All our past updates were community driven, so we don't think it's fair to state that the devs/we wouldn't listen to your feedback. We ask you to understand that a few things can only be seen live before we come to conclusions to change something for the better to reach the goal. Especially with this update, such an iterative approach is required.
So, let's get to the next design idea we think will solve a few of the issues you mentioned:
Yield Based Building HP (3.1)
Buildings will get lower HP the higher their yield level is upgraded to. With that we want to increase the attractiveness for attacks on buildings in a way that small clans and single players can fight for buildings due to the increased risk of losing a building when it is sitting on a high yield level.
Goals:
- The buildings shall be more attractive for spontaneous attacks to oppose dominant clans, allowing smaller clans to participate
Main Changes:
- Buildings have different starting HP based on their yield levels for each conflict phase
- Starting HP decreases with higher yield level (Risk vs Reward)
- Buildings have an increasing risk that Dinoville will take over the building the longer the same clan is holding it.
- At the start of the next Conflict Phase random DV owned buildings are released again to again arrive at the number of buildings DV should own based on Townhall activity.
- The risk will increase based on hold cycles up to a max of 25% chance
- Risk to lose a building will be applied on a daily basis
- Defender Repair rate will be increased to 1:2 instead of the current 1:4 rate
- Basic Yield level will be increased from 25% to 50%
View attachment 47368
Let us know what you think of it!