Why can't a little guy ever win? :-)
Forums › Suggestions & Feedback › Why can't a little guy ever win? :-)-
I agree with Castaway
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Castaway wrote:
No it doesn't. Then I could go and cap everyone in Boston out. NOAnd as far as that "anyone capture anyone" goes. I had to successfully damage my opponent to decrease the levels. It isn't like I was so weak that I couldn't even damage them. I was strong enough to TAKE THEM DOWN! So at the very least, deletion of that turf makes sense.
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A little guy can win ! That's what vedetta's are for !
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It's not impossible to take back your turf. You only have to win one fight to take back that turf and that's the last fight. With the random factor it is possible. When you are dealing that 8 damage it says "You LOST" by your logic you should be rewarded for losing 18 fights "because you put in the effort to lose all 18 times" now you get that turf back if you lose 17 times then when that 18th time. When he attacks you he WINS everytime therefore gets your turf as a trophy. If you understood the game as you claim to youd have figured that out.
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Billy, look at it this way, you may have lost 18 fights but the battleground has been completely decimated in fire. For you to have fought that battle, there is nothing left but ash. Ie, it is destroyed. I have said it more then once, it is just as fair that it has to be rebuilt. Nobody says you get it as a trophy. If he "really" wanted turf there, he would build one there to replace the missing one. But he won't because a. The weak guy moves away or quits and b. the only reason he wanted it in the first place was because someone was populating the area making it not rural.
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Once again the system you want would let anyone capture anyone they want. That's not a fair system at all
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You mean billy dramabot. Not me, that's not the system I am promoting.
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Billy Da' Kid wrote: ... If you understood the game as you claim to youd have figured that out.
With all due respect, you're completely missing the point or this thread :-)Certainly an auto-cap after knocking a turf out of commission does not make sense. Otherwise winning fights would be completely meaningless.
I cant speak for others on this thread, but the original idea behind this thread was simply pointing out that it shouldn't be *impossible* for a smaller mob to take a turf from a bigger mob (without a V). That's all. No more, no less.
Do you truly feel that it should be 100% impossible?
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But it's not 100% impossible. The random factor that was implemented to make to where it's not completely impossible.
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And I was talking to the guy who wants a anyone can cap anyone game.
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DRAMABOT 5000 wrote:
I'm not promoting any method. That's how it works isn't it? If I was to lose every fight but the random factor kicked in on the last fight and I won wouldn't that mean I get the turf?Once again the system you want would let anyone capture anyone they want. That's not a fair system at all
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Who wants an anyone cap anyone game, thus has been noted time and time again, the bonus/capability on works on territories that you yourself created. If you didn't create it in the first place, you should have no ability to capture the other territory, at the very most all you could do us destroy it.
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Billy Da' Kid wrote:
The random factor is so small though. What is it...like 15% max? I forget the exact number. In any case, a 4k mob will never be able to harm a 6k. IMHO,those numbers aren't so far apart that the 6k deserves invincibility.But it's not 100% impossible. The random factor that was implemented to make to where it's not completely impossible.
If you add in the fact that the game is weighted towards armor, it's even harder for a smaller mob to do damage (outside of a V).
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Then they can use a V..
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So now we are full circle, instead of restating the initial argument against the suggestion, how about explaining how and or why the current system is a.fair to new players, b.correct in its design, c.promotes a turf war and not a "mob war", and d. Re-usable in a 1hour period to inact vengeance and take back "all" lost cities, not just 1. I mean a vendetta, seriously, I already put the guy in the hospital without having to do that. If you can only use it to recover 1property in 24 hours, you can't protect your turf, block the oncoming expansion in your home area or take back the place you live without being wiped out the next day when you cannot vendetta for defense. It is too too ie sided here. New players get nothing, old players decimate. You can claim "raise your mob" till you are blue in the face but the fact remains, 30 days of playing will never be caught up with by another player starting 30days later doing the same actions. So we should use this concept known as "player stats" not "mob size".
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Skill should be used, We all know mobs are a joke. "post your code on the forum" that us know way to build an army, there should be better rules about your army, like only mobsters who are in your range count for size if mob, ie 4 levels higher then you, 3 levels lower. You know, keep them active. If they don't stay active, they really aren't in your mob, and if they are much higher then you, would you really be able to use them constantly or would they just laughter at you and your request. All in all it still comes down to, this game is out if balance.
