Nice to see loot changes and the implementation of ideas that were made in the forum..thanks for listening to the community SC.
Nice to see loot changes and the implementation of ideas that were made in the forum..thanks for listening to the community SC.
All attempts to correct the December update are welcome. If sniping and trophy dropdown is a problem, the successful defendor could receive a reward from the attacker.
Seems like you made it more complicated then it has to be, but interested in seeing how it will turn out. Not sure it will be enough to keep the "dirty casuals" around unless the percentage is high.
well you are not rewarded for being attacked you still lose resources.....the whole point is you not to loose so many so u can't develop and for the attacker to gain more.
actually the game was working fine and they screw it so hard and now they just try to cover their mess with complex solutions.
to sum up they try to bring the game economy like it was before after playing with the nerves of the customers.
the bad thing is that even now they didn't learn from their mistakes they do not create a beta server to test their idea they just repeat what they did with the update with the hope their idea will work this time...
About this changes:
Is difficult to preview if this changes will bring back the fun again.
Is difficult to preview if casual players will return to the game.
Is difficult to preview if the game will be playable for everyone.
Is difficult to preview the success.
Lets lear with the past:
1-SC change the main mechanism of the game putting the TH inside with the "Clash was never intended to be played that way" stupid thing and everyone hated it.
What to learn: In case of success don't change!
2-People like to play the game according own strategy and way. Some people like to play with TH outside, some people like to play with TH inside, some people like to sniping, some people don't care about sniping, some people like to play wars, some people dont. etc etc etc. People hate to listen "Clash was never intended to be played that way" because people don't want to play as SC is trying to force.
What to learn: Let people play their own way and once again, don't change it.
So, the answer about this change intented to fix the huge mess you cause is that you have 2 options:
1: Make the changes you are telling and cross your fingers to work properly.
2: Come back with TH outside restoring the soul of the game, restoring the mechanism that give you the succes, dismiss 2 or 3 trainees, and everyone come back to happiness.
I don't recall ever talking about dignity in getting raided? I also can't see where this has anything to do with this forums "game was meant to be played"
I appears to are trying to bring in exterior issues to this
It's a very basic system for generating loot into the economy, simple as that - it's like a little insurance policy when you get burgled
I'm glad that SC is taking the time to attempt to fix a few issues, but I can't help but look at this announcement through the lens of the TH11 release debacle. I just wish that they could come up with some simple, easy solution instead of adding three more layers of complexity to farming/loot saving. Even after two+ years of daily gaming I still have trouble remembering everything.
Agreed. They should simply give the nexting gold cost of anyone visiting the base and complete army cost deployed by the attacker irrespective of percentage destruction. This would properly reward a good defence.
I keep getting raided by 200k army only to lose 100k elixir, I would be happy if i get additional 200k elixir used by the attacker. They may add some league bonus too for a successful defense and assign some weight to them.