Originally Posted by LisaDEric Originally Posted by

It looks like I've hit a real nerve drawing out a lot of the end game players to speak out on the forums. With that being said after reading the "big change" it seems like everything said in that thread was some what true.



I will give you guys a detailed analysis of why this loot system does not address what I believe to be the issue with end game play.



Abstract



The current issue as stated by the developer is that Town hall 8 and above do not see enough loot in searches. Most of the top farmers who have maxed their walls beyond skull will know that farming comes to down to GPM (Gold per Minute). Embedded within this bench-mark number is an algorithm that combines army build time, cost, to final revenue from raid per unit of time. The most optimal way for town hall 9 and 10 players to farm currently is to focus on time reduction while focusing on collector or "exterior" raiding where you never touch the core of a base, only the collectors (Yielding between 100k-400k). Because of the external factors, GPM is a derivative of random number generation and can never ready steady-state.



The Issue

Loot is not being introduced to the game fast enough. Loot gets generated into the game through collectors and the goblin and is sunk into the limitless gold-sink of upgrades. If you observe the loot in clash of the clans as a system, split into non-trivial subsets and observe these random non-trivial subsets, you would see a pattern where loot is generated into collectors and fed into high level players through collector raids. We'll call that State A. The loot issues stems from the overall lack of loot being injected into the system as the rate it is consumed. In short - the gold sinks are much greater than the gold being generated. Even if you were able to steal a larger amount of loot from a high level player, attacking collectors would still be more efficient. It would you take an army that takes one hour to steal lets say the maximum of the change 400k that army you used to steal the 400k/400k will take a long time to rebuild (I'd say one hour is a safe lower bound) . It will still be more efficient to raid 200k from collectors twice in around 10-20 minutes (I would say 1 hour is the upper bound for raiding 400k from collectors).



Why the game is stale

The game is stale for end game players who optimize gold per minute because you end up raiding collectors every day. While this new change hopes to increase the loot from TH9 and TH10, it will not have any affect on how TH9 and TH10 players loot. Simply put collector raids will still be king. It can be seen here that SuperCell acknowledges that people should not only be raiding collectors but should be rewarded for raiding full bases. However increasing the loot cap will not fix this issue because Gold per Minute is a derivative of time still. The most optimal way will still be to hit collectors.



Improving loot and end game - What the solution should entail



I strongly believe why the game is stale at the end game is a result of having nothing to do beside raid collectors all day. There is no content besides that. What the game needs, what the top players have been calling for is new methods of playing the game. This can be done in parallel with loot injection.Loot injection is introducing more resources into the game, not changing how existing loot is transfered. For example, if daily quests were implemented and had rewards for gold and elixir it would improve the loot at a baseline for everyone by introducing a method to play the game with loot rewards. It also function as a new way of injecting more loot into the game thus players will have more loot in general. It can be said with this change that loot transfer will increase but the loot system will still be deprived of loot, it will take the same amount of time to farm the same amount of money without any new way to play the game.



Conclusively

SuperCell Acknowledge there's is a lack of loot at high levels and addresses it by increasing the amount of resources that can be transferred. Gold Per Minute will remain the same for high level players and there will be no new way to play the game. What the game really needed was new content to play that also injected more loot into the game. I strongly believe that this change will result in the same GPM we see , the same lower bound and will ultimately result in no increase of loot / unit of time for the average optimal TH9 , TH10 player.

