players progress in the future...

    So so I think this is intended... I'm sure you are up to coping with it chief!... Not!

  2. #22
    Senior Member IvarGreyBeard's Avatar
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    Quote Originally Posted by daz258 View Post
    With this update, more players are switching to more expensive armies.

    Some Barch to Gi-Barch, other Loonion etc. But overall many are using a more elixir heavy army than before.

    Combine that with lack of shielding making dead bases harder to find, lower war loot for TH9-TH10, no fast hall snipe income, lower league bonus at 50%. And lastly TH11 heavily demanding elixir for the Grand Warden many agree there is an elixir shortage.

    So realistically what is the solution?

    Reduction on troop/spell costs?
    Move elixir walls to lv 10+ only?
    Increase Elixir Collector production?
    Spells to cost Gold again?
    League bonus to offer more elixir than gold?
    Other?

    Share any thoughts you have to boost our elixir economy.
    Significantly increase the elixir obtained from gravestones...

    For a successful defense, the defending player could receive a high percentage of the cost of an attacking troop (i.e., 80%). For an unsuccessful defense, the defending player could receive a low percentage of the cost of an attacking troop (i.e., 20%).

    It would proportionately reward successful and unsuccessful defenses. At the same time, it would proportionately reward players who defend against full armies. If a player defends against a small army, he/she would only get a small amount of elixir. On the other hand, if a player defends against a large army, he/she would get a large amount of elixir.

    It helps keep a higher percentage of elixir in the economy to fuel expensive armies. By doing so, it encourages players to attack more often with larger armies. Gravestones that provide dark elixir could be kept fairly low. Elixir should be more plentiful than gold and dark elixir.
    Last edited by IvarGreyBeard; December 26th, 2015 at 10:45 PM.
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  3. #23
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    first step probably increase elixir production, add collector, or increase several level of collector, this will satisfy casual players who prefer play at slow pace

    if SC want players to compete in higher trophies range then increase league bonus especially elixir, and/or give higher trophy players daily bonuses based upon their ranking, like in boom beach when players can choose between one of three daily bonus, this can be applied right now because players place their TH in protective place

    maybe increase war income as well, right now without farming it's really hard to keep up with clan war, i mean training 10 dragon with 3 spell already cost the same with winning. people go to war to get more resources, not break even
    Last edited by nugimugi; December 26th, 2015 at 10:48 PM.

  4. #24
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    If SC wants us to make large expensive armies, there needs to be an incentive to use these armies. At the moment you'll lose elixir and de and progress gets very slow.

    One idea is if you have a successful attack (i.e. 1 star), the bonus should be you get refunded the cost of your army or at least a % of the army. Conversely, if you have a successful defence, you should be entitled to a bonus like a % of the cost of the attacking army.

    These changes will provide the incentive for defences as well as an incentive to use a wide range of armies if you know you could get back the cost of your troops.

    Thoughts?

  5. #25
    Junior Member GolemSmasher's Avatar
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    I would reduce troop training cost and increase league bonus
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  6. #26
    Senior Member spitz100hh's Avatar
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    just before i clicked this thread i spent my 3 mil elixir on a wall
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  7. #27
    Senior Member Aristocratius's Avatar
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    Quote Originally Posted by daz258 View Post
    With this update, more players are switching to more expensive armies.

    Some Barch to Gi-Barch, other Loonion etc. But overall many are using a more elixir heavy army than before.

    Combine that with lack of shielding making dead bases harder to find, lower war loot for TH9-TH10, no fast hall snipe income, lower league bonus at 50%. And lastly TH11 heavily demanding elixir for the Grand Warden many agree there is an elixir shortage.

    So realistically what is the solution?

    Reduction on troop/spell costs?
    Move elixir walls to lv 10+ only?
    Increase Elixir Collector production?
    Spells to cost Gold again?
    League bonus to offer more elixir than gold?
    Other?

    Share any thoughts you have to boost our elixir economy.
    Elixir to walls level 10+, I like that idea 😎

    Elixir production increase wouldnt be big and it would not fix the issue I believe.

    Spells to cost Gold just feels weird, does not fit the lore.

    League bonuses increase sounds interesting. However, I dont think it will do the trick as with new system loot is proportional to destruction and most attacks do not reach 50% (unconfirmed statistics, just from personal and clanmates experience).

    What about reduction of penalty for attacking TH below your own? They increased it last time but I think it was bad idea as its already hard to find good targets for TH9+ as not everyone lasts to that high level and pool of players at higher level becomes increasingly smaller. In every game, the pool of elite players gets smaller as casuals usually get bored before reaching hight level of gameplay.
    Last edited by Aristocratius; December 26th, 2015 at 11:14 PM.

