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From the Dev's Desk: Loot, League Bonuses and Trophy OffersHello Chiefs, once again!We’re here one last time this update to go over the last of the supporting changes surrounding the shield system revamp and the addition of Village Guard. In the previous posts, we discussed lots of changes to support fairer defense, increased focus on attack, and greater flexibility in play sessions and shield times. Now it's time to bring it all together with what all Chiefs strive for: the spoils of battle! Whether you're a Trophy pusher or hunting for sweet loot, these last set of changes aim to make the spoils of battle more rewarding for skilled attackers, better tied to gameplay objectives and better balanced in attack vs. defense.The first set of changes involves the Town Hall becoming a primary loot target. Even Trophy pushers should take note of the last item on this list!Available loot is now distributed to the Town Hall as well as storages (maximum loot is unchanged)Town Halls contain a share of loot equal to one Gold Storage, one Elixir Storage and 1/4 Dark Elixir storageThe Town Hall is now looted only when it is completely destroyed by an attackerTown Hall Gold, Elixir and Dark Elixir storage increases by Town Hall LevelThe Town Hall and Clan Castle now count as resource buildings, so Goblins can target them for double damageAlso for the loot hunters comes changes to the League Bonus system to make it worth more, but only if you attack well:All League Bonuses have been significantly increasedLeague Bonus loot is now progressive from 0% to 100%, based on destruction percentage of a victorious attack100% League Bonus is earned at 70% destructionAlso, the Trophy pushers out there will be seeing some much needed rebalancing of high-level Trophy offers. High-level players will be gaining more Trophies from attacks and losing less from defense:Trophy offers of defenders with less Trophies now increase based on total Trophy countTrophy offers of defenders with more Trophies now decrease based on total Trophy countFinally, there are some general-purpose multiplayer matchmaking changes to support all the rest:Available loot percentage on Town Hall levels 6 through 10 has been slightly increasedMultiplayer targets one Town Hall level lower are now worth slightly less loot to attackersMultiplayer matchmaking is now less likely to offer targets at a 2-level Town Hall difference (only below Champion League)The overall goal of these changes is simple: the better of an attacker you are, the better your spoils of battle should be! Let’s dive in deep one last time to discuss a better balance in how players fight for rewards. Whether you’re after Trophies or loot, there is something here for you!What’s In a Town Hall?The Town Hall is the heart of a village, so the building should always be of prime importance to attack and defend. Even though Trophy pushers are always eager to flatten every Town Hall they find, loot hunters haven't really much cared. Now that Town Hall destruction no longer grants shield, what practical value does the Town Hall bring to a loot hunter? In the upcoming update, the answer will be simple: more loot!Think Town Hall sniping is gone? Try telling that to a Goblin.Every destroyed Town Hall will now be worth a significant share of Gold, Elixir and Dark Elixir to attackers. Loot that used to be only available in storages will now be distributed also into the Town Hall. Let’s take an example of a Town Hall 10 defender with available loot of 100K Gold, 100K Elixir and 1000 Dark Elixir (any loot from collectors is ignored here):Available loot is being distributed into Town Halls as well as storagesDoing the math, we’ll find that players who defend their Town Hall well will be losing less to attackers than they used to. However, poorly defended Town Halls will carry a price tag. Also keep in mind that Goblins, obviously, will not turn a blind eye to such a sweet share of loot, a
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