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Castaway wrote:
You really want to hold everyone back because of your laziness?Skill should be used, We all know mobs are a joke. "post your code on the forum" that us know way to build an army, there should be better rules about your army, like only mobsters who are in your range count for size if mob, ie 4 levels higher then you, 3 levels lower. You know, keep them active. If they don't stay active, they really aren't in your mob, and if they are much higher then you, would you really be able to use them constantly or would they just laughter at you and your request. All in all it still comes down to, this game is out if balance.
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This is stupid it would make capturing turf next to impossible. We already have area limitations on who you can attack. It shouldn't get more restrictive. This isnt like those other games you play. In this games it's basic farming and it's anyone in the world. In this game you're super super limited on who you can attack.
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A new player shouldn't be caught up to old players in 30 days. That'd be a stupid lazy mans game. Games are supposed to take work.
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Castaway. This is what vendetta and range are for. A smaller player can indeed completely destroy a larger player. Once they join a vendetta the capture range is weoghted in their favor. So they will be able to capture the large player without being captured back. This is the only tool small players need.
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Castaway wrote:
So das hyena would have zero mob. That's awesome.Skill should be used, We all know mobs are a joke. "post your code on the forum" that us know way to build an army, there should be better rules about your army, like only mobsters who are in your range count for size if mob, ie 4 levels higher then you, 3 levels lower. You know, keep them active. If they don't stay active, they really aren't in your mob, and if they are much higher then you, would you really be able to use them constantly or would they just laughter at you and your request. All in all it still comes down to, this game is out if balance.
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Antiher reason we can't have mob limitations is henchmen. You start limiting mob then the henchmen buyers become invincible. Havoc has 17k bought mob. With your system no one could stand up to him. Not even with a vendetta.
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Drama, you have some valid points and some empty ones as well. Hold everyone back for laziness? What is the point of even having levels then? Levels apparently mean nothing in regards to strength. The argument of mob is everything is the biggest broken part of this game. A level 5 with 500k mob is invincible to a level 60 with 50k. Don't you see how ludicrous it is to have levels at that point. They don't mean anything to do with strength. In which there will be a response in a second "you don't know how to play the game" but yeah, I get how. The point is the mob has defeated the focus of the turf. Turf wars is not a game where you build levels and turfs and use turfs and skills/experience to conquer the world.turf wars is a game where you add people to a list in mass and whoever has the most people on their list captures other territories regardless of Reprecussions. The turfs aren't at war, you don't fight with/defend with/ or battle for "turfs". You do it with mobs.
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I want to change that to make the "turfs" the relevant pieces and the purpose of the game. I want to make levels and experience meaningful (daily activity) instead of time and mass forum posts.
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You and others hold out that laziness is the factor but I play everyday. Running missions does more harm then good. That part is the most flawed here. The reality is you just don't want the game to change because you like it easy. You have a huge mob, so you are powerful enough to stomp on people without Reprecussions or skill. Why would anyone want to destroy that? You have a good thing going. Well one reason, people who play these games with money, get screwed in a lot of ways, which means this games creator loyalty goes way down. I will never install a game linked from this creator. It's a bad investment, both time and money. Also, new players won't stick around after being stomped easily after working hard each day to raise xp and realizing it was meaningless. One day the game will reach a world end because people will just get bored and leave.
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That is unless something changes to make it more balanced. This game has a serious drop rate. When looking at the player quotient stat, it has one of the worst player retainment. People come, people go, other games they stay, spend a lot more money. That is a serious point that should drive change.
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But the focus of the game is turf. You battle for turf because you can't survive without it
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Castaway wrote:
iPhone apps always have poor retention rate. Tw has about as good of one as anybody.That is unless something changes to make it more balanced. This game has a serious drop rate. When looking at the player quotient stat, it has one of the worst player retainment. People come, people go, other games they stay, spend a lot more money. That is a serious point that should drive change.
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Let's look at your ideas one by one. You want a player to be able to capture any turf regardless of mob size. That's your first idea. It wouldn't be a fair system because the players that put in the most work would be targeted the most and forced into a reset. Congratulations. You just killed the most loyal customers.
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Ok. Idea two. Let's base mon on the individual stats of each player. Not only is that system impossible to code but the smaller players would have even a worse gap. It's the big players that are more reliable for adding mob. They're the more active and the harder working. So the smaller players would be left in the blue still
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