  8. #28
    Forum Superstar MysteriousR's Avatar
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    A building that converts gold into elixir like what them alchemists are doing

  9. #29
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    What is trully shocking is despite the 1 gem collector boost. Elixir is still in massive short supply at th9 and 10.
    It isnt just broke. The elixir economy has declared bankruptcy. Had the baliffs in and is being described by the world Bank as too big to bail out

  10. #30
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    Quote Originally Posted by daz258 View Post
    With this update, more players are switching to more expensive armies.

    Some Barch to Gi-Barch, other Loonion etc. But overall many are using a more elixir heavy army than before.

    Combine that with lack of shielding making dead bases harder to find, lower war loot for TH9-TH10, no fast hall snipe income, lower league bonus at 50%. And lastly TH11 heavily demanding elixir for the Grand Warden many agree there is an elixir shortage.

    So realistically what is the solution?

    Reduction on troop/spell costs?
    Move elixir walls to lv 10+ only?
    Increase Elixir Collector production?
    Spells to cost Gold again?
    League bonus to offer more elixir than gold?
    Other?

    Share any thoughts you have to boost our elixir economy.
    The issue with thinking about solutions is how to make it fair and incorporate everyone. We need to look at incentives rather than punishments and turn the ship around. Certain TH have different experience and needs, such as Max 10/11 Greatly needing more defensive bonus as a result of successful defense without shield. This still happens, but isn't As big as an issue in lower TH levels.

    For elixir,

    I do like the Gravestone solution presented by IvarGreyBeard. Even full cost of troops used I wouldn't find unreasonable, though it doesn't have to be to that extent. We should remember that a lot of our defenses were nearly 99-100% resource safety pre-update with occasional full on raids. A drastic increase such as getting 100% of the elixir army cost of the attacker doesn't sound unreasonable. It helps offset one's own storage losses and scales with how heavy you are being attacked--the heavier means more likelihood of greater rss loss--and offsetting economic losses of failed attacks in a macrosystem view. Ofc, in the case of MAX TH10/11, you might find that people start using heavy armies and failing, causing these top end players to get too much elixir on defense that is greater than even what is lost in their storages. It also creates an odd strategy to Bait DE to offload and pick up Graveyard tombstones for elixir. However, elixir is needed greatly for these players and could be some benefit. It also encourages greater defense.

    I think reduction of troop/spell cost with league perks (your suggestion) is one of the best. This will appease most, but not all players. There will now be an incentive to rise in leagues and increase quality of gameplay/strategy. This method decreases the loot destruction side of the game, thereby increasing the % elixir profit compared to total loot offered. The main issue right now is that we are taxed way too heavily (even for cheap farming compositions) compared to our income. Ofc, I am speaking about higher league gameplay, and am not so experienced with the ROI in silver 3 and below that people are taking advantage of. This idea will open up avenues for the individual to be able to gain elixir, save elixir, and therefore more will be available in the bases that we next through.

    The other side of the coin and another option would be to significantly increased league bonus.

    Re-introducing dead bases can increase ROI for barchers and increase system elixir. This could be an issue with matchmaking systems.

    Another issue is player behavior. Players, if possible, are incentivized to dump resources to make themselves less worth attacking. However, some players must save up great amounts of elixir for upgrades such as lab upgrades or Grand warden. I don't really see that many solutions that would dissuade players from loot dumping as a result of being vulnerable to attack multiple times a day.

    Another interesting idea I saw is Dorsan's http://forum.supercell.net/showthrea...actual-disease

    His idea was something along the lines of limiting how much we can lose in storages to be half the collector rate per day while also increasing the amount we can lose on defense. This would protect the casual player as progress would basically be guaranteed. I'm not 100% sure on the details about it though and sounds a little complex/too big of a change.

    I believe JCMan also had a solution where simply we regain half the resources lost in a form of regeneration. Just simply give the attacker more, while half of what we lose is regenerated and given back. Decreases losses and injects loot into the economy.

    Another issue is that loot tends to gravitate toward the top. Max 10/11 tend to have the best access to all the loot, while being the worst ROI. This means they are the ones with loot rich storages. In the end, I don't really see a way around that or if it is even a necessary issue to address.

    Enough typing for now. I think any of the listed changes in the OP can probably work. Just any kind of elixir injection for everyone.. Maybe they can just start with some cool ideas and tweak it, see how it changes things, and tweak it some more. But they aren't very communicative or open with the community. We can offer these solutions as a one-sided offer of free ideas.
    Last edited by shapesh1ft; December 26th, 2015 at 11:42 PM.
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